Moderator

"Banned."

Moderators are part of an unfortunate few tasked with keeping the Net's forums clean. Their exposure to their chaotic atmosphere (and more than a few hundred lines of malware) have caused them to develop abilities unknown to most Auditors. Embodying the spirit of whatever social space they were tasked to oversee, Moderators roam the streets bringing merriment...or swift judgment.

Malicious Spam

At 3rd level, you modify your weapons to damage a target's mind with cringe-worthy content. When you hit a creature with a weapon, you can deal an extra 1d4 software damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Moderator Tech

Also at 3rd level, you learn an additional tech when you reach certain levels in this class, as shown in the Moderator Tech table. Each tech counts as an Auditor tech for you, but it doesn't count against the number of Auditor techs you know.

Moderator Tech

Auditor Level

Tech

3rd

Charm Person

5th

Digital Dash

9th

Localized EMP

13th

Quick Blink

17th

Holographic Decoy

You also receive boons after becoming accustomed to moderating the Net. Choose your boon from the Forum Gifts table or determine it randomly


Forum Gifts

d6

Gift

1

You smell faintly of fruit-flavored energy drinks and potato chips.

1

You wake up each morning with a few hundred more fake internet points on your chosen forum.

3

Your hair changes to a more vibrant or striking color.

4

One of your fellow Moderators sends you a fedora (purely cosmetic).

5

You acquire a large, hard-backed book with your forum's rules printed within.

6

You have the ability to get most anyone suspended on a media platform of your choosing.


PR Guru

Additionally at 3rd level, your moderating experience gives you exceptional people skills. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Desensitized

Beginning at 7th level, your dealings with guroposters and pornbots has fortified your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Spambot Reinforcements

At 11th level, you have learned to manifest the malware festering in your neural net as a hardlight projection: you know the tech Manifest Spam. It doesn't count against the number of Auditor techs you know, and you can cast it without a material component. You can also cast it once without using a tech slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the tech, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Server Hopper

When you reach 15th level, you can use your connection with the net to become one with the data stream: you can cast Digital Dash without expending a tech slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Digital Dash, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

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