5e SRD >Class Options >

Peacekeeper

It is said “let those who desire peace prepare for war” and those who emulate the Peacekeeper do just that. They are prepared, able, and willing to fight, if they must, for a cause they believe in, but a Peacekeeper’s goal is to prevent fights, when and where possible, and to end them as quickly, and with as little harm, as they can.

Disarming

At 3rd level when you choose this archetype, you become proficient in the Insight and Persuasion skills. Additionally, when you make a successful melee attack against an armed opponent, you can choose to forgo inflicting damage and try to disarm them instead. The target rolls a Strength saving throw against DC 8 + your Strength or Dexterity modifier (your choice) + your proficiency modifier. If the save fails, they drop one item of your choice they are holding, landing 5 feet away from you in a random direction (roll a d8 if using a grid). If you scored a critical hit on the attack that disarmed, the weapon may instead land up to 10 feet away, in a direction of your choice.

Temporary Truce

At 7th level, you can use your action to bring about a temporary cessation of hostilities. All creatures with Intelligence 3 or greater in a 20-foot radius of you and able to hear you must make a Wisdom saving throw or become charmed by you. The DC of the saving throw is 8 + your Charisma modifier + your proficiency modifier. While so charmed, the creatures can’t attack or target anyone with harmful abilities or magical effects. The creatures remain charmed for up to 1 minute or until someone takes hostile action towards them.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature, either Defense or Protection.

Defensive Fighter

At 15th level, when you take the Dodge action in combat and an opponent misses you with a melee attack, you can use your reaction to immediately attempt to disarm or grapple them.

Incapacitate

At 18th level, you are an expert in ending a fight quickly and without lasting harm. If you choose, when you attack a creature of your own normal type (such as beast or humanoid) with a melee attack, they must make a Constitution saving throw (DC 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus). On a failed save, double the damage of your attack against the creature, but reducing it to 0 hit points only knocks it out.

The creature falls unconscious and is stable.

Section 15: Copyright Notice
Blue Rose Adventurer’s Guide, Copyright 2020, Green Ronin Publishing; Lead Designer: Steve Kenson, based on original material by Jeremy Crawford, Steve Kenson, Alejandro Melchor, and John Snead.