Class Feats Page 2

Class Name: Fixer

Core Fantasy: A Fixer is a New Vance City power broker and tactical coordinator. You win fights and jobs by positioning allies, exploiting openings, and leveraging your network, not by pulling the trigger yourself.

Level 1 Features

Streetwise Operator (Level 1)
You live on favors, rumors, and quiet threats.
Rules: You gain proficiency in Deception and Persuasion. If you already have either, choose Intimidation or Insight instead. When you make a Charisma (Deception, Intimidation, or Persuasion) check to influence a creature that belongs to a gang, corp, council, or other organized group in New Vance City, you can add your Intelligence modifier to the roll (minimum +1). You can use this extra bonus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Combat Planner (Level 1)
You walk into every job with a plan already in place.
Rules: When you roll initiative and can see or hear at least one ally, you can choose a number of creatures you can see equal to your Intelligence modifier (minimum one). Each chosen creature adds your Intelligence modifier to its initiative roll. In addition, during the first round of that combat, each chosen creature’s walking speed increases by 10 feet until the end of its first turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3 Feature

Directed Pressure (Level 3)
You turn every hit into an opening for the team.
Rules: Once on each of your turns, when you hit a creature with a weapon attack or a creature fails a saving throw against one of your spells, you can mark that creature for coordinated fire. Choose one ally that can see or hear you within 30 feet of the creature. The next time before the start of your next turn that the chosen ally hits that creature with an attack, the attack deals extra damage equal to your proficiency bonus. A creature can be affected by only one use of this feature at a time.

Level 7 Feature

Risk Management (Level 7)
You keep people alive by managing risk before and after the firefight.
Rules: While you are conscious, you and friendly creatures within 10 feet of you have advantage on death saving throws. In addition, when a friendly creature within 10 feet of you spends one or more Hit Dice at the end of a short rest to regain hit points, it adds your Intelligence modifier (minimum +1) to the total hit points regained. A creature can gain this bonus only once per short rest.

Level 11 Feature

Asset Reallocation (Level 11)
You always find a way to free up more resources.
Rules: Once per day when you finish a short rest, you can recover some of your expended spellcasting capacity. Choose expended spell slots to recover. The combined level of these slots can be equal to or less than half your Fixer level (rounded up), and none of the recovered slots can be higher than 3rd level. Once you use this feature, you can’t use it again until you finish a long rest.

Level 15 Feature

Citywide Network (Level 15)
Your name and signal reach into every district of New Vance City.
Rules: While you are in a settlement or city district, you and friendly creatures that travel with you cannot be surprised, as long as at least one of you is conscious. In addition, you always know the quickest normal route through the current district to any location you have visited there before, and you have advantage on ability checks made to navigate streets, avoid or end chases, or track activity related to gangs, corps, or councils in that area.

Level 20 Feature

Master of the Board (Level 20)
Every fight in New Vance feels like a job you already closed.
Rules: At the start of the first round of each combat, before any other creature takes a turn, you can call an opening play. You and a number of willing allies up to your Intelligence modifier (minimum one) who can see or hear you can each move up to your speed and take the Dash, Disengage, or Hide action. After this special turn, combat continues normally with initiative counts unchanged.

In addition, when you cast a spell that forces one or more creatures to make a saving throw, you can impose disadvantage on one of those saving throws. You can use this part of the feature a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses when you finish a long rest.


Class Name: Brawler

Core Fantasy: The Brawler is a close-combat enforcer who uses fists, improvised weapons, and raw presence to control the fight. In New Vance City’s alleys and markets, they stand on the front line, breaking lines and breaking nerves.

Level 1 Features

Scrap Pit Veteran (Level 1)
You learned to fight with anything in reach.
Rules: You gain proficiency with improvised weapons if you do not already have it. Your unarmed strikes deal 1d6 bludgeoning damage instead of their normal damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can move up to 5 feet without provoking opportunity attacks from that creature. This movement must keep you within that creature’s reach.

Gang Enforcer (Level 1)
Your violent reputation shakes onlookers.
Rules: You gain proficiency in the Intimidation skill. If you are already proficient, you add double your proficiency bonus to Intimidation checks instead. When you reduce a hostile creature to 0 hit points or score a critical hit with a melee attack, you can choose one other creature within 15 feet of you that can see you. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. You can use this part of the feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3 Feature

Lockdown Clinch (Level 3)
You turn close contact into a trap.
Rules: When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can attempt to grapple that creature as part of the same attack, instead of using a separate action. While you are grappling a creature that is no more than one size larger than you, your speed is not reduced when you move that creature, and you can move both yourself and the grappled creature through the spaces of allies as if those spaces were difficult terrain. In addition, at the start of your turn, you can choose one creature you are grappling; that creature has disadvantage on the next Strength or Dexterity saving throw it makes before the start of your next turn.

Level 7 Feature

Crowd Crusher (Level 7)
You grow more dangerous as the fight closes in.
Rules: While at least two hostile creatures are within 5 feet of you, you gain a +1 bonus to AC. In addition, once on each of your turns when you hit a different creature with a melee attack than the last creature you hit that turn, you gain temporary hit points equal to your proficiency bonus. These temporary hit points last until the start of your next turn and do not stack with themselves; if you gain them again, you replace any remaining temporary hit points from this feature.

Level 11 Feature

Street-Hardened (Level 11)
Your body has adapted to constant punishment.
Rules: If you took bludgeoning, piercing, or slashing damage from a melee attack since your last turn, you heal for an amount equal to your Strength modifier (minimum 1). In addition, when you finish a short rest, you can choose to regain extra hit points equal to your proficiency bonus. This extra healing applies only to you.

Level 15 Feature

No Escape (Level 15)
Once you close the gap, enemies struggle to break away.
Rules: Any hostile creature that starts its turn within 5 feet of you has its speed reduced by 10 feet until the end of that turn. In addition, when you hit a creature with a melee attack, you can choose to reduce that creature’s speed by a further 10 feet until the start of your next turn. A creature can be affected by this second reduction only once per turn. This feature does not reduce a creature’s speed below 0.

Level 20 Feature

Street King (Level 20)
You rule any close-quarters fight you walk into.
Rules: Your Strength score increases by 2, and your maximum for Strength becomes 22. When you roll initiative and are not surprised, you gain 20 temporary hit points. While you have any temporary hit points, you have advantage on Strength checks and Strength saving throws, and your melee weapon attacks deal extra damage equal to your proficiency bonus on a hit.