Clause Of The Loyal

"We are the sum of our deeds, not our names."

Clause of the Loyal enforcers style themselves as the chivalric knights of old, cladding themselves in ornate polysteel armor and holding themselves to lofty ideals of nobility and justice. While they stick out like a sore thumb against the backdrop of corporate tyranny and underworld gangland violence, Loyal enforcers make for inspiring - or at least entertaining - teammates to stand beside.

Clause Techs

You gain clause techs at the enforcer levels listed.

Level Techs

3rd Friendly Fire, Target Disruptor

5th Auxilliary System Flush, Lie-Detecting Field

9th Rapid Recovery, Localised EMP

13th Repulsor Field, Hardlight Guardian

17th Magic 8-Ball, Hellfire Strike

Clause Perks

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

Shiny Weapon. As an action, you can imbue one weapon that you are holding with potent energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already tech, it becomes tech for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Besmirch the Corrupted. As an action, you upload an anti-virus censuring viruses and hacked. Each virus or hacked that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Charming Presence

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Clean as a Whistle

Beginning at 15th level, you are always under the effects of the Friendly Fire tech.

Neon Drenched Hero

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, neon light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 neon damage. In addition, for the duration, you have advantage on saving throws against techs cast by viruses or hacked.

Once you use this feature, you can't use it again until you finish a long rest.

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