Sandevistan User (1st Variant) (5e Class)
Sandevistan user[edit]
CLASS BASED ON CYBERPUNK 2077
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. Second, choose the Folk Hero or the Urchin as your background.
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, Acceleration, Extra Movement | 10ft |
2nd | +2 | Evasive Step, Quickness | 10ft |
3rd | +2 | Cyber Build | 10ft |
4th | +2 | Ability Score Improvement | 10ft |
5th | +3 | Extra Attack, Longstrider | 15ft |
6th | +3 | Overdrive | 15ft |
7th | +3 | Evasion, Streetkid | 15ft |
8th | +3 | Ability Score Improvement | 15ft |
9th | +4 | Cyber Build Feature | 20ft |
10th | +4 | Yellow Flash | 20ft |
11th | +4 | Nomad | 20ft |
12th | +4 | Ability Score Improvement | 20ft |
13th | +5 | Cyber Build Feature | 25ft |
14th | +5 | I'm Special | 25ft |
15th | +5 | Corpo | 25ft |
16th | +5 | Ability Score Improvement | 30ft |
17th | +6 | Combo Strikes | 30ft |
18th | +6 | Cyber Build Feature | 30ft |
19th | +6 | Ability Score Improvement | 30ft |
20th | +6 | Time in bottle | 45ft |
Unarmed Combat[edit]
You gain the following benefits while you are unarmed or wielding only weapons that lack the two handed or reach properties and you aren't wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons.
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon.
- When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Acceleration[edit]
At 1st Level, your body is able to surpass conventional norms of speed in short bursts.
As a bonus action, you can activate Acceleration. By doing so, you gain the following benefits until the start of your next turn:
- 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.
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 Acceleration, you are naturally more mobile. 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 targeted by a spell with an area of effect (e.g., Fireball), you can use your reaction to move up to half your movement speed to any direction, possibly avoiding the attack or damage.
You can also choose to pick up one willing creature on your path, doubling the movement cost when you do so. This movement doesn't trigger opportunity attacks.
You can use this feature once, and must finish a short or long rest before you can use it again. Starting 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.
Cyber Builds[edit]
Starting at 3rd level, you're able to improve your body with additional tech. These can drastically change the way you approach using your abilities. You gain features from your Build at 3rd, 9th, 13th, and 18th.
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.
Longstrider[edit]
At 5th level, 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. A non-willing creature must succeed on a Strength saving throw 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.
As a free action whenever you activate your Acceleration, you may activate Overdrive. During overdrive, you gain an extra bonus action and action, as well as 20 feet of movement speed. Activating Overdrive requires either an additional charge of your Acceleration, or one level of exhaustion of the players choice. You take 2d8 psychic damage regardless of this choice.
Streetkid[edit]
You've been around the block a time or two now.
Starting at 7th Level, you know your way around an urban environment. You know all the best places to find work and what type of shops are available only briefly after entering a town. The time varies on the size of the town, up to your DM. In addition, if you have been in a town for a while, your connections let you source equipment second hand from an acquaintance- the items may not be as reliable as brand new items, but they are significantly cheaper.
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.
Yellow Flash[edit]
At 10th level, while under the effects of Acceleration, any opportunity attacks made at you are at disadvantage; while in Overdrive, you do not trigger opportunity attacks. In addition, you may take the dodge action as a reaction. If a melee attack misses while you are dodging, you may teleport anywhere within 5 feet of the attacker and make a single retaliatory strike.
Nomad[edit]
When on the Road, you don't have time to replace things. Luckily, you have a knack for repairs. At 11th level, you gain Tinker's Tools proficiency. If you already had proficiency, instead gain expertise. In addition, when traveling, your group moves at twice the pace.
I'm Special[edit]
Starting at 14th level, you've had the Sandevistan long enough to know you can take it. You gain an additional two charges of Sandevistan. In addition, overdrive only causes exhaustion every two uses.
Corpo[edit]
Sometimes, people are simply tools to be used. It's nothing personal- just business.
At 15th level, you can cast friends on a creature at will once per long rest without any components. However, at the end of the spell instead of instantly recognizing that they have been influenced, they must make a Wisdom Saving Throw against your Spell DC (using Charisma for this equation). Upon a success, they realize you had been influencing them.
In addition, you have advantage on Wisdom (Insight) checks regarding business dealings (i.e. anything to do with transactions or deals).
Combo Strikes[edit]
At 17th level, once per turn 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 the world around them grinds to a halt. You may cast Time Stop once per long rest.
Cyber Builds[edit]
At some point, just your Sandevistan won't be enough to further your goals. At this point, you need to decide for what purpose you upgraded, or if you did at all.
Cyber Ninja[edit]
A model of a Cyber Ninja's Mantis Blades. |
A cyber ninja is someone who wants to take their speed and transform it further to become a mobile threat. They swing faster than normal, and can do more than just run.
Unarmored Defense[edit]
At 3rd level, your body is nimble enough to avoid most blows through reaction alone. Your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.
Fortified Ankles[edit]
Those pesky bones won't get in your way again.
At 3rd Level, your long jump and high jump distances are doubled, and you gain resistance to damage caused by falling.
Reinforced Tendons[edit]
Finally, your legs can keep up.
At 9th Level, you gain a climb speed equal to your move speed, and when in Acceleration can run on water and difficult terrain with no additional movement speed cost.
Microrotors[edit]
I'm sure your joints will be fine swinging at this speed. Maybe some calcium pills wouldn't hurt.
At 13th Level, when under the effects of Overdrive, you gain an additional level of extra attack.
Mantis Blades[edit]
We've finally made your arms into registered lethal weapons.
At 18th Level, you gain Mantis Blades. In your forearms there are folded blades that can be released with an action or bonus action. Due to the nature of the blades, you can still hold items while they are out. They are considered finesse and light, deal 1d10 slashing damage, and can be used in place of any unarmed strike.
Living Tank[edit]
The speed of the Sandevistan is overkill. What you really need is raw power to keep up with it.
Subdermal Armor[edit]
From the moment you understood the weakness of your flesh something something.
At 3rd Level, you've piled on some chrome beneath your skin. Your AC is 12 + your Strength modifier + your Constitution modifier. When under the effects of Acceleration or Overdrive, you are resistant to all forms of Bludgeoning, Slashing, and Piercing damage.
Heart Monitor[edit]
It's okay to lose that much blood. You've got plenty.
At 9th Level, you've got some chrome to let your heart keep up with the load. When you reach half health, you may choose to instantly heal for 6d6 + your Constitution modifier, or on a bonus action at will. This increases to 10d8 at Level 14.
Kinetic Frame[edit]
Use that speed for something useful would you?
At 13th Level, you can ram headfirst into a target once per short or long rest. While in Acceleration or Overdrive, for every 10 feet you run you can slam into your target for 1d10 damage, capping at 10d10 + your Strength modifier. Your opponent must make a Strength Saving Throw or be knocked back 10 feet and prone, taking half damage on a success. You also take half damage of the run.
Gorilla Fists[edit]
Finally, arms that can crush.
At 18th level, you gain Gorilla Arms. Completely replacing the arms you were born with with chrome implants, you've dedicated yourself to destructive power. Your unarmed strike damage is now 2d6, you have advantage on all strength checks, and deal double damage to terrain.
Crack Shot[edit]
Your speed is less of a weapon and more of a tool- to get yourself into position, and tear your opponents apart piece by piece. The thrill of a trick shot with a knife is more exhilarating for you than a headshot.
Handle Wrap[edit]
Steady Hand, Steady Kills.
At 3rd Level, whenever you attack with a ranged or thrown weapon, you can declare the attack a Targeted Attack. When attacking with a Targeted Attack, you can take a penalty to the throw in order to inflict a debuff, from the Crack Shot Targets and Effects list. Upon landing a critical hit after declaring a targeted attack, you may choose any of the effects, as well as inflicting the critical hit effect.
Black Mamba[edit]
Double Debilitation.
At 9th Level, you keep your weapons slathered in poison. You may dip any weapon or ammunition in poison that you have on you as a free action.
Kerenzikov[edit]
Use that speed to aim faster dude.
At 13th level, when in Acceleration and not moving, you can roll any ranged or thrown weapon attacks at advantage. In addition, once per long rest, you can add an additional +3 to your crack shot roll.
Mono-wires[edit]
Finally, no more reloading or picking up knives.
At 18th level, you gain Mono-wires; long wires that extend out of a port on your wrist that can be deployed with an action or bonus action. These are considered a +3 finesse, light, reach, and special weapon. The Mono-wires are always considered to be coated in Drow Poison, have a 20 foot reach, deal 1d12 slashing damage, and have access to the Crack Shot table despite being a melee weapon.
Crack Shot Targets and Effects[edit]
(oh my god if someone is able to make a custom table on this website please organize this into a table)
When landing a Targeted Attack, roll a d4 to determine the effect on the list below.
Eyes
When Targeting eyes, deal regular damage with a -5 penalty to the attack roll. Conditions: [1] No Effect. [2] Grazed Cheek: You deal a nice gash to someone's face, causing decent bleeding and dealing an additional 1d6 slashing damage. [3] Cut Brow: The target bleeds from their brow, causing blood to leak into their eye. The target has disadvantage on any ranged attacks for 1d4 turns as well as disadvantage on perception checks. [4] Punctured Eye: The target's eye is hit dead on, destroying it and causing disadvantage on all ranged attacks until they receive a long rest. Against targets with one eye, or targets this effect has already activated on, they are blinded permanently, until magically restored. [CRITICAL EFFECT] Brain Damage: In addition to Punctured Eye, the target is stunned until the end of your next turn.
Head
When targeting the head, deal 1.5x damage (rounded up) with a -5 penalty to the attack roll. Conditions: [1] No Effect. [2] No Effect. [3] Concussed: The target is given one level of exhaustion. [4] Skull Penetration: The attack doubles in damage (stacking with the 1.5x multiplier of targeting the head) [CRITICAL EFFECT] The Target is knocked unconscious for 1d4 turns- and it's head explodes if this attack renders it unconscious or dead! Fun!
Arms
When targeting arms, deal half damage, with a -3 penalty to the attack roll. Conditions: [1] Torn Muscle: Give the target disadvantage on any Strength checks or saves until a short or long rest. [2] Slashed Hand: The target gains a -2 penalty to hit with attacks made using that arm. [3] Shoulder Shot: The target has a -4 to hit with attacks made using that arm, and drops anything they are carrying that is above 5 pounds. [4] Elbow Shot: The target loses control of their arm from the elbow down. They have disadvantage on all attack rolls with that arm. [CRITICAL EFFECT] Shattered Arm: The arm becomes completely unusable, and cannot attack or hold items with that arm at all.
Legs
When targeting legs, deal half damage, with a -3 penalty to the attack roll. [1] Bleeding Leg: The target receives a -5 penalty to walk speed. [2] Wounded Foot: The target receives a -10 penalty to walk speed [3] Torn ACL: The target may not take the dash action or walk on difficult terrain. [4] Cracked Knee: The target goes prone, and must make a DC 12 strength saving throw to stand back up. [CRITICAL EFFECT] Shattered Leg: The target goes prone, and may not stand up until recovering.
Torso
When targeting the Torso, deal normal damage with a +3 bonus to the roll. [1] No Effect. [2] No Effect. [3] No Effect. [4] Liver Shot: The target goes prone and suffers a level of exhaustion. [CRITICAL EFFECT] Heart Shot: The target takes double damage.
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