Enforcer With a gloved hand, a human sends a rusty shortsword skilfully into a goblin's throat as it reels away, trying desperately to quell the flow of blood. A cloaked kenku's first club strikes the back of a cultists' knee as it she brings the second down on the back of his head. Waiting for the flurry of crossbow bolts to fly past, a long-cloaked elf sprints out of an alley, firing his pistol twice into the oncoming army before darting back behind cover. Where there are people, there is conflict. Enforcers make sure those conflicts end quickly and favourably. Some may call certain tactics brutal, even unnecessary. An enforcer cares only about one word: effective. Some are mercenaries, fighting for the highest bidder. Some are predators, picking out the weak to make some quick cash for drinks. For all enforcers, their biggest strength is their ability to put their weapon just where it needs to be to drop an enemy in a single blow. Soldier of Fortune Most enforcers make a violent living. Either preying on merchants and travellers far from home or keeping those same people from harm. They're masters of combat, ending fights efficiently. While they might not be your first choice of ally, they'll put down an enemy without hesitation. The enforcer's area of expertise is in hitting their enemies where it hurts. An enemy that can't stand by itself is much less likely to catch you with your back turned. Pragmatic Survivalism Enforcers like to pick their battles. They plan ahead, always leaving themselves options in case things go south. They also plan on the fly, taking seemingly abrupt actions which they've actually arrived at after long consideration. They'll be brutal if they have to, and without hesitation. An enforcer makes their own morals, usually doing what it takes to stay alive. Sometimes that means abandoning a prize. Sometimes it means abandoning a companion or friend. Nevertheless, dying yourself when nothing can be done is senseless. Cut your losses; he who fights and runs away lives to fight another day. Vengeance will come. Creating an Enforcer When creating an enforcer character, think about your character's origins. How were they raised? Where did they learn their combat skills? How do they use those skills to make a living? Are you an outcast from society, living on what you can get from travellers too close to their campsite? Or are you a member of an established mercenary company? Perhaps you're part of a 'protection' racket run by a local thieves' guild, or a vigilante protector against that same guild. What led you to become an adventurer? Was your bandit company wiped out by unexpected guards? Or was your caravan destroyed by strange and hideous beasts? Did your mafia boss send you on an unexpectedly dangerous, long-term mission you have yet to complete? Or maybe you just tired of fighting for money and set out to find some other cause. ' The Enforcer Level Proficiency Bonus Features Injury Dice 1st +2 Injury Dice, Spot Weakness, Knockdown Blow 2d4 2nd +2 Profession Feature 2d4 3rd +2 Bleed 3d4 4th +2 Ability Score Improvement 3d4 5th +3 Cunning Action 3d4 6th +3 Profession Feature 3d6 7th +3 Stunning Blow 3d6 8th +3 Ability Score Improvement 4d6 9th +4 Wrestler 4d6 10th +4 Profession Feature 4d6 11th +4 Crippling Blow 4d8 12th +4 Ability Score Improvement 4d8 13th +5 Image of Terror 5d8 14th +5 Profession Feature 5d8 15th +5 Lasting Injuries 5d10 16th +5 Ability Score Improvement 5d10 17th +6 Image of Terror Improvement 6d10 18th +6 Certain Strikes 6d10 19th +6 Ability Score Improvement 6d10 20th +6 Finishing Blow 7d12 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 enforcer level after 1st. Proficiencies Armour: Light armour Weapons: Simple weapons, longswords, shortswords, pistols (see appendix) Tools: None Saving Throws: Dexterity, Constitution Skills: Choose two from Intimidation, Acrobatics, Athletics, Perception, Stealth and Survival.

Injury Dice Some of your enforcer abilities call for the use of your Injury Dice (represented in the right-hand column of the enforcer table). You regain a number equal to half your level (rounded up) at the end of a short rest, and all of them at the end of a long rest. The enforcer table lists the number and type of Injury Dice you have available at each level. The save DC for abilities which use Injury Dice is equal to 8 + your proficiency modifier + your choice of your Dexterity or Strength modifiers. You only use up an Injury Die if the ability specifically says you expend it. Some abilities say to roll a die equal to your Injury Die; this only refers to the type of die rolled, and is not considered to expend a die. You may not use multiple abilities which make you to expend an injury die on the same turn. Spot Weakness You take every opportunity to study your opponents, creating opportunities to strike with brutal force. Whenever you make an attack roll with advantage against a creature, hit or miss, you may convert your next hit against it into a critical hit. You cannot use this ability again until you complete a short or long rest. Knockdown Blow Once per turn, if you hit a creature within 5 feet of you with an attack, you may expend an Injury Die. You add the Injury die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Profession At 2nd level, you choose a style of fighting to specialise in. Choose the Gunman profession or the Bruiser profession, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th and 14th levels. Bleed From 3rd level, you learn to spot the places where arteries run vulnerably near the skin. Once per turn, when you deal piercing or slashing damage to a creature, you may expend and Injury Die. Roll it and add it to the attack's damage, and the target must make a Constitution saving throw. If it fails, it takes damage equal to one of your Injury Dice at the beginning of each of its turns until it gains hitpoints or until a creature succeeds on a Wisdom (Medicine) check made on the wound. 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 increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ' ' Quick Thinking By 5th level, you've trained to act swiftly in combat. You may use your bonus action to take the Dash, Disengage or Use an Object action, or make one weapon attack. Stunning Blow At 7th level, you can overwhelm an enemy's senses with a single well-placed blow. Once per turn, when you hit a creature with a weapon attack, you may expend an Injury Die. Roll it and add it to the attack's damage, and the target must make a Constitution saving throw. If it fails, it is stunned until the end of your next turn. Wrestler From 9th level, you can grab an opponent to your advantage in combat. You may use Dexterity instead of Strength for grapple checks you make. While you are grappling a creature, other creatures have disadvantage on attacks against you. Furthermore, you have advandage on attacks against creatures grappling or grappled by you. Crippling Blow Starting at 11th level, you can inflict grievous damage to a creature's appendages. Once per turn, when you hit a creature with an attack, you may expend and Injury Die. Roll it and add it to the damage, and the creature must make a Constitution saving throw. If it fails, you may reduce one of its speeds by half its maximum. Alternatively, you may reduce the creature's flying speed (if it has one) to 0. Image of Terror At 13th level, you use the wounds you inflict on creatures to intimidate others. As a bonus action when a creature fails a saving throw against one of your enforcer abilities, you may choose another creature within 60ft of you that can see you. You make a Charisma (Intimidation) check contested by that creature's Wisdom saving throw. If you win, that creature becomes frightened for one minute. You cannot use this ability again until you complete a short or long rest. Beginning at 17th level, you have advantage on Charisma (Intimidation) checks for this ability. Certain Strikes At 18th level, your precision can't be thrown off. You can't have disadvantage on attack rolls. If you would have disadvantage on an attack roll, instead you can't have advantage on that attack roll. Finishing Blow At 20th level, you give wounded enemies a quick end. Whenever you hit an enemy with an attack, if that creature is under the effects of failing a saving throw you forced it to make, double the damage that would be dealt by that attack.

Professions Every enforcer is an efficient combatant, but such levels of proficiency require specialisation with a single weapon or type of weapon. Some choose to use melee weapons which allow them to put the full force of their strength into each blow, while others prefer to use powerful firearms. Bruiser Profession A bruiser chooses to put the strength of their arm and the dexterity of their fingers into each blow, manipulating a melee weapon through an opponent's defences before dedicating to an all in attack. Brutal Blows After you take this profession at 2nd level, when you roll the highest value on a damage die for an attack roll against a creature, that creature has disadvantage on attack rolls until your next turn. Efficient Strikes After you take this profession at 2nd level, you may use a die equal to your Injury Die instead of the normal damage die for melee weapons you are proficient with. Where it Hurts From 6th level, whenever you hit a creature with an attack, you may expend an Injury Die. The target makes a Dexterity saving throw. If it fails, it takes additional damage equal to two of your Injury Dice + your proficiency modifier. It takes half as much damage on a successful save. Extra Attack From 10th level, you may attack twice instead of once when you take the attack action. Onslaught From 14th level, once per turn, when you reduce a creature to 0 hit points, you may make one additional attack as part of the same action. Gunman Profession Gunmen choose to forego the ability to put their physical strength into their attacks in favour of the explosive force of a gunpowder-based weapon. Firearm Savant You gain several abilities when you take this profession at 2nd level. You ignore the loading property of firearms you wield. You do not suffer disadvantage for making ranged attacks against adjacent creatures with firearms. You may add your proficiency modifier to critical hits for firearm attacks you make. Grapeshot From 6th level, you can make grapeshot charges by expending 10 normal bullets as part of a short rest. You may spend one and an Injury Die to perform a single grapeshot attack as an action. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw. Those creatures take damage equal to one of your Injury Dice + your Dexterity modifier on a failed save, or half that much on a successful one. Piercing Shot From 10th level, your regular firearm attacks can target up to two creatures in a single line, and your grapeshot's area of effect increases to a 30-foot cone. Incendiary Ammunition From 14th level, you can create incendiary bullets for your firearms. If you spend 50gp over a long rest, you can convert 10 normal bullets to incendiary bullets. When they hit a target, the target must make a Constitution saving throw or be burned. A burned creature takes one Injury Die of damage at the beginning of each of its turns until it gains hit points or it spends an action to stop the burning.