Scoffing at the ideals of honour or a fair fight, an enforcer is a feared and elite warrior, striking with precision, uncanny timing, dirty tricks, and, worst of all, competent teamwork. An enforcer could strike any time, eliminate their foes, and then fade away without a trace. Those few who know their name quake from the threat of it.
Fearsome Reputation At 3rd level, you gain proficiency with Intimidation. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. Sneak Attack Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases to 2d6 at 10th level, and 3d6 at 15th level. Opportunist At 7th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. Improved Teamwork From 10th level, your ability to work with your allies is honed to the point of instinct. When you take a Help action, you may make a melee attack as a bonus action. Third Wind From 15th level, you may use your second wind twice per rest. In addition, when you use your action to take a second wind, your first attack roll in the following round has advantage. Elusive From 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. As a threat, enforcers are vicious warriors, often in service to a thieves' or assassins' guild which needs some muscle. They work in unison with skilled thieves, and pack a mean punch. Enforcer Medium humanoid (any humanoid race), neutral evil Armour Class 17 (splint armour) Hit Points 65 (10d8 + 20) Speed 30ft. Str 15 (+2); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 9 (-1); Cha 12 (+1) Skills Acrobatics +6, Athletics +5, Intimidation +7, Perception +2 Senses passive Perception 12 Languages Any one language (usually Common) Challenge 4 (1,100 XP) Opportunist. Whenever a creature within 5 feet of the enforcer is hit by an attack made by a creature other than itself, the enforcer can use its reaction to make a melee attack against that creature. Actions Multiattack. The enforcer makes two greatsword attacks and one dagger attack. Greatsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) slashing damage. Dagger. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage. Sneak Attack. Once per turn, the enforcer deals an extra 7 (2d6) damage when it hits the target with a dagger attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the enforcer that isn't incapacitated, and the enforcer doesn't have disadvantage on the attack roll. Help. When the enforcer takes a Help action, it can make a greatsword or dagger attack as a bonus action. Also posted on Game Masters Stash on 3 March 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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