Base Class: Fighter
A master of the arcane and the digital, the Cybernetic Knight is a warrior who has merged their mind with the digital fabric of reality itself. Their armor pulses with shifting codes and glowing glyphs, a manifestation of their connection to a vast network of data and magical algorithms. Wielding a blade forged from pure data, they can slice through both physical and virtual barriers, manipulating the very essence of magic as if it were a program to be debugged or rewritten. Their combat style is a precise blend of ancient martial arts and cutting-edge spells, each strike an elegant combination of physical force and magical precision. To face a Cybernetic Knight is to stand against a force that exists both within and beyond the physical world, a living interface between man and machine, where every movement is a calculated command.
Binary Knowledge
3rd-level Cybernetic Knight feature
At 3rd level, the Cybernetic Knight gains a deep understanding of binary code and the principles of digital technology. You can read, write, and comprehend binary code, granting you the ability to interface with technological devices, hack into digital systems, and understand complex algorithms. Additionally, you gain proficiency with tools related to technology, such as tinker’s tools or hackers’ tools, allowing you to manipulate and repair machines, open locked digital doors, and disable security systems. This proficiency can be used to decipher encrypted messages, control technological devices, or even rewrite parts of a system to gain an advantage in certain situations.
Cyber Enhancements
3rd-level Cybernetic Knight feature
At 3rd level, the Cybernetic Knight gains access to Cybernetic Enhancements, digital upgrades that enhance their combat abilities. These enhancements are drawn from the digital ether and take the form of temporary upgrades shaped by data and code. As a bonus action, the Cybernetic Knight can activate one enhancement for 1 minute, choosing from a set of digital upgrades that bolster their strength, speed, or resilience. The knight can use this feature a number of times equal to their proficiency bonus, regaining all expended uses after a long rest.
Enhancements Known
| Fighter Level | Number of Enhancements |
|---|---|
| 3rd | Barrier Code |
| 7th | Strength Code |
| 10th | Speed Code |
| 15th | Berserker Code |
Barrier Code. You gain advantage on saving throws against being poisoned and a +2 bonus to your Armor Class.
Strength Code. Your Strength modifier increases by +2, and you gain advantage on Strength checks and Strength saving throws.
Speed Code. Your movement speed is doubled, and you can cast Blur on yourself (self only) without expending a spell slot. The effect lasts for the duration or until you lose concentration.
Berserker Code. You enter a state of heightened aggression, gaining advantage on all attack rolls and dealing an additional 3d6 damage with melee weapon attacks and 2d6 for unarmed attacks. However, you also take disadvantage on wisdom and charisma saving throws.
Barrier Code
You gain advantage on saving throws against being poisoned and a +2 bonus to your Armor Class.
Berserker Code
You enter a state of heightened aggression, gaining advantage on all melee attack rolls and dealing an additional 3d6 damage with melee weapon attacks and 2d6 for unarmed attacks. However, you also take disadvantage on wisdom and charisma saving throws.
Speed Code
Your movement speed is doubled, and you can cast Blur on yourself (self only) without expending a spell slot. The effect lasts for the duration or until you lose concentration.
Strength Code
Your Strength modifier increases by +2, and you gain advantage on Strength checks and Strength saving throws.
Virus Portocols
At 7th level, the Cybernetic Knight learns to activate Virus Protocols, infecting their enemies with debilitating digital viruses that disrupt their systems and weaken them in combat. As an action, you can target a creature within 30 feet of you and attempt to implant a virus into their system. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or suffer one of the following debuffs for 1 minute:
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System Overload: The target takes 1d6 necrotic damage at the start of each of their turns as their internal systems are overloaded with corrupt data.
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Data Corruption: The target has disadvantage on all attack rolls, ability checks, and saving throws as their sensory or cognitive systems become scrambled.
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Viral Lag: The target’s movement speed is reduced by 10 feet, and they have disadvantage on Dexterity saving throws, as their reflexes are hindered by the virus.
A creature that succeeds on the saving throw is immune to your Virus Protocols for the next 24 hours. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Cybernetic Spells
10th-level Cybernetic Knight feature
At 10th level, the Cybernetic Knight gains access to cybernetic spells, a unique set of abilities that fuse arcane power with digital manipulation. These spells draw on the energy of the digital realm, allowing the knight to alter the fabric of reality, enhance their combat skills, or even disrupt enemies through the manipulation of data and code. Whether it’s cloaking themselves in data-based illusions or unleashing virtual blasts, the Cybernetic Knight can bend magic to their will, seamlessly integrating it with their combat style. These spells are considered Arcane in nature and count as cybernetic spells for all rules and purposes. You can cast a number of cybernetic spells equal to your Intelligence modifier (minimum of 1) per long rest.
Cybernetic Spell List
| Spell Level |
Spells |
|---|---|
| 0 | On/Off |
| 1st Level | Infallible Relay, Remote Access |
| 2nd Level | Arcane Hacking, Digital Phantom, Find Vehicle |
| 3rd Level | Hawywire, Invisibility to Cameras, Protection from Ballistics |
Cyber Upgrades
At 15th level, the Cybernetic Knight’s connection to the digital realm allows them to perform powerful Cyber Upgrades, enhancing their weapons and armor beyond the norm. As a bonus action, you can upgrade your weapon and armor for 1 hour, gaining the following benefits:
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Weapon Upgrade: Choose one weapon you are wielding. It gains a +2 bonus to attack and damage rolls. Additionally, on a hit, the weapon deals an extra 2d6 force damage, and you can choose one of the following effects to apply on each hit:
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EMP Strike: Disrupt a creature’s technology. It cannot take reactions until the start of its next turn.
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Hacker’s Precision: The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or have disadvantage on their next attack roll.
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Adaptive Blade: You can ignore resistance to the damage type dealt by the weapon.
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Armor Upgrade: Choose one set of armor you are wearing. It gains a +2 bonus to your Armor Class. Additionally, you gain the following:
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Damage Resistance: You gain resistance to two types of damage of your choice (acid, cold, fire, lightning, necrotic, or radiant) for the duration of the upgrade.
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Digital Shielding: As a reaction, when you take damage from a ranged attack or magic, you can add your Intelligence modifier to your Armor Class for that attack.
- Overclocked Defense: You can take the Dodge action as a bonus action. Additionally, if a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.
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You can use this feature once per long rest. At 18th level, you can use it twice per long rest.
Cyberspace
18th-level Cybernetic Knight feature
At 18th level, the Cybernetic Knight gains the ability to warp the very fabric of reality within a 60-foot radius, creating a digital battlefield known as Cyberspace. As an action, you can choose a point within range and create a zone of digital energy that lasts for 1 minute. While inside the Cyberspace, the following effects occur:
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Digital Terrain: The terrain within the Cyberspace becomes unstable and digital in nature, distorting the environment. All creatures in the area have disadvantage on Wisdom (Perception) checks to detect creatures and objects, as the shifting code obscures their senses.
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Hacker’s Dominion: You can use your reaction to hijack any enemy creature’s movement within the Cyberspace, forcing them to move up to 10 feet in any direction. This movement does not provoke opportunity attacks, but the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or have disadvantage on their next attack roll.
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Network Disruption: Any creature within the Cyberspace must succeed on a Constitution saving throw or have their technological devices, magic items, and technological spells (if they have any) become temporarily corrupted. The target loses the ability to use any technological devices or magic items for the duration of the effect (1 minute). Creatures that succeed on the saving throw are immune to this effect for the duration of the Cyberspace.
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Data Surge: As a bonus action, you can channel the energy of the Cyberspace into one of your attacks. The next attack you make in the zone deals an extra 4d6 force damage and causes the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target is stunned until the start of your next turn, as their systems are overloaded with data.
You can use this feature once per long rest.







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