Spirit Commander
Read-only review

Spirit Commander
A once great commander, called back from the spirit realm, to feel alive once more...
Spellcasting. The Spirit Commander is a 6-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks). It casts from the Bard spell list
Cantrips (at will): Chill Touch, Toll the Dead
1st level (5 slots): Cause Fear, Charm Person, Command, Dissonant Whispers, Shield, Tasha’s Hideous Laughter
2nd level (4 slots): Calm Emotions, Suggestion, Blindness/Deafness
3rd level (3 slots): Animate Dead, Counterspell, Fear, Hunger of Hadar, Vampiric Touch
Sunlight Sensitivity. While in sunlight, the Spirit Commander has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The Spirit Commander has advantage on saving throws against spells and other magical effects.
Illumination. The {Spirit Commander sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Incorporeal Movement. The Spirit Commander can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The Spirit Commander doesn't require [sleep, air, or food].
Actions
Stomp. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one prone creature. Hit: 16 4d6 bludgeoning damage.
Weapon Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 2d8 Slash + 2d6 Necrotic damage.
Frightful Presence. Each creature of the {name}'s choice within 30 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Create Specter. The Spirit Commander targets a humanoid that has died within the last minute and died violently. The target's spirit rises as a specter in the space of its corpse and is under the Spirit Commander's control.
Reactions
Parry. The Spirit Commander adds 2 to its AC against one melee attack that would hit it. To do so, the Spirit Commander must see the attacker and be wielding a melee weapon.
Absorb Elements. The Spirit Commander casts Absorb Elements in response to taking acid, cold, fire, lightning, poison, or thunder damage. It gains resistance to that damage type until the start of its next turn, and its next melee weapon attack deals an extra 2d6 damage of that type.