Rogue
Base Class: Rogue

You have delved into secret ruins and discovered ancient tech that is years ahead of your time. You've tinkered with your finds and have learned to apply your hacking skills to other objects and mechanized beings.

Tech Savay

You are proficient in all Crossbows and firearms (if your DM allows fire arms). You also gain a proficiency with tinker's tools.

Hacker

When you land an attack on a construct that does sneak attack damage, you can use a bonus action to hack into it. The creature must make a Wis save, DC=8+pro+Dex. On a fail, the creature is stunned for a minute. It repeats the save at the end of its turn.

Tinkerer

You can spend 10 minutes to give a tiny object one of the following properties:

-Shine bright light in 5ft radius and an additional 5ft of dim light.

-A static visual effect appears on the object. This effect is a picture, up to 25 words of text, lines and shapes, or a mix of them.

-The object emits a recorded message that is 6 seconds long and can be heard 10ft away.

The method of trigger is up to you.

Ancient Tech Know How

You have advantage on any tool check used to interact with technology. Any fails regarding unlocking a high tech lock don't increase the DC.

Avoid Their Sensors

While you are stealthed, you apply stealth tech that makes you undetected by blindsight, but only if you move at half movement speed. If you have more than half your movement while stealthed, the creature is alerted to your position provided that their blindsight extends to you.

Override

While a construct creature is stunned by your Hacker ability, you may spend an action to force the creature to make a new Wis save. If it fails, it is friendly to you and your allies for 1 hour. Once you use this ability, you can't use it again until you take a short rest.

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