Hacker

Lv6:You can Override*¹ any networked device or equipment on an Action or a Bonus Action at disadvantage-- Using Override on a BA no longer gives Disadvantage
Lv7:When rolling Advantage on any networked device or equipment you add the dice together--Apply any proficiencies twice
Lv8:On a Bonus Action you can use Precision Targeting*² on any Overroad weapon--Precision Targeting ignores resistances and cover bonuses
Lv9:Whenever you inflict a debuff on a target they become Corrupted*³--increased to 1d6
Lv10:You can create a Blackout Device*⁴ that you can activate on an Action once per Short Rest--Can trigger on a Reaction
Lv11:--
Lv12:--
Lv13:--
Lv14:--
Lv15:Amplifiy all Hacker abilities
Lv16:
Lv17:
Lv18:
Lv19:
Lv20:

*¹Overide counts as a hacking attempt(Tech), if you succeed the Save DC of the devices Firewall you can give it any new directive it is capable of. This also applies the Arcane Hacking(Arcana), letting you redefine the parameters of a long term spell, the DC in this case is instead the Spell DC. The ability does not apply to weapons or cybernetics unless you have taken steps to make them particularly suspectable.

*² Precision Targeting let's you make a hacking attempt(Tech) as an attack roll for the weapon.

*³A Corrupted object get's a -1d4 modifier anytime it is interacted with by anyone except the caster. If it is applied to a creature they get a -1d4 to all reactions. Corrupted objects and creatures only have this effect as long as they have one other debuff from the caster

*⁴A Blackout Device when activated knocks out all technological and magical effects in a 60ft radius till the start of your next turn. If the device or spell Save DC is higher than your own it's unaffected. If a creature attempts to use an effected device they must make a Tech Check equal to your Save DC on their action. If a creature attempts to cast a spell they must exceed your Save DC otherwise the spell is ineffective

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