Sandevistan (5e Class)
Sandevistan user[edit]
CLASS CREATED BASED ON CYBERPUNK 2077[edit]
Creating a Sandevistan user[edit]
david martinez by [CD PROGECTRED Cyberpunk: Edgerunners] |
When creating a Sandevistan user, one must consider how and why he placed these implants, what their purpose is and whether he is aware of the consequences of chromium on his body and mind.
- Quick Build
First, Dexterity should be your highest ability score, followed by Constitution, used to control your Dynamagic. Second, choose the Folk Hero or the Urchin as your background. Third, choose a Shortsword, a light crossbow, the leather armor and the explorer's pack as initial gear.
Class Features
As a Sandevistan user you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sandevistan user level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sandevistan user level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, shortsword, scimitar, hand crossbow
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Sleight of Hand or Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a scimitar
- (a) a light crossbow, 1 crossbow bolt case and 20 crossbow bolts or (b) any simple weapon
- leather armor
- (a) explorer's pack or (b) burglar's pack
- If you are using starting wealth, you have 5d4 gp in funds.
Level | Proficiency Bonus |
Features | Extra Movement |
---|---|---|---|
1st | +2 | Unarmed Combat, Dynamagic, Extra Movement | 10ft |
2nd | +2 | Evasive Step, Quickness | 10ft |
3rd | +2 | Kinetic Resistance, | 10ft |
4th | +2 | Ability Score Improvement | 10ft |
5th | +3 | Extra Attack, Longstrider | 15ft |
6th | +3 | Dynamic Rend | 15ft |
7th | +3 | Evasion, Long Jumps | 15ft |
8th | +3 | Ability Score Improvement | 15ft |
9th | +4 | Mental overdrive | 20ft |
10th | +4 | — | 20ft |
11th | +4 | Dynamagic Haste | 20ft |
12th | +4 | Ability Score Improvement | 20ft |
13th | +5 | — | 30ft |
14th | +5 | Escapist | 30ft |
15th | +5 | Heightened Awareness | 30ft |
16th | +5 | Ability Score Improvement | 40ft |
17th | +6 | Combo Strikes | 45ft |
18th | +6 | — | 50ft |
19th | +6 | Ability Score Improvement | 55ft |
20th | +6 | Time in bottle | 60ft |
Acceleration[edit]
Level 1: Acceleration Description: When activating Sandevistan, you enter a state of temporal acceleration, allowing you to move and react with superhuman speed.
Effect: As a bonus action, you can activate Sandevistan. By doing so, you gain the following benefits for 1 minute:
Increased Speed: Your movement speed is doubled. Quick Reflexes: You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws. Additional Attacks: You can make an additional melee attack when you use the Attack action on your turn. Cooldown: You can use this ability a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Extra Movement[edit]
Starting at 1st level, even without using your dynamagic, this supernatural energy boosts your mobility. Your movement speed increases in 10 feet, and grows as you gain levels in this class, as shown in the Extra Movement column on the class table.
Evasive Step[edit]
Starting at 2nd level, you can use your movement to avoid attacks and harmful effects. When you are hit by an attack or by a harmful effect, such as a spell that requires a Dexterity saving throw to avoid damage, you can use your reaction to move up to your movement speed to any direction, possibly avoiding the attack or damage. If you have taken the Dash action on the previous turn, you can move twice your movement speed with the Evasive Step.
You can also choose to pick up one willing creature on your path, at a cost of 30 feet of movement. This movement doesn't trigger opportunity attacks, and you can walk through vertical surfaces and water while moving.
You can use this feature once, and must finish a long rest before you can use it again. Starting at 5th level, the range increases in 30 feet. At 18th level, you can use it twice before a long rest.
Quickness[edit]
Starting at 2nd level, you can make one additional object interaction in each of your turns. You can take the Dash, Disengage and also make object interactions as a bonus action on your turn.
You also gain one feat between the Charger feat or the Mobile feat. (see feats rules)
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.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can replace attacks made through the Attack action by the Dash action.
Longstrider[edit]
At 5th level, your walking speed increases by 10 feet while you aren't wearing heavy armor.
Also, whenever you take the Dash action on your turn, you can use a bonus action to move one creature of your size or lower with you. The target must succeed on a Strength saving throw (the target can choose to fail) or the creature is moved at any point of your movement you choose.
Overdrive[edit]
david martinez by [CD PROGECTRED Cyberpunk: Edgerunners] |
Starting at 6th level, The user pushes Sandevistan to its maximum, speeding up drastically but taking a heavy toll on their body and mind. Overdrive has 3 levels:
Level 1: Benefits: An extra bonus action. An extra attack. +20 feet of movement. Cost: 1 point of exhaustion. Level 2: Benefits: All Level 1 benefits. An extra whole action. +40 feet of movement. Cost: 2 exhaust points. 2d8 psychic damage. Level 3: Benefits: Gain the effects of the “Stop Time” spell. Cost: 5 points of exhaustion. 1d8 reduction in maximum health per turn stopped.
This feature can be used 2 times per long rest. The lost maximum life can be recovered with the “Greater Restoration” spell or higher spells.
Long Jumps[edit]
At 7th level, you can perform incredibly long jumps. While you are not encumbered, you can use your Dexterity instead of your Strength to calculate your jump distances. Moreover , if you use the Dash action during your turn, you double your jump distance.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mental overdrive[edit]
At 9th level the user learns to activate the overdrive in their mind as well. during the gnaha overdrive effect the following requirements:
Intelligence Boost: Your intelligence is increased by +4 while in Overdrive. Quick Process: You can take one additional action on your turn, which can be used for any mental action, such as solving puzzles, deciphering codes, or analyzing combat tactics. Mental Resistance: You are immune to effects that affect your mind, such as enchantments and illusions. Photographic Memory: You can recall any information you have seen or heard in the last 24 hours with perfect accuracy. Duration: Mental Overdrive can be maintained for up to 1 minute. After use, you need a short rest to recharge this ability.
Limitations: Using Mental Overdrive is exhausting. After the duration, you take a -2 penalty on intelligence checks until you complete a long rest.
Dynamagic Haste[edit]
At 11th level, your Dexterity increase by 2, up to a maximum of 22. In addition, whenever you fail a Dexterity check, you can reroll the result. You must accept the new result.
Escapist[edit]
Starting at 14th level, nothing can stop you. You can forgo on of your attacks to end the grappled, and restrained conditions.
Heightened Awareness[edit]
Starting at 15th level, your senses are in sync to the movement of your body. You gain proficiency in Wisdom saving throws.
Combo Strikes[edit]
At 17th level, once in each of your turns when you hit an opponent with two melee weapon attacks on the same turn, you can make one unarmed strike and move 10 feet to any direction, without taking opportunity attacks from your target.
Time in bottle[edit]
At 20th level When activating this ability, the user enters a state of extreme acceleration, where time around them seems to almost stop. During this state, the user can perform actions with incredible speed,
During the duration, the user can perform up to 10 additional actions on their turn. These actions can include attacks, use of abilities, or any other action that would normally take a full turn. The user can move up to 10 times their normal speed without provoking attacks of opportunity. The user has advantage on Perception checks and can detect minute details in the environment, as if time has nearly stood still. The user has advantage on Dexterity saving throws and gains +5 to Armor Class (AC) while the ability is active.
At the end of this ability, the user will have 5 exhaustion points and will not be able to use this resource for 7 days.
Cyberpsycho(optional content)[edit]
Cyberpsychosis Mechanics
david martinez by [CD PROGECTRED Cyberpunk: Edgerunners] |
Cyberpsychosis is a condition that can affect characters who extensively use cybernetic implants, causing them to lose sanity and become extremely violent. Here is a proposal for how this could work:
Accumulation of Cyber Stress
Cyber Stress Points (CSP): Each time the character uses a Sandevistan ability, they gain 1 CSP. Stress Limit: The character has a CSP limit equal to their Constitution modifier + their level. If the accumulated CSP exceeds this limit, the character must make a Wisdom saving throw (DC 15). Wisdom Saving Throw
Failure: If the character fails the saving throw, they enter a state of cyberpsychosis for 1d4 hours. During this time, they become hostile to everyone, including allies, and must attack the nearest creature. Success: If the character passes the saving throw, they do not enter cyberpsychosis, but their CSP does not decrease. Reduction of CSP
Long Rest: During a long rest, the character can attempt to reduce their CSP. They make a Wisdom saving throw (DC 10). On a success, they reduce their CSP by half (rounded down). Specialized Treatment: The character can seek specialized treatment to reduce their CSP. This may involve a cost in gold and time, depending on the campaign. Effects of Cyberpsychosis
Violent Behavior: The character loses control and attacks indiscriminately. Disadvantage on Skill Checks: During cyberpsychosis, the character has disadvantage on all skill checks and Wisdom saving throws. Recovery: After the period of cyberpsychosis, the character becomes exhausted (level 1) and their CSP is reduced to zero.
More chrome((optional content 2)[edit]
Subclass: Cyber Mantis Master
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Ability: Cyber Strike Level 3: Cyber Strike Description: At 3rd level, you gain the ability to use your mantis arms to perform devastating attacks. When you make a melee attack with your cybernetic arms, you can choose to perform a Cyber Strike.Italic text Effect: You add 3d6 additional slashing damage to the attack. This damage increases to 4d6 at 11th level and 5d6 at 17th level. Recharge: You can use this ability a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short or long rest. Ability: Cyber Reflexes Level 7: Cyber Reflexes
Description: At 7th level, your reflexes enhanced by your cybernetic arms allow you to react quickly to attacks. Effect: When an attacker you can see hits you with an attack, you can use your reaction to reduce the damage of the attack by 1d12 + your Dexterity modifier. Additionally, you can move up to half your speed without provoking opportunity attacks. Ability: Blade StormBold text Level 15: Blade Storm
Description: At 15th level, you can use your cybernetic arms to perform a devastating area attack. Effect: As an action, you can spin rapidly, attacking all enemies within a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature takes 6d6 slashing damage, or half as much damage on a success. You can use this ability once per short or long rest. Ability: Cyber Frenzy Level 20: Cyber Frenzy
Description: At 20th level, you can enter a cyber frenzy state, drastically increasing your speed and attack power. Effect: As a bonus action, you can enter a cyber frenzy for 1 minute. During this time, you gain a +6 bonus to attack and damage rolls, and your speed increases by 20 feet. Additionally, you have advantage on attack rolls and Dexterity saving throws, and you gain 3 additional attacks. You can use this ability once per long rest.
Subclass: Nanowire Technomaster
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Ability: Cutting Wires
Level 3: Cutting Wires At 3rd level, you gain the ability to use your nanowires to perform precise and devastating attacks. When you make a melee attack with your nanowires, you can choose to perform a Cutting Wires attack. (these attacks have a range of 25 feet) Effect: You add 3d8 additional slashing damage to the attack. This damage increases to 4d8 at 11th level and 5d8 at 17th level. Recharge: You can use this ability a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a short or long rest. Ability: Nanowire Weaving
Level 7: Nanowire Weaving At 15th level, you can use your nanowires to create temporary barriers or traps. Effect: As an action, you can create a nanowire barrier in a space 10 feet wide and 10 feet high within 30 feet of you. This barrier lasts for 1 minute, and any creature attempting to pass through it must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature takes 6d8 slashing damage and becomes trapped in the barrier. On a success, the creature takes half damage and is not trapped. You can use this ability once per short or long rest.
Level 14: High-Frequency Wires You begin to vibrate your wires at a high frequency, greatly increasing their lethality. Effect: Your attacks with the nanowires become vorpal. Ability: Nano Frenzy
Level 20: Nano Frenzy At 20th level, you can enter a nano frenzy state, spinning like a hurricane with your wires. Effect: You deal 10d10+5d6 slashing damage in a 25-foot radius around you. Targets with less than 100 hit points are automatically killed. You can use this ability once per short or long rest.
Subclass: Cybermaster of Gorilla Arms
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Ability: Brute Force Level 3: Brute Force
At 3rd level, you gain the ability to use your gorilla arms to perform powerful attacks. When you make a melee attack with your cybernetic arms, you can choose to perform a Brute Force attack. Effect: You add 2d10 additional bludgeoning damage to the attack. This damage increases to 3d10 at 11th level and 4d10 at 17th level. Recharge: You can use this ability a number of times equal to your Strength modifier (minimum of once). You regain all expended uses when you finish a short or long rest. Ability: Impenetrable Defense Level 7: Impenetrable Defense
At 7th level, your cybernetic gorilla arms enhance your defensive capabilities. Effect: When you are hit by an attack, you can use your reaction to reduce the damage of the attack by 1d12 + your Strength modifier. Additionally, you gain a +4 bonus to your Armor Class (AC) while not wearing heavy armor. Ability: Seismic Impact Level 15: Seismic Impact
At 15th level, you can use your gorilla arms to cause a devastating impact on the ground. Effect: As an action, you can slam the ground with your cybernetic arms, creating a shockwave in a 20-foot radius around you. Each creature in that area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes 6d10 (+1d10 additional bludgeoning damage for each meter of fall) and is knocked prone. On a success, the creature takes half damage and is not knocked prone. You can use this ability once per short or long rest. Ability: Gorilla Frenzy Level 20: Gorilla Frenzy
At 20th level, you can enter a gorilla frenzy state, drastically increasing your strength and endurance. Effect: As a bonus action, you can enter a gorilla frenzy for 1 minute. During this time, you gain a +10 bonus to attack and damage rolls, and your speed increases by 20 feet. Additionally, you have advantage on Strength checks and Strength saving throws, the damage of your gorilla arms is tripled, and your carrying capacity is considered that of a huge creature. You can use this ability once per long rest.
Subclass: Technomaster of Intelligent Weapons
Level 3: Smart Aim
At 3rd level, you gain the ability to use intelligent technological weapons that enhance your accuracy.
Effect: When you make a ranged attack with an intelligent technological weapon, you can add your Intelligence modifier to the attack and damage rolls. Additionally, you can ignore light and medium cover when making attacks with these weapons.
Ability: Combat Analysis
Level 7: Combat Analysis
At 7th level, your intelligent weapons can analyze the battlefield and provide tactical information. Effect: As a bonus action, you can choose a creature you can see within 60 feet. Until the end of your next turn, you have advantage on attacks against that creature, your attacks have an improved critical hit range of 14, and the creature has disadvantage on attacks against you. You can use this ability a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a short or long rest. Ability: Precision Shot Level 15: Precision Shot
At 15th level, you can use your intelligent weapons to make extremely precise shots. Effect: As an action, you can make a ranged attack with an intelligent technological weapon. If the attack hits, it automatically deals critical damage. Additionally, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of your next turn. You can use this ability once per short or long rest. Ability: Technological Arsenal Level 20: Technological Arsenal
At 20th level, you can activate the full potential of your intelligent technological weapons, transforming into a true war machine. Effect: As a bonus action, you can activate the Technological Arsenal for 1 minute. During this time, you gain the following benefits: Additional Attacks: You can make one additional attack whenever you take the Attack action. Increased Damage: All your ranged attacks with intelligent technological weapons deal additional damage equal to your Intelligence modifier times your proficiency bonus. Force Field: You gain a force field that grants you a +5 bonus to Armor Class (AC) and resistance to all damage types. Tactical Vision: You have advantage on all attack rolls and Intelligence saving throws. You can use this ability once per long rest.
Cyberpsychosis System
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Chrome Accumulation Chrome Level: Each cyber subclass a player acquires increases their “Chrome Level.” For example, if a player has two cyber subclasses, their Chrome Level is 2. Chrome Limit: A character’s Chrome Limit is equal to their Constitution modifier + 1 (minimum of 1). If a character’s Chrome Level exceeds their Chrome Limit, they begin to suffer the effects of cyberpsychosis. Levels of Cyberpsychosis Level 1: Initial Instability
Emotional Uncontrol: The character has disadvantage on all Charisma and Wisdom checks. Visions and Hallucinations: The character starts experiencing visions and hallucinations, making it difficult to distinguish between reality and illusion. They have disadvantage on Perception checks and saving throws against illusions. Level 2: Increased Aggression
Increased Aggression: The character has disadvantage on saving throws to avoid entering a rage or attacking allies in stressful situations. Health Point Reduction: The character loses 1d10 temporary hit points for each cyber subclass they have above their Chrome Limit. Disorientation: The character has disadvantage on Intelligence checks and Intelligence saving throws. Level 3: Total Uncontrol
Frenzied Attacks: The character must make a Wisdom saving throw (DC = 15) at the start of each turn in combat. On a failure, they must attack the nearest creature, whether friend or foe. Extreme Paranoia: The character has disadvantage on all Wisdom and Charisma saving throws. Psychic Damage: The character takes 1d10 psychic damage at the start of each turn in combat. Effects of Cyberpsychosis When a character’s Chrome Level exceeds their Chrome Limit, they must make a Wisdom saving throw (DC = 10 + the number of cyber subclasses they have) at the start of each day. On a failure, they suffer the effects of the corresponding level of cyberpsychosis:
Level 1: If the Chrome Level exceeds the Chrome Limit by 1.
Level 2: If the Chrome Level exceeds the Chrome Limit by 2.
Level 3: If the Chrome Level exceeds the Chrome Limit by 3 or more.
Recovery Long Rest: After a long rest, the character can make a new Wisdom saving throw to try to overcome the effects of cyberpsychosis. On a success, they do not suffer the effects of cyberpsychosis that day. Treatment: The character can seek specialized treatment to temporarily reduce their Chrome Level. This may involve finding a cybernetics specialist or using advanced healing magic. Treatment can reduce the Chrome Level by 1d4 for a week. Benefits of Chrome To balance the debuffs, characters with high Chrome Levels also receive some benefits:
Cyber Enhancements: Each cyber subclass grants an additional +1 bonus to an attribute related to the subclass (e.g., Strength for gorilla arms, Dexterity for nano wires, etc.). Damage Resistance: The character gains resistance to psychic and electrical damage. Increased Speed: The character gains +10 feet of movement for each cyber subclass they have.
Subclass: Black Wall Hacker(prerequisites: 25 intelligence)
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Advanced Neural Interface
At 3rd level, when you choose this subclass, you gain the ability to connect directly to the Black Wall, an advanced cyber network. You can use your action to hack electronic devices, security systems, and magical items. Make an Intelligence (Technology) check against the device or magical item’s DC. On a success, you gain temporary control over the device or item for 1 hours. Additionally, you can use this ability to obtain valuable information, disable alarms, or even control defense systems and magical items.
Adaptive Firewall
At 6th level, you develop an adaptive cyber firewall. When you or an ally within 30 feet of you is targeted by a cyber, magical, or magical item attack, you can use your reaction to grant advantage on the saving throw against the attack. Additionally, you can use this ability to reflect the attack back at the attacker once per short or long rest. If the attack is reflected, the attacker suffers the full effect of the attack.
System Exploit
At 10th level, you can exploit vulnerabilities in cyber and magical systems. Once per short or long rest, you can use your action to temporarily disable an electronic device, security system, or magical item. The device or item becomes inoperative for 1d6 rounds. Additionally, you can use this ability to cause a short circuit in a device or magical item, dealing 6d6 lightning damage to all enemies within a 20-foot radius.
Level 14: Master of the Black Wall
At 14th level, you become a master of the Black Wall. You can use your action to launch a devastating cyber and magical attack. Choose a target within 60 feet. The target must make an Intelligence saving throw against your Technology DC. On a failure, the target takes 12d6 psychic damage and is incapacitated for 1 minute. On a success, the target takes half damage and is not incapacitated. Additionally, you can use this ability to hack the target’s mind, obtaining valuable information or controlling their actions for 1d4 rounds. You can use this ability once per short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Speedster class, you must meet these prerequisites: Dexterity 13 or Constitution 13
Proficiencies. When you multiclass into the sandevistan class, you gain the following proficiencies: Light armor, simple weapons
shadow slave: https://www.dandwiki.com/wiki/Shadow_Slave,_Variant_(5e_Class)
sandevistan: https://www.dandwiki.com/wiki/Sandevistan_(5e_Class)