Rogue
Base Class: Rogue

While Paladins and Monks fight out in daylight with swords and fists, your main weapon is your technology. You skulk the dark corners of the internet bringing pain to those who deserve it. Destroying's peoples lives by leaking that secret information and staying hidden in the one place its almost impossible to. You manipulate technology to suit your needs thus making you incredibly dangerous. 

Hacking - When you choose this archetype at 3rd level you gain the ability to hack into systems and attempt one of the following hacks, on a failure the hack is unsuccessful and the system admins are aware of the attempted break in. You may use this ability a number of times equal to your intelligence modifier this resets on a long rest. You learn additional hacks at 9th and 13th level. Your Program Save DC is 8 + your proficiency bonus + your intelligence modifier:

  • DDOS (Denial of Service Attack) You may attempt to deny a website its services and in doing so the service your attacking has to make a Program Save or have their system become offline for a time equal to 3 minutes * your intelligence modifier.
  • Extract Data You may attempt to extract a certain amount of data from a computer system. The system must make a program save or become vulnerable to information being leaked out. If the system is secured it gets advantage on the Program Save.

Technical Intellect - Starting at 3rd level, your skill with computer systems grants you advantage on any intelligence checks to do with them.

Improved Hacking - At 9th level you learn the additional hack:

  • Malware To install malware on a system you need to be present with the device at a physical location. Malware can be whatever you want it to be however the more complicated it is the longer it will take to make and the less likely it is to work. The system will make a Program Save + 1, 2 or 3 at the DMs discretion depending on how complicated the malware is.

Camera Cloaking - By 9th level you have learned enough about hacking and cloaking that you have crafted a device that allows you to be permanently cloaked from any security cameras.

Supreme Hacking - At 13th level you gain a bonus to the Malware attack:

  • Improved Malware You no longer need to be present with the device at a physical location to perform this attack. 

Arcane Hacking - At 13th level you have been tinkering with devices long enough that you now know how to control a construct or similar device. As an action you may make a melee attack against a creature within sixty feet of you if you hit, they must make a Program Save or be under your control for a number of minutes equal to your intelligence modifier, constructs that are considered sentient gain advantage on the save. Once you have used this ability, you may not do so again until you finish a short or long rest.

Hacking Instincts - Additionally at 13th level you gain advantage on saving throws against magical or technological traps.

Tech Savvy - Starting at 17th level, when you use your Uncanny Dodge against damage dealt by a construct or a trap, you take no damage instead of half damage.

 

Hacking

Hacking - When you choose this archetype at 3rd level you gain the ability to hack into systems and attempt one of the following hacks, on a failure the hack is unsuccessful and the system admins are aware of the attempted break in. You may use this ability a number of times equal to your intelligence modifier this resets on a long rest. You learn additional hacks at 9th and 13th level. Your Program Save DC is 8 + your proficiency bonus + your intelligence modifier:

  • DDOS (Denial of Service Attack) You may attempt to deny a website its services and in doing so the service your attacking has to make a Program Save or have their system become offline for a time equal to 3 minutes * your intelligence modifier.
  • Extract Data You may attempt to extract a certain amount of data from a computer system. The system must make a program save or become vulnerable to information being leaked out. If the system is secured it gets advantage on the Program Save.

Improved Hacking

Improved Hacking - At 9th level you learn the additional hack:

  • Malware To install malware on a system you need to be present with the device at a physical location. Malware can be whatever you want it to be however the more complicated it is the longer it will take to make and the less likely it is to work. The system will make a Program Save + 1, 2 or 3 at the DMs discretion depending on how complicated the malware is.

Camera Cloaking

Camera Cloaking - By 9th level you have learned enough about hacking and cloaking that you have crafted a device that allows you to be permanently cloaked from any security cameras.

Arcane Hacking

Arcane Hacking - At 13th level you have been tinkering with devices long enough that you now know how to control a construct or similar device. As an action you may make a melee attack against a creature within sixty feet of you if you hit, they must make a Program Save or be under your control for a number of minutes equal to your intelligence modifier, constructs that are considered sentient gain advantage on the save. Once you have used this ability, you may not do so again until you finish a short or long rest.

Hacking Instincts

Hacking Instincts - Additionally at 13th level you gain advantage on saving throws against magical or technological traps.

Tech Savvy

Tech Savvy - Starting at 17th level, when you use your Uncanny Dodge against damage dealt by a construct or a trap, you take no damage instead of half damage.

 

Arcane Hacker Image

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