Base Class: Rogue
A rough and tumble problem solver that fights dirty.
Bonus Proficiencies
Fixers are a more direct, rough and tumble sort of rogue, willing to do anything it takes. As a result they must be prepared for anything, including direct conflict.
You are proficient with medium armour, scimitars, and whips.
Bonds of Loyalty
When you choose this archetype at 3rd level, you gain the ability to perform a bonding ritual with an ally. You can maintain a number of bonds equal to your proficiency bonus. As long as you and a bonded ally are within 60ft of each other and can see each other you can each roll 1d4 when you would fail a charisma or wisdom saving throw to try and succeed.
Fight Dirty
Starting at 3rd level, you gain the grappler, even if you do not meet the prerequisites.
When you hit with a melee attack you may choose not to deal sneak attack damage and instead automatically grapple the defender. You must have one free hand in order to use this ability.
You have advantage on opposed grapple checks to escape your grapple.
Coordinated Attacks
Starting at 9th level, your loyalty bond with your allies enables you to coordinate your attacks.
When you deal damage to an enemy with sneak attack, one bonded ally who is adjacent to that enemy may use their reaction to make a melee attack at that enemy.
When a bonded ally damages an enemy adjacent to you, you may use your reaction to make a grapple attack against that enemy.
Crushing Sleeper Hold
At 13th level, your grapples slowly squeeze the life out of your opponents. Creatures that begin the turn grappling you must make a constitution saving throw (DC 8 + PB + Str Mod) or suffer a level of exhaustion.
Deadly Promise
When you reach 17th level, you can call upon your loyal allies to doom an enemy, promising their end for hurting your allies.
As a reaction to an enemy damaging a loyal ally or yourself, all loyal allies gain a bonus to damage and attacks against that enemy until the end of your next turn.
Once you use this ability you cannot use it again until you have finished a long rest.
Loyal Until the End
At 17th level the loyalty you inspire in your allies can motivate them to overcome even mortal injury.
When a loyal ally you can see within 60ft would be reduced to 0 or less HP, you can use your reaction to have them reduced to 1 HP instead.
Once you use this ability you can't use it again until you have completed a long rest.
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