Cyber Ninja
You are a master of both ancient stealth techniques and modern technology, blending them into a seamless art of infiltration. As a Cyber Ninja, you disappear not only into the shadows but also from the prying eyes of surveillance cameras, drones, and digital systems. You strike with precision, disabling enemies and electronic defenses with ease, all while remaining a ghost in the machine.
Ghost Protocol
At third level you gain the following features:
Digital Stealth: When you take the Hide action, you become invisible to digital surveillance systems (such as cameras, drones, or security sensors) for 1 minute. This effect ends if you make an attack or cast a spell.
Hacker’s Tools: You gain proficiency in hacker’s tools (a modern equivalent of thieves’ tools). You can use them to disable alarms, open locked digital doors, and hack basic electronic devices using Intelligence (Hacker’s Tools) checks.
Disruptor Strike
At 3rd level, when you hit a creature with a melee attack on your turn, you can disrupt its nervous system with a quick pulse of energy. The creature must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + proficiency bonus) or be paralyzed until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Technological Cloak
At 9th level you gain the following features:
Scramble Systems: As a bonus action, you emit a low-frequency pulse that disrupts nearby electronics. Until the start of your next turn, any creature using electronic targeting systems (like drones or turrets) has disadvantage on attack rolls against you.
Quick Hack: You can use your hacker’s tools to bypass simple electronic devices (locks, cameras, or computers) with one action, rather than the normal time required. Additionally, when making an Intelligence (Hacker’s Tools) check, you can treat a roll of 7 or lower on the d20 as an 8.
Holo-Clone
At level 13 you gain the following features:
Illusionary Duplicate: As an action, you create a holographic clone of yourself for 1 minute. The clone appears within 5 feet of you, mimicking your actions and movement. You can move it to any point within 30 feet of you as a bonus action.
Combat Use: When a creature targets you with an attack, it must make a DC 15 Intelligence (Investigation) check. On a failure, the attack targets the clone instead. If the clone is hit, it vanishes. Once you use this feature, you can’t use it again until you finish a short or long rest.
Digital Ghost
At 17th level you gain the following features:
Incorporeal Movement: As a bonus action, you enter a ghost-like state, phasing in and out of the material world. For 1 minute, you can move through solid objects (walls, furniture, etc.) as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest open space and take 1d10 force damage.
Perfect Invisibility: During this state, you are also invisible to all creatures and sensors unless you attack or cast a spell. You can only use this ability once per long rest.
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