Class Feats Page 3
Class Name: Hacker
Core Fantasy: A cybernetic infiltrator who disrupts enemies, manipulates electronic systems, and controls the flow of information on the battlefield through calculated digital assaults.
Level 1 Features
Intrusion Protocols (Level 1)
Your training turns any network into a potential weapon or tool.
Rules: You gain proficiency in Technology (Arcana) and Investigation, or another skill of your choice if you already have one or both. When you make an Intelligence (Technology) check to bypass security, hack a device, or analyze digital systems, you can treat a d20 roll of 9 or lower as a 10.
Combat Uplink (Level 1)
You connect your combat awareness to the team’s movements.
Rules: As a bonus action, you can choose one creature you can see within 60 feet. Until the start of your next turn, when that creature hits with a weapon attack, it deals extra damage equal to your Intelligence modifier (minimum 1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3 Feature
Tactical Backdoor (Level 3)
You seed hidden access points into enemy systems and combat patterns.
Rules: When you hit a creature with a weapon attack or a class spell that targets only that creature, you can mark it as backdoored. Until the end of your next turn, the next time an ally within 60 feet hits the backdoored target with an attack, that ally can choose to gain advantage on the attack roll or add a bonus to the damage roll equal to your proficiency bonus. You can have a number of backdoored creatures at one time equal to your Intelligence modifier (minimum one).
Level 7 Feature
Adaptive Countermeasures (Level 7)
You rewrite your defenses on the fly against incoming threats.
Rules: When you take damage from an attack, you can use your bonus action on your next turn to activate countermeasures. Choose one damage type that damaged you since the start of your last turn (except psychic). Until the start of your following turn, you have resistance to that damage type, and your movement does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 11 Feature
Overclocked Execution (Level 11)
You push your systems past normal limits to secure critical strikes.
Rules: Once on each of your turns when you hit a creature with a weapon attack or a class spell, you can overclock the attack. The target takes extra damage equal to 1d10 + your Intelligence modifier, and it can’t take reactions until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 15 Feature
Network Dominance (Level 15)
Your control over the digital environment makes your enemies slow and predictable.
Rules: Creatures of your choice that you can see within 30 feet have their speed reduced by 10 feet while they remain within that range. In addition, when a creature you can see within 30 feet misses you with an attack, you can use your bonus action on your next turn to impose disadvantage on that creature’s next attack roll before the end of its next turn.
Level 20 Feature
Architect of the Grid (Level 20)
You no longer just hack systems—you define them.
Rules: At the start of combat you gain a number of grid charges equal to your Intelligence modifier (minimum 1). As a bonus action, you can spend any number of grid charges, each granting one of the following benefits (you can choose the same benefit multiple times or different ones):
Increase the range of your next class spell cast this turn by 10 feet per charge spent.
Add +1 to the attack roll or save DC of your next class spell cast this turn per charge spent.
After you cast a class spell, immediately move up to 10 feet per charge spent without provoking opportunity attacks.
All unspent grid charges are lost when combat ends.
Class Name: Shambler Hunter
Core Fantasy: You are a hardened urban slayer trained to fight shamblers in tight streets and ruined blocks. You use practiced drills, city movement, and squad tactics to control the fight and finish the undead fast.
Level 1 Features
Shambler Study (Level 1)
You know how shamblers move, break, and fall.
Rules: When you hit a shambler with a weapon attack, you deal extra damage equal to your proficiency bonus. You can deal this extra damage once on each of your turns.
In addition, you have advantage on Intelligence (Investigation) and Wisdom (Survival) checks made to identify, track, or analyze shamblers.
Street Stalker (Level 1)
You are trained to move and hunt in cramped city terrain.
Rules: You gain proficiency in your choice of Stealth or Perception.
Nonmagical rubble, broken streets, and crowds of nonhostile creatures do not count as difficult terrain for you.
Also, you can move through a shambler’s space, though it counts as difficult terrain for you.
Level 3 Feature
Coordinated Hunt (Level 3)
You mark priority targets and guide your squad’s fire.
Rules: As a bonus action, you choose one creature you can see within 60 feet of you. Until the end of your next turn, the first time each turn that you or an ally hits that creature with an attack, the attack deals extra damage equal to your proficiency bonus.
If the target is a shambler, this effect lasts until the end of your following turn instead.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7 Feature
Deadzone Conditioning (Level 7)
You have trained your body and nerves to endure shambler outbreaks.
Rules: You gain resistance to necrotic damage.
You have advantage on saving throws against being frightened or paralyzed.
When an effect created by a shambler would disease you or poison you, you have advantage on saving throws against that effect.
Level 11 Feature
Slipstream Assault (Level 11)
You strike and shift through the crowd without slowing down.
Rules: Once on each of your turns when you hit a creature with a weapon attack, you can move up to 15 feet as part of the same action. This movement does not provoke opportunity attacks from the creature you hit.
If the creature you hit is a shambler, your movement from this feature also does not provoke opportunity attacks from shamblers until the end of your turn.
Level 15 Feature
Relentless Pursuit (Level 15)
You refuse to fall or lag behind while shamblers still move.
Rules: When you roll initiative and have no 1st- or 2nd-level spell slots remaining, you regain one expended 1st-level spell slot.
In addition, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do so, you can immediately move up to half your speed. Once you use this part of the feature, you cannot use it again until you finish a long rest.
Level 20 Feature
City’s Final Wall (Level 20)
When the outbreak surges, you become the line that does not break.
Rules: As a bonus action, you can enter extermination mode for 1 minute. While this mode is active:
When you take the Attack action on your turn and target only shamblers with that action, you can make one additional weapon attack as part of that action.
Your weapon attacks against shamblers score a critical hit on a roll of 19 or 20 on the d20.
You have resistance to bludgeoning, piercing, and slashing damage from shamblers, and your speed increases by 10 feet.
You ignore any reduction to your speed and the grappled or restrained conditions if those effects are caused by shamblers.
Once you use this feature, you cannot use it again until you finish a long rest.