ENFORCER

The Cosmic Council has seeded the cosmos with their chosen representatives. In exchange for technology and powers of the mind you have sworn an oath to maintaining order in your protectorate. Maintain the balance of good and evil. Contain unnatural disturbances.

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.

Starting Proficiencies
Armor: All armor, shields.
Weapons: Simple weapons, pistols.
Tools: None.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Starting Equipment
(a) a martial weapon and a shield or (b) two martial weapons
(a) a laser pistol or (b) any simple melee weapon
(a) a Priest's Pack or (b) an Explorer's Pack
Medium Armor and a Com Device
You start with 3d4 x 10 gp.

The Enforcer
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Cosmic Sense, Spellcasting1
2nd+2Fighting Style, Cosmic Retribution2
3rd+2Cosmic Immunity, Cosmic Awareness3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Defensive Tactics43
8th+3Ability Score Improvement43
9th+4Aura of Courage432
10th+4Multi-Attack432
11th+4Improved Cosmic Retribution433
12th+4Ability Score Improvement433
Cosmic Sense
As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Spellcasting
At 1st level, you can tap into the cosmic energy surrounding you to cast enforcer spells.

Preparing and Casting Spells
The Enforcer table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of enforcer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your paladin spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your wisdom modifier
  • Spell attack modifier = your proficiency bonus + your wisdom modifier

Spellcasting Focus
You can use a cosmic symbol as a spellcasting focus for your enforcer spells.

Fighting Style
At 2nd level, you adopt a 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.
  • 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • 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.
Cosmic Retribution
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, undead, or a fiend, to a maximum of 6d8.

Cosmic Immunity
By 3rd level, the cosmic energy flowing through you makes you immune to disease.

Cosmic Awareness
Beginning at 3rd level, you can use your action and expend one enforcer spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Ability Score Improvement
When you reach 4th level, and again at 8th, and 12th 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.

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

Aura of Protection 
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 Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Defensive Tactics
At 7th level, you gain one of the following features of your choice.
  • Escape the Horde: Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. 
  • Steel Will: You have advantage on saving throws against being frightened. 
Aura of Courage
Starting at 9th 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.

Multi-attack
At 11th level, you gain one of the following features of your choice.
  • Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you. Use a separate attack roll for each target.
Improved Cosmic Retribution
By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.

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