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Cyberpunk Subclasses
\pagebreakNum # Futuristic Class Archetypes ### Grenadier Specialist Artificer Aways adept with the wonders of black powder, grenades were a logical leap in technological evolution. To you, however, grenades are a work of art, an extension of your being. ##### Grenadier Spells | Artificer Level | Grenadier Spells | |:---:|:-----------:| | 3rd | Fog Cloud, Thunderwave | | 5th | Pyrotechnics, Wrist Pocket | | 9th | Intellect Fortress, Pulse Wave | | 13th | Elemental Bane, Fabricate | | 17th | Animate Objects, Modify Memory | ##### Grenade Expert Starting at level 3, you learn to craft Smart Grenades. After you finish a Long Rest, you craft a number of Smart Grenades equal to your Proficiency Bonus + your Intelligence Modifier. As an action, you can throw a Smart Grenade up to 30 feet away. At the time of throwing the grenade, you decide which type of grenade it is (found in Appendix A). Every creature within 30 feet of the grenade suffers the chosen effect. Effects that require a saving throw use your Spell Save DC. ##### Tech-Assisted Launch Starting at 5th level, you gain a wrist-mounted grenade launcher, which allows you to launch your Smart Grenades up to 60 feet away. This range increases to 90 feet at 13th level. ##### Advanced Targeting Protocols Starting at 9th level, when you throw a Smart Grenade, you can choose a number of creatures equal to your Intelligence Modifier (including yourself) to be completely immune to the effects of the Smart Grenade. ##### Overpressured Starting at 15th level, your Smart Grenades now deal an additional die of damage, and their blast radius increases to 10 feet. Additionally, you can choose for a grenade to have 2 separate effects. A creature cannot be targeted by both effects at once. \columnbreak ### Path of the Cyborg Barbarian In the age of cybernetic enhancements, the frailty of flesh and bone is no secret. To be stronger, you must be cyber. To be cyber, is to be stronger. And there is no one stronger than you. ##### Cyborg Form Starting at 3rd level, you undergo a transformation, making you more machine than humanoid. You gain the following benefits: * You can use Intelligence, in place of Dexterity, when calculating your Armor Class while wearing light armor, medium armor, or using the Unarmored Defense feature. * You can use Intelligence, in place of Strength or Dexterity, for attack and damage rolls with weapons. Also, while raging, you can add your Rage Damage bonus to any weapon attack you make using Intelligence. * While raging, you gain Resistance to Poison, Psychic, and Force damage, but become Vulnerable to Lightning damage. ##### Cybergauntlets Starting at 6th level, while raging, you manifest two natural weapons that come out of your arms. These natural weapons use Intelligence for their attack and damage rolls. * **Wrist Blade**: These previously concealed bladed weapons deal 1d10 + your Intelligence Modifier Slashing damage on hit and have the Reach Property. * **Arm Cannon**: This ranged weapon counts as a firearm, with the Range (60/80) Property. It deals 1d8 + your Intelligence Modifier Piercing damage on hit. ##### Electric Blood Starting at 10th level, you are no longer Vulnerable to Lightning damage while raging. Additionally, when adding your Rage Damage Bonus to an attack, you can make the additional damage into Lightning damage. ##### Efficiency Matrix Also at 10th level, when you reduce a creature to zero Hit Points while raging, you can make an additional weapon attack as part of the same action. ##### Augmented Rage Starting at 14th level, when you rage, you can choose to enter an Augmented Rage, which last for a single turn. While in an Augmented Rage, you gain Advantage on all attack rolls, Resistance to all damage, Immunity to all Physical damage, your speed is doubled, and you add double your Rage Damage Bonus to your weapon attacks. After your Augmented Rage ends, you gain 1 point of Exhaustion. \pagebreakNum ### College of Comedy Bard Gone are the days of dramatic plays and heartbreaking operas. The simple people of today only wish to laugh, so they forget about the madness of reality. You have mastered the art of making others laugh. You whisk them away from reality. ##### Tools of the Trade Starting at 3rd level, you can use a microphone as a spellcasting focus for your Bard spells. You also learn the Thaumaturgy cantrip. ##### Comedic Genius Also at 3rd level, you learn Tasha's Hideous Laughter, which does not count towards your total spells known. Whenever you cast this spell, you can ignore the Somatic and Material components. Additionally, you can expend 2 charges of Bardic Inspiration to cast this spell without expending a spell slot. ##### Attractive Personality Starting at 6th level, whenever a hostile creature you can see and hear gains Advantage on a Saving Throw against an Enchantment spell you cast, you can use your reaction to negate the Advantage. ##### Distracting Charm Also at 6th level, you can use Charisma, in place of Dexterity, when calculating your armor class while wearing no armor, light armor, or medium armor. ##### Comedy Gold Starting at 14th level, whenever you cast an Enchantment spell on a creature immune to the Charmed or Frightened Conditions, you can expend a charge of Bardic Inspiration to transform their immunity into advantage against Enchantment spells for one turn. ### Order of the Vigilante Blood Hunter (Homebrew) Blood Hunters of old used to carry a steel weapon and a silver weapon. One for people, one for monsters. Today, ancient monsters rarely roam, but there is no lack of monsters in these streets. It's time to clean up. ##### Bonus Proficiencies Starting at 3rd level, you gain proficiency with Firearms. You can apply your Crimson Rites to any Firearm you are holding. ##### Vigilante's Bane Also at 3rd level, you have Advantage on Intelligence checks to recall information on organized crime, corrupt government officials, or criminal gangs, as well Survival (Wisdom) checks to track members of those circles. Finally, humanoids of Evil alignment take an additional die of damage from your Crimson Rite. \columnbreak ##### Terrifying Brand Starting at 7th level, when you target an Evil-aligned humanoid with your Brand of Castigation, you can use your action to force it to roll a Wisdom Saving Throw. On a failure, they are Frightened of you. When you activate this feature, you take necrotic damage equal to one roll of your hemocraft die. ##### Combat Analysis Starting at 11th level, when you damage a creature with your Crimson Rite, you can use your bonus action to analyze the damaged creature. Roll an Investigation (intelligence) check against the creature's CR. On a success, you learn one of the following features: * Current Armor Class * Current Hit Points (The DM can be ambiguous about the exact number, instead opting to say something like "Halfway to death" or "Barely a scratch") * One damage Resistance * One damage Immunity * One damage Vulnerability * Alignment ##### Ascendant Resistance Starting at 15th level, you have Advantage on Saving Throws against spells cast by Fey, Fiends, Undead, or Evil-aligned Humanoids. ##### Harbinger of Justice Starting at 18th level, you gain proficiency with Charisma Saving Throws and are resistant to psychic damage. ### Resistance Domain Cleric People need to wake up from this dystopian nightmare. You will be the one to herald them into a new age. Like the great rebels of old, you will carve a path for yourself, one way or another. * Note: You may choose any Deity to be your Clerical Patron from the following domains: Life, Peace, Order, and War. #### Domain Spells | Cleric Level | Resistance Domain Spells | |:---:|:-------:| | 1st | Detect Evil and Good, Sanctuary | | 3rd | Calm Emotions, Silence | | 5th | Glyph of Warding, Motivational Speech | | 7th | Guardian of Faith, Freedom of Movement | | 9th | Dispel Evil and Good, Scrying | ##### Bonus Proficiencies Starting at 1st level, you gain proficiency with Heavy Armor, Martial Weapons, and Firearms. ##### For The People Also at 1st level, during the first round of combat, all allies that started combat within 30 feet of you gain the benefits of the Bless spell. \pagebreakNum ##### Channel Divinity: No Surrender At 2nd level, you can use Channel Divinity to motivate your allies. Choose a number of allies up to your Wisdom Modifier that you can see within 60 feet of you. All chosen allies gain 2d6 Temporary Hit Points and are cured of the Charmed or Frightened Conditions. ##### Supporting Fire Starting at 6th level, when a creature within 30 feet of you targets an ally with an attack, you can use your reaction to make a ranged weapon attack against the creature. On a critical hit, the creature's attack is done at Disadvantage. ##### Divine Strike Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. ##### Unwavering Determination Starting at 14th level, you and any allies within 10 feet of you are immune to the Charmed and Frightened Conditions. ### Circle of Concrete Druid With little to no access to the wilds, Druids of the Circle of Concrete have opted to harness the city's most easily accessible resource, concrete. One with the city, they strike without ever being detected. ##### Concrete Construct Form Starting at 2nd level, as a bonus action, you can expend a charge of Wild Shape to envelop yourself in concrete, taking on a new form. You can remain in this form for 1 minute, or until you are reduced to zero Hit Points, die, or you choose to undo it early as a bonus action. * Your game statistics are replaced by the statistics of the Concrete Construct (**Appendix B**), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. * When you transform, you assume the Concrete Construct's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. * You can't cast spells, however, transforming doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. * Your equipment merges into your new form. Equipment that merges with the form has no effect until you leave the form. \columnbreak ##### Extra Attack Starting at 6th level, you can attack twice, instead of once, when you take the attack action in either your natural form or in your Concrete Construct Form. ##### Unstoppable Also at 6th level, your Concrete Construct Form attacks now deal Force damage. ##### Adaptive Mold Starting at 10th level, your Concrete Construct Form gains a Burrow Speed of 30 feet. Additionally, when you first transform into this form, you can choose to be Small, Medium, or Large sized. You cannot change your size after transforming. ##### Master of Concrete Starting at 14th level, you can cast spells when in your Concrete Construct Form. Additionally, when forced to make a Constitution Saving Throw to maintain Concentration while in your Concrete Construct Form, you can add your Wisdom Modifier to the roll. ### Super Soldier Archetype Fighter Victory used to be decided by strength, wit, and skill. Now it is decided by what kind of cybernetic augmentations you are running. As a top-of-the-line troop for the military, you get first pick of the top augments on the market. ##### Bonus Proficiencies Starting at 3rd level, you gain proficiency with firearms. Additionally, you can use Strength or Dexterity for the attack and damage rolls of any weapon you are proficient in. ##### Augmented Also at 3rd level, your next-gen combat implants give you the following benefits: * **Adrenaline Booster:** You gain an additional use of Second Wind. * **Augmented Limbs:** You gain a bonus to Athletic (Strength) and Acrobatics (Dexterity) checks equal to your Constitution Modifier (Minimum 1). * **Alertness Implant:** You cannot be surprised as long as you are not Incapacitated. ##### Combat Analysis Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: * One Ability Score of your choice * Armor Class * Total Class Levels, if any * Total Fighter Levels, if any * Weapon Proficiencies, if any * Armor Proficiencies, if any * Cybernetic Capacity or Ability, if any \pagebreakNum ##### Addiitonal Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. ##### Fortified Augments Starting at 15th level, you gain a bonus to all Saving Throws equal to your Constitution Modifier (Minimum 1). ##### Military Encryption Starting at 18th level, you are immune to effects that affect your cybernetic augmentations, such as viruses and malware. ### Way of the Pure of Body Monk Everyone nowadays is augmented mechanically in one way or another. Those few who prefer to live detached from machinery have achieved a spiritual milestone, empowering them beyond regular human capacity. > ##### Oath of Purity > As long as you do not possess any technological implants or augmentations, you retain the benefits of this subclass. ##### Purist's Harmony Starting at 3rd level, your spirit is cleansed of oppressive technology, granting you the following benefits: * You gain additional Ki Points equal to your Wisdom Modifier (Minimum 1). * You are immune to effects that affect cybernetic augmentations, such as viruses and malware. * You can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon. ##### Return Fire Starting at 6th level, you can use your Deflect Missiles Feature against attacks made by firearms. Additionally, when you reduce the damage of a firearm attack to 0 with your Deflect Missiles Feature, it does not cost you a Ki Point to launch the missile back at the attacker. ##### Natural Firewalls Starting at 11th level, you are invisible to surveillance equipment. Additionally, any piece of technology that tries to learn something about you, such as a Polygraph Test, automatically fails to do so, unless you allow it. ##### Kevlar Hide Starting at 17th level, you are resistant to all damage dealt by firearms, and have Advantage on Saving Throws against explosives. As a reaction to taking damage from a firearm or explosive, you can spend 5 Ki Points to become immune to the triggering damage type for 1 minute. \columnbreak ### Oath of Conspiracy Paladin They are keeping something from you, and you are gonna figure out what. Aliens, dark magics, synthetic humans? Doesn't matter, they all lie lie LIE. The truth is, you are on your own, make the most of it. #### Oath Spells | Paladin Level | Oath Spells | |:---:|:-------:| | 3rd | Alarm, Detect Evil and Good | | 5th | Mind Spike, Zone of Truth | | 9th | Remove Curse, Speak with Dead | | 13th | Confusion, Locate Creature | | 17th | Banishing Smite, Modify Memory | ##### Channel Divinity At 3rd level, you gain access to the following two Channel Divinity options: * Cerebral Defense: As a reaction to being targetted by an Enchantment spell, you can use your Channel Divinity to attempt to counter the spell. Make a Charisma check against the spell. The DC is 10+ the spell's level. On a success, you counter the effect of the spell. * Brand the Deceiver: As a bonus action, you can designate a creature within 30 feet as your foe. For the next minute, your attacks and spells deal an additional 1d6 Psychic damage against your designated creature. ##### Aura of Conspiracy Starting at 7th level, you emit an aura up to 10 feet away. Allies within your aura have Resistance to Psychic damage. At 18th level, the aura's range increases to 30 feet. ##### Known All Along Starting at 15th level, whenever you target a Celestial, a Fey, and Aberration, or a Monstrosity with Divine Smite, you deal an additional 1d8 Radiant damage. ##### Herald of Truth At 20th level, your sense of truth manifests as a massive power boost. As an action, you can empowers you beyond your normal capacities. For the next minute, you gain the following effects: * You are immune to spells from the School of Enchantment * All of your attacks deal an additional 2d8 Psychic damage * After damaging a creature with Psychic damage, they have Disadvantage on attack rolls against creatures who aren't you * You gain Advantage on Insight checks, and Insight checks against you are done at Disadvantage Once you use this feature, you must finish a Long Rest to use it again, unless you expend a 5th level spell slot to use it again. \pagebreakNum ### Mega Corp Conclave Ranger Knowing your way around the city has its benefits, like having the rich and famous in your client list. Whatever the deed, it gets done with you on the job. #### Conclave Spells | Ranger Level | Mega Corp Conclave Spells | |:---:|:-------:| | 3rd | Charm Person, Disguise Self | | 5th | Darkness, Knock | | 9th | Antagonize, Blink | | 13th | Arcane Eye, Greater Invisibility | | 17th | Dominate Person, Telekinesis | ##### Bonus Proficiencies Starting at 3rd level, you gain proficiency with firearms. When using firearms, their attacks are silent past 20 feet away from you. ##### Social Stealth Also at 3rd level, you can hide in crowds and high traffic areas. When you hide in these areas, your proficiency bonus gets doubled. ##### Friends in High Places Also at 3rd level, you have a vast network of assets. You can spend 1 hour making contact with one of these assets, which can grant you access to information based on their backgrounds. For Example: One of your contacts might give you an access card to enter somewhere through the employee entrance, or another might let you know that your target has an allergic reaction to peanuts. You can use this feature once between Long Rests. ##### Shortcuts and Alleyways Starting at 7th level, when traversing a city or another of your favored terrains, you and your nearby allies can travel stealthily at a regular pace. You are also impossible to track by non-magical means in cities. ##### Market Research Starting at 11th level, you can consult your network and have them deliver you any non-magical weapon, armor, or tool of your choice, free of charge. It takes one hour for your request to be delivered, on top of the hour it takes to communicate with your network. ##### Upper Echelon Starting at 15th level, when you can cast Hunter's Mark on a creature with less money on their person than you, you do not expend a spell slot. \columnbreak ### Hacker Rogue With money, property deeds, and secrets all being kept in servers and databanks rather than pockets and safes, you've had to switch up your strategy. You've taken to the net, searching for hapless prey to unleash your malware onto. ##### Bonus Proficiencies Starting at 3rd level, you gain proficiency with Hacking Tools and pistols. ##### Hacker's Deck Also at 3rd level, you learned to weaponize malware and computer viruses to unleash onto your enemies. **Crafting a Hacker's Deck:** During the course of a Long Rest, you can spend 1 hour using Hacking Tools to craft one Hacker's Deck, which is only usable by you. Crafting a second Hacker's Deck causes the first one to become inactive. You choose the appearance of your Hacker's Deck, but regardless of its appearance, it requires one free hand to use. **Quick Hacks:** Your Hacker's Deck can store a number of Quick Hacks equal to 1 + your Intelligence Modifier (Minimum 1). You may choose from the Quick Hacks list in **Appendix C**. You can switch out any number of Quick Hacks during a Long Rest, provided you meet the requirements. **Using Quick Hacks:** As an action (unless specified otherwise), you can use a Quick Hack targeting either a creature or an object you can see within 60 feet. (specified by the Quick Hack). If the Quick Hack requires the creature to make a Saving Throw, it does so at Disadvantage if you are hidden from them. Objects and Constructs automatically fail their Saving Throws against Quick Hacks. **RAM:** Some Quick Hacks require RAM to be used. Your total RAM equals your Rogue level, and you regain one RAM at the start of each of your turns. **Quick Hack Save DC =** 8 + your Proficiency Bonus + your Intelligence Modifier ##### Rapid Recovery Starting at 9th level, you regain three RAM at the start of each turn, rather than one. At 15th level, you regain five RAM at the start of each turn. ##### Overclock Starting at 13th level, when you use a Quick Hack that deals damage, you can choose to overclock it by spending double the required RAM. Creatures that fail the Saving Throw against overclocked Quick Hacks take the maximum damage possible from the Quick Hack. ##### Silent Hack Starting at 17th level, when you use a Quick Hack on an unaware creature, an object, or a Construct, it consumes no RAM. \pagebreakNum ### Freak Accident Sorcerer Crazy how fast a person's life can change. You were normal once, but one slip up, one accident, changed it all. Now you are a freak, looked down upon by the same people who once treated you normally. ##### Freak Accident Origins | d6 | Origin | |:---:|:-----------:| | 1 | While working in a laboratory, you slipped into a vat of bubbling acid. | | 2 | During a fierce thunderstorm, you were struck by a bolt of lightning that seared through your body. | | 3 | Shopping at a magic shop, you accidentally triggered an ancient cursed item. | | 4 | During a meteor storm, a shard of space rock pierced your skull. | | 5 | Due to limited regulations, you were exposed to a deadly amount of radiation at your workplace. | | 6 | You were caught in the middle of an explosion of unknown origin. | ##### Freak Accident Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Freak Accident Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Ray of Sickness, Tasha's Caustic Brew | | 3rd | Blindness/Deafness, Melf's Acid Arrow | | 5th | Stinking Cloud, Water Breathing | | 7th | Blight, Vitriolic Sphere | | 9th | Cloudkill, Contagion | ##### Unexpected Mutation Starting at 1st level, your body begins to mutate in unexpected ways. Choose one of the following mutations. You gain an additional mutation of your choice at 6th, 12th, and 18th levels. * **Barbed Skin**: Your skin is covered in iron hard barbs. Your Armor Class when not wearing armor equals 13 + your Dexterity Modifier. * **Natural Weapons**: You gain a natural weapon, such as a powerful bite or sharp claws. They use Charisma for their attack and damage rolls and deal 1d8 Acid damage on hit. * **Gelatinous Form**: Your skin resembles a disgusting ooze. You can pass through openings as small as 1 inch in all dimensions. * **Noxious Blisters**: Your body releases a noxious gas from its pours. Whenever you are damaged by a melee attack, you can use your reaction to force the attacker to roll a Constitution Saving Throw against your Spell Save DC. On a failed save, the attacker has Disadvantage on their next attack roll. ##### Resistive Mutagens Starting at 6th level, whenever you cast a spell from the Freak Accident Spells Table, you are immune to their effects. You are also Resistant to Poison and Acid damage. Finally, you are immune to the Poisoned Condition, to being Diseased, and Radiation. ##### Evolved Mutations Starting at 14th level, your Unexpected Mutations evolve to become stronger. * **Adamantine Barbed Skin**: You can now use Charisma in place of Dexterity when calculating your Armor Class. You are also resistant to non-magical physical damage. * **Unnatural Weapons**: You can attack twice, instead of once, when you take the attack action on your turn. Your weapon also now deals 2d8 Acid damage, and ignores Resistance to Acid damage. * **Amorphous Form**: You cannot be Grappled, knocked Prone, moved against your will, have your speed reduced, or be Restrained by any means. * **Poisonous Blisters**: On a failed save against your Noxious Blisters, the attacker also takes 2d12 Poison damage. ##### Regenerative Mutagens Starting at 18th level, at the start of your turn, if you have less than half of your Maximum Hit Points, you regenerate Hit Points equal to 1d8 + your Constitution Modifier. This regeneration cannot heal you past half your maximum Hit Points. \pagebreakNum ### Pact of the Malware Warlock The dangerous virus that threatened national security was thought to be destroyed. They were wrong, it now lives within you, beckoning you to madness. #### Expanded Spell List | Warlock Level | Expanded Spells | |:---:|:-------:| | 1st | Shocking Grasp, Absorb Elements, Longstrider | | 3rd | Digital Phantom, Enhance Ability | | 5th | Haste, Lightning Bolt | | 7th | Arcane Eye, Storm Sphere | | 9th | Antilife Shell, Commune with City | ##### Electromagnetic Mind Starting at 1st level, you are in tune with the electric universe around you. You can command simple machines (such as lights, radios, and handheld communication devices) to do simple commands, such as turn off or on, or emit light or sound. For larger, more complex machines (such as alarms, security cameras, and motion sensors), as an action you can expend a spell slot to attempt to disable it. If the object is of the same level as the spell slot expended (DM's discretion), it is under your control for 1 minute. Otherwise you must make an ability check using Charisma. The Save DC is 10 + the machine's level. While in control of a complex machine, you are required to maintain Concentration. ##### Insulated Skin Starting at 6th level, you are Resistant to Lightning damage. When you reach 18th level, you gain Immunity to Lightning damage. ##### Lightning Field Starting at 6th level, you can expend a spell slot to emit a powerful electric field out to 10 feet away from you for 1 minute. Maintaining the Lightning Field active requires Concentration. Hostile creatures that walk into or start their turn in the electric field must succeed on a Dexterity Saving Throw against you Spell Save DC or take 1d8 Lightning damage, as well as an additional 1d6 Lightning damage per spell slot level above 1st. ##### Blitz Starting at 10th level, while maintaining Concentration on a Warlock spell or any of your subclass features, your speed is increased by 10 feet, and Opportunity Attacks against you are done at Disadvantage. ##### Artificial Mastermind Starting at 14th level, whenever you deal Lightning damage to an electronic object or a construct powered by electricity, you always deal the maximum amount of damage possible. Additionally, you ignore Resistance to Lightning damage and treat Immunity to Lightning damage like Resistance. \columnbreak ### Tech Savvy Wizard With the rise of the technological era, the superiority of the arcane is coming into question. The truth is, all magic is technology. Tech so powerful is redefines the universe. With a solid background of tech and magic, you are the new face of power. ##### Prodigal Mind Starting at 2nd level, you can upgrade electronic devices to suit your desires. When in contact with an electronic device for an hour, you can add additional functionalities to the device, such as better security, better hacking power, less power consumption, etc. The amount of upgrades a device can receive and the power of each upgrade depends on the electronic device you are upgrading. You cannot upgrade devices to do things they cannot physically do, such as make a smart phone into a gun. ##### Sculpt Magic Also at 2nd level, whenever you cast a spell with an area of effect, you can designate a number of creatures up to your Intelligence Modifier to be immune to the effects of your spell. ##### Remote Casting Starting at 6th level, whenever you cast a spell, you can have its origin be yourself or any electronic device within your level (DM's discretion) that is within 30 feet of you. When you cast a spell through a device, if the spell is too much for it to handle, it is destroyed. ##### Malware Field Starting at 10th level, simple surveillance equipment (such as cameras, sensors, and alarms) fritz out when you are within 30 feet of them, rendering them inoperable until they are more than 30 feet away from you. Additionally, your senses are heightened to include everything these devices can see. For example, if you are near a camera, you can see both through your eyes and through the camera. ##### Cloud Concentration Starting at 14th level, whenever you cast a Concentration spell, you can store that Concentration inside of a moderate electronic device (such as computers, servers, or minor AI servants) within 30 feet of you. When you do so, the device will glow brightly, and its Hit Points will be lowered to 1. The Concentration spell remains active without you needing to concentrate on it as long as the device isn't destroyed, allowing you to cast a second Concentration spell. \pagebreakNum # Appendix A: Grenadier Smart Grenades
##### Smart Grenades | Grenade Type | Effect | Grenade Type | Effect | |:---:|:---:|:---:|:---:| | **Smoke** | A cloud of dense smoke fills the area. Creatures and objects within the area are heavily obscured. | **Flash** | All creatures must succeed on a Constitution Saving Throw or be Blinded for one round. | | **HE** | All creatures must succeed on a Dexterity Saving Throw or take 2d8 Force damage. | **Gas** | All creatures must succeed on a Constitution Saving Throw or take 2d6 Poison damage. Creatures that don't need to breath are immune to this grenade. | | **Incendiary** | All creatures must succeed on a Dexterity Saving Throw or take 1d4 Fire damage and are lit on fire. An affected creature must use its action to dose the flames or take 1d4 Fire damage at the end of their turn. | **Strobe** | All creatures must succeed on a Wisdom Saving Throw or lose Concentration on any spell or feature they are holding. | | **EMP** | All creatures must make a Constitution Saving Throw or take 2d4 Lightning damage. Electronics and Constructs take double damage. | **Demo** | All creatures must succeed on a Dexterity Saving Throw or take 2d6 Force damage. Buildings and objects take triple damage. |
# Appendix B: Concrete Construct Stats ___ ___ > ## Concrete Construct >*Medium, [Small or Large (at 10th level)], Your Alignment* > ___ > - **Armor Class** 14 + your PB > - **Hit Points** (5 + your Con Mod) times your Druid level > - **Speed** 30 ft., [burrow 30 ft. (at 10th level)] >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 + your PB |10 + your PB|8 + your PB|Your Int|Your Wis|Your Cha| >___ > - **Saving Throws** Strength, your Saving Throws > - **Skills** Athletics, Intimidation, your Skills > - **Senses** Your Senses, Your Passive Perception > - **Languages** Every language you know > ___ > > ### Actions > ***Multiattack.*** The Creature Name makes 2 Slam attacks [at 6th level] > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, Reach 5ft., one target. *Hit* 1d8 + 2 + PB Bludgeoning damage [Force damage (at 6th level)] > \pagebreakNum # Appendix C: Quick Hacks ### Utility Quick Hacks #### Shut Down * **RAM Consumption:** 1 RAM * **Description:** You target a simple electrical device, shutting it down. * **For Each Additional RAM:** For every additional RAM you spend on this Quick Hack, you may target an additional device. #### Memory Wipe * **RAM Consumption:** 3 RAM * **Description:** You target an object that contains information, such as a camera, a computer, or a phone. You can delete up to 1 GB of information from the object. #### Camera Control * **RAM Consumption:** 1 RAM * **Description:** As a bonus action, you target a security camera or camera network. You must spend RAM equal to the number of cameras you wish to have access to. You may look through one camera you control. While looking through the camera, you are blinded and deafened (if the camera has a microphone) until you return to your own senses. Controlling a camera does not disable its ability to see you, nor another creatures ability to see through the same equipment. While looking through a camera, you can perform Quick Hacks through it as if you were deploying it from the camera's location, rather than your own. #### Optical Camo * **RAM Consumption:** 3 RAM * **Description:** You touch a creature within range, making them invisible to simple surveillance equipment for 10 minutes. * **For Each Additional RAM:** You can target more than one creature with this Quick Hack. Each additional creature costs 2 additional RAM. If you are only targeting one creature, you can spend 1 RAM to increase the duration of this Quick Hack to 30 minutes. #### Modify Ability * **RAM Consumption:** 2 RAM * **Description:** As a reaction after a creature within range fails an attack roll, saving throw, or ability check, you can add your Intelligence Modifier to the roll, possibly turning it into a success. If the roll still fails, you regain 1 RAM. \columnbreak ### Combat Quick Hacks #### Overheat * **RAM Consumption:** 2 to 5 RAM * **Description:** You target a electronic object (which could be worn or held by a creature) and cause it to erupt into flames. A creature holding the object must make a Constitution Saving Throw or take Fire damage equal to your Sneak Attack damage bonus or half as much on a successful save. * **For Each Additional RAM:** For every additional RAM above 2, the Fire damage increases by 2d6. #### Short Circuit * **RAM Consumption:** 2 to 5 RAM * **Description:** You target a electronic object (which could be worn or held by a creature) and cause it to spark with electricity. A creature holding the object must make a Dexterity Saving Throw or take Lightning damage equal to your Sneak Attack damage bonus and cannot make Opportunity Attacks until the start of your next turn. * **For Each Additional RAM:** For every additional RAM above 2, the Lightning damage increases by 2d6. #### Optical Glitch * **RAM Consumption:** 3 RAM * **Description:** You target a creature's eyes, causing them to malfunction. The target creature must succeed on a Wisdom Saving Throw or be blinded until the start of your next turn. #### Misfire * **RAM Consumption:** 1 to 2 RAM * **Description:** You target a firearm being held by a creature. The creature has Disadvantage on their next attack roll with that weapon. * **For Each Additional RAM:** If you spend 2 RAM on this Quick Hack, you may deploy it as a bonus action. #### Sensory Overload * **RAM Consumption:** 2 RAM * **Description:** You target a creature's synaptic inputs, causing them to flood the user with needless information. The creature must succeed on a Wisdom Saving Throw or take Psychic damage equal to half your Sneak Attack damage bonus (rounded down) and must make an attack against a random creature within range.