Renegade

"Get. Fucking. HYPE!"

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A human bouncer stands in front of a jazz club's door, smiling politely as he prepares to beat the ass off a drunken douchebag who insists he's on the list.

A cheerful wukong balances on his curled up tail, darting back and forth, just out of reach of his foe. When the frustrated enemy lets their guard drop, the wukong rushes in, biting and scratching and screeching at the top of his lungs.

A gobbo in daisy duke shorts snarls at the corp-serving scum in front of her. She smashes her augmented fists together, letting the adrenaline rush turn the world red as she prepares to turn them all into pork paste.

These renegades, different as they might seem, all share a common source for their power: the passion that runs hot in their veins. Some tap into righteous anger, others into sheer joy of the fight, and some into a boundless confidence that lets them exceed their natural limits. This hype pushes them ever forward, into the heart of the storm without fear or hesitation.

Whether their hype comes naturally, from copious drug use, or from a glandular implant that lets them ramp up their hormones at will is irrelevant. By tapping into this hormonal stew of endorphins, a renegade can fuel their battle frenzy, gain uncanny reflexes, become inhumanly resilient, and perform incredible feats of strength.

Pure Passion

Life in the mega-cities is strictly controlled and regulated. There's no room for any sort of unbridled passion - only the outlets permitted and maintained by the corporations. Some people chafe under a life of punch clocks, internet porn, and sterile mass-produced entertainment. Those who can't squeeze their square peg into the round hole offered by mega-city life inevitably wind up in the undercity or the wastelands, where their heady emotions can run rampant.

Renegades truly come alive in the chaos of combat. Their primal passion allows them to briefly gain superhuman strength and resilience, turning them into absolute beasts in the heat of battle. They can only hype themselves up so much without needing to rest and recharge, but their bursts of hormonal strength are usually sufficient to face whatever challenges arise.

Dangerous Lives

More than almost any other class, renegades were made for life outside the corporate enclaves. Their unbridled bursts of emotion, penchant for violence, and disdain for subtle solutions makes them both unwelcome in polite society and utterly necessary for corpos who need heads busted outside the usual chain of command.

Even in their daily lives, renegades gravitate toward places and jobs where their passion makes them welcome and useful - and where they can indulge their adrenaline-freak tendencies. Bouncers at underground clubs, leg-breakers of last resort for crime syndicates, and escorts known for their impossible stamina are all likely to be renegades.

Renegade Table

Proficiency Hype Damage

Level Bonus Features Hype Bonus

1 +2 Rage, Unarmored Defense 2 +2

2 +2 Reckless Attack, Danger Sense 2 +2

3 +2 Passionate Path 3 +2

4 +2 Ability Score Improvement 3 +2

5 +3 Extra Attack, Fast Movement 3 +2

6 +3 Path Feature 4 +2

7 +3 Tweaked Instinct 4 +2

8 +3 Ability Score Improvement 4 +2

9 +4 Brutal Critical (1 die) 4 +3

10 +4 Path Feature 4 +3

11 +4 Relentless Hype 4 +3

12 +4 Ability Score Improvement 5 +3

13 +5 Brutal Critical (2 dice) 5 +3

14 +5 Path Feature 5 +3

15 +5 Persistent Hype 5 +3

16 +5 Ability Score Improvement 5 +4

17 +6 Brutal Critical (3 dice) 6 +4

18 +6 Indomitable Might 6 +4

19 +6 Ability Score Improvement 6 +4

20 +6 Perpetual Hype Unlimited +4

Class Features

As a renegade, you gain the following class features.

Hit Points

Hit Dice: 1d12 per renegade level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per renegade level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Civilian weapons, military weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

Hype

In battle, you hype yourself up to incredible emotional heights. On your turn, you can get hype as a bonus action.

While hyped up, you gain the following benefits if you aren't wearing heavy armor:

If you are able to cast spells, you can't cast them or concentrate on them while hyped up.

You stay hype for 1 minute. It ends early if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also stop being hype on your turn as a bonus action.

Once you have gotten hyped up the number of times shown for your renegade level in the Hype column of the Renegade table, you must finish a long rest before you can get hype again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and tech-based powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Passionate Path

At 3rd level, the nature of your passion and the means by which you tap into it begin to shape your abilities. Your hype might come from primal fury, heedless joy, crazed lust, or some other emotion. Choose one of the Passionate Paths presented at the end of this class. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

You can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Tweaked Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you get hype before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Hype

Starting at 11th level, your hype can keep you fighting despite grievous wounds. If you drop to 0 hit points while you are hype and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Hype

Beginning at 15th level, your passion is so fierce that your hype only ends early if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Perpetual Hype

At 20th level, you embody the all-consuming power of hype. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Passionate Paths

Hype burns in every renegade's heart, a furnace that drives them toward greatness. Different renegades gain their hype from different sources, however. Some have boundless rage from a life spent under the corporate bootheel, while others find ceaseless joy in every moment of life. Some fill their veins with drugs to ride a neverending high, while others put wires in their heads to gain direct control of their glandular functions. Regardless of the method or emotion, renegades are defined by their reckless abandon.

Renegade Paths

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