Fixer (Project Moon Supplement)
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, Fighting Style |
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 | Efflorescence,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 here, Fixer Tools. 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.
Some of your Fixer features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
- Fixer Ability Modifier = your strength or dexterity modifier
- Fixer Save DC = 8 + your proficiency bonus + your strength or dexterity modifier + other attack roll bonus
- Fixer Attack Modifier = your proficiency bonus + your strength or dexterity modifier + other attack roll bonus
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You may choose an additional fighting style at 10th level. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Sharpshooter:
You gain a +2 bonus to attack rolls you make with ranged attacks.
- Blind Fighting:
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Close-Range:
You gain a +2 to damage dealt with ranged attacks. Additionally, you no longer attack at disadvantage when you use a ranged attack within 5ft of a creature.
- Strongbow
You can use your Strength modifier, in place of Dexterity, for your attack and damage rolls with longbows and shortbows.
- Dual Wielding
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.
- All Terrain Athlete:
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Dueling:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception:
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.
- Protection:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or melee martial weapon.
- Two Weapon Fighter:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Iaijutsu
You make the first attack of each combat with your sword still sheathed. This attack is made with advantage, and on a hit, you double the damage dice of that attack.
- Tunnel Fighter:
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.
- Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
- Gun Brawler:
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.
- Lancer
When wielding a lance you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally Lances you wield now deal 2d6 instead of 1d12.
- Brawler:
While wielding an improvised weapon, you are considered proficient. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the roll.
- Superior Technique
You learn one maneuver of your choice from among those available to the Carry archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Rider
You gain the benefits of the Mounted Combatant feat.
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, ignoring all prerequisites. 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 sooner than most could ever dream of. 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.
Library Remnant[edit]
- Gone Angels
At 1st level, your experience in the Library of Ruina has gifted you with the experience to make it on your own and have a knack for looking out for yourself. You cannot be surprised while conscious and you can detect where traps are within 15ft of you. Additionally, your short rests are only 30 minutes, and your long rests are only 4 hours.
- Ripping Pages
At 3rd level, remnants of your abilities from within the library have stayed with you. Everyone is a book filled with knowledge and experience that is worth reading. When you kill a hostile creature, you may take any 1 of its features, proficiencies, racial traits, etc. You must be the one that kills the creature to use this benefit. You can utilize a number of pages at once equal to your proficiency bonus but may hold a number of features (pages) equal to your level. Upon gaining a page above your maximum, you may replace one that you already know, losing the replaced page entirely.
- Struggling Through the Dark
At 6th level, you know how to patch yourself up quickly and move onto the next fight. After leaving combat you may expend a number of hit dice up to your proficiency bonus and regain that many hit points.
- That’s that and this is this
At 10th level you’ve adopted a mindset where not much gets to you, and even if it does, you can brush it off pretty quickly. You gain advantage on any saving throws that may affect your mind. Additionally, if you are affected by a condition that affects you mentally, on your turn you may use an action to automatically succeed the saving throw to remove it.
- Power Struggle
At 13th level, you've experienced enough combat to say that you are becoming a force of nature, something to compare to the characters in fairy tales. Your attacks count as magical for the sake of overcoming resistances and treating immunity as if it were resistance.
- Distorted E.G.O.
“I was at my lowest… rock bottom. I heard a voice, a voice that promised me power unlike anything I’ve ever felt before. I gave in. I gave into my carnal desire and finally had the power to write my story how I want.”
At 17th level, you have been granted power from a strange voice. This power takes your raw emotions and makes them reality. As a bonus action you may take on a form of your carnal desire, appearing as anything you wish to show your characters emotion. For the next 30 seconds, you gain AC+2, 30 temporary hit points, +15 to all your movement, and all your attacks and spells deal additional 2d8 damage of a damage type of your choosing.
Hana Association[edit]
- Four Trigrams
At 1st level, you have become a member of the esteemed Hana Association. Your organization is in charge of grading and overseeing all transactions between the associations and corporations and as such they require a level of professionalism. You gain access to the Four Trigrams, allowing you to choose one at the beginning of each of your turns and retain its benefits until the start of your next turn.
- Geon: Gain a +2 to attack and damage rolls.
- Gon: When taking the Dodge or guard action, you gain a +2 benefit to your AC and Saving Throws.
- Gam: Choose a feature that states they have a finite number of uses per short or long rest, it gains 1 more usage while this Trigram is active.
- Ri: Gain an additional bonus action for the turn. This bonus action can only be used for the dash, disengage, and hide actions.
You may use your Trigram Feature a number of times equal to double your proficiency bonus.
- Forward March
At 3rd level, your preparations have made you ready to react at the blink of an eye. When a creature enters or leaves your melee attack range, you may make a single melee weapon attack against them.
- Divinatory Impact
At 6th level, your quick reflexes and judgment allow for you to quickly swap from offensive to defensive at the blink of an eye. When taking the attack action, you may exchange one of your attacks for either the dodge or block action, only being able to dodge or block one incoming attack (ex: the opponent is making two attacks. You may only use the defensive option for the first attack).
- Hana For All
At 10th level, your association has prided itself on helping the public and holding other organizations to its standard. When using a Trigram, you may grant its benefits to an ally of your choosing in addition to yourself. Additionally, the benefits of your trigrams have improved.
- Geon: Gain a +4 to attack and damage rolls.
- Gon: When taking the Dodge or guard action, you gain a +3 benefit to your AC and Saving Throws.
- Gam: Choose 2 features that states they have a finite number of uses per short or long rest, it gains 1 more usage while this Trigram is active.
- Ri: Gain an additional bonus action for the turn. This bonus action can now be used as a normal bonus action rather than its previous limitations.
- Unyielding Strike
At 13th level, your methods are concrete and you apologize no nobody. Once per long rest you may make an attack roll against a target. On hit deal 2x weapon damage and impose a Strength saving throw. On failure the target is stunned until the end of your next turn.
- True Trigram Formation
At 17th level, your expertise has shown through and the shape of the true trigram is revealed to you. On the start of your turn you may temporarily double the benefits of all trigrams and enable all of them at once. You gain an additional action for this turn and double all available movement speed. At the end of your turn after activation you are unable to use any trigrams for the duration and your movement speed is halved until the end of the following turn. This feature cannot be affected by the Gam Trigram.
Seven Association, South Section[edit]
- Gathering Intel
At 1st level you are taught about what is expected of you as part of the Seven Association. Intel is the name of the game, and by god you better be able to deliver. You gain proficiency in Investigation checks. If you are already proficient you may gain expertise.
- Analyzing Weakness
At 3rd level, you are taught that everything has a weakness, nothing is invincible. On your turn after landing an attack against a hostile creature, you may use your bonus action to analyze an opponent by making an investigation check contesting their intelligence score. On success you learn if they have any damage vulnerabilities.
- Exploit the Gap
At 6th level you have been on enough missions to not only analyze a weakness, but to exploit it. When attacking a creature’s vulnerability, you may roll an additional dice when determining damage.
- Policy Analysis
At 10th level you have done enough paperwork to supply three lifetimes, you fully understand how to look for the fine details not just in paperwork, but in life. You have advantage on all checks to determine if something is out of place such as but not limited to your food being undercooked, a law having a loophole, your coffee being poisoned, why does my bag of holding keep losing my items? You know, normal stuff.
- Riposte
At 13th level, a simple block and parry can go a long way. As a reaction you may make a contesting attack roll against an opponent's melee attack roll. On success you reduce the damage by half and may make a single counter attack. This counter only works for a single attack roll and not an entire attack action. You may use this feature on ranged attack rolls too. Make a contesting attack roll against an opponent's melee attack roll, on success the attack's damage is reduced to 0 but you may not make a counter attack unless the ranged attack was within your melee reach.
- Make a Weakness
At 17th level, you’ve found that you may not always be able to take advantage of a weakness you find, so you may as well make one. Once per long rest when attacking a target with a damage type they are either normal or resistant, but not immune to, you may choose to lower by a single tier (Normal becomes vulnerable and Resistant becomes normal). The amount of uses of this feature increases to twice per long rest at 20th level.
Liu Association, South Section[edit]
- Hand to Hand Combat
At 1st level you are taught how to more effectively use your body to subdue an aggressor. You gain proficiency in unarmed strikes dealing 1d6 bludgeoning damage + strength or dexterity. This damage dice increases to 1d8 at 5th level, 1d10 at 10th level, and finally 1d12 at 15th level. Additionally, as a bonus action you may make an additional unarmed strike.
- Burning Red
At 3rd level, you are taught how to ignite your hands when fighting hand to hand. Your unarmed strikes deal an additional 1d4 fire damage.
- Fire it up
At 6th level your fire burns brighter, leaving the opponent burning. Once per turn when dealing fire damage with your unarmed strikes, the target must make a Constitution save or begin burning, taking half of the full amount of fire damage you dealt on that turn at the end of their turn.
- Intense Blaze
At 10th level your flames burn brighter, hotter, and longer. When inflicting burn on a target, the condition is applied until two turns pass and does not end unless the target takes an action to make a sleight of hand check contested by your Fixer DC to put out the fire, or until the allotted time passes. Additionally, when attacking a creature who is burning, you gain a +2 bonus to damage rolls.
- Adding Fuel to the Fire
At 13th level, your flames build, and build, and build. When attacking a creature who is burning, you may force them to make another Constitution save to resist burning (In translation it stacks now). You may only have a max of two turns of fire damage applied to the target at one time.
- Perfected Dragon Fist
At 17th level, your persistent studies and technique improvements have landed you amongst the strongest amongst the Liu. When taking the attack action, you may attack an additional time so long as the opponent is burning. When reducing a burning creature to 0 hit points, you gain a +2 to all attack rolls and saving throws for your next turn.
Dieci Association[edit]
- Academic Weapon
At 1st level, with training and many extended study sessions, you truly see the meaning of Mind of Matter. You may use your intelligence modifier to determine attack and damage rolls. Additionally, you gain proficiency in unarmed strikes dealing 1d6 per strike. This damage increases to 1d8 at 10th level.
- Insightful
At 3rd level, your knowledge of combat has granted you a profound new understanding of effects that may not be as simple as hit or miss. Once per turn when landing an attack roll, make an intelligence check DC=10. On success gain 1 insight to a max up to your proficiency bonus. For every stack of insight, you gain +1 to saving throws.
- Methodical Assault
At 6th level, your insight into the progression of a fight takes your combat to a different level. As a bonus action, you may spend an insight stack to make an additional unarmed strike. This unarmed strike does not grant you insight if it hits.
- Study hard, fight harder
At 10th level, your study on historical combat has hardened your body, giving you a boost to your durability. When landing attack rolls with stacks of insight, you gain your insight stacks worth of temporary hit points.
- The Book is Strange…
At 13th level, the more books you read, the stranger they seem to be, and with that comes new understanding, and thus, new power. When landing an attack roll, for one insight you may substitute the damage for a grapple check, using your Intelligence in place of your Strength. On success the rest of your attack rolls this turn automatically land but can no longer land criticals. At the end of your turn the target is left prone on the ground. You may use this a number of times equal to your intelligence modifier.
- Scholar
At 17th level, you are top of your class and with that comes a newfound physical strength. As a bonus action, you may expend any number of insight stacks to make that many unarmed strikes. You may not use this feature again until a long rest.
Cinq Association[edit]
- Dueling Specialists
At 1st level, you are taught just how to fight in somebody else’s stead and how to carry yourself as a Cinq associate. You gain the Dueling Fighting style.
- Compelled Duel
At 3rd level, when you throw your glove to challenge somebody, the town knows the outcome before it starts. As a bonus action you may remove your glove and throw it at a target, forcing them to duel you. When attacking a target inflicted with Compelled Duel, you deal additional damage depending how much faster you are than the target. For every 10ft of movement above the target, you deal an additional +1 damage. Only one person may be inflicted with compelled duel at a given time, and you may inflict it a number of times equal to your proficiency bonus.
- Remise
At 6th level, your swift footwork speeds you up even further as you get into a groove. Once per turn if you land an attack, you may increase your movement speed by 10ft until the end of your next turn.
- Float like a butterfly, sting like a bee
At 10th level, you may take the dash action as a bonus action. Additionally, you may move in between your attacks and no longer provoke attacks of opportunity after successfully landing an attack against somebody.
- Fleché
At 13th level, once per turn, when landing an attack, you may decrease your target’s movement speed by half. You may do this a number of times equal to your proficiency bonus.
- Duelist for the Ages
At 17th level, you have dueled so many people that your renown seems to force people to concede as you show up. But for those who stay and dare challenge you, you’ve got a grand finale waiting for them. You may as an action make a number of attacks equal to 1/10 of your movement speed, on the following turn however you cannot move.
Blade Lineage[edit]
- Draw of the Sword
At 1st level, you begin your training in Katana combat, the most honorable way to fight. You gain the Iaijutsu fighting style.
- Poised
At 3rd level, while persisting in combat, you find small openings that you may exploit. Every attack that you land, you gain 1 poise potency. For every poise potency, your crit range increases by 1. When landing a critical, all poise potency is reduced to 0. You may have a potency equal to your proficiency bonus.
- Slay
At 6th level, while wielding a katana, your critical range increases to 19-20. Additionally, your critical range increases again when attacking a bleeding target to 18-20.
- Decisive Strike
At 10th level, your poise persists even after hitting your mark. After landing a critical, roll a d20. On a roll of 17-20, you maintain your poise potency.
- Yield My Flesh
At 13th level, you know how to create an opening, even if it costs your body to do so. As a reaction to the opponent attacking you with a melee attack, you may make a single weapon attack contesting their roll but without adding your ability modifier to the roll. On a successful block, you take no damage from that attack. If you fail the check and are hit, on your next turn you gain an increase to your next damage roll equal to the damage taken. You may use this feature a number of times equal to half your dexterity modifier rounded up times per long rest. At 17th level the additional damage increases to double the damage taken.
- To Claim Their Bones
At 17th level, as an action and only after failing the check for Yield My Flesh, you can make a single weapon attack with advantage against a target within your movement speed, appearing within 5ft of them. On hit this attack deals 2x weapon damage + 2x yield my flesh additional damage. On critical, the target is paralyzed until the end of your next turn.
Kurokumo Clan[edit]
- Augmentation Tattoos
At 1st level, by joining the Kurokumo Clan, you were given a set of augmentation tattoos. You gain +10 speed to all available movements and may disengage as a bonus action.
- Deep Cuts
At 3rd level, with precise swings, you can make the opponent bleed. For every attack you land, the opponent gains a stack of bleed. Bleed deals 1d4 necrotic damage when a creature makes an attack roll, ability check, or imposes a saving throw. You can apply a number of bleed stacks to a target equal to your proficiency bonus. Targets may use their action to stop the bleeding by making a Medicine check contesting your Fixer DC. On success they stop the bleeding, on failure, they take bleed damage. Additionally, if a hostile creature with bleed stacks recovers any amount of hit points, it loses half of its bleed stacks. Lesser restoration and greater restoration will remove all bleed stacks.
- Precision
At 6th level, while wielding a katana, your critical range increases to 19-20. Additionally, your critical range increases again when attacking a bleeding target to 18-20.
- Artful Ecstacy
At 10th level, the blood they bleed is the paint your brush needs to create the beauty of death, and to do that, you need more. When inflicting bleed on an already bleeding target, you increase the bleed dice by one size (1d4 > 1d6, 1d6 >1d8, ect.) to a maximum of 1d12.
- Superiority
At 13th level, you feel a sense of superiority over those who are bleeding and they know that. While a target is bleeding, once per turn you may impose a -1d4 to an attack roll, saving throw, or ability check as a free action. You must impose this feature before the roll is made.
- Sky Clearing Cut
At 17th level, your painting needs one last stroke to be perfect. As an action force a creature of your choosing within your movement range to make an attack roll. On hit deal 5x weapon damage. If the attack is a critical and the target is bleeding, deal bleed dice equal to the count. You may use this feature once per short rest.
TingTang Gang[edit]
- Gang of Gamblers
At 1st level, you’ve joined the TingTang Gang, a gang dedicated to gambling with condensed luck to boost your chances of winning big. You land critical attacks on rolls of 19-20 with light finesse weapons. When landing a critical hit, make an additional attack.
- Lacerate
At 3rd level, your strikes have become methodical and gruesome. When landing an attack roll, you may impose a Constitution saving throw or force the creature to roll with a -1d4 on their next attack roll, skill check, or saving throw. You may use Lacerate once every turn.
- Take a Chance
At 6th level, gambling has surrounded you for enough time that you know how to take a chance. As a bonus action you may roll a 1d20-10. Depending on the result, you add that number to your next attack roll, saving throw, or ability check. Features such as bardic inspiration may affect this roll.
- Shank
At 10th level, your follow-ups are lethal and allow for a more devastating blow. When attacking a creature whose hit points are below 25%, you may make an additional attack as part of your attack action that deals critical damage. Additionally, your critical range increases to 18-20 and light finesse weapons dice is equal to 1d10 unless your previous dice roll is higher, in that case deal an additional 1d4 of its damage type.
- Opportunistic Critical
At 13th level, taking a chance on things has kinda become your thing over time and with that allows your gambles to work out for you in the long run. When landing an attack after using Take a Chance, if the final result is 20 or above, the attack counts as critical (natural roll is a 15, +4 from attack modifier makes it 19, +1 from your last usage of Take a Chance makes it 20, this attack is critical).
- Mutilate
At 17th level, you can finish off a target and quickly move to another. When making an attack action against a target, force all attacks to become critical. If this kills the target, move up to your movement speed to a new target and perform an attack action against them to deal double critical damage. You may only attack one additional creature with this feature. You may use Mutilate once per short rest.
The Middle[edit]
- Little Sibling
At 1st level, you’ve been recruited to the Middle, one of the five most powerful syndicates in the world. As such you have been given the title of little brother/sister a book of vengeance to document all those who wrong you. You gain proficiency in unarmed strikes dealing 1d6 bludgeoning damage on hit. At 10th level this damage increases to 1d8. Additionally, you gain unarmored defense equal to 10+Strength+Constitution.
- Vengeance Mark
At 3rd level, you may now mark somebody for disciplinary action. As a bonus action you may mark a target within 60ft of you with Vengeance Mark. When doing so, the target takes an additional 1d6 damage from all sources until a long rest. You may use this feature once per long rest. This damage increases to 1d8 at 7th level, and 1d10 at 13th level.
- Power of Vengeance
At 6th level, your vengeance knows no bounds and manifests itself as purple energy to make a powerful strike. As an action you may target a creature within 5ft, making an attack roll against them dealing your proficiency bonus number of d6 bludgeoning damage on hit. Additionally, they must make a Strength saving throw or are knocked back 10ft and knocked prone.
- Chain Maker
At 10th level, the middle is tight knit like a family, and nobody gets between family. Depending on how many allied creatures have taken the same type of action, increases your damage if you follow suit. When taking the attack action, deal an additional 1d4 force damage for every other creature that used their action to make an attack action. The same applies if you used your full action for a move such as Power of Vengeance. If the target has been inflicted with a vengeance mark, the 1d4 increases to the size of the Vengeance Mark damage.
- Vengeance for All
At 13th level, you’ve been given a more stylish book of vengeance, one that allows for more marks to be given. When reducing a creature to 0 hit points who was marked with vengeance mark, you may then choose as a free action to move the mark to another target. Additionally, your vengeance mark recovers on a short rest.
- Big Sibling
At 17th level, you’ve reached the top of your branch of the Middle. Your pride knows no bounds and you are in charge of the little siblings of the middle, as such you need to set an example. Once per long rest you may use your bonus action to grant yourself Test of the Big Sibling. While this effect is active, you take double damage from all sources. At the beginning of your next turn, you become resistant to all damage and deal an additional 2 dice of damage from all sources. Additionally, when reaching 1/3 your maximum hit points you may use one of two powerful attacks.
- MY HAIR COUPONS!: As an action you slam your fist into the ground causing all creatures within 60ft at a point centered on yourself to make a Dexterity saving throw or take 20d8 force damage and be knocked back 20ft. On successful save, creatures take half damage and are not knocked back.
- Complete and Total Extermination: You may choose one target within 60ft and instantly move next to them, forcing them to make a Strength save. On failure you lift them up and throw them 20ft, before jumping 50ft into the air and slamming into the ground with a burst of purple energy. On failure the target takes 5d10+Strength modifier bludgeoning damage and 10d10 force damage and be knocked prone. If the target succeeds the initial saving throw, they instead take half of all damage. If the initial target came into contact with another creature when thrown, that creature takes half of the bludgeoning damage. Additionally, all creatures who were within 15ft of where you landed must make a Dexterity saving throw or take full force damage and be knocked prone where on success they take half damage and are not knocked prone.
The Thumb[edit]
- Class and Respect
At 1st level, you’ve been accepted into the Thumb, one of the five most powerful syndicates in the world. Upon joining you are given a standard issue rifle with a bayonet attached. The Thumb’s primary form of combat is marksmanship and bayonet combat and as such you gain the Gun Brawler fighting style but instead of unarmed strikes and pistols, it counts for any weapon of the Thumb. The rifle deals 1d8 piercing damage and has a range of 80/120ft with an ammo capacity of 8 rounds. The bayonet deals 1d6 slashing damage and can only be used while within 5ft of a target.
- Bayonet Combat
At 3rd level, your weapon generates energy, allowing your bullets to take on additional effects. Once per turn when making a melee attack with your bayonet, roll a 1d4. On a roll of 2-4 you gain a special ammo type listed in the table below. On a roll of a 1, nothing happens. When making a ranged attack roll, you may choose to exchange the bullet for any of the rounds. You have acquired over combat. When entering combat you have no High tech rounds, however outside of combat it is treated as all special ammo is infinite, only requiring you to use a singular piece of ammo to carry out it’s additional effects.
- 2: Flame Ammunition: On hit, deal weapon damage + 1d4 fire damage. The target takes 1d4 fire damage at the end of its next turn as well.
- 3: Frost Ammunition: On hit deal weapon damage + 1d4 cold damage. The target has half movement speed on its next turn.
- 4 Armor-piercing Ammunition: When making an attack roll with this ammo, treat the target’s AC as if it was -2 its current value.
- Shock Round
At 6th level, you may combine the energy of two special pieces of ammo to cause a large concussive blast against a target. As an action for any 2 special ammo, you may make an attack against a target within 60ft. This special attack takes on the additional effects of any ammo consumed to make this attack. On hit, the target takes 5d8 force damage and must make a constitution saving throw. On failure the target is stunned until the end of its next turn.
- Suppressive Fire
At 10th level, you’ve needed to cover for some allies who are far more challenged in ranged combat than yourself. As an action for any 2 special ammo, you may make an attack action against a target within 60ft. This special attack does not take on the additional effects of any ammo consumed to make this attack. On hit, the next ally that attacks them will have advantage on all attack rolls until the end of their turn or will impose disadvantage on saving throws they impose.
- Focus Fire
At 13th level, you find yourself leaving combat with more specialized rounds than you knew what to do with, it would be a shame to see them go to waste. As an action you may discard all available specialized ammo to attack a single target. You may make an attack roll for every single bullet expended in this way, adding any additional effects they grant. You may use this feature once per long rest.
- Discipline
At 17th level, you've risen to the top of your ranks and become a figure of respect, and with that comes discipline. Once per long rest you may as an action, target one creature within 5ft of you. On hit you deal 1d8+Strength or Dexterity bludgeoning damage and knock the opponent prone. After being knocked prone you may follow up with three attacks of your choosing. Ranged attacks performed in this way do not gain disadvantage while the target is prone. Additionally, you may use your reaction to target any prone creature and make three attacks against them. Using Discipline in this way still uses your usage of the feature.
Pequod Crew[edit]
- Deckhand
At 1st level, you’ve been recruited by the Pequod Crew, a band of pirates sailing the seas of U-Corp. Your training grants you proficiency in any tools necessary to upkeep a ship in addition to a swimming speed equal to half of your walking speed. Additionally, you gain proficiency in using harpoons, hooks, spears, and anchors for the sake of weapons if you did not already.
- Impale
At 3rd level, your constant use of harpoons and piercing weapons have allowed for better use in the event of unwanted guests. As an action, make an attack with a piercing weapon against a target. On hit deal weapon damage x2 and impose a Dexterity saving throw. On failure the target’s movement speed is reduced by half of their maximum on the start of their next turn. On a NAT 1 saving throw, their movement speed is instead reduced to 0. On a critical hit, they automatically fail the save and have their speed reduced to 0. You may use this feature a number of times equal to your proficiency bonus.
- Sailor’s Grit
At 6th level, your constant use of sharp tools and the sway of the boat beneath your feet give you better chances of surviving than those new fellas. You now crit on 19-20 with piercing weapons and gain proficiency in Strength or Dexterity saving throws. If you already had proficiency in both of them, you may choose any other saving throw instead. Finally, when you are wielding a weapon that deals piercing damage, you deal an additional 1d4 piercing damage.
- Sweep The Deck
At 10th level, When making an attack roll, you may choose to deal half damage to knock the target prone on hit. You may do this a number of times equal to half your proficiency bonus rounded down. Additionally, when knocking a target prone, you may force your next attack to hit. This attack cannot be critical.
- Right Hand
At 13th level, you’ve moved up the ranks and become a true asset to your crew. Upon making a melee weapon attack, you may grant 2 friendly units of your choice a bonus to damage rolls equal to your Charisma modifier. Additionally, when using impale against a creature and you roll a 15-20 on the natural dice, you may make an additional impale attack assuming you didn’t miss. These additional attacks are maxed out at 2 additional attacks.
- Pequod Captain
At 17th level, you’ve risen to the top and now control the battlefield like it is your own vessel. Your impale attacks now deal 3x weapon damage. After attacking a creature, if your natural dice roll was 15-20, as a bonus action you may command a creature within 30ft of you to make a single attack against your target, being able to move up to their movement speed to make the attack if necessary. This command can only be used once per round. Finally, when you reduce a target to 0 hit points, all friendly creatures gain your charisma modifier as a damage bonus until the end of their next turn.
Sweepers[edit]
- Nonstop Scavengers
At 1st level, your experience in the outskirts has weathered your body, but has improved your ability to travel as a group. Your hit dice is reduced to 1d6. You do not suffer exhaustion while traveling and you only require half of the time to take short and long rests and you recover all hit points on a short rest. Finally, you gain pack tactics.
- Health Hauler
At 3rd level, you need to keep living at any cost, even at the expense of others. When successfully landing an attack against a target and deal the maximum amount of damage on the dice roll, you recover 2 hit points.
- Trash Disposal
At 6th level, you’ll never stop attacking until you’re unable to move. When dealing max damage on the dice roll of your weapon attack, you may make an additional attack that automatically hits. You may make a max of 2 additional attacks this way. You may only use this feature once every round.
- Harvest
At 10th level, bodies are like rewards for your hard work, so why let them go to waste. While within 5ft of a body, you may as an action pulverize the body and recover 8d4+prof hit points. Additionally, you no longer need to hit max damage to benefit from health hauler and now only need to deal damage in separate instances.
- 333… 1973
At 13th level, nothing will stop you from moving, nothing at all. When reduced to 0 hit points, roll a 1d4. On a result of 4, you come back with 25% of your maximum hit points. You can however increase these odds. Whenever you land a critical hit, your chance increases by an additional result (ex: with one critical hit your chance to return to 25% hit points now occurs on roll of a 3-4). This feature occurs every single time you are reduced to 0 hit points unless you are over-killed or killed outright. Finally, when using this feature more than once, your increased chance of returning to 25% hit points is reset and will require you to rebuild the chance.
- Sweep The Earth
At 17th level, your grit has led you this far, and you’re not going to let it stop now. When using your Trash Disposal feature, you no longer have a cap on how many additional attacks you may make, only requiring you to roll max damage. Additionally, you may now make damage rolls at advantage.
The Musician of Bremen[edit]
- Unforgettable Melody
At 1st level, you’ve been graced by the piano man’s melody and with that you aspire to create something even remotely as beautiful. As a bonus action you may begin a performance as you dance as you fight, your weapon hummin with music every swing. Allied creatures who start their turn within 15ft of you gain +10ft of movement speed.
- Inspire the Masses
At 3rd level, slowly but surely, your music has inspired your crack one more person’s skull a day. As a bonus action you may grant an allied creature within 60ft a Bremen dice. That creature may add this to any roll of their choice for the next 10 minutes. The dice size is a 1d6 and increases in size at 10th level to a 1d8, and again at 17th level to a 1d10. You have a number of these dice equal to your charisma modifier (min 1).
- The Red Notes
At 6th level, you have become the musician, and the body is an instrument for you to manipulate. As an action you may make an attack action targeting a creatures tendons to pluck for a note. On hit the target must make a Constitution saving throw or take a roll of your bardic inspiration dice of additional damage and suffer the opposite effects of your active performance until the end of their next turn.
- Courageous Performance
At 6th level, your performances seem to take the stress away. All friendly creatures within your performance cannot be frightened. If a friendly unit enters your performance’s range while frightened, the condition is removed from them.
- Improved Performance
At 10th level, you’ve improved your skills and your dancing in tow. With that you gain additional effects of your choice to your performance feature that friendly units will gain.
- Bonus to saving throws equal to your Charisma modifier
- Bonus to attack rolls equal to your Charisma modifier
- Friendly units may disengage as a free action.
You may only choose one of these improvements. This decision cannot be changed later.
- Enfeebling Song
At 13th level, your performance has become an area of weakness to your enemies. All hostile creatures within your performance’s range take additional damage equal to your Charisma modifier.
- Symphony to Destruction
At 17th level, your performance has been perfected and with it your small party of 4 can fight like an army of 40. When granting Breman Dice to an ally, not only do they gain your performance’s benefits on their next turn regardless if they are in range of it or not, but they may also make an additional weapon attack when taking the attack action until the end of their next turn.
Full-Stop Office[edit]
- Loaded Gun
At 1st level, you’ve been recruited by the Full Stop Office, a group of mercenaries for hire specializing in firearms. Nowadays guns can be pretty expensive, and money is pretty tight, so you’ve been trained exclusively in one firearm of your choice between a Pistol, SMG, or Sniper rifle. When picking this firearm, you deal an additional 1d4 piercing damage with it. Below are the listed stats for each weapon
- Pistol: 1d6 piercing damage
Range: 30/60ft 12 bullets per magazine light, concealable, does not gain disadvantage when within 5ft
- SMG: 1d8/1d10 piercing
24 bullets per magazine Range: 40/80 Versatile
- Sniper: 1d12 piercing damage
5 bullets per magazine Range: 120/300 heavy, two handed
You will need to supply your own ammo for these weapons however. You are supplied with one free magazine worth of ammunition every long rest, every additional magazine will cost 25gp. Finally, when reloading your firearm, you may do so as a bonus action.
- Specialized Support
At 3rd level, you’ve become more adept with your weapon of choice and with that you have gained some skills that may help yourself or others in the field. You learn the following techniques depending on your gun type.
- Take Aim: Sniper
As a bonus action you may reduce your movement speed by half to gain advantage on your next attack roll
- Spray: SMG
As an action and so long as you have at least 12 bullets in your magazine you may target all creatures within a 20ft cone. All creatures must make a dexterity saving throw or take 3d6+dexterity modifier piercing damage and have disadvantage on all dexterity saving throws until the beginning of their next turn. On successful save the target takes half damage and suffers no other conditions. After the attack your ammo is depleted and you must reload your weapon.
- My Little Friend: any one handed firearm
You may use a second weapon in your offhand while wielding a one handed firearm. It is your choice between a light melee weapon or an additional firearm. If you choose the additional firearm your ammo per long rest is increased to two magazines. If you choose to use a melee weapon, that melee weapon deals an additional 1d4 of its damage type. When attacking with this offhand weapon, you may add your proficiency bonus to the attack roll.
- Cover Fire: All Firearms
As a reaction when an allied creature within your normal weapon range is being attacked, you may attack the attacker so long as they are also in range. If this attack lands, the target gains disadvantage on that attack roll. A creature may only be affected by cover fire once per attack.
- Bullseye
At 6th level, when attacking with a firearm, you crit in rolls of 19-20.
- Improved Support
At 10th level, you’ve become more deadly with your weapon of choice, you gain any additional features listed that are applicable to your weapon.
- Aimed Shot: All Firearms
You may use your action to make an attack roll against a creature you can see within range. On hit they must make a constitution saving throw. On failure they suffer one of the following effects.
- Disarm: target drops an item they are holding of your choice
- Hamstrung: target’s movement speed is halved until the end of their next turn
- Knee Shot: target falls prone
You may use these aimed shots a number of times equal to your proficiency bonus.
- Mag Dump: SMG
As an action you may expend all ammunition from your gun into a target within 20ft. Make a number of attacks equal to the (current amount of ammo in the mag/3) rounded down. On each hit, the target takes 1d6+half of dexterity modifier rounded up piercing damage. After the attack, your magazine is empty and you must reload.
- CQC Shooter: Pistol
When landing an attack with your pistol, you may make a second attack with an off hand weapon as part of the same attack action.
- Sniper’s Focus: Sniper
When making the attack action, you may choose to make only one attack, however this attack’s damage is multiplied by the number of attacks you can make on your attack action. When using the take aim action, you may make an additional reaction until the end of your next turn.
- The Aftermarket
At 13th level, nothing will stop you from moving, nothing at all. When reduced to 0 hit points, roll a 1d4. On a result of 4, you come back with 25% of your maximum hit points. You can however increase these odds. Whenever you land a critical hit, your chance increases by an additional result (ex: with one critical hit your chance to return to 25% hit points now occurs on roll of a 3-4). This feature occurs every single time you are reduced to 0 hit points unless you are over-killed or killed outright. Finally, when using this feature more than once, your increased chance of returning to 25% hit points is reset and will require you to rebuild the chance. At 13th level, you’ve finally begun to kit out your gun with attachments from workshops or other retailers. Each of these attachments costs 100gp and you may only use up to 2 attachments at once, otherwise you find your weapon to be too bulky for field use.
- Suppressor: all firearms
Gunshots cannot be heard from a distance further than 15ft
- Compensator: all firearms
Gain +1 to attack rolls
- Lightweight Frame: SMGs
Weapon now has the light property and can be concealed so long as it can be used with one hand
- Improved Sights: all firearms
increase weapon’s range by 10ft
- Laser Sight: all firearms
You no longer suffer disadvantage while attacking within 5ft.
- Atelier Logic Adaptor: Snipers
Allows the user to purchase and use Atelier Logic Ammunition. Atelier Logic Ammunition costs 1000gp per bullet. You may only use one bullet per combat encounter, otherwise your gun would fall apart from the inside from extended use. When loaded and fired, the ammunition deals 4d10 piercing damage
- Switch: Pistols
You may make an additional pistol attack per attack action.
- Full Stop For Life
At 17th level, you’ve completely mastered your firearm and with that comes the benefits. You gain a +2 to all attack and damage rolls with your firearm. When you use your reaction to make a weapon attack with your firearm, you may roll 1d4 and at that result to the attack roll. When attacking the damage target as an allied creature, gain +1 to damage rolls per allied unit who targeted that creature last turn.
Shi Association[edit]
- Stealth Soldier
At 1st level, you’ve been trained in the art of a quick kill to do your job. You gain proficiency in stealth if you weren’t already proficient while gaining expertise if you were proficient prior. Additionally, your walking speed increases by 10ft.
- Endless Battle
At 3rd level, you feel most alive when you're closest to death. When at 25% of your maximum hit points, you gain a +1 to all attack and damage rolls. This benefit increases to +2 at 7th level, +3 at 13th level, and +4 at 17th.
- Flying Sword
At 6th level, with a swift kill comes swift speed. So long as you land an attack on your turn, your speed increases by 10ft.
- To Overcome Crisis
At 10th level, you understand that in death, everyone is equal, and so is the burden that death brings. When reaching 25% of your maximum hit points, you gain an additional bonus action that may only be used for the disengage and hide actions. Additionally, when falling to 0 hit points, you instead fall to 1 once per long rest.
- Flashing Strike
At 13th level, the quicker you do the job the less of a mess it leaves. After taking the dash action on your turn, you may make a single attack roll as a free action.
- Boundary of Death
At 17th level, perfection is something that is earned on a gamble, leading to a quick and clean kill. As an action, make an attack roll. On hit roll a 1d4. On a 4, add 45 damage to the attack, also making the damage unblockable, meaning that it bypasses all resistances and immunities. In the event of a critical, the damage bonus becomes 90. After the d4 rolls a 4, you must make a recharge roll, rolling a 1d6 at the beginning of each of your turns. On a result of a 6, you may use Boundary of Death again.
Zwei Association[edit]
- Law and Order
At 1st level, you’ve joined the Zwei association, a police force of sorts meant to protect the people and bodyguard them. As such you training reflects that. You gain the protection fighting style from the fighting style list.
- Retaliate
At 3rd level, your protectiveness can only help somebody so long as the aggressor stands down or lies down. When using your reaction to protect an ally, you may make a single attack against them as part of the reaction. This attack counts as an opportunity attack for the sake of any other features.
- Protect and Serve
At 6th level, your mere presence puts others at ease. You gain an aura of protection to all Allie’s within 10ft of you. All allies in range gain a bonus to saving throws equal to your Constitution modifier (minimum of 1).
- Focused Defense
At 10th level, your constant defense of others allows for a more resilient self. You gain +2 AC and may now, when using your reaction to defend somebody, jump in front of the ally to take the damage for them. Any effects that would be applied from your reaction still apply such as the disadvantage on attack rolls from the protection fighting style, however the attack rolls will be targeted at you. Additionally, after protecting an ally in this way, they have advantage on all attack rolls against the hostile target until the end of their next turn.
- Flexible Suppression
At 13th level, the best defense is a good offense. For every attack you land during your turn, gain a +1 to AC until the start of your next turn.
- Guardian
At 17th level, you’re at the pinnacle of your class and a top-notch defender. Your aura now grants any AC benefits you gain while using Flexible Suppression to all allies within your aura’s range. Additionally, your aura’s range increases to 15ft. Finally, any AC benefits you gain from Flexible Suppression grant a benefit to your attack and damage rolls on your next turn (Example: if your AC benefit from the last turn was +3, all attack and damage rolls this turn have a +3).
Chief Butler[edit]
- As My Master Commands
At 1st level, you’ve been recruited as a butler or maid. You gain proficiency in improvised weapons dealing a 1d6+Strength or Dexterity modifier for all damage with them. However you are particularly skilled with household tools such as brooms, kitchen knives, vacuums, or any other tool you can think of. With these household tools you deal 1d8+Strength or Dexterity damage with a damage type that makes most sense for that object (piercing or slashing for sharp objects, bludgeoning for a vacuum, ect.). Additionally it takes half the time to maintain anything relating to a household such as sweeping, dusting, or washing dishes. All improvised weapons have a throw distance of 45ft. Finally, you gain proficiency in acrobatics or expertise if you are already proficient and gain advantage on saving throws that would charm, frighten, or control you in any way, unless those saving throws or commands come from your master/boss.
- Depressive Strike
At 3rd level, you have imbued the power of all the stress you’ve taken on during this job into your strikes. When landing an attack roll, the target must make a Charisma saving throw or take an additional 1d4 psychic damage and suffer a -1d4 on their next attack roll, skill check, or saving throw. Alternatively, if the target imposes a saving throw instead of an attack roll while under the effects of Depressive Strike, their DC is decreased by -1d4. On successful save, Depressive Strike has no effect. Depressive Strike can be used once every round. In the event of the target failing multiple depressive strike saves, they will suffer the -1d4 for every save they failed (EX: the target failed the Depressive Strike saving throw twice and is going to make three attacks on their turn. They will suffer a -1d4 on the first two attack rolls, but not the third). At 10th level you may use this feature twice per round. At 17th level you may use it three times.
- Spread of Silverware
At 6th level, you have grown accustomed to throwing your silverware to the tables you set, and thus throwing them at targets is all the same. As an action on your turn, all creatures within a 20ft cone must make a Dexterity saving throw or take 4d8 piercing damage and are all treated as if they failed the saving throw for Depressive Strike. On successful save targets take half damage and must make a save against Depressive Strike separately. You may use Spread of Silverware a number of times equal to half of your proficiency bonus rounded up. At 13th level damage increases to 6d8.
- Echoes of the Manor
At 10th level, the time you’ve spent as a Butler/Maid has left you with a sensation that will never leave you. After successfully landing an attack against a creature who has already failed the saving throw for Depressive Strike, automatically grant them an additional penalty to Depressive Strike and increase the penalty dice by one tier. Additionally while under the effects of Echoes of the Manor, when the creature makes a check with their penalty, they take psychic damage equal to the size of the penalty dice.
- Mental Beatdown
At 13th level, your strikes hurt the mind and the body more brutally. All weapon attacks deal an additional dice of damage as psychic damage.
- Resounding Echoes of the Manor
At 17th level, the echoes become more violent, sounding as you strike targets. When you use your Echoes of the Manor feature, cause all hostile creatures within 30ft of the target to make the same saving throw. Additionally, all dice of Depressive Strike and Echoes of the Manor increase by one tier. Finally deal an additional dice of psychic damage equal to your weapon dice when attacking. A target under the effects of Depressive Strike or Echoes of the Manor.
Wild Hunt[edit]
- Blight of the Manor
At 1st level, your mere existence is a raging tempest, and an omen to those who have wronged you. You have become a leader of the wild hunt. You learn the vicious mockery cantrip that you may cast, using your Charisma to calculate the saving throw. Additionally, after making an attack with a two handed weapon, you may use vicious mockery as a bonus action. You may do this a number of times equal to your proficiency bonus per long rest. Additionally, Death Fuels your every action and every step you take. For every target defeated in a combat encounter by you, gain 1 Coffin. For every Coffin, deal an additional 1d8 necrotic damage per hit. You may have a maximum number of Coffin stacks equal to half of your proficiency bonus rounded up. FInally, you gain the Great Weapon Master feat.
- Wild Hunt
At 3rd level, you have discovered latent abilities within yourself, ones that allow you to raise the dead only after they have recently passed. As a reaction to an allied creature being reduced to 0 hit points, you may turn them into a wild hunt version of themselves for one round and restore 25% of their max hit points. While a creature is a wild hunt, they are considered to be under the dominant person/monster (respective to their creature type) spell until the end of their next turn. On that creature's next turn they may take it as usual, however at the end of the round the wild hunted ally is then downed immediately. You may use this feature a number of times equal to your proficiency bonus.
- O Dullahan…!
At 6th level, you have gained access to a headless horse named Dullahan that you may summon at will. While mounted, you have a walking speed of 60ft and may dash as a bonus action. Additionally, while mounted, all damage dice are increased by 1 tier, however you take additional damage equal to your proficiency bonus. You may summon and dismiss Dullahan as a bonus action. Finally, you gain the Charger feat. While mounted, you may also use this feat by dashing as a bonus action.
- Funeral Processions
At 10th level, you are able to conjure wild hunt versions of yourself to charge at an area. Target all creatures within a 20ft cone. All creatures must make a Dexterity saving throw or take 5d10 magical bludgeoning damage on failure and fall prone, or half as much damage and not falling prone on success. You may use Funeral Processions a number of times equal to your proficiency bonus per long rest.
- Beheading
At 13th level, your raw strength makes every hit hurt more. When wielding a strength-based weapon, increase its dice tier by 1 (Ex: 2d6->2d8, 1d12->2d6). Additionally, when landing a critical hit with a strength-based weapon, deal triple damage instead of double.
- Requiem
At 17th level, your pent up rage has reached its climax, just waiting to be unleashed like a raging tempest. Target one creature within 5ft and impose a Strength saving throw. On failure the creature takes 10d10 Bludgeoning Damage and 5d10 lightning damage as you grab the target before slamming your weapon into them. On Successful save the target only takes the lightning damage. After using this attack, you may make a recharge roll at the beginning of each of your turns, rolling a 1d20, successfully recharging on a 19-20.
Blood Fiend[edit]
- Prerequisites
- In order to take the Blood fiend affiliation, you must have the Blood fiend race.
- Bleeding
As a blood fiend your attacks may inflict bleeding damage. Any time one of your class features states it deals Bleeding damage, treat it as if it was necrotic damage to targets. Creatures such as undead are immune to this damage. Creatures such as constructs are conditionally immune assuming they don’t have another fluid flowing through them such as oil or another fluid. In those instances, bleed damage will simply count as necrotic damage and will not fuel other sources. Creatures that bleed different blood such as ichor from angels are capable of taking this damage and in those cases will count towards the fueling of other features assuming it is a blood like substance in functionality.
- Bloodied Weapons
At 1st Level you gain the ability to create a weapon made of hardened blood as a bonus action on your turn. When doing so, you take 1d4 bleeding damage to extract the blood from yourself and create a simple or martial weapon that you are proficient with that deals its damage + 1d4 bleeding damage. You may enhance a weapon you already possess however, causing it to deal an additional 1d4 bleeding damage. The turn after a weapon is either created or enhanced, you take 1d4 bleeding damage. You may create a number of these weapons equal to your proficiency bonus and may cause any of them to un-enhance an enhanced weapon or cause a created weapon to be dissolved into a pool of blood as a free action.
- Bloodfeast
At 3rd level you’ve indulged more heavily in your hunger for blood and it grants you power as it stains the ground. All bleed damage dealt is stored and accounted for as bloodfeast, this includes all damage considered to be “bleed” or “bleeding”. Bloodfeast is used to fuel other features, however grants passive benefits to you for retaining. Once per turn at the beginning of the turn you may absorb an amount of blood from the Bloodfeast equal to your Constitution modifier + Proficiency bonus. Upon consuming Bloodfeast, you may then as a free action spend 10 consumed Bloodfeast to gain one of the following benefits.
- +10ft movement speed
- +1 AC
- +1 to attack and damage rolls
Additionally upon consuming bloodfeast equal to your maximum, increase the dice size of all bleeding damage you cause. You may use this feature multiple time, but only once at the beginning of your turns. You retain these benefits for the rest of combat, and lose them upon 1 minute passing after combat ends as the adrenaline wears off.
- Be Impaled
At 6th level, you may control the blood seeped into the ground to impale your targets. You may spend 10, unconsumed bloodfeast to target all creatures in a 20ft area within 30ft of you, or in a 15ft radius of you. All hostile creatures in the area must then make a dexterity saving throw or take 3d6 piercing damage and 3d6 bleeding damage.
- Siphon
At 10th level, when consuming at least 5 bloodfeast at the beginning of your turn, regain 1d6 hit points. If you consume 10 bloodfeast or more, then recover 1d6+Constitution modifier hit points instead.
- Improved Blood Creation
At 13th level, with your continued experience, you’ve been able to fine tune your blood creations. Your bleed damage dice increases by one tier for every time you consume the maximum amount of bloodfeast on your turn to a maximum of two sizes larger than their original. Additionally when using your Stake feature, you now cause all creatures who fail the saving throw to be restrained. Creatures who are restrained in this way may remake the save at the end of their turns to free themselves, taking 1d4 bleeding damage on failed save. Alternatively, a creature may attack the spike they are impaled on to try and destroy it. The spike has an AC of 10 and 10 hit points. Once the spike is destroyed, the target is no longer restrained.
- Higher Kindred
At 17th level, you’ve established yourself well within your family and with that gained the benefits. You gain the Hardblood Arts feature from the fixer feats list. If you already have it, then you may take the Ascended Hardblood Arts feature instead. Additionally, you may now further your bloodline by creating up to two Kindred of your own. Do note that whatever ranked kindred you are will cause your own Kindred to be ranked one below you. For example, if you are a third kindred, your kindred will be fourth kindred and so on. In order to turn somebody into a kindred, they must be a willing dying humanoid, or a recently deceased humanoid. The process of turning a creature into a kindred takes up to an hour being having to give some of your own blood to the creature, and then waiting to see if their body accepts the blood. The creature you are attempting to turn must make a DC = 8 Constitution saving throw. On success they will return to life. Their new race will be blood fiend and they may choose to take the fixer class and bloodfiend affiliation if they would like. On failure the body will dissolve and coagulate the blood, turning them into a puddle of blood. Your kindred will listen to you if you command them to do something, however they still hold their own opinions and if given permission to speak freely, will. Otherwise they follow the same rules the bloodfiend race follows, treating you and all kindred above you as their parents/grandparents.
Arbiters[edit]
- Force of the Arbiter
At 1st level, you’ve been trained to be a killing machine, who values no life until told to. Your training was cruel in the eyes of others, but to you it was necessary to get where you are today. While not wearing armor your AC is equal to 10+Dexterity+Wisdom. All saving throws or fixer attack rolls are made with your Wisdom modifier in place of Strength or Dexterity. Additionally, by using your action you may attack at a range of 60ft dealing 1d10 damage on hit. This damage cannot be negated or resisted in any way. The damage of this attack increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at 17th level.
- Degraded Fairy
At 3rd level, your energy lingers after attacking a target, causing them to feel pain upon doing anything. When landing an attack roll with your Force of the Arbiter attack, you may choose to inflict Fairy on them. Upon doing so they give off a faint light and the target takes 1d4 damage for taking any actions (actions, bonus actions, reactions, free actions, legendary actions, or movement). This damage is taken upon the target using an action. This damage increases to 1d6 at 11th level.
- Degraded Pillar
At 6th level, you’ve gained the ability to manifest certain objects with your power. As an action, you may fire off a pillar of black and gold energy. Make a ranged attack roll against a target within 30ft. On hit they must make a Constitution saving throw. On failure the target is knocked back 10ft and is stunned until the end of their next turn.
- Degraded Chain
At 10th level, you may chain a target to the ground with black and gold chains. As an action you may target a creature within 50ft and force them to make a Dexterity saving throw. On failure they take 5d8 damage and are restrained until the end of their next turn.
- Degraded Lock
At 13th level, you can entirely shut down an opponent's motor functions by locking them down entirely. Choose a creature that you can see within 60ft. The target must succeed on a Wisdom saving throw or be paralyzed until the end of their next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
- Degraded Shockwave
At 17th level, your hand alone can take down an army. As an action you may cause all hostile creatures within 120ft to make three Dexterity saving throws. On every failure the creature takes 5d10 damage and half on successful save. Additionally, all allies gain your Wisdom modifier in AC and to saving throws and hostiles suffer the opposite using your Wisdom modifier as a detriment until the beginning of your next turn. You may use this feature once per long rest.
The Claw[edit]
- Carapace
At 1st level, Through unknown means you’ve been taken in to become a Claw. Your group is both respected and feared. You have begun to grow a brown carapace over one of your arm creating a claw granting you +1 AC. This claw deals 1d8 slashing. You gain proficiency in this claw and gain unarmed strike proficiency dealing the same damage as your claw. Finally, as a bonus action you may make a single unarmed strike as a bonus action. If this bonus action attack was used after an attack action where at least one attack hit, this bonus action attack automatically hits.
- Serums
At 3rd level, your claw arm has three needles embedded in it all with various effects to help you in battle. You have a number of serum uses equal to Proficiency Bonus + Constitution modifier.
- Serum-R: As a bonus action you may gain your proficiency bonus to attack and damage rolls. This effect remains until the beginning of your next turn.
- Serum-K: As a bonus action you may use the serum and recover 1d12+Constitution modifier. Alternatively, you may choose to heal no hit points to instead recover a missing limb.
- Serum-W: As an action you may teleport to a target within 120ft and make an unarmed strike against them. On hit you grab them and slam them through a dimension dealing 2d10+STR modifier magical bludgeoning damage. You may expend additional serum usage to deal additional damage equal to the initial damage by slamming them through another dimension. Every additional serum usage counts as a different attack for the sake of calculating damage.
You may only use one serum per round. You recover all serum uses upon completing a long rest.
- Extirpation
At 6th level, you may crouch to the ground before dashing towards your target and attacking them at mach speed. Choose a point within 30ft and move along that line. All hostile creatures caught within that line must make a dexterity saving throw or take 5d10+STR slashing damage on failure or half as much on success. You may use Extirpation once per short rest.
- Improved Carapace
At 10th level, your carapace has expanded covering more of your body, protecting you and making you stronger. You gain +2 to your AC and attack and damage rolls with your claws. The claws count as magical for the sake of overcoming resistances, treating immunity as if it were resistance and now deal 1d10 damage instead of 1d8. Additionally you gain resistance to non-magical slashing damage.
- Improved Serums
At 13th level, you’ve developed a means to get the most from your serums. They improve in the following ways:
- Serum-R: As a bonus action you may gain your proficiency bonus to attack and damage rolls while adding +2 to your saving throw DCs. This effect remains until the end of your next turn.
- Serum-K: As a bonus action you may use the serum and recover 2d12+Constitution modifier. Alternatively, you may choose to heal no hit points to instead recover a missing limb. Additionally, as a reaction to falling to 0 hit points, you may use a serum charge to instead return to 1 hit point and gain the benefits of Serum-K.
- Serum-W: As an action you may teleport to a target within 150ft and make an unarmed strike against them. On hit you grab them and slam them through a dimension dealing 3d10+STR modifier magical bludgeoning damage. You may expend additional serum usage to deal additional damage equal to the initial damage by slamming them through another dimension. Every additional serum usage counts as a different attack for the sake of calculating damage.
Finally, you gain an additional 2 serum uses per long rest (2+Proficiency Bonus+Constitution Modifier=Number of Serum Uses).
- Tri-Serum Cocktail
At 17th level, you’ve gotten the most of all of your serums that combining them no longer seems like too bad of an idea. For 5 serum charges you may use this feature. Gain the benefits of Serum-R and Serum-K on use. Then target up to 6 creatures of your choice within 150ft of you. After targeting them you may teleport anywhere within 15ft of them making 1 Extirpation attack against all of them. This Extirpation attack may hit any other creatures within the line that you may come into contact with so long as the unit you are targeting with that specific attack was a target of the attack. Repeat this for every target of Tri-Serum Cocktail. You may use this feature once per long rest.
G-Corp[edit]
- Mutated Soldier
At 1st level, you're a new member of G-Corp and as such they have altered your body to be more… bug like. Apparently, it’s to give you the best traits to survive but it just kinda grosses you out at first. One or both of your arms get altered granting you a natural weapon in the form of a claw, blade arm, or whatever your little imagination can come up with. Regardless of what it looks like it deals 1d8 slashing damage. You are considered proficient with this weapon and as it is part of your body, you cannot be disarmed. Additionally, you gain the Sin Affinity Feat bypassing its prerequisites, your chosen Sin being Gluttony.
- Emergency Rations
At 3rd level, your survivability is second nature to you and as such maintaining your wellbeing is of upmost importance. When at ¼ your max hp, you recover 1d10 hit points at the beginning of every turn.
- Furthered Mutation
At 6th level, your mutation has furthered, granting you more bug-like features. You gain tremorsense up to 10ft and dark vision up to 60ft.
- Hack
At 10th level, your body recovers by absorbing the nutrients of others. When dealing damage to a hostile creature, you recover your constitution modifier as temporary hit points.
- Dismember
At 13th level, your claws have serrated, making removing flesh all the easier. As an action you may make a single attack roll. On hit deal 5x weapon damage, knock them prone, and recover health equal to half the damage delt.
- Eviscerate
At 17th level, your mutated desire to destroy your opponents by ripping them apart has taken over, you know how to take advantage of a golden opportunity. As a reaction to an opponent being prone, you may make 3 weapon attacks against them. You may use this feature a number of times equal to your constitution modifier.
K-Corp[edit]
- Medical Technology
At 1st level, you’ve landed a job from a big corporation. You’ll be doing security work, but you hope that your skill will raise you through the ranks. You’ve been granted access to K-Corp Ampules. You have a number of ampules equal to your proficiency bonus per long rest. These ampules may be injected manually through an injection gun you’ve been supplied on any target within 5ft. These ampules have one of two effects. The first is to recover any limbs in an instant that may have been removed, blown up, disintegrated, it honestly doesn’t matter how. The other is to recover an amount of hit points equal to your proficiency bonus d8. You may administer the ampules as a bonus action; however, you may only administer one ampule per person for healing hit points and once for recovering limbs per long rest.
- Impede the Intruder
At 3rd level, your training has had a very heavy emphasis on stopping hostile targets at all costs. You gain the sentinel feat.
- Decay Blade
At 6th level, your weapons gain a coating similar to that of the Ampules but with a twist. All weapon attacks deal an additional 1d4 necrotic damage.
- Experimental Ampules
At 10th level, you’ve been given experimental ampules, ones more potent than the standard issue, but with some drastic side effects. You may choose to use an experimental dose or a normal dose when using your bonus action. Upon using an experimental dose, you may revive a creature who has died in the last minute. Upon their revival, they take an additional dice of damage from all sources until a long rest. Alternatively, you may inject it into yourself to give yourself a boost. For three turns, you deal an additional dice of damage.
- Excise Target
At 13th level, you’ve been promoted to the Excision Team of K-Corp and as such comes training that allows for more effective use of your ampules. For every ampule you’ve injected yourself with per combat, deal an additional dice of damage from all weapon attacks. Additionally, you may swing your weapon violently in a circular motion and as an action make a dashing attack attacking all creatures in a 30ft long line, causing all creatures within 5ft of the line to make a Dexterity saving throw. On failure they take 8d6+Strength modifier slashing damage + additional necrotic damage equal to the amount of ampules you've used. On successful save, they take half damage. You may use this feature a number of times equal to the number of ampules you’ve used per combat.
- Excision Team Captain
At 17th level, you’ve risen the ranks just as you thought you would you’re now top of you class and as such your body is superhuman. You gain the following benefits. You gain the powerful build feature and your Strength or Dexterity, and constitution scores increase by +2 and so do their maximums. You may now choose to combine your Ampules effects into one usage when using them on yourself as your body has grown accustomed to the repeated usage. You no longer suffer drawbacks from your ampules when they are used on yourself. Finally, your necrotic damage per attack now deals 1d6 instead of 1d4.
R-Corp[edit]
- Aggressive Infantry
At 1st level, you are trained to not hold anything back in your assault. When attacking a target, you gain Charge. You gain a number of charge equal to attacks landed, however, charge disappears over time. Decrease your charge count by 1 every round only being able to hold 10 charge at a given time. Additionally, you may choose to gain advantage on all attack rolls for your turn, but all creatures have advantage against you during that time.
- 4th Pack Path
At 3rd level, your skills have been proven enough to join one of the three branches within the 4th pack, and upon your joining, they give you a special suit. You gain proficiency with R-Corp suits where creatures otherwise would not be able to use it. Choose one of the paths below, this choice cannot be changed later on. You gain additional features depending on your path at 10th and 17th levels.
- Rabbit: You are given a suit that grants you an adrenal boost for properly doing your job and subdue as many hostiles as possible. While wearing the suit you have an AC=15+dexterity, and at 5 charge, your movement speed increases by 20ft and gain a damage bonus of +2. Once per short rest, you may take an additional action on your turn.
- Reindeer: You are given a suit that grants you the ability to dampen the abilities of others around you. While wearing the suit you have an AC=13+dexterity and you have a 15ft aura where all hostiles suffer a -1 to all attack rolls and saving throws. This feature increases to a -2 at 7th level and -3 at 13th. Additionally, you gain proficiency in wisdom saving throws.
- Rhino: You are given a suit that grants you increased durability and overall strength. While wearing the suit you have an AC=17+dexterity, and while at 5 charge, you gain your constitution modifier temporary hit points every turn (these do not stack but are treated as a maximum. Additionally, your hit dice becomes a 1d12 and your size increases to large while wearing the suit.
- Hatchery’s Resilience
At 6th level, death is no rarity in your life and as such you bounce back quite easily. Once per long rest when reduced to 0 hit points you instead return to 1.
- Pack Path Improvement
At 10th level, your continued support grants you an additional skill of your respective branch. Gain the following ability depending on your 4th Pack Path.
- Rabbit; Graze the Grass: While wielding a firearm and melee weapon, you may use your action to cause all creatures in a 15ft cone to make a Dexterity save. On failure they take 3x your ranged weapon damage dice. For 2 charge you may then move anywhere in a 15ft line, making a melee weapon attack against all creatures you pass through. Creatures who succeed the saving throw take half damage.
- Reindeer; Mind Whip: If you have the Reindeer's mace you may, for 5 charge, make 5 attack rolls against a creature within 30ft of you. These attacks deal 2d10 radiant damage + damage modifier per hit. You may use additional charge to power up this attack. By spending 2 additional charge, you may deal 1d10 additional damage per hit. You may then, at 17th level, use another 2 charge in order to deal another 1d10 additional damage.
- Rhino; Bulky Impact: You can throw yourself, shoulder first into a group of enemies with no issue at all. You move anywhere in a 10ft line. All creatures you come into contact with must make a Dexterity saving throw, on failure take 5d8 Bludgeoning damage and be knocked prone. You may then spend 3 charge to then slam the ground causing all creatures in range to make a Constitution save or be stunned until next turn. You may choose to do the second attack independently if you so choose, however it will cost an action to do so.
- Power in Pain
At 13th level, low health just means you aren’t trying hard enough. When reduced to half your max hit points, gain a +2 to attack, damage rolls, AC, and saving throws.
- 4th Pack Superiority
At 17th level, you are at the top of your pack, gaining you a final increase in power.
- Rabbit; Quick Suppression: As an action you may use Quick suppression. Make 2 ranged weapon attacks against a creature within range. After making the attack rolls, instantly move within melee range of that target and make 3 melee weapon attacks dealing weapon damage for each attack landed. If you are at 5 or more charge at the beginning of your turn, each attack deals an additional damage dice per damage roll. You may use quick suppression once per short rest.
- Reindeer; Mind Crush: If you have the Reindeer's mace you may, for 5 charge, make 5 attack rolls against a creature within 30ft of you. These attacks deal 3d10 radiant damage + damage modifier per hit. You may use additional charge to power up this attack. You may spend 2 additional charge, you may deal 1d10 additional damage per hit, or 4 charge to deal an additional 2d10 damage per hit. You may use mind whip once per short rest.
- Rhino; Fortress: Nothing gets in your suit unless you allow it. You may as an action cause all creatures that can see or hear you to make a Charisma save or become taunted to you for the next minute. After which, you gain immunity to all non-magical physical damage and resistance to all magical damage (except psychic). You may use this feature once per short rest.
N-Corp[edit]
- Nagel und Hammer
At 1st level, you have become part of the ranks of N-Corp’s Nagel und Hammer division. With this comes the teachings of right and wrong, good and bad, and you will not be questioned. You can tell at a glance if a creature is a construct or bears any prosthetic. This includes but is not limited to robotic arms. Additionally, when attacking a creature that matches the previous description, they have disadvantage on any wisdom based saves you may impose and take an additional dice of damage when using a piercing or bludgeoning damage.
- Drive the Nail
At 3rd level, you are equipped with large nails that you were trained to stab into your targets and hit with a bludgeoning weapon. You have a number of nails equal to your proficiency bonus and may make more during a short or long rest (half your total rounded down on short rest, all on long rest). These nails are melee weapons that deal 1d4 piercing damage and have the light and finesse property. So long as you have a free hand you can choose any attacks to make with a nail. On hit deal weapon damage and you may choose to embed the nail. While doing this the nail sticks out of the target. When landing any subsequent attacks against the target with a bludgeoning weapon, you drive the nail further into the target dealing additional 1d4 piercing damage per hit. The target may take an action to remove the nail, making a Strength check contesting your Fixer DC. On success the nail is removed while on failure it remains.
- Zealot
At 6th level your mind has been molded and warped… you are a fanatical machine while your drive holds strong. When hit by an attack you may as a reaction gain the fanatic status until the end of your next turn. While fanatic you deal an extra dice of damage on all attacks. You may use this feature a number of times equal to half your proficiency bonus rounded down. Fanatic cannot stack.
- Whistles
At 10th level you’ve taught yourself a little tune that seems to have caught on, becoming recognizable and striking fear into those deserving of your judgment. As a bonus action only upon entering combat, you may cause all creatures of your choice who can hear you to make a Wisdom saving throw or become frightened of you for the next minute. Affected creatures may remake the save at the end of each of its turns.
- Twisted Crusader
At 13th level you’ve become accustomed to life as an N-Corp associate, and you have quickly climbed the ranks. Your nails now deal 1d6 damage and you may apply two nails into a single target (Example: two nails would deal an additional 2d6 piercing damage per hit with a bludgeoning weapon). Additionally, while fanatic your crit range increases by one. Finally, you are immune to the frightened condition.
- The One Who Grips
At 17th level, you’ve risen to the highest ranks of your unjust crusade. You gain proficiency in Wisdom saving throws and may use your whistles feature twice per combat (once in the beginning, a second time at any other part in the fight). On top of this additional usage all allies who can hear you gain fanatic until the end of their next turn. Additionally, when you apply fanatic to yourself, you may also apply it to one other ally of your choosing. When doing this the ally gains immunity to the frightened condition.
W-Corp[edit]
- Warp Technology
At 1st level, you are trained to use electrically charged weaponry. When attacking a target, you gain Charge. You gain a number of charge equal to attacks landed, however, charge disappears over time. Decrease your charge count by 1 every round only being able to hold 10 charge at a given time. Additionally while you have charge your weapon attacks deal an additional 1d4 lightning damage
- Overcharge
At 3rd level, your weapons charge allows you to power your weapon’s secondary function, ripping through space to destroy your targets. While at 5 or more charge as an action you may make a weapon attack. On hit the target takes weapon damage and must make a Constitution saving throw. On failure they are knocked prone and take 5d4 lightning. On success the target takes half lightning damage and does not fall prone.
- Leap
At 6th level, your WARP equipment allows you to amp your physical ability for the duration. For 2 charge you may increase your movement speed by 15ft until the end of the next turn. Additionally while under the effects of Leap, you are considered to have taken the disengage action.
- Ripple
At 10th level, your quick reflexes allow you to quickly follow up after missing. After missing an attack, on your next turn all of your attacks deal an additional +2 damage. This benefit stacks in the event you miss multiple times in one turn.
- Energy Current
At 13th level, your energy can be consistently carried through multiple attacks. Before making the attack action on your turn, you may spend 5 charge to enhance your weapon. For every attack you land this turn, decrease the target's AC by 2 until the end of your next turn.
- Rip Space
At 17th level, you know that some issues need to end in a single moment. As an action spending all available charge, you may make 5 attack rolls. Adding 2d6 magical slashing damage to the first 4 attacks. The last attack roll deals additional magical slashing damage equal to 1d8 for every 2 charge spent.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fixer class, you must meet these prerequisites: 13 Strength or Dexterity 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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