Clause of the Protector enforcers deal with all things technological with supreme disdain, wielding anti-virus software as deftly as their weapons and doing their utmost to protect their allies from the taint of rogue, unchecked malware. Protector enforcers don't truck with sense-tanks, the Corpo 'Net, or the Dark Web, and have dedicated themselves to making sure the digital stays digital.
Clause Techs
You gain clause techs at the enforcer levels listed.
Level Techs
3rd Alarm, Detect Anomaly
5th Satellite Laser, Thermal Vision
9th Counter EMP Burst, Nondetection
13th Diagnostic Nanite Swarm, Defragment
17th Lock Down Target, Panopticon
Clause Perks
When you take this clause at 3rd level, you gain the following two Clause Perks options.
Anti-Viral Shareware. You can use your Clause Perks to invest yourself and your allies with warding technology. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Fearsome Firewall. You can use your Clause Perks to castigate virtual beings. As an action, you present your wrist augment and each malware, A.I., surge, 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
Always Alert
At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Begone Thot
At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier kinetic damage to the creature that forced the saving throw.
Netscape Nullifier
At 20th level, you manifest a spark of neon power in defense of the real world. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against malwares, A.I., surges, spam, and viruses.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your tech save DC. On a failed save, the creature is banished to its native digital plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level tech slot to use it again.