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Homebrew

Black Drop Guard

Medium augmented human, lawful evil
Armor Class: 15
Hit Points: 39 (6d8+12)
Speed: 6 m

STR

12 +1

DEX

16 +3

CON

14 +2

INT

16 +3

WIS

14 +2

CHA

8 -1

Saving Throws: Intelligence
Skills: Acrobatics +5, Perception +2
Senses: passive Percpetion 14
Languages: Common
Proficiency Bonus: +2

Intelligence is the spellcasting ability for the Black Drop Guard. They use their Intelligence whenever a spell refers to their spellcasting ability.   In addition, they use their Intelligence modifier when setting the saving throw DC for a spell they cast and when making an attack roll with one.   Spell save DC = 13   Spell attack modifier = 5

At will:

Based on Tasha's Cauldron of Everything

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (3-meter radius)
Components: Verbal
Duration: Instantaneous
Attack/Save: Strength saving throw
Damage/Effect: lightning
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Netrunner

Based on Player's Handbook

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Netrunner

1/day:

Based on Xanathar's Guide to Everything

Thunder Step

3-level Conjuration

Casting Time: 1 action
Range/Area: 15 m
Components: Verbal
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 2 meters of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 60 meters away.   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 1 meter of you when you cast this spell, and there must be an unoccupied space within 1 meter of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Available for: Netrunner

Based on Player's Handbook

Darkvision

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 12 meters.
Available for: Netrunner

2/day:

Based on Player's Handbook

Alarm

1-level Abjuration

Casting Time: 1 minute
Range/Area: 6 meter
Components: Verbal, Somatic
Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 4-meter cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 kilometer of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 12 meter.
Available for: Netrunner

Based on Player's Handbook

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
An invisible barrier of nanites appears and 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.
Available for: Netrunner

Actions

Kruft Crimson Liberation Machine Pistol - Burst fire. Ranged Weapon Attack: +5 to hit, range 400 to 800 meters, one target. Hit: 3d6+3 piercing damage Machine Pistol - Close Quarters Combat: Advantage to hit if no cover and between 2-6 meter of the target (while 1-handed), no disadvantage if target is in melee range.

Reactions

Shield twice per day.

They carry 2 magazines of 24 9 mm each.

Created by

Midnightplay.

Statblock Type

Monster

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