Peacekeeper
Peacekeepers are the people sent when a village is about to burn, when two courts are one insult away from war, or when a monster can only be stopped by someone brave enough to stand in its path without becoming cruel. They are trained in the traditions of a celestial guardian order that treats mercy as a discipline rather than a weakness. A Peacekeeper is not a priest, though many serve sacred causes; not a knight, though many wear armor; and not a diplomat, though many end wars. They are the measured answer to panic. In battle, they protect the vulnerable, break up killing blows, and force enemies to reconsider. Outside battle, they are patient listeners, mediators, and witnesses who remember every promise that mattered.
Class Features
Proficiencies
Starting Equipment
Class Resources
Resolve is the Peacekeeper's core discipline resource. You spend Resolve to use Intercession, martial abilities, and auras. Your Resolve maximum equals your proficiency bonus plus your Charisma modifier, minimum 1, and it scales with class level because your proficiency bonus increases.
Class Abilities
Martial Abilities
Dignified Help
You direct an ally with a calm signal, a precise word, or a steadying glance. This turns your battlefield awareness into immediate support.
Bonus Action; spend 1 Resolve; choose one ally you can see or hear within 30 feet. That ally gains a bonus to the next attack roll or ability check it makes before the start of your next turn equal to your proficiency bonus. If you spend 2 Resolve instead of 1, you can choose two allies within range. At 11th level, the chosen ally also gains a bonus to its next saving throw before the start of your next turn equal to your Charisma modifier. At 17th level, the ally also has advantage on the granted roll.
You must be able to speak or signal clearly
Appeal to Reason
You press the advantage of certainty instead of rage, forcing a hostile creature to choose restraint for a moment.
Action; spend 1 Resolve; choose one creature that can hear you within 30 feet. The target makes a Wisdom saving throw against your Peacekeeper save DC. On a failure, until the end of its next turn it cannot take the Attack action against any creature other than you, and its speed is reduced by 10 feet. On a success, its speed is reduced by 5 feet until the end of its next turn. A creature that succeeds on the saving throw is immune to this ability until the start of its next turn.
Target must be able to hear you
Interposing Step
You place yourself between violence and the vulnerable, physically intercepting the blow.
Reaction; spend 1 Resolve; trigger: a creature you can see hits an ally within 5 feet of you with an attack. You move up to 10 feet to an unoccupied space adjacent to the ally without provoking Opportunity Attacks. The triggering attack deals 1d8 + your proficiency bonus + your Charisma modifier less damage to the ally. If you end adjacent to the attacker, the attacker has disadvantage on the next attack roll it makes before the start of its next turn.
You must be able to reach an unoccupied space adjacent to the ally
Merciful Strike
You strike to end a threat without feeding the cycle of slaughter.
When you hit with a melee weapon attack, you can spend 1 Resolve to deal an extra 1d6 radiant damage. The target must then succeed on a Constitution saving throw against your Peacekeeper save DC or it can't take reactions and its speed is reduced by 10 feet until the start of your next turn. The extra radiant damage increases to 2d6 at 11th level and 3d6 at 17th level.
You must hit with a melee weapon attack
Shielded Advance
You move with deliberate purpose, pulling an ally into your defensive rhythm.
Bonus Action; spend 1 Resolve; move up to half your speed. One willing creature adjacent to you at the start of the movement can move with you up to the same distance, remaining within 5 feet of you during the move if it can. Neither of you provokes Opportunity Attacks from creatures you can see during this movement. At 11th level, the moving ally can move through hostile creatures' spaces as if they were difficult terrain during this movement.
You must have movement remaining
Disarming Appeal
You target the hand, grip, and certainty that keep a weapon in play.
When you hit a creature with a weapon attack, you can spend 1 Resolve to force it to make a Strength or Dexterity saving throw, its choice, against your Peacekeeper save DC. On a failure, it drops one object it is holding of your choice that you can see, and the object lands at its feet. The target can't pick up that object until the end of its next turn. If the target is not holding an object, it can't take Opportunity Attacks until the end of its next turn instead.
You must hit with a weapon attack
Brace the Innocent
You steady a body and a breath before impact can turn into ruin.
Reaction; spend 1 Resolve; trigger: you or a creature you can see within 30 feet fails a Strength, Dexterity, or Constitution saving throw against being shoved, knocked prone, grappled, restrained, or moved against its will. The creature rerolls the saving throw and adds your proficiency bonus to the result. If the reroll succeeds, it can immediately move 5 feet without provoking Opportunity Attacks.
The target must have failed a Strength, Dexterity, or Constitution saving throw
Sanctioned Halt
You issue a firm boundary that carries the force of law without ever becoming a spell.
Action; spend 2 Resolve; choose one creature that can hear you within 30 feet. The target makes a Wisdom saving throw against your Peacekeeper save DC. On a failure, until the end of its next turn its speed is halved, it can't take the Dash action, and the first time it willingly moves 10 feet or more on its turn, its speed becomes 0 for the rest of that turn. At 17th level, a failed save reduces the target's speed to 0 for the duration instead of halving it. A creature that succeeds is immune to this ability until the start of its next turn.
The target must be able to hear you
Guarded Counter
You answer aggression with a clean, lawful interruption.
Reaction; spend 1 Resolve; trigger: a creature within your reach hits an ally within 5 feet of you with an attack. Make one melee weapon attack against the attacker. On a hit, the attack deals normal weapon damage plus 1d8 radiant damage, and the ally gains temporary hit points equal to your proficiency bonus. At 17th level, the extra radiant damage increases to 2d8.
The attacker must be within your reach
Protective Banner
You raise your voice and your body becomes a rally point for survival.
Bonus Action; spend 2 Resolve; choose up to a number of allies equal to your proficiency bonus within 30 feet that can hear you. Each chosen ally gains temporary hit points equal to 2d8 + your Charisma modifier, and each chosen ally ends the frightened or charmed condition on itself if it has either condition. At 11th level, the temporary hit points become 3d8 + your Charisma modifier. At 17th level, the temporary hit points become 4d8 + your Charisma modifier.
Targets must be able to hear you
Pin the Aggressor
You turn momentum into immobility.
When you hit a creature with a melee weapon attack, you can spend 1 Resolve to force it to make a Strength saving throw against your Peacekeeper save DC. On a failure, its speed becomes 0 and it can't take reactions until the end of its next turn. If the target is concentrating, it makes the concentration saving throw from the hit with disadvantage. At 13th level, the duration extends to the start of your next turn.
You must hit with a melee weapon attack
Verdict of Stillness
You speak the final instruction in a conflict: stop.
Action; spend 2 Resolve; choose one creature that can hear you within 60 feet and that has dealt damage to a creature other than you since the end of your last turn. The target makes a Wisdom saving throw against your Peacekeeper save DC. On a failure, it can't take reactions and its speed becomes 0 until the end of its next turn. If the target is within 20 feet of you when it fails, it also has disadvantage on attack rolls against creatures other than you until the end of its next turn. At 17th level, a failed save also prevents the target from taking the Attack action against creatures other than you until the end of its next turn. On a success, the target is immune to this ability until the start of its next turn.
The target must be able to hear you and have dealt damage to another creature recently
Auras
Aura of Truce
You create a field of disciplined restraint. Allies in the aura are steadied by your example, while hostile creatures are pressured to think before striking.
Bonus Action to activate; spend 1 Resolve; choose a 10-foot-radius aura centered on you. Allies in the aura gain a +1 bonus to AC against Opportunity Attacks and add your Charisma modifier to Persuasion checks made to negotiate, surrender, or de-escalate conflict. Hostile creatures that start their turn in the aura and can hear you must succeed on a Wisdom saving throw against your Peacekeeper save DC or they cannot take the Attack action against any creature other than you and their speed is reduced by 10 feet until the start of their next turn. A creature that succeeds is immune to this effect until the start of its next turn. The aura lasts until you dismiss it, you become incapacitated, or you activate another aura. You can have only one Peacekeeper aura active at a time unless a later class feature says otherwise.
Allies are better at negotiation; hostile creatures are pressured into restraint
Bonus Action
This aura can be toggled on or off.
Aura of Shelter
You turn the space around you into a quiet defensive knot where arrows glance away and the injured can catch their breath.
Bonus Action to activate; spend 1 Resolve; choose a 10-foot-radius aura centered on you. Allies in the aura have half cover against ranged attacks originating from outside the aura, granting a +2 bonus to AC and Dexterity saving throws against those attacks. At the start of each allied creature's turn while it remains in the aura, if it has no temporary hit points, it gains temporary hit points equal to your proficiency bonus. The aura lasts until you dismiss it, you become incapacitated, or you activate another aura.
Allies are harder to shoot and slowly recover momentum
Bonus Action
This aura can be toggled on or off.
Aura of Conciliation
Your field of presence reduces the urgency of violence, making it harder for enemies to press an advantage and easier for allies to reposition safely.
Bonus Action to activate; spend 1 Resolve; choose a 15-foot-radius aura centered on you. Allies in the aura can stand from prone by spending only 5 feet of movement, and they gain advantage on saving throws against being charmed or frightened. Hostile creatures in the aura have disadvantage on Opportunity Attacks and can't take the Hide action. In addition, any hostile creature that starts its turn in the aura must succeed on a Wisdom saving throw against your Peacekeeper save DC or its speed is reduced by 10 feet until the end of that turn. The aura lasts until you dismiss it, you become incapacitated, or you activate another aura.
The aura makes the battlefield less favorable to aggression and ambush
Bonus Action
This aura can be toggled on or off.
Aura of Final Accord
At the height of your discipline, your presence becomes the final boundary between chaos and consequence.
Bonus Action to activate; spend 2 Resolve; choose a 20-foot-radius aura centered on you. Allies in the aura have resistance to psychic damage and advantage on saving throws against being charmed or frightened. Hostile creatures that start their turn in the aura must make a Wisdom saving throw against your Peacekeeper save DC. On a failure, they can't take reactions until the start of their next turn, and the first time each turn they hit a creature other than you, the damage is reduced by your proficiency bonus. On a success, the creature is immune to this effect until the start of its next turn. The aura lasts until you dismiss it, you become incapacitated, or you activate another aura.
The aura enforces restraint and blunts hostile momentum
Bonus Action
This aura can be toggled on or off.
Class Progression
| Level | Prof. | Features | Resources | Spell Slots |
|---|---|---|---|---|
| 1 | +2 | Peacekeeper's Training | Resolve: 2 + Charisma modifier (minimum 1) | - |
| 2 | +2 | Intercession | Resolve: 2 + Charisma modifier (minimum 1) | - |
| 3 | +2 | Subclass | Resolve: 2 + Charisma modifier (minimum 1) | - |
| 4 | +2 | Resolve: 2 + Charisma modifier (minimum 1) | - | |
| 5 | +3 | Extra Attack, Technique Expansion I | Resolve: 3 + Charisma modifier (minimum 1) | - |
| 6 | +3 | Aura Training | Resolve: 3 + Charisma modifier (minimum 1) | - |
| 7 | +3 | Silver Tongue | Resolve: 3 + Charisma modifier (minimum 1) | - |
| 8 | +3 | Resolve: 3 + Charisma modifier (minimum 1) | - | |
| 9 | +4 | Technique Expansion II | Resolve: 4 + Charisma modifier (minimum 1) | - |
| 10 | +4 | Aura Training improvement | Resolve: 4 + Charisma modifier (minimum 1) | - |
| 11 | +4 | Improved Intercession | Resolve: 4 + Charisma modifier (minimum 1) | - |
| 12 | +4 | Resolve: 4 + Charisma modifier (minimum 1) | - | |
| 13 | +5 | Technique Expansion III | Resolve: 5 + Charisma modifier (minimum 1) | - |
| 14 | +5 | Aura Training improvement | Resolve: 5 + Charisma modifier (minimum 1) | - |
| 15 | +5 | Resolute Command | Resolve: 5 + Charisma modifier (minimum 1) | - |
| 16 | +5 | Resolve: 5 + Charisma modifier (minimum 1) | - | |
| 17 | +6 | Technique Expansion IV | Resolve: 6 + Charisma modifier (minimum 1) | - |
| 18 | +6 | Aura Training improvement | Resolve: 6 + Charisma modifier (minimum 1) | - |
| 19 | +6 | Resolve: 6 + Charisma modifier (minimum 1) | - | |
| 20 | +6 | Perfect Accord | Resolve: 6 + Charisma modifier (minimum 1) | - |
Class Features
Peacekeeper's Training (Level 1)
Intercession (Level 2)
Resource Cost: 1 Resolve
Subclass (Level 3)
Extra Attack (Level 5)
Technique Expansion I (Level 5)
Aura Training (Level 6)
Silver Tongue (Level 7)
Technique Expansion II (Level 9)
Improved Intercession (Level 11)
Prerequisite: Intercession
Technique Expansion III (Level 13)
Resolute Command (Level 15)
Technique Expansion IV (Level 17)
Perfect Accord (Level 20)
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