Rogue
Base Class: Rogue

With time brings innovation, and with innovation, change. The world of the future is completely unrecognizable from the world of yesterday. As technology progresses, mankind becomes but a puny afterthought in a world wrought with overwhelming power. What then, does one do in a world where they are at the whims of powerful machines?

They embrace the machines.

You are a cybernetically modified being. You have enhanced and even replaced parts of your body through the use of Cyberware. From installing night vision in your eyes, to reinforcing the tendons in your legs, to concealed a rocket launcher in your wrist, you have surpassed your human body and become something new and powerful.

Cyberware

Also at 3rd level, you can augment your body with Cyberware.

Cyberware. You can alter your body with Cyberware, granting you innate benefits and weapons depending on what you augment. At 3rd level, you gain two Miscellaneous pieces of Cyberware, and a choice of Arm Cyberware. At 9th level you gain a choice of Leg Cyberware and one Miscellaneous Cyberware, at 13th level you get a choice of System Cyberware and one Miscellaneous Cyberware, and at 17th level you gain a choice of Integumentary Cyberware and one Miscellaneous Cyberware.

Replacing Cyberware. Consult your DM on the logistics of replacing your Cyberware. You may be able to automatically replace it on a level up, you may need to spend a long rest replacing it, or you may need to find a specialized doctor to replace it for you.

Saving Throws. Some uses of your Cyberware require your target to make a saving throw to resist their effects. The saving throw DC is: 8 + your proficiency bonus + your Dexterity modifier.

Biomonitor

You have installed a machine that automatically heals you when you are injured enough. Once per long rest when your hit points are equal to half of the maximum or lower, you immediately heal (1d10 + Dexterity modifier) hit points. At 10th level, this increases to 2d10.

Carapace

You've installed armor beneath your skin. You gain +1 to armor class.

Chitin

You've installed biomechanical chitin in your body. Once per short rest when you recieve healing, you can roll a die, equal to the type of hit die you use, and restore extra hit points equal to the number rolled.

Handle Wrap

You install an apparatus in your hands that make throwing or firing weapons easier. The number required to roll on the dice to score a critical hit decreases by 1 when using a thrown or ranged weapon.

Mechatronic Core

You've installed a core that makes fighting machines easier. You deal extra damage to Constructs on damage rolls equal to your proficiency bonus.

Microgenerator

You have installed a generator in your wrist. When you reload a weapon, the next shot with that weapon deals an additional 2d6 lightning damage (if it hits).

Night Optics

Your eyes have been implanted with night vision lenses. You gain darkvision out to a range of 60 feet, or increase the range of your darkvision by 60 feet if you already posess it.

Smart Link

You have installed an algorithim that automatically detects enemies and adjusts the trajectory of ammunition to hit said enemies. Your ranged weapon attacks ignore half cover.

Spring Joints

You have installed springs in your joints, increasing the overall physical capabilities of your body. You gain a +1 to Strength and Dexterity saving throws.

Firearm Proficiency

When you choose this subclass at 3rd level, you gain proficiency with Firearms if you did not already have it. To survive in the future, you must master the weapons of the future.

Cyberware - Arms

At 3rd level, you gain access to cybernetic implants and modifications to your arms. You can choose between Mantis Blades, Gorilla Arms, or a Projectile Launcher.

Gorilla Arms

You replace your arms with extremely strong, reinforced, metal arms. Your unarmed strikes use your Dexterity modifier and deal (1d6 + your Dexterity modifier) bludgeoning damage. They are magical for the sake of overcoming resistances, and you can use your Dexterity modifier in place of your Strength modifier for Strength checks and Strength ability checks. This weapon is compatible with Sneak Attack.

At 10th level, these weapons gain a +1 bonus to attack and damage rolls.

Mantis Blades

You install two retractable blades in your arms. These blades count as Shortswords and are magical for the purpose of overcoming resistances. They do not take up your hands and do not require an action to sheathe. You can draw or sheathe one at a time or both, and can dual wield them if both are drawn.

You can also replace one or both of the blades with Shortswords or Daggers of your choice. Consult your DM on how that works.

Projectile Launcher

You've installed a concealable projectile launcher in your arm and can fire a small but powerful rocket from it at one creature you can see or know the position of. The projectile launcher is a ranged weapon with a range of 80 ft. that deals 3d6 fire damage. This attack is compatible with Sneak Attack. The Launcher only has one shot and you must use an action to reload it.

At 10th level, the range increases to 150 ft.

Cyberware - Legs

At 9th level, you can modify or replace your legs with Fortified Ankles, Lynx Paws, or Jenkins' Tendons.

Fortified Ankles

You've fortified your ankles to increase the strength of your leg exertions. Your long and high jump distances are doubled, and you are immune to fall damage from heights of 100 feet or less provided you are not prone when you hit the ground.

Jenkins' Tendons

Your walking speed increases by 10 feet and your dash speed increases by an additional 10 feet.

Lynx Paws

Your feet have been modified with sound-dampening material. Creatures have disadvantage on perception checks against you while you are hiding and out of sight. Additionally, standing up from being knocked prone costs only a quarter of your movement speed.

Cyberware - Systems

At 13th level, you install a powerful operating system in your brain. You can choose between Sandevistan, Berserk, or the Cyberdeck.

Berserk

Berserk is a system that forces your body's resilience to perform at peak efficiency.

As a free action, you can activate Berserk for 3 rounds, ending at the end of your turn on that round. You gain the following benefits:

  • At the start of each of your turns, you gain temporary hit points equal to half your rogue level rounded up. These temporary hit points do not stack with one another.
  • Your weapon attacks deal bonus damage equal to your proficiency bonus.
  • When you kill a creature, you recover hit points equal to half your rogue level rounded up.
  • You can attack twice when you take the attack action.

After Berkserk ends, you gain a point of exhaustion.

Cyberdeck

Your implant the Cyberdeck, a system containing data on various spells. You learn 5 spells from the Wizard spell list, which must be a cantrip or a spell of levels 1-3. The Cyberdeck has 5 charges that reset after a long rest, and you can expend a charge to cast one of your spells using the Cyberdeck as your spellcasting focus. You cast these spells using your Intelligence modifier, and can cast them without verbal components (as if using the Silent Spell metamagic). You can replace the chosen spells at the end of a long rest.

Sandevistan

The Sandevistan increases your physical speed and decreases your perception of time, allowing you to fight greater precision and lethality.

As a free action, you can activate the Sandevistan for 3 rounds, ending at the end of your turn on that round. You gain the following benefits:

  • Your movement speed is doubled.
  • The number required to be rolled on the die to score a critical hit decreases by 1.
  • You have advantage on attack rolls and Dexterity saving throws.
  • You can attack twice when you take the attack action.

After the Sandevistian deactivates, you gain a point of exhaustion from the strain on your body.

Cyberware - Nervous

At 17th level, you've installed Cyberware in your nervous system. You can choose from the Deep-Field Visual Interface, Kerenzikov, and the Revulsor.

Deep-Field Visual Inferface

You've installed neural implants that increase your targeting abilities. When a creature is at least 90 feet away from you, the number required to roll on the die to score a critical hit is reduced by 1.

Kerenzikov

You have installed a neural enhancer that activates when you sprint. When you take the dash action, your next weapon attack roll will have advantage.

Revulzor

You have installed a device that causes your body to automatically evade in dangerous situations. The first time in a battle that your hit points are below half of your maximum, you automatically take the Dodge action without expending any action economy. Until your hit points are restored above 50% of their maximum, you can take the dodge action as a bonus action.

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