Brave. The Commander has advantage on saving throws against being frightened.
Low-Light Vision. They can see twice as far as normal in poor illumination. He retains the ability to distinguish color and detail under these conditions.
Minor Illusion. You create a sound or an image of an object no larger than a 5-foot cube within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
A creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC of 13
Multiattack. The Commander makes two melee attacks, or one melee attack and one commanded strike.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Commanded Strike. Lintuun can direct an ally that can see or hear him to strike using its reaction, adding d6 to the damage roll.
Moon Beam. Range 120 ft -1 Minute duration - A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
You can use an action to move the beam up to 60 feet in any direction.
Leadership (3x per combat). On reaction, the Commander can utter a special command or warning whenever a nonhostile creature that he can see makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the Commander.
Description
Commander Lintuun, a sellsword who's made a living commanding larger mercenary parties in jobs the rich pay handily for.
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