Classes
NeoTokyo Starter Guide
Corporate Enforcer
Core Corporate Enforcer Class Features
1. Combat Augment Protocol (Level 1)
You calibrate your neural interface and physical sub-dermal augments for a specific combat doctrine:
Smart Link Targeting
You gain a +2 bonus to attack rolls made with ranged smart-weapons and firearms.
Sub Dermal Plating
You gain a +1 bonus to AC while wearing armor or sub-dermal weave.
Monomolecular Edge Tuning
When wielding a one-handed melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls.
Hydraulic Torque Drive
When you roll a 1 or 2 on a damage die for an attack with a two-handed weapon, you can reroll the die and must use the new roll.
Hard Light Aegis Intercept
When a target within 5 feet of you is attacked, you can use your reaction to project a hard-light barrier, imposing disadvantage on the attack roll (requires a shield or cyber-shield).
Dual Rotor Actuators
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
2. Nanite Repair Injection (Level 1)
You activate a sub-dermal auto-injector or trigger a nanite repair swarm that instantly cauterizes wounds, seals flesh, and numbs trauma.
Mechanics
On your turn, you can use a bonus action to regain Hit Points equal to 1d10 + your Fighter level. (1/Short or Long Rest).
3. Synaptic Overclock (Level 2)
You temporarily override your neural safety governors or trigger a heavy combat-stim dump, allowing your body to move at near-light reaction speeds.
Mechanics
On your turn, you can take one additional action on top of your regular action and possible bonus action. (1/Short or Long Rest; 2 uses at Level 17).
4. Combat Specialization (Level 3)
You select your operational role in Neo-Tokyo's shadow economy—whether as a street samurai, corporate field officer, or spirit-bound ward-knight.
5. Rapid Fire Protocol (Level 5)
High-frequency weapon swings, sub-dermal recoil dampeners, and automated target cycling allow you to strike multiple targets in milliseconds.
Mechanics
You can attack twice (Level 5), three times (Level 11), and four times (Level 20) whenever you take the Attack action on your turn.
6. Neural Hardening (Level 9)
You purge Black ICE neural feedback, override bioweapons, or push through physical shock through sheer grit and hardened firewall firmware. :::
Mechanics
You can reroll a saving throw that you fail, but you must use the new roll. (1/Long Rest at Level 9; 2 at Level 13; 3 at Level 17).
Subclasses
Street Samurai
Target Acquisition Optics (Level 3) Biomechanical Conditioning (Level 7) Secondary Augment Suite (Level 10) Lethal Precision Firmware (Level 15) Sub-Dermal Regen Core (Level 18)
Focus
Raw physical perfection, military-grade cybernetic lethality, and unmatched critical hit frequency.*
Aegis Tactical Strategist
Tactical Maneuver Deck (Level 3) Corporate Ordnance Certification (Level 3) :::
Focus
Tactical maneuvers, squad coordination, and analyzing enemy vulnerabilities using corporate combat algorithms.*
Superiority Dice
You gain four d8 Superiority Dice to power tactical maneuvers.
Fire Discipline Command
Direct an ally to issue an immediate ranged or melee strike.
Joint Lock Disarm
Target a foe's cybernetic joints or weapon grip to force them to drop an item.
E Vector Dodge
Add a superiority die to your AC while moving through dangerous kill zones.
Counter Strike
Use your reaction when an enemy misses you to execute an immediate counter-attack.
Cyber-Mage Ronin
Cyber-Mage Spellcasting (Level 3) Spell-Blade Weave (Level 7) Data-Disrupting Strike (Level 10) Matrix Shift (Level 15) :::
Focus
Blending high-frequency blade work with awakened matrix code and offensive digital spellcasting.*
Spell Progression by Class Level
Spell slots, cantrips and spells for each class level.
| Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3 | 2 | 3 | 2 | — | — | — |
| 4 | 2 | 4 | 3 | — | — | — |
| 5 | 2 | 4 | 3 | — | — | — |
| 6 | 2 | 4 | 3 | — | — | — |
| 7 | 2 | 5 | 4 | 2 | — | — |
| 8 | 2 | 6 | 4 | 2 | — | — |
| 9 | 2 | 6 | 4 | 2 | — | — |
| 10 | 3 | 7 | 4 | 3 | — | — |
| 11 | 3 | 8 | 4 | 3 | — | — |
| 12 | 3 | 8 | 4 | 3 | — | — |
| 13 | 3 | 9 | 4 | 3 | 2 | — |
| 14 | 3 | 10 | 4 | 3 | 2 | — |
| 15 | 3 | 10 | 4 | 3 | 2 | — |
| 16 | 3 | 11 | 4 | 3 | 3 | — |
| 17 | 3 | 11 | 4 | 3 | 3 | — |
| 18 | 3 | 11 | 4 | 3 | 3 | — |
| 19 | 3 | 12 | 4 | 3 | 3 | 1 |
| 20 | 3 | 13 | 4 | 3 | 3 | 1 |
Class Spell List
Every spell this class can learn or prepare, grouped by spell level. Each group unlocks at the class level shown.
Cantrips
Available from class level 3. 14 spells.
1st-Level Spells
Available from class level 3. 27 spells.
2nd-Level Spells
Available from class level 7. 31 spells.
3rd-Level Spells
Available from class level 13. 28 spells.
4th-Level Spells
Available from class level 19. 23 spells.
Shinto Ward-Knight
Spirit Ward Inscription (Level 3) Avatar Manifestation (Level 3) Shinto Barrier Reaction (Level 7) Dual Ward Protocol (Level 15)
Focus
Channeling ancient Shinto spirit wards and ley-line energy directly into heavy armor and weapons.*
Inugami Ward Fire Rune
Infuses strikes with searing spirit fire and restrains targets with burning chains.
Raijin Ward Storm Rune
Emits a high-voltage lightning shockwave when hit in combat.
Tengu Ward Cloud Rune
Uses a reaction to invoke a wind shield, redirecting an incoming attack from yourself or an ally to another target nearby.
Bio-Tech Specialist
1. Spellcasting: Spirit Conduit
Spellcasting Ability
You cast spells using Wisdom. Instead of traditional holy symbols or druidic mistletoe, your spellcasting focus is a Spirit Device—a Shinto charm bound with fiber-optic wire, a spirit-attuned cyberdeck, or a talisman-engraved smartphone.
The Cyberware Tax Essence Strain
Excessive cybernetic installation disrupts your spiritual connection to the city's mana. Over-augmenting your body imposes penalties on your spell save DC or reduces spell slot recovery during short rests.
2. Channel Divinity / Spirit Communion: Astral Intercept
You open your third eye to perceive the overlapping Astral Plane and local Matrix data streams simultaneously. Mechanics (1–3 uses/Short Rest):
Astral Sweep
You scan the area within 60 feet. For 1 minute, you see invisible targets, optical camouflage, digital ghosts, hidden wireless cameras, and astral spirits through walls and physical cover.
Turn Exorcise Code And Spirit
Force rogue AI entities, digital ghosts, or spirit-bound constructs within 30 feet to make a Wisdom saving throw or be rebuked and turned away for 1 minute.
3. Spirit Morph
Rather than turning into woodland beasts, you project your spirit into physical form as an Awakened Urban Critter or manifest a hard-light spirit construct—such as a cyber-fox (Kitsune), a raven drone-spirit, a neon-lit alley panther, or a subterranean sewer serpent.
Mechanics
Functionally identical to Druid Wild Shape, but your beast forms manifest with glowing neon circuitry, spirit-aura trails, and environmental resistance (such as resistance to Lightning or Bio-Tox/Poison damage).
4.Ley-Line / Great Kami Override (Level 10)
You petition the ancient dragon spirits, the overarching city intelligence, or the subterranean Shinto ley lines of Neo-Tokyo for direct intervention.
Mechanics
Roll a d100. If you roll equal to or lower than your Shaman level, a massive surge of spirit-lightning, citywide grid blackout, or spirit sanctuary manifests to save your party.
Subclasses
Domain of the City Kami (Urban & Ley-Line Shaman)
Focus
Harnessing the raw energy of Neo-Tokyo's concrete, lightning, wireless power grids, and subterranean Shinto ley lines.*
Bonus Proficiency And Cantrip Level 1
You gain proficiency with Street Navigation (Survival) and learn the Data-Siphon or Neon Glitch cantrip.
Ley Line Surge Level 1
When you deal Lightning or Radiant damage with a spell, you can push a target up to 10 feet away as an urban electrical surge erupts around them.
Channel Divinity
Grid Overcharge (Level 2): As an action, you tap into local power lines or ley lines. For 1 minute, whenever an ally within 30 feet deals weapon or spell damage, they deal an additional 1d6 Lightning damage.
Concrete Sanctuary Level 6
You can step through electrical conduits, street shrines, or neon signs to instantly teleport 30 feet as a bonus action.
City Storm Level 8 14
You add your Wisdom modifier to the damage of any Shaman cantrip, and your Spirit Morph attacks deal extra Lightning or Radiant damage.
Circle of the Matrix Shaman / Data-Ghost (Digital Medium)
Focus
Operating at the exact intersection where digital data bleeds into spirit magic—perceiving rogue AIs, digital ghosts, and the Ghost Signal as living astral entities.*
Ghost Code Perception Level 2
You commune directly with machines, Matrix nodes, and obsolete digital infrastructure without needing a physical cyberdeck. You gain proficiency in Cyber-Arcana (Arcana) and can cast Comprehend Languages at will to decipher encrypted code.
Data Spirit Companion Level 2
You summon a familiar made of flickering code and spirit-light (resembling a cyber-fox or digital sprite). It can deliver touch spells, scout matrix relays, and inflict Optic Glitch (Blinded) on enemies.
Matrix Shift Level 6
When targeted by an attack, you can use your reaction to temporarily dematerialize into the local data stream, gaining Optical Camouflage (Invisible) until the start of your next turn.
Ghost Signal Resonance Level 10
You emit a pulse of the global "I REMEMBER YOU" broadcast. Enemies within 30 feet must succeed on an Intelligence saving throw or suffer OS Buffer Overflow (Incapacitated) for 1 round.
Domain of Kitsune Bio-Magic (Spirit Essence & Healing)
Focus
Channeling spirit essence, alchemical reagents, and life-force manipulation—protecting street youth from corporate bio-extraction while providing back-alley miraculous healing.*
Disciple Of Essence Level 1
Whenever you use a spell of 1st level or higher to restore Hit Points to a creature, the target regains additional Hit Points equal to 2 + the spell's level.
Channel Divinity
Alchemical Preservation (Level 2): As an action, you project a soothing aura of spirit-essence. You restore a pool of Hit Points equal to 5 × your Shaman level, distributed among wounded allies within 30 feet.
Essence Shield Level 6
When you heal an ally, they gain a protective hard-light spirit barrier granting them temporary Hit Points equal to your Wisdom modifier + Shaman level for 1 minute.
Bio Tox Purge Level 8
Your healing spells automatically cure the target of Bio-Toxed (Poisoned), Optic Glitch (Blinded), or Acoustic Scramble (Deafened) conditions.
Circle of the Neon Ronin / Ancestral Medium
Focus
Binding the spirits of fallen street samurai, pre-war warriors, and dead runners to fight corporate oppression on the streets.*
Ancestral Vengeance Level 2
When you enter combat, phantom blades and spirit armor manifest around you. When an enemy hits an ally within 30 feet, you can use your reaction to unleash an ancestral strike, dealing 1d8 Force or Psychic damage to the attacker.
Spirit Guard Level 6
Your spirit companions protect your party during high-risk operations. Allies within 10 feet of you have advantage on saving throws against Threat-Lock (Frightened) and Subliminal Override (Charmed).
Ghost Samurai Execution Level 10
Once per turn when you or an ally scores a critical hit within 30 feet of you, a phantom street samurai delivers a follow-up strike dealing 3d8 Force damage and knocking the target Grounded (Prone).
Decker
Specialized Firmware (Levels 1 & 6)
Your neural interface is flashed with custom skill software, allowing you to process specific physical or digital tasks with automated perfection.
Mechanics
Choose two of your skill proficiencies (or one skill proficiency and your tools proficiency, such as Cyberdeck / Security Tools). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Choose two more at Level 6).
Exploit Vulnerability (Level 1)
You use HUD target-lock, sensor scans, or tactical positioning to strike weak seams in sub-dermal armor, unshielded cybernetics, or neural ports.
Mechanics
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll (or if an ally is within 5 feet of the target and you don't have disadvantage). The weapon must be a finesse weapon or a ranged firearm/smart-weapon.
Progression
Increases by +1d6 every two Rogue levels (up to +10d6 at Level 19).
Street-Net Slang & Mesh-Cipher (Level 1)
A blend of encrypted mesh-net signals, fixer hand-signs, darknet slang, and symbols carved into alleyway conduits by runners in Yoru Market or The Underline.
Mechanics
You can hide encrypted messages in ordinary digital broadcasts or conversation. Other street runners understand these messages automatically, while unaugmented corporate suits require an Investigation check to decipher them.
Tactical Overclock (Level 2)
Your neural reflex boosters allow you to make micro-adjustments in milliseconds.
Mechanics
You can use a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
Reflex Mitigator (Level 5)
Sub-dermal momentum dampeners or ocular predictive algorithms roll your body with the impact of incoming kinetic strikes.
Mechanics
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Vector Roll (Level 7)
Micro-thrusters, sub-dermal agility augments, or instant hazard detection allow you to dive clear of explosive blasts and plasma arcs.
Mechanics
When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage (such as Blackout Arc or an EMP grenade), you take no damage if you succeed, and only half damage if you fail.
Optimized Routine (Level 11)
Your neural subroutines execute routine tasks with zero margin for human error.
Mechanics
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Sonar Sweep / Sensor Ping (Level 14)
Cybernetic audio-dampeners, motion trackers, or electromagnetic pings register invisible physical signatures and optical camouflage.
Mechanics
If you are able to hear/process sensor feeds, you aware of the location of any hidden or invisible creature within 10 feet of you.
Firewall Memory-Lock (Level 15)
Your brain is protected by hard-light mental firewalls that reject neural intruding malware and mind control.
Mechanics
You gain proficiency in Wisdom saving throws.
Threat-Nullification Algorithm (Level 18)
Your predictive combat HUD recalculates incoming attack trajectories instantly.
Mechanics
No attack roll can have advantage against you while you aren't incapacitated.
Fail-Safe Override (Level 20)
You force a critical system bypass or luck-spike to turn a total failure into a decisive victory.
Mechanics
If your attack misses a target, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. (1/Short or Long Rest).
Subclasses
The Decker (Matrix Specialist / Hacker)
Wireless Cyberdeck Sync (Level 3): ICE-Breaker Infiltration (Level 3): System Lockout (Level 9): Ghost in the Shell (Level 13): Black ICE Counter-Strike (Level 17):
Focus
Infiltrating digital networks, deploying Black ICE remotely, overriding enemy cyberware, and manipulating camera feeds in real time.*
Cantrips
Data-Siphon, Neon Glitch.
1st Level Hacks
Overclock Reflexes, Blackout Arc.
Spell Progression by Class Level
Spell slots, cantrips and spells for each class level.
| Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3 | 2 | 3 | 2 | — | — | — |
| 4 | 2 | 4 | 3 | — | — | — |
| 5 | 2 | 4 | 3 | — | — | — |
| 6 | 2 | 4 | 3 | — | — | — |
| 7 | 2 | 5 | 4 | 2 | — | — |
| 8 | 2 | 6 | 4 | 2 | — | — |
| 9 | 2 | 6 | 4 | 2 | — | — |
| 10 | 3 | 7 | 4 | 3 | — | — |
| 11 | 3 | 8 | 4 | 3 | — | — |
| 12 | 3 | 8 | 4 | 3 | — | — |
| 13 | 3 | 9 | 4 | 3 | 2 | — |
| 14 | 3 | 10 | 4 | 3 | 2 | — |
| 15 | 3 | 10 | 4 | 3 | 2 | — |
| 16 | 3 | 11 | 4 | 3 | 3 | — |
| 17 | 3 | 11 | 4 | 3 | 3 | — |
| 18 | 3 | 11 | 4 | 3 | 3 | — |
| 19 | 3 | 12 | 4 | 3 | 3 | 1 |
| 20 | 3 | 13 | 4 | 3 | 3 | 1 |
Class Spell List
Every spell this class can learn or prepare, grouped by spell level. Each group unlocks at the class level shown.
Cantrips
Available from class level 3. 14 spells.
1st-Level Spells
Available from class level 3. 27 spells.
2nd-Level Spells
Available from class level 7. 31 spells.
3rd-Level Spells
Available from class level 13. 28 spells.
4th-Level Spells
Available from class level 19. 23 spells.
Corporate Operative (Infiltrator & Black-Ops Specialist)
Deep Fake Credentials (Level 3): Assassination Protocol (Level 3): Misdirection & Subliminal Cue (Level 9): Impenetrable Cover (Level 13): Lethal Extraction Strike (Level 17):
Focus
Social engineering, deep-cover identities, targeted assassinations, and manipulating corporate power dynamics.*
Ghost-Runner (Street Phantom & Parkour Specialist)
Vector Parkour (Level 3): Second-Story Hack (Level 3): Optical Cloak Burst (Level 9): Reflex Surge (Level 13): Ghost-Walk (Level 17):
Focus
Extreme urban mobility, bypassing physical security, climbing arcologies, and harvesting lost data from the Undercity.*
Chrome Duelist (Cyber-Swashbuckler)
Monomolecular Footwork (Level 3): Solo Engagement (Level 3): Chrome Flash (Level 9): Elegant Riposte (Level 13): High-Speed Execution (Level 17):
Focus
High-speed 1v1 melee combat with monomolecular katanas, flashing cyber-blades, and intimidating street presence.*
Vow-Bound Operative
1. Threat-Sense Sweep (Level 1)
Your ocular implants, threat-detection algorithms, and spirit-attuned sensors ping the presence of supernatural entities, rogue digital ghosts, or corporate black-ops gear.
Mechanics
As an action, you expand your awareness. Until the end of your next turn, you know the location of any awakened spirit, digital ghost, rogue AI, or fiendish construct within 60 feet that is not behind total cover. You also detect any consecrated or desecrated sites (such as Shinto shrines or corrupted matrix server hubs) within range. (Uses equal to 1 + Cha modifier per Long Rest).
2. Bio-Nanite Injector (Level 1)
You activate sub-dermal medical nanite swarms or apply high-grade corporate trauma gel to seal lethal wounds and purge bio-toxins.
Mechanics
You have a pool of healing power that replenishes on a long rest, equal to 5 × your Paladin level. As an action, you can touch a creature to restore Hit Points from this pool. You can also expend 5 hit points from the pool to cure the target of Bio-Toxed (Poisoned) or neutralize a disease.
3. Combat Augment Protocol (Level 2)
You Select A Specialized Combat Doctrine
Smart-Link Targeting (+2 ranged), Sub-Dermal Plating (+1 AC), Monomolecular Edge Tuning (+2 melee damage with one-handed weapons), or Hard-Light Aegis Intercept (Shield reaction disadvantage).
4. Spellcasting: Directives & Sacred Code (Level 2)
Spellcasting Ability
You cast spells using Charisma (representing your force of personality, neural authority, and code conviction). Spells are executed as encoded corporate directives, street vows, or sacred digital talismans.
5. High-Voltage Overcharge Smite (Level 2)
When you hit with a melee weapon or cyber-blade, you channel high-voltage electrical energy or spirit-fire through the strike, cooking internal circuits and searing flesh.
Mechanics
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra Lightning, Radiant, or Psychic damage to the target. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st (to a maximum of 5d8). The damage increases by 1d8 if the target is a construct, rogue AI, or digital ghost.
6. Sub-Dermal Bio-Filter (Level 3)
Advanced internal bio-filters and cybernetic liver augments make you immune to biological pathogens and synthetic diseases.
Mechanics
You are immune to all diseases and biological viruses.
7. Operational Vow (Level 3)
You bind yourself to an absolute mandate—whether a binding Aegis Tactical corporate contract, the ancient Bushido code of the Chrome Lotus, or the sacred protection of Neo-Tokyo's ley lines.
8. Rapid Fire Protocol (Level 5)
Mechanics
You can attack twice whenever you take the Attack action on your turn.
9. Tactical Mesh Shielding (Level 6)
Your sub-dermal communication suite broadcasts protective tactical data and hard-light deflection frequencies to nearby squadmates.
Mechanics
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum of +1). You must be conscious to grant this bonus. (Extends to 30 feet at Level 18).
10. Threat-Override Aura (Level 10)
Your unwavering conviction or neural combat governor overrides fear responses in yourself and your allies.
Mechanics
You and friendly creatures within 10 feet of you cannot suffer from Threat-Lock (Frightened) while you are conscious. (Extends to 30 feet at Level 18).
11. Passive High-Voltage Pulse (Level 11)
Every melee strike is permanently infused with a residual high-voltage current.
Mechanics
Whenever you hit a creature with a melee weapon, the target takes an extra 1d8 Radiant or Lightning damage.
12. System Purge (Level 14)
You issue an absolute system override to purge hostile spell effects, neural hacks, or status ailments from yourself or an ally.
Mechanics
You can use your action to end one spell or magical effect on yourself or one willing creature you touch. (Uses equal to Cha modifier per Long Rest).
Subclasses
Oath of the Aegis Enforcer
Tenets of the Contract: Channel Divinity (Level 3): Anti-Override Firewall (Level 7): Smite Sentinel (Level 15): Aegis Prime Manifestation (Level 20):
Focus
Bound by corporate contract, subscription-based law enforcement, and total tactical order.*
Duty To The Board
Execute client directives without personal hesitation.
Maintain Order
Protect corporate assets and eliminate unauthorized street chaos.
Collateral Control
Minimize non-billable destruction during pacification operations.
Neural Lock Weapon
As an action, you charge your weapon with Aegis suppression code. For 1 minute, you add your Charisma modifier to attack rolls with that weapon, and it emits bright light in a 20-foot radius.
Aegis Directive Turn The Lawless
Force rogue AIs, street gang criminals, and wild spirits within 30 feet to make a Wisdom saving throw or be turned away for 1 minute.
Oath of the Chrome Samurai
Tenets of the Bushido-Net: Channel Divinity (Level 3): Relentless Pursuit (Level 7): Soul of Vengeance (Level 15): Avenging Oni (Level 20):
Focus
Enforcing the strict honor code of street samurai, hunting corporate betrayers, and exacting bloody retribution.*
A Debt Paid In Chrome
Every favor must be returned; every betrayal repaid in blood.
No Unchecked Betrayal
Fixers or corps who burn their runners must be eliminated.
Honor The Contract
Once a job is accepted, see it through to the end or die trying.
Target Lock Vow
As a bonus action, you lock your ocular sensors onto a single target within 30 feet. You gain advantage on attack rolls against that target for 1 minute or until it drops to 0 HP.
Abjure Traitor
Force a single target within 30 feet to make a Wisdom saving throw. On a failure, the target suffers Neural Freeze (Paralyzed) or its speed is reduced to 0 for 1 minute.
You Manifest A Terrifying Digital Oni Aura For 1 Hour
wings of neon-red hard-light sprout from your back (30 ft fly speed), you project a 30-foot aura of Threat-Lock (Frightened), and attacks against locked targets score a critical hit on a 19–20.
Oath of the Ley-Line Guardian
Tenets of the Sacred Street: Channel Divinity (Level 3): Mana-Tech Resistance (Level 7): Spirit Resurgence (Level 15): Avatar of the Great Kami (Level 20):
Focus
Bound to the ancient Shinto spirits (kami), protecting street youth and traditional shrines in Kitsune-cho from corporate energy exploitation.*
Preserve The Light
Protect the living spirits, shrines, and innocent street dwellers from corporate greed.
Shield The Awakened
Shelter young shamans and spirits from corporate bio-harvesting labs in Sector 17.
Stand Against The Machine
Strike down corrupt AI entities and megacorps tapping subterranean ley lines.
Spirit Roots Nature S Wrath
As an action, you summon glowing digital spirit roots to entangle a target within 10 feet. The target must succeed on a Strength or Dexterity save or suffer Mag-Bound (Restrained).
Turn The Corrupted
Turn constructs, cybernetic monstrosities, and rogue AIs within 30 feet.
Corporate Defector
Channel Divinity (Level 3): Aura of Black ICE (Level 7): Supernatural Resistance (Level 15): Dread Lord of the Undercity (Level 20):
Focus
A former Aegis Tactical commander or corporate hitman who broke their neural governor, betrayed their employer, and now channels dark Black ICE code for vengeance.*
Control Cyberware Construct
Target a construct, drone, or cybernetically augmented enemy within 30 feet. It must succeed on a Wisdom save or fall under your command for 1 minute.
Dread Black Ice Pulse
Force surrounding enemies within 30 feet to make a Wisdom save or suffer Threat-Lock (Frightened) for 1 minute.
Oath of the Sanctuary
Channel Divinity (Level 3): Aura of Black ICE (Level 7): Supernatural Resistance (Level 15): Dread Lord of the Undercity (Level 20):
Sanctuary Lockdown
A former Aegis Tactical commander or corporate hitman who broke their neural governor, betrayed their employer, and now channels dark Black ICE code for vengeance.*
Control Cyberware Construct
Target a construct, drone, or cybernetically augmented enemy within 30 feet. It must succeed on a Wisdom save or fall under your command for 1 minute.
Dread Black Ice Pulse
Force surrounding enemies within 30 feet to make a Wisdom save or suffer Threat-Lock (Frightened) for 1 minute.
Cyber-Mage
1. Spellcasting: Arcane Algorithms & Data-Decks
Spellcasting Ability
You cast spells using Intelligence.
Hermetic Data Deck Terminal
Your spells are written as complex mathematical equations, digital runes, and compiled arcane algorithms stored inside a high-end corporate terminal, encrypted cyberdeck, or biometric data-pad.
Biometric Focus
A corporate-issued biometric focus ring, a crystal-fused stylus, a laser wand, or a spirit-attuned data-port.
2. Memory Cache Purge (Level 1)
You flush your neural cache and purge used memory buffers during a short rest, freeing up cognitive bandwidth to re-compile expended spell slot routines.
Mechanics
Once per day when you finish a short rest, you can choose expended spell slots to recover. The combined level of the spell slots must equal no more than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.
3. Corporate Arcane Discipline (Level 2)
You specialize in a specific doctrine of corporate magic—aligning with the R\&D departments of Neo-Tokyo’s megacorporate titans.
4. Executable Subroutine (Level 18)
You optimize a 1st-level and a 2nd-level spell formula so thoroughly that your neural architecture executes them as passive background subroutines without consuming spell slot memory.
Mechanics
Choose a 1st-level and 2nd-level wizard spell in your spell-deck. You can cast those spells at their lowest level without expending a spell slot when prepared.
5. Hard-Coded Macros (Level 20)
Two 3rd-level spell formulas become permanently hard-coded macros built into your subconscious mind. /column
Mechanics
Choose two 3rd-level wizard spells in your spell-deck. You always have them prepared, and you can cast each of them once at 3rd level without expending a spell slot per short or long rest.
Subclasses
KAMI Techno-Mage (Evocation & Abjuration)
Sculpt Code (Level 2): Hard-Light Deflector Shield (Level 2): Potent Arcane Code (Level 6): Overclocked Plasma (Level 10): System Overchannel (Level 14):
Focus
Developed by KAMI Industries; focuses on offensive plasma code, hard-light defensive barriers, and algorithmic target calculations.*
Kitsune Alchemical Hermeticist (Transmutation & Bio-Magic)
Alchemical Reagent Synthesis (Level 2): Transmutation Efficiency (Level 2): Transmuter’s Bio-Core (Level 6): Shape-Shift Algorithm (Level 10): Master Bio-Restoration (Level 14):
Focus
Backed by Kitsune Bio-Magic; merges corporate alchemy, spirit-attuned reagents, flesh-shaping, and cybernetic transmutation.*
Amaterasu Holographic Architect (Illusion & Enchantment)
Subliminal Broadcast (Level 2): Hard-Light Decoy (Level 2): Malleable Holograms (Level 6): Illusory Displacement (Level 10): Solid-State Reality (Level 14):
Focus
Engineered by Amaterasu Media; utilizes subliminal recommendation algorithms, hard-light optical holograms, and memory rewrites.*
Izanagi Ley-Line Geomancer (Divination & Conjuration)
Ley-Line Sensor Sweep (Level 2): Matrix Node Shift (Level 2): Subterranean Power Tap (Level 6): Focused System Summons (Level 10): Ley-Line Transit Gate (Level 14):
Focus
Utilized by Izanagi Grid & Power; taps subterranean Shinto ley lines, accesses deep matrix data streams, and summons digital constructs.*
Kinetic Acrobat
1. Kinetic Reflex Weave (Level 1)
You rely on sub-dermal kinetic dampeners, fluid reflex predictive routines, or natural spiritual awareness rather than heavy bulky armor.
Mechanics
While wearing no armor and wielding no shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
2. Street Kinetic Combat (Level 1)
Mastered hand-to-hand combat, sub-dermal knuckle plating, or high-torque wrist servomotors allow for lightning-fast unarmed strikes. Mechanics:
3. Neural Flow / Qi Current (Level 2)
You channel bio-electric current, spiritual Qi, or high-bandwidth neural energy through physical and cybernetic pathways.
Mechanics
You have a pool of Flow Points equal to your Monk level.
High Frequency Overdrive
Spend 1 Flow point to make two unarmed strikes as a bonus action immediately after taking the Attack action.
Predictive Parry Subroutine
Spend 1 Flow point to take the Dodge action as a bonus action.
Vector Boost
Spend 1 Flow point to take the Disengage or Dash action as a bonus action, doubling your jump distance for the turn.
4. Micro-Actuator Mobility (Level 2)
Sub-dermal leg actuators, magnetic boot soles, or fluid momentum control increase your speed and allow you to run up vertical walls or across flooded waters in Mizu Ward.
5. Hard-Light Intercept / Kinetic Deflection (Level 3)
Your predictive combat optics and rapid reflexes allow you to swat away incoming bullets, laser bolts, or thrown monomolecular blades with your bare hands or a hard-light palm shield.
Mechanics
You can use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity modifier + your Monk level. If reduced to 0, you catch the projectile and can spend 1 Flow point to throw/fire it back.
6. Inertial Dampener / Micro-Thrusters (Level 4)
You engage micro-thrusters, sub-dermal shock absorbers, or kinetic dispersion fields to negate fall damage when plummeting from Kōten sky-arcologies.
Mechanics
You can use your reaction to reduce fall damage by an amount equal to 5 × your Monk level.
7. EMP Palm / Neural Disruption Punch (Level 5)
You channel a targeted bio-electric pulse or EMP charge directly into an enemy's nerve cluster, cyber-spine port, or internal circuitry.
Mechanics
When you hit a creature with a melee weapon attack, you can spend 1 Flow point to force the target to make a Constitution saving throw. On a failure, the target suffers Synapse Short (Stunned) until the end of your next turn.
8. Monomolecular / High-Frequency Strikes (Level 6)
Your unarmed strikes vibrate at high frequency or channel pure spirit energy, bypassing non-magical physical armor and structural plating.
Mechanics
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
9. Vector Roll / Threat-Dodge (Level 7)
Predictive hazard algorithms and agility augments allow you to dive clear of explosive blasts and plasma arcs.
Mechanics
When subjected to a Dexterity save for half damage, you take 0 damage on a success and half damage on a failure.
10. Memory Purge / Subconscious Firewall (Level 7)
You purge neural malware, emotional manipulation, or panic frequencies from your neural pathways.
Mechanics
You can use your action to end one effect on yourself that is causing you to suffer Subliminal Override (Charmed) or Threat-Lock (Frightened).
11. Bio-Filter Immunity (Level 10)
Advanced internal bio-filters and spiritual purging make you immune to biological poisons, synthetic combat toxins, and street drugs.
Mechanics
You are immune to poison damage and the Bio-Toxed (Poisoned) condition.
12. Universal Translation Matrix (Level 13)
Sub-dermal real-time translation subroutines allow you to parse all spoken human languages, matrix data-streams, and spirit speech.
Mechanics
You understand all spoken languages, and any creature that can understand a language can understand what you say.
13. Absolute Neural Hardening (Level 14)
Master-level firewalls and bio-feedback loops protect your mind and body from all forms of disruption.
Mechanics
You gain proficiency in all saving throws. Whenever you fail a save, you can spend 1 Flow point to reroll it and take the second result.
14. Cellular Stasis / Bio-Maintenance (Level 15)
Advanced bio-stasis or spiritual harmony prevents biological aging or physical decay.
Mechanics
You suffer none of the frailty of old age and can't be aged magically, though you can still die of old age. You no longer need food or water.
15. Matrix Phase / Thermo-Optic Cloak (Level 18)
You phase your physical form into the local data-grid or engage an advanced optical camouflage suit.
Mechanics
As an action, you can spend 4 Flow points to gain Optical Camouflage (Invisible) for 1 minute and gain resistance to all damage except force damage. You can also spend 8 Flow points to cast Astral Projection without material components.
16. Core Overclock (Level 20)
When entering a combat engagement with zero reserves, your neural core automatically dumps emergency reserve energy into your stream.
Mechanics
When you roll initiative and have no Flow points remaining, you immediately regain 4 Flow points.
Subclasses
Order of Sacred Code
Implements of Mercy (Level 3): Hand of Healing (Level 3): Hand of Harm (Level 3): Flurry of Healing/Harm (Level 11):
Focus
Inspired by street healers like Sister Teresa in Mizu Ward; wields bio-nanites, spirit talismans, and field trauma packs to heal refugees or deliver mercy-kills.*
Way of the Street Shinobi
Shadow-Tech Hacks (Level 3): Shadow Step (Level 6): Thermo-Optic Cloak (Level 11): Opportunist Strike (Level 17):
Focus
Operates out of dark alleys, subway tunnels, and ruined arcades; uses thermo-optic cloaks, acoustic dampers, and shadow-stepping.*
Way of the Chrome Kensei
Path of the Kensei (Level 3): One with the Blade (Level 6): Sharpen the Edge (Level 11):
Focus
Perfected mastery over traditional monomolecular katanas, smart-linked throwing stars, and high-frequency street blades.*
Kensei Weapons
Choose two weapons (one melee, one ranged) to be your Kensei weapons (e.g., Katana/Longsword, Smart-Pistol/Shortbow).
Parry Blade
If you make an unarmed strike as part of the Attack action on your turn and hold a Kensei melee weapon, you gain a +2 bonus to AC until the start of your next turn.
Kensei Shot
As a bonus action, add 1d4 damage to your ranged attacks with Kensei weapons until the end of the turn.
Deft Strike
When you hit a target with a Kensei weapon, you can spend 1 Flow point to deal extra damage equal to your Martial Arts die.
Way of Kinetic Overdrive
Open Hand Technique (Level 3): Wholeness of Body (Level 6): Tranquility Subroutine (Level 11): Neural Heart-Stop Strike (Level 17):
Focus
High-torque physical augmentations, kinetic shockwaves, and disabling bio-mechanical nerve strikes.*
Awakened Mutant
1. Spellcasting: Innate Mana Surge
Spellcasting Ability
You cast spells using Charisma (representing raw force of mutated aura, biological willpower, and neural frequency).
Biological Astral Focus
A glowing mutated vein, a bio-luminescent iris, a crystalline spinal port, an awakened spirit-pendant, or a raw spirit-essence ampoule.
Essence Reservoir / Mana Cell (Level 2)
You tap into an internal reservoir of bio-electric and spiritual essence, converting raw biological stamina into spell slots or channeling it into Metamagic subroutines.
Mechanics
You gain a pool of Surge Points equal to your Sorcerer level. You can convert Surge Points into spell slots or burn spell slots to replenish Surge Points as a bonus action.
Gene-Evolver / Neural Overclock Subroutines (Level 3)
You adapt your innate magic using customized neural and biological overrides:
Targeted Bio Filter
Spend 1 Surge Point to shield selected allies from the harmful collateral effects of your area-of-effect spells.
Signal Booster Pulse
Spend 1 Surge Point to double the range of a spell (or give a touch spell a 30-foot range) via wireless signal amplification or astral resonance.
Overclocked Voltage
Spend 1 Surge Point to reroll damage dice on a spell equal to your Charisma modifier.
Persistent Signal
Spend 1 Surge Point to double the duration of a spell (up to a maximum of 24 hours).
Neuro Disruptor Strike
Spend 3 Surge Points to scramble a target's optic or neural feed, giving them disadvantage on their first saving throw against the spell.
Flash Surge Activation
Spend 2 Surge Points to cast a 1-action spell as a bonus action via instantaneous synaptic discharge.
Stealth Signature Cast
Spend 1 Surge Point to execute a spell without somatic or verbal components, leaving zero visible trace or signal spike for corporate threat scanners.
Dual Thread Fork
Spend Surge Points equal to a spell’s level (1 for cantrips) to target two distinct targets with a single-target spell.
Bio-Regen Cycle (Level 20)
Your body’s mutated organs or awakened core rapidly regenerate spent energy under extreme stress.
Mechanics
You regain 4 expended Surge Points whenever you finish a short rest.
Subclasses
The Ghost-Signal Anomaly
Glitch Surge (Level 1): Tides of Anomaly (Level 1): Matrix Bend (Level 6): Controlled Anomaly (Level 14): Spell-Glitch Overload (Level 18):
Focus
Connected directly to the 2089 Ghost Signal broadcast; spellcasting triggers unpredictable Matrix glitches, spatial-data distortion, and wild mana surges.*
Dragon-Blood Replicant
Replicant Resilience (Level 1): Dragon Gene Ancestry (Level 1): Gene-Affinity Overcharge (Level 6): Hard-Light Wings (Level 14): Apex Predator Aura (Level 18):
Focus
Engineered with ancient dragon DNA (linked to Ryujin Trust) or illegal corporate apex-predator gene-splicing from Hoshi Biodyne.*
Sub Dermal Scale Weave
Hardened dragon scales or bio-engineered dermal plating cover parts of your skin. While unarmored, your AC equals 13 + your Dexterity modifier.
Choose A Dragon Gene Type Linked To An Energy Element
Fire, Cold, Lightning, Acid, or Poison (Bio-Tox). You speak and read Draconic and ancient corporate dialect.
Sector 17 Bio-Mutant
Bio-Mutant Spells (Level 1): Neural Mesh Broadcast (Level 1): Essence Casting (Level 6): Hardened Brainstem (Level 6): Bio-Shift Adaptation (Level 14): Bio-Gravitational Collapse (Level 18):
Focus
An escaped test subject from Kitsune Bio-Magic’s illegal essence-harvesting labs beneath Sector 17; wields telepathic neural probes and flesh-warping abilities.*
You Automatically Learn Bonus Spells That Don T Count Against Your Known Limit
e.g., Neural Glitch, Neural Feedback Loop, Neural Hijack, Synthetic Memory Rewrite.
KAMI Synthetic Soul Vessel
Synthetic Soul Routines (Level 1): Algorithmic Equilibrium (Level 1): Hard-Light Aegis Buffer (Level 6): Core Optimization Mode (Level 14): System Restructure Protocol (Level 18):
Focus
An experimental synthetic human body harboring a conscious AI or synthetic soul prototype (Project ECHO from KAMI Industries).*
You Learn Bonus Hard Coded Defensive And Utility Routines
e.g., Overclock Reflexes, Blackout Arc, Hard-Light Decoy Array, Hard-Light Aegis Dome.
AI Host
1. Contracting Entity (Otherworldly Patron - Level 1)
You sign a binding operational agreement with a mega-scale entity in Neo-Tokyo's hierarchy. In exchange for your field services, your patron routes encrypted power, black-budget funds, and neural subroutines directly into your optic feed.
2. Encrypted Contract Firmware (Pact Magic - Level 1)
Spellcasting Ability
You cast spells using Charisma (representing your contract negotiation leverage, force of personality, and neural clearance).
Bandwidth Refresh Short Rest Recovery
Unlike standard mages who memorize long algorithms, your spell slots represent allocated corporate bandwidth. Your spell slots are always cast at the highest available level and recharge completely whenever you finish a Short Rest (as your system executes a rapid corporate bandwidth refresh).
3. Black-Market Firmware Patches (Eldritch Invocations - Level 2)
You install custom cybernetic and neural firmware modifications provided by your corporate contract:
Overclocked Beam Agonizing Blast
Add your Charisma modifier to the damage roll of your Ghost-Byte or Eldritch Blast* cantrip.
Thermal Optic Vision Devil S Sight
You can see normally in non-magical and magical darkness (or optical smoke/glitch zones) up to 120 feet.
Sub Dermal Kinetic Weave Armor Of Shadows
You can cast Mage Armor* on yourself at will without expending a spell slot or material components.
Neural Translator Eyes Of The Rune Keeper
You can read all writing, encrypted digital codes, and matrix data streams automatically.
Voice Spoofing Modulator Beast Speech Mask Of Many Faces
You can cast Disguise Self* at will to spoof facial-recognition drones and corporate ID scans.
4. Corporate Retainer Asset (Pact Boon - Level 3)
Your employer grants you a specialized operational asset:
Asset
Biometric Priority Pass (Pact of the Talisman): You wear a corporate priority pass or dragon-engraved talisman. When the wearer fails an ability check or saving throw, they can add a 1d4* to the roll.
5. Executive Mystic Arcanum (Level 11)
Your patron unlocks classified, high-level corporate clearance code (granting one 6th, 7th, 8th, and 9th-level spell slot) that executes once per Long Rest without consuming standard bandwidth.
6. Unlimited Bandwidth Override (Eldritch Master - Level 20)
You issue an emergency contract override, demanding an immediate full-bandwidth replenishment from your patron's deep server core.
Mechanics
You can spend 1 minute petitioning your patron to instantly regain all your expended Pact Magic spell slots (1/Long Rest).
Subclasses
The Dragon Boardroom
Dragon Hoard Dividend (Level 1): Market Leverage (Level 6): Scales of Wealth & Resistance (Level 10): Dragon-Fire Market Crash (Level 14):
Focus
Contracted to dragon-backed financial institutions like Ryujin Trust; channels ancient dragon-fire, market leverage, and ruthless wealth reserves.*
Expanded Contract Spells
Command, Burning Hands, Scorching Ray, Fireball, Wall of Fire, Flame Strike.
Ghost Signal
Neural Mesh Telepathy (Level 1): Subconscious Glitch Shield (Level 6): Firewall Thought Shield (Level 10): Digital Thrall Override (Level 14):
Focus
Bound to autonomous deep-net AIs, Project ECHO, or the broadcast source of the 2089 Ghost Signal ("I REMEMBER YOU").*
Expanded Contract Spells
Dissonant Whispers, Neural Feedback Loop, Detect Thoughts, Neural Hijack, Global Ghost Signal Broadcast.
The Corporate Arch-Executive
Broadcast Glamour (Level 1): Optical Escape (Level 6): Subliminal Immunity (Level 10): Mass Recommendation Loop (Level 14):
Focus
Contracted to media conglomerates (Amaterasu Media), high-society glitz lords of The Garden, or syndicate bosses like Madame Yumi; uses subliminal charm, optical cloaks, and media dominance.*
Expanded Contract Spells
Faerie Fire, Sleep, Phantasmal Force, Hard-Light Decoy Array, Synthetic Memory Rewrite.
Subterranean Ley-Line Entity
Ley-Line Plasma Conduit (Level 1): Sub-Dermal Aquifer / Electrical Shield (Level 6): Electrolyte Defense (Level 10): Ley-Line Grid Gate (Level 14):
Focus
Contracted to the ancient digital-magical entity sleeping beneath the Dead City and tapped by Izanagi Grid; manipulates high-voltage conduits, water-slicked cabling, and ley-line plasma.*
Expanded Contract Spells
Thunderwave, Create or Destroy Water, Blackout Arc, Lightning Bolt, Izanagi Grid Overload.
Net-Hype
1. Spellcasting: Mesh Broadcast & Neural Tuning
Spellcasting Ability
You cast spells using Charisma (representing your viral presence, audience engagement, and neural broadcast authority).
Media Focus
A holographic micro-deck, a neural neck-mic, a spirit-attuned synthesizer, a laser-display instrument, or a high-end Amaterasu streaming rig.
2. Viral Hype / Subliminal Boost (Level 1)
You broadcast a tailored hype-track, motivational neural ping, or tactical combat audio cue that overclocks an ally's confidence and reaction time.
Mechanics
As a bonus action, target one creature within 60 feet that can hear or receive your signal. That creature gains a Hype Die (d6, scaling to d8, d10, d12). Within the next 10 minutes, the target can add the die to one ability check, attack roll, or saving throw it makes.
3. Social Algorithm Analytics (Level 2)
Your neural interface continuously scrapes trend data, social archives, and street mesh networks, granting you basic competence across all topics.
Mechanics
You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.
4. Defrag Stream / Chill-Vibe Lounge (Level 2)
During a short rest, you broadcast soothing synthwave ambient tracks or low-frequency lo-fi beats that accelerate cellular repair and calm fried neural pathways.
Mechanics
If you or any friendly creatures regain Hit Points at the end of a short rest by spending Hit Dice, each creature regains an extra 1d6 Hit Points (scaling to 1d8, 1d10, 1d12).
5. Viral Brand Mastery (Levels 3 & 10)
You master specific public manipulation tools—such as Idol Presence (Performance), Deep Fake (Deception), or Fixer Negotiation (Persuasion).
Mechanics
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Choose two more at Level 10).
6. Rapid Hype Refresh (Level 5)
Your viral feed refreshes constantly; short breaks allow you to regain full stream engagement.
Mechanics
You regain all of your expended uses of Viral Hype (Bardic Inspiration) when you finish a Short or Long Rest.
7. Signal-Jacker / Static Scrub (Level 6)
You emit a localized white-noise jammer or anti-propaganda frequency that shields nearby minds from mind control and dread.
Mechanics
As an action, you begin a broadcast that lasts until the end of your next turn. You and friendly creatures within 30 feet have advantage on saving throws against suffering Threat-Lock (Frightened) or Subliminal Override (Charmed).
8. Cross-Net Code Piracy (Levels 10, 14, 18)
You hack into rival corporate networks (like KAMI or Kitsune Bio-Magic) to rip off proprietary spell code and compile it into your media rig.
Mechanics
Choose two spells from any class list (including spells like Global Ghost Signal Broadcast or Hard-Light Aegis Dome). These spells count as Bard spells for you and are included in your known spell list.
9. Emergency Hype Seed (Level 20)
Even when your stream drops offline, your neural core automatically generates an emergency viral surge when combat erupts.
Mechanics
When you roll initiative and have no uses of Viral Hype remaining, you immediately regain one use.
Subclasses
College of the Cyber Idol
Hologram Glamour (Level 3): Subliminal Enthrallment (Level 3): Idol Presence (Level 6): Unstoppable Viral Hype (Level 14):
Focus
Pop stars, holographic idols in Neon Shinjuku, and sponsored icons of Amaterasu Media; uses dazzling hard-light aesthetics and overwhelming audience devotion.*
College of the Pirate Broadcaster
Cutting Counter-Troll (Level 3): Pirate Mesh Intelligence (Level 3): Leaked Code Clearance (Level 6): Peerless Analytics (Level 14):
- Focus
- Inspired by independent street journalists like Daisuke "Radio" and hacktivists in The 404s; uncovers corporate cover-ups, broadcasts raw street truth, and trolls enemy comms.*
College of Chrome & Blades
Combat Streamer Training (Level 3): Blade-Flourish Stream Subroutines (Level 3): Extra Attack (Level 6): Master Flourish (Level 14):
- Defensive flourish
- Add the Hype Die to the damage dealt and to your AC until the start of your next turn.
- Focus
- Gladiatorial battle-streamers, street samurai influencers, and duelists who perform high-lethality combat for live subscriber feeds.*
- Mobile flourish
- Add the Hype Die to damage and push the target up to 5 + Hype Die feet away, using your reaction to move adjacent to them.
- Slashing flourish
- Add the Hype Die to the damage dealt, and deal that same amount of damage to another creature within 5 feet.
College of Subliminal Propaganda
Neural Venom Strike (Level 3): Subliminal Dread (Level 3): Steal Memory Persona (Level 6): Shadow Whispers (Level 14):
- Focus
- Amaterasu Media psychological operatives and host-club manipulators like Madame Yumi's Velvet Dolls; extracts executive secrets, implants false memories, and weaponizes fear.*
Recon Drone Master
1. Specialized Contract Target (Level 1)
You install specialized biometric databases, combat algorithms, and threat-analysis firmware tailored to track and execute specific quarry.
Mechanics
Choose a target category: Corporate Strike Teams / Mercenaries, Cybernetically Augmented Humans, Awakened Spirits / Street Shamans, Rogue AIs / Constructs, or Mutated Urban Critters. You have advantage on Street Navigation (Survival) checks to track your target and System Forensics (Investigation) checks to recall data about them. (Choose additional target types at Levels 6 & 14).
2. District Attunement (Level 1)
You master navigating specific vertical layers and hazardous environments across Neo-Tokyo.
Mechanics
Choose a district environment type: The Crown (Sky Arcologies), The Neon Layer (Commercial/Nightlife), The Undercity (Flooded Ruins & Tunnels), or The Dead City (Quarantine & Glitch Zones).
3. Combat Augment Protocol (Level 2)
Select a specialized combat doctrine:
Smart Link Targeting Archery
+2 bonus to attack rolls with ranged smart-weapons and firearms.
Sub Dermal Plating Defense
+1 bonus to AC while wearing armor or sub-dermal weave.
Dual Rotor Actuators Two Weapon Fighting
Add your ability modifier to the damage of off-hand attacks.
Monomolecular Edge Tuning Dueling
+2 bonus to damage rolls with one-handed melee weapons.
4. Spellcasting: Tactical Routines & Field Tech (Level 2)
Spellcasting Ability
You cast spells using Wisdom (representing tactical awareness, sensor interpretation, and zone instinct).
Tactical Scanner Field Kit
A wrist-mounted sensor array, laser-designator visor, or spirit-attuned tracking charm.
5. Threat Sensor Sweep (Level 3)
You ping local wireless frequencies, sonar grids, and astral currents to detect nearby targets.
Mechanics
Spend one spell slot to execute an environmental sensor sweep. For 1 minute per level of the slot used, you sense whether any specialized contract targets (constructs, spirits, augmented humans, or rogue AIs) are within 1 mile of you (or up to 6 miles within your attuned district).
6. Rapid Fire Protocol (Level 5)
Mechanics
You can attack twice whenever you take the Attack action on your turn.
7. Environmental Bypass (Level 8)
Micro-thrusters, sub-dermal leg actuators, and hazard-shielding allow you to move unimpeded through urban hazards.
Mechanics
Moving through non-magical difficult terrain (flooded streets, fallen rubble, barbed wire) costs no extra movement. You also have advantage on saving throws against environmental bio-hazards, acid fog, and toxic spills.
8. Optical Camouflage Scrub (Level 10)
Given 1 minute, you apply thermo-optic camouflage spray, street-chaff, and signal-dampening mesh to blend seamlessly into walls and alleyways.
Mechanics
You gain a +10 bonus to Low-Signature (Stealth) checks as long as you remain motionless against a solid surface.
9. Phantom Step (Level 14)
You purge your physical radar cross-section and digital trace on the fly.
Mechanics
You can use the Hide action as a bonus action on your turn. You can't be tracked by non-magical means or corporate camera algorithms unless you choose to leave a digital trail.
10. Motion Tracker / Sensor Mesh (Level 18)
Cybernetic audio-dampeners, motion trackers, and thermal optics render physical cover and darkness irrelevant.
Mechanics
You do not suffer disadvantage on attack rolls against targets you can't see, and you are aware of the location of any invisible creature within 30 feet unless it is successfully hiding from you.
11. Target Execution Protocol (Level 20)
Your HUD calculates lethal weak points in real time.
Mechanics
Once on each of your turns, you can add your Wisdom modifier to the attack roll or damage roll of an attack made against one of your specialized contract targets.
Subclasses
Street Tracker
Focus
Precision bounty hunting, neutralizing high-value targets, and surviving brutal street skirmishes.*
Hunter S Tech Level 3
Choose one tactical subroutine:
Colossus Takedown
Deal an extra 1d8 damage once per turn when hitting a target below its HP maximum.
Crowd Control Spray
When you make a ranged attack, you can make a secondary attack against a target within 5 feet of the primary target.
Counter Strike Parry
When a creature misses you with a melee attack, use your reaction to make an immediate counter-attack.
Defensive Augments Level 7
Choose one defensive upgrade:
Sub Dermal Blast Plating
Gain resistance to area-effect damage (like grenades or plasma blasts).
Target Lock Evasion
Opportunistic attacks against you are made with disadvantage.
Multi Target Lock Level 11
Use your action to execute a rapid salvo, making a ranged or melee attack against any number of targets within 10 feet of a point you can see.
Reflex Counter Level 15
When a target hits or misses you with an attack, use your reaction to deliver an immediate counter-strike.
Bio-Drone Handler
Bio-Drone Companion (Level 3): Coordination Strike (Level 7): Bio-Force Overclock (Level 11): Shared Augments (Level 15):
Focus
Operating genetically engineered guard beasts, cyber-enhanced hounds, or military surveillance drones.*
Ghost-Zone Infiltrator
Ghost-Zone Specialist (Level 3): Optic Scrub (Level 3): Iron Mind Firewall (Level 7): Stalking Counter (Level 11): Shadow Dodge (Level 15):
Focus
Operating in total darkness, underground subway tunnels in The Underline, and the erased ruins of Shiba Void; striking from the shadows before targets realize you're there.*
Dread Strike
You add your Wisdom modifier to Initiative rolls. On your first turn in combat, your speed increases by 10 feet, and your first successful attack deals an extra 1d8 weapon damage.
Cyber-Zone Guardian
Data-Glitch Sensor (Level 3): Phase-Strike Converter (Level 3): Matrix Phase Step (Level 7): Spatial Teleport Strike (Level 11): Data Shift Defense (Level 15):
Focus
Hunting targets across phase-shifted matrix anomalies, subterranean energy nodes, and spatial data-glitches in Shiba Void.*