Rogue
Base Class: Rogue

(Meant for a personal campaign, replace your hit die with 1d10) A Fixer is a hired hand who performs a multitude of tasks ranging from dangerous activities like combat, assassination, or expeditions to the Ruins, to less directly violent tasks like negotiating contracts or gathering intelligence; in short, any job requiring skills that the average person would not have.

Fixer Grade

All the paperwork is done, you are officially a fixer. With this title comes organizations, companies, and other businesses that are willing to give you contracts in exchange for a job well done. By doing these jobs and fulfilling contracts, your Fixer grade may change. You begin at Grade 9, keep note of your grade.

Specialty

At 3rd level, you’ve been trained in a certain ability of your choosing, take note of one of the following to gain.

Combat Breathing. Once per long rest on your turn, you can use a bonus action to regain hit points equal to 1d10 + your rogue level.

Wound Treatment. As an action, you can touch a creature to tend to its wounds to restore a number of hit points to that creature equal to 1d6 + your Medicine modifier.

Precision. Your weapon attacks score a critical hit on a roll of 19 or 20.

Prowess

At 3rd level, gain one of the following buffs of your choosing.

Strong. Your Strength score maximum is increased by 2 and you gain the powerful build feature.

Fast. Your Dexterity score maximum is increased by 2 and you gain +10 to all available movement speeds

Durable. Your Constitution score maximum is increased by 2 and you may reduce all incoming damage by your Constitution modifier.

Smart. Your Intelligence score maximum is increased by 2 and you gain a benefit to attack rolls equal to half of your intelligence modifier.

Wise. Your Wisdom score maximum is increased by 2 and you gain proficiency in Perception. You gain expertise if you were already proficient

Charismatic. Your Charisma score maximum is increased by 2 and you gain advantage on all checks to do with talking to people while outside of combat.

Specialty Mastery

At 9th level, your trained ability becomes enhanced, replace your Specialty ability effects with the following effects.

Combat Breathing. Once per long rest on your turn, you can use a bonus action to regain hit points equal to 1d12 + your rogue level.

Wound Treatment. As an action, you can touch a creature to tend to its wounds to restore a number of hit points to that creature equal to 1d8 + your Medicine modifier.

Precision. Your weapon attacks score a critical hit on a roll of 19 or 20. You may reroll a 1 on a weapon attack once per short rest.

Indomitable

At 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Adept Fixer

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.