Mentalist Fighting.
- Benedict may use intelligence instead of dexterity or strength for attack and damage rolls of melee and ranged attacks.
- While Benedict is not wearing medium or heavy armor and wielding no shield, his AC includes his Intelligence modifier.
- Benedict's unarmed strikes are considered magical for the purpose of overcoming resistances and immunities.
Cognitive Mastery.
- Benedict has advantage on saving throws and checks against spells from the schools of enchantment, divination, and illusion.
- Benedict is also immune to any effect that would sense his emotions or read his thoughts.
- He can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Contingency Planning (3/day).
- Benedict can replace any attack roll, saving throw, or ability check made by him or by an ally with either a 1 or a 20. He may only replace a roll in this way once per turn.
- If Benedict uses his contingency planning to cause an ally to roll a 1, he may take a free legendary action and he gains 30 temp hp.
Master of Spycraft.
- Benedict can unerringly mimic the speech patterns and accent of a creature that he has heard speak for at least 1 minute, enabling him to pass as a native speaker of a particular land.
- If Benedict spends at least 3 hours studying a person's behavior, speech, handwriting, and/or physical mannerisms, he can unerringly mimic those personal attributes which he observed.
- Benedict has advantage on Charisma (Deception) checks.
- Wisdom (Insight) checks made to ascertain Benedict's intentions or sincerity have disadvantage.
Evasion. If Benedict is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Sneak Attack (1/Turn). Benedict deals an extra (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Benedict's that isn’t incapacitated and Benedict doesn’t have disadvantage on the attack roll.
Multiattack. Benedict makes three attacks of any combination.
Sword of Kas (longsword). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 2d8 + 11 [slashing] damage.
- Add 1d10 to initiative at the start of every combat.
- Critical hits on 19 or 20.
- Extra 2d10 slashing damage against undead.
- When Benedicts uses an action to attack with the sword, he can transfer some or all of its attack bonus to his AC instead until the start of his next turn.
- Spells (1/day): (DC18)
- Call lightning
- Divine Word
- Finger of death
Unarmed Strike / Improvised Weapon. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 2d8 +8 [bludgeoning] damage.
If Benedict hits a creature with a melee weapon attack, he can choose one of the following additional effects:
- The target must succeed on a DC 23 Strength saving throw or drop one item it is holding (Benedict’s choice).
- The target must succeed on a DC 23 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 23 Constitution saving throw or be stunned until the end of Benedict's next turn.
Wrist Dart. Ranged Weapon Attack: +15 to hit, range 20/60 ft., one target. Hit: (1d8 + 8) [piercing] damage. On a hit, the target must make a DC19 Constitution saving throw or be poisoned and affected with short-term madness for 1d10 minutes. The creature can repeat the saving throw at the end of each of its turns, reducing the madness effect by one minute with each success.
Amulet of Antimagic. When activated using a bonus action, this amulet creates an anti-magic field around Benedict. The field does not extend beyond his 5-foot space. The amulet can also be removed and placed somewhere creating a 5-foot cube of anti-magic.
Deflect Missile. In response to being hit by a ranged weapon attack, Benedict deflects the missile. The damage he takes from the attack is reduced by 1d10 + 14. If the damage is reduced to 0, Benedict catches the missile if it’s small enough to hold in one hand and he has a hand free.
Applied Intellect. Benedict may add his intelligence modifier to a saving throw.
Misdirection. When Benedict is targeted by an attack while receiving cover from a creature within 5 feet, Benedict may have the attack target that creature instead.
Slow Fall. Benedict reduces the bludgeoning damage he takes from a fall by 50.
Benedict can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Benedict regains spent legendary actions at the start of his turn.
Quick Step. Benedict moves up to his speed without provoking opportunity attacks.
Multitask. Benedict may interact with an object or the environment, and he may perform any necessary skill checks during the interaction.
Attack (Costs 2 Actions). Benedict makes one weapon attack from his attack list.
Lair and Lair Actions
As a powerful noble and masked lord of Waterdeep, Benedict Watson II has assembled a unique store of magical items and artifacts from throughout the planes. Benedict has access to his lair actions with in his secret headquarters buried deep below his official chateau and place of business. Benedict's lair actions don't extend beyond the secret headquarters.
Lair Actions
On initiative count 20 (losing initiative ties), Benedict takes a lair action to cause one of the following effects; Benedict can’t use the same effect two rounds in a row:
- Orrery of the Wanderer effects listed...