Enforcers are the renegade swordsmen, the rogue guardsmen, or the pissed off bodyguards that can be relied upon to do the impossible when all other alternatives fail. Unlike any other rogue, they specialize in combat techniques that turn them into a one man army. By utilizing their training with heavier, longer weapons they swath through crowds of adversaries; unafraid of causing wide spread panic and bloodshed, if it would mean accomplishing what they set out to do.
When you enter this subclass at 3rd level, you become proficient in battleaxes, glaives, greatswords, halberds, mauls, and warhammers; as well as medium armor. You can use your Sneak Attack feature with any melee weapon that you are wielding with two hands. You must be proficient with the weapon, and the weapon must have the two-handed or versatile property.
Starting at 3rd level, you can stand and fight against all odds. When you kill a creature, all hostile creatures within 15 feet of you have disadvantage on their first attack against you before the end of their next turn.
Also at 3rd level, you develop a technique used to devastate your opposition. When you take the Attack action on your turn and would successfully inflict Sneak Attack damage to a creature with a two-handed melee weapon, you can use your bonus action and forgo 1d6 of the Sneak Attack damage to attack another creature.
The Fear Factor
Also at 9th level, your attacks strike fear into the hearts of your adversaries. When you hit a creature using your Decimate feature, you don't provoke opportunity attacks from that creature for the rest of the turn.
Additionally, if you have attacked a creature within the last hour, you can use your Strength modifier in place of your Charisma modifier when making an Intimidation check against them.
At 13th level, you become adept at blending into crowds. When you are within 10 feet of at least three or more non-hostile humanoids of your size, you are lightly obscured, and you can attempt to hide.
Furthermore, when moving through well shadowed areas such as urban back-alleys, forests, or dark dungeons, you may gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
Coup de Grâce
At 17th level, you master the art of death dealing, granting your opposition as swift an end as possible. When you hit a creature with 40 hit points or less with a melee weapon attack, the target must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or die.
Furthermore, when you kill a creature, creatures of your choice within 30 feet of you that can you see you, must make a Wisdom saving throw (DC 8 + your Strength modifier + your proficiency bonus), or become frightened. Creatures who succeed on this save are immune to its effects for 24 hours.
|Subclasses||Arcane Trickster · Assassin ᴴᴮ · Enforcer ᴴᴮ · Hundred Faced ᴴᴮ · Inquisitive · Mastermind · Phantom ᴴᴮ · Ruffian ᴴᴮ · Scout · Swashbuckler · Tactician ᴴᴮ · Thief|
|Main Classes||Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Paladin · Monk · Ranger · Rogue · Sorcerer · Warlock · Wizard|
|Other Classes ᴴᴮ||Atavist · Magismith · Soulbinder · Spellbinder · Warden · Warlord|