Subtle Strike (1/turn). The enforcer deals and extra 4 (2d4) damage when it hits a target with a weapon attack and has advantage on the attack roll.
Use Item (1/turn). The enforcer can use a bonus action to use an item it has on its person.
They can have any three of these items on their person:
- Ball Bearings (bag of 1,000)
- Caltrops (bag of 20)
- Oil (flask)
- Poison, Basic (vial)
- Signal Whistle
- Lock
- Hunting Trap
- Manacles
- Fishing Tackle
- Grappling Hook
Better Movement (3/day). The enforcer is able to cast the spell Jump, Longstrider or Spider Climb
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The enforcer carries 2 daggers.
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The enforcer carries six darts.
Poisoned Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 2 (1d4) poison damage. The enforcer carries 2 daggers.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 2 (1d4) poison damage. The enforcer carries six darts.
Description
There are many reasons to go into banditry, some to feed their families and put a roof over theirs heads, others for the feeling of power that they can get and a few just for an excuse to hurt others.
A tier higher on the totem pole compared the basic grunt, these units are more agile and crafty, with a greater display in skill, more time and resources have been devoted to them. Trained in the art of stealth, they are adept at blending into the shadows and reaching hard to spot areas, while tucked away and out of view they can aim for sensitive and vulnerable spots on their opponents.
Comments