Hacker Rogue (5e Class)

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Future: Hacker Rogue[edit]

Class Features

As a Rogue you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple Weapons, Finesse Weapons, Ranged martial weapons
Tools: Thieves' Tools
Saving Throws: Dexterity, Charisma
Skills: Choose any 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.


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

  • (a) Leather Armor or (b) Fine Clothes
  • (a) two shortswords or (b) a rapier and a dagger
  • (a) short bow and 20 arrows and Thieves' Tools or (b) two daggers and Thieves' Tools
  • (a) Adventurer's pack or (b) Dungeoneer's pack or (c) Explorers pack

Table: The Rogue

Level Proficiency
1st +2 Expert, Deadly Strike (+1 die), Weapon Damage Bonus (+2)
2nd +2 Careful Sneak (+1) Movement Master
3rd +2 Keen Blade (19-20)
4th +2 Ability Score Improvement
5th +3 Deadly Strike (+2 dice), Weapon Damage Bonus (+4)
6th +3 Rushed Action
7th +3 Expert
8th +3 Ability Score Improvement, Shutdown
9th +4 Precision Attack (1d20)
10th +4 Careful Sneak
11th +4 Weapon Damage Bonus (+6), Deadly Strike (+4 dice)
12th +4 Ability Score Improvement
13th +5 Precision Attack (2d20)
14th +5 Movement Master
15th +5 Keen Blade (18-20)
16th +5 Ability Score Improvement, Broadband
17th +6 Precision Attack (3d20)
18th +6 Surprise Attack
19th +6 Ability Score Improvement
20th +6 Assassination Improvement

Weapon Damage Bonus[edit]

At 1st level, you gain a bonus of +2 to the damage of your attacks using finesse, light and ranged weapons. This bonus increase to +4 at 5th level and + 6 at 11th level

If you use a weapon that already has a bonus, you use the highest.

Deadly Strike[edit]

Starting at 1st level, when wielding a weapon that has the light or finesse property, or a ranged weapon, you can use your action to make a Deadly Strike. On a hit, you deal additional damage equal to the damage die of your weapon.

The additional damage increases to two damage dice of your weapon at 5th level and four damage dice at 11th level.


Also at 1st level, whenever you make a Dexterity, Intelligence or Charisma check that doesn't add your proficiency bonus, you gain a +2 on the check.

At 7th level, this ability extends to Strength, Constitution and Wisdom checks.

Movement Master[edit]

At 2nd level, you gain a climbing and a swimming speed equal to your movement speed and take half damage from falling. You also use your Dexterity to calculate your jumps, instead of Strength.

At 14th level, you can make high jumps. When you Dash, you gain a flying speed equal to your movement speed, until the end of this turn.

Keen Blade[edit]

Starting at 3rd level, whenever you make an attack with a light, finesse or ranged weapon, you score a critical hit on a roll of 19-20 on the d20. This increases to 18-20 at 15th level.

Rogue Subclass

Technology has been an important part of your life for some time now, perhaps you're the child of a technomancer, or you live within a mechanically dependent technocracy. As you grew, you realized how to exploit system oversights to your advantage against those who got in your way. As a hacker, you gain access to knowledge utilized to fade out of sight, infiltrate technology, and eventually even tap into the spellweave to block access to it. This is the common lot of a hacker, abusing technology to your whim, and with this nefarious capability, what a new world you can build...

Bonus Proficiencies

Starting at 3rd level, your skills at circumventing artificial problems grants you proficiency in hacker's tools


Starting at 3rd level, you learn how to stealthily evade repercussions for your deeds. When you successfully land a melee attack, you cannot be targeted by Opportunity Attacks from that target until the start of your next turn.

Additionally, when you take the Dodge action, you can choose to cloak yourself and render yourself invisible to the eye. As you're cloaked, you are considered invisible. This lasts until the end of your next turn. While in incognito, your speed increases by 10 feet. The invisibility ends early if you are hit with an attack, or if you make an attack or cast a spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per long rest.

Wired Network

Starting at 3rd Level, using your hacker's tools, you are able to tap into the wiring in order to figure out what wires are tied to an object or person. You can cast Identify and Detect Source Electricity as rituals if you have your hacking tools on you during the ritual's casting time.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Rushed Action[edit]

Starting at 6th level, you can take two actions on your turn, instead of one.

You can take the Attack and Cast a Spell only once per turn.


Using your hacking skills, you can utilize the exposed wiring and circuitry to your benefit and another's detriment. Starting at 8th level, you can target a creature or piece of technology as an action and attempt to lock down their access to their magic or technology:

As an action, you can force a creature within 60 feet of you to make an Intelligence Saving Throw. The DC equals 8+ Your Intelligence Modifier + Your Proficiency Bonus. On a failed save, the target cannot cast spells or use technology, and any effects created by spells that affect them are suppressed until the end of your next turn. The creature suffers disadvantage on the saving throw if they are a construct or have technology integrated into their body (like if they rely on the use of a mechanical arm when performing the spell somatics). You can use this feature twice, regaining all expended uses at the end of a long rest. You gain an additional use of Shutdown at 13th and 17th level.

Precision Attack[edit]

At 9th level, if you miss a Deadly Strike, you can roll a new d20. You must choose the new result.

You roll 2d20's at 13th level and 3d20's at 17th level.

Careful Sneak[edit]

At 10th level, if you move only 10 feet on your turn, you are considered unseen until you make an attack.


Due to your success in exploiting glitches and coding flaws, your incognito capabilities have broadened. Starting at 12th level, when you use your incognito ability, you can choose to cloak nearby allies from cameras and radars.

As an action, you can expend a use of Incognito and cause a number of allies within 30 feet of you (including yourself) equal to your Intelligence Modifier (minimum of twice including yourself) to gain the benefits of Incognito. Once you use Broadband, you must take a long rest before you can do so again.

Surprise Attack[edit]

At 18th level, if you aren't surprised, you can move and make a deadly strike when you roll initiative.


Your ability to mend technology and magic to your will has hastened. Starting at 19th level, you gain the following benefits:

• You Have Advantage in Saving Throws against Spells and Magical Effects

• Creatures gain no benefit to perception checks from special senses (such as blindsight) when detecting you or your allies while in Incognito

• Your Shutdown DC increases by 2


At 20th level, when you roll a critical on an attack roll when using a Deadly Strike, the target must make a Constitution save against a DC of 8 + your proficiency bonus + your Dexterity modifier or is reduced to 0 hit points.

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