Enforcer
In a narrow alleyway, a dwarf studies footprints by the faint light of the moon. Her dark leathers move silently as she kneels, muttering an incantation. Silver light shines from her eyes as her spell illuminates the path to her quarry.
Squinting against the glare, an elf keeps watch above the square. Their focus fixates on a single figure amongst the thrumming crowd. Quill scratches in notebook as the figure pockets something while distracting the merchant. The elf slides from their perch and begins to give chase.
Pressing the cold metal of the barrel against their check, a human breathes evenly, waiting for their shot. Squeezing firmly but smoothly on the trigger, the muzzle of his rifle flashes with an explosion retort.
Enforcers are trained peacekeepers and police. Equipped with exceptional wits and a badge of authority Enforcers are symbols of peace or oppression, depending on your point of view. Capable of great feats of both might and magic, a single skilled enforcer can bring down gangs or overthrown governments.
Eye for Justice
Born with an incessant desire to know the truth and a strong drive for justice. Enforcers combine magic and mundane means to gather information, follow leads and dispense justice. Trained to imploy divination magic to aid their investigations, enforcers will stop at nothing in the pursuit of the truth.
Prepared for Anything
Often sent alone in the most dangerous of places, Enforcers are prepared to face all kinds of threats. Trained in all manner of weaponry and tactics Enforcers can hold their own against multiple enemies.
The Enforcer Table
The Enforcer
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting | 2 | 2 | — | — | — | — |
2nd | +2 | Fighting Style, Insightful Combatant | 2 | 3 | — | — | — | — |
3rd | +2 | Enforcer Specialisation | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | 4 | 2 | — | — | — |
6th | +3 | Spell Combat | 2 | 4 | 2 | — | — | — |
7th | +3 | Enforcer Specialisation Feature | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Lay Down the Law | 2 | 4 | 3 | — | — | — |
9th | +4 | ─ | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Badge of Authority | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Enforcer Specialisation Feature | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Precision Fighter | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Enforcer Specialisation Feature | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | ─ | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Law Unto Yourself | 4 | 4 | 3 | 3 | 3 | 2 |
Creating an Enforcer
When creating an Enforcer, consider the following questions: Why did you join law enforcement? What sets you apart from other officers? Are you still a member? Why? How has your time as an enforcer changed you?
Class Features
As an Enforcer, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per enforcer level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per (your class) level after 1st.
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: Thieve's Tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Athletics, Stealth, Arcana, History, Insight, Investigation, Intimidation, Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor.
- (a) a martial weapon or (b) a simple weapon and shield
- (a) a dungeoneer's pack or (b) an explorer's pack
Spellcasting
At 1st level, as a student of arcane magic, you have a spellbook containing spells that serve to aid your investigations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the enforcer spell list.
Weapon or Wand
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your enforcer spells. Alternatively, you may use any weapon you are proficient with as a spellcasting focus.
Cantrips
At 1st level, you know two cantips of your choice from the enforcer spell list. You learn additional enforcer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enforcer table.
Spellbook
At 1st level, your spellbook contains 4 1st-level Enforcer spells of your choice. Your spellbook is the repository of the enforcer spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Enforcer table shows how many spell slots you have to cast your enforcer spells of 1st level and higher. To cast one of these spells, 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. To do so, choose a number of enforcer spells from your spellbook equal to your Intelligence modifier + half your enforcer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 5th-level enforcer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. 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 studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spell Casting Ability
Intelligence is your spellcasting ability for your enforcer spells. Your magic comes from the training and dedication your give to your profession. Vou use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an enforcer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an enforcer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain an enforcer level, you can add two enforcer spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the enforcer table. On your adventures, you might find other spells that you can add to your spellbook.
Detail Oriented
Beginning at 1st level, your training has gained you an uncanny eye for detail.
You have advantage on Intelligence (Investigation) check made to uncover hidden objects or information.
Your detailed notes also allow your to precisely recall important information. Your notes are stored in your spellbook, if you wish you may write then in a code only you can understand. You may check your notes to recall a specific fact you have since forgotten. Once you have used this feature you cannot use it again until you have completed a long rest. Your spellbook must be in your possession to use this feature.
Fighting Style
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Protection
When a creature you can see attacks a taget other tha you that is within 5 feet of you, you can use your reaction to impose diadvantage on the attack roll. You must be wearing a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Insightful Combatant
From 2nd level, your keen attunement to the intentions of others grants you an edge in combat. You may add your Intelligence modifier to Initiative checks. Additionally you have advantage on Attacks of Opportunity made when an opponent attempts to leave your reach.
Enforcer Specialisation
At 3rd level, you select a specialisation to hone your skills with advanced training. Enforcer specialisations are described at the end of this class. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spell Combat
From 6th Level, you have become extraordinary profiency at wielding both weapons and magic. When you use your action to cast a spell during your turn, you may use your bonus action to make one weapon attack with a weapon you are holding.
Law Down the Law
At 8th level, your force of personality has power over others. As a bonus action, you fix a creature you can see with a piercing stare. The target must make a charisma saving throw against your spell save DC. On a failed save, you have advantage on persuassion and intimidation checks targetting that creature until you finish a short or long rest.
Once you use this ability you cannot use it again until you complete a short or long rest.
Badge of Authority
From 10th level, at the beginning of combat you may force a number of humanoid creatures up to your INT modifier to make a wisdom save (using your spell save DC). On a failed save they are frightened of you for 1 minute. Affected creature may attempt the save again at the end of their turns. You may use this feature once per long rest.
Precision Fighter
Starting at 14th level, your astute mind can determine weak points in your enemies. When you hit with a weapon attack you may add your intelligence modifier to the damage roll.
Arcane Restraints
From 18th level, you may use an action to conjure arcane manacles onto a large or smaller creature who is already grappled, restrained or incapacitated. Make an opposed grapple check using your Intelligence modifier + Proficiency Bonus vs the targets Dexterity (Acrobatics) or Stength (Athletics) (targets choice). If you succeed the target is bound.
While bound a creature cannot use any action that require their hands, cast spells or move more than half their speed in one turn. The creature make attempt to break free once per day by making a Strength (Athletics) check against your spell save DC.
You may only bind one creature in this way at a time.
Law Unto Yourself
At 20th level your law enforcing prowess knows no mortal comparison. You may serve as investigator, judge and jury all at once, passing judgement on creatures you deem deserving.
You learn the Geas spell, which always counts as prepared for you but it not counted against the number of enforcer spells you have prepared. Once per day you may cast Geas as though you were casting with a 9th level spell slot.
Once you have judged a creature in this way, you may not do so again until you complete a long rest.
Spellshot
All Enforcers train in a variety of martial weapons to aid in their investigations. While most simply choose a simple weapon to serve a purpose, some pursue exotic weapons to enhance their options. Spellshot Enforcers focus on firemans as their weapon of choice. Making them among the most deadly of combatants.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Thunderstone
Powered by explosively unstable naturally occuring thunderstone. Firearms with this property can fire any simple projectile that fits in their barrel. These firearms also function underwater.
Etherium
Instead of requiring ammunition these firearms are powered by pure magical energy. Reloading requires only a minute amount of liquid etherium poured into a special reservoir. Attacks from these firearms are always consiered magical.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Flintlock | 20g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 |
Pistol | 150g | 4g (20) | 1d6 piercing | 3 lb. | (40/160) | Reload 4, misfire 1 |
Thuderstone Revoler | 200g | 2g (20) | 1d10 piercing | 5 lb. | (60/240) | Reload 6, misfire 2, thunderstone |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 |
Rifle | 500g | 10g (5) | 2d12 piercing | 25 lb. | (200/800) | Two-handed, reload 1, misfire 3 |
Etherium Rifle | Crafted | N/A | 3d10 force | 20 lb. | (250/1000) | Two-handed, reload 1, misfire 2 |
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire a firearm as part of the Attack action, you can apply one of your Arcane Shot options to that shot. You decide to use the option before making your attack roll. You have a number of uses of this ability equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each time you learn a new Arcane Shot options, you may replace an option you already know with another one.
Lightning Reload
Starting at 7th level, you can reload any firearm as a bonus action.
Covering Fire
You have learned to use your firearms defensively. From 7th level, when making an attack, you may forego the attack roll to instead fire over your targets head. The target makes a wisdom saving throw against your Arcane Shot DC. On a fail, they have disadvantage on attack rolls until the start of your next turn.
Fan the Hammer
At 10th Level, you gain the ablity to rapidly fire multiple shots. You may use your action to fire all remaining ammunition in a firearm you are holding. Make a spearate attack roll for each shot. Once you have used this ability you cannot use it again until you complete a short rest, or expend one use of Arcane Shot to do so.
Improved Arcane Shot
Beginning at 15th level, your ability to manipulate the arcane energy attached to your shots has improved. Many effects increase duration from 1 round to 1 minute, this requires your concentration to maintain. While in effect the target may repeat the saving throw at the end of each of their turns. Other effects increase in damage. See Arcane Shot Options below.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Shot
Imbued with planar energy a creature hit by this shot must make a charisma saving throw or be banished to harmless pocket plane. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
From 15th level you maintain this effect for up to one minute duration using your concentration.
Fearful Shot
Your shots instill fear into your enemies. A creature hit by this shot must make a wisdom saving throw or be frightened by you until the beginning of your next turn.
At 15th level creatures remain frightened for a duration of one minute if you use your concentration to maintain it.
Bursting Shot
On impact with the target, the shot detonates in a blast of magical energy, dealing 2d6 Force damage to the target and all creatures within 10 ft of the target. At 15th level the damage of this shot increases to 4d6 Force damage.
Gravitational Shot
When selecting this option, also select Push or Pull. Both options also affect unsecured objects. Push: All creatures/objects within 10ft of the target must make a strength saving throw. On a failure, they are pushed in a straight line away from the target to 15ft away Pull: All creatures/objects within 15ft of the target must make a strength saving throw. On a failure, they are pulled in a straight line towards the target to the closest available space.
From 15th level, creature who fail to save against this effect also take 2d6 bludgeoning damage.
Enfeebling Shot
Your shots can weakend your enemies. A creature hit by this shot must make a constitution saving throw or deal half damage on attacks until start of your next turn.
At 15th level you can maintain this effect for up to 1 minutes by concentrating on it.
Blinding Shot
You shoot to disorient your foes. A creature hit by this shot must make a constitution saving throw. On a fail they are blinded until the start of your next turn.
At 15th level you can maintain this effect for up to 1 minutes by concentrating on it.
Seeking Shot
When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after travelling as far as it can. On a failed save, the target takes damage as if it was hit by the shot and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
From 15th level, creature who fail to save against this effect also take 2d6 force damage.
Slowing Shot
Your shots limit your opponents ability to flee. Make hit by this shot a creature must make a dexterity saving throw or be slowed until the start of your next turn. While slow the creature's speed is halved, it cannot take reactions and may only use an action or a bonus action on its turn, not both.
At 15th level you can maintain this effect for up to 1 minutes by concentrating on it.
Piercing Shot
When you use this option, you don't make an attack roll for the attack. Instead, shoot forward in a line, which is 1 foot wide and 30 feet long. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot. On a successful save, a target takes half as much damage.
At 15th level creature hit by this attack take an additional 2d6 piercing damage.
Maddening Shot
Until the start of your next turn, the target turns all its aggression towards the nearest creature (target’s choice if multiple creatures are closest). The target spends its next turn attacking the creature if able, moving towards the creature if necessary to do so. If no creature is within range, the target dashes towards the nearest creature.
From 15th level, you can maintain this effect for up to one minute by concentrating on it.
Explosive Shot
You imbue your shot with force energy. The shot detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 15th level in this class.
Forensic Mage
While others focus on the martial side of the Enforcers job, Forensic Mages explore deeper into the mysteries of the arcane. Exploring new ways of using magic to gather information.
Bonus Cantrip
When you select this specalisation at 3rd level, you learn one additional enforcer cantrips of your choice. This cantrip doesn't count again the number of enforcer cantrips you know.
Expanded Spell List
At 3rd level after choosing this specialisation you gain access to a broader range of spells. The following spells are added to the enforcer spell list for you.
Forsensic Mage Expanded Spells
Spell Level | Spells |
---|---|
Cantrips | Friends, Guidance, Prestidigitation |
1st | Charm Person, Magic Missile, Shield |
2nd | Arcanist's Magic Aura, Blur, Locate Animals or Plants, Misty Step |
3rd | Fireball, Fly, Haste |
4th | Confusion, Hallucinatory Terrain, Polymorph |
5th | Animate Objects, Commune. Dream |
Arcane Recovery
Starting at 3rd level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your enforcer level (rounded up).
Echoes of Magic
At 7th level, you can see the echoes of magical energy expended within a space. You learn can add Detect Magic to your spellbook, if not already there. Additionally it always counts as prepared for you. When you cast Detect Magic and concentration on it for at least 1 minute, you can sense not only current magic but any magic to have occured within range in the last day. The period you can sense extends by 1 day for each additional minute you concentrate.
You only gain this benefit on magical auras which remain within range for the duration. Aura which enter the range after casting begin timing from the moment they enter the range. Any aura which leaves the range and re-enters during the same casting must start again.
Magical Disruption
from 10th level, you are particularly talented at disrupting the magic of others. When you cast either Dispel Magic or Counterspell and must roll a D20 to determine if you are successful, you have advantage on the roll.
Enchanted Interogation
At 15th level you are a master of getting of manipulating subjects to extract information. You can create an illusory 30ft by 30ft interogration space that takes on whatever appearance and other atmospheric conditions you desire. The subject must make an Intelligence saving throw against your spell save DC.
On a fail they have disadvantage on all skills checks and intelligence, wisdom, and charisma saving throws while within the space and believe the illusion to be real. On a success the target knows the effect is illusory but can still perceive it, they also do not have disadvantage.
Spell List
Cantrips
- Detect Magic
- Mage Hand
- Blade Ward
- Booming Blade
- Light
- Encode Thoughts
- Lightning Lure
- Message
- Mind Sliver
- Spare the Dying
- True Strike (yuck)
- Toll the Dead
1st Level
- Absorb Elements
- Bane
- Cause Fear
- Command
- Compelled Duel
- Comprehend Languages
- Detect Magic
- Feather Fall
- Find Familiar
- Gift of Alacrity
- Hunter's Mark
- Identify
- Illusory Script
- Protection from Evil and Good
- Sanctuary
- Sleep
- Speak with Animals
2nd Level
- Alter Self
- Arcane Lock
- Augury
- Borrowed Knowledge
- Calm Emotions
- Detect Thoughts
- Knock
- Locate Object
- Find Traps
- Fortune's Favour
- Hold Person
- Invisibility
- Magic Mouth
- Mind Spike
- Pass without Trace
- See Inivisibility
- Silence
- Spider Climb
- Tasha's Mind Whip
- Wristpocket
- Zone of Truth
3rd Level
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Enemies Abound
- Fast Friends
- Hyponotic Pattern
- Nondetection
- Protection from Energy
- Tongues
4th Level
- Arcane Eye
- Charm Monster
- Compulsion
- Divination
- Fabricate
- Freedom of Movement
- Greater Invisibility
- Locate Creature
- Secret Chest
5th Level
- Contact Other Plane
- Dispel Evil and Good
- Dominate Person
- Legend Lore
- Modify Memory
- Scrying
- Steel Wind Strike