The Hacker
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Hacker's Insight, Cyberdeck Mastery |
| 2nd | +2 | Digital Arsenal |
| 3rd | +2 | Hacker Mode |
| 4rd | +2 | Ability Score Increase |
| 5th | +3 | Cybernetic Enhancement |
| 6th | +3 | Position Hack, Digital Arsenal |
| 7th | +3 | Firewall Resilience, Hacker Mode Feature |
| 8th | +3 | Ability Score Increase |
| 9th | +4 | Hacker's Mark |
| 10th | +4 | Hacker Mode Feature, Digital Arsenal |
| 11th | +4 | Cybernetic Enhancement |
| 12th | +4 | Ability Score Increase |
| 13th | +4 | Swift Hacking |
| 14th | +5 | Hacker Mode Feature |
| 15th | +5 | Cybernetic Enhancement |
| 16th | +5 | Ability Score Increase |
| 17th | +6 | Cyber Warfare |
| 18th | +6 | Ghost in the Machine |
| 19th | +6 | Ability Score Increase |
| 20th | +6 | Cybernetic Mastery |
Class Details
Hit Points
- Hit Dice: d8
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hacker level after 1st
Proficiencies
- Armor: Light Armor
- Weapons: Simple weapons, cyberblade , firearms
- Tools: Hacking Tools
- Saving Throws: Intelligence, Dexterity
- Skills: Choose two from Investigation, Stealth, Deception, and Insight.
Equipment
You start with the following items, plus anything provided by your origin and your faction.
- (a) pulse pistol with 20 bullets, (b) a cyberblade, or (c) a sniper rifle with 20 shots
- a butterfly knife (dagger)
- studded leather armor
- a cyberdeck, hacking tools, and a dungeoneer's pack
Multiclassing
Ability Score Minimum: Intelligence 13
- When you gain a level in a class other than your first, you gain only some of that class' starting proficiencies.
- Armor: Light armor
- Tools: Hacking Tools
- Skills: Choose 1 from Investigation, Stealth, Deception, or Insight.
Hacker's Insight
You have a deep understanding of computer systems and digital networks. At 1st level you have advantage on Intelligence (Investigation) checks to hack into and manipulate digital devices, systems, and security. At 7th level, you gain expertise with hacking tools, making your hacking craft more effective.
Cyberdeck Mastery
At 1st level, you acquire a cyberdeck, a specialized device used for hacking and interfacing with digital systems. Your cyberdeck is a unique tool that you've customized to suit your needs. It grants you access to various programs and abilities as you level up in the Hacker class.
Some of the Hacker's features requires your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Hacker Save DC = 8 + your proficiency bonus + Intelligence Modifier
Digital Arsenal
Starting at 2nd level, you can manipulate digital code to create virtual weapons and tools. You gain access to a selection of hacking programs.
These programs allow you to perform various digital feats, such as launching cyber attacks, creating digital barriers, or controlling drones. You learn two programs of your choice. You learn an additional program at 6th and 10th level. Each time you learn new programs, you can also replace one program you know with a different one.
All programs can be used a number of times equal to your proficiency bonus unless stated otherwise.
Cyber Heal
You initiate a self-repair routine that rapidly heals your cybernetic enhancements. As a bonus action, you regain hit points equal to your Intelligence modifier + your Hacker level.
Digital Blade
You create a virtual sword of energy as a bonus action. This weapon deals 1d8 slashing damage and has the finesse property. You can use your Intelligence modifier for attack and damage rolls with this weapon. It disappears after 1 minute or when you dismiss it as a bonus action.
Drone Commander
You can control a small surveillance drone within 10 feet of you. You gain the ability to see through its sensors and give it simple commands, such as moving to a location, giving the Help action, or scanning an area. Its maximum control range is 60 ft. and you can assign commands to it as a bonus action. You can use this program for up to 1 hour, and you use this feature again after a long rest. The drone has the statistics of a Clockwork Observer.
Firewall
You create a digital barrier that's a 10 ft. radius sphere centered on yourself. It provides +1 AC for you and your allies. The barrier lasts for 1 minute or until dismissed as a bonus action. The barrier is semi-stationary, it can only be moved ten feet in any direction once before it stays in place, you move it using your bonus action. You use this feature once per short rest.
Lockdown
You conjure a holographic net that becomes tangible onto a creature within 60 ft as an action. The creature must make a Dexterity saving throw against your Hacker save DC or be restrained for 1 round.
Overclock
You boost the performance of a digital device or weapon. Enhance the damage of a weapon or cybernetic implant by 1d6 on your next attack. This damage bonus lasts for 1 minute.
Remote Manipulation
You can manipulate digital devices or objects remotely at will. With this program, you can open electronic locks, deactivate security systems, or manipulate machinery (locks, levers, pulleys, etc.) within 30 feet as if you were physically present as an action. You must have sight of the object you are trying to manipulate to use this feature.
SpellJammer
You make the weave unstable by making use of radio frequency waves. As an action, choose an area within 30 feet of yourself, a 10-foot radius sphere of radio waves erupts in the chosen place. Anyone who casts a spell within the sphere rolls on the wild magic table once.
Hacker Mode
At 3rd level, you choose your Hacker Mode, wherein you choose your specialty that grants you special features at 7th, 10th and 14th level.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You gain another ability score improvement at levels 8th, 12th, 16th and 19th.
If your DM allows the use of feats, you may instead take a feat.
Cybernetic Enhancement
Starting at 5th level, you can use your technical expertise to enhance your own body with cybernetic implants. You gain one cybernetic augmentation of your choice. This augmentation can grant you various benefits, such as improved senses, enhanced physical abilities, or resistance to certain types of damage. You can choose a cybernetic again at 11th and 15th level.
Electroshock Gauntlets
Equip your cybernetic hands with electroshock gauntlets. You deal an additional 1d6 lightning damage whenever you make an unarmed strike, additionally you can make an unarmed strike using a bonus action.
Firewall Surge
Trigger a temporary surge in your cyber defenses. Once per short rest, you can use your reaction to impose disadvantage on an incoming attack against you.
Holo-Disguise
With this function, you can project a holographic disguise around yourself. You can change your appearance to resemble any humanoid creature you've observed at will that lasts for 1 hour. However, physical inspection exposes that it is just an illusion.
Neural Jolt
This implant enhances your reflexes. Once per short rest, you can take an additional reaction in combat, allowing you to react swiftly to threats or opportunities.
Neural Flash
You implant a neural enhancer in your mind. When you make an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You regain all expended uses when you finish a short rest.
Sonic Disruptor
Embed a sonic emitter in your throat. Once per long rest and as an action, you can use your voice to create a deafening sonic blast in a 30-foot cone. Creatures within the area must make a Constitution saving throw against your Hacker save DC or be deafened and take 2d6 thunder damage.
Stealth Mode
Activate a cloaking mechanism as an action that makes you invisible to the naked eye and digital surveillance systems as an action. This function grants you advantage on Dexterity (Stealth) checks. This mode lasts for an hour and refreshes on a short rest.
Subdermal Firewall
You install a subdermal implant that grants you resistance to fire.
Synaptic Booster
Your reflexes and senses are enhanced. You gain advantage on initiative rolls.
Position Hack
At 6th level, you are able to turn the tides of battle once it's unfavorable at your end. Once per long rest, when a surprise round is initiated and you are on the surprised end, you can use your reaction to trigger an alerting soundwave to your allies and yourself, ending the surprised condition.
Firewall Resilience
At 7th level, you've honed your skills in digital defense. You gain proficiency in Wisdom or Charisma saving throws (your choice) if you're not already proficient in them. Additionally, while wearing light armor, your AC increases by 1. You can't benefit from this bonus to AC when wearing a shield.
Hacker's Mark
At 9th level, as an action you use your cyberdeck to mark up to three enemies within 60 ft. Marked enemies have a glowing outline that can only be seen by up to ten creatures that you designate when you use this feature. Marked enemies take an additional 1d6 damage and cannot benefit from being hidden or invisible. You concentrate on this feature as if you were concentrating on a spell. This feature lasts for 1 minute or until dispelled as a bonus action. You use this feature equal to your proficiency bonus.
Swift Hacking
At 13th level, you learn how to hack more quickly. Whenever you succeed a DC by 5 or more, the amount of time to hack is reduced by 1d4 rounds. This ability does not stack with itself.
Enhance Hack
At 14th level, you gain the ability to enhance your hacking skills beyond their usual limits. You can select one enhanced hack from the table below and apply it permanently. The hacks retain their duration and uses unless stated otherwise.
Cyber Heal
You initiate a self-repair routine that rapidly heals your cybernetic enhancements. As a bonus action, you regain hit points equal to your 2 x Hacker Level. You can use this feature twice per long rest.
Digital Blade
This weapon deals 2d8 + your Intelligence modifier force damage and has the finesse and thrown property with a range of (20/60) ft. It disappears and re-appears in your hand if you throw it, regardless if it hits or not.
Drone Commander
You can control a small surveillance drone within 60 ft. of you. You gain the ability to see through its sensors and give it simple commands, such as moving to a location, giving the Help action, or scanning an area. Its maximum control range is 90 ft. and you can assign commands to it as a bonus action. You can use this program for up to 1 hour, and you use this feature again after a long rest.
Firewall
You create a digital barrier that's a 10 ft. radius sphere centered on yourself. It provides +1 AC for you and your allies. The barrier lasts for 1 minute or until dismissed as a bonus action. The barrier is semi-stationary, it can only be moved 20 ft. in any direction once before it stays in place. You use this feature once per short rest.
Lockdown
You conjure a holographic net that becomes tangible onto a creature within 60 ft as an action. The creature must make a Dexterity saving throw against your Hacker save DC or be restrained for 1 minute. At the end of each of its turns, the target can make an Intelligence saving throw. On a success, the effect ends on the target.
Overclock
You boost the performance of a digital device or weapon. You touch and enhance the damage of a weapon or cybernetic implant by 2d6 on the next attack. This damage bonus lasts for 1 minute. You use this feature a number of times equal to your proficiency bonus (minimum of 1).
Remote Manipulation
You can manipulate digital devices or objects remotely. With this program, you can open electronic locks, deactivate security systems, or manipulate machinery within 60 ft. as if you were physically present. You must have sight of the object you are trying to manipulate to use this feature.
SpellJammer
You make the weave unstable by making use of radio frequency waves. Choose an area within 30 feet of yourself, a 20-foot radius sphere of radio waves erupts in the chosen place. Anyone who casts a spell within the sphere rolls on the wild magic table twice.
Cyber Warfare
Starting at 17th level, you can control machines and drones. You target a construct within 60 ft. and it must make an Intelligence saving throw against your Hacker save DC. On a failure, they are under your control as if they were affected by the Dominate Monster spell. Once you use this feature, you can't do so again until a long rest.
Ghost in the Machine
At 18th level, you've transcended the boundaries between the physical and digital worlds. You can become incorporeal and enter a digital plane of existence as an action. While in this state, you are immune to physical attacks, can move through digital barriers, and can interact with digital entities. However, spells can still affect you in this state. You can maintain this form for a number of rounds equal to your Intelligence modifier + your Hacker level. You use this feature once per long rest.
Cybernetic Mastery
At 20th level, you have achieved the pinnacle of cybernetic hacking prowess. You gain the following benefits:
- You have resistance to psychic damage.
- You can cast mind blank once per long rest, without expending a spell slot or material components.
- You can use your action to launch a devastating cyber attack on a target you can see within 60 feet. The target must make an Intelligence saving throw or take 10d10 psychic damage and be stunned until the end of their next turn. You can use this feature once, and you regain use of it after finishing a long rest.
Support Specialist
Support Specialists are Hackers who have honed their skills to provide invaluable assistance to their allies on the digital battlefield. They excel at enhancing their teammates' abilities, defending against cyber threats, and ensuring the party's survival in the most challenging encounters.
Adrenaline Rush
You boost yourself or a creature's fight response as a bonus action within 30 ft., granting them advantage on their next attack or ability check for 1 minute. You use this feature twice per short rest.
Defense Matrix
Starting at 3rd level, you can create a digital shield around an ally as a reaction when they take damage, applying the temporary hitpoints before damage calculation. You grant them temporary hit points equal to your Intelligence modifier + your Hacker level. You use this an amount of times equal to your proficiency bonus. The temporary hit points last for 8 hours or until it's been used up.
Enhanced Connectivity
Starting at 7th level, you can establish a secure digital network between you and up to 10 allies within 30 ft. as an action, granting you the ability to communicate telepathically within a range of 100 feet. This feature lasts for one hour and you can use this twice per long rest.
Digital Lifeline
At 10th level, you learn to establish an emergency digital lifeline. As an action, you can touch an ally to establish this connection. The first time within 8 hours the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the connection ends.
You can establish a connection once, and again when you finish a Long Rest.
Team Resilience
At level 14, you can grant up to 10 allies temporary hit points equal to your Hacker level + your Intelligence modifier as a bonus action within 60 ft. This ability can be used twice per long rest. The temporary hit points lasts for 8 hours or until used up.
Infiltrator
Infiltrators are Hackers who specialize in stealth, espionage, and getting where they're not supposed to be. They excel at bypassing security systems, infiltrating digital domains, and gathering sensitive information without leaving a trace.
Infiltrator Adept
Starting at 3rd level, you can choose to either gain expertise in Stealth or Sleight of Hand, you gain proficiency instead if you aren't proficient already. Additionally, You leave no trace of your digital activities, making it nearly impossible for others to trace your steps. Tracking or locating your digital footprints becomes extremely difficult as people who wish to make an Intelligence (Investigation) check to discover your tracks have disadvantage on the check.
Nimble
When you choose this archetype at 3rd level, your body is used to scaling the high rise buildings of Adapus. Climbing no longer costs you extra movement, and when you make a running jump (both long and high), the distance you cover increases by a number of feet equal to your Dexterity modifier.
Data Nabber
Starting at 7th level, you steal data more efficiently and discreetly. Whenever you make an Intelligence (Investigation) check to hack and steal data, you can roll an additional 1d4 to that roll, potentially turning it into a success. You use this feature once per short rest.
Smooth Criminal
At 10th level, you learn how to hack without the use of your cyberdeck, foregoing the device and settling with a pair of cyber shades, eye glasses or contact lenses that allows you to hack remotely. This allows you to hack in plain sight, but it requires you to do simple hand movements.
Vanishing Act
At 14th level, you've perfected the art of disappearing. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and you can use your reaction to become invisible for 1 minute or until you choose to end it as a bonus action. The invisibility breaks once you attack or cast a spell. Once you use this feature, you can't use it again until you finish a long rest.
Aether Hacker
Aether Hackers are a unique breed among hackers, capable of breaching not just the digital realm but also manipulating the very fabric of reality. They harness the enigmatic power of the Aether (Weave) to tamper with data on a cosmic scale.
Reality Manipulation
You gain the ability to manipulate reality's data on a small scale. As an action, you can modify the properties of the environment within a 5 foot cube within 30 ft. of yourself. For example, you could create cover, alter the terrain, or obscure vision. This effect lasts for one minute or until dismissed as a bonus action. You use this feature once per long rest.
Implant Weakness
At 3rd level you can implant a digital weakness into an enemy within 60 feet of you as an action. The target must make a Constitution saving throw against your Hacker save DC or have a weakness implanted in them. This weakness amplifies the damage they take from your hacking abilities and attacks, as well as from your fellow ally's attacks. Initially, it adds 1d6 damage of the same type as the attack that triggers it (limited to only slashing, bludgeoning, and piercing damage). At 7th level, this weakness extends to all damage types.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once).
Aethetric Warp
At 7th level, you tap into the Aether to manipulate the flow of time and space. As an action, you can teleport yourself or an ally you can see within 30 feet to any unoccupied space within 60 feet, bypassing obstacles and terrain. Once you use this feature, you must finish a short or long rest before using it again.
Cosmic Decryption
At 10th level, you gain the ability to decipher cosmic patterns and reveal hidden truths. As an action, you can gain insight into a creature's vulnerabilities. Choose one creature you can see within 60 feet. It must make an Intelligence saving throw against your Hacker save DC. On a failure, you learn its damage vulnerabilities, resistances, and immunities. You can use this feature once per long rest.
Shred Defenses
At 14th level, you shred away a target's defenses. As an action, choose a creature that you can see within 60 ft., you bestow a mark of vulnerability upon that creature. While marked, the creature takes double damage from all types. It lasts until the end of your next turn or until someone attacks the marked creature, in which it takes twice as much damage and the mark disappears. You use this feature once per long rest.
Techno Wraith
Techno Wraiths are rogue hackers who take offers on hits and steal the data of their victims. They skim through the digital and real life's underworld, lurking and waiting for the next offer.
Phantom Pursuer
At 3rd level, you can quickly pin down your targets and chase after them. You are equipped with boosters that allows you to double your movement speed once per short rest for 1 round, activating it as a bonus action. Upon reaching 10th level, you gain a temporary flight speed equal to your movement speed as your boosters propel you into the air. You fall if you're still mid-air by the time the flight speed is fully consumed.
Sneak Attack
Starting at 3rd level when you make a successful attack with a finesse weapon against a creature you have advantage on, you deal extra 1d6 damage. You must be wielding a cyberblade, a sniper rifle or a pulse pistol for this feature to take effect.
You don't need advantage on the Attack roll if there are no other enemies or allies within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class. The damage increases to 2d6 at 4th, 3d6 at 8th, 4d6 at 12th, 5d6 at 15th, and 6d6 at 20th.
Evasion
Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your Evasion feature to take no damage on a successful save or half damage on a failed save.
Cloak of Shadows
At 10th level, you gain the ability to cast the Invisibility spell without expending a spell slot and or material components. You use this feature twice per long rest.
Ethereal Strike
Starting at level 14, when you make an attack against a creature you can see and hit, you can use your bonus action to turn ethereal until the start of your next turn. While ethereal, you are considered invisible and you can move through other creatures and objects as if they were difficult terrain. You can also enter the Ethereal Plane as an action, but you can't interact with other creatures in that plane. If you end your turn inside another creature or an object, you take 2d10 force damage.
Equipment
Pulse Pistol
Firearm, martial weapon, ranged weapon
- 1d6 piercing - ammunition (50/150 ft.) reload (6 shots)
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action. A reload happens when there are no more shots as indicated in the weapon's description.
Cyberblade
Martial weapon, melee weapon
- 1d6 slashing - versatile (1d8)
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Sniper Rifle
Firearm, martial weapon, ranged weapon
- 1d10 piercing - ammunition (200/600 ft.) reload (2 shots)
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action. A reload happens when there are no more shots as indicated in the weapon's description.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Cyberdeck
A cyberdeck is a flat, smooth rectangular device that can be controlled and accessed with just a touch of your finger. It's powered by CRYSTAL shards, removing the need to charge the device.
Hacking Tools
This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you add your proficiency bonus to any checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox.
Hacking
To hack, one must require a set of hacking tools, proficiency with hacking tools, and a connection to the target machine or network through a port. Hacking requires the player to describe the goal, and if the DM deems it reasonable, the hacker makes an ability check using hacking tools.
Like any other ability check, there are consequences whether you succeed or fail. The difficulty and length of the action depends on the situation and the target you’re trying to hack. The Typical Hacking DCs set an example down below.
Typical Hacking DCs
| Target | DC |
|---|---|
| Cheap vending machine, generic appliances | 5 |
| Cheap residence, cheap car, commercial hologram | 10 |
| Low priority corporate security, average residence, average car | 15 |
| Medium priority corporate security, nice residence, nice car | 20 |
| High priority corporate security, military equipment, wealthy residence | 25 |
| Top secret vault, financial institution | 30 |
Hacking Failure
When a hacking check results in a failure, the DM decides the consequences. A failure on the check does not necessarily mean the hacking failed entirely; the goal may have been achieved with simultaneous consequences. The following are some examples of consequences that a DM may use:
- The hacker experiences dumpshock.
- The hacker is locked out of the system.
- An alarm is triggered.
- The hacker leaves traces in the system that allows investigators to track them down.
- Data is muddled, corrupted, or destroyed.
- A virus attempts to infect the hacker.
- The target machine breaks.
- The task takes longer than anticipated.
Wireless Hacking
Using the wireless capabilities from hacking tools, you can connect to a wireless port from anywhere in a machine’s wireless range. It is possible to set up a rogue wireless access port by installing a wireless transceiver in a physical port.
Hacking in Combat
The amount of time hacking takes is dependent upon the complexity of the security of whatever you're hacking. A simple (DC 5) target, like a cheap vending machine, would take a single round to bypass. Something more secure, like a vault door, would take 2d4 rounds. If the hacker gets interrupted, they would have to start all over again, taking another 2d4 rounds to finish the task.