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Ghost Walk - You have mastered the ability to conceal your very existence, far beyond the capabilities of any mortal. Your bonus to dexterity checks are doubled, and you can only be sensed with a perception that beats your stealth. While unnoticed, you can choose to not be affected by effects you would deem harmful.

Netrunner - Your familiarity with technology and with the advanced enhancements inside your body, infiltrating and hacking networks has become second nature. While within 360ft of a piece of technology, you can subtly hack into it, allowing you access to all of its information, or allowing you to take control over it. Once you've hacked into a piece of technology, you can create a backdoor, allowing you to access it again remotely from anywhere. Your advanced skill in the field makes tracking your back doors impossible. If a piece of technology is a part of a network, you can instantly tap into other devices connected to the network, allowing you to use this ability on any of the connected devices. Additionally you always have access to the virtual world, allowing you to act both inside and out.

Cyber Enhancements - After years of training, adventuring and now your ascension, a few more enhancements shouldn't hurt... you can now have three different modes active from your enhancements at a time, and the bonus to checks from them are doubled. Your base movement speed is doubled, and you gain the ability to cast darkness, misty step, mordenkainen's private sanctum and pass without trace spell at will, requiring no spell components. You gain tremor sense when using your interception enhancement, and your blindsight can now see through walls and obstructions, so long as there is an unobstructed path to the location. Additionally through the enhancements of your body, you may integrate worn items into your body, allowing you to conceal them from others.

Precise Killer - Your delayed attacks may now be unleashed at any given moment, either one at a time or grouped together as a single attack, allowing you to strike down foes at the precise moment needed. (Attacks automatically unleash after their max duration should you die before unleashing them). Additionally the maximum dice you can roll for delayed death can now be equal to the targets con score. 

Integrated Wire - With a few adjustments, surgeries and your precise finesse, you have learnt to better control your integrated wire. Wrapping the wire around creatures is not considered grappling them, and you can have an amount of creatures tied up equal to your dexterity modifier. The wire has 360ft length, taking up 10ft to wrap around one creature. While a creature is wrapped in the wire, their magic, technology and magical items cease to function should you choose, allowing you to interrogate even the deadliest of foes. Limbs become severed should the creature move more than 5ft, and creatures immune to effects that would instantly kill them or have something to negate the effect, instead cannot act until the severed limb that would have killed them has regrown.

You can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Ghost Step - You may move up to your movement speed, allowing you to step out of any restraints that might be preventing your movement.

Deadly Strike - You may make an attack against a creature.

Fatal Wounds (2 Actions) - You may increase the cap on your delayed death by two dice.

 Assassinate (2 Actions) - You may tighten the wire, allowing you to sever the limb of the creature you have your wire wrapped around. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2023 12:20:42 AM
21
1
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Coming Soon
5/22/2023 1:32:17 PM
38
1
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Coming Soon
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