Enforcers
The Enforcers are the silent executioners of Coneco culture—crossbow-wielding hunters trained in sabotage, subjugation, and ambush warfare. From guerrilla tactics in jungle warfare to cartel-style justice in the city streets, Enforcers master the art of traps, poisons, and relentless pursuit.
(3rd Level)
Coil and Snap
- Silent Bolt. When you hit a surprised creature with a ranged weapon attack, you gain advantage and deal an extra 1d8 damage. If the creature is hit, it cannot speak or shout until the start of your next turn.
- Bolt Mastery. You gain proficiency with hand crossbows, light crossbows, and heavy crossbows. These weapons count as spellcasting focuses for your Ranger spells. You ignore the loading property of crossbows, and you can draw/stow them as part of your movement.
Precision Mark: Marked for Silence
When you use Precision Mark, the marked target has disadvantage on Constitution saving throws made to speak, shout, or cast spells with verbal components. If the creature takes damage from you while marked, it cannot take reactions until the end of your next turn.
(6th Level)
Field Requisition
You can craft and deploy custom traps during a short rest. You may craft a number of traps per long rest equal to your Wisdom modifier (minimum 1). Setting a trap takes 1 minute, and a trap lasts for 8 hours or until triggered. You may have 1 active trap at a time.
Trap Save DC = 8 + your proficiency bonus + your Wisdom modifier
Available Traps:
- Constricting Snare. Target must succeed a Strength save or become restrained until the end of their next turn.
- Paralytic Needle. Target must succeed a Constitution save or become paralyzed until the start of your next turn.
- Sleeping Fumes. Creatures in a 5 ft. radius must succeed a Constitution save or fall unconscious for 1 minute (awaken if harmed or shaken).
- Smoke Pod. Creates a 15 ft. lightly obscured area for 1 minute (nonmagical fog).
- Bonechime Alarm. Emits an audible alert heard within 100 feet when triggered. You and allies recognize its distinct sound.
(10th Level)
Cut Off the Escape
- When a creature marked by Precision Mark moves away from you or exits your line of sight, you may use your reaction to make a ranged weapon attack. On a hit, their speed becomes 0 until the end of their turn.
- Creatures you hit with a crossbow attack have disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks until the start of your next turn.
(14th Level)
Trapmaster Upgrades
Your traps become more advanced and dangerous. Choose two upgrades below. You may only apply one upgrade per trap.
Trap Upgrades (Choose Two):
- Lingering Snare: Restrained creatures remain so for 1 minute. After 2 rounds, they become grappled and prone.
- Neurotoxin Blend: Paralysis lasts up to 1 minute. On a successful save, the target is still poisoned for 1 round.
- Deep Sleep Agent: Sleeping Fumes now last 10 minutes, and targets take -2 on saves to awaken.
- Choking Smoke Pod: Creatures inside must succeed a Constitution save or take 1d6 poison damage and have disadvantage on Perception checks for 1 turn.
- Echoing Bonechime: When triggered, forces creatures within 100 ft. to make a Wisdom save or become frightened until the end of their next turn.
Hunter Cell Execution
Once per long rest, you may declare a Hunter Cell during combat. Choose up to three allies who can see or hear you. For 1 minute, you gain the following benefits:
- You may maintain two Precision Mark targets at once.
- Hunter Cell allies deal +1d6 psychic damage on attacks against marked targets.
- Attacks against marked targets ignore resistance to nonmagical damage.
- When a marked target drops to 0 HP, all Cell members may move 10 feet as a free reaction.
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