The Clause of the Ancestors is dedicated to venerating the contract killers, mercenaries and lone gunmen of the Old World, largely through the collection of ancient media and movies. An Ancestor enforcer might style himself as a wandering cowboy, a noble knight or a suited gunman, and dedicate themselves to the fulfilling of contracts with style and panache, and are committed to the collection and preservation of the action movies and comic books of yesteryear.
Clause Techs
You gain Clause techs at the enforcer levels listed.
Level Techs
3rd Ensnaring Strike, Beast Whispering
5th Satellite Laser, Digital Dash
9th Plant Growth, Protection from Energy
13th Super-Cooled Disposable Drones, Ablative Armour
17th Environmental Diagnostic, Power Walk
Clause Perks
When you take this Clause at 3rd level, you gain the following two Clause Perks options.
Bounty Hunter. You can use your Clause Perks to ensnare a foe. As an action, you can fire a magnetized bola at a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the bola, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the bola breaks.
Anti-Viral. You can use your Clause Perks to upload anti-virus software that is painful for spam and viruses. As an action, you present your wrist augment, and each spam or virus within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is repelled for 1 minute or until it takes damage.
A repelled creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by a projection, hardlight shapeshifting, or other effect, that form is revealed while it is repelled.
Friendly Firewall
Beginning at 7th level, you've obtained a personalized anti-viral field generator. You and friendly creatures within 10 feet of you have resistance to damage from techs.
At 18th level, the range of this aura increases to 30 feet.
Hard as Nails
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Commit to the Bit
At 20th level, your chosen emulation of the old action heroes has encapsulated your personality. You are now the Lone Swordsman, the Mysterious Stranger, the Robotic Policeman, the Hero of the Story. You're a goddamn lunatic but you get shit done.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast an enforcer tech that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your enforcer techs and Clause Perks options.
Once you use this feature, you can't use it again until you finish a long rest.