Attuned to the Storm: Most Spark Guard have gained the ability to withstand the withering blasts of lightning during a thunderstorm, and as such have also learnt to harness this primal energy. The Commander has upped this resistance to lightning and thunder damage, and when struck by it can return the damage on their next attack, adding 2d8 lightning/thunder damage to one attack if they hit.
Elite Guards: Used to working in small squads, a Spark Guard has advantage when an ally is within 5ft of their target.
Second Wind (Recharges after a Short or Long Rest): As a bo-nus action, the champion can regain 20 hit points.
Cantrip: Shocking Grasp, Thunder Clap
Spells:
(2/Day)
1st Level: Thunderous Smite, Witchbolt, Shield.
2nd level: Shatter, Misty Step.
(1/Day)
3rd level: Lightning Bolt, Call Lightning.
5th level: Destructive Wave.
6th level: Chain Lightning.
Multiattack: The Commander makes four weapon attacks, or one spell and one weapon attack.
Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 9) slashing damage.
Shocking Grasp: Lightning springs from the Commanders hand to deliver a shock to a creature they try to touch. Make a melee spell attack against the target. They have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 3d8 lightning damage, and it can't take reactions until the start of its next turn.
Thunder Clap:The Commander creates a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than themselves, must succeed on a Constitution saving throw (DC17) or take 3d6 thunder damage.
Thunderous Smite:The first time the Commander hits with a melee weapon attack during this spell’s duration, their weapon rings with thunder that is audible within 300 feet of themselves, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw (DC16) or be pushed 10 feet away from the Commander and knocked prone.
Witch bolt:A beam of crackling, blue energy lances out toward a creature within range (120ft), forming a sustained arc of lightning between the Commander and the target. Make a ranged spell attack against that creature. On a hit, the target takes 3d12 lightning damage, and on each of the Commanders turns for the duration. The spell ends if the Commander uses their action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from the Commander.
Shatter:A sudden loud ringing noise, painfully intense, erupts from a point of the Commanders choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw (DC16). A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Lightning Bolt:A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the Commander in a direction they choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Call Lightning: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point the Commander can see within range directly above them. The spell fails if they can't see a point in the air where the storm cloud could appear (for example, if they are in a room that can't accommodate the cloud).
When they cast the spell, choose a point they can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw (DC16). A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of their turns until the spell ends, they can use their action to call down lightning in this way again, targeting the same point or a different one.
If they are outdoors in stormy conditions when they cast this spell, the spell gives them control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
Destructive Wave:The Commander strikes the ground, creating a burst of divine energy that ripples outward from themselves. Each creature within 30 feet of them must succeed on a Constitution saving throw (DC16) or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (their choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Chain Lightning: The Commander creates a bolt of lightning that arcs toward a target of their choice that they can see within range (150ft). Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Shield: An invisible barrier of magical force appears and protects the Commander. Until the start of their next turn, they have a +5 bonus to AC, including against the triggering attack, and they take no damage from magic missile.
Command Ally: The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Description
The Commander is the Elite of the Elite. Having been at the forefront of both civil riots and border wars, the Commander has seen it all, and as such is a discerning and dangerous foe to face.
Used to ordering lesser elite troops, the commander is a natural leader, and usually is accompanied by at least three captains of the Spark guard.
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