Base Class: Rogue
Cyber Ninjas are skilled hackers that use a combination of wits, technology, and magic to access critical information. They have unrivaled knowledge of their foes and environments, allowing them to setup clever ambushes or avoid combat entirely. Cyber Ninjas are particularly skilled at dealing with enemies that rely on technology, such as warforged, Cyborgs, Desperados, and other Cyber Ninjas.
Cyber Ninjas act in accordance with their own moral code, which often puts them in conflict with authority figures. They are typically not part of a larger organization, preferring to collaborate and share information on a case-by-case basis. They typically have high Intelligence and Dexterity and are some of the most skilled trackers on the planet.
Master Hacker
3rd-level Cyber Ninja feature
You are skilled in all things digital. You have proficiency with Hacking Tools. You have advantage on ability checks made with Hacking Tools and Intelligence (Perception) and Intelligence (Investigation) skill checks made with a computer.
Note: Hacking Tools are homebrew; The item and proficiency must be added manually or can be reflavored thieves' tools.
Foebook
3rd-level Cyber Ninja feature
You have access to information on well-known figures and creatures. As a bonus action, you can consult the database to gain two pieces of information about a creature within 60 feet of you. This information can be armor class (AC), maximum hit points, resistances and immunities, saving throw proficiencies, skill proficiencies, or special abilities. You may choose which two pieces of information or request other relevant information (at DM discretion), but some information in the database may be missing or inaccurate.
Cyber Stalker
9th-level Cyber Ninja feature
You are able to thoroughly research creatures and objects during your down time. During a short or long rest, you can cast either the Locate Object or Locate Creature spell, provided you have access to a computer, without material components or consuming a spell slot. If you wish to avoid detection, you may be required to make a Stealth check against a foe's perception, at the DM's discretion. You can use Intelligence rather than Dexterity when making this skill check. You have advantage on this check during a long rest.
Lightning Quick
13th-level Cyber Ninja feature
Your weapons are imbued with electricity from a technical or magical source. Your sneak attack deals lightning damage instead of its normal type and any creature hit with your sneak attack cannot take reactions until the start of their next turn. If the creature has a magical or high-tech prosthetic, it is disabled for 1 minute.
Insolated
13th-level Cyber Ninja feature
Your clothing and armor are treated with insolated fibers to minimize the risk of electric shock. You have resistance to lightning damage and advantage on saving throws to prevent or end the stunned condition.
Big Brother
17th-level Cyber Ninja feature
You are able to easily access security cameras and private networks to locate targets of interest or scout locations. During a short or long rest, you can cast the Scrying spell, provided you have access to a computer, without any material components or consuming a spell slot. When cast in this way, you may target a location rather than a creature with the spell. You are considered to have a -10 save modifier based on the connection for the spell and locations do not get to make a Wisdom saving throws to evade the spell. If you wish to avoid detection, you may be required to make a Stealth check against a target's perception, at the DM's discretion. You can use Intelligence rather than Dexterity when making this skill check. You have advantage on this check during a long rest.
You can also spend 1 minute planting a camera in a location that can be accessed with scrying during future rests. You may place no more than one camera per day and the number of active cameras you can have is equal to your proficiency bonus. If you attempt to create a camera beyond this, you must first disable a prior one of your choice. Accessing these cameras does not require a Stealth check to hide your trail and the target does not get to make a Wisdom saving throw to avoid this.
Electromagnetic Pulse
17th-level Cyber Ninja feature
You carry a powerful electromagnetic pulse (EMP) device that can be used to disable technical and magical effects. You can use an action to throw an EMP to a point you can see within 60 feet. All creatures within 20 feet of that point must make a Dexterity saving throw (based on your intelligence) or take 6d6 force damage and be knocked prone. On a success, a creature takes half damage and is not knocked prone. All technology and magic within the 20-foot radius are dispelled or temporarily disabled, as if by the antimagic field spell, for 1 minute. At the discretion of the DM, technology may remain disabled after the effect dissipates.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/18/2024 4:52:16 AM
|
32
|
3
|
Alpha
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jan 16, 2025cool