Ear For Deceit. When the civilar makes a Wisdom (Insight check to determine whether a creature is lying, it treats a roll of 7 or lower on the d20 as an 8.
Multiattack. The civilar makes three melee attacks.
Truncheon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unerring Eye (2/Day). The civilar senses the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of the civilar, provided it is not blinded or deafened. It senses that an effect is attempted to trick it, but gains no insight into what is hidden or its true nature.
Spellcasting. The civilar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
At will: mage hand, true strike
1/day each: charm person, comprehend languages
Description
Civilars operate in a peculiar fashion within the hierarchy of the Watch. Civilars often display special characteristics that can be harnessed and used for the good of the Watch. Whether it be an adeptness with magic, a striking intuition, or a remarkable intellect, Civilars are very effective at discerning complex situations and tracking down more crafty lawbreakers. Though Captains outrank Civilars and possess a fundamental authority over Civilars and their activities, Captains possess no direct command over Civilars. In the hierarchy, Civilars answer directly to the Senior Civilar and Wardmaster.
The Civilar uniform varies on an individual basis. Civilars wear any variety of armor and carry any variety of standard weapons. While most are required to wear the colors of the Watch, some wear the colors of their ward. Civilars usually possess spellcasting abilities and are notorious at sniffing out lies and deception.
Comments