CyberPunk (5e Class)
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[edit]
Night City[edit]
Richard Night, a successful businessman who during the early 1990s was concerned by the violence and disruption of the impending Collapse, saw himself in an unique position to deal with the forthcoming issue. Working mainly on corporate-funded projects, Richard decided to start a side company known as Night International, and began to plan an ideal new city and after years pass, you came here, either looking for small jobs, maybe a corpo life, or you want to go down a legend.
Class Features
As a CyberPunk you gain the following class features.
- Hit Points
Hit Dice: 1d8 per CyberPunk level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per CyberPunk level after 1st
- Proficiencies
Armor: Light Armour
Weapons: Simple Weapons, Ranged Weapons
Tools: Tinker's Tools
Saving Throws: Constitution and Wisdom
Skills: Choose any 2 from Acrobatics, Athletics, Deception, Intimidation, Medicine, Perception, or Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Simple Weapons or (b) 1 Martial Weapon
- Handgun and 24 Bullets
- Leather Armour
Level | Proficiency Bonus |
Features | Perk Points |
---|---|---|---|
1st | +2 | Cyberware Perk Points | 1 |
2nd | +2 | Strong Attack | 2 |
3rd | +2 | <!-Class Feature3-> | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | — | 5 |
6th | +3 | — | 6 |
7th | +3 | — | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | — | 9 |
10th | +4 | — | 10 |
11th | +4 | — | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | — | 13 |
14th | +5 | — | 14 |
15th | +5 | — | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | — | 17 |
18th | +6 | — | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | — | 20 |
Path[edit]
Pick between edgerunner or mercenary
Perk Points[edit]
- Perks
Every level you gain a perk point to spend on a perk from the list at the end of the class. Once used, you cannot get the perk point back
Cyberware[edit]
- Getting some Chrome choom
1st Level: You've decided its time to chrome up choom. Starting from the first level, you may have a number of cyberware equal to your Con modifier + your proficiency Bonus. You may have more cyberware than this number at a risk. Starting at the first cyberware above you're limit, when reaching half your maximum Hit points, you must roll a DC 10 WIS saving throw. On a failure you gain the Berserk Condition until you are knocked Unconscious. On a success, you dont gain the condition and the DC goes up by 5. You must reattempt this save every minute until you are above half your hit points
- Gotta start somewhere
You start off with 2 tier 1 cyberwares from the list at the end of the class. You also start with the Arasaka MK.1 cyberdeck and the short circuit and reboot optics quick hacks
Strong Attack[edit]
- Putting effort into it
2nd level: You've decided, why not just hit them harder? By expending a stamina Point, you may add another damage dice onto your attack. This attack cannot crit on a natural 20
- Stamina Points
You have a number of stamina points equal to your Con modifier + your proficiency Bonus. you gain back 1 stamina point every round and regain them all on shirt and long rests.
Block[edit]
- Blocking
3rd level. When attacked, as a reaction and for 2 stamina points, you may attempt to block an attack. When hit with an attack you roll your damage dice for your current weapon, reducing the damage you take by the difference. If you reduce the damage to zero and have left over damage, you may inflict the remaining damage on the attack if they are within Melee range.
Ability Score Improvement[edit]
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.
Crafting[edit]
- Scrap
Upon reaching the 5th level, you gain the ability to take apart items to get components from them. Non magical and common magical items give you common components, which each rarity of item giving that level of components. You gain a number of components from a item equal to 1+ your INT modifier, maximum of 3, minimum of 1, legendary items always give 2 components
- Crafting
Using your components, you may craft useful items listed below
MaxDoc: requires 5 components. Using this will heal you for 1d10+ your con modifier. Each level above common adds your con modifier again
Health Booster: Requires 10 components. Using this will give you 10 temporary hit points. Each level above common will add 10 more temporary Hitpoints. These last for 1 minute
Stamina Booster: Requires 5 components. Using this will increase your stamina regen to 2 points every round. This lasts for 1 minute and the duration increase by 1 minute for every level above common
Ram Jolt: 10 components. Using this will give you 2 ram back. Every level above common increase this by 2
All items require a bonus action to use
Extra Attack[edit]
At 5th level when taking the attack action, you may attack one more time. This increases to 2 at level 11 and 3 at level 18
Mercenary[edit]
You're a nobody, just doing jobs here and there, dangerous or not. Maybe you can become more?
- Friends have benefits
1st Level, Cashing in some favors from friends you've made, you gain Basic Kiroshi Optics and a tier 1 cyberware of your choice. These do not count to your maximum
- <!-Class Feature->
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Edgerunner[edit]
For reasons you keep to yourself, maybe losing a loved one who kept you in check, you decided to join of team of edgerunners
- You're special huh?
At first level, You have a 1 in a million resistance to the effects of cyberpsychosis. Your limit for cyberware is increased again by your con modifier
- Sandevistan
At third Level, Replacing your cyberdeck, you instead gain a sandevistan, not being able to remove it. You gain a a iconic Militech Falcon sandevistan
- <!-Class Feature->
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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