Fixer, Project Moon (5e Class)
Work In Progress |
Fixer[edit]
Fixers are immoral handymen that will do almost any job. Large corporations and Offices hire fixers to do their dirty work for them and help them climb the ranks.
Class Features
As a Fixer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Fixer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fixer level after 1st
- Proficiencies
Armor: Light armor, Shields
Weapons: martial and simple weapons, firearms
Tools: one type of musical instrument and one artisan's tools or game set
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose three from Athletics, Acrobatics, Investigation, Survival, Stealth, Persuasion, Perception, and Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor and a shield
- (a) 1 martial weapon or (b) 2 simple weapons
- (a) 1 pistol (dmg version) with 10 rounds or (b) a longbow with 20 arrows
- 1 musical instrument and your selected artisan's tools or gaming set
Level | Proficiency Bonus |
Tools of the Trade | Features |
---|---|---|---|
1st | +2 | 1 | Fixer Grade,Tools of the Trade,Affiliation Feature |
2nd | +2 | 1 | Abnormal Ability |
3rd | +2 | 1 | Affiliation Feature |
4th | +2 | 1 | Ability Score Improvement |
5th | +3 | 1 | Extra Attack |
6th | +3 | 1 | Affiliation Feature |
7th | +3 | 2 | Abnormal Ability Improvement |
8th | +3 | 2 | Ability Score Improvement |
9th | +4 | 2 | Immoral Mind |
10th | +4 | 2 | Affiliation Feature |
11th | +4 | 2 | Extra Attack |
12th | +4 | 2 | Ability Score Improvement |
13th | +5 | 3 | Affiliation Feature |
14th | +5 | 3 | Abnormal Ability Improvement |
15th | +5 | 3 | Never Surrounded |
16th | +5 | 3 | Ability Score Improvement |
17th | +6 | 3 | Affiliation Feature |
18th | +6 | 3 | Recognition |
19th | +6 | 3 | Ability Score Improvement |
20th | +6 | 4 | Being of Light,Top Notch Fixer |
Fixer Grade[edit]
At 1st level, all the paperwork is done, you are officially a fixer. With this title comes organizations, companies, and other businesses that are willing to give you contracts in exchange for a job well done. These jobs can vary from saving a cat from a tree, fixing a leaky sink, or killing a king. By doing these jobs and fulfilling contracts, your Fixer grade may change. The Hannah association is in charge of rankings and determining your talent based off of jobs, and as such you will need to not only repeatedly perform jobs, but also do well with them in order to progress the ranks. You are currently a Grade 9 fixer, the lowest rank. Requirements to raise through the ranks is shown below
- Grade 9: –
- Grade 8: Complete a job
- Grade 7: Complete 3 jobs, must complete 1 Combat job
- Grade 6: Complete 6 jobs, must complete 3 Combat jobs
- Grade 5: Complete 10 jobs, must complete 6 Combat jobs
- Grade 4: Complete 12 jobs, must complete 10 Combat jobs
- Grade 3: Complete 15 jobs, Must complete 13 Combat jobs, must have killed a creature with a CR or level higher than your own.
- Grade 2: Complete 20 jobs, Must complete 20 Combat jobs, must have killed 1 creature with a CR or level higher than your own.
- Grade 1: Complete 25 jobs, Must complete 25 Combat jobs, must have killed 3 creatures with a CR or level higher than your own.
- Color Rank: Destroy 1 office with a minimum of 5 grade 1 fixers, Successfully raid one corporation, or kill a god, colored fixer, or distortion with a WAW or ALEPH rank or higher with the help of at most one person who matches your rank or is below.
These Criteria are at the DM’s Discretion meaning that an “Exception” can be made due to a different triumph that is equal to or greater than the requirements to move up a rank. Additionally, it is possible to move up multiple ranks at once if the requirements are met or if the Hannah Association deems you worthy.
Tools of the Trade[edit]
Now that you're a fixer, you have access to all of the workshops that cater to your line of work and as such, at first level, they will be willing to give you specialized tools or artifacts to help you more effectively do your job. These items are listed at the bottom of the class. You must meet all prerequisites of an item before you can acquire it. You cannot change the tools you take at later levels unless it is one of an equal or lesser value than what you would have been permitted to have at that time. (Ex: You cannot exchange your tool that requires you to be level 5 or higher for one that requires you to be a 17th level character)
If you “borrow” a tool of the trade from another Fixer, you must meet the prerequisites to use it or have disadvantage on all attack rolls, checks, with it, and be unable to use any special features it may have. You may only use up to the amount of tools of the trade at one time equal to the amount listed at your level on the class table.
Fixer Affiliation[edit]
It is often wise to join a larger group in order to more effectively expand your skills as a Fixer. At 1st level, you may pick one of the many Affiliations listed at the bottom of this class. You gain features from these at 1st, 3rd, 6th, 10th, 13th, and 17th levels.
Abnormal Ability[edit]
Something is up with you, nobody can really place their finger on why though. At 2nd level you may pick one of the following abnormal abilities. You will gain features from them at 2nd, 7th, and 14th levels.
- Abnormally Strong
- Your Strength score maximum is increased by 2 and you gain the powerful build feature.
- Abnormally Fast
- Your Dexterity score maximum is increased by 2 and you gain +10 to all available movement speeds
- Abnormally Durable
- Your Constitution score maximum is increased by 2 and you may reduce all incoming damage by your Constitution modifier.
- Abnormally Smart
- Your Intelligence score maximum is increased by 2 and you gain a benefit to attack roles equal to half of your intelligence modifier.
- Abnormally Wise
- Your Wisdom score maximum is increased by 2 and you gain proficiency in Perception. You gain expertise if you were already proficient
- Abnormally Awesome
- Your Charisma score maximum is increased by 2 and you gain advantage on all checks to do with talking to people while outside of combat.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature unless the cap has increased.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Abnormal Ability Improvements[edit]
At 7th level, you grow into yourself as a Fixer and hone in on what has made you special. Based on your previous choice, you gain one of the following benefits.
- Abnormally Strong
- Your powerful build feature improves, allowing for you to count as 2 sizes larger. Additionally, you deal double damage to structures, constructs, and objects.
- Abnormally Fast
- All available movement speeds increase by +10 and you may dash as a bonus action.
- Abnormally Durable
- You gain a damage threshold equal to your proficiency modifier and treat exhaustion as if it was one level less. (you can still die to exhaustion but it requires an additional level)
- Abnormally Smart
- It takes you half the time to learn any skill as it would any other person. Additionally you may add half your intelligence modifier rounded up to any check that you are not proficient in.
- Abnormally Wise
- You cannot be surprised by any means and you automatically know where traps are within 15ft of you
- Abnormally Awesome
- You may use the bardic inspiration feature from the bard class, having a number of uses equal to your proficiency bonus. The size of the dice is a 1d4
Immoral Mind[edit]
At 9th level, you’ve been on the job for long enough to where the everyday struggle doesn’t get to you as much. You are unbothered by seeing death and carnage and as such do not feel unsettled by it. Additionally, gain evasion for the corresponding stat associated with your Abnormal Ability.
Abnormal Ability Perfection[edit]
At 14th level, you have perfected what has made you stand out, now all that's left is to simply do your job. You gain the following feature based on your abnormal ability.
- Abnormally Strong
- Your unarmed strike die increases by 1 tier (Ex: 1d4 > 1d6, ect.) and you can no longer be restrained by any means as you are too strong to be held down.
- Abnormally Fast
- All available movement speeds increase by +10 and your movement speed can only be reduced to half.
- Abnormally Durable
- When you are reduced to 0 hit points, you may continue fighting while making saves. Getting hit will fail a death save. Upon failing 3 saves in this fashion, you then fall unconscious. Additionally you may add half of your Constitution modifier rounded down to death saves
- Abnormally Smart
- At the beginning of every new turn in initiative, you may make a DC=15 Intelligence check. On success you can find out a statistic of all creatures on the battlefield such as current HP, ability scores, movement speed or an explanation of one of its features but only if they have used that feature before.
- Abnormally Wise
- As a bonus action, choose a creature you can see and make a DC 15 Wisdom (Insight) to tell how the enemy will move next. You gain a +2 to attack rolls against the chosen creature until they leave your line of sight or drop to 0 hit points. You can't do this if you are stunned, paralyzed, charmed, or frightened.
- Abnormally Awesome
- Gain proficiency in all charisma based skills.
Never Surrounded[edit]
At 15th level, it takes two sources of advantage against you for hostile creatures to actually be able to utilize it.
Recognition[edit]
At 18th level, more people know your name than you know theirs. When a creature meets you for the first time, they must make a history check to see if they recognize you (DC=10). On success they know you or at least know of you in a general sense. In combat if a creature recognizes you, they have disadvantage on saving throws you impose until you take any damage or fail a save. This condition only affects the creatures you wish it to.
Being of Light[edit]
At 20th level, you have been touched by the light and with that comes some benefits. Your Abnormal Ability score increases by 2 and so does its maximum. Additionally, you are an icon, your image has been etched into the fabric of being. Your form cannot be affected in any way unless you allow it as the light in your body bends to nobody else.
Top Notch Fixer[edit]
Your name is known in your community, work, and possibly across the world. With that comes the symbol of your stature and equipment you wear. You may take a singular Tools of the Trade from the Top Notch Category. This decision cannot be changed later.
Affiliations[edit]
Lobotomy Remnant[edit]
- Face the Fear, Build the Future
At 1st level you gain the ability to utilize equipment called EGO gear. You can bypass all requirements to acquire these items except for the level requirements. Additionally, you are given a pistol that does 1d6 piercing damage, holds a magazine of 12 bullets, and has a range of (30/90).
- Cognition Filters
At 3rd level, you have been given a pair of contact lenses that automatically censor forces or imagery that may be harmful to your mental state. You gain advantage on all saving throws that may alter your mind in any way, this includes status conditions such as frightened, charmed, or any effect that affects the brain.
- Team Leader
At 6th level you are promoted to team leader (mainly because the last one died). With this you are given an armband. Choose which department you are the team leader of. This decision cannot be changed later.
- Control Team: You may grant yourself advantage on one check once per long rest.
- Information Team: Gain advantage on all investigation and history checks and gain proficiency in those skills too. If you previously had.
- Training Team: Gain an ability score improvement (this cannot be used for a feat)
- Security Team: +1 hp every level
- Central Command Team: +10 movement speed
- Welfare Team: You can make a medicine check on an ally who is downed with a DC=10. On success, they recover 1d10+medicine modifier hit points and are no longer downed. You may use this once per long rest.
- Disciplinary Team: +1 to all attack rolls
- Extraction Team: Gain a +1 to all damage rolls
- Record Team: The DC of all features you have is increased by +1
- Specialized Bullets
At 10th level you gain access to special bullets that you can fire out of the pistol you were given upon your hiring. These special bullets can be shot at yourself, hostiles, or allies to gain their benefits. As an action you may fire off one of these bullets. You do not need to make an attack roll if you are within 5ft of your target. You may use any of them at a given time but may only use them a number of times equal to your proficiency bonus.
- Green: Recover 4d10 hit points or regenerate a limb fully in an instant. If you recover a limb this way, gain a level of exhaustion.
- Blue: Gain advantage on all mental saves (Intelligence, Wisdom, Charisma) for the next 3 rounds
- Red: Gain immunity to slashing, piercing, and bludgeoning damage for the next 3 rounds
- White: Gain immunity against psychic, radiant, and necrotic damage for the next 3 rounds
- Black: Gain immunity to fire, cold, thunder, and lightning damage for the next 3 rounds
- Pale: Gain immunity to effects that would kill you outright (Ex: power word kill) for the next three rounds.
- Slow: You may cast Slow, only making the target make the saving throw if the bullet hits.
- Execution: If you hit a creature with remaining HP less than or equal to your current level + Proficiency bonus
You may only benefit from one bullet at a time.
- Again, and again, and again…
At 13th level, your world has repeated an unknown amount of times from that god forsaken facility, only no gaining clarity. You gain advantage on death saving throws. Additionally, when being reduced to 0 hit points, you may return to 1hp once per long rest.
- Overcoming Adversity
“There was this… thing… that woke up in the facility today. I handled it to the best of my ability but, I’ve been changed. I’ll never look at the world the same.”
At 17th level, the facility you work in had successfully suppressed an incredibly strong abnormality, so powerful in fact that in its death it gave everyone a gift.This gift adds something to the body that physically changes them such as a cluster of eyes on the cheek, a pair of black wings with glowing yellow eyes, or even a little pink heart on your chest, the appearance of this “gift” is up to you. Gain a +2 to all stats and their maximums, a +2 to attack and damage rolls, and a +2 to AC.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fixer class, you must meet these prerequisites: 13 Strength or Strength and 13 Constitution.
Proficiencies. When you multiclass into the Fixer, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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