Hacker

A Rogue Archetype that compromises electronic systems, keeps backdoors into them, erases its presence from logs, and takes over turrets, doors and whole facilities.

Identity

The Hacker is the Rogue Archetype the last forty years produced. A Hacker has little to offer on a world that was never wired. Locks became certificates and guards became logs, and a discipline built around a window and a floorboard now runs on the same principles applied to a network stack. Hackers work from a deck and a tap-line, and the good ones spend most of a job with no visible activity: reading traffic, learning a shift pattern, waiting for the maintenance window.

Features

  • L3 Hacker Training

    You gain proficiency with a hacker's deck and in the Investigation skill, and your proficiency bonus is doubled for checks made to bypass, subvert or interrogate an electronic system. You can use the bonus action granted by Cunning Action to interface with a system you can touch or that you have already compromised.

  • L7 Backdoor

    When you succeed on a check to compromise a system, you can leave a way back in. You can re-enter that system later without a check, from any range at which you can reach its network, and you know at once if your access is discovered and closed. You can hold a number of backdoors equal to your proficiency bonus.

  • L11 Log Erasure

    Systems you have compromised do not log your presence. Sensors you have subverted report what you tell them to for 1 hour, and you have advantage on Charisma (Deception) checks made against anyone relying on an electronic record you have touched.

  • L15 Remote Control

    As an action, you can take control of one turret, drone, door, lock or environmental system you have compromised within 120 feet and use it once as though you were operating it. If you use it to attack, you use your own attack bonus and it deals its own damage.

  • L18 Root Access Capstone

    Once per long rest, as an action, you can take control of a facility. Every electronic system within 300 feet that you have had 10 minutes of access to is yours for 10 minutes: doors, sensors, turrets, comms, life support and lighting all obey you. An attempt to lock you out fails unless its operator succeeds on a check against your save DC at the end of each minute.