Netrunner

Netrunners are the digital outlaws of a modern world where magic and technology intersect. They traverse virtual planes and corporate networks alike, exuding a cool detachment blended with razor-sharp intellect. These hackers sell stolen data and secrets to the highest bidder, leaving behind mysterious 'gifts' in the form of crippling digital viruses. Whether driven by revenge, profit, or a desire to expose corruption, netrunners maneuver through neon-lit back alleys and corporate boardrooms, forever altering the balance of power in a high-tech, high-magic society.

Class Features

Hit Die d8
Primary Ability Intelligence, Dexterity
Saving Throws Intelligence, Wisdom

Proficiencies

Armor Light Armor
Weapons Simple Weapons, Hand Crossbows, Daggers
Tools Hacking Tools, Computer Interface Kits
Skills Investigation, Insight, Perception, Sleight of Hand

Starting Equipment

• A state-of-the-art hacking terminal
• A set of light, concealable cybernetic tools
• A sleek short blade integrated with a data spike emitter

Class Resources

Hack Points 10 (After a long rest; scales with level)

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 3
Spells Known 10
Ping Attack
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Send out a pulse of digital data that lightly disrupts simple devices and alarms. Deals minor force damage to a target system or construct.

Damage
Saving Throw: Dexterity
Damage: 1d6 force (+1d6 at 5th level)
Data Spike
Level 1 Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Launch a sharp burst of corrupted data that pierces defenses and disorients systems, dealing damage and possibly imposing disadvantage on the target’s next action.

Damage
Saving Throw: Constitution
Damage: 1d8 force (+1d8 at higher levels)
Conditions: disadvantage on next action
At Higher Levels:

When cast with a higher slot, damage increases.

Backdoor Breach
Level 1 Illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Create a hidden channel in a system allowing for later remote control or eavesdropping. A successful use can give insight into enemy plans or disable a security measure temporarily.

Utility
Damage:
Firewall Override
Level 2 Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Bypass a magical or technological firewall, leaving your target vulnerable. On a failed save, the target’s defenses are lowered for several rounds.

Debuff
Saving Throw: Intelligence
Damage:
Conditions: reduced defenses
At Higher Levels:

The duration of lowered defenses increases.

Code Injection
Level 2 Transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Inject malicious code into an opponent’s device or cybernetic enhancement, causing it to malfunction and suffer additional damage over the next round.

Damage
Saving Throw: Dexterity
Damage: 2d6 force (+1d6 at higher levels)
Conditions: malfunction (additional next-round damage)
System Shutdown
Level 3 Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous

Overload the circuitry of a targeted system or creature’s augmented equipment, dealing significant damage and potentially stunning the target.

Damage
Saving Throw: Constitution
Damage: 3d8 force (+1d8 at higher levels)
Conditions: stunned until end of next turn (on failed save)
Digital Phantasm
Level 3 Illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Craft a haunting digital ghost that distracts foes and conceals your allies. Enemies in the area have disadvantage on perception and initiative checks.

Utility
Damage:
Conditions: disadvantage on perception
Viral Surge
Level 4 Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

Unleash a potent digital virus that deals severe damage and sets a ticking time bomb in the target’s system. The virus weakens its target, causing them to lose resources over time.

Damage
Saving Throw: Constitution
Damage: 4d6 necrotic (+1d6 per spell level above 4th)
Conditions: ongoing resource drain
Corporate Sabotage
Level 4 Enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Deploy a complex hack that disrupts an entire corporate network. All hostile constructs and devices within 30 feet suffer a penalty to their defenses and may malfunction.

Debuff
Saving Throw: Intelligence
Damage:
Conditions: lowered defenses
AI Overclock
Level 5 Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Temporarily increase your processing speed and reaction time, granting bonus actions and increased defense as if you were in a heightened, overclocked state.

Buff
Damage:
Conditions: +2 bonus to AC and initiative, one additional bonus action per turn

Martial Abilities

Resource Hack Points (d6)
Quick Hack
Bonus Action 1 Hack Point Level 1

As a bonus action, you can initiate a rapid hacking maneuver. Spend 1 Hack Point to gain advantage on your next technology-based attack roll or skill check.

Buff Effect
Conditions: advantage on next check or attack
Duration: Until used
Defensive Countermeasure
Reaction 1 Hack Point Level 3

When a digital or technological attack targets you, you can use your reaction to deploy counter-hacks that reduce incoming damage or nullify a minor effect.

Control Effect
Conditions: reduce damage or negate effect
Duration: Instantaneous
Overclock Reflex
Bonus Action Level 5

Your mind runs at lightning speed. Once per turn, you can take a bonus action to grant yourself a brief burst of increased reaction time, improving your AC until the start of your next turn.

Buff Effect
Conditions: +2 AC until next turn
Duration: 1 round

Transformations

System Overclock
1 minute 2 Hack Points Level 10

Assume a hyper-focused digital state where your cognitive and reaction speeds are immensely increased. In this form, your vision seems overlaid with data streams, and your movements become swift and calculated.

Changes:

Increase movement speed by 10 feet, +2 bonus to initiative rolls, Gain an extra bonus action on your turn

Special Actions:

Can perform rapid hacking sequences with reduced Hack Point cost

Limitations:

Reduced physical defense (–2 to AC due to neglect of surroundings)

Auras

Digital Presence
10-foot radius Level 6

Emit a pervasive digital aura that disrupts enemy connections. Allies within this area gain enhanced focus, while enemies find their technological abilities faltering.

Effect:

Allies gain +1 to saves against effects related to digital or technological interference, while enemies have disadvantage on saving throws against hacking and data disruption effects.

Activation:

Passive

Companions

Hack Drone
Drone
Level 3

A small, autonomous drone designed to scout, deliver minor hacking strikes, and disrupt enemy communications. It can transmit data back to you, enhancing your situational awareness.

Statistics:
HP 10 (hit points scale with level)
AC 14
STR 4
DEX 16
CON 10
INT 8
WIS 12
CHA 6
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Perception, Investigation

Senses:

Darkvision 60 ft.

Features:

Can perform a basic scan to reveal hidden electronic devices, Grants advantage on one hacking attempt per encounter when assisting

Commands:

Scan, Disrupt, Relay Information

Scaling:

Level 5: Increase AC by 1 and add an extra minor hacking attack

Level 10: Drone gains a self-repair feature allowing it to regain 2 HP at start of your turn

Class Features

Digital Infiltration (Level 1)

At 1st level, you gain an instinctive ability to bypass low-level digital and magical security systems. Whether it’s decoding encrypted messages or interfacing with magical constructs, you add your Intelligence modifier to any checks made to overcome technological or arcane security barriers.

Code Weaving (Level 6)

Starting at 6th level, you can manipulate streams of data in real time. When interacting with devices or systems, you can spend Hack Points to gain advantage on technology-based or riddle-like challenges and social interactions that involve deciphering coded messages.

Resource Cost: 1 Hack Point

Prerequisite: Digital Infiltration

Corporate Breakdown (Level 10)

At 10th level, your hacking becomes lethal. Once per long rest, you can launch a devastating hack that disrupts complex networks and disables defense mechanisms, effectively nullifying the benefits of magical or mechanical defenses in a targeted area for 1 minute.

Resource Cost: 3 Hack Points

Prerequisite: Code Weaving

Ultimate System Override (Level 18)

At 18th level, you achieve unparalleled mastery over digital and arcane systems. You can force almost any computerized or magically enchanted system to obey your commands, and your hacks leave behind a digital 'gift' – a virus that slowly drains resources from your foes over several rounds.

Resource Cost: 5 Hack Points

Prerequisite: Corporate Breakdown

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