The Fixer (5e Class)
The Fixer[edit]
A man bloody and bruised is running down the streets of new capenna being chased by some two-bit thugs, he heaves himself towards and calls to a snazzy suit wearing woman to take care of his problem, she pulls out a weapon and in a few brutal slashes nothing is left but a fine red mist. A ninja sits on the rooftops of kamigawa as he stalks his prey he pulls his blade and in a single swing he disappears leaving only a fine wound on his target in the form of a blue reverb. A hunter stalks the forests of innistrad as he finds himself surrounded by a pack of rabid lycans but as soon as one of the mangy mutts jumps a rapid barrage of gunshots and blade work deal with the furry fiends leaving nothing but black silence
Despicable Acts at Reasonable Prices[edit]
Fixer's are a catch all term for people who have the will and drive to fight and harm things of a morally and utterly alien nature this business is extremely bloody and dirty. They fight and kill each other and whatever else wants to mess with the goals of their client or them. being a fixer is like being a murderous odd jobs person the only thing that all fixer's have in common is light and pages. to put it in layman's terms light is like a mental force the pure will to believe you can do things that naturally you can't, meanwhile pages signature moves that are collected from other dead fixers or made custom by a powerful fixer.
Creating a Fixer[edit]
Ask yourself this what makes them want to pursue this life of never-ending struggle and hardship. being a fixer entails powerful foes and monstrous even unholy fates like love town, did they need large amounts of income in a short time frame? do they have an unquenchable need for violence? Have they hit what appears to be rock bottom and waiting for death to take them? do they have something or a dream they wish to see come to fruition no matter what cost they shall pay
- Quick Build
You can make a Fixer quickly by following these suggestions. First, Str or Dex should be your highest ability score, followed by Con. Second, choose the Soldier background. Third, choose equipment
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 |
Status dice | Pages Known | Features |
---|---|---|---|---|
1st | +2 | - | 3 | Light,Pages |
2nd | +2 | - | 4 | Struggling Through The Dark |
3rd | +2 | d4 | 5 | Status Dice |
4th | +2 | d4 | 6 | Ability Score Improvement |
5th | +3 | d4 | 7 | Forsaken Hope |
6th | +3 | d6 | 8 | Gone Angels |
7th | +3 | d6 | 9 | Abnormal Abilities |
8th | +3 | d6 | 10 | Ability Score Improvement |
9th | +4 | d8 | 11 | Love Town |
10th | +4 | d8 | 12 | String Theocracy |
11th | +4 | d8 | 13 | Distortions in Truth |
12th | +4 | d10 | 14 | Ability Score Improvement |
13th | +5 | d10 | 15 | Execute.me.exe |
14th | +5 | d10 | 16 | Truth Is Reality? |
15th | +5 | d12 | 17 | The Power to Struggle |
16th | +5 | d12 | 18 | Ability Score Improvement |
17th | +6 | d12 | 19 | Fuck This Shit I'm Out |
18th | +6 | d12 + con mod | 20 | Distorted E.G.O. |
19th | +6 | d12 + con mod | 21 | Ability Score Improvement |
20th | +6 | d12 + con mod | 22 | Color Status |
Light[edit]
Light is the mental will to have your reality become truth, when combat begins you start with your prof bonus of light, this resource can be spent on pages and other actions, light regenerates at the beginning of your turn and grows by +1 at the beginning of each of your turns (ex. you begin your turn with 2 light next turn you will start with 3 light) the maximum light you can have is equal to your level + your prof bonus, when out of combat you are considered to be at max light, when you spend light it regenerates back to max over the span of a minute, all effects from active page abilities last for one minute out of combat unless stated otherwise
Pages[edit]
Pages are the collected experience of former fixers or your experiences coalesced into powerful techniques that you are able to unleash as powerful attacks, moves, or passives. you can only use a page once per round unless it says otherwise, your page actions can replace your regular action, bonus action, or reaction, multiple pages can be used as long as you have the light to spend on them. you can change out pages at the beginning of a short rest
the first three pages you get are
- Attack Costs 1 light
you make one weapon attack
- Shield Costs 1 light
When you are targeted by an attack or need to make a saving throw you can add your con mod to your ac or saving throw
and 1 page from the normal pages list
Some pages may require a saving throw so your DC's equal 8+con mod+prof bonus
Struggling Through The Dark[edit]
At 2nd level you've survived the dark and horrid nights that the world has to offer leaving you stronger
Your short rests are only 30 minutes and your long rests are only 4 hours, you can scavenge enough food for you to last one day while resting
Status Dice[edit]
At 3rd level you gain access to status dice and pages, these are special effects and abilities that are specific to only your fixer they work kind of like subclasses.
Some pages applies stacks of status, you can only apply as many stacks equal to your level
each one corresponds with a color.
Bleed-Red
Speed-Blue
Rust-Brown
Phase-Purple
Counter-Yellow
Toxin-Green
Combo-Black
Armor-White
Check the bottom for the subclasses and the pages
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.
Forsaken Hope[edit]
At 5th level movement across the fettered hole that is the city is no easy trick, but you learned how to lurk freely and safely from years of experience
you ignore difficult terrain and when in an urban or city environment you gain advantage to stealth checks and perception checks
Gone Angels[edit]
At 6th level your job takes you to many places with a variety of dangers and obstacles thanks to this you developed a kind of 6th sense for danger
You cannot be surprised while conscious and you can detect where traps are within 15ft of you
Abnormal Abilities[edit]
At 7th level you have picked up a few skills and hobbies to deal with the heavy amount of murder and horrible deeds you've committed
you gain expertise in three tools or kits and skills of your choice
String Theocracy[edit]
At 9th level the strings of causality stretch through the world making peoples faith become reality, you can resist causality and enforce your own will upon the strings
While you are conscious creatures do not gain advantage on attacks against you, when an enemy misses an attack against you, you can cast one page as a free action as long as you have the light to spend
Love Town[edit]
At 10th level You are growing as a fixer you have become a grade above the rest
you add your con mod to attack and damage rolls, you always know which direction is north
Distortions in Truth[edit]
At 11th level Your Ability to distort the fundamental truth of reality grows to affect your immediate reality and helps you alter the current predicament you face yourself in
You can reroll a failed saving throw you can do this as many times as your con modifier before needing to take a short rest
Execute.me.exe[edit]
At 13th level Your ability to rend fate asunder and replace it with your reality becomes stronger, even when fatally wounded you reject the reality of your death or unconsciousness.
When you reach 0 hp you may return to 1 hp you may do this equal to your con modifier times before needing a short rest
Run to Fight Another Day[edit]
At 14th level you have learned a secret technique passed down from a city survivor to another
As a reaction when hit by an attack or damaging effect you can straight up pretend to die, you go prone and after the first round you activate this enemies can make an investigation check DC (8+Stealth/Survival/Performance+Proficiency bonus) to see through your bluff if the enemy has an Int lower than 10 then they can't make the check
The Power to Struggle[edit]
At level 15 the power to keep going in the face of adversity is truly humanity's greatest quality, the sheer willpower to crawl from the most horrid and squalid conditions to find happiness and hope for a better tomorrow.
Your attacks now count as magical for the purposes of dealing with resistances or immunities
Fuck This Shit I'm Out[edit]
At level 17 you ain't getting paid enough for this BS so you've mastered the secret art of getting the fuck outta here.
At the start of combat, you may move your full movement before initiative is rolled, you can move normally and dash while prone
Distorted E.G.O.[edit]
At level 18 You're on verge of becoming something greater than the sum of your parts, either reality tries to reassert its control upon you and you become a distortion as you resist the strings or you gain access to E.G.O. as you consume your ideals and assert control upon the truth. you gain access to EGO Armory and Distortion transformation
Color Status[edit]
At level 20 You've become truly the best of your status and have been given a special title to distinguish you from just any fixer. you gain access to special set of pages and a special title that replaces your last name hereby referenced as "first name, The blank blank" this title depends on your subclass.
Bleed-The Red Mist
Speed-The Blue Reverberation
Rust-The Brown Decay
Phase-The Purple Tear
Counter-The Yellow Pain
Toxin-The Green Death
Combo-The Black Silence
Armor-The White Wall
Burn-The Orange Flame
Distortion Transformation[edit]
Reality is trying to crush the resistance you push as your ideals bend the universal laws of life and your body starts representing this struggle
As an action and for 10 light you transform into a beast born of your distorted desires
Your size becomes huge and your creature type now counts as an aberration.
The transformation lasts until you are knock un unconscious or you may attempt a DC 20 WIS check to end it at the end of your turn
Depending on your color you gain special pages and abilities
Red- You heal the exact amount of damage you deal by a melee attack
Blue- You gain +10 cumulating to your movement speed after every round and you can move across any surface
Brown- You can age creatures and objects within your line of sight by 60 years as a free action and you can turn into a pile of dust as a free action becoming intangible you can move but you can't make attacks or take page actions while in this state you can come out of it as a free action
Purple- You create phase explosions whenever you teleport dealing your proficiency bonus stacks of phase to enemies within 120ft
Green- You can stick to any surface, you are considered always under the effects of Killer queen you can reset killer queen on yourself as a bonus action with no light cost
Black- You become a walking storm of lead and steel you gain a 60ft aura in which enemies take 24 force damage at the start of their turn
Yellow- during a short rest you can designate a number of allies equal to your proficiency bonus whenever they are targeted or attacked, they count as if you've been hit, they don't however count as being seen as you
White- You have a natural regeneration of 12+ your level, you can as a bonus action give this regeneration to another ally, you gain a 50ft aura where allies gain 1 stack of armor every turn
E.G.O. Armory[edit]
Your Ideals have become weapons and arms for your reality, this weapon be summoned and dismissed as a free action, when dismissed the weapon will be shifted into a pocket dimension, you cannot be disarmed nor can this weapon be taken from you, you gain a different weapon depending on your color, as a one hour ritual the weapon's qualities and damage can be applied to a different weapon, ranged weapons create their own ammunition
Red- The Butcher's Blade
This giant +3 great sword can be wielded with one hand and deals 2d8 slashing damage and deals 1 bleed. It beats with a giant stolen eye, it's gaze screams, I CRAVE VIOLENCE!
Blue- Moonlit Scythe
This large +3 scythe has a 15ft reach and deals 2d6 slashing damage and deals 2 speed. The blade gleams with a cold horrid light, most people start to go mad looking straight at it
Brown- Rusty Rapier
This +3 Rapier gives +2 to AC while being carried and deals 1d12 piercing damage and 1 rust. The rapier always looks likes it could break at anytime but it just doesn't no matter the wear or tear the blade is always sharp
Green- Sydney Sleeper Sniper Rifle
This +3 Sniper Rifle that deals 3d8 piercing and 1 toxic, a creature with 10 or more stacks of toxic who are hit by the rifle fall asleep, The rifle is covered with mossy fungal growths to a point that the rifle is quite tired of it all
Yellow- Brass Beast's Spiked Knuckles
These +3 Brass Knuckles deals 1d8 Bludgeoning and 2 stacks of counter. Whenever you put these on, you feel as if there's a giant presence always looming behind you, yet there's never anything there.
Purple- Cael no Ashi Katana
This +3 Katana with the finesse property deals 1d12 Slashing or Force damage and 2 stacks of phase. This sword feels kinda jumpy whenever you teleport around as if it wants to go on a journey or vacation.
Black- The longsword Durendal
This +3 longsword deals 1d10 slashing or radiant damage and you gain 1 combo. Whenever you wield this blade, the feeling of righteous fury and inconsolable grief seem to radiate of the blade, as though it has lost all it held dear.
White- The Sheperd's Crook Quarterstaff
This +3 Quarterstaff deals 1d10 bludgeoning damage and if used on an ally you can heal them for the damage the Quarterstaff would deal instead but adds your con to the healing. When holding this staff the user feels at peace, like they're meeting with a dear friend they haven't seen in years.
Pages[edit]
Pages fixer of any color can take from
- Strike Back Costs 1 light
When targeted by an attack you may make a weapon attack against the attacker
- Punch Costs 1 light
You make an unarmed attack adding your status dice to attack and damage rolls
- Scavenge Costs 2 light
You may roll your status dice and gain ammunition equal to the roll
- Dodge Costs 2 light
You take the dodge action
- Hide Costs 2 light
You take the hide action
- Dash Costs 2 light
You take the dash action
- Strong Arms Passive
You gain the powerful build feature
- Steal Costs 3 light
You snatch an item that a character is holding or on their person with a slight of hand check against they're passive perception
- Pop'em In Costs 1 light
You reload a ranged weapon
- Stagger Costs 6 light
You stun a target creature and on your next turn they can make a con save to break the stun
- Close Eye Passive
you no longer suffer disadvantage when attacking while blinded
- Double Strike Costs 3 light Requires lvl 5
You make two weapon attacks
- Slam Down Costs 4 light requires lvl 5
You make 2 unarmed attacks and can make a grapple check against huge or smaller creatures
- Bulk Up Costs 5 light requires lvl 5
You gain advantage on str checks and saving throws until the end of your turn
- Destructive Force Passive Requires lvl 5
You add double your weapons ability mod to your damage rolls
- Slam Down Costs 6 light Requires lvl 5
While grappling a creature you can slam them toward the ground, and you deal your unarmed strike damage plus 3 your status dice, the creature must make a str save not to prone
- Powerful Charisma Requires lvl 5
when creatures speak to you they become charmed unless they're already charmed or have become hostile to you
- Billy The Kidd Costs 3 light Requires lvl 5
When you attack with a ranged weapon you can make an additional attack if you're wielding a ranged weapon in your other hand
- Harrowing Shot Costs 4 light requires lvl 5
You make 2 ranged attacks at one target if both attacks hit the target is stunned until the end of your next turn
- Fill'em with Lead Costs 10 light Requires lvl 5
You pick a 20ft sphere within 120ft of you, enemies caught in the sphere make a Dex save or take 3x your ranged weapon damage and gain 2 stacks of your status, on success they take half and gain one stack of status
- Hasty Decisions Costs 14 light Requires lvl 5
you can give an ally haste for 1 minute but for 1 round you are paralyzed
- Bring it Down Costs 7 light Requires lvl 10
When flanking an enemy, you make a single attack against them it counts as a critical hit adding a stack of status onto the enemy
- Triple Strike Costs 8 light Requires lvl 10
You make 3 weapon attacks
- Rolling Thunder Costs 8 light Requires lvl 10
You dash toward the nearest enemy and make 1 weapon attack against them
- Vibe Check Passive Requires lvl 10
You can shove a creature as a free action
- Taunt Costs 3 light Requires lvl 10
You can force an enemy to roll a charisma save against your DC on fail they can only target you with attacks and effects
- Hardened Heart Passive Requires lvl 10
You gain +2 to your max hp for every lvl of fixer you have
- Deep Cover Costs 4 Light Requires lvl 10
You become invisible until your next turn
- Advanced Blocking Costs 6 Light Requires lvl 10
When targeted by an attack or required to make a saving throw you add 2 status dice to your AC or saving throw until your next turn
- Gun-Fu Passive Requires lvl 10
When you reload a ranged weapon you can make an unarmed strike after that
- Smoke Screen Costs 6 light Requires lvl 10
You throw out a non-magical fog over a 15x15 area which becomes heavily obscured
Rust Pages[edit]
Rust is just the natural decay of life and those who wield it should be careful that they don't become victim of the forces they wield, mainly great for shredding down enemy armor or dealing with pesky resistances rust offers mostly debuffs and disables against enemies great for any supportive fixer but it can also turn many into nothing but dust, so be aware.
those who have a rust stack reduce their AC by the number of stacks they hold
- Oxidize Costs 3 light
You make a weapon attack against a creature and on hit apply a stack of rust
- Life's Bane Passive
when you are hit by an attack the enemy gains a stack of rust
- Aging Pains Costs 4 light
when a non-magical weapon strikes you, you can choose to destroy said weapon negating the hit
- Dust Storm Costs 4 light
You can throw rust in a 30ft cone enemies caught in the cone must make an int save or gain a stack of rust
- Caustic Claws passive
You gain a burrow speed equal to your move speed you can cut through any metal
- Rustic Tornado Costs 6 light
You cause enemies within 30ft of you to make an int save or gain 2 stacks of rust on a failure and gain 1 stack on a success
- Ion Decay passive Requires level 5
You have a 10ft aura in which enemies take a stack of rust at the start of their turn
- Sand Tsunami Costs 8 light requires level 5
You cause enemies within 60ft of you to make an int save against your fixer dc or take 3 stacks of rust on a failure or 1 rust on a success
- Broken Dreams passive Requires level 10
Creatures who have 6 or over stacks of rust have their resistances nullified
- Creaking Nightmares passive Requires level 10
Creatures who have their AC reduced to 10 or lower by rust stacks gain vulnerability to all damage
- Shattered Hopes passive Requires level 10
Creatures who have 8 or over stacks of rust have their immunities nullified
- Ionic Entropy passive Requires level 10, Ion Decay
You have a 30ft aura in which enemies take 2 stacks of rust at the start of their turn (Stacks with Ion Decay)
- Suffering Strike Costs 10 light Requires level 10
You make a weapon attack against a creature dealing an extra status dice of damage for each stack of rust on the creature
- Entropy Immunity passive Requires level 10
You gain immunity to age and petrification
- Entropic Overdrive passive Requires level 10
Your weapon attacks and touch now age an opponent by 1 year and you can age objects by ten years
- All is Dust Costs 10 light, Requires level 10
You can cause an enemy to age 10 years per stack of rust on an enemy, after activating it all stacks of rust are consumed
- Rust Belt passive Requires level 15, Ionic entropy
you have a 60 ft aura that gives 4 stacks of rust to enemies at the start of their turn (Stacks with Ion Decay and Ionic Entropy)
- Darune Sandstorm Costs 10 light requires level 15
You can throw rust in a 60 ft cone Enemies caught in the cone must make an int save or take 6 rust on a failure and half on a success
- All Is Dust Costs 13 light Requires The Orange Decay
You turn a 60 x 60 x 60 ft cube becomes a rust desert, any enemies caught inside the cube take half your level plus your proficiency bonus stacks of rust
- Dust To Dust Passive Requires The Orange Decay
Enemies with in the rust desert at the start of their turn take status dice damage equal to their stacks of rust
- Ash To Ash Passive Requires The Orange Decay
At the end of their turn enemies take their rust stacks amount of status dice damage
- The Rust Red Sea Costs 13 light Requires The Orange Decay
You summon a 60 ft wide 30 ft tall wave of rust that moves 10 ft forward per round to a maximum of 60 ft. Enemies caught within the wave gain your proficiency bonus stack of rust and take damage equal to their stacks of rust and enemies caught in the aftermath gain your proficiency bonus worth of stack of rust at the start and end of their turn.
Bleed Pages[edit]
Bleed is the drainage of life force where rust is the slow entropy of all of man's works degrading into nothingness bleed is man's savagery and need for violence made manifest, those who wield bleed often are either monstrous or broken individuals who find pleasure or some kind of joy from inflicting pain, a fixer wielding bleed is a fearsome single target juggernaut who excels at slowly but steadily chipping away at a target until they're ready for a mighty finishing blow.
every stack of bleed on a creature deals status dice damage at the beginning of their turn this damage cannot be mitigated or nullified in any way, bleed stacks last unless healed via Lesser Restoration to remove half the stacks of bleed and Greater Restoration to remove all
- Cut Costs 1 light
You make a melee weapon attack on hit deal 1 stack of bleed
- Mince Costs 2 light
You make a melee weapon attack on hit 2 stacks of bleed
- Dice Costs 3 light
You make a melee weapon attack on hit 3 stacks of bleed
- Blood in The Water Passive
You can tell when a creature is at half health
- Leaky Trail Passive Requires lvl 5
You always known the location of a creature with a bleed stack
- Blood Rush Costs 5 light Requires lvl 5
You dash towards an enemy and make a melee weapon attack dealing a stack of bleed
- Bloody Appetite Costs 6 light Requires lvl 5
You make a melee weapon attack if the target dies you gain the damage back as health
- Crimson Fountain Costs 10 light Requires lvl 5
You make a melee weapon attack against a creature with 5 stacks or more and deal additional status dice damage equal to the amount of stacks of bleed on the creature, on hit all stacks are consumed
- Cutting Edge Passive Requires lvl 10
Your melee weapon attacks deal an additional stack of bleed
- Hearty Veins Passive Requires lvl 10
You change your hit die from a d10 to a d12
- Saute Costs 7 light Requires lvl 10
You sacrifice a hit die and send a 30ft sphere centered on you of blood out, enemies caught in the blast take a stack of bleed
- Inner Power Costs 5 light Requires lvl 10
You can consume a hit die and heal your hit die plus con
- Blood Hound's Nose Passive Requires lvl 10
You can tell when a creature is at a 1/3rd of their health
- Frenzy Costs 12 light Requires lvl 15
You enter a blood rage where the line between ally and enemy becomes blurred, you consume all your remaining hit dice and add that number to your attack and damage rolls but you register every creature in your sight as an enemy, this rage lasts for your prof bonus rounds
- Vampiric Spirits Passive Requires lvl 15
When a creature dies from bleed or is killed by you, you gain a hit die back
- Red Rush Passive Requires lvl 15
You double your movement speed when moving towards enemies with a stack of bleed
- Crimson Crush Costs 12 light Requires lvl 15
You make a melee attack against a creature if that creature is at half health this attack deals double damage, if that creature is at 1/3rd health this attack deals triple damage and deals 3 stacks of bleed
- Greater Split Vertical Costs 13 Light Requires The Red Mist
Make a weapon attack, on a hit deal your weapons damage x the number of stacks of bleed the target has
- Greater Split Horizontal Costs 20 Light Requires The Red Mist
Make a weapon attack in a 60 ft cone all enemies hit take damage equal to your weapon damage x the number of stacks of bleed the enemie(s) has x half your level
Speed Pages[edit]
Speed is power, when one masters speed it allows them to always strike first, dodge every attack and continue moving away from everything life throws at them whether good or bad, as the famous saying goes "the problem with being faster than light is that you're always in darkness", Speed fixers are the epitome of strike first questions later they can go from 0 to 100 in a flash.
Speed stacks reduce the creature they're applied to movement speed by 5 feet per stack of speed
- First Strike
your first attack after moving is made with advantage
- Schmoove
you gain +10 to your move speed
- Swift Slash Costs 1 light
You move your movement speed toward an enemy and make 1 weapon attack dealing 2 stacks of speed
- Speed Boost Costs 2 light
you can triple your move speed until your next turn
- Quick Reactions
You add double your Dex mod to your initiative
- Blow Back Costs 4 light
you make 2 weapon attacks against an enemy and move your move speed away from said enemy dealing 4 stacks of speed
- Dodgey Defense Requires lvl 5
After moving you gain a bonus to your AC equal to 1/10th of your move speed this lasts until your next turn
- Tempo Requires lvl 5
When you or a teammate kill an creature above you in the initiative order you can take their spot
- Adagio requires lvl 5
When you strike a creature whose below you in the turn order you deal an extra status dice of damage for every stack of speed they have
- Andante Requires lvl 5
Creatures with 4 or more speed stacks are now under the effects of slow
- Largo Requires lvl 5
You no longer trigger attack of opportunity or traps
- Lento Requires lvl 5
Targets above you in the turn order take an additional stack of speed
- The Fastest Thing Alive Passive Requires lvl 10
You double your movement speed
- Moderato requires lvl 10
you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail
- Allagretto requires lvl 10
You gain +20 to your move speed
- Allegro Costs 2 light Requires lvl 10
you cast haste on your self
- Syncopation requires lvl 10
+30 to your movement speed
- Vivace requires lvl 10
You gain proficiency in Dex saves
- Accelarando Requires lvl 15
You double all your movement speed bonuses
- Crescent Cutter Costs 10 light requires lvl 15
you move toward an area within your movement speed and cut every creature within a 20ft radius of you must make a dex save against you fixer dc on a failure they take your weapon damage and 5 stacks of speed half as much damage and no speed stacks on a success
- Ballroom Blitz Costs 12 light requires lvl 15
you move toward the nearest creature with a stack of speed and attack them with a weapon attack if the target is at 0 movement speed they instantly die and you can repeat this page for free until either the battle is over or a target doesn't die from this page
- Moonlight Sonata 1st Movement costs 15 light Requires Blue Reverberation
You prime yourself for to become the end of the show the great finale, you move triple your movement speed for the next 2 rounds
- Moonlight Sonata 2nd Movement costs 15 light Requires Blue Reverberation
You bring the folly of hope to hearts in in need, You give yourself and all allies haste for one round
- Moonlight Sonata 3rd Movement costs 15 light Requires Blue Reverberation
Here it is the cusp of the symphony the mighty end, you move toward a target and automatically hit them dealing weapon damage and additional damage status dice equal to 1/10th of your move speed and 20 stacks of speed.
Phase Pages[edit]
Phase is the universal law of spatial dynamics and fixers who use phase are people who see the doors to opportunity anywhere and everywhere they go, always keep your eyes on a phase fixer they can vanish within an instance.
When a creature suffers a stack of phase they take a -1 to attack rolls per stack of phase, these stacks can be removed at the end of a long rest or magically with lesser or greater restoration.
- Parry Costs 1 light
When targeted by an attack you can roll a weapon attack against the attacker if your attack roll beats their attack roll you negate the attack and deal weapon damage to them and one phase stack
- Phase Costs 2 light
You deal 2 stacks of phase to a target within 60ft of you
- Blink Strike costs 3 light
You teleport to a creature with a stack of phase within 120ft of you and make a weapon attack against them on hit dealing a stack of phase
- Viper Strike costs 4 light
You make one weapon attack against two targets with phase stacks within 120ft of you on hit both targets take weapon damage and 2 stacks of phase
- *Pop* costs 5 light
When targeted by a ranged attack or area of effect ability you teleport up to your move speed away from the effect or negate the ranged attack
- Switch Costs 5 light requires lvl 5
You switch places with an enemy within your line of sight dealing 2 stacks of phase to the enemy
- Instant Transmission Passive requires lvl 5
you can teleport your movement speed instead of walking your movement speed
- Purple Haze Costs 3 light requires lvl 5
You create a 20ft sphere at a point within 30ft of you creatures caught in the sphere take 3 stacks of phase
- Heaven's Door Passive Requires lvl 5
You can cast dimension door at-will
- Void Boom Costs 7 light requires lvl 10
You teleport toward an enemy and make a weapon attack on hit you cause a 30ft explosion enemies caught take your proficiency bonus stacks of phase
- Phase Strikes Passive Requires lvl 10
The first attack you make on an enemy deals additional status dice damage equal to the amount of stacks of phase they have
- SSHHHH Costs 5 light requires lvl 10
You cast Banishment (5e Spell) on a target if they have 5 or more stack of phase they automatically fails the save
- Illusion Passive Requires lvl 10
creatures with 4 or more stacks of phase have disadvantage on attack rolls
- Purple Rain Costs 9 light Requires lvl 15
you create multiple holes across the battlefield, every enemy with a stack of phase must makes a dex save on failure gains 3 stacks of phase on success they gain only one stack of phase
- Life has many Doors Costs 12 light Requires lvl 15
You open a hole to many targets, every enemy on the battlefield takes status damage dice equal to the amount of phase stacks on them removing all stacks
- Boogie Woogie Costs 5 light requires Purple Tear, Switch
You switch places with an ally, allowing that ally to take a reaction or one attack as a free action this starts a deadly dance, after using this page at the end of your and your switched ally's turn you can spend 1 light to cast this page again and you may take a reaction or one page action as a free action.
- Planar Tear Passive Requires Purple Tear
You can cast planar shift and gate at-will
Toxic Pages[edit]
Aight I'mma be 500 with ya toxic fixers the type of mofos to play teemo in league or be a caustic in apex, short and sweet of it is you're a cunt who takes pleasure in chip damage and infuriating your opponents with traps
every stack of toxic on a creature deals status dice damage at the end of their turn this damage cannot be mitigated or nullified in any way, toxic stacks last unless healed via Lesser Restoration to remove half the stacks of bleed and Greater Restoration to remove all. The damage from toxic stacks is considered poison or acid damage
- Poison Dart Costs 1 light
You make a weapon attack on hit dealing weapon damage and 2 stacks of toxic
- The Drip Passive
Creatures with 4 stacks of toxic become poisoned
- Gas Mask Passive
You become immune to your own traps and effects
- Jarate Costs 2 light
You spray a 15ft cone of toxin Infront of you creatures caught in the cone gain 2 stacks of toxin
- Fart Cloud Costs 3 light
you exude a 30ft sphere of toxic smoke which last for 1 round, enemies who start or end their turn in the smoke gain 2 stacks toxin
- FUCK, MY EYES! Passive
Creatures with 5 or more stacks of toxic become blinded
- Venom Trap Costs 5 light, requires lvl 5
You designate a 5ft square within 30ft of you, when a creature passes through or ends their turn in that square they take 4 stacks of toxic after which the square no longer has that effect (Traps and mines are undetectable by any means, only the fixer whose placed them knows where they are at any time)
- Ghillie Suit Passive Requires lvl 5
If you don't move on your turn you become invisible, this effect continues until you move
- I Can't Feel My Everything Passive Requires lvl 5
Creatures with 7 or more stacks of toxic must make a con save vs your fixer dc at the end of their turn or become paralyzed
- Speedy Retreat Costs 4 light Requires lvl 5
You triple your move speed until your next turn, and you don't trigger attacks of opportunity this lasts until your next turn
- Toxic Mines Costs 8 light Requires lvl 10, Venom Trap
You can designate 2, 5ft squares within 60ft of you as traps, creatures who move within or through a 10ft radius trigger the mine causing creatures within a 30ft radius of the mine to takes 3 stacks of toxin
- Tick Tock Passive Requires lvl 10, Toxic mine
when you kill an enemy with a weapon attack or toxic stacks, their body becomes a toxic mine
- Bear Trap Costs 6 light Requires lvl 10
You place a trap in a 5ft square within 120ft of you, creatures who end their turn within or move through said square become restrained and take 3 stacks of toxic, the restraints last until their next turn
- Killer Queen Costs 5 light Requires lvl 10
You place a toxic mine on a creature or object, when an enemy comes within 5ft of said creature or object the toxic mine explodes dealing 5 stacks of toxic to all enemies within 20ft of the object or creature (unless the creature with killer queen on them was an enemy, creatures with killer queen applied to them are immune to its effects)
- First Strike Passive Requires lvl 10
When you make a weapon attack against a creature that has stacks of toxic and you have advantage on the attack you deal 3 stacks of toxic on hit
- Welcome to The Mine Fields Mother Fucker Passive Requires lvl 15
when a trap or mine explodes you can as a free action place up to your proficiency bonus extra mines on the field, those mines also trigger this effect
- Deep Camo Passive Requires lvl 15, Ghillie Suit
You can now move half your movement speed without breaking invisibility, no creature, God, or being can see through your invisibility
- Death Shot: Shear Heart Attack Costs 9 Light Requires Green Death
As an action make an attack if the attack hit's a poisoned enemy it deals max damage
- Deep Sleep Costs 15 light Requires Green Death
Make an attack if it hits a paralyzed target, they must make a con save vs your fixer dc on a success they take their toxic stacks worth of status dice damage on a failure they die
- Bites the dust Costs 13 Light Requires Green Death
You detonate all placed mines and all enemies within range of your mines gain 3x your level Toxic stacks
Counter Pages[edit]
Counter is just as it says on the tin unlike the rest, counter fixers want to be always in the heat of the worst spots, always brawling slugging it out with the worst of the worst cause the worse the odds the better for the fixer, no matter how bad the scrap counter fixer's are always deep in the shit
Creatures who gain a counter stack take -1 from their ability DC's (ex, if a creature has frightful presence DC 16 if they have a stack of counter that DC becomes 15, This also affects spell saves)
- Spiked Exterior Passive
When attacked, or effected by an attacker, the attacker gains a stack of counter
- Curl Up Costs 2 light
When an enemy attacks an ally you can take the hit instead of them
- Tech'in Costs 3 light
When you are targeted by a shove, grapple, or prone effect you can negate it
- Taunt Costs 2 light
You target a creature it can only target you (lasts for one round) and gains a stack of counter
- Razorback Passive
Creatures with counter stacks take status damage dice equal to their counter stacks when they attack you or an ally (this damage un mitigatable)
- Center of Attention Passive
Creatures with 4 or more stacks of counter gain disadvantage on attacks and checks against your allies
- I Ain't Hear No Bell Costs 5 light Requires lvl 5
If an attack would set you to 0 hp, you can negate it
- GET OVER HERE Costs 3 light Requires lvl 5
Select a target within 30 ft and they have to make a strength save against your fixer DC on a failure they are pulled within 5 ft of you
- No You Don't Costs 4 light Requires lvl 5
When an ally takes damage from an attack you can reduce the damage by the stacks of counter the attacker has
- Eye's Only For Me Passive Requires lvl 10
Creatures with stacks of counter can only target you
- Thick Hide Passive Requires lvl 10
You reduce the damage creatures do to you by the amount of stacks of counter they have
- Your Mine Costs 5 light Requires lvl 10, GET OVER HERE
Select a target within 60 ft and they have to make a strength save against your fixer DC on a failure they are pulled within 5 ft of you
- Tunnel Vision Passive Requires lvl 10, Eyes Only For Me
Creatures with 6 or more stacks of counter, can perceive only you
- Blind Frenzy Passive Requires lvl 10
Creatures with 5 or more stacks of counter give advantage to enemies attacking them
- Sloped Armor Passive Requires lvl 15, Thick Hide
You reduce the damage creature does to you by your status dice equal to the stacks of counter on the creature
- No Escape Costs 10 light Requires lvl 15, Your Mine
All enemies with in a 60ft radius must make a strength saving throw against your fixer DC on a failure they are pulled within 5 ft of you. If all spaces within 5 ft of you are unavailable the targets will go to the nearest space possible. (This does not replace Your Mine)
- I Get Knocked DownCosts 10 light Requires The Yellow Pain
Looks like the end but you know better, You become immune to all status effects and cannot be knocked unconscious for 1 minute
- But I Get Up Again Costs 10 light Requires The Yellow Pain
Aint no time to be dying out 'ere, you heal all negative hp you have back to zero and deal a stack of counter to all enemies for every 5 negative hp
- Never Gonna Keep Me Down! Costs 10 light Requires The Yellow Pain
There ya go ye chumba let's get thumpin, When at 0 hp you heal back to a 1/3rd of your max health
Armor Pages[edit]
Armor Fixers are the rarest type of fixer out there but they're the best kind of fixer to have in a team they are steadfast loyal followers who provide support to their allies, buffing them with heavy sets of AC and at later levels damage reduction and healing. if you have a armor fixer then your party best worship the ground they walk on cause the guys put white mages to shame
Armor stacks give allies +1 AC per stack of armor these stacks last until combat has ended
- Armor Up Costs 1 light
you give a creature 1 stack of armor
- Stack the Advantage Costs 2 light
You give a creature advantage on any one roll this lasts until advantage has been used
- Iron Plates Costs 3 light
You give a creature 2 stacks of armor
- Fixem Up Costs 2 light
You heal a creature equal to the amount of armor stacks they have
- Teamwork's The Dreamwork Passive
Creatures with 1 or more stacks of armor gain pack tactics
- Get Some Plates Costs 4 light Requires lvl 5
You give 2 creatures 3 stacks of armor
- Self Repair Costs 5 light Requires lvl 5
You target a creature, it gains regeneration equal to the amount of armor stacks it has this lasts for a minute
- Ceramic Plating Passive Requires lvl 5
Creatures with armor stacks can sacrifice all their stacks of armor to negate a saving throw
- Bulletproof Plates Passive Requires lvl 5
Creatures with armor stacks can sacrifice all their stacks to negate the damage of one attack
- Cranium Plates Passive Requires lvl 5
Creatures with 2 or more stacks of armor are immune to the charmed and frightened conditions
- Heavy Plating Passive Requires lvl 10
Creatures with stacks of armor reduce all damage by the amount of armor stacks they have
- Rook Plates Costs 6 light Requires lvl 10
You give a creature 4 stacks of armor
- Cleanse Costs 8 light Requires lvl 10
You remove one status effect a creature with armor stacks has
- Stitchem Up Passive Requires lvl 10
Creatures can sacrifice their stacks of armor to heal a number of your status dice equal to the number of stacks they sacrifice
- Aegis Sphere Costs 7 light Requires lvl 10
You cast Otiluke's Resilient Sphere (5e Spell) at a target
- We Can Save Him Passive Requires lvl 15
You can Cast Raise dead at-will
- Heroes Never Die Costs 13 light, White Wall
You can give one ally invulnerability for one round
Combo Pages[edit]
Combo fixers are a somewhat odd breed of people they are competent, silent, overall the deadliest of fixers as they unload a literal assload of weapons into you
While you have combo stacks you deal extra status dice damage when a page is played against targets
Mark - when a target is marked you gain combo from hitting them with page attacks
- Preditory mark Costs 1 light
you make one weapon attack on hit you mark the target and gain a stack of combo
- Double tap Costs 2 light
you make 2 weapon attacks and if you have 3 or more combo stacks the next page you play after this one attacks one more time
- Altelier logic Costs 3 light
you make a weapon attacks, if you have 4 or more combo make 2 more attacks and all attacks you do this turn have their range increased by 5
- Crystal Atelier Costs 4 light
you make 3 weapon attacks if you have 4 or more combo you may play another page for free even if you have already used it
- Allas workshop Costs 5 light Requires lvl 5
you make 2 weapon attacks. If you have 6 combo and if both hit the target must make a con save against your fixer dc or be stunned until the end of your next turn
- Black Parade Costs 6 light Requires lvl 5
you make 3 weapon attacks. If you have 7 combo the next page you play has plus one to hit on it's attacks
- Mook workshop Costs 7 light Requires lvl 10
you make an attack, on hit deal additional damage equal to half your level + your number of combo stacks. If you have 6 or more combo stacks you may play another page as a free action
- Zelkova workshop Costs 8 light Requires lvl 10
make 2 attacks. if you have 7 or more combo stacks add half your level to each attack
- Workshop weaponry passive requires lvl 10
the attacks on the first page you use against a marked target on your turn gain advantage
- Unlimited blade works Costs 9 light Requires lvl 15
you make 4 weapon attacks. If you have 7 stacks of combo you may play another page as a free action
- Wheels industry Costs 10 light Requires lvl 15
you make an attack, on a hit deal additonal damage equal to your number of combo stacks plus your level and gain a stack of combo. If you have 8 or more combo stacks you may use 2 other pages as free actions.
- Furioso Cost 15 light Requires Black Silence
Make a weapon attack and on a hit you may make another attack at the cost of a stack of combo and keep making attacks until you you run out of combo or miss an attack. (Attacks landed from this does not give combo)
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fixer class, you must meet these prerequisites: 16 Str or Dex
Proficiencies. When you multiclass into the Fixer class, you gain the following proficiencies:
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