Fighter
Base Class: Fighter

Despite physical combat prowess, you were never built for such simple methods. Jack in.

Neural Interface

You possess an advanced combat interface that allows you to invade and manipulate hostile systems.
Quickhack Protocol You gain a pool of Hack Charges equal to your proficiency bonus + your Intelligence modifier (minimum 2).
You regain all expended Hack Charges when you finish a short or long rest.
As a bonus action, choose a creature within 60 feet that you can see and expend a Hack Charge to use one of the following
Quickhacks:
 * Short Circuit: The target takes 2d8 lightning damage and cannot take reactions until the start of its next turn.
 * Cripple Movement: The target must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of your next turn.
 * Cyberpsychosis: The target must make a Wisdom saving throw. On a failure, it must use its reaction to make one weapon attack against a creature of your choice within its reach. Ping For 1 minute:

  • You know the target’s exact location.
  • The target cannot benefit from invisibility against you.
  • Your attacks against the target deal additional damage equal to your Intelligence modifier.

Hack Save DC = 8 + Proficiency Bonus + Intelligence Modifier

Combat Analytics

You gain proficiency in Investigation and one of the following:

  • Arcana
  • Perception
  • Insight

You may use Intelligence instead of Wisdom for these skills

Overclock

You can push your neural implants beyond safe operating limits. As a bonus action, enter Overclock Mode for 1 minute. While Overclocked:

  • Gain an additional bonus action every turn.
  • Your movement speed increases by 20 feet.
  • Quickhacks no longer cost Hack Charges.

When Overclock ends, suffer one level of exhaustion. Once used, you cannot use it again until you finish a long rest.

Counter-Intrusion

When a creature within 60 feet makes an attack roll against you, you may use your reaction to force it to make an Intelligence saving throw. On a failure:

  • The attack automatically misses.
  • The creature takes lightning damage equal to your Fighter level.

You may use this feature a number of times equal to your Intelligence modifier per long rest.

Legendary Quickhacks

Your hacks evolve into devastating battlefield weapons.
You gain the following options:
Contagion As an action, target one creature within 60 feet. The target makes a Constitution saving throw. On a failure:

  • Takes 6d8 poison damage.
  • At the start of its next turn, the effect spreads to every hostile creature within 15 feet.
  • Affected creatures repeat the save.

    Weapon Glitch: As a bonus action, target a creature within 60 feet. The creature must make an Intelligence saving throw. On a failure:
    • It has disadvantage on attack rolls.
    • Its weapon attacks deal half damage.
    This lasts for 1 minute. The creature repeats the save at the end of each turn.

    Reboot Optics
    Target a creature within 60 feet. The creature must make a Constitution saving throw. On a failure:
    • It is Blinded until the end of your next turn.

Blackwall Breach

You gain access to forbidden digital warfare. As an action, choose up to three creatures you can see within 90 feet. Each target must make an Intelligence saving throw. On a failure:

  • Takes 10d10 psychic damage.
  • Is Stunned until the end of your next turn.

On a success:

  • Takes half damage.
  • Is not stunned.

Once used, this feature cannot be used again until a long rest.

Neural Ghost
Your reactions become almost impossible to predict.

Whenever a creature misses you with an attack: You may immediately teleport up to 30 feet to an unoccupied space you can see. You can do this an unlimited number of times.

Ascendant Netrunner

You transcend physical limitations and become a living operating system.
⸻ System Override: As a bonus action, target a creature within 120 feet. The target must make an Intelligence saving throw. On a failure, for 1 minute:

  • You control its movement.
  • It cannot willingly attack you.
  • You may force it to use its action to Attack, Dash, Disengage, or Dodge.

The creature repeats the save at the end of each turn. Once you successfully use this feature, you cannot use it again until a long rest.
⸻ Edgerunner State: Whenever you roll initiative and have no uses of Overclock remaining, regain one use. Additionally, while Overclock is active:

  • Your weapon attacks deal an extra 2d8 lightning damage.
  • You gain an extra attack whenever you take the Attack action.
  • Your critical hits occur on a roll of 18–20.

⸻ Living Blackwall: You become immune to:

  • Charmed
  • Frightened
  • Stunned
  • Psychic damage

Additionally, creatures have disadvantage on saving throws against your Quickhacks.

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