Duel wield. Three times a day, the Armed Forces can choose to turn its longsword into two short swords it can dual wield, each shortsword does 2d10 + 5 damage, this lasts for 2 rounds.
Longsword. Melee Weapon Attack: +2 to hit, reach 20 ft., 1 target. Hit: 3d10 + 5 slashing damage.
Fists of steel. Melee Weapon Attack: +3 to hit, reach 20 ft., 1 target. Hit: 2d6 + 10 bludgeoning damage. This attack happens twice in one action.
Arm cannon. RangedWeapon Attack: +2 to hit, range 60 ft., 1 target. Hit: 4d6 + 2 force damage. The player hit must succeed in a dexterity saving throw or continue to take 1d10 damage every round for 2 rounds.
Mounted missile. RangedWeapon Attack: everyone within a 30 ft area must complete a dexterity saving throw. on a failed save, the player takes 2d12 fire damage and 2d12 electrical damage, on a succeeded save, the player takes 1d12 electrical damage.
Plasma shield. if a player tries to use piercing or bludgeoning damage on the Armed Forces, a plasma shield is created and the Armed Forces take a dexterity saving throw against the player's to hit roll in an attempt to block the attack.
Description
A mysterious figure wearing white and black armour with the words "Armed Forces" on their back. They are part of a group called "The Enforcers" who capture and imprison entities that pose a significant threat to reality. they reside in any barren plain of existence so that they can work on their tech in peace. The enforcers are made up of 10-20 Armed Forces, and their boss, the Head Of Operations (H-O-O).
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