Base Class: Rogue
A hacker is the “cowboy” of the cyberspace. He can enter any system or computer to access its database, or even to control it. A hacker is a computing expert, and through this
knowledge he is able to get information, tamper with data or even sabotage an entire system. There’s no system safe enough against a real hacker. In the end, the only and best defense against a hacker is another hacker.
Speed Hacking
Starting at 3rd level, you can use your bonus action granted by your Cunning Action to make an ability check with hacking tools or take an Attack action inside the Matrix (see the “Netrunning” chapter).
"Samurai"
At 9th level, you have a number of hacking dice equal to your Intelligence modifier, which are d8s. You regain all of your expended hacking dice when you finish a short or long rest. You can expend a hacking dice and add it to the result whenever you make a check using hacking tools (including on attack rolls and AC checks inside the Matrix; see the “Netrunning” chapter) after you roll, but before the GM says whether the roll succeeds or fails.
"Ninja"
At 13th level, you are extremely accustomed to invading systems without being detected. You are considered to be under permanent effect of a digital phantom spell (only you,
not your allies).
“Mage”
At 17th level, you cannot be easily disconnected from the net. You must have four failures on a Matrix Combat to be disconnected (see the “Netrunning” chapter). Additionally, your hacking dice are now d10s, and you can expend up to two hacking dices for each check instead of only one.
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