Hustler in Element 133 | World Anvil

Hustler

Hustlers are witty fighters, rogues, thieves, hackers, and scouts or otherwise gatherers of information, and while they do not always shine in combat situations, their maneuverability, quick-thinking, and abilities to go unseen where most cannot make them formidable threats to anyone who does not wish to be discovered. No wall is too high or thick for the hustler's resources, and no secret lies buried for long if they wish to find it. Relying on their rapier wits, chivalric ideals, and raw charisma, the daring Hustler galivants across the land, looking for damsels in distress to rescue, wicked villains to thwart, and precious loot to... well, okay, maybe not all their ideals are all that chivalric.

You may select this class as your base class by selecting a Tier One Hustler class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Hustler class selects any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.


A masked human scales the walls of a skyscraper to rescue his love held captive on the nearby roof. Leaping over several stories of thin air, he lands nimbly on the wedding cake. "I object!"

An indistinguishable girl slips the coin purse off of an unsuspecting bystander who is witnessing a riot, which was caused by the child. She tucks her fourth purse of the afternoon into her pack and disappears into the crowd.

Surrounded by screens the chauvinistic anarchist whittles away at the cybersecurity before him. A mere moment after beginning he has a list of private information on the most powerful people in town. He smiles as his bubble gum pops. DOXing has never been easier.

It took ten of their men, but she was finally cornered, with nowhere to run, and nowhere to climb. Stealing herself he takes her last ragged breath. Raising her fists, she beckons her foes, "10 against 1? I'll take those odds."

In the end, the Hustler is a combination of outstanding courage, brilliant martial arts, and resourcefulness that simply can't be matched. Just ask them!

Radiated Playground

During and after the fall of modern civilization the world became a wasteland, pocketed with small unorganized factions. Either striving to build something for themselves, or to steal whatever everyone else built. It's sad and all, but not for the hustlers. These thieves and con artists now had no organized government or well-funded law enforcement. Raiding towns, opening lost vaults, and coning the wealthy out of their remaining valuables were all too easy at the beginning. It was a veritable playground of crime.

But, all good things must come to an end. As resources dwindled. Those hustlers with the skills to obtain information and necessary resources became highly valuable. In the post-apocalyptic world, crime pays and gives benefits.


Hustlers in Pop Culture

Aladin, Flin Rider from Tangled, Rey and Han Solo from Star Wars, Catwoman, Joe Chill, and Batman from the DCU, Chloe Price from the Life is Strange video games, Parker from Leverage, Jasper and Murphy from The 100, Ellie from The Last of Us video games, #067 from Squid Game, Peter Quill, Rocket, and Scott Lang from the MCU, Lara Croft from Tomb Raider, Indiana Jones, Chuck, and Daisy Johnson from Agents of Shield.

Creating a Hustler

Should you decide to walk the path of a Hustler, think about a few things first. How did you end up in this situation? Did you willingly decide to thieve, lie and pillage, or were you forced to due to complications at some point in your life? And how long have you been doing it? Also, think about how it works with your character's occupation. It is unlikely that clergy would be a bandit, whereas an urchin could have been forced to steal to avoid starving. Also, while not always the case, hustlers are extremely fast and fight on their feet. Making feminine, small, or young physiques the best fit.

The Hustler is a stealth and asset acquisition class, they support their party by obtaining information, equipment, and wealth. In the right situation, Hustlers can also deal serious damage in a fight. Mostly relying on light weaponry and martial arts, Hustlers are great against speedy and small enemies, not so much against a fortified enemy, or a very tough one. While not a technomancy class, the Hustler also offers some powerful access to machinery and technology that give your party the upper hand in tactical combat. The Fast Hero and Jockey are excellent multi classes for the Hustler. Additionally, taking features in the Personality, Assassin, Technician, or Smith can enhance the features of certain Hustler feature trees.

Hustler Quick Build

You can make a Hustler quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Intelligence and Charisma. Second, choose the Scavenger or Thrill Seeker occupation.

Base Class Features

The following abilities are granted by selecting this class as your base class

Ability Score Increase

+2 DEX, +1 INT, +1 CHA

Saving Throw Proficiency

Gain proficiency in Strength, Dexterity, and Charisma saving throws.

Wealth, Reputation and Supply

WEA +3, REP +1, SUP +2

Speed Modifier

+10

Skill Proficiencies

Gain double proficiency in Stealth and Acrobatics. Gain proficiency in three of the following skills; Circuitry, Deception, History, Insight, Investigation, Mechanics, Navigation, Perception, Performance, Persuasion, Sleight of Hand, and Survival

Weapon & Armor Proficiencies

Light Armor, Archiac Simple Weapons, Personal Handguns, Personal Submachine Guns, Knife, Hand Grenade, Smoke Grenade, Tear Gas, Nitroglycerin, C4

Tool Proficiencies

Hacker's Tools, Thieve's Tools, 2 of the following: Night Assault Gear, Climbing Gear, Optical Drone, Electrician's Tools, Mechanic's Tools, Safe Cracking Tools, and RFID Scanner. Also choose two betting games.

Languages

3 of your choice

Equipment

You may select 8 items of value 10 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select two simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.

Free Features

Tools of the Trade - 0 AXP

TIER ONE FEATURE: Tools of the Trade

    • AXP: 0
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

You are extremely apt with your specific skillset. Whenever you make a check with an ability check, attack roll, or saving throw adding your proficiency bonus, you can choose to double your proficiency bonus for that roll, if it isn't already doubled.

You can use this feature after rolling the check, but before knowing if it succeeds. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Additionally, you gain the following abilities and benefits.

Poisoning

You gain proficiency in the Poisoner's Kit. If you already had proficiency with the tools, add double your proficiency bonus to checks you make with them.

Hiding

You may hide or take cover as a bonus action on your turn.

Acrobatic

You may take 10 or 20 on Acrobatics skill checks for half the time normally required. (5min for 10, 30min for 20).

Hit-And-Run

You can take the Disengage action as a bonus action.

Backstabber

Before you make a melee or ranged attack while hiding, you can choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to its damage.

Charming

You gain Proficiency in the Persuasion skill. If you already had proficiency in the skill, add double your proficiency bonus to checks you make with it.

Nimble

You gain quicker and surer footing, increasing your ability to predict and evade attacks. You gain +1 AC while not wearing medium or heavy armor.

Unarmored Defense

You possess an innate sense for the danger that allows you to more swiftly dodge attacks when you aren't restricted by armor. When not wearing armor or using a shield your AC equals 8 + Proficiency Bonus + Dexterity Modifier.

Fist Fight

Through your experience with hand-to-hand combat, you developed hard punches and quick reflexes, developing a unique fighting style. You gain the following benefits while you are with both of your hands-free:

  • You roll a d8 for your unarmed strikes damage die.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your attacks made using any melee weapon that deals piercing, or slashing damage, and for unarmed strikes and improvised weapons.

  • When you hit a creature with an unarmed strike, you can make another attack using a bonus action. You may use this feature a number of times equal to your proficiency bonus each day.


 
Treasure Hunter - 0 AXP

TIER ONE FEATURE: Treasure Hunter

    • AXP: 0
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

You have an almost supernatural eye for treasure. Gain proficiency in Sleight of Hand and Perception. If you are already proficient, double your proficiency bonus. As an action, you can open your awareness for valuable objects, and know the location of any treasure within 10 + your Wisdom ability score + your tier feet that are not protected from divination. You may notice the outline or weight of the object in the mark's clothing, or maybe their protective or defensive stance. For objects hidden in rooms, chests, or safes you can quickly discern the value from the nature of the hiding place. This sense doesn't tell you specific information about the object.

The object identified by this ability must surpass a value equal to 5 x your level in this class. This ability can also identify groups of objects in the same bag, chest, box, or similar container, such as a group of jewels or coins in that amount.

You can use this feature a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Additionally, you gain the following class abilities and resources which can be used to benefit other Hustler features.

Cunning Dice

You gain an amount of cunning dice equal to 4 x your tier. Your cunning die is a d8. It becomes a d10 at the 3rd tier and a d12 at the 5th tier. You regain all your expended cunning dice when you finish a long rest.

Cunning Recovery

You can regain your cunning by outsmarting an opponent. You can take the Dodge action to avoid a hostile creature's attacks and try to regain cunning. If the creature attacks you and misses while dodging, you regain 1 cunning die.

Thieving

You gain proficiency in Thieves Tools. If you already had proficiency with the tools, add double your proficiency bonus to checks you make with them.


 

Class Features

Tier One
Careful Sneak - 1500 AXP

TIER ONE FEATURE: Careful Sneak

    • AXP: 1500
    • Pre-Requisites: Double Proficiency in the Stealth skill or access granted by selecting Hustler or Assassin as Base Class
    • Grants Access To: None

If you move only 10 feet on your turn, you are considered unseen until you make an action or create a sound.


 
Circuitry - 2000 AXP

TIER ONE FEATURE: Circuitry

    • AXP: 2000
    • Pre-Requisites: Proficiency in the Circuitry skill or access granted by selecting Hustler, Smith, or Technician as base class or by selecting the Lizard People Case in the Investigator occupation

Your understanding of basic electronics, code, and cybersecurity grants you access to the following abilities.

Read Code

You can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Circuitry check (DC 10 + Circuitry skill modifier of the code’s author), you can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, you gain a +2 bonus on checks attempting to degrade the program.

Defeat Computer Security

You may attempt to gain access to a computer system without the proper credentials. The DC is determined by the quality of the security program installed to defend the system. For example, passwords typically have a low DC, and biometric scanners have a high DC. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.

Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see the Hacking I feature below).

Trace Component

Using your Hacker's Tools, you are able to tap into the wiring in order to figure out what wires are tied to an object or person. You can identify and detect source of electricity for any machine attached to your tap.


 
Criminal Mark - 2000 AXP

TIER ONE FEATURE: Criminal Mark

    • AXP: 2000
    • Pre-Requisites: None
    • Grants Access To: None

You can study a character for 10 minutes to learn information about them. They must be within 30 feet and you must be able to see them for the full 10 minutes to gain this feature's benefits. You gain advantage on all Persuasion, Deception, Wealth, Reputation, and Intimidation checks made against them within the next hour, but if you fail any of those checks against them during this time-frame, they become immune to this feature for the next 24 hours. (A character affected by Mind Blank cannot be affected by this feature.)


 
Cunning Gambit - 2500 AXP

TIER ONE FEATURE: Cunning Gambit

    • AXP: 2500
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

You develop special gambits from your criminal endeavors. You learn two gambits when you take this feature, and gain more as you gain tiers.

Cunning Gambits


TierNumber of Gambits
Tier 14
Tier 25
Tier 36
Tier 47
Tier 59
Tier 610
Tier 711
Tier 812
Tier 913
Tier 1015

Every time you learn a new gambit, you can replace one gambit you know for a new one.

Cunning Gambits

Accuracy

prerequisite: 3rd-tier

If you haven't moved on your turn, you can give yourself advantage on ranged weapon attack rolls you make on your turn. In addition, both the short and long range of your ranged attacks is doubled when you do so.

After using this gambit, your movement speed is reduced to 0.

Beat

Once in each turn, when you hit a creature with a light melee weapon, you can move 10 feet without provoking opportunity attacks from that creature.

Blade Stealer

You become able to steal your opponent's weapons even when fighting. Whenever a creature misses you with a melee attack by 1 or 2, you can snatch its weapon from its hand, if you have a hand free.

You can't use this ability while wearing armor heavier than light.

Brawler

You gain access to the Brawler Bruiser feature, and may take it for half the AXP cost listed.

Card Thrower

You can fling your cards with speed and accuracy enough to harm someone. You can use playing cards as simple ranged weapons, with the finesse, light and thrown property (30/120). You can use your Intelligence, instead of Dexterity, for attacks and damage rolls with it. On a hit, it deals 1d8 slashing damage. A playing deck has 52 cards.

Cleaver

prerequisite: 3rd-tier

You are extra mean with a knife. Once per turn when you hit a creature with a dagger, you deal additional 1d6 damage.

Clouting

You can disappear in the night, facilitating your access. When you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, use technomancy or are no longer in dim light or darkness.

You can use this ability twice, regaining your uses of it after finishing a long rest.

Distraction

As an action, you can create a distraction on your turn. All creatures within 10 feet of you must succeed on a Wisdom (Insight) against your Charisma (Deception) or Dexterity (Sleight of Hand) check. On a failed contest, they loose their reaction. In addition, after this distraction, you can take the Dash action as part of the same action, even passing trough spaces occupied by hostile creatures if they have failed the saving throw.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Dungeon Crawler

You take half damage from traps and falling. In addition, you have advantage on any Intelligence (Investigation) checks made to look for traps and hidden passages.

Fast Reload

prerequisite: 5th-tier

When you make an attack with a weapon that has the reloading property, you can ignore that property.

Flight or Flight

prerequisite: Get Away

When you are under the effect of get away, you can take the Dash and Disengage actions as a bonus action.

Frantic Escape

prerequisite: Get Away, 5th-tier

Get Away lasts for 10 minutes.

French Leave

prerequisite: Get Away

You can start Get Away on the start of your turn without taking an action, rather than using a bonus action.

Get Away

You can enter in a state of frenetic flight using your bonus action. For 1 minute, when you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

Once you use your get away feature, you can't use it again until you finish a short or a long rest.

In addition, whenever your proficiency bonus increases by 1, your movement speed increases in 10 feet during the get away.

Henchman

prerequisite: 5th-tier

You learn how to attract henchman and form a guild. You can spend 1 hour in a city and spend 2 cunning dice to attract a follower. Your follower has the statistics of a bandit. You can have any amount of followers, but when you spend a cunning dice, you can't recover that dice until you dismiss your henchman. Starting at 5th tier, you can spend 3 cunning dice to recruit a thug, and at 7th tier you can spend 5 cunning dice to recruit a bandit captain. You can't have more than one captain at the same time.

Once you dismiss a henchman or he dies, you recover your spent cunning dice when you finish a long rest. If your henchman dies, you can't use this feature again to recruit henchman for the next 7 days.

Your henchman are loyal to you and obey all your commands. They act as charmed creatures, unless you take a harmful action against them. If you mistreat or attack them, you must spend 1 cunning dice to retain their loyalty.

Infused Cards

prerequisite: 3rd-tier, Card Thrower

You can throw cards infused with technomancy. Your attacks with throwing cards ignore resistance and immunity to non-magical damage. In addition, you can use your action to throw two cards. This number increases to three cards at 5th tier and four cards at 7th tier.

Lasher

While wielding a whip, your reach increases in 5 feet. Whenever you hit a creature with an whip, you can choose to cause that creature to be grappled, if the target is large sized or lower. You can use a bonus action to pull the target towards you, if the target is of the same size or lower, or to pull yourself towards the target, if the target is higher.

In addition, you can use this to grapple objects and pull yourself towards them or pull them towards your direction. You must make an attack against the objects AC, grappling it on a hit, if it has a surface were the whip could turn around it.

Moreover, you can use a 50-foot rope as a whip. You add your proficiency bonus to attacks with it, and can make attacks up to that range.

Moonlighter

Criminals tend to be nocturnal predators. You gain darkvision of 60 feet. This increases your natural darkvision by 30 feet, if you already has it.

Quick Lunge

When you make melee attacks using Dexterity, you treat your attack as having the reach property.

Shivver

You are specially good in stabbing people when they least expect. Whenever an hostile creature misses you with a melee attack, you can make an attack with a dagger or knife against it using your reaction.

In addition, you add your proficiency bonus when making attacks with improvised knives.

Snuff I

When you take the attack action and make an attack with a dagger or knife, you can use your bonus action to make another attack with it.

Snuff II

prerequisite: 3rd-tier, Snuff I

You can use your snuff feature with any type of light melee weapon. In addition, once in each of your turns when you make an attack with these types of weapon at advantage, you add your Intelligence modifier as a bonus to the damage roll.

Snuff III

prerequisite: 5th-tier, Snuff II

You can use your snuff feature with any type of melee one-handed weapon. In addition, you score critical hits on a 19-20 with these types of weapons.

Slip

prerequisite: 3rd-tier

When you take damage from ranged attacks, you reduce the damage by 1d4. This increases to 1d6 at 5th tier and 1d8 at 7th tier.

Thug

You are enduring and hardened. When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.

Pirate

You are used to rob and plunder vehicles. You gain a climbing speed equal to your movement speed, and have advantage on Strength (Athletics) made to swim.

In addition, you add twice your proficiency bonus on Navigation checks.

Porch Climber

You can climb like a cat, robbing trough high windows and climbing the city. While not wearing armor heavier than light, you gain a climb speed equal to your walking speed.

You can also move up, down and across vertical surfaces and along ceilings leaving at least one hand free if you have access to the climber's kit.

Moreover, when using your climbers kit, you can anchor yourself using an object interaction on your turn, rather than an action.

Quick Change

prerequisite: proficiency with the disguise kit

You can quickly change your clothes and appearance. You can create disguises as part of a short or a long rest using a disguise kit, and it takes you only an action to don or doff a disguise.

Disguises that require moderate changes take 1 minute, and extensive changes require 10 minutes.

Moreover, you can don or doff a suit of light armor using an action.

Rough Neck

You are specially good in evading strikes. Whenever you wear light or no armor, your AC increases by 1 against melee attacks. This bonus increases to 2 at 5th tier, and to 3 at 7th tier.

Skilled

prerequisite: 5th-tier

When you make an ability check, you can give yourself advantage on that check. You can use this ability a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.

Twinkle Toes

You know how to run from the guards. Your movement speed increases by 10 feet while you are not wearing armor heavier than light.

Tough

You learn how to survive enduring the hard life on crime. You can use your bonus action to give yourself temporary hit points equal to 1d10, that last for 1 hour. This increases to 1d12 at 5th tier.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Volley

As an action, you can make attacks with ranged or thrown weapons against all creatures in a 10-foot radius within the normal weapon's range. All creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take the weapon's normal damage. You must spend ammunition for each target, and you can't avoid hitting friendly creatures in the area. If you use volley on the weapon's long range, creature's have advantage on the save.


 
Doppelganger - 2000 AXP

TIER ONE FEATURE: Doppelganger

You can use your bonus action to take on the physical appearance and voice of a Small or Medium humanoid you can see, for 1 hour. While using this feature all of your statistics remain the same. This gives you advantage on Persuasion and Deception check against characters that trust the character whose appearance you have taken, and advantage on Intimidation checks made against characters that are afraid of the character whose appearance you have taken. This feature may be ended at will.


 
Evasion - 2000 AXP

TIER ONE FEATURE: Evasion

    • AXP: 2000
    • Pre-Requisites: Selected Hustler as base class or Tier 5
    • Grants Access To: None

Your instinctive agility lets you dodge out of the way of certain area effects, such as an explosion. 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.


 
Flurry of Blows - 1800 AXP

TIER ONE FEATURE: Flurry of Blows

    • AXP: 1800
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

Your natural speed and experience with close combat has granted you the ability to increase the effectiveness of your unarmed strikes. You gain the following abilities.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 cunning die to make two unarmed strikes as a bonus action. You may add the value of the cunning die to these attacks.

Stunning Strike

When you hit another creature with a melee weapon attack, you can spend 2 cunning dice to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Redirect Attack

When a creature misses you with a melee attack roll, you can spend cunning die as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.


 
Ghost - 2000 AXP

TIER ONE FEATURE: Ghost

You make no sounds when you breathe, walk, or climb, unless you want to. Characters have disadvantage on Perception checks (and -5 from passive Perception) made against you while they cannot see you.

Additionally, when you roll a 1 or 2 on a damage die for an attack you make from hiding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.


 
Online Presence - 1200 AXP

TIER ONE FEATURE: Online Presence

    • AXP: 1200
    • Pre-Requisites: None
    • Grants Access To: None

When attempting to use a Charisma-based skill such a Deception, Intimidation, Persuasion, or Performance in an online situation, add your tier as a skill bonus.


 
Parkour - 2300 AXP

TIER ONE FEATURE: Parkour

    • AXP: 2300
    • Pre-Requisites: None

Gain expertise in the Acrobatics skill. You gain a climbing and a swimming speed equal to your movement speed and take half damage from falling. You also use your Dexterity to calculate your jumps, instead of Strength. If you have the Cunning Gambit feature you may learn the Porch Climber Gambit without it counting towards the number of gambits you have learned.

Running Jump

You can make extremely high jumps. When you Dash, you gain a flying speed equal to your movement speed, until the end of this turn.


 
Sabotage - 1500 AXP

TIER ONE FEATURE: Sabotage

    • AXP: 1500
    • Pre-Requisites: None
    • Grants Access To: None

You gain advantage on checks made to disable traps or to lock and unlock mechanisms and you have advantage on saving throws made against traps. In addition, you have advantage on Perception and Investigation checks when you are attempting to detect hidden objects, characters, passages, and compartments.


 
Swindler - 2000 AXP

TIER ONE FEATURE: Swindler

As a action, you can cause a character within 30 feet, who you can see, to make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier, if they fail, they become Charmed for 1 minute. This effect ends if the Charmed character is attacked. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.


 

 
Tier Two
Adrenaline Rush - 3700 AXP

TIER TWO FEATURE: Adrenaline Rush

    • AXP: 3700
    • Pre-Requisites: Constitution ability score of at least 10 or access granted by selecting Hustler or Bruiser as base class
    • Grants Access To: None

As a free action, you can temporarily increase one of your physical ability scores (Strength, Dexterity, or Constitution). You spend 2 cunning dice and get to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to your tier. At the end of the duration, you gain a level of exhaustion that lasts for 1d4+1 rounds.

At 5th tier, you can temporarily increase two physical ability scores. At the end of the duration, you gain a level of exhaustion that lasts for 1d6+2 rounds.

Additionally, once per day you may delay the damage dealt by a single attack or effect for a number of rounds equal to your Constitution modifier.


 
Doppelganger: Copycat - 3800 AXP

TIER TWO FEATURE: Doppelganger: Copycat

You have learned how to better take on the skills and personality quirks of nearby creatures. As a bonus action, choose a creature that can see and that is within 30 feet and make a Charisma (Performance) check contested by a Wisdom (Insight) check from that creature. If you succeed, you mimic their mannerisms in such a way that it confuses them, giving advantage to all attack rolls made against them and disadvantage to all attack rolls they make against you until the end of your next turn.


 
Fistfighter - 6800 AXP

TIER TWO FEATURE: Fistfighter

    • AXP: 6800
    • Pre-Requisites: None
    • Grants Access To: None

While still a novice fighter, your unarmed combat has become a bit more trained. Combining quick footwork, fast punches and tactical fighting, fistfighters keep their distance while unleashing a barrage of strikes on their foes. You gain the following abilities:

Footwork

While you are wearing light or no armor, when you take the Attack action your movement speed increases by 10 feet (max 60). This additional movement doesn't provoke opportunity attacks.

In addition, on your first turn of combat, you can use your reaction to rush towards your opponent within your movement speed range, make a quick strike and retreat 10 feet. You cannot use this reaction if you are surprised.

Agile Fighter

You have advantage on your initiative rolls. In addition, you can spend 1 cunning die to take the Disengage action as a bonus action.

Sequential Strikes

Once in each of your turns when you hit a creature with a unarmed strike, you can make one additional unarmed strike against the same creature. This does not stack with the Flurry of Blows feature abilities.

Slip and Counter

You can quickly evade and dodge attacks. Whenever you take damage from an attack, you can use your reaction and expend two cunning dice to reduce the damage taken by an amount equal to 1d8 + your proficiency bonus. If you reduce the damage of the attack to 0, you can make an unarmed strike against the attacker, as part of the same reaction.

Punching Technique

You learn to use your punches to cause specific effects on your opponents, aiming for different and specific body parts.

Punches. You learn two Punches of your choice, which are detailed as "Punches" below. Each use of a Punch must be declared before the attack roll is made. You can use only use one Punch per attack and you spend a cunning die every time you use one.

You learn one additional punch of your choice, and you can choose one of the punches you know and replace it with another punch, at 3rd, 5th, 7th, and 9th tier.

Saving Throws. Some of your punching techniques require your targets to make a saving throw to resist the punching technique effects. The saving throw DC is calculated as follows:

Punching Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher)

Punches

These punches are presented in alphabetical order.

Chin Punch. You deliver a powerful punch towards your opponent chin, causing him to blackout for a moment and fall. The target must succeed on a Constitution saving throw or be knocked prone.

Face Slap. You can slap your opponent, instead of punching him, demoralizing and angering it. Until the end of your next turn, all attacks made by this creature against a creature other than you are made at disadvantage.

Feinting Punch. You fake an attack towards an opponents face, causing it to blink and protect himself. The target must succeed on a Intelligence saving throw. On a failed save it can't take reactions and you gain advantage on your next attack roll until the end of your turn.

Liver Punch. You hit the target on his liver, causing an acute pain and making him unable to react while contort in pain. The target must make a Constitution saving throw or become unable to attack on its next turn.

Rib Punch. (costs 2 cunning dice) You hit the target in the ribs, fracturing and breaking them, causing internal damage. The target must succeed on a Constitution saving throw or gain the Broken Ribs major injury (See the Major Injury Table in The Rules of Anarchy).

Stomach Punch. You punch your opponent in the guts, weakening him for more powerful strikes. On a hit, and the target must make a Constitution saving throw. On a failed save, it has disadvantage on the next saving throw it makes before the end of your next turn.

Temple Punch. You hit the creature on the side of the head, dizzying it. On a hit, the target must make a Constitution saving throw. On a failed save, it suffers disadvantage on its attacks until the end of your next turn.


 
Ghost: Friend of Shadows - 3600 AXP

TIER ONE FEATURE: Ghost: Friend of Shadows

You can make Stealth checks with advantage while you are partially obscured. This may be done when you are behind half cover or three-fourths cover or when you are in a setting where no opposing character can clearly see you (such as a dim or dark setting or when in a thick fog).


 
Swindler: Growing Infamy - 5600 AXP

TIER TWO FEATURE: Swindler: Growing Infamy

People are starting to talk about a group of bandits, and you're part of it. You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it. When you make an Attack or successfully steal on your turn, you can attempt to demoralize one creature you can see within 60 feet of you that can see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight). If successful, the target is frightened of you for 1 minute. They can repeat the save until they succeed or 1 minute has passed. Otherwise, the target can't be frightened by you in this way for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum 1).

Additionally, you can use your action to force a character within 30 feet, who you can see, to make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier, any character who fails this check becomes Frightened for 1 minute. This Wisdom roll is made by the affected character at the end of each of their turns, ending this effect on a success. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.

Lastly, add your Charisma modifier to your Reputation score once only when you take this feature, and increase your reputation by the same value whenever your Charisma ability score is increased.


 
Hacking I - 6800 AXP

TIER TWO FEATURE: Hacking I

    • AXP: 6800
    • Pre-Requisites: Expertise in the Circuitry skill or access granted by Circuitry
    • Grants Access To: None

You gain access to the Hacking ability, detailed here.

Computer Hacking

Breaking into a secure computer or network is often called hacking. When a character hacks, he or she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world—the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.

Every site is overseen by a system administrator—the person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his or her personal computer.

When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he or she does, it’s a new session.

Several steps are required to hack into a site:

  1. Covering Tracks: This step is optional. By making a Stealth check (DC 20), a character can alter his or her identifying information. This imposes a –5 penalty on any attempt made to identify the character if his or her activity is detected.

  2. Access the Site: There are two ways to do this: physically, through a wiretap, or over the Internet.

    • Physical Access: A character gains physical access to the computer or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access.

    • Internet Access: Reaching a site over the net requires two checks. The first is an Investigation check (DC 10) and is needed to find the site on the net. The second is a check to defeat computer security (see the Circuitry feature). Once a character has succeeded in both checks, the character has accessed the site.

  3. Defeat File Security: Many networks have additional file security. If that’s the case, the character needs to make another check to defeat computer security.

  4. Do Your Stuff: Finally, the character can do what he or she came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds—or even several minutes, for especially large amounts of information—to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out as follows below. You will typically use the Circuitry skill for these checks, your DM may dictate another skill or ability is more appropriate.

Degrade Programming:

A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a –4 penalty on all checks made with the computer (sometimes this is preferable to destroying the programming since the user might not know that anything is wrong, and won’t simply decide to use a different computer).

A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.

Degrade Programming


Scope of AlterationDCTime
Crash computer151 minute
Destroy programming2010 minutes
Damage programming2510 minutes

Fixing the degraded programming requires 1 hour and a Circuitry check against a DC equal to the DC for degrading it + 5.

Write Program

A character can create a program to help with a specific task. Doing so grants the character a +2 bonus to the task. A specific task, in this case, is one type of operation with one target. The DC to write a program is 20; the time required is 1 hour.

Operate Remote Device

Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his or her access to the system.

Operate Remote Device

A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.)


Type of OperationDCTime
Shut down passive remote (including cameras and door locks)201 round per remote
Shut down active remote (including motion detectors and alarms)251 round per remote
Reset parameters301 minute per remote
Change passcodes251 minute
Hide evidence of alteration+101 minute
Minimum security–5
Exceptional security+10
Maximum security+15

Conduct Active Sensor Scan

Using a computer's sensors to analyze a building, machine, or vehicle in sensory range requires a check (DC 15). An active sensor scan conducted over a vast distance (for example, across a star system) or subjected to some form of disturbance (such as interference from a radiation flare) applies a –5 or higher penalty on the check.

Send Transmission

Routine communications (hailing a nearby ship, using a radio transceiver, and so on) are accomplished with a Circuitry check (DC 10). Communications sent over incredibly long distances (such as between countries) are subject to distortion; correcting that distortion to ensure a message reaches its intended destination requires a successful Intelligence check (DC 20).

Jam Transmission

This skill can be used to prevent a vehicle or facility from receiving an incoming transmission. An opposed check between the individual receiving the message and the individual attempting to jam the message determines whether or not the message gets through. If an unmanned computer receives the transmission, jamming the transmission requires a Circuitry check (DC 15).

Scramble/Unscramble Transmission

Hacking can be used to scramble a transmission. This is done with an opposed check between the individual sending the message and anyone attempting to intercept or unscramble it. Scrambling or unscrambling a transmission are all full-round actions. Conducting an active sensor scan or sending/ jamming a transmission is a move action.

Defend Computer Security

If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), he or she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder’s access (end the intruder’s session), or even identify the intruder.

To cut off access, make an opposed circuitry check against the intruder. If the character succeeds, the intruder’s session is ended. The intruder might be able to defeat the character’s security and access his or her site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.

One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s often no big deal—but on a large site with many computers (or computers controlling functions that can’t be interrupted), it may be time-consuming or even impossible.

To identify the intruder, make an opposed Perception/Stealth check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it’s a single computer, the character learns the name of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character’s site for the entire length of the check—if the intruder’s session ends before the character finishes the check, the character automatically fails.


 
Incognito - 6200 AXP

TIER TWO FEATURE: Incognito

    • AXP: 6200
    • Pre-Requisites: Selected Hustler or Assassin as base class
    • Grants Access To: None

You learn how to stealthily evade repercussions for your deeds. When you successfully land a melee attack, you cannot be targeted by Opportunity Attacks from that target until the start of your next turn.

Additionally, when you take the Dodge action, you move so quickly and accurately that you render yourself invisible to the eye. As you dash, you are considered invisible. This lasts until the end of your next turn. While in incognito, your speed increases by 10 feet. The invisibility ends early if you are hit with an attack, or if you make an attack or use technomancy. You can use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.


 
Sky Walk - 5600 AXP

TIER TWO FEATURE: Sky Walk

    • AXP: 5600
    • Pre-Requisites: A climbing speed of at least 30ft, or access granted by Parkour
    • Grants Access To: None

You are a master in walking trough the tops of buildings to gain access to high places. You gain the following benefits:

  • You use your 2 x Dexterity score, instead of Strength, to calculate jump distances.
  • You may add your Dexterity modifier to your Strength (Athletics) checks.
  • Your climbing speed equals your base walking speed.
  • You do not have to make Athletic checks to scale a climbable surface as long as you have at least one free hand, and At 5th tier, you do not require at least one free hand to use this feature.
In addition, you reduce any fall damage taken by an amount equal to your proficiency bonus x your Dexterity modifier.


 
Sweet Talker - 3700 AXP

TIER TWO FEATURE: Sweet Talker

    • AXP: 3700
    • Pre-Requisites: Charisma ability score of at least 14 and Intelligence ability score of at least 10 or access granted by selecting Hustler as base class

You can add your Intelligence modifier (min 1) as a skill bonus to any Charisma check you make.

In addition, you gain proficiency in Deception and Persuasion, if you already have proficiency, double your proficiency bonus.


 
Vigilant - 4500 AXP

TIER TWO FEATURE: Vigilant

    • AXP: 4500
    • Pre-Requisites: None
    • Grants Access To: None

You become more attuned to your surroundings, you cannot be Surprised and creatures gain no benefits to attacks made against you from being unseen. You gain proficiency in Perception and Investigation, if you already have proficiency in either, add double your proficiency bonus to those checks instead. Additionally, when you roll for initiative, you may add your Proficiency Bonus to the roll.


 

 
Tier Three
Ability Score Increase - 4200 AXP

TIER THREE FEATURE: Ability Score Increase

    • AXP: 4200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Aerialist - 9500 AXP

TIER THREE FEATURE: Aerialist

You gain expertise in the Acrobatics skill. Your expertise in climbing and aerlial maneuvers grant you the following abilities.

Aerial Acrobatics

You may use your acrobatics expertise as a way to make money and friends. Gain gain proficiency in the Performance skill. You can always find a place to perform your acrobatics, usually in an inn or tavern but possibly with a circus, at a theater, or even in a warlord's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Flyby

When you successfully make a melee attack against a creature, you don't provoke opportunity attacks for the rest of the round.

Air-Dodge

When a creature hits you with an attack while you are climbing, jumping or flying, you can use your reaction to make a Dexterity saving throw with a DC equal to the attack roll. On a success, the attack instead misses. This feature can’t be used to negate critical hits. You can use this feature once, regaining use of it after finishing a short or long rest. You can use it twice starting at 5th tier, and three times starting at 7th tier.

Frightning Feather

Your aerobatics are so graceful that your enemies are left in awe of your technique. In addition, if you succeed the Dexterity saving throw from the Air-Dodge feature, the creature that tried to attack you becomes frightened of you until the start of your next turn.

Spingboard

You may use the Running Jump ability from the Parkour Parkour feature without Dashing first. You may also use it while climbing.


 
Ghost: Blur - 5600 AXP

TIER THREE FEATURE: Ghost: Blur

You can cause yourself to become harder to hit through slight movements. When you would be hit by an attack, you may use your reaction to add 1d6 to your AC against that attack. You may use this feature a number of times equal to your proficiency bonus each day.


 
Dirty Money - 9000 AXP

TIER THREE FEATURE: Dirty Money

    • AXP: 9000
    • Pre-Requisites: Wealth score of at least 16 or access granted by selecting Hustler as base class
    • Grants Access To: None

You know how to handle money well, and how to utillize dirty money. Your Wealth score increases by 4 once when you take this feature. Additionally, you gain the following abilities:

Haggler

You perfect the art of haggling. You now have advantage on persuasion checks when attempting to buy items for lower than their marked price.

Dirty Money

You are able to taint the cash that touches your hands. For a certain cunning die cost, you are able to cause a number of effects on a single targeted creature within fifteen feet of you. The target must succeed on a DC (8 + Proficiency Bonus + Charisma Modifier) Constitution saving throw or be inflicted with one of the chosen conditions below, using up the listed gp either way:

  • 1 Cunning Die - Sleep, until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
  • 2 Cunning Dice - Charmed for 1 hour or until you or your companions do anything harmful to it.
  • 2 Cunning Dice - Frightened of you for 1 minute.
  • 3 Cunning Dice - Poisoned for its next 2 turns.

Fraudulent Claim

You gain expertise in the Deception skill. Lying about deals to anyone with under 12 wisdom is an instant success.

Mugger

When making a successful melee attack, make a Sleight of Hand check, If the result is 19 or higher, you steal your choice of any single item the enemy has that is not in their hands.


 
Swindler: False Credentials - 10400 AXP

TIER THREE FEATURE: Swindler: False Credentials

Why adhere to the rules when you've already broken them? You automatically succeed any Charisma check that would require you to have a specific identity.

As a action, you can force a character within 30 feet, who you can see, to make a Wisdom check, save DC is 8 + Proficiency Bonus + Charisma Modifier. If they fail, they are put into a dazed state and become Incapacitated for 1 minute, this effect ends if they are attacked. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.

False Identity

Additionally, you have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. You can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. You also have a second Reputation score associated with your false identity. This score can be used to purchase as normal, but immediately results in a Bad Deal if your true identity is revealed. This Reputation score begins at 5 + your Deception modifier.


 
Doppelganger: In Plain Sight - 5600 AXP

TIER THREE FEATURE: Doppelganger: In Plain Sight

You have become more adapt at making yourself appear to be someone you're not. You gain the following benefits:

  • You gain double proficiency in the Deception skill
  • You gain proficiency in the disguise kit, and you add double your proficiency bonus to checks made with it.
  • You gain proficiency with a forgery kit. If you already had proficiency with a forgery kit, add double your proficiency bonus to checks made with it.


 
Rushed Action - 8400 AXP

TIER THREE FEATURE: Rushed Action

    • AXP: 8400
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

You can take two actions on your turn, instead of one. You can take the Movement action only once per turn.


 
Safecracker - 6200 AXP

TIER THREE FEATURE: Safecracker

    • AXP: 6200
    • Pre-Requisites: None
    • Grants Access To: None

Through trial and error you have learned how to crack small and medium sized combination locks and safes. You gain proficiency in the Slieght of Hands skill. Your theive's tools now include tools to listen to inner mechanisms of safes, gloves, electronic lock cracker, and some small chemicals and drills.

You may attempt to crack a safe by making a series of Slieght of Hand checks beating a DC determined by the class of safe. Each check takes an action and you must keep concentration (as if you were casting a spell) for the duration of the crack.

Safecracking DC


Safe ClassDCNumber of ChecksDurationFailureBreak Open?
Multiple-Dial Combination Lock53Bonus ActionRetry as Bonus ActionSTR DC 10 or Tools
Single-Dial Combination Lock83Bonus ActionRetry as ActionSTR DC 15 or Tools
Gun Safe103One ActionRetry as ActionSTR DC 20 or Tools
Class TL-15123One ActionRetry as ActionSTR DC 20 for 15 min or Tools
Class TL-30133One RoundRetry as RoundSTR DC 20 with Power Tools for 30 min
Class TRTL-30125One RoundRetry as RoundINT DC 20 with Cutting Torch for 30 min or explosive
Class TRTL-60135Two RoundsRetry as RoundINT DC 20 with Cutting Torch for 60 min or explosive
Class TXTL-60155Two RoundsRetry as Two RoundsINT DC 20 with Cutting Torch for 60 min (Resistant to explosives)


 
Shutdown - 8400 AXP

TIER THREE FEATURE: Shutdown

    • AXP: 8400
    • Pre-Requisites: Hacking I or access granted by selecting Hustler or Technician as base class
    • Grants Access To: None

Using your hacking skills, you can utilize the exposed wiring and circuitry to your benefit and another's detriment. You can target a creature, machine, or piece of technology as an action and attempt to lock down their access to their technomancy or technology:

As an action, you can force a creature within 60 feet of you to make an Intelligence Saving Throw. The DC equals 8 + Your Intelligence Modifier + Your Proficiency Bonus. On a failed save, the target cannot cast technomancy or use technology, and any effects created by technomancy or programs that affect them are suppressed until the end of your next turn. The creature suffers disadvantage on the saving throw if they are a construct or have technology integrated into their body (like if they rely on the use of a mechanical arm when performing the technomancy somatics). You can use this feature twice, regaining all expended uses at the end of a long rest. You gain an additional use of Shutdown at 5th and 7th tier.


 
Unstoppable Cunning - 7800 AXP

TIER THREE FEATURE: Unstoppable Cunning

    • AXP: 7800
    • Pre-Requisites: Selected Hustler as base class
    • Grants Access To: None

When you start your turn and have no cunning dice remaining, you regain 1 cunning die.


 

 
Tier Four
Bob and Weave - 11750 AXP

TIER FOUR FEATURE: Bob and Weave

    • AXP: 11750
    • Pre-Requisites: Dextery ability score of at least 15 or access granted by Ghost: Blur
    • Grants Access To: None

You gain greater ability to avoid taking damage while brawling. When you take this feature you gain the Guard ability. Gaining Dodge at Tier 6, and Brace at Tier 8.

Guard

You can use your bonus action to lift your guard. While in guard, whenever you take damage from a melee attack made with a natural weapon or unarmed strike that deals bludgeoning damage, you can spend your cunning dice to reduce the damage by the value rolled on your cunning die.

Dodge

When a creature within 5 feet makes a melee weapon attack against you, you can spend 1 cunning die as a reaction to make a check (d20 + Cunning Die) against the result of the attack.

On a success, you manage to avoid the attack, causing the attack to miss.

Brace

Whenever you are hit by a melee weapon attack, you can use your reaction to halve the damage. If the attack deals bludgeoning damage, you can use your reaction to reduce the damage to 0.


 
Bone Breaker - 12800 AXP

TIER FOUR FEATURE: Bone Breaker

    • AXP: 12800
    • Pre-Requisites: Rushed Action and a Strength ability score of at least 16

Instead of relying on a series of strikes, some prefer to put all their strength behind a single but powerful blow. Haymakers emphasize power over everything else. If you haven't moved on your turn, you can use your bonus action to make a Haymaker punch. Your movement speed is reduced to 0 until the end of your turn.

This unarmed strike scores a critical hit on a roll of 18-20 on the d20. On a critical hit, the damage die of your unarmed strike is multiplied by 3. At Tier 8, while in this stance, you score critical hits with unarmed strikes on a 17-20 on the d20.

Additionally, whenever you hit a creature with the first strike made on your turn, you can forgo your second strike to deal additional damage equal to your unarmed strike die + your Strength modifier.

Devastating Punches

At Tier 6, when you hit a creature with a Haymaker, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn and knocked prone.

Bone Breaker

At Tier 8, whenever you score a critical hit with a Haymaker, the bones inside the body of the target shatter. For the next hour, whenever you hit the creature is hit with a bludgeoning attack you deal additional 1d6 piercing damage to it.


 
Swindler: Double Cross - 10150 AXP

TIER FOUR FEATURE: Swindler: Double Cross

Sometimes, the people you steal from get a little upset. No worries, you're happy to reimburse them with bullets. You gain the following abilities;

Reactive Shot

When a creature moves within your ranged weapon's short range for the first time, you can use a reaction to make a ranged attack against it. If you reduce the target to 0 hit points with this attack, you gain a bonus equal to tier to your next ranged weapon attack roll made within 1 minute.

Quick Step

You gain a bonus to your movement speed equal to 15 feet (max 60). In addition, you can use your quick step to evade an attack. When you do so, you reduce the damage taken by the attack by half, and gain resistance to that damage type until the start of your next turn. Doing so cause you to lose the benefits of quick step until you complete a short rest.

Fast Evasion

At Tier 6, ranged weapon attacks against you are made at disadvantage, and you have advantage on Dexterity saving throws against effects you are able to see.

In addition, you add a bonus to your Dexterity saving throws equal to your tier.


 
Doppelganger: Fugitive - 14400 AXP

TIER FOUR FEATURE: Doppelganger: Fugitive

Years of conning people has given you fabled skills, you probably have a criminal name, like the 'Scarlet Pimpernel'. You gain the following abilities;

  • You can't be targeted by any divination technomancy or identified through sensors or cameras.
  • Any Intelligence checks made to gather information about you, or Wisdom (Survival) checks to track you are made at disadvantage.
  • You can add your Intelligence modifier as a bonus to any Charisma check you make.
  • You gain proficiency in either Deception or Persuasion. If you already have proficiency, double it. If it is already doubled, triple it.
  • Your Dexterity and Intelligence scores increase by 4, up to a maximum of 24.

Unerring Luck

Once in each of your turns when you miss an attack roll, ability check or saving throw using Dexterity, you can reroll it.


 
Hacking II - 13350 AXP

TIER FOUR FEATURE: Hacking II

    • AXP: 13350
    • Grants Access To: None

Your ability to manipulate computer systems criminally has increased. You gain a +2 Circuitry skill bonus when repairing or disabling electronic devices. This is in addition to any bonuses for related skills. Additionally, you may now use the following features as a part of the Hacking ability;

Careful Progress

When you attempt to defeat computer security, the administrator is alerted only if you fail your Circuitry check by 10 or more.

False Trail

When covering your digital tracks through the internet, you may lay in a false trail. With a successful DC 25 Circuitry check, you impose a –5 penalty on any attempt to trace your activity (as described in the Defend Security function of the Hacking I feature). If the trace fails by 10 or more points, the tracker follows your false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker realizes the trail is bogus and gives up.

Install Backdoor

After successfully breaking into a specific computer system, you can install a “backdoor” to the system. A backdoor is a piece of code that makes it easier for you to break into that particular system in the future. Writing and installing the program requires a Circuitry check (see table below), but once successfully installed it automatically defeats that system’s security upon return trips—you no longer need to make checks to enter that system.

Install Backdoor Check DCs


Level of SecurityDC
Minimum25
Average28
Exceptional30
Maximum35

It is important to keep backdoors hidden from the system administrator, who will always be on the lookout for such invasions. A backdoor automatically allows your entrance to a particular system, but every time you use it you might have to make an opposed Circuitry check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time you return.

Online Technomancy Resistance

You become harder to hurt by technomancy and spell-like abilities sent through email and electronic devices, including the Technician’s technomancy ability and magical items that use electronic components. You gain Technomancy Resistance equal to 10 + your Tier. This is a supernatural ability.

Improved Degradation

Your attempts to alter and degrade existing programming get more insidious. The degradation is installed as normal (as described in the Degrade Programming function of the Hacking I skill). However, unless the Circuitry check to fix the degraded program exceeds the DC by 5, the degradation returns within 6 hours—this happens automatically, you do not have to make a second check.

Passfirewall

When you attempt to defeat computer security, the administrator is alerted only if you roll a 1 on your Circuitry check.

Walking Database

You gain the ability to recall vast amounts of information gleaned while traveling through cyberspace. You may spend a Cunning Die and then substitute your Circuitry score instead of another Intelligence-based score for one check.


 
Marauder - 16550 AXP

TIER FOUR FEATURE: Marauder

    • AXP: 16550
    • Pre-Requisites: Cannot have a Good or Lawful alignment
    • Grants Access To: None

Described as the most vicious and merciless of bandits, Marauders are out for blood just as much as they are for gold, and no life is worth sparing in their eyes. You gain the following abilities;

Blood is Money

There is not difference between a life and a coin to you. Upon taking damage, you may spend one Wealth to reduce reduce the damage taken equal to 4 times the amount of wealth spent.

Onslaught

Your cruelty knows no bounds. When you make an Attack against a creature, you may begin an Onslaught. For every successful Attack, you may make an additional Attack. The amount of attacks you perform may not exceed half of your Tier, rounded down, and you may this feature a number of times equal to your Constitution modifier (minimum once). You may not begin an Onslaught if you choose to make an additional attack instead, and you may not take any additional actions. You regain uses after a long rest.

Strike Fear

Not only are you a force to be reckoned with, but a force to be feared as well. Upon receiving damage from a creature within your reach, you can use your reaction to make a single attack against that creature. You deal an additional 1d12 damage and the target must make a Wisdom saving throw against a DC equal 10 + your proficiency bonus + your Strength modifier. On a failure, the target is frightened of you for 1 minute. On a success, the creature cannot be affected by this for 1 hour. The creature can repeat the saving throw at the end of each of its turns.


 
Ghost: Silent Step - 11200 AXP

TIER FOUR FEATURE: Ghost: Silent Step

You become innately stealthy, even when you are not focusing on it. While you are in a position in which you could hide, you have a passive stealth check value of 8 + Dexterity (Stealth), this is increased by 5 if you have advantage on the check, or is decreased by 5 if have disadvantage on the check.


 

 
Tier Five
Ability Score Increase - 10200 AXP

TIER FIVE FEATURE: Ability Score Increase

    • AXP: 10200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Ambush - 25750 AXP

TIER FIVE FEATURE: Ambush

    • AXP: 25750
    • Pre-Requisites: Selected Hustler or Assasin as base class
    • Grants Access To: May purchase Assassin as a secondary base class for 33,750 AXP. You may only have two base classes at any time.

The levels you're willing to go to obtain treasure are a mystery. When you make an attack against a creature that hasn't acted in combat yet, or that can't see or hear you, you have advantage, deal a critical hit with maximum damage, and knock the enemy prone. Allied creatures within 15 feet can make an opportunity attack against the same target.


 
Boss Man - 27050 AXP

TIER FIVE FEATURE: Boss Man

    • AXP: 27050
    • Pre-Requisites: Charisma ability score of at least 16 or access granted by the Sweet Talker feature
    • Grants Access To: None

Commanding rings of illicit activities and acting as architects of great criminal plans, some criminals of your caliber become mentors, and the masterminds behind criminal organizations, gangs and bands. These are the mobsters, pirate captains and crime lords, spreading their webs trough the criminal underworld.

Bonus Proficiencies

You gain proficiency in the Intimidation, Deception and Persuasion skills. If you are already proficienct, double it. If it is already doubled, triple it.

Crime Boss

As a bonus action, you can take the Help action to help a creature within 30 feet of you. In addition, whenever you take the Help action, you can spend one cunning die to allow the creature you are helping to use the result of your cunning die as a bonus.

Tactical Ploy

You can take another bonus action on your turn, or another reaction. You can use this feature a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.

Organized Crime

Any creature within 10 feet add your Intelligence modifier as a bonus to their Dexterity (Stealth), (Sleight of Hand), and to checks with the thieve's tools.

The range of this feature increases to 30 feet at 8th tier.

Crime Lord

When you reach Tier 8, when an allied creature approaches an area within 30 feet or end its turn there, you can use your reaction to allow that creature to take the Dash, Disengage or to make one Attack as a reaction.


 
Broadband - 16400 AXP

TIER FIVE FEATURE: Broadband

Due to your success in exploiting glitches and coding flaws, your incognito capabilities have broadened. When you use your incognito ability, you can choose to cloak nearby allies from cameras and radars. This extends to any creatures that use cameras, sensors, and radar for sight.

As an action, you can expend a use of Incognito and cause a number of allies within 30 feet of you (including yourself) equal to your Intelligence Modifier (minimum of twice including yourself) to gain the benefits of Incognito. Once you use Broadband, you must take a long rest before you can do so again.


 
Deadshot - 19050 AXP

TIER FIVE FEATURE: Deadshot

    • AXP: 19050
    • Pre-Requisites: Seleced Hustler or Scout as base class or access granted by the Swindler: Double Cross feature

The Deadshot are cold killers, capable of maintaining themselves calm and collected under heavy enemy fire. They are fearless and have nerves of steel, but this is not result of noble bravery and reckless courage, but from an analytical mind from an individual that knows that losing control over your emotions can mean death for a marksman. You gain the following abilities;

Perfect Shot

When you make a ranged weapon attack, you can benefit, you may gain a bonus on your attack equal to your tier. You can choose to use this ability after making the roll, but before knowing whether it succeeded or failed.

Once used, this feature cannot be used again until you’ve finished a short or a long rest.

Gunslinger's Mind

You become a fearless and precise shooter, and gain the following benefits:

  • Immunity to the charmed or frightened condition.
  • Your attacks are considered magical for the purposes of overcoming resistances to non-magical damage.
  • Whenever you make a ranged weapon attack with disadvantage, you may instead roll the attack normally. You may only use this feature once per short or long rest.

Agile Retaliation

If you are wielding a ranged weapon, as a reaction whenever a creature targets you with a ranged weapon attack, you may spend 1 piece of ammunition and make an attack against them. On a hit, you deal damage equal to one Cunning Die x your Dexterity modifier.

Cold Shooter

You can expose yourself to danger to get a perfect shot. Whenever a creature makes an attack against you, you can allow that creature to make the attack with advantage.

If the attack misses, you can immediately make an attack against that creature without expending a reaction. On a hit, that attack is considered a critical strike.


 
Master Thief - 25050 AXP

TIER FIVE FEATURE: Master Thief

You're one of the best in the buisiness. Gain the following abilities;

Pinpoint Accuracy

Whenever you make an attack roll using your Dexterity, you can choose to spend a cunning die and add it's max value to the result of the roll.

Deadly Strike

Once in each of your turns when you deal damage with an attack using your Dexterity, you add a d6 to the damage roll. The damage increases to 2d6 at 8th Tier and 3d6 at 10th Tier.

Infallible Method

Whenever you fail an attack roll, ability check or saving throw that adds your proficiency bonus, you can reroll that check. You must use the new result. You can use this feature a number of times equal to your Intelligence modifier, and regain the ability to do so after finishing a long rest.

Legendary Talent

Starting at Tier 8, whenever you use your Infallible Method feature, you gain the following benefits:

  • Legendary Skill. When you use your Infallible Method to reroll an ability check in which you add your proficiency bonus, you gain advantage on checks made with that skill for the next minute.
  • Legendary Accuracy. When you use your Infallible Method to reroll an attack, you can keep rerolling attacks against that target, without spending additional uses of Infallible Method, until you attack another creature, until the target is reduced to 0 hit points or until 1 minute has passed.
  • Legendary Resilience. When you use Infallible Method to reroll a saving throw, you have advantage on that saving throw for the next minute.


 

 
Tier Six
Under Construction - Estimated Count: 5  
 
Tier Seven
Under Construction - Estimated Count: 5
Ability Score Increase - 17600 AXP

TIER SEVEN FEATURE: Ability Score Increase

    • AXP: 17600
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Eight
Under Construction - Estimated Count: 4  
 
Tier Nine
Under Construction - Estimated Count: 4
Ability Score Increase - 25400 AXP

TIER NINE FEATURE: Ability Score Increase

    • AXP: 25400
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Ten
Under Construction - Estimated Count: 2  
 

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