Clause Of The Peacekeeper

"Speak softly and carry a big stick."

Peacekeeper enforcers like to resolve conflicts with words, negotiations, perhaps some tea and a nice biscuit, and an ever-present reminder that they're a big mean bastard with heavy armor and a huge weapon. Peacekeeper enforcers are equally at home in the boardroom or the slum alley, always ready to de-escalate and calm things down, right until the moment it's time to crack some skulls. The calm, emotionless aura they exude when cutting enemies in half is... quite disconcerting.

Clause Techs

You gain clause techs at the enforcer levels listed.

Level Techs

3rd Target Disruptor, Shut Down

5th Chill the Fuck Out, Stun Shot

9th Counter EMP Burst, Hypnotic Pattern

13th Grey Goo Enclosure, Ablative Armour

17th Lock Down Target, Wall of Force

Clause Perks

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

Ominous Smile. You can use your Clause Perks to augment your presence with Neon power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Let's All Just Chill. You can use your Clause Perks to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes neon damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Politely Suggest Otherwise

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to transfer that damage to yourself, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Infused with Healing

Starting at 15th level, healing nanobots mend your wounds in combat. You regain hit points equal to 1d6 + half your enforcer level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

Frighteningly Polite

At 20th level, you become a master of etiquette and dignified debate, clad in a wool cardigan and spectacles with a cup of tea always on hand, which gives you the following benefits.

- You have resistance to all damage dealt by other creatures (their attacks, techs, and other effects).

- Whenever a creature damages you, it takes Neon damage equal to half the amount it dealt to you.

If you attack a creature, cast a tech on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

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