Base Class: Wizard
In the fractured, digitally entwined world of Greyhawk 3030, where magic and machine blur, a new breed of wizard has emerged: the NetRunner. These arcane hackers treat the world as a vast network of magical and technological systems waiting to be exploited. Rather than painstakingly crafting or building, NetRunners subvert, hijack, and manipulate, turning magical wards, automated defenses, and even advanced constructs into tools of their will. From forgotten data-tomes to humming server farms, they bend the digital and mystical alike, altering reality with a flick of the wrist. NetRunners excel at control, disruption, and tactical support, making them ideal partners for Edgerunner fighters and anyone who thrives in chaotic, high-tech battlefields.
NetRunner Spells
Your magic specializes in the manipulation of technology and digital security, treating all systems, arcane or technological, as code to be rewritten.
|
Wizard Level |
SRD Spell Suggestions |
|
3rd |
Identify, Shield, Invisibility, Knock |
|
5th |
Counterspell, Sending |
|
7th |
Arcane Eye, Confusion |
|
9th |
Legend Lore, Telekinesis |
The Cyberdeck
You have replaced your dusty spellbook with a Cyberdeck, a sophisticated arcane processor.
- Technomantic Savant: You gain proficiency in Hacking (Intelligence). When you use it to hack or manipulate technology, you treat a d20 roll of 9 or lower as a 10.
- Buffer Memory: Your Cyberdeck has its own pool of energy and active spells. You have a number of Deck Slots equal to your Proficiency Bonus. These slots are always considered 1st-level slots. You can use them to cast any Wizard spell you have prepared, or to fuel your Quickhacks. You regain all Deck Slots on a Long Rest.
Quickhacks
You can use your Cyberdeck to perform rapid-fire tactical overrides. As a Bonus Action, you can expend one Deck Slot (or a standard spell slot) to target a creature or object within 60 feet for one of the following "Quickhacks":
- Short Circuit: The target must make an Intelligence Saving Throw. On a failure, it takes 2d6 Lightning damage and cannot take Reactions until the start of your next turn.
- Optics Jammer: The target must make an Intelligence Saving Throw. On a failure, it has Disadvantage on attack rolls until the start of your next turn.
- Weapon Glitch: Choose one weapon the target is holding. Until the start of your next turn, that weapon cannot benefit from Weapon Mastery properties or magical bonuses to hit.
System Override
Your ability to siphon data is unmatched. When you use a Quickhack on a Construct or a creature wearing Heavy Armor or carrying a Firearm, the target has Disadvantage on the saving throw. Additionally, when a creature fails a saving throw against one of your Quickhacks, you can choose to regain one expended Deck Slot. You can regain slots this way a number of times equal to your Intelligence modifier per Long Rest.
Reboot Protocol
You can crash an enemy’s "software" in real-time. As a Reaction when a creature you can see within 60 feet casts a spell or activates a technological device, you can force it to make an Intelligence Saving Throw. On a failure, the spell or activation fails and is wasted. Once you use this feature, you cannot do so again until you finish a Short or Long Rest, unless you expend three Deck Slots to use it again.
Code Ascendancy
You and your Cyberdeck are a single unit. You gain the following benefits:
- Root Access: You gain Advantage on saving throws against spells and technological effects.
- Overclock: When you use a Quickhack, you can target two creatures within 5 feet of each other instead of one.
- Emergency Firewall: When you are forced to make a saving throw to maintain Concentration, you can expend a Deck Slot to automatically succeed.
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