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

Hit Die d10
Primary Ability Strength, Charisma
Saving Throws Wisdom, Charisma
Archetype Mixed
Ability Categories martial_abilities, auras
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields
Weapons Simple weapons, Martial weapons
Skills Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

• Scale mail, shield, and a martial weapon
• Chain shirt, two martial weapons, and a shield
• Leather armor, a martial weapon, 5 javelins, and an explorer's pack
• A signet ring or badge of office, a simple weapon, calligrapher's supplies, and an explorer's pack

Class Resources

Resolve Max 12 (After a Short Rest or Long Rest)

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.

Spending Spend Resolve only when a class feature, martial ability, or aura says to do so. Unless an ability says otherwise, you cannot spend Resolve below 0, and you can only spend it once per triggering event. If an effect would reduce the cost, reduce it to a minimum of 0.
Recovery You regain all expended Resolve when you finish a Short Rest or Long Rest. If you have a feature that restores Resolve on initiative or on another trigger, that recovery is in addition to this full recovery.

Class Abilities

Martial Abilities

Dignified Help
Bonus Action 1 Resolve Level 1
Range 30 feet
Target One willing ally you can see or hear within range
Duration Until the start of your next turn
Movement None
Attack / Save None
Defense None

You direct an ally with a calm signal, a precise word, or a steadying glance. This turns your battlefield awareness into immediate support.

Rules Text:

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.

Prerequisites:

You must be able to speak or signal clearly

Buff Effect
Range: 30 feet
Target: One willing ally
Duration: Until the start of your next turn
Resource: Spend 1 Resolve
Appeal to Reason
Action 1 Resolve Level 1
Range 30 feet
Target One creature that can hear you
Duration Until the end of the target's next turn
Movement Target speed reduced by 10 feet on a failed save, or 5 feet on a success
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You press the advantage of certainty instead of rage, forcing a hostile creature to choose restraint for a moment.

Rules Text:

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.

Prerequisites:

Target must be able to hear you

Control Effect
Saving Throw: Wisdom
Range: 30 feet
Target: One creature that can hear you
Conditions: restricted attack options
Duration: Until the end of the target's next turn
Movement: Speed reduced by 10 feet on a failed save, 5 feet on a success
Resource: Spend 1 Resolve
Interposing Step
Reaction 1 Resolve Level 1
Range 10 feet of movement; trigger within 5 feet
Target One ally hit by an attack you can see
Duration Instantaneous
Movement Move up to 10 feet to an unoccupied space adjacent to the target ally
Attack / Save None
Defense The triggering attack deals reduced damage to the ally

You place yourself between violence and the vulnerable, physically intercepting the blow.

Rules Text:

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.

Prerequisites:

You must be able to reach an unoccupied space adjacent to the ally

Control Effect
Range: 10 feet
Target: You and one ally hit by an attack
Conditions: disadvantage on next attack
Duration: Until the start of the attacker's next turn
Movement: Move up to 10 feet
Defense: Damage reduced by 1d8 + proficiency bonus + Charisma modifier
Resource: Spend 1 Resolve
Merciful Strike
No action required 1 Resolve Level 2
Range Melee weapon reach
Target One creature hit by your melee weapon attack
Duration Until the start of your next turn
Movement Target speed reduced by 10 feet on a failed save
Attack / Save Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You strike to end a threat without feeding the cycle of slaughter.

Rules Text:

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.

Prerequisites:

You must hit with a melee weapon attack

Damage Effect
Saving Throw: Constitution
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature hit by your melee weapon attack
Damage: 1d6 radiant radiant (2d6 at 11th level; 3d6 at 17th level)
Conditions: no reactions
Duration: Until the start of your next turn
Movement: Speed reduced by 10 feet on a failed save
Resource: Spend 1 Resolve
Shielded Advance
Bonus Action 1 Resolve Level 2
Range Self
Target You and one willing adjacent creature
Duration Instantaneous
Movement Move up to half your speed
Attack / Save None
Defense None

You move with deliberate purpose, pulling an ally into your defensive rhythm.

Rules Text:

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.

Prerequisites:

You must have movement remaining

Movement Effect
Range: Self
Target: You and one willing adjacent creature
Conditions: no opportunity attacks
Duration: Instantaneous
Movement: Move up to half your speed; one willing adjacent creature moves with you
Resource: Spend 1 Resolve
Disarming Appeal
No action required 1 Resolve Level 5
Range Weapon reach or weapon range
Target One creature hit by your weapon attack
Duration Until the end of the target's next turn
Movement None
Attack / Save Strength or Dexterity saving throw (target's choice; DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You target the hand, grip, and certainty that keep a weapon in play.

Rules Text:

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.

Prerequisites:

You must hit with a weapon attack

Control Effect
Saving Throw: Strength or Dexterity
Attack: Weapon attack
Range: Weapon reach or weapon range
Target: One creature hit by your weapon attack
Conditions: drops a held object
Duration: Until the end of the target's next turn
Resource: Spend 1 Resolve
Brace the Innocent
Reaction 1 Resolve Level 5
Range 30 feet
Target You or one creature you can see
Duration Instantaneous
Movement Target can move 5 feet without provoking Opportunity Attacks if the reroll succeeds
Attack / Save None
Defense The target rerolls a failed saving throw with your proficiency bonus added

You steady a body and a breath before impact can turn into ruin.

Rules Text:

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.

Prerequisites:

The target must have failed a Strength, Dexterity, or Constitution saving throw

Defense Effect
Range: 30 feet
Target: You or one creature you can see
Duration: Instantaneous
Movement: Target can move 5 feet without provoking Opportunity Attacks if the reroll succeeds
Defense: Reroll one failed Strength, Dexterity, or Constitution saving throw with proficiency bonus added
Resource: Spend 1 Resolve
Sanctioned Halt
Action 2 Resolve Level 7
Range 30 feet
Target One creature that can hear you
Duration Until the end of the target's next turn
Movement Speed halved on a failed save; becomes 0 if the target moves 10 feet or more willingly
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You issue a firm boundary that carries the force of law without ever becoming a spell.

Rules Text:

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.

Prerequisites:

The target must be able to hear you

Control Effect
Saving Throw: Wisdom
Range: 30 feet
Target: One creature that can hear you
Conditions: speed halved, can't Dash
Duration: Until the end of the target's next turn
Movement: Speed halved on a failed save
Resource: Spend 2 Resolve
Guarded Counter
Reaction 1 Resolve Level 7
Range Melee reach
Target The creature that hit your ally
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack
Defense The ally gains temporary hit points equal to your proficiency bonus on a hit

You answer aggression with a clean, lawful interruption.

Rules Text:

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.

Prerequisites:

The attacker must be within your reach

Damage Effect
Attack: Melee weapon attack
Range: Melee reach
Target: The creature that hit your ally
Damage: 1d8 radiant radiant (2d8 at 17th level)
Duration: Instantaneous
Resource: Spend 1 Resolve
Protective Banner
Bonus Action 2 Resolve Level 9
Range 30 feet
Target Up to a number of willing allies equal to your proficiency bonus
Duration Instantaneous
Movement None
Attack / Save None
Defense Each target gains temporary hit points; each target can end frightened or charmed on itself

You raise your voice and your body becomes a rally point for survival.

Rules Text:

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.

Prerequisites:

Targets must be able to hear you

Buff Effect
Range: 30 feet
Target: Up to PB willing allies
Conditions: frightened or charmed can end
Duration: Instantaneous
Defense: Temporary hit points equal to 2d8 + Charisma modifier
Resource: Spend 2 Resolve
Pin the Aggressor
No action required 1 Resolve Level 11
Range Melee weapon reach
Target One creature hit by your melee weapon attack
Duration Until the end of the target's next turn, or the start of your next turn at 13th level
Movement Target speed becomes 0 on a failed save
Attack / Save Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You turn momentum into immobility.

Rules Text:

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.

Prerequisites:

You must hit with a melee weapon attack

Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee weapon reach
Target: One creature hit by your melee weapon attack
Conditions: speed 0, no reactions
Duration: Until the end of the target's next turn
Movement: Target speed becomes 0 on a failed save
Resource: Spend 1 Resolve
Verdict of Stillness
Action 2 Resolve Level 17
Range 60 feet
Target One creature that can hear you and has dealt damage to someone other than you since the end of your last turn
Duration Until the end of the target's next turn
Movement Target speed becomes 0 on a failed save
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense None

You speak the final instruction in a conflict: stop.

Rules Text:

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.

Prerequisites:

The target must be able to hear you and have dealt damage to another creature recently

Control Effect
Saving Throw: Wisdom
Range: 60 feet
Target: One creature that has dealt damage since the end of your last turn
Conditions: speed 0, no reactions
Duration: Until the end of the target's next turn
Movement: Target speed becomes 0 on a failed save
Resource: Spend 2 Resolve

Auras

Aura of Truce
10-foot radius 1 Resolve Level 6
Action Bonus Action
Target You and creatures in the aura
Duration Until dismissed, incapacitated, or replaced
Movement Hostile creatures' speed is reduced by 10 feet on a failed save
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense +1 bonus to AC against Opportunity Attacks for allies in the aura

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.

Rules Text:

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.

Effect:

Allies are better at negotiation; hostile creatures are pressured into restraint

Activation:

Bonus Action

This aura can be toggled on or off.

Aura of Shelter
10-foot radius 1 Resolve Level 10
Action Bonus Action
Target You and allies in the aura
Duration Until dismissed, incapacitated, or replaced
Movement None
Attack / Save None
Defense Half cover against ranged attacks from outside the aura; temporary hit points equal to proficiency bonus at the start of each ally's turn if it has none

You turn the space around you into a quiet defensive knot where arrows glance away and the injured can catch their breath.

Rules Text:

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.

Effect:

Allies are harder to shoot and slowly recover momentum

Activation:

Bonus Action

This aura can be toggled on or off.

Aura of Conciliation
15-foot radius 1 Resolve Level 14
Action Bonus Action
Target You and creatures in the aura
Duration Until dismissed, incapacitated, or replaced
Movement Allies stand from prone by spending only 5 feet of movement; hostile creatures may have speed reduced by 10 feet
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense Allies have advantage on saves against charmed and frightened; hostile creatures have disadvantage on Opportunity Attacks

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.

Rules Text:

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.

Effect:

The aura makes the battlefield less favorable to aggression and ambush

Activation:

Bonus Action

This aura can be toggled on or off.

Aura of Final Accord
20-foot radius 2 Resolve Level 18
Action Bonus Action
Target You and creatures in the aura
Duration Until dismissed, incapacitated, or replaced
Movement None
Attack / Save Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier)
Defense Allies have resistance to psychic damage and advantage on saves against charmed and frightened; hostile creatures reduce their first hit against someone other than you by your proficiency bonus on a failed save

At the height of your discipline, your presence becomes the final boundary between chaos and consequence.

Rules Text:

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.

Effect:

The aura enforces restraint and blunts hostile momentum

Activation:

Bonus Action

This aura can be toggled on or off.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Peacekeeper sits between a defensive martial and a social leader. Its short-rest Resolve pool powers control, protection, and repositioning, but it lacks spellcasting, nova burst, and hard lockdown beyond brief single-target windows. Its value comes from making allies safer and enemies less eager to fight, which keeps it competitive without eclipsing official frontliners.
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)

Your training is built around restraint, presence, and protection. You gain proficiency with armor and weapons as noted in this class, and you learn two martial abilities of your choice from the Peacekeeper ability list. You gain Resolve equal to your proficiency bonus plus your Charisma modifier (minimum 1), and you regain all Resolve when you finish a Short Rest or Long Rest. In addition, you can take the Help action as a Bonus Action, and when you do so you can choose a creature within 30 feet that can see or hear you.

Intercession (Level 2)

When a creature you can see hits an ally within 5 feet of you with an attack, you can use your Reaction and expend 1 Resolve to step into the moment. You move up to 10 feet to an unoccupied space adjacent to that ally without provoking Opportunity Attacks, and the triggering attack deals 1d10 + your proficiency bonus + your Charisma modifier less damage to that ally. If you end adjacent to the attacker, it has disadvantage on the next attack roll it makes before the start of its next turn.

Resource Cost: 1 Resolve

Subclass (Level 3)

At 3rd level, you choose a Peacekeeper rank. Your subclass grants features at levels 3, 7, 11, and 15.

Extra Attack (Level 5)

When you take the Attack action on your turn, you can attack twice instead of once.

Technique Expansion I (Level 5)

You learn one additional martial ability from the Peacekeeper ability list.

Aura Training (Level 6)

You learn one aura of your choice from the Peacekeeper aura list. You can have only one Peacekeeper aura active at a time unless a later class feature says otherwise. You learn additional auras at levels 10, 14, and 18.

Silver Tongue (Level 7)

Choose Persuasion or Insight. Your Proficiency Bonus is doubled for checks you make with that skill. If you already have expertise in the chosen skill, choose the other one instead.

Technique Expansion II (Level 9)

You learn one additional martial ability from the Peacekeeper ability list.

Improved Intercession (Level 11)

Your Intercession becomes more decisive. The damage reduction increases to 2d10 + your proficiency bonus + your Charisma modifier. If Intercession reduces the triggering damage to 0, the protected ally gains temporary hit points equal to your Charisma modifier (minimum 1).

Prerequisite: Intercession

Technique Expansion III (Level 13)

You learn one additional martial ability from the Peacekeeper ability list.

Resolute Command (Level 15)

Once on each of your turns, when you spend Resolve on a Peacekeeper ability, choose one ally you can see within 10 feet of you. That ally either gains temporary hit points equal to your proficiency bonus or can move up to 5 feet without provoking Opportunity Attacks.

Technique Expansion IV (Level 17)

You learn one additional martial ability from the Peacekeeper ability list.

Perfect Accord (Level 20)

Your presence becomes a battlefield boundary. When you roll Initiative, you regain 4 Resolve if you have fewer Resolve points than half your maximum. While you have an aura active, its radius increases by 10 feet, and you can maintain two Peacekeeper auras at once; activating the second aura costs 1 additional Resolve. In addition, once on each of your turns, the first Peacekeeper ability you use that costs Resolve costs 1 less Resolve, to a minimum of 0.

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