Fighter
Base Class: Fighter

"It’s not a good idea for Fixers to form such tight bonds with each other..."

Fixers are the common man's Mercenaries and Handymen, being contracted for just about anything. Getting a cat out of a Tree, delivering a Package, escorting a person, assassination work, intel gathering, the works. Fixers are also usually work under Offices or Associations for the benefits, but there are also many Lone fixers or One-Man Offices.

Canard - Level 3

"I go out to the street, my hands in my pockets."

Struggle
While you are below half your maximum hit points, you deal +1 damage with attacks.
If there are 3 or more creatures within 5 feet of you, your attacks gain a +1 bonus to hit.

Fixer Work :: Sydicate
Syndicates are effectively Fixer offices that didn't want to do the Paperwork, operating outside of the Office system. This doesn't mean Syndicates are inherently Evil, or that Offices are inherently Good, One just means that they did the Paperwork required for the License.
Choose one of the following sydicates to learn the techniques of:

Backstreets Butcher: Healing and Ration focused features.
Backstreets Rats: Grants features for Survival and Underhanded Tactics.
Brotherhood of Iron: Risky features that involve Paralyze.

Syndicate Work :: Backstreet Butcher

"While we're at it, I want to be more experimental with new ingredients. I've been using only young ones for far too long."

I Can Cook Anything!
You gain proficiency in Cooking Utensils. You can spend 5 minutes to convert 1 medium sized corpse, 2 small sized corpses, or 4 tiny sized corpses within 5 feet of you into 1d6 Rations. For each size category above medium, double the Rations Created.
When a creature consumes Rations you made from a corpse, they heal 1d6 hit points. You consume half as many rations when consuming rations to satiate hunger.

Instant Cooking
When you or a creature within 10 feet of you reduces a creature to 0 hit points, you and one creature of your choice within 10 feet of you heal hit points equal to your fighter level. Optionally, you can choose to instead apply the healing to yourself an additional time instead of healing an ally.
At level 10, select 1 more creature to receive the healing when this feature triggers. You may only benefit from the healing from this feature twice per trigger.

Syndicate Work :: Backstreet Rat

"Groups of half-assed thugs that barely qualify as a Syndicate. They don’t have money or power. They’re losers who only think about making ends meet day by day"

Dirty Blow
Once per turn, when you hit a creature with a weapon attack, you may immediately make an unarmed strike against that creature. The Unarmed strike deals additional damage equal to your dexterity modifier, and on a hit, you may choose to take the Disengage action without using or requiring an action or bonus action.
Once per turn, when landing a critical hit with an Unarmed strike, the target is stunned until the start of its turn.

Rats' Guide to Survival
When you use your action to Disengage, you also gain the benefits of the Dodge and Dash action. If you take the Disengage action through other means, such as Dirty Blow or the Cunning Action feature from Rogue, you may choose either the Dodge or Dash action to also gain the benefits of.

Syndicate Work :: Brotherhood of Iron

"These guys are just using whole-body replacements. And low-quality ones from a shoddy workshop at that…"

Y-You Only Live Once!
When you hit a creature with a weapon attack, you can use a bonus action to force both you and the hit creature to make a DC (8 + your proficiency bonus + your constitution modifier) Constitution Saving Throw, on a failure, the creature becomes Paralyzed until the end of their turn.

C-Charge Up!
As an action, you can choose to Paralyze yourself until the start of your next turn. After recovering from self-inflicted Paralyze, you gain a +2 bonus to attack and damage rolls until the end of your next turn.
At level 7, whenever you become Paralyzed, you gain 'Static Charge'. When you are hit while having Static Charge, the creature that hit you must make the saving throw described in 'Y-You Only Live Once!', becoming Paralyzed on a Failure. After being hit while having Static Charge, you lose Static Charge.

Urban Myth - Level 7

 "They do not have the time to think about the terror at the end of the song, before the setting of the sun."

Office Status
You're making a name for yourself. The gold cost required to higher hirelings or NPCs with Class levels is reduced by your Fighter Level. Your Charisma score increases by 2. Additionally, when hiring a hireling or NPC with class levels, the time required to find a willing candidate is halved.

Fixer Work :: Office
The quintessential 'Fixer' group, functioning like a mercenary office or other contracted team.
Choose one of the following Offices to learn the techniques of:

Dawn Office: Damage reduction and fire damage related features.
Full-Stop Office: Ranged and Fire arm ally support features.
Molar Office: Consistent Minor Healing.
Streetlight Office: Evasion and Intel based features.

Office Work :: Dawn

"That gramps still hasn't changed after so many years..."

Guardian
At the start of your turn, choose up to 3 creatures within 15 feet of you. The selected creatures take (your proficiency bonus) less damage from all sources until the end of the selected creature's turn.

Stigma Workshop Weaponry
When hitting a creature with a melee weapon attack, deal additional fire damage equal to your proficiency bonus.

Office Work :: Full-Stop

"Guns Aren't Very Effective Against Actually Competent Opponents..."

Target Spotted!
You gain proficiency with Firearms. At the end of your turn, select one creature you attacked during your turn to become 'Spotted'. Ranged attacks against the Spotted creature have advantage. Only one creature can be 'Spotted' by you at a time, with the previously spotted creature no longer being spotted when you choose a new Spotted creature.

Beyond the Shadow
When an ally hits a creature within 20 feet of you with a ranged attack, you may use a reaction to immediately teleport within 5 feet of the respective creature and make 1 melee attack as part of the same reaction. You may then choose to either return to your original position, or remain in the new position.
If the creature is Spotted, the range limit is removed, and you make 2 attacks instead of 1 when making the teleport attack.

Office Work :: Molar

"They might be just using a no-name Office like us as bait to test the waters ‘fore they do it themselves"

Margin
Whenever you have used your action, bonus action, and reaction since the start of your previous turn, you regain 1d6 hit points and your movement speed increases by 10 feet until the end of your turn. Your progress toward this feature resets at the start of your turn.

Wait up...!
Whenever you succeed on a saving throw, land an attack, or have an attack miss you, you heal 2 hit points

Office Work :: Streetlight

"It’s not a good idea for Fixers to form such tight bonds with each other, just another Dime-A-Dozen Tragedy in the City."

Gather Intel
You gain proficiency in Intimidation and Persuasion. When you reduce a creature to 0 hit points through dealing non-lethal damage, make an Intimidation check against a DC equal to the creature's Intelligence score. On a successful check, you gain advantage on the next d20 test you make.
At level 10, you gain advantage on all Investigation checks.

Silent Night
When you take the Disengage action, your movement speed increases by 10 feet and your armor class increases by 2 until the end of your next turn.
At level 10, your armor class increases by your Proficiency bonus instead.

Urban Plague - Level 10

"He says I don't have a disease."

Confident Grade 5 Fixer
At the start of the 5th turn of combat, or when you start your turn below 50% of your maximum Hit Points, you gain 'Shin' until combat ends, a misty golden glow that is manifested from the very depths of your Heart.
While you have Shin:
You emit Dim light out to a range of 5 feet.
When you take damage, reduce the damage taken by 1d4. This cannot reduce the damage taken below 1.
When you roll a 1 on a damage die, you may reroll it, taking the new result. This can happen once per die.

Fixer Work :: Association
Associations are massive fixer groups all specializing in a certain field or combat style, such as the 7th Association's information gathering, the Liu Association's Frontline fighting, or the Cinq Association's Dueling.
Choose one of the following Associations to learn the combat style of:

Hana: Buffs you gain are partially applied to allies, and you gain rotating buffs.
Liu: Frontline Ally Support
Shi: Gain buffs when low
Zwei: Defensive Buffs

Association Work :: Hana

"Much like how a foundation influences the structures that stand on it, these principles serve as a basis for all Associations to uphold. Being the Association that supervises the system of Fixers in general, the principles of the Hana are also applicable to the mindset any Fixer should have."

Hana for All
When you gain a temporary numeric bonus to attack rolls, damage rolls, Armor Class, or damage reduction, All allies within 20 feet of you gain half the bonus you gained, rounded down. If one of the affected allies has this feature, it does not trigger due to the bonus gained from this feature.

Four Trigrams
At the start of your turn, choose one of the following Trigrams to activate. Once you activate a Trigram, you cannot activate it again until all remaining Trigrams have been used:

- Geon. You gain a +1 to attack rolls and a +2 to damage rolls until the end of your turn.
- Gon. Your Armor Class increases by 1, and you take 2 less damage from attacks until the start of your next turn.
- Gam. Your movement speed increases by 10 feet until the end of your turn.
- Ri. You gain an additional Reaction. The Reaction is lost at the start of your next turn if it goes unused.

Association Work :: Liu

"We're the Liu, the Association made for War"

Inner Ardor
If you have moved less than 15 feet during your turn, all damage you take is reduced by your proficiency bonus. Ally creatures within 20 feet of you also gain the effects of this feature.
You gain resistance to Fire damage

Coordinated Assault
When you hit a creature with an attack, if an ally creature other than yourself makes an attack against that creature before the start of your next turn, both you and the triggering ally gain a +2 bonus to attack and damage rolls until the end of your next turn. This can only trigger for one ally each round.

Association Work :: Shi

"Being an organization that is familiar with dealing death, the Shi's code of honor is to treat every person equally, as the weight of death is equal for everyone"
"[...] Unfortunately, that sickko in Blue is running us ragged with how many jobs he's been contracting..."

Endless Battle
For every 10% of your Maximum hit points you are missing, You deal 1 more damage with attacks, and for every 20% you are missing, you gain a +1 to hit. This stacks up to +5 Damage at 50% of your maximum hit points or less, and a +3 to hit at 40% of your maximum hit points or Less.

Flashing Strike
If you move at least 20 feet before making an attack, that attack has a +2 to hit and deals an additional 1d6 slashing damage. If you are at or below 50% of your maximum hit points, this feature is always active.

Association Work :: Zwei

"We're the Zwei, 'Your Shield'."

Guardian
When a creature makes an attack against an ally within 15 feet of you, you may choose to redirect the attack to yourself. If you are hit by an attack that you redirected, reduce the damage you take from it by your proficiency bonus.

Your Shield
Your Armor Class increases by 1 for each creature within 15 feet of you, stacking up to half your proficiency bonus.

Star of the City - Level 15

"I try calling each star something beautiful"

Life Insurance Policy of a High-Grade Fixer
When you would be reduced to 0 hit points, you may activate this feature. When activated, you instead drop to 10 hit points, and your hit points cannot fall below 10 until the start of your next turn, and all creatures you choose within 40 feet of you have their Armor class, attack bonus, and damage dealt reduced by 2 until the end of your next turn.
You can only use this feature up to 2 times per day.

Fixer Work :: The Fingers
The Fingers are a group of the 5 most powerful Syndicates, practically ruling the backstreets of almost every District. Only 4 of the Fingers are well known, with the Pinky being extremely secretive.
Choose one of the Fingers to learn the techniques of:

The Index: Perform Randomized Tasks to gain buffs.
The Middle: Respond to Attacks on you and allies with extreme violence.
The Ring: Buff allies using your reaction, and chance to restrain creatures you hit.
The Thumb: Intimidation bonuses and damage bonuses against creatures that don't have resistance to a damage type you choose.

Finger Work :: The Index

"To: [___]. Play Rock-Paper-Scissors with the 3rd person you meet on the Street and play 'Rock'. If you win, pluck out 32 strands of their hair and apply it to Mealworms Fed on Styrofoam and cover the dish with Pasta sauce; eat the meal with a fork."

Grace of the Prescript
At the start of each of your turns, roll a d4. You gain a Prescript depending on the number rolled:
1. "Cleave the Spine; Sever the Flesh". Hit a Creature with an attack that deals Slashing damage.
2. "Penetrate the Arm; Impale the Pelvis". Hit a Creature with an attack that deals Piercing damage.
3. "Cave in the Back of the Skull; Crush the Ribs in their Entirety". Hit a Creature with an attack that deals Bludgeoning damage.
4. "Strike a target off-balance; Allow Gravity to Assist an Execution". Knock a Creature prone.

When fulfilling a Prescript, you gain 1 Grace of the Prescript stacks and you heal 2d6 hit points.
For every 3 stacks of Grace of the Prescript you have, you deal 1 additional damage with all attacks. Grace of the Prescript has a maximum stack of 9.
You lose all stacks of Grace of the Prescript when combat ends.

Prescript-Granted, Prescript-Woven
For every 3 Grace of the Prescripts stacks you have, you gain temporary hit points equal to half your proficiency bonus (rounded down) at the start of each of your turns.

Finger Work :: The Middle

"Congratulations, You are the current Record-Holder for 'How Fast Can I Get Written Up In Ricardo's Book Of Vengeance?' Challenge, boy. You did it in 15 seconds."

Payback!
When hit by an attack, you may use your reaction to move 15 feet towards the attacker and make 2 weapon attacks against the attacker.

Nobody Messes With the Fam', Got It?
You gain proficiency in intimidation. If an ally within 50 feet of you is hit, you can choose to move up to your movement speed towards their attacker and attempt to make 1 melee attack against the attacker. This can happen once per round.
Movement from both this feature and 'Payback!' does not trigger opportunity attacks

Finger Work :: The Ring

"Quite the artistic tour de force we have produced… Ah, I cannot help but be overcome with anticipation for the Maestro's critique of this piece."

My, How we love the Flesh and Blood...!
Once per round, when an ally within 50 feet makes their first weapon attack on their turn, you can use your reaction to grant them a +2 bonus to attack rolls until the end of their turn.

Corpus Theater
When you hit a creature, if your roll to hit was at least 3 over the creature's armor class, The target must succeed on a Strength saving throw (DC = 8 + Proficiency bonus + Strength/Dexterity modifier) or be restrained until the end of their turn. On a critical hit, they become restrained until the end of their next turn instead.
This can happen once per turn.

Finger Work :: The Thumb

"Think it over three times, hard, before talking to me. I have ripped out enough tongues today."

Class and Respect
You gain the 'Bad Reputation' feature from the Sailor background. If you already have the Bad Reputation feature, the crimes people are too afraid to report you for increase from Misdemeanors to Gross Misdemeanors.
When you make a Charisma (Intimidation) check against a creature that recognizes your reputation, you can add your Strength modifier to the roll.

Summary Judgement
Choose between Piercing, Slashing, or Bludgeoning damage. When you hit a creature with the chosen damage type, it ignores the creature's Resistance to it (but not their immunity). If the hit creature does not have resistance to the damage type, deal an additional 1d6 of the chosen damage type.

Impuritas Civitatis - Level 18

"And the reason I am living is only because I am looking for what I have lost."

Impurity Class Threat
Once per turn, when you take 30 or more damage from a single source, you can choose to drop the damage to 0.

A Color Fixer
Color Fixers are the Strongest Fixers in the City, through some way or another, each Color is way above a Grade 1 Fixer in Strength.
Choose one of the following Color Fixers to learn the Techniques of:

The Black Silence: Grants a Defensive and Offensive items.
The Blue Reverberation: Grants Ranged Attack Immunity and a special attack happens when you drop to low hit points.
The Purple Tear: Grants a movement-augmenting bonus action and a Special Mass attack.
The Red Mist: Grants a Chaining Line Attack and a gimmicky initiative modifying feature.

The Black Silence

"I have nothing but my Sorrow, and I want nothing more. It has, it still is, faithful to me..."

Perception-blocking Mask
You gain a pitch-black mask. While wearing this mask, your identity cannot be distinguished at all, and at the start of every 3rd round, you cannot be targeted by attacks until the end of the round. If you are the only possible target in the encounter, you instead gain a +3 bonus to your AC and you take 3 less damage from attacks for its duration.

Dimensional Storage Gloves
You gain a pair of gloves that can hold a large amount of weaponry in an extra-dimensional space. The gloves come with 10 different weapons and weapon pairs inside the pocket dimension already, but you can swap out what weapons are inside the gloves.
While wearing the gloves, you can swap your current weapon with a weapon inside the gloves, or produce one of the weapons in the gloves if you are unarmed, at any time, including between attacks. The gloves can manifest up to two weapons simultaneously, but only weapons belonging to the same listed pair may be manifested together.

The Gloves come with the following +2 weapons to start with:
Allas Workshop: Lance.
Wheels Industry: Greatsword. Deals Bludgeoning Damage instead of Slashing Damage.
Zelkova Workshop: Axe and Mace. Dual Wielded.
Old Boys Workshop: Maul. Ignores Armor Class bonuses from Shields and the Shield Spell
Mook Workshop: Shortsword. Target up to 2 creatures with each attack, Reach extended to 15 feet.
Ranga Workshop: Claw and Dagger. Dual Wielded. Claw is a light finesse weapon that deals 1d8 slashing damage.
Crystal Atelier: Dual Shortswords. Dual Wielded.
Atelier Logic: Dual Pistols (automatic). Does not require ammo or reloading.
Atelier Boomstick: Shotgun. Does not require ammo or reloading.
Durandal: Longsword. Each hit with this weapon gives you a +2 to damage until the end of your turn.

You gain the Two-Weapon Fighting Style while Dual Wielding weapons from the Gloves. You can Dual Wield weapons from the gloves even if they lack the Light Property.

The Blue Reverberation

"Everything seemed beautiful afterwards. Was it truly a tragedy that I lost her? Who defined it as tragedy?"

The Blue Reverberation
Guns aren't very effective against actually competent opponents
When hit by a ranged weapon or spell attack, fix the damage taken to 0.

Final Impromptu
When dropping below 25% of your maximum hit points for the first time in a combat encounter, make 2 attacks against all creatures you choose within 40 feet of you.
If you enter combat below 25% of your maximum hit points, this feature activates whenever your hit points change.
Regardless of the trigger, this feature can only trigger once per encounter.

The Purple Tear

"Let's see how strong this 'Library' Place really is."

Dimensional Tear
Before you use your movement for the first time on your turn, you can choose to activate this feature as a bonus action. While activated, your movement speed doubles and you do not trigger opportunity attacks while moving. You also ignore difficult terrain and you can move through walls that are less than 10 feet thick. To other creatures, you appear to rip a hole in space-time and appear out of another Tear at your destination when using this feature.

Mirage Storm
Every 3 rounds, as an action, you can activate 'Mirage Storm'. When activated, all creatures within 50 feet of you must make a constitution saving throw (DC: 8 + Your proficiency bonus + your strength or Dexterity modifier). On a failure, they take damage equal to three weapon damage rolls from a weapon you are currently wielding. On a success, they take half damage.

The Red Mist

"Something’s off about the atmosphere. What’s up with her?"

Legend's Prowess
At the start of combat, before initiative is rolled, you can choose to Activate this feature. At the end of every second round of combat while this feature is active, you re-roll initiative and use the new result. This feature cannot be disabled during combat. While this feature is active, you deal bonus damage when attacking a creature with a lower initiative, every 2 points of initiative difference gives you +1 damage against that creature, max of +5.
Every 4 Rounds, your Initiative increases by 30 until you reroll initiative.

Onrush
As an attack replacement, you can choose to rush forward in a straight 60 Ft line towards an enemy (this cannot provoke opportunity attacks) and make a melee weapon attack. If you kill the creature, or lower the creature below half health, you can target a different creature to rush and attack, this goes on until you fail to meet the reuse conditionals, Miss, or if no more valid targets remain. You cannot target a creature you already hit with onrush with a Onrush Reuse. You can use this feature a number of times equal to your proficiency bonus each long rest.
Once per short rest, when you fail to reuse Onrush, you can instead choose to take 2d8 Psychic damage and forcibly continue the reuse chain, the first attack after restarting the chain has a 120 Ft range. Restarting the Chain allows for you to target creatures you have already hit with Onrush.

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