Base Class: Rogue
When Firewalls are more important than Walls of Fire.
The Cyber Ninja Rogue operates in the digital underworld of a modern setting, where information is the most valuable currency. Masters of hacking and data extraction, they can uncover every secret about their enemies, whether by infiltrating secure networks or cracking encrypted files. Hidden creatures and concealed threats don't stand a chance against their enhanced sensors and expert knowledge, as these rogues excel at locating and neutralizing enemies from the shadows. In combat, while they aren't the most physically imposing, their sneak attacks gain a shocking edge as they channel electricity to disable their targets with lightning precision.
What truly sets the Cyber Ninja apart is their ability to unleash devastating electromagnetic pulses (EMPs), disabling electronic and magitech in an instant. But this skill comes with a catch—using it might knock out their own advanced gear as well, making every EMP a calculated risk. Reserved and detached, Cyber Ninjas tend to hide behind screens or work from the shadows, preferring cold logic and strategic moves to direct confrontation. But when they have an opinion, they’re unrelenting, offering sharp, tech-savvy insights that often leave others scrambling to catch up. In a city fueled by tech and data, the Cyber Ninja Rogue is both feared and sought after, knowing that in their hands, knowledge is power—and power is everything.
Level 3: 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 Wisdom (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.
Level 3: Exploit Specialist
3rd-level Cyber Ninja feature
You have access to information on well-known figures and creatures. When you hit a creature you can see with your Sneak Attack, you can make a Wisdom (Insight) or Intelligence (Investigation) check using the target creature's Challenge Rating (CR) as the DC. On a success, you gain two pieces of information about the creature. This information can be Armor Class (AC), Hit Point Maximum, resistances and immunities, saving throw proficiencies, skill proficiencies, special abilities, or strategy. You may choose which two pieces of information or request other relevant information (at DM discretion).
Level 9: 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. When cast in this way, you may ignore range requirements and lead does not impede detection, but the directions may be vaguer if the target is more than 1,000 feet away. If you wish to avoid detection, you may be required to make a Dexterity (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.
Level 9: You Know Kung-Fu
9th-level Cyber Ninja feature
You're never ill-prepared, downloading martial arts knowledge into your brain to evade enemy attacks. You gain an additional Cunning Strike option:
- Bullet Time (Cost: 2d6). You expertly dodge incoming attacks. All attacks against you have Disadvantage until the start of your next turn.
Level 13: Lightning Quick
13th-level Cyber Ninja feature
Your weapons are imbued with electricity from a technical or magical source. Your Sneak Attack can deal 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.
Level 13: 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.
Level 17: 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 Dexterity (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. The cameras are tiny, have an Armor Class (AC) of 15, and 1 Hit Point. A creature must succeed on an Intelligence (Investigation) check to discover it. You can place a number of cameras up to your Proficiency Bonus and regain all expended uses on a Long Rest. The cameras remain active indefinitely, but you can never have more active than your Proficiency Bonus. If you attempt to plant 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.
The DC for the Intelligence (Investigation) check is equal to 8 plus your Proficiency Bonus plus your Intelligence Modifier.
Level 17: 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 a Magic action to throw an EMP to a point you can see within 60 feet. All creatures within 20-foot radius Sphere centered on that point must make a Dexterity saving throw 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 Sphere are dispelled or temporarily disabled, as if by the Antimagic Field spell, for 1 minute even if they leave the Sphere. At the discretion of the DM, certain technology may remain disabled after the effect dissipates. Once you use this ability, you must finish a Long Rest before doing so again.
Your saving throw for this ability is equal to 8 plus your Proficiency Bonus plus your Intelligence modifier.
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