Base Class: Paladin
Enforcers are a group of paladins bound to oath to help maintain peace by actively going out into the world and hunting down major threats, and generally keeping peace. In their travels Enforcers may come across arcane knowledge. When this occurs, they are bound by oath to not destroy the knowledge itself no matter how evil, instead they must protect and recover any lost information. Within the Enforcers there is a military like hierarchy. As a character progresses in levels, they may gain boons related to their statues within the Enforcers.
When an Enforcer is first enlisted into the order they have no given designation, however once they have fulfilled one of their tenants they will gain their first rank, a mark. From there they are known as a Marked One, each mark is given based upon their dead, however the power the mark gives is not bound by this. For example, an Enforcer recruit who recovers not commonly known arcane information will be given their mark.
An unmarked individual is under the command of someone of at least 2 higher ranks than them. As an unmarked Enforcer continues training, they will begin missions with their teacher. It is customary that when a teacher feels that a student is ready to gain their mark, the teacher will take the student with them on a lower grade mission and only observe in the background so as to step in if events get to dangerous. Once marked an individual can gain 2 further ranks under normal conditions. Beyond their first mark an Enforcer can gain first a glyph, and then a rune.
Oath Spells
The Oath of the Enforcer grants a paladin additional spells.
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | detect magic, identify |
| 5th | see invisibility, warding bond |
| 9th | clairvoyance, glyph of warding |
| 13th | death ward, banishment |
| 17th | scrying, legend lore |
Channel Divinity
You gain two channel divinity options.
Invoke Planar Order. As an action you can release a burst of divine energy to return any creature of your choice within 30ft of you to its native plain for the next minute. If the creature is unwilling it must succeed a wisdom saving throw against your channel divinity DC, this creature can repeat the saving throw at the end of each of its turns. Starting at 15th level a creature banished in this way is instead returned to its native plain permanently and it cannot repeat the saving throw.
Gaze of the Inquisitor. As an action you can channel energy into your mind and body. For the next hour you gain advantage on all perception and investigation checks, and all creatures not in their normal form appear with a hazy veil around their form.
Aura of Arcanum
Starting at 7th level, whenever you or a friendly creature are targeted by a spell or spell like effect that is not an area of affect and succeed a saving throw against that affect, the spell or spell like affect is reflected upon the creature or object creating this affect.
At 18th level, the range of this aura increases to 30ft.
Unyielding Eye
Starting at 15th level, you gain expertise in both perception and investigation, and can never gain disadvantage on these checks. In addition you gain a limited true sight out to the range of your aura abilities.
The limited true sight granted by this ability functions like normal true sight, however it is incapable of piecing through illusions created by spells of 7th level or above, and illusory affects created by creatures whose CR exceeds or level in this class +charisma bonus (minimum of 1). In addition the true form of shapeshifters is only revealed if you are aware of its shape changing abilities.
Icon of Law
Starting at 20th level, you can envelope yourself in the law of the universe itself, gaining momentary insight into the working of reality. As a bonus action you can enter this state, which lasts for 1 minute or until you choose to end it.
While in this state you gain the following features:
- You can add your charisma modifier to your armor class and attack roles.
- Whenever you roll a 9 or lower on an attack role, ability check, or saving throw you can instead treat it as if you rolled a 10.
- Once per turn, whenever a creature you can see rolls a natural 20 or natural 1, you can choose to have them treat it as if they rolled a 10.
Once you use this feature you cannot do so again until your finish a long rest.
Comments