CREATIVITY
EXPERTISE
Big Ideas, Real Impact
ABOUT
Icon
Class Features
As a Icon, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Icon level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Icon level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, beam derringers, katanas, monofilament spikes, combat tantos
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a monofilament spike, (b) a katana, or (c) any simple weapon
• (a) a explorer’s pack or (b) an entertainer's pack
• (a) a lute or (b) any other musical instrument
• any light armor and a knife
Administrative Access
Your fanbase codes and deploys programs to help you deliver the content they want, giving you infrastructure control and high-end memetic solutions for nothing but a please & thank-you. See chapter 10 for the general rules of access and chapter 11 for the Icon program list.
Level Zero programs
You know two level zero programs of your choice from the Icon program list. You learn additional Icon level zero programs of your choice at higher levels, as shown in the level zero programs Known column of the Icon table
Program Slots
The Icon table shows how many program slots you have to run your programs of 1st level and higher. To run one of these programs, you must expend a slot of the program’s level or higher. You regain all expended program slots when you finish a long rest. For example, if you know the 1st-level program universal translator and have a 1st-level and a 2nd-level program slot available, you can run universal translator using either slot.
Programs Known of 1st Level and Higher
You know four 1st-level programs of our choice from the Icon program list. The programs Known column of the Icon table shows when you learn more Icon programs of our choice. Each of these programs must be of a level for which you have program slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new program of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Icon programs you know and replace it with another program from the Icon program list, which also must be of a level for which you have program slots.
Access Ability
Charisma is your access ability for your Icon programs. Your programs come from the fans streaming your adventures, eager to deliver help any way they can. You use your Charisma whenever a program refers to your access ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Icon program you run and when making an attack roll with one. program save DC = 8 + your proficiency bonus + your Charisma modifier program attack modifier = your proficiency bonus + your Charisma modifier
Quick Compile Protocol
You can run any Icon program you know as a QC Protocol if that program has the QC tag.
Access Focus
You can use a streaming device (found in chapter 5) as an access focus for your Icon programs
The Hype
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one hype die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the hype die, but must decide before the DM says whether the roll succeeds or fails. Once the hype die is rolled, it is lost. A creature can have only one hype die at a time You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your hype die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a dl2 at 15th level
How-To
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus
Wellness Sesh
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level
The CommuniTube
At 3rd level, you delve into the advanced techniques of a Icon community of your choice: the Academia or Rizzmaxxing, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level
Niche
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
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.
Viral Hype
Beginning when you reach 5th level, you regain all of your expended uses of hype when you finish a short or long rest.
Flood the Airways
At 6th level, you gain the ability to use a memetically driven performance to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you, or a broadcast of you, have advantage on saving throws against being frightened or charmed. A creature must be able to see or hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Crossover Era
By 10th level, you have plundered industry knowledge from a wide spectrum of disciplines. Choose two programs from any class, including this one. A program you choose must be of a level you can run, as shown on the Icon table. The chosen programs count as Icon programs for you and are included in the number in the Programs Known column of the Icon table. You learn two additional programs from any class at 14th level and again at 18th level
Hypebeast
At 20th level, when you roll initiative and have no uses of Hype left, you regain one use.
People-First Approach
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Reliability You Can Count On
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A Focus on Quality
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People-First Approach · Reliability You Can Count On · A Focus on Quality ·
Our Process
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Plan with Purpose
Together, we outline a path forward that’s realistic, strategic, and tailored to your specific needs.
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Collaborate Openly
You’re part of the process. We keep communication open and decisions shared—no black boxes or surprises.
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Adapt as Needed
Every project is different. We stay flexible and responsive to make sure the process fits your flow—not the other way around.
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Deliver with Confidence
When we deliver, it’s not just a finished product—it’s a solution you can trust, backed by real care and effort.
WHAT SETS US APART
Integrity, creativity, and empathy shape the way we work. These aren't just words—they’re the foundation of everything we build. We believe in doing great work, building real relationships, and making it easy for you to get the results you’re looking for.
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