Homebrew based on D&D5e
hit dice:
1d6 per Netrunner level
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per Netrunner level after 1st
armor proficiencies:
None
weapon proficiencies:
Augmentations, pistoles, taser weapons
tools:
None
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a taser or (b) a smart gun
an arcane focus
first aid kit
A Cyberdeck (acts as the spellbook)
spellcasting:
As a Netrunner, you have chosen to integrate your mind with augmentations. Thus, the cyberdeck in your frontal cortex shows you the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Netrunner spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the Netrunner spell list. You learn additional Netrunner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Netrunner table.
Spell Slots
The Netrunner table shows how many spell slots you have to cast your Netrunner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell short circuit and have a 1st-level and a 2nd-level spell slot available, you can cast short circuit using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Netrunner spell list.
The Spells Known column of the Netrunner table shows when you learn more Netrunner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Netrunner spells you know and replace it with another spell from the Netrunner spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your Netrunner spells, since the power of your integration with the nanites of your cyberdeck relies on your ability to project your will over the nanites. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Netrunner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Netrunner spells.
class features:
Cyberdeck - Nanite Specialization
Choose a specialization of your nanites, which enables potent interactions with the world around you: Scarlet Runner or Restoration Runner
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
At 2nd level, you or rather the cyberdeck begins to integrate itself and its nanite replicator into your brain. The level of integration is represented by nanite points, which allow you to create a variety of unnatural effects.
Nanite Points
You have 2 nanite points, and you gain more as you reach higher levels, as shown in the Nanite Points column of the Netrunner table. You can never have more nanite points than shown on the table for your level. You regain all spent nanite points when you finish a long rest.
Flexible Casting
You can use your nanite points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your nanite points as you reach higher levels.
Creating Spell Slots
You can transform unexpended nanite points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
SPELL SLOT LEVEL | NANITE POINT COST |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Converting a Spell Slot to Sorcery Points
As a bonus action on your turn, you can expend one spell slot and gain a number of nanite points equal to the slot’s level.
Metadomain
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metadomain options of your choice. You gain another one at 10th and 17th level.
Furthermore, you can use only one Metadomain option on a spell when you cast it, unless otherwise noted.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 nanite point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 1 meter or greater, you can spend 1 nanite point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 nanite point to make the range of the spell 6 meters.
When you roll damage for a spell, you can spend 1 nanite point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metadomain option during the casting of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 nanite point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 nanite points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 nanite points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 nanite point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of nanite points equal to the spell’s level to target a second creature in range with the same spell (1 nanite point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
At 20th level, you regain 4 expended nanite points whenever you finish a short rest.
subclass options:
Nanites only have a fairly short natural lifespan and a plenitude of different use cases. Through selective enhancement of their nanites a Netrunner is able to specialize in different traits.
Scarlet Runner
Scarlet runner are focused on combat and significantly increase their own chances of survival.
Extermination Nanites
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Extermination Nanites Spells table. Each of these spells counts as a Netrunner spell for you, but it doesn't count against the number of Netrunner spells you know. These spells can’t be replaced when you gain a level in this class.
Extermination Nanites Spells
As the nanites flows through your body, it causes chances in your physical traits. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, nanites start to collect in the outer parts of your skin. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Starting at 6th level, your nanites prioritize your survival as their host, which makes you difficult to defeat. When damage reduces you to 0 hit points, you can make an Intelligence saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by electric damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Starting at 14th level, whenever you kill a creature with your spell you regain a number of nanite points based on the challenge rating of the defeated creature (minimum 1 nanite point) to a maximum of 5 nanite points at once.
Additionally, you can spend an action to use external replication on any dead creature, as long as external replication has not already been used on that creature. You need to touch the dead creature unless you use distant spell.
At 18th level, you can unleash the true power of your extermination nanites inhuman purpose. As an action, you create a 6-meter cube filled with your nanites. The outer edge of this cube needs to be within 6 meters of you. You can extend this distance by the use of distant spell. Each creature within the cube must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage. On a successful save, the creature takes half as much damage. Any object within the cube gets consumed and destroyed beyond repair.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 nanite points to use it again.
Restoration Runner
Restoration runner were conceived by combat medics. A restoration runner can become a literal walking flied hospital.
Restoration Nanites
You learn additional spells when you reach certain levels in this class, as shown on the Restoration Nanite Spells table. Each spell counts as a Netrunner spell for you, but it doesn’t count against the number of Netrunner spells you know. These spells can’t be replaced when you gain a level in this class.
Restoration Nanite Spells
Starting at 1st level, you can form through dissemination of your nanites a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 6 meters of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of kilometers of each other equal to your Intelligence modifier (minimum of 1 kilometer). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Netrunner level. It ends early if you are incapacitated or die, or if you use this ability to form a connection with a different creature.
Starting at 6th level, you can program nanites to infuse a creature with self-defense nanite. As an action, you can expend 1 to 5 nanite points to create a nanite ward around yourself or another creature you can see within 6 meters of you. The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of nanite points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
Starting at 14th level, you get the revivify spell. This spell does not count against the number of Netrunner spells you know. This spell can't be replaced with another spell. Furthermore, this spell can be cast as a 2nd level spell if a dead creature is within 6 meters of you that was not already targeted by Not on my watch or External Replication.
At 18th level, you are able to save up a significant amount of your nanites. As an action, you summon the nanites in a 6-meter cube originating from you. The nanites look like thick mist with a color of your choice. The nanites are intangible and invulnerable, and they create the following effects within the cube before vanishing:
The nanites restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 nanite points to use it again.
Level | Proficiency Bonus | Nanite Points | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | — | Spellcasting, Nanite Specialization | 4 | 2 | | 2 | — | — | — | — | — | — | — | — |
2 | +2 | 2 | Nanite Replicator | 4 | 3 | | 3 | — | — | — | — | — | — | — | — |
3 | +2 | 3 | Metadomain | 4 | 4 | | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | 4 | Ability Score Improvement | 5 | 5 | | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | 5 | — | 5 | 6 | | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | 6 | Nanite Specialization Feature | 5 | 7 | | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | 7 | — | 5 | 8 | | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | 8 | Ability Score Improvement | 5 | 9 | | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | 9 | — | 5 | 10 | | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | 10 | Metadomain | 6 | 11 | | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | 11 | — | 6 | 12 | | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | 12 | Ability Score Improvement | 6 | 12 | | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | 13 | — | 6 | 13 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | 14 | Nanite Specialization Feature | 6 | 13 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | 15 | — | 6 | 14 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | 16 | Ability Score Improvement | 6 | 14 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | 17 | Metadomain | 6 | 15 | | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Nanite Specialization Feature | 6 | 15 | | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement | 6 | 15 | | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Nanite Restoration | 6 | 15 | | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |