Specialists in asymmetric warfare, enforcers mix raw force with trickery and sheer ruthlessness in order to prevail against their foes. Most come out of clandestine organizations, crime syndicates, rebellions, and resistance movements. These formidable warriors are perfectly capable of going toe-to-toe with frontline troops, but typically operate well away from the battlefield. They also tend to occupy the ends of the spectrum between cynicism and ideological fervor, either plying their trade purely for their own enrichment, or risking it all in the name of some cause they believe in.
At 3rd level, you learn that anonymity is oftentimes the best defense, and that the world is your arsenal. You gain proficiency in the Stealth skill and with the disguise kit. You also gain proficiency with improvised weapons and a single rare weapon of your choice.
Also at 3rd level, you gain proficiency in one of the following combat traditions of your choice: Adamant Mountain, Mist and Shade, Mirror’s Glint, or Venomous Shadow. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.
You are extremely good at breaking things—whether it’s the shop of a merchant who won’t cough up their protection money, the statue of a tyrant, or the fortifications of an occupying army. Beginning at 3rd level, objects and structures have vulnerability to your weapon attacks, provided you are using a weapon with an appropriate damage type (a hammer for bricks, a blade for rope, etc.). This bonus stacks with the breaker property on your weapons (if present).
At 7th level, you learn to strike now, kill later. You gain proficiency with the poisoner’s kit. In addition, your weapon attacks do 1d4 of ongoing damage. A creature can suffer a maximum number of these ongoing damage dice equal to your proficiency bonus the damage lasts for one minute, but any additional use of this feature on the same target resets the duration. The ongoing damage cannot be ended with a mere action; however, any amount of magical healing or a DC 15 Intelligence (Medicine) check ends the ongoing damage.
At 10th level, you become an artist of the “hit-and-run,” striking hard and then vanishing. You gain the following benefits:
Beginning at 15th level, you may not always stand and fight, but woe betide the fool who thinks you a coward. You gain advantage on saving throws to avoid being charmed, compelled, or frightened; to resist the effects of poisons and diseases; and to avoid gaining levels of fatigue or strife. You also gain advantage on saving throws and opposed checks to resist interrogation and to resist having your thoughts read.
At 18th level, your blending of the martial and the clandestine reaches its apex. When you hit with a weapon attack against a creature that is unaware of your presence, you deal an additional 1d8 of damage. Your critical hit range for attacks against a creature unaware of your presence increases to 17-20.
A creature that suffers a critical hit from such an attack must make a Wisdom saving throw against your maneuver DC or become rattled for one minute. If they fail this save by more than 5, they are also stunned until the end of their next turn.