Ghost in the machine
You have made a bargain for power granted
by an entity that you believe to be completely
digital. Whether it is a rogue AI or the spirit
of a deceased hacker, the Ghost in the
Machine is capable of feats that defy
explanation.
Expanded Spell List
The Ghost in the Machine lets you choose
from an expanded list of spells when you
learn a warlock spell. You gain the on/off
cantrip, and the following new spells are
added to the warlock spell list for you. See the
“New Spells” chapter.
Ghost in the Machine Expanded Spells
Spell Level Spells
1st infallible relay, remote access
2nd arcane hacking, digital phantom
3rd haywire, machine invisibility
4th conjure knowbot, system backdoor
5th shutdown, synchronicity
Bonus Proficiency
At 1st level, you gain proficiency with
hacking tools.
Information Surge
At 1st level, you gain the ability to
temporarily render computerized devices
inoperable. As an action, you can target a
computerized device within 30 feet of you. If
the targeted device is held or otherwise
actively used by a living creature, that
creature must make an Intelligence saving
throw against your spell save DC. On a failed
save, the targeted device ceases to function
until the end of your next turn. If the targeted
device is not held or used by a creature, the
GM makes a special saving throw for the
device with disadvantage and a +0 modifier.
Certain shielded devices might negate the
disadvantage, at the GM’s determination.
Once you use this feature, you can’t use it
again until you finish a short or long rest.
Wire Travel
Starting at 6th level, you gain the ability to
travel short distances over electrical wires,
data lines, or telephone cables. As a bonus
action, you can touch a device or socket
connected to a hardwired network and
teleport along this network to another device
or socket within your line of sight. Once you
use this feature, you can’t use it again until
you finish a short or long rest.
Personal Encryption
Beginning at 10th level, you have learned to
apply your innate knowledge of encryption to
your thoughts, memories, and presence. You
have advantage on saving throws against
scrying, thought detection, or any other
method of magically learning your
whereabouts or reading your thoughts. For
any such effect that does not grant you a
saving throw but which requires the creature
targeting you to make an ability check, the
check is made with disadvantage.
Developed by Tiago Cristiano [kristianotiago@gmail.com] 17
Technovirus
At 14th level, you gain the ability to infect a
humanoid’s body with living circuitry. You
can use an action to make a melee attack
against a humanoid creature using your spell
attack modifier. The target must make a
Constitution saving throw against your spell
save DC as a techno-organic virus quickly
spreads through its body. On a failed save, the
target takes 8d10 psychic damage, or half as
much damage on a successful one.
Additionally, if the target fails the saving
throw, you can use an action to issue it a
single command, as if you were casting the
command spell. The target makes its saving
throw against your command with
disadvantage. You can issue this command at
any time while the target remains infected.
Once you use this feature, you can’t use it
again until you finish a long rest, at which
point the target is cured of the technovirus.
The infection can also be removed with a
lesser restoration spell.
1 Comment
Nije editano, nije pročitano