Cyberghost

Cyberghosts are the renegades of technology and magic, blurring the boundaries between flesh and code. Living dual lives, they spend much of their time within sprawling digital networks rather than in the physical world. Their minds, intricately linked to data streams and electronic systems, allow them to hack, control, and repurpose machines at will. Feared as well as admired, Cyberghosts are called upon in times of chaotic digital warfare - the unseen hands behind self-driving vehicles gone haywire, and the orchestrators of urban mayhem. Their expertise is not limited to breaking systems but also involves creating artful disruptions and ingenious solutions in the modern age.

Class Features

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

Proficiencies

Armor Light Armor
Weapons Simple Weapons, Hand Crossbows, Tinker’s Tools
Tools Tinker’s Tools, Hacking Device (a specialized set of tools)
Skills Investigation, Perception, Sleight of Hand, Insight

Starting Equipment

• Cyberdeck (a portable hacking device)
• High-tech Goggles with digital overlay
• Tinker’s Tools
• Light energy pistol or alternative small ranged device

Class Resources

Data Burst 10 (After a short rest)

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 4
Spells Known 12
Ping
Cantrip Divination
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A basic digital pulse that reveals vulnerabilities in electronic devices and grants insight on hidden mechanisms.

Utility
Damage: 0
Data Pulse
Cantrip Evocation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A cantrip that releases a shock of digital energy, dealing minor electrical and psychic damage to a target.

Damage
Saving Throw: Dexterity
Damage: 1d6 lightning (+1d6 per 3 levels)
At Higher Levels:

Damage increases by 1d6 at 5th level.

Firewall
Level 1 Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes

You generate a protective barrier of digital code around you, granting additional AC and resistance against energy-based attacks.

Buff
Damage: 0
Conditions: Resistance to lightning and psychic damage
At Higher Levels:

Duration increases by 5 minutes when cast using a higher level slot.

Overload
Level 1 Evocation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Your digital assault forces an enemy device or construct to malfunction, dealing electric damage and possibly stunning the target.

Damage
Saving Throw: Constitution
Damage: 2d6 lightning (+1d6 per spell level above 1st)
Conditions: Stunned until the end of its next turn on failed save
At Higher Levels:

When cast using a 2nd-level slot, the damage increases by 1d6.

System Breach
Level 2 Enchantment
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

You breach an opponent's digital defenses, forcing it to contend with confusing data streams. The target must succeed on an Intelligence saving throw or have disadvantage on its next action.

Debuff
Saving Throw: Intelligence
Damage: 0
Conditions: Disadvantage on its next attack or ability check
At Higher Levels:

The duration increases by 10 seconds for each slot level above 2nd.

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

Inject malicious code into a target's system. On a failed Dexterity save, the target is slowed as its reactions suffer from the digital assault.

Debuff
Saving Throw: Dexterity
Damage: 1d8 psychic (+1d8 per spell level above 2nd)
Conditions: Speed halved until the end of its next turn
At Higher Levels:

Damage and slow effect increase with higher-level slots.

Proxy Distortion
Level 3 Illusion
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You generate distorted copies of your digital self that confuse foes. Enemies have disadvantage on attack rolls against you while the illusion persists.

Utility
Damage: 0
Conditions: Disadvantage on attack rolls against you
Digital Doppelganger
Level 3 Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 minute

Summon a decoy avatar that mimics your digital signals. This phantom can distract enemies and absorb one attack directed at you.

Utility
Damage: 0
Conditions: Absorbs one successful attack
Network Hijack
Level 4 Enchantment
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: 1 minute

Assume control over a networked device or vehicle for the duration. You can force it to act in a way that benefits you, whether that means creating distractions or turning its power against enemies.

Control
Saving Throw: Wisdom
Damage: 0
Conditions: Controlled device follows your commands
At Higher Levels:

Duration increases with higher-level slots.

Full Out Cyber Assault
Level 5 Evocation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

Unleash your full hacking prowess in a devastating attack that disrupts both body and machine. All enemies in a 20-foot radius must succeed on a Dexterity saving throw or take heavy lightning and psychic damage.

Damage
Saving Throw: Dexterity
Damage: 4d8 lightning/psychic (+1d8 per slot level above 5th)
Conditions: Potential disorientation for 1 round on failed save
At Higher Levels:

Damage increases with higher-level spell slots.

Martial Abilities

Resource Cyber Points (d6)
Cyber Strike
Action 1 Cyber Point Level 1

As an action, you channel a burst of digital force into your melee attack. On a hit, your weapon deals an additional 1d6 lightning damage. This extra damage increases by 1d6 at 11th level.

Damage Effect
Damage: 1d6 lightning (+1d6 at 11th level)
Packet Dodge
Reaction Level 3

As a reaction, you can momentarily shift your digital signature, gaining advantage on a Dexterity saving throw or causing an attack to miss by becoming a blur of data.

Buff Effect
Damage: 0
Conditions: Advantage on Dexterity saving throw
Duration: Until the start of your next turn
System Shutdown
Action 1 Cyber Point Level 6

Once per short rest, you can disrupt an opponent's mechanical or digital coordination. As an action, choose one creature; it must succeed on a Constitution saving throw or have its actions limited (unable to take reactions) until the end of its next turn.

Control Effect
Saving Throw: Constitution
Damage: 0
Conditions: Cannot take reactions
Duration: Until end of next turn

Transformations

Ghost Drift
1 minute 1 Data Burst Level 5

At 5th level, you can temporarily shed your physical form to become a spectral data entity. In this state, you move with supernatural speed, gain enhanced stealth, and can traverse digital networks with ease.

Changes:

+10 ft movement speed, Advantage on Stealth checks, Resistance to non-magical damage

Special Actions:

Data Strike: An extra ranged attack dealing 1d8 psychic damage during this form.

Limitations:

Cannot interact with physical objects normally, Spellcasting is limited to digital spells only

Auras

Digital Synchrony
15-foot radius Level 7

Your constant connection to the network creates an aura that resonates with nearby allies. All allies within a 15-foot radius gain a +1 bonus to initiative rolls and a slight bonus to Dexterity saving throws.

Effect:

Grants allies +1 initiative and +1 to Dexterity saves

Activation:

Passive

This aura can be toggled on or off.

Companions

Hack Drone
Drone
Level 5

A compact, hovering drone equipped with various sensor arrays and hacking tools. It follows your commands to perform recon, distract foes, or assist in digital infiltration.

Statistics:
HP 10
AC 13
STR 4
DEX 16
CON 10
INT 6
WIS 12
CHA 6
Speed:
Walk 30 ft.
Fly 40 ft.
Skills:

Perception, Investigation

Senses:

Darkvision 60 ft

Features:

Can perform simple tasks autonomously, Provides advantage on technology related checks within 10 ft

Commands:

Scout, Hack, Distract

Scaling:

Level 5: Increases fly speed by 10 ft and gains a minor repair protocol.

Level 11: Improved sensor range and bonus to Perception checks.

Class Features

Digital Presence (Level 1)

At 1st level, you establish a dual existence between physical reality and the digital realm. You can interface with any electronic device, network, or mechanical construct, giving you unusual insight into technological systems.

Cyber Infiltration (Level 2)

Starting at 2nd level, you can temporarily jack into any networked system or mechanical device. Once per short rest you may use a bonus action to enter a 'digital trance' that allows you to control or disable electronic targets within line of sight.

Prerequisite: Digital Presence

System Override (Level 6)

At 6th level, you learn to override and redirect machine commands. As an action, you can force a malfunction in a non-magical technological device or vehicle, potentially causing chaos in enemy ranks or on the battlefield.

Resource Cost: 1 Data Burst

Prerequisite: Cyber Infiltration

Data Surge (Level 10)

By 10th level, you can unleash a burst of hacking power that disrupts both digital and corporeal foes. Once per long rest, you can force all creatures within a 15-foot radius to make a Dexterity saving throw or become disoriented (their movement speed is halved for 1 round).

Resource Cost: 2 Data Bursts

Prerequisite: System Override

Ghost Protocol (Level 14)

At 14th level, you achieve a state where your mind is primarily in the network. When targeted by an attack, you can use your reaction to project your consciousness into the digital realm, giving you advantage on saving throws until the start of your next turn.

Resource Cost: 1 Data Burst

Prerequisite: Data Surge

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