Auditor

"They call him Strider. Well, he asks them to call him Strider. They call him Eugene."

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Auditor

Brawler

Enforcer

Influencer

Mechanist

Ordinator

Outlaw

Renegade

Ronin

Shut-In

Streamer

Source Coder

Techwizard

Front Page

Specialties

Monster Coach

Drone Rigger

Moderator

Dark Stalker

Mutant Hunter

Man Hunter

Nanoswarm Host

An Artificiate waits in cover for hours, unmoving but always vigilant. She gains sight of her target, quickly analysing it for vulnerabilities to exploit. Once the perfect opportunity presents itself, she emerges, dashing towards her mark to deliver one clean, decisive, and lethal blow.

A corporate agent maintains their ground against insurmountable odds in a crowded bar. He deftly weaves through the flurry of blows, making a counter attack that leaves a group of assailants reeling. Soon after, the lone warrior stands among the remains of a Triad, now a pile of bruised and broken bodies on the floor.

Finding the payment offered by a client insufficient, the disgruntled Wukong simply whistled in response. Moments later, a hulking mechanical canine bursts through a nearby window, pouncing on the client. As he uses all his effort to dislodge the beast's teeth from his arm, its owner calmly approaches, grasping a dagger in their prehensile tail.

Finding a home in the dense jungles making up corporate nature preserves, rolling desert dunes only populated by the most hardy of creatures, or the bustling streets of a megacity, Auditors are always ready for a hunt.

Deadly Hunters

Auditors prowl the outskirts of corporate territory, on the hunt for smuggling rings, bounties, and industrial spies. They are often taught the basics of stealth and survival in these urban jungles, though an Auditor may prefer certain locales over others. To complement their skillset, Auditors make use of powerful techs to aid in subduing their targets.

Working Alone

Auditors are an invaluable asset due to their versatility. Whether as bounty hunters, guides, or scouts, Auditors feel most comfortable on their own. When one's training prioritizes keeping yourself unnoticed, it's rare that the result is someone who likes to work in groups. At best, their independent attitude causes an Auditor to consistently move ahead of their allies as a lookout...at worst, they might see their party as liabilities. Luckily, what they might lack in teamplay is more than made up for with pure skill.

Despite their nature as perpetual loners, auditors are indelibly linked to the societies they move through. They learn tech related to the urban and natural worlds, and fighting styles drawn from their experiences with others. They are watchers on the edge, forever caught between the street lights and the dark beyond. Whatever their preferences, auditors inevitably find themselves embroiled in the affairs of others.


Class Features:

As an Auditor, you gain the following features:

Hit Points:

Hit Dice: 1d10 per Auditor Level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per Auditor level after 1st

Proficiencies:

Armor: Light Armor, Medium Armor, Shields
Weapons: Civilian Weapons, Military Weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment:

You start with the following equipment, in addition to the equipment granted by your Upbringing:

Auditor Table

Proficiency Techs - Tech Slots per Tech Level -

Level Bonus Features Known 1st 2nd 3rd 4th 5th

1 +2 Favoured Enemy, Marked Target, Urban Crawler - - - - - -

2 +2 Fighting Style, Techcasting 2 2 - - - -

3 +2 Auditor Specialisation, Primal Awareness, Wokeness 3 3 - - - -

4 +2 Ability Score Improvement 3 3 - - - -

5 +3 Extra Attack 4 4 2 - - -

6 +3 Favoured Enemy, Marked Target, Urban Crawler improvements 4 4 2 - - -

7 +3 Auditor Specialisation Feature 5 4 3 - - -

8 +3 Ability Score Improvement, Careful Step 5 4 3 - - -

9 +4 - 6 4 3 2 - -

10 +4 Urban Crawler Improvement, Hide in Plain Sight 6 4 3 2 - -

11 +4 Auditor Specialisation Feature 7 4 3 3 - -

12 +4 Ability Score Improvement 7 4 3 3 - -

13 +5 - 8 4 3 3 1 -

14 +5 Favoured Enemy, Marked Target, Vanish 8 4 3 3 1 -

15 +5 Auditor Specialization Feature 9 4 3 3 2 -

16 +5 Ability Score Improvement 9 4 3 3 2 -

17 +6 - 10 4 3 3 3 1

18 +6 Enhanced Senses 10 4 3 3 3 1

19 +6 Ability Score Improvement 11 4 3 3 3 2

20 +6 Foe Slayer 11 4 3 3 3 2

Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: malware, beasts, A.I., machines, kaiju, surges, spam, viruses, titans, monstrosities, rampant hazards, plants, or hacked. Alternatively, you can select two races of humanoid (such as nayalings and gobbos) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Marked Target

When you hit a creature with an attack roll, you can use your keen focus to mark the target for 1 minute or until you lose your concentration (as if you were concentrating on a tech).

The first time on each of your turns that you hit the marked target and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a target a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Urban Crawler

You are an unsurpassed explorer and survivor, whether it be in the desert wastes or crowded cityscapes. This experience has also made you more capable in dealing with those you meet on your travels. You gain the Hobbyist benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Hobbyist (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

Jogger (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Endurance (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style

At 2nd level,you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Techcasting

By the time you reach 2nd level, you have learned to make full use of your cultural knowledge to cast techs, much as a Shut-In does.

Tech Slots

The Auditor table shows how many tech slots you have to cast your techs of 1st level and higher. To cast one of these techs, you must expend a slot of the tech's level or higher. You regain all expended tech slots when you finish a long rest.

For example, if you know the 1st-level tech Alpha and have a 1st-level and a 2nd-level tech slot available, you can cast Alpha using either slot.

Techs Known of 1st Level and Higher

You know two 1st-level techs of your choice from the Auditor tech list.

The Techs Known column of the Auditor table shows when you learn more Auditor techs of your choice. Each of these techs must be of a level for which you have tech slots. For instance, when you reach 5th level in this class, you can learn one new tech of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Auditor techs you know and replace it with another tech from the auditor tech list, which also must be of a level for which you have tech slots.

Techcasting Ability

Wisdom is your Techcasting ability for your Auditor techs, since you draw inspiration from your attunement to culture. You use your Wisdom whenever a tech refers to your techcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Auditor tech you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Wisdom modifier

Tech attack modifier = your proficiency bonus + your Wisdom modifier

Techcasting Focus (Optional)

At 2nd level, you can use a Shut-In focus as a techcasting focus for your Auditor techs. A druidic focus might be an expensive energy drink, a miniature replica sword from a well-known anime, a limited-run dakimakura, or an object incorporating pop culture references, memes, or otherwise nerdy themes.

Primal Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the tech slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): malware, A.I, kaiju, surges, spam, viruses, and hacked. This feature doesn't reveal the creatures' location or number.

Wokeness

You can focus your awareness through the interconnections of culture: you learn additional techs when you reach certain levels in this class if you don't already know them, as shown in the Wokeness Techs table. These techs don't count against the number of Auditor techs you know.

Primal Awareness Techs

Auditor Level

Tech

3rd

Beast Whispering

5th

[Beast Sense]

9th

Vegetation Diagnostic

13th

Biometric SatNav

17th

[Commune with Nature

You can cast each of these tech once without expending a tech slot. Once you cast a tech in this way, you can't do so again until you finish a long rest.

Auditor Specialization

At 3rd level, you choose a specialization to better hunt your prey of choice. Your specialization grants you features at 3rd level and again at 7th, 11th, and 15th level.


[Beast Master]

Monster Coach

[Fey Wanderer]

Moderator

[Gloom Stalker]

Dark Stalker

[Drakewarden]

Drone Rigger

[Hunter]

Mutant Hunter

[Monster Slayer]

Manhunter

[Swarmkeeper]

Nanoswarm Host


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to auditors. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Careful Step

Starting at 8th level, moving through non-teched difficult terrain costs you no extra movement. You can also pass through non-teched plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are technologically created or manipulated to impede movement, such those created by the Vegetation Diagnostic tech.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to scrap metal, trash, dirt, plants, or other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Blend In (Optional)

This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

Making use of newly-acquired stealth technology, you can hide yourself from view briefly. As a bonus action, you can use tech to become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non technological means, unless you choose to leave a trail.

Enhanced Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Auditor Subclasses

Monster Coach (Beast Master)

Drone Rigger (Drakewarden)

Moderator (Fey Wanderer)

Dark Stalker (Gloom Stalker)

Mutant Hunter (Hunter Conclave)

Man Hunter (Monster Slayer)

Nanoswarm Host (Swarmkeeper)

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