Edgerunners are close-quarters combatants who combine disciplined footwork with rugged cybernetic augmentations. They dart through danger, turn openings into punishing strikes, and use a reserve of practiced combat focus to keep moving when others would falter. Their niche is mobile melee pressure: an Edgerunner can reach vulnerable targets, disrupt their plans, and reposition without being locked into a stand-up fight.
Built to take the hit. Trained to never be where it lands.
Skirmisher
EEdgerunner
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryDexterityConstitution
Features
22, levels 1 to 20
1Level 1, reached
Combat Training
You gain proficiency with simple weapons, martial weapons, light armor, and one artisan's tool of your choice. You can use Dexterity instead of Strength for attack and damage rolls with your unarmed strikes and melee weapons that lack the Heavy property.
Edge Dice
You have a pool of Edge Dice, which are d6s. You have a number of them equal to your Proficiency Bonus, and regain all expended dice when you finish a Short or Long Rest. Once on each of your turns when you hit with an unarmed strike or melee weapon attack, you can expend one die to deal extra damage equal to the die and move up to 10 feet without provoking Opportunity Attacks.
2Level 2
Quickstep
As a Bonus Action, you can take the Dash or Disengage action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.
3Level 3
Edgerunner Subclass
Choose an Edgerunner subclass. Your subclass grants features at levels 3, 6, 10, and 14.
Reinforced Strikes
Your unarmed strikes deal 1d6 damage instead of their normal damage. You can use Dexterity for their attack and damage rolls, and their damage becomes 1d8 when you have no weapon or shield in either hand.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
When you take the Attack action on your turn, you can attack twice instead of once.
6Level 6
Impact Calibration
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you use Quickstep, you can move through the space of one creature your size or larger this turn, treating it as Difficult Terrain.
7Level 7
Fight Through
When you roll Initiative and have no Edge Dice remaining, you regain one Edge Die.
8Level 8
Ability Score Improvement
9Level 9
Kinetic Refinement
Your Edge Dice become d8s. Also, when you use an Edge Die on your turn, you can move up to 15 feet without provoking Opportunity Attacks instead of 10 feet.
10Level 10
Subclass Feature
You gain a feature from your Edgerunner subclass.
11Level 11
Reactive Guard
When a creature you can see hits you with an attack, you can take a Reaction and expend an Edge Die to reduce the damage by the number rolled plus your Dexterity modifier. If this reduces the damage to 0, you can move up to 10 feet without provoking Opportunity Attacks.
12Level 12
Ability Score Improvement
13Level 13
Running Strike
When you use Quickstep, you can also make one unarmed strike as part of the same Bonus Action.
14Level 14
Subclass Feature
You gain a feature from your Edgerunner subclass.
15Level 15
Overclock
Your Edge Dice become d10s. When you roll Initiative and have fewer than two Edge Dice remaining, you regain Edge Dice until you have two.
16Level 16
Ability Score Improvement
17Level 17
Extended Reach
Your unarmed strikes deal 1d8 damage, or 1d10 when you have no weapon or shield in either hand. When you use Edge Dice, you can apply their extra damage to a target within 10 feet if you can reach it with an unarmed strike.
18Level 18
Limit Break
When you roll Initiative, you regain all expended uses of Quickstep. Also, once on each of your turns when you hit with an unarmed strike or melee weapon attack, you can use Edge Dice without expending one, but the die deals no extra damage; you still gain its movement benefit.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify, and you gain an Epic Boon feat for which you qualify.
20Level 20
Perfect Overclock
Your Edge Dice become d12s. When you roll Initiative and have fewer than three Edge Dice remaining, you regain Edge Dice until you have three.
Core traits
Hit die
d10
Primary
DexterityConstitution
Saves
DexterityConstitution
Hit pointsHit Point Die: per Edgerunner level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per Edgerunner level after 1st.
DefensesYour mobility, timing, and conditioning help you avoid or endure danger.
ArmorLight armor.
WeaponsSimple weapons and martial weapons.
ToolsOne artisan's tool of your choice. You can use Dexterity instead of Strength for unarmed strikes and melee weapons without the Heavy property.
ResourceEdge Dice: a pool equal to your Proficiency Bonus, initially d6s, that grows in size as you level. You regain all expended dice on a Short or Long Rest, with additional Initiative-based recovery at higher levels.
MulticlassingTo multiclass into Edgerunner, you must have a Dexterity score of 13 or higher. You gain proficiency with light armor, simple weapons, and martial weapons when you take your first Edgerunner level. Edge Dice and class features that scale with Edgerunner level use only your Edgerunner levels.
Subclasses
3
Aegis Frame
Turn hard-won positioning into protection for your crew.
Level 3: defensive counterstrike and guard-focused technique
Level 6: protect an ally while repositioning
Level 10: reduce damage through precise bracing
Level 14: punish attackers who ignore your challenge
Velocity Engine
Make every opening a chance to change the battlefield.
Level 3: enhance pursuit and sudden approaches
Level 6: strike and withdraw with greater reach
Level 10: keep moving after a takedown
Level 14: chain a flurry of attacks across nearby foes
Control Rig
Win the fight by deciding where it can happen.
Level 3: gain tools for control and disabling strikes
Level 6: interrupt an enemy's movement
Level 10: turn a hit into a tactical reposition
Level 14: seize the tempo against a group of foes
Playing one
What it is
Edgerunners are close-quarters combatants who combine disciplined footwork with rugged cybernetic augmentations.
They dart through danger, turn openings into punishing strikes, and use a reserve of practiced combat focus to keep moving when others would falter. Their niche is mobile melee pressure: an Edgerunner can reach vulnerable targets, disrupt their plans, and reposition without being locked into a stand-up fight.
How to play one
You are a mobile melee combatant, not a stationary damage engine.
Use Quickstep and your Edge Dice movement to reach priority targets, escape unfavorable positions, and help allies by drawing attention. Save Edge Dice for turns when their damage or movement will change the fight; at higher levels, Reactive Guard gives you a valuable defensive use for them.
Make one
Personality
I scan exits and obstacles before I notice the decor.
Ideal
Freedom. No person or institution should own another person's body.
Bond
I owe my first cybernetic limb to the clinic that saved my life, and I will protect its patients.
Flaw
I treat every disagreement as a problem that can be solved by moving first.
Quirk
Taps a reinforced knuckle against a surface to judge its sturdiness.
Personality
I scan exits and obstacles before I notice the decor.
I joke when a situation gets tense, especially when I am frightened.
I value practical skill more than impressive credentials.
I keep my promises, even when doing so is inconvenient.
Ideals
Freedom. No person or institution should own another person's body.
Restraint. Being able to hurt someone is not the same as having to.
Adaptation. Survive the change, learn from it, and keep moving.
Bonds
I owe my first cybernetic limb to the clinic that saved my life, and I will protect its patients.
A rival fighter knows the truth about the job that cost me my old crew.
I carry a small keepsake from the person who taught me how to fight without losing myself.
Flaws
I treat every disagreement as a problem that can be solved by moving first.
I push my augmentations too hard rather than admit I need help.
I have trouble trusting people who offer help without asking for payment.
Quirks
Taps a reinforced knuckle against a surface to judge its sturdiness.
Stretches fingers and rotates wrists before entering a room.
Names each repaired or replaced implant part.
Automatically steps aside to leave a clear path behind them.
In the world
Training
Most Edgerunners begin as fighters, couriers, guards, or arena combatants before seeking augmentation and formal instruction.
Initiation varies: some schools require a trial of disciplined movement under pressure, while informal mentors teach apprentices to maintain their own implants and understand the limits of their bodies.
How others see them
Ordinary people may admire an Edgerunner's nerve while remaining wary of their visible augmentations.
In places where implants are common, they are often treated as capable professionals; in more traditional communities, people may mistake their hardware for a sign of violence or corporate control.
Famous practitioners
EdgerunnerSera VennA former arena champion remembered for breaking a siege line without killing a single defender.
EdgerunnerDax OrroAn elusive courier whose reinforced joints carried her through a week-long pursuit across the salt flats.
EdgerunnerMother KestA retired pit fighter who now teaches neighborhood children to defend themselves and leave fights safely.
Factions
The Open Circuit
A loose network of augmented protectors who defend clinics, shelters, and transit routes in neglected districts.
The Meridian House
An invitation-only school that teaches precise movement and insists its students learn de-escalation alongside combat.
The Redline Compact
A contract guild of arena veterans and corporate troubleshooters, often criticized for selling its talents to the highest bidder.
Regions
The Foundry Wards
Dense industrial cities where neighborhood gyms teach practical augmentation and close-quarters defense.
The Saltline
A chain of harsh settlements along old freight lines, where couriers and guards prize speed and stamina.
The Glass Coast
A high-tech metropolitan belt where private security contracts and underground fighting halls compete for talent.
Character hooks
A corporate security team killed your crew and claimed your combat implants as company property.
You escaped a clandestine augmentation program and are searching for others who were left behind.
You fight in illegal arenas to pay off a debt incurred by someone you love.
A failing implant contains memories that may identify the person who built it.
You were hired to protect a courier, but the package they carry has your name on it.
You left a prestigious combat school after refusing an order to cripple a defeated opponent.
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