The Hacker Complex

Hacker Shut-Ins are a nihilistic bunch, seeing the real world as something to be manipulated and used for their own benefit in the form of reconstituted tech husks, robotic corpses and scrap bots. Their ability to create minions from scrap is a disconcerting testament to their abilities with nanomachines, though their somewhat sociopathic approach to combat is quite off-putting.


Sense techs

Your symbiotic link to your nanobot caches grants you access to certain techs. At 2nd level, you learn the Chill Touch Trick.

At 3rd, 5th, 7th, and 9th level you gain access to the techs listed for that level in the Sense of nanobots techs table. Once you gain access to one of these techs, you always have it prepared, and it doesn't count against the number of techs you can prepare each day. If you gain access to a tech that doesn't appear on the Shut-In tech list, the tech is nonetheless a Shut-In tech for you.

Home of The Hacker techs

Shut-In Level Sense techs

2nd Entropic Virus

3rd Flash/Sonic Grenade, Death Stasis

5th Activate Husk, Nanite Conversion

7th Organic Dissolution, Confusion

9th Cloudkill, Contagion



Halo of Nanobots

Starting at 2nd level, you are surrounded by invisible, entropic nanobots that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 entropic damage to that creature unless it succeeds on a Constitution saving throw against your tech save DC. The entropic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Nanobot Symbiote

Also at 2nd level, you gain the ability to channel repairing tech into your nanobots. As an action, you can expend a use of your Goo Shape feature to awaken those nanobots, rather than transforming into a new form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of nanobots damage, roll the damage die a second time and add it to the total.

Your melee weapon attacks deal an extra 1d6 entropic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Goo Shape.

Reconstitute Corpse

At 6th level, your nanobots gain the ability to infest a robotic corpse and animate it. If a robotic beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Tech Husk stat block in the enemies list. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the Tech Husk's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading nanobots

At 10th level, you gain the ability to seed an area with deadly nanobots. As a bonus action while your Nanobot Symbiote feature is active, you can hurl nanobots up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The nanobots disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of nanobots damage, unless the creature succeeds on a Constitution saving throw against your tech save DC. A creature can take this damage no more than once per turn.

While the cube of nanobots persists, you can't use your Halo of nanobots reaction.

Souped Up Avatar

At 14th level, the nanobots in your NEET alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

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