Base Class: Rogue
Hacker Rogues are some of the strangest characters
in the worlds of Dungeons and Dragons.
Straddling the knife edge between magic and technology,
they can counter the uncounterable and, in extreme cases,
take complete control of magic and constructs.
Hacker Features
Rogue Level Features
3rd Arcane Overbearance, Hacker's Proficiencies
9th Arcane Hacking
13th Hacker's Instincts, Spell Corruption
17th Tech Savvy
Arcane Overbearance
Starting when you take this archetype at third level, you can
cast Dispel Magic once per long rest without expending spell
slots.
At third level, this is treated as a first level spell, so it dispels
first level spells, and you must make an Intelligence check as
per the Dispel Magic spell description to dispel spells of
second level or higher.
The spell level is half of your Rogue level, rounding down.
Therefore, as a seventh level Hacker, you cast Dispel Magic at
third level.
When you reach sixth level, you may use this feature twice
per long rest. At thirteenth level you may use it three times
per long rest. At twentieth level, you may use it four times per
long rest.
Hacker's Proficiencies
Also at third level, you add your proficiency bonus to skill or
ability checks you make when interacting with a computer or
attempting to decipher codes or ciphers.
Arcane Hacking
Starting at ninth level, you can override the controls of
Constructs. As an action, you make a ranged attack against a
Construct or computer you can see within sixty feet of you.
If you hit, that Construct must make a Constitution saving
throw (DC = 10 + your Rogue level) or fall under your control.
Sentient Constructs, such as those of the Warforged race,
have advantage on this saving throw.
If the Construct fails, for a number of turns equal to your
Intelligence modifier you may issue commands to the
Construct as a bonus action. Unlike normal compulsion
spells, these commands may directly result in harm to the
Construct (at the DM's discretion). If you do not issue any
commands on your turn, the Construct does nothing on its
turn.
Once you have used this ability, you may not do so again
until you finish a short or long rest.
Hacker Instincts
Starting at thirteenth level, you have advantage on saving
throws against magical or technological traps.
Spell Corruption
Also starting at thirteenth level, you learn to interfere with the
spells others cast. As a reaction when a creature you can see
within thirty feet of you attempts to cast a spell, you may
make an Intelligence (Arcana) check contested by the target
creature's spellcasting ability saving throw. If you fail, the
spell is cast as normal. If you succeed, the amount you
succeed by determines what happens, as shown in the chart
below.
Spell Corruption Successes
Margin Effect
+1 - +3 The spell is not cast but the spell slot is not
wasted
+4 - +8 The spell is not cast and the spell slot is wasted
+9 up The spell is cast targeting the caster, or a random
target other than the caster if the caster was the
intended target
Caster
critical
fail
The spell is cast targeting the caster using the
caster's highest level unexpended spell slot
Hacking
critical
success
The spell is cast how the caster intended, but has
an inverted effect - i.e. Fireball would heal all
creatures in the target area, so on and so forth
If you use your reaction to use this ability, you cannot take
any standard actions on your next turn.
Tech Savvy
Starting at seventeenth level, when you use your Uncanny
Dodge against damage dealt by a construct or trap, you take
no damage instead of half damage.
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