Base Class: Rogue
Some call you a “criminal”, others call you the sort who “gets things done”, but to most, you are a “fixer”, one who fixes things. But unlike a tinker or artisan, the things you fix are seldom of a mechanical nature, no... your specialities are a bit more... niche.
Fixers are the backbone of the criminal underworld, adept in the darkest corners of cities and masters of navigating the seedy underbelly of society. In the dark world of the less-than-legal, you are who they come to when they need something done.
Nice Place Ya Got Here
Once per day, when inside a building and within audible vicinity of the building's proprietor or tenant, the Fixer can casually comment on the integrity and safety of the building they are currently in, using phrases like “Are those woollen drapes? Awful flammable, wool.” And suchlike. The Fixer can make a Charisma (Intimidation) roll + 8 + the Fixer's Charisma Modifier. This ability counts towards monster lairs, dungeons and palaces, so long as the owner of the building can hear, comprehend and understand the Fixer.
Case the Joint
Once per day, before entering a new room or building that they can see into, the Fixer can make an Investigation roll to check the area out against a DC dependant on the DM. On a successful roll, the Fixer learns of any traps, obstacles, enemies or other hazards within 50 feet of the building or room's entrance. This ability is regained upon a long rest.
I know a Guy
The Fixer gains a “Contact” (played by the DM) that they can call upon when appropriate to help them and their allies during certain situations. The Contact can take various forms, each type offering a different service. Additionally, the Fixer can gain an additional contact at levels 13, 17 and 20 for a total of 4 Contacts. Each Contact can only be spoken to once a week.
“Fence”: A shopkeeper who will buy any item, no questions asked. The Fence may haggle with the Fixer and their party, as any shopkeeper might, but will never question the origins or legality of whatever they are offered to buy.
“Arms Dealer”: A merchant who specialises in selling weaponry – especially rare, exotic and unethical weapons such as poisons, mechanical crossbows, ect. The Arm's Dealer's selection is dependant on the DM, but it is recommended that they offer unique and interesting weapons.
“Muscle”: A mercenary who will, upon being hired, accompany the party for one combat encounter. The Fixer can specify ahead of time who they are planning to fight, and if the party encounters any other enemies before this point, the Muscle will not intervene unless bribed. Upon assisting in the encounter they have been hired for, the Muscle will depart until called upon again. If the Muscle dies, they will be replaced by a new Muscle after two weeks.
“Money Lender”: A banker who will give the Fixer and/or their party a loan of gold, along with a repayment rate and expected date of repayment. If the Money Lender doesn't get their cash on time, they will dispatch Bounty Hunters to try and take it by force, and will refuse to lend more money until the debt is paid.
“Cleaner”: A subterfuge agent who will – for a price - follow the Fixer and their party to any location and quietly wait outside until the party is finished doing whatever they need to do. Upon exiting the area, the Cleaner will enter and will dispose of any potentially incriminating evidence that the party leaves behind, including bodies, damaged goods, or even witnesses.
“Info Broker”: A merchant who specialises in plot-relevant information, and will sell off answers to certain questions in exchange for gold or items. May or may not be reliable, their level of knowledge is entirely dependant on how much the DM is willing to divulge.
“Insider”: A sabotage expert who can be hired to case a building or area ahead of the party's arrival, and can mark any potential traps, enemies or hazards using Thieves Cant so that the Fixer and their allies are given warning about potential dangers. The Insider's price depends on the area they are assigned to.
Dirty Fighting
As a bonus action, the Fixer can make an additional melee attack on a target that they have advantage against, is currently targeting another enemy, or is unaware of the Fixer's presence. This attack rolls to hit using the Fixer's Dexterity modifier, and upon a successful hit, the Fixer deals 1d4 Bludgeoning damage against the target and imposes one of the following effects:
“Knock 'em Down”: The target is rendered prone.
“Kneecapper”: The target is slowed to half their movement speed for five turns.
“Where it Hurts”: The target must roll a constitution saving throw on their next two turns, on a failed save, they cannot act.
“Charliehorse”: The target has disadvantage on all attack rolls and actions for the duration of their next turn.
Fingers McGee
The Fixer automatically gains advantage when attempting to pick any non-magical locks, including those found on doors, chests or other locked items. In addition, the Fixer gains the ability to re-lock something that have successfully picked, in order to cover their tracks and sway suspicion should the owner of the lock come to check on it after it has been bypassed. In addition, once per short-rest, the Fixer can attempt to pick a lock twice should they fail to unlock it the first time.
Streetwise
Years of living a life of crime on the streets have left the Fixer hardened and attuned to combat. From this point on, the Fixer gains a +5 to all Initiative rolls, and when Surprised or Ambushed, the Fixer can roll a Dexterity saving throw with a DC of 15. If successful, the Surprise Round is skipped, and the party enters combat normally. This ability is regained on a short rest.
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