Enforcer

"I was paid to do a job."

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With a curious head tilt and a gentle hand, a remake sets aside his gigantic sword and rests a palm on his wounded colleague's chest, infusing the injury with medical nanobots that knit their flesh and skin together.

Clad in full polysteel armor, a nayaling points her greatsword at a quavering bandit, singling them out against the crowd of increasingly nervous hijackers. In a panic he rushes at her, only to fall in two behind her blade.

With his trenchcoat billowing from the rooftop winds, an elf wordlessly stays his colleagues and steps forward to deliver the first blow of the battle.

Whatever their mission, from executive assassination to gangland disputes, Enforcers are bound by an almost sacred reverence to the Contract. It is the cornerstone of capitalism; you get what you pay for. And in the case of Enforcers, you get a heavily armored, mission focused, tough-as-nails freelancer, ready to kill and die to fulfill their contract.

Signed and Sealed

An enforcer is no ordinary mercenary or hitman. An enforcer will not stop until his contract is completed, and will resort to anything in order to do so. Some enforcers focus on being first to the fight at all times, protecting their squad through sheer force of presence, while others utilize enhanced medical technology to keep themselves and their allies alive. In any case, all enforcers are masters of armor, weaponry, and the destruction of any hacked that stand in their way.

The Quiet Life

Enforcers have a particular set of skills, and know how to earn enough creds to not need to use them. The best enforcers retire early to live quiet, humble lives away from the inane squabbling of the undercities or the tedious etiquette of corporate mercenary work.

While they're on the job, enforcers are the picture of professionalism, able to work alone or alongside adventurers to achieve whatever task they're given. They have no higher purpose other than the fulfillment of their contract, and are at their happiest when the job is done and they can kick their feet up at home, a bar or a strip club.

Enforcers have a distinct, almost luddite, disdain for autonomous technology, and have honed their craft in the destruction of rogue AI, digitized viruses, and shambling tech husks. It's difficult to enjoy a cup of coffee when the robotic waitress won't leave you alone.

Enforcer Table

Proficiency - Tech Slots per Tech Level -

Level Bonus Features 1st 2nd 3rd 4th 5th

1 +2 Techno-Sense, Healing Hands - - - - -

2 +2 Fighting Style, Techcasting, Neon Smite 2 - - - -

3 +2 Nanotech Blood, Contract Clause 3 - - - -

4 +2 Ability Score Improvement, Martial Versatility 3 - - - -

5 +3 Extra Attack 4 2 - - -

6 +3 Get Thee Behind Me 4 2 - - -

7 +3 Contract Clause Feature 4 3 - - -

8 +3 Ability Score Improvement 4 3 - - -

9 +4 - 4 3 2 - -

10 +4 Keep It Steady 4 3 2 - -

11 +4 Improved Neon Smite 4 3 3 - -

12 +4 Ability Score Improvement 4 3 3 - -

13 +5 - 4 3 3 1 -

14 +5 Defragging Touch 4 3 3 1 -

15 +5 Contract Clause Feature 4 3 3 2 -

16 +5 Ability Score Improvement 4 3 3 2 -

17 +6 - 4 3 3 3 1

18 +6 Aura Improvement 4 3 3 3 1

19 +6 Ability Score Improvement 4 3 3 3 2

20 +6 Contract Clause Feature 4 3 3 3 2

Class Features

As an enforcer, you gain the following class features.

Hit Points

Hit Dice: 1d10 per enforcer level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per enforcer level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Civilian weapons, military weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Athletics, Culture, Insight, Intimidation, Medicine, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

- (a) a military weapon and a shield or (b) two military weapons

- (a) a spear and a light pistol with 20 bullets or (b) two civilian melee weapons

- (a) a corpo's pack or (b) a hobo's pack

- Ceramiron armor and a wrist nanobot dispenser

Techno-Sense

The alluded presence of ramshackle digital constructs boils your blood. As an action, you can scan the area for such forces. Until the end of your next turn, you know the location of any A.I., virus, or hacked within 60 feet of you that is not behind total cover. You know the type (A.I., virus, or hacked) of any being whose presence you scan, but not its identity (the netsucker Amelia Au Naturel, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the [hallow] tech.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Healing Hands

You keep a swarm of replenishable medical nanobots in your wrist dispenser. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your enforcer level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on hacked and constructs.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

- Blind Fighting. You have blindsight with a range of 10 feet. Within this range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

- Defense. While you are wearing armor, you gain a +1 bonus to AC.

- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a civilian or military weapon to use this reaction.

- Ordained Warrior. You learn two tricks of your choice from the ordinator tech list. They count as enforcer techs for you, and Charisma is your techcasting ability for them. Whenever you gain a level in this class, you can replace one of these tricks with another trick from the ordinator tech list.

- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Techcasting

By 2nd level, you have learned to draw on a limited but powerful suite of techs related to your principles of devotion.

Preparing and Casting Techs

The enforcer table shows how many tech slots you have to cast your techs. To cast one of your enforcer techs of 1st level or higher, you must expend a slot of the tech's level or higher. You regain all expended tech slots when you finish a long rest.

You prepare the list of enforcer techs that are available for you to cast, choosing from the enforcer tech list. When you do so, choose a number of enforcer techs equal to your Charisma modifier + half your enforcer level, rounded down (minimum of one tech). The techs must be of a level for which you have tech slots.

For example, if you are a 5th-level enforcer, you have four 1st-level and two 2nd-level tech slots. With a Charisma of 14, your list of prepared techs can include four techs of 1st or 2nd level, in any combination. If you prepare the 1st-level tech Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the tech doesn't remove it from your list of prepared techs.

You can change your list of prepared techs when you finish a long rest. Preparing a new list of enforcer techs requires time spent in prayer and meditation: at least 1 minute per tech level for each tech on your list.

Techcasting Ability

Charisma is your techcasting ability for your enforcer techs, since their power derives from the strength of your convictions. You use your Charisma whenever a tech refers to your techcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an enforcer tech you cast and when making an attack roll with one.

- Tech save DC = 8 + your proficiency bonus + your Charisma modifier

- Tech attack modifier = your proficiency bonus + your Charisma modifier

Techcasting Chip

You can use a hand-mounted bionic chip as a techcasting method for your enforcer techs.

Neon Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one tech slot to deal neon damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level tech slot, plus 1d8 for each tech level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Hacked or a Virus, to a maximum of 6d8.

Nanobot Blood

By 3rd level, the healing nanobots flowing through you makes you immune to disease.

Contract Clause

When you reach 3rd level, you decide upon the methods in which you will fulfill your contracts from henceforth. Up to this time you have been in a preparatory stage, learning the ropes of contract creation but without officially signing them. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include contract techs and the clause perks feature.

Clause Techs

Each clause has a list of associated techs. You gain access to these techs at the levels specified in the clause description. Once you gain access to a clause tech, you always have it prepared. Clause techs don't count against the number of techs you can prepare each day.

If you gain a clause tech that doesn't appear on the enforcer tech list, the tech is nonetheless an enforcer tech for you.

Clause Perks

Your clause allows you to channel neon energy from your wrist augment to fuel technological effects. Each clause perks option provided by your clause explains how to use it.

When you use your clause perks, you choose which option to use. You must then finish a short or long rest to use your clause perks again.

Some clause perks effects require saving throws. When you use such an effect from this class, the DC equals your enforcer tech save DC.

Harness Contractual Obligation

Also at 3rd level, you can expend a use of your clause perks to fuel your techs. As a bonus action, you remind yourself of your contractual obligations, and regain one expended tech slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You can forgo taking this feature to take a feat of your choice instead.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to enforcers. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Get Thee Behind Me

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

Keep it Steady

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

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

Improved Neon Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry the power of capitalism with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 neon damage.

Defragging Touch

Beginning at 14th level, you can use your action to end one tech on yourself or on one willing creature that you touch.

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

Contract Clauses

Enforcers are bound by their contracts. Whether they serve the corporations or have gone freelance, they live and die by their sworn bonds.

Clauses

- Clause of the Ancestors [Oath of the Ancients]

- Clause of the Avenger [Oath of Vengeance]

- Clause of the Bodyguard [Oath of the Crown]

- Clause of the Icon [Oath of Glory]

- Clause of the Loyal [Oath of Devotion]

- Clause of the Peacekeeper [Oath of Redemption]

- Clause of the Protector [Oath of the Watchers]

- Clause of the Tyrant [Oath of Conquest]

- Voided Clause [Oathbreaker]

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