Corpo
Fighters who come from rich backgrounds or find themselves with comfy corporate jobs may decide to take advantage of their situation. With their corporate backing, they are able to call in favors from others, getting equipment, services, and bodyguards.
Favors
When you choose this archetype at 3rd level, you are able to pull on favors you have accrued with corporations and authorities.
Requests.
You learn three requests of your choice, which are detailed under "Requests" below.
You learn an additional request of your choice at 7th, 10th, and 15th level. Each time you gain a level in this class, you can also replace one request you know with a different one.
All effects of requests are nonmagical, and cannot be dispelled or counterspelled, even if it is replicating a spell's effect.
Favors.
You have a number of favors equal to your fighter level. You are able to expend favors to gain the benefits of requests.
You regain all your expended favors when you finish a long rest.
Saving Throws and Spell Attacks
Some of your requests require your target to make a saving throw to resist request’s effects, or allow you to cast a spell with an attack roll. The saving throw DC and spell attack bonus are calculated as follows:
Request save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack bonus = your proficiency bonus + your Charisma modifier
Silver Tongue
Also at 3rd level, you learn how to survive in the corporate world. You gain proficiency in your choice of Deception, Intimidation, or Persuasion.
You also gain advantage on Charisma ability checks to interact with creatures working for a corporation.
Requests
The Requests presented are in alphabetical order. If a request has prerequisites, you must meet them to learn it. You can learn the request at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Aerial Strike
Prerequisite: 15th level
You can cast Flamestrike by expending five favors.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Bribery
You can cast Charm Person by expending a favor, and Suggestion by expending two favors.
Call the Police
Prerequisite: 7th level
As an action, you can expend one or more favors and call the police. A number of officers equal to the favors expended arrive in 1d6+1 rounds.
The officers have the statistics of a hobgoblin, act together on their own initiative, and follow your orders to their best ability.
Once you take a long rest or do anything illegal, the officers leave.
Clean Up Crew
As an action, you can expend a favor to have a clean up crew arrive at a location of your choice. The crew will clean any signs of a crime, dispose of vehicles and bodies, and provide alibis for anyone you request.
Creatures have disadvantage on checks to learn anything about what was cleaned up, and creatures have advantage on checks to prove that they weren't involved with what was cleaned up.
Drone Shot
When you make a ranged attack, you can expend a favor to have a drone shoot your target with the attack instead. You have advantage on the attack roll, and you ignore half and three-quarters cover.
Experimental Weaponry
You've been given some experimental weaponry to use on the battlefield. You can cast Burning Hands, Guiding Bolt, or Magic Missile by expending a favor.
First Aid
Prerequisite: 7th level
You've been given drugs which can save lives. You can cast Cure Wounds by expending a favor and Revivify by expending 3 favors. You still need material components to cast the spells.
Exclusive Access
You can use an action to call your company and get access to locations that are not access to the public. You can expend one favor to get access to exclusive areas such as private clubs, concerts, and conventions. You can expend three favors to get access to areas where only the authorities should be, such as crime scenes, occupied hotel rooms, and prisons.
The GM may decide to not allow you to gain access to a location with is extremely private, secretive, or dangerous.
Credits
Art copyrighted by CD Projekt Red
Payday
As an action, you can request for money to be sent directly into your account. You may expend any number of favors. For each favor expended, you gain $1,000.
Supply Drop
As an action, you can expend any number of favors to call in a supply drop which arrives at your location in 1d4+1 rounds. The supply box arrives with $500 worth of nonmagical objects for each favor expended.
Dollars to Gold
If you are using gold in your game, $100 is equal to 1 gold. Payday gives 10 gold for every favor expended, and Suppy Drop gives 5 gold worth of objects for every favor expended.
Vehicle Rental
You can cast Summon Vehicle by expending a favor, ignoring the material components. You can increase the level of the spell by expending an additional two favors for each level increased.
Personal Assistant
At 7th level, you gain a personal assistant who can help you with all your tasks. Your assistant has the statistics of a commoner, with a +0 in all ability scores, but has proficiency in two skills and two tools or languages of your choice. Their proficiency bonus is equal to your proficiency bonus.
You can communicate with your personal assistant over a communication device, as long as they are on the same plane of existence as you.
Once you finish a long rest, you can switch your assistant with a different one with different proficiencies.
It feels good to be rich
At 10th level, your wealth and privilege makes you feel unstoppable. Whenever you expend one or more favors, you gain temporary hit points equal to 1d8 + your Charisma modifier for each favor expended.
Improved Assistant
At 15th level, you are assigned an assistant who is an expert in their field. Your assistant now add twice your proficiency bonus in skills and tools that they are proficient in.
High Level Executive
At 18th level, you have become essential to your company, and they are willing to give you everything you need to succeed. You regain a number of favors equal to your Charisma modifier when you finish a short rest.
Once you use this feature, you cannot use it again until you finish a long rest.
Summon Vehicle
1st-level conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S, M (enchanted fuel worth 25 gp per spell level, which the spell consumes)
- Duration: 24 hours
- Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard
You summon a vehicle in a space of your choice within range, which uses the Summoned Vehicle stat block. Only creatures you designate when you cast this spell are able to enter this vehicle. A creature not designated must succeed a Charisma saving throw in order to enter the vehicle. Once the spell ends, the vehicle slows to a stop, then vanishes.
The general appearance is based on the spell slot used in the spell, listed in the below table.
Spell Level | Loot |
---|---|
1st | Motorcycle |
2nd-3rd | Van |
4th-5th | Sports Car |
6th-7th | Armored Truck |
8th-9th | Plane |
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Summoned Vehicle
Medium(Motorcycle) or Huge (Other Vehicles) construct (machine)
- Armor Class 10 + the spell of the level (natural armor)
- Hit Points 20 + 10 for each spell level above 1st
- Speed 60 ft., 100 ft. if cast at 4th level or above
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) - - -
- Damage Resistances Ballistics, Plasma, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
- Proficiency Bonus Summoned Vehicle's Proficiency Bonus equals your bonus
Brainless The summoned vehicle does not have an Intelligence, Wisdom, or Charisma score, as it does not have any form of consciousness. It is immune to any effect that would require it to make Intelligence, Wisdom, or Charisma saving throw. It cannot act unless a creature inside of it controls it.
Traveler When traveling, Summoned Vehicle's speed is ten times as normal.
Flight If cast as a 8th or 9th level spell, Summoned Vehicle gains a flying speed of 100 feet.
Cover Vehicle If cast as a 2nd level or higher spell, another creature may get in Summoned Vehicle as an action, giving it three quarters cover from effects outside of the vehicle, and disadvantage on Dexterity saving throws. Creatures in Summoned Vehicle can exit it as a bonus action. Up to 6 creatures may be in Summoned Vehicle at once.
Controllable A creature inside Summoned Vehicle can take control of it as a bonus action. When in control, a creature can substitute its action to use one of Summoned Vehicle's actions, and/or their movement to allow Summoned Vehicle to move up to its speed. Only one creature can be in control of Summoned Vehicle at a time.
Actions
Drive Through. The Summoned Vehicle moves up to its speed in a straight line. During this move, it can enter creatures’ spaces if they are a size smaller than Summoned Vehicle. A creature whose space the Summoned Vehicle enters must make a Dexterity saving throw against your spell save DC. On a successful save, the creature is pushed 5 feet to the nearest space out of the Summoned Vehicle’s path. On a failed save, the creature falls prone and takes 1d6 bludgeoning damage plus 1d6 bludgeoning damage for each spell level above 1st. The Summoned Vehicle also takes bludgeoning damage equal to the damage dealt.
If the Summoned Vehicle remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the Summoned Vehicle. While restrained in this way, the creature, or another creature within 5 feet of it, can make a Strength check against your save DC. On a successful save, the creature is pushed to the nearest space out of the Summoned Vehicle's path.