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# The Netrunner
##### Netrunner | Level | Proficiency Bonus | Features | RAM | |:---:|:---:|:---|:---:| | 1st | +2 | Expertise | 5+INT mod | | 2nd | +2 | Data Stream Tracking | 5+INT mod | | 3rd | +2 | Quick Hacks & Sub-Hacks| 5+INT mod | | 4th | +2 | Knife Jacking | 6+INT mod | | 5th | +3 | Ability Score Increase | 8+INT mod | | 6th | +3 | Knife Quickload & Additional Expertise| 9+INT mod | | 7th | +3 | Evasion | 10+INT mod | | 8th | +3 | Ability score increase | 11+INT mod | | 9th | +4 | Sub-Hack Update | 13+INT mod | | 10th | +4 | Ability Score Increase | 14+INT mod | | 11th | +4 | Free-Runner | 15+INT mod | | 12th | +4 | Ability Score Increase & Additional Expertise | 16+INT mod | | 13th | +5 | Sub-Hack Update| 18+INT mod | | 14th | +5 | Data Inception | 19+INT mod | | 15th | +5 | Personal Encryption | 20+INT mod | | 16th | +5 | Ability Score Increase | 21+INT mod | | 17th | +6 | Sub-Hack Update | 23+INT mod | | 18th | +6 | Flesh Hacker | 24+INT mod | | 19th | +6 | Ability Score Increase | 25+INT mod | | 20th | +7 | Data Mastery | 27+INT mod |
\columnbreak ## Class Features As a Netrunner, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Netrunner level - **Hit Points at 1st Level:** 1d8+ CON mod - **Hit Points at Higher Levels:** 1d8 + Con mod per Netrunner Level #### Proficiencies ___ - **Armor:** Light and Medium armor - **Weapons:** Finesse and simple martial weapons. Firearms - **Tools:** Hacking tools and Thieves' tools ___ - **Saving Throws:** INT or WIS & DEX - **Skills:** Choose 3 from Acrobatics, Investigation, History, Perception, Insight, Arcana, Sleight of Hand, and Stealth - **Expertise:** You can gain expertise in 2 skills you have proficiency in. you gain 1 more expertise at 6th and 12th level. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Dagger or 10 bullets and a pistol - Studded Leather Coat or Artificial Scale Mail **A Netrunner exposes the coding of the world around them. As a Netrunner you excel at controlling enemies on the battlefield and even the battlefield itself. You use your environment around you to distract and sneak past any trouble that comes your way. You are an adept at finding information by surfing the intranet and paving your way through the digital world.** \pagebreak # Netrunner Features ## Data Stream Tracking You can get information by jacking yourself into the net. You gain adv on all INT checks through this method. ## Quick Hacks You can upload certain command prompts to enemies with tech on them or technology. You can gain Quick Hacks by exploring the world. ## Sub-Hacks You can install firmware to obtain additional passives depending on the software installed. You can pick between NetRipper, NetWatch, or Gridskipper software. Each of these Sub-Hacks gain additional capabilites at higher levels. ## Knifejacking You gain the ability to transform any dagger you own into a Data Knife. The Knife can use either your Int stat or your Dex stat, depending on which is higher. Each knife does 1d8 damage of the user's choice. The knife can be thrown and automatically returns to the user's hand at will, provided it is free. ## Knife Quickload After performing a thrown or melee attack with a data knife, you can upload a quick hack to any enemy or ally within 10 feet of the knife as a bonus action. \columnbreak ## FreeRunner After making a melee attack, thrown attack, or quick hacking, you gain the benefits of a disengage. ## Data Inception Gain advantage on attacks against tech enemies, tech enemies have disadvantage on attacks rolls against you. You can understand all languages, but only speak ones you don't know through digital text. ## Personal Encryption Quick-hacks are less effective against you. Gain adv. on INT or WIS saves depending on what you're proficient in. Your DEX and INT score both increase by 4 up to a maximum of 24 ## Flesh Hacker Certain Quick Hacks and class features can be used on fully 'ganic' enemies and allies as well as being able to bypass firewalls. You no longer have disadvantage when bypassing information firewalls. ## Data Mastery Automatically succeed all int checks when jacked in. When you miss or are missed in melee, you can choose to teleport within 30 feet or upload a quick hack to the enemy you miss. This can be done 5 times per long rest. \pagebreak ## Quick Hacks * Combust (Overheats enemy's cyberware systems: does d8/INT mod fire damage. Costs 5 RAM) * Overload (Does d8/Int mod lightning damage and can paralyze target's cyberware. Costs 6 RAM) * Ping (Reveals location of all connected devices and enemies. Costs 0 RAM) * Sonic Shock (Blasts enemy eardrums, deafening them: d8/INT mod thunder damage. Costs 6 RAM ) * Synapse Blast (Target does an INT saving throw DC 10+prof bonus+INT mod. Failure: target takes half of their health maximum and their max health reduces by that same amount. Success halves, and doesn't remove max health. Costs 10 RAM) * Memory Wipe (Wis save: Upon failure target loses memory of you and anyone else you choose, Success target only loses a few seconds to a minute of you. Costs 4 RAM) * Heat Sap (Overclock target's heatsinks causing them to lose body heat and slow down certain function. Target's speed get reduced to a quarter and it takes d8/INT mod cold damage. Costs 7 RAM) * Contagion (Releases toxic lithium ions into the target's bloodstream via their cyberware. Does 1d8 necrotic whenver target attempts to attack or gets damaged.) * Cripple (Disables target's cyberware and tech in general. Costs 5 RAM) * Misfire (Target's weapons malfunction. Costs 3 RAM) * Schizophrenzy (Causes the target to see hallucinations and turn on their allies. Costs 10 RAM) * Override (Gain control over the target's systems. Costs 3 RAM) * Repair (Heal target by d8/INT mod HP. Costs 5 RAM) * Slow (Causes target to slow down in speed, removing their bonus action and reaction. Costs 6 RAM) * Redirect (Causes target's attacks to be redirected, making them have disadvantage on attack rolls. Costs 4 RAM) * Misdirect (Causes to target to be distracted when attacked, attack rolls against target have advantage. Costs 5 RAM) * Command Prompt (Causes machinery to follow a command to the best of its ability. Cost depends on command and machine.) \columnbreak ## Ultimate QuickHacks * Self Destruct (Con save DC 28. Kills target's brain functions and sets them to explode if possible. Costs 29 RAM) * Reconstruction (Restructure an ally completely, healing them and possibly giving them cyberware. Costs 36 RAM) * Erase (Removes all of target's sense of self and allows you to control them. Costs 32 RAM) * Pause (Target stops moving as if time has stopped for them. Bypasses any immunities. Lasts 1d4+1 turns Costs 25 RAM) * Friendship! (Consult DM) \pagebreak # Netrunner Sub-Hacks ### NetRipper (Damage) - 3rd level: Once per turn, offensive quick hacks can be spread to an additional number of enemies within 10 feet of your target equal to your prof bonus. - 9th level: You can turn any long sword or short sword into a data katana or data knife. The damage of your data katana is 1d8 (1d10 versatile) + DEX mod + prof. bonus. The damage of your quick hacks increases by your INT mod + prof. bonus. - 13th level: You can upload 2 quick hacks per bonus action after performing a melee or thrown attack with your data knife. Offensive quick hacks have additional capabilities now. - 17th level: Once per turn, killing an enemy with a data knife or quick hack gets you an additional quick hack / attack action. ### NetWatch (Support) - 3rd level: You can control a number of drones equal to your Int mod/2. Each Drone can be enhanced with Quick Hacks. Higher quality drones take up more Drone slots. They act on your turn. Drones are repaired during short rests, new drones can be crafted by you or an artificer with the right materials. - 9th level: Your drones can use the help action as a bonus action and you gain one additional drone slot - 13th level: Your drones can use the help action as a bonus action. Drones add your Int mod to saves for any ally within 10 feet of the drone. - 17th level: The drones can grant resistance to an instance of damage for you or any ally by forsaking its action. \columnbreak ### GridSkipper (Control) - 3rd level: You can upload misdirect and redirect instantly as a reaction to an ally attacking or being attacked within 30 feet of you. You gain one additional attack per attack action once per turn turn if you uploaded a quick hack. - 9th level: All debuffs and damage over time effects you cause last longer. - 13th level: You can erase your presence from both the net and reality all the same. All creatures have disadvantage when attempting to track you when you are jacked in and you can go invisible as an action. - 17th level: Any creature who you don't want to see you and doesn't see you for 24 seconds immediately forgets about your presence until you are seen again. When you upload a quick hack, you can upload misdirect or redirect with the quick hack for an additional 3 RAM.