Hacktivist

"Information wants to be free. I help it get there."

Armed with a handful of expired licenses, spoofed software, and cobbled-together peripherals, Hacktivists explore the fantastic world of high technology with little more than a wing and a prayer. They rarely understand the theory behind the techs they use, preferring to focus on the practical applications - like how they can use them to make some cash or screw over the corps.

Hacktivist Tech Use

Outlaw Tricks Techs - Tech Slots per Tech Level -

Level Known Known 1st 2nd 3rd 4th

3 helping hand + 2 3 2 - - -

4 helping hand + 2 4 3 - - -

5 helping hand + 2 4 3 - - -

6 helping hand + 2 4 3 - - -

7 helping hand + 2 5 4 2 - -

8 helping hand + 2 6 4 2 - -

9 helping hand + 2 6 4 2 - -

10 helping hand + 3 7 4 3 - -

11 helping hand + 3 8 4 3 - -

12 helping hand + 3 8 4 3 - -

13 helping hand + 3 9 4 3 2 -

14 helping hand + 3 10 4 3 2 -

15 helping hand + 3 10 4 3 2 -

16 helping hand + 3 11 4 3 3 -

17 helping hand + 3 11 4 3 3 -

18 helping hand + 3 11 4 3 3 -

19 helping hand + 3 12 4 3 3 1

20 helping hand + 3 13 4 3 3 1

Techcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast techs.

Tricks

You learn three tricks: helping hand and two other tricks of your choice from the techwizard tech list. You learn another techwizard trick of your choice at 10th level.

Tech Slots

The Hacktivist Tech Use 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 [charm person] and have a 1st-level and a 2nd-level tech slot available, you can cast [charm person] using either slot.

Techs Known of 1st Level and Higher

You know three 1st-level techwizard techs of your choice, two of which you must choose from the Conception and Deception techs on the techwizard tech list.

The Techs Known column of the Hacktivist Techcasting table shows when you learn more techwizard techs of 1st level or higher. Each of these techs must be a Conception or Deception tech of your choice, and must be of a level for which you have tech slots. For instance, when you reach 7th level in this class, you can learn one new tech of 1st or 2nd level.

The techs you learn at 8th, 14th, and 20th level can come from any tech category.

Whenever you gain a level in this class, you can replace one of the techwizard techs you know with another tech of your choice from the techwizard tech list. The new tech must be of a level for which you have tech slots, and it must be a Conception or Deception tech, unless you're replacing the tech you gained at 3rd, 8th, 14th, or 20th level from any tech discipline.

Techcasting Ability

Intelligence is your techcasting ability for your techwizard techs, since you learn your techs through dedicated study and practical application. You use your Intelligence whenever a tech refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a techwizard tech you cast and when making an attack roll with one.

- Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

- Tech attack modifier = your proficiency bonus + your Intelligence modifier

Improved Helping Hand

Starting at 3rd level, when you cast helping hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

- You can stow one object the hand is holding in a container worn or carried by another creature.

- You can retrieve an object in a container worn or carried by another creature.

- You can use thief's tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Tech Ambush

Starting at 9th level, if you are hidden from a creature when you cast a tech on it, the creature has disadvantage on any saving throw it makes against the tech this turn.

Distracting Hand

At 13th level, you gain the ability to distract targets with your helping hand. As a bonus action on your turn, you can designate a creature within 5 feet of the invisible hand created by the tech. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Tech Thief

At 17th level, you gain the ability to steal a tech from another techcaster by repurposing their peripherals, hacking their brain, or otherwise diverting control of the tech from them to you.

Immediately after a creature casts a tech that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its techcasting ability. The DC equals your tech save DC. On a failed save, you negate the tech's effect against you, and you steal the knowledge of the tech if it is at least 1st level and of a level you can cast (it doesn't need to be a techwizard tech). For the next 8 hours, you know the tech and can cast it using your tech slots. The creature can't cast that tech until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

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