Enforcer Draft
Enforcer Draft
Enforcer Draft
Class Features
As an Enforcer, you gain the following class features:
Bandit Blitz
Gained at: Enforcer level 1
Cost: 1 Grit
Limit: 1 per initiative
At higher levels: +1 per initiative at Enforcer level 9
When the chips are down, you are capable of exceeding your limits. On your turn, you can
spend 1 Grit to take one additional action.
You may only use this feature once per initiative. This increases to twice at Enforcer level
9.
Beginning at 2nd level, when you take the Dash action you may also make one ranged
attack. You can use this attack to reload.
Gunman's Gambits
Gained at: Enforcer level 3
Cost: 1 Grit
Save DC: 8 + Proficiency Bonus + Strength or Dexterity modifier
Grit Bonus: Equal to Grit Point Maximum
Limit: 3 known gambits, 1 gambit per attack
At higher levels: +2 known gambits at Enforcer level 7
Beginning at 3rd level, you can employ gambits fueled by your Grit. You learn three
gambits of your choice, which are detailed under “Gambits” below. Many gambits
enhance an attack in some way. You can use only one gambit per attack.
You learn two additional gambits of your choice at 7th level. When you learn new gambits,
you can also replace any gambits you already learned with new ones.
Some of your gambits require your target to make a saving throw to resist the gambit’s
effects. The saving throw DC is calculated as follows:
Gambit Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice)
Gambits
Bait n' Switch:
When you’re within 5 feet of a creature on your turn, you can spend 1 Grit and switch
places with that creature, provided the creature is willing and isn’t incapacitated. Until
the start of your next turn, you or the other creature (your choice) gains a bonus to AC
equal to your Grit Bonus. This gambit costs no movement, and doesn’t provoke
opportunity attacks.
Bullseye:
When you make a ranged attack, you can spend 1 Grit to add your Grit Bonus to the
attack roll. You can employ this gambit before or after making the attack roll, but only
before any effects of the attack are applied.
Disarming Shot:
When you hit a creature with a ranged attack, you can spend 1 Grit to attempt to
disarm the target, forcing it to drop one item of your choice that it's holding. You add
your Grit Bonus to the attack’s damage roll, and the target must make a Strength
saving throw. On a failed save, it drops the object you choose. The object lands at its
feet.
Distraction:
When you hit a creature with a ranged attack, you can spend 1 Grit to distract the
target. You add your Grit Bonus to the attack’s damage roll. The next attack roll
against the target by an attacker other than you has advantage if the attack is made
before the start of your next turn.
Dive Shot:
When you make a ranged attack, you can spend 1 Grit to dive 10 feet in any direction
and drop prone. The dive does not cost movement from your Speed.
Gut Shot:
When you hit a creature with a ranged attack, you can spend 1 Grit to attempt to
impair the target. You add your Grit Bonus to the attack’s damage roll, and the target
must make a Constitution saving throw. On a failed save, the target becomes
Poisoned until it is healed.
Kneecap:
When you hit a creature with a ranged attack, you can spend 1 Grit to attempt to
knock the target down. You add your Grit Bonus 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, the
target falls prone. On its turn, the target must succeed a Constitution saving throw in
order to get back up.
Spur Shot:
When you hit a creature with a ranged attack, you can spend 1 Grit to attempt to spur
the target into attacking you. You add your Grit Bonus to the attack’s damage roll, and
the target must make a Wisdom saving throw. On a failed save, the target has
disadvantage on all attack rolls against targets other than you until the end of your
next turn.
Feat
Gained at: Enforcer level 4
At higher levels: +1 feat at Enforcer level 8 and 12
When you reach 4th level, and again at 8th and 12th level, you can take a feat of your
choice.
Additional Attack
Gained at: Enforcer level 5
Cost: Attack Action
At higher levels: +1 attack at Enforcer level 10
Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
The number of attacks increases to three when you reach 10th level in this class.
Showdown Strapped
Gained at: Enforcer level 6
Cost: Attack Action
At higher levels: +2 temporary Grit at Enforcer level 11
Beginning at 6th level, you gain 3 temporary Grit points upon entering initiative. These
temporary grit points expire at the end of the initiative.
At 11th level, the amount of temporary Grit points increases to 5.
Speed Loader
Gained at: Enforcer level 12
Cost: Free Action
Limit: 1 per initiative
Beginning at 12th level, you may reload as a free action once per initiative. If you are dual-
wielding, this feature reloads both your main-hand and off-hand weapons.