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The Hacker

Level Proficiency Bonus Features


1st +2 Hacker's Insight, Cyberdeck Mastery
2nd +2 Digital Arsenal
3rd +2 Hacker Mode
4rd +2 Ability Score Increase
5th +3 Cybernetic Enhancement
6th +3 Position Hack, Digital Arsenal
7th +3 Firewall Resilience, Hacker Mode Feature
8th +3 Ability Score Increase
9th +4 Hacker's Mark
10th +4 Hacker Mode Feature, Digital Arsenal
11th +4 Cybernetic Enhancement
12th +4 Ability Score Increase
13th +4 Swift Hacking
14th +5 Hacker Mode Feature
15th +5 Cybernetic Enhancement
16th +5 Ability Score Increase
17th +6 Cyber Warfare
18th +6 Ghost in the Machine
19th +6 Ability Score Increase
20th +6 Cybernetic Mastery

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
These programs allow you to perform various digital feats,
Class Details such as launching cyber attacks, creating digital barriers, or
controlling drones. You learn two programs of your choice.
Hit Points You learn an additional program at 6th and 10th level. Each
Hit Dice: d8 time you learn new programs, you can also replace one
Hit Points at 1st Level: 8 + your Constitution modifier program you know with a different one.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution All programs can be used a number of times equal to your
modifier per Hacker level after 1st proficiency bonus unless stated otherwise.
Proficiencies Cyber Heal
Armor: Light Armor You initiate a self-repair routine that rapidly heals your
Weapons: Simple weapons, cyberblade , firearms cybernetic enhancements. As a bonus action, you regain hit
Tools: Hacking Tools points equal to your Intelligence modifier + your Hacker level.
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Investigation, Stealth, Deception, Digital Blade
and Insight. You create a virtual sword of energy as a bonus action. This
Equipment weapon deals 1d8 slashing damage and has the finesse
You start with the following items, plus anything provided by property. You can use your Intelligence modifier for attack
your origin and your faction. and damage rolls with this weapon. It disappears after 1
minute or when you dismiss it as a bonus action.
(a) pulse pistol with 20 bullets, (b) a cyberblade, or (c) a
sniper rifle with 20 shots Drone Commander
a butterfly knife (dagger) You can control a small surveillance drone within 10 feet of
studded leather armor you. You gain the ability to see through its sensors and give it
a cyberdeck, hacking tools, and a dungeoneer's pack simple commands, such as moving to a location, giving the
Multiclassing
Help action, or scanning an area. Its maximum control range
Ability Score Minimum: Intelligence 13 is 60 ft. and you can assign commands to it as a bonus action.
You can use this program for up to 1 hour, and you use this
When you gain a level in a class other than your first, you gain feature again after a long rest. The drone has the statistics of
only some of that class' starting proficiencies. a Clockwork Observer.
Armor: Light armor Firewall
Tools: Hacking Tools You create a digital barrier that's a 10 ft. radius sphere
Skills: Choose 1 from Investigation, Stealth, Deception, or centered on yourself. It provides +1 AC for you and your
Insight. allies. The barrier lasts for 1 minute or until dismissed as a
Hacker's Insight bonus action. The barrier is semi-stationary, it can only be
moved ten feet in any direction once before it stays in place,
You have a deep understanding of computer systems and you move it using your bonus action. You use this feature
digital networks. At 1st level you have advantage on once per short rest.
Intelligence (Investigation) checks to hack into and
manipulate digital devices, systems, and security. At 7th level, Lockdown
you gain expertise with hacking tools, making your hacking You conjure a holographic net that becomes tangible onto a
craft more effective. creature within 60 ft as an action. The creature must make a
Cyberdeck Mastery Dexterity saving throw against your Hacker save DC or be
restrained for 1 round.
At 1st level, you acquire a cyberdeck, a specialized device
used for hacking and interfacing with digital systems. Your Overclock
cyberdeck is a unique tool that you've customized to suit your You boost the performance of a digital device or weapon.
needs. It grants you access to various programs and abilities Enhance the damage of a weapon or cybernetic implant by
as you level up in the Hacker class. 1d6 on your next attack. This damage bonus lasts for 1
Some of the Hacker's features requires your target to make minute.
a saving throw to resist the effect. The saving throw DC is
calculated as follows: Remote Manipulation
You can manipulate digital devices or objects remotely at will.
Hacker Save DC = 8 + your proficiency bonus + With this program, you can open electronic locks, deactivate
Intelligence Modifier security systems, or manipulate machinery (locks, levers,
pulleys, etc.) within 30 feet as if you were physically present
Digital Arsenal as an action. You must have sight of the object you are trying
Starting at 2nd level, you can manipulate digital code to to manipulate to use this feature.
create virtual weapons and tools. You gain access to a
selection of hacking programs.

2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
SpellJammer Sonic Disruptor
You make the weave unstable by making use of radio Embed a sonic emitter in your throat. Once per long rest and
frequency waves. As an action, choose an area within 30 feet as an action, you can use your voice to create a deafening
of yourself, a 10-foot radius sphere of radio waves erupts in sonic blast in a 30-foot cone. Creatures within the area must
the chosen place. Anyone who casts a spell within the sphere make a Constitution saving throw against your Hacker save
rolls on the wild magic table once. DC or be deafened and take 2d6 thunder damage.
Hacker Mode Stealth Mode
At 3rd level, you choose your Hacker Mode, wherein you Activate a cloaking mechanism as an action that makes you
choose your specialty that grants you special features at 7th, invisible to the naked eye and digital surveillance systems as
10th and 14th level. an action. This function grants you advantage on Dexterity
(Stealth) checks. This mode lasts for an hour and refreshes
Ability Score Improvement on a short rest.
When you reach 4th level, you can increase one ability score Subdermal Firewall
of your choice by 2, or you can increase two ability scores of You install a subdermal implant that grants you resistance to
your choice by 1. As normal, you can't increase an ability fire.
score above 20 using this feature. You gain another ability
score improvement at levels 8th, 12th, 16th and 19th. Synaptic Booster
If your DM allows the use of feats, you may instead take a Your reflexes and senses are enhanced. You gain advantage
feat. on initiative rolls.
Cybernetic Enhancement Position Hack
Starting at 5th level, you can use your technical expertise to At 6th level, you are able to turn the tides of battle once it's
enhance your own body with cybernetic implants. You gain unfavorable at your end. Once per long rest, when a surprise
one cybernetic augmentation of your choice. This round is initiated and you are on the surprised end, you can
augmentation can grant you various benefits, such as use your reaction to trigger an alerting soundwave to your
improved senses, enhanced physical abilities, or resistance to allies and yourself, ending the surprised condition.
certain types of damage. You can choose a cybernetic again at
11th and 15th level. Firewall Resilience
Electroshock Gauntlets At 7th level, you've honed your skills in digital defense. You
Equip your cybernetic hands with electroshock gauntlets. You gain proficiency in Wisdom or Charisma saving throws (your
deal an additional 1d6 lightning damage whenever you make choice) if you're not already proficient in them. Additionally,
an unarmed strike, additionally you can make an unarmed while wearing light armor, your AC increases by 1. You can't
strike using a bonus action. benefit from this bonus to AC when wearing a shield.
Firewall Surge Hacker's Mark
Trigger a temporary surge in your cyber defenses. Once per At 9th level, as an action you use your cyberdeck to mark up
short rest, you can use your reaction to impose disadvantage to three enemies within 60 ft. Marked enemies have a
on an incoming attack against you. glowing outline that can only be seen by up to ten creatures
that you designate when you use this feature. Marked
Holo-Disguise enemies take an additional 1d6 damage and cannot benefit
With this function, you can project a holographic disguise from being hidden or invisible. You concentrate on this
around yourself. You can change your appearance to feature as if you were concentrating on a spell. This feature
resemble any humanoid creature you've observed at will that lasts for 1 minute or until dispelled as a bonus action. You
lasts for 1 hour. However, physical inspection exposes that it use this feature equal to your proficiency bonus.
is just an illusion.
Swift Hacking
Neural Jolt
This implant enhances your reflexes. Once per short rest, you At 13th level, you learn how to hack more quickly. Whenever
can take an additional reaction in combat, allowing you to you succeed a DC by 5 or more, the amount of time to hack is
react swiftly to threats or opportunities. reduced by 1d4 rounds. This ability does not stack with itself.

Neural Flash
You implant a neural enhancer in your mind. When you make
an ability check or a saving throw, you can use your reaction
to add your Intelligence modifier to the roll.
You regain all expended uses when you finish a short rest.

3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Enhance Hack SpellJammer
At 14th level, you gain the ability to enhance your hacking You make the weave unstable by making use of radio
skills beyond their usual limits. You can select one enhanced frequency waves. Choose an area within 30 feet of yourself, a
hack from the table below and apply it permanently. The 20-foot radius sphere of radio waves erupts in the chosen
hacks retain their duration and uses unless stated otherwise. place. Anyone who casts a spell within the sphere rolls on the
wild magic table twice.
Cyber Heal
You initiate a self-repair routine that rapidly heals your Cyber Warfare
cybernetic enhancements. As a bonus action, you regain hit Starting at 17th level, you can control machines and drones.
points equal to your 2 x Hacker Level. You can use this You target a construct within 60 ft. and it must make an
feature twice per long rest. Intelligence saving throw against your Hacker save DC. On a
Digital Blade failure, they are under your control as if they were affected by
the Dominate Monster spell. Once you use this feature, you
This weapon deals 2d8 + your Intelligence modifier force can't do so again until a long rest.
damage and has the finesse and thrown property with a
range of (20/60) ft. It disappears and re-appears in your hand Ghost in the Machine
if you throw it, regardless if it hits or not.
At 18th level, you've transcended the boundaries between the
Drone Commander physical and digital worlds. You can become incorporeal and
You can control a small surveillance drone within 60 ft. of enter a digital plane of existence as an action. While in this
you. You gain the ability to see through its sensors and give it state, you are immune to physical attacks, can move through
simple commands, such as moving to a location, giving the digital barriers, and can interact with digital entities.
Help action, or scanning an area. Its maximum control range However, spells can still affect you in this state. You can
is 90 ft. and you can assign commands to it as a bonus maintain this form for a number of rounds equal to your
action. You can use this program for up to 1 hour, and you use Intelligence modifier + your Hacker level. You use this feature
this feature again after a long rest. once per long rest.
Firewall Cybernetic Mastery
You create a digital barrier that's a 10 ft. radius sphere At 20th level, you have achieved the pinnacle of cybernetic
centered on yourself. It provides +1 AC for you and your hacking prowess. You gain the following benefits:
allies. The barrier lasts for 1 minute or until dismissed as a
bonus action. The barrier is semi-stationary, it can only be You have resistance to psychic damage.
moved 20 ft. in any direction once before it stays in place. You can cast mind blank once per long rest, without
You use this feature once per short rest. expending a spell slot or material components.
You can use your action to launch a devastating cyber
Lockdown attack on a target you can see within 60 feet. The target
You conjure a holographic net that becomes tangible onto a must make an Intelligence saving throw or take 10d10
creature within 60 ft as an action. The creature must make a psychic damage and be stunned until the end of their next
Dexterity saving throw against your Hacker save DC or be turn. You can use this feature once, and you regain use of
restrained for 1 minute. At the end of each of its turns, the it after finishing a long rest.
target can make an Intelligence saving throw. On a success,
the effect ends on the target.
Overclock
You boost the performance of a digital device or weapon. You
touch and enhance the damage of a weapon or cybernetic
implant by 2d6 on the next attack. This damage bonus lasts
for 1 minute. You use this feature a number of times equal to
your proficiency bonus (minimum of 1).
Remote Manipulation
You can manipulate digital devices or objects remotely. With
this program, you can open electronic locks, deactivate
security systems, or manipulate machinery within 60 ft. as if
you were physically present. You must have sight of the object
you are trying to manipulate to use this feature.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Support Specialist Nimble
When you choose this archetype at 3rd level, your body is
Support Specialists are Hackers who have honed their skills used to scaling the high rise buildings of Adapus. Climbing
to provide invaluable assistance to their allies on the digital no longer costs you extra movement, and when you make a
battlefield. They excel at enhancing their teammates' abilities, running jump (both long and high), the distance you cover
defending against cyber threats, and ensuring the party's increases by a number of feet equal to your Dexterity
survival in the most challenging encounters. modifier.
Adrenaline Rush Data Nabber
You boost yourself or a creature's fight response as a bonus Starting at 7th level, you steal data more efficiently and
action within 30 ft., granting them advantage on their next discreetly. Whenever you make an Intelligence (Investigation)
attack or ability check for 1 minute. You use this feature twice check to hack and steal data, you can roll an additional 1d4 to
per short rest. that roll, potentially turning it into a success. You use this
Defense Matrix feature once per short rest.
Starting at 3rd level, you can create a digital shield around an Smooth Criminal
ally as a reaction when they take damage, applying the At 10th level, you learn how to hack without the use of your
temporary hitpoints before damage calculation. You grant cyberdeck, foregoing the device and settling with a pair of
them temporary hit points equal to your Intelligence modifier cyber shades, eye glasses or contact lenses that allows you to
+ your Hacker level. You use this an amount of times equal to hack remotely. This allows you to hack in plain sight, but it
your proficiency bonus. The temporary hit points last for 8 requires you to do simple hand movements.
hours or until it's been used up.
Vanishing Act
Enhanced Connectivity At 14th level, you've perfected the art of disappearing. When
Starting at 7th level, you can establish a secure digital you take damage that would reduce you to 0 hit points, you
network between you and up to 10 allies within 30 ft. as an drop to 1 hit point instead and you can use your reaction to
action, granting you the ability to communicate telepathically become invisible for 1 minute or until you choose to end it as
within a range of 100 feet. This feature lasts for one hour and a bonus action. The invisibility breaks once you attack or cast
you can use this twice per long rest. a spell. Once you use this feature, you can't use it again until
Digital Lifeline you finish a long rest.
At 10th level, you learn to establish an emergency digital Aether Hacker
lifeline. As an action, you can touch an ally to establish this
connection. The first time within 8 hours the target would Aether Hackers are a unique breed among hackers, capable
drop to 0 hit points as a result of taking damage, the target of breaching not just the digital realm but also manipulating
instead drops to 1 hit point, and the connection ends. the very fabric of reality. They harness the enigmatic power of
You can establish a connection once, and again when you the Aether (Weave) to tamper with data on a cosmic scale.
finish a Long Rest.
Reality Manipulation
Team Resilience You gain the ability to manipulate reality's data on a small
At level 14, you can grant up to 10 allies temporary hit points scale. As an action, you can modify the properties of the
equal to your Hacker level + your Intelligence modifier as a environment within a 5 foot cube within 30 ft. of yourself. For
bonus action within 60 ft. This ability can be used twice per example, you could create cover, alter the terrain, or obscure
long rest. The temporary hit points lasts for 8 hours or until vision. This effect lasts for one minute or until dismissed as a
used up. bonus action. You use this feature once per long rest.
Infiltrator Implant Weakness
At 3rd level you can implant a digital weakness into an enemy
Infiltrators are Hackers who specialize in stealth, espionage, within 60 feet of you as an action. The target must make a
and getting where they're not supposed to be. They excel at Constitution saving throw against your Hacker save DC or
bypassing security systems, infiltrating digital domains, and have a weakness implanted in them. This weakness amplifies
gathering sensitive information without leaving a trace. the damage they take from your hacking abilities and attacks,
Infiltrator Adept
as well as from your fellow ally's attacks. Initially, it adds 1d6
damage of the same type as the attack that triggers it (limited
Starting at 3rd level, you can choose to either gain expertise to only slashing, bludgeoning, and piercing damage). At 7th
in Stealth or Sleight of Hand, you gain proficiency instead if level, this weakness extends to all damage types.
you aren't proficient already. Additionally, You leave no trace You can use this feature a number of times equal to your
of your digital activities, making it nearly impossible for Intelligence modifier (a minimum of once).
others to trace your steps. Tracking or locating your digital
footprints becomes extremely difficult as people who wish to
make an Intelligence (Investigation) check to discover your
tracks have disadvantage on the check.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aethetric Warp Cloak of Shadows
At 7th level, you tap into the Aether to manipulate the flow of At 10th level, you gain the ability to cast the Invisibility spell
time and space. As an action, you can teleport yourself or an without expending a spell slot and or material components.
ally you can see within 30 feet to any unoccupied space You use this feature twice per long rest.
within 60 feet, bypassing obstacles and terrain. Once you use
this feature, you must finish a short or long rest before using Ethereal Strike
it again. Starting at level 14, when you make an attack against a
creature you can see and hit, you can use your bonus action
Cosmic Decryption to turn ethereal until the start of your next turn. While
At 10th level, you gain the ability to decipher cosmic patterns ethereal, you are considered invisible and you can move
and reveal hidden truths. As an action, you can gain insight through other creatures and objects as if they were difficult
into a creature's vulnerabilities. Choose one creature you can terrain. You can also enter the Ethereal Plane as an action,
see within 60 feet. It must make an Intelligence saving throw but you can't interact with other creatures in that plane. If you
against your Hacker save DC. On a failure, you learn its end your turn inside another creature or an object, you take
damage vulnerabilities, resistances, and immunities. You can 2d10 force damage.
use this feature once per long rest.
Shred Defenses
At 14th level, you shred away a target's defenses. As an
action, choose a creature that you can see within 60 ft., you
bestow a mark of vulnerability upon that creature. While
marked, the creature takes double damage from all types. It
lasts until the end of your next turn or until someone attacks
the marked creature, in which it takes twice as much damage
and the mark disappears. You use this feature once per long
rest.
Techno Wraith
Techno Wraiths are rogue hackers who take offers on hits
and steal the data of their victims. They skim through the
digital and real life's underworld, lurking and waiting for the
next offer.
Phantom Pursuer
At 3rd level, you can quickly pin down your targets and chase
after them. You are equipped with boosters that allows you to
double your movement speed once per short rest for 1 round,
activating it as a bonus action. Upon reaching 10th level, you
gain a temporary flight speed equal to your movement speed
as your boosters propel you into the air. You fall if you're still
mid-air by the time the flight speed is fully consumed.
Sneak Attack
Starting at 3rd level when you make a successful attack with
a finesse weapon against a creature you have advantage on,
you deal extra 1d6 damage. You must be wielding a
cyberblade, a sniper rifle or a pulse pistol for this feature to
take effect.
You don't need advantage on the Attack roll if there are no
other enemies or allies within 5 feet of it, that enemy isn't
Incapacitated, and you don't have disadvantage on the Attack
roll.
The amount of the extra damage increases as you gain
levels in this class. The damage increases to 2d6 at 4th, 3d6
at 8th, 4d6 at 12th, 5d6 at 15th, and 6d6 at 20th.
Evasion
Starting at 7th level, when you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you can use your Evasion feature to take no damage
on a successful save or half damage on a failed save.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ammunition. You can use a weapon that has the ammunition
Equipment property to make a ranged attack only if you have
ammunition to fire from the weapon. Each time you attack
Pulse Pistol with the weapon, you expend one piece of ammunition.
Firearm, martial weapon, ranged weapon Drawing the ammunition from a quiver, case, or other
container is part of the attack. Loading a one-handed weapon
1d6 piercing - ammunition (50/150 ft.) reload (6 shots) requires a free hand. The ammunition of a firearm is
destroyed upon use.
Range. A weapon that can be used to make a ranged attack If you use a weapon that has the ammunition property to
has a range shown in parentheses after the ammunition or make a melee attack, you treat the weapon as an improvised
thrown property. The range lists two numbers. The first is the weapon. A sling must be loaded to deal any damage when
weapon's normal range in feet, and the second indicates the used in this way.
weapon's maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You Reload. A limited number of shots can be made with a
can't attack a target beyond the weapon's long range. weapon that has the reload property. A character must then
reload it using an action. A reload happens when there are no
Ammunition. You can use a weapon that has the ammunition more shots as indicated in the weapon's description.
property to make a ranged attack only if you have
ammunition to fire from the weapon. Each time you attack Two-Handed. This weapon requires two hands to use. This
with the weapon, you expend one piece of ammunition. property is relevant only when you attack with the weapon,
Drawing the ammunition from a quiver, case, or other not when you simply hold it.
container is part of the attack. Loading a one-handed weapon
requires a free hand. The ammunition of a firearm is Cyberdeck
destroyed upon use.
If you use a weapon that has the ammunition property to A cyberdeck is a flat, smooth rectangular device that can be
make a melee attack, you treat the weapon as an improvised controlled and accessed with just a touch of your finger. It's
weapon. A sling must be loaded to deal any damage when powered by CRYSTAL shards, removing the need to charge
used in this way. the device.
Reload. A limited number of shots can be made with a Hacking Tools
weapon that has the reload property. A character must then This kit contains the hardware and software necessary to
reload it using an action. A reload happens when there are no allow access into most computer systems and electronic
more shots as indicated in the weapon's description. devices. Proficiency with hacking tools lets you add your
proficiency bonus to any checks you make to connect to or
Cyberblade make use of a computer system or electronic device. The kit
Martial weapon, melee weapon fits snugly in a backpack or toolbox.
1d6 slashing - versatile (1d8)
Finesse. When making an attack with a finesse weapon, you
use your choice of your Strength or Dexterity modifier for the
attack and damage rolls. You must use the same modifier for
both rolls.
Versatile. This weapon can be used with one or two hands. A
damage value in parentheses appears with the property—the
damage when the weapon is used with two hands to make a
melee attack.
Sniper Rifle
Firearm, martial weapon, ranged weapon
1d10 piercing - ammunition (200/600 ft.) reload (2 shots)
Range. A weapon that can be used to make a ranged attack
has a range shown in parentheses after the ammunition or
thrown property. The range lists two numbers. The first is the
weapon's normal range in feet, and the second indicates the
weapon's maximum range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You
can't attack a target beyond the weapon's long range.

7
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hacking
To hack, one must require a set of hacking tools, proficiency
with hacking tools, and a connection to the target machine or
network through a port. Hacking requires the player to
describe the goal, and if the DM deems it reasonable, the
hacker makes an ability check using hacking tools.
Like any other ability check, there are consequences
whether you succeed or fail. The difficulty and length of the
action depends on the situation and the target you’re trying to
hack. The Typical Hacking DCs set an example down below.
Typical Hacking DCs
Target DC
Cheap vending machine, generic appliances 5
Cheap residence, cheap car, commercial hologram 10
Low priority corporate security, average residence,
15
average car
Medium priority corporate security, nice residence,
20
nice car
High priority corporate security, military equipment,
25
wealthy residence
Top secret vault, financial institution 30

Hacking Failure
When a hacking check results in a failure, the DM decides
the consequences. A failure on the check does not necessarily
mean the hacking failed entirely; the goal may have been
achieved with simultaneous consequences. The following are
some examples of consequences that a DM may use:
The hacker experiences dumpshock.
The hacker is locked out of the system.
An alarm is triggered.
The hacker leaves traces in the system that allows
investigators to track them down.
Data is muddled, corrupted, or destroyed.
A virus attempts to infect the hacker.
The target machine breaks.
The task takes longer than anticipated.
Wireless Hacking
Using the wireless capabilities from hacking tools, you can
connect to a wireless port from anywhere in a machine’s
wireless range. It is possible to set up a rogue wireless access
port by installing a wireless transceiver in a physical port.
Hacking in Combat
The amount of time hacking takes is dependent upon the
complexity of the security of whatever you're hacking. A
simple (DC 5) target, like a cheap vending machine, would
take a single round to bypass. Something more secure, like a
vault door, would take 2d4 rounds. If the hacker gets
interrupted, they would have to start all over again, taking
another 2d4 rounds to finish the task.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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