| Level | 4 |
| Background | Neon Odyssey Basic |
| Size | Medium |
| Species | Raizo |
| Subclass | Virus |
| Level | 4 |
| Hit dice | 4/4 |
| 1d6+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Combat Knife | +5 | DEX | 1d6+3 | Piercing | ||
| Properties: Finesse, Light, Powered (d6) Thrown (20/60) | Nick | |||||
| Light Laser Pistol | +5 | DEX | 1d6+3 | Raidiant | ||
| Properties: Ammo (Range 150/600; Powercell) Close Quarters, Light, Reload, (50) | Nick | |||||
| W | T | Armor | AC | D | Properties |
|---|
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +3 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +2 | Athletics | STR | |
| +0 | Deception | CHA | |
| +5 | History | INT | |
| +2 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +7 | Investigation | INT | |
| +2 | Medicine | WIS | |
| +5 | Nature | INT | |
| +2 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +4 | Survival | WIS | |
| +7 | Computers | INT | |
| +7 | Technology | INT |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Notes 2820
Combat Knife, Light Laser Pistol, 2 Power Cells, Spiking Deck, Hyperpad, Technician’s Pack (Rucksack, Cord, Datapad (technical schematic), Flashlight, Lighter, Link Cable, 2 Power Cells, Pry Bar, 5 Ration Pouches, Synth Line, Thermal Blanket.)
Proficiencies:
Weapons: Simple
Tools: Bypass Tools, Spiking Tool,
Vehicles: Light Planetary, Light Mech
Languages: Common, Signal, Typhan
Resistance: Lightning, Thunder
Raizo
Fury of the Tempest. You have proficiency in the Athletics, Intimidation, or Survival skill.
Storm Magic . You know the Shocking Grasp and Thunder Blast * cantrips, and Intelligence, Wisdom, or Charisma is your spellcasting ability for them (choose when you select this species). You can cast the spells as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Tempest Resistance. You have Resistance to Lightning damage and Thunder damage.
Wrathful Resilience. If you fail a Strength or Constitution saving throw, you can expend a Hit Point Die to reroll the d20 and use the new roll.
Unleash the Storm. When you reach character level 3, you can your inner storm as a Bonus Action, using one of the options below (choose each time you use this trait). The storm lasts for 1 minute or until you end it (no action required). Once you take this Bonus Action, you can’t do so again until you finish a Long Rest. For the duration, you create a storm in a 10-foot Emanation originating from you, and once on each of your turns, when you deal damage with an attack or a spell, you can deal extra damage to one target of a type determined by the storm options. The extra damage equals your Proficiency Bonus. Here are the storm options:
Gridrunner/Virus
Level 1: Spellcaster You have learned to program the code of the Hypergrid, using its connection to the fabric of reality to cast spells. See the D&D Beyond Basic Rules for the rules on spellcasting. The information below details how you use those rules with Gridrunner spells, which appear in the Gridrunner spell list later in the class’s description.
Hyperpad. Your Gridrunner study culminated in the creation of a unique Datapad: your hyperpad. It is a Tiny object that weighs 1 pound, can store 100 spells, and can be read only by you or someone casting Identify.
You determine the pad’s appearance and user interface, such as a metal-cased device with a text screen or a hardlight pad with holographic projection.
You cast your Gridrunner spells using your hyperpad as a Spellcasting Focus. Your Gridrunner spells don’t have a V component, and you must have your hyperpad in hand when you cast a Gridrunner spell (meaning the spell has an M component when you cast it).
The pad contains the level 1+ spells you know. It starts with six level 1 Gridrunner spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Gridrunner level after 1, add two Gridrunner spells of your choice to your hyperpad. Each of these spells must be of a level for which you have spell slots, as shown in the Gridrunner Features table. The spells are the culmination of arcane research you do regularly.
Cantrips. You know three Gridrunner cantrips of your choice. Circuit Shock*, Light, and Mage Hand are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Gridrunner cantrip of your choice.
When you reach Gridrunner levels 4 and 10, you learn another Gridrunner cantrip of your choice, as shown in the Cantrips column of the Gridrunner Features table.
Spell Slots. The Gridrunner Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your hyperpad. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Gridrunner levels, as shown in the Prepared Spells column of the Gridrunner Features table. Whenever that number increases, choose additional Gridrunner spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Gridrunner, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your hyperpad.
If another Gridrunner feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Gridrunner spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your hyperpad.
Spellcasting Ability. Intelligence is your spellcasting ability for your Gridrunner spells.
Level 1: Cache Refresh You reboot your systems to replenish your scripts. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Gridrunner level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Gridrunner, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest
Level 1: Open-Source Spells Unlike the code that Gridrunners typically run to cast their spells, some spells run through an archaic script called a ritual. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your hyperpad. You needn’t have the spell prepared, but you must use the pad as a focus (even if the spell requires no Material components) to cast a spell in this way
Level 2: Data Query You can search the Hypergrid to learn new pursuits. You gain proficiency in the Computers skill, or one other Gridrunner skill if you already have it. In addition, choose one of the following skills in which you have proficiency: Arcana, Computers, History, Investigation, Medicine, Nature, Religion, or Technology. You have Expertise in the chosen skill.
Level 2: Grid Spiker Your technomancy allows you to interface with hardware more easily. You gain proficiency with Bypass Tools, Electronics Tools, or Forger’s Kits. Additionally, your hyperpad now functions as a Spiking Deck and the tool you chose for this feature.
Level 3: Malware Your malicious code opens security holes to exploit later. When you deal damage to a creature with a spell you cast with a spell slot, you can take a Bonus Action to exploit a hole in its security for 1 minute. The target subtracts 1d6 from the next D20 Test it makes within the duration.
Level 3: Infection Vector You can incubate your malware within a host to infect those it comes into contact with. You can touch a creature (you can target yourself) to infuse it with dormant, malicious code that protects it for 1 hour or until you use this feature again. When a creature hits the protected target with an attack roll, the target can take a Reaction to force the attacker to make an Intelligence saving throw against your spell save DC. On a failed save, the triggering attack misses instead, and the attacker has Disadvantage on ability checks and attack rolls until the start of its next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Cantrip
Circuit Shock Evocation
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a temporary circuit with a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d8 Lightning damage. If you roll an 8 on a damage die for this spell, the shock jumps to another target you can see within 15 feet of the first. Make a new attack roll against the second target. If you hit, this new damage roll can’t cause another jump.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Debug Transmutation
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature or an electronic device and create one of the following effects.
Mage Hand Conjuration
Casting Time: 1 Action
Range: 30 ft.
Components: V, S,
Duration: 1 Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Message transmutation
Casting Time: 1 Action
Range: 120 Ft
Components: S, M
Duration: 1 Round
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Minor Illusion Illusion
Casting Time: 1 Action
Range: 50 Ft (5ft cube)
Components: S, M
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Prestidigitation Transmutation
Casting Time: 1 Action
Range: 10 FT
Components: V, S
Duration: 1 Hour
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Shocking Grasp Evocation
Casting Time: 1 Action
Range: touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Thunder Blast Evocation
Casting Time: Action
Range: Self
Components: S
Duration: Instantaneous
Each creature in a 10-foot Cube originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderclap is audible up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Level 1
Autonomous Assistant Conjuration
Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (computer chips worth $500+, which the spell consumes)
Duration: Instantaneous
You gain the service of a special assistant, a digital spirit that appears in an unoccupied space within range and uses the Autonomous Assistant stat block. If you already have an assistant from this spell, the assistant is replaced by the new one. You determine the assistant’s appearance, such as a hardlight digital mascot or a robot helper.
Telepathic Connection. While your assistant is within 100 feet of you, you can communicate with it telepathically
Detect Magic divination
Casting Time: 1 Action or ritual
Range: Self (30 ft. orb)
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Digitize Knowledge Transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: 1 Minute
Choose one skill in which you have proficiency. You create a Data Chip in your hand containing a copy of your knowledge in that skill. A creature with an Intelligence score of 4 or higher that is holding the chip can take the Utilize action to absorb the skill knowledge, granting them proficiency in the skill for the duration. The storage device vanishes after being used or when you cast the spell again, whichever occurs first.
Using a Higher-Level Spell Slot. The spell’s duration increases with a spell slot of level 2 (1 hour), 3-4 (8 hours), or 5+ (24 hours).
Identify Divination
Casting Time: 1 Minute or ritual
Range: Touch
Components: V, S, M
Duration: Instantaneous
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Mage Armor Abjuration (always prepared/Feat)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 8 Hours
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Shield Abjuration
Casting Time: 1 Reaction
Range: Self
Components: V, S
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Withering Lightning Conjuration
Casting Time: Action
Range: 60 feet
Components: V, S, M (a copper wire)
Duration: Concentration, up to 1 minute
You unleash a torrent of lightning at a creature within range, which flows continuously from you to the target. The target’s Speed is halved, and it makes a Dexterity saving throw. On a failed save, the target takes 2d6 Lightning or Necrotic damage (your choice).
On each of your subsequent turns, you can take a Bonus Action to deal 1d6 damage of the chosen type to the target automatically, even if the target succeeded on the saving throw.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 2d6 for each spell slot level above 1.
Level 2
Inventory Conjuration
Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You open a digital interface that only you can see, showing a personal inventory of items stored in an extradimensional space. For the duration of the spell, you can store and retrieve objects from this extradimensional space with a Bonus Action. When you retrieve an item, it appears in your hand or the closest unoccupied space to you.
The extra dimensional space can hold up to 10 items whose total weight does not exceed 500 pounds, or a total volume of 64 cubic feet. The inventory is persistent between castings of this spell. If you die, the inventory collapses and any stored items appear in the closest unoccupied spaces to you.
Hold Person enchantment
Casting Time: Action
Range: 60 ft.
Components: V, S, M
Duration: Concentration up to 1 minute
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Power Sag Evocation
Casting Time: Action or ritual
Range: 120 feet
Components: S, V
Duration: concentration up to 10 minutes
For the duration, energy in powered devices or systems bleeds away in a 20-foot-radius Sphere centered on a point you can see within range. Any creature or object entirely inside the Sphere has Resistance to Lightning damage, and any creature in the Sphere when it appears, or that starts its turn there, must succeed on a Wisdom saving throw or Power Cells and powered devices on the creature’s person don’t function until the start of the creature’s next turn. Magic items that don’t rely on power are unaffected.
Powered objects and systems—or components of larger systems—that aren’t being worn or carried and are entirely inside the Sphere don’t function.
Shocking Ray Evocation
Casting Time: Action
Range: 120 ft
Components: V, S
Duration: Instantaneous
You hurl three Lightning rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
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