JNAProductions
2018-08-18, 01:40 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (or 6)+Con Mod
PROFICIENCIES
Armor: Light, Medium, and Heavy, but not Shields
Weapons: Simple weapons, Improvised Weapons, and Hand Crossbows
Tools: Thieves' Tools
Saving Throws: Strength and Dexterity
Skills: Choose four from Acrobatic, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) A Greatclub or (b) any simple melee weapon
-(a) A shortbow and 20 arrows or (b) a Hand Crossbow and 20 bolts
-(a) A Burglar's pack, (b) a Dungeoneer's pack, or (c) an Explorer's pack
-(a) Leather armor, (b) Scale Mail, or (c) Chain Mail
-Thieves' tools and two daggers
Enforcer
Level
Proficiency Bonus
Features
Thuggish Blows
1st
+2
Thuggish Blows, Expertise, Thieves' Cant
1d4
2nd
+2
Quick Action
1d4
3rd
+2
Enforcer's Archetype
2d4
4th
+2
Ability Score Improvement
2d4
5th
+3
Extra Attack
3d4
6th
+3
Expertise
3d4
7th
+3
Uncanny Dodge
4d4
8th
+3
Ability Score Improvement
4d4
9th
+4
Archetype Feature
5d4
10th
+4
Ability Score Improvement
5d4
11th
+4
Reliable Talent
6d4
12th
+4
Ability Score Improvement
6d4
13th
+5
Archetype Feature
7d4
14th
+5
Evasion
7d4
15th
+5
Slippery Mind
8d4
16th
+5
Ability Score Improvement
8d4
17th
+6
Archetype Feature
9d4
18th
+6
Overbearing
9d4
19th
+6
Ability Score Improvement
10d4
20th
+6
Kneecapper
10d4
Thuggish Blows-At level one, your weapons, while crude, strike with great force. Once per turn, when you make an attack with a simple or improvised melee weapon that either has advantage, or has no disadvantage and a combat-worthy ally adjacent to the target, you deal an extra 1d4 points of damage. This increases by one die at third level and every two levels thereafter, to a max of 10d4.
Thuggish Blows made with a two-handed weapon deal one extra point of damage per die.
Expertise-At levels one and six, you gain Expertise in any two skills or tools you are already proficient in.
Thieves' Cant-At level one, you learn Thieves' Cant.
Quick Action-At level two, you learn to move swiftly and effectively. You may Dash, Disengage, or make a single grapple or shove attempt as a bonus action.
Enforcer's Archetype-At level three, you must choose to be a Bodyguard or a Bar Brawler.
Ability Score Improvement-Usual levels plus level ten, usual deal.
Extra Attack-Level five, usual deal.
Uncanny Dodge-At level seven, you may, as a reaction, halve the damage from any attack made against you, so long as you can see the source.
Reliable Talent-At level eleven, you are a master of your chosen skills. Whenever you make an ability check that adds your proficiency bonus, you may treat any roll of 9 or less on the d20 as a 10 instead.
Evasion-At level fourteen, you are exceedingly hard to pin down and damage. Whenever you are subjected to a a Dexterity saving throw for half damage, you take half damage on a failure and none on a success.
Slippery Mind-At level fifteen, you gain proficiency in Wisdom saving throws.
Overbearing-At level eighteen, you gain advantage on attack rolls against anyone who you have grappled.
Kneecapper-At level twenty, you may cap your opponents at the knees with style and grace. As an action, make a single attack against a foe, dealing normal damage plus your Thuggish Blows damage. If you hit, they must make a Constitution saving throw against DC 8+your proficiency modifier+your Strength modifier. On a failure, they are Slowed (as per the spell, but with a Constitution save to end the effect) for one minute, with no Concentration required by you. On a success, their move speed is halved until the start of your next turn.
Bodyguard
Protective-At level three, you gain proficiency in shields and the Protection Fighting Style.
Quick Thinking-At level nine, you may use the Protection Fighting Style without expending your reaction.
Overprotective-At level thirteen, you may use the Protection Fighting Style to redirect an attack to target you instead.
Supreme Protection-At level seventeen, you may, as a reaction, reduce an attack against an adjacent ally to zero damage.
Bar Brawler
Grappler-At level three, you may treat yourself as being one size larger for the purposes of a grapple, both in who you can grapple and whether your speed is reduced.
Imbued Chair Legs-At level nine, any weapon you use is treated as being magical, including improvised weapons.
Haymaker-At level nine, you may treat unarmed strikes as two-handed attacks.
Better Grappler-At level thirteen, you may treat yourself as being two sizes larger for the purposes of a grapple. (Yes, this means you can grapple someone your size and not be slowed.)
You Are My Weapon!-At level seventeen, you may use a grappled creature as a weapon. They are treated as a two-handed improvised weapon that deals 1d8 bludgeoning damage. Any damage dealt using this creature is dealt to both the target and the weapon.
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (or 6)+Con Mod
PROFICIENCIES
Armor: Light, Medium, and Heavy, but not Shields
Weapons: Simple weapons, Improvised Weapons, and Hand Crossbows
Tools: Thieves' Tools
Saving Throws: Strength and Dexterity
Skills: Choose four from Acrobatic, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) A Greatclub or (b) any simple melee weapon
-(a) A shortbow and 20 arrows or (b) a Hand Crossbow and 20 bolts
-(a) A Burglar's pack, (b) a Dungeoneer's pack, or (c) an Explorer's pack
-(a) Leather armor, (b) Scale Mail, or (c) Chain Mail
-Thieves' tools and two daggers
Enforcer
Level
Proficiency Bonus
Features
Thuggish Blows
1st
+2
Thuggish Blows, Expertise, Thieves' Cant
1d4
2nd
+2
Quick Action
1d4
3rd
+2
Enforcer's Archetype
2d4
4th
+2
Ability Score Improvement
2d4
5th
+3
Extra Attack
3d4
6th
+3
Expertise
3d4
7th
+3
Uncanny Dodge
4d4
8th
+3
Ability Score Improvement
4d4
9th
+4
Archetype Feature
5d4
10th
+4
Ability Score Improvement
5d4
11th
+4
Reliable Talent
6d4
12th
+4
Ability Score Improvement
6d4
13th
+5
Archetype Feature
7d4
14th
+5
Evasion
7d4
15th
+5
Slippery Mind
8d4
16th
+5
Ability Score Improvement
8d4
17th
+6
Archetype Feature
9d4
18th
+6
Overbearing
9d4
19th
+6
Ability Score Improvement
10d4
20th
+6
Kneecapper
10d4
Thuggish Blows-At level one, your weapons, while crude, strike with great force. Once per turn, when you make an attack with a simple or improvised melee weapon that either has advantage, or has no disadvantage and a combat-worthy ally adjacent to the target, you deal an extra 1d4 points of damage. This increases by one die at third level and every two levels thereafter, to a max of 10d4.
Thuggish Blows made with a two-handed weapon deal one extra point of damage per die.
Expertise-At levels one and six, you gain Expertise in any two skills or tools you are already proficient in.
Thieves' Cant-At level one, you learn Thieves' Cant.
Quick Action-At level two, you learn to move swiftly and effectively. You may Dash, Disengage, or make a single grapple or shove attempt as a bonus action.
Enforcer's Archetype-At level three, you must choose to be a Bodyguard or a Bar Brawler.
Ability Score Improvement-Usual levels plus level ten, usual deal.
Extra Attack-Level five, usual deal.
Uncanny Dodge-At level seven, you may, as a reaction, halve the damage from any attack made against you, so long as you can see the source.
Reliable Talent-At level eleven, you are a master of your chosen skills. Whenever you make an ability check that adds your proficiency bonus, you may treat any roll of 9 or less on the d20 as a 10 instead.
Evasion-At level fourteen, you are exceedingly hard to pin down and damage. Whenever you are subjected to a a Dexterity saving throw for half damage, you take half damage on a failure and none on a success.
Slippery Mind-At level fifteen, you gain proficiency in Wisdom saving throws.
Overbearing-At level eighteen, you gain advantage on attack rolls against anyone who you have grappled.
Kneecapper-At level twenty, you may cap your opponents at the knees with style and grace. As an action, make a single attack against a foe, dealing normal damage plus your Thuggish Blows damage. If you hit, they must make a Constitution saving throw against DC 8+your proficiency modifier+your Strength modifier. On a failure, they are Slowed (as per the spell, but with a Constitution save to end the effect) for one minute, with no Concentration required by you. On a success, their move speed is halved until the start of your next turn.
Bodyguard
Protective-At level three, you gain proficiency in shields and the Protection Fighting Style.
Quick Thinking-At level nine, you may use the Protection Fighting Style without expending your reaction.
Overprotective-At level thirteen, you may use the Protection Fighting Style to redirect an attack to target you instead.
Supreme Protection-At level seventeen, you may, as a reaction, reduce an attack against an adjacent ally to zero damage.
Bar Brawler
Grappler-At level three, you may treat yourself as being one size larger for the purposes of a grapple, both in who you can grapple and whether your speed is reduced.
Imbued Chair Legs-At level nine, any weapon you use is treated as being magical, including improvised weapons.
Haymaker-At level nine, you may treat unarmed strikes as two-handed attacks.
Better Grappler-At level thirteen, you may treat yourself as being two sizes larger for the purposes of a grapple. (Yes, this means you can grapple someone your size and not be slowed.)
You Are My Weapon!-At level seventeen, you may use a grappled creature as a weapon. They are treated as a two-handed improvised weapon that deals 1d8 bludgeoning damage. Any damage dealt using this creature is dealt to both the target and the weapon.