Fanmade Fixer Affiliations (Project Moon Supplement)
Fixer Affiliations[edit]
This is where all the non-official Affiliations will be listed, so you may put any custom subclasses you homebrewed up here. Most of these are not made by the original creator of the class, and thus are not constantly monitored or changed by them.
Heishou pack - Mao branch, revised[edit]
Do you think, that the subclass is balanced in a really strange way? Here's my way to revise it. I tried to keep the idea of a "steadfast assasin who just overspeeds his enemies" alive, while making the subclass much more "normal", so it would've been easier to use it.
Blinkstep
At 1st level, you gain a +4 to your initiative rolls. You gain +1 to attack and damage rolls for 5 points of superiority in initiative between you and your target(i.e if you have 28 initiative, and your enemy has 18,you have +2 to attack and damage rolls against him). At 6-th level you get additional +2 to initiative. At 13-th level, you gain additional bonus to initiative, equal to 2+(your movement speed/20) with a maximum up to 2 + your proficiency bonus.
Overspeed
At 3rd level, you can try to overspeed your enemy by using an action to dash into him. Upon contact, he has to make a Dexterity saving throw against your Fixer DC, or suffer damage equal to damage dice of your weapon. For each 6 of superiority in initiative or for each 20ft of speed above the target, you can add another damage dice of your weapon with a limit up to double your proficiency bonus. Upon succesful save, creature takes half damage. If target drops to 0 hit points, you can run to another creature in the 30 ft radius and reuse the skill on them. If you did extra damage on the creature that died from this feature, you can inflict the same bonus amount of damage dice regardless of enemy's initiative(i.e if you have 4 bonus damage dice and kill an enemy, you have 4 bonus damage dice on reuse even if enemy's initiative is higher than yours). If your speed is 80ft above than target, it automatically fails the save. At 17-th level, the limit of damage dice equal quadruple of your proficiency bonus.
Cursed Blade
At 6th level, your blade will become cursed. Attacks will melee weapons will inflict a special status called Deathrite. Any creatures that have the Deathrite status will have disadvantage on Dexterity saving throw. You will have advantage on attack throws against creatures who have this status. Additionally, the crit range against creatures with Deathrite is increased by one. The affected creature can roll a dexterity saving throw as an action against your Fixer DC to get rid of the Deathrite status. Only one creature can have Deathrite at a time. At 13-th level, amount of creatures that can have Deathrite rises to your proficiency bonus.
Rupturing Strike
At 10th level, your attacks will inflict a special status called Rupture. Upon hitting an enemy, you will inflict 4 Rupture. Enemies will take damage for every stack of Rupture they have. Rupture is halved every time they are hit (Rounded Down). If the enemy that is being hit has the Deathrite status, then they will be hit with 8 Rupture instead, and Rupture stacks won't halve from your attacks.
Dominator
At 13th level, When creatures that are inferior by 10 or more initiative or you're 30ft of speed above the target roll an attack against you, their critical miss range is increased to 1-3. If you are attacking a creature that are inferior by initiative points or slower than you, your critical range is increased by one. If the creature is slower and inferior by your initiative at the same time, your critical hit range is increased by two instead. Once per turn, if you land a critical strike, make an extra attack roll with advantage.
Cursewrit Butcherblade
At 17th level, As an action, you can make 3 special attack rolls on an enemy. If you have superior initiative, you will gain +1 to the attack rolls and a +2 to damage rolls this turn per every point of superiority. All of these hits will inflict double of the original Rupture status. The final attack will hit all creatures within a 15 foot radius of the target. Upon having more than 14 superority in initiative, reuse the last attack. Upon critting on any of the attack, quadruple the amount of dice instead of doubling.
Shin and Mang(9-th level, optional feature, replacing Immoral mind)[edit]
You start to grasp the concept of light in the world. You gain Shin - an ability to either make your entire body harden to tank even the strongest hits, and you're able to convert them into Mang - an ability that makes your attacks strong enough to be equal to most expensive augmentations in the City. You get amount of uses equal to your Wisdom Modifier + double your Proficiency bonus.
As a reaction when you get hit by an attack, you can use Shin to make your body emit warm and radiant light to add AC equal to a half of your proficiency bonus(rounded down) + Constitution modifier in order to probably turn that attack into a miss. The effects of Shin are over at the start of your next turn. If you're forced to make a Saving throw, you might expend one Shin to lower the damage by two dices(if you get hit by a fireball, you can use 1 Shin to make it inflict 6d6 damage instead of 8d6). You can spend amount of Shin equal to your Proficiency bonus.
When you hit someone with an attack or deal damage using damage dice of your weapon, you can use 1 Mang to create a little ring out of light, that encircles your weapon and raises your damage dice tier by one. By using more Mang, you can add another die to your damage dices(i.e if you hit someone with a greatsword, and waste 1 Mang, you do 2d8 damage instead of 2d6, and if you waste 2 Mang, then you'll deal 3d8 damage with an attack instead of 2d6) with a limit up to your Proficiency bonus.
You recover all usages of this feature on a short rest or when you roll a critical hit.
Firefist office, rebalanced[edit]
Do you think, that Firefist office was underwhelming compared to other affiliations? Here's the rebalanced version for you!
District 12 Special Workshop Fuel
At 1st level, Now that you’re a part of an office, you have gained access to specialized flamethrower-like gauntlets, being able to burn your foes away and unleash devastating blows empowered by flames. Starting at 1st level, you gain a fuel tank that is on your character's back and an amount of fuel equal to your level times 10. The gloves damage equals 1d6 + Strength modifier . Damage dice for gloves raises by one upon reaching 5-th and 11-th level.
Ignition
Additionally at 1st level, you may use this fuel for multiple features. As an action you may use any of the below features. Additionally, all features that deal fire damage from this subclass inflict burn potency equal to the half of the fire damage dealt. Refer to the Statuses Page for how burn works.
- Create Flames: You may use the produced flame cantrip at will, spending 1 fuel for every minute of duration of the flame.
- Flamethrow: As a bonus action, you can attack with Flamethrower for 2 fuel. This attack deals fire damage equal to 2 throws of your gauntlet damage. Upon entering Overheated Fuel mode, you can replace any of your attacks with Flamethrow feature.
Overheated Fuel
At 3th level, you’ve received an upgraded fuel tank in return for your old one that causes the pressure in the tank to increase the less fuel there is from the heat. When Fuel drops below half of your tank’s maximum value, you are considered to be under the effects of Overheated Fuel. While under the effects of Overheated fuel, deal +1 damage for every 5 fuel consumed this combat when dealing fire damage (Max up to your proficiency bonus). Additionally, when dealing fire damage while under the effects of Overheated Fuel, increase the dice tier of all fire damage by 1.
I have to keep going…
At 6th level, your time in the Firefist office has not been easy, and you’ve seen its difficulty firsthand especially with fuel management. As an action you may enter a counter stance as you quickly refuel your tanks. You have a number of refuel dice equal to your level, these dice are 1d10. When taking this action, roll any number of these dice but must select the number of dice before rolling any of these dice. Recover the result of this roll as fuel. If someone will attack you until the start of your next turn, you can use your reaction to reduce damage equal to the fuel refilled. If damage is reduced to 0, make an attack with a gauntlet as a part of the same reaction. During this stance you can counter amount of attacks, equal to your proficiency bonus.
I’ll burn away every last drop of your filthy blood
At 10th level, when inflicting burn on a target who is already burning, you may add burn potency that equals you Proficiency bonus/2 for every 10 burn they are already inflicting with. Additionally, you ignore the Fire damage resistance, and treat Fire damage immunity as a Fire damage resistance.
I'm the only survivor...
At 13-th level, you can get into a fiery rage when someone in front of you dies. If an allied creature that you can see gets his HP reduced to 0 or dies, you gain following benefits:
- You gain +2 to all attack and damage rolls
- You gain another extra attack if you're attacking a creature that have brought(or killed) an allied creature to 0 HP
- Once per turn, upon hitting an attack against a creature that brought(or killed) an allied creature, you can choose to deal maximum damage instead of rolling it
You have limited amount of uses of this feature, equal to half of your Proficiency bonus. You regain all uses after a Long Rest.
Firefist
At 17th level, you are ready to burn it all to the ground and know just how to do it. As an action, make three attack rolls against the target with +1 to attack and damage rolls per 1 burn on the creature. Regardless of hitting or missing, you can imbue your third attack with fire and spend your fuel, adding 1d10 fire damage per 5 fuel spent. If you spent more than 20 fuel on this attack, it becomes a Cone. Length of the cone equals fuel spent. Everyone in the cone has to make a Dexterity saving throw. Initial target of the third attack automatically fails the saving throw if the third attack hit. Upon fail, all creatures in the cone suffer full damage, and double the burn potency. Upon success, they take half damage.
District 20 Yurodivy[edit]
With a wish to change the world and redistribute the wealth from rich corporations to those in need, you joined the Yurodiviye. Upon joining them, you gain following benefits:
Got a screw loose?
At 1st level, you can apply Tremor with your strikes. Upon hitting an enemy with a melee attack, you can either inflict amount of Tremor equal to your weapon damage on yourself, or inflict amount of Tremor equal to half of your weapon damage on your enemy. Upon having more than 20 Tremor on yourself, you can double the tremor application against an enemy. Upon crit, you can trigger Tremor Burst on a target.
Redistribution of wealth
At 3rd level, you have learned how to redistribute even the most vague things. As a bonus action, you can trigger Amplitude Conversion for Tremor on yourself and turn it into Tremor - Distribution. As a part of the same bonus action, you can give your Tremor - Distribution stacks to your allies. For you, the buff of Tremor - Distribution has an upper limit equal to double your Proficiency Bonus instead of +3. Upon having Tremor - Distribution, you can tremor burst if you roll higher than 20 minus (Tremor - Distribution stack/2)(Rounded down).
No Offense
At 3rd level, as a reaction when someone in radius of 20 ft is stunned from Tremor Burst effect, you can do a follow-up melee attack, provided you have enough movement to get close enough to reach them.
Morph Cane Technique
At 6th level, you can make an attack action and morph your cane to make your target vibrate. upon hitting the last attack, consume half of Tremor on yourself and apply it to the target as a normal Tremor. Trigger Tremor Burst upon consuming more than 15 Tremor. The target makes Tremor Burst saving throw with disadvantage if Tremor - Distribution was consumed. Upon stunning it via Tremor Burst, return consumed Tremor back to user, trigger Amplitude Conversion to Tremor - Distribution on yourself and give temporary hit points equal to amount of Tremor on target(Up to Proficiency Bonus x 6). You can also divide the amount of temporary hit points and give them to other allied creatures(i.e upon getting 18 temporary hp you can give 9 to your friend and 9 to yourself, or divide it evenly between 6 of your friends). You can't distribute the temporary hit points unevenly.
You get amount of usages of this feature equal to your proficiency bonus and recover all uses of it on a Long Rest.
Collective Achievement
At 10th Level, when an allied creature you can see fails an Ability Check or a Saving Throw, you can help it by using your rich experience, and add your Wisdom Modifier to his roll. You get amount of usages of this feature equal to double your proficiency bonus and recover all uses of it on a Short or Long Rest.
Ready for a Beating?
At 13-th level, you learned how to use vibro cane to debilitate your enemies. Upon Critting, you can either trigger Tremor Burst, Amplitude Conversion or Amplitude Entanglement. You can converse Tremor either in Tremor - Decay, or in Tremor - Reverberation. You also can trigger Amplitude conversion on hit, but to do it you need to consume 20 Tremor - Distribution on yourself.
For the Greater Good
At 17-th level, you can make four weapon attacks as an Action and consume all Tremor - Distribution on yourself to gain +1 to attack and damage rolls per 10 Tremor - Distribution consumed. Upon first hit, regardless of hit or miss trigger Amplitude Entanglement into Tremor - Reverberation. Rest of the attacks are triggering Tremor Burst. If consumed more than 50 Tremor - Distribution, all Tremor Bursts except the last one don't halve Tremor stacks, Upon consuming more than 70 Tremor - Distribution on yourself, reuse the last attack. If less than 40 Tremor - Distribution is consumed, return them back to user and trigger Tremor Burst on yourself before all attack rolls.