Void Walker

"In space, no one can hear you scream."

Humanity has long wondered what lurks beyond the sky. Many efforts have been made to explore space, but most of them have faltered at the vastness of the distances involved. Though the most powerful oligarchs live in space, they contain themselves to near-Earth orbit, the moon, and a few small extra-planetary holdings. The blackness of space remains unconquered. The Old 'Net holds many programs and projects that were dedicated to solving this problem, most of which were abandoned as impractical or unethical. A Void Walker has internalized some of these augments, turning themselves into a creature better suited for the airless void of space rather than the New World.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet. You do not need to breathe, except to speak, but you are still vulnerable to inhaled toxins and poisons.

When you reach 3rd level in this class, you learn the darkness tech, which doesn't count against your number of source coder techs known. In addition, you can cast it by spending 2 source points or by expending a tech slot. If you cast it with source points, you can see through the darkness created by the tech.

Tardigrade Toughness

Starting at 1st level, your ability to survive even in the void of space makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by neon damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Spatial Anomaly

At 6th level, you gain the ability to call forth a blot of living dark matter to harass your foes. As a bonus action, you can spend 3 source points to summon a dark matter hound to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:

- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

- It appears with a number of temporary hit points equal to half your source coder level.

- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any tech you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Blink

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Quantum Form

Starting at 18th level, you can spend 6 source points as a bonus action to transform yourself into a half-real quantum state. In this form, you have resistance to all damage except kinetic and neon damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 kinetic damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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