Clause Of The Icon

"What is bravery without a dash of recklessness?"

Showmanship is key to Icon enforcers. Performing feats of strength, bravery, and wit in front of their adoring public, mouth full of pearls and hair billowing in the wind, an Icon enforcer fulfills their contract and looks goddamn glorious while doing it. Buff out any scratches you get on your armor, and swap that chipped sword for a new one, because the cameras are on and you look beautiful, baby.

Clause Techs

You gain clause techs at the enforcer levels listed.

Level Techs

3rd Light 'Em Up, Simp

5th Enhance Ability, Buffed Weapon

9th Overdrive, Protection From Energy

13th Compulsion, Repulsor Field

17th Magic 8-Ball, Hellfire Strike

Clause Perks

When you take this Clause at 3rd level, you gain the following two Clause Perks options.

Glorious Bod. As a bonus action, you can use your Clause Perks to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Fabulous Smite. Immediately after you deal damage to a creature with your Neon Smite feature, you can use your Clause Perks as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Handsomeness

At 7th level, you emanate an aura that fills you and your companions with incredible speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Arousing Defense

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Absolutely Stunning

At 20th level, you can empower yourself with the legends - whether true or exaggerated - of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

- You are blessed with a seductive presence, gaining advantage on all Charisma checks.

- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level tech slot to use it again.

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