Enforcer (5e Class)

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Wrought with Danger[edit]

The enforcers are a clan of mixed races who live on the edge of a big mountain. The mountain consists of multiple caves and a sleeping volcano. The volcano is said to be haunted by the spirit of an evil wizard. This spirit wants the clan of the mountain to continue in its evil doings. This spirit created golems out of the rocky landscape and sends them to the clan to wipe them of the mountain. After years of tinkering on a special armor and weapons the clan came up with the enforcer armor and knuckles. They would fully armor their men and give them large metal knuckles to crush the golems. They made this gear out a special steel. In the volcano lies a very potent type of coal for smiting. This coal creates one of the strongest steels in the world. With the new armor and weapons the clan could crush the golems with ease. After defeating these golems they found out they had magical hearts that brought them to life. They figured they could bring their armor to life just as these golems were brought to life. They started imbuing their armor with these magical hearts placing them in the back of the armor under a protective sheet of steel. The enforcers began training and tinkering with the new magical armor and found out they could do great things. Now that the largest threat of the golems in their homeland is almost gone, quite a few enforcers start roaming the lands in search of riches and wealth and what not. 

Creating an Enforcer[edit]

Quick Build

You can make an Enforcer quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Some abilities will cause the target to have to make a saving throw. Your spell save DC: 8 + proficiency bonus + Strength modifier.

Class Features

As a Enforcer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Enforcer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Enforcer level after 1st


Armor: Light armor, medium armor, heavy armor, enforcer armor
Weapons: Simple weapons, longswords, enforcer knuckles
Tools: Smiting’s tools
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • Enforcer armor
  • Enforcer knuckles
  • Smiting’s tools
  • Explorer’s pack

Table: The Enforcer

Level Proficiency
1st +2 Fighting Style, Disadvantages, Upgrading Gear
2nd +2 Magical Armor
3rd +2 Enforcer Knuckles
4th +2 Ability Score Improvement, Enforcer Armor
5th +3 Extra Attack, Magical Armor (2)
6th +3 Ability Score Improvement, Enforcer Knuckles, Magical Armor (3)
7th +3
8th +3 Ability Score Improvement, Enforcer Armor (2)
9th +4 Magical Armor (4)
10th +4 Fighting Style (2), Enforcer Knuckles
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement, Enforcer Armor (3)
13th +5
14th +5 Ability Score Improvement, Magical Armor (5)
15th +5 Enforcer Knuckles
16th +5 Ability Score Improvement, Enforcer Armor (4)
17th +6 Magical Armor (6)
18th +6 Ability Score Improvement
19th +6 Ability Score Improvement, Enforcer Armor (5)
20th +6 Extra Attack (3), Enforcer Knuckles

Fighting Style[edit]

Starting at 1st level the enforcer chooses a fighting style from the following. At 10th level you can choose one extra fighting style.

Defense: While wearing the enforcer armor, you gain +1 bonus to AC.

Two-weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can your reaction to impose disadvantage on the attack roll.


Unfortunately the heavy armor and gear of the Enforcers doesn’t grant advantages, but also some disadvantages. While wearing the enforcer knuckles and armor you can’t use any other weapons, armor or spell whatsoever. While wearing the enforcer armor and gear you gain -10 to movement. Due to its heavy weight. Furthermore if the enforcer goes 8 hours without a short or long rest he or she will enter the first state of exhaustion. Every 2 hours extra will cause a further state of exhaustion. However this can’t cause death.

Upgrading Gear[edit]

The enforcer armor and knuckles are special and steampunkish only usable by those who had proper training with it. The enforcers are constantly tinkering on their armor and gear to improve it to their personal liking. An enforcer will have to upgrade his or her armor and knuckles at the displayed levels, at a smiting’s station. This process takes 4 hours. It is possible to find special relics that can also upgrade this armor, but this is up to the DM.

Magical Armor[edit]

Due to the use of the hearts of golems enforcers give their armor a little edge. Enforcers use the magical aspects of the golem hearts to use special abilities. A golems heart can be seen as sort of battery. These special abilities will consume a certain amount of brutality points. These brutality points are equal to you characters level + your constitution modifier. When you run out of brutality points you can’t use any abilities. You will regain these brutality points after a long rest.

At 2nd level you gain the Golems dash ability: next to your normal movement speed you can spend 1 brutality point to dash 10 ft forward in a straight line. You can spend multiple brutality points to dash further (20ft, 30ft, etc.). The way this ability works is that you use the magical energy of the golems heart to launch yourself forward. You can also use this ability to dash of gaps and such.

At 5th level you gain the Flurry attack ability, costs 3 brutality points: You imbue your armor with the magical essence of the golems heart, causing your arms to move extremely fast. You can add one more attack to your attack action. This counts as an individual attack, so all modifiers can be added.

At 6th level you gain the Rampant charge ability, costs 4 brutality points: You overchannel your golems dash ability to charge at high speed. You charge for 30 ft destroying wooden constructs, but not stone or metal. If you charge into creatures they must make a Dexterity saving throw or be knocked prone on a failed save. If they succeed they won’t get knocked prone and take half damage. If a creatures fails the saving throw they take 3d10 bludgeoning damage

At 9th level you gain the Golems shield ability, costs 4 brutality points: As a reaction you can charge up a magical shield halving the incoming damage. You can also overcharge this ability, costing at least 10 brutality points. This action will use up all brutality points left and will completely shield you from incoming damage.

At 14th level you gain the Cataclysm ability, costs 6 brutality points: After charging up for 3 seconds you leap into the air to about 30 feet high and come crashing down at a target location up to 50 feet from the starting position. When you land you use all your force and the power of the golems heart to create a shockwave around you. All creatures in a 15 ft radius take 6d10 force damage. All creatures must succeed on a DEX saving throw, if they succeed they take half damage. If they fail the throw they take full damage and will be stunned for 1 round. If you get hit by any damage while charging up the ability fails and you have to spend the brutality points anyway.

At 17th level you gain the Knowledge of the Heart ability: Due to your lengthy training and tinkering with the armor and golems heart you know how to efficiently use the magical energy of the golems heart. Thanks to this all abilities cost half the brutality points.

Enforcer Knuckles[edit]

Enforcer knuckles: 1d8 + Strength modifier, bludgeoning damage.

The enforcer knuckles are the main and, for the most part, only weapons a enforcer ever uses. Enforcers upgrade their knuckles just as their armor to their personal liking.

At 3rd level the knuckles can be upgraded. Spikes will be added to the knuckles resulting in a more deadly weapon: 1d10 + Strength modifier, bludgeoning damage.

From here on out there is an amount of upgrades the enforcer can add to their knuckles. All of the following upgrades can be added at any of the following levels: 6th, 10th, 15th and 20th. Some upgrades require the player to determine the extra damage the upgrade will add to attacks. This will be done by throwing a dice (dice required can be seen at every individual upgrade) and will determine the quality of the upgrades

Improved knuckles: You upgrade your knuckles to make them more aerodynamic. Changing the damage die to 1d12 + Strength modifier, bludgeoning damage

Retractable blades: one blade will be located on top of each knuckle. These blades can be retracted in and out. These blades will add 1d6 (or 3) piercing damage to attacks.

Golems strength: due to the magical golem heart you can infuse your attacks with extra kinetic force. This will cost 3 brutality points. The target must succeed a CON saving throw or be stunned for 1 turn.

Fiery knuckles: due to the magical golem heart you can infuse you attacks with magical fire. This will deal an extra 1d4 fire damage. The target must also succeed on a Dexterity saving throw, if the target fails he will take 1d4 fire damage for 2 turns.

Pushback: by installing some sort of hydraulics on the bottom of the knuckles you gain ability to push back any creature for up to 10 ft. This will cost 2 brutality points. The target must succeed on a Strength saving throw or be pushed back. If the target succeeds the saving throw nothing happens.

Bolt cannon: You install a little cannon on your right knuckle that shoots of crossbow bolts. You have to manually load this cannon with the bolt just like a normal crossbow. Bolt cannon: 1d8 + Strength modifier. Hit modifier: Strength modifier + proficiency bonus.

Shielded: You cleverly create armor that covers the rest of your arms that were left exposed. This armor completely attaches to your knuckles and armor. Your AC increases by 1.

Note: golems strength and fiery knuckles can’t be applied at the same time.

Ability score improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 18th, 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Enforcer Armor[edit]

Enforcer armor: AC 17

From here on out there is a amount of upgrades the enforcer can add to their armor. All of the following upgrades can be added at any of the following levels: 4th, 8th, 12th, 16th, 19th.

AC upgrade: this upgrade can be applied multiple times. + 1 AC

Steam cloud: You install hatches in your suit that can release a cloud of steam in a 10 ft cone in front of you. Creatures in the steam cloud can’t see anything. The steam cloud will disperse after 10 seconds or sooner if a strong wind or gust blows it away.

Extra Attack[edit]

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 11th level in this class and to four when you reach 20th level in this class.


Prerequisites. To qualify for multiclassing into the enforcer class, you must meet these prerequisites:

Proficiencies. When you multiclass into the enforcer class, you gain the following proficiencies:

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