Ghostrunner (5e Class)

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Ghostrunner[edit]

Ghostrunners are artificially grown cyborgs. Starting out as a military contract. The Ghostrunners served as peacekeepers for the residents of Dharma City. As biomechanical cyborgs, The Ghostrunners were highly skilled for the purposes they were built to serve. Ghostrunners are cyborgs developed in order to keep peace among the masses and enact their creator's will. whether it be by silencing those who oppose them or keeping all people safe from wrongdoers.

Creating a Ghostrunner[edit]

Quick Build

You can make a Ghostrunner quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Wisdom. Second, choose the City Watch or Knight of the Order background.

Class Features

As a Cybernetic Upgrades you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cybernetic Upgrades level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cybernetic Upgrades level after 1st

Proficiencies

Armor: light and medium
Weapons: simple and martial
Tools: Tinker's Tools
Saving Throws: dexterity and constitution
Skills: Acrobatics, Athletics, and choose one from Perception, Survival, Stealth, Persuasion, Intimidation, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Scale Mail
  • (a) a martial weapon or (b) two simple weapons
  • Adventuring Gear

Table: The Cybernetic Upgrades

Level Proficiency
Bonus
Features Cybernetic Upgrades
1st +2 Spell Restriction, Enhanced physiology, Spectral Cloaking -
2nd +2 Cybernetic Upgrades, Cybervoid Materialization, Acceleration Module 2
3rd +2 <!-Class Feature3-> 2
4th +2 Ability Score Improvement 2
5th +3 3
6th +3 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 5
11th +4 5
12th +4 Ability Score Improvement 6
13th +5 6
14th +5 6
15th +5 7
16th +5 Ability Score Improvement 7
17th +6 7
18th +6 8
19th +6 Ability Score Improvement 8
20th +6 8

Spell Restriction[edit]

All Ghostrunner are programmed to be unable to use spells because of their creator’s concerns of the mass destruction caused by spells. At level 1 you lose all ability to cast any spells with the use of spell slots or magical items

Enhanced physiology[edit]

At level 1 your body becomes 1 with the machine and you gain cybernetic body parts therefore increasing your combat abilities allowing you maneuver and utilize swords to a frightening degree.

  • You can use Dexterity instead of Strength for the attack and damage rolls using swords.
  • You can use the Dash action as a bonus action
  • You Gain an additional 15 feet of movement if wearing light armor, or gain an additional 10 feet of movement if wearing medium armor

Spectral Cloaking[edit]

Ghostrunners are designed to be invisible forces not seen by magical or technical means. At level 1 you are now hidden from technology and cannot be seen or heard by any electronic means as well as by the use of any spells.

Cybernetic Upgrades[edit]

At 2nd level you gain two Cybernetic Upgrades of your choice. Choose between (list not finished).

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

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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