Rogue
Base Class: Rogue

You have gained the capability to bend technology to your will. Youve honed your skills and added these abilities to your already impressive array of infiltration tactics.

Tech Wiz

Starting at 3rd level, you have advantage on all checks made to identify and understand electronics devices.

Hacksmith

Starting at 3rd level, you gain a psychic link to minor electrical devices. An amount of times equal to your Intelligence modifier, you can use a bonus action to take control of a simple electronic device for 1 minute. While you have control of the device you can simply shut it down, enhance its basic function, or get it to perform a completely different function. The range of devices you can influence is determined by the DM. You regain all expended uses after a long rest.

Static Screen

Starting at 9th level, you can now choose what devices can and cant see you. Any camera or other device within 100 ft of you cannot perceive you unless you choose to allow it to, it can however perceive any object interactions you perform.

Holoclone

Starting at 9th level, you can produce a holographic doppelganger of yourself within 30 ft of yourself using an action. This doppelganger cannot attack or interact with solid objects. Creatures must succeed on an Investigation check with a DC equal to 8+ proficiency bonus+ INT mod in order to be able to discern the difference between you and your doppelganger. If they fail the check, the doppelganger counts as an ally for the purposes of applying sneak attack and any enemy that attempts to attack you will choose between you and the doppelganger randomly. If they attack the doppelganger, they take lightning damage equal to your sneak attack damage and learn that which you is real. You can resummon and move the doppelganger at will. You can use this feature once per long rest.

Explosive Decoy

Starting at 13 level, you can end your Holoclone early as a reaction to them getting attacked to force a CON saving throw equal to your Holoclone DC on all creatures within 5ft of it. If they fail they take half of the initial damage and are stunned until the end of their next turn. On a success they only take the damage and are not stunned. In addition, you can now drain electricity from devices to recharge your Holoclone. How much electricity you get and how long it takes to drain is up to the DM.

Electro-Magnetic Pulse

Starting at 17th level, you can use an action to overload and shutdown all electronic devices that arent magically powered within 1 mile of yourself. You regain the use of this feature after a long rest.

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