Rogue
Base Class: Rogue

Hackers specialize in taking away their enemies' abilities and leaving them powerless. With cybernetic enhancements, they are able to hack into their enemies' magic and equipment and make them easy targets. This subclass specializes in sneaking around and taking away the abilities of your enemies to make quick work of them. The abilities are based on those of Sombra from Overwatch. This subclass is best fit for a setting with advanced technology. 

Hack

When you take this subclass at level 3, you gain the ability to hack into your enemies stopping them from using their abilities. As a bonus action, you can force a creature within 10 ft of you to make a Wisdom saving throw or be under the effects of an anti-magic field and unable to use any other abilities than a single weapon attack. The creature stays hacked until the end of their turn on the next round in combat (2 turns hacked). You may use this feature a number of times per long rest equal to your dexterity modifier + your proficiency bonus. The save DC for this ability is equal to 8 + Proficiency bonus + Dexterity modifier. 

It is up to DM discretion if certain features and traits are subject to this hack so make sure to go over it with them!

Opportunist

When you take this archetype at level 3 your attacks become more effective against hacked targets. You have advantage on attack rolls against targets that are hacked. 

Cloak

When you reach the 9th level, you can turn yourself invisible to easier hack your targets. As a bonus action, you can turn invisible until you next attack or hack a target. If you are invisible when you attempt to hack a target, the target makes the saving throw at disadvantage. You may use this ability a number of times equal to your proficiency bonus. 

Translocator

When you reach the 13th level, you may set up a small device that you can teleport to later. As a bonus action, you may place your translocator within 30ft of you in an unoccupied space. The translocator stays active for 1 minute and can be destroyed. The translocator has an AC of 12 and 5 hitpoints. Once placed, you can choose to immediately teleport to the translocator within the same bonus action, or wait and teleport to the translocator as a bonus action on any of your subsequent turns while it is still active. You may use this feature a number of times per long rest equal to your proficiency bonus. 

EMP

When you reach 17th level, you release an electromagnetic pulse that hacks all enemies around you. As an action, each creature of your choice within 30 ft of you must make a Wisdom saving throw against your save DC or be hacked. Additionally, your allies gain the benefit of opportunist for the duration of the hack.You may not use this feature again until you have completed a long rest. 

Previous Versions

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3/17/2023 4:23:34 AM
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