Enforcer

A Human readies his Pistol, preparing to face down a robber fresh from his theft. The Human turns the corner, and fires point-blank into the robber, his clothes partially catching fire from the blast. The robber tries to run, but the human quickly reloads and fires again, aiming for the robber's face. The blinded robber ends up running into a wall, and getting caught. His thieving days are over.

A Dwarf sees his friends pinned down by archers, and grabs his blunderbuss. He rushes towards the archers, his endurance and determination helping him shrug off some of the arrows.

An Elf examines some tracks. He can tell they're somewhat fresh, made within the last few hours. He's been tracking his target for 3 days through this hellish swamp, but managed to follow him, and has been catching up. His target has nowhere left to run, and nowhere left to hide.

All throughout civilization, there have been individuals trained in the arts of Investigation, taught to keep a sharp mind, a keen eye, and a quick hand. Whether for a Governmental body, Religious organization, Private company, or for their own purposes, an Enforcer doles out justice as they see fit. They can come from anywhere, but they all have one thing in common: They wish to Enforce.

Dispenser of Justice

An Enforcer swears to uphold Justice, at least their brand of it. All Enforcers are in it for some mission: Money, Glory, Removing wickedness from the world, etc. Whatever their reason, each Enforcer is specially trained to handle whatever might come across their way, whether through Gunplay or Guile.

The training takes a fairly long time (Years in some circumstances), but it is very encompassing: Training in the usage and maintenance of Firearms, training in various Investigative techniques, and some have even learned how to talk their way out of unwinnable fights. Whatever path they take and whatever skillset they learn, they are indeed someone to be reckoned with.

Have Gun, Will Travel

The Enforcer lifestyle is almost entirely one of travel. There are some cases where an Enforcer will stay in the same general area to help keep the peace, but the majority do travel. This is due to the type of work most Enforcers will encounter: Having to either bring in someone, or bring them down.

Sure, there are plenty of mercenaries who will do the same thing, maybe even for less. But, when someone wants certain types of jobs done right, in plenty of cases an Enforcer will be who people go to when they're in need.

Creating an Enforcer

When you are creating an Enforcer, the first thing you have to figure out is why they chose to go into this line of work. Not everyone can do what an Enforcer can, and it can take a while to become established.

Very few can simple do this on a whim, so what drove your character to take up the way of the Gun and learn how to track down people in almost any environment? Are you the living epitome of Grit, a walking testament to the sheer unwillingness of the mortal races to lay down when the going gets tough? Are you a hard-boiled defender of the people, going out into the streets every day to face down the atrocities people are willing to commit? Or are you more like a hunter, finding your prey no matter what, and not letting any obstacle get in your way?

Enforcers typically lean more towards the Lawful or Good alignments, as the call to Enforcement usually calls to those who want to help the foundations of civilization, or those who want to help the people.

Quick Build

You can make an Enforcer quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Wisdom your next-highest. Second, choose the Soldier background.

Class Features

As a notary, 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: Light armor
  • Weapons: Simple weapons, Hand Crossbows, Heavy Crossbows, Firearms
  • Tools: Tinker's Tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival

Equipment

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

  • (a) a Musket and 20 Musket rounds, (b) a Blunderbuss and 20 Blunderbuss rounds, or (c) a Pistol and 20 Pistol rounds
  • (a) a Shortsword or (b) any simple melee weapon
  • (a) a Dungoneer's Pack or (b) an Explorer's Pack
  • Leather Armor and Tinker's Tools

Gunsmith

Starting at 1st level, you may use Tinker's Tools 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.

The Enforcer
Level Proficiency Bonus Features Mettle Points
1st +2 Gunsmith, Mettle, Verdict 2
2nd +2 Quick to Action 2
3rd +2 Enforcer Archetype 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Verdict 4
6th +3 Discern Lies 4
7th +3 Enforcer Archetype Feature 5
8th +3 Ability Score Improvement 5
9th +4 Verdict 6
10th +4 Trained Eye 6
11th +4 Enforcer Archetype Feature 7
12th +4 Ability Score Improvement 7
13th +5 Verdict 8
14th +5 Strong Intuition 8
15th +5 Enforcer Archetype Feature 9
16th +5 Ability Score Improvement 9
17th +6 Verdict 10
18th +6 Gut Instinct 10
19th +6 Ability Score Improvement 11
20th +6 Supreme Verdict 11

Mettle

Also at 1st level, you have a number of Mettle points equal to the amount listed for your Enforcer level on the Enforcer table. You regain all expended Mettle points when you finish a long rest. You can spend Mettle points to perform various deeds using your Verdicts (see below).

Verdict

Starting at 1st level, and again at 5th, 9th, 13th, and 17th level, you gain a Verdict. You cannot select the same Verdict more than once, and you must meet the prerequisites to select a Verdict.

Quick to Action

When you reach 2nd level, you add your Wisdom modifier to your Initiative.

Enforcer Archetype

When you reach 3rd level, you select an Enforcer Archetype, representing a specialized path you have taken up. 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.

Extra Attack

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

Discern Lies

Beginning at 6th level, whenever you are rolling against a Charisma (Deception) check, or rolling to see through someone’s disguise, you have advantage.

Trained Eye

Starting at 10th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Strong Intuition

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10ft of you.

Gut Instinct

Beginning at 18th level, you are aware of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30ft of you, provided you are neither blinded nor deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

Supreme Verdict

Starting at 20th level, you have truly come to represent what it means to Enforce. You cannot have disadvantage on firearm attack rolls. In addition, when you make a ranged firearm attack, instead of rolling, you can treat the attack roll as a 20. Once you use this feature, you can’t use it again until you finish a long rest.

Enforcer Archetypes

Different Enforcers have different approaches to how they solve their problems. The Enforcer Archetype you choose helps represent the style you are focusing on.

Reinforcer

The Reinforcer, as the name implies, reinforces in times of need. Wearing heavier armor than normal, these rough-and-tumble Enforcers are chosen from the toughest of the tough. Those who take up the path of the Reinforcer are infamous for their determination, pushing through walls of weapons, and coming out standing.

Bonus Proficiencies

Beginning when you choose this archetype at 3rd level, you gain proficiency with Medium and Heavy armor.

Enduring

Also at 3rd level, as a reaction to damage being rolled against you, you may give yourself 5 temporary hitpoints. This increases to 10 at 7th level, and 15 at 15th level. You gain a second use of this at 11th level. You regain all expended uses after finishing a short or long rest.

I will Survive

At 7th level, whenever you make a saving throw, you may spend a Mettle point to roll a 1D6 and add the result to your saving throw total. You may only spend one Mettle point at a time for this feature, and thus cannot spend multiple Mettle points for cumulative added D6s.

Resolve

At 11th level, when you take damage and are not reduced to 0 hitpoints or killed outright, you can use your reaction to grant yourself resistance to all damage until the start of your next turn. You can’t use this feature again until you finish a short or long rest.

Not Dead Yet

At 15th level, when you are reduced to 0 hitpoints and are not killed outright, you can choose to drop to 1 hitpoint instead. Once you use this ability, you can’t use it again until you finish a long rest. In addition, you gain a +1 bonus to your Armor Class while wearing Medium or Heavy armor.

Street Gunner

The Street Gunners focus their efforts on dealing hard and fast with the dregs of society, training themselves more heavily in the use of firearms, and taking advantage of how firearms work to manipulate combat in their favor.

Powder Burns

Beginning when you choose this archetype at 3rd level, when you successfully hit an adjacent foe with a ranged firearm attack, you deal an additional 1D6 Fire Damage.

Flash and Shock

At 7th level, when you make a firearm attack against a creature, you may expend one Mettle point. On a hit, the creature suffers normal damage and must make a Constitution saving throw (DC 8 + Your Proficiency Bonus + Your Dexterity Modifier). If they fail, they suffer disadvantage on attacks until the end of their next turn.

Rapid Repair

At 11th level, you learn how to quickly attempt to fix a jammed gun. You can spend a Mettle Point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload

At 15th level, you can reload any firearm as a bonus action.

Thief-Taker

Thief-Takers are specialists in hunting down targets, and bringing them to justice. Trained in how to track people, they focus their efforts on one target at a time, and always get their mark.

Hunt Down

Beginning when you choose this archetype at 3rd level, you may spend an action to declare someone you know of as your Quarry. You have advantage on Wisdom (Survival), Wisdom (Perception), and Intelligence (Investigation) checks involving your Quarry, as well as on Intelligence checks to recall information about them. After you have caught your Quarry (or when you have confirmation of the death of your Quarry), you cannot use this feature again until you have completed a Long rest.

Long-Distance Tracker

At 7th level, moving through non-magical difficult terrain costs you no extra movement.

Warpath

At 11th level, as a bonus action, you can activate Warpath. For the next minute, you add your Wisdom modifier to your attack and damage rolls. 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.

Exploit Weakness

At 15th level, when you deal damage to your Quarry, you may spend a Mettle point. If you do, for one round, you ignore any resistance they have, and any immunities they have only count as resistances.

Verdicts

If a Verict has Prerequisites, you must meet them to learn it. You can learn the Verdict at the same time that you meet its prerequistites.

Clip Shot

Prerequisite: 5th Level

When you make a firearm attack, you can expend one Mettle point. If you miss, you deal half damage. You cannot use this Verdict if you are applying damage from additional sources such as Spells, Feats, or Class Features from other classes.

Deadeye

When you make a firearm attack, you can expend one Mettle point to gain advantage on the attack roll.

Desperate to Survive

Prerequisite: 9th Level

When you are subjected to an effect that requires a Constitution saving throw, you may spend a Mettle point to take half damage from the effect.

Detective

Prerequsities: Proficiency with Investigation

You add your Proficiency Bonus twice to your Intelligence (Investigation) checks.

Double-Check

Prerequisites: 5th Level

Before you roll an ability check, you may expend one Mettle point to roll with advantage.

Due Process

Prerequisites: 13th Level

As a full-round action, you may expend two Mettle points, and make a single ranged firearm attack. If you hit, you deal double damage.

Ensure Safety

When you make a firearm attack, you can expend one Mettle point to reduce the misfire chance of the firearm you are currently using by 1 (To a minimum of 0).

Frantic Dodging

Prerequisites: 9th Level

When you are subjected to an effect that requires a Dexterity saving throw, you may spend a Mettle point to take half damage from the effect.

Keen Eye

Prerequisites: Proficiency with Perception You add your Proficiency Bonus twice to your Wisdom (Perception) checks.

Knock 'em Down

When you make a firearm attack against a creature, you can expend one Mettle point to force them to make a Strength saving throw. If they fail, they are knocked prone.

Old-Fashioned Peacekeeping

Prerequisites: Proficiency with Intimidation

You add your Proficiency Bonus twice to your Charisma (Intimidation) checks.

Prevent Casting

When you make a firearm attack against a creature that is concentrating on a spell, you can expend one Mettle point. If you hit, the creature’s concentration check is made at disadvantage.

Quickdraw

Prerequisites: 9th Level

When you roll for initiative, you can expend one Mettle point to roll your initiative with Advantage.

Sense Motive

Prerequisites: Proficiency with Insight

You add your Proficiency Bonus twice to your Wisdom (Insight) checks.

Tracker

Prerequisites: Proficiency with Survival

You add your Proficiency Bonus twice to your Wisdom (Survival) checks.

Your Time has Come

Prerequisites: 17th Level

When you make a firearm attack, you can expend one Mettle point. Your attack scores a critical hit on a roll of 19 or 20.

Firearms Rules

Firearms represent a new frontier of technology; Powerful, yet unstable, and sometimes unpredictable, leading to a new slew of weapon properties (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 action to reload. You must have a 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 a firearm, you must make a successful Tinker's Tools check (DC equal to 8 + the 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.

Double Shot This weapon has two parellel barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a single attack. If both barrels are fired at once, they must both target the same creature or object, and the attack roll is made at disadvantage, as the gun becomes inaccurate. Each barrel expends ammunition separately.

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 prices.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lbs (40/160) Light, Reload 1, Misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lbs (60/240) Reload 1, Misfire 1
Double-Barreled Pistol 200g 4g (20) 1d10 piercing 5 lbs (60/240) Reload 2, Misfire 1, Double Shot
Revolving Pistol 250g 4g (20) 1d10 piercing 4 lbs (60/240) Reload 5, Misfire 1
Dragon Pistol 225g 5g (10) 2d6 piercing 7 lbs (15/60) Reload 1, Misfire 2
Hand Cannon 275g 6g (20) 2d6 piercing 7 lbs (90/360) Reload 1, Misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lbs (15/60) Two-handed, Reload 1, Misfire 2
Musket 300g 5g (20) 1d12 piercing 10 lbs (120/480) Two-handed, Reload 1, Misfire 2
Double-Barreled Musket 350g 5g (20) 1d12 piercing 12 lbs (120/480) Two-handed, Reload 2, Misfire 2, Double Shot
Revolving Musket 400g 5g (20) 1d12 piercing 11 lbs (120/480) Two-handed, Reload 5, Misfire 2
Thunder Cannon 600g 10g (5) 4d6 piercing 15 lbs (240/960) Two-handed, Heavy, Reload 1, Misfire 3