Homebrew Fixer (Class) Species Details
Fixers are professional combatants who accept contracts others lack the skill, equipment, or willingness to complete. Some specialize in investigation, protection, or negotiation, but every capable Fixer is expected to survive direct confrontation when a job inevitably deteriorates.
A Fixer’s greatest asset is adaptability. They can master nearly any conventional weapon, temporarily operate unfamiliar supernatural equipment, interfere with the fortune of their enemies, and eventually externalize their identity through an E.G.O. Manifestation.
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 + your Constitution modifier
Hit Points at Higher Levels: 1d10, or 6, + your Constitution modifier per Fixer level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, and shields
Weapons: All nonmagical weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth, and Survival
Languages: Common
Equipment
You start with the following equipment:
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One nonmagical weapon of your choice that exists in the campaign, subject to the DM’s approval
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One set of common clothes
You gain no additional equipment from this class.
The Fixer
| Level | Proficiency Bonus | Features | E.G.O. Manifestations |
|---|---|---|---|
| 1st | +2 | Outstanding Compatibility | — |
| 2nd | +2 | Right Person for the Job, Name Your Price | — |
| 3rd | +2 | Fixer Subclass | — |
| 4th | +2 | Ability Score Improvement | — |
| 5th | +3 | Extra Attack, E.G.O. Manifestation | 1 |
| 6th | +3 | Ability Score Improvement | 1 |
| 7th | +3 | Fixer Subclass Feature | 1 |
| 8th | +3 | Ability Score Improvement | 1 |
| 9th | +4 | Usurper | 1 |
| 10th | +4 | Arcane Connection | 1 |
| 11th | +4 | Extra Attack (2) | 1 |
| 12th | +4 | Untraceable | 1 |
| 13th | +5 | Fixer Subclass Feature | 1 |
| 14th | +5 | Ability Score Improvement | 1 |
| 15th | +5 | Fixer Subclass Feature | 1 |
| 16th | +5 | Ability Score Improvement | 1 |
| 17th | +6 | No Unfinished Jobs | 1 |
| 18th | +6 | Fixer Subclass Feature | 1 |
| 19th | +6 | Ability Score Improvement | 1 |
| 20th | +6 | I WILL FIX YOU | 6 |
Outstanding Compatibility
1st-Level Fixer Feature
Your combat instincts allow you to understand the intended use of virtually any conventional weapon.
You are proficient with every nonmagical object that the DM recognizes as a weapon within the campaign, including setting-specific weapons that do not appear on the standard weapon tables.
This feature determines your weapon proficiencies regardless of weapon proficiencies granted by another class, species, background, feat, or other source. A magical weapon is not considered a nonmagical weapon for the purpose of this feature, even if it is a magical version of a weapon with which you would otherwise be proficient.
In addition, choose one of the following weapon properties:
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Ammunition
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Finesse
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Heavy
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Light
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Reach
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Thrown
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Two-Handed
Whenever you make an attack roll using a weapon you are proficient with that has your chosen property, your Proficiency Bonus is doubled for that attack roll.
If another feature would also double your Proficiency Bonus for the attack, you still double it only once.
Right Person for the Job
2nd-Level Fixer Feature
Your unusual sensitivity to supernatural energy allows you to establish a temporary connection with equipment you do not understand.
As a Bonus Action, you can touch one magic item on your person that requires attunement. For 1 minute, you are treated as attuned to that item, and this temporary attunement does not count against the number of magic items to which you can normally be attuned.
During this period, you can activate and benefit from all the item’s properties that ordinarily require attunement, even if you have not identified or fully understood those properties. Using the item does not automatically reveal its precise mechanics, history, hidden properties, or curses to you.
This feature bypasses only the item’s attunement requirement. It does not allow you to ignore a requirement concerning class, species, alignment, level, anatomy, proficiency, or another specific prerequisite.
The item expends charges, ammunition, consumable components, and other limited resources normally. Any curse or detrimental property it possesses also affects you normally.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Name Your Price
2nd-Level Fixer Feature
The contractual nature of your profession has taught you how to recognize value, identify leverage, and negotiate from a position of advantage.
You gain proficiency in Persuasion. If you already have proficiency in Persuasion, choose another skill from the Fixer skill list.
You have Advantage on Wisdom (Perception), Intelligence (Investigation), and Charisma (Performance) checks made within a commercial setting.
A commercial setting includes shopping, bargaining, evaluating merchandise, determining the monetary value of an object, negotiating payment, or conducting another negotiation in which you stand to receive a direct personal benefit.
This feature does not grant Advantage on checks made to deceive another creature or during social interactions that do not concern a commercial exchange or personal compensation.
HBB Note: A commercial setting includes shopping, bargaining, evaluating the value of something, or initiating a negotiation that offers you a personal benefit. It does not cover Deception checks or unrelated social situations.
Fixer Subclass
3rd-Level Fixer Feature
At 3rd level, you choose a Fixer subclass that represents the combat methods, reputation, equipment, or personal identity that distinguishes you from other Fixers.
Your subclass grants you features at 3rd level and again when you reach 7th, 13th, 15th, and 18th level in this class.
Ability Score Improvement
4th-Level Fixer Feature
When you reach 4th level, and again at 6th, 8th, 14th, 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.
You cannot increase an ability score above 20 using this feature.
Extra Attack
5th-Level Fixer Feature
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.
E.G.O. Manifestation
5th-Level Fixer Feature
E.G.O. is the physical manifestation of an individual’s identity, emotions, and will in the form of personalized equipment.
Although you are a Fixer, you possess the extraordinarily rare ability to manifest your connection to supernatural energy, particularly the energy produced by your own mind.
When you gain this feature, work with your DM to create one unique E.G.O. Manifestation. Your manifestation takes the form of an object that you can wield as a weapon, shield, implement, or other form of combat equipment.
Its size, appearance, material, and functionality are determined by your perception of the world, your understanding of yourself, and the manner in which your existence is received by those around you.
No two Fixers produce precisely identical E.G.O. Manifestations.
Manifesting Your E.G.O.
As a Bonus Action, you can cause your E.G.O. Manifestation to appear in one of your empty hands or immediately equip it if its form allows you to do so.
You can dismiss it at any time without taking an action. It also disappears when you die.
An E.G.O. Manifestation is its own category of equipment. It is neither a magical nor nonmagical weapon for the purpose of Outstanding Compatibility.
You are proficient with your E.G.O. Manifestation through this feature. Only you can benefit from its supernatural properties unless its individual description states otherwise.
If an E.G.O. property requires a saving throw, the saving throw uses the following DC:
E.G.O. save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Common Manifestations
The following manifestations represent common forms an E.G.O. might assume. You can select one of these examples or use them as a foundation for a unique manifestation created with your DM.
| Manifestation | Properties |
|---|---|
| Sizeable Greatsword | A Heavy, Two-Handed melee weapon that deals 2d12 + your Strength modifier Slashing damage on a hit. |
| One-Handed Greatshield | A shield that requires one hand to wield and grants a +3 bonus to your Armor Class while wielded. This bonus does not stack with another shield. |
| Resistance-Piercing Rapier | A Finesse melee weapon that deals 2d8 + your Dexterity modifier Piercing damage on a hit. This damage ignores Resistance to Piercing damage, but not Immunity. |
| Extended Guandao | A Two-Handed melee weapon with a reach of 10 feet. It deals 2d10 + your Dexterity modifier Slashing damage on a hit. |
| Purifying Pipe | As an action, you can end the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned condition on one allied creature within 25 feet of you. Alternatively, as an action, you release poison through a 10-foot cone. Each creature in the cone must make a Constitution saving throw against your E.G.O. save DC, taking 3d4 Poison damage on a failed save or half as much damage on a successful one. |
| Deck of Binding Cards | A ranged weapon with a normal range of 60 feet and a long range of 120 feet. On a hit, it deals 2d6 + your Dexterity modifier Slashing damage, and the card adheres to the target. The target must succeed on a Wisdom saving throw against your E.G.O. save DC or suffer one condition of your choice from Blinded, Charmed by you, Deafened, Frightened of you, Poisoned, Prone, or Restrained until the start of your next turn. You must choose a different condition for each card that hits the same creature during the same turn. Expended or destroyed cards automatically reform within 24 hours. |
These examples are intended as mechanical reference points rather than an exhaustive list. A custom manifestation can possess completely different properties, provided its form and capabilities are approved by the DM.
Damaging the Manifestation
Your E.G.O. Manifestation can be damaged, broken, or temporarily rendered unusable.
It does not possess a predetermined Armor Class or number of Hit Points. The DM determines whether an attack, environmental hazard, supernatural effect, or other circumstance is sufficiently powerful to damage or break it.
If your manifestation is broken, you cannot manifest it again until you finish a Long Rest, at which point it reappears fully restored.
Distortion
Manifesting E.G.O. requires the ability to confront and maintain control over the deepest aspects of your identity.
If your will becomes sufficiently unstable, your E.G.O. can become distorted. A Distortion can physically and mentally transform you into an unstable and potentially unrecognizable version of yourself.
The circumstances capable of causing a Distortion, its mechanical effects, its duration, and whether it can be reversed are determined by the DM. Its consequences can include the temporary alteration of your E.G.O., the replacement of your statistics or features, the loss of control over your character, or a permanent transformation.
HBB Note: Characters available on my website will include a custom E.G.O. Manifestation designed specifically for that character. When such a character reaches 5th level, a willing player can adopt the provided manifestation directly rather than designing a new one with the DM.
Usurper
9th-Level Fixer Feature
You can seize the outcome of another creature’s action and preserve it for your own purposes.
When a creature you can see rolls one or more dice during combat, you can use your Reaction to choose one of those dice after it is rolled but before the outcome is determined.
Record the number rolled and the type of die used, such as a d8 or d20. The creature must reroll that die and use the new result.
The recorded number and die type become an Usurped Result that remains available to you until the combat ends.
After any creature involved in that combat rolls a die of the same type as one of your Usurped Results, but before the outcome is determined, you can expend that Usurped Result to add or subtract its recorded number from the result of one matching die in the roll. Doing so requires no action.
The original purpose of the dice does not need to match. For example, a d8 taken from a damage roll can be applied to a d8 rolled for healing, provided both dice are d8s.
Only one Usurped Result can be applied to a particular roll.
You can use Usurper only once during each turn. During a turn, you can either use your Reaction to create an Usurped Result or expend an Usurped Result to modify a roll. You cannot do both during the same turn.
If you add an Usurped Result to a d20 and the modified result exceeds 20, that d20 is treated as though it had rolled a natural 20 for any rule or feature that depends on a natural 20.
You can hold more than one Usurped Result at the same time, but each result can be expended only once. All unexpended Usurped Results disappear when the combat ends.
You can use your Reaction to create an Usurped Result a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. Expending a stored Usurped Result does not consume an additional use of this feature.
Arcane Connection
10th-Level Fixer Feature
Your sensitivity to unfamiliar energy develops into a practical connection with magical and supernatural forces.
Whenever you examine a magical or comparably supernatural object, structure, phenomenon, location, or active effect, you have Advantage on Intelligence (Arcana) checks made to understand it until you succeed on such a check.
On a successful check, you learn one fundamental piece of information concerning the subject. This information might reveal its general purpose, source of power, principal effect, method of activation, associated school of magic, or a significant danger it presents.
If the subject is an object, you also gain proficiency with that specific object until you finish your next Long Rest.
This proficiency also applies to objects that are mechanically and functionally identical to the examined object. It does not extend to objects that merely belong to the same general category or weapon type.
Your proficiency does not end if the examined object leaves your possession or is moved away from you.
This proficiency does not attune you to the object, reveal all its properties, remove its prerequisites, or protect you from any curses it possesses.
HBB Note: After a failed check, the DM determines how much time must pass or what circumstances must change before you can attempt another check concerning the same subject.
Untraceable
12th-Level Fixer Feature
Your combat movement becomes so precise and violent that ordinary vision can no longer follow the complete path of your attacks.
As an action, choose one creature you can see within 60 feet of you and expend one use of this feature. You move to an unoccupied space within your weapon’s reach of that creature without expending your movement.
You then make one weapon attack against the target.
On a hit, the attack deals its normal damage plus an additional 1d10 Slashing damage, and you can immediately make another weapon attack against the same target.
You can continue making attacks in this manner until one of the following occurs:
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You miss an attack.
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You become unable to attack the target.
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You make the maximum number of attacks permitted by this feature.
The maximum number of attacks equals your highest unmodified ability modifier, to a minimum of three attacks.
For this purpose, your unmodified ability modifier is calculated using your normal ability score and does not include temporary increases granted by magic items, spells, transformations, or other features. Permanent increases to your ability score, including Ability Score Improvements, apply normally.
The attacks granted by your Extra Attack feature are included in this sequence. Untraceable can allow you to make more attacks than you could ordinarily make with the Attack action, but every attack after the first requires the preceding attack to hit.
The target can use any Reaction available to it between individual attacks.
Immediately after your final successful attack, you can move to an unoccupied space within 30 feet of the target without expending your movement.
You do not provoke Opportunity Attacks from movement granted by this feature.
To ordinary observers, your movement appears only as a sequence of bright white cuts passing through the air before your body becomes visible again.
You can use this feature twice, regaining all expended uses when you finish a Long Rest.
No Unfinished Jobs
17th-Level Fixer Feature
Your refusal to abandon an incomplete contract develops into a form of stubbornness capable of overruling death itself.
When you would die after failing your third Death Saving Throw, or when damage would otherwise kill you instantly, you can expend one lifetime use of this feature to return to life immediately with 1 Hit Point.
For the next minute, your E.G.O. energy assumes control of your body in place of your failing consciousness. During that time, you gain the following benefits:
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You have Advantage on all attack rolls.
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You have Advantage on all saving throws.
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Your Speed increases by 10 feet.
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Whenever you roll damage for an attack, each damage die is treated as though it rolled its highest possible result.
At the end of the minute, these benefits disappear. You remain alive and retain your current Hit Points.
You can benefit from this feature no more than once between Long Rests.
You have two lifetime uses of this feature. You regain both expended lifetime uses only when you die and are subsequently returned to life through a spell, magic item, supernatural effect, or other feature that is not No Unfinished Jobs.
Returning to life through No Unfinished Jobs does not restore its expended lifetime uses.
I WILL FIX YOU
20th-Level Fixer Feature
You reach a degree of synchronization with your own E.G.O. that no ordinary Fixer could sustain.
Your E.G.O. Manifestation can now assume up to six different forms. These forms are not separate E.G.O.s belonging to other individuals. Each manifestation is produced entirely from your own identity, will, and supernatural energy.
When you gain this feature, work with your DM to create and approve up to six distinct forms for your E.G.O. Manifestation. Each form can possess its own appearance, weapon type, functionality, and supernatural properties.
When you begin a Long Rest, choose up to six of your approved E.G.O. forms. When you finish that rest, the chosen forms become available to you until you begin your next Long Rest.
As a Bonus Action, you can manifest any number of the selected forms. You can dismiss any number of them at any time without taking an action.
You can summon, control, and wield all six manifestations simultaneously, regardless of the number of free hands you possess. Manifestations that are not physically held move and attack under your direct control and are treated as being wielded by you.
Whenever you make an attack as part of the Attack action, you can direct up to two different E.G.O. Manifestations capable of attacking to strike as part of that attack.
Make a separate attack roll for each selected manifestation. Each successful attack resolves that manifestation’s damage and additional effects normally.
This does not increase the number of attacks granted by the Attack action. Instead, it allows two manifestations to participate in each of those attacks.
Because your Extra Attack feature allows you to make three attacks with the Attack action, you can direct all six manifestations to attack during the same Attack action by assigning two different manifestations to each attack.
This feature has no usage limit.
Multiclassing
Multiclassing Prerequisites
The Fixer class has no ability score prerequisite for multiclassing into or out of it.
Proficiencies Gained
When you multiclass into Fixer, you gain proficiency with light armor, medium armor, heavy armor, and shields.
You gain no additional tool, saving throw, skill, or language proficiencies from multiclassing into this class.
You retain all nonweapon proficiencies gained from your other classes, species, background, feats, and other sources.
When you gain Outstanding Compatibility, that feature becomes the sole rule determining your weapon proficiencies. It supersedes any weapon proficiencies you previously possessed or later gain from another source.
Consequently, prior proficiency with longswords, firearms, martial weapons, or another weapon category does not grant proficiency with a magical version of such a weapon. Proficiency with E.G.O. Manifestations and individual objects gained through Fixer features applies normally.
Fixer (Class) Traits
A combat-focused martial class that masters specialized weaponry, develops a unique fighting style, and eventually earns the title of a legendary Color Fixer.
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