Base Class: Fighter
Edgerunners are street-smart warriors who survive on ingenuity, grit, and improvisation. They thrive in dystopian landscapes, wielding technology, magic items, and raw cunning to turn the battlefield to their favor. Quick, adaptable, and ruthless, they embody the survivalist spirit of those who live on the fringe of civilization, striking with precision, trickery, and unrelenting resolve.
Combat Senses
You have developed a "twitch" for danger. You gain proficiency in the Insight skill and Hacking. When you make a Hacking (Intelligence) check to interact with technology or hack a device, you can treat a d20 roll of 9 or lower as a 10. Additionally, you can add your Intelligence modifier to your Initiative rolls.
Sandevistan Surge
You can manipulate the flow of the opening seconds of a fight. You gain the following benefits:
- First to the Draw: At the start of combat, you can give yourself Advantage on the Initiative roll.
- Order of Operations: Once per Long Rest, after Initiative is rolled but before the first turn begins, you can swap your Initiative result with a willing ally who can see or hear you.
Tactical Reflexes
You move faster than the eye can follow. Your walking speed increases by 10 feet. Additionally, when you use your Second Wind, you can immediately take the Search or Withdraw (Disengage) action as part of that same Bonus Action. If you use Withdraw this way, your movement speed is doubled until the end of the current turn
Zero-In
Your focus in the first few rounds is terrifying. During the first two rounds of any combat encounter, you gain the following benefits:
- You have Advantage on attack rolls against any creature that has not taken a turn in the combat yet.
- Your Weapon Mastery properties can be triggered twice on a single hit if the target is lower than you in the Initiative order.
Neural Overclock
Your reaction time is so high it borders on precognition. You can no longer be Surprised. Additionally, you can now use Order of Operations a number of times equal to your Proficiency Bonus, and you can use it to swap your Initiative with an unwilling enemy. The enemy must succeed on a Wisdom Saving Throw (DC 8 + your Intelligence modifier + your Proficiency Bonus) or be forced to trade places with you in the turn order.
Living on the Edge
You are the master of the "Sudden Death" strike. When you use your Action Surge, you gain an additional Bonus Action on that turn. Furthermore, if you are at the very top of the Initiative order (going first), your first successful hit on your first turn deals an extra 4d10 Force damage as you strike before the target can even register your presence.
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