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Netrunner

The Netrunner is a class that combines spellcasting and technology manipulation, featuring a progression system that includes spell slots, cantrips, and various abilities as the character levels up. Players can choose from different specialties that enhance their skills and abilities, such as Data Thief, Techno-Priest, and Hacker, each offering unique features at various levels. The class also includes a detailed spell list and mechanics for using spells and abilities effectively in combat and non-combat situations.

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0% found this document useful (0 votes)
30 views9 pages

Netrunner

The Netrunner is a class that combines spellcasting and technology manipulation, featuring a progression system that includes spell slots, cantrips, and various abilities as the character levels up. Players can choose from different specialties that enhance their skills and abilities, such as Data Thief, Techno-Priest, and Hacker, each offering unique features at various levels. The class also includes a detailed spell list and mechanics for using spells and abilities effectively in combat and non-combat situations.

Uploaded by

nikolastaylor47
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Netrunner

Cantrips Spells — Spell Slots Per Spell Level —


Level Proficiency Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Netrunning 2 2 2 — — — — — — — —
2nd +2 Runner Specialty 2 3 3 — — — — — — — —
3rd +2 2 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 Specialty Feature 3 6 4 3 2 — — — — — —
6th +3 Expertise 3 7 4 3 3 — — — — — —
7th +3 3 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 Specialty Feature 3 10 4 3 3 3 1 — — — —
10th +4 Improved Hack Potency 3 11 4 3 3 3 2 — — — —
11th +4 4 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — —
13th +5 Specialty Feature 4 13 4 3 3 3 2 1 1 — —
14th +5 Netrunning Mastery 4 13 4 3 3 3 2 1 1 — —
15th +5 4 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 —
17th +6 Specialty Feature 4 15 4 3 3 3 2 1 1 1 1
18th +6 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 16 4 3 3 3 3 2 1 1 1
20th +6 Digital Deity 4 17 4 3 3 3 3 2 2 1 1

Class Features Spellcasting


Cybernetic modifications have left you with the ability to
As a Netrunner, you gain the following class features control the weave. Honed focus of this power can be
Hit Points used to control technology.
Hit Dice:1d6 per netrunner level Cantrips
6 + your Constitution modifier
Hit Points at 1st Level:
At 1st level, you know two cantrips of your choice from
Hit Points at Higher Levels:1d6 (or 4) + your the Netrunner spell list. You learn additional Netrunner
Constitution modifier per netrunner level after 1st cantrips of your choice at higher levels, as shown in the
Proficiencies Cantrips Known column of the Netrunner table. When
Armor: Light armor, Shields you gain a level in this class, you can choose to replace
Weapons: Simple Weapons, Nanowire one Netrunner cantrip you know with a different
Tools: Technician’s Tools, Tinkerer’s Tools Netrunner cantrip.
Saving Throws: Constitution, Intelligence Spell Slots
Skills: Tech, Choose two from Investigation, History, The Netrunner table shows how many spell slots you
Stealth, Sleight of Hand have to cast your spells of 1st level or higher. To cast
Equipment one of your spells, you must expend a slot of the spell’s
You start with the following equipment, in addition to level or higher. You regain all expended spell slots when
the equipment granted by your background: you finish a long rest.
For example, if you know the 1st-level spell HACK:
(a) A simple weapon and a shield or (b) Nanowire Discharge and have a 1st-level and a 2nd-level spell slot
(a) An Explorers Pack or (b) Tinkerer’s Tools available, you can cast HACK: Discharge using either
A Spellcasting Focus slot.
Technician’s Tools
Spell Known of 1st Level and Higher Netrunning Mastery
You know two 1st-level spells of your choice from the At 14th level, Whenever an enemy marked by your
Netrunner spell list. netrunning takes damage from the Netrunning feature,
The Spells Known column of the Netrunner table they now take double your Intelligence Modifier as
shows when you learn more Netrunner spells of your thunder damage. When a marked enemy dies you can
choice. Each of these spells must be of a level for which use your reaction to move the mark to an enemy within
you have spell slots. For instance, when you reach 3rd 30 ft of the original target.
level in this class, you can learn one new spell of 1st or
2nd level. Digital Deity
Additionally, when you gain a level in this class, you At 20th level, You have learned to hack without the need
can choose one of the Netrunner spells you know and of spell slots. Choose 1-1st level Netrunner spell, 1-2nd
replace it with another spell from the Netrunner spell level Netrunner spell, and 1-3rd level Netrunner spell.
list, which also must be of a level for which you have You can cast each of these up to 3 times, at their
spell slots. original level without expending a spell slot before
Spellcasting Ability
needing to take a long rest.
Spell save DC = 8 + your proficiency bonus + your Runner Specialties
Intelligence modifier When you reach 2nd level choose a runner specialty
Spell attack modifier = your proficiency bonus + your that will augment your abilities. You gain additional
Intelligence modifier featues based off of your choice at 5th, 9th, 13th, and
17th.
Specialties: Data Thief, Techno-Priest, Hacker
Netrunning
You have learned how to see deeper into the network
that connects people. While you are out of combat, Data Thief
when you make a Tech skill check, make it at
advantage. Backdoor Specialist
When you are in combat, as a bonus action you can At 2nd level you gain the following.
mark an enemy that you can see within 60 ft of you for 1 You gain the ability to take the hide action as a bonus
minute. That marked enemy will take additional action.
thunder damage equal to your Intelligence Modifier You gain proficiency with Thieves’ tools. When you
whenever they are affected by a Netrunner Spell that cast a single target spell, you can add your INT modifier
you cast. You can only have 1 marked target at a time. to the damage (Matching spell damage, or force if no
You can use this feature a number of times equal to spell damage).
your Intelligence Modifier. Regaining all charges on a
short or long rest. Honed Skill
At 5th level you gain the following.
Ability Score Improvement You gain proficiency in 2 skills of your choice.
When you reach 4th level, and again at 8th, 12th, 16th, Additionally choose 2 of your skill or tool
and 19th level, you can increase one ability score of proficiencies, you gain expertise with these skills. Your
your choice by 2, or you can increase two ability scores proficiency bonus is doubled for any ability check you
of your choice by 1. As normal, you can’t increase an make that uses either of the chosen proficiencies.
ability score above 20 using this feature. Hidden Hacks
Expertise At 9th level you gain the following.
At 6th level, choose up to four, of your skill When you add damage using the Backdoor Specialist
proficiencies, or any of your proficiencies with tools. feature, you can double the damage added. Additionally
Your proficiency bonus is doubled for any ability check If you cast a single target spell from stealth the target
you make that uses either of the chosen proficiencies. can make a perception check to spot you, otherwise you
Improved Hack Potency
stay stealthed.
At 10th level, You have made it more difficult to deal Quick Thinking
with your hacks and spells, When you use a single At 13th level you gain the following.
target spell on a creature you can increase the DC or Your base movement speed increases by 10 ft.
Spell attack total by 3. This effect can be used a number You gain proficiency in one saving throw of your
of times equal to your Intelligence Modifier before choice.
needing to take a long rest. When you make a Dexterity Saving throw, you can
add your INT modifier to the total.
Data Thief (Cont.)
Angelic Augury
Thief’s Reflexes
At 17th level you gain the following. At 17th level you gain the following.
You have become adept at laying ambushes and You have gained the ability to see brief visions of the
quickly escaping danger. You can take two turns during near future, When you or a creature within 30 ft of you
the first round of any combat. You take your first turn at would take damage you can use your reaction to negate
your normal initiative and your second turn at your the damage.
initiative minus 10 (minimum 1). You can’t use this This effect can be used once before needing a long
feature when you are surprised. rest to recharge.
Hacker
Techno-Priest
Arcane Spellslinger
Arcane Mending
At 2nd level you gain the following. At 2nd level you gain the following.
You gain an expanded spell list to choose from, when You learn the Magic Missile spell, This does not count
you level up you are able to choose spells from the against your Spells Known. When you cast Magic
Cleric spell list and they are considered Netrunner Missile, you get to add your INT modifier to the damage
spells for you. dealt instead of the +1.
In addition you gain one Cleric cantrip and one 1st Additionally when you cast a spell thats not Magic
level Cleric spell of your choice, these do not count Missile that deals Force damage you can add your INT
against your Cantrips Known and Spells Known. modifier to the damage dealt.
You have learned to be versatile with your casting, Meet My Friends
when you finish a long rest you can replace Netrunner At 5th level you gain the following.
spells that you know with other Netrunner spells. You You can use this feature to infuse items a number of
must spend a number of minutes equal to the new times equal to your INT modifier plus your Proficiency
spell’s level focusing to prepare the spells for casting. Bonus before needing to take a short or long rest.
Protective Ward As a bonus action you can touch an technological
At 5th level you gain the following. object and infuse it with arcane energy. This object
You emit a protective aura in a 15 ft radius around floats around you and is considered worn while this
you, creatures you deem as allies as well as yourself effect is active.
take reduced damage from magical attacks. When When you infuse an item, and as a bonus action on
creatures within this effect are damaged by a spell each of your turns the object fires a Magic Missile dart
reduce the total damage by your INT modifier. at a creature within 120 ft of you. You are only able to
infuse one item per bonus action, and can only hold one
Improved Mending object in this way.
At 9th level you gain the following. Cannoneer
You learn to hold knowledge of more spells, choose At 9th level you gain the following.
up to 3 Cleric spells for which you have spell slots, You You gain the ability to hold 2 objects using the Meet
learn these spells and they don’t count against your My Friends feature. When you have 2 or more objects
Spells Known. held this way they all fire Magic Missile darts when you
Additionally when you use healing spells, you can add use your bonus action to fire from them.
your INT modifier to the total hit points restored if the Additionally when you cast Magic Missile you gain an
spell doesn’t already let you add your spellcasting additional dart.
modifier.
Arcane Shields
The Light of the Divine
At 13th level you gain the following At 13th level you gain the following
You have learned to harness the power of the Divine You learn to use your infused objects as shields, when
for yourself, when you would deal Radiant damage you an attack roll/spell attack is made against you, as a
can turn a rolled 1 into a maximum roll. reaction you can have your object(s) take the hit first.
This feature can only be used once per turn. When you use this feature, the object will take 10
This feature can be used a number of times equal to damage before breaking, if the object breaks any excess
your INT modifier, You regain 1 charge on short rest damage will go to you. Multiple infused objects can be
and all charges on long rest. used for one instance of damage, they can be assigned
10 damage each.
Hacker (Cont.)
Artillery Mage
At 17th level you gain the following.
You gain the ability to hold 3 objects using the Meet
My Friends feature. When you infuse an item you can
now infuse 2 items at a time.
Additionally all darts from Magic Missile including
your Meet My Friends objects now deal 1d6 + INT force
damage.
Additionally when you cast a spell thats not Magic
Missile that deals Force damage you can double your
INT damage bonus from Arcane Spellslinger.
Netrunner Spell List
Cantrips (0 Level) Find Traps
Chill Touch Find Vehicle (UA)
Firebolt Heat metal
Light Hold Person
Mending Invisibility
Message Locate Object
Prestidigitation Magic Weapon
Ray of Frost Rime’s Binding Ice
Shocking Grasp Scorching Ray
Thaumaturgy See Invisibility
Thunderclap Silence
True Strike Spider Climb
On/Off (UA) Suggestion
HACK: Spark Arcane Hacking (UA)
HACK: Lag Spike Digital Phantom (UA)
HACK: Glitch
1st Level HACK: Rewind
Absorb Elements 3rd Level
Burning Hands Antagonize
Catapult Counterspell
Charm Person Dispell Magic
Chromatic Orb Elemental Weapon
Command Hypnotic Pattern
Comprehend Languages Lightning Bolt
Detect Magic Nondetection
Feather Fall Sending
Ice Knife Sleet Storm
Identify Summon Shadowspawn
Shield Thunderstep
Infallible Relay (UA) Tongues
Remote Acess (UA) Invisibility to Cameras (UA)
HACK: Dischage Protection from Ballistics (UA)
HACK: Overheat HACK: Freeze
HACK: Accelerate HACK: Trojan
2nd Level HACK: Amplify
Arcane Lock
Darkness
Darkvision
Detect Thoughts
Enhance Ability
4th Level 7th Level
Arcane Eye Crown of Stars
Banishment Delayed Blast Fireball
Compulsion Fire Storm
Confusion Force Cage
Conjure Shadow Demon Plane Shift
Dimension Door Prismatic Spray
Fire Shield Project Image
Freedom of Movement Teleport
Gate Seal Tether Essence
Greater Invisibility HACK: Mass Overheat
Ice Storm HACK: Mass Blind
Locate Creature HACK: Control
Polymorph
System Backdoor (UA) 8th Level
Conjure Knowbot (UA) Antimagic Field
Synchronicity (UA) Demiplane
HACK: Shockwave Dominate Monster
HACK: Contagion Feeblemind
Incendiary Cloud
5th Level Maddening Darkness
Animate Objects Maze
Awaken Power Word: Stun
Cone of Cold HACK: Rupture
Contact Other Plane HACK: EMP
Dominate Person
Flame Strike 9th Level
Hold Monster Astral Projection
Immolation Foresight
Mislead Gate
Modify Memory Imprisonment
Planar Binding True Polymorph
Skill Empowerment Wish
Synaptic Static HACK: Data Wipe
Telekenesis HACK: Suicide
Teleportation Circle
Commune with City (UA)
Haywire (UA)
Shutdown (UA)
HACK: Blind
6th Level
Arcane Gate
Disintegrate
Find the Path
Guards and Wards
Mass Suggestion
Planar Ally
Primordial Ward
Programmed Illusion
Scatter
Soul Cage
True Seeing
Wall of Ice
HACK: Mass Discharge
HACK: Mass Glitch
HACK: Spark HACK: Overheat
Cantrip Technomancy 1st-level Technomancy
Casting Time: 1 action Casting Time: Action
Range: 60 Ft Range: 90 ft
Components: V, S Components: S, V, M (A Pinch of Metal Shavings)
Duration: Instant Duration: Instantaneous
Class: Netrunner Class: Netrunner
You use your technological abilities to remotely shock a A general purpose hack, can be used on a multitude of
target. This is particularly effective against electronic targets raising the general temperature of the affected
targets. target. In certain cases the target may catch fire.
Choose a target within 60 ft of you, Target must make Pick a target within 90 ft of you, make a spell attack
a INT Saving Throw. On a failed save the target takes roll. On hit the target will take 2d8 fire damage. Target
1d8 Lightning damage. If the target is technological or must then make a Constitution saving throw or be set
has cybernetics this spell deals 1d12 Lightning damage on fire taking 1d10 fire damage at the start of it’s turn
instead. On a successful save the target takes half until the fire is doused. The fire may be doused by using
damage. an Action, or Bonus Action if water is used.
This spell’s damage is increased by one damage die If casted above 1st-level roll an additional 1d10 on the
when you reach 5th level, 11th level, and 17th level. initial attack’s damage per spell slot used above 1st.
HACK: Lag Spike HACK: Accelerate
Cantrip Technomancy 1st-level Technomancy
Casting Time: 1 action Casting Time: Action
Range: Touch Range: 30 feet
Components: V, S Components: S, V, M (Sugar)
Duration: Instant Duration: 1 round.
Class: Netrunner Choose one creature within range, until the end of thier
You construct a hardlight spike over your hand and use next turn their movement speed is doubled. If the target
it to attack. Hits have shown to slow targets. is an electronic it works at 200% capacity for the next
Make a melee spell attack on a target you can reach, 12 seconds.
on hit the target takes 1d8 + INT Force damage. On hit If casted above 1st-level you can choose an additional
target’s movement is slowed by 10 ft until the start of creature to gain the effects of this spell
your next turn.
This spell’s damage is increased by 1d8 when you HACK: Glitch
reach 5th level, 11th level, and 17th level. 2nd-level Technomancy
Casting Time: Bonus Action
HACK: Discharge
Range: 60 ft
1st-level Technomancy Components: S, V
Casting Time: Action Duration: 1 Minute Concentration
Range: 60 ft Class: Netrunner
Components: S, V, M (Copper Wire) A refined attack on Cybernetic Augments.
Duration: Instantaneous Target a creature’s Cybernetic Augment to
Class: Netrunner specifically make it unusable. Target must make a
An attack targeting Cybernetic Augments or Electronics Cyber Attack Saving Throw. On a failed save the chosen
Choose a target within range, The target must make a Cybernetic goes offline until your Concentration breaks
Intelligence Saving Throw. On a failed save the target or 1 minute passes. On a successful save the target is
takes 2d10 Lightning Damage and if the target has unaffected.
Cybernetics they go haywire causing 1d10 extra
Lightning Damage. On a successful save the target
takes half damage..
If this spell is used on an electronic device, roll 1d20
+ INT + PROF. Dm will determine the electronics DC,
on a success the electronic is fried and must be repaired
using spare parts.
If casted above 1st-level roll an additional 1d10 per
spell slot used above 1st.
HACK: Rewind HACK: Amplify
2nd-level Technomancy 3rd-level Technomancy
Casting Time: Reaction Casting Time: 1 action
Range: 60 ft Range: 45 feet
Components: S, V, M (A Small Gear) Components: S, V
Duration: Instantaneous Duration: Until Used
Class: Netrunner Choose a target within range, on thier next successful
A reactionary hack to stop an electronic or Cybernetic attack they can add an additional weapon damage die. If
effect. the weapon does 1d4 or 1d6 worth of damage, add 2
When an electronic or Cybernetic is used within 60 ft damage dice instead. This spell’s effect cannot stack.
of you, you can attempt to shutdown the target before its If casted above 3rd-level the target can add an
effect happens. Make a Tech Skill Check, DC is (10 + additional damage die per spell slot level above 3rd.
(Target’s CON + Prof(Cybernetics))/Hack
Resistance(Electronics). On a success the HACK: Shockwave
electronic/Cybernetic is shutdown. On a fail the 4th-level Technomancy
electronic/Cybernetic’s effect goes through normally. Casting Time: Action
If casted above 2nd-level you can add an additional +1 Range: 15 Ft
to your Tech Skill Check per spell slot used above 2nd. Components: S, V
Duration: Instantaneous
HACK: Freeze Class: Netrunner
3rd-level Technomancy
You send a 15 ft cone of lightning out from your hands.
Casting Time: Action Creatures in the area must make a CON saving throw.
Range: Touch On a failed save the creature takes 5d8 Lightning
Components: S, V, M (Water) damage and is stunned until the end of your next turn.
Duration: 30 Seconds On a successful save the target takes half damage and
Class: Netrunner isn’t stunned.
You touch a target and attempt to freeze it. Choose a If casted above 4th-level creatures take an additional
target you can touch the target must make a Strength 1d8 Lightning damage per spell slot level above 4th.
Saving Throw or be frozen solid. On a failed save the
target is paralysed for 30 Seconds. Target can repeat HACK: Contagion
the Saving Throw at the end of its turn. 4th-level Technomancy
Casting Time: 1 action
HACK: Trojan Range: 90 Feet
3rd-level Technomancy Components: V, S, M (Moss)
Casting Time: Action Duration: 6-30 Seconds (Refreshing)
Range: 120 Ft Choose a target within range, Target must make a
Components: S, V Constitution saving throw. On a failed save the target is
Duration: Instantaneous Afflicted for 5 rounds ending on the end of its turn. On a
Class: Netrunner succesful save the target is Afflicted for 1 round ending
A staple hack used by many. Send a simple arcane on the end of its turn. While Afflicted targets suffer 1d8
glyph that will explode on contact. + INT Poison damage at the top of the combat round.
Pick a target in range and make a spell attack roll. On Additionally if an Afflicted target is within 10 ft of
hit the target takes 4d12 Force Damage. If the target is another creature it has a chance to spread its Affliction,
electronic or has Cybernetics roll an additional 1d12. Roll 1d4 and if the roll is a 1 then the Affliction spreads
If casted above 3rd-level roll an additional 1d12 for to all creatures within 10 ft, Targets must make the
each spell slot used above 3rd. Constitution Saving Throw to determine duration. If a
creature gets Afflicted it can be cleansed with a Lesser
Restoration or by waiting for it to expire. Once Afflicted
targets are no longer Afflicted they can’t be Afflicted for
1 hour.
If casted above 4th-level you can choose another
target to get Afflicted per spell slot level above 4th.
HACK: Blind HACK: Control
5th-level Technomancy 7th-level Technomancy
Casting Time: Action Casting Time: 1 Action
Range: 120 Ft Range: Touch
Components: S, V Components: S, V
Duration: 1 Minute Duration: 24 Hour Concentration
Class: Netrunner Class: Netrunner
Pick a target within range, the target must succeed a You touch a creature or electronic and attempt to
WIS saving throw or be blinded for 1 minute. If the control them, Target must make a Wisdom Saving
target is a camera this spell auto succeeds and disables Throw or be under your control for 24 hours. If the
the camera until a DC 15 Tech check is used to fix the target is an electronic this spell automatically succeeds
camera. and you have complete control over the object for the
duration of the spell. If the target is a creature it will not
HACK: Mass Discharge do anything that will cause direct harm to itself or those
6th-level Technomancy it considers allies.
Casting Time: Instant HACK: Mass Blind
Range: 60 Ft
Components: S, V, M (Copper Wire) 7th-level Technomancy
Duration: Instantaneous Casting Time: Action
Class: Netrunner Range: 60 ft Wave
You release a wide blast of electricity. Choose a number Components: S, V
of targets equal to your Spellcasting Modifier within Duration: 30 Seconds
range, targets must make a Intelligence Saving Throw. Class: Netrunner
On a failed save the target takes 8d8 Lightning Damage You send out a 60 ft long 25 ft wide wave of
and if the target has Cybernetics they go haywire electromagnetic energy, targets must succeed a WIS
causing 1d8 extra Lightning Damage. On a successful saving throw or be blinded for 30 seconds. If the target
save the target takes half damage.. is a camera this spell auto succeeds and disables the
If this spell is used on an electronic device, the camera until a DC 17 Tech check is used to fix the
electronic is fried and a Tech check with spare parts camera.
must be used to repair the device. DC is your Netrunner
Spellcaster DC. HACK: Mass Overheat
If casted above 6th-level targets suffer an additional 7th-level Technomancy
1d8 Lightning damage per spell slot above 6th. Casting Time: Action
HACK: Mass Glitch Range: 30 Ft
Components: S, V, M (Components)
6th-level Technomancy Duration: Instantaneous
Casting Time: Action Class: Netrunner
Range: 120 Ft You send out a ring of fire, creatures within 30 ft of you
Components: S, V, M (a small gear) must made a Constitution Saving Throw. On a failed
Duration: Instantaneous save the targets take 6d12 Fire damage. On a successful
Class: Netrunner save targets take half damage.
A refined attack on Cybernetic Augments. If casted above 7th-level targets suffer an additional
Target a number of creatures equal to your 1d12 Fire damage.
Spellcasting Modifier, This will target the creature’s
Cybernetic Augments to specifically make them
unusable. Targets must make a Cyber Attack Saving
Throw. On a failed save the target’s Cybernetics goes
offline until your Concentration breaks or 1 minute
passes. This does not shut of Cybernetics that keep
somebody alive like lungs or hearts. On a successful
save the target is unaffected.
If casted above 6th-level you can choose an additional
target for each spell level above 6th.
HACK: Rupture HACK: Suicide
8th-level Technomancy 9th-level Technomancy
Casting Time: Action Casting Time: Action
Range: 60 Ft Range: 45 Ft
Components: S, V, M (A Star Shard (consumed on use) Components: S, V, M (Your Life Force)
Duration: 1 Hour Duration: Instantaneous
Class: Netrunner Class: Netrunner
Make a spell attack on a target within 60 ft of you. On Choose a target within 45 ft of you, The target must
hit the target takes 10d10 Psychic damage and must make an Intelligence Saving Throw. On a failed save the
make a Constitution saving throw. On a failed save the target is compelled to commit suicide at the end of their
target has disadvantage to all saving throws for 1 hour, next turn. The target can repeat the save at the start of
on a successful save the target has disadvantage on all their turn, if both saves are failed the targets turn
saving throws until the end of your next turn. immediately ends and they will take their own life
If casted above 8th-level target suffers an additional however the DM sees fit. On a successful save the target
1d10 psychic damage. is unaffected but knows that you casted the spell and
what the spell does.
HACK: OVERCLOCK Upon casting this spell you suffer 2 failed death
8th-level Technomancy saving throws that persist until you take a long rest.
Casting Time: Bonus Action
Range: Touch
Components: S, V, M (A precious metal worth 1000g or
more)
Duration: 1 minute
Class: Netrunner
You touch an object or creature and give it tremendous
amounts of energy. If the target is an electronic it works
at 300% of its normal capacity for 1 minute. If the target
is a creature they have the following effect: After a
round of combat is completed targets of this spell may
take an additonal turn. Once this effect is ended or
dispelled the target suffers a point of exhaustion.
If casted above 8th-level the target gets 1 additional
turn as well as suffering 1 additional point of
exhaustion.
HACK: Data Wipe
9th-level Technomancy
Casting Time: Action
Range: 30 Ft
Components: S, V, M (A jewel worth 1500 gold
(consumed on use)
Duration: Permanent until dispelled
Class: Netrunner
Choose a target within 30 ft of you, If the target is an
electronic device it is completely wiped of all data. If the
target is a creature it must make an Intelligence Saving
Throw. On a failed save the target loses all of its
memories but keeps all of its statistics. On a successful
save the target is unaffected but knows that you casted
the spell and what the spell does.

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