The Enforcer specializes in blunt weaponry. Add your Proficiency Bonus to One-Handed or Two-Handed attack checks with the following weapons, and your Proficiency Damage to damage rolls for those same weapons. Both of these values increase with your level according to the Mercenary table.
At Level 8, you can throw caution to the wind and attack recklessly. When you make your first attack during your turn, you can choose to attack recklessly. Doing so gives you advantage on all attacks during your turn, but causes your Passive Agility to be reduced to 0 until the start of your next turn. (Any attacks against you automatically hit unless you use a reaction to Dodge or Block.)
Starting at Level 15, your Rage makes you a near-unstoppable force. While Raging, you gain Resistance 2 to Piercing, Slashing, and Bludgeoning damage.
At Level 22, your immense size and strength allow you to resist being moved forcefully. You can't be Grappled by creatures the same size or smaller than you. Whenever you receive Knockback or other forced movement, for every 2 feet of distance you would be moved, you can choose to take 2 points of Bludgeoning damage instead.
(You can use this feature to negate all or part of the knockback. For example, if pushed back 10 feet, you could choose to move back only 4 feet and take 6 Bludgeoning damage. This damage is dealt as a single hit for the purpose of reduction by Armor.)
At Level 26, your attacks are strong enough to knock enemies away. On a hit with a Power Attack using a two-handed blunt weapon, you may knock the target away from you a number of feet equal to half the damage taken. You choose the direction the target is sent in, but they must travel the full distance. The creature lands prone.
If a creature sent flying this way collides with a wall or solid object, they take the remaining distance in additional Bludgeoning damage. If the creature collides with another creature, the remaining distance is dealt as Bludgeoning damage to both creatures, divided evenly, and both creatures are knocked prone.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Successful power attacks with clubs always knock the target back one foot for every 3 damage dealt.
Prerequisite: Mercenary Level 8
Called shots to the abdomen using a baton or club will inflict Slowed 1 on the target for two rounds.
Prerequisite: Mercenary Level 9
You're adept at smashing your way through doors and barricades.
When using a crowbar, hammer, or sledgehammer to Force Open an obstacle, roll the damage of that weapon and add the result to the Force Open check.
Prerequisite: Mercenary Level 12
You can aim to knock your opponents out with clubs and batons.
Increase the stagger duration on called shots to the head with clubs or batons to 1d4 frames. On a critical hit, the target must pass a DC 20 Endurance save or fall unconscious for two rounds.
Prerequisite: Mercenary Level 16
You gain the ability to have crowbars and/or clubs function as heavy weapons while held in one-hand.
Using this ability still requires a One-Handed attack roll, but uses the action properties (damage, timing) of a two-handed attack. You may also perform power attacks with these weapons in one hand.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Force of Nature | ✪80 | Details ▶ | ||
Knock The Wind Out | ✪50 | Mercenary Level 8 | Details ▶ | |
Tools of Destruction | ✪90 | Mercenary Level 9 | Details ▶ | |
Bonk! | ✪150 | Mercenary Level 12 | Details ▶ | |
Double Smash | ✪140 | Mercenary Level 16 | Details ▶ |