Base Class: Rogue
You are trained in the arts of subterfuge through disruption, allowing you to manipulate magic through your knowledge of the weave. You pride yourself on your ability to rewire enchantments and craft curses, picking apart magic and reordering it to your will. Utilizing hack points you can activate a variety of abilities that allow you to sneak, spy and steal. An Arcane Hacker also has much utility in their large toolbox of hacks, allowing you to take on roles of damage, support and exploration.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know three cantrips: Message and two other cantrips of your choice from the Wizard spell list.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mending, with another Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Arcane Hacker Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Rogue Level | Prepared Spells | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Hacker Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Hacker Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 3: Reweave
Level 3: Reweave
Your knowledge of the weave allows you to rewire the effects of magic on certain objects and creatures.
Hacking. You learn three hacks of your choice from the Hack Options section below.
Hack Points. You gain access to Hack Points which you can expend to use activate your hacks. A Hack Point is expended when you use it. You regain all expended Hack Points when you finish a Short or Long Rest. You have an amount of Hack Points equal to your proficiency bonus.
You learn one additional hack of your choice when you reach Rogue levels 6, 9, 12, and 15. Each time you take a Long Rest, you can also replace one hack you know with a different one.
Hack Options
The hacks are presented below.
Alias
You may expend a Hack Point to make your familiar invisible for 1 hour.
Brute Force Attack
You may expend a Hack Point as a Bonus Action to add an extra 1d6 to your sneak attack damage this turn.
Bug
You may expend a Hack Point to leave a small rune on a surface. When you use this ability you must choose whether you can hear through this rune or see through this rune. This effect lasts until your next Short or Long Rest.
Copied Cast
You may expend 2 Hack Points to take the Ready action and link with a willing creature that you can see within 10 feet of yourself. Until your next turn, when that creature takes a magic action to cast a spell you may cast the same spell with the same target(s) as a Reaction if you have an available spell slot to cast it.
Decryption
You may expend a Hack Point to cast Comprehend Languages except the effect lasts until your next Short or Long Rest.
Download
You may expend 2 Hack Points to prepare a spell from outside the Wizard's spell list. Doing so requires a spell scroll or some other way to learn the spell.
Encryption
You may expend a Hack Point to cast Illusory Script or Magic Mouth without paying for its material components.
Enhance
You may expend a Hack Point to take the Help action, doing so will allow you to add half your sneak attack dice (rounded down) to the creature's first attack roll instead of granting Advantage.
Glitch
You may expend 2 Hack Points to create an illusory duplicate of a single object or creature that fits within a 10 foot cube. The illusion lasts for a minute and can be moved. If a creature takes a Study action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Identity Theft
You may expend 2 Hack Points to cast Disguise Self except you become a perfect replica of a humanoid creature that you have a sample of (Blood, hair, tooth). This replication includes the way you sound.
Lag
You may expend a Hack Point as an Action to negate the lasting effects of a spell or magic temporarily by making an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. This effect lasts for an amount of minutes equal to your sneak attack dice roll. If the check was unsuccessful the the Hack Point is not expended.
Loop Memory Feed
You may expend a Hack Point as a Bonus Action to cause a creature to temporarily loop it's recent memory, imposing Disadvantage on it's next attack roll.
Network Overlay
When a creature within 5 feet of you succeeds on an attack roll you may expend a Hack Point as a Reaction to add your Sneak Attack damage to the damage roll.
Passkey
You may expend 2 Hack Points to infuse an object smaller than a 5 foot cube with built in protection. You set a command phrase and if a creature tries to touch the object without saying the command phrase beforehand, they take Psychic damage equal to your Sneak Attack damage.
Recharge
You may expend a Hack Point as a Bonus Action to touch a willing creature, doing so will allow you to transfer hit points equal to half your sneak attack dice to the creature or transfer that many hit points to yourself. If you touch two creatures you may exchange hit points between those targets instead.
Replay
You may expend a Hack Point to replay a creature's memory from within the past 24 hours. An unwilling creature must make an Intelligence saving throw equal to your spell save DC. If successful you gain Advantage on all Intelligence (History) checks related to the information obtained.
Scan
You may expend a Hack Point to cast Detect Magic with a range of 120 feet but it is not blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Stable Connection
You may expend a Hack Point to cast Message except you may target multiple creatures, the connection lasts for an hour rather than a round.
Trace Signal
You may expend a Hack point to cast Identify except you will not need to pay material components. Additionally you will gain knowledge about the item's most recent owner or if you cast it on a creature you will gain knowledge on who the caster is.
Upload
You may expend 2 Hack Points to allow one creature to cast a spell from your prepared list of spells until your next Short or Long Rest.
Breach the Firewalls
DDoS. You may expend 4 Hack Points as part of an Attack action to make an attack on up to 3 different targets.
Enter the Mainframe
When you reduce a creature to 0 hit points you regain 1 Hack Point.
Install Malware Runes
Rune of Control. You may expend 4 Hack Points to upload your consciousness into a creature that is dead. The creature will regain hit points equal to twice your rogue level and you will have control of the creature until your original body or the creature's body is reduced to 0 hit points. You may end the ability at any time and return to your original body.
Rune of the Virus. You may expend 4 Hack Points as a Bonus Action to enchant your weapon with an arcane virus. Creatures hit with this weapon will lose 3d6 necrotic damage at the start of their turn for each arcane virus wound they're infected with. At the end of their turn the creature makes a Constitution Saving throw equal to your spell save DC to end the effect.
Previous Versions
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