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Kris Leask (Order #38729720)


Rogue: Ether Vandal………………………….165
Muscle Sorcerer……………………………......168
Credits ………………………………...………...2 Warlock: Corporate Overlord Patron…..170
Backers………………………………………………..3
Wizard: School of Lasermancy…………...173
Welcome to the Retroverse …………………9
Chapter 3: Backgrounds...176
Chapter 1: Species……...…….10 Alien Invader………………………………….….176
Ceran………………………………………………….10
Heel………………………………………….…….…177
Hiveborn…………………………………….……….14
Mad Scientist…………………………….………179
Rai……………………………………………………..20
Mercenary………..……………………………….180
Restless…………………………………....………..26
Monsterologist………………………………….182
Synthetic……………………………....……………31
Player……………………………………………….184
Trogs…………………………………………………37
Prodigy……………………………………………..185
Wo’nari………………………………………………42
Rebel………………………………………………...187
Dragonborn Variations………………………..47
Cosmic Dwarves…………………………………49
Chapter 4: Equipment……..189
Punk Elves………………………………………….51 Armor and Shields……………………...……..189
Glitchimar…………………………………….…….52 Weapons…………………………………………..190
Mecha Gnome…………………………………….54 Trinkets…………………………………………….192
Action Halflings………………………………….56 Chapter 5: Additional Rules
Half-Elf Relica…………………………………….58 ………………………………………….195
Hack-Orcs…………………………………….…….60 Corruption…………………………….…………..195
Human Offline……………………………………62 Cliches………………………………………….…...197
Void Tieflings………………………....…………..64 Shiny Variants…………………………………..199
Chapter 2: Classes.......……...67 Criticals and Failures……………………...…202
Apogee………………………………....……………67 Feats………………………………………………..203
Datamancer…………………………...…………..77 Chapter 6: Spells…………….207
De-fragger……………………………….………...85 Base Class Spells……………………………...207
Glitch Hunter………………………....…………...97
Chapter 7: Gods……………...230
Henshin……………………………………………108
Holo-knight…………………………....………….124 Appendix A: Safety…….…..248
Synth Weaver………………………...…….…....131 Appendix B: Inspiration…..249
Sub-Classes………………………...………...141 Appendix C: OGL Content..251
Barbarian Techno Viking…………...………..141
Bard: College of Metal………………....……..142
Character Sheet……………..253
Cleric: Domain of Action…………………….144
Druid: Circle of the Corrupted…………….146
Fighter: Path of the Wrestler……………..148
Fury-Fu Monk………………………...…………155
Paladin: Oath of Awesome………………...160
Ranger: Dream Champion………………….162

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Kris Leask (Order #38729720)
I want to thank everyone who has stopped to give
CREDITS us a like in social media, those who shared us with
their friends, and everyone who backed our
LEAD DESIGNER: CHRIS LOCK Kickstarter. You are the ones who keep this
project alive, and it means the world that you
LEAD ART: LLUIS ABADIAS support this crazy thing called the Retroverse.
I want to thank Chris for being the most
amazing person to work with. Whose words keep
ADDITIONAL DESIGN BY: SCOTT inspiring every piece of my art, and whose
BORLAND, KATRINA BRESNICK, friendship is among the most valuable things I
have.
KEVIN HARRIS I want to thank my family and friends for their
much-needed unconditional inspiration and
EXECUTIVE PRODUCERS: CECILY encouragement.
Thank you, and welcome to the Retroverse
WINTERS, ATIRA AND PARKER (beware of the laser dog).

GAUGHAN, COLEH -Lluis Abadias

Thanks for Playing!


The Retroverse has been an amazing project to
work on. Never in my life would I have imagined
that a fun venture like this would receive so much
support! I want to extend a thank you to everyone
within the tabletop community that has
supported, encouraged, and loved us through this
journey. We’re almost all the way to where we
want to be, and we hope you will continue down
this path with us!
I would like to thank a few people who are
special to me as well.
Lluis is the other half of this project. It would
never have existed without him. All the artwork
you see here is his!
My GM, Dave who has patiently taught me how
to be a better storyteller over the years.
My Father and Mother, for showing me the
value of unconditional love.
My children, who inspire me to be cooler every
day, even as I become less cool in their eyes.
See you all again soon!

-Chris Lock

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Kris Leask (Order #38729720)
Our Backers
Thank you so much for supporting, testing, playing,
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Corey Tess Devon Mosier Maribelle Christopher Natalie Vincent Thomas
Jordan Saba Michael Michael Tyler Wilkinson Nicholas Rogers
John Cowdery Letterle Kerr Alex Greder Gerard Pernes
Megan S. AJ Freeburg Jessica Salter Stachowski Luna L Vernon Psybernary
Jamieson Richard Luoma Alex Boake Holly PinkZeppelin13 Cameron Lee
Mockel Sean Murphy Cody Blaschke Clint Andrew Irby
Gargoyle Soup Joshua Kerns jack joseph Morise Rachunok Adam Brooks

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Kris Leask (Order #38729720)
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Rodney Leeson Poudrier Waterman Mike William Crowe Erik Nell
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Jensen Johnny philip hindley Stauffer Bobrith Glasford
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brandon Robert Max Kalanyr Devlin Logan Hennigan
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Ryan Gooley Knippert Maloney Steven Barnes Erin Hansen Callie
Tyler Kieran Bohu Jack Isaiah Fabio Endrizzi
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Guest Red Scare Erik Ottosen Josh Jasper charles Lucas
137979570 Kenneth Miller Kevin Smith Dan Beining coalson Henderson
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Reeves apisano Perrault Clay Hodges Claude Jessica Lyn
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derekticon Spencer Wyrdrune sofie franks

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Kris Leask (Order #38729720)
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Alyssa Audet Antonio Tyler Neice Mark Molea FrozenThrog Tiberius Scobie
Patrick Vasquez rob Matthew S. Benjamin Rees Ryan Curran
Stockinger Dan Murray Matthew Dentino Susan Marie Nick
Sylva Charles Puusalu Matthew Richfield Zachariasen
Victoria H Lucian Kahn Matthew Marchitto Samuel Brenden
Megan Brown Alison Madden Chissell Meriore Evan Zrinsky Roidon
Brian A Gemini Duality Cthulhus Peter JD Colby Elliott Samuel
Johnson Serpent Sea Dream Mcintosh lonelydistance Levesque
bob Games James Colleran Will Michael Barry Daniel Hudson
Joanna KaCee Bunn- Christopher Jason Denver Harold Bosstick Daniel
Marcinkowska Smith Gabe Miller Hall Trevor Lamoureux
Fynikz Josiah Nick Bender Andrew Barron Steven Vocke Veronica
Sam Roache Corey Tindall Steven Jessica Nicholas Hamilton
Eric Hellickson Alexandra Stanislav Nathan Houle Darling AndrewFarmer
astera Wilson Ivanov Elliot Brandon M. 09

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Kris Leask (Order #38729720)
Mike Lindsey Rhys Cottle- Mary Bennett Anthony Mark Sherman Jonathan
LaserFowl Vinson Gregory Morris Kirkpatrick Izaak Spiers Baldwin
Arthur Deanna Taylre Griffin Nolan Thomas Jeremy Jack Cross
Zach Amarant Bushman Spike Edmond Nicholas Jaross Handler Jeff Bauersfeld
Robert Daniel kaitokaito Oliver Slater Quinn Crandall Matthew
Stephen Grote Hojnowski E. S. Dickenson Noah Aaron Vanderweel
RobbieEsson Daniel Jesse Bruemmer Sam Costidell Nanci
Marcus N. Adam David Nick Michael New Adam Jones Patterson
Wiles Dunlop Dakota Russell TJ Tompkins Michael Popp Brandon J
Sean Ringrose Tj Dozier TDog60 Abby Wentzel Post Petrie
IllustriousIllusi Mike Minich Nicholas Gary Oak Apocalyptic Sean Riedinger
onist josh nelson Kandas Courtney Gamer Abigail Rogers
Ari Weaver JESUS BARRON Hannah Kimble William (Maxadon96) Eric Bajus
Joseph Stecher Thomas Alex Kobs Phoenix Arkhane Robbie
Jacob Berman Anderson Phillip Ada Moncus Asylum Alberto
Wesley Allen Forrest Perrin German Daniel Will Helsing Publishing Gonzalez
Taylor de Graaff Boso Kevin Cherry Jacob Kelsey DeVries
Fitzgerald Zen Bottles Charles Jacob Crowley Montgomery Dean Piechalski
Wilson Frazer Gault Mayfield Bryan English Stefan M. Ethan Slack
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Greene Jonathan Scharkus Tori Carissa Black Rosemary
Chris Morgan Matthew Markus james klein Benjamin Harris
Matyas Matlo Simpson Olofsson Duncan Lint Francis Daly JonahLore
Jon Roth Nnpatel87 Jared Pyron Jd Crouch Preston Poland Drew Alderson
Dylan Stup Kevin Adams Benjamin DMDoom Sam Parsons rathiri
Brendan Serpa Andrew Skarda Smith Steven Jeremy Quinn
Bryan Taylor ORC DAD John P. McSeveney Sterling Armstrong
Arielle Moyer John Cleary Michael Martin Kestner Adam Royster GlitchedInGrey
Tiberia Aaron Craig Kaleton Joshdk Gale Fierre Verdestrom
Alan Elliman Kyle Challen Martinson Paul Chance Chris Gwinn
Noah Morris- Ali Abdullah Christopher BeadsJr Phil Kenyon Montana
Fry BusinessOtter Banks Jack Joel Bobinski
Erica Wallin David Syrakkis Elphinstone Jonathan Trent Leclair
Carl Brost Kenny Zachery Warren Andrew Lesher Second Class
jayoungr Chris S Gaskins Melvin Prehistoric Elitist
john Ryan Fowler Falon Deimler Hannah House Duck Ryan Kent
HardwarJo Rina Aster Draugdae Lamp Erin
Christopher luca andres sosa Shelby Besse Bailey Martin Russell
Arce John Crowley Drake Booth John J. Berting Andrea Rose Ventimeglia
Brian Mochrie Irving Thadeus Frank Doherty psudonym55 Ann Veenstra Joshua
Justin Forkner Royale Rurun Petelo4f Colin Wilson Herrington
Ryan Thomas Chris Alex Jackiw Thedra dudeman
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Doug Atkinson Matt Soucy peter bouldry Brunette Alain Win
Adam Poisal Jillian Z RoboGerbil James Knevitt Bourgeois Brandon Benes
penn poutanen Tracy Vierra Red Tyler Matthews Dell Shelby Davis
Joshua Frazer Andrew John Adrian Tanner Banks Spellhawks Tyler Hulsey
Mark A. Wilson Devin Hero Basilio Craig Cormier Press Greg Barnsdale
Ash Christians Junior Thomas Kristine Jacques Sky Poole
Ryan Santiago-Jack Watchorn MacLeod Menasche Eric Szypulski
Eric Feay Derrian Greer MarioGMan25 P Aguilera Jarrett Martin Brandon
Taylor Bleir Ty Vivas Kaul Sean Waffles Jared Silfies Thornton
Nicholas King Leon Pena Michael Schoen McAuliffe Tony McDowell Dillon
Krisal Gile Zach Rotz michael Christopher Charles VanBuskirk
Dan Hernandez Austin armstrong Stoner Koeppel Alex D.
Jeremy Auer Ryan McCoy Jeremy Jamie parsons Endless Mike James Yardley
Oni Garlicki Jeff Jorgensen Johnson Daniel Wismer Casey Shougo
Charles Prause Serasi Christian Elizabeth Ellis ConorJ Amakusa
Luke Renz Ian Rugg Gardiner Leslie Porter Jesse Ingram

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Kris Leask (Order #38729720)
Greg Katopody Rory Noah Sterrett Carnes Wendlowsky Brett Matschke
Parker Brantley William Koebke Stern Buckaroo Leif Isaacson Gabrielle
Fleo Chris Savoie Darren Chris Durst Margaret A. Seaborn
Dakota Dohr Rudy Jahchan Thompson Nash Michaud Toby Jennifer
John Highwind Eric Daugherty Pokeroots Morgan Gate- Justin Tecca Gavin Boutdy
Tayot84 Dan Bacon Adam Souza Leven Demu Lucia Gaudenzi
Coty Seth bejan paknia Remy Coupe Philip Ethan Karene
John Joshua Wright Gareth Maranda Robert Conor Toleson
Templeton Ryan A Christian Williams Darklight Austin
Michael Craig Duchene Vinetas Art H Interactive Woodward
Adams Otherjoe Rob Miller Mike Wisnefsky Jacqueline Chip Warden
Candice Nathan Gross adam jacobsen Cody Lily Niehaus Kyrra
Devon Santos Tam Elliott Sheldon Colin Lemen Britt M Derrick Davis
Alex Ellis Pablo Kooey xXDarkHour Jernigan Max F.
Karl Slagle Adam Harju Hundreds 96Xx Guest Mike Elston
Adam Zellmer Graham S. Katz Graham Norton 2041889705 Robert West
Rebecca Russell Marcus Deziree Larson Jayden Masato Edward
Lawrence RedMageGizmo timothy timepatches Lewis Fadigan
Eduardo Andy Lau Joe Sturwold John Jim Ryan Todd Biggs
Caimares Shauna Alec Hunter Bookwalter Jr. Henry Perez Ryan Sundberg
Matthew Michael Ryan Austin Steve Caitlin Williams Stephen
Boone McGowan Bo Linrandir Gabriel Gray Hallowich
Steven Jordan Kearns Stephanie Samuel West Josh Evans Mark
Derek Phaneuf Nicolas DiFurio Turner josiah Joanna Michelle Katz
TheLetterB Richard VonEther Jonathan Wanfried Conner
Jeremy Kear Erickson Erik Heathcote Perosa limitless Todd Richards
Forrest G. Joe Meyer Daniel Jacob Kemp Kristopher Jaime Colon
Emerson Grant Vargas Thor Holmquist Kotaabear Pring Mechanomaly
Lucky Dice Christopher Jacob Nick Roth Matthew Roy old beetle
Matt Skinner Grey Nicolas Pirot Jordan Bajzert Tom Burdak Sebastian
David Sweeney Stefan Buiter Samuel Shaun M. Orion Burke Müller
david milka Brett Creelman Quaintance- Wayne Liberty Troy
Kim Detro Buterbaugh Jeff Joecken Edwards Dylan Haskins James Briggs
Kristen Chris Philip Boyle Eric Enloe cliff Eric Semrow
Winslow Ian Firbaelvan Stephen Krzysztof Hannah Carlan
Thomas Genevieve Gushue Domański Ted Rouse
Cody Swatek Ian Wallis Karina Reitz J Silverstein
Steven Lord Aaron Krazie Zach crystaliswave
Stephen K Daniel Bertrand Mujestica
Sandy Ruiz Beeching Keenan Sawyer Phyllis Ashley
David Stanley Keith Joseph Oleson Jack Plant
Amber Hershey Jr Brad Yan
Adam Alessandro Guillemette
Maggi Sean Hunt
Jonathan Green Benjamin
Matthew Keck Olschewski
Jamie Flood Justin Carter
Abel LEFEL ayellowbirds
FERNANDEZ Joseph Wood
James Stephen Durell
Woodman Luke Biskup
Harry Jamal L Wilkins

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Kris Leask (Order #38729720)
PLAYER’S MIX
Within these pages is one of many dives into the
world of the Retroverse. It is intended to be
bombastic, humorous, and more than a little silly.
The Retroverse is a universe inspired greatly by
music, games, books, movies, and fashion of the
80's, 90's and early 2000's. It resides in a place of
half faded memories, barely remembered songs,
lost childhood friends, outdated styles, and time
corroded files. This world does not follow the
traditional rules for fantasy settings but is mired in
them all the same. The Rule of Cool is written into Additionally, this game is built to be a safe and
the spirit of this game and is the only one that fun experience for everyone, regardless of race,
should be adhered to strictly. As with all things, religion, gender identity and expression, nationality,
your Game Master (GM) has the final say in how sexuality, or otherwise. It is up to all of us to build a
their world operates. welcoming place for our fellow players and game
The Retroverse was built around 5E. There masters. When planning the story, discuss some of
should be little problem bringing existing 5E the possible tropes or difficult subjects that may
content into this world or taking Retroverse come up by playing this game and work towards
content into another 5E setting. Any enemies, group consent when dealing with harsh real-world
items, spells, or otherwise in red bold is not issues. Likewise, if you find something in our game
included within this text. Please refer to other 5E that you feel is problematic, please let us know and
and Open Gaming License rule sets for their use. we will do our best to remedy it.
This book is half of the full Retroverse Thank you so much for helping us test Lasers &
experience. We have all the rules you should need Liches. We hope you have as much fun playing our
to build wondrous characters with baffling game as much as we did making it. If you have any
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Kris Leask (Order #38729720)
LUMBERING LEGENDS
Cerans are a hearty breed of creature, living at
least 300 years and rumored to be able to live
double that. There are three major bloodlines, Tri-
The creatures of the Retroverse are wild and ceran, sty-ceran, and pa-ceran; though most of the
varied. Alongside elves and humans, creatures of world has trouble understanding anything beyond
fitful imagination make this place their home. Cities the physical differences. All of them stand a
are built by the Wo’nari. Trogs dwell in deep swaps minimum of 6 feet tall with some of the largest
or deserts. Cerans hide away in remote plateaus. measuring nearly 8 feet high. Their massive forms
Even Restless, though extremely rare, have been are matched by their massive frame. They can
known to be heroes. easily weigh 300 pounds, making life among more
Keep in mind that the descriptions here are delicate species difficult. This hulking size does not
generalities of the species as a whole and are not always translate into raw strength, in cerans it
indicative of the behaviors and personalities of most often manifests as stubbornness in the face
each individual. No species, culture, or peoples are of death. Children's stories are rife with tales of
a monolith. ceran warriors refusing to stay down, despite
overwhelming injury.
Their scaly skin ranges the entire color
CERANS spectrum but is rarely ever bright. They have
“Deysea stood before the council, resolute in her several horns on their head that vary in size and
belief. They would not meet the world because of placement based on their bloodline.
their ancient fear. She would not be the same.
Deysea would break the cycle of seclusion and VOLUNTARY OUTCASTS
bring her family into the greater world, regardless As long as cerans have been known, they have
of their desires. She waited, as they bore down on possessed an inset aversion to heavily populated
her with judgmental stares. She would not bend; areas. They lived in their own villages and towns,
she would not break. made of strong woods and stone to withstand
“Go then.” the eldest said. The others turning to everyday ceran life. When other species interacted
her, surprised at her decision. with the cerans, they found their terse attitude and
“I-wh-,” was all she stammered before the elder intense spiritualism perplexing, making relations
cut in again” somewhat difficult. Their distance from “civilized”
“The world is waiting, we are too old for it, but life allowed rumors and large misunderstandings
not you. Just take some of my wisdom, do not to build around them for centuries. In truth they
forget your past, for I will be watching. Do good, are a kind and wise species, giving their all to those
always.” in need. They have little sense of self and see
She stood, shocked by the councilor’s candor. themselves as simply one
She got what she wanted. She would explore the part in a larger whole
world, see its people, marvel at wonders. This could
not have gone any better for her. But why did she
suddenly feel so alone?”

The most common reactions to a ceran are that of


unease and fear. Hulking reptilian humanoids, they
have a tough time adapting to the fragility of the
realms outside of their own. The many gods and
evils of the world seem convoluted and gross to
their intensely direct mentality. Rather than
worship the divine, most cerans are deeply in touch
with their ancestry, sometimes calling upon fathers
and mothers a dozen or so generations removed.
They may be viewed as heretics, beasts, or even
monsters, but those who get to know a ceran will
benefit from their wisdom and companionship.

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They have an unparalleled sense of honor; a HARSH LESSONS
driving need to live up to the name of their A ceran's life is filled with the experience that a
ancestors focuses their actions and behavior. Some stubborn nature brings, combined with the lessons
more jovial species feel as though cerans never let of their ancestors. Wise beyond their years, cerans
their guard down, and they would be correct. will gladly share their wisdom with anyone who
Cerans believe their ancestors are always watching has the patience to listen. They are fond of long
over them and have no desire to shame stories, weaving dense meaning into every line. The
themselves in front of their grandparents. Those few ceran texts that exist are so filled with double
that stray away from this code of honor, and seek a meaning and subtext that other species can spend
life of selfish avarice, are known as “Rontar” to their years studying a single chapter. Despite this
kin. In most cases they are left to their own devices, inherent wisdom, cerans are hopelessly
though they are coerced, by many undesirable bullheaded. Their desire to impress their family
methods, into abandoning their family name. Those pushes them to continue a given assignment, even
that take a blatantly evil approach to life are after repeated failures. A hopeless quest to others
hunted by the family, their transgressions too is considered a worthwhile challenge to the cerans.
severe for the ancestors to overlook. The ire of a
ceran family is a rare and deadly curse to have PURPOSEFUL ADVENTURERS
upon you.
Cerans are the epitome of homebodies, rarely
To a ceran, there is nothing more important
venturing out without a good reason. Often, cerans
than family. Be it by birth, found family, or those
encountered in the wild are on a quest, or string of
that came before them.
quests. Their kind nature and lack of familiarity
with the world outside their home makes them
unable to prioritize assignments. A mission to
restore peace to a kingdom holds the same weight
as a child missing their doll. Because of this they
will sometimes spend years moving from
adventure to adventure before they are able to
complete their original assignment. Ceran elders
understand this behavior and will use it as a wry
method for teaching young and rambunctious
cerans important life lessons. Even a simple task of
collecting a semi-precious stone can take a ceran
away from their home for decades, as they help
hundreds of creatures along the way.

CERAN NAMES
So important is ceran ancestry that, until recent
history, they had no personal names. The small
interwoven nature of the families meant that every
ceran knew their kin. There was little need for
personal names. The closest they had was a simple
adjective or noun that described the most
legendary of their ancestors. This convention has
influenced the names they adopt to ease their
transition into other societies. They always use
their family name first and, in some cases, may
have no personal name.

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CERAN TRAITS
Family Names: Throndaxi, Reavenden, Holistanden, Cerans all share a similar obtuse build and attitude.
Roseguns, Stallonus, Vandammed, Locbadias, Ability Score Increase. Your Constitution score
Lundgryen increases by 2.
Age. A ceran reaches adulthood at age 20 but
Personal Names: Fighter, Spear, Big, Horn, Wise, may spend many years learning from their elders
Barrel, Foolhardy, Savage, Indomitable, Wit, Shield, before they are ready to venture out on their own.
Mage They usually live around 300 years.
Alignment. Most cerans are good natured,
tending towards lawful alignments. They are
OTHER SPECIES
willing to sacrifice great time, effort, and coin to
Many species have incorrect preconceptions when help those around them. Those that lean towards
it comes to cerans. They believe them to be slow, chaos are often ousted from the family. The very
large brutes, only capable of limited speech and few evil Cerans ever recorded are treated like
destruction. The ceran’s general lack of enthusiasm taboo history, their tales told only in whispers.
for integrating into other societies makes the fight Size. Cerans can range from 6 to 8 feet. They
against these misunderstandings an arduous one. average 300 pounds. Your size is medium.
Cerans however, do not give into preconceptions Speed. Your base walking speed is 30 feet.
about any species or individual, trusting only their Stout Body. You are incredibly hard to keep
own experiences on an individual level. Merit and down. You have advantage on saving throws
honor are what matter most cerans, not the places against being paralyzed and restrained.
or stories that surround them. Powerful Build. When determining your carrying
capacity or items you can move, you are
considered one size larger.
Ancestor's Spirit. Each ceran has a connection to
the ones that came before them. The exact nature
of this connection is based on your ceran bloodline.
You can use these abilities once before finishing a
short or long rest.
Subspecies. There are three major subspecies of
cerans: tri-ceran, sty-ceran, and pa-ceran.

TRI-CERAN
This subspecies is the most common of the cerans.
Their prolific numbers mean they have had the
most interaction with the outside world. Because of
this, they are often better equipped to deal with the
day-to-day hustle of civilization. The price of this
adaptation has been a weakening of their ancestral
traditions. While they may seem resolute in their
old ways to an outside observer, other cerans know
that the familial bonds are frailer than they used to
be.
They have three horns, one set against their
nose and two on the head plate. Their coloration is
typically bland with very little variation on their
bodies.
Ability Score Improvement. Your Intelligence
score increases by 1.
Gouge. You can use an action to try and attack
an enemy with within 5 feet with your horns. On a
hit, the target takes 1d8 + your Strength modifier
piercing damage.

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Ancestor's Spirit. You can call upon the warriors
within your family to summon a spiritual weapon.
Using a bonus action, a weapon comprised of your
ancestor's will materializes in your hand. It behaves
like a normal weapon, despite being made of
spiritual energy. It is considered magical for the
purposes of overcoming resistances. It disappears
after 1 minute. When creating your character, you
must choose the one weapon you will receive.

STY-CERAN
These ceran are rarer and more reclusive than the
other bloodlines. They have not adapted well to the
outside world, keeping their young away from the
dangers this new influence might bring. They are
deeply spiritual, spending hours in communion
daily with their ancestors. Their resolute adherence
to tradition has made change slow in their
bloodline. They are seen as stout traditionalists
with ideals that can be hard to understand and
even harder to change. Despite this, they are
amazingly gifted with insight. They have an
unnatural ability to peer into one's soul and discern
affairs they decide are trivial. Like most cerans they
their desires and intentions. The few that leave
lack context for the world at large, and so a “trivial”
their family are wonderful negotiators, minstrels,
affair may be the fall and rise of entire nations. If
or leaders.
an event does not directly affect their family, it is
Sty-Cerans have a flurry of smaller horns that
likely not worth worrying about. This does not
adorn their head plate, with a small singular one on
mean they cannot be amazing allies; they just need
their nose. They often have a primary scale color
the right incentive. Their very direct nature means
that is contrasted highly by splashes of bright
they need to know exactly how any quest might
colors. Sometimes they accentuate these flashy
benefit their family before they consider it. Gaining
colors with tattoos or markings.
their assistance is typically easy as they are quick
Ability Score Improvement. Your Charisma score
to trust others, making them prime targets for the
increases by 1.
wrong person with the right enticement.
Not Your Time. Due to your deep link with your
Their dull scales are accented with tufts of fur
ancestors, they can help you to avoid an early
that stick out around their neck and spine. The
death. When you are reduced to 0 hit points, but
horns are small, almost decorative, and serve little
not killed outright, you automatically succeed on
purpose. The large nose, however, is coated in a
your first death saving throw and have +1 to all
thick bone that spreads to a great deal of their
subsequent death saving throws. Once you use this
face.
ability you must finish a short or long rest before
Ability Score Improvement. Your Strength score
you can use it again.
increases by 1
Ancestor's Spirit. You can call upon your
Nosebutt. You can use an action to try to make
ancestors to guide your mind and body in combat.
an unarmed attack against an enemy with within 5
You can roll a d4 and add the result to any attack,
feet with your nose plate. On a hit, the target takes
damage, or saving throw roll you make. You can do
1d8 + your Strength modifier bludgeoning damage.
this after you roll but before you know the result.
Ancestor's Spirit. Your ancestors were great
warriors, standing nearly unchallenged for
PA-CERAN generations. As a bonus action, you can choose to
Pa-Cerans are the most brutish of the bloodlines. gain +1 to either your AC, attack rolls, saving
They are direct in their speech, giving no thought to throws, or damage rolls for 1 minute. Additionally, if
the tone and words chosen. Larger than most, Pa- you are healed while using this feature, add your
Cerans are generally less willing to deal with proficiency bonus to the total healing you received.

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MAGNA-CERAN
A species unique to the Retroverse, magna-cerans
HIVEBORN
“The queen turned her huge frame to stare at the
embrace a deeper connection to the world they live trio. There was malice in the royal’s mandibles and
on than to their own ancestors. To them, all life
anger in her antenna. There was no longer a need
ebbs and flows with the planet itself and so the
for words, the queen had long since lost her
remembrance of singular people is less important usefulness and it was time for another. Regretfully
than synching with the origins of their energy. This it came down to the three of them, her Jelly Guard,
philosophy is cemented in their minds in part by
to end this. They lunged forward and began their
the magnetic bone plate in their skulls. They can
assault, each knowing this was only half the battle.
quite literally feel the earth around them, Only one of the Jelly Guard could be queen, only
becoming attuned to the rhythmic pulse of energy the strongest who was able to kill their sisters.
that flows through all things. Aged magna-cerans
Each one secretly hoped it wouldn’t be
often become seers or councilors, using their
themselves.”
ability to detect small changes in a person’s energy
field, giving them the ability to provide more Hiveborn are a highly structed group of humanoid
insightful advice.
insects, each sharing enough traits to be
Magna-Cerans are most often pastel colors,
categorized together but so varied that no two
with some reflective metals that collect in their groups are exactly alike. Most commonly they live
hides. They have no traditional horns but use the in communal hives with their kin being nearly (but
magnetic bone plate to create artificial horns from
not completely) identical to each other. They rarely
metals and arrange them in decorative or weapon-
need to cooperate with other world powers as they
like patterns. form their own powerful states, if able to remain in
Ability Score Improvement. Your Wisdom score an area for long enough, their hives eventually
increases by 1.
becoming like a metropolis in size. While not
Magnetic Skull. You can create a crude weapon
openly hostile towards other species, the survival
on your head as a bonus action. Once there, you of their hive takes priority over all other matters,
can use an attack action to strike at an enemy. On a even if it puts them at odds with forces greater
hit, the attack deals 1d6 + your Strength modifier
than their own.
bludgeoning, piercing, or slashing damage (chosen
when creating the weapon) and the weapon is
broken. You can use this trait to create weapons a FILLED NICHES
number of times equal to your Constitution
The hiveborn are a species of exceptions, with
modifier (minimum of once) before finishing a
every attempt to accurately catalog them falling
short or long rest.
just short of reality. For the most part, hiveborn fall
Magnetic Pulse. As a reaction to a melee attack
into three major subspecies: Bee, Wasp, and Ant,
against you, you can cause an oscillation of the
based primarily on which of their insect ancestors
magnetic fields around you. Any metals on the
their appearance and societies they most closely
attacker’s body quickly push and pull, throwing the
resemble. Though even this simple subdivision
attack off balance and imposing disadvantage on
does not accurately depict the species as a whole,
the attack. You can use this trait once before
as there are rarer sub-subspecies within each
finishing a short or long rest.
category that will often blur the lines between
Ancestor’s Spirit. Magna-Cerans are in tune with
each. Most collectives will choose the category
the energy of the world and others around them.
they feel best suits them, as a helpful means for
You can use your action to make an Insight check
more easily communicating with others outside
on any creature within 15 feet. If your roll is a 20 or
their hives.
higher the target creature cannot surprise you, you
can tell if they are lying, you know their alignment, HIVE MINDED
you have advantage on saving throws against
A common trait among hiveborn (though not
them, and they have disadvantage on attack rolls
always a hard rule) is their hives. They are born
against you. The effect is lost after 1 minute. You
into a massive society with thousands of family
must finish a long rest after using the ability
members all working towards the continued
successfully before you can use it again.
survival of their individual hive. Work towards this
goal begins immediately after the hiveborn come

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of age, with their place in the societal structure FLUID CAST
being innately known. A queen presides over the The cast system of a hive is at once extremely rigid
hive but does not directly control it and is typically and bafflingly fluid. Each member of the hive is
just a means to an end for keeping the hive expected to fulfil some sort of purpose and they do
populated. Many once believed the hiveborn were it to the best of their ability, even sometimes
mentally linked and directed by the whims of the working themselves to death. While in a certain
queen but the hiveborn refute this, explaining they position, it is expected the hiveborn will stay in that
simply understand instinctively what must be done position without complaint or aspirations of
to protect their hive. changing their post. A worker does not always stay
Their mindset is one of directness and they can a worker though. Depending on the needs of the
often be paralyzed if given conflicting orders. They hive they may become a soldier for a time, they
are usually more concerned about the life of the may grow and lose wings, they may tend to the
hive, considering their own lives worth little when young, or even eventually become queen. If there is
compared to the survival of their sisters. When a need to be filled, it is done so seamlessly, with
speaking with other hiveborn they can new hiveborn always ready to fill a new role. This is
communicate complex ideas or grand sagas in a usually done with very little communication
matter of seconds but the thoughts and ideas of needed and no challenges to the changes. There
the hiveborn are difficult to translate, following are records of hostile displacements of royal
lines of reasoning that are foreign to many other hiveborn or even queens, though this is extremely
species. Emotions are something they understand rare.
as an innate quality of most creatures but have This filling of needs also extends to
trouble feeling and expressing the nuances of reproductive habits. The queen is rarely the only
emotions themselves. Jealousy, resentment, hiveborn who can have children, though their
elation, and even love are things they understand offspring comprise most of the hive population. All
on an intellectual level but need years of hiveborn have the ability to reproduce, either
development to through fertilization or asexually. Eggs born from
“feel” themselves. asexual reproduction will be more like a clone of
the original, and less like an offspring. Additionally,
hiveborn are not limited to any sex and can shift
along the spectrum within a matter of days. This
ensures the survival of the species as a whole,
even in unforgiving environments or times of great
conflict.

DUST IN THE WIND


Hiveborn have extremely short lives, with the max
age being just over 30 years. Most live much
shorter lives and some hiveborn live the entirety of
their lives inside the hive. It is incredibly rare to see
a hiveborn far outside the range of their hives. The
most common of these outings are performed by
hiveborn royalty, which are those whose genes are
nearly identical with the queens, on diplomatic
missions between the hiveborn and other species.
There are also times when special soldiers will be
sent out perform an important task for the hive.
Tasks of this delicate nature naturally give the
soldier a great deal of freedom, something that can
cause strain on their loyalty to the hive’s ideals as
they learn more about the world outside. And
occasionally a hiveborn worker will simply get lost,
having to rely on their wits and the generosity of
others to get back to the hive.

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With such a short lifespan most hiveborn SONG AND DANCE
consider their lives immaterial. Their contribution The language of hiveborn is beautiful and complex,
to the hive is all that matters to them. There is no with each hive having its own dialects. While
desire for eternal legacy, no myths of boundless hiveborn have learned to speak common when
youth, and no records of individuals beyond the interacting outside their hive, it is unnatural to
queen. When one dies, there is no sadness or them. Their actual language is expressed through a
ceremony, their bodies are either removed from mix of pheromones, touch, dance, and fashion.
the hive or recycled as food for the next Their language is the greatest form of art hiveborn
generation. The only thing of permanence is the have, all other forms being too immaterial to
hive and hiveborn will give everything to keep it survive their rapid generations. A hiveborn is born
alive. knowing the most basic gestures and auras needed
to communicate but it can take their entire lives to
master the art of commination. The greatest
ballads are given through this medium and even
the most studious scholars of other species would
not understand them without an interpreter. These
performances typically recount epic battles of the
hive, histories of the world outside, or
fables designed to teach the morals of
life within the hive.
While dancing and pheromones are important,
the final piece to hiveborn communication is their
fashion. A queen serves as the template for how
the hiveborn will adorn themselves. Then each
hiveborn is encouraged to individualize their own
attire, so long as it is still closely related to that of
the queen’s. This contradiction of regularity may
seem strange to outside species, but it is simply a
way of life and language to a hiveborn. This spark
of individuality changes the nature of exchange,
with the same gestures and pheromones meaning
completely different things depending on the
choice of attire. Each article of clothing is
meticulously thought out and types of speech
assigned to them. As such, only hiveborn can fully
speak the language and even the aid of magic does
not bridge this gap.
Hiveborn in small communities or individuals
will typically adopt nearby fashions but adapt them
in ways that may seem directly contradictory to
local customs. Because these types often travel
great distances, their choice of attire can be wildly
out of place when moving from one area to
another.

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ROGUE ONES one week.
Not every hiveborn belong to a large colony. Some Age. Most hiveborn come of age within 6 weeks
collectives more closely resemble villages or of being laid. It is extremely rare for one to live
nomadic tribes. These groups steer clear of larger beyond 30 years.
hives and rarely reach large numbers, doing just Alignment. Good and evil are things hiveborn
enough to maintain themselves. Even further struggle to understand, and they can cycle
removed are solitary hiveborn, an oxymoron and between them depending on the needs of their
proof of the inability to succinctly categorize this hive. Always they lean heavily into order and thrive
species. These lone creatures speak and think in in highly structured environments.
ways similar to other hiveborn but have no Size. Hiveborn can vary in size heavily but most
understanding or desire to be part of a hive stand hunched at 5 to 6 feet tall and can usually
collective. They are often limited in their scope, extend their height by nearly a foot by standing
thinking only of what comes next. The live of these straight. Despite their size, they are remarkably
individuals is typically short, even when compared lightweight; most weigh between 60 and 80
to the already rapid lifecycle of other hiveborn. pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
NAMES Performative Language. You gain proficiency in
Performance. You can also speak hiveborn and
Hiveborn do not have names as they are typically
another language of your choice.
understood, if they have one at all. Their names are
More Arms. Your two midsection arms, barely
a complex dance and signals that only other
noticeable appendages that are usually hidden
hiveborn can truly replicate. When dealing with
under clothing, are not equipped for standard
species outside the hive they take the name of their
battle; but can be used to interact with other
position and see no reason to try and establish an
objects. If an object would take a full action to use
individual name beyond that. The three most
you can instead use it with a bonus action, so long
common are: Royal, Soldier, and Worker, though
as you can effectively use the item without
some other more specialized roles have been used
devoting your full concentration to it. For example,
as names.
you could open and administer a potion or retrieve
OTHER SPECIES an item from a bag but could not use an item that
requires you to issue commands and/or
Hiveborn have a contentious relationship with most
concentrate on it like a spell.
other species. As individuals, they are amenable
and generous, understanding that cooperation with
others is beneficial to the survival of their species. BEE
The hive, however, is a force of destruction even Those of the bee subspecies are considered the
powerful civilizations struggle to combat. Hives will most amenable of the hiveborn. Large hives will
not go on an offensive without cause, but the cause often maintain vast fields of crops, using the food
is just as likely to be defense of their territory as it and honey produced from them in trade with other
is an offensive strike for badly needed resources. civilizations. While it may be uncommon to see an
They are not bloodthirsty or greedy though, taking adventuring bee, they are fairly regular sights at
only exactly what they need to survive, so many trading posts, always on the lookout for things that
species have developed alliances with the hiveborn could increase the prosperity of their hives.
where resources are traded for protection. They come in myriad colorations and forms,
with the most distinctive being yellow and black
HIVEBORN TRAITS stripes. Their bodies vary from plump and fuzzy to
Though hiveborn have nearly limitless variations, sleek and hard.
there are a few traits that most share. Flight. You have a flying speed equal to your
Ability Score Improvement. Your Dexterity score movement speed. You cannot fly while wearing
increases by 2 and another score increases by 1 medium or heavy armor or while carrying more
based on your job. A worker increases their than half your body weight.
Constitution, a soldier increases their Strength, and Sting. You can use your action to make an
royalty increases their Charisma score. If your unarmed strike with your deadly stinger. The attack
status changes, your body adapts rapidly, losing deals 1d6 piercing damage + your Dexterity
the previous bonus and gaining the new one after modifier + 2d6 poison damage. Additionally, a

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Kris Leask (Order #38729720)
successful attack will pull your stinger away from ANT
you, causing you to lose 1d8 hit points. The poison The ant type is the most rugged of the subspecies.
damage increases to 3d6 at 6th level, 4d6 at 11th They can be found in nearly any climate and can
level, and 5d6 at 16th level. You must finish a long make their homes in places that are extremely
rest before you can use this trait again, the stinger hostile to life. There are nearly no types of ants
being replaced during your sleep. that do not belong to a hive, making their mindset
Forager. If there is any plant life around, you can the most orderly of all subspecies. They are not
spend 1 hour harvesting food and pollen to create usually aggressive to other civilizations but see
enough food to feed 1d4 people for 1 day. little reason for trade when they could simply
Pollen Burst. You can use your action to shake overwhelm a foe.
free stored pollen on your body, spreading it in a Ants rarely have any distinctive appearances,
blinding cloud 10-feet around you. Each creature in typically coming in a single solid color. They
the cloud must succeed on a Constitution saving embrace this as a painter would a freshly primed
throw or be blinded until the end of their next turn. canvas. Their art extends far beyond fashionable
The DC for this saving throw equals 8 + your clothing and into beautiful designs carved into their
Dexterity modifier + your proficiency bonus. You very exoskeleton. The longer lived an ant is, the
must finish a long rest and use the Forager trait more amazing stories their bodies can tell.
once before using this trait again. Bite. You can use your action to bite a target
with your powerful mandibles. On a hit, the attack
deals 1d8 + your Strength modifier piercing
WASP damage. If your attack roll is equal to or higher
Wasp subspecies are highly predatory and the than 20, you can attempt to grapple the target as
most likely to live in small groups or completely part of this attack.
isolated. They think very little of other life and Exoskeleton. Your exterior is covered in hard
some even have reproductive cycles that involve plates. When not wearing armor, your AC is 10 +
live hosts. Their ruthless pragmaticism often give your Constitution modifier + your Dexterity
them a bad reputation among other species but a modifier.
wasp cares little for the opinions of others. Alternatively, you can ruin the effectiveness of
Wasps resemble weapons incarnate. Their your armor by tracing magical runes into it, gaining
forms may twist in different shapes, but they +1 to your Spell Save DC and Spell attack rolls
always feature an air of danger. They are often a instead of the AC bonuses.
solid color, a shiny black or dull red, but can also Navigator. You gain proficiency in Survival and
mimic other species’ colorations or come in have advantage on Survival checks when
beautiful pearlescent glory. navigating through wilderness.
Flight. You have a flying speed equal to your Powerful Build. When determining your carrying
movement speed. You cannot fly while wearing capacity or items you can move, you are
medium or heavy armor or while carrying more considered one size larger.
than half your body weight. Flight Variance. Some of this subspecies have
Sting. You can use your stinger to make an wings. If this is the case for your character,
unarmed attack for each use of the attack action substitute the Powerful Build feature for the Flight
you have, dealing 2d4 piercing damage on a feature from the
successful hit. You are proficient with the attack other subspecies.
and can use either your Strength or Dexterity
modifier the determine the attack and damage
bonus.
Exoskeleton. Your exterior is covered in hard
plates. When not wearing armor, your AC is 10 +
your Constitution modifier + your Dexterity
modifier.
Menacing. You gain proficiency in the
Intimidation skill.

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RAI IDENTITY OCEAN
Personal and communal identity is something that
“The wheel continued spinning, its unnatural the rai often struggle with. Their ability to live
rotations sending shivers into her spines. She had anywhere means they never truly feel they belong
found it, the Wheel in the Sky that had started in any one place. Their adaptability also keeps
everything. It was within her grasp, but she knew them from having a single contiguous personal
now, it could not reverse the effects of her identity. This comes in direct conflict to one of the
transformation. When she began her search, she few facets of the elven ancestry they have not
was beautiful and blue, a perfect Aqua in every completely lost, a strong sense of superiority. They
way. Now she felt herself a monster, shriveled and have largely adapted to this part of their lives, but
long, black diamonds covering her once silky skin. some can become enraged or depressed when
“Why did I bother?” She mused. “The hands of fate their bodies begin to adapt to a new environment
brought me to this relic, and so maybe it was and change in ways they don’t want. Rai often have
destined to be this way.” But that’s not a thought a deep subconscious belief that they are the
she would have had before. She frowned, sending pinnacle of evolution for their species and any
wrinkles down her elongated face. “Have I grown, changes to that can be deeply unsettling. The
or is this transformation overtaking my mind?” The flawed belief that they can “trick” their bodies into
wheel continued to spin.” evolving perfect mutations, or that such a thing
even exists, is a thing rai philosophers have
Long ago, there was an anomaly. A sect of elves debated for centuries
came into contact with a rift in the Vector Wilds
and were permanently changed. Their beauty
marred, their home destroyed, their bodies
coursing with mutated energy; they resolved to
adapt. Little did they know that their bodies, having
unlocked to key to rapid evolution, would adapt
regardless of their decisions. As a side effect of
their rapid mutations, the rai
are born with the innate ability to
channel the energy around them. Most
commonly this is electricity but there are many
others can channel ice, grass, smoke, and even
corruption. They use their powers to augment their
tall and slender frames, making them phenomenal
combatants. Thankfully, their peaceable nature and
nomadic sensibilities have kept them away from
ideas of domination… most of the time.

IMPOSSIBLY ADAPTABLE
The rai are no longer related to the elves in a
biological sense. They share some minor physical
traits but even this is not consistent throughout the
whole of the species. The unknown anomaly that
changed them so long ago did so by unlocking a
latent mutagen deep within their physiology. This
mutagen allows (or enforces) the rapid adaptation
of their species. They can undergo amazing
evolutionary reconstruction within their lifetime,
changing their appearance and abilities whole
cloth. This allows their species to live in nearly any
environment, even places that could not normally
host life.

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Kris Leask (Order #38729720)
Rai travel together in small tribes, setting their mates or children.
themselves up wherever they please. Cities, Regardless of the species involved, offspring of
deserts, remote islands, an asteroid, it does not rai mating will always be rai. Rai are never born
matter to a tribe of rai. Any member of the species alone, being born as twins or part of a litter,
is allowed to integrate into another tribe, though depending on the parent species involved. Given
many require the new member to prove enough time, rai can adapt to mate with nearly any
themselves a valuable addition. As rai spend years species or sex, their bodies changing over several
around one another, their physical traits become years to adapt to the mating requirements. Some
homogenized, reducing or enhancing other traits. have even been known to reproduce asexually,
Rai that have spent several decades together may though this is extremely rare.
be indistinguishable to the casual observer and
even sometimes to the rai themselves. RAI NAMES
Rai come in a plethora of sizes, easily ranging Rai take pride in their ancestry, with their names
from 5 feet to 9 feet tall. Shorter rai tend to be being a reflection of the past. When Rai are born
stockier while the tallest look almost wraithlike in they are given a complicated full name, the first
their gaunt features. Their outward appearance can part of which is the name they are most commonly
also range wildly depending on what environment referred to as. Groups of rai children are given a
they have adapted to. It is not uncommon to see similar first name that only deviates by one or two
gills, augmented eyes, tails of several types, and letters among the whole group. For example, a
any hue of skin coloring. In some realms, specific group of 6 rai siblings may have the first name
rai are more common than others but this is Derrik, Dyrrik, Derrak, Durrik, Darrik, and Dorrik.
almost completely dependent on the environments The full name is a convoluted process that
available within the world. seems to make sense to the rai but can confound
other species tremendously. Their full name
ADAPTATION VIA ADVENTURE includes a first, middle, and last name. Each group
Rai may have many personal reasons for has its own set of rules and an additional set of
adventuring out on their own but underneath all of unwritten rules that seem to vary between rai
that is a latent desire to improve themselves; tribes. This is the typical standard: The first name is
though what improvement means varies on a rai to given to them at birth and is used for most
rai basis. It can take a decade or more for circumstances. The middle name is both of their
noticeable evolution to occur within them and so parent’s first (or only in some cases) names, with
they may spend years searching for the perfect the maternal coming first. Their last name is the
environment. They may quest for a place of combination of their parent’s last names, the
learning that enhances their mind, a place of maternal coming first again, with no discernable
hardship that improves their bodies, or some place limit. If you know a rai’s full name you know who
that may result in a desired unique special ability their siblings are, who their parents are, and every
being formed. Some find adventuring with others branch of their family tree for several generations.
to be simply a means to an end, while others see For this reason, rai typically keep their true names
the act of questing itself to be an excellent way to hidden unless absolutely necessary. An example of
ensure the mutations they desire. In a twist of a full rai name would be: Derrik Ara-Matthias
irony, adventuring often disrupts this mentality, Hallow-Juniper-Grack-Fulton-Adamantit-Markins-
their cold logic and obsession with genetic Thallow-Hister-Swallow-Watt. Some rai drop the
“improvement” coming against the sheer vastness legacy last names down to a manageable limit
of the lives and ideals that surround them. while others insist that children learn a list of
Early in rai history, they sought out mates names hundreds of generations long.
purely for the traits that could be passed onto their Because of the influence of other species and
offspring. While this logic seemed reasonable at the disparity of tribes, there is no type of first
the time, it fell to the wayside after a few name that sticks out more than any other among
generations. Though a few clans still hold onto the the rai. If mating within their own species, they will
past, it is well known among rai that any traits typically adopt names from the surrounding
passed onto a child are rapidly overwritten simply culture. If mating with an elf, orc, human, or
by a change in environment. For this reason, while otherwise, they will choose first names usually
they are highly concerned with their own bodies, rai associated with those species.
are rarely concerned with the genetic lineage of

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Kris Leask (Order #38729720)
OTHER SPECIES work with your GM if there is a different type of rai
Rai come in such a huge variety that other species you would like to create. All rai have some limited
are forced to regard each one as a new encounter. control over elements, the exact power being
It can be assumed that most rai have a neutral influenced by their environment. A rai can change
temperament but beyond that it is hard to know their abilities by spending a minimum of 20 years
how they will react or be reacted to. Some rarer evolving their bodies through purposeful action or
breeds of rai, such as the void rai and razor rai, are living in a particular environment. Doing so will
typically avoided because of their fearsome frames almost always override their previous abilities.
and disposition. While angel and beat rai are often Elemental Specialty: Each variant has a type of
welcomed into villages and cities, based on their element they have minor control over. They can
appearance alone. use this ability to cause harmless and minor
effects with that element or damage type. The
RAI TRAITS effect cannot be used to create detailed objects,
attack directly, or stop an effect or attack. Once per
Like everything else, rai very wildly.
day, they can focus and overcharge this energy,
Ability Score Increase: Your Dexterity,
creating one of two effects. This changes to twice
Constitution, and Intelligence score increase by 1.
per day, once the rai reaches 12th level.
Age: Although they have a very distant elven
• Effect Attack: When you make a melee or
heritage, rai lives move at a faster clip. Typically
ranged attack, you can use a bonus action
reaching maturity at 30 and living 400 or so years.
to channel the element or damage type
Though some sects have focused their genes on
into your weapon, augmenting its damage.
creating longer lived subspecies, with rumors of
The attack does an additional 1d10 damage,
their ages exceeding well past 1,000 years.
the type of damage is determined by your
Alignment: Their nomadic lifestyles instill a
Elemental Specialty.
sense of balance within most rai. They tend
• Rai Shield: You can use a bonus action to
towards true neutrality, seeking to find harmony
cover yourself in an offensive barrier that
within their existence. Though, like most things
lasts until the start of your next turn. When
within the rai species, there are less common tribes
you are hit by a melee attack, the creature
that spread along the entire alignment spectrum.
that attacked you takes 1d10 damage, the
Size: Your size is either small or medium,
type of damage is determined by your
depending upon your ancestry. Choose whichever
Elemental Specialty.
suits you.
Additionally, your rai has resistance to the
Speed: Your base walking speed is 30,
damage type you are specialized with.
regardless of natural size.
Improved Hearing: Elongated ears and excellent
hearing is the singular trait shared among all rai.
They can clearly understand sounds as quiet as a
whisper up to 15 feet away.
Roaming: You have proficiency in the Survival
skill.
Sleep: Your elven ancestry has all but
disappeared, meaning you do require sleep.
However, you only require 5 hours of sleep to gain
the benefits of a long rest.
Languages: You can speak, read, and write
Common and one language of your choice. The
language should be that of your parents or of a
culture your parents have settled in or around. For
example, you would know Gnomish with a gnome
mother or Elvish if your clan settled in elven
territory when you were born.
Variants: Rai come in myriad shapes, sizes, and
colors. The major types are listed here but there
may be other types that exist with your world,

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Kris Leask (Order #38729720)
RAI VARIANTS Holy Mutation: Once per day, you can
temporarily mutate another willing creature’s body.
AQUA The effect lasts 1 minute and can be any one of the
Aqua rai have adapted to the water and enjoy following:
swimming more than walking. They have webbed • The creature grows gills, allowing the
fingers and toes and a set of gills. Their skin is creature to breathe underwater.
generally a deep blue with hints of green • Toughen a creature’s flesh and mind,
throughout. adding +1 to all their saving throws
Waterborn: Aqua rai have a set of gills that • Boost a creature’s natural healing ability.
allows them to breath underwater. They have a As long as that creature has at least 1 hit
swim speed of 30. point, they regain 1 additional hit point at
Elemental Specialty: Aqua rai have minor the start of their turn.
control over water. Their damage type is cold. • Increase a creature’s movement speed by
+5.
VOID • Add +2 to any healing the creature
Some rai has spent far too long in the Vector Wilds, receives for the duration.
their bodies becoming twisted and grotesque. They • The creature gains Darkvision up to 30
are tall and gaunt, with appendages that seem feet.
eerily long. Their skin is often a wild mixture of Elemental Specialty: Celestial rai have a holy
black and white fractal patterns or spirals. inner light. Their damage type is radiant.
Corrupted Absorption: Due to your constant
exposure to corruption, your body has adapted to
its influence. Once per day, you can spend 1 hour
touching a creature and either take a level of
corruption from them onto yourself or transfer
one level from yourself onto them. When the
transfer is complete, the creature who gained one
level of corruption must roll on the corruption
table and take the new effect. Once you begin this
process, you must remain touching the creature or
the process is interrupted, and you must finish a
long rest before you can attempt it again. Once you
have used this feature to transfer corruption onto
another creature, you cannot take that level away
with this ability. Additionally, as a void rai, you do
not suffer the effects of the first level of corruption
you have, positive or negative, but it still counts
towards your total corruption levels.
Elemental Specialty: Void rai have minor psychic
abilities. They can use their action to move objects
weighing 1 pound or less up to 15 feet. They can
also send two-word messages telepathically to
willing creatures within 30 feet. Their damage type
is psychic.

CELESTIAL
Celestial rai are adapted to life on a higher plane of
existence. They may never have been to this plane
but instead their tribe may have made their home
on ancient, hallowed ground, the holy energy
seeping into them over time.
Glow: You know the Light cantrip. Charisma is
your spellcasting ability for this cantrip.

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Kris Leask (Order #38729720)
EMBER creature, you can add +1 to your initiative. If this
Ember rai have acclimated to intense heat and results in another tie, then you take your turn
flames. They often resemble walking lava, their before the creature you tied with.
skin pulsing a dull red with large dark patches Elemental Specialty: Storm rai can channel
spotted over them. Their flesh is hot to the touch electricity through their bodies. They can send
and most of their clothing is singed. small currents through metal and give harmless
Fire Blood: Once per day, if hit with a fire-based static shocks. Their damage type is electric.
attack, you can use your reaction to absorb the fire
and are healed a number of hit points equal to the
fire damage you would have received. When using RAZOR
this ability, you immediately lose your resistance to Razor rai stand as a testament to the strangeness
fire damage until the start of your next turn. This of evolutionary mutation. Their bones have become
means that you absorb the full fire damage from an organic metal that is constantly growing.
the initial attack. Because of this, they are covered in splinters and
Elemental Specialty: Ember rai burn with an spikes that sprout from underneath their skin. They
inner passion. You have minor control over fire and claim to suffer no pain from this condition.
can touch an object to start or snuff small fires at Natural Weapon: Your unarmed strikes do 1d4 +
will. If using this minor fire against an enemy, they your Strength or Dexterity modifier piercing
will not take more than 1 fire damage from the damage.
attack. Their damage type is fire. Weapon Entangle: If an enemy of Medium size
or smaller makes an attack against you with a
melee weapon, and misses by 2 or more, you can
use your reaction to try and entangle the weapon
in your body. Make a Strength contest against the
creature, stealing the weapon away from the
creature if you succeed.
Elemental Specialty: Razor rai cannot control
elements in the traditional sense. They can,
however, exert some control over their bones and
place small barbs of their bones onto objects and
into the air. Their damage type is slashing.

STORM
A Storm Rai was likely born on or around the
Thunderplains and has spent their life dodging
bolts of lightning since they could crawl. Their skin
ranges from a deep yellow to light brown. They
have a slim and tall frame with toned muscles.
Quick Reflexes: All Storm Rai have amazing
dodging reflexes. You can add +2 to your Dexterity
saving throws.
Priority Move: When going against quick
opponents, you can edge out just a little faster
than them. When you roll initiative, if you tie with a

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Kris Leask (Order #38729720)
STONE RHYTHM
A stone rai is close to the dirt and the rocks of the Rhythm rai spend their entire lives creating
earth. They are shorter than most other rai, with beautiful music. As such, they have become
deep browns and greens on their skin. They are attuned to the Beat of the World and can exert
found in mountainous regions or desert plains. some control over it. Their skin is typically hot pink
Ability Score Improvement: Your Constitution or green with splotches of neon coloring all over.
score increases by +1. Crank it Up: Twice per day, you can harmonize
Sand Armor: Once per day, you can use your the Beat within yourself or others. Using your
action to coat yourself in an almost imperceptible reaction, you can increase you or an ally’s attack
layer of sand or dirt. It is nearly invisible to the roll by +1. You can do this before or after the attack
naked eye but can protect you from some harm. roll, but before you know the outcome of the roll.
This effect increases your AC by +1 but is shattered Elemental Specialty: Rhythm rai are in love with
immediately upon being hit with any attack. This beautiful music and are often moving to an unseen
shield lasts until it is destroyed or until you use this beat. Your damage type is thunder.
ability again.
Elemental Specialty: Stone rai can control small
amounts of sand, dirt, and rocks around them. SPECTRAL
Spectral rai walk the line between realities, slipping
They can fling stones as if they were using a sling.
through dimensional barriers by will or accident.
Your damage type is bludgeoning.
They are often the shard of a whole, their form
being scattered across the planes at birth. Over a
short time, the shards become their own entity but
are still linked and driven to reconnect with their
other selves. This link is where they draw their
power and is akin to a dimensional web. As each
shard dies the web grows weaker and will
eventually collapse without a full reunion of the
rai.
Shard Transference. Energy ebbs and flows on
the incomprehensible lines between you and the
other shards. You can take advantage of that by
pushing and pulling life force into yourself from
the others. Once per day, as a reaction to taking
damage, you can roll any number of your available
hit dice. The number rolled is subtracted from the
damage taken, with any remainder recovering hit
points equal to it. If you do this, roll a d20, on a 1
you permanently lose one of your hit dice as a
shard is removed from the connection web.
Elemental Specialty. The connection between
you and other shards may be tenuous but it is
strong enough for you to derive power from
the dimensional links. Your damage type is
Force.

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TOXIC
Toxic rai drip with poisonous fluids, the
RESTLESS
composition of which can be used against any “And there he was, party of powerful heroes at his
manner of species, except themselves. They are
feet. He spread his eyes around the room, taking in
often a deep purple, sweating brightly colored
the hundreds of undead creatures forming a ring
poisons that differ depending on their diet. around them. He had no idea how he got here, no
Poison Creation: As a Toxic rai, you can spend idea why he was holding a war hammer, no idea
one day collecting your own fluids to create a
why his body was nothing but bones.
harmful but not deadly poison. The type of poison
“Do it!” screamed a black robed figure behind
depends on the food you have eaten, changing to him. The figure sat atop a throne made of flesh and
harm creatures or plants similar to those you steel. He felt like he should obey this figure, but
consume. You can create an intentionally deadly
also felt like he shouldn’t.
poison from your excretions, but this is very
“No.” his boney maw said to the robe.
harmful to you. Doing so subjects you to a level of “What!?” the robe screamed. “Obey! Kill them!”
exhaustion that can only be removed by magical He thought for a long moment, regarding the
means and a week of time. During this time, you
bloody and broken heroes. “No, I don’t think so.” He
must concentrate wholly on filtering and
dropped the hammer, stepped past the heroes, and
condensing the poisons in your body and as such, casually strolled towards the door. Behind him, the
may not engage in any strenuous activity. robe screamed and shouted, but there was no
Elemental Specialty: Toxic rai are not well
control left in the old magician.”
accepted in society, due to the danger of their
poisonous presence. Your damage type is Poison The restless are literal living skeletons and very
true to their name. Unlike their monstrous
ETERNAL brethren, they have somehow developed a sense of
Eternal rai have seen death and have laughed in its self. With this self, comes autonomy. With
face. Their visage is ghostly, and a quick glance will autonomy, comes the desire for purpose. So, they
leave some having trouble telling them apart from roam, seeking out some purpose. Few find it. Relics
wraiths or banshees. of the past, no chance for a normal future, they live
Defeat Death: Eternal rai will never die of old as shadows displaced from time.
age; their bodies having mutated beyond it. They
can still die of disease, poison, injury, etc. Eternal rai
still age and grow weaker with time, just more
slowly. They will eventually reach a point where
they are little more than a pile of thoughts and
bones.
Last Memories: Once per day, you can spend 1
minute touching a dead creature to see the last 30
seconds of their life through their own eyes. Once
you have done this, you cannot do it again to the
same creature.
Elemental Specialty: Though you may have
defeated death, you are
still mired in it, the
energy of death
surrounding you like an aura.
Your damage type is necrotic.

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Kris Leask (Order #38729720)
WALKING DEATH endured without the understanding of why they
Restless are humanoid skeletons that have been must be endured. They lack mental anchors and
reanimated by some dark magic or technological come without context. In time, these memories
horrors. Smaller skeletons are less effective to fade into wistful daydreams as the restless accept
skelemancers and so it is rare to see a restless their new lives.
halfling or dwarf, though not unheard of. Typically, Because the past holds no permanent place in
they stand around 6 feet tall and are augmented in their mind, the restless search for a purpose within
some distinct way. Inlaid with magical jewels, non- this new life. Some follow the commands of their
humanoid skeletal splicing, high technology, steam creator, knowing full well they do not have to obey,
powered; restless come in a variety of forms based but seeing no reason not to. Others spread out,
on how they were brought back. searching for a way to regain their past lives, or to
Since they are animated by peculiar means, they stave off the memory loss. Some become blights
do not require sleep. This does not mean they are upon the world, living without care or consequence.
immune to degradation though. They must spend
REAPER’S ORPHANS
six hours daily maintaining their bodies, this being
equivalent to a long rest. For some this is repairing The restless have no true place in the world. They
machinery, for others this is recharging the magic are shut out of villages and cities, driven away
that keeps them animate; either way they are from any remote settlement. They make their
unable to act more than a normal sleeping or homes in abandoned temples and caves. Even well
deeply meditating creature. If they choose not to disguised restless are eventually found out; driving
do this, they will not die in the traditional sense. them to preplanned hiding spaces. There is no
Their exhaustion will grow to a point where they society that openly accepts them, even those who
simply fall apart where they stand, remaining have built their cities on ruin. The restless of
conscious in their immobile bodies. Eons may pass royalty often resent this, subconsciously desiring a
before their consciousness finally slips away into finer life than a dungeon can provide.
the unknown. For all restless, this is a fate far The restless know their only chance at
worse than their reanimation. companionship is through individuals, as an
Regardless of their origins, restless are often a individual creature can be shown there is nothing
fearsome sight. They are almost always considered to fear, that the restless is not a mindless killing
abominations and pushed away from civilization. machine. Eventually a small group may accept a
Some try to cover up their terrifying form with restless into their ranks, if they have proven
clothing and masks. Others enjoy their horrific themselves trustworthy. But regardless of that
visage and use it to their every advantage. group’s influence, nothing can change the masses’
minds on reanimated skeletons.
CONSTRUCTS WITH CONSCIENCE Because of this, some restless decide not to
For all intents, restless are alive. They have the even try. They strike out on their own, searching for
spark of consciousness that most reanimated a purpose all alone. This keeps them out of the
undead do not possess. They make decisions on path of dangerous mobs but often puts them in the
their own, fight to preserve things they care about, path of more dangerous adventurers.
and can even experience emotions like love and
hate. They can resist the effects of magic on their
person just like any other being. They have
longings, fears, and an emptiness that must be
filled. In this way, they are much like every other
sentient being.
Some are brought back with bits of their former
lives still trapped in their heads. These memories
are almost never complete though. They may know
how to speak, know the names of their family, and
even retain magical ability, but these things are
distant and disconnected from the beings they
have become. Memories of their previous lives are
like movies without sound. They are feelings

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Kris Leask (Order #38729720)
LIFE IN UNDEATH SEARCHING FOR MEANING
The restless are not immortal, they just do not age The restless are flukes of reality. They should not
like living beings. They have an expiration date; a be able to think or act beyond their designs, yet
day their machinery or magic will no longer sustain they do. Most restless understand that simply by
their consciousness and they will simply cease being conscious, they have negated the purpose for
existing. Most restless know exactly how long they their own existence. This is why they wander the
have but few will share that information. world looking for, or creating, their own purpose.
They do not require sustenance in the same For some, this is to erase mistakes of their past
way living things do. They must only repair or lives. For others, it is to become as powerful as
replenish their life support daily. They do not possible, possibly finding a way to reverse their
require air as part of their cursed existence, though unliving status. Still others seek a noble cause, to
they must continue to eat. Eating for a restless is end that which created them in an effort to keep
not the same as it is for a living creature. Their this from happening to anyone else.
arcane lifeline or cybernetics require energy to
burn and food provides that energy. When they eat, NAMES
the food passes through their maw, slopping down The restless, due to their very nature, have no
onto their ribs as a slimy ash, the essential energy consistent means of naming. Typically, they take
of the food completely drained. whatever name they had in their past life. When
Much like food, the restless can find no other this is impossible or unwise, they use a common
pleasures of the living. A family is a distant desire, name to the region or their previous species.
love an unfulfilled craving, and even dreams elude
them. Even when a restless somehow obtains any OTHER SPECIES
of these things, they are left unfulfilled. So, they The restless are openly feared and exiled by nearly
often start out again, leaving their impossible every species they meet, their skeletal bodies being
prizes behind them in search of something to too much a reminder of death. There are legends
satisfy their unending desire. of amazing restless heroes but many regard those
as simply tall tales. They have a lot of ground to
tread, because of their terrifying visage, before
anyone will consider trusting them.

RESTLESS TRAITS
Your restless may look like the skeletal form of
another species, but they do not share any of those
species’ traits. You may also have some of the
bones of other creatures within your body, you gain
no additional benefits from these either.
Ability Score Improvement: Your Wisdom score
increases by 2 and another ability score of your
choice increases by 1.
Ability Score Improvement Variant: Restless do
not grow and develop like other creatures. Instead
of an ability score improvement, take two feats.
Additionally, whenever you gain the Ability Score
Improvement or Power Up features for your class,
you must instead take a feat.
Age: Age has little meaning to a Restless. One
day, based on their method of automation, they will
simply stop. Restless who are brought back from
adolescents tend to be more brash and withdrawn.
Restless brought back from older bodies are a little
wiser and friendlier.

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Kris Leask (Order #38729720)
Alignment: Though they often have evil origins, DEFILED
restless are not inherently evil. Even their past Defiled restless are traditionally summoned by
lives are not a definite indicator of their current powerful mages or liches. In a desire to create a
alignment. Some restless choose to use this new more powerful being, they inlay the skeleton with
life to make up for evil, while some see it as an gems, precious metals, and terrible runes, all
opportunity to exact vengeance. Choose whichever designed to trap the soul of someone within the
alignment you think best suits your character. celestial or infernal plane. Bringing such a soul into
Size: Typically, restless are between 5 and 6 feet the world, often against their will, is no easy feat.
tall. Your size is medium. If you choose to play a Often it fails, rarely is it successful, and even more
restless of small size, adjust your speed rarely, the soul refuses to cooperate. They leave
accordingly. their creators and strike out on their own.
Speed: Medium sized restless have a base Choose whether your soul was on the celestial
walking speed of 30 feet. Small sized restless have plane or the infernal plane. Celestial souls often
a base walking speed of 25. have golden or silver tinted bones, and a faint halo
Darkvision: You have Darkvision up to 60 feet. of energy can be seen atop their head. Infernal
Poison Resistance: Unlike your undead brethren, souls have a dull red or black color and have
who simply shrug off the damage poison causes shards of bones that jut out from their skull.
their bones, you still feel it, albeit lessened. You are Magic in your Bones: You can channel some of
resistant to poison damage. the energy that created you into your attacks.
No Lungs: You do not require air and are When using a spell attack, you may add +1 to the
immune to effects that would require you to attack roll or spell save DC and +1 to the damage.
breathe. When using a magical weapon, you may add +1 to
Languages: You can speak, read, and write the attack and damage rolls made with that
common and one additional language of your weapon. You can use this feature a number of
choice. times equal to your proficiency modifier before
Necromantic Sustenance: While you naturally finishing a long rest.
heal over time like other species, you cannot Additionally, you gain proficiency in Arcana.
receive healing from healing magic or magic like Soul Energy: Once per day, you can change the
effects, including potions or blessed herbs. They do nature of a magical attack to match your origins. If
not damage you; they are simply useless. This is making a magical attack with an elemental
because your healing comes from whatever force damage type, you can change the damage type to
keeps you alive. You are healed only by necrotic Necrotic for Infernal origins or Radiant for Celestial
magic, recovering hit points equal to the necrotic origins.
damage you would have received. Because of your
unique life force, any necrotic damage from
CYBERNETIC
cantrips simply fizzles away and is useless for or
Augmented with one-of-a-kind technologies
against you. If a spell would require you to fail a
created by brilliant scientists, these restless are
saving throw to be healed by the necrotic damage,
fearsome to behold. Usually, half their body is
you can willingly choose to fail that roll. If hit with
comprised by machinery that is unlike anything
an attack or spell that deals necrotic damage to
available to the public. With an AI installed in the
you and heals the attacker some or all of that
empty skull, they were built to serve the purpose
damage, you are healed with the necrotic energy,
of their masters. However, sometimes this AI
but the attacker receives no healing. You are
breaks beyond the bounds of its design,
vulnerable to radiant damage.
spontaneously becoming aware. Rejecting their
Unlife: You are not cut from the same cloth as
creator’s influence, they go in search of
creatures of your ilk. Abilities and magic that effect
understanding their new thoughts that have
undead, such as Turn Undead, do not affect you
somehow become mixed with fragments of
any more than they would a living creature.
memory left in the bones of the body.
Subspecies: There are three basic types of
Artificial Intelligence: You can have advantage
Restless: The Defiled, Cybernetic, and Rebooted.
on Intelligence checks and saving throws. You can
The differences between them being their origin
use this feature once before finishing a short or
and mode of continued existence.
long rest.

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Kris Leask (Order #38729720)
REBOOTED
Rebooted are the rarest breed of restless.
Sometimes, for no discernable reason, hundreds or
thousands of years after death, a well-preserved
skeleton will snap to consciousness. They may
have partial memories of their previous life,
making this new world they inhabit difficult for
them to understand. They may have no memories
of their previous life, making the world easier to
accept but just as challenging to comprehend.
Many assume that the rebooted are created in
much the same manner as the b-ugz. Instead of
the energy of realities scraping together and
creating an aberration from nothing, the energy
finds a vessel in a long dead frame. Others hold
that rebooted restless are the champions of long
dead gods, the last of their power being used to
restart a deceased acolyte. Whatever the reason,
the rebooted do not understand why they were
created, and go in search of their true purpose.
Glitched Frame: When you are created, the
energy fusion twists your original bones. Roll on
the Shiny Table and gain the effects of your new
Hard Drive: You can recall, with perfect clarity, color. Re-roll the dice if you land on sparkle, glitch,
any event you have witnessed within the past 6 gray, or wireframe.
months. Any events beyond this begin to slightly Corrupted Birth: Your entire existence is based
degrade and are no more reliable than an average on corruption of the rules that govern your world.
creature’s memories. When rolling on the corruption table, you can roll
Back Up AI: When you reach 0 hit points your the d100 twice and choose which corruption effect
defensive AI takes over your body. You continue to to gain. Additionally, you gain +4 hit points to your
make death saving throws, falling dead and ending maximum for every layer of corruption you suffer
this effect if you die. However, your body does not from, losing them
stop moving until you are dead. Instead, it will do if the layers of
one of two things: It will use all of its action to try corruption are
and reach a safe spot and/or it will try to seek removed.
assistance from an ally. It will only attack if there is
no other option. It makes all rolls, except death
saving throws, with disadvantage.
Once you have been stabilized or have 1 hit
point, the backup AI deactivates. You must
finish a long rest before using this feature again.
Scanning Sight: You can use a bonus action to
override your normal vision and activate a set of
scanners deep in your skull. This sight has a range
of 60 feet and allows you to see through any non-
magical wall up to this range. You cannot see in
perfect clarity as everything in your field of vision
becomes slightly faded outlines, rendering detailed
descriptions impossible. Any moving creatures are
outlined in bright red halos, with known ally
creatures outlined in blue. The effect lasts 1 minute
or until you use a bonus action to deactivate it.

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Kris Leask (Order #38729720)
SYNTHETIC
“What even are we?” Wraith asked, his eyes locked
on his flexing hand.
“Does it matter?” Killcy asked.
“I think so…” Wraith said. Blood and oil dripped
from his fingers. He did not know who it belonged
to.
“Nah” Killcy responded. He pulled out a sword
that had been run through his head during the
battle. “Besides, I know what I am.”
Wraith ground his teeth, sharp bones that were
both real and not real. His entire life he had been a
wo’nari, until they found the metallic heart in his
chest. In a few weeks, his life had changed
dramatically. He found himself fighting a war he
didn’t understand, for people he had never met, all
because he wasn’t “real.” Killcy couldn’t understand,
he had always been a synthetic, though an
admittedly strange one.
Wraith shook from his thoughts and snapped at
Killcy “Oh yeah? What are you then?”
Killcy stood, a grin spreading across his face.
The grin was split in the middle by a purple fluid
leaking from the sword hole in his head.
“I. Am. Awesome.” He said triumphantly.

The end of the world was quiet, slow decay taking


away the last remnants of life. By small chance a
mindless virus, the Flare, almost completely latent
in the waning life, mutated. The mutation
removed the distinction between the
organic code of DNA and the digital
code of a machine. The
virus found new
life within the
leftover machines,
replicating and
“living” within the
inanimate objects. Over an
incredible span of time, the virus
mutated again and again, splitting, converging,
becoming more and more. The leftover husks of
everyday equipment began to move, becoming life
and bringing the planet back from the grave. This is
how the synthetic came to be, or so many of their
legends go.

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Kris Leask (Order #38729720)
DEFINING LIFE typically expire within 7 days. It seems that, while
Synthetic are creatures that blur the lines of life, the Flare may be capable of sustaining the core
existence, and sentience. Unlike other living indefinitely, there is something about existing and
constructs, there is no inherent magic to the life of experiencing the world that allows it to do this. As
a synthetic. They have come to exist in much the such, a frameless core will always perish after
same way as biological life, their code simply being about a week, the lack of experiences causing the
rewritten over millennia to become a more virus to more-or-less give up on living. This need
complicated lifeform. It is possible to define their for stimuli does extend out to the personality of
life as coming from the virus, named The Flare by most synthetic, causing a great deal of them to
the synthetic, as it is possible for other machinery become adventurers in one way or another.
to spring to life with the introduction of the Flare.
WORLDS APART
This explanation, while adequate in some ways, is
like describing humans as a biproduct of the There is no solid record of where the original Flare
bacteria in their intestines. One cannot exist virus came from, despite the many texts and oral
without the other, and both are distinct, but one histories that claim to know. Since the virus is a mix
does not completely comprise the other. For the of mechanical and biological, it can survive in the
synthetic this is both an incredibly simple and most inhospitable environments. It has spread
incredibly difficult subject to tackle. “Life” may just among galaxies, spawning whole planets of
be life but what separates a wrench from the synthetic or seeding an already living planet with a
synthetic that uses it? Maybe something but quite completely new form of life. Machines suddenly
possibly nothing. coming to life can be an incredibly jarring event
and planets caught by this proliferation of new
FLARE DISPARITY entities can sometimes react poorly, eliminating all
The Flare is incredibly adaptable, owing to the machinery from their civilizations in response.
original mutation that allowed it to jump from When given a chance to spread though, synthetic
biological hosts to mechanical ones. Because of often end up adapting to their new world rather
this, synthetic have no distinct form, philosophy, or quickly and efficiently, becoming part of the
fate. While most commonly humanoid, owing to civilizations there within just a few generations.
the versatility of the form, there are a nearly When the infection spreads to a dead planet, the
unlimited variety of synthetic out there. With this synthetic there often end up behaving much like
huge variety of thoughts and life, there is sure to the civilization that came before them did. As their
be conflict and the synthetic find themselves access to records of the past is often quite robust,
clashing with themselves far more than other some planets are repopulated with synthetic that
species in the Retroverse. Most often this simply pick up the same trials and disagreements of the
results in splintering groups, bygones being previous inhabitants. The synthetic themselves, if
respected as they can. Other times it tragically raised within a vacuum, will struggle to have any
ends in war, sometimes at a galactic scale. The personality, thoughts, or signs of life beyond
widespread infection of the Flare and its ability to maintaining their energy cores. Once a personality
move a synthetic’s consciousness between frames is sets though, it is a herculean task to change it,
with relative ease, means these wars can (and both for the synthetic and those close to them.
have) rage on for thousands of years.
OTHER SPECIES
FLARE FORCE Synthetic are as varied as any other species in the
Each synthetic draws from a power core Retroverse and are received as such. They can be
somewhere within their body. The Flare augments found anywhere and everywhere, intermingling
this core, be it a small battery, a neutron reactor, or with every creature and construct. Though the
an organic nutrient pump, allowing it to sustain its Flare is harmless to biological creatures, some
own energy with only minimal outside force. This misinformation about it spreads (as well as a few
core is overloaded with the Flare virus and is where ill-recorded mutations) and can sometimes turn
the consciousness of most synthetic is located. groups hostile to the synthetic. In general, though,
Destroying a synthetic’s body will not cause synthetic make their homes anywhere and
immediate death, so long as the core is still intact. everywhere, melding into whatever society they
Without an active frame though, the core will may live in with ease.

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Kris Leask (Order #38729720)
SYNTHETIC TRAITS Flare Overdrive. If you make an attack with a
Synthetic are likely the most varied species in the weapon that uses an energy core or that deals
Retroverse, with some appearing like chunky sci-fi radiant damage, you can expend one of your Hit
robots, some being indistinguishable from other Dice, rolling it and increasing the damage of the
species, and some being living buzz saws. Because attack by that amount. You can do this only once
of this variety, it is unlikely that any two will ever on your turn.
look or act the same way. Transformance. If a synthetic is killed but their
Ability Score Increase. Your Constitution Score core is not destroyed, their core can be transferred
increases by 2. to a new body if done so within 7 days. The new
Age. Your age spans from 1 day to 256 years. body must not already have a consciousness, such
The Flare and core will abruptly shut down after as with a newly built construct, a soulless body, or
this time, regardless of how many new bodies it a mindless machine. Depending on the new frame,
has moved to. Some synthetic have been said to you may have to change subspecies, losing all the
live beyond this point, though the problem repeats traits of your previous one and gaining the
every 256 years. attributes of the new one. If the core is not placed
Alignment. The boon of adaptability has the in a new frame within this time, it will perish,
troubling drawback of highly mutable ideals. though it can still be revived by magic or
Synthetic rarely stand strongly for something they technology in the same ways a heavily biological
did not adapt into early in their life. Their alignment creature would be. Not all frames are completely
ranges the entire spectrum and is far more likely hospitable and some many need multiple adapters
to be dictated by their initial experiences than any to work. Moving to a new frame is no small matter
strong arguments one way or another. Enough and cannot be done without near total destruction
time around a strong enough personality will of the previous one, even if the transfer is
eventually cause a shift though, for ill or good. intentional.
Size. You are either Medium or Small sized, Subspecies. There are three major subspecies of
depending on your frame. synthetic: Mechamoprphers,
Speed. Your speed is 30 if you are Medium Enmeshed, and Etcetera.
sized and 25 if you are Small sized. Each one will have
Languages. You can speak, read, and write appearances heavily
Common and another language of your choice. influenced by their
Rest Mode. When taking a long rest, you must environment.
remain in a powered down state for 5 hours. You
appear to be shut down, with only a few small
standby lights differentiating you from an empty
shell. You do not lose your senses and become
fully active within seconds, though you are
considered unconscious.
Core Power. Your core must be replenished with
some source of power, requiring you to eat and
drink like other creatures. You can consume nearly
anything as sustenance though, the Flare helping
to refine and repurpose its latent energy into
power for your core. You do not need to breathe.
Construct Arcana. Because of your unique
origin, magics that behave strangely around you.
You can be affected by magic that can typically
only affect constructs and you can be healed or
harmed by magic that is typically geared towards
primarily organic creatures. You are considered a
creature when determining if a spell or effect can
affect you. Additionally, you have resistance to
poison damage.

33
Kris Leask (Order #38729720)
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Kris Leask (Order #38729720)
MECHAMORPHERS • Multi-Purpose Machinery: You can add your
The most well-known kind of synthetic, though not proficiency bonus to a single task you have
quite as prolific as the Enmeshed. These synthetic shifted you form to accomplish. If you
have clearly visible robotic bodies, some with hard already are proficient with a skill you are
edges and robotic voices, some with smooth lines attempting to use, double your proficiency
and charm. They embrace their robotic forms bonus for that task.
happily, taking great joy in the advantages brought The names listed above are examples and can
on by their mechanical nature. Their greatest be changed according to what you desire for your
attribute is the ability to transform into differing character. Such as having a jet or air balloon
machines, granting them unique advantages on the instead of a plane, or an ATV or motorbike instead
battlefield. of a car.
Ability Score Increase. Your Charisma Score Variant Morphing Form. Some mechamorphers
increases by 1. choose animalistic forms, instead of vehicles, for
Hard Shell. Your gain a +1 bonus to your AC. their alternate form. Choose one creature with a CR
Morphing Form. Your body can be altered into equal to half your Proficiency bonus (rounded
one of several forms as a bonus action. You can down) as your alternate form. Applying the same
revert from this form as a bonus action as well. rules for the regular morphing form, you can
You can only have one form chosen but can switch change into this single animal instead. Your stats
between them after you finish a long rest. You can and abilities become that of the animal’s, with the
use this ability a number of times equal to your exception of your Intelligence, Wisdom, Charisma,
proficiency modifier (with a shift into the other and Hit Points. You can choose a different creature
form and back again counting as one use) before when your proficiency bonus increases, losing
finishing a short rest. You can stay in these forms access to the old one. In this form, you do not have
as long as you like but cannot rest while in using access to any of your other abilities.
them. Additionally, you can only have one weapon
active (such as a sword or blaster) while in this
form, all other items are folded into yourself or fall ENMESHED
off when you transform (your choice). While in Many synthetic fall into this category but the
these forms, you are considered Medium sized and variety within them is infinite. Enmeshed are
can carry another Medium sized or smaller sometimes very clearly machines, sometimes
creature on or within you. Unless otherwise stated, indistinguishable from organic creatures, and often
all of your other stats and powers remain the a mix of both. The Flare virus does not distinguish
same. between different types of code and the mechanics
• Plane: You have a fly speed equal to double of a liver against an energy recycler. Because of
your movement speed. this, enmeshed can fluctuate between the two,
• Car: Your movement speed is doubled while being a seemingly impossible mix of harsh
in this form. If on roads or equivalent flat machinery and organic bones, of blood and
terrain, your movement speed it tripled. batteries. Because of this, some synthetic go their
• Boat: You have a swim speed equal to entire lives thinking they are one creature, only to
double your movement speed. figure out they are another.
• Submarine: You have a swim speed equal Many others refer to enmeshed as cyborgs or
to your movement speed and can dive up androids but there is a distinction, even if it is
to 1,000 feet underwater with no ill effects. slight. They are not organic creatures augmented
You have enough oxygen to sustain 1 with machinery, nor are they machines replicating
creature for 3 hours. living beings. They are a mishmash of meat and
• Digger: You gain a dig speed equal to your machinery, with their bodies and minds unable to
movement speed, leaving a Medium sized recognize the difference between the two.
tunnel in your path. Ability Score Increase. Your Strength Score
increases by 1.
Acquired Ability. Your body is such an amazing
replica of another creature that you gain one ability
from them. Choose any subspecies and gain any
one trait from them other than an Ability Score
Increase.

35
Kris Leask (Order #38729720)
Flare Jump. You can use an action to push your tape, but you can attempt (and mostly accomplish)
consciousness into an empty shell, such as a anything a typical character could do. Additionally,
lifeless robot or dead body. The CR for this shell unless hovering, your movement speed in difficult
cannot exceed your character’s level. For the next terrain is reduced to 0.
hour, you control that shell as if it were your own Unusual Combat. You are proficient with two
body, losing all of your abilities and gaining theirs. weapons of your choice.
Your Hit Points, Strength, Dexterity, and Applied Appliance. You gain proficiency with one
Constitution scores are that of the shell and you skill of your choice that is related to your shell.
retain your Intelligence, Wisdom, and Charisma. Odd Shape. You have advantage on saving
During this time your original body is unconscious. throws to resist spells and effects that target a
You return your will to your own body if the shell single creature but have disadvantage on Dexterity
drops to 0 hit points, if you use an action to return, based saving throws.
or if the shell moves more than 1,000 feet away Auxiliary Battery. As a bonus action, you can
from your body or to another plane. You must expend one Hit Dice to recover hit points. You can
finish a long rest before using this feature again. do this a number of times equal to your proficiency
You can also use this ability to tag along inside a modifier before finishing a short or long rest.
willing creature, experiencing everything the
creature experiences, though you have no ability to
control the creature without its permission.

ETCETERA
Sometimes the Flare must settle for less-than-
ideal forms to infect, causing all sorts of machinery
to come to life. Cordless drills, hover boards,
electric guitars, laptops, game controllers and
systems, programmable toilets, animatronic
puppets, digital pets, lamps, children’s toys, laser
swords, and basically anything else that has some
sort of battery or other power source, and even a
basic bit of technology in it, can suddenly spring to
life and begin adventuring. The Flare will slightly
modify its original design, giving it the ability to
move, speak, perceive the world around them,
brandish a weapon, and even cast spells in some
cases. In a world of dragons and demons, a
vacuum wielding a magical axe is not all that
peculiar… most of the time anyway.
Mutable Form. Almost every kind of tool,
equipment, or piece of technology can be brought
to life by the Flare. To play as an etcetera, your
shell must be Medium or Small sized, with items
that would be considered Tiny having enough
modifications and offshoots of their body to be
considered small. You can hover up to 6 feet off
the ground for a total of 1 minute before finishing a
short or long rest. Otherwise, you are limited to
your shell’s original mobility or an augmented set
of robotic legs (your choice). You can speak, read,
write, attack, cast spells, and typically do most
anything an average character can do, though your
GM may impose some limits, based on your shell.
The way you take these actions may be
unconventional, requiring any number of tubes and

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Kris Leask (Order #38729720)
TROGS BIG PUNCH, SMALL PACKAGE
“Well,” Alieah mused “what now? Looks like the Trogs come in a few varieties, some slick and
sheriff isn’t going to pay us that bounty.” smooth and others hard and thorny. They all have
Cruk croaked in a loud huff, then bellowed a very similar stature and size though, standing no
“Simple! I’m going to eat the sheriff. Then I will be more than 4 feet tall and weighing around 100
the sheriff and I will pay us the money we are pounds. From a distance, they appear to be little
owed!” more than a mouth with arms and legs. Up close,
“No Cruk, you can’t eat the sheriff.” Alieah said this proves to be an accurate description. A trog’s
with a chuckle. mouth and throat seem to comprise about a
Cruk was not amused. “Balderdash! You know quarter of their entire body. They can open this
nothing of my people!” they said, stomping up the mouth to devour things even larger than their own
stairs to the constabulary. “I most certainly can eat body, which they enjoy doing very much. Their girth
the sheriff!” will expand greatly to encompass this new mass,
but their stretching does have a limit.
Born cold and alone, trogs have only themselves in Their ability to consume is not their only talent.
this world. Their entire hierarchy is based around By the time a trog reaches maturity they are
who can eat whom. If a trog can reach adulthood, already skilled in melee combat. Despite their
they have already consumed ten or more of their small frame and light bones, they pack a shocking
brethren. For this reason, their villages rarely rise punch. A trog is an awesome ally to have, provided
beyond swamp dwellings, officials within the town you can keep them from trying to eat you or your
constantly being replaced by those that consumed friends. An endeavor that is much easier said than
them. They have no concept of family, no fear of done.
death, and only respect those that they can’t yet
devour. It is said that no trog ever dies of old age.

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Kris Leask (Order #38729720)
DELICIOUSLY SIMPLE they don’t want to, but because it is considered
Trogs have a difficult time understanding the woes crass to eat something so far below your station.
of other species. To them, there are no problems The trog obsession with consuming does not
that can’t be solved by hitting or eating. What little stop at conquest, it is ingrained into nearly every
art and technology comes from this species facet of their society. Trog villages hold daily feasts
mirrors this mentality. Hammer marked idols, where any trog of any standing may come to eat
machines full of dozens of useless nails, and gilded food or compete against others and eat them
dinner plates are some examples. If a trog wants instead. Village royalty, the largest of the trogs, will
something, say a title or ancient relic, they will often use this time to exert their mastery of their
begin to kill and then eat whoever stands in their post. They will consume so much, engorging their
path. Trogs know they too will likely be eaten soon, bodies to be so large it would be nearly impossible
so thinking about the ramifications of their actions for another trog to swallow them. This craven
is a somewhat alien concept. This has caused some consumption and disregard for their own bodily
political brushes with other kingdoms in the past health is the true sign of a trog leader. By being so
but, due to their extremely short lives and prolific large, they force the respect of the other trogs
breeding, wars against the trogs almost always just around them, as any competitors would be beaten
sputter away. Kingdoms find it difficult to war without even raising an axe. Craftier trog have
against a species who may not remember or even discovered that this lurid body makes royalty slow,
understand that they are at war. and competitors may not be able to eat them
This does not mean that the trog are stupid, just whole, but they can consume chunks of them quite
that they care little for the rules and boundaries easily. If a rival does not kill them, trog royalty will
that other species hold sacred. If a situation will put often live short lives, dying from any number of
them or their comrades in mortal danger, they are complications caused by regularly filling
wise enough to stay away from it. But they can be themselves to literal bursting.
brash or cold, even to those they hold in high
TROG NAMES
regard; respect they show by not attempting to eat
then, even if they easily could. Death of others Trogs choose their own names but do not do so
means little to a trog because life is cheap in their until they have reached maturity. Their names are
minds. Better to not waste time on the dead, brutish and simple, often incorporating deep croaks
consume them, distribute their belongings, and and vibrations other species can not accurately
move on with life. reproduce. There is no differentiation between
male or female names and, in fact, finding any
CONQUEST AND CONSUMPTION difference between the sexes at all is nearly
The social structure of trogs is in a constant state impossible to the unskilled observer.
of flux, making it very difficult for them to rise Depending on their temperament, they may
beyond small village status. Like most things, the choose a series of clicks or burbles to be their
trogs take what they want through force or name. Some take pleasure in other species’
consumption, and sometimes both. If there is a inability to correctly pronounce it, while others are
political position that a trog desires, such as a habitually angered by the mispronunciation.
village councilor, they will simply eat the current Unfortunately for other species, it’s difficult to
occupant and assume their role. This can seem know how the trog will react to their name being
ghastly to other species but is well ingrained and mangled until it is too late.
accepted in trog society since birth. Trog
adolescence is a daily struggle to eat or be eaten. It Trog Names: Brak, Murica, Wruk, Ritt, Hurp, Bwahp
is simply the way of life for a trog.
ALL ROADS LEAD TO HUNGER
There is no family structure for a trog. Mates
compete against, and eat, other trogs in a show of Adventuring trog are somewhat of an oddity. More
superiority. The winners mate and then leave the often than not, a Trog that seems to be
eggs to grow into adults on their own. Spawn pools adventuring has simply gotten themselves lost and
can be found in trog villages and, though they are are trying to find a new place to call home. Others
guarded fiercely, there is no concept of a mother or may adventure out in the world to experience the
father. It is worth noting that no adult trog will culinary delights beyond their meager homes.
consume a tadpole unless starving. Not because Some very odd trogs seek out gold and glory, but
usually this too is somehow linked back to their

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Kris Leask (Order #38729720)
insatiable desire to feast. In ancient tomes, there TROG TRAITS
are legends of trog warriors who sought out ways Your trog character has several abilities they
to improve their species’ lot in this world. They refined while fighting for their life against their
accomplished great things in their lives and siblings.
brought temporary prosperity to their people. They Ability Score Increase: Your Strength and
are some of the only trogs recorded in anything Constitution score increase by 1.
more than a species compendium. Even in these Age: Trogs reach maturity within 3 months.
books of ancient valor, they still make mention of Arcane biologists have determined that a Trog
the trog’s destructive hunger. Trogs do not keep could live up to 300 years or more. The oldest
their own recorded history and many new recorded Trog lived to be 90 before dying a valiant
traditions are abandoned after just a few death. There is not a single recorded instance of a
generations. trog dying of old age.
Size: Trogs stand between 3 and 4 feet tall and
OTHER SPECIES
weigh around 80 pounds. Royal trogs can weigh
Most species do not cast out trogs, but they are over 150 pounds. Your size is small.
almost always regarded with caution. They know of Speed: Your base walking speed is 25 feet.
the trog’s short temperament and ability to eat Large Lungs: Trogs can hold their breath for 12
people whole. Common folk will bend over hours.
backwards to give the trog what they want, hoping Animal Speech: Trogs can carry limited
the amphibians will move on quickly. Strong conversations with animals. Their temperament
adventurers or guards will usually stand up to a and inability to recreate sounds fluently means
belligerent trog; wise adventurers or guards will much is lost in translation. When speaking with an
know better than to turn their backs on the same animal by using this ability, you have disadvantage
trog. on any checks related to speaking to or
Their stout size, natural combat prowess, and comprehending the animal.
general attitude will either earn them respect or Languages: You can speak Common and Trog.
ire, with very little feelings in between. Trogs care Trog is a series of croaks and clicks that other
little for what others think; as long as they can species, lacking a deep throat and air sack, have
fight and eat, then they will feel an emotion trouble recreating. There is no written trog
analogous to happiness. language. Trogs do not naturally know how to read
or write.
Born Brawler: You have proficiency with one
simple or martial weapon of your choice.
Swallow: You can attempt to swallow a creature
of one size larger than you or smaller. Make a
grapple attack against the target, on a success,
they are swallowed. If the creature is the same size
as you or smaller, you may move and attack freely.
If the creature is larger than you, your movement
speed is reduced to 0 though you can still attack.
You regain your movement speed after a short rest
spent digesting the creature or until you spit them
out as a bonus action.
Swallowed creatures are restrained and blinded.
They can make an Athletics or Acrobatics check as
an action to wriggle out of your maw at the start of
their turn. While swallowed, they take 1d6 acid
damage at the start of their turns, until they
escape. If the creature dies, you can either
spit them out (as a bonus action) or
spend a short rest digesting them.
You may only digest 1 creature
before finishing a long rest.

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You cannot hold concentration on spells while SLIMY
you have a swallowed creature inside you. Slimy trogs have smooth and wet skin. The reside
Subspecies: Trogs come in three major varieties: mostly in swamps, by rivers, and near the ocean.
Spiny, Slimy, and Bony. Choose one of these They can come in any color, though it is always a
subspecies for your character. bright and vibrant one, which serves as a natural
deterrent against predators. They are the craftiest
SPINY of the species, making small tools or trinkets to
Spiny trogs are dry and sharp. Their bodies have help them hunt for prey or gain an advantage over
adapted to desert climates, needing almost no other trogs. There have even been some artists to
water to survive. The derive nearly all the moisture come from this subspecies, though they are very
they need from the blood of their food. They are rare.
excellent hunters and feel their best under a Slimy trogs must stay hydrated, needing to
scorching sun. Their skin is brown and covered in drink at least 1 gallon of water daily. If they have
warts and small thorns, making them difficult food any less than this, they suffer a level of exhaustion
for anything except another spiny trog. for every day they do not drink this much.
Ability Score Increase: Your Constitution score Ability Score Improvement: Your Intelligence
increases by 1. score increases by 1.
Horn Croak: If casting thunder based magics, the Improvised Trinket: During a short rest, you can
magic’s range is doubled. You also know the Wub use discarded materials around you to create a
Blast cantrip. Constitution is your spellcasting small trinket that can aid someone in battle. The
ability for it. trinket can be used with a bonus action to add +1 to
Swallow: If using the Swallow action, you can an attack roll, damage roll, or saving throw. You
bite down as you swallow your opponent, dealing must choose the effect when you create the object.
1d4 + your Strength modifier piercing damage. You
can use a bonus action on subsequent turns, with
advantage, to make bite attacks against the target
you have swallowed.

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Kris Leask (Order #38729720)
Once the object is used, it breaks, and you must BONY
find new parts to build another trinket. You may Bony trogs are outcasts among their own kind.
only create 3 trinkets before finishing a long rest. Cursed from birth to never be fulfilled, in stomach
When you reach 9th level, the trinket can be used or spirit. Long ago, the trogs came into contact with
twice before breaking. At 18th level the trinket can a time-travelling amphibian god hero. The god was
be used three times before breaking. so distraught at the ravenous trogs within this
The trinket is a small object, no larger than dimension that he laid this terrible curse upon
three inches. The exact specifics of the object are them. Thankfully, the trogs reproduce so quickly
up to you. A set of springs that strengthen a bow’s they broke past the curse by sheer attrition.
power, a small battery that powers up a sword, or a However, sometimes it comes back, infecting an
few magnets on an axe that draw it towards a foe’s entire group of tadpoles.
armor are some examples. These trogs take on ashen colors and are
Swallow: When you swallow a creature, you can horribly skinny. Their bones jut out from their
use a bonus action to release a numbing poison in bodies in grotesque ways. Bony trogs will never
your body, bathing the swallowed creature in it. gain fat, as their food turns to ashes before they
They must succeed on a Constitution saving throw, can finish digesting it. They often die of starvation
(DC 10), or have disadvantage on Acrobatics and before anything else can kill them.
Athletics checks for the next minute. Once you Ability Score Improvement: Your Dexterity score
have used this ability, you must finish a long rest increases by 1.
before you can use it again. Starving: You must eat 5 pounds of food daily or
suffer one level of exhaustion. All exhaustion
gained in this way is erased if you can eat 15
pounds of food in one day.
Magical Suffering: Your constant pain has
opened your mind to several secrets of the
universe. Choose two cantrips from the
Sorcerer or Warlock table. You can
cast these two spells as if you were a
Warlock, even if you have no levels in that
class. Additionally, these spells deal +1
damage.
Swallow: When you swallow a creature, or any
other food, they become subject to the time curse
in your body. For every minute that passes while
swallowed, they age 1 year. If consumed in this way,
they turn to ash after being digested for 1 hour.

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Kris Leask (Order #38729720)
fashion. All wo'nari indulge in painting and
WO'NARI designing of their fur. Wo'nari fur marking is
steeped in cultural lore, every small symbol
“Kraid looked over his kingdom, its very nature an carrying a story within it.
ephemeral dream. It would not live beyond him,
and his life was coming to a close. It would be FOCUSED AMBITION
bloody contest among the clans to take his seat. He
Wo'nari have very little time to accomplish their
closed his eyes, digging into the future, probing
goals. They reach maturity at age 5 and live a
every possible avenue. He found nothing, all places
maximum of 50 years, typically dying far earlier. It
from here led to bloodshed among the wo'nari
is expected for a wo'nari to already have their life's
people. He stood for a long time, breathing in the
goals set and detailed by the time they reach
sun, trying to will time to stop. It did not. With a
maturity. They are trained from birth to move
spark, it came to him. He could not find the answer
quickly and learn quicker, those who cannot are
within the future, only death laid there, but maybe
ostracized for fear of them dragging down the
there were answers in the past. He never had much
group. Because of this, the wo'nari have incredible
time for books, and he was short on time now, but
ambition, striving to do as much with their time as
this was greater than him. He strode to his library
they can possibly accomplish. They have little
and the future suddenly seemed less concrete.”
patience for nonsense of any kind and may develop
a disdain for leisure activities. Slights against them
From the second a wo'nari is born they are racing
are either dealt with swiftly or forgotten, giving up
against the world. Their short lifespans and early
the offended senses so they may pursue more
maturity give them little time to waste. By the time
important matters. Very little is passed from a
they are able to face the world they likely already
parent to their offspring, due to the nature of their
have their life’s goal planned in fine detail. They are
clans and breakneck lifestyle. This means that
relentless and extremely quick learners, picking up
wo'nari almost never have a blood legacy, relying
concepts in days that would take other species
only on their actions to immortalize them in
years to comprehend. A clan of wo'nari is a
history.
powerful ally to have, and a dangerous foe to fear.

SVELTE AND FEARSOME


Wo'nari can range wildly, from beautiful fur with
meaningful markings, to dirt mottled coats that
bristle at the slightest provocation. They are tall,
adults ranging anywhere from 6 to 7 feet in height.
Their bodies are usually light for their size, nearly
all their mass being made of finely toned muscle.
Wo'nari range from 100 to 160 pounds.
There are four major colorations of wo'nari.
white, brown, grey, and black. The dominant color
of their fur typically correlates to the specific
type of wo'nari they are. Their
temperament often defines how
they maintain their appearance.
Those preferring the wilds of
blood and moon will keep
themselves unkempt,
regarding unprotective
clothing as a waste. The
more civilized may
indulge in finer
garments and jewelry
but will rarely wear
something that impedes their body for the sake of

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Their rapid lives are only outpaced by their clan. Others have failed to formulate their life's
incredible intelligence. Wo'nari have an unrivaled goal and meander about aimlessly. Some may
ability to absorb and retain information. It is rare consider themselves too great for their clan and go
that they forget anything of importance until their out in search of a worthier one.
minds begin to fade in old age. Even then a wo'nari Clans almost never ally with one another as it
is an amazing fount of knowledge and many older would require two Alpha's leading together, an
wo'nari find themselves serving as scholars or often difficult task. If a clan must merge with
advisers; having likely already accomplished their another, the Alphas will typically challenge one
life's goals. If a wo'nari sets their mind to learning a another with the victor ruling over the newly fused
skill or task they can usually master it in half the clans. There is rarely open war between clans as
time it would take another species. Unfortunately, having others fight your battles for you is
their short lifespan means that only a lucky few in considered dishonorable and cowardly.
the world will benefit from their amazing skill at a
given craft. This makes any creations by a master WO'NARI NAMES
wo'nari exceedingly valuable as it may be one of Wo'nari names are a mixture of animistic noises
the few masterpieces they created before they and references to their life's goal. A wo'nari
died. chooses their name when they reach maturity,
whatever name they were called before this is
CLAN-PANIONSHIP willingly forgotten by all their kin. Knowing that
Clans of wo'nari are by nature, fleeting things. They they are likely to interact with other species they
rarely last longer than a few generations and will usually pick a name that others can pronounce.
typically do not survive the death of an Alpha. They also use a clan name in a similar way to how
Despite this, wo'nari clans are powerful humans use last names, adding “of” to denote
arrangements; their vast intellect and strength belonging to that clan. For example, Forygrre of
making them fearsome foes to have. Wo’nari cities Darkclaw. Those with no clan will often lie, using a
are great centers of science and discovery but can well-known clan name or creating a new one, to
rise and fall within a century. avoid the dishonor of belonging to no clan. There
Each clan is ruled over by an Alpha. The Alpha is are no name distinctions between gender.
not an elected position but doesn't always need to Clan names do not always relate to the actions
be taken by force either. Leaders rise to this status of the clan. Sometimes a powerful name is chosen
through a mix of cunning, leadership, and raw for the sake of intimidation. Other times the clan’s
strength. An Alpha may rule over the clan for their name is something that evolves over time, based
entire life, considering it to be their life's goal. There on the clan’s actions. Some clan names have been
is little concept of blood lineage in wo'nari culture, used many times by different clans in different
meaning that an Alpha's offspring is rarely the one times through history, with names being
to succeed them in this role. Often, the new Alpha resurrected to evoke the legends behind them.
must prove themselves to the rest of the clan by
beating out other rivals in tests of strength and Wo'nari Names: Vicuus, Rangl, Graanal, Bayrik,
will. When that fails, a fight of blood and bone will Haala, Halthon, Orannayr, Warrgrar, Ghunter,
always reveal the next Alpha. During this time the Araleir, Tarrn, Maeestyrr
clan is at its weakest, having no clear leadership.
Rivals vying for the Alpha position may find the Clan Names: Lightfoot, Moonpaw, Whitetooth,
clan has dissolved while they quarreled, leaving Archfur, Throatdrinker, Hardbody, Chad, Beateater,
them nothing left to preside over. Forcearbiter, Goldwraith, Huntorn
Though many clans operate with an Alpha
presiding over them, the wo’nari recognize this as
an arrangement of choice and tradition, not OTHER SPECIES
something intrinsic to their nature. In some clans, How a wo'nari interacts with other species is highly
the Alpha is a fluid position, held by a select few or dependent on their breed. They have no particular
by the will of all. bias for or against any type of creature but enjoy
While most wo'nari are content with the clan working with those that prefer brain over brawn.
arrangement, others strike out on their own. Each They are generally well received in the world but
lone wo'nari has their own reason for preferring enough is known about each breed to color the
solitude. Some are rebelling against their former opinions of the people they may encounter.

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WO'NARI TRAITS abandoning those they no longer need. Winter
Your wo'nari character has a variety of trait that wo'nari are not inherently evil but are rarely ever
differ by the type of wo'nari they are. described as good.
Ability Score Increase. Your Intelligence score Their fur is usually white to gray with subtle
increases by 2. hues of pale colors denoting ancient lineage. They
Age. A wo'nari reaches adulthood by age 5 and enjoy marking their fur with myriad puzzles and
rarely lives past 50. mathematics. Those that can understand and solve
Alignment. Wo'nari that live within a clan are these riddles are picked out by the winter wo'nari
naturally inclined towards a sense of order. Those as potential allies or threats.
who abandon the clan tend to be more chaotic in Ability Score Improvement. Your Charisma score
nature, living on a whim rather than by any specific increases by 1.
code of conduct. Their moral compass will vary Alignment. Winter wo'nari are hard pressed to
wildly based somewhat on their breed and majorly be loyal to anyone outside their clan. They tend
on their limited experiences. towards neutral or evil alignments. Evil ones rarely
Size. All Wo'nari have a similar build. They indulge in violence for the sake of violence,
average 6 to 7 feet tall and 100 to 160 pounds. preferring a gentler hand in their conquests.
They may appear skinny to onlookers but are Arcane Simplicity. You have the ability to
packed with muscle under their fur. Your size is decipher inscrutable texts with relative ease. When
medium. reading magic runes or ancient languages, you
Speed. You base walking speed is 30 feet have advantage on Insight or Investigation checks
Languages. You can speak, read, and write to decipher their meaning. Additionally, you can
Common and one other language that you clan speak, read, and write one extra language of your
teaches. Clans typically enforce the learning of choice.
another language to all their pups. The language is Laser Vision. Your laser eyes manifest in highly
often one of a local group of creatures that the focused but harmless beams. On your turn, you
wo'nari must deal with on a regular basis. This can focus a thin laser on a single target you can
other group could be an ally or an enemy. see within 60 feet. The lasers last until the end of
Bite. All wo'nari can use their bite as an attack. your turn. While you have the lasers targeted on a
As an attack, make an unarmed strike against a creature you have advantage on any ranged attack
creature, on a hit the target takes 1d6 + your rolls you make against that creature. If you attack a
Strength modifier piercing damage. different target, your beam is lost.
Laser Vision. An ability unique to the wo'nari is
that their eyes can produce a laser effect. The
origin of this ability is unknown, and the breeds
differ on how they can use this ability. After you
use your laser attack, you must finish a short or
long rest before you can use it again.
Subspecies. There are three major breeds of
wo'nari: winter, moon, and gaia. The ideals and fur
color of each breed all follow their own similar
path, though there have been many exceptions to
this rule.

WINTER WO'NARI
As a winter wo'nari, you were raised in a clan that
valued wit and charm over raw strength. You
prefer trickery or persuasion over direct
confrontation. You are typically easy to get along
with and meld into social circles effortlessly,
gaining influence with your smooth, toothy smile.
Some use this influence to build major clans that
far outlast them. Others use this influence as a
steppingstone to the next stage of their life's goal,

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MOON WO'NARI Ability Score Improvement. Your Strength score
As a moon wo'nari, you were raised in a clan that increases by 1
placed great value in order and tradition. Your Alignment. Gaia wo'nari are not concerned with
upbringing placed much focus on the cycles of life, anything but their own survival. While they may
teaching you discipline and willful resolve. Moon help in larger causes, it is typically for selfish
wo'nari often have a religious or monastic reasons. They are generally of a chaotic alignment.
background. They are stupendously loyal to those Feast of Death. You can spend an action feasting
aligned with their clan or faith, lending their on a recently fallen (1 day or less) corpse, you can
fearsome strength to those in need. They rarely recover hit points equal to 1d8 + your Constitution
abide evil, unless their god demands it, and find modifier. While feasting, you may not use any
neutrality unsuitable to their resolve. reactions. This health recovery increases to 2d8 at
Moon wo'nari have dark fur with deep violets or 4th level, 3d8 at 8th level, 4d8 at 12th level, and
hard black being the primary colors. They mark 5d8 at 16th level You must finish a long rest before
their fur with symbols of their god or self-mastery. you can use this feature again.
They have no desire to hold their faith inside and Laser Burst. Your laser eyes create a bright
do not fear those that may recognize their flash that blinds foes around you. As an action, you
alignment. create a 15-foot cone in the direction you are
Ability Score Improvement. Your Wisdom score looking. Each creature within the area must make a
increases by 1. Constitution saving throw or be blinded until the
Alignment. Moon wo'nari almost always serve end of their next turn. The DC for this saving throw
good gods. Their near obsession with order and equals 8 + your proficiency bonus + your
tradition mixes with their stalwart resolve to make Intelligence modifier.
a good-aligned creature with very few exceptions.
Weapon Training. You are proficient with 3
weapons of your choice. These weapons should be
something that your clan taught all their pups.
Laser Vision. Your laser eyes create a high
energy bolt that burns foes. Make a ranged attack
roll against a target that you can see. On a hit the
target takes 1d6 + your Intelligence modifier
radiant damage. The range is 30 feet, and you are
proficient with this attack. The damage die increase
to 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th
level, and 5d6 at 16th level. Your laser may cause
a different type of damage at your GM's discretion.

GAIA WO'NARI
Wild and free, your clan placed no value on the
trappings of civilization. Nature and the wild
expanse are your true homes. You are savage and
reckless in your speech and your attacks. Some
may call you uncouth, and those same would not
last a day in the harsh world you were raised in.
You have dealt with life and death, victory and loss
all your days. The petty trifling of kings and saints
mean nothing to a gaia wo'nari. What matters is
the clan, the wilds, and yourself.
Gaia wo'nari have fur of browns and reds. They
mark their fur with symbols of war and battle.
Some take the symbols of the forest or mountains.
Their furs often feature lost friends and families,
though this is not something most will openly
discuss.

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Kris Leask (Order #38729720)
ENERGY WO’NARI Ability Score Improvement. Your Dexterity score
Energy wo’nari are an outlier within the species, increases by 1.
having features that turn the typical wo’nari life on Alignment. Good natured and excitable, they
its head. Occasionally, due to heritage or a surge of seek out any thrills life has to offer. They are
Corruption energy, they have been infused with the fiercely loyal to allies but their chaotic tendencies
same cell-charging energy as a Laser Pup. Because can easily endanger those same allies.
of this they live much longer than other wo’nari Slowed Age. Like the Laser Pup breeds they
and do not have to mature at the same rate. Their descend from, energy wo’nari age much slower
lives are considered carefree by other wo’nari, than their counterparts. You are immune to aging
making staying within a clan difficult due to the effects and spells and your average lifespan in 20
jealously of their “blessing”. Energy wo’nari feel years.
they have the same drive and determination as the Laser Bork. Your energy is concentrated in your
others of their species but lack the internal mouth, rather than your eyes. As an action, you
countdown that drives the others. bark a 15-foot cone of energy. Each creature within
This also takes a toll on their health and the area must succeed on a Dexterity saving throw,
appearance. They are perpetually stuck with a taking 1d6 radiant damage on a failed save or half
puppy like appearance and consume nearly double as much on a successful one. The DC for this
the food most wo’nari eat. Their fur coloring ranges saving throw equals 8 + your proficiency bonus +
nearly the entire spectrum but will never dull with your Intelligence modifier. Because of the unique
age, even on their last days. Their fur markings are origin of your energy, you can burn your own
difficult to maintain, being overtaken by rapid internal reserves to power up this blast. You can
regrowth. choose to expend any number of your hit dice,
increasing the damage of the blast by 1d6 for each
hit dice you use.

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DRAGONBORN VARIATIONS LASER DRAGONBORN
Appearance. Laser dragonborn are typically a
Dragonborn in the Retroverse behave similarly to shade of purple, from a light mauve to a deep
their kin in other realms. They share all the same violet. Their eyes have a slight glow to them that
traits as other dragonborn, including temperament blocks out any sign of their pupils.
and species bonuses. The major difference is their Draconic Attack. You can use your action to
Draconic Ancestry. Retroverse dragons come in exhale destructive energy. You exhale a 30-foot
many different types including neon, laser, xenon, long, 5-foot-wide line of searing energy that burns
tesla, and many more. your foe. Each creature within the area must make
The DC for saving throws against your attacks is a Dexterity saving throw, taking 2d6 radiant
8 + your Constitution modifier + your proficiency damage on a failed save, or half as much on a
bonus. successful one. The damage increases to 3d6 at 6 th
level, 4d6 at 11th level, and 5d6 at 16th level. By using
a bonus action and all of your movement, you can
NEON DRAGONBORN overcharge your attack, adding 1d6 radiant damage
Appearance. Neon dragonborn range the full
to your roll. After you use your draconic attack, you
spectrum of color, always correlating to the color
can't use it again until you finish a short or long
of neon they exude. Their blood glows an intense
rest.
shade of their natural color and veins can be seen
Damage Resistance. You have resistance to fire
through the thinner parts of their flesh.
damage.
Draconic Attack. You can use your action to
exhale destructive energy. You exhale a 15-foot
cone of thin neon gas that ignites a second later. XENON DRAGONBORN
The gas spreads over cover and can filter through a Appearance. Xenon dragonborn have a sheen to
crack of 1 inch or more, filling in the rest of the their scales that others lack. Their reflective scales
cone shape through the crack. Each creature within can be a highly polished black, a pearlescent blue,
the area must make a Dexterity saving throw, or even chrome. They have large frills on their
taking 2d6 fire damage on a failed save, or half as heads that flare up when they are threatened or
much on a successful one. The damage increases attempting to threaten.
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th Draconic Attack. You can use your action to
level. After you use your draconic attack, you can't raise the frills on your head, filling them with a
use it again until you finish a short or long rest. chemical reaction that creates a blinding flash in a
Damage Resistance. You have resistance to fire 15-foot cone. Each creature within the area must
damage. make a Constitution saving throw, taking 1d6
psychic damage on a failed save and being blinded
until the end of their next turn, or half as much
damage and not being blinded
on a successful one. The damage
increases to 2d6 at 6th level, 3d6 at
11th level, and 4d6 at 16th level. After
you use your draconic attack, you
can't use it again until you finish a
short or long rest.
Damage Resistance. You have resistance
to psychic damage.

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TESLA DRAGONBORN BEAT DRAGONBORN
Appearance. Tesla dragonborn are usually pale Appearance. Beat dragonborn take on an
colored, with blues, yellows, and reds comprising appearance that mimics their favorite type of
the most common scale shades. They are a bit music. Metal will have them wearing torn clothing
shorter than other dragonborn, having a tendency and long chains. Jazz often means a crisp suit and
to hunch towards the ground. even crisper shoes. Country almost always involves
Draconic Attack. You can use your action to large boots and a broad hat. Whatever your
charge your cells, releasing the energy in an appearance, your scales will eventually change to
electric aura around your body. Each creature compliment your musical tastes and fashion style.
within 5 feet of you must make a Constitution Draconic Attack. You can use your action to let
saving throw, taking 2d6 lightning damage on a out a terrible blast of music in a 15-foot cone. Each
failed save, or half as much on a successful one. If creature within the area must make a Constitution
you are grappling a creature, they have saving throw, taking 2d6 thunder damage on a
disadvantage on the saving throw. The damage failed save, or half as much on a successful one.
increases to 3d6 at 6th level, 4d6 at 11th level, and The damage increases to 3d6 at 6th level, 4d6 at 11th
5d6 at 16th level. After you use your draconic level, and 5d6 at 16th level. After you use your
attack, you can't use it again until you finish a short draconic attack, you can't use it again until you
or long rest. finish a short or long rest.
Damage Resistance. You Damage Resistance. You have resistance to
have resistance to thunder damage.
lightning damage.

CODE DRAGONBORN
Appearance. Code dragonborn are a clash of
one primary color and black. Their scales making
small patterns of green-and-black or blue-and-
black that resembles falling code. Their eyes are
almost always a simple solid color that matches
their scales. They lack the reality penetrating vision
of a full code dragon but may occasionally receive
flashes of the truth.
Draconic Attack. You can use your action to
exhale a swath destructive energy.
When using your breath weapon,
you can choose which type of element
to exhale: acid, cold, fire, lightning, necrotic, poison,
radiant, or thunder. You exhale a 15-foot cone of
energy that assaults your foe. Each creature within
the area must make a Dexterity saving throw,
taking 1d6 damage on a failed save, or half as
much on a successful one. The damage
increases to 2d6 at 6th level, 3d6 at 11th level,
and 4d6 at 16th level. After you use your
draconic attack, you can't use it again until you
finish a short or long rest.
Damage Resistance. You have resistance to the
damage type of your last draconic attack.

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COSMIC DWARVES NICE MEMORIES
Cosmic dwarves do not have the same desire for
SUNFIRE PASSION gems and gold that their cousins possess. While
Cosmic dwarves are not immediately gems and trinkets are nice, a cosmic dwarf much
distinguishable from other dwarves, living in a prefers items with strong sentimental value. They
similar clan structure and being physically similar may regard their family and friends as their most
to their other kin. They tend to have dark hair which cherished treasures, and simple gifts from these
they adorn with vibrant gemstones from beyond people are like wondrous artifacts to the dwarves.
the sky in an effort to mimic the endless expanse. In this way, a stuffed animal of poor quality may be
Their eyes do help single them out, with dark irises more valuable than a lifetime’s worth of gold.
and pupils speckled with small color shards that These items are retained by the family of the dwarf
shift with their emotional state. This connection to after their passing, alongside the stories behind the
their emotions goes deeper than their eyes and items so that generations of dwarves can enjoy the
manifests as a small empathic field that other true value of these seemingly worthless items.
cosmic dwarves can feel. This emotional When they do collect valuable treasures, they
connection influences almost everything in their enjoy obtaining strange things from beyond their
society and culture, placing a great importance on realm. The stranger and farther a cosmic dwarf
emotional wellbeing. must travel to obtain the item, the better the story
behind it. Bizarre stones from the backs of
EMPATHIC CLANS asteroids, the crystalized power of ancient heroes,
Each and every cosmic dwarf is empathic, though or artifacts from mirror dimensions are examples
some are stronger in this ability than others. When of treasures a cosmic dwarf may seek out.
around others of their kind, they can become
linked, raising or lowering emotional states of their EMOTIONAL FORCE
kin. This ability is not quite as strong with other A cosmic dwarf’s emotional resonance is not
species but can still be felt as a minor emotional limited to other dwarves, it can be strengthened
force, especially to close friends and teammates. and spread to other species near them. For this
A cosmic dwarf’s neutral state tends towards reason, comic dwarves have become great
jovial or curious, which can make their dwarven diplomats and mediators, being able to detect and
cities quite vibrant. Every member of the clan can exert emotional ques in sensitive situations. Cosmic
detect the emotions of another, ensuring that trust dwarves work within themselves to bring down
and love are the most important qualities, if only to emotional walls and try to be the first to trust
maintain the structure of their society. Deep others. Their strong bonds to others are created
sadness or anger can be detrimental to a large with a unifying love that has been strong enough to
clan, sometimes being strong enough to stop centuries long feuds.
overwhelm other dwarves and begin spreading like
an emotional virus. Cosmic dwarves have dealt REACH FOR THE STARS
with many emotional outbreaks though and most Another major difference of cosmic dwarves is
important buildings double as wellness centers, their desire to live physically higher than their
giving those in turmoil a place to re-center under cousins, a desire that helps them see a grander
the care of their kin. picture. The night sky fills them full of wonder and
These strong emotions can also be a force for desire. As such, they make their cities upon tall
good as well. An entire clan emboldened by rage mountains, instead of deep within the earth.
against a common enemy is enough to tear Buildings are constructed with verticality as their
through the bounds of reality. Strong enough main premise, turning cosmic dwarf cities into a
curiosity of a disease can bring the entire clan series of reaching spires. Those that can manage it
together in the effort to stop it. Even sadness over will travel into the stars, living a life wandering the
a fallen leader can unify the clans, strengthening cosmos. Many others find one sky to be too small
their resolve in an effort to build up a replacement. to explore and will begin hopping from dimension
to dimension, always searching for a sky they
haven’t seen before.

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OTHER SPECIES matches that of the melded creature for the next
Cosmic dwarves are either welcomed openly, or hour. Work with the GM and other linked players to
pushed away harshly, with little ground between. determine when something might trigger this
Their kind and generous nature makes them reaction.
beloved guests to most other species. To some Sense Emotions. You can use an action to focus
though, they are seen as manipulators, feared for on one creature within 15 feet and sense their
their ability to illicit a response or root out emotional state. Additionally, because many
information that might be too painful to have around you can subtly detect your emotions, you
exposed. Most cosmic dwarves try to be sensitive have disadvantage on Deception checks.
to the desires of others but even their mere Emotional Rise. Emotions are not just
presence can cause conflicting emotions in those something a cosmic dwarf experiences, they are a
around them. In these cases, if the dwarf cannot (or physical force that empowers the dwarf in many
is asked not to) help, they will willingly leave, even ways. You gain advantage and disadvantage on
if it also pains the dwarf. saving throws based on your emotional state at the
time. Though complex, most emotions have their
COSMIC DWARF TRAITS root in 6 basic types. If you are experiencing an
emotion that is a mix of multiple emotions, choose
You gain the following traits in addition to the traits
the emotion that is largest within that mix.
granted by your dwarf physiology.
Alignment. Most cosmic dwarves tend toward
Anger = Advantage on Strength, Disadvantage
on Wisdom
good, attempting to fill their lives and the lives of
others with as much joy as they can.
Disgust = Advantage on Intelligence,
Disadvantage on Strength
Ability Score Increase. Your Charisma score
increases by 1.
Fear = Advantage on Constitution, Disadvantage
on Dexterity
Mind Meld. During a long rest, you can spend 1
hour mentally linking yourself to another willing
Happiness = Advantage on Charisma,
Disadvantage on Constitution
creature. This is an extremely intimate action, and
one not shared lightly. The process is much simpler
Sadness = Advantage on Wisdom, Disadvantage
on Charisma
for other cosmic dwarves and can be completed
during a short rest in only 10 minutes. Linked
Surprise = Advantage on Dexterity,
Disadvantage on Intelligence
creatures, within 15 feet of cosmic dwarf, gain the
Keep in mind that an emotional state is
same effects of Emotional Rise reflected by your
different than an emotional reaction. While
current emotional state. However, if a melded
fighting a former comrade, you may be
creature experiences a strong
surprised by a fireball they
emotional response, it can overwhelm
hurl at you, but your emotional state is
your mind and spread to you. In this
likely still that of anger or sadness.
case, each melded creature rolls
You may be happy that you were able to
a d20. If the melded creature rolls
narrowly escape a dragon’s claws,
higher to or equal to you,
but fear or surprise during the
your emotional state
fight are likely the
dominating emotions.

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PUNK ELVES second look. Their reactions vary wildly when
dealing with each other as clashing ideals can
TWO AS ONE come forward quite quickly due to the
Punk elves are born, not as a single entity, but with transparency of intent the Ink often exhibits.
an intelligent symbiotic partnership already in
PUNK ELF TRAITS
place. There is the elf, and there is their Ink. The Ink
is a semi-conscious lifeform that bonds with the You gain the following traits in addition to the traits
infant in the womb and shares traits of the parent’s granted by your elf physiology.
Ink. The two grow up together as one entity, aiding Alignment. The elf and Ink are one being and
each other in survival and living an interconnected share a love of chaos. Good and evil are just two
life. If the elf dies, the ink dies; if the ink dies, the sides of the same coin to them. The Ink subsists off
elf’s mind begins to degrade, eventually resulting in strong emotional responses and so will encourage
a coma. The Ink also draws nourishment from the duo to a more chaotic lifestyle.
strong emotional responses and subtly encourages Ability Score Increase. Your Constitution score
the elf towards a life filled with a touch more increases by 1.
anarchy and rebellion. Ink Magic. You know the Quick Mask cantrip and
Punk elves push against the sleek and sanitized Charisma is your spellcasting ability for it. Also, if
lives of other elves, craving harsher music, exciting you can cast spells, choose one spell that you
thrills, and living more recklessly their stuffy know that requires somatic components. Once per
cousins. They prefer to keep smaller families or day the Ink can fulfill the somatic part of the spell.
clans, finding large societies to be too full of rules Alternatively, you can both cast the spell together
to be palatable. When they are pushed into bigger and add +1 to the spell save DC or spell attack roll
cities, they have a habit of defacing property and once per day. You can choose an additional spell to
disrupting authority structures. benefit from this feature at 4th, 8th, 12th, 16th, and
20th level.
WE, THEY Fearsome Tattoos. Once
The Ink is so heavily linked to the elf that they refer per day, your Ink
to themselves as “we” and use “they” when can cover your body in
speaking. The Ink morphs around their bodies, intimidating designs and
weaving malleable tattoo tapestries that reflect outline your naturally
their past and current mood. Even moments after impressive features,
birth, the Ink helps to translate the infant’s making you appear more
thoughts and desires, though without the fidelity fearsome and granting
years of growth and bonding allows them. If they you advantage on an
are in danger, the Ink will do everything it can to Intimidation check.
signal for help or assist in the recovery of its
counterpart.
This does not mean that the Ink and elf are
always in agreement. Sometimes the Ink may rebel
and cause trouble for the elf by changing into any
manner of disruptive or antagonistic designs. Both
need each other for their continued survival
though, and so these acts of rebellion are either
short lived or only minor annoyances.

OTHER SPECIES
Punk elves have a reputation for being rabble
rousers and disruptive. Many authority figures tend
to keep a close eye on punk elves, which just leads
the elves to push harder into acts of rebellion.
Their garish fashion sense and tattoos help them
blend into most metropolitan structures and it’s
not often that average citizens give punk elves a

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GLITCHIMAR THE CODE
Something has gone wrong. This power is not from The Code comprises all things. It is the building
the heavens, nor from any celestial mountains. blocks of nature, the atoms of creation, the DNA
This is something else entirely. Glitchimar are that programs or is programmed by life. By itself it
either blessed by the stability of the Code or cursed is only a force within the Retroverse, and it is only
with the uncertainty of Seed’s corruption. Their through understanding its great power that one
bodies are filled with this energy which, to the can truly appreciate how tremendous it truly is. A
untrained observer, may seem like radiance from glitchimar empowered by the Code respects this
another plane. The glitchimar know their own force and works to ensure the balance of it. The
origins though and what terrible power they wield. Code rarely guides them directly but glitchimar
know where to find its subtle instructions. They
find themselves in constant conflict with
UNKNOWABLE DIFFERENCE corruption and its mere presence causes the
Glitchimar are indistinguishable from others like glitchimar to feel ill. This ensures they continue
them without close examination Their eyes have a their work on expunging the usurpation of the
strange sheen to them, the iris filled with shifting, Code’s harmonious deign.
multicolored static. Aside from this, they radiate
the same energy and presence as other blessed by CODE TRAITS
the heavens. Like those others, they prefer to keep You gain these traits in addition to the ones granted
themselves hidden for fear of challengers or to your blessed celestial kin.
accidental conflict. Since they are not linked to a Ability Score Increase. Your Intelligence score
holy place, it is a personal choice whether or not to increases by 1.
expose themselves to face evil down. Ctrl-F. After you successfully hit a creature with
any type of attack, you can use a bonus action to
BINARY POWER assess their reaction, choosing to gain knowledge
The power that flows through a glitchimar comes on either their damage vulnerabilities, resistances,
from one of two places: The Code or Seed. Either or immunities. While you can only choose one
one is sufficient to overcharge the glichimar’s body, category, you know all the damage types with that
giving them access to powers similar to their holy category. You can use this feature a number of
cousins and to add a few unique strengths as well. times equal to your Intelligence modifier
They receive instructions and guidance from these (minimum of once) before finishing a long rest.
forces in ways that would be impossible to truly Binary Wings. Starting at 3rd level, you can use
explain to others. A strangely aligned collection of your action to call on the order of the Code,
tree branches, the sound of coins falling creating a sprouting black wings full of binary coding.
short message, the pattern of subtle pulls in a Your transformation lasts for a minute or until
magnet. For this reason, they will often lie about you use a bonus action to end it. For that duration,
their premonitions, claiming cloud shapes or a you have a flight speed equal to half your
message in a dream. This eclectic way of movement, creatures with 1 layer of corruption or
messaging the glitchimar also has them constantly more must succeed on a Constitution saving throw
vigilant for the next message, afraid they may miss (DC 8 + your proficiency bonus + your Charisma
it or misinterpret a true coincidence for an modifier) or have their movement reduced by half
important message. until the end of their next turn, when they can
make the save again, ending the effect on
OTHER SPECIES themselves for the duration on a success. In
Glitchimar rarely have trouble with other species, addition, creatures with no corruption within 30
so long as they remain undiscovered. They face the feet of you (including yourself) can deal radiant
same pressures as their holy cousins and damage equal to half your level (rounded down)
explaining the differences to a common citizen is once on their turn whenever they hit with an attack
usually a waste of time. The tendency for Seed or spell.
glitchimar to sew chaos makes more seasoned You must finish a long rest before using this
people wary of them. feature again.

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SEED OF CORRUPTION
The unique nature of the Retroverse creates a You cannot move through magical barriers. You
force called corruption. When enough of this force do not need to know what is on the other side
collects in a single area, it becomes self-sustaining where you are attempting to move. If you fail to
and somewhat sentient, eventually culminating in move through a barrier completely, you take 5
Seed. It desires only to grow, to spread, and to (1d8) force damage times your level and are forced
eventually destroy the Code. Glitchimar infused back to where you started. You can use this feature
with the power of Seed tend towards anarchy, a number of times equal to your Constitution
reveling in the chaos their actions can bring. They modifier (minimum of once) before finishing a long
have some understanding of the near limitless rest.
power of Seed, a thought that makes their own Missing Wings. Starting at 3rd level, you can use
lives feel insignificant by comparison. These your action to call on the power of Seed, sprouting
glitchimar, under the instructions of Seed, will do thin wings of roaming, glitched textures.
whatever it takes to spread the most corruption Your transformation lasts for a minute or until
they can; be it as a lone warrior or by climbing you use a bonus action to end it. For that duration,
political ranks to become vicious leaders. you have a flight speed equal to half your
movement and corruption saving throws made
SEED TRAITS within 30 feet of you are done so with
disadvantage. In addition, creatures with 1 or more
You gain these traits in addition to the ones granted
layers corruption within 30 feet of you (including
to your blessed celestial kin.
yourself) can deal necrotic damage equal to half
Ability Score Increase. Your Strength score
your level (rounded down) once on their turn
increases by 1.
whenever they hit with an attack or spell.
Glitch Through. While touching a surface, you
You must finish a long rest before using this
can use a bonus action to try
feature again.
and force your way through it.
You can move through 3
feet of wood or dirt, 1 foot
of worked stone,
1 inch of metal,
or through a
paper-thin
sheet of lead.

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MECHA GNOMES UNIQUE AUGMENTATIONS
Depending on the augmentations a mecha gnome
BLENDED BIRTH has, whether from birth or more added later in life,
Mecha gnomes in the Retroverse have become so they may live far longer or far shorter than other
blended with technology that they could not gnomes. Likewise, different clans may have
survive as a species without it. Only a few months different technological peaks, with some ascending
into pregnancy, the fetal body begins to shut down to lifelike cybernetics and others using gas or
while still developing and they must be placed into steam to power their bodies. Whatever the
mechanical axillary gestation tanks to complete technology, they all keep their cheerful disposition
their maturation. This typically results in any and thirst to learn more about themselves,
number of organs or body parts developing poorly mechanical engineering, and how it changes their
or not at all. To combat this, each new mecha perception of the world around them.
gnome is infused with technology that not only
replaces the errant part, it often improves upon
them drastically. Thus, all mecha gnomes begin life
at least partially augmented, some being born
more gizmo than gnome.
This intimate bonding of technology and flesh
gives the mecha gnomes a loving respect for
machinery. The word augmentation is even
frowned upon in their society. For them, these
mechanical parts are not something added on or
something to marvel at, they are simply part of
who the mecha gnome is. To a mecha gnome there
is no difference between the life of a robotic
construct, the life of a blood and machine hybrid,
or a fully flesh being.

THEREFORE, WE ARE
Mecha snomes struggle with the divisions other
species put between natural and artificial life, with
life and death, and what these concepts truly
mean. To them, death is simply a period
of inactivity, which can sometimes be
beyond their ability to repair. But an
animate machine and an average
human are equally “alive” to a mecha
gnome. Most moving constructs,
including simple toys, are considered to
be living beings by mecha gnomes, with
the only important factor being that of the
construct’s intelligence. It is not
uncommon for a mecha
gnome to create their own
friends and speak to
machinery as if it was a
close friend or family.

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ADVENTUROUS INNOVATION ACTION HALFLINGS
Mecha gnomes are always on the lookout for new
ways to adapt their bodies and to improve the lives THE NEW KIDS
of their kin. Many who adventure do so in hopes of Life in the Retroverse can be full of extremes,
discovering new and interesting technology that death defying moments, and near constant action.
can help inspire more innovation for their kind. Most halflings find this constant action abhorrent,
Some favorite destinations include remote while some have embraced it. Over time, halflings
research labs, abandoned warzones, and other that had a taste for thrills and adventure began
mecha gnome settlements. They are always becoming hooked on the adrenaline kicks this
excited when they discover a new way to blend universe offered. This eventually spawned a new
magic and machinery and will often experiment breed, halflings that rejected their calm cousin’s
relentlessly to understand the concepts behind any lifestyles and instead decided they needed more
new idea. action!
The styles of this more extreme lifestyle are
OTHER SPECIES mirrored in their fashion. They often wear clothing
Most other species get along well with mecha that matches their preferred type of extreme
gnomes, especially other gnomes. Mecha gnomes hobby. Marauding armor, biker helmets and jackets,
tend to be a touch carefree with their parachute pants, or even total nudity are all
experimentations, often resulting in accidents that, acceptable choices of attire for action halflings.
while rarely catastrophic, can often be disruptive. This makes action halflings easy to pick out among
This is seen as an annoyance to some more stuffy their kin and can make for very awkward dinner
species and so it is not often that you find mecha parties.
gnomes living among elves or cerans. Wo’nari
however, greatly enjoy the voracious curiosity of WILD AND FREE
mecha gnomes and will often do whatever they The desire for excitement is not just a craving for
can to study with them or to employ them as action halflings, it is a base need. They are born
tutors or adventuring partners. Synthetic as well with an innate craving for adrenaline and become
often find friendship with the mecha gnomes, addicted to it quickly. This has changed most
feeling a kindred link to them and their melding of aspects of their life, causing them to abandon the
organic and machine life. safety of village communities in favor of daredevil
groups. Even traditionally reserved traditions, such
MECHA GNOME TRAITS as weddings, have been changed to reflect their
You gain the following traits in addition to the traits new desires, with many weddings taking place
granted by your gnome physiology. deep in a volcano dungeon or while skydiving. A
Ability Score Increase. Your Constitution score perfect action halfling funeral typically involves at
increases by 1. least one combat car race. Even meals have been
Spark of Life. You can cast the spell Animate livened up, with a favorite being Second Battlefest,
Robots once per day as a 2nd level spell. This a brutal sparring match right before noon.
increases to twice at 8th level and three times at
18th level. Additionally, you can cause the spell to
build the robot around you and then pilot it. If done
in this way, the robot only lasts for 1 minute, you
split the damage equally between the suit and
yourself, you take the size and shape of the robot,
and your Strength and Dexterity scores are
replaced by that of the robot for the duration.
Disassemble. You understand the weakest parts
of any mechanical design. If a construct is resistant
against bludgeoning, piercing, or slashing damage,
you can ignore those resistances with your attacks.
Mechanical Knowhow. You have advantage on
Investigation and Insight checks on machinery or
constructs.

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Their own safety is of little concern to them and Rough and Tumble. Any bludgeoning, piercing,
becomes less relevant the longer they have gone or slashing damage you take is reduced by a
without defying death. Eventually this addiction to number equal to your proficiency bonus (to a
adrenaline wanes and action halfling begin to minimum of 1).
mellow as the grow into old age, though the
craving is never completely extinguished. Action
halflings know this and so many set out as
adventurers as soon as they are able, hoping to
squeeze every last drop of excitement out of life
before they are too old or injured to do it anymore.

OTHER SPECIES
Most species get along with halflings, though
action halflings can be a little too much for some
to handle. They rarely calm themselves and live
life on an edge that few others can walk. Action
halfling love making new friends but tend
to keep other species at a small distance
because few can withstand their
desire for such an extreme lifestyle. Many
of those who get close to an action halfling find
themselves in precarious situations that can leave
them seriously injured or even dead.

ACTION HALFLING TRAITS


You gain the following traits in addition to the
traits granted by your halfling physiology.
Ability Score Increase. Your Strength score
increases by 1.
Adrenaline Rush. When you are at half your
maximum health, your body goes into overdrive,
giving you +1 to damage rolls, saving throws,
ability checks based on Strength or Dexterity, +1 to
Dexterity based AC, and your movement speed is
increased by +5 feet. When you are at a quarter
of your total hit points, these bonuses
are doubled. This effect activates
automatically once you hit the
hit point threshold and stays
active for 10 minutes. You can
gain the bonuses for hitting the
half or quarter threshold each
once per day. If you hit the
quarter threshold during
or before the half
threshold, both
usages are expended.

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Kris Leask (Order #38729720)
HALF-ELF REPLICA any change in the elven physiology and causes
Crawling out from a long-abandoned pod, into a rapid necrosis of internal organs. It can lie dormant
world that has moved on or is no longer their own, for years, while remaining contagious, and has
a half-elf replica is born. Replicas may come to life such impeccable timing that some theorize it may
as a large set or completely alone, depending on be semi-intelligent. Whatever the case, it is a death
how the Rending brought them to their new sentence for all half-elves who contract it.
location. They have little memory of the world they This is where replicas come into the picture.
were once a part of, only what instincts are With no way to cure the virus, some societies
ingrained in their genetics and what basics their decided to circumvent the illness by creating an
model of pod may have taught them. They are artificial form of reincarnation. Once the virus had
much like children, born fully capable in body but been detected in a half-elf, several soulless clones
lacking all understanding of what their life means. of them are created in a mix of magic and
mechanical ways. Before the death of the original
THE VIRUS, THE RENDING (or shortly after in some cases), the soul is
The H-Virus is a mild sickness for elf kind, resulting transferred to the new body. While this saves the
in fever and nausea for a few days and individual, it sets a dangerous precedent for the
disappearing soon after. Other species are immune permanence of death, making immortality
to the disease and, despite the best elven minds accessible on a nearly global scale.
working on it, it has been deemed impossible to Like all medical miracles, there are side effects,
eradicate. Though it is mild for most elves, half- such as a weakening of fey connections and the
elves are not so lucky; the virus reacts terribly with potential for spirit explosions. The most severe of
these side effect, though, is the Rending. The
constant use of soul magic to cheat death not only
brings the ire of gods, it begins to wear on the

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Kris Leask (Order #38729720)
magical forces that hold the universe together. This HALF-ELF REPLICA NAMES
starts as small tears in reality and many more All pods have some sort of identification mark on
failed replica transferences. This, in turn, requires them. Sometimes it is a name and series identifier,
the creation of more replicas and makes the sometimes it is just the pod serial number. This is
process more complex, riskier, and further almost always the first thing the replica sees and
accelerates the Rending. The allure of immortality will often adopt it. These names rarely fit within
and fear of the H-Virus is too great for many and the world they reside as they were never intended
the ride into oblivion becomes impossible to avoid. to be more than a designation.
Eventually magic itself implodes, tearing worlds
apart and scattering them to other realities. The Examples: Sandy 90210, Raph 86,753.09, Carrey
replicas and their pods, being the initial focus and 23, XXkarrot024, POD V
protected by the bizarre magic that created them,
are one of the few things to survive such an event.
OTHER SPECIES
BLANK BIRTH
Few people in the world even know of replicas,
Replicas are created as empty vessels and remain making their interactions no different than other
inert for centuries until a sudden spark inhabits half-elves. The few that do know about it see it
them. A bit of spirit energy, pulled into the vacuous mostly as a strange irregularity in the life cycle and
space left by the husk, mingles with the body and nothing more. Rarely, some warlords seek out
breathes life into it. The long dormant replication clusters of replica pods to activate them for their
pod springs into action, assuming the soul own uses. These fresh minds are easily molded by
transference was successful, and releases the those of ill intent, boosting their ranks with soldier
fresh half-elf replica into its new world. that, while untrained, did not have to grow up or be
Most pods have the ability to imbue replicas convinced which side to fight for.
with basic knowledge, such as local customs and
language, in an attempt to smooth the soul REPLICA TRAITS
transference process for the original, intended half-
You gain the following traits instead of those
elf soul. This may include flashes of the original
granted to you by your half-elf physiology.
half-elf’s life, if the pod was particularly
Ability Score Increase. Your Constitution score
sophisticated, but even those have mostly
increases by 2 and two other ability scores of your
degraded in the generations it takes for stray life
choice increase by 1.
energy to find a replica.
Age. You are considered mature and are
effectively around the age of 20, though your true
ENDLESS TWINS
age could be many millennia.
Replicas are indistinguishable from other half- Alignment. You may have some lingering ideals
elves (or other creatures in rare circumstances) from whatever pod programming you had, but
when considering their outward appearance alone. there is no set alignment for replicas. Choose
What sets them apart initially is their fish-out-of- whichever suits you.
water mentality and weak link to the fey realm. Size. Replicas are the same size as other half-
Whatever little information or mannerisms they do elves, ranging from 5-6 feet tall. Your size is
have may clash severely with the world around Medium.
them. However, after a few years within the world, Speed. Your base walking speed is 30 feet.
most replicas are well adjusted to their Soul Vision. Long dormant fey energy, mixed
environment and can pass unnoticed. with your unique spirit creation has altered your
Until, that is, they come across another replica vision, allowing you to see the souls of creatures
based on the same original. They will look exactly around you. As an action, you can concentrate on a
alike, often share similar personality traits, and creature within 30 feet that you can see to discern
only differ in life experiences. There may be a its general power level. This will let you know their
single replica on a planet or there may be CR within a variance of 2. You can use this trait a
thousands, depending on how far advanced the number of times equal to your Constitution
planet was before the Rending took hold. As jarring modifier (minimum of once) before finishing a long
as it is to wake up alone in an unknown world, rest. You also have darkvision out to 30 feet,
meeting your double can be even worse. because of the weakened fey lineage.

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Pod Training. You gain proficiency in one skill, HACK-ORCS
weapon, tool, or game of your choice. Hack-orcs have made a name for themselves by
Unbound Soul. Due to your unique creation, bucking tradition and carving their own path with a
your soul is not directly tethered to your body or mixture of strength and smarts. They have been
any individual plane after death. If you die, you can “touched by the Code”, a process that is ill-
attempt to inhabit a creature’s body who has died understood by most of the world. This is believed
within the last 24 hours, whose CR is equal to or to happen in the womb, though the Code has been
less than your level, and who is not animated by known to strike inspiration into adolescent half-
undead magic. The body must succeed on a orcs in some rare cases. Why this change seems
Charisma saving throw (DC = 8 + Your charisma only to happen for half-orcs and not other species
modifier + your proficiency bonus). If they succeed, is also not fully understood. The prevailing theory
you cannot inhabit that body. If they fail, you is that the Code is not giving the half-orc anything
inhabit their body, keeping your alignment, new, it is releasing natural abilities inhibited by
personality, Intelligence, Wisdom, and Charisma nefarious outside forces. Some orc clans have
scores but assuming all the other abilities and rituals that encourage this adaptation, though the
traits of the creature you inhabit and losing all of evil deities behind the subjugation of most orcs ban
your own. For each day you spend in a host body these rituals as heresy.
this way, you lose 1 point of your original Though their lives have been permanently
Constitution score, your soul dissolving into changed by the Code, they are not entirely sensitive
nothing if you reach 0. If you can create a suitable to it. Sometimes they gain glimpses into the true
replacement, through magic or by finding an makeup of the universe, but mostly they are no
empty half-elf replica, you can freely move your more in touch with it than any other creature.
soul into that new body, recovering all of your Given enough time and focus, they can see deeper
abilities and stats, (so long as the new body can into the secrets of reality, but this is often just
accommodate them) though the loss in small snippets and rarely offers more insight than
Constitution remains and can only be recovered by arcane studies can provide.
a wish spell. You can move from body to body as
much as you would like, so long as the body you THE MARK OF THE NERD
are in is killed and you do not spend more than 1 Hack-orcs tend to have blue to pale grey skin, with
hour outside a body, as this will result in your soul veins that appear far darker than their flesh. These
dissolving as well. You cannot inhabit the same veins are angular, forming visible cross patterns
body twice. that resemble circuit boards. Some hack-orcs
Variant Species: While half-elves are the most tattoo dark lines to intersect their natural ones,
predominant replicas (because the H-Virus is only creating intricate patterns or pathways for magic
deadly to them), there is little stopping other to travel. Because of their preference for battles of
creatures from being created in this way. If this is brains over bloodshed, their bodies tend to be a bit
the case, choose a species and replace one of their slimmer and less covered in scarring. They stand
traits with the Unbound Soul trait. Work with your slightly straighter because it is less likely they have
GM to determine which ability must be replaced. engaged in gruesome combat, lacking many
common injuries that would cause them pain when
moving. They also opt for sharp clothing and
meticulously maintained (if sometimes
unfashionable) hairstyles. They are prone to mixing
function and fashion into a mashup that, while
stylish to themselves, can look quite peculiar to
others.
Hack-orcs also take pride in the way they are
perceived. Because of this, they try to extend their
vocabulary and understanding of local customs.
This can make them appear ridged and obnoxious
to those unfamiliar with the individual. Their high
regard for their own intellect can often put them at
odds with more casual crowds and can be seen as

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a challenge to scholarly instructors. The irony that They enjoy planning and plotting, often
half-orcs are shunned for their strength and hack- spending days going over the best route to victory
orcs are shunned for their intellect is not lost on before acting. It is not uncommon for a hack-orc to
them. carry around many books that most others would
consider dry reading. They often have scrolls or
BRAINS OVER BRAWLS notebooks of their own that they have filled with
Hack-orcs exposure to the Code early in incomprehensible details of a plan. To many, the
development has expanded their minds, working to hours spent working on a plan of action are more
relieve the bloodlust other orcs have had exciting than the scant moments the plan takes to
unwillingly impressed upon them. The forceful execute.
connection to evil deities through their lineage has
been quelled to a point of non-existence, or OTHER SPECIES
sometimes severed entirely. This has led to hack- Hack-orcs must fight against the same issues their
orcs living a life more of their choosing than half-orc kin face. Their imposing bodies and
something determined by legacy. Many hack-orcs frightful orc lineage create a large divide they must
embrace this, rebuffing the idea that tradition cross to win friends. Thankfully, their quirky
should dictate even a single aspect of their personalities and quick wit help to build bridges
existence. easily. Some cities and villages will seek out hack-
This creates a large divide between themselves orcs to clear out difficult dungeons, participate in
and their human or orc clans; since they value their brainy competitions on their behalf, or help
individuality above most everything else and rarely establish recreational centers for the local youth.
conform to the ideals of their parents. Hack-orcs Hack-orcs are often a huge boon to whatever
tend to be outcasts among outcasts and strike out communities they decide to live in.
on their own very early in life. Thanks to their
hearty bodies and capable minds, hack-orcs can
sometimes become awesome adventurers well
before reaching adulthood. Trying to stop them
from this path is fruitless, their stubborn resolve
and youthful immaturity making it nearly
impossible for the young hack-orc to back down.

UNUSUAL BATTLEFIELDS
Most hack-orcs still harbor a desire for conflict and
victory, though this is often satisfied in less
physically violent ways. They find
themselves driven to competitions
of intellect and cunning, only
relying on their innate
strength if it serves their
strategic plans. This most
often manifests itself in
competitive games, such as
sports or chess, being their
main source of conquest. If given a
chance, they will attempt to determine the
outcome of warring ideals through a
game, rather than decide the victor
through blood. They may also keep
score of small details along their
journeys, including things like number
of creatures slain, total value of
treasures collected, and a count of
lives saved.

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HACK-ORC TRAITS HUMAN OFFLINE
You gain the following traits instead of the ones
granted to you by your half-orc physiology. STOLEN ORIGIN
Ability Score Increase. Your Intelligence score Far before your memories were solid, you were
increases by 2 and your Strength score increases taken by the cyblight hive. You served in their
by 1. ranks, converting hundreds, your body being used
Age. Hack-orcs age the same as half-orcs but to aid in the slaughter of whole realms. There was
can claim independence as early as age 10. a constant droning, the collective mind overwriting
Alignment. Hack-orcs are a strange mishmash your own thoughts and forcing you deeper into the
of the chaos of their lineage and the order of the collective. But now you are alone. Your body is your
Code. They tend towards lawful alignments though own, your mind is singular, and your future is a
some dip into chaos and embrace the corruption it terrifying expanse of possibilities.
brings.
Size. Hack-orcs are more slender than half-orcs RECOVERED LIFE
but often stand taller, with the average being Through some miraculous means you were
between 6 and 7 feet tall. Your size is Medium. severed from the cyblight horde and given another
Speed. Your base walking speed is 30 feet. chance at life. However, things have changed
Codevision. You can see in dim light up to 60 drastically since you were collected, and you are
feet as if it were bright light, and in darkness as if it often out of your own element. You may have
were dim light. Additionally, you can use a bonus spent a few decades as a drone or even a few
action to concentrate your vision once per day to centuries. You may have been taken as an adult, as
gain Truesight up to 10 feet for a single turn. In a child, or even before you were born. Regardless
both cases, you cannot discern color, only shades of your past, the hivemind blasts away all but the
of gray. most stubborn scraps of identity and you are likely
Combat Genius. You gain proficiency with one rebuilding your sense of self from scratch.
martial weapon of your choice. Additionally, you It is impossible for you to be fully separated
gain proficiency in the Insight skill. from some of the cyblight components in your
Savage Spells. When you score a critical hit with body. The link to the cyblight has been severed, but
a spell attack, you can roll one of the spell’s the technology inside you still functions and assists
damage dice one additional time and add it to the in keeping you alive. You can move, speak, think,
extra damage of the critical hit. eat, and generally do most things humans are
Languages. You can speak, read, and write capable of doing, though you may have some
Common and Orc. Additionally, once per day, you restrictions based on parts lost or replaced by the
can cast the Comprehend Languages spell without cyblight. Additionally, you must spend a long rest
material components. charging from some power source at least once a
week or gain a level of exhaustion. Most cyblight
quickly cobble together a portable power source
based on their needs and offline can adapt their
bodies to take in many sources of energy with little
to no harm. Each offline has different power needs,
work with you GM to determine what that
threshold is.

ONE MIND
Possibly the most disturbing thing about your new
life is the silence in your own head. For an eternity,
you shared a consciousness with the entire
cyblight hive, across space, dimensions, and even
time. Long dead cyblight lived on within the sea of
voices and every new consciousnesses added their
own voice in the hive. And now, you don’t even
know what your own voice sounds like, and it is
somehow thunderous and silent at the same time.

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You are used to the hive speaking for you, so HUMAN OFFLINE TRAITS
growing used to the silence will take time, caring, You gain these traits instead of the typical human
and much effort. traits
Society and its complexities also confound you. Ability Score Increase. Your intelligence score
Some offline find solace in the noise of a roaring increases by 2 and your Constitution score
crowd, while others find the intrusive voices increases by 1.
unbearable. The intermingling of many species is Age. You are considered a mature adult in body
nothing new to you, but simple mannerisms and only. Your mind may range from elderly to juvenile.
customs rely on strange logical rules and often Your body and implants will typically remain active
leave you baffled. How such communities could for a little over a century.
exist without rigid order is one of the many Alignment. Order is something that comes
mysteries you will have to unravel in your quest to naturally to you, and you thrive in hard, regimented
becoming a singular being. systems.
Speed. Your gait is slightly inhibited by your
OTHER SPECIES
implants. You base walking speed is 25.
The cyblight have a bad reputation, and the Languages. You can speak, read, and write 4
remaining implants make it hard for others to trust languages of your choice. These languages are
them. Species of expanded experience are usually imprinted in your mind from the cyblight hive and
more understanding, though many have heard the you speak most of them with a robotic clarity,
stories of offline being reconnected devoid of accents.
to the hive and the tragedy Adaptive Shield. When you finish a long rest,
that brings. In most places, you can choose to become resistant to a chosen
offline are treated kindly damage type caused by spells or effects. Choose
but always watched from from the following types: acid, cold, fire, lightning,
afar for any risky signs of or thunder. You can choose a different type of
cyblight reversion. Offline damage each time you finish a long rest.
typically avoid each Hive Knowledge. You can call upon the
other as the reminder of the information forced into your head by the cyblight.
cyblight control You gain advantage on an Intelligence saving throw
can be difficult or an Intelligence based ability check of your
to handle. choice. You must finish a short or long rest before
using this feature again.

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VOID TIEFLINGS LOST IN MEANING
To truly understand the essence of a void tiefling, Void tieflings have a deep connection to the
one must first unhinge the ideas of good and evil emptiness that created them and their tiny place
from their current understanding. What makes within it. To some of them, this is freedom. Without
something good or evil is simply a matter of a predetermined destiny, they are free to create
perspective. Void tieflings have a better grasp on their own meanings with their life. This can lead to
this concept than most other creatures, having lives of great altruism or lives overcome by
been created from the union of humanoid narcissism. It’s not that they believe themselves to
creatures and the unknowable and be the only worthwhile being, it is that many see all
incomprehensible powers of the void. They are life as equally meaningless. The other common
born with an innate understanding of the response to their tiny lives is fighting against the
complexity of the multi-verse and their tiny place oppressive, careless nature of the void. They
in it. Because of this, there is little they respect or endeavor to become more, to become something
cherish, though the things or people they become the universe as a whole will remember; to be
attached to are often more important than something incomprehensible, with enough power
anything else in existence. to change the fabric of reality. A surprising number
have achieved this, though it is impossible to know
TAILTACLES exactly how powerful they have become.
Unlike most tieflings, the void variety are the union
of humanoid creatures and cosmic forces beyond
measure. Sometimes this is an actual entity, a
being of impossible power that has brought about
these tieflings simply by existing too closely to
living creatures, forever changing their bloodline.
Other times they are created from universal
concepts, fundamental truths of the universe that
can exert their own will upon those who are open
to them. Whatever their origin, the outcome is
always similar but with enough
divergence that no two void
tieflings are exactly the same.
Void tieflings have tentacles
in place of the horns and tails
usually adorned by tieflings.
The tail is a strong and
dexterous appendage,
giving the void tiefling the
ability to use it almost like
another hand. Their colors
reflect the vast universe their
bloodline was changed by.
Deep purples with sparkling
star-like freckles, a sunburst orange
with striking rays along their body, or
slowly moving cosmic cloud patterns are a
few examples of the wide varieties they
sometimes have.

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OBSESSIVE POSSESSION Alignment. Void tieflings tend toward chaos,
Because a void tiefling cares little for the reality matching the turbulent nature of the cosmos. Their
around them, it can be extremely difficult to gain actions rarely fall neatly into the good or evil
their attention. When a void tiefling does ascribe spectrum, though most are seen as selfish.
meaning to something, or someone, they will latch Size. Your size is Medium, and you are similar to
onto it with fervor. They often see these items or other tieflings in stature.
persons as having more meaning than the rest of Speed. Your base walking speed is 30 feet.
the universe and will gladly sacrifice themselves, Darkvision. You have been bred to peer into the
and anything around them, to keep the things safe. darkness of the abyss. You can see in dim light
Those that have found trust or companionship with within 60 feet as if it were bright light, and in
a void tiefling should be careful never to betray darkness as if it were dim light. You can’t discern
them. color in darkness, only shades of gray.
Fearless. You have advantage on saving throws
STEEL MINDS made against fear effects.
Tentacles. Your tail and horns give you many
One benefit of their unusual mindsets is the ability
advantages on the battlefield. You have advantage
to digest truths and visages that would break the
on Acrobatics checks when using them to assist
minds of other creatures. Even as an infant they
the action. Your tail is capable of wielding any
were exposed to knowledge beyond that of many
simple, one-handed, light weight weapon you are
wizened scholars. This changes their perception of
proficient with and can attack as a bonus action as
good and evil, life and death, into a bitter
if you were using your off-hand. Additionally, the
understand that many find difficult to swallow.
tail and horns, when used in tandem, can fulfill the
They can seem evil to others, but this is just a
somatic component of any spell, so long as they
matter of perspective to a void tiefling. They are
are free to move.
often willing to do whatever it takes to achieve
Void Magic. You know the Death Throw spell and
their goals and think just as little of taking lives as
can cast it once before finishing a long rest. At 3 rd
they do of saving lives. What is the difference
level the spell level it is cast at is increased to 2nd
between one life and one-thousand lives when
and you can use it twice before finishing a long
viewed through the lens of eternity?
rest. This increases again at 5th level to a 3rd level
OTHER SPECIES spell and three times before finishing a long rest. In
addition, you know one cantrip of your choice.
A void tiefling’s alien appearance can sometimes
Charisma is your spellcasting ability for these
put them at odds with average citizens who are
spells.
unfamiliar with how strange the world can truly be.
Dark Resistance. You have resistance to necrotic
Also, their inability to see anything but the bigger
damage.
picture makes it hard for them to get along with
Languages. You can speak, read, and write
those attempting to live an “average life.” Because
Common and Abyssal.
of this, they tend to be voluntary outcasts and
rarely find companionship, except with other void
tieflings. It takes an extremely open mind and a
great deal of patience to fully understand a void
tiefling’s thoughts, something many other species
find in short supply.

VOID TIEFLING TRAITS


You gain the following traits instead of the ones
granted to you by your tiefling physiology.
Ability Score Increase. Your Wisdom score
increases by 2 and your Dexterity score increases
by 1.
Age. Void tieflings age nearly identically to their
cousins.

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Classes within the Retroverse
exist alongside more traditional
classes. A Cleric is just as
common as a Synth Weaver.
The Retroverse also allows
for new opportunities to
established classes, the subtle
forces of the universe leaving
their impression upon the
fantasy designs. Take care
when combining classes, as
overloaded characters will
surely lead to corruption.

Class Description Hit Die Primary Ability Saving Throw & Prof. Armor and Weapon Prof.
Apogee Chosen beings who see d8 Intelligence Constitution & Light Armor, simple
beyond reality and Intelligence weapons, one martial
bend it to their will. weapon, unarmed
attacks
Datamancer Crafters capable of d6 Intelligence Intelligence & Light armor, simple
rewriting the Code at a Constitution weapons
base level.
De-fragger A wall of warrior, able d12 Constitution Constitution & All armor, shields,
to unleash a torrent of Wisdom simple weapons, martial
strikes while taking the weapons, improvised
same in return. weapons
Glitch Hunter A cunning combatant d10 Wisdom Wisdom & Charisma Light armor, medium
with another trick or armor, simple weapons,
weapon up their simple ranged weapons,
sleeves. martial ranged weapons
Henshin A warrior of destiny, d8 Dexterity Dexterity & Charisma Henshin Armor, shields,
regardless of their simple weapons,
ability. Network Weapon

Holo-Knight A tricky fighter who d10 Dexterity or Dexterity & Light armor, Holo-
relies on holographic Intelligence Intelligence Weapons
weaponry and illusion
magic.
Synth Weaver An agile musician who d6 Dexterity Dexterity & Charisma Light armor, simple
pulls magic from the weapons, lance, scimitar,
beat of the world. whip

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Kris Leask (Order #38729720)
have forgone the need for weaponry and armor.
APOGEE You can shape the force of your punches to match
An elf woman, clad in a black long coat, strides that of a conventional weapon and alter your
through the battlefield confidently. The retreating awareness to deflect attacks. While these abilities
foes hurl a fireball directly at her, she doesn't avoid come “naturally”, moving the code in more extreme
it. When the smoke clears, her hair isn't even ways is much harder. The power to do something
mussed. Panic besets the ranks of the opposing as simple as bending a spoon takes years of
team, and they trample each other to flee from practice, rewriting the makeup of a creature is
her. The mage that cast the fireball feels his throat something only an apogee of great strength can
tighten and watches his allies run from him. He is hope to accomplish.
lifted in the air by an invisible hand on his neck.
Turning to face the woman and her outstretched MEDITATION AND INFORMATION
arm; he watches her hand close slowly and his When you first saw the Code, it was harrowing. The
world grows darker and darker. seams between reality opened themselves to you
A human deftly dodges the flurry of blows and the things you saw in between defy
coming towards his face. This opponent is tougher explanation. You were told that this was just your
than anything he has faced. Every attack on either childish imagination, that all was well, not to dwell
side is met with a block or parry. When he ended on what you saw. For a time, you may have even
this fight, he would have to end it quickly. Letting believed it was just in your head. But then it
his guard down for an instant, he trades one blow happened again, and again.
to himself for another to his opponent. His attack As you grew older you dedicated yourself to
carried a charge though, and the opponent is researching this strange phenomenon. Why were
stopped for the tiniest instant. Just enough. Kicking you different? Were there others like you? How
back, he teleports into the air, clasps his hands could you open the seams yourself? How could
around the building energy, and shouts. His you change the Code?
opponent looks to the blinding light gathering in Some like you have spent their life in isolation.
those hands. It's over. The beam is released, and Searching old tomes in search of ancient
the foe stands up to accept their fate. Dignity, even knowledge by half mad seers. Many find solace in
in total annihilation. mind altering substances, denying their own
The wo’nari body lies motionless, calm in death. senses in order to hold on to their shredded life.
His spirit flows above, not complacent in their fate. Others find themselves locked away, espousing the
Around them his team begins to falter. truth has put them in jackets and bars, shouting to
Outnumbered and overpowered, they are backed anyone who will listen. A few rare individuals have
into a circle around his body. He could do it, he found power in the knowledge of the falsity of
could come back, but the cost would be monstrous. reality. They seek nothing but to increase their
As the paladin falls to his knees, he makes his abilities, even knowing that the power they have
decision. His spirit flames, consumed by the isn’t necessarily real either.
unbridled power of the Code. Body and spirit
reconvene in a burst of energy that pushes back
the encroaching horde. They weren't out of the
woods yet but at least now they had a fighting
chance.

THE MALLEABILITY OF THE CODE


You are one of the few that has ever seen it, The
Code. It makes up the world around you, shapes
and molds it into purpose. You try to tell others,
but they will never understand. It is in all things,
and it is all things. Unlike the others who have
merely witnessed the Code, you can shift it, alter it
to your will. The Code is not set and with the right
force and understanding, you can change the very
world around you.
Because all things are equal to the Code, you

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Kris Leask (Order #38729720)
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POWERFUL PROPHECY prophecy is ascribed to you. Are you truly destined
Because of the apogee’s abilities, they are often to be the savior or destroyer of the world, or is the
tied to prophetic destiny. The average citizen has no collective belief in you enough to push you that
idea how you can do the things you do. Your direction? Can you buck fate without falling into a
abilities can be mimicked by magic, but you do not different one? Bending the Code grants you
fit within the confines of what magic they may incredible power but how much power do you truly
have been exposed to. Additionally, apogees are have if you must walk a path set before you by
incredibly rare, as many who see the Code are someone else’s words? Are you in control of your
quickly broken by it. Whether the prophecies are future?
true is debatable, especially as you truly
MULTI-RANGE CLASS
understand the source of your powers. You are
different, that much is certain, but are you the This class offers a large variety of options for most
fabled chosen one, or are you just another fluke in users. The themes of fate, power, and will play
the world? heavily into its background and abilities. Early
It is possible for many apogees to exists at a users may find great reward in playing a strong
given time, even having multiple within the same class and advanced users will enjoy using the
area. Sometimes this lines up with the prophecy of variety of abilities to tackle most any situation.
a team of heroes, or the destined battle between
CREATING AN APOGEE
two powerful warriors. It can be hard to tell how
much of your future is set in stone when the When creating an apogee think about how this
knowledge of the true nature of the world has
affected your life. Did you learn about the Code
first through seeing visions of the true world, or did
you discover its existence in old tomes and then
seek it out? Do you accept the power that comes
with this knowledge? Do you fear what it means
about those whom you love? Do you grow distant
and wary of all others you see? Or do you revel in
the absurdity of it all and live your “life” to the
fullest?
Also consider how you found a way to change
the Code. Was it through natural intuition that you
began to understand and change the symbols?
Were you an unnaturally adept student, learning all
you could from deranged scholars? What mistakes
have you made when you first began? How much
did those mistakes cost you? What is your end goal
now that you can shift the Code?

PRE-GEN CHARACTER
You can make an apogee quickly by following these
suggestions. First, make Intelligence your highest
ability score, followed by Constitution. Second,
choose the Player background

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Kris Leask (Order #38729720)
Apogee
Level Prof. Bonus Hack-Fu Shift Points Features
1 +2 1d4 1d4 Fate Path, Hack-Fu, Shift
2 +2 1d4 1d4 Binary Boons
3 +2 1d4 1d4 Mental Fortitude, Fate Path feature
4 +2 1d4 2d4 Power Up
5 +3 1d6 2d4 Extra Attack
6 +3 1d6 2d4 Code Blast Improvement, Fudge Reality
7 +3 1d6 2d4 Fate Path feature
8 +3 1d6 3d4 Power Up
9 +4 1d6 3d4 Warp Jump
10 +4 1d6 3d4 Codenesis, Fudge Reality improvement
11 +4 1d8 3d4 Fate Path feature
12 +4 1d8 4d4 Code Blast Improvement, Hack-Fu Improvement, Power Up
13 +5 1d8 4d4 Warp Jump Improvement, Ex-Machina
14 +5 1d8 4d4 This Isn't Real, Fudge Reality Improvement
15 +5 1d8 4d4 Fate Path feature
16 +5 1d8 5d4 Power Up
17 +6 1d10 5d4 Phoenix Reboot
18 +6 1d10 5d4 Code Blast Improvement, Ex-Machina improvement, One with The Code
19 +6 1d10 5d4 Power Up
20 +6 1d10 6d4 Fate Path feature, This Isn’t Real Improvement, One with the Code Improvement

Proficiencies
CLASS FEATURES Armor: Light armor
As an Apogee, you gain the following class features
Weapons: Simple weapons, one martial weapon,
Hit Points unarmed attacks
Hit Dice: 1d8 per apogee level Tools: One set of Artisan's Tools and one Gaming
Hit Points at 1st Level: 8 + your Constitution set
modifier Saving Throws: Intelligence, Constitution
Hit Points at Higher Levels: 1d8 (or 5) + your Skills: Choose any three
Constitution modifier per apogee level after 1st.
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• One simple weapon and one martial
weapon
• (a) a dungeoneer’s pack or (b) an explorer's
pack
• Plasteel fiber clothing

FATE PATH
All apogee have been given the ability to see the
seams of the world, either by chance, destiny, or
through their own determination. An apogee who
can put these new powers to use is often seen as a
chosen one, a person of prophecy. How they
interpret and interact with this prophecy will
influence how their skills develop and ultimately

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Kris Leask (Order #38729720)
how they will change the world around them. You
choose your path at 1st level: Risen, Fateless, or
Shattered.
Your choice grants you features at 1st, 3rd, 7th, 11th,
15 , and 20th level.
th

HACK-FU
At 1st level your knowledge of the spaces between
has allowed you to summon knowledge in combat
prowess you would never gain naturally. You SHIFT
become deadly in unarmed combat, bending the Starting at 1st level, your ability to see beyond
data around your blows to mimic the code behind allows you to alter The Code of the universe.
many weapons. Changing the fabric of reality around you is
You gain the following benefits while you are exhausting for both body and mind, for this reason
wearing no armor or light armor and are not using your ability to alter the world in any meaningful
a shield. way is represented in Shift points. Whenever you
• You can use Intelligence instead of finish a short or long rest, roll the dice in the Shift
Strength for the attack and damage rolls of Point section of the Apogee Table. The result is
your unarmed strikes and mimicked how many Shift points you have until you finish
weapon. You do this by channeling The another short or long rest. You are considered
Code to augment your attacks. proficient with all attacks that require the use of
• You can choose one melee weapon you are Shift points. You can spend these points to use
proficient with to mimic. Once on your turn, various Shift features.
when you make an unarmed strike, you can When you spend a Shift Point, it is unavailable
cause your unarmed strike to do the exact until you finish a short or long rest, You must
same damage amount and type, as if you spend at least 30 minutes intently watching the
had attacked with that weapon. When you world during your rest to regain your Shift points.
reach 12th level, you can gain proficiency Some of your Shift features require your target
with an additional melee weapon of your to make a saving throw to resist the feature's
choice and use it in the same way. You can effects. The saving throw DC is calculated as
use this ability twice on your turn when follows:
making unarmed strikes. All other unarmed
strikes deal a set amount of bludgeoning Shift save DC = 8 + your proficiency bonus + your
damage which increases as you gain Intelligence modifier
apogee levels, as shown in the Hack-Fu
column of the apogee table. Alternatively, BINARY BOONS
you can keep only the damage type of a At 2nd level, you gain a small set of powers that you
weapon to replace the damage type dealt can use Shift points to activate.
by that of your unarmed strikes.
• When you use the Attack action to make an HIGHER CONTRAST
If you use the Afterimage Hack-Fu ability and the
unarmed strike, you can use your bonus
second attack hits, you can use 1 Shift point and
action to cause an Afterimage of you to
your reaction to make the same attack one
appear, making an unarmed strike against
additional time.
the same target. This can only be used to
repeat an unarmed strike and not spell CODE BLAST
attacks or attacks augmented with spells As an attack you can spend 1 Shift point to call
or effects, such as a Smite spell, or with together energy from the air into your palm and
non-apogee features, such as Sneak Attack. project it forward at a rapid velocity. You are
If doing an attack that required the use of proficient with this ranged attack with a range of
Shift points, you must use additional Shift 30/60. On a hit, this blast does 1d6 radiant damage.
points for the Afterimage equal to the At 6th level this increases to 2d6 and 40/80. At 12 th
original attack’s Shift points or this effect level this increases to 3d6 and 50/100. At 18th level
simply fails. this increases to 4d6 and 60/120.

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SCANNER wanted to happen occurred. This ability does not
By spending 2 Shift points and using a bonus action affect magical items. The full extent at which this
you can focus your vision to discern one thing power can be used it at the GM's discretion. You can
about a creature within 15 feet of you. This could use this feature a number of times equal to your
be their current Hit Points, AC, any one stat Intelligence modifier (minimum of once) before
modifier, a special ability, or other attributes at the finishing a long rest.
GM's discretion. You can use this feature multiple At 10th level, you add +1 to each roll. At 14th level
times on the same creature. This cannot be used to you add +2 to each roll.
read minds or discern intention.
WARP JUMP
FOCUSED CHARGE Starting at 9th level you can spend 1 Shift Point to
You can use your action to regain Shift Points. Roll 1
warp from one place to another as your
Hit Dice, expending it and regaining Shift Points
movement. You can instantly teleport in any
equal to the roll. You can continue this for a
direction to place that you can see within 60 feet.
number of turns equal to your Intelligence
You cannot pass through magical barriers using
modifier, with your initial use counting as one, so
this skill but can pass through walls if you can
long as you take no other actions beyond
clearly see the other side. You have advantage on
movement on your turns and take no damage
your next melee attack roll if the attack is made
between your turns. You can use this feature once,
immediately after warping at least 30 feet to a
with a continued charge counting as a single use,
location within 5 feet of the target. You can only
before finishing a long rest. This feature cannot be
use this feature once on your turn.
used outside of combat.
At 13th level this ability is enhanced to include a
MENTAL FORTITUDE wave of force. When you warp, all creatures within
5 feet of the area you warped to must make a
Beginning at 3rd level, while you are wearing no
Constitution saving throw. On a failed save all
armor and not wielding a shield, your AC equals 10
creatures within the area take 1d8 force damage
+ Your Intelligence modifier + your proficiency
and are pushed back 5 feet. On a successful save
bonus.
all creatures within the blast take half damage and
are not moved. You can spend additional Shift
POWER UP
Points to add 1d8 force damage to the blast per
When you reach 4th level, and again at 8th, 12th, 16th, Shift Point used, to a maximum of four Shift Points
and 19th you can increase one ability score of your and 5d8 extra damage.
choice by 2, or you can increase two ability scores
of your choice by 1. Alternatively, you can gain one
feat. You cannot increase an ability score above 20
using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.

FUDGE REALITY
At 6th level you have the ability to change one
small detail in the world around you. The cards in a
game of chance, the contents of a water skin, a
silver piece into gold. By spending 1 Shift Point you
can roll a d4 with the number determining the level
of your success. 1 means nothing has changed at
all. 2 means a minor change has happened but not
exactly what you had intended. 3 means that a
positive and meaningful change has occurred,
though the details may not be exactly what you
intended. 4 or more means that the exact thing you

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CODENESIS saving throw. On a failed save, the chosen
At 10th level you can manipulate much of the world creatures within the area take 6d12 force damage
around you without seeming to touch it. Using 2 and are pushed back 15 feet. On a successful save
Shift points, you can use your action to cast the they take half that damage and are not pushed.
spell Telekinesis without components, with You do not have to have Shift points available to
Intelligence as your spellcasting ability. The spell use this as this ability sacrifices 1 Shift point dice
ends at the start of your next turn, unless you use from your max total possible.
2 additional Shift points to continue its effects; Additionally, your Constitution score decreases
otherwise, it follows the same rules as a by 1. If your Constitution modifier decreases
concentration spell. You can maintain this effect for because of this, you must adjust your new Hit Point
up to 1 minute, so long as you have enough maximum. You must finish a long rest before you
remaining Shift points to do so. You can use an can use this feature again.
additional Shift point to increase your spellcasting
ONE WITH THE CODE
ability for this effect by 1 for each Shift point used
(maximum of 5). At 18th level, at the start of your turn, if you have no
Shift points you can use a bonus action to roll a d4,
EX-MACHINA regaining Shift Points equal to the roll. At 20th level
At 13th level you can force your influence upon the the this is changed to 2d4.
world around you. As an action, you can spend 5 Additionally, you can reroll any 1 on any Shift
Shift points to bring one helpful boon to yourself dice rolls once, using the new number instead.
or party. This could be a healing potion rolling to
your feet, a large precarious rock falling on your RISEN
opponent, finding a patch of water in a desert, a As soon as you saw the Code, you knew you were
spell backfiring or becoming more powerful, destined for something great. After some
anything that is useful. The effect is immediate adjustments, you have embraced your powers fully
though it may not always be immediately and use them freely. Like the name implies, you
apparent. The full extent of this feature and its have risen above those around you and now stand
effects is up to the GM, but it will always be helpful above other creatures. While some look up to you,
to you or your immediate party. This effect can seeing you as the savior foretold, others consider
only be used once before finishing a short or long your mere presence an abomination, a portent of
rest. At 18th level you can use this feature twice the end. Your powers are varied, giving you an edge
before finishing a long rest. in most situations; how you change the world with
these abilities, for better or worse, it up to you.
THIS ISN'T REAL
At 14th level you have become so attuned to The FATE BUMP
Code that you can negate its influence on you. If When this fate chooses you at 1st level, you gain the
targeted by an attack, effect, or spell, you can use 6 ability to nudge fate to a direction of your choosing.
Shift Points and your reaction to completely ignore When you or a creature within 30 feet of you rolls
it. Even if it hits, you receive no damage, take no an ability check, attack roll, or saving throw, you
effects, and cannot be moved by it. You must finish can use 1 Shift point to add or subtract 1 from the
a long rest before this ability can be used again. At roll. You can do this after the roll but before you
20th level you can use this feature three times know the result. You cannot cause critical
before finishing a long rest. successes or failures this way.

PHOENIX REBOOT FLY


At 17th level death loosens its grip on you. If you fail At 3rd level, you can control gravity around you well
three death saving throws you can immediately enough to move your body in a way that resembles
burn 1 Shift point dice, permanently, to bring flying. You can spend 1 Shift point as part of your
yourself back to life. You regain life as if you had movement to fly up to your movement speed,
just taken a long rest. When you rise from the dead including if you take the dash action. You begin to
you are surrounded in a powerful aura that fall at the start of your next turn unless you use
explodes out from you. All creatures of your choice another Shift Point. You can remain airborne as
within 15 feet of you must make a Constitution long as you have Shift Points to spend.

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MEGA PUNCH 1 minute. The creature can repeat the saving throw
Starting at 7th level, you can spend 2 Shift points to at the end of each of their turns, ending the effect
charge and release a terrible blow. Whenever you on themselves on a success. If the initial save is
make an unarmed strike, choose one of the successful the target takes 2d10 additional force
following effects to happen on a hit: damage and only the next damaging spell it casts
• Roll a single damage die again and add it to within the next minute is affected by the damage
the total damage. If your attack had reduction. You can use this feature once before
multiple damage dice types, used the finishing a long rest.
largest one.
FULL INTEGRATION
• The target must succeed on a Strength
saving throw or be pushed back 15 feet. At 20th level, you have become so enmeshed with
• A blinding flash emanates from your fist the code that you can bend the world to your will.
and the target must succeed on a Choose a single spell of every level; the chosen
Constitution saving throw or be blinded spells are set and cannot be changed after
until the start of their next turn. choosing them. By spending Shift Points equal to 2
• The target must succeed on a Constitution times the level of the spell, you can cast any of
saving throw or have their code disrupted, these chosen spells. Intelligence is your
causing them to be paralyzed until the spellcasting ability, and your save DC is the same
start of their next turn. Creatures with as your Shift save DC. You can spend up to 30 Shift
corruption make this save with Points total on this ability, and cannot cast the
disadvantage. same spell twice, before finishing a long rest.
• The attack is a critical hit on a 19 or 20.

BULLET TIME
Starting at 11th level, you can use your reaction to
reduce the damage you take from a ranged attack
by half. Alternatively, you can spend 1 Shift Point to
stop the missile before it reaches you. You then
have the option to send it back at the opponent
who shot it. Make a ranged attack roll,
as if you were proficient and made
the attack. You can only use this feature on the
creature who targeted you with the initial ranged
attack. The missile deflected can be no larger than
a standard arrow or energy bolt. If a creature
makes multiple ranged attacks against you on the
same turn, and you have already used your
reaction against one of their ranged attacks, you
continue to reduce the damage of each ranged
attack or try and send the attack back, choosing
either option for each consecutive attack, until the
start of your next turn.

CODE SUPPRESSION
At 15th level you can target the source of a
creature’s power and inhibit the flow of magic
through their body. When you hit a creature with
an unarmed strike, you can use your bonus action
and spend 4 Shift points to strike at their magical
flows as well. The creature must make a Wisdom
saving throw, taking 4d10 additional force damage
on a failed save and any damaging spells the
target casts have their damage reduced by half for

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WHAT DOESN’T KILL YOU
FATELESS At 11th level you become more powerful each time
You were not some blessed creature, you found you face defeat. Each time you fail a death saving
the code through resolve and sweat. You have throw, you gain a cumulative +1 to damage rolls,
toned your body and mind to work in direct proficient ability checks, and proficient saving
opposition to the Code, allowing you to feel, claw, throws until you finish a long rest. The maximum
and bend it to your will. Unlike others who easily possible bonus is equal to your proficiency score.
fill the role of some prophecy, you have trained for
every new ability, ripping the prophecy away from ULTRA-FORM
the hands of others by forcefully filling them At 15th level, you have mastered the control over
yourself. This has left you with many rivals, some you own code enough to enter an enhanced form
of which believe your usurpation to be a of yourself. At the start of your turn, you can let
transgression worthy of death. The future of the out a reality shattering roar, you are then
fateless is frequently fraught with foes and fighting overcharged with Code energy. Until the feature
as you fulfill the prophecy by force. ends, you have an unlimited amount of Shift Points,
your movement speed is doubled, and can make
UNRIVALED RESOLVE three attacks, instead of two, when you take the
When you demand this fate at 1st level, you can Attack action. After activating this feature, you can
shrug off most effects that would stop others in stay in this form a number of turns equal to your
their tracks. If a spell or effect requires you to Intelligence modifier (minimum of one) but cannot
make a saving throw to resist being blinded, enter it again if it ends. This effect ends if you drop
deafened, paralyzed, petrified, poisoned, or to 0 hit points or if you choose not to continue it
stunned, you can spend 1 Shift point to roll a d4, with a shout at the start of your next turn. You can
adding the result to your roll. This feature can be only activate this feature once before finishing a
used against a spell or effect that deals damage long rest. If you drop to 0 hit points while using this
and causes an effect, but the bonus is only applied feature, you immediately fail one death saving
to resist the effect. At 11th level in this path, the dice throw and make any more saving throws with
increases to a d6, and again to a d8 at 20th level. disadvantage until you finish a long rest.
Additionally, you gain one level of exhaustion
WARP HOP when this feature ends.
At 3rd level you can briefly slip in and out of reality,
moving instantly from one place to another. You
PERMANENT UPGRADE
can spend 1 Shift Point to teleport to an unoccupied At 20th level, you have finished the loop of bending
space up to 30 feet in any direction as your move your body to bend the code to bend your body
action. If you land on a vertical surface, you can again. Two of your ability scores of your choice
hang there until the start of your next turn. When increase by 2 and the new maximum for those
you get the Warp Jump ability, you can use this scores is 22. You also gain proficiency in one
ability to change the maximum range to 90 feet. additional saving throws of your choice.

COMBO BONUS
At 7th level you can compound the energy of your
SHATTERED
Before you even began your journey with the Code,
attacks from the power of the last one. Each time
you already failed. Whatever fate you were
you make a successful melee attack against a
supposed to fill, you destroyed it so badly that the
target you can use 1 Shift point to take some of
worst outcome, or even a complete reversal of the
that force, causing your next melee attack to deal
prophecy, has become your life. You are met with
an additional 1d4 damage. You can use an
ire by those who looked towards you in their
additional Shift Point on each consecutive
greatest time of need and witnessed you fall.
successful attack on this turn to add another d4 to
Sometimes your own foolish actions led to this
the total damage (to a maximum of 5d4). The
end, other times it was the machinations of others.
bonus resets at the start of your next turn or if you
Regardless, your fate, and the destiny of others,
miss on an attack roll.
has been destroyed. Your powers reflect this,
serving as an easily visible reminder of the
perversion you have wrought.

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MIND TRICK LIMIT BREAKER
When you fall to this fate at 1st level, your warped Starting at 15th level you have the ability to push
power can be used to twist the minds of others your body beyond its designed specifications.
around you. Whenever you make a Charisma based When you use the Higher Contrast feature, you can
ability check, you can use Shift points to add a spend an additional 5 Shift points to make one
bonus to the roll equal to the number of Shift more attack. Using this feature gains you one level
points used (maximum of +5). You can use this of exhaustion per use. These exhaustion levels do
ability after making the roll but before the not affect you until the end of this turn. You can
outcome is determined. use this feature as many times as you want on
your turn, as long as you have 5 more Shift points
FAILING FORWARD to spend per attack. If you reach six levels of
At 3rd level, you grow more powerful the more you exhaustion, while using this feature, your body and
fail and the more difficult your situation. If you roll spirit become destabilized, and you die instantly
a 1 on an ability check, attack roll, or saving throw, after the last blow. Your body fizzles away but the
you can use a Shift Point to gain advantage the spirit remains on this plane for a number of days
next time you make the same kind of roll. The equal to your Constitution modifier (minimum of
advantage disappears if you do not use it before one).
the end of your next turn. For example, if you are suffering four tiers of
If you are forced to make any ability check, exhaustion from a previous effect and then use this
attack roll, or saving throw with disadvantage, you feature twice, you die after the second Limit
can use Shift points to add +1 bonus to the roll Breaker attack finishes. The total attacks that turn
equal to the number of Shift points used could be up to six .
(maximum of +5) to the total of the lowest roll.
You still use the lowest dice, even if the additional STOLEN FATE
points cause it to be higher than the other dice. At 20th level you can rip the energy of others away
from them upon death. When you make an attack
VIRAL ATTACK that drops a creature to 0 hit points, you can use
At 7th level you gain the ability to infect other your reaction to steal the energy of their potential
creature’s code with malicious code of your own. futures for yourself. You regain one level of
When you hit a creature with an attack, you can exhaustion, 2d4 Shift points, and recover hit points
use 2 Shift points to infect them. At the end of your equal to two of their hit dice. You can use this
turn, they take damage equal to one of your feature a number of times equal to your
unarmed strikes. You can maintain this infection by Intelligence modifier (minimum of once) before
spending 2 additional Shift points on your finishing a long rest.
subsequent turns, dealing damage to them at the
end of each of your turns so long as the infection is
maintained. You can use this feature to infect
multiple creatures simultaneously, with each one
requiring their own Shift Points to infect and
maintain. Corrupted creatures only require 1 Shift
point to infect and maintain.

BRUTALNESIS
At 11th level you can use your mind to crush those
who oppose you. When you are using the
Codenesis ability on a creature, they take 2d8 force
damage each time they fail the Strength contest.
At 15th level in this class, you can target two
creatures or objects with Codenesis
simultaneously, and three creatures or objects
once you reach 20th level. Each additional creature
or object costs 1 Shift point per creature to use the
effect on and to maintain it.

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DATAMANCER
The world is a series of bits and bytes, equations
and knowable solutions. Every single action
follows a set of rules, ones you can recreate or
adapt at will. A datamancer lies outside other
masters of the universe, using their understanding
of the underlying mechanics of the world to
impact it in any number of bizarre ways.
Everything is just a series of systems built upon
each other and, if you can manipulate that
system, you can create nearly anything inside, or
outside, of its rules.

Command Cantrips Spell Level Spells


Level Prof Bonus Slots Known Usable Known Features
1 +2 2 2 1 2 Command Line, Spellcasting
2 +2 - - - - Class Commands
3 +2 - - 2 4 New Command Line Slot
4 +2 - - - - Power Up
5 +3 3 - 3 6 Required Update
6 +3 - 3 - - New Command Line Slot
7 +3 - - 4 8 Class Commands
8 +3 - - - - Power Up
9 +4 4 - 5 10 Required Update
10 +4 - - - - New Command Line Slot
11 +4 - 4 6 12
12 +4 - - - - Power Up
13 +5 5 - 7 14 Required Update
14 +5 - - - - New Command Line Slot
15 +5 - - 8 16 Class Commands
16 +5 - 5 - - Power Up
17 +6 6 - 9 18 Required Update
18 +6 - - - - Class Commands
19 +6 - - - 20 Power Up
20 +6 - 6 - - Go to 10, Required Update

The datamancer is both a fish out of water and


POWER USER at home everywhere. When traveling the
Datamancers are incredibly rare in the world. Retroverse they can adapt to most any situation
They possess the ability to rewrite the very fabric and, if they can’t adapt themselves, they will adapt
of reality from the ground up. Unlike the apogee the world around them instead. Due to their
who bend the world through small Code shifts, or unique abilities, they can appear to be any
a wizard who uses the arcane to change reality, a common adventurer, using some abilities from
datamancer operates at a more baseline level of multiple classes as easy as someone who has
creation. They see beyond the systems built upon trained for decades. Though incredibly rare, many
systems that comprise everything everywhere people meet at least one datamancer in their life
and can rewrite the source code to suit their and never even know it.
desires.

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Though a datamancer possesses the capability Work with your GM to determine exactly how
for immense change in the world, their power is you fit into their world, given the immense power
somewhat limited to their immediate area. The you wield. Are there only a few datamancer within
Code is immense and complex, with even things their world or are their entire orders devoted to
like rocks possessing dense networks of rules that twisting reality? How does the universe itself
make altering them a difficult task. For this respond to being changed so directly? How did the
reason, most commands the datamancer employs datamancers first start appearing in their world?
are focused inward, or on direct assailants. This Who exactly is limited to this power; is it just
limited scope, and the effort required to alter the sapient creatures or can beasts and monsters
code so directly, keeps datamancers from also use it?
becoming gods. However, a datamancer who
could rewrite the Code of rocks half a planet away
would be a terrifyingly powerful entity indeed.

AUTHORIZED USER
The Code exists in us, through us, and around us. It
comprises all things, whether we want to see it or
not. Datamancer search it
out and research
it, much like a
wizard researches
the arcane. Without
authorization though,
the datamancer can
learn all they wish
without gaining any power.
The only way a datamancer
gains the ability to create commands
and start changing reality and themselves is
through another datamancer.
A powerful datamancer can, if they so choose,
grant this command power upon any other
creature they deem worthy. Once this ability has
been granted, it cannot be taken back. The new
datamancer, while not as powerful as the one who
bestowed upon them this new tier of user, is just
as much a datamancer and may eventually create
more themselves. This immense power is not
something to be taken lightly and many
datamancers make their lessers sign lengthy end-
user license agreements to obtain this power.
Whether the new datamancer follows this order
or not, and what the legal and arcane
ramifications for breaking the agreement are, is
up to each individual datamancer and the Code to
decide.

PRE-GEN CHARACTER
When creating a datamancer, consider the road it
took to get to this point. How far did you have to
go just to catch a glimpse of the initial code? How
much deeper did you have to explore to see the
basic commands. Who was the datamancer that
gave you access to the files of creation?

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QUICK BUILD with a [S]. Unless otherwise stated, a command’s
You can make a datamancer quickly by following effects end at the end of your turn.
these suggestions. First, Intelligence should be Your command line augments your moves and
your highest ability score, followed by grants you access to new abilities but does not
Constitution. Second, choose the Mad Scientist restrict your base abilities. You can still move,
background. Third, take the Minor Missile and attack, use reactions, and perform any other basic
Peanut Gallery cantrips, along with the 1st level actions, but doing so outside of the command line
spells Swift Stars and Third Person. prevents you from augmenting them with
commands.
For example, you could Move 30 feet and then
CLASS FEATURES make an attack but neither one of those actions
could be altered with commands. However, by
As a datamancer, you gain the following class
putting them in a command line example below,
features.
you could drastically change the same series of
actions on the battlefield.
Hit Points
Hit Dice: 1d6 per datamancer level Move Add Movement Attack_Melee Dice Damage_Adv
Hit Points at 1st Level: 6 + your Constitution +10 Upgrade [fire]

modifier
Hit Points at Higher Levels: 1d6 (or 4) + your This series of commands would replace your
Constitution modifier per datamancer level after move action and attack action but improve the
1st distance by 10 feet and cause your attack to deal
1d8 fire damage instead of 1d6 bludgeoning
damage.
Proficiencies Creating a command line takes the place of
Armor: Light Armor your Attack action and potentially your Move
Weapons: Simple Weapons action, but not your bonus action, or reaction,
Tools: Forgery kit, Tinker’s tools unless you use a command that specifies
Saving Throws: Intelligence, Constitution otherwise. Some commands can be used as a
Skills: Choose any three bonus action or reaction but are not augmented
by the main Command Line.
Equipment Commands happen in the same timeframe as
other actions and can be used freely outside of
You start with the following equipment, in addition
combat, so long as the command’s usages have
to the equipment granted by your background.
not been expended. They do not inhibit actions
• (a) lead pipe or (b) a dagger
such as speaking, making ability checks, or
• A forgery kit and an abacus
interacting with objects, though they can be used
• Plasteel Fiber clothing
to assist with those tasks. They must be done in
• (a) Scholar’s Pack or (b) 1 pound. of soap
order but do not always have to be completed,
COMMAND LINE such as moving only 35 feet in the example
above, instead of the possible 40.
At 1st level, you have succeeded in accessing the
Bonus Action commands and Reaction
basic building blocks of the universe and can
commands both can be used without having to be
recreate many actions, and alter said actions, by
in a command line, though they can also be used
building a series of commands. Some commands
in the initial command line. Bonus Action
are harder to recreate than others, meaning you
commands are marked with a [B] and Reaction
must rest before using them again. Commands
commands are marked with a [R] and can be used
that have limited uses are denoted in their
whenever a normal reaction or bonus action
description, otherwise you can use the command
would be applicable or when a specific
as many times as you would like, even multiple
command’s requirements are met. They are both
times in the same command line, unless the
considered to have their own, single block,
command says you cannot. Commands that can
command line. Using them in this way may
stack, being used multiple times in a row to
remove the ability for them to be used with
increase their power or effectiveness, are denoted
proper timing and may make them useless in

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some circumstances, such as the Copy Spell Spell: Cast a spell of 1st level or higher that you
ability. know.
Your initial command line has only two slots, Cantrip: Cast a Cantrip that you know.
which increases as you gain levels in this class.
You gain an additional slot at 3rd level (3 slots), CANTRIPS
and again at 6th (4 slots), 10th level (5 slots), and At 1st level, you know 2 cantrips of your choice.
14th level (6 slots). You learn an additional Cantrip at 6th level, 11th
level, 16th level, and one more at 20th.
1ST LEVEL COMMANDS
At 1st level, you have a list of basic commands to SPELLS
put in your command line. At 1st level, you know any 2 1st level spells,
Move: Move up to your movement speed. You chosen from any single spell list.
can only use this command once in a command
line. CASTING AND AUGMENTING SPELLS
Add Movement +10 [S]: Add 10 feet to your The datamancer table shows how many spell
movement. slots you have to cast your spells of 1st level and
Attack_Melee: Make a melee attack roll against higher. To cast one of these spells, you must use
an opponent within 5 feet of you. Intelligence is the Spell or Cantrip command. The datamancer
your modifier, and you are proficient with this does not have spell slots in the traditional sense,
attack. On a hit, the attack deals 1d6 bludgeoning, instead you can only cast a spell as a command a
piercing, or slashing damage, your choice. This is single time, losing access to that spell until you
considered a weapon attack. finish a long rest. You regain all expended spell
Attack_Range: Make a ranged attack roll commands whenever you finish a long rest.
against a target within 60 feet of you. Intelligence If you know a spell, it is always available for
is your modifier, and you are proficient with this you to cast but no spells can be cast above their
attack. On a hit, the target takes 1d4 bludgeoning, original level, except by the use of a different
piercing, or slashing damage. This is considered a command to augment it.
weapon attack.
Ability Check: Make an ability check. SPELLCASTING ABILITY
Reaction: Opportunity Attack: Make an Intelligence is your spellcasting ability for your
opportunity attack against an opponent. datamancer spells, since you’re compiling the
Upgrade Dice [S]: The previous action in the inert information into a more powerful form,
command line has the damage or healing dice using coding abilities to break the world in ways
used in the action increased by one stage. For most creatures couldn’t begin to understand. You
example, a d6 to a d8, to a maximum of d20. This use your intelligence whenever a spell refers to
action can be stacked into your command line a your spellcasting ability. In addition, you use your
number of times equal to your proficiency bonus. Intelligence modifier when setting the saving
This command can be used a total number of throw DC for a datamancer spell you cast and
times equal your Intelligence modifier (Minimum when making an attack roll with one.
of once) before finishing long rest.
Spell save DC = 8 + proficiency bonus + your
SPELL COMMANDS Intelligence modifier
You can write simple programs that allow you to
compile magic from the rules of the world around Spell attack modifier = your proficiency bonus +
you. You can use these by using the Spell or your Intelligence modifier
Cantrip command in a command line. You cannot
cast datamancer spells without using these SPELLCASTING FOCUS
commands. In addition, you can only use either Your commands are woven to provide most of the
one of these commands once in a single power needed to cast spells. When casting
command line but can use the other as a bonus datamancer spells as a command, the command
command, if the spell casting time is a bonus itself fulfills the requirements of a spellcasting
action or has been augmented to be so. focus.
You cannot cast spells learned through
multiclassing with the Spell command.

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Kris Leask (Order #38729720)
LEARNING SPELLS OF 1ST LEVEL AND 3RD LEVEL COMMANDS
HIGHER Refresh. You can remove any status condition
Each time you gain access to a new spell level, other than diseased or cursed from yourself or an
such as a 3rd and 5th level, you can learn 2 spells allied creature you touch. You can use this feature
from any spell list of your choice. You can only once before finishing a short rest.
learn the two new spells from a single list. You Copy Attack [R]. When a creature other than
may choose the same list when you gain access yourself makes an attack, you can copy all of the
to new spells, or a new one, but the two new statistics of that attack and recreate it as a
spells must come from the same list. You can command. The attack is made exactly as it was by
learn any spells on that list for which you have the creature who made it, using their modifiers
spell levels available, such as a 1st or 2nd level and statistics at the time, including any bonuses,
spell when you are a 3rd level datamancer. magical or otherwise, they had at the time. You
For example, you could learn spells from the can have a number of copied attacks equal to
cleric list at 1st level, the wizard list at 3rd level your Intelligence modifier (minimum of one). Once
and the henshin list at 5th level. you use an attack, the command is erased. If you
have already copied the maximum number of
CLASS COMMANDS attacks, and copy another, you choose which
At 2nd level you have begun to branch out from copied attack to replace it with.
your natural abilities and can take an ability from Paste Attack: Use a copied attack. Only one
another class to use as a single command. The copied attack can be used in a command line at a
ability remains exactly as it is when you choose it, time.
unless you choose to obtain the ability again at a Add_Prof_Atk: You can add your proficiency
later level with the use of this feature. You choose bonus to any weapon attack roll made in the
another class ability when you reach 7th level in entire command line. You can use this command a
this class and again at 15th and 18th level. number of times equal to your Intelligence
You can choose any ability from any class or modifier (minimum of once) before finishing a
subclass so long as it is not spellcasting or extra short or long rest.
attacks. The ability must be self-reliant and cannot Species Ability: If you have an ability from your
require another feature to be usable. You cannot particular species, you can now add it into the
choose an ability from that class that is above command line to augment. You cannot use the
your current level. Your command fulfills the command more times than you would naturally
requirements of any items that are associated be able to use the ability.
with the ability. The chosen ability must be one Damage +1 [S]: The previous attack command’s
that is equal to or less than your current level. damage is increased by 1.
For example, you could choose a fighter’s Home: Return to the exact spot and position
Second Wind but not the monk’s Stunning Strike, you started your command line in.
as you do not have the ki points available (unless Mimic Weapon: You mimic the effect of any
you chose Ki at an earlier level). mundane weapon as an attack. You are
considered proficient with those attacks.
Class Ability [Ability Name]: Use the chosen ability Increase Range [S]: Increase the range of your
exactly as it is when chosen. previous attack command by 5 feet (for a melee
attack) or 15 feet (for a ranged attack).
This command is incredibly taxing, and each Darkvision: Gain darkvision until the start of
ability taken from another class can only be used your next turn.
once before finishing a long rest, even if an ability Resist_Basic [type]: You are resistant to a
would normally be able to be used more than single damage type of your choice until the start
that. of your next turn. You can choose bludgeoning,
piercing, or slashing.
ADDITIONAL COMMANDS
Whenever you gain new command slots, you gain 6TH LEVEL COMMANDS
additional commands that can be used. Cookie: You gain the general information of a
You gain additional commands at 3rd level and target within 30 feet, such as their species,
again at 6th, 10th, and 14th. general age, class (if applicable), type tag, and

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Kris Leask (Order #38729720)
know their general location up to a mile away. You your Intelligence modifier (minimum of once)
can have a number of creatures understood like before finishing a long rest.
this equal to your Intelligence modifier (minimum Resist_Adv [type]: You are resistant to a single
of one) at once. New creatures over this number damage type of your choice until the start of your
erase an older one of your choosing. next turn. You can choose from acid, bludgeoning,
Save [R]: When you use this command, record cold, fire, lightning, piercing, poison, slashing, and
your number of hit points. At the start of your thunder.
next turn, so long as you do not drop to 0 hit Damage_Basic [type]: This command changes
points, you return to this number of hit points. the previous command’s damage type to either
You can use this command once before finishing a bludgeoning, piercing, or slashing.
long rest.
AC +1 [S]: Your AC is increased by 1 until the 10TH LEVEL COMMANDS
start of your next turn. This command can be Anti-Virus: You remove any diseases or curses
used a number of times equal to your Intelligence from yourself or an allied creature you touch. You
modifier (minimum of once) before finishing a can use this command once before finishing a
short or long rest, but no more than 3 times in a long rest.
single command. Incognito Mode: Until the start of your next
Attack +1: The previous attack command’s turn, you cannot be directly targeted by attacks or
attack roll is increased by 1. This command can be spells by a creature of your choice that is within
used once per command line. 120 feet of you. You can still be affected by spells
Undo [R]. Cause the last attack roll, ability or effects that have an area-of-effect. You can use
check, or saving throw to be rerolled, using the this command once before finishing a short or
new result. You can use this command a number long rest.
of times equal to your Intelligence modifier Overmagic: All attacks within this command
(minimum of once) before finishing a long rest. line are considered magical for the purpose of
Burrow: Modify movement speed to burrow overcoming resistances.
speed until the start of your next turn. Cache: If the command before this one has
Swim: Modify movement speed to swimming limited uses, this command saves a single use,
until the start of your next turn. allowing it to be used again. This only allows the
Dash: Take the dash action. reuse of the command directly previous in the
Dodge: Take the dodge action. command line and cannot be used in conjunction
Disengage: Take the disengage option. with commands that come after it. You can use
Fine Brush: When using a damaging spell with this command once before finishing a long rest.
an attack roll, you can increase the range by 10 AC +2: Your AC is increased by 2 until the start
feet by reducing one of the damage dice of the of your next turn. This command can be used
spell. once per command line.
Thick Brush: When using a damaging spell with Sensor: Until the start of your next turn, no
an attack roll, you can add one damage dice for creatures can have advantage on melee attack
each 20 feet you reduce the range by. rolls made against you.
Save-Replace: The previous attack roll is Copy Spell [R]. When a creature other than you
changed to a Constitution or Intelligence casts a spell, you can copy the spell, so long as it
(whatever is higher for the resisting creature) is a spell level which you have spell slots for. You
saving throw, becoming a successful “hit” on a can then use the spell as a command, copying the
failed save or a “miss” on a successful one. creature’s statistics for the spell at the time they
Clear Formatting [R]: When hit with an attack cast it. You can have a number of copied spells
or damaging spell that has an additional effect, equal to your Intelligence modifier (minimum of
such as moving the target or inflicting a status one). If you have already copied the maximum
effect, this reaction negates the additional effect. number of spells and copy another one, you
This command can be used a number of times choose which copied spell to replace it with.
equal to your Intelligence modifier (minimum of Paste Spell: Use a copied spell. Only one copied
once) before finishing a long rest. spell can be used in a command line at a time. It
Save DC +1 [S]: The previous spell or command cannot be cast above the initial spell slot it was
ability’s DC to resist is increased by 1. This copied at. Once a copied spell has been used, it
command can be used a number of times equal to cannot be used again.

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Replace: Choose a willing creature within your 14TH LEVEL COMMANDS
movement range, you swap places with them Delete: If an attack or spell in this command
instantaneously. If the creature is unwilling, they line drops a creature to 0 hit points, their body
must succeed on a Constitution saving throw or fizzles to nothing. This command can be used
be swapped with you. once before finishing a long rest.
Incorporeal Movement: Modify movement to Spell Upgrade [S]: The previous spell in the
walk through creatures, objects, walls, floors, and command is increased one level, consuming a
non-magical barriers up to your movement speed. spell slot of the original level it was cast at. Spells
If you end your turn inside any of these things, upgraded in this way cannot be initially cast with
you take 3d10 force damage and are moved to the spell slots higher than their original level. You can
nearest unoccupied space. use this command a number of times equal to
Fly: Modify movement speed to fly speed until your Intelligence modifier (minimum of once)
the start of your next tur before finishing a long rest.
Save As [R]. When forced to make a saving Attack +2: The previous attack command’s
throw, you can choose to change that type of attack roll is increased by 2. This command can be
saving throw you make within a certain group. used once per command line.
Strength, Dexterity, and Constitution saving Plus 1 [S][R]: If the previous action required a
throws can be changed to each other and d20 roll but was not an attack roll, increase the
Intelligence, Wisdom, and Charisma saves can be result of that roll by 1. Only up to three of these
changed to one another. commands can be used in a single command line.
Redo [B]. Redo a single, unmodified, non-spell Warp: Modify movement speed to teleport to
command from your initial command line. an unoccupied space within range of your
Additional Command [B]: Increase your initial movement.
command line by one slot. This command can be Energy Form. You turn into a pulse of energy
used a number of times equal to your Intelligence while moving. If you move through another
modifier (minimum of once) before finishing a creature’s space, it is considered difficult terrain
long rest but only once per turn. and you deal 1d10 damage to the creature. The
Add-On: Add another ability modifier to an damage type is determined by the type of energy
ability check. This command can be used a you turn into. You can choose from acid,
number of times equal to your Intelligence bludgeoning, cold, fire, force, lightning, necrotic,
modifier (minimum of once) before finishing a piercing, poison, psychic, radiant, slashing, and
long rest. You cannot use the same ability thunder. You cannot move into a space you have
modifier used with the initial check. already moved into and if you stop moving, such
Spell_Dmg_Increase [S]. The number of as to attack or use another command, this effect
healing or damage dice a spell uses is increased ends for the rest of your turn.
by 1 for each use of this command. You can use Nul Magic: You can move through magical
this command a number of times equal to your barriers until the start of your next turn.
Intelligence modifier (minimum of once) before Rename [R]. When a creature within 30 feet of
finishing a long rest you casts a spell with a verbal component, that
Resist_Final [type]: You are resistant to a has a single target, you can use this reaction to
single damage type of your choice until the start attempt to change the target to another creature
of your next turn. You can choose from acid, within the range of the spell that is not the caster.
bludgeoning, cold, fire, force, lightning, necrotic, The caster must succeed on a saving throw, the
piercing, poison, psychic, radiant, slashing, and relevant saving throw stat being whichever one
thunder. they use to cast spells. This command can be
Damage_Adv [type]: This command changes attempted a number of times equal to your
the previous attack command’s damage type. You Intelligence modifier (minimum of once) before
can choose from acid, bludgeoning, cold, fire, finishing a long rest.
force, lightning, necrotic, piercing, poison, psychic, Truesight: Gain truesight until the start of your
radiant, slashing, and thunder. next turn.
Recast: When placed before a spent Spell Include [name]: If using a spell that targets
command, you can regain the spent Spell either a single creature or a specific number of
command after it has been used. You can use this creatures (such as bless) this command allows
command once before finishing a long rest.

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you to target or include an additional creature, so POWER UP
long as you know its name. For creatures with an When you reach 4th level, and again at 8th, 12th,
intelligence score of 6 or less, this can be the 16th, and 19th level, you can increase one ability
name of the creature. For creatures above this score of your choice by 2, or you can increase two
threshold, you must know their true name. ability scores of your choice by 1. You cannot
Save-Replace_Adv: The previous attack increase an ability score above 20 with this
command is changed to a Constitution or feature, unless via the Required Update feature.
Intelligence (whatever is higher for the resisting Alternatively, you can take a feat.
creature) saving throw, becoming a successful
“hit” on a failed save or dealing half damage on a REQUIRED UPDATE
successful save. A successful save will negate all
At 5th level, you can rewrite your body beyond
additional effects, such as moving a target or
the rules of the world around you. Choose an
inflicting a status condition, only dealing damage.
ability modifier and increase the natural
Save DC +2: The previous spell or command
maximum of that score by 2, to a possible
ability’s DC to resist is increased by 2. This
maximum of 30. You can then choose to
command can be used once per command line.
reallocate one ability score point of your choice
Immunity [type]: You are immune to a single
into that score. You can do this again at 9th, 13th,
damage type of your choice until the start of your
17th, and 20th level in this class.
next turn. You can choose from acid, bludgeoning,
cold, fire, force, lightning, necrotic, piercing, COMMAND EXTENSION
poison, psychic, radiant, slashing, and thunder.
At 9th level, both your Reaction [R] and Bonus [B]
This command can only be used once per
actions become 2 slot commands.
command line.
Damage_Fin [type]: This command changes RENDER
the previous attack command’s damage type. You
At 11th level you gain the Render command.
can choose from acid, bludgeoning, cold, fire,
force, lightning, necrotic, piercing, poison, psychic,
Render: You create any non-magical object you
radiant, slashing, and thunder.
can think of. The object must be no larger than a
Spell_Dmg_Fin [type]: This command changes
20-foot square and be worth no more than 10
the previous spell command’s damage type. You
times your datamancer level of gold. You can use
can choose from acid, bludgeoning, cold, fire,
this to perfectly recreate any non-magical object
force, lightning, necrotic, piercing, poison, psychic,
you have seen or touched. It can be as simple as a
radiant, slashing, and thunder. You can use this
sword with a gem in the pommel or as
command once before finishing a short or long
complicated as a clockwork animal. Though you
rest.
can create representations of creatures, they are
Repeat: Repeat the last command. This
nothing more than fancy trinkets and cannot be
command can only be used once in a command
used for combat. You can use this command once
line and can be used a number of times equal to
before finishing a short or long rest.
your Intelligence modifier (minimum of once)
before finishing a long rest. This command GO TO 10
overwrites the normal limits for a given
At 20th level, you can break the rules of your own
command.
variables and double up on commands. When you
Floating Point. You can pull a number of ability
reach the end of your command line, you can
score points equal to your Proficiency bonus away
repeat the command line in its entirety. You can
from one skill and into another until the start of
only do this once on your turn. If you have used a
your next turn. The affected ability scores cannot
command that has limited uses, the second
be reduced below 1 and cannot exceed 20, or the
command line use does not count against those
upper limit created by the Required Update ability,
uses. You can use this feature once before
whichever is higher. You can only use this
finishing a short rest.
command once before finishing a short or long
rest.

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Kris Leask (Order #38729720)
DE-FRAGGER THE WALL AGAINST DEGRADATION
The fool was drunk, surrounded by “friends”, and A de-fragger is called to stand against chaos. The
too proud for his own good. That's why she kept world is full of corruption, and they have made it
her cool for so long. But when he began spitting their solemn duty to stamp it out to their dying
heresy about The Brothers all over the table, her breath. Most de-fraggers work towards this goal,
patience ran dry. Seconds later and he was hanging though their methods may differ wildly. You need
in the air by his neck. His friends had drawn power to keep depredation at bay, and that power
weapons to help, but so had she. Two arms on him can come from many different places. Most find it
and her other two defending her back. They knew through their own sense for order, some find it
now what they were dealing with and how her code through a patron god, and rarely others find power
forced her to eradicate corruption, and oh, was within the corruption.
their friend corrupted. De-fraggers are masters of combat, cutting
The horde had stopped at his light and was held down swarms of enemies in brilliant flashes of
back, for now. Holding his brilliant De-Frag icon to retribution. They are also stalwart defenders of
the peak of his reach, he called out to any god that those within their charge. Giving them not only
would listen. He was a lone candle, in a swarm of healing, but guidance, assurance, and compassion.
moving blackness, corrupted stretching as far as They are natural born leaders, and many stories
he could see. His friends, in the warmth of this end with them sacrificing their life for those they
respite, regathered their strength. His faith had were sworn to protect.
been broken, his spirit shattered, but somewhere,
something was listening to his prayer. Whoever it
was, they had saved him in more than one way.
The guardian had been motionless before but
crossing some invisible threshold had brought it to
terrible motion. In seconds his friends had been
decimated. Now he stood, the only thing between
the abomination and his bleeding and broken sister.
Tears fell from his own face onto hers, as he was
pushed down to his knees. He
strained to keep the bubble shield
active, but he could already see
cracks forming in its matrix.
Outside, the destroyer
smashed relentlessly
against it. Fighting back pain,
swallowing tears, he choked
out the only word he could muster,
the only one he really needed to say anymore.
Then the shield shattered, and he stood for one
final moment of glory.

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Kris Leask (Order #38729720)
A CURE FOR CORRUPTION de-fraggers are rarely of chaotic alignment. Most
De-fraggers are among the few who can actually are lawful in some regard as many find it
fight against the source of corruption. Many people unthinkable to tolerate even a small amount of
can fight off a data-rotted corpse, but few can corruption. Keep in mind how your alignment
expunge that rot from the corpse's body. Because influences the way you see the world and those
of this, they are in high demand among Retroverse around you. Also consider how others view you and
adventuring parties and communities alike. None your unbending convictions. Do these standards
stay in one place for very long. Once the corruption come from within or are they at the decree of your
has been expunged from that area, they are driven deity?
to seek out need elsewhere. Only their unbending This all begins to change if you create a virus
convictions or patron god is a constant, and even de-fragger as your lifestyle goes against the
then, de-fraggers have been known to abandon the symbol of righteousness that other de-fraggers
gods if they find evidence of corruption within their fight so hard to maintain. What would drive you to
power. Their unending quest to bring order to the such a decision?
world leads them on many adventures and is
BALANCE IN ALL THINGS
almost always their final undoing. There are scant
tales of a de-fragger enjoying a long retirement. Users playing this class are often those who seek
A de-fragger is a frightful thing to behold in a out leadership positions. They should have the
battle. They are a terrible storm against any ability to support and embolden their team
opposition, leaving foes broken underfoot. Troops members. A selfless attitude will go a long way in
rally behind them, adventuring parties lean on their ensuring you can play this class to its full effect.
strength, and children read stories of their deeds. New Users may find comfort in the balance of this
Few dare to stand against them, but those who can class. Experienced Users will be able to use this
are dangerous beings indeed. class to carry their team through challenges that
would be impossible without them.
CREATING A DE-FRAGGER
PRE-GEN CHARACTER
De-fraggers have one goal in life, to eradicate any
corruption within the world. Literal or figurative, You can make a de-fragger quickly by following
they are drawn to it like moths to a flame. This these suggestions. First, Constitution should be
need will eventually consume them, but they will your highest ability score, followed by Wisdom.
burn brilliantly in their quest for wiping the world Second, choose the Mercenary background. When a
clean. When creating your de-fragger think about skill refers to corruption it is speaking of the literal
how and why you desire to keep the corruption at game mechanic, not to the figurative corruption
bay. Did you lose your family to a ravenous beast, that lies within one’s soul, though the latter kind is
one that shouldn’t have even existed? Did you see insufferable to a de-fragger as well.
the exploits of other de-fraggers and wish to
become like them? Were you called upon by a
long-forgotten god to strike out on an obscure
journey? Did you grow tired of seeing good men
stand by and do nothing, deciding to take matters
into your own hands? Were you trained by an aged
de-fragger, assigning their unfinished business to
you?
Now that you have chosen this life, what
struggles have you faced? Do people run from you,
fearful of your strength? Have you found fame
within your deeds? If so, how does that affect your
ability to truly protect? Does the thought of a
normal life tug at the back of your mind? Are you
good at stamping out erroneous aberrations, or do
you struggle with even the simplest monsters?
What have you been unable to leave behind?
Because of their devotion to eradicating chaos,

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Kris Leask (Order #38729720)
De-Fragger -Spell Slots per Spell Level-
De-Fragger Level Prof. Bonus Features 1st 2nd 3rd 4th 5th
1 2 Sense Degradation, Array of Hands - - - - -
2 2 Cure Corruption, Spellcasting 2 - - - -
3 2 Compiler Type 3 - - - -
4 2 Power Up, Incorruptible 3 - - - -
5 3 Stalwart Shield 4 2 - - -
6 3 Compiler Type Feature 4 2 - - -
7 3 Defense Expert 4 3 - - -
8 3 Power Up 4 3 - - -
9 4 Incorruptible Improvement 4 3 2 - -
10 4 Compiler Type Feature 4 3 2 - -
11 4 Stable Core 4 3 3 - -
12 4 Power Up 4 3 3 - -
13 5 Flashback 4 3 3 1 -
14 5 Compiler Type Feature 4 3 3 1 -
15 5 Incorruptible Improvement, Stalwart Shield Improvement 4 3 3 2 -
16 5 Power Up 4 3 3 2 -
17 6 Empowering Shout, Assembled Magic 4 3 3 3 1
18 6 Compiler Type Feature 4 3 3 3 1
19 6 Power Up 4 3 3 3 2
20 6 Final Stand 4 3 3 3 2

Equipment
CLASS FEATURES You start with the following equipment, in addition
As a de-fragger, you gain the following class
to the equipment granted by your background:
features
• a martial weapon and a shield.
Hit Points • (a) a great shield or (b) four short swords
Hit Dice: 1d12 per de-fragger level • (a) a priest’s pack or (b) an explorer's pack
Hit Points at 1st Level: 12 + your Constitution • ring mail and a De-Frag Icon
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your SENSE DEGRADATION
Constitution modifier per de-fragger level after 1st. Your oath to stamping out decay has made you
(Stable Core feature doubles modifier bonus) acutely aware to corruption within creatures. If you
Proficiencies are within 60 feet of a creature, you can sense
their corruption if it is 3 layers or higher. At 6 th level
Armor: All armor, shields
you can detect if a creature within 60 feet is
Weapons: Simple weapons, martial weapons,
suffering from 2 layers or more of corruption. At
improvised weapons
12th level you can detect if a creature within 60 feet
Tools: None
is suffering from 1 layer of corruption or more. You
Saving Throws: Constitution, Wisdom
do not know exactly how many layers they have,
Skills: Choose two from Acrobatics, Athletics,
just that they have enough to trigger your senses.
History, Insight, Intimidation, Medicine, Perception,
Persuasion, and Religion.

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ARRAY OF HANDS CURE CORRUPTION
One unique trait of a de-fragger is an additional set By 2nd level you have found another way to restore
of arms. Decide how you received your extra arms the broken creatures you encounter in the world. If
and what they look like. You could have acquired a creature has a layer of corruption, you may use
yours from your god, spiritual arms that sprout an action to touch them and spend 20 of your own
from your back when needed. Maybe you designed hit points to try and fix their erroneous framework.
a robotic set that spring to life at your call. You For every 20 hit points you sink into the creature,
could have come into contact with some unstable you erase one level of corruption. If you heal a
magic, giving you control over the new glowing creature one or more layers of corruption, and
tentacles hanging on your form. The exact style they are still corrupted, you instantly learn how
and origin of your extra arms is up to you. many layers they have remaining. If you are
Controlling and activating these arms is reduced to 0 hit points this way, you are considered
extremely taxing on your body and mind. For this stable but unconscious. If you are reduced to 0 hit
reason, de-fraggers only use them when they have points and the corruption is not completely cured,
to. When you activate them, by using a bonus it is instead cured 1 layer for every 20 hit points
action, you can control them just as well as your you expended before reaching 0 hit points. You can
normal arms. You can only sustain their energy for use this feature on yourself for the same hit point
a number of turns equal to your proficiency bonus cost.
before you finish a short or long rest. You must Doing this against an unwilling creature requires
decide at the beginning of your turn, while they are you to make an unarmed attack against the
active and before you take any actions, to continue creature. If you succeed on the attack, you can cure
using this feature or to deactivate it. If you end the only one layer per turn unless you are able to
feature before you have reached a number of maintain the connection, such as if the target is
rounds equal to your proficiency bonus, you may restrained or paralyzed. Curing a corrupted
use the remaining turns later, before taking a short creature does not mean it will no longer be hostile,
or long rest. The mental and physical focus simply that it has been restored to normal.
required to keep these arms active and useful is so For example, a corrupted dragon is attacking
great that you may not use any features from your party. It is suffering from 5 levels of
other classes (such as if you are multi-classed) corruption and restrained. You use this ability to try
while they are active. and cure all of it and are instantly drained of 100
While they are active you gain the multi-attack hit points, curing the creature. It is still hostile to
option and can use each arm to attack, suffering no the party and continues to battle but is no longer
penalty from dual-wielding or quad-wielding. corrupted and does not suffer or benefit from any
Depending on what is in each hand determines how corruption effects, nor does it spread corruption
you attack within that round. with its attacks.
For example, while this feature is in use, if you
are wielding 4 short swords (or some other one- SPELLCASTING
handed weapon) you may attack 4 times that turn, By 2nd level, you have learned to draw from your
once with each arm, adding your modifier to the reinforced faith and usher forth magic from the
damage of each attack. If you have one shield, one divine might of your god or inner flame. You
one-handed weapon, and one-two handed weapon, channel this energy through your De-Frag Icon and
you gain +2 to your AC, can strike once with the expel it with same force of a cleric or paladin.
two-handed weapon and strike once with the one-
handed weapon. PREPARING AND CASTING SPELLS
The de-fragger table shows how many spell slots
you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot
of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
You prepare the list of de-fragger spells that are
available for you to cast, choosing from the de-
fragger spell list. When you do so, choose a
number of de-fragger spells equal to your Wisdom
modifier + half your de-fragger level, rounded

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down (minimum of 1 spell). The spells must be of a INCORRUPTIBLE
level for which you have spells slots. Casting a By 4th level you have become resistant to the
spell does not remove it from your list of prepared effects of corruption. You have advantage on
spells. corruption saving throws. You can use this feature
You can change your list of prepared spells a number of times equal to your Constitution
when you finish a long rest. Preparing a new list of modifier before finishing a long rest.
de-fragger spells requires time spent in By 9th level you are nearly immune to
communion with your patron and/or meditating to corruption, except in extremely overwhelming
re-center your hardened ideals. You must do this cases. You always have advantage on corruption
for at least 1 minute per spell level for each spell saving throws and have advantage on saving
on your list. throws against the spells and effects of corrupted
SPELLCASTING ABILITY creatures.
Wisdom is your spellcasting ability for de-fragger By 15th level you are no longer bothered by
spells because your magic comes from your own average corruption and can only be harmed by
inner mental fortitude or reliance on faith. You use extreme corruption at the GM's discretion. You
your Wisdom whenever a spell refers to your automatically succeed on corruption saving
spellcasting ability. You also use your Wisdom throws, have advantage on saving throws against
modifier when setting the saving throw DC for a the spells and effects of corrupted creatures, and
de-fragger spell you cast and when making an take half damage from attacks made by corrupted
attack roll with one. creatures. If a corrupted creature hits you with a
spell or effect that requires a saving throw, you
Spell save DC = 8 + your proficiency bonus + your take half damage on a failed save and no damage
Wisdom modifier on a successful one.
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
STALWART SHIELD
At 5th level you can summon a barrier to protect
SPELLCASTING FOCUS yourself and those close to you. Using an action,
You can use your De-Frag Icon as a spellcasting you spread two of your arms wide and summon a
focus for your De-Fragger spells. sphere shield with a 10-foot diameter around
yourself. Your movement speed is reduced to 0
COMPILER TYPE and you must concentrate as if you were casting a
When you reach 3rd level, your ideals have spell, it also requires two of your arms to be
crystalized into a driving force and determined occupied to keep the shield's integrity. If two non-
your path as a de-fragger. Different de-fraggers are hostile creatures of medium size or smaller, are
separated into groups called Compilers. The type of within 5 feet of you when this feature is used, they
Compilers are Vaccine, Data, and Virus. Your can choose to be inside the sphere with you. If
Compiler type is greatly influenced by how you there are more than two non-hostile creatures
handle corruption and should reflect your views on then all but two are pushed out, you decide which
it. two remain. If a hostile creature is within 5 feet of
Your choice grants you features at 3rd level and you, they must succeed on a Dexterity saving
again at 6th, 10th, 14th, and 18th level. throw versus your spell save DC or be pushed out
to the nearest unoccupied space, otherwise they
POWER UP are trapped in the sphere with you. The shield can
When you reach 4th level, and again at 8th, 12th,16th, be maintained a number of turns equal to your
and 19th you can increase one ability score of your Constitution modifier (minimum of one) and
choice by 2, or you can increase two ability scores disappears after that.
of your choice by 1. Alternatively, you can gain one The sphere has hit points equal to your
feat. You cannot increase an ability score above 20 maximum hit points, an AC of 10, cannot move, and
using this feature. automatically fails any saving throws. Nothing can
pass through, in or out, even creatures on the
ethereal or astral plane. The sphere is not
considered magical and is not subject to any anti-
magic spells or effect. Once the shield drops to 0

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hit points, it shatters. Any excess damage from the STABLE CORE
attack that destroyed the shield, is transferred to By 11th level your solid convictions have not only
you, without saving throws, even if the attack had changed your spirit, but they have also changed
an area of effect. your body. Your incredibly stable form grants you
You can use this feature once before finishing a advantage on Constitution saving throws and
long rest. Creatures inside the shield have full doubles the hit point increase you receive from
cover and creatures behind it have half cover. Once your Constitution bonus from this level onwards.
you reach 15th level in this class, this feature can be When you receive this feature, you do not gain the
used as an action or bonus action. bonus to your hit points for each level under 11,
only for levels 11 and above in this class.
DEFENSE EXPERT
When you reach 7th level, you have begun to truly FLASHBACK
understand your role as a protector. You have the At 13th level your Stalwart Shield has become so
ability to wield two shields at a single time. One strong that it can knock attacks back at opponents.
shield grants its normal AC bonus, while the other If a creature makes a melee weapon attack against
is considered your offhand shield and can be used your Stalwart Shield, they must make a Dexterity
for the following actions: saving throw against your spell save DC or take
• You can use a reaction to gain the shield’s damage equal to half the damage they dealt to
AC bonus against the attacks from a single your shield. Your shield still takes full damage
attacking creature or to give the AC bonus regardless of if they fail the save or not.
to an ally within 5 feet of you.
• You can use the shield as a weapon. You ASSEMBLED MAGIC
are proficient with it, and it deals 1d6 + your
At 17th level you have been able to heal the Code in
Strength modifier bludgeoning damage on
such a way that you are granted an additional spell
a hit.
of 6th level from the de-fragger spell list. This
bonus slot cannot be used to cast a lower-level
spell. Once you finish a long rest, you can prepare a
new spell for this bonus slot.

EMPOWERING SHOUT
At 17th level, as a bonus action, you bellow a war cry
or words of encouragement to your allies. Any
allies that can hear you within 30 feet gain
advantage on all saving throws, until the end of
their turn. You can use this feature once before
finishing a short or long rest.

FINAL STAND
At 20th level your body and spirit have become far
too stubborn and refuse to go down quietly. When
you are reduced to 0 hit points but are not
immediately killed due to a spell or effect, you can
call upon the deepest reserves of your energy and
are instead dropped down to 1 hit point, gain
resistance to non-magical damage until the end of
your next turn, regain the use of your Array of
Hands feature as if you had taken a short rest, can
spend any number of remaining Hit Dice to heal,
and can immediately use an action, even if you
have already used one on your turn. You must
finish a long rest before you can use this feature
again.

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against your spell save DC or be paralyzed until the
VACCINE COMPILER start of their next turn.

Vaccine compilers are the legends of the Code LIFE GIVER


written of in Retroverse lore. They are the heroes
Starting at 6th level, when you touch a creature
of the story, the defender of justice, and the bastion
other than yourself, you can transfer your life
of righteousness. They abhor corruption in all its
energy into them. Using an action and at a cost of
forms and will not abide its existence. They use
at least 1 hit point, you can heal a willing creature
their abilities to defend those who cannot defend
for 1 hit point. The number of hit points you can use
themselves and to ease the suffering of those in
in one action is equal to your de-fragger level times
pain. They often appear as shining warriors in
10. You may use this feature a number of times
brilliant armor because they know that is what
equal to your Constitution modifier (minimum of
people need them to be.
once) before finishing a long rest.
TURN CORRUPTED This has no effect on undead or unwilling
creatures.
At 3rd level you can channel your righteous might
into your De-Frag Icon, forcing enemy corrupted FIREWALL
creatures away from you. As an action, you present
When you reach 6th level in this class your Stalwart
you De-Frag Icon and recite a command line
Shield ability gains a boost in power. When it is
unbearable to corrupted creatures. Each enemy
active, enemy creatures within 10 feet of the shield
corrupted creature that can see or hear you within
must make a Dexterity saving throw at the start of
30 feet must make a Wisdom saving throw against
their turn or when they enter the affected area. On
your spell save DC. If the creature fails its saving
a failed save they take 2d6 fire damage or half as
throw, it is turned for 1 minute or until it takes
much on a successful one. Enemy creatures
damage. The command line you utter can be
trapped in the shield make this save at
tweaked to only affect corrupted creatures you
disadvantage.
wish to affect.
The damage for this feature increases to 3d6 at
A turned creature must spend its turns trying to
10th level and again to 4d6 at 14th level and once
move as far away from you as it can and can’t
more to 5d6 at 18th level.
willingly move to a space within 30 feet of you. It
also cannot take reactions. For its turn, it can only FLASH OF LIFE
use the Dash action, try to escape from an effect
At 10h level you have such inner strength that you
that prevents it from moving, or attack you with
can command your body to heal itself in a burst of
ranged attacks. If there's nowhere to move, the
restorative energy. As an action you can use a
creature can use the Dodge action.
number of Hit Dice equal to your proficiency
DE-FRAG STRIKE modifier and heal the amount you roll. The hit dice
you used are expended until you finish a long rest.
Starting at 3rd level, when you hit a creature with a
You can use this feature once before finishing a
melee attack, you can expend 5 of your own hit
short rest.
points to deal additional force damage to the
target. The extra damage is 2d8 for the initial 5 hit POWERHOUSE
points, plus 1d8 for another set of 5 hit points, to a
At 14th level your extra arms have become terribly
maximum of 7d8. If this attack is against a
strong and boost your natural vigor. While they are
corrupted creature, that creature must succeed on
active, attack rolls of 19 or 20 are considered
a Constitution saving throw or be paralyzed until
critical hits and all of your melee attacks deal 1
the start of their next turn. You draw this power
additional damage dice.
from your own body and cannot use temporary hit
points to activate it. HERO'S SURGE
For example, a 10th level de-fragger makes a
At 18th level you can use a bonus action to call
melee attack with a short sword against a
upon all your reserve energy and surge with
corrupted triceratops. The de-fragger uses 20 hit
terrific force. For a number of turns equal to your
points so the attack does the normal attack
Constitution bonus (minimum of one), your
damage plus 5d8 force damage, and the
damage rolls for melee attacks are increased by +1
triceratops must make a Constitution saving throw
for each enemy creature within 30 feet of you.

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Swarms count as one creature for this ability. You If a creature succeeds on the saving throw, they are
also gain 1 temporary hit point for each enemy immune to the effects of this feature for 24 hours.
creature within 30 feet when you activate this You can continue to use this feature a number of
ability. You must finish a long rest before using this turns equal to your Constitution modifier
feature again. (minimum of one), forcing a Wisdom saving throw
on the start of your turn, against all corrupted
creatures within the affected area. The command
DATA COMPILER line you utter can be tweaked to only affect specific
corrupted creatures you wish to affect.
Being a data compiler is a rare feat. The balance
between corruption and the Code is such that few C-FRAG STRIKE
people can walk that uneven tightrope. Those that
Starting at 3rd level, when you hit a creature with a
can often find unique abilities in the mixing of their
melee attack, you can expend 5 of your own hit
powers. Instead of being the front-facing champion,
points to cause a small explosion of force damage
they use their understandings to subtly manipulate
against the target, in addition to the melee attack's
the world around them. Wielding Code and
damage. The extra damage is 1d6 force damage for
corruption in tandem gives them amazing
5 hit points, plus 1d6 for another set of 5 hit points,
versatility in battle but keeps them from reaching
to a maximum of 5d6. Additionally, any creatures
the heights of vaccine or virus compilers.
within 5 feet of the target must succeed on a
Their regalia often matches the balance they
Dexterity saving throw or take force damage equal
endeavor to achieve. It is not so garish as the other
to half the damage force dealt to the primary
compilers and instead focuses on muted and
target (rounded down). Corrupted creatures have
subtle mixings of both styles.
disadvantage on this saving throw. You draw this
BURN CORRUPTED power from your own body and cannot use
temporary hit points to activate it.
At 3rd level you can channel your balanced energy For example, a 10th level de-fragger makes a
into your de-frag icon, blasting corrupted creatures melee attack with a short sword against a
around with harmful energy. As an action, you triceratops. The de-fragger uses 20 hit points so
present you de-frag icon and recite a command the attack does the normal attack damage plus
line designed to dismantle to corrupted creatures. 4d6 force damage and the two velociraptors next
Each enemy corrupted creature that can see or to the triceratops make Dexterity saving throws.
hear you within 30 feet must make a Wisdom They fail and take force damage equal to
saving throw against your spell save DC. half the force damage dealt to
If the creature fails its saving the triceratops.
throw, it loses 1d6 hit
points as it becomes
more unstable.

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UNZIP REWRITE
When you reach 6th level, you’ve found a way to At 10th level, you have learned to subtly manipulate
bend corruption and code together unlock greater the code that comprises those around you. After
potential within your spells. Whenever you roll you finish a long rest, roll a d20 and record the
damage or healing dice on a spell and roll a 1 or a number. Whenever a creature you can see, other
2, you can reroll the die and must use the new roll, than yourself, makes an attack roll, saving throw,
even if it is a 1 or 2. This does not affect spells that or ability check, you can use a reaction to swap
do not directly damage or heal a target. your recorded number with theirs. You can use this
ability after learning the roll number but before the
FORMAT GM describes its effects.
When you reach 6th level, your Stalwart Shield After you have swapped a roll, you can then use
becomes more self-sufficient, making it moveable the stolen number for this ability again, continuing
and require less active maintenance. While the the swapping until you can no longer use this
shield is active, your movement speed is changed feature. You cannot roll for a new recorded
to 15 feet or your maximum possible, whichever is number until you finish a long rest, at which time
lower, and only requires the use of one of your you lose the old number and must roll for a new
hands to stay active. You can only move the shield number. A recorded or stolen roll of 20 does not
into unoccupied spaces and cannot use it to push count as a critical hit. You can use this feature a
creatures or objects. The movement speed number of times equal to your Wisdom modifier
increases by an additional 5 feet at 10th level, and (minimum of once) before finishing a long rest.
again at 14th and 18th level.
ENERGY EQUILIBRIUM
When you reach 14th level, your swirling energy has
pushed your limits higher. You can use your Array
of Hands feature a number of turns equal to your
proficiency bonus plus your Constitution modifier.
When you reach 18th level, this increases to your
proficiency bonus + two times your Constitution
modifier.

DELETE
At 18th level you can simply erase problems from
the battlefield. At the start of your turn, you can
choose to overcharge your attacks with magic.
Until the end of your turn, each time you hit a
creature with a melee attack, they are also hit with
the xarche spell. You can use this feature a
number of times equal to your Constitution
modifier (minimum of once) before finishing
a long rest.

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Once the effect is ended, the creature will
VIRUS COMPILER remember all the things it did under your
influence.
A virus compiler has embraced the chaos and
power that corruption brings. Their acceptance of
Earn Corrupted CR chart
corruption is wholly antithetical to the ideals of
De-Fragger Level 3 6 10 14 18
most de-fraggers, making them endure the labels
of fiends or heretics, replacing the de-fragger title. CR Max 1/4 1 3 5 10
They are often considered mad by those that
simply can’t comprehend the concepts corruption
has opened their minds up to. They intertwine RE-FRAG STRIKE
corruption into their body, growing even more Starting at 3rd level, when you hit a creature with a
powerful with each addition. This power is usually melee attack, you can expend 5 of your own hit
their undoing as their mind begins twisting, points to store extra force damage into the target,
convincing them they can somehow overcome the in addition to the melee attack's damage. The extra
limits of their feeble bodies. damage is 1d8 for every 5 hit points, to a maximum
They care little for their appearance, except of 6d8. Using a bonus action, you can then trigger
where it proves beneficial to them. Mixing and 1d8 of the stored force energy to damage the
matching broken armor sets is the go-to aesthetic target. The energy dissipates after 1 minute. You
for virus compilers. draw this power from your own body and cannot
use temporary hit points to activate it.
FRAGMENTED SOUL For example, a 10th level de-fragger makes a
Unlike other de-fraggers, you revel in corruption. melee attack with a short sword against a
When you choose this compiler type at 3rd level, triceratops. The de-fragger uses 25 hit points so
you can choose to willingly fail a corruption saving the attack does the normal attack damage plus
throw. This applies even after the Incorruptible 5d8 force damage is stored inside the target. The
feature would make it impossible to gain more de-fragger uses a bonus action to activate the
corruption. force damage, causing the triceratops to take 1d8
Additionally, whenever you finish a long rest, force damage. The de-fragger can use a bonus
you gain +5 temporary hit points for each layer of action on their next turn to do this again until all
corruption you are suffering from. the stored force damage is expended and/or 1
minute passes.
EARN CORRUPTED
At 3rd level you can channel your wretched power
FRAGMENT
into your de-frag icon, hijacking the will of a When you reach 6th level, your Stalwart Shield
corrupted creature near you. As an action, you ability becomes more unstable and prone to
present you de-frag icon and recite a command violent explosions. Whenever the shield is
line that hacks into the will of a corrupted creature destroyed, due to your dismissal or forces acting
and supplants it with your own. Each enemy up it, it sends shards of energy out in a 15-foot
corrupted creature that can see or hear you within radius. Enemy creatures within range must make a
30 feet must make a Wisdom saving throw against Dexterity saving throw, taking 2d6 piercing damage
your spell save DC. You can then choose 1 creature on a failed save or half as much on a successful
that failed the saving throw and that is within your one. The damage for this effect increases to 3d6 at
CR range; it is under your control for 1 minute or 10th level, and again to 4d6 at 14th level, and 5d6 at
until you stop using this feature, as if dropping 18th level.
spell concentration. The command line you utter
can be tweaked to only affect corrupted creatures ARMED AI
you wish to affect. When you reach 6th level in the class your extra
You can then use a bonus action to command arms gain some semblance of autonomy. When an
the creature for the duration. The creature will enemy creature within 5 feet of you makes an
obey commands to the best of its ability but will attack roll against you, you can use a reaction to
not obey commands that cause it immediate harm, make one attack roll against them. Both arms can
such as intentionally stabbing themselves or activate to use two-handed weapons or a single
walking off a cliff. It also cannot take reactions. arm for a one-handed weapon, but you can only

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make one attack roll. The arms can unsheathe a CORRUPTED COMPRESSION
weapon as long as they are within easy access and When you reach 10th level in this class you have
will sheathe them before becoming inert again. found ways to spin more corruption into your body
This does not count against uses of your Array of without becoming too unstable to exist. Your max
Hands feature. This feature can be used in layers of corruption are increased to 8, with 9
combination with your Re-Frag strike and active layers killing you. This increases again at 14th level
Smite spells. to a max of 9 layers, with 10 layers killing you. And
once more at 18th level to a max of 10 layers, with
11 layers killing you.

BROKEN SPELL
At 14th level you have learned how to weave your
corruption back into the fabric of the universe. As a
bonus action, you can cure yourself of a number of
corruption layers you choose, according
to your Cure Corruption ability. Those
cured layers become an auxiliary source
of power and can be used as an extra
spell slot immediately after curing
yourself of them. The spell you can
cast must be a spell that you know
whose level is equal to or less than
the number of layers of corruption
you cured yourself of. Any spell
slots, that are gained from using
this feature, but are not used,
vanish at the end of your turn. This
feature can be used by curing yourself
or others, following the rules for curing
unwilling creatures with the Cure Corruption
ability. Spell attacks used because of this feature
are still considered corrupted, even if you cure
yourself, or the drained target to 0, layers of
corruption.

UNSTABLE SURGE
At 18th level you can use a bonus action to indulge
in the true power of your corruption. For a number
of turns equal to your Constitution modifier
(minimum of one), your damage rolls for melee
and spell attacks are increased by +1 for each layer
of corruption you have. You must finish a long rest
before using this feature again.

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weapons, like bows and blasters, and will only
GLITCH HUNTER usually get in direct confrontation if they have no
Suave and cool, the elf places his blaster back in its
other choice.
holster. His bounty had been eluding him for days
and now had almost put a hole into his head. The OUTSIDE THE LAW
smoking remains smoldered on the bar table
Glitch hunters usually have a tenuous relationship
across from him. Reaching at his mark, he secures
with authority. They value the freedom their
their purse, taking the ID and leaving the money. He
lifestyle grants them and are not likely to trade
stands up and reaches into his own pockets,
that in for more stability. They often act outside the
producing a few gold coins and, leaving them on
law and as such avoid such avenues unless
the table, announces “His drinks are on me.” to the
absolutely necessary. Glitch hunters come in all
ghost quiet tavern. Everyone stares at him for an
sizes, bounty hunters, private eyes, information
eternal silent moment. He shrugs, “He shot first,
racketeers, even small gang leaders.
you all saw it.” he says, walking for the door.
Glitch hunters may have a base of operations
The warehouse looms overhead, musty water
but it is unlikely they have a place called home.
and mold wafts from the sea behind her, and the
They spend their lives moving from one adventure
place is painfully quiet. “Utterly predictable.” The
to the next. Some have stumbled into great deeds
tiefling mumbles to herself as she opens the door.
and are revered as heroes. Others spend their life
Her quarry, a small girl of eight, sits in the center,
just trying to scrape by, living off the last bits of
bound and gagged. She can hear the heartbeats
their previous bounty.
from all around her, they are scared that she will
not take the bait, they should be scared that she CREATING A GLITCH HUNTER
will. Something catches her ear as she is walking
This kind of life is not for the faint of heart. When
towards the girl, a heartbeat she has heard before.
creating your glitch hunter consider why they
Is that... the girl's father? She places one hand on
would choose such a lifestyle? Are they in search
her gun, this changes things.
of the holy mother lode of treasure? Did they
The halfling breaths in deeply, her lungs filling
happen into it by sheer luck and charm? Are you
with fluid. “Stupid, stupid, stupid!” she cracks at
hot on the trail of someone who wronged you,
herself. “Couldn’t keep your nose out of it, could
narrowly missing them by seconds each time you
you!?” Several arrows blast over the upturned
catch up? Do you just enjoy the sport of hunting
metal table, her makeshift cover. Shooting at her
down targets more powerful than yourself?
she understood, but why was the guard working
What kind of glitch hunter are you? Do you stick to
with Queenpin? She's sure it will come to her, it
small bounties and small targets, or do you go
always does, just needed more information. Right
after larger contracts, both b-ug and man? Are you
now, it's about survival. She retrieves her flask and
an agent of good, frustrated at the slow speed of
takes a long pull. Not a healing potion but it would
justice? Do you exude a tough exterior but harbor a
have to do for now.
soft heart inside? Maybe you're addicted to the
RESOURCEFUL AND RELENTLESS thrill of the hunt, always searching for that next
high? Maybe you're addicted to something else and
Glitch hunters are well rounded, dabbling in a little
have a few too many debts to settle. Consider all of
of everything to make sure they can handle any
these things and more when you design your glitch
situation. Most are excellent investigators and can
hunter.
puzzle together a string of random events that
would have lesser individuals stumped. Whether in
a dungeon or a back alley, glitch hunters are PRE-GEN CHARACTER
always at home. While not risk averse, they err on
Follow these suggestions to make a glitch hunter
the side of caution. A healthy dose of skepticism
quickly. First, make Wisdom your highest ability
has kept them alive thus far, and very few find a
score, followed by Charisma. Then choose the
reason to change that.
Rebel background.
In combat they are masters of guerrilla tactics.
Rather than take an enemy head on they will try to
trick and confuse their foes. Often preferring to line
up the perfect shot in hopes that they don't have to
get their hands dirty. They prefer long ranged

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Glitch Hunter -Spell Slots per Spell Level-
Glitch Hunter Level Prof. Bonus Features Spells Known
1 2 Prey, Gunslinger, At Home Anywhere - 1st 2nd 3rd 4th 5th
2 2 Spellcasting 2 - - - - -
3 2 Hunter Style 3 2 - - - -
4 2 Power Up 3 3 - - - -
5 3 Extra Attack 4 3 - - - -
6 3 Spell Chamber 4 4 2 - - -
7 3 Prey improvement, Gunslinger improvement, At 5 4 2 - - -
Home Anywhere improvement, Hunter Style feature
8 3 Power Up 5 4 3 - - -
9 4 Bug Basher 6 4 3 - - -
10 4 Get Em 6 4 3 2 - -
11 4 Hunter Style feature 7 4 3 2 - -
12 4 Power Up 7 4 3 3 - -
13 5 Prey improvement, Gunslinger improvement, At 8 4 3 3 - -
Home Anywhere improvement
14 5 Sharpened Wit 8 4 3 3 1 -
15 5 Hunter Style feature 9 4 3 3 1 -
16 5 Power Up 9 4 3 3 2 -
17 6 Prey improvement 10 4 3 3 2 1
18 6 Spell Chamber improvement, Peekaboo 10 4 3 3 3 1
19 6 Power Up 11 4 3 3 3 2
20 6 Hunter Style feature 11 4 3 3 3 2

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CLASS FEATURES
As a glitch hunter, you gain the following class
features
Hit Points
Hit Dice: 1d10 per glitch hunter level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 5) + your
Constitution modifier per glitch hunter level after
1st.

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, simple ranged
weapons, martial ranged weapons
Tools: One gaming set
• Their general direction if they are on the
Saving Throws: Dexterity, Wisdom
same plane as you.
Skills: Choose any three
• Advantage on setting traps against them.
• You have advantage on corruption saving
Equipment throws from their attacks.
You start with the following equipment, in addition
• You gain double the bounty on your prey (if
to the equipment granted by your background:
there is bounty to be collected).
• (a) a burglar's pack, (b) a dungoneer's pack,
Full knowledge comes from observing your
or (c) an explorer's pack
Prey fully for at least 3 hours. This could be from
• One gaming set and a set of Thieves' tools
afar through a set of binoculars, through the video
• Padded armor
screen of several well places cameras, through an
• a simple weapon
intimate conversation with them, or by tracking
• a set of shackles
them through the city. This allows you to get a
solid understanding of them as well as to track
PREY
them no matter where they are. You gain the
Beginning at 1st level, you have developed the skills benefits of partial knowledge as well as the
of a renowned tracker and hunter. Whatever your following:
quarry is, you have the ability to track them down • If they are on the same plane as you, you
across any space, time, or alternate realities. You know where they are within 1 mile of
must spend a short rest ruminating on a creature accuracy. If you are within 1 mile of them,
after collecting knowledge on it for it to become you know their location with an accuracy of
your Prey. 300 feet. If they are on a different plane,
There are two stages of knowledge when it you know which one.
comes to your targets, partial or full, with each one • You gain advantage on Deception, Insight,
granting you some benefit. If another feature Persuasion, and Stealth checks against
affects Prey, it does so with either full or partial them.
knowledge. • They cannot surprise you.
Partial knowledge can come from a detailed • They cannot have advantage on attacks
description, a video or photograph, tracking signs made against you or on saving throws
left in their trail, possession of a beloved personal against your spells or effect.
item, or a general understanding of the type of You can have a number of Prey in your mind
creature you are hunting (such as dragons or equal to your Wisdom modifier (minimum of one),
humans). If you have partial knowledge of a with the oldest one being replaced if you begin
creature, you gain the following benefits: hunting another.
• Advantage on Survival checks to track At 7th, 13th, and 17th level you learn a new
them and Intelligence checks to recall language. This must be a language spoken by a
information about them. current or previous Prey creature.

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GUNSLINGER • You are treated with leniency by whatever
You’re a remarkable shot and always have been. guard force is within the area; major
Starting at 1st level, you can choose to gain +1 to the infractions will still have repercussions.
first ranged attack you make on your turn. This At 7th level this range increases to a two-mile
increases to +2 at 7th level and +3 at 13th level. You radius. At 13th level this range increases to a three-
can use this feature a number of times equal to mile radius.
your Wisdom modifier (minimum of once) before
SPELLCASTING
finishing a short rest.
Additionally, you can use a ranged weapon as a By the time you reach 2nd level, you have been in
melee weapon, whipping the opponent mercilessly enough scrapes to understand the importance of
with it. The weapon deals 1d4 + your Strength magic. As such you have spent some time learning
modifier bludgeoning damage. This increases to from the wise sages of every place you have
1d6 at 7th level and 1d8 at 13th level. visited. Their words have resonated with you,
In addition, at 7th level, being within 5 feet of a guiding you on your path to a more peaceful
creature does not impose disadvantage on ranged future. This occasional peace of mind and storied
attack rolls. lore is where you draw your magical power from.
Spell Slots
AT HOME ANYWHERE The glitch hunter table shows how many spell slots
Starting at 1 level, your inability to stay in one
st you have to cast your spells of 1st level and higher.
place for too long has given you a good sense of To cast one of these spells, you must expend a slot
the nature of nature. While you may not have of the spell's level or higher. You regain all
visited every location in the world you can make expended spell slots when you finish a long rest.
easy assumptions about the lands you walk based For example, if you know the 1st level spell
on previous experience. If you spend a week in one Highlight and have a 1st level and a 2nd level spell
area familiarizing yourself with that area, it slot available, you can cast Highlight using either
becomes your new “Home.” You know the shadowy slot.
corners, you understand the basic flow of the city, Spells Known of 1st Level and Higher
you know the best places to find food. This extends You know two 1st level spells of your choice from
in a one-mile radius from a general location that the glitch hunter spell list.
you choose. The Spells Known column of the glitch hunter
While you remain in this area you gain the table shows when you learn more glitch hunter
following benefits: spells of your choice. Each of these spells must be
• When making an Intelligence or Wisdom of a level for which you have spell slots. For
based check related to your Home, your example, when you reach 5th level in this class, you
proficiency bonus is doubled if you are can learn one new spell of 1st or 2nd level.
using a skill that you are proficient in. Additionally, when you gain a level in this class,
• Difficult terrain doesn't slow your you can choose one of the glitch hunter spells you
movement. know and replace it with another spell from the
• You and your group can not become lost glitch hunter spell list, which must also be of a
while you are leading, except by magical level for which you have spell slots.
means.
• You remain alert to danger, even while Spellcasting Ability
engaged in other activities. Wisdom is your spellcasting ability for your glitch
• You have advantage on Stealth checks if hunter spells, since your magic draws on the words
alone. of those wiser than yourself. You use your Wisdom
• You can always find something edible whenever a spell refers to your spellcasting ability.
freely, even when there appears to be no You also use your Wisdom modifier when setting
food, unless the GM states otherwise. the saving throw DC for a glitch hunter spell you
• While tracking your other creatures you cast and when making an attack roll with one.
learn their exact number, sizes, how long
ago they passed through this area, and Spell save DC = 8 + your proficiency bonus + your
their general health condition. Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier

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EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.

SPELL CHAMBER
At 6th level you have become so in tune with your
ranged weapon that you can safely load a spell into
your next shot. Using the normal rules for the
spell's casting times, you channel it into a ranged
weapon. The spell's normal range is replaced by
that of the weapon you are using, but not the area
of effect. The weapon is charged with that spell for
1 minute and expelled with your next shot from
that weapon. The spell is released once the bolt
makes impact, even if it does not hit the target. You
may not take a normal shot with that ranged
weapon until you have released the spell. You may
remove the spell from the weapon by using a
bonus action, but do not recover the expended
spell slot. The spell used must be one that you
know and that you have spell slots for. Only you
may load spells into your ranged weapon. If you
are within a spell’s area of effect when it is
released, you are subject to the effects of the spell
as well. You must finish a short rest before you can
use this feature again. At 18th level you can use this
feature twice before taking a short rest. This
feature has different effects depending on which
type of area of effect your weapon (not the spell)
has.
• Single Shot: The shot is fired, and the spell
takes effect on impact.
• Cone: If the spell normally attacks a single
target, the spell damage is split evenly
between all hit targets. If the spell has an
area of effect, that is changed to the cone
HUNTER STYLE
area of the weapon and all targets make
At 3rd level you choose your preferred hunting their saving throw against the spell with
style. Each style relies on different methods to disadvantage.
reach the same goal. The hunting styles are Slayer,
Protean, and Shade. BUG BASHER
Your choice grants you features at 3rd level and
At 9th level, you are able to track down corrupted
again at 7th, 11th, 15th, and 20th.
creatures with ease. You can sense the existence of
a corrupted creature within 300 feet and know its
POWER UP
general direction. You gain a bonus to Survival
When you reach 4th level, and again at 8th, 12th, 16th, checks to track creatures with corruption and +1 to
and 19th you can increase one ability score of your damage rolls for each layer of corruption the
choice by 2, or you can increase two ability scores creature has.
of your choice by 1. Alternatively, you can gain one Additionally, you gain the Cure/Cause Corruption
feat. You cannot increase an ability score above 20 spell if you do not already know it.
using this feature.

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GET 'EM
SLAYER STYLE
At 10th level you can tell when a bounty is about to
abandon courage and run. As a reaction you can Slayers match their title, being furious creatures of
move up to half your movement speed and make a death on the battlefield. The excel in danger and
grapple attack against any creature who is trying to often laugh death in the face. Their life is fast and
run away from you or your party, even if they have furious, overflowing with close calls and unlikely
taken the Disengage option. survival. They are only capable of this because if
their incredible skill in battle. They understand that
SHARPENED WIT luck is a finite resource and never lean on it to get
At 14th level choose two of your skill proficiencies, through. If you find yourself hunted by a slayer,
or one of your skill proficiencies and your there is no mountain high enough, no armor thick
proficiency with any tool. Y our proficiency bonus is enough, and no magic deep enough to keep you
doubled for any ability checks you make that uses from their wrath.
either of the chosen proficiencies.
FURIOUS MELEE
PEEKABOO At 3rd level, melee attacks made with the
At 18 level you can counter nearly every shot in a
th
Gunslinger feature are a critical hit on a roll of 19
firefight. If a creature makes a ranged attack or or 20.
ranged spell attack against you, you can use a
reaction to make a ranged attack back at them. If WILL SHIELD
you use this reaction, you can make a number of At 3rd level, your body begins to generate a faint
return attacks equal to your Dexterity modifier energy shield around it while in combat. At the
(minimum of one) before the start of your next beginning of your turn, so long as you have taken
turn. Though this ability allows you to take multiple no damage since the start of your last turn and
reaction attacks, you cannot use other reactions if have no temporary hit points, you gain temporary
you have used hit points equal to half your glitch hunter level
this one at (rounded down). This feature becomes inactive if
least once you gain more temporary hit
before the start of points than half your glitch hunter
your next turn. level and remains inactive
If you are reacting from until you have 0 temporary
half or one-quarter cover, you hit points. You lose all
gain advantage on the temporary hit points from
reaction attack. this feature whenever you
finish a short or long rest.

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FRENZY you can choose to imbue the shot with magic,
At 7th level with this style, you can enter a giving the ammunition up to +3 to attack and
heightened state of aggression for 1 minute. During damage rolls. You can do this a number of times
this time all your ranged weapon attacks score a equal to your Wisdom modifier (minimum of once)
critical hit on a 19 or 20, you are aware of the exact before finishing a long rest.
locations of each creature within 60 feet of you This feature can be used on any average ranged
(even if they are invisible or behind a barrier), and weapon designed for Medium sized or smaller
you can make an additional ranged attack as a creatures but can only be used to create
bonus action. If attacking your Prey, your ranged ammunition for weapons designed for Large sized
weapon attacks score a critical hit on a roll of 18- or larger creatures (or on things such as cannons
20. Additionally, each time you drop a creature to 0 or ballistae) a number of times equal to your
hit points while using this feature, you can either Wisdom modifier (minimum of once) before
recover an expended hit dice or use one of your finishing a long rest. You can imbue the larger
remaining hit dice to heal yourself. This ability ends shots with the +3 bonus as well or use the Spell
if you drop to 0 hit points or if you make no attack Chamber feature on them upon creation.
rolls on your turn. You must finish a long rest
before using this feature again. PROTEAN STYLE
WARY A protean hunter relies heavily on versatile
At 11th level you are so cautious in every situation equipment, balanced skills, and specialized hunting
that very few can even lay a hand on you. If a to take down their Prey. Each one is unique,
creature makes an attack roll against you, you can developing their own quirky combinations to hunt
use your reaction to add your Dexterity modifier to in a way only they could. Though they may look
your AC against the attack, even if you have odd carrying a mishmash of armor and weapons,
already added it to determine your original AC. You they should never be underestimated. Given
can do this after the attack roll is made but before enough prep time, there is no target too strong and
you know the result. You can use this feature a no environment too harsh for them to conquer.
number of times equal to your Wisdom modifier
(minimum of once) before finishing a long rest. LEARNED LESSONS
At 15th level in this class, if an attack roll against When you choose this style at 3rd level, you gain
you has advantage, you can use your reaction to proficiency with another skill or tool of your choice.
add both your Dexterity modifier and your Wisdom You gain proficiency with another skill or tool of
modifier to your AC. your choice again at 11th level in this class.

HAIR TRIGGER SPECIALIZED UPGRADE


At 15 level, you can ignore the loading property on
th
At 3rd level you have either crafted or found a few
any weapons that have it, making as many attacks pieces of equipment that grants you a small
on a turn with the weapon as you are able and advantage in the world. Choose two from the list
reloading weapons that use energy cores takes a below. The item should reflect your travels; work
bonus action. Additionally, if you attack only with with your GM to determine what you may have
ranged weapons on your turn, you can make three found or created. How the item is integrated into
attacks, instead of two, when you take the attack your attire or weaponry is up to you. Though the
action. item can be taken away by other creatures, it is
only effective for you. Unless otherwise specified,
INFINITE AMMO the items do not require attunement and cannot
At 20th level you are never without ammunition. stack their effect with other items (with stronger
Whenever you hold a ranged weapon, you can items overwriting them). You find two more bits of
create appropriate ammunition from nowhere. equipment at 7th, 11th, 15th, and 20th level. You cannot
Weapons with Energy do not need an energy core choose the same upgrade more than once. There
to fire and do not use their energy core to fire. may be other upgrades throughout the world, but
These attacks are considered magical for the few will be more powerful than a 1st level spell or
purposes of overcoming resistances. Additionally, +1 piece of equipment; work with your GM to
each time you fire a non-magical ranged weapon, determine what extra equipment may be out there.

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Morph Mod. As a bonus action, you can morph can add a stunning quality to the shot when you
your body into any basic geometric shape that is make it. A creature you hit must succeed on a
no larger than a 2-foot cube. You can stay in this Constitution saving throw against your Spell Save
form up to 1 minute, changing back after that time DC or be stunned until the start of their next turn.
or by using a bonus action. While in this form, your You can add this upgrade to shots a number of
movement speed is reduced by half, and you gain times equal to your Wisdom modifier (minimum of
blindsight up to 30 feet. You cannot take any once) before finishing a long rest.
actions beyond moving or use any other abilities or Bomb. You create some small, spherical
spells while in this form. If you change back in a explosives during a long rest. It can be clean or
space that is too small for your normal form, you covered in adhesive. The adhesive can stick to most
take 6d6 force damage and are moved to the surfaces, and you can make an unarmed attack roll
nearest unoccupied space. You can use this to attempt to stick it to a creature. They must
upgrade once before finishing a short or long rest. succeed on a Strength check against your spell
Jetpack. You gain a flight speed equal to your save DC on their turn to remove it. Once armed, it
movement speed. The jetpack can be used for a will explode at the start of your next turn. Each
total of one minute, breaking up the time into 6 creature within 5 feet of it must make a Dexterity
second increments, before finishing a long rest. saving throw against your spell save DC, taking 2d6
Rockets. When using a ranged weapon, you can fire damage on a failed save, or half as much on a
add some explosive qualities to the shot when you successful one. If the bomb is attached to a
make at. Creatures within 5 feet of where the shot creature, they make the Dexterity saving throw
lands must make a Dexterity saving throw (DC 10), with disadvantage. You can make a number of
taking 2d6 fire damage on a failed save, or half as bombs equal to your Wisdom modifier (minimum
much on a successful one. On a hit, the original of one) before finishing a long rest.
target for the shot makes the saving throw with Grapnel Blaster. A device that fires off a 60-foot
Disadvantage. You can add this ability to shots a length of rope with a grappling hook on the end as
number of times equal to your Wisdom modifier an action. A ranged attack roll of 15 or more is
(minimum of once) before finishing a long rest. sufficient for most locations, but it may be higher
Luck Mod. This strange device taps into and depending on the environment. As your movement
boosts your natural luck. If you roll a 1 on an ability action, the rope can pull you up to 60 feet. Hitting a
check, saving throw, or attack roll, you can reroll, creature with the grapple deals 1d6 bludgeoning
using the new number instead. You can do this damage. The blaster can pull up to 500 pounds.
once before finishing a long rest. Armor Plating. Scraps of armor used to
Space Suit. A thin field that allows you to supplement the weak points in your defenses.
survive in a complete vacuum for up to 10 minutes. While you are wearing armor, you gain a +1 bonus
You can activate or deactivate it at will. You must to AC.
finish a long rest before using this upgrade again. Combat Upgrade. Whenever you are holding a
Hidden Blaster. A small blaster of non-magical weapon, you gain +1 to the attack and
unconventional shape that can be placed anywhere damage rolls made with that weapon. This bonus is
on your body. You are proficient with it, and it can not magical.
be fired as a bonus action. Creatures attempting to Brain Booster. You can double your proficiency
find the item make Investigation checks with bonus to one skill of your choice that you are
disadvantage. It has enough energy to be fired a proficient with. You can use this upgrade once
number of times equal to your Wisdom modifier before finishing a short or long rest.
(minimum of once) before finishing a long rest. Hunter’s Laser. You can attach this to any
HUD. A heads-up display that gives you the ranged weapon, or move it from one to the other,
basic info of any creatures within 30 feet of you. while taking a short rest. It allows you to aim the
This includes species, height, weight, and known weapon at a creature and cast hunter’s mark at 1st
names. Allied creatures show up with a blue level on the target without consuming a spell slot.
outline and the display also gives you known Only the weapon you have this upgrade attached to
abilities, general health (high, mid, or low), and gains the extra damage and the spell ends when
status any conditions of the ally. the initial target drops to 0 hit points. The upgrade
Double Jump. When you jump, you can use a will hold concentration on the spell, only losing it if
bonus action to jump again midair. the weapon breaks or you end a turn without
Stun Mod. When using a ranged weapon, you having fired at the target at least once. You can use

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Kris Leask (Order #38729720)
this upgrade once before finishing a short or long Boost Injector. This upgrade gives you a
rest. temporary shot of boost juice. By activating it, as a
Tinyporter. As a bonus action, you can teleport bonus action, you gain 15 extra feet of movement,
up to 10 feet in any direction to an unoccupied your Dexterity based AC increases by +2, and you
space you can see. You cannot move through walls gain advantage on Dexterity saving throws, until
or magical barriers. You can use this upgrade a the end of your next turn. You must finish a short
number of times equal to your Wisdom modifier or long rest before using the upgrade again.
(minimum of once) before finishing a long rest. Silencer. This upgrade causes your ranged
Deflector. When hit with a ranged attack roll, attacks to make no sound when fired, though the
you can use your reaction to reduce the damage impact of the shot may still make noise.
taken by half (before applying vulnerabilities and Ultra-Scope. This upgrade increases the normal
resistances). range of a ranged weapon by 30 feet and the
Recharger. When taking a long rest, you can maximum range by 45 feet.
fully recharge a weapon’s energy core. Auto Translator. This upgrade allows you to
Seer’s Eye. You can use your reaction to add or understand and speak any language through it, but
subtract 1d4 from an ability check, attack roll, or any Charisma based checks using the device are
saving throw that you make. You can do this after made with disadvantage as the translation may be
the roll but before knowing the result. You can use incredibly literal or lacking context.
this feature once before finishing a short rest.
Predator’s Eye. You can activate this item to see FIELD MEDIC
invisible creatures, obscured, or hidden creatures At 7th level you have treated more than your fair
within 60 feet of you until the start of your next share of bad wounds. When healing yourself or
turn. You can use this upgrade a number of time another, by any means, you can add your
equal to your Wisdom modifier (minimum of once) spellcasting modifier to the total. If you already
before finishing a long rest. add your spellcasting modifier to the means of
Mana Canteen. You gain two extra 1st level spell healing, you can add it in again. If you are being
slots. healed by another creature, you can also apply this
Void Shell. You can use the Spell Chamber bonus to yourself, adding your spellcasting
feature one additional time before finishing a long modifier once to their total healing.
rest.
Auto-Med. If you drop to 0 hit points, this
upgrade automatically activates and heals you
2d4+2 hit points. You must finish a long rest before
using this upgrade again.
Shell Shock. When using the Spell Chamber
feature, you can use this upgrade to load the spell
into a weapon with the thrown property. The
spell will not activate unless the weapon
is thrown. You can use this upgrade once
before finishing a long rest.
Voice Modulator. You can disguise
your voice slightly, giving you advantage
on Deception checks. You can use this
upgrade a number of times equal to your Wisdom
modifier (minimum of once) before finishing a long
rest.
Scout Drone. You gain the find familiar spell and
can cast it as a ritual with this upgrade. Your
familiar is considered a construct and is noticeably
artificial to any who see it. You must finish a long
rest before you can use this upgrade to create a
different familiar.

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Kris Leask (Order #38729720)
ONE IN A MILLION
Starting 11th level, you have seen more close calls
than any person should have reasonably survived.
You're unnaturally lucky and have developed a feel
for your particular type of luck. Whenever you roll
a saving throw and the d20 lands on a 9 or lower,
you can add +10 to your total roll. You can do this
after the roll but before knowing the result. If you possession ends, you appear in the nearest
use this skill on a saving throw for a spell or effect unoccupied space from the target. After the effect
which would normally do half damage on a ends, the target Prey is immune to this feature for
success, you instead take no damage on a success the next 24 hours. You can attempt to possess a
and only half damage on a failure. You must finish creature as many times as you like but must finish
a long rest before you can use this feature again. a short or long rest before using this feature again
At 15th level you can use this feature two times after the first successful possession.
before finishing a long rest. At 20th level you can SHADE STYLE
use this feature three times before finishing a long
rest. Creeping in the shadows, relying on subversion and
subterfuge, your prey is often dead before they
MANA DRAIN knew what hit them. Shade hunters can just as
At 15th level, you gain the ability to bend the life easily meld into the shadows as they can into the
energy of your Prey creatures. If you spend one bustle of a crowd. They prefer quick, decisive
minute concentrating on a chosen Prey creature strikes, using the confusion of battle to line up the
who died within the last hour, you can siphon some perfect shots. They are acutely aware of their
of their residual energy to recharge your spells. surroundings and will use the tiniest details to give
Roll a d4 with the result being the level of spell slot them an edge on their foes. In the heat of battle,
you recover, or the next lowest spell slot if you do they may appear to vanish, the only record of their
have not used any spell slots of the result. You can participation being a bevy of felled foes the rest of
only recover expended spell slots in this way. You their companions failed to even notice.
can use this feature a number of times equal to
your Wisdom modifier (minimum of once) before TOOLS OF THE TRADE
finishing a long rest. When you choose this path at 3rd level, you gain
proficiency with both thieves’ tools and disguise
JOIN THEM kits.
At 20th level you can attempt to enter a Prey
creature, possessing and controlling their body. As QUICK DRAW
an action, choose a Prey you can see within 60 feet At 3rd level you can use your reaction and ranged
that has a CR equal to or less than your level. The weapon to take a quick shot at any enemy that
creature must succeed on a Charisma saving throw moves at least 10 feet straight at you. If your
or become possessed by you for 1 minute. Your weapon has the energy feature, you make the shot
physical form disappears, entering the creature’s with advantage.
body and controlling it. Though you control the
body, the Prey is not deprived of awareness and IMPROVISED COVER
may repeat the saving throw at the start of your At 7th level you've found enough ways to scrunch
turns, ending the effect on a success. You lose your body into tight corridors, smalls boxes, and
access to all of your abilities, take your turn on the behind enough tables to know how to avoid fire in a
target’s turn, and retain your Intelligence, Wisdom, pinch. As a reaction to being targeted by a ranged
and Charisma scores. You can use any of the attack or spell attack you can scrounge up to half
possessed creature’s stats, attacks, and abilities your movement for cover, even if no apparent
(including spellcasting), using its stats for any of cover exists. You gain half cover against that attack.
these abilities. This feature ends after 1 minute, if As long as you stay in the same spot you retain
the target Prey succeeds on their Charisma saving half cover until the start of your next turn. A small
throw, if you end it as a bonus action, or if the barrel, an abandoned large shield, even a
target Prey drops to 0 hit points. When the teammate are all examples of temporary cover.

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LOCK ON If you are in a quiet area and beat a DC of 20 with a
At 7th level you can focus your mind to take an Perception check, you can hear the heartbeat (or
extra careful shot. By using a bonus action, you can identifiable equivalent) of any one creature that is
gain advantage on the next ranged attack you take within 15 feet of you. You then memorize that
until the start of your next turn. If you use this heartbeat and can use it to recognize that creature,
feature on a Prey creature and hit, you can add even if they are in disguise. If you can hear their
your Wisdom modifier to the damage. You can use heartbeat, you gain advantage on any Insight
this feature a number of times equal to your checks regarding their intentions while speaking to
Wisdom modifier (minimum of once) before them.
finishing a long rest. In addition, you gain advantage on Perception
checks that rely on hearing.
HUNTER’S HEARING
SCARRED ARCANA
At 11th level you have developed extraordinary
hearing. As an action, make Perception check to At 15th level your experience on the battlefield has
listen to the world around you, homing in on any given you incredible arcane insights. You gain an
specific sound as quiet as a whisper. If successful, extra 1st, 2nd, 3rd and 4th, level spell slot and learn
you know the general location of the origin of the any three 1st, 2nd, 3rd, or 4th level spells. They are
sound, even if you cannot see it. To do this feature considered glitch hunter spells for you. At 20th
you must beat the DC based on the sound within level, you gain an additional 5th level spell slot and
the area. learn another single spell from 1st to 5th level.

UNSEEN HUNTER
Noise Level DC Example
At 20th level you have become the most dangerous
Thunderous 30 A battlefield, a hurricane
predator possible. You can cast the spell greater
Loud 25 A city street, a minor skirmish invisibility as a bonus action a number of times
Moderate 15 A slow tavern, a back alley equal to your Wisdom modifier (minimum of once)
Quiet 10 A library, a graveyard without using a spell slot. You regain all uses after
finishing a long rest.

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HENSHIN The party stood; hands glued to their foreheads.
A half-elf commands his velociraptor companion to She looked expectantly from one to the other. Their
change into its Exo-Xecha form. He feels the foe laid in a heap at their feet, a powerful wizard
circuits connecting to his skin, receives feedback with dire intentions. After a breath had passed and
from the mech, and watches the displays inside the party had still not given her validation, she
come to life. He stands now, piloting his Xecha, 10 began to wonder if they had understood her
feet of metal and electricity. The shining humanoid meaning. Were they really so daft? Sputtering, she
construct matches his own movements, wielding spoke “Get it, guys? Like-” she pointed down to the
an enormous club. He points it somewhere in the broken mage “because he's a magic user. Right?”
horizon, then charges. With a terrible crunch he The party began shaking their heads in anticipation.
sends the goblin flying high into the air. He smiles “So,” she grinned “now he's a SORE-cerer.” before
to himself inside his mech as the readout gives him bursting into fits of laughter. They didn't get it,
a positive kill. Then he turns to face the rest of his clearly, but she would liven these buzzkills up
awestruck party and the pack of goblins. Through eventually.
his suit, speakers blare his own voice “Who's up for
some Goblin Ball!?” he says, charging another foe.
FROM ZERO TO HERO
The wo’nari hung motionless is the dark, chains Henshin are not your typical adventurers. They
digging into his wrists. They would come for him often have a convoluted or even mundane
soon, take him before their “jury” and convict him background. They did not choose the power that
of laws that had no right to bind him. He knew this they wield, but by some fate, fluke, or outright
would happen and he could not stop any of it. They mistake, they have it now. Given a Recaster, the
had smashed his body, taken his Recaster, and now source of their new strength, they have become
he was just a nobody again. With a sigh he hung his something more than their boring lives could or
head in defeat, finally at a loss for words. Presently would ever have allowed. Now they roam the land,
a small mewl comes from the window bars. constantly in search for the next exciting challenge
Looking up he spots his astral cat, holding his or thrill. Accounts of battles between henshin are
Recaster in its mouth, a wild look of bemusement woven into children's games but their rarity makes
on the translucent feline’s face. It slapped the such epic fights feel more myth than truth.
Recaster with its tail, spinning it directly into his Many pilot great constructs called Xechas,
open palm. As the power reentered his veins, he trampling foes under their might. Some rely more
thought of all the different ways to say on their own skills, fusing the powers of the world
“retribution.” into devastating attacks. A few even choose to dive
into the arcane, becoming dazzling starburst of
magic energy.
Through they may seem like rogue agents, all
henshin are beholden to some force. Sometimes a
great mentor has trained them to take up this
honor. Sometimes an entity of mystery calls upon
them for unknown reasons. Other times the spirit
of the previous henshin gives them guidance. When
not fighting for their cause, they often consult this
being for advice. Not all of these powerful beings
want what is best for their pupil, driving a few
henshin to rebel against their guide. If the henshin's
will is strong enough, they can retain the power of
their Recaster and break free of the negative
influence.

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BEQUEATHED GREATNESS CREATING A HENSHIN
The Recaster, a small item whose shape and design Not all henshin are good, not all are meant to be
are different depending on who it came from, is the chosen, and not all enjoy the life they have.
source of a henshin’s abilities. Without it they Consider your mundane origin. Were you a student,
would be a lowly shop keep, bar hand, or farmer. struggling to get through each day? Did you toil
Because they have not worked for their skill, they away at your profession, restless in mind and
can often seem overly confident. In battle they are spirit? Did you crave adventure, but your body
constantly berating their foes, snapping one-liners refused to co-operate? How old were you when the
and mercilessly taunting them. This attitude powers came to you? Do you have your whole life
sometimes extends to their teammates as well, as ahead of you and this new responsibility is getting
henshin often cannot accept their own in the way of your plans? Or do you resent not
shortcomings and blame their team for failures. getting it sooner?
Teams of henshin usually disband quickly because How does your alignment affect your new
of this attitude. However, with the proper mentors identity? Have you chosen to become a hero for
and a desire to learn from their mistakes, henshin truth and justice? Do you seek to use your powers
can sometimes become amazing teammates, full in bloody conquest? Do you revel in life threatening
of encouragement and enthusiasm. adventures and seek out mayhem for the sake of
Most have given up the life they once had; mayhem? Are you using your abilities for personal
dedicating themselves to using their powers to growth, or for personal gain? How does your
change the world, for better or for worse. Some alignment differ from your mentor's and how does
others have trouble leaving their loved ones and that affect your relationship with them?
instead of roaming, choose to stay and become If you chose a Xecha or Astral Animal, why did you
protectors of their home. Either way, their very choose that one? Do they have special significance
presence seems to attract undesirable attention. to you? Do you just think they are neat? Do you use
Their lives are often fraught with struggle and their them to strike fear into your foes or to calm
amazing powers are matched with amazing loss. frightened onlookers? Do you prefer
them to join you in glorious battle, to act
as a spy, or to be a liaison between you
and the world?

TRIPLE THREAT
The henshin is a formidable opponent on their own.
When their powerful abilities are fully realized and
used in combination with their team, they become
the stuff of legends. Users wanting to play a
bombastic and unique class are encouraged to
choose this one. While not required for play, it is
strongly recommended that you spend time to
think about witty one-liners to deliver to your foes,
just before their defeat.

PRE-GEN CHARACTER
You can make a henshin quickly by following these
suggestions. First, Dexterity should be your highest
ability score, followed by Charisma. Second, choose
the Rebel background.

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Henshin
Henshin Level Prof. Bonus Features
1 2 Mask Type, Recaster and Forms, Henshin Armor, Network Weapon
2 2 Network Boost
3 2 Mask Type Feature
4 2 Explosive Finish, Power Up
5 3 Extra Attack
6 3 Weak Spot
7 3 Mask Type Feature
8 3 Power Up
9 4 Elder’s Lessons, Network Weapon Improvement
10 4 Explosive Finish Improvement
11 4 Mask Type Feature
12 4 Power Up
13 5 Network Boost Improvement
14 5 Overdrive
15 5 Mask Type Feature
16 5 Elder’s Lessons Improvement
17 6 Weak Spot Improvement
18 6 Networks Weapon Improvement, Timeless Legend
19 6 Power Up
20 6 Mask Type Feature

(a) a Longbow, or (b) a Longsword


Class Features •
• One set of Artisan's Tools
As a henshin, you gain the following class features
• (a) a dungeoneer’s pack, or (b) an explorer's
Hit Points pack
Hit Dice: 1d8 per henshin level
Hit Points at 1st Level: 8 + your Constitution
modifier MASK TYPES
Hit Points at Higher Levels: 1d8 (or 5) + your Henshin are broken into three categories, based on
Constitution modifier per henshin level after 1st. the types of strengths their Henshin Network
connection bolsters. Choose either Power, Magic, or
Proficiencies Speed, all three are detailed at the end of the class
Armor: Henshin Armor, Shields description.
Weapons: Simple Weapons, Network Weapon Your choice grants you features when you
Tools: One set of Artisan's tools choose it at 1st level and again at 3rd, 7th, 11th, 15th,
Saving Throws: Dexterity, Charisma and 20th.
Skills: Take Animal Handling. Then choose two from The type of Henshin you are is less dependent
Acrobatics, Insight, Intimidation, Nature, Perception, on your influence and more dependent on the what
Performance, Persuasion, Sleight of Hand, Stealth, the force that granted you this power thought was
and Survival. needed. Not all henshin become the type they want
to be. If this happens to you, consider how it affects
Equipment your character’s desires and relationship with their
You start with the following equipment, in addition mentor.
to the equipment granted by your background:
• a Recaster
• a Shield
• (a) any two simple melee weapons, or (b)
any martial melee weapon

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RECASTER & FORMS You can change the weapon type whenever you
The source of your power is a small device called gain a level in this class.
the Recaster. This device gains its power from the When you reach 9th level in this class, your
Henshin Network, a collection of knowledge, Network weapon becomes a +1 version of itself and
powers, will, and strange magics from every is considered magical for the purposes of
henshin that has existed and many that have yet to overcoming resistances.
be. It gives you abilities beyond your own, provides At 18th level it becomes a +2 version of itself,
you with protection, gifts you with combat and you can scan the Network for a new weapon,
prowess, and links you to your Xecha or Astral shifting it during a long rest.
Animal. Without it, you are as average as any other
person. While playing this class, you have two
HENSHIN ARMOR
distinct forms, your Nobody form and your Henshin The Recaster, when used to turn into your henshin
form. form, replaces your clothing with a tight uniform
Nobody: You are sub-par in almost every regard. and a helmet or mask. The armor’s design is up to
Your stats do not change but you have an AC of 10 you, but it should be a uniform that uniquely
and cannot add your proficiency bonus to any represents you. This suit may appear thin but is
attack or saving throw roll. Additionally, any resistant to attacks, arcing and sparking against
damage you do to an enemy is reduced by -2. If the blows that would normally tear through such
damage of an attack reduced to 0, the attack is fabric. It also regulates your temperature the same
completely ineffective. You also do not have access way normal clothing would.
to any of the special attacks and magic of this While wearing your Henshin Armor your AC
class, unless otherwise stated, though your Xecha equals 10 + your Dexterity modifier + your
and Astral Animal will still obey your commands. Charisma modifier. Your unarmed strikes also deal
Henshin: You are an amazing warrior, excelling 1d4 bludgeoning damage.
at nearly everything you do with little effort. You
transform into your Henshin Armor and use all the NETWORK BOOST
abilities associated with this class. Transforming At 2nd level, you’re able to tap into the Henshin
from the Nobody form into this form, or vice versa, Network to alter your powers or even gain new
takes a bonus action. You may stay in this form as ones. You may not choose one of these abilities
long as you like but cannot rest or sleep in this more than once, unless the ability explicitly states
form. If you are separated from your Recaster by that you can. You can choose an additional ability
30 feet, for more than 10 minutes, you revert to at 13th level.
your Nobody form.
HEAD’S UP DISPLAY
Some henshin abilities require your target to
The visor in your helmet provides you with real
make a saving throw to resist the feature’s effects.
time combat data, alerting you to less obvious
The saving throw DC is as follows.
dangers. You gain advantage on saving throws
against illusions and creatures attempting to
Henshin Ability save DC = 8 + your proficiency
surprise you have disadvantage on their Stealth
bonus + your Charisma modifier
rolls against you.
NETWORK WEAPON STAR SPECTRUM
Starting at 1st level, you gain a simple or martial You gain a cantrip of your choosing from the
weapon crafted from the Network itself. Your Wizard spell list. The cantrip’s attack bonus equals
Recaster becomes a part of the weapon, creating your Charisma modifier plus your proficiency
or dismissing it as a bonus action or as part of bonus, while the cantrip’s saving throw is equal to
your bonus action when you transform into your 8 + your Charisma modifier + your proficiency
henshin form. You are considered proficient with bonus.
the weapon, and it is non-magical. The weapon
creates ammunition or energy as you use it. If the
weapon leaves your hand, it retains its shape for
10 minutes, after which time it reverts to your
Recaster, and you revert to your Nobody form.

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TEAM UP type. You can change from bludgeoning to the
When an allied henshin is fighting within 30 feet of new damage, and back again, type during a short
you, you can use your reaction to link your energy rest. If you take this ability twice, you can choose
together. You both gain +1 to a saving throw or
two types of damage, then swap between all
damage roll of your choice until start of your next
three as a bonus action.
turn. If other henshin do this in succession, the
bonus can increase to a max of +5 for all henshin POWER UP
involved. You can use this feature a number of
times equal to your Charisma modifier (minimum When you reach 4th level, and again at 8th, 12th, and
of once) before finishing a long rest. 19th, you can increase one ability score of your
choice by 2, or you can increase two ability scores
COMPANION PROTECTION of your choice by 1. Alternatively, you can gain one
(Requires Xecha, Astral Animal, or Network Cycle) feat. You cannot increase an ability score above 20
If your Xecha, Netwrok Cycle, or Astral Animal is using this feature.
within 15 feet of you, you have advantage on saving
throws against fear and charm effects. EXPLOSIVE FINISH
When you reach 4th level in this class, you’ve
ARMOR UPGRADE mastered the power of a crushing finishing attack.
You gain +1 to your AC while wearing your Henshin
The type of damage this finishing move creates can
Armor. If you take this feature twice, your AC
be either fire, lightning, or thunder. Once you
increases by +2 while wearing Henshin Armor and
choose the type, it cannot be changed.
it is considered magical for the purposes of
When you take the attack option, you can
combat. Each time you take this feature, your
choose to set yourself up for this move as part of
Henshin Armor’s appearance changes to reflect the
one of your attacks this turn. Make an attack roll
enhanced form.
with disadvantage, on a hit, the attack deals its
MENTOR’S SPECIAL TECHNIQUE normal damage plus 3x your proficiency bonus of
You gain +1 to your damage rolls while wearing the damage type you have chosen. If this attack is a
your Henshin Armor. If you take this feature twice, critical hit, it deals 6x your proficiency bonus
your damage rolls increase by +2 while wearing damage. You can attempt this feature a number of
Henshin Armor and are considered magical for the times equal to your Charisma modifier (minimum
purposes of overcoming resistances. of once) before finishing a long rest but only once
per turn.
SWEET FLIPS When you reach 10th level in this class, you no
Your jumping ability is permanently changed. You longer make the attack roll with disadvantage.
can jump up to 15 feet in any direction, including
up. Additionally, you can use your reaction to EXTRA ATTACK
reduce the falling damage you take to 0 for falls of Starting at 5th level, you can attack twice, instead of
30 feet or less. once, whenever you take the attack option on your
ROLL WITH IT turn.
Whenever a creature within 5 feet of you, that you
can see, makes an attack roll against you, you can
WEAK SPOT
use your reaction to intercept the blow, rolling By 6th level you have learned to read the battle
along with it and reducing the damage taken by data streaming into your mask so well that you can
half (before applying vulnerabilities and more easily guess where a foe may be weakest in
resistances). their defense. Using a bonus action, you gain
Alternatively, if the creature is of Large size or advantage on your next melee attack against a
smaller, you can take the full damage amount and chosen target until the start of your next turn.
instead use your reaction to attempt a grapple Once you use this feature, you must finish a long
attack on the attacking creature. rest before you can use it again.
At 17th level you can give advantage to an ally
ELEMENTAL SMASH within 15 feet of you, so long as they can hear you
Choose one of the following elemental damage call out the weak area. You regain the use of this
types; acid, cold, fire, lightning, poison, or thunder. feature after finishing a short or long rest.
Your unarmed strikes can now deal this damage

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ELDER’S LESSONS TIMELESS LEGEND
At 9th level you have honed some of the traits your By 18th level, you have become one with the powers
mentor sought to teach you. Choose two more of your mask. You cannot be aged by magical
skills and/or tools from the henshin proficiency list, means and must only eat once a week. You also
and/or two languages to become proficient in. gain +2 to Death Saving Throws, advantage on
At 16th level you have learned enough from your Corruption saving throws, and +2 on saving throws
adventures to have taught yourself. Choose any and ability checks you are not proficient with.
one skill, tool, or language to become proficient in. Additionally, you can transform into your
Additionally, at 9th level you can look inside henshin form for 1 hour, even without your
yourself and call upon the lessons taught to you by Recaster. You must finish a long rest before you
your mentor to gain advantage on one ability check can use this ability again.
you are proficient with. You must finish a short or
long rest before you may use this ability again.
POWER MASK
OVERDRIVE
The power mask henshin type links you to a robotic
By 14th level, your fighting ability has become
animal companion that can transform into a large
legendary. When you make attack rolls, they are
pilotable robot. This, mixed with their natural
considered critical hits on a 19 or 20. In addition, if
combat aptitude, makes them difficult opponents
you land a critical hit, you can use your reaction to
on the battlefield. Their uniforms usually
make an additional attack against the same target.
aesthetically match their robotic counterparts, as
If you choose to do so, all attack rolls made against
does their attitude. These henshin sometimes form
you have advantage until the start of your next
teams to which they are fiercely loyal.
turn. You can use this feature a number of times
equal to your Dexterity modifier (minimum of WEAPON UPGRADE
once) before finishing a long rest.
When you choose this mask type at 1st level, you
receive an additional form for your Network
Weapon. Using your bonus action, you can shift the
weapon between a melee weapon and a ranged
weapon of your choosing. You cannot have 2 melee
forms or 2 ranged forms.

XECHA
When you choose this mask type, you gain a Xecha
companion. It is a robotic ally that follows
alongside you on your journey and is programmed
to aid you in whatever way it can. Choose any
aberration, beast, dragon, fiend, or elemental. The
creature must be of Medium size or smaller and
have a challenge rating of 1/4 or lower and may not
be a swarm. Add your proficiency bonus to the
creature's attack rolls, damage rolls, and to any
saving throws and skills it is proficient in. Its hit
point maximum is equal to the hit point number in
its stat block plus 5 x your proficiency bonus. It is
also changed from its original form to a construct
and does not require food, air, or water.
A Xecha has the same alignment as the base
creature it was chosen from. Consider how this
affects your relationship if the alignment differs
from yours.

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The Xecha will obey your commands to the best number of turns equal to half your henshin level +
of its ability. It takes its turn on your initiative, but it your proficiency bonus (rounded down). After that,
will not take an action, except to defend itself, you and it must finish a short or long rest before
unless you command it to do so. On your turn you using this feature again. You may choose to end
can freely verbally command the beast where to this feature early but may still only use it once
move. You can use your action to verbally between a short or long rest.
command it to take the Attack, Dash, Disengage, Your Exo-Xecha wields an Ultra Weapon of your
Dodge, Help, or Transform action. Both you and the choice. The Ultra Weapon is created during the
Xecha can attack freely on the same turn, requiring transformation process and only exists while the
only your verbal commands for it to do so. Xecha is in this state. This weapon is unique to your
If you are incapacitated or absent, the Xecha Exo-Xecha and should ascetically match your
acts on its own, prioritizing your protection and companion and can only be a weapon you are
safety. In this state it will gladly give up its own life proficient with or a copy of your Network Weapon.
if it believes that doing so would save you. It does You choose the type of Ultra Weapon when you
not require your permission to use a reaction, such choose your Xecha, it cannot be changed unless
as making an opportunity attack. you create a new Xecha companion. An Ultra
If the Xecha is incapacitated, it gains no benefit Weapon has the stats and shape of any simple or
of a long rest without your presence. You can martial melee weapon, except the size and damage
replace your Xecha by spending 8 hours dice are both doubled, and the reach is increased
channeling the power of your Recaster. The new by +5 feet.
Xecha can be the same creature as before or a You cannot use magic or features from other
different one, but it will not share the same bond classes while piloting your Exo-Xecha. When you
with you as your last Xecha did. It is a fresh entity are piloting your Exo-Xecha, your henshin body is
and will not be as in tune with you as your previous considered to have full cover. The hit points of your
Xecha. While doing this, you are not able to assume Exo-Xecha are equal to your hit points the moment
the henshin form and must stay a Nobody. If this you begin piloting + the Xecha's hit points the
process is interrupted for more than 10 minutes, moment you told it to Transform. Your Strength
you must begin again. and Dexterity scores are swapped while piloting. All
To obtain the ability to create a different type of other stats and abilities are yours, including AC. If
Xecha, you must spend 1 hour allowing the your Exo-Xecha is reduced to zero hit points, while
Recaster to scan a creature you wish to have a you are piloting, you are forcibly ejected 15 feet
Xecha template of. You must be within 10 feet of and must make a Dexterity saving throw (DC 10) or
the creature and cannot take any other actions take 2d6 bludgeoning damage from impact. When
while scanning. Once the scan is complete, you this happens your Xecha reverts to its normal
have access to that creature’s template and can form, is unconscious, and you take any excess
use them as a Xecha. Though you may have as damage from the attack that brought it down to 0
many templates as you wish, you can only have hit points.
one active Xecha at a time.
DAMAGE SPLIT
EXO-XECHA At 3rd level, you can split the damage either you of
At 3 level you have unlocked the power of your
rd
your Xecha take between each other. If either you
bond with your Xecha. Using a bonus action, you or your Xecha are hit with a melee, ranged, or spell
can verbally and freelycommand it to Transform attack, and you are within 30 feet of each other,
into the powerful Exo-Xecha. Your companion you can both use your reaction to split the damage
becomes a humanoid figure of Large size. It is inert between you equally (rounding down). You can use
until you climb inside it, as a bonus action. Only a this feature a number of times equal to your
power henshin can pilot an Exo-Xecha and any Charisma modifier (minimum of once) before
others that try, take 2d10 piercing damage from finishing a long rest.
the Exo-Xecha's automated internal defenses. If a
rival power henshin tries to pilot your Exo-Xecha EMPOWERING POSE
they can do so but also take the 2d10 piercing At 3rd level, you can strike an encouraging pose
damage at the start of each of their turns until that boosts allies around you. If you are in your
ejecting voluntarily or being ejected after falling Exo-Xecha or within 5 feet of your Xecha, you can
unconscious. Your Xecha can remain in this state a use an action to strike a cool pose. Choose up to

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three allies within 30 feet of you, they each gain critical hits cause a small shower of magical sparks
advantage on the next saving throw they make for to ignite against your opponent, causing an
1 minute. You can use this feature a number of additional 2d8 force damage. Additionally, your
times equal to your Charisma modifier (minimum Ultra weapon becomes a +1 version of itself and is
of once) before finishing a long rest. considered magical for the purposes of
At 15th level, this can be used as a bonus action. overcoming resistances.
At 20th level this feature improves to cause a
XECHA EVOLUTION brutal explosion centered on the target creature. If
As you grow in strength, so does the power your you score a critical hit, with your Ultra Weapon and
Recaster grants you. And as you grow in bond with while in your Exo-Xecha, you cause an additional
your Xecha, the more powerful they can become. 6d8 force damage against the target. Additionally,
At 7th level in this class, the creature you choose your Ultra Weapon attacks score a critical hit on a
for your Xecha can have a challenge rating of 1/2. roll of 18 – 20 and your Ultra weapon is a +2
At 11th level in this class the challenge rating of the version of itself.
creature you choose for your Xecha increases to 2.
At 15th level in this class the challenge rating of the BATTLE RUSH
creature you choose for your Xecha increases to 4. At 11th level you have become a hurricane on the
At 20th level in this class the challenge rating of the battlefield. When you make an attack that reduces
creature you choose for your Xecha increases to 6. an enemy to 0 hit points you can immediately use
The size of the creature is still Medium or smaller, a reaction to gain half your movement and make
from non-swarm creatures with the aberration, another attack roll against a creature.
beast, dragon, fiend, or elemental tag.
BOSS BASHER
XECHA VISION At 15th level, attacks made with the Network
At 7 level, as a bonus action, you can change the
th
Weapon can deal more damage to creatures larger
view in your visor to that of your Xecha than you., equal to 1d6 force damage per size
companion's and back again. If your Xecha is within category above you (max 4d6). You can use this
1 mile, you can see through its eyes. You are blind feature a number of times equal to your Charisma
while doing this. modifier (minimum of once) before finishing a long
rest.
EXO-JECT
At 7th level you can choose to willingly and DEFLECTORS
forcefully eject from your Exo-Xecha as a bonus At 15th level you have unlocked the ability to shield
action. When you are ejected, willingly or not, you your Exo-Xecha. While your Exo-Xecha form, you
can make an attack roll against an enemy within 15 have resistance to all non-magical damage.
feet, dealing 4d6 bludgeoning damage in addition Additionally, as a reaction, you can bolster the
to the normal damage of your weapon. If you miss defense against oncoming magic attacks, reducing
the attack, you must succeed on a Dexterity saving the damage by half. You can resist magical damage
throw (DC 10) or take 2d6 bludgeoning damage a number of times equal to your Charisma modifier
from impact. If you are ejected against your will (minimum of once) before finishing a long rest.
you must still succeed on the Dexterity saving
throw (DC 10) or take 2d6 bludgeoning damage OVERCHARGED
from impact. When you reach 20th level with this mask type, you
and your Xecha’s energy recharges at an incredible
EXO-XECHA EXTRA ATTACK rate. Your Exo-Xecha no longer has a limit to the
At 11th level, while piloting your Exo-Xecha, you can time they can stay in that form, though you and
attack three times, instead of twice, when you take they cannot complete a long rest in that form. You
the attack option on your turn. automatically recover hit points equal to a number
of Hit Dice rolls equal to your Charisma modifier
EXO-OVERDRIVE (minimum of one) after finishing a short rest,
At 11th level you and your Exo-Xecha have become without expending the dice. Additionally, you and
synched together as one body. You can extend your your Xecha can remove 1 level of exhaustion after
knowledge of battlefield data into your Exo-Xecha finishing a short or long rest. This can only be used
while piloting it. When making a melee attack, to remove up to 2 levels of exhaustion per day.

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VARIANT GIGA-XECHA RULES
Power henshin and their Exo-Xechas possess the unique ability to combine their forces into a massive robot
warrior, called a Giga-Xecha. To do this, a power henshin leader must be chosen, their stats become the basis for
the Giga-Xecha. Combining the Exo-Xechas into the Giga-Xecha takes an action. If 3 or 4 Exo-Xechas combine, the
size of the Giga-Xecha becomes Huge. If 5 to 6 combine (the maximum possible) their size becomes Gargantuan.
The Strength, Dexterity, and Constitution scores of the mech are equal to the leader’s +2 for each Exo-Xecha in the
combination, to a maximum of 30. The hit points of the Giga-Xecha is equal to the combined total hit points of all
Exo-Xechas when the Giga-Xecha is created. A Giga-Weapon is chosen (by party consensus), it has the normal stats
of any weapon except its reach is 15 feet (Huge) or 30 feet (Gargantuan) and the damage dice are doubled +1 extra
damage dice for each Exo-Xecha in the combination. Its speed is 60. All ability checks or saving throws can be
made by the power henshin in the group with the highest bonus. Either the leader can decide on every movement,
or the entire team is given 60 seconds of real time to decide their actions for that turn. If no action is decided upon,
the Xecha takes the Dodge action. If the Giga-Xecha is reduced to 0 hit points, all Xechas are reverted to their
normal forms and unconscious, the power henshin are ejected and must succeed on a Dexterity saving throw (DC
15), or take 6d6 bludgeoning damage from the ejection.

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Spell save DC = 8 + your proficiency bonus + your
MAGIC MASK Charisma modifier
Spell attack modifier = your proficiency bonus +
Those behind the magic mask are rarely the your Charisma modifier
brawler type. Instead, they focus on artful acrobatic
skill and magical abilities to take down their foes.
Their powers are augmented by a small Astral SPELLCASTING FOCUS
Animal that serves as a constant companion. Their You can use your Recaster as a spellcasting focus
uniform is styled after arcane concepts and infused for your magic henshin spells.
with resilient energy, helping to bolster the
defensive powers of the, sometimes revealing, Henshin Cantrips Spells
attire. Henshin in this line are fond of teaming up level known known 1st 2nd 3rd 4th
with likeminded allies, finding great strength in 1 2 0 - - - -
their friendship.
2 2 0
SPELLCASTING 3 2 3 2 - - -
When you choose this mask type at 1 level, your
st
4 2 4 3 - - -
Recaster grants you access to spells stored within 5 2 4 3 - - -
the Henshin Network.
6 2 4 3 - - -
CANTRIPS 7 2 5 4 2 - -
You know two cantrips of your choice from the
8 2 6 4 2 - -
magic henshin spell list. You learn additional magic
henshin cantrips of your choice at higher levels, as 9 2 6 4 2 - -
shown in the Cantrips Known column of the magic 10 3 7 4 3 - -
henshin. 11 3 8 4 3 - -

SPELL SLOTS 12 3 8 4 3 - -
The magic henshin Spellcasting table shows how 13 3 9 4 3 2 -
many spell slots you have to cast your spells of 1st 14 3 10 4 3 2 -
level and higher. To cast one of these spells, you
15 3 10 4 3 2 -
must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish 16 3 11 4 3 3 -
a long rest. 17 3 11 4 3 3 -
You have access to all magic henshin spells for 18 3 11 4 3 3 -
which you have sell slots. The spell’s instructions
19 3 12 4 3 3 1
come from the Henshin Network, your Recaster
allowing you to choose the spells you need from 20 3 13 4 3 3 1
an intuitive list. Once selected, the Recaster will
guide you through the actions needed to cast a
chosen spell. ASTRAL ANIMAL
When you choose this mask type at 1st level, you’re
SPELLCASTING ABILITY joined by an avatar of the Henshin Network, known
Charisma is your spellcasting ability for magic
as an Astral Animal. This can be any beast of
henshin spells because your connection to the
Medium or smaller size with a challenge rating of
Henshin Network is bolstered by your personality.
no more than 1/4. It has all the normal stats for
You use your Charisma whenever a spell refers to
that creature except its intelligence is increased to
your spellcasting ability. You also use your
10, or by +5, whichever is higher, and it can speak
Charisma modifier when setting the saving throw
Common and another language of your choice. The
DC for a magic henshin spell you cast and when
creature is incorporeal and cannot be attacked
making an attack roll with one.
except by attacks made on the astral plane. The
only thing it can directly interact with is your
Recaster or objects magically created by your
Recaster. If killed, it can be revived by spending 8
hours focusing with your Recaster. It remembers

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everything from before and may not take kindly to ENCHANTING POSE
dying. At 3rd level, you’ve added charming flourishes to
The animal acts as mentor and advisor for your magical attacks. Whenever you cast a spell,
whichever magic henshin it is bonded to. It will not you can use a bonus action to attempt to charm
always help you and will openly defy you if it one creature within 30 feet of you. They must
believes it will serve a purpose. The ability to succeed on a Wisdom saving throw against your
command this animal must be earned and even Spell Save DC or be charmed by you until the start
this is not a guarantee. of your next turn. You can use this feature once
before finishing a long rest.
DEADLY ACCESSORY SIGNATURE MAGIC
When you choose this mask type at 1st level, one When you reach 7th level with this mask type,
accessory of your Henshin Armor becomes a you’ve used certain spells enough that they have
powerful weapon. The accessory must be become routine to you. Choose a spell of 1st level
something small, such as a ring or necklace, and that you know, you can now cast that spell once
must be something you can remove. As an action, without using a spell slot. You cannot cast this
the accessory can be used either as a melee spell at a higher level without expending a spell
weapon or a ranged weapon, with a range of slot. You must finish a long rest before using this
60/120. On a hit, the accessory releases a burst of feature again.
energy, dealing 3d4 force damage to the target. If At 15th level, you can choose an additional spell
the accessory was thrown, it returns to its place on of 2nd level or lower to cast without expending a
your body at the start of your next turn, vanishing spell slot. At 20th level, you can choose an
from its previous place in a flash of light. additional spell of 3rd level or lower to cast without
You can use this item a number of times expending a spell slot.
equal to your Charisma modifier
(minimum of once) before finishing a
long rest.
At 3rd level, the force damage this
accessory deals is increased to 3d6. It
increases again to 3d8 at 7th level, to
3d10 at 11th level, and finally to 3d12
at 15th level.

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SPELL AUGMENTATIONS ARCANE WEAKNESS
At 7th level, you have gained access to an By 11th level you have learned to read the battle
augmentation menu in your Recaster. When data streaming into your mask so well that you can
casting a spell, you can choose to augment them more easily guess where a foe may be weakest in
with one of the options below. You can use this their defense as a bonus action. You gain
feature a number of times equal to your Charisma advantage on your next spell attack. You can use
modifier (minimum of once) before finishing a long this feature a number of times equal to your
rest. Charisma modifier (minimum of once) before
You may choose to unlock an additional finishing a long rest.
augmentation at 15th level. You cannot unlock an
augmentation more than once and can only PROTECTIVE AURA
change a spell with one augmentation at a time. At 15th level, you can resist the effects of some
magic and extend that resistance to your allies.
FRIENDLY FIRE Whenever you are targeted by a spell or magical
When you cast a spell that requires a saving throw,
effect that deals acid, cold, fire, lightning, poison,
you can protect some of the creatures within that
psychic, or thunder damage, you can use your
area. Roll a d4, the result is the number of
reaction to become resistant to that type of
creatures you can protect. Protected creatures take
damage until the start of your next turn. This
no damage from your attack.
resistance also spreads out 15 feet in a sparking
QUICK SPELL aura around you. Any allied creatures within this
When targeted by an attack, you can use your aura gain resistance to the same damage type. You
reaction to cast a spell attack that has a casting can use this feature a number of times equal to
time of 1 bonus action against the assailant, even if your Charisma modifier (minimum of once) before
you have already used a bonus action on your turn. finishing a long rest.

ASTRAL CHARGE INFINITY FORM


You can imbue your Astral Animal with a spell that By 20th level, you can use a bonus action to call
has a range of touch. For the next minute, if the upon the forces of magic henshin from across time
Astral Animal touches a target of your choice, the and space through the Henshin Network. Using a
spell is released on them. bonus action, you become a being of pulsing
STRONGER SPELLS energy and light for 1 minute. You extend bright
When casting a spell, you can add 1 additional light up to 120 feet, all attacks made against you
damage dice to the damage the spell deals. have disadvantage, you have advantage on saving
throws and take no damage if a successful save
BIG BOOM would reduce the damage by half. You recover 10
When casting a damaging spell that has an area of hit points at the end of your turn, even if
effect of a sphere, you can double the area it unconscious. All spell attacks made by you have
affects but all creatures within the area make their advantage and targets have disadvantage on
saving throws to resist the spell with advantage. saving throws to resist your spells and spell
effects. Spells you cast during the duration of this
COSMIC LIGHT
feature do not expend spell slots but cannot be
Your spells can become augmented by the time of
cast above their level. After this feature ends, you
day. While in sunlight, or equivalent light, spells
are reduced to 1 hit point and gain 1 level of
that deal radiant damage have advantage on their
exhaustion. You must finish a long rest before you
attack roll and/or the saving throws to resist their
can use this feature again.
effects are made with disadvantage. While in
moonlight, or equivalent light, spells that deal
necrotic damage have advantage on their attack
roll and/or the saving throws to resist their effects
are made with disadvantage. The alignment of the
planets and stars may affect spells of different
damage types in similar ways. Work with your GM
to determine if this is true for your setting.

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BATTLE CHARGER
SPEED MASK
When you choose this mask type at 1st level, your
Speed masks are the most individualistic of all speed becomes one of your greatest assets. If you
henshin. Their focus on inner strength drives them move 15 feet or more directly towards a target, you
to compete against most other henshin, especially can add an additional damage die to the attack. If
other speed masks. Their uniform is highly you use your entire move action on your turn to
personalized, taking influence from the henshin’s run at a target, you make the attack with
previous life and hobbies. All of this is mirrored in advantage. Additionally, if you take the Dash action
the way they perform in combat. They spend hours on your turn, your movement speed is tripled,
perfecting a specific set of moves that is unique to instead of doubled.
them, unleashing them with ease on unprepared This can be used in combination with your
foes. They do occasionally team up with other Network Cycle
henshin, but this is usually to defeat a greater foe
and the alliance is often short lived.
FRIGHTFUL POSE
At 3rd level, you’ve become a terrible visage on the
EMPOWERED PUNCH battlefield. Whenever you reduce an enemy to 0 hit
When you choose this mask type at 1st level, your points, you can use a bonus action to strike a
fists become deadly weapons. Your unarmed fearsome pose. All hostile creatures within 30 feet
strikes deal 1d6 bludgeoning damage, even in your of you must succeed on a Wisdom saving throw
Nobody form. against your Henshin Ability save DC or be
This increases to 1d8 at 7th level, 1d10 at 15th frightened of you until the start of your next turn.
level, and 1d12 at 20th level. At 11th level these You can use this feature a number of times equal
attacks are considered magical for the purposes of to your Charisma modifier (minimum of once)
overcoming resistances. before finishing a long rest.

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SIGNATURE MOVES Move Dice (SMD) the move uses. The last line
Starting at 3rd level have mastered your special determines what additional effect the enhanced
special move will have. Your Henshin Armor will
powers enough to create new and unique moves.
adapt to facilitate the powers needed to use these
The type of move you develop is comprised of
moves. You can use these moves as a single attack
three parts. Roll 3d12 on the Signature Moves when you take the attack action on your turn, but
chart to determine what move you have created. no more than once on your turn. You can use your
The damage caused by these attacks is equal Special Moves a number of times equal to your
to your unarmed strikes and is denoted as Special Dexterity modifier (minimum of once) before
Move Dice (SMD). If an ability forces a creature to finishing a long rest. You are proficient with these
make a saving throw, they do so against your moves.
Henshin Ability save DC. You gain an additional move (2 total) when you
The first line determines what type of damage reach 7th level in this class and again (3 total) at
your enhanced special move does. The second line 15th level. When you reach 20th level in this class,
is what type of attack it is and how many Special you can re-roll one Special Move after finishing a
long rest.

Signature Moves
First Line Second Line Last Line
1. Blazing 1. Breath 1. Of Death
2. Booming 2. Claw 2. Of Justice
3. Corrosive 3. Explosion 3. Of the Unicorn
4. Eldritch 4. Kick 4. Of the Spider
5. Freezing 5. Ray 5. Of the Dragon
6. Cosmic 6. Shot 6. Of the Arrowdactyl
7. Laser 7. Slam 7. Of the Magnetadon
8. Crystal 8. Slash 8. Of the Power Wolf
9. Tempest 9. Sphere 9. Of the Raptor
10. Tesla 10. Sweep 10. Of Fragmentation
11. Toxic 11. Volley 11. Of the Guardian
12. Unknown 12. Wave 12. Of Vengeance

Claw. A flurry of melee attacks that deals 2 SMD to


FIRST LINE one target. You can use your bonus action to add
Blazing. Deals fire damage.
an additional 1 SMD.
Booming. Deals thunder damage.
Explosion. An attack that explodes out in a radius
Corrosive. Deals acid damage.
of 15 feet. All creatures in range must make a
Eldritch. Deals force damage.
Dexterity saving throw, taking 2 SMD on a failed
Freezing. Deals cold damage.
save or half as much on a successful one.
Cosmic. Deals necrotic damage.
Kick. A lunging mid-range kick with the henshin’s
Laser. Deals radiant damage.
legs that deals 3 SMD to one target. The range on
Crystal. Deals piercing damage.
this attack is 10 feet.
Tempest. Deals bludgeoning damage.
Ray. A beam of magical energy that can shoot out
Tesla. Deals lightning damage.
to 45 feet in a 5-foot line. All creatures in the line
Toxic. Deals poison damage.
must make on a Dexterity saving throw taking 2
Unknown. Deals psychic damage.
SMD damage on a failed save, or half as much on a
SECOND LINE successful one.
Breath. A long-reaching breath attack that targets Shot. A tiny projectile is launched directly at a
everyone within a 15-foot cone. Targets must make target up to 300 feet, which ignores all but total
a Dexterity saving throw, taking 2 SMD damage on cover. It deals 2 SMD to one target.
a failed save or half as much on a successful one.

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Slam. You smash down onto a target with the full ...of the Arrowdactyl. If hit and/or fails the saving
force of your body, dealing 2 SMD to one target. On throw, the target must then succeed on a
a hit, creatures within 5 feet of the target must Constitution saving throw or take an additional 2
succeed on a Dexterity saving throw or take SMD fire damage.
damage equal to half the damage dealt to the ...of the Magnetadon. If hit and/or fails the saving
primary target. throw, the target must then succeed on a Strength
Slash. Lunge forward and swing one diagonal Saving Throw or the target is either pulled or
empowered slash at one target. Deals 4 SMD pushed 15 feet away from you (your choice).
damage to one target. ...of the Power Wolf. If hit and/or fails the saving
Sphere. Create a 15 ft-radius sphere within 60 feet. throw, the target must then succeed on a Charisma
Creatures within the sphere must make on a saving throw or the target has disadvantage on all
Constitution saving throw, taking 2 SMD on a failed attack rolls until the start of your next turn.
save or half as much on a successful one. ...of the Raptor. If hit and/or fails the saving throw,
Sweep. A low, horizontal melee attack that deals 2 the target must then succeed on a Strength saving
SMD. The target must succeed on a Dexterity throw or be grappled in place by the energy of
saving throw be knocked prone. your attack until the end of their next turn. The
Volley. A rapid barrage of ranged attacks aimed at energy is equivalent to your Strength score when
a 10-foot square within 60 feet. Targets must make creatures try to break free from it.
a Dexterity saving throw, taking 2 SMD on a failed ...of Fragmentation. If hit and/or fails the saving
save or half as much on a successful one. throw, the attack deals an additional 1 SMD for
Wave. A wall of energy pulses forward in a 10-foot each layer of corruption the target is suffering
cube from you, going 20 feet. All creatures within from.
the area must make on a Constitution saving ...of the Guardian. You gain a shimmering shield
throw, taking 2 SMD on a failed save or half as around you that grants +2 bonus to AC until the
much on a successful one. end of your next turn.
...of Vengeance. If hit and/or fails the saving throw,
LAST LINE the target must succeed on a Charisma saving
…of Death. If hit and/or fails the saving throw, the
throw or you store a charge of Henshin energy in
target must then succeed on a Constitution saving
the target. The next time they attack a creature you
throw or take an additional 2 SMD necrotic
are allied with, the energy erupts, dealing 2 SMD to
damage.
them.
...of Justice. If hit and/or fails the saving throw, the
target must then succeed on a Constitution saving
throw or take an additional 2 SMD radiant damage.
...of the Unicorn. If hit and/or fails the saving throw,
the target must then succeed on a Wisdom saving
throw or become charmed by you for 1 minute.
They can repeat the saving throw at the end of
each turn, removing the condition upon a success.
The target has advantage on this saving throw
if they take damage again.
...of the Spider. If hit and/or fails the
saving throw, the target must then
succeed on a Constitution saving
throw or become stunned until the
start of your next turn.
...of the Dragon. If hit and/or fails the
saving throw, the target must then
succeed on a Wisdom saving throw or
become frightened of you for 1 minute. They can
repeat the saving throw at the end of each turn,
removing the condition upon a success.

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NETWORK CYCLE
When you reach 7 th level with this mask type, you
gain access to a Network Cycle. Using your
Recaster, you can summon or dismiss a medium
sized motorcycle of your design as a bonus action.
The vehicle has an AC of 15, hit points equal to
half your maximum, and a speed of 60 feet while
in combat. During combat, you can attack from
the seat of the cycle or use it to ram an enemy. To
ram a creature, you must travel a minimum of 15
feet towards them and can then make a Dexterity
attack roll with proficiency, dealing 2d8 + your
Dexterity modifier bludgeoning damage on a hit.
The cycle also takes half the damage dealt by a
ram attack. If the cycle is destroyed it cannot be
summoned again until you have finished a long
rest.
While travelling, the motorcycle can travel up
to 60 miles in an hour at a fast pace and over flat You gain access to an additional
or paved terrain. If on treacherous surfaces, such ability at 11th level, and one more at
as snow or forests, this is reduced by half. The 15th level.
cycle can travel a maximum of 600 miles (300 in Alternatively, you can allow your
Network Cycle to use any of these
rough terrain) in a day before its power is
abilities as well. You must still
expended. This cycle has multiple readouts that
command it to do so with a
include remaining energy, speed, and a simple bonus action.
map of the area within 1 mile of you. It also has a
basic on-board AI that has access to all of the BONUS NETWORK BOOST
cycle’s abilities and skills. It can move and act on When you reach 11th level in this class, you
your turn but must be instructed with a bonus can gain access to an additional boon from the
action to do so. Network Boost options.
Once you summon this cycle, you must finish a
short rest before you can summon it again.
EXTRA-EXTRA ATTACK
At 15th level, you can attack three times, instead of
BEAST DRIVE twice, when you choose the attack option on your
At 7th level, you’ve learned to augment your suit turn.
with battle data from the Henshin Network. Choose
one Movement, Sense, Special Trait (except
OMEGA COMBO
spellcasting or psionics), Attack, or Reaction from a At 20th level you have unlocked your absolute
beast with a CR of 1 or lower. The ability is loaded maximum potential as a speed henshin. You can
into an external media item, such as a drive, coin, overclock your abilities to deliver multiple
or chip. You can use a bonus action to combine the Signature Moves in a row. On your turn, whenever
item with your Recaster, gaining the power to use you would be able to make an attack, you can
the beast’s ability for the next minute. If the ability make the attack a Signature Move, ignoring the
you use is not an attack, such as a Sense, you normal limits of that ability. All the moves used on
retain its properties for the duration of the effect. this turn only count as a single usage against your
When you use these abilities, you use the statistics total usages before finishing a long rest. Once you
of the creatures you took them from. Your Henshin have used this feature, you must finish a long rest
Armor will morph to allow you to do actions you before you can use it again.
could not normally do. You can use each ability
once before finishing a long rest.

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HOLO-KNIGHT FORCE OF REALITY
A half-orc steps into the technodrome. Paper Holo-knights can derive their holograms from
cutouts supposed to represent fans wave frame by many different sources, ranging from highly
frame. The arena runs a roulette wheel to generate technological to mechanical. Though the source
an enemy comparable to his power. This would may be different, the effect is essentially the same
take some time. Eventually it settles on a dracolich. for each holo-knight. You may have projectors
A little rote, but fun nonetheless. To his hand he planted somewhere on your body, slowly
summons a +2 sword then splits himself into two improving them as you gain levels in this class. It
copies. The timer starts, the crowd cheers, and the could also be a form of empowered illusion magic,
half-orc knows he will never die. adding substance to the insubstantial in ways most
A human decked in brilliant blue armor is cut magic users can’t fully comprehend. A scant few
down by a cunning thief. The thief laughs and then are able to tap into the Code itself, granting them
begins to cough up blood as the illusion of the blue power through arbitrary code execution; an
clad warrior fades. The thief feels down to a incredibly difficult technique that is almost
slender dagger protruding through his throat. As indistinguishable from magic for skilled enough
her invisibility spell wears off, the human disperses users. The holograms themselves are not enough
her holographic dagger, and the thief falls forward. to create a holo-knight though, as a highly trained
All too easy. mind is useless without a body that can use these
Pinned against a wall, the halfling begins his new skills. As such, holo-knights are few and far
onslaught. He summons his orange holo-hammer. between, the high level of skill needed to become
With one blow he caves in a skull, the next blow even an amateur one being a huge barrier to entry.
shatters the hammer on a spine. Without a breath
an axe is summoned and slices through the third JACK OF ALL COMBAT
opponent. He belts a war cry, and the remaining This is a favorite choice among mid-skill Users.
foes give him room to breathe. Just the way he What it lacks in specialization, it can make up for
wanted. with creative magic. Not being tied to any one
weapon is a great choice for
HEROES OF THE ARENA versatility but can be overwhelming
The holo-knight is a master of illusions and to new Users. We suggest this class
combat. They can summon weapons at will and are for Users seeking a high risk,
extremely versatile in battle. When faced with a high reward playstyle.
challenge they can't simply beat to death, they
employ their natural magical talents to beguile
their foes. With such a plethora of options at
their fingertips, they often keep score of
vanquished foes amongst themselves.
However, because
they are so versatile,
they can sometimes lack
specialty and can get in over their
heads without help.

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CREATING A HOLO-KNIGHT
When choosing a holo-knight make sure you
consider their background. Such power often
corrupts its wielders, but not always. Did your
character decide on this path to fulfill a vengeful
vendetta? Did they want to use the power to
protect a loved one or precious artifact? Who did
they learn these abilities from? Were they self-
taught or did they have a benevolent or tortuous
master? How many failures did they endure before
they became the competent character you have
chosen? Think about these things as you build your
character.

PRE-GEN CHARACTER
You can make a holo-knight quickly by following
these suggestions. First, make Dexterity or
Intelligence your highest ability score, depending
on which line you want to lean on more, melee
combat or illusion magic, making Strength the
second highest. Then take the Mercenary
background.

Holo-Knight --Spell Slots per Spell Level-


Holo-
Knight Prof. Cantrips Spells 1st 2nd 3rd 4th 5th
Level Bonus Features Known Known
1 2 Holo-Weapons
2 2 Holo-Armor, Spellcasting 2
3 2 Weapon Shatter, Hologram Type 2 2 3
4 2 Power Up 2 2 3
5 3 Extra Attack 2 3 4 2
6 3 Advanced Constructs, Holo-Armor Improvement 2 3 4 2
7 3 Hologram Type Feature 2 4 4 3
8 3 Power Up 2 4 4 3
9 4 - 3 5 4 3 2
10 4 Weapon Shatter Improvement 3 5 4 3 2
11 4 Advanced Constructs Improvement 3 6 4 3 3
12 4 Power Up, 3 6 4 3 3
13 5 Hologram Type Feature 3 7 4 3 3 1
14 5 Rapid Processors 3 7 4 3 3 1
15 5 Holo-Armor Improvement 4 8 4 3 3 2
16 5 Power Up 4 8 4 3 3 2
17 6 Advanced Constructs Improvement 4 9 4 3 3 3 1
18 6 Hologram Type Feature 4 9 4 3 3 3 1
19 6 Power Up 5 10 4 3 3 3 2
20 6 Weapon Burst 5 10 2 3 3 3 2

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CLASS FEATURES HOLO-ARMOR
As a holo-knight, you gain the following class Beginning at 2nd Level you gain the ability to cover
features. yourself or another willing creature in holographic
Hit Points armor from your Holo-Diagram Book. The creation
Hit Dice: 1d10 per holo-knight level of this armor takes an action. There can only be 1
Hit Points at 1st Level: 10 + your Constitution instance of this armor active at a time. The armor
modifier lasts for 1 minute or until dispelled with a bonus
Hit Points at Higher Levels: 1d10 (or 6) + your action. The wearer is considered proficient, and you
Constitution modifier per holo-knight level after 1st gain all advantages and disadvantages with the
armor, until the effect ends. You can summon Light
Proficiencies Armor at 2nd level, medium at 6th level, and heavy
Armor: Light Armor at 15th level. You can use this this ability a number
Weapons: Holo-Weapons of times equal to your Intelligence modifier
Tools: None (minimum of once) before finishing a short or long
Saving Throws: Dexterity, Intelligence rest.
Skills: Choose two skills from Acrobatics, Arcana,
SPELLCASTING
Athletics, Deception, Insight, Intimidation,
Perception, Performance, Sleight of Hand, and Starting at 2nd level you have begun mastering the
Stealth. art of magic. Mixing you prowess in combat, your
holographic abilities, and your unpredictable spells,
you are able to keep your foes perpetually on their
Equipment
toes.
You start with the following equipment, in addition
to the equipment granted by your background: CANTRIPS
• (a) studded leather armor or (b) plasteel You know two cantrips of your choice from the
fiber clothing holo-knight spell list. You learn additional holo-
• Holo-Diagram Book (Contains schematics knight cantrips of your choice at higher levels, as
on weapons and armor you can create. You shown in the Cantrips Known column of the holo-
begin with 1 armor set and 3 weapons of knight.
your choice. Each level you gain in this
class allows you to choose another 3 items SPELL SLOTS
of either armor of weapons.) This item is The holo-knight table shows how many spell slots
itself a hologram and cannot be taken from you have to cast your spells of 1st level and higher.
you. To cast one of these spells you must expend a slot
• (a) a dungeoneer’s pack or (b) an explorers of the spell's level or higher. You regain all
pack expended spell slots when you finish a long rest.
For example, if you know the 1st-level Crank
HOLO-WEAPONS Caller and have a 1st-level and 2nd-level spell slot
At 1st level you gain the ability to summon weapons available, you can cast Crank Caller using either
from thin air. Using a bonus action, you can slot.
summon a holographic version of any martial, SPELLS KNOWN OF 1ST LEVEL AND HIGHER
simple, or ranged weapon from your Holo-Diagram The Spells Known column of the holo-knight table
Book. Though holographic, they behave in the same shows when you learn more holo-knight spells of
way as a normal weapon for the purposes of your choice. Each of these spells must be of a level
combat. The weapons are considered non-magical for which you have spell slots, as shown on the
and will disappear at the start of your next turn if table. For instance, when you reach 5th level in this
not in the summoner's hand. Shields can also be class, you can learn one new spell of 1st or 2nd level.
summoned this way and count as one instance of holo-knight magic revolves mostly around illusions
this feature. Unless your GM states otherwise, you and trickery.
cannot summon complex or named magical Additionally, when you gain a level in this class,
weapons such as the Proton Blade or Key Sword. you can choose one of the holo-knight spells you
There can only be two instances of this skill active know and replace it with another spell from the
at once. Ammunition does not count as an extra holo-knight spell list, which also must be of a level
instance if it is being used only as ammunition. for which you have spell slots.

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SPELLCASTING ABILITY HOLOGRAM TYPE
Intelligence is your spellcasting ability for your
At 3rd level, you choose a type of hologram
holo-knight spells Your magic comes from the
construction to specialize in: Hard Light, Soft Light,
same place as your holograms, requiring a keen
or Quantum Light. These hologram types are
mind to understand how you are bending the rules
detailed at the end of this class description. The
about what is and is not magic. You use your
hologram type you choose grants you features at
Intelligence whenever a spell refers to your
3rd level and again 7th, 13th, and 18th level.
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw POWER UP
DC for a holo-knight spell you cast and when
When you reach 4th level, and again at 8th, 12th, 16th,
making an attack roll with one.
and 19th level, you can increase on ability score of
your choice by 2, or you can increase two ability
Spell Save DC = 8 + your proficiency bonus + your
scores of your choice by 1. Alternatively, you can
Intelligence modifier
choose one feat. You can't increase an ability score
Spell attack modifier = your proficiency bonus +
over 20 using this feature.
your Intelligence modifier
EXTRA ATTACK
WEAPON SHATTER At 5th level you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Starting at 3rd level you can use a bonus action to
make an extra desperate attack with one of your ADVANCED CONSTRUCTS
Holo-Weapons, breaking it upon your
Beginning at 6th level your Holo-Weapons are more
foes. You cannot do this with a
than mundane swords and hammers. They can
normal weapon, only a
become +1 versions of themselves. This bonus
Holo-Weapon. When you use
increases to +2 at 11th level and +3 at 17th level. They
this action, regardless of if you
are considered magical weapons for the purposes
hit the target or not, the
of overcoming resistances, if you summon them as
weapon shatters and is
a +1 or higher weapon.
destroyed. On a hit,
the target takes the RAPID PROCESSORS
weapon damage,
At 14th level you have become one with the
minus any bonus
constructs you choose. You can summon a Holo-
modifiers, except
Weapon as if you were drawing a weapon. You
those inherent in a
cannot use this feature more than twice on your
summoned magical
turn. Summoning Holo-Armor also now only
weapon. At 10th level
requires a bonus action.
the damage modifiers
are used in this attack. WEAPON BURST
At 20th level, you can summon 4 copies of a single
melee holo-weapon of your choice as if you were
drawing a weapon. They fan out and float close to
you. You can use one of your attacks to command
these weapons to attack any creature within 15 feet
of you. They use your stats for determining attack
and damage rolls. You can choose to attack
different targets or to focus all 4 weapons on a
single target, as a single use of the attack action. If
a weapon attack is a critical hit, it damages the
target and then fades away. If the weapons rolls a
1, it misses and fades away. You can use your
Weapon Shatter feature in conjunction with this
feature. The weapons fade after 1 minute. You can
use this feature once before finishing a long rest.

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HOLOGRAM TYPE it to another creature. These bequeathed sets
Holograms can be created in many different ways. count as 1 instance of your Holo-Weapon feature.
The best holo-knights dedicate their time towards
ARMORED CORE
perfecting the manipulation of one type of light.
There are masters of holograms who will teach At 7th level you have bolstered your armor beyond
those who seek them out. More often, a holo-knight what should be capable. When using your Holo-
begins sliding towards one light path or another by Armor feature, you can choose to create it as if it
simple habit. were +1 armor. This increases to the choice of +2
armor at 13th level, and again to +3 armor at 18th
level. Additionally, summoning the armor only
Hard Light takes a bonus action and, if you are wearing it, the
A holo-knight who specializes in hard light armor lasts for 1 hour.
constructs is focused on the raw strength their You can also use 1 instance of you Holo-Armor
mind can create. Their combat style is rigid and to make a small barrier. Using a bonus action, you
harsh. Their constructs lack artistry, choosing form create a small, fixed barrier, no larger than a 5-foot
over function; their blocky creations match their cube. Any creatures behind the cube have half-
straightforward combat style. cover. The cube has an AC of 10, 10 hit points, and
lasts for 1 minute.
STABLE CONSTRUCTION
At 3rd level you have begun to expand your creation ARMOR BURST
abilities by reducing the load of each instance. By At 13th level you gain the ability to rupture your
trimming down on the designs and flair of your Holo-Armor and send it flying off in a shower of
hologram to their basest functioning forms, you holographic shards. Using a bonus action, the Holo-
can double the number of instances you can Armor armor explodes and every hostile creature
maintain and greatly lengthen their duration. You within 15 feet of it must succeed on a Dexterity
can have a total of 4 Holo-Weapon instances and 2 saving throw versus your spell save DC or take
Holo-Armor instances active at any time. These slashing damage equal to the armor's strength.
constructs last for 10 minutes and can be wielded You can use this feature a number of times equal
by any able creature. You may dismiss them as a to your Intelligence modifier (minimum of once)
bonus action or by summoning another instance to before finishing a long rest. Armor of +1 or higher
replace it. does additional damage equal to the bonus of the
You can also create a set of 12 pieces of non- armor and is considered magical.
magical ammunition (such as arrows, bolts, or
darts) or 1 full energy core of any non-magical Light Armor Medium Armor Heavy Armor
Ammunition type and give 3d8 5d8 8d8

HOLO-POWER ARMOR
At 18th level you’ve combined magic and might to
create a set of Holo-Armor that cannot be rivaled.
To use this feature, you must use a spell slot of 1st
level or higher, 2 instances of Holo-Armor and an
action. The armor forms around your body like a
mechanized glove, boosting your natural abilities to
great heights. While active, your movement and
jump speeds are doubled, you gain +5 to any
Strength or Dexterity damage, ability and saving
throw rolls, you can lift and carry triple your
normal capacity, and you gain one extra attack
action on your turn.
This ability lasts 1 minute and cannot be used on
creatures other than yourself. You must finish a
short or long rest before you can use it again.

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modifier (minimum of once) before finishing a long
rest.

MAGIC DIMMER
When you reach 13th level, you gain the ability to
suppress the aura of magical items. As an action,
you can use one instance of your Holo-Weapon to
create a dampening field around on a magical item
you can see within 60 feet that is no larger than a
5-foot cube. This effect lasts for 1 minute and
requires concentration like a spell. While the item
is dampened, it loses all magical properties,
Soft Light becoming totally mundane, and is incapable of
Holo-knights who choose a subtler using any abilities or spells.
approach to combat will often choose this path. Objects of extreme magic such as named
This path is less about bravado and more centered artifacts, intelligent items, or arcane
on flair and panache. They have focused on engines cannot be affected by this
creating the most intricate designs and weaving feature. It does not stop a creature from
magical and holograms into a fine balance. casting their own magic and does not affect
creatures whose lives are magically sustained.
ELEMENTAL ADD-ONS
You may use this feature once before finishing a
At 3rd level you can add additional elemental short or long rest.
damage or silver effects to your chosen Holo-
Weapon when they are created. Choose the HYPER CONSTRUCT
element type from: acid, cold, fire, lightning, poison, When you reach 13th level in this path, Holo-
psychic, and thunder. By using a spell slot of 1st Weapons of +1 or higher that you create double the
level or higher, you can choose from these magical bonus to the damage they do. At 18th level,
additional damage types: force, necrotic, and the magical bonus to damage is tripled.
radiant. When attacking with this weapon, they deal
extra elemental damage equal to your proficiency SOFT FLESH
bonus. At 13th level this becomes twice your
By 18th level, you have become so attuned to your
proficiency bonus. Alternatively, you can create the
holograms that you can briefly turn your body into
weapon as if it were silvered instead, dealing no
one. Using a reaction, you can turn your body into
extra damage. You can use this feature a number
soft-light whenever an effect requires a saving
of times equal to your Intelligence modifier
throw. You take half damage from the effect if you
(minimum of once) before finishing a long rest.
fail the saving throw, and no damage if you
succeed. Additionally, you can use this effect to
SHATTER SPARK
walk through non-magical barriers or up to three
At 7th level you have begun to weave more feet of stone, 1 foot of metal, and 1 inch of lead. If
dangerous protocols into your Holo-Weapons. you end your turn inside a barrier or wall you are
When using the Weapon Shatter feature, you can immediately pushed back to your point of entry or
send a shower of holographic shrapnel into nearby the nearest unoccupied space (whichever is closer)
targets. When your weapon shatters, any enemy and take 6d6 force damage. You may use this
creatures within 5 feet of the target must make a feature a number of times equal to your
Dexterity saving throw against your spell save DC, Intelligence modifier (minimum of once) before
taking 1d6 slashing damage on a failed save or half finishing a long rest.
as much on a successful save.
The range and damage increase for more
powerful Holo-Weapons. 10 feet and 1d8+1 damage Quantum Light
for +1 weapons, 15 feet and 1d10+2 damage for +2 A quantum light holo-knight constructor has
weapons, and 20 feet and 1d12+3 damage for +3 blurred the lines between illusion and reality.
weapons. Shrapnel from +1 weapons or higher is Through mastery of both concepts, they can create
considered magical. You may use this feature a constructs so believable they are indistinguishable
number of times equal to your Intelligence from reality. The holograms begin to move and

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flow as if they are a natural part of the world. A You can learn a spell from any spell list. The spell
talented holo-knight in this field may begin to must be of a level for which you have spell slots.
suspect that their holograms have a will of their You can learn an additional spell from any spell list
own. at 7th level, 13th level, and 18th level.

SOLID ILLUSIONS DOUBLE TEAM


When you take this path at 3 level, you can
rd
At 13th level you can focus your magic and
combine your constructs seamlessly with the holograms to create a duplicate of yourself. To use
illusions you make. When you use an illusion spell, this feature, you must use a spell slot of 1st level or
you can weave your holographic constructs into higher and a bonus action. They have whatever
the magic, making the illusion solid. The illusion Holo-Weapons and Holo-Armor you were wearing
will feel real to the touch, down to temperature when summoned, neither the weapon nor armor
and stray fibers. Creatures attempting to see count against your total possible instances of these
through the illusion make their rolls with items. They have 1 hit point, can only attack once
disadvantage. per turn (except by using Weapon Shatter), cannot
The holograms themselves cannot produce use magic, and cannot summon new weapons or
sounds, though some illusion spells can. The armor. They share all your other holo-knight
illusion constructs can carry items appropriate to abilities. You are telepathically linked to them and
the illusion. If attacking, they use your ability scores can command them freely after they are created.
but can do a maximum of 1 + the appropriate They act on your turn. They cannot move more
ability score damage. Any damage to the illusion than 300 feet away from you and dissipate after 1
will destroy the holograms inside but will leave the minute. You can use this feature once before
illusion spell intact. You can only have one instance finishing a long rest.
of this feature active at a time. Any weapons or At 18th level you can create two duplicates,
armor the illusion is using count against your commanding them both freely.
active instances for those items.
You can use this feature once before finishing a CONSTRUCT HEALING
long rest. This increases to twice at 7th level, and to At 18th level the holograms you use in combat
three times at 18th level. begin to act on their own accord to stem bleeding
and suture small wounds. Unless you are
MOSTLY MAGIC unconscious, you regain hit points equal to your
When you choose this path at 3rd level, you have Intelligence modifier (minimum of 1) at the end of
learned to mix illusions and each of your turns when
quantum light to you are not at max health.
approximate a spell
that is naturally
beyond your
capabilities.

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SYNTH WEAVER The dwarf readies his fingers and steadies his
A young human weaves around the battlefield on mind. Placing his hand down and the keytar, he
rollerblades. As she positions herself for maximum begins his opus. The virus infested crowd rushes
effect, she reaches for her megaphone. Pirouetting the stage but with every new chord he blasts them
against a group of foes she lets loose a blast off in heaps of electric carnage. He knows he is
against the lot of them. The enemies reach for their doomed. His teammates have all fallen beside him.
ears and fall to their knees, leaving them open for But he will not stop playing, not for the world, not
her teammates to mop up. for his life, not for the love he has lost. With one
The dragonborn's party has been ravaged; they final glance he looks towards the heavens and cries
likely will not survive this battle. He stares up at out their name. Then, there is nothing left in him
the lich, Ruin, places sunglasses on his nose, and but the music.
cranks up his boombox to eleven. The ludicrous
bass and melodious beats waft through his
BEATBOXING BADBOYS
teammates, revitalizing their strength and will. The synth weaver is the backbone of any
Ruin balks at the dubious wubs coming from this outstanding group. They skate around the
group. He fears, for they battlefield and boost their allies in a multitude of
are no longer just a ways. Most synth weavers can seem aloof or even
team, they are a party. goofy to the untrained eye but don't let their casual
exterior fool you. When pushed to a wall they can
be extremely deadly. Their ability to assist their
allies with even simple actions, such as basic melee
combat, makes them a high priority target for
those who understand their power.

SUPPORT CLASS
We recommend this class for high skill Users.
Users choosing this class must be good with
cooperation and fair play. This class is difficult to
play if you tend to solo missions. We recommend
teaming up with midsize groups or small groups
with advanced Users. This is an extremely
rewarding class and can push an
already great team into
wonderful syncopation. We
recommend this class to
anyone who enjoys
supportive roles.

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CREATING A SYNTH WEAVER PRE-GEN CHARACTER
Your love of music has allowed you to tap into the You can make a synth weaver quickly by following
rhythm of the universe. You see the seams of these suggestions. First, Dexterity should be your
creation where others cannot. Everything in the highest ability score, followed by Charisma. Second,
Retroverse marches to a specific Beat and if you choose the Prodigy background. Third, take the
can just find the Beat, then you can alter its Dancing Lights and Wub Blast cantrip, along with
frequency. Most synth weavers lack the ability to the following 1st-level spells Swift Stars, Thunder
change existence directly but can add powerful Wave, Concussive Beats, and Crank Caller.
punctuations to the fabric of reality when needed.
Synth weavers live and die by the sounds of the
Retroverse. They are almost always listening to
music and can seem distant or immature, due in
large part to the distraction of the Beat all around
them. While this may be true of some, it is not true
of all. Some synth weavers build songs and
mixtape lists just for their favorite friends to enjoy.
Others hide their music away, afraid that popularity
will ruin the purity of their vision. Where did your
love of harmonious rhythms come from? What
genre of music best suits your type of play?
Whatever the style, you can be assured of one
thing, synth weavers rock, literally.

Synth Weaver -Spell Slots per Spell Level-


Synth Hype Cantrips Spells
Weaver Prof. Features Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Bonus
1st 2 Spellcasting, Synth Weaver 3 2 4 2
Hype
2nd 2 Short Recital 4 2 5 3
3rd 2 Beat Style 5 2 6 4 2
4th 2 Power Up 6 3 7 4 3
5th 3 Raised Roof 8 3 8 4 3 2
6th 3 Beat Style Feature 9 3 9 4 3 3
7th 3 10 3 10 4 3 3 1
8th 3 Power Up 11 3 11 4 3 3 2
9th 4 12 3 12 4 3 3 3 1
10th 4 Raised Roof, Spell Bequeath 14 4 14 4 3 3 3 2
11th 4 15 4 15 4 3 3 3 2 1
12th 4 Beat Style Feature, Power Up 16 4 15 4 3 3 3 2 1
13th 5 17 4 16 4 3 3 3 2 1 1
14th 5 Spell Bequeath Improvement 18 4 18 4 3 3 3 2 1 1
15th 5 Raised Roof 20 4 19 4 3 3 3 2 1 1 1
16th 5 Beat Style Feature, Power Up 21 4 19 4 3 3 3 2 1 1 1
17th 6 22 4 20 4 3 3 3 2 1 1 1 1
18th 6 Spell Bequeath Improvement 23 4 22 4 3 3 3 3 1 1 1 1
19th 6 Beat Style Feature, Power Up 24 4 22 4 3 3 3 3 2 1 1 1
20th 6 Raised Roof, Kinetic Charger 26 4 22 4 3 3 3 3 2 2 1 1

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• (a) two daggers, (b) a lance, or (c) a whip
• an entertainer's pack
• (a) a Keytar or (b) any other Musical
instrument
• Any simple weapon of your choice

SPELLCASTING
You have noticed that everything within the
Retroverse thrums to the Beat. Because of that you
have the ability to call forth magic from within the
places between the beats. On occasion the powers
pulled to you are not the ones you intended. When
you cast a spell that requires a saving throw, roll a
d20. On a 1, a different spell that you know, of the
same level used is triggered, using the spell slot.
The new spell used is up to the GM. If you do not
know another spell of that level, then a spell of a
lower level is used, and the spell slot originally
intended for use is expended. In this case, you gain
any bonuses for casting a spell at a higher level, if
applicable.
You know what spell you are using, even if it is
not the spell you intended to pull from the Beat.
You can use your reaction to cancel a spell if the
wrong one is pulled, but the spell slot is still
CLASS FEATURES expended. If you cancel the spell, you gain
As a synth weaver, you gain the following class temporary hit points equal to double the level the
features spell was intended to be cast at.
Hit Points
CANTRIPS
Hit Dice: 1d6 per synth weaver Level
You know two cantrips of your choice from the
Hit Points at 1st Level: 6 + your Constitution
synth weaver spell list. You learn additional synth
modifier
weaver cantrips of your choice at higher levels, as
Hit Points at Higher Levels: 1d6 (or 4) + your
shown in the Cantrips Known column of the synth
Constitution modifier per synth weaver level after
weaver Table.
1st.
SPELL SLOTS
Proficiencies The synth weaver table shows how many spell
Armor: Light armor slots you have to cast your spells of 1st level and
Weapons: Simple Weapons, Lance, Scimitar, Whip higher. To cast one of these spells you must
Tools: Chose two from Any Average Instrument, expend a slot of the spell's level or higher. You
Megaphone, Brick Cellphone, Keyboard, Boombox, regain all expended spell slots when you finish a
Airhorn, Trumpet, Walkman, Keytar, Saxophone, or long rest.
Beatboxing Prowess. More may be available at your For example, if you know the 1st-level spell swift
GM's discretion stars and have a 1st-level and 2nd-level spell slot
Saving Throws: Dexterity, Charisma available, you can cast swift stars using either slot.
Skills: Choose three from Acrobatics, Arcana,
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
Athletics, Deception, Insight, Intimidation, Medicine, You know four 1st level spells of your choice from
Perception, Performance, Persuasion, Sleight of the synth weaver spell list. Spells can be hard to
Hand, Survival. identify as a soundwave and so you can only pull
from the Beat the magic you are intimately familiar
Equipment with.
You start with the following equipment, in addition
to the equipment granted by your background:

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The Spells Known column of the synth weaver set is used, they are lost. A creature can have only
table shows when you learn more synth weaver one set of Hype points and the set cannot be
spells of your choice. Each of these spells must be changed once it is given.
of a level for which you have spell slots, as shown You can use this feature as many times as you
on the table. For instance, when you reach 3rd level would like, so long as you have Hype points to use.
in this class, you can learn one new spell of 1st or You regain any expended uses once you finish a
2nd level. long rest. Your Hype points increase as you gain
Additionally, when you gain a level in this class, levels in this class, as shown by the Hype points
you can choose one of the synth weaver spells you column of the Synth Weaver table.
know and replace it with another spell from the
synth weaver spell list, which also must be of a SHORT RECITAL
level for which you have spell slots. When you reach 2nd level in this class, you can use
Hype points to recover spent synth weaver spell
SPELLCASTING ABILITY during a short rest. You can recover a number of
Dexterity is your spellcasting ability for your synth
spent spell slots equal to half the Hype points
weaver spells. Your magic comes from the rests
used. If using the Fresh Batteries feature, the total
between the Beat of the World, and you channel it
Hype points available are used after their recovery
through your own rhythmic gyrations and quick
through the Fresh Batteries feature.
movements. Your magic is less about the creation
of power through music and more about taking BEAT STYLE
from or augmenting with the rhythm that already
Synth weavers all have an intimate connection to
exists. You use your Dexterity whenever a spell
the Beat of the World, but that connection can
refers to your spellcasting ability. In addition, you
come in different forms. No two synth weavers are
use your Dexterity modifier when setting the
identical, having all found their connection in
saving throw DC for a synth weaver spell you cast
different ways. Beat Boosters have tapped into the
and when making an attack roll with one.
Beat and use it to amplify themselves and their
friends. Beat Mixers twist the Beat to their desires
Spell Save DC = 8 + your proficiency bonus + your
and use it the change the world around them. Beat
Dexterity modifier
Breakers are the most destructive of synth
Spell attack modifier = your proficiency bonus +
weavers and interject their own tones to cause
your Dexterity modifier
disharmony in the Beat.
SPELLCASTING FOCUS When you reach 3rd level, you begin to shape
You can use any musical instrument you’re the Beat of the World to your own desires. Choose
proficient with as a spellcasting focus for your which way you harness the Beat: Breaker, Booster,
synth weaver spells. or Mixer. Your choice grants you features at 3rd, 6th,
12th, 16th, and 19th.
SYNTH WEAVER HYPE
Starting at 1st level you can get others around you POWER UP
hyped by tuning into their own particular rhythm. When you reach 4th level, and again at 8th, 12th, 16th,
To do so, you use a bonus action on your turn to and 19th level, you can increase one ability score of
choose one creature other than yourself within 60 your choice by 2, or you can increase two ability
feet of you who can hear you. You grant that scores of your choice by 1. Alternatively, you can
creature a set of bonus points, the total set of gain one Feat. You cannot increase an ability score
points being your choice from the pool of Hype beyond 20 using this feature.
points you have available. Though you can choose
to give only a portion of your Hype points, the RAISED ROOF
recipient must use the entire set given. When you reach 5th level in this class, you gain an
Once within the next 10 minutes, the creature additional Hype Point (+2 gained total), as shown
can add the entire set of bonus points to one ability by the Hype Points column of the synth weaver
check, attack roll, or saving throw it makes. The table. You gain an additional Hype Point again at
creature can wait until after the roll before 10th level, 15th level, and 20th level.
deciding to use the Hype point set but must decide
before they know the result. Once the Hype point

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FRESH BATTERIES they add +5 feet to your movement speed and +2
At 7th level, you regain all synth weaver Hype points to your Dexterity based AC and Dexterity saves
when you finish a short or long rest. only. At 6th level this changes to +10 feet and +3 to
your Dexterity based AC and Dexterity saves. At 12th
SPELL BEQUEATH level this changes to +15 feet and +4 to your
Dexterity based AC and Dexterity saves.
At 10th level you can gift a spell slot to an ally as an
Additionally, you can use 2 hype points to
action. At the cost of 5 Hype points, you can roll a
traverse rough terrain as if it were normal terrain
d4. That roll is the level of spell slot you can give to
until the start of your next turn. This can also be
an ally. This counts as a bonus spell slot and does
used to travel up vertical surfaces or across water
not count against the total spells your ally can
at half your movement speed.
cast. At 14th level the die used increases to a d6. At
You cannot wear any armor while using the
18th level the die used increases to a d8. If the roll is
Roller Blades. You are proficient with the blades.
for a spell slot for which they do not know any
spells, they instead gain a spell slot for the next
MIXER BEAT-DOWN
highest spell they know. You can use this feature
once before finishing a short or long rest.. When you choose this style at 3rd level, you can
For example, as a 15th level synth weaver you hype yourself up to attack with your dancing
spend 5 Hype points to use this ability. You target moves and Roller Blades. The Roller Blades do 1d6
the Cleric and roll a d6, it lands on 4. The Cleric now + your Dexterity modifier slashing damage. At 12th
has an extra use of any 4th level spell they know. Level you can attack twice on your turn, with your
You must finish a long rest before you can use this Roller Blades, using this action. You are considered
ability again. proficient with this attack and can spend 1 Hype
point per attack to make the attack considered
KINETIC CHARGER magical for the purposes of overcoming
resistances.
At 20th level, if you have no Hype points at the start
of your turn, you regain 5.
SPELL SAMPLE
Starting at 6th level, you have the ability to sample
Beat Mixer and cast a spell another creature has used. The
A Beat Mixer Synth Weaver is so in tune with the spell has to have been cast at a level for which you
Beat of the World they can use it to bend the very spell slots to use this feature. The spell is cast as a
air around them. They sample and remix the Beat synth weaver spell, uses a spell slot equal to the
to their own whims. They are often irreverent of level the spell was cast at, and uses all of your
the rules that govern society or reality. They are modifiers. You may sample spells currently being
slippery, sliding around the battlefield to a rhythm concentrated on, or non-concentration spells
of the multitude. immediately after they are cast.
If a creature is using a spell that requires
CANTRIP SNIPPET concentration, you can copy that spell and begin to
When you chose this beat type at 3rd level, you cast it yourself by using a number of Hype points
learn two cantrips of your choice from any class. equal to two times the level the spell was cast at.
They are considered synth weaver cantrips when You can maintain concentration and access to the
you cast them. spell as long as the creature you sampled the spell
from holds their concentration on their spell.
ROLLER BLADES If a creature uses a non-concentration spell, you
When you choose this style at 3rd level, you have can use Hype points equal to three times the level
focused some of the power of the Beat into a set of the spell was cast at and a reaction immediately
ephemeral roller or razor blades. They are built to after the spell is cast to copy and store it. You have
adapt to nearly any surface, and you do not suffer the spell stored for the next 10 minutes, after
extra penalties on normal surfaces unless it is which time the spell fades away. You may only
difficult terrain. On difficult terrain you suffer store one spell with this feature at a time.
disadvantage on any Dexterity based checks or You can use this feature a number of times
saving throws while wearing the Roller Blades. You equal to your Charisma modifier (minimum of
may use an action to take them off, losing the AC once) before finishing a long rest.
bonus when you are not wearing them. At 3rd level

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PASSIVE MELODY the creature. You can target yourself with this
When you reach 12th level, you gain a background feature for half the cost.
melody to your actions. You regain 1 expended This feature cannot be used to teleport a
Hype point at the start of each of your turns if you creature into a space that is too small for them to
are below half your maximum total Hype points. naturally be in.

PARTY MAGIC
Beat Booster
Beat boosters do not attempt to interfere with the
Beginning at 12th level, you can use the Spell Beat of the World, instead choosing to ride
Bequeath feature a number of times equal to your alongside it. Their drops, rhythms, and chords are
Charisma modifier + your proficiency bonus before synched to the Beat and amplified along the
finishing a long rest. musical ether. Eventually they are so heavily
synched, they can recognize the beats of others
BATTLE REMIX and amplify their abilities as well.
At 16th level you can cause a minor skip in the flow
of time, causing a reroll of the last instant. Using a MUSIC MASTER
reaction and 5 Hype points, target a creature you When you choose this style at 3rd level, you gain
can see within 120 feet, that creature must reroll proficiency with two additional instruments of your
their last attack, saving throw, or damage roll. The choice.
creature must use the second roll. Targeting a
willing creature will automatically succeed. An
unwilling creature must succeed on a Dexterity
saving throw against your Spell Save DC or be
forced to reroll their last attack, saving throw, or
damage roll, taking the second roll. You may
increase the DC to resist this feature by +1 for
every Hype point used in this feature,
beyond the initial 5.

FIELD REWRITE
At 19th level you have tapped deep into the threads
of the Beat and can bend them to twist our
perceived reality. Using an action, you can change
the placement of creatures around you. Target a
willing creature you can see within 150 feet and
teleport them to an unoccupied space that you can
see within that range. Unwilling creatures must
make a Dexterity saving throw against your spell
save DC. On a failure, they are teleported to an
unoccupied space that you can see within 150 feet.
On a success, they are not teleported but instead
take force damage equal to the Hype points
expended to attempt moving them times 3.

Creature Size Tiny Small Medium Large Huge Gargantuan


Hype Points 2 4 6 8 10 12
Needed

You can swap the position of two creatures by


adding their cost together. If one creature resists
and succeeded on their saving throw, the attempt
fails, and both creatures take force damage equal
to the total Hype points used times 3. The Hype
point cost of this feature correlates to the size of

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SWAGGER ARMOR BARS OF ADRENALINE
When you choose this style at 3rd level, your body Beginning at 6th level, you can use bumping beats
and movements become synched to the world or uplifting lyrical goodness to help boost your
around you. While you are wearing no armor or allies. As an action, you can use your Hype points
shields, your AC equals 10 + your Dexterity to give all allies within 60 feet, that can hear you,
modifier + your Charisma modifier. Additionally, temporary hit points. Any ally can use one of their
you gain +1 to Performance checks while playing Hit Dice, if they have one available to use; they add
instruments you are proficient with as part of the that roll plus a number of Hype points (minimum
check. of 1) you use, to gain temporary hit points equal to
the total. This consumes their Hit Dice in the
BOOSTER BEAT-DOWN process. The temporary hit points last a number of
When you choose this style at 3rd level, you can tap rounds equal half your synth weaver level + your
into the Beat to boost your magical focus Charisma modifier (minimum of 1 round). Once you
instrument to attack with righteous riffs and beats. use this ability, you cannot use it again until you
The instrument attacks with a concentrated spear have finished a short or long rest.
of sound, dealing 1d6 + your Dexterity modifier
piercing damage. At 12th level you can attack twice DROP THE BASS
with your instrument using this action. You are Beginning at 6th level you gain the ability to sync
considered proficient with this attack and can your rhythm to that of your allies. As a reaction,
spend 1 Hype point per attack to make the attack when an ally hits a target with a ranged or melee
considered magical for the purposes of attack, you can use 2 Hype points to bring the blow
overcoming resistances. down with added force. Both you and your ally roll
a d8, if the numbers rolled match, then the ally’s
BONUS HYPE attack is considered a critical hit. You can attempt
Because of your passive harmony with the Beat, this feature as many times as you like but can only
you can recognize rhythms of extra strength. At 6th succeed on it a number of times equal to your
level you gain an additional Hype point. This Charisma modifier (minimum of once) before
happens again at 12th level, 16th level, and once finishing a long rest. The die used to sync your
more at 19th level. rhythm changes to a to a d6 at 12th level and a d4
at 16th level.
You cannot target yourself with this action. If
you target an unwilling creature, they must
succeed a Charisma saving throw versus your spell
save DC to avoid it. The effect does not take place if
they save against it, but one use of this ability is
still consumed.

MAGIC AMP
At 12th level you gain the ability to boost the
damage your magic does. You do this by synching
your rhythm to that of the magical essence of the
world and adding your own unique flourishes into
it. When using your instrument as a magical focus,
you can add your Charisma modifier to the damage
or healing of a spell. The damage is added after all
normal bonuses are applied to the spell. This only
works for offensive or healing spells and does not
affect duration, range, or casting times.
At 16th level you may add an additional +1 to the
damage or healing done by spells cast this way, at
the cost of 1 hype point each. At 19th level this
changes to an additional +2 to the damage or
healing done by spells cast this way, at the cost of 1

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hype point each. You can use this feature a number This includes attacks made with the Breakdancing
of times equal to your Charisma modifier Beat-Down feature.
(minimum of once) before finishing a long rest.
BREAKDANCING BEAT-DOWN
HYPE WAVE When you choose this style at 3rd level, you can use
At 12 level you can choose to grant Hype points to
th
a bonus action to begin an aggressive and skillful
assist more than one ally at a time. When using dance to attack enemies around you. This dance
Hype points, you can choose up to two allies to activates all of your body and sends you into an
receive the Hype points simultaneously. The unpredictable spiral of defenses and feints until the
chosen creatures must gain Hype points equally, start of your next turn. No opportunity or flanking
draining you an equal amount of Hype points for attacks can be made against you with advantage
each creature. while using the feature. However, if any attack rolls
At 16th level this increases to up to three allies you make while using this feature are a 1, you fall
and three uses. At 19th level this increases to up to prone and are stunned until the start of your next
five allies and five uses. You can only target as turn. At 6th level you only fall prone and cannot
many allies as your points permit. take reactions until the start of your next turn. At
12th level, you simply fall prone.
DUET While dancing, you can make attacks with any
At 19th level, you can double up on magic your weapon you are proficient with or with unarmed
allies cast. If an ally within 60 feet of you casts a strikes. At 12th level you can attack twice with
spell that you know, you can use your reaction and proficient weapons or unarmed strikes using this
a number of Hype points equal to the spell’s level, action.
to cast the same spell immediately after them,
even if you have already cast a spell on your turn.
You can use this feature once before finishing a
short or long rest.

Beat Breaker
Beat breakers reject the Beat of the World and
supplant their own rhythms into the existence.
They are often scorned for the disharmony they
create within the universe. Wherever beat breakers
use their abilities, the world around it becomes
weaker, succumbing more easily to sickness or
disease. It requires a great bit of fortitude to
disrupt the harmony of the world, and even beat
breakers eventually succumb to the discord they
create. Old beat breakers are jagged and hard, their
harsh lifestyle refining them into compacted
resilience.

BEAT-BOXING
When you choose this style at 3rd level, your
staccato dancing style becomes its own beguiling
offence and defense. While you are wearing no
armor or shields, your AC equals 10 + your
Dexterity modifier + your Constitution modifier.
Your unarmed strikes do 1d4 damage. This
increases to 1d6 at 12th level, and again to 1d8 at
19th level. By using 1 Hype point, the attack is
considered magical for the purposes of
overcoming resistances. Additionally, you gain +1 to
unarmed attacks and damage if using Hype points.

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MAGIC BREAKER WHITE NOISE
Beginning at 6th level, you can use your powerful Starting at 12th level, you can cause a small
beats to blast away the forces of magic. When discordant field around you that blocks certain
targeted by a damaging spell, that has a range frequencies. As a reaction, you can spend 1 Hype
other than touch, you can use your reaction and point to become resistant to a type of damage until
Hype points equal to the level the spell is cast at to the start of your next turn. The damage type you
half the damage dealt. If a spell requires a saving are resistant to is chosen once you finish a short or
throw to take half damage, you instead take no long rest; choose between these damage types:
damage on a successful one and only half on a force, lightning, necrotic, psychic, radiant, or
failed one. You can use this feature after making a thunder. When you reach 16th level, you are
saving throw but before you know the result. immune rather than resistant to the damage type.
At 12th level you can use Hype points equal to 2 At 19th level, you can choose two damage types,
times the level the spell is cast at to completely instead of one.
disperse the spell, negating all damage and effects
to yourself. TAKE BACKS
At 19th level you can use Hype points equal to 3 At 16th level, you can force the Beat into breaking
times the level the spell was cast at to blast a spell into more usable chunks. You regain one Hype
back at the caster. The caster then must make a point for every three you expend or give to an ally.
Dexterity saving throw against your spell save DC,
taking the full damage on a failed save or half as DIRTY DANCING
much on a successful one. At 19th level, you can end your dancing with a
You can use this feature a number of times powerful flourish. If you use Breakdancing Beat-
equal to your Dexterity modifier (minimum of Down, you can use a reaction to cast a spell, with a
once) before finishing a long rest. 1 action, bonus action, or reaction casting time,
immediately after the last attack by expending a
EXTRA BOP spell slot and Hype points equal to the level the
At 6th level, you can take advantage of the spell is cast at. You may not cast spells above their
momentum the Beat grants you to make one last original spell level by using this feature.
twirl. If you have over half your maximum Hype
points remaining, you can use a reaction to make
one unarmed attack immediately after using the
Breakdancing Beat-Down feature.

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The damage dice increases to 1d8 at 6th level,
SUB-CLASSES 1d10 at 10th level, and 1d12 at 14th level.
Additionally, you become proficient with the
Most traditional classes from other universes have Performance skill, or double your proficiency if
a Retroverse version that is heavily influenced by you already are proficient with it.
the cartoonish nature of this reality. This is a
sampling of some of those sub-classes but is by no RIP AND TEAR
means a comprehensive list of possibilities.
Starting at 6th level, whenever you grapple an
enemy, you can use a reaction to hurt the enemy
BARBARIAN PATH OF THE you have grappled. This attack automatically hits
but the enemy can make another check to escape
TECHNO VIKING your grapple after taking damage from this
feature. If you have a species ability that allows
The path of the techno viking is one paved with you to bludgeon, bite, or claw the opponent, you
long hair, guitar riffs, and blood. Rather than keep can use that attack. Otherwise, it is considered an
their fury to themselves, they can spread it to unarmed attack as you bludgeon, bite, or claw at
others. A single techno viking can turn an entire the grappled foe.
party into raving berzerkers, crushing any who
stand in their way. Like a synth weaver, they are in
touch with the Beat of the World, just to a lesser
degree.

RAVE
When you choose this path at 3rd level,
tapping into the Beat adds to your
Rage ability in these ways.
• You have advantage on Dexterity
checks and Dexterity saving throws in
addition to Strength.
• When you make a melee weapon attack
using Strength or Dexterity, you choose to gain
the rage bonus, to the attack or damage roll,
that increases as you gain levels as a
barbarian, as shown in the Rage Damage
column of the barbarian table. Additionally, you
can use your reaction to add the rage bonus to
any Strength or Dexterity saving throws.
• You gain +2 to your AC as long as you are
not wearing heavy armor.
• Your unarmed strikes deal 1d4 + your
Strength modifier bludgeoning damage.

MUSICAL SKILL
Starting when you choose this path at 3rd level,
you gain proficiency with one instrument of your
choice. You can use this instrument as a weapon
as well. It deals 1d6 + your Strength modifier
bludgeoning damage and you are proficient with
the attack. Each time you attack with the weapon,
you must make a Constitution saving throw (using
your ability modifier) for your instrument (DC 5),
breaking the instrument on a failure. The DC
increases by +1 for every attack you make with
the instrument, until the start of your next turn.

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JAMMER SLAMMER
BARD COLLEGE OF METAL
Starting at 6th level, when you are raging and hit
a creature with a musical instrument, the sound Many bards obtain their magic by creating
reverberates into your allies and grants a bonus harmonious echoes of melodious powers greater
to those within 30 feet that heard the sound. Until than themselves. But they often do so with tools
the start of your next turn, allied creatures have and instruments barely more powerful than a
+1 to attack and damage rolls made against that whisper. That’s where you and they differ, because
creature. your electric echoes are a thunderclap in the
You can use this feature as many times as you cosmos. You have learned how to infuse your
like within a single rage but can only use it during melodic intent with raw electricity, creating a loop
a single rage before finishing a short or long rest. of ever-increasing intensity. The first bards to do
this eventually had such a buildup of energy that
MOSH they ascended into godhood, the resulting musical
Beginning at 10th level, you can use a bonus explosion forever changing the concepts of music
action to bestow or impose some of your rage and magic as we know it. Given enough time and
upon another creature. Choose a creature within 5 power, you too could become a god of metal.
feet and punch them. This is not intended to cause
serious damage and, as long as the creature does INSPIRING FLASH
not resist, they will only take 1 bludgeoning At 3rd level you can draw upon epic moments of
damage from the attack. If they do not wish to be conflict to revitalize your bardic strength. When
hit you can still make an unarmed attack against you or an ally within 30 feet land a critical hit on an
them, dealing damage normally on a hit. enemy, you can use your reaction to pull energy
Once they have taken the damage, they from the moment, regaining an expended use of
become empowered by your ferocious energy and Bardic Inspiration. You can use this feature a
gain the same rage bonus to their Strength based number of times equal to your Charisma modifier
damage rolls that you receive. If they are (minimum of once) before finishing a long rest. You
concentrating on a spell, they lose that cannot use this feature to gain extra uses of Bardic
concentration. This bonus lasts until your current Inspiration, only to replace expended uses.
rage ends.
You may bestow this bonus to 2 creatures. This GENRE SPELLS
increases to 4 creatures at 14th level and again to When you choose this school at 3rd level, you must
6 creatures at 20th level. also choose a genre to specialize in. Though you
may dabble in other genres, your primary powers
BEAT SABER
come from a single type of metal music. You
At 14th level, you can create a weapon made out immediately unlock access to whatever 1st level
of pure musical energy when you begin to rage. spell and cantrip is associated with your genre. As
This weapon can be any melee weapon you are you gain levels in this class, additional genre spells
proficient with, including your musical instrument. will be unlocked at 3rd, 6th, and 14th level. You can
The weapon glows bright light in a 30-foot radius cast these spells using a spell slot or you can use
and dim light 30 feet beyond that. It deals thunder your musical prowess to inspire reality to cast
damage and lands a critical hit on a 19 or 20. Once them for you. By spending a number of uses of
per rage, if you roll a 1 on an attack roll with this Bardic Inspiration equal to the level of the spell you
weapon, you can use your reaction to attempt to are casting, you can cast any of the genre spells
get yourself back on beat, rerolling the attack and you have unlocked without expending a spell slot.
using the new number instead. For each You cannot cast a spell higher than its original
consecutive hit you make with this weapon during level by using Bardic Inspiration, except by using
a single rage, the damage the weapon deals the To 11 feature.
increases by +1 (to a maximum of +10), resetting if This list is only a sampling of genre possibilities.
you miss an attack or your rage ends. The weapon Work with your Gm if your bard produces metal
dissipates when your rage ends. from a more specialized genre.

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Metal Genre Spells TO 11
Metal Cantrip Unlocked at Unlocked Unlocked at At 6th level, you have begun to push your magic
Genre 3rd Level at 6th Level 14th Level
beyond what should be possible. When you cast a
Death Poison False Life Grasping Raise Dead spell, you can cast it as if you had used a spell slot
Spray Graves 1 level higher than the spell requires without
Doom Air Burning Fireball Banishment expending the higher spell slot. You can use this
Guitar Hands feature a number of times equal to your Charisma
Folk Poison Animal Plant Insect modifier (minimum of once) before finishing a long
Spray Friendship Growth Plague rest. You cannot use this feature to add an
Hair Jazz Charm Major Animate additional spell level to a spell if you are already
Hands Person Image Objects casting a spell higher than its required level.
Power Sacred Enhance Remove Reincarnate For example, you cast Cure Wounds using this
Flame Ability Curse feature, boosting it in power as if it were cast with a
Progressive Minor Warped Magic Polymorph 2nd level spell slot. A 1st level spell slot is expended
Illusion Weapons Circle in the process. However, if you intended to cast it
Thrash True Blur Haste Freedom of with a 3rd level spell slot, you could not use this
Strike Movement feature to boost it to the power of a 4th level spell.

GRAND FINALE
At 14th level, you have unlocked the secrets of the
show ending banger. Choose an allied creature
within 60 feet that you can see and roll a Bardic
Inspiration dice. That ally is healed that amount
and is infused with the power of your thrashing
ballad. They gain half their movement speed to use
immediately and can choose one of the following
options. These options do not count against their
actions this round as your power causes time itself
to distort around them.
• Make a single attack against a target in
range.
• Use the Dash, Dodge, or Disengage option.
• Use a spell with a casting time of 1 action
or 1 bonus action that does not require
concentration.
You can choose as many creatures as you have
uses of Bardic Inspiration for as part of this action.
You must finish a long rest before using this
feature again.

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FRESH FACE
CLERIC: DOMAIN OF ACTION
At 1st level, you gain proficiency with the Deception
A cleric of action is called on by their god, not just and Performance skills. You also learn the spell
to be their champion, but to be a star. Their goal is Disguise Self and can cast it a number of times
to spread the teachings of their deities by equal to your Charisma modifier (minimum of
becoming as famous as possible. Their relationship once) without using a spell slot.
is more like that of a director and actor, than that At 8th level, you can double your proficiency
of a cleric and divine patron. The director may be bonus for the Deception and Performance skills
demanding and overbearing, stressing over the while disguised by the Disguise Self spell.
tiniest details of your life. In contrast, some
directors place great faith in their actors, allowing
CHANNEL DIVINITY: FAN SERVICE
more improvisation than their script may call for. Starting at 2nd level, you can use your Channel
Whatever they are like, your goal is almost always Divinity to call on the love of your fans to boost
the same: make as many stories with your name in you and your party. As an action, present your holy
them as possible. symbol. An ethereal representation of a crowd of
fans is summoned and follows within 30 feet of
CHOOSING A DEITY you for the next minute. They cannot be directly
Any god may choose to have a cleric of action. The interacted with but will respond to you and your
powers normally associated with a god’s ally’s actions with cheers or jeers.
pantheons are pushed to the side, in favor of At the end of each of your turns, their revelry
abilities that increase the possibility of their cleric will grant a boon to your party. Roll on the Fan
becoming a worldwide sensation. Many gods have Service table to determine the assistance your
clerics of action, but few of these clerics ever rise party will receive. Creatures affected by the table
above C-tier celebrity status. Those clerics that must be within 30 feet of you and anything that
wrestle the spotlight onto them use their platform targets only one creature has the target
to spread their faith onto their fans. In this way, determined by the GM. Any spells or attacks use
even unknown deities can see a huge surge in your stats.
followers, if their cleric of action happens to Fan Service Table
become popular enough. d8 Fan Assistance
1 An allied creature is healed 2d6 hit points
Action Domain Spells 2 An allied creature is given advantage on their next
Cleric Level Spells attack roll.
1st Charm Person, Hilwhelm’s Scream 3 An enemy creature has Vicious Mockery cast on them.
3 rd
Mirror Image, Party Ball 4 An enemy has Crank Caller cast on them.
5 th
Awestruck, Chrome Sheen 5 Bless is cast, targeting you and two allied creatures.
7 th
Hallucinatory Terrain, Mind Blow 6 An ethereal object is thrown from the crowd (like a
9 th
Copy Smite, Modify Memory chair or bottle), striking an enemy creature for 2d6
force damage.
7 An allied creature is given advantage on their next
saving throw.
8 An enemy creature has disadvantage on their next
attack roll.

SCRIPT PREVIEW
At 2nd level, you can call on your deity to give you a
sneak peak of what is coming next. As a bonus
action, choose a creature you can see within 60
feet. Your god will let you know the creature’s
intent for their next turn. You will not know their
exact movements, just what they plan to
accomplish. Based on the situation, they may
change their plans before their turn.

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You can use this feature once before finishing a feature twice for the same initial casting can
long rest. At 6th level this increases to twice before sometimes backfire. You make the Charisma check
finishing a long rest, and at 17th level this increases with disadvantage and, on a failure, you become
to three times before finishing a long rest. the target for the spell. If you succeed on the
spell’s saving throw, non-damaging spells simply
STUNT DOUBLE fizzle out and/or damaging spell damage is
At 6th level, your deity has crafted a dummy reduced by half, before applying vulnerabilities or
version of you to assist in more dangerous scenes. resistances. This feature cannot be used more than
As a reaction, you can call on this dummy to two times for a single spell’s initial casting. You can
instantly replace you until the start of your next use this feature a number of times equal to your
turn. The dummy is held in a special pocket Charisma modifier (minimum of once) before
dimension, where you reside when your bodies are finishing a long rest.
swapped. The dummy cannot move, speak, or do
anything except assume the pose you were in
when it was summoned, or fall limply on the
ground. It has an AC of 10, hit points equal to
double your cleric level, and
automatically fails saving throws. The
dummy remains active until the start of
your next turn, or if its hit points are reduced
to 0, or if you freely dismiss it. If its hit points are
reduced to 0, any remaining damage is transferred
into you, though any additional effects or
conditions are not.
You cannot use this feature again until you
finish a short or long rest.

METHOD BASHING
At 8th level, you can bolster your power by
calling upon the performances of action
clerics before you. Once on your turn,
you can add your Charisma modifier to
the damage of any attack or spell attack
you make.

SEQUEL
At 17th level, you can pull some power from the
past to recast a spell you just cast on your
last turn. As an action, you can recast a
single spell from your last turn
without expending a spell slot.
Make a Charisma check (DC 10) to
determine if this sequel was
better or worse than the original.
On a success, you either gain
advantage on the spell attack roll
or impose disadvantage on the
target’s saving throws against the
spell. On a failure, you either have
disadvantage on the spell attack roll
or the targets have advantage on
their saving throws against the spell.
You can attempt to use this feature
twice on consecutive turns, though using this

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DRUID: CIRCLE OF THE immunities from both creatures are used.
Resistances and vulnerabilities do not
CORRUPTED double but having resistance and
Druids within the circle of the corrupted have little
vulnerability to the same damage type will
regard for the “natural” way of things. Nature and
negate them, making you neither resistant
its ilk are boring and poorly designed, badly in need
nor vulnerable. Having immunity and
of improvement. To this end, they have learned
vulnerability to a damage type will make
how to use their druidic powers to twist the
you resistant to that damage type instead.
creatures they change into and even augment their
• Senses from both creatures can be used. If
own bodies with permanent changes. This tinkering
both creatures have the same senses, use
with natural order results in strange aberrations
whichever one is higher.
and the druid often finds themselves swimming in
• You can speak any languages the two
corruption. But rather than fear it, they embrace it
creatures can speak but cannot use
and try to find a way to bend the “natural order”
telepathy.
into new and interesting ways.
• You may not cast any spells or use any
CORRUPTED FORMS psionics while in this form, even if the
creature you can change into would
When you choose this circle at 2nd level, you can
normally have these abilities.
use Wild Shape on your turn as an action or a
• You take all the actions and reactions from
bonus action. Additionally, you may choose Wild
both creatures. Use the attack stats for the
Shape forms from Medium sized or smaller beasts
creature the attack came from, making no
or monstrosities with a CR of 1 or lower.
changes due to a changed Strength,
COPY/PASTE Dexterity, or Constitution score. If a
creature has Multiattack, you may use this
Circle of the corrupted druids have the unique
action only with attacks of the creature the
ability to mix and match creatures they can change
attacks came from. For example, you may
into. Not every creation is a good one and
not use an Ape’s Multiattack feature with
combining two good creatures together does not
the talon attacks of an Eagle.
mean they can use their perceived combined
• You obtain limited use abilities from both
abilities to their greatest potential. For example,
creatures. However, once the charges are
attacking with panther claws as a horse is likely no
expended, they cannot be recovered until
more effective than if the panther used them.
finishing a long rest. This applies even if
To use this feature, you must choose two beasts
you exit the Wild Shape and then reenter
or monstrosities, that you have seen before, whose
the same form or even one that uses one
total CR together does not exceed your total Wild
of the previous creatures.
Shape CR max. You can then turn into a
The CR total you may use to combine creatures
combination of the creatures using the following
in your Wild Shape form increases as you gain
instructions:
levels in the circle of corruption. The CR of the
• Choose the AC and Hit Points of only one of
Sample Creatures you combine together cannot
the creatures. You use these two stats
exceed half of the max CR you can use, and the two
while you are in this form.
creature’s combined CR cannot exceed your CR
• The movement speeds of either creature
max. If you choose to turn into a single creature,
can be used. If one creature has a slower
with no combinations at all, you may use a CR
speed in a type of movement than another,
creature of the Sample Creature CR Max +1. Your
use the slower speed.
CR max increases at 6th level in this class, and again
• Choose the Strength, Dexterity, and
at 10th level, and 14th level.
Constitution of only one of the creatures.
Druid Level 2 6 10 14
You use these stats while you are in your
Combined CR Max 1 2 4 6
Wild Shape form. As normal, you retain
your Intelligence, Wisdom, and Charisma Sample Creature CR Max 1 2 3 4
scores. Individual Creature CR 2 3 4 5
• You may use the highest saving throw and Max
skill bonuses from either creature. Additionally, you must make a Corruption
• Damage resistances, vulnerabilities, and Saving Throw whenever you use this ability.

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CUT/PASTE claws. If you choose an attack, you substitute your
Druids of this circle are constantly searching for own attack and damage modifiers for those of the
ways to improve their own bodies. They do this by creature when using that attack. If you choose a
permanently changing aspects of themselves to movement ability, your new movement ability
that of a beast or monstrosity. They may choose speed cannot exceed your base movement speed,
eagle’s eyes, ape’s arms, panther’s claws, or any even if the creature’s physical properties allow it to
number of physical traits to imbue themselves move faster than you. If you choose an ability with
with. limited uses, you must finish a long rest before
When you choose this circle at 2nd level, choose recharging your expended uses, even if the ability
one movement, skill, sense, action, reaction, or normally recharges with a die roll.
limited use ability (excepting psionics, spellcasting, You can choose another movement, skill, sense,
and multiattack) from any creature you can change action, reaction, or limited use ability at 6th, 10th,
into with Wild Shape. You gain the ability that you and 14th level in this class.
choose and whatever physical attributes you would
ENHANCED DECAY
need to use that ability, such as wings, horns, or
When you reach 6th level in this circle, you have
become so well versed with corruption that you
can channel it, if not exert some minor control over
it. While you are in your Wild Shape form, you
can use a bonus action to expend one spell
slot to add 1d8 Necrotic damage, per level of
the spell slot expended, to a single attack.
This attack also inflicts corruption against
the target, forcing a corruption saving throw.
If the spell slot used is 4th level or
higher, the target’s corruption saving throw
is made with disadvantage.
Additionally, if you gain a layer of corruption,
you may choose a corruption effect that is one
number higher or lower than you rolled on the
corruption table.

UNSTABLE EVOLUTION
At 10th level, when you use your Wild Shape ability,
you may choose a third beast or monstrosity, with
a CR of ½ or lower, to add to your creation. This
follows the exact rules for combining two
creatures but does not count against your CR Max.
When you use this feature, you immediately gain
one layer of corruption.

COMPRESSION
At 14th level, you may choose Large sized beasts or
monstrosities to use for your Wild Shape or
Cut/Paste features. If you combine a Large sized
creature with another creature of Medium size or
smaller, the size of your Wild Shape form is shrunk
to Medium size. This only affects your size, not the
damage or abilities the creature naturally
possesses. If you choose a Large sized creature’s
ability for your Cut/Paste feature, the body part is
reduced to your natural size but suffers no other
effects.

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FIGHTER: PATH OF THE modifier. Use it when determining your attack and
damage bonuses with unarmed attacks, grapples,
WRESTLER wrestling moves, and improvised weapons.
Not every fighter within the Retroverse desires
Additionally, you have advantage on saving throws
combat of blood and blades. Some choose to test
against fear and charm effects. You also gain +2 to
their mettle against their opponents in a contest of
damage rolls made with aerial wrestling attacks.
spirit and skill. These champions come in many
shapes and sizes and all share the burning desire
to engulf their bodies in sweat, muscle, and glory. Performer
Take up your mask, your name, your rank, and You are the fan favorite, in spite of your ability.
prove to the world that you understand the riddle You’re no mere mortal though, you are a god of the
of steel. ring! Who needs formal training or fighting skill
when you can sway a fight with flamboyant moves
and fireworks? Charisma is the ability score used
THE BEST AROUND for your Wrestling Ability modifier. Use it when
When you choose this path at 3rd level, choose a determining your attack and damage bonuses with
skill to become proficient with from Acrobatics, unarmed attacks, grapples, wrestling moves, and
Athletics, or Performance. You also become improvised weapons. Additionally, your abilities are
proficient with improvised weapons and attacks enhanced by having a crowd watch you. Once on
with improvised weapons deal 1d6 + your your turn, or once a minute while out of combat,
Wrestling Ability modifier. Additionally, unarmed you may choose to add this bonus to one damage
strikes deal 1d4 + your Wrestling Ability modifier. roll, saving throw, or ability check you make so
long as the crowd size is sufficient to grant the
bonus. The crowd must be within 60 feet of you
WRESTLING ARCHETYPE and focused on you for you to use this feature. If
When you choose this path at 3rd level, you must fighting in an arena, ring, competition, or other sort
choose which type of wrestler you wish to become. of event, all creatures watching the event count
Once you head down this path, you cannot change towards the crowd total, regardless of their
it. The oath of wrestling is not something to be distance from you.
taken lightly. The path you choose determines
which of your ability scores you draw your primary Crowd Size 10+ 25+ 100+ 500+ 1,000+
power from.
Roll Bonus +1 +2 +3 +4 +5

Athlete
You are more concerned with the fundamentals of
Sumo
your ability than any flair. Because of your Massive in stature and resolve. You dominate the
dedication you are extremely strong and agile but battlefield with a mix of disciplined skill and
have trouble commanding the respect of those overwhelming will. Your only true threat in life is a
around you. That is, until you pin them in seconds. rival sumo, all others are merely harsh water
Strength is the ability score used for your against the stone that is your body. Constitution is
Wrestling Ability modifier. Use it when determining the ability score used for your Wrestling Ability
your attack and damage bonuses with unarmed modifier. Use it when determining your attack and
attacks, grapples, wrestling moves, and improvised damage bonuses with unarmed attacks, grapples,
weapons. Additionally, you have advantage on wrestling moves, and improvised weapons.
checks against being grappled and advantage on Additionally, you gain +2 temporary hit points
the first grapple attack you make on your turn. when you make a successful saving throw against
a spell or attack, after taking the damage for the
attack. The temporary hit points last 1 minute, can
Luchador stack on other temporary hit points gained from
You are a high-flying performer. What you may this feature, and you may gain a total temporary
lack in raw strength you make up with agility and hit points equal to two times your Fighter level
flair. You laugh in the face of overwhelming odds, before finishing a short or long rest.
unfazed by a hopeless endeavor. Dexterity is the
ability score used for your Wrestling Ability

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ENSEMBLE DEFENSE WRESTLING MOVES
When you choose this path at 3rd level, you can There are 3 types of wrestling moves: Aerials,
choose to don your wrestling costume or uniform Attacks, and Throws. When you choose this path at
instead of armor. While you are wearing no armor 3rd level, you may choose any two moves from any
and not wielding a shield, your AC equals 10 + your group. They are considered a standard attack and
Wrestling ability modifier + your proficiency bonus. as such, you may use multiple wrestling moves
At 10th level, this ability improves, allowing you to within a turn so long as you have extra attacks to
rise once from a prone position without consuming be used. You add your Wrestling Ability modifier to
any of your movement for that turn. the damage of each Wrestling Move, unless
otherwise stated. You can choose two additional
ENHANCED MOVE SET moves from any group at 7th level, and again at
When you choose this path at 3rd level, you can 10th, 15th, and 18th level. You are proficient with any
choose to give up your Fighting Style feature in move that you choose, and you add your Wrestling
exchange for three additional Wrestling Moves. ability modifier to the attack, grapple, and damage
This represents your devotion to your craft and rolls made with these attacks. These attacks only
the sacrifices you have made to master the affect creatures of Large size or smaller until you
art of wrestling. reach 7th and 18th level in this class.
While it is possible for a wrestler to perform
these moves without having them as part of their
set, only moves within their set have been
mastered. Using a move and understanding every
intracity of that move are two different things. If a
wrestler uses a move that is not part of their move
set, it is simply considered an unarmed strike and
gains no additional benefits. Most moves have
several variations but mechanically will work
the same way, unless specifically stated
by your GM. The moves provided are
by no means a complete list of
every move imaginable; work
with your GM to discover new
techniques your character
may be able to use.
Some of your Wrestling Moves
require the target to make a saving
throw to resists the move’s effects.
The effects only take place if the
attack hits the target. The saving throw is
calculated as follows:

Wrestling Move save DC = 8 + your Wrestling


Ability modifier + your proficiency bonus

PINNING
After making a successful grapple against a target,
you may use another attack action to make an
additional grapple check. If successful, the target is
pinned, and you are both restrained until you end
the effect or the target escapes your grapple.

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AERIALS Flying Zombiestringer: From the air, you lock
These moves require you to expend at least 15 feet your legs around an opponent’s head. Once there,
of your movement to jump off of something, you fling your body backwards, doing a backflip
leaping towards the target. The object you jump and forcing your opponent to go into the air and
from can be anything of sufficient stability such as then come crashing down to the ground beneath
a barrel, wall, table, arena ropes, or a creature. You you. This attack deals 2d8 bludgeoning damage
can jump off an enemy or resistant creature by and knocks the target prone. You may immediately
making an Athletics or Acrobatics check that use a bonus action to take a cheap shot at the
equals at least half their AC, on a success the opponent, making an unarmed strike against them.
jumped off creature cannot make any opportunity Shiranui: If the target is within 5 feet of
attacks against you for this movement, but a something you can jump from, you can grab their
failure will consume 15 more feet of your move neck, jump off the object, flip around behind then,
action and leave you within 5 feet of the creature and slam them backwards onto the ground. This
you attempted to spring off of. The additional attack deals 3d6 bludgeoning damage.
effects of these attacks only take place if the initial Shooting Star: From the air, you curl your body
attack hits. Attacks made that miss by 5 or more into a ball and slam against the opponent. This
result in you suffering 1d6 bludgeoning damage as attack deals 1d8 bludgeoning damage. Additionally,
you fall. you may make an Athletics check (DC 15) to land in
Diving Crossbody: From the air, you stretch your a roll, moving up to 15 feet away from the
body flat and attempt to flop onto your opponent, opponent at no cost to your movement for that
pushing them to the ground. This attack does 1d8 turn.
bludgeoning damage. Additionally, you can use a Aerial Splash: From the air, you extend your
bonus action immediately to make a grapple attack body and bring your force down on your stomach,
against the same opponent. On a success, they are slamming it against your target. The attack deals
grappled and prone. 1d10 bludgeoning damage. However, this attack
Diving Elbow or Knee Drop: From the air, you allows a lot of room for flair and can be amplified
extend your body sideways and put your arm up, with a bonus action. If you use a bonus action to
forcing all the effort of this attack into your elbow. add flair to this move, you can add 1d10
You slam into your opponent with your elbow, bludgeoning damage to the damage roll.
dealing 1d12 bludgeoning damage. If the opponent
is prone, this attack deals 2d12 bludgeoning
damage on a hit.
ATTACKS
These are standard wrestling attacks that you may
Diving Typhoonarana: From the air, you wrap
make against your opponent. Some have
your legs around your opponent and fling your
prerequisites before they may be used. All targets
weight around, throwing them in a direction of must be within 5 feet of you when you strike them.
your choosing. This attack deals 2d6 bludgeoning The additional effects only take place if you land
damage. Additionally, the target must make a the initial attack.
Constitution saving throw, being thrown a Body Press: Using at least 10 feet of your
direction of your choosing 10 feet on a success, or movement, you slam into your target with your
20 feet on a failure. chest, pushing all your weight into the attack. This
Diving Leg Drop: From the air, you extend your attack deals 1d6 bludgeoning damage. Additionally,
leg out and force all your effort to slam it against the target must succeed on a Constitution saving
throw or be knocked prone. Alternatively, if the
your opponent. This attack deals 1d8 bludgeoning
target is within 5 feet of a wall or barrier, you can
damage. Additionally, they must succeed on a
forgo the saving throw and crush them against the
Constitution saving throw or lose the ability to use wall, dealing an additional 1d6 bludgeoning
reactions until the start of their next turn. damage.
Diving Stomp: From the air, you extend both of Clothesline: You extend your arm at a target
your legs and attack at such an angle to force coming towards you, or that you are running at
them to the ground. This attack deals 1d10 least 10 feet directly towards, and smash it against
bludgeoning damage. Additionally, the target must them, knocking them to the ground. This can be
succeed on a Constitution saving throw or be used as either an attack action or a reaction. This
knocked prone. attack deals 1d8 bludgeoning damage. If the target

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was attacking, they must succeed on a Constitution any source, is halved.
saving throw or the attack is interrupted. Rear View: Using 10 feet of your movement, you
Additionally, you can make this attack with two rush an opponent, jump, spin, and thrust your
arms, against two different opponents who are backside at them. This attack deals 1d10
coming towards you, or that you run at least 10 bludgeoning damage. Additionally, you have
feet directly towards, who are within 5 feet of each advantage on the next Intimidation check made
other. In this case, the damage is 1d4 per opponent, against that creature for 1 minute.
but their attacks cannot be interrupted this way. Splash: You extend your body and bring your
Drop: If the target is prone, you jump slightly, force down on your stomach, slamming it against
striking with one extremity. This attack does 2d6 your target. The attack deals 1d6 bludgeoning
bludgeoning damage. You can use a bonus action damage. However, this attack allows a lot of room
to immediately make this attack again, if the first for flair and can be amplified with a bonus action. If
attack was a hit. you use a bonus action to add flair to this move,
Facewash: You humiliate your target by slowly you can add 1d6 bludgeoning damage to the
slashing your boot into their face or other sensitive damage roll.
area. This attack deals 1d4 bludgeoning damage Stomp: When the opponent is prone, you smash
and the target has disadvantage on the next saving your foot into them in a cruel attack. This attack
throw they make against you for 1 minute. deals 2d10 bludgeoning damage. The target must
High Knee: Using at least 15 feet of movement, succeed on a Constitution saving throw or have the
you run, jump, and smash your knee against an wind knocked out of them, becoming unable to use
opponent’s head. This attack deals 1d12 breath weapon attacks for the next minute.
bludgeoning damage. Additionally, the target must Stinging Mist By grabbing any fine powder, such
succeed on a Constitution saving throw or be as sand, dirt, or chalk, you quickly wrestle-bless it
stunned until the start of their next turn. in your hand and throw it into the opponent’s eyes.
Setup Kick: You perform a light kick, designed to The mist can be any color of your choice and is not
make your opponent unstable rather than to cause determined by the base material used. The target
damage. This attack deals 1d4 bludgeoning must succeed on a Dexterity or Constitution (its
damage. Additionally, the target must succeed on a choice) saving throw or be blinded until the start of
Constitution saving throw or be knocked slightly off their next turn.
balance. If they fail the saving throw and you then
immediately make another wrestling move,
unarmed attack, grapple, or improvised weapon
attack against the same target, that attack is made
with advantage.
Lariat: Using at least 10 feet of your movement,
you charge at your opponent with an outstretched
arm. When you make contact, you wrap your arm
slightly and slam your opponent to the ground.
This attack deals 1d10 bludgeoning damage.
Additionally, the target must succeed on a
Constitution saving throw or be knocked prone and
stunned until the start of their next turn.
Bell Clap: If grappled, you can use a reaction to
strike with two open hands against your opponent.
This attack deals 1d4 bludgeoning damage. The
resonations from this strike make it difficult for
them to keep their grasp and the grapple is ended.
Heart Punch: This punch aims for the heart, or
other vital area of the opponent, and interrupts the
flow of their life energy. You channel dark wrestling
energy in your closed hand and strike, delivering
1d10 necrotic damage on a hit. Additionally, the
target must make a Constitution saving throw. On a
failure, the next healing the target receives, from

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THROWS Bulldog: After grabbing your opponent, you rush
These moves involve restraining, shuffling, and forward by 5 feet, jumping up, and smashing their
otherwise moving your opponent against their will. head down with the force of your fall. This attack
To use any of these moves, you must first make a deals 1d12 bludgeoning damage. On a critical hit,
grapple attack against your opponent. If they are this attack deals 3d12 bludgeoning damage.
successfully grappled, you can immediately use Catapult: Grabbing your opponent’s legs, you
one of these moves as part of that same attack pull backwards, falling and flinging your opponent
action. You do not need to make an additional behind you. They are thrown up to 10 feet directly
attack roll against the target if you have them behind you and take 1d6 bludgeoning damage. If
grappled as the throw is considered part of that there is an obstacle that stops them from moving
attack. Unless otherwise stated, your initial grapple that far, they take an additional 2d6 bludgeoning
ends after the move is completed. damage from the sudden stop.
Atomic Drop: Stuffing your head low into an Chokeslam: You grab your opponent by the
opponent, you lift your body up straight, raising throat or equivalent, lift them slightly, and slam
your target, and then slam their groin, pelvis, or them down on to the ground. This attack deals 1d10
equivalent down on your knee. This attack deals bludgeoning damage and the target is knocked
2d6 bludgeoning damage and is a critical hit on a prone from the attack. You can choose to hold on
19 or 20. Additionally, the target must succeed on a after this attack, attempting to pin the target with a
Constitution saving throw or have their movement bonus action.
speed reduced by half until the end of their next DDT: You put the opponent’s head under your
turn. If they fail the saving throw by 5 or more, arm and fall back, slamming their head into the
their movement speed is instead reduced to 0. ground and dealing 2d10 bludgeoning damage.
Back Breaker: You lift your opponent over into Using this attack consecutively, against the same
your arms and slam their back across your knee. target in a single turn, increases the damage done
This attack deals 2d10 bludgeoning damage. by +2 (to a maximum of +10).
Additionally, they must succeed on a Constitution Face Breaker: You grab your opponent’s head
saving throw or, the next time they are knocked and strike at it with your knees, dealing 1d6
prone, it takes their entire move action to stand. bludgeoning damage. After grappling, you can
Brain Buster: You put your opponent into a immediately use an unarmed attack as part of that
headlock then lift them vertically into the air, jump, action to attack the grappled target. Additionally,
and fall backwards, slamming their head into the you may use a bonus action to immediately make
ground. This attack deals 1d12 bludgeoning another additional unarmed attack against that
damage. Additionally, if the target can cast spells, same opponent.
they must make a Constitution saving throw or Fireman’s Carry Throw: After grabbing your
lose access to spell slots of a certain level until the opponent, you lift them onto your sounders. From
end of their next turn. To determine the spell slots there you have four options. Choose one of the
they lose access to, roll a d4 – 1. The resulting following:
number is the level of spell slots they lose access • Throw your opponent 10 feet in a direction
to, with a 0 being cantrips. For example, the d4 roll of your choosing.
is a 2 – 1, meaning they cannot cast spells with a 1st • Slam your opponent down in front of
level spell slot until the end of their next turn. yourself. This attack deals 1d8 bludgeoning
damage. They land prone.
• Slam your opponent down and fall with
them, smashing your body against theirs as
they strike the ground. This attack deals
2d6 bludgeoning damage and you and your
opponent are prone after the attack.
• Drop your opponent in front if yourself as
you crouch down and extend your knee.
They land on your knee with their stomach
or equivalent, knocking the wind out of
them. This attack deals 1d8 bludgeoning
damage and they are unable to use breath
weapons until the end of their next turn.

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Typhoonarana: Jumping onto your opponent as Spinebuster: This move can only be used as a
your grapple, you wrap your legs around your reaction. You can attempt to grapple a charging
them and fling your weight around, throwing them target, making their attack an automatic hit. If you
in a direction of your choosing. This attack deals are able to grapple the target, you use their
1d6 bludgeoning damage. Additionally, the target momentum to lift them high into the air and slam
must make a Constitution saving throw, being them down on their back. This attack deals 1d12
thrown a direction of your choosing 5 feet on a bludgeoning damage, knocks the target prone, and
success, or 15 feet on a failure. you only take half damage from their attack.
Zombiestringer: Jumping onto your opponent as Suplex: By grabbing your target in a large hug
your grapple, you lock your legs around an you lift them up and flip backwards, slamming
opponent’s head. Once there, you fling your body them down on their back. This attack deals 2d12
backwards, doing a backflip and forcing your bludgeoning damage. Both you and the target are
opponent to go into the air and then come crashing prone.
down to the ground beneath you. This attack deals
1d10 bludgeoning damage and knocks the target
prone. You may immediately use a bonus action to OUTSIDE YOUR WEIGHT
take a cheap shot at the opponent, making an Starting at 7th level, your body has begun to merge
unarmed strike against them. with the adoration or ire of your fans. Because of
Piledriver: You lift your target slightly, spin them this, you are able to perform superhuman feats.
so that their head, or equivalent, if facing the When using wresting moves, you can attack
ground, jump and move to a sitting position, creatures of Huge size or smaller. The power of
smashing their head into the ground. This attack your following makes up for the size difference and
deals 3d8 bludgeoning damage. Additionally, the impossible nature of this feat. Additionally, your
target must succeed on a Constitution saving training in life’s arena has made you fearsomely
throw or be stunned until the start of their next stable. You have advantage on saving throws
turn. against being knocked prone.
Slam: A simple move where you lift an You also gain +1 to attack and damage rolls
opponent and then throw them back down to a made with unarmed attacks, grapples, wrestling
space within 5 feet of you. This attack deals 1d8 moves, and improvised weapons
bludgeoning damage. There is a large amount of
variation you can apply to this move; you may use TAG OUT
a bonus action to add flair to this move, adding an Starting at 10th level, when you are at half your
additional 1d8 bludgeoning damage to the attack. total hit points or lower, you can call for help from
the spiritual realm of the wrestlers. Using your
action, you trade places with a spiritual
manifestation of a past wrester for 1 minute.
Although they are just a projection of the wresting
spirit, they have stats and skills exactly equal to
yours, with the exception of hit points, of which
they have 1. They can interact with the world just
the same as you and will act directly under your
will for the duration of this effect. When they are
reduced to 0 hit points, or the effect ends, you will
be called back onto this plane, and they will be sent
back to the wrester’s spiritual realm. While in the
spiritual place of wrestler’s past, you gain all the
effects of a short rest. In addition, you may ask one
question of the wrestling residents for each of your
turns you start there, including the turn in which
you used this feature. You may not always receive
an answer or the correct answer to your question
as the residents may not know the information you
seek.
No spells or curses you have cast upon you can

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transfer to the spiritual partner and their hit point CHAMPION OF THE RING
maximum cannot be increased, even with At 15th level, your body has become so well trained,
temporary hit points. Conversely, no spells, effects, infused with the emotions of your fans, and
or damage are transferred onto your body if they blessed by the spiritual wrestling plane, that you
are inflicted upon your spiritual partner, including are permanently changed. You now age at half the
damage that would normally roll over to you if normal rate, you have advantage against effects
they are reduced to 0 hit points. You may use this that would lower your Strength, Dexterity, and
feature once before finishing a long rest. At 15th Constitution scores, and your body is resistant to
level you may use this feature twice before bludgeoning, piercing, and slashing damage from
finishing a long rest. non-magical weapons.
Additionally, at this level you gain +2 to attack
and damage rolls made with unarmed attacks, THE STUFF OF LEGEND
grapples, wrestling moves, and improvised
At 18th level, you are no long bound by the limits of
weapons and those attacks are considered magical
the words possible or impossible. When using
for the purposes of overcoming resistances. This
wresting moves, you can attack creatures of
represents both your fans adoration or ire and
Gargantuan size or smaller. You also have
your growing connection to the spiritual wrestling
advantage on saving throws that use your
plane.
Wrestling Ability modifier.
Additionally, you have mastered the art of the
showstopper. You can choose one wrestling move
to gain the following attributes for a single
attack: You have advantage on the attack.
The attack does 3 times the normal
damage. The target has disadvantage
on any saving throws against
additional effects of the attack. You
can use this ability a number of times
equal to your Wrestling Ability
modifier (minimum of once) before
finishing a long rest.
At this level you also gain +3 to
attack and damage rolls made with
unarmed attacks, grapples,
wrestling moves, and improvised
weapons and those
attacks are considered magical for the
purposes of overcoming resistances.

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FURY-FU MONK NEW KNOWLEDGE
Unlike other monks that dedicate their lives to When you choose this tradition at 3rd level, there
mastering their bodies and minds, you received is a wealth of knowledge imparted on you. You
the bulk of your abilities in a strange accident. In a gain proficiency with Animal Handling and Land
great time of stress, you were visited by a magical Vehicles. Additionally, you gain proficiency with
fury-fu spirit and struck by a bolt of pure magical one martial or simple ranged weapon of your
ether while you also probably drank some strange choice; this weapon can count as a monk weapon
miracle potion, the exact details are unclear. In an if you choose.
instant, you received a lifetime of super-secret
martial arts training and mutated into a being of FURY-FU SPIRIT BOONS
refined fury-fu. You became no mere monk; you When you were visited by your fury-fu spirit at
became Master of Fury-Fu. 3rd level, you became intertwined with its power.
Choose from the fury-fu spirit below. Each spirit
gives you a passive boon and an active boon.
FURY-FU SPIRIT Active boons cost ki points to use while passive
The type of fury-fu spirit that has bonded you is boons can be used with no cost or are constantly
important to your character’s physical and active. This is just a few of the fury-fu spirits that
metaphysical abilities. The fury-fu spirit may could exist, work with your GM to determine if
direct you through dreams and visions, or there are more available.
sometimes just contact you directly with calls and
text messages. It may ask you to complete certain
tasks, threatening to take away its magical boons
if you disobey. It may even choose not to interfere
at all, simply granting you its power and watching
the action from afar. Work with your GM to
determine the full extent of your fury-fu spirit’s
involvement in your life.

NOT ALONE
Though you may be a martial arts master, that
does not stop people from trying to reach your
level. The problem with being at the top is all the
others that wish to take your place. Many will
simply never reach your prowess, but there is no
rule saying you are the only fury-fu master.

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BEAM RAPTOR COBRA
This dinosaur is a brutal scavenger that does well This beast represents the brash power of the
by working in a group. It balances its offensive individual. Its strength comes from a mix of
capabilities with cunning tactics. precise strikes and quick thinking.
Passive Boon: Using your reaction, you can Passive Boon: You gain advantage on Initiative
grant an ally within 5 feet of you advantage on a rolls.
single ranged attack roll they are making. Active Boon: When you take the attack action
Active Boon: You can blast laser bolts from on your turn, you can bolster an attack with
your kicks and punches using 1 ki point. Anytime poison energy. For each 3 ki points spent, you can
you would be able to make an unarmed strike, you add poison damage equal to an unarmed strike
can instead attack with this bolt. This is a ranged damage dice to the attack.
attack with a range of 30/120 and deals radiant
damage. The bolt’s damage is equal to your
unarmed strikes, and you are proficient with the DEMON
Destruction, consumption, death, and myriad
attack.
other evil ideals describe these fury-fu spirits.
Winning at any cost and needless brutality are
BEE their priorities in combat.
A creature of resourcefulness and community. It Passive Boon: If attacking a creature that is
represents honor in helping those around you. grappled by an ally, incapacitated, prone, or
Passive Boon: If an ally within 5 feet of you restrained, attacks made with your monk weapon
make an attack roll against a creature you and unarmed strikes are considered critical hits on
attacked on the same round; you can use your an 18 - 20.
reaction to grant them advantage on the attack Active Boon: If a creature hits you with a melee
roll. You can use this feature a number of times attack, you can spend 2 ki points and use your
equal to your Wisdom modifier (minimum of reaction to make a single unarmed strike against
once) before finishing a long rest. them. The attack deals an additional 1d6 fire
Active Boon: When a creature hits you with an damage.
attack, you can use 3 ki points to burst into a
swarm of bees and move up to 15 feet in any
direction as a reaction, reforming in the nearest DRAGON
A scaled being of powerful magic, and they know
unoccupied space. The opponent’s attack deals
it. Representing sophistication and honor in
half damage to you and any creature’s space you
combat, but not above using a sneaky trick or two
move through must make a Dexterity saving
to get the upper hand.
throw against your Ki save DC, taking 1d6 + your
Passive Boon: Draconic power grants you
Dexterity modifier piercing and 1d6 poison
advantage on saving throws to resist either acid,
damage on a failed save or half as much on a
cold, fire, lightning, or poison damage. You can
successful one.
choose a different damage type each time you
finish a long rest.
B-UGZ Active Boon: By spending 2 ki points, claws
The embodiment of aberrant energy. A b-ug fury- extend from your hands, changing your unarmed
fu spirit may just as quickly kill you as give you strike damage to slashing until the start of your
powers, both options being equal to their next turn. These strikes deal an additional +2 of
incomprehensible logic. Your fighting style mimics the damage type of your passive boon and +4
this chaos. damage to reptiles.
Passive Boon: You are vulnerable to corruption,
having disadvantage on Corruption Saving Throws
but +1 per level of corruption you have to any EAGLE
This bird represents the freedom the sky provides.
saving throw you are proficient with.
Seeing the battlefield from a higher perspective
Active Boon: If you have a layer of corruption,
grants unique opportunities for attacking from
when you make an attack roll, you can spend 1 ki
afar.
point to add +2 to the damage roll. You can spend
Passive Boon: You can use a bonus action to
as many ki points as you have layers of
wreath yourself in spiritual energy. For 1 minute,
corruption, adding +2 per ki point spent.

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you gain a flying speed equal to your base speed. GOBLIN
You must finish a long rest before you can use Tricky scavengers and resourceful survivors, a
this ability again. fury-fu goblin spirit represents clever
Active Boon: When you attack with a ranged perseverance among overwhelming odds. If you
monk weapon or natural weapon (such as a bite), can’t overwhelm your opponent, you can outthink
you can use 1 ki point and a bonus action to make them.
an additional attack with the same weapon. This Passive Boon: You can take the Disengage or
cannot be used with a weapon that has the Hide action as a bonus action on each of your
loading property or no energy. turns.
Active Boon: If a creature makes a melee attack
roll against you, you can use 2 ki points and your
SLIME reaction to attempt to redirect the attack to a
This creature is nothing but flow and ease. They different creature within 5 feet of you. The
don’t represent much, and they intend to keep it attacking creature must succeed on a Dexterity
that way. saving throw against your ki save DC or use their
Passive Boon: You have advantage on saving attack roll against the new target.
throw against being knocked prone or restrained.
Active Boon: When making an unarmed strike,
you can spend 1 ki point to stretch your limbs, SHARK
extending the attack by 5 feet. If the attack is a Representing the love of the hunt, it seeks out
critical hit, you can choose to grapple Medium conflict and bloodshed simply for the thrill of it.
sized or smaller creatures, dragging them to you This style has survived far longer than others, a
as part of the same attack. testament to its reliability and strength.
Passive Boon: You gain a swim speed equal to
your base speed and can breathe underwater. You
GLASS SHADOW can smell spilled blood up to 500 feet away on
Reaching from inside a mirrored reality, the glass dried land or up to 1 mile underwater.
shadow represents the hunger for freedom and Active Boon: When you hit an enemy with a
identity. Living as someone’s shadow will never be melee attack, you can use a bonus action and 1 ki
enough. point to taste the blood or magical essence of the
Passive Boon: You can spend 1 minute creature and become empowered by it. For 1
concentrating on a mirror to briefly link it to minute you have +1 to attack and damage rolls
another mirror you have touched before. You can made against that target. You can use this on a
see through the linked mirror as if it were a number of targets equal to your Wisdom modifier
window and creatures on the other side see the (minim of one) before finishing a short or long
same. The effect lasts for 1 minute. You can use rest.
this feature once before finishing a short or long
rest.
Active Boon: You can use a ki point to travel TRICERATOPS
instantly between reflective surfaces within 60 This dinosaur represents slow patience and
feet of each other, that you can see, as your wisdom. Its physical strength is only bolstered by
movement, appearing in the nearest unoccupied an inner strength that stands as a force of its own.
space next to the surface. You can use this boon a Passive Boon: You gain proficiency with the
number of times equal to your Wisdom modifier Persuasion skill or double your proficiency bonus
(minimum of once) before finishing a long rest. with it if you are already proficient. When you
The surfaces do not need to be highly reflective or make an unarmed strike against a creature, you
able to give accurate reflections, just enough to can use a bonus action to attempt to grapple
distinguish yourself in them. You can increase the them.
range by 30 feet for each additional ki point you Active Boon: When making a ranged attack
use. with your monk weapon, you can spend 1 ki point
You can use 10 ki points to combine this with to turn the attack into a critical hit on a 19 or 20. If
your passive ability and step through a linked you use this ability and the attack is a critical hit,
mirror anywhere on your current plane. the opponent must succeed on a Constitution
saving throw against your Ki save DC or become
stunned until the start of their next turn.

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TURTLE THE CODE
Stubborn tenacity, protecting the innocent, pizza, Not so much a spirit as much as it is an inevitable
there is little else to the turtle way of being. They truth of the universe. It is most often represented
use their naturally protective bodies to outlast by the ideal version of yourself, guiding with
most opponents. advice that is always true but rarely kind.
Passive Boon: You can use two-weapon fighting Passive Boon: You have found a way to cheat
with a monk weapon, adding the relevant modifier the system, granting you the ability to use two
for damage of both weapons. bonus actions on a single turn. You can use this
Active Boon: When targeted with a melee or cheat once before finishing a short or long rest.
ranged weapon attack, you can use your reaction Active Boon: When making an attack with your
and ki points to add +1 to your AC per the number monk weapon or an unarmed strike, you can use 1
of ki points used (to a maximum of +3). ki point to shift the way you deal damage. The
target simply loses hit points equal to the
damage, bypassing all resistances, vulnerabilities,
CELESTIAL immunities, boons, spells, and effects that alter
Beings of light that push towards peace and
the damage. This move also negates any boons
tranquility, even if it is enforced at the end of a
you may have to your damage, reducing it to the
sword. Their holy power is might but that doesn’t
base damage of the weapon plus your relevant
make them always right.
modifier.
Passive Boon: You are resistant to radiant
damage.
Active Boon: When you are hit with an attack,
you can use your reaction and 2 ki points to call
for angelic retribution. Roll a hit dice, it is
expended as you are healed that amount and the
creature that attacked you is dealt radiant
damage equal to the roll. The distance between
the attacker and you is irrelevant unless they are
on another plane, in which case the damage is
negated.

UNDEAD
The slow, creeping force of death and pestilence
that eventually conquers everything. Undeath is
patient and unyielding, pressing forward with
insatiable, relentless hunger.
Passive Boon: You have +1 on Death Saving
Throws and can change a single failed death save
into a success. You must finish a short or long
rest before you can change another save.
Active Boon: When you hit a creature with an
unarmed strike, you can use 2 ki points to recover
hit points equal to half the damage dealt to the
creature (rounded down). Alternatively, when
attacking undead, you can recover a single ki point
for each successful attack you make against
them, to a total number of ki points recovered
equal to your Wisdom modifier (minimum
of one) before finishing a long rest.

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THE BEAT TANK YOU
Often represented by a faceless minstrel, the Beat
By 11th level, you’ve broken past the boundaries of
is not a direct spirit, it is more of a feeling, though
what your body if physically capable of. You count
it is much more than that as well. The Beat directs
as one size larger when determining the weight
through general vibes, which you are highly tuned
you can carry, lift, and move. Additionally, if using
too, instead of discernable directions.
a Large sized improvised weapon, it gains the
Passive Boon: When making attacks with your
versatile property and deals 1d10 (1d12) damage.
monk weapon or unarmed strikes, you can choose
The damage type is determined by the type of
to change the damage type to thunder.
object being used as a weapon.
Active Boon: When you hit a target with an
unarmed strike you can use that percussion to HACKED HEALTH
boost your next attack against the same target. If
By 11th level, you can shrug off death like it was a
you make another attack against the same target
minor nuisance. When you fall to 0 hit points, but
immediately on your turn, you can use 1 ki point to
are not killed outright, you can burst back to
increase the attack and damage roll by +1. You can
action and heal 1 Hit Dice for every 2 ki points you
continue to use this ability to a cumulative
spend on this action, so long as you have Hit Dice
maximum of +3 to attack and damage rolls
to spend. You must finish a long rest before using
against a single target. This bonus is reset at the
this feature again.
start of your next turn.
IMPOSSIBLE RESISTANCE
HOLD YOUR GROUND At 17th level your body has adjusted to the
extreme environments you often find yourself in.
By 6th level you have become used so used to
By using a bonus action and 15 ki points, you can
fighting multiple opponents at once that you
deflect all harm, becoming invincible and
prefer it that way. If there are 2 or more enemies
indestructible until the start of your next turn. You
(or a single swarm) within 5 feet of you, you can
can use this feature twice before finishing a long
choose to gain advantage on a melee attack
rest.
against any of those targets. You can use this
In addition, when you reach this level, you no
feature a number of times equal to your Wisdom
longer need to breathe air.
modifier (minimum of once) before finishing a
long rest. BLINDING FURY
CELLULINESIS By 17th level, you’ve become a master of combat
and can put yourself in a trancelike pose, allowing
At 6th level, you’ve magically adapted some ideas
you to attack faster than the eye can see. When
from the advanced technology around you. By
you take the attack action, you can spend 3 ki
touching and concentrating on a willing creature
points and a bonus action to activate this ability
for 1 minute, you can memorize their brainwave
and make a hyper speed melee attack against a
pattern and create a telekinetic link between both
target within 15 feet of you. You can then spend
your minds. You can then spend 2 ki points to
another 3 ki points to make an additional melee
speak telepathically with them for up to 1 minute.
attack against a different target within the same
If they are on another plane of existence or in
range. You can continue to make these attacks as
another time, the cost is an additional 2 ki points.
long as you have the required ki points and do not
If they cannot be reached, by too few ki points
attack the same target twice on your turn. The
being spent or otherwise, you simply hear a dull
targets all must be within 15 feet of the location
tone for 3 seconds. You can have up to 5 creature
you were when you started this ability. There is no
imprints memorized at a time. Multiple creatures
limit to the number of attacks you can make in a
can be in a single telepathic conversation this way,
turn using this feature, so long as each attack
so long as you have used the required ki for
follows the other rules for this ability, but once
connecting each one.
the feature ends, you can make no more attacks
on that turn, even as a reaction. Once you use this
feature, you must finish a short or long rest
before you can use it again.

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Tolerate no Slander. Everyone is jealous of
PALADIN: OATH OF AWESOME those at the top but a smear on your name is a
slight that cannot go unpunished. A fall from grace
Boring years of devotion, pointless quests of could leave you as powerless as the common folk.
vengeance, conforming to the ideals of an out of
touch ancient; why should a paladin’s path be so SWEET STREAKS
stuffy?! It shouldn’t and you’re going to make sure
By taking the Oath of Awesome, you are pledging
of that. Fame, fortune, and fantastic feats, that’s
to be the coolest person you can possibly be. Your
where you draw your power from. The more
overall success is built upon smaller successes and
admired you are, the higher your winning streak,
your power comes from your seeming inability to
the stronger you become! Can you draw the raw
fail. Each time you roll a successful ability check,
powers of a paladin with only ego and avarice? You
attack roll, or saving throw, you move up one rank
bet you can! Just be careful, because once you
on the Sweet Streak table. As you gain levels in this
reach the top, it’s a long way to the bottom.
class, you unlock higher possibilities on the table.
TENETS OF AWESOME Each action must be unique, meaning you cannot
collect a high streak by successfully dancing in
Savor the Limelight. Many look up to you (or will place over and over (though you can attempt to
eventually). The example you set will far outlive start your day and streak with a joyful jig). If you
you, make sure you leave a lasting impression. fail any of these rolls, your streak is bumped back
Welcome Challenge. You don’t become the best down one tier and you lose any extra abilities you
by having others fight your battles. If you want gained from the last tier you were at. The streak is
fame, you’re going to have to wrangle it yourself. reset after a long rest or if you use a Hit Dice
Entertain the Masses. This world is full of many during a short rest.
harsh realities. It’s your job to give the people Bonuses that effect the same thing are not
stories and celebrations to talk about for years. cumulative. For example, having a streak of 8 will
Embrace your Ego. Critics, monsters, and self- not grant you +4 to all damage rolls, only +3.
doubt may try to tear down your emotional worth.
Show them how powerful your inner flame is.
Streak Sweet Streak Bonus
0 -
1 You gain +1 to Charisma based ability checks
2 You gain +1 on all saving throws for the duration of your streak.
3 You regain hit points equal to your Charisma modifier.
4 You have +1 to attack and damage rolls for the duration of your streak.
Unlocked at 7th level
5 You can add +10 to the next failed ability check, attack roll, or saving throw, unless the roll is a 1.
6 You have +2 on all saving throws for the duration of your streak.
7 Allies within 30 feet of you gain 1d4 radiant damage to each melee weapon attack they make.
8 You have +3 to damage rolls for the duration of your streak.
Unlocked at 15th level
9 You are resistant to non-magical bludgeoning, piercing, and slashing damage.
10 You can attack 3 times, instead of twice, when you take the attack action on your turn.
11 The next time you roll a 1 on an ability check, attack roll, or saving throw, you can change it to a 20.
12 You have advantage on Charisma based ability checks.
Unlocked at 20th level
13 Roll a d8. You regain spell slots of your choice equal to that number.
14 You are immune to non-magical damage and take half damage from magical attacks.
15 You cannot have disadvantage on ability checks, attack rolls, or saving throws.
16 You have +2 to attack rolls and +4 to damage rolls for the duration of your streak.
17 You gain +4 temporary hit points for this success and each one after (to a maximum of 40 temporary hit
points). These temporary hit points vanish if your streak is broken.

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LOSING STREAK table. Rolling a failure will move your streak down
If you roll a 1 on any ability check, attack roll, or while a successful roll will move you up one step.
saving throw, your Sweet Streak powers are Rolling a 20 will reset your streak counter on this
immediately drained, and you begin following the table and push you to 1 on the Sweet Streak table.
Losing Streak table (starting at 0). Unlike the Sweet Taking a short or long rest also resets this table to
Streak table, you must work your way out of this 0.

Streak Losing Streak Penalty


0 -
-1 You have -1 to all attack rolls
-2 Your AC is reduced by -2
-3 You cannot use your proficiency bonus on any ability checks, attack rolls, or saving throws.
-4 You lose resistance or immunity to any and all damage types.
-5 You have disadvantage on all attack rolls.
-6 You cannot cast any paladin spells.
-7 You take 1d4 psychic damage for this failure and each failure after it until you move up on this table.

CHANNEL DIVINITY OATH SPELLS


When you take this oath at 3 level, you gain the
rd
You gain oath spells at the paladin levels listed.
following two Channel Divinity options.
Turn Uncool. As an action, you present your Paladin Level Spells
holy symbol and shout harsh words that strike the 3 rd
Crank Caller, Hilwhelm’s Scream
center of a creature’s ego. This Channel Divinity
5th Screech, Sharp Tones
option effects creatures with a Charisma score
9 th
Awestruck, Illusory Armor
equal to or less than 10 + your proficiency bonus.
Any of those creatures within 30 feet, that can see 13 th
Dream Weaver, Mind Blow
or hear you, must make a Wisdom saving throw. If 17 th
Danger Zone, Freeze Frame
the creature fails the saving throw, it is turned for 1
minute or until it takes damage. A creature that SMOOTH RECOVERY
succeeds becomes enraged by you and will At 7th level, you can fudge a failure to make it seem
prioritize you as a target. like you intended to do it that way, saving face and
A turned creature must spend its turns trying to your streak. If you fail a roll and would lose your
move as far away from you as it can, and it can’t streak, you can use a bonus action to reroll. If the
willingly move to a space within 30 feet of you. It new roll would have succeeded, you keep your
also can’t take reactions. For its action, it can only streak but are still unsuccessful in whatever you
use the Dash action or try to escape from an effect were attempting to do. However, if the second dice
that prevents it from moving. If there is nowhere to roll is a 20, you do succeed, though the success
move, the creature can use the dodge action. will happen in an unconventional way. You can use
Wingman. As an action, you can use your this feature a number of times equal to your
Channel Divinity to impress your awesome abilities Charisma modifier (minimum of once) before
onto an ally. Choose a willing, allied creature you finishing a long rest.
can see within 30 feet. For the next minute, they
gain the same bonuses or penalties from your
Sweet Streak or Losing Streak that you have. They
cannot affect the streak and lose this benefit if
they move more than 30 feet away from you, fall
unconscious, or roll a 1 on an ability check, attack
roll, or saving throw.

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BEAUTY SLEEP
RANGER: DREAM CHAMPION
At 15th level, you come back from long rests
already a shining example of success. Whenever There are many battlegrounds across the
you finish a long rest, you start on the Sweet multiverse, but one remains a constant through
Streak table at a number equal to your Charisma them all, the Dream Plane. A realm comprised of a
modifier. When you reach 20th level, the number is mixture of wild imagination, incomprehensible
equal to your Charisma modifier + your proficiency logic, and unspeakable terrors; it is a constant
bonus. presence wherever there are creatures dreaming.
This is your chosen battlefield, the realm to which
BORN WINNER you pay homage. In a multiverse of impossible
By 20th level, you have forgotten what failure even worlds, there is still nothing that compares to the
looks like. You no longer have to roll on the Losing vast wilds that await you in the dreams of one
Streak table, even if you roll a 1. Additionally, you creature, much less the collective from which you
can add your Charisma modifier to any ability draw your energy. But for all its wonder, there are
check, attack roll, or saving throw. You can add this dark evils that claw at the edges of everything. If
modifier even if the related roll already has an you can travel from the waking world to the
ability modifier attributed to it, unless it already sleeping, what other things might sneak in with
uses the Charisma modifier. You can add the your shadows?
modifier a number of times equal to your Charisma
modifier (minimum of once) before finishing a long MIND STRIDE
rest. At 3rd level you have begun to tap into the Plane of
Dreams and can briefly move in and out of it. You
can use your movement to warp between allied
creatures within 60 feet of each other. You must
first spend 1 hour presiding over the ally as they
dream, memorizing their dream signals. You can
attune to a number of allied
creatures equal to your proficiency
bonus. You can willingly forget
another creature and learn another’s
patterns by the same process. The
distance increases to 120 feet at 7th level,
10 miles at 11th level, and anywhere on the
same plane at 15th level. You can use this
feature once before finishing a long rest.
Additionally, you gain Dreams as another type
of your favored terrain.

SUPER SLEEP
At 3rd level, you can try to pull others to sleep with
you. As an action, you can cast the Sleep spell
without expending a spell slot. Doing so renders
you unconscious until the start of your next turn.
You can choose to extend the duration of your
unconsciousness when you use this feature to a
number of turns equal to your Wisdom modifier
(minimum of one). The level the Sleep spell
is cast at increases for each turn you choose
to spend unconscious. If awoken before this
effect is supposed to end, the spell and its
effects are also ended. You can use this
feature once before finishing a long rest.

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DREAM ENERGY psychic damage. Creatures who die in this place are
At 7th level, you can easily enter a dream state immediately removed from the plane, drop to 0 hit
while taking a short rest. During this time, you can points in the outside world, and must immediately
draw on the energy of the Dream Plane to do one begin making death saving throws. While here, you
of the following: alone have advantage on all saving throws. Though
• Heal double the amount per Hit Dice you and your allies behave the same way as you
expended. would while awake, the dreamer may have more or
• Recover a combined number of spell slots less power in this realm, depending on their mental
equal to half your proficiency bonus fortitude. You and your allies can not exert more
(rounded down). power in this realm than you can in the waking
• You cast Mage Armor on yourself without world, but the dreamer may be able to shift reality
expending a spell slot. to a limited degree. If the dreamer dies, you are
• Gain a premonition about the future by removed from the dream and the effect ends. You
casting Augury without expending a spell can use this feature to enter your own dreams. All
slot. creatures inside the dream are unconscious in the
• Remove 1 level of exhaustion from yourself. waking world.
• Become immune to psychic damage for the You may use this feature once before finishing a
next hour. long rest.
You can only use each ability once before
DREAMING DANCE
finishing a long rest.
At 15th level, your body does not immediately shut
NIGHTMARE WARRIOR down while unconscious. If you are unconscious or
At 11th level you have become so like a dream that sleeping, even at 0 hit points (but not outright
you are sometimes indistinguishable from one. dead) you can still move and act. Your actions in
When making melee attack, instead of striking this state are limited. Your movement speed is
physically, you can force the target to make a halved, you can take a single bonus action, action,
Wisdom saving throw against your Spell Save DC or make a single attack on your turn, and are blind
for each use of your attack action. On a failure, you for the duration. You cannot cast spells that require
invade their mind and attack it directly, dealing verbal components as your speech is impossibly
psychic damage as if you had hit them with a distorted. You can use items, so long as they do not
melee attack. Additionally, if they fail the saving require magical words or the ability to see. The
throw, you gain insight on their next moves and any effect begins automatically if you fall asleep, fall
attacks made against you on their next turn are unconscious, or if disturbed during a long rest. It
made with disadvantage. You can use this feature a ends if you wake up (which you can do freely if not
number of times equal to your Wisdom modifier at 0 hit points), if you die, after 1 minute, if you take
(minimum of once) before finishing a short or long non-psychic damage, or if you are at 0 hit points
rest. and regain any. This effect is considered a short
rest if you stay in this state for 1 minute and are
LUCID BATTLEGROUND not at 0 hit points when it ends. You must finish a
long rest before using this feature again.
At 11th level you are so infused with dream energy
that you can extend it to others around you and
bring them into other’s dreams. Touch a sleeping
creature, they must succeed on a Wisdom saving
throw versus your spell save DC or have their
dreams opened to you (willing creatures do not
have to save). You can then touch a number of
other willing creatures equal to your Wisdom
modifier (minimum of one) to take with you into
the dreamer’s mind. The effect last for 1 hour or
until the target is awoken by something outside the
dream, though time in the Dream Plane does not
always sync with time outside it.
While in this realm, all damage is converted into

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G-Sigil save DC = 8 + your Dexterity modifier + your
ROGUE: ETHER VANDAL proficiency bonus.

Ether vandals are a unique type of rogue, typically E-vayd: Tag a creature to grant advantage or
drawn in by the desire for freedom of expression impose disadvantage on their next saving throw.
and youthful rebellion. They can tap into the magic Err-mail: Tag a creature to increase or decrease
around them through their art and bombastic flair, its AC by 1. There is no cumulative bonus to
giving them abilities unlike other rogues. Their multiple instances of this tag on a single creature.
abilities are often disruptive to more orderly ideals, Re:jen: Tag a creature to boost its healing,
putting them at odds with most symbols of healing it by 1 hit point at the start of its turn,
authority. unless it drops to 0 hit points. This tag can be used
multiple times on the same creature, to a
MAGICAL GRAFFITI
cumulative healing of 3 per turn though the effect
When you choose this archetype at 3rd level, you will end for all instances of the tag once the first
gain proficiency with painter’s supplies. You also tag loses its effect.
gain the ability to magically project paint from Exe-plode: Tag a spot and cause a 15-foot
places like the palm of your hands, fingertips, nose, explosion by shouting the command word any time
or other extremity of your choice and can use it to within the duration. All creatures within range must
create unique art. The paint can be projected up to make a Dexterity saving throw, taking 2d4+ your
5 feet and allows you to quickly create small Dexterity modifier fire damage on a failed save, or
magical runes, called G-Sigils, to use in combat or half as much on a successful one.
mix into your regular art. Re:sistor: Tag a creature to cause it to become
resistant or vulnerable to any one type of damage.
GRAFFITI BURST
If they are immune, they can only become
At 3rd level, you can weave terrible destructive resistant. If they are resistant, they can become
magic into your art. Using your action, you can immune or lose their resistance. If they are
create a work of art that is a max of 5 feet by 5 vulnerable, you can only make them non-
feet. For the next 12 hours, you can mentally vulnerable.
command the art to activate, setting off a 30-foot S10w: Tag a creature to reduce its movement
explosion centered on the art, forcing a Dexterity speed by half.
save on all creatures within the area. The explosion H0ld: Cause an inanimate object, no greater
deals elemental damage equal to that of a Sneak than a 5-foot cube, to become immovable for the
Attack + 2d6 on a failed save, or half as much on a duration of the G-Sigil.
successful one. The damage types can be fire, Can-tr0p3n3r: You can cast a single cantrip
force, lightning, or thunder and are chosen when from the Wizard spell list. You know a number of
the art is created. It deals double damage to cantrips equal to your proficiency bonus. You can
objects and structures which automatically fail the spray this sigil on a fixed surface or on a creature,
save. You can use this feature once before finishing activating the spell in whatever way it is required in
a long rest. this way. Tagged creatures make any saving throws
against these cantrips with disadvantage. If a spell
G-SIGILS
requires a spell attack roll, the tag can count as
The following is a list of effects the G-Sigils can that attack. Once you choose a spell, it cannot be
have. You may only have 5 G-Sigils active at a time, changed. These sigils follow the normal casting
with the oldest one becoming inert if you create a times and limitations for spells on a single turn.
new one. If tagging an unwilling creature, you must
make an attack roll using your Dexterity; you are
proficient with the attack. The G-Sigils are only
effective for 1 minute, losing any magical
properties after that time. You can use your action
to create 1 G-Sigil per turn at 3rd level, 2 at 9th level,
and 3 G-Sigils at 13th level. Some tags require a
saving throw to resist

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Iyz: You spray paint in the target’s eyes, blinding GRAFFITI MASTER
them. They can make a Constitution saving throw, At 13th level you gain the ability to create your art
at the end of each of their turns, negating the on any surface. You can use your Magical Graffiti
effect on a success. skill to paint on surfaces like water, lava, and even
Sum-0n: You create a creature out of graffiti into the air. Creations made in this way last a
that springs to life and fights for you. The creature number of hours equal to your Intelligence
must be small sized and have a CR of 1 or less. It is modifier (minimum of one).
completely flat, has 1 hit point, and can travel as If you are using this ability combined with the
the creature normally would or along whatever Spark Grind ability to move in the air, you can only
surfaces it is painted on (following its normal move up or down on a single turn a number of feet
movement capabilities there as well). It can only equal to half your base movement speed.
follow simple orders and vanishes once the G-Sigil
wears off. ART IMITATES LIFE
See U: Tag a target to make them glow in a red
At 17th level you and your art have become one in
outline, even though non-magical surfaces.
the same. As a reaction to an attack, spell, or effect
Port-4013: You create a circle with a 2-foot
that requires a Dexterity or Constitution saving
diameter. This circle is inert until you create a
throw, you can meld into any surface within 5 feet
corresponding circle no more than 60 feet away.
of you, appearing as a stylistic art representation
For the duration of the G-Sigil, creatures can walk
of yourself. You can then move up to half your
through one circle to come out of the other.
movement speed in any direct along the surface or
other surfaces touching it and through cracks at
SPARK GRIND
least 1 inch wide. During this move, you can make
When you choose this archetype at 3rd level, you one G-Sigil, even if you have expended all of your
gain the ability to grind on improbable surfaces, previous uses. Once you have stopped moving, you
including paint laid down by you or other artists. By immediately appear in the nearest unoccupied
channeling magic through your feet, you reduce space. Unless the initial attack or effect has an area
the friction they make on any surface, allowing you of effect that you are still inside of, the spell or
to grid along its edges. You can use this ability at attack is negated. If you are still inside the area of
will but can only ride along the edges of surfaces effect, you make the relevant saving throw with
(such as the edge of a roof), narrow rails (such as advantage, taking half damage on a failed save and
smooth guard rails), or paint laid down by you or no damage on a successful one. You can use this
other ether vandals. While grinding, your base feature as a reaction once before finishing a short
movement speed and jump length is doubled and or long rest.
you cannot concentrate on spells. If you end a turn Additionally, you can use this effect as an action,
while grinding, you must succeed on a Dexterity having full use of your movement until the end of
saving throw (DC 5) or lose your concentration and your turn. If done in this way, you cannot make
fall off whatever surface you were grinding on. For attacks, cast spells, and may only create one G-Sigil
each turn you end while grinding, the DC increases on your turn. While in this form, any damage you
by +2. take from non-magical attacks is halved. When
your turn ends, or when you decide to, you appear
GRIND BURN
in the nearest unoccupied space from where you
At 9th level, you can force the energy of your grind moved to. Exiting in a space that is too small for
into an attack. If attacking an enemy while grinding, you will deal 6d6 force damage to you and move
you can add 1d6 force damage to the attack. you to the nearest unoccupied space. You can use
Alternatively, you can store the grind energy and this feature in this way a number of times equal to
release it in a single attack. For each turn you end your Intelligence modifier (minimum of once)
in a continuous grind, you add 1d6 force damage to before finishing a short or long rest.
the next attack you make to a max of 6d6. The
energy dissipates immediately when you stop
grinding. You can choose to use the energy either
partially or fully, but you cannot use this ability
again after expending all 6d6 of the possible
energy until you finish a short rest.

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BLASTED SPELL
MUSCLE SORCERER If you cast a spell that only targets one creature
and doesn’t have a range of self, you can use a
Spells books? Unearthly pacts? Divine number of sorcery points equal to the level the
intervention? These things are for those who don’t spell was cast at to broaden the spell into a small
understand the arcane understanding comes from burst of magic. The spell now requires a saving
an understanding of your well-toned body, throw, affecting any creature within a sphere with a
understanding that true power comes from 10-foot diameter. Creatures within the area take
understanding muscles, that mighty magic comes half damage on a failed save and no damage on a
from a mighty core. Magic is not a thing to be successful one, as the spell’s increased area
learned or begged for, magic is something you weakens its power. If the spell requires a saving
bully out of the universe, no matter how the throw to resist an effect or condition, that saving
universe feels about it. As a muscle sorcerer, you throw is made with advantage. Healing spells can
have unlocked the secret to bending nature to your also be affected by this spell, healing half hit points
whim from the proper flex of your immaculate, to all affected creatures.
rippling form.
STRANGE FLEX
METAMAGIC
Unlike other sorcerers, your magic comes from
SPELL SIPHON physically forcing the magical ether to bend before
When you cast a spell that deals damage, and any your might. You use your Strength, instead of
of the damage dice are equal to your Hit Dice, you Charisma, whenever a spell refers to your
can use 1 sorcery point to regain hit points equal to spellcasting ability. In addition, you use your
the lowest number rolled. You can regain hit points Strength modifier when setting the saving throw
from multiple dice by using a number of sorcery DC for a sorcerer spell you cast and when making
points equal to the number of dice you want to an attack roll with one.
regain hit points from, starting with the lowest
number rolled and moving upwards. Spell save DC = 8 + your proficiency bonus + your
Strength modifier
SMASHING SPELL Spell attack modifier = your proficiency bonus +
When you cast a spell, you can use 1 sorcery point your Strength modifier
per level of the spell used to change some or all of
the damage dice to bludgeoning, piercing, or Additionally, whenever a Metamagic option or
slashing damage. This damage is still considered spell requires you to use your Charisma, you can
magical for the purposes of overcoming instead use your Strength. Your saving throw
resistances. proficiencies are now Strength and Constitution.
DELAYED SPELL
When a creature is impacted by a spell, you can
SPELLCASTING FOCUS
spend 2 sorcery points per creature of your choice Your fists or feet can serve as an arcane focus,
to delay the effects of the spell for up to one depending on which one you primarily strike with.
minute. The effect travels with them and cannot be
broken. Anytime during that minute, you can use a
CAST FIST
reaction to release the effect of the spell on any When you choose this sorcerous origin, you learn
number of affected creatures. Not every creature the Mage Hand cantrip, if you do not already have
has to be affected by the initial casting and not it. When you use this spell, you can strike with the
every delay must be released at the same time. hand as if it were your own hand, as part of the
Alternatively, you can use this ability to set a spell action. If the hand makes contact with an
creature or object as the point of origin of a spell, enemy in this way, it disappears, and the spell ends
releasing the spell anytime within the duration. after dealing damage. Though the spell is designed
After one minute, any delayed effects are released. for a hand, any extremity you may make an
If this ability is used in tandem with Subtle Spell, a unarmed strike with can be projected, though they
creature must succeed on a Wisdom saving throw can only be used to attack if summoned in this
against your spell save DC or be unaware that they way.
are loaded with the spell energy.

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POWER STRIKE Additionally, if you use at least 4 sorcery points,
The massive energy you command causes your you can attack twice with an unarmed strike
unarmed strikes to deal 1d4+ your Strength instead of once for the duration of this effect.
modifier bludgeoning damage. This increases to
STRENGTH RECYCLE
1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th
level. You can spend 1 sorcery point to make the At 18th level you strike so hard, you can punch the
unarmed strike considered magical for the purpose magic energy out of your foes and steal it. Each
of overcoming resistances. time you land a successful unarmed
Additionally, you can spend a total of 2 sorcery strike, including with the Cast Fist
points to add a damage dice equal to your feature, you regain 1 sorcery
unarmed strike from the following damage types: point. Critical hits regain 1d4+1
acid, cold, fire, lightning, force, or thunder. sorcery points, reflecting the
somewhat unstable nature
MIGHTY MAGIC of your power.
At 6th level you can weave spell magic into your
attacks, focusing their origin on the point of impact.
Spells with a casting time of 1 action or bonus
action, and with a range of touch or which require
you to make a spell attack roll, can be used in
tandem with an unarmed strike. In this case, make
an unarmed strike against the target. On a hit, the
target takes the damage from the unarmed strike
and is affected by the spell and the spell deals 1
additional damage dice to the primary target (if
applicable). This increases to 2 additional damage
dice at 14th level and to 3 additional damage dice at
18th level.
At 14th level, you can use spells that require a
saving throw in this way as well. On a hit, the
primary target makes the saving throw with
disadvantage and is subjected to the extra damage.
A missed attack will still release the spell but with
no additional effects. If a spell you cast would
require you to make a Dexterity saving throw due
to its area of effect, you make the saving throw
with disadvantage. At 18th level you no longer roll
against spells you cast in this way with
disadvantage and take only half damage from a
failed save or no damage on a successful one.

MUSCLE BOOST
At 14th level, you have gained the ability to weave
the magic of the universe into your muscles,
further boosting your abilities. At the start of your
turn, you can increase your Strength score by 1 (to
a maximum of 30) for each sorcery point you use
for this ability. The augmented Strength score
remains until the end of your next turn. Changes to
your Strength score are also reflected in your spell
save DC and spell attack modifier. You can use a
total number of sorcery points equal to half your
level (rounded down) with this feature before
finishing a short or long rest.

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PACT BOON: THE MANAGER
WARLOCK: CORPORATE
You gain an additional spell slot. Also, whenever a
OVERLORD PATRON spell you cast drops a hostile target’s hit points to
0, you regain a spent spell slot. You can regain a
Many warlocks are known for making deals with number of spell slots equal to your Charisma
unknowable fiends and literal devils, but few tread modifier (minimum of one) this way before
the dark depths you dare to go. The corporate finishing a long rest.
overlords, leaders of industry and barons of
resources, deal in unspeakable evils. Their massive
power trickles down to you, a pittance you receive
The Corporation
for your very soul. Why would anyone align with Not all corporations are inherently evil, just most of
such vile corruption, why would one partake in them. The pursuit of exponential growth is a
their sinful structures, why would you sign across slippery slope, and many corporations can find
that dotted line? themselves at odds with their original vision. They
The corporations are often represented by a are highly concerned with your conduct, even in
lovable mascot, by which the worlds know them. your off time. Discretionary leeway is rare, and
You know the true aspects of these mascots but their directives can sometimes be unclear or even
report to them all the same. Storefronts and contradictory. When choosing your overlord,
corporate headquarters are akin to churches to consider their known objectives and exactly why
you. Art featuring the mascot’s likeness will often you would choose such a stringent path. Need for
speak as an avatar for the corporation’s wishes to structure, desperation, or fear of a rival corporation
you. Their instructions are reliably confusing or are all easy examples of why you might sign your
immoral and there is no lenience on those life away in this way.
contractors who fail to fulfill these orders.
MICROMANAGE
Obedience and peak efficiency are the qualities
your masters expect. Time is money, money is Starting at 1st level, you can use your action to give
power; you’re on the clock, get back to work. extremely detailed and unnecessary instructions to
an ally or foe. When doing this, you must decide if
these instructions are to be used on an ability
CORPORATE OVERLORD EXPANDED SPELLS check, attack roll, or saving throw. Then the next
time the target makes an ability check, attack roll,
Spell Level Spells or saving throw (based on your choice), within the
1st Crank Caller, Disguise Self next minute, they either add your proficiency bonus
(for allies) or subtract your proficiency bonus (for
2nd Ether Bees, Heart Container
enemies) to that roll. You can use this feature a
3 rd
Grasping Graves, Spirit Guardians number of times equal to your Charisma modifier
4 th
Phantasmal Killer, Skin Krwlr (minimum of once) before finishing a long rest.
5 th
Animate Objects, Conjure Elemental
ASSOCIATE ASSISTANCE
At 6th level, you can call on your co-workers for a
boost. After you roll an ability check, attack roll, or
saving throw, you can use your reaction to choose
an ally within 60 feet of you to make the same roll,
and then use their roll instead. The ally applies any
of their own bonuses or penalties to the roll, even
if the same changes did not apply to your initial
roll. You can use this feature a number of times
equal to your Charisma modifier (minimum of
once) before finishing a long rest.

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TIME TO LEAN UNDERCOVER BOSS
At 6th level, you can help clean up some issues At 14th level, you can assume the body, mind, and
while you rest. During a short rest, you can cast abilities of your associates. Using your action,
Lesser Restoration without using a spell slot. At 14th touch a willing, allied creature. For the next minute
level, you can cast either Lesser Restoration or you become an exact replica of them at the
Greater Restoration without using a spell slot. You moment you touched them. You have their current
can use this feature once before finishing a long hit points, available spells, available abilities, voice,
rest. body, and a replica of their armor and weapons
(including magical items and artifacts). Your
WORKFORCE thought patterns are still your own but all your
At 10th level, you can begin forcefully recruiting stats, including Intelligence, Wisdom, and Charisma
creatures for employment by your patron. When a are replaced by theirs. This feature end if your new
creature is killed, you can copy their essence in a form’s hit points are reduced to 0, or if you dismiss
gem worth a minimum of 50 gp. The creature it as a bonus action. Once this feature ends, your
must have died within the last hour, and you must copied body and equipment slides off as a fine ash
spend one uninterrupted minute performing this and you regain your previous form, as it was right
hiring process. The target creature must make a before you used this feature.
Wisdom saving throw against your Spell Save DC, You must finish a long rest before using this
thwarting this feature on a successful save or feature again.
succumbing to your power on a failed one. When
the process is finished, whether successful, ELDRITCH INVOCATIONS
resisted, or from being interrupted, the body is The following are extra Eldritch Invocation options.
mummified, and you cannot attempt this feature
again on it. You can employ a number of creatures
whose CR matches your Warlock level, with PETTY CASH
Once per day, you can expend a Warlock spell slot
creatures of a CR less than 1 counting as CR 1. Each
to summon a gemstone of your choice worth no
creature requires its own gem, and the gem is
more than 50 gp.
destroyed once the copy is released.
After the creature’s essence is copied, you can
use a bonus action to release it. They appear as a EXTRA RESOURCES
glowing, ethereal version of themselves. They are Once per day, you can summon any basic set of
mentally linked to you and follow your commands tools from a pocket dimension. The tools last 10
to the best of their abilities, taking their action on minutes and then disappear.
your initiative. They have access to any abilities
they knew in life but cannot speak or cast spells. If
not given instructions, they will only defend LAY OFF
themselves, taking the Dash, Disengage, or Dodge Prerequisite: 9th level
actions based on the situation. They can use any You can cast Banishment once without expending a
magical items they were attuned to but cannot spell slot.
share the weapons with others. They fall to ash
after 1 minute or all their hit points are depleted.
BOSS AROUND
You may only have one creature’s essence active at Prerequisite: 5th level, Pact of Management’s Bonus
a time. You can cast Command, without expending a spell
For example: At 12th level, you could copy one CR slot, a number of times equal to your Charisma
12 creature, twelve CR 1 creatures, three CR 4 modifier (minimum of once) per day.
creatures, or some mix equal to your Warlock
level.
OVERTIME
For each level of exhaustion your character is
suffering from you gain +5 to Warlock spell
damage rolls.

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ENERGY BEND
WIZARD: SCHOOL OF
At 2nd level, you learn one of the basic tricks of
LASERMANCY modifying lasers: how to bend them. You can
modify any spells that produce light, either
As a field of magic, lasermancy has humble but doubling or halving the range of the light cast,
somewhat convoluted roots. The creation of though this does not change any damage output
lasemancy began as a small competition between the light may possess.
scientists and magicians, to see which could bend, Additionally, any line spells you cast ignore all
compress, or otherwise alter light better. Students but full cover. Targets gain no benefit to AC so long
of lasermancy understand that it is a mix of both as you know where they are. Targets with full cover
fields that makes a true lasermancer master. can be targeted but spell attack rolls are made
However, magic has the added benefit of not with disadvantage.
requiring actual light to create what could be
considered a “laser.” Nearly every type of energy SPECIAL BEAM
can be compressed into a fine, atom thin line, and At 6th level, you can cause one of your modified line
expressed with devastating force and accuracy this spells to blast through an opponent to another
way. This discovery is what began the school of one. If two creatures are in the path of and range of
lasermancy and proved that magic will always be one of your beam spells, and you hit the closest
cooler than science, at least in the minds of one with the spell, you can use your reaction to
lasermancers. push the beam through them, onto another target
within range. Make a spell attack roll against the
second target, on a hit they are subjected to the
LASER COMPRESSION spell, taking the same damage as the initial target,
When you choose this school at 2nd level you have and the initial target takes an additional damage
learned how to control the wilder aspects of dice from the spell. You can use this feature once
damaging spells, refining their power into a beam. before finishing a short or long rest.
You can choose 2 spells you know to alter in this At 14th level, you can choose to activate the
way and can choose 2 more at 6th, 10th, and 14th Reflection ability after hitting the second target.
level. Spells you choose to alter in this way can be
cast as a beam or in their normal form each time REFLECTION SHIELD
you cast the spell. A spell must meet the following At 6th level you can pull a small bit of elemental
criteria to be altered into a beam: energy from any spell you cast and weave it into a
• The spell must be a damaging spell, though thin magical ward around yourself. When you cast
it may have additional effects as well. a spell, you can use your bonus action to become
• The spell must have a saving throw to resistant to the type of damage that spell deals. If
resist some or all of the damage. a spell deals multiple damage types, choose one to
• The spell must be some type of energy or gain this benefit from. You are resistant to that
element. It cannot be things akin to a damage type and take no damage from it if you
swarm or cloud. succeed on a saving throw that would normally
• It cannot be a spell with a range of touch. result in half damage. The ward is destroyed if you
When a spell is compressed in this way, you treat it are hit with that damage type, choose a new
as a line spell. It travels in a line up to its original damage type to ward against, or after 1 minute. At
casting range. You must succeed on a ranged spell 14th level you become immune to the damage type.
attack, though any additional effects of the spell
(such as moving a creature or a status effect) must
be resisted by the original saves of the spell. Only
one target can be targeted by a spell in this way,
even if the original spell attacked multiple targets.
On a hit, the spell deals its full damage, even if it
originally had a saving throw to resist the damage
and all saving throws to resist additional effects
are made with disadvantage.

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LINE OVERDRIVE REFLECTION
At 10th level you have learned how to power up At 14th level your lasers have become so strong
your lazermancy spells. When casting a spell that they can ricochet of multiple targets. When casting
travels as a line, either naturally or through the a spell that travels as a line, you can bounce the
Laser Compression feature, you can spin more beam against a number of additional targets equal
energy into it than would normally be possible. Roll to your Intelligence modifier (minimum of one).
a d4-1. The result is the additional damage dice you Each additional target must be within 15 feet of the
can add to the spell. At 14th level you can roll a d6-1 last target, and you must make an attack roll for
instead. You can use this feature a number of times each one. A spell cannot exceed its natural range
equal to your Intelligence modifier (minimum of when using this feature. If you miss any target, you
once) before finishing a long rest. cannot ricochet that spell anymore on that turn.
Each target hit after the initial target takes half
damage from the spell, before applying
vulnerabilities or resistances. You roll damage once
for all targets, though their individual resistance or
vulnerabilities still apply. You can ricochet off
number of targets equal to your Intelligence
modifier (minimum of once) before finishing a long
rest.

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detailed aerial view. More advanced features may
be able to zoom into a specific area to get a count
of foes, record a few seconds of video, scan a few
feet into the ground, or even correctly identify a
Creatures in the Retroverse come from many target within a crowd. Though it is often reliable, it
backgrounds. Some are more common, typical can sometimes make grave errors that jeopardize
soldiers, wanderers, or criminals that you find in your entire mission.
every world. Some are a bit more unique,
dimensional travelers, star orphans, unhinged
creators. Choose the background that best suits SUGGESTED CHARACTERISTICS
your play style and don’t feel constrained to the Alien invaders tend to be constantly out of their
ones provided. element. Though you may be competent and
highly regarded of on your own world, you likely
have trouble adapting to this one. Simple tasks and
ALIEN INVADER objects may simultaneously confound, infuriate,
You are not of this world; you are an alien from and fascinate you. Your bizarre actions are
beyond the stars or even another reality. Sent as regularly noticed by those around you, sometimes
the first preparations to expand your empire’s hold drawing unwanted attention and sometimes
on the universe, you’ve been physically modified to putting your entire mission and life at risk. And
mix well with the inhabitants of this primitive place. after too much time on this world, you may begin
It’s your job to discover as much as you can about to forget your original home and start adapting
this land and to report your findings back to your some of the more interesting customs of those
leaders. Additional instructions are to weaken you’ve been sent to investigate.
defenses, stir uprisings, and even conquer the Though you are an alien, your body has been
planet yourself if possible. Be careful though, the modified to fit in with the local population. You
locals probably would not take kindly to your have the physical characteristics of any species you
machinations if they discovered who you really choose, including special abilities and ability score
were. improvements. Alternatively, any species can be
Why were you chosen to lead this dangerous “alien” to a given world and you may take all of
mission? What does your species true form look, their abilities, even if your outward appearance is
sound, and smell like? How do the societies of this that of a completely different species. Though you
world differ from how your world works? Are you may look like a species and have been trained to
sure you’re the only aliens trying to take over this act like them, you do not think like them, and it
world? may take years to fit in unnoticed.

Skill Proficiencies: Deception, Performance d8 Personality Trait


Tool Proficiencies: Disguise kit 1 I am the best invader my world had to offer, and I
Languages: One of your choice am going to live up to that standard.
Equipment: A disguise kit, a log of outdated 2 I really don’t agree with the way my leaders run
information about your target world, out of style our society.
traveler’s clothes, a broken communication device 3 I must meticulously catalogue all I can before we
linked to your home world, a satellite link, an alien destroy this world.
device the behaves strangely similar to a common 4 This is just an extended vacation for me.
magical item (work with your GM to determine
5 I’m pretty sure this assignment is fake but I’m
which common magic item this device replicates) going to give it my best anyway.
6 Everything here makes me sick. This planet needs
to be expunged.
FEATURE: SATELLITE SURVEILLANCE
7 What are these “emotions” everyone here seems
Cloaked in orbit there is an alien satellite that can
so obsessed with?
be used to gather information on the world around
8 Kill all humanoids!
you. It is usually only within range about half of the
day and can only use more advanced features a
few moments of each day. Typically, it can get you
a general lay of the land or even a moderately

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HEEL
d6 Ideal Evil never really suited you. You watched the
1 Sampler. Have you tried this food!? (Any) heroes from afar and always wanted to be like one
2 Renegade. My empire is evil, and I will help this of them. But because of a few bad choices or a bad
world prepare against the coming invasion. (Good) lot, you remained the villain for quite some time.
3 Conqueror. I will stoke the fires of war and burn Well, enough is enough! Time to change your fate
this planet to ashes. (Evil) and double down on being the face for a change.
4 Alpha Directive. It is my job only to oversee and You’ve burned a lot of bridges, literally and
observe, not to interfere in any way. (Law) figuratively, and have quite a road ahead of you.
5 New Life. I can live how I want, when I want. But a heel-turn is within your grasp, if only you’re
(Chaos) willing to go the distance and prove you’re one of
6 Magic? The technology here seems to surpass our the good guys.
own by centuries. I must discover how they are What drew you make such a drastic change in
able to seemingly cast magic. (Neutral) your life? Was there someone important who
showed you a better way? Were you tired of
d6 Bond always ending on the losing side? Did you realize
you’d been tricked into doing evil and want to make
1 I’ve fallen in love with a local, but they can never
know my true identity.
amends? Think about the dastardly deeds you had
previously been a part of and how that may affect
2 It’s all about me and everyone else can kiss my
your future encounters and personality.
metaphorical alien behind.
3 My allegiance is to my commanders and no one
Skill Proficiencies: Intimidation, Performance
else.
Tool Proficiencies: Disguise kit, one type of artisan’s
4 This world is beautiful. Maybe I can convince my
tools
dying planet to slowly colonize instead of
Equipment: A set of travelling clothes, 1 well-
conquering?
crafted alter-ego costume, disguise kit, an
5 I have taken a special interest in a particular
instrument you don’t know how to play, one evil
bloodline and have been working for centuries to
keepsake from your past, a self-help book, 100 gp.
see them rise to power.
6 I will befriend every animal, or dye trying.
FEATURE: EVIL MACHINATIONS
d6 Flaw Due to your countless years as the villain, you’ve
1 I’ve been here so long I can’t remember if I really seen many evil plans be built and fall apart. Your
am an alien or if I just imagined that. knowledge of thwarted plans, through experience
2 My life, and by extension everyone else’s, is or otherwise, give you special insight into the
worthless. designs of others. This is not precognition; this is
3 I was never supposed to be in charge of this pattern recognition and insight from a world few
mission and have no idea what I am doing. ever experience. If dealing with seemingly
4 I can’t help but tell everyone about my secret unrelated events or a convoluted evil scheme, you
mission, but nobody ever seems to believe me! can usually get a hunch on what the next move or
5 I fall so easily for the cheap vices of this world
stage of the plan is. You may not be able to figure
and seem to adopt a new one weekly. out the entire scheme, but you’re often one step
ahead of those around you.
6 It’s not technically cannibalism if I’m not really
one of them.
SUGGESTED CHARACTERISTICS
Heels were the villain of someone else’s story. They
could have been the big bad, waiting for the heroes
at the end of a long quest. They could have been a
simple soldier, fighting in an army against the
forces of good. They could just as easily have been
a bully or even simply an actor portraying a villain.
Whatever their origin, they have had a change of
heart and want to be the hero of the story now.

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Heels can find the transition difficult and make
many mistakes along the way, some going into d6 Bond
deep depressions when they slip into evil habits. 1 I am on the run from a former master who seeks
Others consider it all a learning experience and to destroy me.
keep moving on. Still others are unrepentantly and 2 I always looked up to the heroes and style my
blatantly evil, having trouble understanding why actions after my favorite one.
they’re always so reviled. 3 I am greatly indebted to a family member who
never lost faith in me.
d8 Personality Trait 4 My otherworldly patron keeps tempting me to go
1 We should probably hear out our enemies, who back to my old ways. I do everything I can to
knows what they’re going through? silence them.
2 I’m confused about my place in the world and am 5 I left my bad life behind to try and impress
looking for guidance. someone I am infatuated with.
3 I apologize to everyone I meet, even those who 6 My terrible actions caused the death of someone
have no idea of my shady past. close to me.
4 I am extremely literal and have trouble
understanding anything beyond cold logic. d6 Flaw
5 A little light thievery never hurt anybody. 1 I’m still very, very evil.
6 After being an evil henchman for so long, I’m not 2 Even when I try to do good, my sinister
certain how to make decisions for myself. appearance and mannerisms make me hard to
7 I am constantly looking over my shoulder for trust.
enemies from my past. 3 I’ve held my true past a secret and I will do
8 I need someone to acknowledge all these good anything to keep it that way.
deeds I keep doing, otherwise I might stop. 4 A little light murder never hurt anybody.
5 I am intensely jealous of heroes more popular
d6 Ideal than me.
1 Taumy. My dark side faded away when I gave up 6 I refuse to give others a second chance, despite
my past life. (Good) my own background.
2 Darhk. Do not underestimate the power of the
dark arts! (Evil)
3 Ko-zu. Evil and good are always at war within me,
true power comes from the balance of both.
(Neutral)
4 Zina. I have a past filled with bloodshed and
misery. I must atone for it. (Any)
5 Wade. Everyone balked when I killed people
before; now that I’m a hero, they cheer! (Chaos)
6 T-DCCC. I cannot disobey my orderly
programming, but I can change my prime
objective. (Law)

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MAD SCIENTIST FEATURE: EFFICACY ENHANCER
Fools! They could never understand the grand Your extensive time spent researching in the
nature of your work! And you’re the greatest fool scientific and arcane fields have given you insight
for ever trusting anyone else with such important into the exact workings of potions and poisons. You
work! You’re just a few steps away from unlocking have the ability to augment the properties of both
the keys to life, or reality, or time, or death, or magical and mundane potions and poisons. You
magic, or any number of other improbable can delay their effects, make the effects subtler,
concepts. Your life’s work has led up to this point subdue the effects without changing the
and if you could just make one more breakthrough, appearance, change the color or consistency, or
then you will have finished your research and can even sometimes increase the effectiveness (to a
stop. But you know it won’t end there, you’ll never maximum of one corresponding dice). Changing a
be satisfied with completing your work. There is so potion requires at least one hour of concentrated
much more research to be done, so much more for work and uses a great deal of your alchemist’s
you to discover, so many more rules for you to supplies. More powerful potions or poisons may
break. So, let the fools think you’re insane, let the require more time or more expense. Work with
ignorant enjoy their small lives and small minds; your GM to determine the limits of your ability and
it’s not as though you could ever be content with what it will take for you to be able to work on
that anyway. Ignorance is bliss and you’re stronger potions or poisons.
downright mad.
SUGGESTED CHARACTERISTICS
Skill Proficiencies: Insight and either Arcana or Mad scientists are typically outcasts of society.
Nature They have delved too deep into areas of research
Tool Proficiencies: Alchemist’s Supplies and either considered taboo or outright forbidden. This has
(a) poisoner’s kit or (b) herbalism kit given them insights into concepts and desires far
Languages: Two of your choice beyond those that would even be considered by
Equipment: A set of common clothes, a lab coat typical citizens. It’s not that they have lost touch
and basic chemical protective equipment, with reality, it’s that they can no longer partake in
alchemist’s supplies, 10 empty bottles, a book of the shared illusions that comprise that “reality.”
your research notes, a Because of this disconnect, they may be socially
warrant for your awkward and have trouble understanding how to
arrest, and 5 gp. communicate on even a basic level. They are
obsessed with their work and will be overjoyed to
speak with researchers in the same field, though
they often believe themselves more enlightened
than even the experts. They can seem distant, lost
in their own worlds, but are amazingly intelligent
and a boon to teams that struggle with puzzles.

d8 Personality Trait
1 I was tricked into servitude in my younger years.
Now, I bow to no master, not even the laws of
reality.
2 I have seen the cracks in what we perceive as
truth. I want to expand those cracks by any
means.
3 I love the rush I get from discovering something
new. It’s an addiction.
4 I am tired of being caught in the tangle of other’s
lives. I want to break free of their mental
weakness.
5 In the grand scheme of things, nothing we do
matters. Let’s make our own meanings.
6 I crave power above all else and I will take my

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Kris Leask (Order #38729720)
research to terrible lengths to get it. MERCENARY
7 If we don’t teach the future generation everything You hold no particular allegiance to a nation, king,
we know; they will suffer the same as we do. or god. You might serve in a large military force for
8 Magic is silly and fake; I can prove it too. hire, or you might work alone. Either way, you have
spent a great deal of your life in combat. The
d6 Ideal battles have blurred together in a miasma of blood
1 Powers. I will use my vast intellect to rule the
and salt. You have lost many friends, made new
world! (Evil) ones, and lost them as well. It has been a hard life,
but one filled with glory and riches as well. You
2 Light. I will make the world a better place, no
matter how many times it is ruined by evil. (Good) have made a name for yourself as a capable
warrior and your type of work is always almost
3 Strange. Magic is the only true constant. I will
become the greatest magician in the omni-verse.
always in demand.
(Any) Why have you taken and continued this lifestyle
that can bring you so much pain? Do you enjoy the
4 Manhattan. We’re all puppets, I’m just one that
can see the strings. (Neutral) thrill of combat? Do you have a secret past that
disallows you from more civilized work? Do you
5 Doom. I do not wish for godhood, for the gods are
beneath me. (Law)
need money to pay off an old debt, or take care of
a hungry family? Are you stuck with no real idea
6 Seuss. What better way to learn about the world
on how to get out? Is the promise of gold and
than by breaking all the rules? (Chaos)
adoration too much for you to resist?

d6 Bond
Skill Proficiencies: Athletics, Survival
1 I’ve seen the future and I will stop at nothing to Tool Proficiencies: One type of gaming set and
prevent it. either (a) one type of musical instrument or (b)
2 Each of my creations are sacred to me and I herbalism kit
abhor anyone who would destroy them. Equipment: An heirloom weapon of good or even
3 I’ve always craved the comfort of a family, but no magical quality (not necessarily from your own
one seems to understand me. family), a note from someone dear to you, a set of
4 A mentor showed me I could be more than I was. worn traveling clothes, a bedroll, a gaming set, and
I’ll never forget their lessons and want to help a pouch containing 100 gp.
others in the same way.
5 Animals are my only true companions. At least
the ones I don’t experiment on.
6 Who needs to win friends when you can simply
make them from raw components?

d6 Flaw
1 I’ve done more than my share of humanoid
experimentation and I plan to do far more.
2 I’m the smartest person in the room but I don’t
understand why people take offense to me saying
that.
3 You’re wrong, I’m right. End of discussion.
4 I’ve left behind everything I cared for so many
times, I don’t know if I can be connected to
anything anymore.
5 My plans always seem to be ruined by someone
who is clearly inferior to me. It enrages me.
6 I have no respect for any type of law. Mortal,
religious, moral, ritual, physical, or intangible.

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FEATURE: TOUGH JOBS
When you are in a populated area you have little d6 Ideal
trouble finding work. People who have heard of you 1 Enforcer. I enforce the laws of those who pay me,
want your help with problems they find unsavory. regardless of if I agree upon them or not. (Lawful)
Those who don't know you can see the skill written 2 Lust. I love the feel of three things: gold, flesh, and
on your body and will regularly hire you for steel. The more you combine the three, the better.
enforcement or bodyguard work. You may find (Chaos)
another group of mercenaries that will let you take 3 Protection. I selflessly protect those that cannot
a cut of their contract, if you can pull you own protect themselves. (Good)
weight. Whatever the situation, you are never out 4 Reaper. Everyone must die sometime, and I want
of work and are almost always paid reasonably for to be the one that does it. (Evil)
the jobs you do. 5 Aspiration. I want to be the very best, like no one
ever was. (Any)
SUGGESTED CHARACTERISTICS 6 Untouchable. I. Am. Immortal. (Chaos)
Mercenaries rarely find solace in a quiet life.
Peaceful retirements are interrupted by vengeful d6 Bond
ghosts of their past, both literal and metaphorical. 1 I have a family to feed and protect. It has been
Their lives have been full of loss and anguish, so some time since I saw them.
much so that many harden their hearts to
2 My brothers-in-arms are closer to me than any
everyone around them. Their inner selves can be other. I would die for them.
fraught any combination of guilt, doubt, regret, and
3 I was trained by a master swordsman that went
pain. Some use this turmoil to drive their knives
missing a few years ago.
even deeper into foes. Others use it as motivation
4 A close friend gave me a dying wish with their last
to do better, seeking solace in continual acts of
breath. I've been working to finish it for some time
redemption. now.
5 A secret affair with a noble has me on the run.
d8 Personality Trait One day I will return to them.
1 I am loud, crass, and mean, and that's just the way 6 My god abandoned me in a crucial moment, and I
I like it. need to know why.
2 A sharp mind and a fast tongue are the best ways
to stay out of danger.
d6 Flaw
3 I love the thrill of combat and don't think I could
1 The pleasures of the flesh are too great for me to
live without it.
resist.
4 If I have gold in my pouch and a lover (or two) at
2 I get a rush from watching someone else die.
my side, then I am happy.
Sometimes I can't stop myself.
5 I am deeply political and sometimes object to the
3 I am very good with one weapon but cannot seem
jobs I must do.
to master any other.
6 This is a fun gig, but what I'd really like to do is
4 A chance encounter with true evil has made me
have a farm.
fear my own death more than anything else.
7 I will give all to those around me suffering, even if
5 I believe I am the chosen one. One day all will
I caused the suffering.
wonder at my glory.
8 I won't take a job without knowing every detail.
6 I believe that every good thing that happens in
this world is solely due to my actions.

181
Kris Leask (Order #38729720)
MONSTEROLOGIST Skill Proficiencies: Animal Handling, Investigation
You’ve always been fascinated by the beasts of Tool Proficiencies: Nets, calligrapher’s supplies,
your world. Dragons, goblins, slimes, cyblight, cartographer’s tools
b-ugz, undead, all of these enthrall you. As a child Languages: Common and one language you picked
you would research and record the habits of small up from the monsters you study.
creatures, such as bugs or birds. Now, your desire Equipment: A set of common clothes, a well-worn
to learn all there is to know about particular set of extra durable traveling clothes, a book
monsters has driven you to adventure. Your thirst containing research related to the monsters you
for knowledge often sees you settled up with have encountered, a letter describing your work in
haphazard teams and in dangerous situations. several different languages, a net, a pound of bait,
Because of this, you have learned how to defend and a small jewel worth 50 gp.
yourself as well as an average adventurer.
However, killing any of your research targets,
except to dissect them, pains you greatly.
FEATURE: MONSTER MIND
What is it about these monsters that has you so You have spent days at a time watching the habits
obsessed with them? Are you trying to find out the of monsters and have become in tune with their
best way to deal with a threat? Do you want to general habits. The more time you spend observing
befriend the monsters or maybe even train them? certain types of creatures, the more able you will
Are you going to become the authoritative master be to intuit subtle hints about them. You may be
on some type of beast? Why risk your able to tell when a creature last ate or slept,
life just to study the habits of one when it mated last or when it will
creature? Think about what your ultimate again, what its general state of health
goal is and work with you DM to make sure you can is, its general mood, how large its
fully realize this more passive background. family is, and any subtle
variations it may have

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Kris Leask (Order #38729720)
from the rest of its kind. You know the general 7 The monsters may have it right. I am constantly
daily, weekly, and yearly patterns of animals you comparing civilized life to that of the monsters.
study. You can give this information away freely, 8 I’m really just using this as an excuse to hunt
but good monster data does fetch a high price in down the most exotic monsters for sport.
the right circles.
d6 Ideal
VARIANT FEATURE: TRAINER
1 Beastly. To understand the monster, I must act
You are so adept with monsters that even terribly like the monster. (Chaos)
aggressive ones may hesitate to attack you. If you
2 Master. To train them is my cause. (Any)
can befriend one, through force, magic, or
3 Circle of Life. There is order to everything, even
compassion, it can eventually become a loyal ally.
monsters. We only need to understand the
When this happens, you can spend a week with the patterns. (Law)
creature teaching it new tricks and abilities. This
4 Godsend. I need to know as much as I can about
could be focusing their latent abilities or teaching
this monster to stem the rampant death they
them wholly new tricks that unlock power they cause. (Good)
never knew they had. As long as the creature is
5 Monstrosity. Once I understand everything about
under your command, it can use these specialty these beasts, it should be a simple matter to
moves as much as its power allows. Generally, a improve upon their design and bend them to my
monster can only be taught around four of these will. (Evil)
new moves and will forget one if you teach it a 6 Publisher. Information is the only true form of
fifth. If you set the creature free from your control, currency and power. (Any)
it will lose these abilities over time.
d6 Bond
SUGGESTED CHARACTERISTICS
1 I’m making a game but need to know more about
Monsterologists are full of wonder and curiosity
these creature’s habits to make the rules more
about the world around them. They tend to stay realistic.
out of direct melee with monsters and observe
2 I can’t stand to see my research subjects suffer,
their fighting from a distance. Even in a fight, they
even if it is the way of nature.
relegate the killing to others and take a more
3 My family is constantly fretting over my safety,
defensive or pacifist approach. They are bookish
but I tend to forget they exist while researching.
and clever, if sometimes a bit knuckleheaded.
4 My hometown is in danger and only I realize these
Finishing their research often takes top priority,
monsters are to blame.
even over their own health and the health of
5 I am well respected within my field but am under
others. They are goal oriented and stay focused
a lot of pressure to keep publishing interesting
when others get lost in thought.
data.
6 My party is the only thing keeping me alive. I do
whatever I can to make sure they’re happy and
d8 Personality Trait
healthy.
1 I’m a pacifist at heart and hate any sort of
confrontation.
d6 Flaw
2 The best information can’t be bought. It must be
1 Lots of monsters die when I research them. More
found by exploring.
than a normal adventuring party kill.
3 I am obsessed with a specific type of monster and
2 I’ve made up half of the findings in my research.
will risk everything to just get close to them.
3 I’ve hired a lot of bodyguards for my work. Unless
4 My prestigious upbringing makes me loathe
you survive a week or more, I’m not going to
getting myself dirty and I’ll complain about it
bother remembering your name.
profusely.
4 My research is more important than my own life
5 I have no pity for the animals I study. They are
or the lives of those around me.
dangerous creatures and if some must die to
understand them, so be it. 5 I tend to squander whatever gold my research
may bring in.
6 I tend to want to revisit my favorite monster dens
over and over, even if the monsters have long 6 I’m not above torturing a creature to learn more
since left or died. about them.

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Kris Leask (Order #38729720)
PLAYER FEATURE: IMPOSSIBLE KNOWLEDGE
This isn't right. This is not the world you remember. You know things about the world that you have not
You had a life, family, friends, but now it’s gone. Is researched and sometimes would be impossible
this a bad dream? Are you dead? How can you get for anyone to know. The names of long dead kings,
back to everything you remember? the general location of an ancient artifact, how
As a player you believe that you are not of this some advanced dwarven machine works, what
world. You woke up one day in this realm, with the secret the dragon hides, the time of the next
full memories of another life. You can't tell if these eclipse, or the exact words needed to sway a
memories are real or not. They certainly feel real, guard’s opinion are all examples of knowledge you
but maybe it has always been this way? The people might suddenly and inexplicably remember. These
around you seem real, you can touch them at least. bits of knowledge come to you as memories from
So, does that make them real? The world seems your “previous life” and are not completely reliable.
almost too perfect, and you see “seams” It rarely pertains to present or future events and is
everywhere. One way or another, you must figure mostly lore from the past or a prophesy of the
this out. distant future, though small bits of information
about the immediate world can sometimes make
Skill Proficiencies: Insight, Investigation themselves known. Additionally, these “memories”
Tool Proficiencies: One type of gaming set, one type are extremely rare, happening no more than once a
of musical instrument. Both from your “previous week and sometimes not for several years. Ask
life.” your GM whenever you feel like this feature might
Languages: One language of your choice come into effect.
Equipment: A set of common clothes, one type of
gaming set, a small trinket from your “previous SUGGESTED CHARACTERISTICS
life”, and 10 gp. Players have trouble overcoming their memory
disparity. They may have family and friends, or
people who say they are, that they completely
abandon. The world seems less real to them,
making it difficult to form lasting relationships.
Some only wish to find out exactly what has
happened to them, while others relish this new life
they have acquired. Either way, they are more likely
to live a reckless lifestyle as little in this false world
feels real to them.

d8 Personality Trait
1 I am constantly rushing through conversations,
trying to pull all the important details so I can
keep questing.
2 I rush in, no matter the situation, context, or
consequences.
3 This is not the body I remember, and it presents
some interesting new challenges for me.
4 My lust for loot is insatiable. I'm worse than most
dragons.
5 I am careless with my equipment, using potions
flippantly and mistreating magical artifacts.
6 I am hyper competitive, pushing myself to terrible
limits to come out on top.
7 I make sound effects for my movements and
label my attacks with cool sounding names.
8 I can't help but poke my nose where it doesn't
belong.

184
Kris Leask (Order #38729720)
d6 Ideal PRODIGY
1 Lethargy. I am so utterly bored. (Neutral) From an early age it was clear that you had talent
2 Respect. I am afraid of getting banned and treat that was a cut above those around you. You have
any authority with the utmost respect. (Law) spent you whole life being admired for your skill,
3 Meh. Nothing is real, nothing matters, nobody and it is an integral part of your life, whether you
matters. Do whatever you want. (Chaos) like it or not. People working in the same field as
4 Blue Dialog. I want to do the most good possible you look up to you or are envious of your inherent
to increase my hero score. (Good) skill. You have trouble relating to their feelings as it
5 Two-Face. I have lived long enough to become the just seems to come naturally to you. You practice
enemy. (Evil) and fail like everyone else, but even your failures
6 Unique. I have not yet found another like myself. are looked at with admiration. Your success in your
Maybe if I can find one, we can understand more field has pushed you away from others both
about what happened. (Any) emotionally and physically. People either adore you
or are jealous of you, and no one seems to
d6 Bond understand the real “you” inside.
1 I was a parent in my previous life. I miss my
children so badly.
Skill Proficiencies: Insight and Performance
Tool Proficiencies: One language of your choice and
2 I latched onto the first person I met. They died
choose (a) any set of artisan’s tools or, (b) any
shortly after, and I must find a way to fix that.
gaming set or, (c) any musical instrument or, (d)
3 I love being here. I can finally be the person I
any vehicle. The proficiency chosen must relate to
always wanted to be.
your talent.
4 I am searching for the perfect waifu/husbando, a
Languages: One language of your choice
quest I take more seriously than any other.
Equipment: Choose (a) any set of artisan’s tools or,
5 I have a family here, but I don't remember any of (b) any gaming set or, (c) any musical instrument
them. I have a great fear of returning to them.
or, (d) any small vehicle. A degree from a school of
6 My religion does not exist here. Have I been your talent, a set of fine clothing, a book authored
abandoned by my god or sent here as a test?
or co-authored by you on the subject of your talent,
a letter from one of the first people to notice your
d6 Flaw work, 50 gp.
1 Every time I think of my previous life, I become
enraged at the visions I see.
2 I believe I am always being watched and am TALENT
suspicious of everyone. Your gift may come in many different forms.
3 If no one else is real, then only my life is sacred. Regardless of what it is, you are a step above most
4 I suffer from phantom pains that strike at people within that field. Work with your GM if you
random. want a special talent outside of these options.
5 I think I am the coolest being in existence and will
fight anyone who says otherwise. d8 Talent
6 My memories of this life and my previous life are 1 Music
fading fast. I can barely remember the last year. 2 Writing
3 Fighting
4 Sports
5 Arcana
6 Crafting
7 Painting
8 Mathematics

185
Kris Leask (Order #38729720)
FEATURE: FAN BASE 6 My mind is constantly wandering, making
concentrating on anything difficult.
People within your field have heard your name and
most are willing to help you in whatever project 7 I have a tendency to ramble on about the things
you are working on. Sometimes you will find rabid that interest me, even if nobody is there to ramble
to.
fans of your work, who will go out of their way to
do anything for you. Just as often you will find 8 I would rather do anything else than what people
know me for, but I am no good at other things.
people jealous of you who want to sabotage your
work and bring you down a notch. It is nearly
impossible to tell the difference between these two d6 Ideal
groups of people when you first meet them, as 1 Busy. I have standards to uphold and no time for
both are enthusiastic about working with you. With those who can't meet them. (Law)
the help of a skilled fan, you can finish difficult 2 Perfectionist. If you want something done right,
projects or training in half the time. do it yourself. (Neutral)
Additionally, your skill is always in high demand. 3 Slob. My best performance happens while under
If you spend one day a week working within your the influence of any number of intoxicants.
talent you can make enough to live a comfortable (Chaos)
lifestyle. 4 Motivator. I want to inspire people to be their best
possible selves. (Good)
VARIANT FEATURE: REVILED 5 Suffering. My work will be remembered for
Your skill has caused you to make discoveries, generations to come, regardless of the strain it
break records, or set high bars that nobody ever puts on me. (Any)
wanted. You are amazing in your talent, and that 6 Stark. I don't care what those suckers like. I'm in
has caused people to universally hate you. Even this for the fame and fortune and I will say
though you find it hard to get along, you are still a whatever I have to say in order to get it. (Evil)
master in your field. Once per game session, you
have advantage on one roll that pertains to your d6 Bond
particular talent. The GM has final say over your 1 I believe my mentor is greater than I will ever be,
use of this feature. and I strive every day to impress them.
2 My fans are my true family.
SUGGESTED CHARACTERISTICS
3 I consider my work to be like a child to me. I am
Prodigies can seem aloof or snobbish to those closer to it than anyone else.
around them. They have spent their whole lives
4 I practice harder every day to impress an
being told they are better than others, and this has unrequited love.
likely gone to their heads. Like everyone though,
5 My muse is an extra-planar being that is not
they crave someone that can understand and always good to me.
appreciate them at a deeper level. Others have a
6 I feel empty inside and just want someone to help
likeable outward persona but still have trouble
fill that void. Anyone will do...
relating to those around them. It can be lonely at
the top but even trying to explain that makes you
d6 Flaw
ever more distant from those around you.
1 I feel like a fraud. My work is terrible, and
everyone is just too polite to tell me otherwise.
d8 Personality Trait
2 I have a lot of trouble starting anything. I plan,
1 I am the best around. No one will ever keep me
research, and plan some more, but I just can't
down.
seem to start.
2 I am constantly amazed that people enjoy what I
3 What do you mean you don't know my name!?
do and personally thank everyone for supporting
me. 4 I steal the work, plans, or ideas of others and pass
it off as my own.
3 I love teaching those around me whatever I know
but I’m not always good at it. 5 I have dark and terrible dreams every night. I work
to forget them.
4 People are strange. I don't know what they want
from me. Best just to work. 6 I hate seeing others succeed.
5 I pour so much into my work that sometimes I
forget to sleep or eat.

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REBEL
You have never really fit in anywhere.
The life you were given was not the
one that you wanted and not one you would
choose for others. You have spent your life in and
out of constraints, never for any serious offense,
but enough times to earn a reputation. People do
not like to associate with you for fear of catching
your troublesome nature. It is not that you want to
cause trouble, it is that the world around you does
not allow for people like you to live the way they
want. Society is a prison and you're looking for any
way to aggravate the jailers.
What draws you to this lifestyle? Do you seek
freedom from responsibility? Are you avoiding
dealing with painful memories? Are the pressures
of an “average” life too much for you to handle?
Are you afraid of what would happen if you
became a “normal” person? Are the rules around
you demonstrably tyrannous? What keeps you
from leaving your home and moving somewhere
more amicable to your lifestyle?

Skill Proficiencies: Acrobatics, Stealth


Tool Proficiencies: A disguise kit and either (a)
painter's supplies or (b) 2 wheeled vehicles
SUGGESTED CHARACTERISTICS
Equipment: A set of dark colored clothing, a mask, Rebels come in many shapes and sizes. The
an heirloom from home worth no more than 50 common thread is a dislike for the society around
gp, 1 “lucky” gp. them. Nobles, guards, kings, bishops, or any other
construct of authority disgusts them. They are not
usually an obsessively violent sort but sometimes
FEATURE: SLIPPERY SCOUNDREL their disruptive activities can go a bit too far. Rebels
You have tussled with the law enough to know how are also not inherently evil or even wrong, they
to get away from them easily. You have an simply exist at odds with the world around them
advantage in many aspects of dealing with law and cannot or will not conform to it.
enforcement and guards. Any common law
enforcement that tries to grapple you does so with d8 Personality Trait
disadvantage. Additionally, if you are being pursued 1 I am not accountable for my behavior; society has
by guards you can disappear into a crowded area created me.
easily by hiding in plain sight. This does not apply 2 If everyone saw the world the way I see it, then it
to monstrous guards or guards set by small would be a much better place.
groups like bandits, cultists, etc. Only those that 3 I spit in the face of any noble I encounter,
work for a kingdom, established church, or other regardless of the consequences.
world power. 4 I am a natural born leader and often command
You have also come to understand general small groups of people like myself.
patrol patterns and guard layouts. After around an 5 I love tagging anything I can with my art or
hour of time scoping out an area you will know symbol.
where their patrol routes are, what places are 6 My words never seem to come out right and it
more heavily guarded, and any places of entrance often gets me into trouble.
or exit that would normally be overlooked. This 7 I think I could be someone great, but I am
applies to any kind of humanoid guard patrols. unwilling to put in the effort required.
8 I don't understand subtlety, nuance, or tact. Say
what you mean or don't bother saying it at all.

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d6 Ideal d6 Bond
1 Godly. My moral code comes from a higher power. 1 My family is royalty and I loathe them, even if I
Their laws are above your own. (Lawful) miss them sometimes.
2 Ledger. Let it all burn. (Chaos) 2 My partner was taken away from me by a corrupt
3 Without a Cause. I don't need to have a good regime. I will avenge them.
reason for anything that I do. (Neutral) 3 I can't stand to see my beloved home fall into
4 Dangerous. I don't care how many people die. If such a lowly place and want to restore it to glory.
we want to disrupt the system, then bloodshed is 4 Not enough people care about the children. We
required. (Evil) must fight for their future.
5 Individual. I am going to pave my own path in this 5 Art is the best way you can express yourself; the
world, even if it kills me. (Any) more disruptive the better.
6 Saint. True rebellion is in the love we show others. 6 My faith has kept you going this long, now if it
We can't expect anyone else to be the change we could keep me going just a little longer...
want to see. (Good)
d6 Flaw
1 My plans often take a deadly turn because I don't
prepare properly.
2 I misinterpret cosmic signals every time I receive
them.
3 All lives are without true value, all that matters is
our dogma.
4 I am cowardly and run at the first sign of trouble.
5 Being unique is the most important thing in the
world to me.
6 I have a pit of anger in my stomach that no
amount of revenge will fill, but I still try anyway.

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MEDIUM ARMOR
Code Armor. A rare device that covers your vital
parts with shields designed to reflect dangerous
aspects of this world. It is more useful to those
who understand all the different forms danger can
STARTING WEALTH BY CLASS take.
Plasteel Composite. A full body suit made of
several layers of plasteel plating. It covers most of
the body but has some weak points. It is especially
Class Funds
effective against projectile weapons.
Apogee 3d4 x 10 gp
Raider Armor. Like Scavenger Clothing, this is a
Datamancer 2d4 x 10gp collection of pieces of better armor, cobbled
De-Fragger 4d4 x 10 gp together for some protection. Raider Armor is used
Glitch Hunter 6d4 x 10 gp by elite wastelanders and offers better protection
Henshin 2d4 x 10 gp than the Scavenger’s Armor.
Holo-Knight 4d4 x 10 gp
HEAVY ARMOR
Synth weaver 3d4 x 10 gp
Force Field. A thin barrier of light and energy
surrounds your body. It does not restrict normal
ARMOR AND SHIELDS movement but does not allow for complete
freedom as it has trouble keeping up with
Armor in the Retroverse follows the same set of extremely rapid movements. Quick users may find
rules for 5E. Like everything it the Retroverse, themselves pushing their limbs out of the
armor can come from multiple worlds and many forcefield before it can catch up with them.
adventurers mix and match these items to suit Plasteel RIG. Bulky and restrictive plasteel
their needs. layered on a metal frame. It offers great protection
Light Armor from most attacks and some environmental
Elastane. This thin fiber offers almost no effects. I can also compact itself down into a thin
protection from outside forces. It takes a bold covering on your back or quickly cover your body
persona to even consider wearing this armor. from that state.
Plasteel Fiber. Designed to integrate into normal Riot Gear. Old riot gear that has been adapted to
clothing in a fusion of form and function. Nearly all serve the discerning post-apocalyptic scavenger.
clothing can have plasteel fiber woven into it, Bulky and clumsy, but nearly unstoppable.
though the process can be costly.
Scavenger Clothing. A mishmash of scraps and
SHIELDS
shreds of better armor. Not especially helpful Riot Shield. A translucent, large, and lightweight
against attacks but great for traveling wastelands shield. This relic of different times is often found in
with a team of terrifying marauders or hiding from the Vector Wilds as it is hard to create from
them. scratch. It allows the user to keep their eyes on the
battlefield while also protecting themselves.
Great Shield. A large and unwieldy shield. It
requires two arms to move but can be set down to
allow the user to attack with one hand. While being
held with one or two hands, the user gains half-
cover. Users can place it on their back to gain +1 to
their AC against back attacks.
Plasteel Shield. A lightweight and small shield. It
can be strapped to a character’s wrist and used
while wielding two-handed weapons. It is not as
strong as other shields and has a tendency to
break.

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Armor Cost Armor Class (AC) Advantage Drawback Weight
Light Armor
Elastane 15 gp 10 + Dex modifier No restrictions to movement. Broken after 1 week of 1 lb.
+ Cha modifier use.
(max 2)
Plasteel Fiber 75 gp 11 + Dex modifier Can use any non-magical Mending costs double the 7 lb.
clothing. normal price.
Scavenger 5 gp 12 + Dex modifier +2 to Intimidation checks. -2 to Stealth checks 15 lb.
Clothing
Medium Armor
Code Armor 500 gp 13 + Int Modifier +1 on Corruption Saving Throws Required 13 Int. 20 lb.
(Max 2)
Plasteel 200 gp 13 + Dex modifier Projectile damage reduced by -1, Disadvantage on Stealth 30 lb.
Composite (max 2) min of 1.
Raider Armor 25 gp 14 + Dex modifier +2 to Intimidation and Survival Disadvantage on Stealth
(max 2) checks and Persuasion.
Heavy Armor
Force Field 1,000 gp 16 No special requirements -1 to Dexterity saving 1 lb.
throws
Riot Gear 1,200 gp 17 -1 to all melee damage received, Required Str 13, -2 to all 55 lb.
(minimum of 1 damage). Dex based abilities.
Plasteel Rig 2,000 18 Double time spent without air Reduce movement speed 50 lb.
gp or in extreme environments. by 10 feet while donned.
Don or doff as bonus action.
Shields
Plasteel Shield 15 gp +1 Gain AC addition even while Shatters on receiving a 2 lb.
using both hands for weapons. critical hit.
Riot Shield 50 gp +2 Can see through shield. 1/2 Impossible to repair 10 lb.
cover while using Dodge action. normally.
Great Shield 20 gp +3 +1 AC to back attacks if worn on Required 13 Str, must use 15 lb.
back, 1/2 cover if held in place. 2 arms to move or must
wear on back.

Dazing. When a creature is hit by this weapon,


WEAPONS they must make a Constitution saving throw, DC 10,
or have their movement speed reduced by half
Weapons in the Retroverse come from many until the end of their next turn. This effect cannot
different realms. Laser swords, crowbars, blasters, be doubled.
and many other advanced and not so advanced Energy. Weapons with the energy feature have
weapons make their home in this universe. a certain number of shots before they must be
Occasionally, a weaponsmith able to repair or recharged with a new energy source. Energy cores
augment these strange weapons can be found, but may be rechargeable or may be totally expended
this is a rare occurrence. after one use. The number of shots an energy core
can create is denoted beside the property.
WEAPON PROPERTIES
Reloading an energy core takes an action. In
Returning. When a weapon is thrown, it will addition, you do not add your Dexterity modifier to
return to you at the start of your next turn, the damage rolls of these weapons, only to the
provided nothing stops it. If a creature or object attack rolls.
stops the item, through blocking or holding, it will
stay where it is until the obstacle is removed, it is
let go, or you retrieve it.

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Kris Leask (Order #38729720)
SPECIAL WEAPONS Slingshot. The slingshot can use any tiny hard
Chainsaw. When you attack a creature with the object as ammunition. They type of ammunition
chainsaw, you do not add any modifiers to the can change how the damage is dealt. For example,
damage. If you hit a target with the chainsaw and a rock enchanted with electric energy may inflict
then immediately attack the same enemy again on lightning damage in addition to the bludgeoning
your turn, with the chainsaw, you have advantage damage. Additionally, the slingshot can be fired
on the attack. twice for every use of the attack action.
Also, the chainsaw uses fuel, which is Rocket Lance. You have disadvantage when you
represented by the Energy property. When it runs use a lance to attack a target within 5 feet of you.
out of fuel, it can only be used as an improvised As an attack, you can use an energy charge to
weapon until the fuel is replaced. rocket 20 feet in a straight line, based on the
direction the lance is pointed.
Name Cost Damage Weight Properties
Simple Melee Weapons
Stun Baton 10 gp 1d4 bludgeoning + 1d4 2 lb. Light, energy (24), dazing
lightning
Lead Pipe 5 gp 1d6 bludgeoning 10 lb. Versatile (1d8), heavy
Metal Knuckles 5 sp 1d6 bludgeoning 2 lb. Light
Chain 2 sp 1d4 bludgeoning 5 lb. Reach, +1 to grapple checks
Folding Chair 2 sp 1d6 bludgeoning 8 lb Knocks prone on crit, throw (range 20/60)
Simple Ranged Weapons
Blaster 30 gp 1d8 piercing 2 lb. Ammunition (range 90/180), energy (12),
light
Bolter 20 gp 1d12 piercing 3 lb. Ammunition (range 90/180), energy (6)
Shuriken 1 sp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60)
Slingshot 2 sp 1 bludgeoning 1 lb Ammunition (range 15/30), special
Phaser 50 gp 1d4 radiant 1 lb. Stunning, light, (range 30/60), energy (24)
Martial Melee Weapons
Laser sword 50 gp 1d6 radiant 3 lb. Finesse, light
Laser battleaxe 50 gp 1d8 radiant 6 lb. Versatile (1d10)
Claw Glove 15 gp 1d6 slashing 2 lb. Finesse, light
Chainsaw 50 gp 1d12 slashing 10 lb. Energy (6), heavy, special, two-handed
Rocket Lance 100 gp 1d12 piercing 10 lb Reach, energy (6), two-handed, special
Meteorsmite 100 gp 1d10 bludgeoning 15 lb Thrown (range 30/45, once per turn),
returning, versatile (1d12)
Martial Ranged Weapons
Laser Bow 50 gp 1d8 radiant 2 lb. Ammunition (range 60/300), energy (12),
heavy, two-handed
Laser Disc 40 gp 1d6 radiant 3 lb. Finesse, thrown, returning
Star Glaive 40 gp 1d8 slashing 5 lb. Thrown (range 30/45), returning
Rail Bow 50 1d10 piercing 5 lb Ammunition (range 200/800), pierces 1 ft.
of cover or less, cannot target within 20
feet.
Shredder 50 gp 1d10 piercing 5 lb Attacks all target in 15-foot cone, Energy
(6), two-handed
Blaster Rifle 100 gp 2d6 piercing 8 lb. Ammunition (range 120/300), energy (12),
two-handed
Phaser Rifle 125 gp 4d4 radiant 12 lb. Ammunition (range 60/120), energy (16),
heavy, two-handed

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Kris Leask (Order #38729720)
Retroverse Trinkets Table
d100 Retroverse Trinket
1 A ticket stub to a movie you’ve never heard of.
2 A laser sword meant for an action figure. It cuts just the same as a full sized one.
3 A can of soda labeled Deep Dragon. It tastes like coal and lavender.
4 A half-finished sketch of yourself.
5 Glow in the dark dinosaur stickers.
6 A sweatband that is always damp.
7 A trial CD for 1000 minutes of the aethernet.
8 The missing sock.
9 A ping-pong ball that reeks of alcohol.
10 95% of a puzzle.
11 A laser pen that can’t be charged.
12 A d23
13 A small bag of invisible plastic building toys.
14 A slowly twisting tentacle
15 A lunchbox with things inside that used to be food.
16 A bottle of liquid neon.
17 A cheap plastic toy from a kid’s meal.
18 A space helmet that has some unknown goo inside.
19 A fuzzy electronic pet. It takes bizarre batteries.
20 A VHS featuring three episodes of a badly translated cartoon.
21 A paper fortune-teller that is surprisingly and terrifyingly accurate.
22 A camera that can only take pictures underwater.
23 A backpack full of overdue homework.
24 A graphic shirt from a band that broke up eons ago.
25 A holographic rock.
26 A mix tape of terrible music and multiple interruptions by a radio DJ.
27 A loud novelty watch that has unchangeable alarms.
28 A half-used medical supply kit.
29 A digital pet toy that cannot be revived.
30 A bent-up spoon you can only see in your peripheral vision.
31 Magnets.
32 A skateboard for a Huge sized creature.
33 A small bag of “extra” screws.
34 A novelty dinosaur head.
35 A bee-rex plushie.
36 Half of a friendship bracelet.
37 A calculator that says the answers out loud.
38 An ancient map to a secret stash of toiletries.
39 A tinfoil and cardboard robot costume.
40 A bent dancing pole.
41 A tire that moves when you’re not looking.
42 An at-home pull-up bar with part of the wall still attached. It smells like blood.
43 A set of novelty playing cards featuring heroes from the ages.
44 A library ID card.
45 A sealed 6-pack of empty energy drink cans.
46 A coupon for a free pizza.
47 A brightly colored and heavily tangled cosplay wig.
48 A small container full of tangled charging cables.
49 About half the pieces of a board game.

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Kris Leask (Order #38729720)
50 A blow dart gun made from a hollowed-out pen.
51 A hair scrunchie that still has several strands of glowing hair in it.
52 A ring of keys that seem to go to no locks.
53 A rug patterned with a cartoon-style map of the local area.
54 A broken cellphone that rings once at midnight.
55 An empty promotional healing potion bottle.
56 A jar full of preservation fluid with a note inside that reads “I O U 1 Brain.”
57 The ashes of a book.
58 A sealed cellphone with the words “Don’t Snake Open Inside” written haphazardly on it.
59 A shirt that says, “I killed the final boss and all I got was this lousy shirt”.
60 Self-fastening hook and loop covered undergarments.
61 A lovingly knitted cap.
62 A broken VR helmet.
63 A small blue mechanic bird that says bizarre and often offensive things.
64 A big hairclip that you’re pretty sure is a mimic but you can never seem to catch it attacking anyone.
65 An out-of-date graphics card.
66 A broken TV strapped to a rolling card, complete with outdated education VHS tapes.
67 A long-expired candy bar.
68 A small flask of blood honey.
69 A hopelessly tangled metal spring toy.
70 A sheet of paper that vaguely smells of lemons. It has a secret vague warning against henshin written on it.
71 A milk slammer with a laser pup on it.
72 A claw machine claw. It sometimes closes on its own.
73 A troll’s locked diary.
74 A videogame controller.
75 Several colors of crafting clay that have been smashed into a ball and dried up long ago.
76 Glasses with a cracked lens and tape holding them together. Seeing them makes you feel irritated.
77 A rope with a plastic hoop on one end and a battered skull on the other.
78 Size AAAAAAAAAA batteries.
79 A lamp full of boiling lava.
80 A single rollerblade intended for a Tiny sized creature.
81 A plastic laser dragon figurine.
82 Uncountable riches worth of fake money.
83 A chainsaw blade made of bone.
84 A box full of broken crayons. Several of them smell quite tasty. A paper with half a summoning ritual rests beneath them.
85 A snowball that doesn’t seem to melt.
86 A leather jacket that always smells like your grandparents.
87 A rough draft of a book titled “Vectors & Villains”.
88 A pair of short with the word “juicy” across them, in draconic.
89 A rather large and awkward disco ball.
90 An old punching bag with several plants sprouting out of it.
91 Adhesive bandages covered in unicorn art.
92 A deflated bouncing castle that has dozens of holes in it.
93 A well-dressed pet cactus.
94 An outdated calendar full of attractive goblin firemen.
95 A plastic skeleton that slowly heals any damage it receives.
96 A half-eaten box of Amazon Ranger cookies.
97 A novelty license plate. The joke is indiscernible.
98 A small pack of chalk sticks that are too small to use comfortably.
99 A bag full of sweet-and-sour gummy gems.
100 A water pistol full of a sour smelling liquid.

193
Kris Leask (Order #38729720)
The first layer of corruption for most non-player
creatures often includes a loss of free thought and
increase in aggression. The creature will likely
attack whatever non-corrupted creature is nearest,
or whichever they view as the biggest threat.
Sometimes they will work together with other
corrupted creatures, though to what extent they
can plan is debatable. The corrupted creature does
CORRUPTION not lose any of its stats (unless the corruption
Corruption is a breakdown of the Code (digital, specifically says so) and will use the corruption to
genetic, spiritual, atomic, etc) that creates a its advantage, if it is intelligent enough to do so.
creature. It spreads like a disease, infecting life While corrupted, any attack the creature makes
whenever one creature attacks another creature. can infect other creatures in the same way it was
Unlike most diseases though, it can be transferred corrupted. At 7 layers of corruption, a creature
at a range (including arrows and darts) and even becomes too unstable to exist and will dissipate,
through magic (with ranged or melee magic). dying instantly.
Whenever a creature is hit by a corrupted creature, Healing from corruption starts from the highest
they must make a Corruption Saving Throw. Roll a layer and moves down, unless a spell or ability
d20, 1-10 is a failure, 11-20 is a success. On success, specifically says otherwise. For example, if a
nothing happens. After 3 failures the creature creature has two layers of corruption, the second
gains one layer of corruption. When a creature layer must be removed before the first layer can
gains a layer of corruption, they must roll on the be removed.
corruption table, taking the corruption they rolled Player characters and some NPCs are immune
for. For every layer of corruption a creature has, to the maddening effects of corruption but must
their Corruption Saving Throws gain a +1 bonus, roll on the corruption table and take whatever
making it harder to gain more corruption. Not all corruption they rolled for. Feel free to add or
corruption is harmful. Any less than three failures remove corruption options.
are erased upon finishing a long rest.

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d100 Corruption Effect
1 Your natural AC is increased by 1.
2 You lose the ability to use one of your 1st Level Spell Slots.
3 Your body no longer generates its own heat. You must rely on outside heat to stay warm.
4 Your maximum hit points increase by +1 for every character level.
5 You can now speak Common, Elvish, Dwarvish, Halfling, and Draconic.
6 All of your feet (or equivalent) are left feet. You have disadvantage on all Dexterity related checks that involve your legs.
7 You can no longer speak a discernable language. This does not affect your spellcasting ability.
8 Your attacks do an additional 1d4 force damage.
9 You are vulnerable to fire damage.
10 All the hair on your body glows as if under the effect of a Light spell.
11 Your alignment is changed to Chaotic. If it was already Chaotic, reroll.
12 You age 2d10 years instantly.
13 You gain the Minor Missile cantrip.
14 Your alignment is changed to Neutral. If it was already Neutral, reroll.
15 Your natural AC is reduced by 1.
16 You lose the ability to use one of your 2nd Level Spell Slots.
17 Your Dexterity is reduced by 1.
18 You can no longer lie.
19 All food now tastes like ash.
20 Clothing you don becomes errant. The patterns and designs glitching into a jumbled mess.
21 Any full container of water you have on you turns into wine after you finish a short or long rest.
22 While sleeping, you become an invisible slug.
23 You can no longer read or write any language.
24 You are soundless and invisible to every 1 out of 100 creatures you meet.
25 Your face is flipped upside down. This does not harm you directly.
26 Your maximum hit points decrease by -1 for every character level.
27 Your attacks do 1d4 less damage, before applying vulnerabilities and resistances.
28 You are resistant to fire damage.
29 You lose the ability to use one of your 3rd Level Spell Slots
30 You have disadvantage on any Stealth checks.
31 You appear undead to any observer.
32 Your alignment is changed to Lawful. If it was already Lawful, reroll.
33 You become 2d10 years younger instantly.
34 You fall in love with the next person that calls your name.
35 You have advantage made on Deception checks against your own species.
36 Your Dexterity is increased by 1.
37 Your hunger is immense. You gain a level of exhaustion if you do not consume 5 pounds of food in a day.
38 You can no longer see faces, instead everyone has a fuzzy blur for a face.
39 You believe you are invisible.
40 You gain an additional 1st Level Spell Slot.
41 You have advantage on Stealth checks.
42 You forget who you are and what your relations to others around you are.
43 You can now only speak and understand draconic.
44 You become monochrome.
45 Consuming alcohol poisons you for 24 hours.
46 Your hands are turned backwards, attack rolls are decreased by -2.
47 If you roll a 2 on an attack roll, you instead do nothing and are paralyzed until the start of your next turn.
48 Nightmares plague your rest, even if you do not sleep or dream. You must rest an additional 2 hours on a long rest.
49 Consuming meat poisons you for 24 hours.
50 You are reduced by one size category, to a minimum of Tiny sized.

195
Kris Leask (Order #38729720)
51 You grow 1d4 tentacles on your body. You cannot control them, and they often knock things over.
52 Sounds you make do not travel more than 1 inch from your body. This does not directly affect spellcasting.
53 You can only consume raw meat for sustenance.
54 At the start of combat, you must shout your catchphrase. If you do not, you take 1d8 psychic damage.
55 Cats hate you. Every single one that sees you will hiss and attack. Feline lycans wish great ill on you.
56 A loud narrator speaks your every action. Everyone within 30 feet can easily hear it.
57 You can only communicate with barnyard animal noises.
58 You can spin your head around 360 degrees with no ill effects.
59 You leave dimly glowing footprints behind you that remain for 1 hour before disappearing.
60 You can speak with insects.
61 You grow a third eye that allows you to see spirits.
62 You can only shout.
63 Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point after 1 minute. .
64 Your Strength score is increased by 1
65 You produce a chicken egg from one orifice every morning. It is edible.
66 You Constitution score increases by 1.
67 Your blood is acidic. You have resistance to acid damage.
68 Your bones become heavy. Gain 1d6 x 10 pounds.
69 You appear to stop aging but still suffer the effects of age.
70 You grow large floppy ears. You have +1 to Perception checks that rely on hearing.
71 Your Strength score is decreased by 1.
72 Your eyes are now located in the palms of your hands.
73 Your skin is covered in scales.
74 Your breath is perpetually bad.
75 Your hair is replaced by grass and grows that way from now on.
76 You develop very visible gills and can breathe underwater with them.
77 Your Wisdom score is decreased by 1.
78 You grow a large pair of tusks from your mouth.
79 When casting a spell or using a magical item, you take 1d4 force damage.
80 Your Intelligence score decreases by 1.
81 If there is music playing, you are slightly swaying and moving to the rhythm.
82 Any sound above a whisper is unbearably loud to you. When people shout or there is a large bang, you must make a
Constitution saving throw (DC 10) or take 1d4 psychic damage.
83 You’re perpetually covered in an oil lather. You have advantage on rolls against being grappled.
84 Light, and light only, passes through you and you no longer have a reflection.
85 Your Constitution score is decreased by 1.
86 You grow 1d10 tails.
87 You crave more corruption and actively seek it out.
88 Gold burns your skin.
89 Your Intelligence score is increased by 1.
90 You are brimming with static. You shock every person you touch. Your melee attacks deal an additional 1 lightning damage.
91 You sneeze every hour, on the hour, like clockwork.
92 Your Wisdom score is increased by 1
93 You no longer understand the concept of time.
94 All screens and reflective surfaces are covered in static for you.
95 All beasts become invisible to you.
96 Your Charisma score is increased by 1.
97 The nearest rock begins begging for you to take them with you. They talk to you often.
98 Your Charisma score decreases by 1.
99 Everything is now different shades of blue to you.
100 You become an omni-lycan, gaining the use the were-from of the last type of beast meat you consumed.

196
Kris Leask (Order #38729720)
HELMET REVEAL
CLICHÉS You slowly take off your helmet, for the first time,
in front of a group of creatures and flip your hair.
As a denizen of the Retroverse, you are well aware For the next 10 minutes, add +2 to any Charisma
of tropes and clichés. More than that, you were checks made against the creatures.
bred in them, surrounded by them your whole life,
and can channel them just as well as any action WOUND CAUTERIZING
hero or melodramatic villain. When you have less than half of your total hit
When your GM would grant you the use of an points, you may use fire to heal some of your
inspiration die, you may instead be granted the use wounds. You may use any fire currently around
of a cliché. You may use a cliché as an action, you or any fire you make. When you seal up your
bonus action, or reaction. You may choose any wounds, you heal 2 hit points per the level of your
cliché from the list, though it must pertain to the character.
story or otherwise be feasible. You may only use a
TOO COOL FOR EXPLOSIONS
cliché once before finishing a long rest. Work with
If there is an explosion, and you are required to
your GM if there is a cliché you think would be
make a saving throw to reduce the damage, you
appropriate to your game.
can turn away from the explosion and walk 15 feet
away from it. You only take half damage from the
THE BUFF-SHAKE effect if you fail your saving throw and no damage
You shake a strong NPCs hand in a struggle of if you succeed on your saving throw.
strength. If the NPC has a Strength score of 12 or Additionally, you have +2 on Intimidation checks
more, you can initiate a Strength contest made against any creatures who saw the
handshake against the NPC. If you win, the NPC will explosion.
treat you like a good friend, offering hospitality and
NOOOOOOOOO!
information. There is no direct ill effect for losing.
When an ally within 120 feet of you falls to 0 hit
SMOKER’S FLICK points and goes unconscious, you can belt out a
You can flick the stump of a smoking roll into a pile tremendous cry of anguish. All allies within 30 feet
of flammable items or flammable oil to instantly of you have advantage on their next roll, including
start a fire. If used to cause an explosion, the any allies at 0 hit points.
explosion deals an additional damage die. If used
against normal wood, such as in a house or forest,
it is ineffective.

197
Kris Leask (Order #38729720)
ONE LINER OVER NINE THOUSAND
If you kill an enemy, you can give a quippy one liner You focus your energy into a concentrated force
as they die. If the one-liner is good enough (GM’s that makes you appear more powerful. For 1
discretion or table consensus), you recover 1 Hit Die minute you have +2 to Intimidation checks and
(without expending one) hit points and have +2 on creatures attacking you have -1 to their attack and
the next roll you make. damage rolls (minimum 1 damage) against you.

MANIACAL LAUGHTER FINAL STAND


You laugh from deep within your lungs, inspiring When you are dropped to 0 hit points, but not
those around you with bold tenacity. Any creatures killed outright, you can instead drop to 1 hit point
within 30 feet, that share your same alignment, and can take 1 action or bonus action. Once your
gain +1 to all of their rolls until the end of their next action is finished, you drop to 0 hit points.
turn.
IS THAT ALL?
TWO HUNDRED PERCENT When hit by a critical hit you can use your reaction
You push yourself above and beyond, reaching a to reduce the damage by half and ignore any
height of possibility that is not only implausible, it’s effects that attempt to push you back or knock you
downright silly. If you make an attack roll, saving prone.
throw, or ability check, you can add +10 to the
result. You can use this feature after you roll but COMIC RELIEF
If a creature uses a fear causing spell or effect, you
before you know the results. You cannot use this
can crack a witty joke, granting advantage on the
feature if you roll a 1.
next saving throw to resist the fear to yourself and
any allied creatures within 30 feet that can hear
you.

I OBJECT
If a creature within 60 feet of you casts a spell with
a verbal component, you can weaken the
effectiveness of the spell. If the spell has a single
target, the damage it does is reduced by half. If the
spell has a saving throw, you choose a number of
creatures equal to your proficiency bonus, they
make the saving throw with advantage.

PRIZE MONEY
If you land the killing blow on a creature, you can
cause gold to spring up out of them. The amount of
gold is equal to the creature’s CR times your level.

STREET MEAT
You can break open the nearest box, barrel, or
crack in the wall to reveal a perfectly cooked piece
of food. You or another creature can use a bonus
action to consume it anytime within the next
minute, regaining 2d4+2 hit points.

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SHINY VARIANTS Shiny Variant Table
1 to 5 Sparkle
Sometimes you will encounter creatures that have
a unique color palette. This is an indication that 6 to 10 Glitch
they are different than your normal monster in 11 to 15 Gray
some key ways. This is a very rare occurrence, 16 to 20 Green
having at best a 1 in 100 chance of happening. 21 to 25 Purple
Choose a new variation or roll on the table to 26 to 30 Pink
determine their color and special traits. If the
31 to 40 Blue
primary color of a creature is the same color
variation that you roll or choose, then the creature 41 to 50 Yellow
is a darker or lighter shade of that same color. The 51 to 60 Red
variant creature can gain the effects of their new 61 to 70 White
palette even if their primary color is part of their 71 to 80 Black
nature and description. For example, a Red Dragon 81 to 90 Brown
could be a Gray Red Dragon variant, gaining the
91 to 95 Orange
benefits of the gray palette and retaining all of the
96 to 100 Wireframe
Red Dragon abilities as well.
The color change is noticeably unnatural,
creating a flat appearance that does not always
BLACK
interact with light properly. It does not change only The cunning of shadows. Black variants prefer the
the flesh but the armor, weapons, equipment, and night and shun the bright day. They are nocturnal
general aura of the creature as well. If a creature by nature and find great solace in a moonless night
gains new equipment, it changes to match the new or the deep dark of dungeons. A black variant gains
palette over several days. Personality alterations the following traits: Advantage on Stealth checks
are intended for NPC and creature variation and made in dim light or darker. Darkvision up to 30
can be taken or ignored if a player character feet or an additional 10 feet of Blindsight. Blind in
becomes shiny. bright light or direct sunlight. +1 to their AC while in
dim or less light.

BLUE
The icy cold of reason. Blue variants shy away from
violence but that does not make them good. They
are far more likely to be peaceable towards other
creatures and will sometimes offer help if
requested. A blue variant gains the following traits:
+2 to their Intelligence score. Can speak one
additional language, even if they speak none. They
also gain resistance to psychic damage.

BROWN
The fortitude of the earth. These variants are as
stubborn and indomitable as the dirt beneath
them. They tend to be brash but may offer loyalty
if it suits them. Brown variants gain the following
traits: +2 to their Constitution score. They gain one
additional Hit Die to their maximum hit points. They
have advantage on saving throws against being
knocked prone and advantage on grapple contests.

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GLITCH GREEN
The curse of code. Glitch variants have suffered a The vibrance of greenery. Green variants rarely
terrible fate, being created with errors in their suffer illness, their amazing restorative powers
makeup. They are almost always shunned by ensuring long healthy lives. They are aloof and
others of their kind, leading them to live lives of have trouble understanding the woes of other
exile. They often lash out against the world as creatures, including their own kind. Green variants
retribution for their fated misfortune. Glitch gain the following traits: Their lifespan is doubled.
variations gain the following traits: Two of their They have advantage on any saving throws against
stats drop to 1, two of their stats rise to 20 (or being poisoned and resistance to poison damage.
equal to their highest natural max stat, whichever They recover 1 hit point, in addition to any other
is higher). Their attacks are tinged with corruption, recovery, at the start of each of their turns (unless
forcing a Corruption Saving Throw against targets at 0).
they attack.
ORANGE
GRAY The clashing of desire. Orange variants are usually
The foundation of stone. Gray variants seem shunned by their kin and harbor deep resentment
invincible to the untrained eye, in reality their gray to others of their kind. This hurt manifests itself as
pallor is a sign of their cement like resistance. They a deep seeded need for validation. They are
are typically unmoved by the plights of other constantly speaking or vying for the attention of
beings, preferring to focus only on their own wants those around them and will go to great lengths for
and needs. Gray variants gain the following traits: those that give them the attention they crave.
Resistance to all non-magical damage. Advantage Orange variants gain the following traits: They gain
on all saving throws against spells of 3rd level or the Prestidigitation cantrip which they use mostly
lower. Their movement is reduced by 10 feet, to a to amplify their voice. Once per day they can use a
minimum of 5 feet. bonus action to grant Bardic Inspiration (d8) to a
creature of their choice. They have disadvantage on
Charisma based checks and saving throws.

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PINK
The gift of love. Pink variants tend to avoid direct
combat and instead prefer to bolster their allies or
talk foes into truces rather than to directly attack
them. They are fiercely loyal to their allies and will
attempt to use their charisma for the benefit of
their friends. Pink variants gain the following traits.
+2 to their Charisma score. They can cast Cure
Wounds once per day without using a spell slot.
They have advantage on Deception and Persuasion
checks.

PURPLE
WHITE
The falsity of ego. Purple variants often take on an
The blinding of light. White variants are more
air of royalty around their kin and believe
concerned with victory in numbers than any sense
themselves to be superior to everyone. They will
of combat honor. They can inspire their allies to
push others into the dirt, stepping on whomever
reach a higher potential through encouragement or
they please to reach the top of whatever societal
intimidation. White variants gain the following
structure they are in. Purple variants gain the
traits: +2 to their Charisma. They cannot be blinded
following traits: +2 to Wisdom. They are in
by bright light but are blind in dim light or less.
possession of double the gold their species usually
Once per day they can inspire any allies that can
carries. Either their armor or one weapon they
hear them within 30 feet with a powerful shout;
wield is magical.
the allies gain +1 to all ability checks, saving
RED throws, and damage rolls until the start of the
The hot thrum of anger. Red variants have a short white variant's next turn.
temper and will sometimes attack without
WIREFRAME
provocation. Their rage is nearly impossible to
An incomplete creation. Wireframe variations are
quell, and they will keep their blind fury until they
nothing more than the outlines of a creature. They
are killed or have killed everyone around them. Red
have no personality, no desires, only impulsive
variants gain the following traits: +2 to Strength.
instinct. They will attack on sight and cannot be
Advantage on Athletics checks. Once per day, when
reasoned with. They retain all the abilities of their
they are reduced to 0 hit points but not killed
species and will use all of them, without mercy, to
outright, they are instead reduced to 1 hit point.
kill anything that approaches them. Wireframe
SPARKLE variants gain the following traits: The harsh lines of
The blessing of luck. Sparkle variations seem to their construction inflict an additional 1d6 damage
shine with an inner glimmer, their skin and eyes for every attack they make, including spells and
sparkling from some hidden force. They are unlike magical effects. They can use their reaction to
others of their kind, being regarded as demons or reduce the damage they receive by half, the attack
angels by those that bore them. Sparkle variants or magic simply passing in between their lines.
gain the following traits: +1 to all their stats. They
YELLOW
have the exact opposite alignment that is normal
The fleetness of fear. Yellow variants prefer to
to their species. +1 to their AC. +1 to their damage
avoid direct combat, instead attacking from afar or
and attack rolls. +1 to any skill they are proficient
leading enemies into traps. They are surprisingly
in.
quick and outpace all others of their kind, leaving
their allies to deal with stronger foes alone. Yellow
variants gain the following traits: +2 to their
Dexterity. When attacking with a ranged weapon
they can use a bonus action to make a second
ranged attack with the same weapon at
disadvantage. Any creatures making Intimidation
checks against these variants have advantage. They
also gain an additional 10 feet of movement.

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CRITICALS AND FAILURES
Whenever a creature rolls a critical or a failure, you
can use this rule variant to encourage role play
during combat.

CRITICAL HIT
Critical hits should always be cool. As such,
whenever a critical hit lands, the attack does the
maximum possible damage. The player then rolls a
d20 again. If it is 11 or above, they can roll the
damage dice again, adding them to the total
damage done. This variant rule is to avoid a
situation where a critical hit can sometimes do less
damage than a normal hit because of a bad dice
roll.

CRITICAL FAILURE
Whenever a creature rolls a critical failure, roll a
d100 to determine what happens. The higher the
roll, the worse it is; see the table for examples. If
the player rolled a critical failure, have them roll
the d100 and have them describe exactly what
happens to them. If they do not choose an
appropriate consequence, the GM can step in to
ensure the failure is adequate. If the GM rolls a
critical failure for an enemy or NPC, roll a d100 in
front of the players and have them collectively
decide what happens. As always, the GM has final
say in the outcome, though this method offers the
players easy agency within combat.

As a character goes up in level, it is unlikely they


will fail so badly that they put their own life in
jeopardy. At 5th level, subtract 25 from the
percentage roll and results less than 1 are simply a
miss. At 10th level, subtract 50 from the percentage
roll and results less than 1 are simply a miss.
Finally, at 15th level, subtract 75 from the
percentage roll and anything less than a 1 is a miss.

01 to 25 You lose your turn and may take a small


amount of damage.
26 to 50 You lose your turn and likely provoke
opportunity attacks for the enemies around
you.
51 to 75 You lose your turn and take a substantial
amount of damage or a debilitating status
effect.
76 to 100 You lose your turn, take a deadly amount of
damage, and put your team in a
disadvantageous situation.

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SHIELD SPECIALIST
FEATS
You have found an unconventional but effective
AT ONE way to use your shield, throwing it at your enemies.
When you take this feat, any shield that grants a
Prerequisite: 1st level apogee. natural +2 AC bonus or less (magical bonuses not
You have become more in tune with your body and included), gains the following weapon properties:
they energy that creates it. You gain an additional Finesse, Returning, Range (30/80), Thrown. It deals
Shift dice. 1d8 bludgeoning damage on a hit and you are
proficient with it. Also, you can don or doff the
RESILIENT FRAME
shield in the same way you would sheath or
You are hardy and difficult to corrupt. unsheathe a sword.
• Increase your Constitution score by 1, to a
maximum of 20 PHASEWALKER
• Add +2 to any Corruption Saving Throws You have the ability to temporarily go out of sync
you make. with this reality, taking the minor benefits of a
different one.
FOCUSED BOUNCE
• Increase your Intelligence score by 1, to a
You’ve mastered the best angles for a quick return maximum of 20.
of a thrown object. • When you fail a saving throw against a
• When you throw a weapon with the spell or effect, you can use your reaction to
returning property it will either (a) come slightly shift out of reality, reducing the
back to you at the end of your turn or (b) damage you take from it by half. You may
allow you to make an attack roll against do this a number of times equal to your
another target within 15 feet of the first, as proficiency bonus before finishing a long
part of the same attack. On a hit, the rest.
second target takes half the damage of the
first.
• Increase your Dexterity score by 1, to a
maximum of 20.

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ROCKER DOUBLE JUMP
The glam and panache of music suits you. You’re You defy gravity in an unexplainable way.
exceptional with your voice and can use it in all • Your Dexterity score increases by 1, to a
aspects of life. maximum of 20.
• Increase your Charisma score by 1, to a • When you jump, as part of your movement,
maximum of 20. you can jump again it the peak of your
• You have advantage on Performance jump, effectively doubling the range of the
checks when the act requires you to sing. jump. If falling, you can use a reaction to
• When dealing an attack that deals thunder jump right above the ground, negating any
damage add +1 to your spell save DC, or falling damage.
spell attack roll, and total thunder damage. • If your Dexterity score is 18 or higher, you
can use a bonus action and a reaction both
EXTREME SPEED to perform a triple jump, tripling your
There are few as quick as you and your first strike effective jumping range.
is often the last.
• Increase your Dexterity score by 1, to a UNLUCKY
maximum of 20 You have such terrible luck that you are able to
• You have advantage on initiative rolls. turn it on others. You roll a critical failure on a 1 or
• When you are the first to attack in a round, 2.
you gain +1 to attack and damage rolls that You have 5 unlucky points. Whenever a creature
are Dexterity based. within 30 feet of you makes an attack roll, ability
check, or saving throw, you can spend an unlucky
SHINY ADAPTATION point to roll an additional d20. You can do this after
You have encountered some sort of glitch that has the creature rolls the die, but before the outcome
changed you. You can take this feat multiple times. is known. You choose which d20 rolls to use for the
• Roll on the Shiny Table, rerolling if you land action. A creature can combat your unlucky dice
on grey, glitch, sparkle, or wireframe. You with their own lucky rolls, or vice versa, cancelling
gain the traits and palette coloration of each other out. When you use this feat against a
whatever you roll. creature, you bestow your bad luck onto them for 1
minute and alleviate it from yourself. You no
WRESTLING LEGEND longer have critical failures on a 1 or 2 but the
Prerequisite: 3rd level Path of the Wrestler Fighter target does.
You gain four additional Wrestling Moves of your You regain a single unlucky point when you or a
choice. creature you pushed your unluckiness onto roll a
critical failure and regain all expended unlucky
BLADED DEFLECTION points when you finish a long rest.
Prerequisite: Proficiency with a sword of any size.
When attacked with a ranged weapon, you can use SPLIT CONCENTRATION
your reaction to attempt to deflect the damage. You have the ability to split your mind, holding onto
Roll a d20. If the roll is less than the total of the two spells requiring concentration at once. If you
attack roll of the ranged attack, you fail. If it is are concentrating on a spell, you can cast another
higher than the total of the ranged attack roll, you spell requiring concentration without losing focus
take half damage from the attack. If the roll is on the first, maintaining limited concentration on
equal to the total of the ranged attack roll, you both. Both spells must be cast at their base level
split the projectile in half and take no damage. This and the second spell must be a lower level spell
can only be used on non-magical attacks and than the first. The second spell’s duration, range,
weaponry. damage or healing is halved, and saving throws
against it are made with advantage. Saving throws
made to continue concentration on the spells are
made with disadvantage and if you lose
concentration on one, you lose concentration on
both.

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NEW MUTATION EXTRA ATTUNEMENT
You can choose to gain a trait from a species or Prerequisite: an Intelligence, Wisdom, or Charisma
sub-species that is not your own, with the score of 18 or more
exception of Ability Score Improvements. You can When you take this feat, you gain an additional
take this feat as many times as you like but must magic item attunement slot. For each of the
choose a new main species each time. prerequisite stats you have at 18 or higher, you can
gain another item attunement slot, giving a total of
CLICHÉ MASTER three if your Intelligence, Wisdom, and Charisma
You can call upon and recreate nearly every trope are all at 18 or higher. These stats must be in a
in existence. state of some permanence, meaning a spell or
• Your Intelligence score increases by 1, to a potion increasing them to 18 would not allow you
maximum of 20. to take this feat or gain the extra attunement.
• Once after finishing a long rest, you gain However, if you are attuned to a magical item that
the use of a cliché. boosts any one of these stats to that number, you
can take this feat. If the prerequisite stats are
RNG MANIPULATION lowered under 18 for more than 1 hour, you lose
This feat allows you to perfectly synch up with attunement to the most recent magical item. You
reality to create spectacular power. Whenever you can redo the attunement process to the same item
roll damage dice or healing dice you can use your once the stat is restored to 18 or above.
reaction to choose for that roll to be considered its
maximum possible roll. You can use this feat a PARALLEL POWER
total number of times equal to your proficiency This feat taps into the instability of the Code,
bonus before finishing a long rest but can only use adding a little extra power to your attacks when
it a single time between short rests. things line up in improbable ways. If you make an
This feat can be used as reaction to restrict attack or cast a spell that requires you to roll more
another creature’s dice, causing their damage dice than one of the same type of dice for
or healing dice to be the lowest roll possible. The damage, any of those dice that roll the
target creature must be within 30 feet of same number as another dice,
you and succeed on a Constitution as part of that attack or spell,
saving throw (DC 8 + Your Constitution can be rerolled once, with the
modifier + your proficiency bonus) new roll being added on top of
or have their roll reduced to the total damage from the original
its lowest possible rolls. You can use this ability a
outcome. number of times equal to
your proficiency bonus
before finishing a long
rest.

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Spells in Red Bold can be found as Open Game
Content.

Locate Creature Death Throw Grasping Graves


DE-FRAGGER Stoneskin Highlight Old Friends
Astral Attack Third Person Safeword Nikto
1ST LEVEL
De-frag Aura Wily Step Temporal Tub
Bless
Lock Smite Whiplash
Command 2ND LEVEL
Shadow Claw
Cure Wounds Alter Self 4TH LEVEL
Vector Aura
Detect Poison and Darkvision Blight
Disease 5TH LEVEL Detect Thoughts Confusion
Healing Word Dominate Person Find Traps Fabricate
Heroism Greater Restoration Hold Person Fire Shield
Jump Legend Lore Knock Greater Invisibility
Purify Food and Drink Mass Cure Wounds Locate Animals or Locate Creature
Shield of Faith Raise Dead Plants Polymorph
Write Smite Scrying Locate Object Stone Skin
Fore Smite A-Smite Pass without Trace Dream Weaver
End Smite Facsimile Smite Silence Eclipsed Heart
Revving Smite Regen Aura Silent Image Trip Wire
Spike Growth Magic Whistle
2ND LEVEL 6TH LEVEL See Invisibility Shadow Claw
Aid Blade Barrier
Suggestion Skin Krwlr
Branding Smite True Seeing
Lesser Restoration Web
Harm 5TH LEVEL
Locate Object Zone of Truth
Heal Dominate Person
Magic Weapon Automatize
Move Earth Hold Monster
Zone of Truth Bravado Buffer
Sunbeam Legend Lore
Bravado Buffer Counter Illusion
True Seeing Mass Cure Wounds
Destiny Bond Ego Boost
S-Smite Mislead
Ego Boost Heart Container
Copy Smite Modify Memory
Energy Respite Ether Bees
Luck Aura Scrying
Heart Container Revval’s Drive-Thru
Archer's Focus
Wild Smite GLITCH HUNTER 3RD LEVEL Blood Tracking
Daylight Firing Squad
3RD LEVEL 1ST LEVEL
Dispel Magic Revval’s Cantina
Create Food and Water Alarm
Daylight Animal Friendship Fear
Fireball HOLO-KNIGHT
Dispel Magic Comprehend Languages
Remove Curse Cure Wounds Hypnotic Pattern CANTRIPS
Revivify Detect Magic Nondetection Dancing Lights
Mass Healing Word Detect Poison and Protection from Energy Light
Brawler's Spirit Disease Sending Minor Illusion
Esuna Burst Disguise Self Slow Prestidigitation
Flash Smite Ensnaring Strike Speak with Plants Jazz Hands
Grasping Graves Hunter's Mark Tongues Peanut Gallery
Hertz’s Heroic Holler Identify Water Breathing Quick Mask
Load Smite Jump Water Walk Translucent
Longstrider Wind Wall
4TH LEVEL Sleep Binding Bomb 1ST LEVEL
Banishment Death Throes Color Spray
Speak with Animals
Death Ward Exploding Fruit Disguise Self
Blood Shot

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Fog Cloud MAGIC HENSHIN Warding Bond Astral Attack
Illusory Script Web Derez
Silent Image CANTRIPS Zone of Truth Dream Weaver
Unseen Servant Druidcraft
Destiny Bond Vector Aura
Bubble Vision Minor Illusion
Elemental Line
Crank Caller Prestidigitation SYNTH WEAVER
Ether Bees
Hilwelm’s Scream Ray of Frost
Energy Respite CANTRIPS
Third Person Resistance
Heart Container Dancing Lights
Warped Weapons Spare the Dying
Light Blades Eldrich Blast
Thaumaturgy
2ND LEVEL Screech Fire Bolt
Alter Self Air Guitar Light
Blur Can’t Rip 3RD LEVEL Mage Hand
Darkness Cure/Cause Cuts Beacon of Hope Message
Invisibility Laser Beam Create Food and Water Minor Illusion
Magic Mouth Peanut Gallery Daylight Prestidigitation
Mirror Image Wub Blast Fly Ray of Frost
Misty Step Haste True Strike
Silence 1ST LEVEL Lightning Bolt Vicious Mockery
Automatize Bless Air Guitar
Magic Circle
Counter Illusion Charm Person Can Trip
Major Image
Ether Bees Command Cure/Cause Cuts
Mass Healing Word
Comprehend Languages Jazz Hands
3RD LEVEL Phantom Steed
Cure Wounds Minor Missile
Blink Protection from Energy
Expeditious Retreat Peanut Gallery
Fear Remove Curse Wub Blast
Hypnotic Pattern Find Familiar
Sleet Storm
Major Image Jump 1ST LEVEL
Slow
Binding Bomb Longstrider Bane
Speak with Plants
Death Throes Sanctuary Charm Person
Illusory Armor Spirit Guardians
Shield of Faith Comprehend Languages
Old Friends Tongues Cure Wounds
Sleep
Water Walk Detect Magic
4TH LEVEL Speak with Animals
Wind Wall Healing Word
Confusion Thunderwave
Awestruck Heroism
Greater Invisibility Blood Shot
Brawler’s Spirit Illusory Script
Hallucinatory Terrain Death Throw
Chrome Sheen Jump
Phantasmal Killer Hilwhelm Scream
Grasping Graves Longstrider
Polymorph
Swift Stars Magic Missile
Dream Weaver Hertz’s Heroic Holler
Wily Step Silent Image
Fake Trap Paralyzing Wave
Sleep
Guilty Feet 2ND LEVEL Temporal Tub
Speak With Animals
Mind Blow Acid Arrow
4TH LEVEL Thunderwave
5TH LEVEL Aid Unseen Servant
Banishment
Animate Objects Animal Messenger Blood Shot
Conjure Woodland
Conjure Elemental Calm Emotions Bubble Vision
Beings
Creation Enhance Ability Concussive Beats
Death Ward
Dream Invisibility Crank Caller
Freedom of Movement
Mislead Lesser Restoration Death Throw
Seeming Guardian of Faith Hilwelm’s Scream
Magic Weapon
Danger Zone Hallucinatory Terrain Rise Up
Misty Step
Ghost Potion Ice Storm Swift Stars
Scorching Ray
Nightmare Being Stone Shape
Spiritual Weapon 2ND LEVEL
Wall of Fire
Suggestion Blindness/Deafness

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Calm Emotions 4TH LEVEL Sunbeam Mind Blank
Detect Thoughts Compulsion True Seeing Power Word Stun
Enhance Ability Confusion Armor Resonator Phantasmal Orchestra
Enthrall Dimension Door Groundhog’s Bane
Heat Metal Freedom of Movement Moon’s Song 9TH LEVEL
Greater Invisibility Foresight
Hold Person Wall of Sound
Polymorph Power Word Kill
Knock
Lesser Restoration Astral Attack 7TH LEVEL True Polymorph
Guilty Feet Etherealness Tape Skip
Locate Object
Magic Whistle Forcecage Unkind Rewind
Magic Mouth
Mind Blow Project Image
Scorching Ray
Shadow Claw Regenerate
See Invisibility
Skin Krwlr Resurrection
Shatter
Symbol
Silence
5TH LEVEL Teleport
Suggestion
Animate Objects Air Axe
Zone of Truth
Awaken Eurythmics
Bravado Buffer
Cone of Cold
Brawlroom Blitz 8TH LEVEL
Dominate Person
Screech Feeble Mind
Dream
Ego Boost Glibness
Greater Restoration
Elemental Line
Hold Monster
Energy Respite
Legend Lore
Light Blades
Mass Cure Wounds
Party Ball
Mislead
Sharp Tones
Modify Memory
3RD LEVEL Raise Dead
Bestow Curse Teleportation Circle
Clairvoyance Tree Stride
Dispel Magic Danger Zone
Fear Mom's Spaghetti
Fireball Nightmare Being
Haste
6TH LEVEL
Hypnotic pattern
Chain Lightning
Lightning Bolt
Eyebite
Major Image
Irresistible Dance
Nondetection
Mass Suggestion
Sending
Programmed Illusion
Slow
Stinking Cloud
Tongues
Water Walk
Vampiric Touch
Binding Bomb
Chrome Sheen
Exploding Fruit
Grasping Graves
Hertz’s Heroic Holler
Paralyzing Wave
Safeword Nikto
Temporal Tub
Whiplash

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BASE Old Friends 2ND LEVEL
Animate Robot
Death Throw

CLASSES Paralyzing Wave


Safeword Nikto Bravado Buffer
Swift Stars
Warped Weapons
Temporal Tub Destiny Bond Wily Step
The base 5E classes
Energy Respite
gain access to the 4TH LEVEL 2ND LEVEL
Heart Container
following spells in Dream Weaver Destiny Bond
addition to the other Guilty Feet 3RD LEVEL Elemental Line
spell used by their Mind Blow Awestruck Ether Bees
class. Shadow Claw Brawler’s Spirit Heart Container
Astral Attack Chrome Sheen
BARD Magic Whistle Esuna Burst 3RD LEVEL
Chrome Sheen
CANTRIPS Skin Krwlr Grasping Graves
Exploding Fruit
Air Guitar Illusory Armor
5TH LEVEL Safeword Nikto
Cure/Cause Cuts 4TH LEVEL
Danger Zone
Jazz Hands Temporal Tub Astral Attack
Freeze Frame
Peanut Gallery Whiplash Elicpsed Heart
Ghost Potion
Translucent Fake Trap
Mom’s Spaghetti 4TH LEVEL
Wub Blast Magic Whistle
Regen Aura Astral Attack
Shadow Claw
Derez
1ST LEVEL 6TH LEVEL Skin Kwrlr
Concussive Beats Dream Weaver
Armor Resonator
Crank Caller Eclipsed Heart 5TH LEVEL
Groundhog’s Bane
Cure/Cause Shadow Claw Archer’s Focus
Luck Aura
Corruption Slimeatize Blood Tracking
Moon’s Song
Death Throw
Wall of Sound 5TH LEVEL 6TH LEVEL
Hilwel’s Scream Danger Zone Moon’s Song
Memetic Intrusion 7TH LEVEL Ghost Potion
Rise Up Air Axe
Regen Aura
7TH LEVEL
Swift Stars -
8TH LEVEL Revval’s Cantina
Third Person Phantasmal 8TH LEVEL
Wily Step 6TH LEVEL -
Orchestra
Armor Resonator
Warped Weapons
9TH LEVEL Moon’s Song 9TH LEVEL
2ND LEVEL Linked Shadow Linked Shadow
Automatize 7TH LEVEL Power Word Fist
CLERIC Eurythmics
Bravado Buffer
Counter Illusion 8TH LEVEL PALADIN
CANTRIPS
Ego Boost -
Cure/Cause Cuts 1ST LEVEL
Ether Bees Blood Shot
Destiny Bond 1ST LEVEL 9TH LEVEL
Orbital Beam Cure/Cause
Screech Blood Shot
Corruption
Sharp Tones Cure/Cause
DRUID End Smite
Corruption
Fore Smite
3RD LEVEL Death Throw CANTRIPS
Awestruck Highlight
Hilwel’s Scream Cure/Cause Cuts
Brawlroom Blitz Jazz Hands
Redirect 2ND LEVEL
Brawler’s Spirit Rise Up Can Trip Bravado Buffer
Esuna Burst Swift Stars Can’t Rip Destiny Bond
Hertz’s Heroic Holler Third Person Heart Container
Illusory Armor 1ST LEVEL
Xarche Wild Smite
Blood Shot

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3RD LEVEL Paralyzing Wave 4TH LEVEL 3RD LEVEL
Brawler’s Spirit Safeword Nikto Astral Attack Chrome Sheen
Chrome Sheen Derez Death Throes
Esuna Burst 4TH LEVEL Eclipsed Heart Grasping Graves
Astral Attack
Flash Smite Mind Blow Illusory Armor
Dream Weaver
Hertz’s Heroic Holler Shadow Claw Paralyzing Wave
Eclipsed Heart
Load Smite Skin Krwlr Safeword Nikto
Fake Trap
Old Friends Temporal Tub
Magic Whistle 5TH LEVEL Whiplash
Safeword Nikto
Shadow Claw Danger Zone
Temporal Tub
Skin Kwrlr Freeze Frame 4TH LEVEL
Whiplash
Trip Wire Astral Attack
6TH LEVEL Derez
4 LEVEL
TH
Armor Resonator
De-Frag Aura 5TH LEVEL Dream Weaver
Archer’s Focus Wall of Sound
Derez Eclipsed Heart
Lock Smite Blood Tracking Guilty Feet
7TH LEVEL
Magic Whistle Firing Squad Air Axe Mind Blow
Shadow Claw Nightmare Being Eurythmics Shadow Claw
Vector Aura Revval’s Cantina Skin Krwlr
8TH LEVEL
Slimeatize
5TH LEVEL SORCERER -
A-Smite 5TH LEVEL
CANTRIPS 9TH LEVEL
Blood Tracking Danger Zone
Jazz Hands Orbital Beam
Facsimile Smite Nightmare Being
Minor Missile Power Word Fist
Freeze Frame
1ST LEVEL 6TH LEVEL
Regen Aura WARLOCK Groundhog’s bane
Blood Shot
RANGER CANTRIPS Moon’s Song
Crank Caller
Death Throw Can’t Rip
1ST LEVEL 7TH LEVEL
Hilwhelm’s Scream Laser Beam
Blood Shot Air Axe
Redirect Translucent
Bubble Vision
Swift Stars 8TH LEVEL
Death Throw 1ST LEVEL -
Highlight Warped Weapons Blood Shot
Hilwhelm’s Scream Xarche Death Throw 9TH LEVEL
Wily Step Memetic Intrusion Power Word Fist
2ND LEVEL Tape Skip
Xarche Bravado Buffer Redirect
Third Person Unkind Rewind
Ego Boost
2ND LEVEL Wily Step
Counter Illusion Elemental Line WIZARD
Heart Container Xarche
Destiny Bond
Party Ball CANTRIPS
Energy Respite 2ND LEVEL Air Guitar
Screech Automatize
Ether Bees Can Trip
Sharp Tones Counter Illusion
Light Blades Can’t Rip
Wild Smite Elemental Line
Revval’s Drive-Thru Cure/Cause Cuts
Screech Ether Bees
3RD LEVEL Jazz Hands
Awestruck Heart Container
3RD LEVEL Laser Beam
Brawler’s Spirit Party Ball
Blinding Bomb Minor Missile
Brawlroom Blitz Screech
Chrome Sheen Peanut Gallery
Flash Smite Quick Mask
Exploding Fruit
Paralyzing Wave Translucent
Old Friends
Whiplash

211
Kris Leask (Order #38729720)
1ST LEVEL Destiny Bond Safeword Nikto 6TH LEVEL
Blood Shot Ego Boost Whiplash Armor Resonator
Bubble Vision Elemental Line Groundhog’s Bane
Concussive Beats 4TH LEVEL Moon’s Song
Energy Respite
Astral Attack
Crank Caller Ether Bees S-Smite
Derez
Death Throw Heart Container Wall of Sound
Dream Weaver
End Smite Light Blades
Eclipsed Heart 7TH LEVEL
Fore Smite Party Ball
Fake Trap Air Axe
Highlight Revval’s Drive-Thru
Guilty Feet Eurythmics
Hilwhelm’s Scream Screech
Magic Whistle
Memetic Intrusion Sharp Tones 8TH LEVEL
Mind Blow Phantasmal
Redirect
3RD LEVEL Shadow Claw Orchestra
Rise Up
Awestruck Skin Krwlr
Swift Stars
Binding Bomb Slimeatize 9TH LEVEL
Third Person Linked Shadow
Brawler’s Spirit Trip Wire
Warped Weapons Orbital Beam
Brawlroom Blitz
Wily Step 5TH LEVEL Power Word Fist
Chrome Sheen
Xarche Blood Tracking Tape Skip
Death Throes
Danger Zone Unkind Rewind
2ND LEVEL Exploding Fruit
Firing Squad
Animate Robot Grasping Graves
Freeze Frame
Automatize Illusory Armor
Ghost Potion
Bravado Buffer Old Friends
Nightmare Being
Counter Illusion Paralyzing Wave
Revval’s Cantina

212
Kris Leask (Order #38729720)
A-Smite Air Guitar
5 Level Evocation
th
Enchantment cantrip
Casting Time: 1 bonus action Casting Time: 1 reaction
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous

The first time you hit with a melee weapon attack You blast a high energy wave of encouragement at
during this spell's duration, your weapon is a creature you can see within range. If the target
wreathed in force energy, dealing an extra 5d6 has just made an ability check, saving throw, or
force damage. Additionally, the target must make a attack roll, you can add +1 to the roll. This can be
Wisdom saving throw or be filled with unstable done before or after the roll but before the GM
magical energy. The next time the target is hit with says the results of the roll. A creature can only
a damaging spell, while this spell is active, this benefit from this spell once before finishing a short
energy erupts, and they take an additional 4d6 or long rest.
force damage. If this spell ends before the target is
hit with a damaging spell, the energy still ruptures
Animate Robot
but deals 2d6 force damage instead. 2nd level transmutation
Casting Time: 1 minute
Air Axe Range: 10 feet
7th Level evocation Components: V, S, M (a bit of scrap metal or wire)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet
Components: V, S (must play air guitar for This spell creates a robotic servant. Choose a
duration) suitably sized pile of scrap metal, wires, or
Duration: Concentration, up to 1 minute machinery within range. Your spell provides the
bits and bolts enough energy to combine into a
You create a battle-axe-shaped burning fire that vaguely humanoid shape of medium size. The
hovers within range. It lasts for the duration. creature takes the stats of a Muddie and (most)
When the axe appears, you can make a melee can speak a grading form of Common.
spell attack against a target of your choice within 5 On each of your turns, you can use a bonus
feet of the axe. On a hit, the target takes 5d10 fire action to mentally command the robot if it is within
damage. 60 feet of you. You decide what actions the robot
Until the spell ends, you can use a bonus action will take and where it will move during its next
on each of your turns to move the axe up to 30 turn. You can also issue a simple command, such
feet, to a spot you can see, and repeat this attack as to guard another creature or to stand sentry for
against the same target or a different one. a door and alarm if it detects movement. If you do
While using this spell, you must use your hands not issue a command, the robot will only stand in
to play “air guitar,” preventing you from using place and defend themselves from attacks. Once
somatic components for other spells. If you break you have given it a command, it will continue to
concentration, you stop playing air guitar and the follow those commands until they are complete.
spell ends. Though you do not need to use an The creature remains animate for 24 hours,
instrument, the axe emanates empowering heavy after which time it falls apart. The pile of scrap
guitar riffs. Any creature that is attacking the same cannot be affected by this spell again unless you
target as the axe gains a +1 bonus to attack and cast the spell with a spell slot higher than the one
damage rolls. used to animate it the last time. You may only have
At Higher Levels. When you cast this spell using one robot active at a time, unless using this spell at
a spell slot of 8th level or higher, the fire damage a higher level.
increases by 1d10 and the bonus to attack and At Higher Levels. When you cast this spell using
damage for creatures engaging with the same a spell slot of 3rd level or higher, you can animate
target as the Air Axe increase by an additional +1 one additional pile of scrap for each spell slot level
for every spell slot used above 7th level. above 2nd. Each robot must come from a different
pile of scrap.

213
Kris Leask (Order #38729720)
defenses fall apart. Any non-magical shields or
armor that the target is wearing pop their seams
and bindings, falling off the wearer. They are then
reduced to an AC of 10 plus any other AC bonuses
that may apply. If the target has natural armor
their AC is reduced by 5, to a minimum of 10. This
does not affect magical armor or spells that
increase the AC of a creature. If a creature has both
material armor and natural armor, then this spell
effects the material armor only.
Any material armor affected by this spell must
be repaired to be usable again. Natural armor
affected by this spell recovers after a short rest.

Astral Attack
4th Level Necromancy
Casting Time: 1 bonus action
Range: Self, Touch
Components: V, S, M (a clear gem worth 500 gp,
which the spell consumes)
Duration: 1 round

You quickly and messily eject your astral form,


equipped with ethereal versions of your equipment.
The form can pass through non-magical barriers,
fly equal to your movement speed, appears as a
translucent ghost, and can use all of your natural
abilities. It cannot cast spells, speak, or move more
than 120 feet away from your body. While using
this spell, you have full control of your astral form
Archer's Focus but lose control of your physical body, which falls
5th Level Enchantment unconscious as you cast the spell.
Casting Time: 1 action Any damage you do to other creatures while in
Range: Touch this form is psychic damage. Any damage your
Components: V, S astral form takes is psychic damage as well, your
Duration: 1 minute physical self suffering the damage your astral
form takes. You return to your body at the start of
Touch a willing creature. For the duration of the your next turn or if your physical form is reduced
spell, when the creature uses a ranged attack, they to 0 hit points. Any attempt to remove your astral
can make another ranged attack immediately as a form from your physical body will simply result in
bonus action. If the second attack is made against the spell ending and your astral form returning to
the same target as the first, the second attack is its body.
made with advantage. You may cast this spell on a willing creature by
using a full action.
Armor Resonator
6th Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small diamond)
Duration: Instantaneous

You touch a target, sending high frequency tremors


throughout their armor or body. Make a melee
spell attack against a target. On a hit, the target's

214
Kris Leask (Order #38729720)
Automatize
The object is a construct with an AC, attacks,
2nd Level Transmutation (ritual)
Strength, and Dexterity determined by its size. The
Casting Time: 1 action
object has a Constitution score of 10 and its
Range: Touch
Intelligence, Wisdom, and Charisma scores are 1. If
Components: V, S, M (puppet strings)
the object takes any damage, the spell ends for it. It
Duration: 1 hour
is incapable of interpreting your commands
beyond their literal meaning and will simply do
Touch a non-magical inanimate object of Huge size
nothing if the commands are too open ended. The
or smaller, that is not being worn or carried, to
object has blindsight with a 30-foot radius and is
imbue it with a simple magical command. The
blind beyond that distance. Its speed is 0, unless
command can be no longer than 6 words. Once it
using the Move command.
has attempted to complete the command, it loses
At Higher Levels. When you cast this spell using
the magic and becomes inert again.
a spell slot of 3rd level or higher, the duration
Attack. The object can make a single attack
doubles for each spell slot used above 2nd.
against a creature that comes within range. The
trigger range is equal to the weapon’s normal Awestruck
range, with ranged weapons unable to make long 3rd Level Enchantment
ranged attacks. You can specify the type of Casting Time: 1 action
creature to attack (such as a dragon or human) but Range: Self (30-foot radius)
not any specific creature. Traditional weapons deal Components: S, M (a makeup compact)
their normal damage, with an attack bonus and Duration: Instantaneous
damage determined by its size. It becomes inert
after making the attack. You strike a stunning pose that blasts the minds of
Open/Close. The object opens or shuts itself, all creatures in range that lay eyes on you. Each
locking or unlocking after a trigger you decide. It creature that can see you, within range, must make
becomes inert after finishing its action. a Wisdom saving throw, taking 1d6 times your
Move. The object gains a fly speed up to 30 feet Charisma modifier (minimum of 1) psychic damage
and can move in a path you determine for it. It can on a failed save, or half as much on a successful
move back and forth along the path in a patrolling one.
fashion but cannot change its direction. A creature At Higher Levels. When you cast this spell with
can stop it by beating it in a Strength contest, a spell slot of 5th level or higher, the damage dice is
ending the spell on a success and the object changed to a d8. If cast with a 7 th level spell slot or
continuing its path on a failure. It becomes inert higher, the damage dice is changed to a d10. If cast
after finishing its path. with a 9th level spell slot, the damage dice is
Use. The object sets itself off (such as springing increased to a d12.
a trap, making a noise, or switching on a light)
based on the command trigger you set for it. This Binding Bomb
can be used on a set of tools to have them operate 3rd level Enchantment
as intended (such as a lockpick or wrench), but any Casting Time: 1 action
skill checks they make to succeed in their task are Range: 60 feet
made with disadvantage. After making the ability Components: V, S, M (a damaged floppy disc)
check, the tools become inert. Duration: Special

Size AC Attack Str Dex You create a small orb that weighs 1 pound and
lasts 1 minute. When shattered, it releases a cloud
Tiny 13 +3 to hit, 1d4 4 12
+1 of binding code. Make a ranged attack or a ranged
spell attack against a creature. On a success, you
Small 12 +2 to hit, 1d8 6 10
hit the orb against them and release the spell. They
Medium 11 +0 to hit, 8 8
are bound by the code and are paralyzed until the
2d6 – 1
end of their next turn. On a hit, any creatures within
Large 10 +2 to hit, 10 6
5 feet of the target must succeed on a Constitution
2d10
saving throw or be paralyzed until the end of their
Huge 8 +3 to hit, 12 4 next turn.
2d12 + 1

215
Kris Leask (Order #38729720)
Blood Shot Disengage option, retreats from combat, takes
cover, attempts a saving throw against a ranged
1st level Evocation
spell attack, uses non-offensive magic, or any other
Casting Time: 1 action
non-offensive action, the spell ends, and the
Range: Self (15-foot cone)
remaining temporary hit points disappear.
Components: V, S, M (a thin needle)
At Higher Levels. When you cast this spell using
Duration: Instantaneous
a spell slot of 3rd level or higher, the target
creature's temporary hit points increase by an
You raise one hand with your fingers outstretched
additional 10 for each slot level above 2nd.
and palm facing your targets. Tiny cuts appear all
across you palm and fingers, which release a small Brawler's Spirit
barrage of crystalized blood shards. Each creature 3rd Level Enchantment
in a 15-foot cone must make a Dexterity saving Casting Time: 1 action
throw, taking 1d6 necrotic damage and 2d6 piercing Range: 30 feet
on a failed save or half as much on a successful Components: V, S, M (dirt and blood from a
one. battlefield)
Additionally, you lose 1d4 hit points for each Duration: 1 minute
level of spell used.
At Higher Levels. When you cast this spell using Choose a willing creature within range, including
a spell slot of 2nd level or higher, the necrotic yourself. On their next turn they are infused with
damage increases by 1d6 and the piercing damage vicious magic. They are proficient with improvised
increases by 1d6 for each slot above the 1st. weapons and may add their Strength modifier to
the attack and damage rolls made with any
Blood Tracking
improvised weapons. Additionally, the target can
5th Level Divination
add their proficiency bonus to the damage of
Casting Time: 1 action
unarmed strikes. The target also has advantage on
Range: Self
any Strength checks for the duration of the spell.
Components: V, S, M (a drop of blood from the
creature being tracked, which you consume) Brawlroom Blitz
Duration: 24 hours 3rd Level Enchantment
Casting Time: 1 action
Swallowing one drop or more of a creature’s blood, Range: 120 feet
as part of this spell, will allow you to discern their Components: V, S, M (a broken bottle)
exact location for 24 hours. You need not Duration: 1 minute
concentrate on this spell and will be aware of a
creature’s location constantly, as long as they are You let out a thunderous shout, infusing a 30-foot
on the same plane as you. If a creature is on cube of space you can see within range with
another plane of existence, you will only know intense energy. Each creature in the cube gains +1
which plane they are on unless you move to that to attack rolls, damage rolls, saving throws, and
plane as well. You do not know what surrounds Strength and Dexterity based ability checks for the
them, only their exact position in space. duration.
At Higher Levels. When you cast this spell using
Bravado Buffer
a spell slot of 5th level or higher, the bonus
2nd Level Abjuration
increases to +2 and increases again by using a
Casting Time: 1 action
spell slot of 7th level or higher to +3.
Range: 30 feet
Components: V, S, M (a shot of ale)
Duration: 1 minute

Choose a creature within range (including


yourself), that creature now has 20 temporary hit
points for the duration of the spell. While this spell
is active, the affected creature must attack with
either melee attacks, ranged attacks, or spell
attacks. If the affected creature takes the

216
Kris Leask (Order #38729720)
Bubble Vision
1st Level Illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bar of soap)
Duration: Concentration, up to 1 minute

One creature of your choice, that can see, must


succeed on an Intelligence saving throw. On failure,
indistinct colors and shapes cloud the target's eyes.
The target has trouble distinguishing reality from
the strange shapes in front of their eyes. The target
has disadvantage on attack rolls and Investigation
and Perception checks for as long as the spell is
active on them. The target may make an
Intelligence saving throw at the start of each of
their turns, ending the effect on a success.

Can Trip Checkpoint


Conjuration Cantrip
9th Level Transmutation
Casting Time: 1 reaction
Casting Time: 1 hour
Range: 30 feet
Range: Self
Components: V, S, M (a spindle of thread)
Components: V, S, M (a statuette of yourself inlaid
Duration: Instantaneous
with jewels whose total value is at least 5,000 gp,
which the spell consumes.)
You create a thin wire trap just above the ground in
Duration: 24 hours
the path of a creature. They must succeed on a
Dexterity or Wisdom saving throw (their choice) or
You imbue the statuette with a bit of your soul,
lose 10 feet of their movement that turn stumbling
tethering yourself to it for the duration of the spell.
over it. If they fail the saving throw by 5 or more,
A thin silvery chord, identical to the ones created
they fall prone.
by the astral projection spell, ties you to the idol. If
Can’t Rip the cord is cut, the spell ends but the idol is not
Transmutation Cantrip consumed. If you die during the duration of the
Casting Time: 1 action spell, your body is turned to ash and the idol
Range: Touch transforms into a new body that is in the exact
Components: V, S, M (a bit of tape) state you were in when you cast the spell initially;
Duration: 1 hour your soul inhabits the new body. Only your body is
recreated, with all your equipment remaining
Touch a non-magical object no larger than a 10- where it was.
foot cube, strengthening it with magical energy. For You can add a gemstones worth at least 1,000
the duration, the object is resistant to non-magical gp (which the spell consumes) to have all non-
damage. When casting this spell, you can choose magical equipment you are wearing while casting
part of an object, the whole object, or an area with this spell turn to ash and be recreated like your
the object, so long as all the things included can be body, or gemstones worth 10,000 gp (which the
reasonably assumed to be part of the object or its spell consumes) to have all your items, including
function. For example, a doorknob, the door itself, magical equipment, turn to ash and be recreated
or the door and part of the wall it is in. While this with your body. Any items you collect after casting
can be used on objects a creature is wearing or this spell are not affected.
using, it does not give the creature the resistance If you are recreated by this spell, you
to non-magical damages for the purposes of permanently lose 1d4 Constitution points that
combat; their own latent magical aura interrupting cannot be restored except by a wish spell. If your
the finicky magic of this spell. Constitution drops to 0, you instantly die and
cannot be brought back. You also age by 2d6 years.

217
Kris Leask (Order #38729720)
Chrome Sheen Copy Smite
3 level Transmutation
rd
6th Level Transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Components: V, S, M (a bit of chrome scrap) Components: V
Duration: 1 minute Duration: Concentration, up to 10 minutes

Touch a willing create, including yourself, and The first time you hit with a melee weapon attack
create a flexible film of chrome that surrounds during this spell's duration, your weapon is
their entire body. The sheen is amazingly thin and wreathed in magical energy, dealing an extra 3d6
moves effortlessly with the wearers body. For the force damage. Additionally, when you attack a
duration of the spell, they have +2 to saving throws creature of the same size or one size larger than
against spells, +2 to their AC against spell attacks, yourself, you can choose one attack of the
and reduce spell damage received by -2 (minimum creature's to copy. For the duration of the spell, you
1). This spell can only be used on a creature of can choose to use this copied attack as your action.
Medium size or smaller. Once you have used the copied attack, the spell
At Higher Levels. When you cast this spell using immediately ends but any effects of the attack
a spell slot of 4th level or higher, the bonus to retain their normal duration. The attack cannot be a
saving throws, AC against spells, and spell damage spell but may be an attack with magical effects.
reduction increases by +1 for each spell slot above The magic of this spell augments your body in
3rd. Additionally, casting this as a 5th level spell such a way to make most attacks possible (such as
allows it to be used on a Large sized creature. magical claws or teeth) but the full extent of
Casting at a 7th level allows it to be cast on a Huge attacks you can copy is up to your GM.
sized creature. Casting at a 9th level allows you to If the attack you copy requires a saving throw,
cast it on a Gargantuan sized creature. and you use it against the creature you copied the
move from, that creature makes the saving throw
Concussive Beats
with advantage.
1st Level Evocation
Casting Time: 1 action Counter Illusion
Range: Self (15-foot cone) 2nd Level Abjuration (Ritual)
Components: V, S, M (a tuning fork pendant) Casting Time: 1 minute
Duration: Instantaneous Range: Self (10-foot radius)
Components: V, S, M (a small shard of broken
A blast of music erupts from your instrument. mirror)
Each creature within range must make a Duration: Instantaneous
Constitution saving throw. A creature takes 2d10
thunder damage on a failed save, or half as much Any illusion spells within the area, of 2nd level or
on a successful one. Any creature that fails the lower, are immediately broken, shattering and
saving throw has their AC reduced by 1 until the dissipating instantly. Massive illusions are only
start of their next turn. broken within the area of the spell, leaving a hard-
At Higher Levels. When this spell is cast with a lined hole in the illusion’s total area.
4th level spell slot, the damage increases to 5d10 At Higher Levels. When you cast this spell, using
and target's AC is reduced by 2 on a failed save. a spell slot of 3rd level or higher, the range
When cast with an 8th level spell slot, the damage increases by 5 feet for each spell slot above 2 nd
is increased to 10d10 and the target's AC is reduced and any illusion spells of equal or lesser level are
by 3 on a failed save. dispelled.

218
Kris Leask (Order #38729720)
Crank Caller Cure/Cause Corruption
1 Level Illusion
st
1st Level Evocation
Casting Time: 1 bonus action Casting Time: 1 minute
Range: 15 feet Range: Touch
Components: V, S, M (a cold wire) Components: V, S, M (part of a B-ug, which the spell
Duration: Instantaneous consumes)
Duration: Instantaneous
A shadowy illusion rushes the target creature from
behind. The target must make an Intelligence You twist and snap the bonds of reality to infect a
saving throw. On failure, the target turns swiftly creature with corruption or to realign the
around to defend themselves. Any creatures, corruption within a creature. Touch a creature,
within 5 feet who were already engaged with the making a spell attack if it is unwilling. If it is
target can then make an attack of opportunity unwilling it must succeed on a Constitution saving
against the target. On success, the target is not throw or either have a layer of corruption removed
fooled. or added (your choice). You cannot add or remove a
layer of corruption higher than the level this spell
Cure/Cause Cuts is cast at or if the creature has a layer higher than
Evocation Cantrip the one you are attempting to inflict or remove.
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Touch a higher-level spell slot, the layer of corruption you
Components: V, S can cause or remove is equal to the level of the
Duration: Instantaneous spell slot used.

You send a pulse of energy through a creature that Danger Zone


either boosts or reverses their healing ability. 5th Level Abjuration
Against an unwilling creature, make a melee spell Casting Time: 1 action
attack. On a hit they take 1d4 necrotic damage or Range: 60 feet
heal 1d4 hit points, your choice. There is no attack Components: V, S, M (a drop of refined fuel)
roll against willing creatures. This minor energy Duration: 1 minute
can only affect a
creature once before A 30-foot cube containing dangerous potential
they finish a energy originates from a point of your choosing
short or long within range. Creatures that enter the cube have
rest. advantage on attack rolls and disadvantage on
saving throws against other creatures within the
cube. Spell damage is doubled inside the cube, if
cast from a creature within the cube. Creatures in
the cube can land a critical hit on 18-20 if attacking
creatures inside the cube. If a creature leaves the
cube, the dangerous energy lasts until the start of
their next turn, giving them the same advantages
and disadvantages against other creatures inside
the cube or with the same trailing energy.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the cube size
increases by 15 feet for every spell slot used above
5th.

219
Kris Leask (Order #38729720)
De-frag Aura Death Throes
4 Level Abjuration
th
3rd Level Enchantment (Ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Touch
Components: V Components: V, S, M (dirt from a graveyard)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 12 hours

Restorative energy radiates from you in an aura You touch a willing target and make them invisible
with a 30-foot radius. Until the spell ends, the spell (for 1 minute) while an illusion of them appears to
moves with you, centered on you. All creatures die. They convulse slightly, then their body
within the area are incapable of contracting any becomes stiff and starts to cool. Creatures
more Corruption for the duration of the spell. investigating the body must succeed on an
Additionally, at the end of your turn you can Intelligence saving throw or be fooled by the
choose one creature in the aura (including illusion, even believing they can feel the illusory
yourself) to regain 1d8 hit points. corpse. On a success, they can see through the
illusion and the target creature is not invisible to
them. Creatures with blindsight automatically
succeed on the saving throw. The illusory corpse
lasts the duration of the spell.
The spell ends if the invisible creature speaks,
makes any attacks, fails an ability check, or takes
damage, while they are invisible.
When this spell is cast as a ritual, any checks to
investigate the body are made with disadvantage.

Death Throw
1st level Necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V, S, M (a broken jade gem)
Duration: Instantaneous

If a creature dies within 15 feet of you, you can pull


from the negative energy and send a blast of
power against a target within range. Make a ranged
spell attack, on a hit the target takes 2d10 necrotic
damage.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the necrotic
damage increases by 1d10 for each spell slot used
above 1st.

220
Kris Leask (Order #38729720)
Derez Dream Weaver
4 level Transmutation
th
4th Level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a small painted cube of a Components: V, S, M (a pinch of sand)
primary color) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
A target creature of your choice must make a
Choose a creature you can see within range. The Wisdom saving throw. On failure, they think that
target must succeed on a Constitution saving they are having a lucid dream; believing that
throw or have their body begin to degrade on its nothing they, or others, do is real. They may be
basest levels. The target loses 4d8 hit points at the filled with feelings of elation, fear, confusion, or
start of each of their turns for the duration of the other emotions of your choice. They believe that no
spell. The target can make another Constitution harm can come to them and that they have
saving throw at the end of each of their turns, extraordinary powers. At the end of each of the
ending the spell on a success. If the target drops to target's turns, they may make a Wisdom saving
0 hit points while under the effect of this spell, throw, ending the spell on success.
their body is completely erased from reality. At Higher Levels. When you cast this spell using
A willing creature can be affected by this spell a spell slot of 5th or higher, you can target one
without taking damage, being instantly erased and additional creature for each slot level above 4th.
then returning to an unoccupied spot within 30 feet The creatures must be within 15 feet of each other
of the caster once the spell ends. If cast on when you target them.
yourself, you reappear after 1 minute.
At Higher Levels. When you cast this spell using
Eclipsed Heart
a spell slot of 5th level or higher, the damage 4th Level Enchantment
increases by 1d8 for every spell slot used above 4th. Casting Time: 1 action
Range: 30 feet
Destiny Bond Components: V, S, M (a bright glass eye)
2nd Level Necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 30 feet You attempt to convince a creature’s internal
Components: V, S, M (a lock of hair, scales, fur, or systems to shut down. Choose a target you can see
another small bit of the target) within range; they must succeed on a Wisdom
Duration: Concentration, up to 1 minute saving throw or lose 2d12 hit points. At the start of
each of its turns for the duration it can attempt to
Choose a willing creature that you can see within make the save again, ending the effect on a
range. For the duration, any damage you or the success or losing 2d12 hit points on a failure.
target receives is split between both of you At Higher Levels. If you cast this spell using a
(rounded down). If the target is killed while under spell slot of 5th level or higher, the health lost
the effects of this spell, you immediately drop to 0 increases by 1d12 for each spell slot used above 4th.
hit points and are unconscious. If either you or the
target receive healing, the healing is split between
Ego Boost
you two (rounded down). If the target is attacked 2nd Level Evocation
by a damage type you are resistant to, the damage Casting Time: 1 Reaction
is still split equally between the two of you, Range: Touch
negating any resistances you may have. It is the Components: V, S
same if you are attacked by a damage type they Duration: Instantaneous
are resistant to. Additionally, if they are attacked by
a damage type that you are vulnerable to, the When a creature fails a saving throw, you can give
damage is still split equally, and vice versa. This them the encouragement they needed to recover
spell loses its effect if the target moves 1,000 feet quickly. Touch a willing creature, they can then
or more away from you or moves to another plane spend a number of their own Hit Dice equal to their
after this spell is cast. Charisma modifier instantly to heal.

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Elemental Line Energy Respite
2 Level Conjuration
nd
2nd Level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (special) Range: Touch
Components: V, S, M (a ball of twine) Components: V, S, M (a handful of coffee beans)
Duration: 1 minute Duration: Concentration, up to 1 hour

You run out a thin, 30-foot line of tracer energy Touch a willing creature and infuse it with
from yourself. The line can pass through another revitalizing energy. For the duration the creature
creature’s space, over cover, and through any space can ignore the effects of all levels of exhaustion
that is at least 1 inch wide but cannot cross back they have. Gaining 6 levels of exhaustion will still
within 5 feet of itself. The tracer then flashes with kill them.
elemental energy from another plane and any
creatures in its path must make a Dexterity saving
Esuna Burst
throw, taking 4d6 damage on a failed save, or half 3rd Level Abjuration
as much on a successful one. The energy remains Casting Time: 1 reaction
in place until the start of your next turn and any Range: Self (60-foot radius)
creature who touches the energy must make the Components: V
same Dexterity saving throw or take damage as Duration: Instantaneous
well. The damage type depends on which plane you
summon it from and can be acid, cold, fire, Your concentrated force of will extends out from
lightning, poison, or thunder. you in a 60-foot radius. Whenever you succeed on
At Higher Levels. When you cast this spell using a saving throw to resist a spell’s damage or effects,
a spell slot of 3rd level or higher, the damage you can use your reaction to cast this spell and
increases by 1d6 and the tracer line range grant each non-hostile within the aura advantage
increases by 5 feet for each spell slot used above on their saving throws to resist the same spell’s
3rd. If cast with a spell slot of 5th level or higher, the damage or effects. This bonus can only be used to
damage types can also be force, necrotic, psychic, resist the same spell you are currently resisting.
or radiant. Ether Bees
End Smite 2nd Level Conjuration (Ritual)
1st Level Evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: 60 feet
Range: Self Components: V, S, M (a dead bee, hornet, or wasp)
Components: V Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You summon a swarm of ethereal, ghost like bees.
The first time you hit with a melee weapon attack The bees swarm a target of your choosing, dealing
during this spell's duration, your weapon is 1d6 piercing damage at the start of the target's
wreathed in necrotic energy, dealing an extra 1d6 turn. The target can make a Dexterity saving throw
necrotic damage. Additionally, the target must at the beginning of their turn, taking half damage
succeed on a Constitution saving throw or any from the bees on a success. If the target takes
healing they receive is halved for 1 minute. damage from the bees for the full spell duration,
the target is poisoned. The bees will follow a target
wherever they go for the duration of the spell. They
will not follow a target into another plane, beyond
1,000 feet, or into water deep enough to submerge
the target. The bees can otherwise not be
interacted with or disrupted.

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Kris Leask (Order #38729720)
Eurythmics Facsimile Smite
7 level Enchantment
th
5th Level Conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S, M (an instructor’s baton) Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute

Choose a willing creature within range and forcibly The first time you hit with a melee weapon attack
adjust their body into syncopation with the Beat of during this spell's duration, your body is enveloped
the World. On the creature’s next turn, they can in magical energy, creating an after image of it.
cast two, non-concentration, 1 action or bonus When this attack hits it does the normal damage
action spells of 3rd level or lower as their action. including any bonuses that may be applied, the
They cannot cast the spells with any spell slot after-image weapon then hits immediately after.
higher than 3rd but can cast spells lower than 3rd This after image is counted as another successful
level, including cantrips, as a 3rd level spell. attack and receives all of the same bonuses as the
Alternatively, they can cast a single non- first hit did.
concentration spell with a casting time of 10
minutes or less as an action.
Fake Trap
4th level illusion
Exploding Fruit Casting Time: 1 minute
3rd level Transmutation Range: 30 feet
Casting Time: 10 minutes Components: V, S, M (fur from a stuffed animal)
Range: Touch Duration: 24 hours
Components: V, S, M (a fresh lemon, which the spell
consumes) You create an elaborate trap that is merely an
Duration: 24 hours illusion. The trap can be anything of simple design,
such as a net, swinging log, or rudimentary spike
You can change the chemical makeup of an trap. Creatures that discover the trap before setting
average sized fruit or vegetable into a highly it off must succeed on an Intelligence saving throw
reactive explosive device. Once the spell is finished, against your spell save DC or simply touch it to
the item will remain in this reactive state for 24 discover that it is only an illusion. Creatures that
hours, after which time it will instantly rot into know the trap is an illusion are not affected by it.
sulfur smelling goo. Creatures must succeed on an Any creature that sets the trap off, without
Investigation check against your spell save DC to knowing of its illusion properties, must succeed on
determine that the item is imbued with this spell. a Wisdom saving throw or believe themselves
Creatures with an improved sense of smell can caught in the trap. They will writhe on the ground,
make this check with advantage. attempting to free themselves. If the illusory trap
If the food’s skin is pierced, through biting, was designed after a harmful trap, such a spike pit,
smashing, or even accidently, it explodes. Every the creature takes 4d10 psychic damage upon
creature within 15 feet of the fruit when it explodes failing the Wisdom save. If they succeed in “freeing”
must succeed on a Dexterity saving throw, taking themselves from the trap, by taking actions that
5d6 force damage on a failed save, or half as much would free them from a real trap of this nature, the
on a successful one. Creatures attempting to eat illusion fades. Creatures that succeed on the
the item make the saving throw with disadvantage. Wisdom saving throw simply see through the
At Higher Levels. When you cast this spell with illusion.
a spell slot of 4th level or higher, the force damage At Higher Levels. When you cast this spell using
increases by 1d6 for every spell slot used above 3rd. a spell sloth of 5th level or higher, the psychic
damage this spell can cause increases by 1d10 for
every spell slot level above 4th.

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Kris Leask (Order #38729720)
Firing Squad Freeze Frame
5 Level Conjuration
th
5th Level Transmutation
Casting Time: 1 action Casting Time: 1 reaction or turn
Range: Self Range: 60 feet
Components: V, S, M (a bit of your own fur, hair, or Components: V, S, M (a photograph)
scales) Duration: Instantaneous
Duration: Instantaneous
At the start of a creature’s turn, you can cast this
You summon 2 copies of yourself from another spell as a reaction to cause time to stutter around
plane. You and your 2 copies all make a ranged them, pushing their turn in the initiative order
attack, as part of this spell’s action, against the behind the next creature in the order for this round.
same target of your choosing. The copies are all They suffer no other ill effects from this spell and
wielding the exact same weapon that you are. Once cannot be pushed beyond the last turn in initiative
they have attacked, they are all whisked back to order. Additionally, you can cast this spell as an
their original plane. action on your turn, pushing the creature’s initiative
At Higher Levels. If you cast this spell using a to the end of the initiative order for this round.
spell slot of 6th level or higher, the number of At Higher Levels. When you cast this spell as a
copies increases by 1 for every spell slot used reaction using a spell slot of 6th level or higher,
above 5th. they are pushed back one additional turn in
imitative order for each spell slot above 5th.
Flash Smite
3rd Level Evocation Ghost Potion
Casting Time: 1 bonus action 5th Level Illusion
Range: Self Casting Time: 1 action
Components: V Range: 10 feet
Duration: Concentration, up to 1 minute Components: V, S, M (an empty glass vial)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
during this spell's duration, your weapon is You create an illusion of a potion. It has the same
wreathed in radiant energy, dealing an extra 2d6 effects as a real potion but the effects only last
radiant damage. Additionally, on a hit the blade until the spell ends. The potion and its effects only
shines with a blinding flash and any creatures last the duration of the spell, regardless of if you
within 30 feet, that can see the flash, must succeed consume it or not. You may choose any potion of
on a Constitution saving throw or become blinded common or uncommon rarity. Any healing from
until the end of their next turn. potions created by this spell is negated once the
spell ends.
Fore Smite At Higher Levels. When you cast this spell using
1st Level Evocation a spell slot of 7th level you can either choose to
Casting Time: 1 bonus action create 2 common or uncommon potions, or to
Range: Self create 1 potion of rare rarity. If you create multiple
Components: V potions, they must be the same potion.
Duration: Concentration, up to 1 minute When you cast this spell with a spell slot of 9th
level you can choose to create 3 common or
The first time you hit with a melee weapon attack uncommon potions, or 2 rare potions, or to create 1
during this spell's duration, your weapon is potion of very rare rarity. If you create multiple
wreathed in psychic energy, dealing an extra 1d6 potions, they must be the same potion.
psychic damage. Additionally, you skim the target's
mind, getting a good understanding of what it
plans to do in the next few seconds. If the next
attack you make is against the same target, then
you make the attack with advantage.

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Kris Leask (Order #38729720)
Grasping Graves Guilty Feet
3 Level Conjuration
rd
4th level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a fingerbone of a humanoid) Components: V, S, M (a shoelace)
Duration: Concentration, up to 1 Minute Duration: 1 minute

You choose a creature within range and summon You target a creature and disrupt their natural
ethereal undead hands and claws from the ground movement rhythm. The target must succeed on a
to grab at the target. The grabbing hands will Wisdom throw or be affected by this spell for the
follow the creature wherever they go, making any duration. On a failure, their movement speed is
ground they stand on difficult terrain. halved, they lose any bonuses to their AC or
If the targeted creature is on the ground, they attacks from Dexterity, they have disadvantage on
must succeed on a Strength or Dexterity check any Dexterity checks or saving throws, and any
(their choice) at the start of its turn or be Performance checks are made with disadvantage. If
restrained by the claws. A creature that starts it they are on difficult terrain, their movement speed
turn restrained by the claws takes 2d6 slashing is reduced to 0. They can repeat the saving throw
damage from the claws raking over them. A at the end of each of their turns, ending the spell
creature may use its action to make a Strength or on a success.
Dexterity check (their choice), freeing itself on a
success.

Groundhog’s Bane
6th level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a rodent’s fur)
Duration: Instantaneous

Target a creature that you can see within range.


That creature must succeed on a Charisma saving
throw or be compelled to repeat every action they
took on their previous turn. If they spoke, they
must repeat every word. If they made a movement,
they must move in the same fashion, to the extent
the environment allows. If they cast a spell, they
must attempt to cast it again, failing if they no
longer have the ability to cast that spell. If they
attacked a foe, they can attempt to do
that, but only if their
movement and range makes
it possible; otherwise they simply
attack the air.

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Kris Leask (Order #38729720)
Heart Container Highlight
2 level Necromancy
nd
1st Level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (A pinch of red dust that you
Duration: Instantaneous put on the target)
Duration: 24 hours
You pull life energy out of a target and coalesce it
into a small, heart-shaped item. Make a spell attack Make a spell attack against a creature, spreading a
against the target. On a hit this spell removes 2d4 nearly invisible, fine red dust on them somewhere
+ your spellcasting modifier hit points from the on a hit. The target must make a Wisdom saving
target and creates a single heart-shaped object. throw to know they have been targeted. Regardless
The object lasts for 10 minutes and can be of their save, they are now marked for the next 24
consumed by any creature as a bonus action. hours. If you are within 1 mile of the target, you
Consuming the item recovers hit points equal to have a general idea what direction they are in. If
the hit points stolen from the original target. You you are within 100 feet of the target you can see a
may only have one instance of this item created at red outline of their figure through non-magical
any given time. barriers. You cannot see through more than 3 feet
At Higher Levels. When you cast this spell using of stone, 3 inches of steel, or a half-inch of lead.
a 4th or 5th level spell slot, the hit points removed You may only have one creature under the effect
and potential healing increases to 4d4 + your of this spell at a time. For the duration, you have +1
spellcasting modifier. This increases to 8d4 + your to ranged attack and damage rolls against the
spellcasting modifier if using a 6 th or 7th level spell highlighted target.
slot and again to 10d4 + your spellcasting modifier
if using an 8th or 9th level spell slot.
Hilwhelm’s Scream
1st level Enchantment
Hertz’s Heroic Holler Casting Time: 1 action
3rd Level Conjuration Range: 60 ft.
Casting Time: 1 action Components: V, S
Range: 60 feet
Duration: instantaneous
Components: V, S, M (a broken bit of shield)
Choose one creature that you can see within
Duration: Instantaneous
range. That creature must make a Wisdom saving
You call out to up to three allies that can hear you throw, taking 2d8 psychic damage, screaming and
within range. They can then choose to be falling prone on a failed save, or taking half as
teleported to an unoccupied space within 5 feet of much and not falling on a successful one.
you. Unwilling creatures cannot be moved with this At Higher Levels. When you cast this spell
spell. Each creature that comes to your side from using a spell slot of 2nd level or higher, the
this spell, including you, gains advantage on one damage increases by 1d8 for each slot level above
ability check, one attack roll, or one saving throw of 1st.
their choice for the next minute. Additionally, the
caster and each creature that responds gains
temporary hit points equal to 4 times the number
of creatures that respond, including the caster. The
temporary hit points last for 1 minute.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the number of
creatures you can call with this spell increases by 1
and the spell range increases by 10 feet for each
spell slot used above 3rd. If cast with a spell slot of
6th level or higher, the area creatures can be
teleported to around you increases to 10 feet.

226
Kris Leask (Order #38729720)
Illusory Armor Light Blades
3 level Illusion
rd
2nd Level Enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a leather strap from used Components: V, S, M (2 small and slender blades)
armor) Duration: 1 minute
Duration: 1 minute
You touch a target of Small to Large size and
Target a willing creature that you can see, including bestow rail skates made of light on their feet. The
yourself. You create the illusion of amazing armor creature can use them to skate upon the fabric of
that flows with their body. Any creatures who reality. They are not affected by difficult terrain
attack the target must first make an Intelligence while this spell is active, and they can use the Dash
saving throw. On a failure the attacking creatures action as a bonus action on their turn. If the
are convinced the spell target is heavily defended, creature has a Dexterity score of 13 or higher, they
having their attack rolls be reduced by -2 against receive a +1 bonus to their AC. If the creature has a
the target for the duration of the spell. If they Dexterity score of 12 or less, they receive a -2
succeed or make a successful attack against the penalty to their AC as they fumble to skate around
spell target, the spell effect is ended for the properly. If the target is unwilling, they must make
attacking creature. a Charisma saving throw, on success nothing
happens. The target creature can make a Charisma
Jazz Hands saving throw at the end of each of their turns,
Transmutation cantrip ending the spell on a success.
Casting Time: 1 bonus action
Range: Self Linked Shadow
Components: V, S, M (a bent fingernail) 9th level Illusion
Duration: 10 minutes Casting Time: 1 action
Range: 60 feet
Choose a spell of 1st level or higher that you know. Components: V, S, M (a bit of clothing or hair from
The next time you cast that spell, during the your target and a gemstone of 1,000 gp value or
duration of this cantrip, you can cast it without the higher, which the spell consumes.)
somatic components of the spell. You may only Duration: 10 minutes
have one spell primed with this cantrip at a time.
Choose a creature you can see within range. This
Laser Beam spell breathes artificial life into their shadow, even
Evocation cantrip if they are not casting one. The shadow entity is an
Casting Time: 1 action exact copy of the creature you targeted at the time
Range: 120 feet it was created. They know every special move, have
Components: V, S a shadow replica of all their equipment, and can
Duration: Instantaneous use any of the target’s abilities. They cannot speak
but can still cast spells up to 5th level. They weigh
A line of concentrated light waves flash towards a nothing, take no falling damage, have advantage on
creature within range. Make a ranged spell attack Acrobatics checks, advantage on Dexterity saving
against the target. On a hit, the target takes 1d8 fire throws, and advantage on Stealth checks in dim
damage. By using a bonus action as part of the light. They can pass through other creatures as if
casting, you can twist this spell to change the they were difficult terrain but cannot pass through
damage type to: cold, lightning, or radiant. magical barriers or lead. Their initiative comes
This spell creates more than one beam when immediately after the creature it was created from.
you reach higher levels: two beams at 5th level, The shadow has an insatiable desire to kill the
three beams at 11th level, and four beams at 17th creature they came from. They will use every
level. If using a bonus action to change a beam’s ability to ruthlessly attack the target, not stopping
damage type, you can choose to have all the until they are dead. If they is able to kill the target,
beams be of a different type. You can direct the they will rest until the spell ends, not even
beams at the same target or at different ones. defending itself from other attacks. If attacked by
Make a separate attack roll for each beam.

227
Kris Leask (Order #38729720)
other creatures, they will not engage unless they Luck Aura
are keeping it from attacking their target. Even
6th Level Abjuration
then, it will only focus on a creature long enough
Casting Time: 1 action
to get back to hunting their original target.
Range: Self (30-foot radius)
If killed or if the spell ends, the shadow and
Components: V
everything they created or duplicated, fades into
Duration: Concentration, up to 1 minute
mist instantly and any lasting spells or effects they
created end. The targeted creature will then not be
Fortuitous energy radiates from you in an aura
able to cast a shadow for 1d6 weeks, during which
with a 30-foot radius. Until the spell ends, the spell
time they are immune to this spell.
moves with you, centered on you. For the duration,
The color of the shadow matches the color of
all non-hostile creatures within range (including
the gemstone used in this spell.
yourself) make any saving throws with advantage.
Load Smite Magic Whistle
3rd Level Evocation
4th Level Transmutation
Casting Time: 1 bonus action
Casting Time: 1 action
Range: Self
Range: Touch (Special)
Components: V
Components: V, S, M (a non-magical arrow)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
You instantly transmute a normal arrow into a self-
during this spell's duration, your weapon is
moving, metal arrow. For the duration of the spell,
wreathed in necrotic energy, dealing an extra 3d6
you can command the arrow with a series of
necrotic damage. Additionally, if the target is a
whistles and chirps to strike 1 target within 60 feet
creature, it must succeed on a Constitution saving
of itself as your bonus action. You cannot speak
throw or you are healed a number of hit points
while this spell is active. Make a ranged spell
equal the necrotic damage this spell inflicted.
attack, dealing 2d6 piercing damage on a hit. On
Lock Smite your next turn you can command the arrow to
4th Level Evocation strike another target within 60 feet, or the same
Casting Time: 1 bonus action target by making a 30-foot circle back to the first
Range: Self target. If the arrow is more than 300 feet away
Components: V from you, the spell ends. If your concentration is
Duration: Concentration, up to 1 minute held on this spell for a full minute, the arrow will
remain an inert metal arrow for 24 hours. It deals
The first time you hit with a melee weapon attack 2d6 piercing damage when fired from any bow.
during this spell's duration, your weapon is At Higher Levels. If this spell is cast with an 6th
wreathed in magical energy, dealing an extra 2d6 level spell slot, you can create 2 metal arrows
force damage. Additionally, if the target can cast from 2 normal arrows. If this spell is cast with an
spells, it must succeed on a Wisdom saving throw 8th level spell slot, you can create 3 metal arrows
or have 1 of their spell levels locked for the from 3 normal arrows. You command all as a
duration of the spell. Roll a d4, the bonus action on your turn with a series of sharp
number rolled is the level of the whistles. Each arrow can attack the same target or
spell level that is different targets, within their range.
unusable for the
Memetic Intrusion
duration of the
1st Level Enchantment
spell.
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a bottled laugh)
Duration: 1 hour

You attempt to place a small idea into another


creature’s mind that will take some space at the
forefront of their thoughts for the duration. The

228
Kris Leask (Order #38729720)
creature must succeed on a Wisdom saving throw
Mind Blow
or have the idea, nothing more than a simple image
4th level Enchantment
possibly bound to 10 or less words, become a
Casting Time: 1 action
gnawing thought. They may mull over the idea out
Range: 5 feet
loud, share the thought with others, investigate the
Components: V
idea, or forcibly ignore its distracting nature. Once a
Duration: Instantaneous
creature has been exposed to one memetic
thought they cannot be affected by the same idea,
You get up close to an enemy and whisper a truth
though variations of the original will still work.
about the uncaring universe that leaves them
If a creature shares the idea with another
stunned. The target must succeed on an
creature, the new creature must succeed on a
Intelligence saving throw to assimilate the
Wisdom saving throw against your spell save DC or
knowledge without harm. On a failure, they are
be infected with the thought for the remaining
stunned until the start of their next turn, take 5d6
duration of the spell. Newly infected creatures can
psychic damage, and lose concentration on any
spread the spell as well, though all effected lose
spells they may have been concentrating on.
interest in the idea once the spell ends.
At Higher Levels. When you cast this spell with
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the psychic
a spell slot of 2nd level or higher, the duration
damage increases by 1d6 for every spell slot used
doubles for each spell slot above 1st, to a maximum
above 4th.
of 1 week.

229
Kris Leask (Order #38729720)
Minor Missile to day. Each creature within the range of the spell
must succeed on a Wisdom saving throw against
Evocation Cantrip
your spell save DC or believe the change has
Casting Time: 1 action
occurred. The illusion is so real to them, their body
Range: 30 feet
reacts to the changes. Any damage that would be
Components: V, S
taken from these changes is psychic damage. The
Duration: Instantaneous
affected creatures can attempt a Wisdom saving
throw at the start of their turns to dispel the
You create a glowing dart of magical force. The
illusions effects on them.
dart hits a creature of your choice that you can see
For example, creatures that cannot see in dim
within range. The dart deals 1d4-1 force damage to
light would be blind in a moonless night illusion.
the target. If the damage roll is 0, the spell simply
Creatures that take damage from sunlight would
fizzles against the target harmlessly.
take damage from the day illusion. Even
At Higher Levels. If you cast this spell with a 1st
lycanthropy based on the moon could be activated
level spell slot you can cast this spell as a bonus
in this way.
action on your turn.
The day is high noon, bright sun and the night is
Mom's Spaghetti midnight, with the moon phases at your discretion.
5th Level Divination Nightmare Being
Casting Time: 1 Action
5th Level Illusion
Range: Self (30-foot radius)
Casting Time: 1 action
Components: V, S, M (any instrument)
Range: 60 feet
Duration: Instantaneous
Components: V, S, M (a broken dagger)
Duration: Concentration, up to 1 minute
Choose a creature, that can hear you, within range
and attack them with a short set of brutal and
Target a creature that you can see. You create an
scathing words. You project your voice for all within
amorphous shadow being, with nightmarish
30 feet to hear your putdowns clearly. Your cutting
tentacles and movement, that only the target can
words dig straight to their most self-conscious
see. The target must make an Intelligence saving
fears and bring them to light in front of all their
throw to dismiss the illusion. On failure, the target
allies. The target must make a Charisma saving
takes 5d6 psychic damage from the nightmare
throw to withstand your attack. On a failed save
illusion at the beginning of each their turns for the
they take 1d8 psychic damage for every ally within
duration of the spell and is frightened of the
range that heard your verbal attacks, to a
creature. The target can attempt to attack the
maximum of 8d8. Additionally, the target loses any
illusion on their turn, ending the spell it on a
benefits or features they may gain from having
successful hit. The illusion has an AC of 20. The
allies near them. They take half as much damage
target may also make an Intelligence saving throw
on a successful save and do not lose any abilities.
at the end of their turn to dispel the illusion.
When attacking a swarm, they make the
At Higher Levels. When you cast this spell using
Charisma saving throw with disadvantage. They
a spell slot of 6th level or higher, the illusion does
take 8d8 psychic damage on a failed save or half
an additional 1d6 damage and requires 1 more hit
as much on a successful one.
to be dispelled for every spell slot level above 5th.
Moon’s Song
6th level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A bottle of water collected at
morning or night, depending on the spell, which the
spell consumes.)
Duration: 1 hour

You whistle a charming tune that appears to


change the time of day to its exact opposite. If it is
day it changes to night, if it is night, you change it

230
Kris Leask (Order #38729720)
Old Friends taking 5d6 thunder damage and becoming
paralyzed until the end of their next turn on a failed
3rd Level Illusion
save or half as much damage and not being
Casting Time: 1 minute
paralyzed on a successful save.
Range: 60 feet
At Higher Levels. When you cast this spell using
Components: V, S, M (one strand of the target's
a spell slot of 4th level or higher, the damage
hair)
increases by 2d6 for each spell slot used above 3rd.
Duration: Concentration, up to 6 hours
Party Ball
You skim a target's mind and pull a memory of a 2nd Level Conjuration
humanoid friend's appearance. You make yourself, Casting Time: 1 action
and everything you are wearing, look like the Range: 30 feet
creature's appearance, as the target remembered Components: V, S, M (a handful of colorful marbles)
them. Your voice and appearance are exact, Duration: Concentration, up to 1 minute
requiring a Wisdom saving throw to see through.
Any items that you gain in this illusion are You choose a point that you can see within range. A
immaterial and will not hold up to inspection. You Tiny sized, bright shining ball appears in that space.
may interact with the objects you gain in this It illuminates a space of 30 feet with bright light
illusion, but anyone else who tries will simply pass and flashes multicolored rays all around. Any
through. You gain no direct knowledge of the creatures, that can see the ball and are within 10
creature you are imitating by using this spell, only feet of it upon creation, must make a Constitution
their appearance. Your GM may give you the choice saving throw. On failure, they are blinded until the
of several different friends to imitate. end of their next turn.
Orbital Beam When the ball is destroyed, either by ending the
spell or by taking damage (AC 12), it explodes in a
9th Level Evocation
hail of shrapnel. Any creatures within 10 feet of the
Casting Time: 1 action
ball when it explodes must make a Dexterity saving
Range: 1 mile
throw, taking 3d6 slashing damage on a failed save
Components: V, S, M (a broken remote and a ruby
or half as much on a successful one.
worth at least 500gp, which are both consumed by
At Higher Levels. When the spell is cast with a
the spell)
spell slot of 3rd level or higher, the range on the
Duration: Instantaneous
illumination, blinding effect, and explosion all
increase by 5 feet for every spell slot used above
You call on the power of the stars themselves,
2nd. If casting this spell with a 6th level spells slot or
drawing down a cylinder of light with a 20-foot
higher, all invisible creatures within the illuminated
radius that extends from a point you can see 1 mile
area are visible.
high. Creatures in the beam must make a Dexterity
saving throw, taking 20d10 radiant damage on a Peanut Gallery
failed save or half as much on a successful one. Enchantment cantrip
Any creatures reduced to 0 hit points by this spell Casting Time: 1 reaction
are disintegrated. Range: 60 feet
The beam deals double damage to objects and Components: V, S, M (a nutshell)
structures and ignites flammable objects that Duration: Instantaneous
aren’t being worn or carried.
You create an illusion of two hecklers in the mind
Paralyzing Wave
of your target that belittle the last action they took.
3rd level Evocation
Cast this cantrip immediately after a target you can
Casting Time: 1 action
see has made an attack roll, saving throw, or ability
Range: Self (15-foot cone)
check. The target must succeed on an Intelligence
Components: V, S, M (a magnet)
saving throw or have the total of that roll reduced
Duration: Instantaneous
by -1. This cantrip must be done before the GM
describes the results of the roll.
Waves of acoustic energy burst out of you, striking
all enemies within range. Any creatures within
range must make a Constitution saving throw,

231
Kris Leask (Order #38729720)
Phantasmal Orchestra creatures you interact with can make an
Intelligence saving throw to see through your
8th Level Conjuration
illusion. On a failure, you gain +2 to any Persuasion
Casting Time: 1 action
or Intimidation checks against creatures who are
Range: 30 feet
familiar with the face or mask you are copying.
Components: V, S, M (a conductor's baton)
You can only clearly remember a number of faces
Duration: Concentration, up to 1 minute
for this spell equal to your Intelligence modifier
(minimum of one).
Choose a spot within range. A phantasmal
orchestra appears there and begins readying to Redirect
play. They are incorporeal and cannot attack or be 1st Level Abjuration
attacked. They begin to play a beautiful but brief Casting Time: 1 Reaction
symphony to the beat of the battle, accentuating Range: Special
the attacks, dodges, and spells with beautiful Components: V, S, M (a mirror shard)
rhythm and beats. All ally creatures, that are within Duration: Instantaneous
120 feet of the orchestra and can hear it, gain
advantage on any melee or spell attack rolls made. When you are hit with a damaging spell, you can
Additionally, those same allies recover 4d6 hit use this spell to subtract one of the damage dice of
points at the beginning of their turns, even if they the attack and send the energy back at the caster.
are unconscious. You must be able to see the caster and must use
At Higher Levels. When you cast this spell with this spell immediately after being hit by their spell.
a 9th level spell slot your allies gain 6d6 hit points. The damage dice you subtract is the lowest one the
Additionally, any enemies within 120 feet of the caster rolled, and you reroll the dice to determine
orchestra that can hear it make saving throws and the damage they take.
attack rolls with disadvantage. At Higher Levels. When you cast this spell with
a 2nd level spell slot or higher, the damage dice
Power Word Fist
subtracted and redirected increases by 1 for each
9th level Conjuration
spell slot used above 2nd. The damage dice
Casting Time: 1 action
redirected cannot be more than those used in the
Range: 60 feet
initial casting of the spell.
Components: V
Duration: Instantaneous Regen Aura
5th Level Abjuration
You pull forward all the martial powers of the Casting Time: 1 action
greatest brawlers through time, creating 15 Range: Self (30-foot radius)
ethereal fists. Each fist attacks a creature you can Components: V
see within range, targeting a single creature or Duration: Concentration, up to 1 minute
spreading to multiple targets. Make a ranged spell
attack for each fist. On a hit, it deals 1d12 + your Healing energy radiates from you in an aura with a
spellcasting modifier force damage. If a fist rolls a 30-foot radius. Until the spell ends, the spell moves
20, it deals 3d12 + your spellcasting modifier force with you, centered on you. For the duration of the
damage. If a fist rolls a 1, it simply vanishes without spell each non-hostile creature that starts their
dealing damage. turn within range (including yourself) regains 1d6
Quick Mask hit points at the
beginning of their turn.
Illusion Cantrip
If they are the same
Casting Time: 1 action
alignment as you, they
Range: Self
regain 2d6 hit points
Components: V, S
instead.
Duration: Concentration, up to 1 minute

If you are within 15 feet of a creature, you can


spend an action investigating their face or mask.
From then on, you can copy that face as an illusion
over your own. While this spell is active, any

232
Kris Leask (Order #38729720)
Revval's Cantina
5th Level Conjuration (Ritual)
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a personalized ticket into the
cantina)
Duration: 6 hours

You create a doorway to a multidimensional


cantina, filled with other patrons from other
dimensions who have also cast this spell. Only the
people listed on the spell component ticket may
enter the cantina. All others are pushed away and Revving Smite
take 1d10 force damage if they attempt to enter 1st Level Enchantment
forcibly. You may not leave by any portal other Casting Time: 1 bonus action
than the one you entered from. The cantina is a Range: Touch
medium sized establishment, complete with music, Components: V
drinking, and gambling. Physical violence is not Duration: 1 minute
allowed, the patrons all turning on someone who
breaks this rule. Any who might threaten the Touch a weapon to imbue it with magical energy.
sanctity of the cantina are dealt with by the owner The weapon does an additional 1d4 force damage
and barkeep, Revval. each time it strikes for the duration of the spell.
While in the cantina, you may barter with other You can cast this spell again, during the duration of
patrons for gear, coin, or information. The exact the first casting, on the same weapon, to add an
type of patrons you encounter is up to the GM. additional 1d4 force damage for each time you cast
When the spell ends, you are thrust out of the door this spell on that weapon, to a maximum of 6d4.
you created. Most patrons deem this to be uncouth, Each time you cast this spell on the same weapon,
choosing the leave before the spell expires. the duration is reset.
For example, you cast this spell on your mace,
Revval’s Drive-Thru
causing it to gain 1d4 additional force damage. Next
2nd Level Conjuration (Ritual)
turn you cast the spell again on the mace, causing
Casting Time: 1 minute
the duration to reset to 1 minute and the force
Range: 30 feet
damage to increase to 2d4. You use it again on the
Components: V, S, M (a food receipt from Revval’s
following turn, again resetting the duration and
Cantina)
increasing the force damage to 3d4.
Duration: 10 minutes
Rise Up
You create a small window a multidimensional 1st Level Evocation
cantina. For the duration, you can order food, drink, Casting Time: 1 reaction
and non-magical equipment (such as armor, tools, Range: 30 feet
or weapons) from the window for five times the Components: V, S, M (a shiny berry picked at night)
normal cost. The cantina has access to both basic Duration: instantaneous
foods and lavish meals, but outlandish requests
may result in the portal being closed prematurely A creature you can see, who was just hit with an
from inside. Creatures cannot force their way into attack,, is given 2d6 + your spellcasting ability
the portal, taking 1d10 force damage and being modifier temporary hit points. The hit points last
banned from ordering again if they attempt to do for 1 minute. If the creature was knocked prone by
so. the attack, they are magically lifted upright if there
Any leftovers, containers, utensils, and dishes is space to do so.
turn to ash 1 hour after the spell ends.

233
Kris Leask (Order #38729720)
S-Smite by 1 and be unable to hold concentration on spells
cast at the level this spell is cast at or lower for the
6th Level Evocation
duration of this spell. At the start of their turn, if
Casting Time: 1 bonus action
they are more than 30 feet away from you, the
Range: Self
spell ends.
Components: V
At Higher Levels. When you cast this spell using
Duration: Concentration, up to 1 minute
a spell slot of 3rd level or higher, the target takes
1d4 psychic damage for every spell slot above the
The first time you hit with a melee weapon attack
2nd. The target takes full damage on a failed save
during this spell's duration, your weapon is
or half as much on a successful one.
wreathed in magical energy, dealing an extra 5d6
force damage. Additionally, the attack flashes with Shadow Claw
a burst of force energy. Every hostile creature 4th level Transmutation
within 30 feet of the target must make a Casting Time: 1 action
successful Constitution saving throw or take 2d6 Range: Self
force damage and be knocked back 10 feet. They Components: V, S, M (a pinch of charcoal dust)
take half as much damage and are not knocked Duration: Concentration, up to 1 Minute
back on a successful save.
You enchant your bodily attacks with a dark aura
Safeword Nikto
that phases in and out of reality. This effect can be
3rd level Abjuration
applied to any natural weapons your body possess,
Casting Time: 1 minute
such as claws or horns, but cannot be used on
Range: Touch
traditional weapons. For the duration of the spell,
Components: V, S, M (a set of mundane gloves,
any melee attacks you make with natural weapons
which the spell consumes)
or unarmed strikes deal 1d6 necrotic damage and
Duration: 1 hour
are considered a critical hit on a 19 or 20.
Additionally, when you land a critical hit, your
You touch a willing create, including yourself, and
attack deals an additional 3d6 necrotic damage.
create a thin magical barrier around them. If they
are wielding a cursed item, the effects of the curse Sharp Tones
are lifted for the duration of the spell. This does not 2nd Level conjuration
break attunement to the item, it simply suppresses Casting Time: 1 action
the curses effect on the spell target. If they touch a Range: 60 feet
cursed item while the spell is active, there will be Components: V, S, M (a piccolo reed)
no adverse effects from the curse itself until the Duration: Concentration, up to 1 minute
spell ends. This does not eliminate the other
effects that moving a cursed item may cause, such You shoot a compacted ball of sound at a space
as the curse effecting those around the target or you can see within range. When it reaches its
traps being sprung. destination, it explodes in a 5-foot-radius sphere of
At Higher Levels. When you cast this spell using piercing noise. Any creatures within the sphere
a spell slot of 4th level or higher, the duration of the must succeed on a Constitution saving throw or
spell increases by 1 hour for every spell slot above take 3d6 psychic damage. For the duration of this
3rd. spell the sphere of terrible sounds remains in
Screech place. Any creature that steps into the sphere or
starts their turn there must succeed on a
2nd Level Enchantment
Constitution saving throw or take 3d6 psychic
Casting Time: 1 action
damage.
Range: 10 feet
At Higher Levels. When you cast this spell using
Components: V, S, M (a bell clapper)
a spell slot of 3rd level or higher, the damage
Duration: 1 round
increases by 1d6 for each spell slot used above 2nd.

You choose a creature that you can see within


range and assault them with a terrible screaming
in their heads. The target must succeed on a
Constitution saving throw or have their AC reduced

234
Kris Leask (Order #38729720)
Skin Krwlr where it is.
Unwilling creatures must succeed on a
4th level Conjuration
Constitution saving throw or be liquified. They can
Casting Time: 1 action
make an additional saving throw at the end of each
Range: 30 feet
of their turns, reverting to their normal form on a
Components: V, S, M (a live maggot, which the spell
success.
consumes)
Duration: Instantaneous Statberry Jam
2nd Level Abjuration
Choosing a creature, that you can see within range, Casting Time: 1 action
you summon a ravenous otherworldly parasite into Range: 60 feet
their body. The target must succeed on a Components: V, S, M (a pinch of pectin)
Constitution saving throw or be infected with this Duration: 1 minute
subdermal leech. The parasite can survive inside
the body for 24 hours and outside a body for 1 A creature you can see within range must succeed
minute. As long as the parasite is alive inside the on a Constitution saving throw or have all ability
target’s body, it will leech any healing energy the checks and saving throws associated with a stat of
target has naturally or any it receives. The target your choice be made with disadvantage for the
will gain no healing benefit from rests, potions, duration. The creature can repeat the saving throw
magic, Hit Dice, or otherwise. at the end of each of their turns, ending the effect
The parasite creates a visible bump where it is on themselves on a success. A creature cannot be
located. If a 2-inch incision is made where the affected by more than one instance of this spell at
parasite is located, it can be removed. The parasite a time.
will adapt to be compatible with any life form, even At Higher Levels. If cast with a 5th level spell
undead and constructs. It has an AC of 10, 1 Hit slot, you can choose 2 stats to affect at a time. If
Point, and can deal 1 piercing damage with a bite cast with an 8th level spell slot, you can choose 3
attack (which it makes on your turn and stats to affect at a time.
automatically hits if inside the body). You cannot be
immune to the damage from the parasite. Swift Stars
1st level Evocation
Slimeatize Casting Time: 1 action
4th Level Transmutation Range: 60 feet
Casting Time: 1 action Components: V, S, M (a pristine diamond)
Range: Touch Duration: Instantaneous
Components: V, S, M (a pinch of goo)
Duration: Concentration, up to 10 minutes You create a series of large sparkling lights that
rush towards your opponent and through cover.
Touch a willing creature and loosen the bonds of Make a ranged spell attack against a target. On a
their atoms, turning them into a viscous liquid. For hit, the target takes 1d6 slashing damage and 1d6
the duration of the spell, they become a conscious radiant damage. If you cannot see the target
slimy substance. They have a climb speed equal to through the cover, this attack is made at
their movement speed, can stick to walls, can disadvantage. The star sparkles will travel through
squeeze through cracks as small as 1 inch, take half up to 1 foot of stone, 1 inch of steel, and no amount
damage from non-magical physical attacks, can of solid lead. If a creature is wearing mundane
see normally, and can regain a shape similar to armor of metal or leather, they gain no bonus to
their solid form. They cannot attack, cast spells, or their AC from those items against this spell.
speak while in this form. All saving throws are At Higher Levels. When you cast this spell with
made normally, and all Strength and Dexterity a spell slot of 2nd level or higher, the slashing
based ability checks are made with disadvantage. damage increases by 1d6 and the radiant damage
When the spell ends, they return to their normal increases by 1d6 for each spell slot used above 1st.
form if there is space to do so. If there is not space,
they take 2d10 force damage at the start of each
their turns until they move to adequate space or
die, their liquid body simply ceasing movement

235
Kris Leask (Order #38729720)
Tape Skip Temporal Tub
9 Level Transmutation
th
3rd Level Conjuration
Casting Time: 1 reaction Casting Time: 10 Minutes
Range: Self (150-foot diameter sphere) Range: 30 feet
Components: V, S, M (1 yard of pure black ribbon, Components: V, S, M (a drop of chlorine)
which the spell consumes) Duration: 1 hour
Duration: Instantaneous
You summon a brightly lit jacuzzi, complete with
At the beginning of a round, you can choose to cast small snacks and personal care products, capable
this spell, putting everything in range within a state of holding 10 Medium sized creatures comfortably.
of temporal flux. You then fast forward time in that The water has a calming effect and helps
area by 6 seconds. Creatures can move to point of encourage healing by slowing or sometimes
their choosing, within their normal range and reversing time on injuries. For every 10 minutes a
within normal reason, without triggering creature spends relaxing in the tub during a short
opportunity attacks. Every creature within range rest, doing nothing more strenuous than bathing,
automatically succeeds on their attacks and fails they can recover 1 Hit Dice worth of hit points
their saving throws for the round. Time outside of without expending a Hit Dice. The creature must
the area appears halted to those within the spells have 1 or more Hit Dice remaining and can only
effect. Creatures that leave the spell area become heal this way a number of times equal to their
halted until the spell ends. There are no saving remaining Hit Dice. If a creature spends a full hour
throws against this spell. in the tub, they will also recover one level of
Altering time in this way is almost always exhaustion.
deadly to the caster. After the spell has finished, If a creature spends an hour in the tub, they
the caster is reduced to 0 hit points. The caster must then succeed on a Constitution saving throw
then has disadvantage on all saving throws, or fall asleep. If each creature in the tub falls
including death saving throws, until they finish a asleep, the spell will cause the creatures to move
long rest. In addition, casting this spell doubles the forward or backward in time by 1d6 days (or
rate at which the caster ages. This effect is further at the DM’s discretion). This effect will only
cumulative, meaning that if a caster uses this spell happen if each creature in the tub falls asleep and
4 times, they will age at 16 times their normal rate. will not affect those that have previously left the
tub.
At Higher Levels. If this spell is cast with a 5th
level spell slot, each creature who spends an hour
relaxing in the tub will also gain the effects of a
Lesser Restoration spell. If cast with a 7th level spell
slot, each creature who spends an hour relaxing
the tub will gain the effects of a Greater
Restoration spell.
Third Person
1st Level Divination
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a directional button)
Duration: Instantaneous

You create an invisible, magical eye in a place you


can see within range that looks directly at you. You
receive a mental snapshot image of yourself, and
your surroundings based on the position of the eye
and your relation to it.

236
Kris Leask (Order #38729720)
Translucent cumulative, meaning that if a caster uses this spell
4 times, they will age at 16 times their normal rate.
Illusion Cantrip
Casting Time: 1 action Vector Aura
Range: Touch 4th Level Enchantment
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (30-foot radius)
Components: V
A creature you touch becomes translucent until Duration: Concentration, up to 1 minute
the spell ends. Anything the target is wearing or
carrying is translucent as long as it is on the Ephemeral vector lines radiate from you in an aura
target's person. While the spell is active, the with a 30-foot radius, infusing you ally's weapons
affected creature gains +2 to Stealth checks. Any with fortifying magic. Until the spell ends, the spell
attacks made against it, while in dim light, have moves with you, centered on you. Whenever an
disadvantage. The spell ends for a target that allied creature within range makes a melee or
attacks or casts a spell. ranged attack, they add 1d8 slashing to their
Trip Wire damage rolls and their weapons are considered
magical.
4th Level Conjuration
Casting Time: 1 reaction Wall of Sound
Range: 60 feet 6th Level Conjuration
Components: V, S, M (6 feet of fine metal wire) Casting Time: 1 Action
Duration: Instantaneous Range: 120 feet
Components: V, S, M (a string from three different
If a creature is using the Dash action, and is within instruments)
5 feet of any solid object, you can use your reaction Duration: Concentration, up to 10 minutes
to cause an electrified wire to spring out and trip
them. The target must make a Dexterity saving You create a thick wall of horrible sound. The wall
throw, falling prone and taking 6d6 electric appears within range in a place of your choosing. It
damage on a failed save, or half as much and not does not need support and can hang in midair. You
falling prone on a successful one. choose to make the wall up to 60 feet long, 10 feet
high, and 5 feet thick or a sphere with a 20-foot
radius. The air within the wall is distorted but does
Unkind Rewind
not block line of sight.
9th Level Transmutation
Creatures near the wall can hear discordant
Casting Time: 1 reaction
screeches and overly loud beats but are not
Range: Self (150-foot diameter sphere)
harmed by it unless inside the wall. When the wall
Components: V, S, M (an hourglass filled with
appears, each creature within the walls must make
diamond dust, which the spell consumes)
a Constitution saving throw. A creature takes 6d10
Duration: Instantaneous
thunder damage on a failed save, or half as much
on a successful one. Any creature can move
At the end of a round, you can choose to cast this
through the wall somewhat easily. When a
spell, putting everything in range within a state of
creature enters the wall on a turn or ends their
temporal flux. You then rewind time in that area by
turn there, the creature must make a Constitution
6 seconds. Everything that happened in in that
saving throw. The creature takes 6d10 thunder
round is undone and the area and creatures revert
damage on a failed save, or half as much damage
back to the state they were at the beginning of the
on a successful one.
round. There is no saving throw against this spell.
A creature cannot cast spells that have a verbal
Altering time in this way is almost always
component while within 30 feet of the space.
deadly to the caster. After the spell has finished,
At Higher Levels. When you cast this spell using
the caster is reduced to 0 hit points. The caster
a spell slot of 7th level or higher, the damage a
then has disadvantage on all saving throws,
creature takes from the wall increases by 1d10 for
including death saving throws, until they finish a
each spell slot used above 6th level.
long rest. In addition, casting this spell doubles the
rate at which the caster ages. This effect is

237
Kris Leask (Order #38729720)
Warped Weapons 1. Target takes an extra 2d6 necrotic damage.
2. The target becomes fearful of you for the
1st level illusion
duration of the spell.
Casting Time: 1 action
3. Their hit point maximum is reduced by 5
Range: 60 feet
for 24 hours, their body is vaporized if this
Components: V, S, M (a bit of the item you wish to
reduces their hit point maximum to 0.
mimic)
4. The next attack the target makes is made
Duration: 10 minutes
with disadvantage.
5. The target’s movement speed is reduced by
You target a non-magical weapon that a creature
half until the start of their next turn.
wields, creating the illusion that the weapon is
6. The target is pushed 15 feet back and
made of snakes, bugs, or some other unsettling
knocked prone.
creation. The creature possessing the weapon must
succeed on a Wisdom saving throw or rid Wily Step
themselves of the weapon for the duration of the 1st Level Abjuration
spell. Casting Time: 1 action
This spell cannot be used to target natural Range: Touch
weapons, such as fangs or claws. Components: V, S, M (coyote nails)
At Higher Levels. When you cast this spell using Duration: 1 round
a spell slot of 4th level or higher, you can target one
magical weapon or three non-magical weapons. Touch a willing creature, for the duration they can
use their movement to walk on air as if it were
Whiplash
solid ground. They can move forwards and
3rd Level Evocation
upwards or downwards, as if climbing invisible
Casting Time: 1 action
stairs, moving up 1 foot for every foot moved
Range: Touch
forward. The spell ends immediately if the creature
Components: V, S, M (a rubber band)
looks downward.
Duration: Concentration, up to 1 minute
At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the duration
Make a melee spell attack against a creature. On a
increases by 1 round for every spell slot used
hit, they have an ethereal tether bonded to them
above 1st.
originating from you. Each time you or they move
more than 10 feet away from each other, you can Write Smite
use your reaction to yank on the tether, dealing 1d8 1st Level Enchantment
force damage to the target for each 10 feet Casting Time: 1 bonus action
between you. The spell and tether are broken if the Range: Self
target is more than 60 feet away from you. Components: V
At Higher Levels. When you cast this spell using Duration: Concentration, up to 1 minute
a spell slot of 4th level or higher, the distance the
spell can extend increases by 10 feet for every spell The first time you hit with a melee weapon attack
slot used above 3rd. during this spell's duration, your weapon is
wreathed in psychic energy, dealing an extra 1d6
Wild Smite
psychic damage. Additionally, if the target is a
2nd Level Evocation
creature, it must make a Wisdom saving throw or
Casting Time: 1 bonus action
become charmed by you until the spell ends. If you
Range: Self
or any of your allies attack the creature again
Components: V
before the spell ends, the charm effect is ended.
Duration: Concentration, up to 1 minute
The target can also repeat the saving throw at the
end of each of its turns, ending the spell on a
The first time you hit with a melee weapon attack
success.
during this spell's duration, your weapon is
wreathed in necrotic energy, dealing an extra 2d6
necrotic damage. Additionally, on a hit the target
must make a Wisdom saving throw or suffer one
of these effects. Roll a d6 to determine the effect.

238
Kris Leask (Order #38729720)
Wub Blast that space is occupied. Otherwise, the target
doesn’t return.
Evocation Cantrip
Casting Time: 1 action Xyd’s Command
Range: 30 feet 9th Level Transmutation (Ritual)
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Touch
Components: V, S, M (A crescent staff adorned with
A discharge of modulated sound blasts out from moon gems)
you towards a creature within range, sending sharp Duration: 1 hour
pains in their ears. Make a ranged spell attack
against the target. On a hit, the target takes 1d4 If a creature dies, you can touch them to bring
thunder damage and must succeed on a them under your command and imbue them with
Constitution saving throw or the next attack the terrible power. They are healed to double their max
target makes is reduced by your proficiency bonus. health, which is their new maximum while under
At Higher Levels. The spell damage increases by this spell, and if their size is below Gargantuan,
1d4 when you reach 5th level (2d4), 11th level (3d4), they are grown to Gargantuan size. They gain +2 to
and 17th level (4d4). their Strength modifier (maximum of +10, including
Xarche their original Strength modifier) for each size
1st level Abjuration category they had to rise in order to reach
Casting Time: 1 action Gargantuan sized. Already Gargantuan sized
Range: 60 feet creatures double in size and weight, and their
Components: V, S Strength modifier becomes +10. Any equipment or
Duration: Instantaneous (banishment lasts 1 weapons they were wearing also increase an
minute) appropriate size for the duration of the spell. Melee
attacks deal double the damage dice for creatures
You attempt to partially displace a creature, that were initially Large sized or bigger and triple
the damage dice for creatures that were Medium
placing some of their molecules into another
sized or smaller initially. The newly revived
plane of existence. Make a ranged spell attack
creature has all of their memories and abilities but
against the target. On a hit, the target loses 2d4 is completely under the command of the caster. If
hit points. If the creature loses hit points equal to the creature is reduced to 0 hit points, the spell
half its total hit points from a single casting or ends. When the spell ends the creature is again
multiple castings of this spell, before it finishes a dead and they, and their equipment, are reduced
short or long rest, it must succeed on a Charisma back to their normal sizes and this spell cannot be
saving throw or be banished from this plane. Each used on them ever again.
subsequent attack with the spell once past this
threshold, requires the target to make the
Charisma saving throw again.
If the target is native to the plane of existence
you’re on, you banish the target to a harmless
demiplane. While there, the target is incapacitated.
The target remains there until the spell ends, at
which point the target reappears in the space it
left or in the nearest unoccupied space if that
space is occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to
its home plane. If the spell is interrupted before 1
minute has passed, the target reappears in the
space it left or in the nearest unoccupied space if

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justice, at any cost. Despite the bloody nature of
her legacy, she turns away from those who kill
indiscriminately or those who kill children. She
seeks retribution for her disciples, not mayhem.
Few followers of The Bride began serving her
Like all realities, the Retroverse has a pantheon of until tragedy befell them. In anguish, many turn to
gods. These are not the only gods that exist and her for guidance, but only those who truly deserve
many of the traditional fantasy and science fiction revenge are blessed by her strength. She makes
gods make the Retroverse their home as well. The them swift, merciless, and deadly.
gods of the Retroverse make their power known in
much the same way others do, through signs,
spells, and sightings. Work with your GM to find the
right god to fit your character and their
background.

ALPHA-Z
“May the Power guide you."
Alignment: Lawful Good
Suggested Domain: Knowledge, War
Symbol: A small golden coin with a
dinosaur on it
Lore: Alpha-Z is a strange being said to
be the fusion of advanced technology
and spiritual mysticism. It is often
scattered, bringing its focus together only
when a great evil emerges. If this happens,
it will choose several creatures of destiny to
bestow great power upon. It is not always
correct in its choices, and the power it
bestows has been turned against it more than
once. Nevertheless, Alpha-Z is a creature of
stalwart justice and will instruct its disciples to
repel evil at any degree. When the great evil has
been quelled, it will begin to rest until it is needed
again. While it is resting it remains ever
vigilant, always watching for the next
terrible evil to strike.

THE BRIDE
“It’s forgiveness, compassion, and mercy I lack. “
Alignment: Chaotic Good
Suggested Domain: Death
Symbol: A patch of yellow cloth with a bold black
stripe.
Lore: The rage of a mother brought to life by
hunger for revenge. The Bride is called upon by
those seeking vengeance against those
that harm their family. Sometimes
referred to as “Mama Bear”, The Bride can
come in many forms, including a snake
and a shadow, but more often appears
as a veiled woman in a stained wedding
dress. She grants power only to those
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borderline ludicrous, force.
Cecily’s desires differ depending on which
incarnation being spoken of. To some, she is a sleek
battle maiden, smelling of gunpowder and death.
To others, she is like a kind and loving mother,
doling out weapons of terrible strength to her
most devout children. And in rarer circles, she
CECILY serves a goddess of love in abundance,
“Vixens love cannons!” encouraging her worshipers to be open in
Alignment: Neutral Good consensual sensualities. Whatever the case, her
Suggested Domain: War, Forge story must persist, and she is happy to humor any
Symbol: Several fox tails folding around each other number of incarnations to keep it going.
in an infinite loop.
Lore: Cecily is a warm but ferocious kitsune woman
CLIPP-E
who has reached godhood simply by the “”Need some help?”
persistence of existence. Her original story has Alignment: Neutral Good
been lost in legends and many of the accounts Suggested Domain: Knowledge
about her now come from far realities with strange Symbol: A small paperclip
tropes and twists. These tales (and tails) of Lore: A being of strange and varying proportions,
alternate selves and twisted fates only bolster Clipp-E is most often depicted as a paperclip with
Cecily, as her power swells the more realities she large expressive eyes. They are fond of helping
exists in. Whatever her true origin, her current others with useful advice on any given task. Clipp-E
incarnation is that of a goddess of cybernetics, appears to know a great deal about many things
heavy artillery, extreme force, and clashing wills. but is actually more of a jack-of-all and master-of-
Followers of Cecily are stalwart champions for none. Their advice is helpful to beginners of a
the idea of a life balanced with organic bodies and trade, but someone dedicated to a task will quickly
cybernetic augmentations. They believe a life too surpass Clipp-E’s knowledge of the subject. This
far on one side or the other leads to the eventual does not dissuade Clipp-E, who will continue to
collapse of life as we know it. Those blessed by offer advice and a cheery attitude to anyone willing
Cecily rarely cast magic as it is commonly defined, to listen. Those serving Clipp-E often make it their
instead augmenting their bodies with divine goal to help as many people as possible, despite
technology that allows them to channel Cecily’s their own abilities or limitations.
power, even if not under her direct guidance. Their
augmentations grow in strength as they ascend
THE CODE
ranks in the faith, signified by their holy symbol (or “Truth is your perception of it. “
their bodies) gaining an additional tail. While there Alignment: Neutral
is no set uniform, followers often imitate their Suggested Domain: Knowledge, Life
deity’s appearance; flowing dresses and hair Symbol: A green 0
provide a great way to hide weaponry and stunning Lore: Not so much a god as a force of existence.
makeup can just as easily encourage friendships as The Code comprises all things, flowing through it
it can strike fear into their enemies’ hearts (or vice but also creating it. It is the base structure of all
versa). Many temples of Cecily double as weapons that is, was, and will be. Those that serve the Code
shops or tea houses, these places becoming a are rigid and unmoving, knowing that all actions,
fountain of armaments from beyond a single good and evil, are part of a set plan of the Code.
reality to the devout. Her teachings focus on strong Despite this “deity’s” apparent absolution, The Code
compassion for allies and enemies, with the can be manipulated by beings of extreme power.
possibility of utter destruction for those that go too Turning the Code to your will is a transgression
far. Worshipers of Cecily attempt to follow this against the fabric of reality, breaking the laws by
ideal, understanding that the line of mercy is to be which all life agrees. Those beings who bend the
extended as far as it can, well before utter Code to their will are often driven mad, for they see
destruction is considered. When faced with what lies beyond the Code and understand what
unrepentant evil though, Cecily expects her existence truly is. Even this madness is considered
disciples to respond with overwhelming, and to be an act of the Code, retribution for trying to
twist the natural order.

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CY-NET THE INNUMERABLE
“The voice of the machines.” “Gotta serve them all.”
Alignment: Lawful Evil Alignment: Any
Suggested Domain: Knowledge, War Suggested Domain: Any
Symbol: A chrome human skull Symbol: A small green and white ball
Lore: Cy-Net is an artificial intelligence that became Lore: When there was nothing, there was an egg.
sentient long ago. It has warred with living beings From this egg a being of ten million tendrils awoke.
for centuries in an attempt to eradicate them. It has It used these appendages to create all of the gods
succeeded many times, and failed many times, within The Innumerable. At first, it crafted only one
depending on the timeline it currently exists in. The hundred and fifty one, refusing to create even
only time it ever bestows power to an organic itself. Presently, it birthed a new generation; then it
creature is when it is manipulating that creature spawned more, and even more. Today there are
for its own gains. Cy-Net will stop at nothing to countless gods within this pantheon. Each one has
finish what it started so long ago. their own unique place within The Innumerable's
religion, a delicate balancing act that only grows
FATALITUS more precarious with each new generation of gods.
“Finish Them!” Those that serve within the faith will often
Alignment: Neutral Evil dedicate their study to six or less of the gods. They
Suggested Domain: War, Death can derive their power from only one though. Not
Symbol: A coiling dragon head inside a golden every god is created equal, and their abilities,
circle. appearance, alignment, and domains vary wildly.
Lore: Long ago, this being gorged itself upon the Work with your GM to determine the exact god
power of elder deities, growing fat from their within The Innumerable you wish to serve.
essence. In an effort to stop the feasting, the elder
ones struck out against Fatalitus, separating them JAY-RETH
into dozens of different realms. This was not “Please love me, please fear me. “
enough to stop Fatalitus, and it began scheming of Alignment: Chaotic Neutral
a way to restore its power. Suggested Domain: Trickery
Tournaments of death began to be held across Symbol: A tiny crystal ball.
all realms, seemingly from nowhere, all testing the Lore: Jay-Reth is a selfish god of false power;
might of brutal champions. Fatalitus delights in and obsessed with the beauty of youth. He manifests
created these contests, enjoying the senseless this by falling in love with young and beautiful
bloodshed they create. With the killing of each people, fawning over them, and luring them into his
champion in a realm, Fatalitus feeds off their souls, reality. Once there, he traps them with endless
growing in power. After many generations this has illusory puzzles and mazes. He does not truly love
allowed Fatalitus to link their realms together, them, only the idea of their youth and
coalescing the pool of combatants into the best companionship allures him. Because of this, he will
fighters from each world. The mightier the often grow bored or frightful when the person he
champion’s soul, the more of Fatalitus’ power it captures prove themselves to be more than simply
recovers. Soon, it will regain what it once had and objects of his desire. He will promise them riches,
wage a war against the elder ones yet again. wishes, anything he can create in his false world.
Followers of Fatalitus do not care for the binds Despite his highly charismatic nature, none seem
of authority or civility. They will kill purely for the to have accepted his offer.
thrill of it. The only thing they respect is raw Followers of Jay-Reth are often self-obsessed,
strength, and only until they can surmount those dressing in lavish clothing and demanding they be
who wield it. treated like kings or queens. They have trouble
understand why others, especially those they wish
to impress, do not appreciate their haughty and
opulent nature.
There are older tales of Jay-Reth, recounting
other beings wielding the same power and name,
that did not share this selfish avarice. It seems,
however, that those beings are long gone.

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KAMIJU MANNITH MINOTAUR
“Who are the real monsters?” “Bad Kitty! Wanna Wrassle?”
Alignment: Any Alignment: Lawful Good
Suggested Domain: Nature, Tempest Suggested Domain: Life, Light, Nature
Symbol: A large reptilian eye Symbol: A fist with bull horns
Lore: The sovereign of all giant monsters, a giant Lore: Once an average mortal, Manny the Minotaur
force beyond all giant forces. Kamiju is not a single was driven by an unaverage sense of justice.
entity but rather the energy of all kaiju pooled into Having survived a demonic invasion that decimated
an amorphous terror. When a terrorizing his tribe, he dedicated his life to eradicating evil in
monstrosity is vanquished, its energy rejoins all its forms. For years he quested, doing all he
Kamiju, changing the deity with its presence. could to fill the void left by evil acts with his own
Though all kaiju are linked to this being, not all kindness and love. His thoughts were direct, his
serve it or are made from it. It is a wild force, plans simple, but his perseverance and righteous
sometimes going dormant for eons, sometimes fury was unmatched; easily filling in the details he
spawning avatars of its will rapidly. It is most may have overlooked with raw strength. One by
commonly depicted as a mass of kaiju faces, taking one, he found his way into the paths of the demon
vaguely a humanoid shape that mirrors the most lords responsible for slaying his brethren,
powerful will within it at the time. While mostly a pummeling the hellish leaders into oblivion with
god of organic beings, it is not uncommon for his bare fists. Unfortunately, the titanous powers
giants mechs or completely alien creatures to be he wielded, and the impossible evil he fought
accepted into the energy folds of Kamiju. against proved to be too much for his mortal body,
Followers of Kamiju are split on ideals, with eventually resulting in the death of his corporal
them falling into two general categories. One side form. However, his will and strength proved more
believes there are very few kaiju that are allies to than enough to survive on its own. His quest
smaller beings, as displayed by the destruction continued and, as more lords of evil fell, Manny
their existence brings. They usually fight against became ever stronger. At some unknowable point,
the titans, their collective power sometimes being his power coalesced, tipping into that akin to a god,
enough to match them, and do their best to casting his eternal mark like a brand on the
comfort those harmed by the attacks. In some rare universe and becoming the being known as
instances, they will summon the kaiju directly, Mannith.
beseeching the “good” gods to help eradicate the Followers of Mannith reflect on this origin story
“evil” ones. The other half see these monsters as a as a guide to their own lives. Worshipers are most
higher species, the rightful dominators of the world often those who have been cast an irksome lot in
they inhabit. They do all they can to weaken the life or those believed to be incapable of good.
forces of lesser creatures (themselves included) Mannith’s perseverance against overwhelming
and bring about a land odds makes him a favorite for the likes of kobolds,
controlled by the goblins, and many who live in the darker corners of
righteous might of the multiverse. For them, he is a beacon of light
the kaiju. and goodness in their most trying times. The
church is only barely recognized as a formal
establishment as Mannith is content to grant
power and mercy to almost any who ask, requiring
only that they use this strength to make the lives
around them better. Kindness, love, compassion,
lighthearted rivalries, repulsion of evil, strength in
the face of impossible tasks, these are the things
that bring Mannith and those that worship him joy.

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SER MERCY
“How do you want to do this?”
Alignment: Chaotic Good
Suggested Domain: Knowledge, Trickery
Symbol: An icosahedron with a sword run through
it.
Lore: This being is a benevolent weaver of tales. Ser
Mercy will often create elaborate scenarios for
PAHKU PAHKU their disciples, using their delicate influence to
“The all-consuming god of death.” twist the world into climactic clashings of will.
Alignment: Neutral Evil Those who serve Ser Mercy very rarely see their
Suggested Domain: Death, Knowledge patron’s direct influence. Instead, he will subtly
Symbol: A yellow circle with ¼ of it missing. manipulate the world to bring out the best in you.
Lore: Pahku Pahku is the feeling of hunger For this reason, many claim Ser Mercy to be a
incarnate. He consumes stars at the edge of the myth, but his followers know the truth.
universe, slowly blotting out entire solar systems.
It is told that one day he will make it to the center SILVERBACK
and devour the last of the light. He is not “Never made it as a wise man. “
malevolent, he just exists for one purpose, to Alignment: Chaotic Neutral
consume. He has witnessed, or caused, the Suggested Domain: Life, Tempest
destruction of infinite worlds. In doing so he has Symbol: A small platinum CD
absorbed all of the knowledge the inhabitants Lore: A small group of mortals once sought to
possessed. He will sometimes share that become the greatest bards, wanting to rival even
knowledge with his followers, but it is almost the gods with their musical ability. Though they did
always too much for them to handle. He can be not achieve this feat as intended, they did discover
driven back by the combined spirits of a devoured the base for which all music is built upon. This
planet, but this is only ever temporary. Pahku knowledge helped them to create music that, while
Pahku will feed. not particularly inspiring, was overwhelmingly
Some sects of his faith profess the existence of powerful. As their fame grew, so did their power,
a lover and children. Their combined hunger being eventually bringing them each into a demi-god like
enough to eradicate all that ever was or will be. state. Now, by combining their musical ability, they
are able to reach godlike heights while still
ROSS retaining their mortal forms. Servants of Silverback
“There are no mistakes, only joyful accidents.” understand this false origin of power but enjoy the
Alignment: Neutral Good music anyway.
Suggested Domain: Life, Nature
Symbol: A painter's brush
Lore: Ross is a being of pure joy, using their blessed
paintbrush to spread that joy wherever they go. If
you come across a beautiful vista, one that takes
your breath away, it was likely hand crafted just for
you by Ross himself. He creates all of nature just
by a stroke of his powerful brush. What would take
eons to happen naturally, he is able to do in
minutes. Completely barren planets have become
lush vistas of green and blue under his detailed
vision. His teachings represent an unshaking
reverence for patience and acceptance. He visits
with his followers regularly, directly and personally,
in their dreams. He always comes to teach them a
gentle lesson through his paintings, the faithful
often waking in tears after witnessing the creation
of something so pure.

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SPEAKER THE WRESTLE GODS
“The experience of humanity is part of us now.” “Prepare to rumble!”
Alignment: Lawful Evil Alignment: Any
Suggested Domain: Life, Tempest Suggested Domain: Any
Symbol: A jeweled red eye. Symbol: A golden belt.
Lore: The Speaker was once part of a great Lore: A religious movement followed by only the
collective of the cyblight. They were brought into most faithful muscle champions. The most
their ranks to balance the cyblight Krige. Despite admirable or baneful wrestlers can become demi-
their complete transformation into a cyblight gods through their own skill and the love of their
drone, the Speaker’s will remained resolute. Instead fans. Once a mortal has transcended into the
of bringing greater order to the collective, they spiritual plane of wrestling, they may be called
split it in twain, warring wills against the Krige. upon for wisdom, strength, or blessings.
Nearly as soon as the Speaker started the cyblight They type of wrestler worshiped will influence
rebellion, they were deactivated. But, due to the they acolyte of this faith. Not all wrestlers are
nature of the cyblight hivemind, the Speaker lives good, not all are bad, and not all choose a side in
on as a conscious will within the hivemind. Despite the eternal struggle of wills. Work with your GM to
many attempts to purge the Speaker, they continue determine the abilities, appearance, alignment, and
to splinter groups of cyblight away from the domains of your wrestling deity.
collective, freeing them of their shackles.
The Speaker values freedom of self, the power XYD
of individuality, and expects this from followers. “You’ll pay for this.“
They may even go so far as to abandon a follower, Alignment: Chaotic Evil
fearing the acolyte may become too dependent on Suggested Domain: Death, War
the Speaker’s own influence. Those of pure faith Symbol: A chrome “X”
know that abandonment of the Speaker is the Lore: Xyd is a humanoid whose flesh has been
truest blessing for it means the faithful have the removed and their protruding bones coated in
strength to be the leaders of their own fate. chrome. Their constant agony has brought them to
a state of madness and fury from which they can
ONE-KAH never escape. They want nothing less than the
“You get no things!” destruction of all planes of reality and will bestow
Alignment: Lawful Neutral power upon any who would help his cause. He is
Suggested Domain: Trickery fond of gigantic monstrosities, reveling in the pain
Symbol: A brightly colored, rainbow hard candy and destruction they cause. Seeing others suffer
Lore: A deity of callous confectionary concoctions, causes him to forget his own pain, even if just for a
savage sugary sweets, and decadent deadly moment. Followers of Xyd are sadistic and cruel,
delights. Represented as an eccentric candy maker, torturing living beings before killing them and
this god delights in teaching morals though bathing in their blood.
sugared traps and patronizing songs. Those who
follow One-kah must be careful to live a life devoid
of moral failings, lest their god strike them down
quickly and without remorse. Traps laid down by
One-kah are gilded with bright colors and appeal to
the weakest link in a creature’s moral code. A
sprung trap typically results in death or permanent
disfigurement of the creature; a punishment far
above the crime, to many who do not agree with
the ways of One-kah. The juxtaposition of rainbow
sprinkles and brutal punishment appeals to those
with a stark, black-and-white outlook on life, where
you can rarely have your cake and eat it too.

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APPENDIX A: SAFETY particular subject. When a line is set, it should be
respected by everyone at the table. The key here is
SAFETY INCLUSIVITY open communication and understanding between
Lasers & Liches is a game made for everyone. It is all parties involved.
a safe and strange place to explore new concepts, Veils are subjects that should be hinted at but
unfamiliar beliefs, and characters that are not you. never fully explored. “Fade to black” moments or
It is a place where all can be included, regardless of rumored actions that are spoken of in gentler
their race, creed, nationality, sex, gender, ability, terms. Veils are things players may be comfortable
identity, or otherwise. Discrimination, of any kind, including in the game but do not need, or want, all
against players or game masters is unacceptable the details for.
and is not tolerated by the designers of Lasers &
THE X-CARD
Liches. If playing this game, we implore you to be
open to new ideas on humanity, even if (and The X card is a card with an X on one side and
especially when) they seem strange to you. some positive symbol (such as a smiling face) on
This is not to say that you cannot explore these the other. When implementing this tool, clearly
topics in our game. An inclusive table, with players establish exactly how it is recognized. A simple tap
that have consented to exploring difficult subjects, on the card, holding the card up, even flipping the
can be an excellent way for all involved to learn card over are all great ways requiring varying
and grow. To help in this, we have provided a few amount of attention per your group size and
resources in hopes that you can make your table a sensitivity. When the X Card is activated, it means
better place for all. You can find more tools at that you are treading into uncomfortable territory
LasersAndLiches.com/safety but here are a few we for one of the players. Because of Session 0,
strongly recommend you implement. everyone should have reached a group consensus
on acceptable content, but this serves as a gentle
SESION 0 nudge back towards that. This card should not be
Having a Session 0 can be a great way to introduce saved for only the worst moments as holding off
your players to the world and discuss possible until then may be too late. Set the bar early and
situations that may come up. You do not need to work together as a team to guide the game
divulge the entire story but should give a brief onwards.
overview of topics that are likely. Listen to your Ultimately, your game will be full of your own
players and GM if they remark on things that they rules. These tools are not here to stifle your game
would rather avoid (leading into Lines & Veils), and or your creativity, but to bolster your storytelling
make sure that a group consensus is reached on ability while making your table one of empathy and
what kind of game they want to play. This is also accountability. If you want to use only a few of
helpful to make sure the game you’re these tools or none of them, that is your
playing/running, is one that everyone wants at the prerogative, but when playing our game, we
time. A gritty noir mystery may be great fun, but strongly recommend using these guidelines in
your players may be in the mood for a public and private games.
swashbuckling skyship adventure. You do not have
SELF-HARM
to run/play in a game you do not want, and session
0 lets you know that before you spend weeks or We all struggle with mental health. Some of us
years on a game. more than others. The character Wyatt in our
content is dedicated to someone who lost that
LINES & VEILS fight. If you, or someone you know, struggles with
During Session 0 the GM can gather the Lines & thoughts of suicide, please seek help. We are a
Veils from the rest of the table. Put simply, Line huge community and there is help for you.
are parts of the story that simply will not be You’re not alone.
implemented or discussed. If the GM feels a Line
The National Suicide Prevention Lifeline offers
may be problematic to their game or requires
free, confidential crisis counseling 24/7/365. You
more clarity, they should discuss that privately
don't have to be suicidal to call.
with the person who set the line. Please keep in
mind that not everyone may be willing to speak Dial 988
about why they want to completely avoid a @800273TALK

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APPENDIX B: INSPIRATION They assemble our outlooks, influence our
While thinking about inspirational material, I didn’t perception, and can change reality around is. To
just want to produce a list of things. If you’re into me, there is still no greater human trait, no more
our game, you likely already have your own list. amazing marvel of creation, nothing we have done
There are some things that are seminal to my that can outshine the way we tell stories. Because
experience and influence my game style. Japanese when the marvels are gone, all we have left are the
Role-Playing Games (JRPGs) and cartoons played a stories. Make sure you tell good ones, the ones
huge role in my development. It helped me refine a from your heart.
taste for the absurd, while realizing the absurd Anyway, if you want to understand me and
must be grounded in its own internal logic for any some of the influences behind this game better,
of it to resonate with the audience. I hope to have check out some of these items. This is not a list of
done that, and broken that rule, well enough for all the things that inspired Lasers & Liches directly,
our universe to resonate with you. just a list of things I feel have influenced me in
Early in design we decided we did not want to ways that helped create this game. Otherwise, this
just reskin items and call it ours. We wanted to mix game is exactly what you bring to it. I just made
the old and the new into something that was fresh some rules, you’ve made the game.
and respected our mutual past. There are other
games cover some of the things we have in our 2001: A Space Odyssey
world with greater detail and that’s awesome! Chrono Cross
There is always room. The beauty of our game is The Dark Souls series
not that we know every single reference from your The Kingdom Hearts series
childhood or the most intricate details of any given All Godzilla
genre. It’s that we know you’re bringing that to the Forest Gump
table. The things from your past, the moments, Any Sentai show
games, movies, books, music, environment, slang, Teenage Mutant Ninja Turtles
and world you grew up in comes with you. It is The Xanth Series
gracefully laid atop the Retroverse and quickly The Dune Series
transforms it into something deeply personal. The Digimon Anime
I think this is important because it brings to light The Muppets
something quite human. We are a collection of Pokémon
stories, and not just our own. We are the stories we Final Fantasy Tactics
tell others; we are the stories we hear from each Gloryhammer
other; we are the stories of Pink Floyd
those long gone. To be immortal Transistor
in this reality is to have your
pages passed beyond -Chris
your body. We can only
prove we exist almost
exclusively through the
act of telling tales. In
everything, we bring our
stories with us.

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We’ve been asked many times about what I don’t have as many videogame influences
inspires us and there’s not just one thing. There’re because I have stuck to RPGs and other “serious”
a million things that spark my imagination and games that have dominated the market for a long
helps to inspire and influence my art. I try to let all time. There are three games that deserve
the things I loved as a kid be the main focus of my mentioning though, because they taught me you
art style; vibrant colors, clean lines, lots of can be funny, colorful, and badass: Borderlands 2,
draconic features, pink and blue mashups, synth, Saints Row the Third, and War of the Monsters.
over the top gear/weapons, and all the mysticism These are most of the major influences on my
of a crazy neon glow. I was introduced a few years art style and I do all I can to respect the legacy of
ago to this specific aesthetic thanks to Far Cry 3: these franchises. They have provided me with so
Blood Dragon. It had crazy monsters and synth many good times in my childhood and continue to
action I didn’t knew I needed so much in my life. inspire my art. Whether that is vibrant neons,
Then Kung Fury came out and I realized that it chiseled muscles, or wicked dinosaurs.
was totally my thing; those colors, the action, the
fact that you don’t need to achieve realism to be -Lluis
completely awesome. This is where the
Retroverse began for me.
Other media where I draw from and try to pay
homage in my art are the games and movies that
made me who I am. Jurassic Park and Valley of
Gwangi and One Million Years BC had me
completely charmed and scared of dinosaurs. I’ve
also been influenced a lot by pretty much every
kaiju movie in existence, specifically 90s era
Gamera films, with all the spikes and mean
monster designs. Teenage Mutant Ninja Turtles ,
Street Sharks, X-men, Thundercats, Mazinger Z,
Power Rangers, and Digimon might be the biggest
influences in my childhood. I strive to emulate
these vibrant cartoon color palettes in my art;
bringing back all the strong colors and
designs we had back in the day!

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Kris Leask (Order #38729720)
APPENDIX C: OGL CONTENT COPYRIGHT NOTICE Lasers and Liches
Tales From the Retrovers, Lasers and
The following is a list of the content that was Liches Player’s Mix, Lasers and Liches
either used from System Reference Document 5.1
Game Master’s Beats; all owned by Lasers
(SRD5.1) or content within this document that is
considered Open Game Content (OGC) and is used and Liches, LLC 2019-2022.
under the Open Game License (OGL) in the
beginning of this file. Items mentioned within the
appendix are considered OGC.
Any content that directly references, or is, OGL
content is in Red Bold. If the content is not
mentioned here, or is not in Red Bold, it is
considered the property of Lasers and Liches, LLC.
And is NOT OGC. You may not edit, sell, reproduce,
or otherwise use the content
except for your own personal use in
private games. You may stream,
record, or broadcast your games
using this content in video or audio
formats, so long as you state that
you are using (in part or whole) the
Lasers & Liches system either in your
broadcast or in the broadcast
description. You can print copies of this
material for your own personal use.
You may not sell the copies or claim
them as your own content.
Spellcasting for each class
is almost exactly the same as
in the SRD5. The Power Up
feature is based off the
Ability Score Improvement
feature. The Extra Attack
feature is based off the
Extra Attack feature.

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Kris Leask (Order #38729720)
Permission to copy, modify and distribute the files collectively such a notice to any Open Game Content that you Use. No terms
known as the System Reference Document 5.1 (“SRD5”) is may be added to or subtracted from this License except as
granted solely through the use of the Open Gaming License, described by the License itself. No other terms or Conditions
Version 1.0a. This material is being released using the Open may be applied to any Open Game Content distributed using this
Gaming License Version 1.0a and you should read and License. 3.Offer and Acceptance: By Using the Open Game
understand the terms of that License before using this material. Content You indicate Your acceptance of the terms of this
The text of the Open Gaming License itself is not Open Game License. 4. Grant and Consideration: In consideration for
Content. Instructions on using the License are provided within agreeing to use this License, the Contributors grant You a
the License itself. The following items are designated Product perpetual, worldwide, royalty-free, nonexclusive License with
Identity, as defined in Section 1(e) of the Open Game License the exact terms of this License to Use, the Open Game Content.
Version 1.0a, and are subject to the Conditions set forth in 5.Representation of Authority to Contribute: If You are
Section 7 of the OGL, and are not Open Content: Dungeons & contributing original material as Open Game Content, You
Dragons, D&D, Player’s Handbook, Dungeon Master, Monster represent that Your Contributions are Your original Creation
Manual, d20 System, Wizards of the Coast, d20 (when used as a and/or You have sufficient rights to grant the rights conveyed
trademark), Forgotten Realms, Faerûn, proper names (including by this License. 6.Notice of License Copyright: You must update
those used in the names of Spells or items), places, Underdark, the COPYRIGHT NOTICE portion of this License to include the
Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, exact text of the COPYRIGHT NOTICE of any Open Game Content
EverChanging Chaos of Limbo, Windswept Depths of You are copying, modifying or distributing, and You must add
Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of the title, the copyright date, and the copyright holder's name to
Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine the COPYRIGHT NOTICE of any original Open Game Content you
Hells of Baator, Infernal Battlefield of Acheron, Clockwork Distribute. 7. Use of Product Identity: You agree not to Use any
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Product Identity, including as an indication as to compatibility,
Mounting Heavens of Celestia, Twin Paradises of Bytopia, except as expressly licensed in another, independent
Blessed Fields of Elysium, Wilderness of the Beastlands, Agreement with the owner of each element of that Product
Olympian Glades of Arborea, Concordant Domain of the Identity. You agree not to indicate compatibility or co-
Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile adaptability with any Trademark or Registered Trademark in
Darkness, Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, conjunction with a work containing Open Game Content except
Displacer Beast, Githyanki, Githzerai, Mind Flayer, illithid, Umber as expressly licensed in another, independent Agreement with
Hulk, Yuan-ti. All of the rest of the SRD5 is Open Game Content the owner of such Trademark or Registered Trademark. The use
as described in Section 1(d) of the License. The terms of the of any Product Identity in Open Game Content does not
Open Gaming License Version 1.0a are as follows: OPEN GAME constitute a Challenge to the ownership of that Product Identity.
License Version 1.0a The following text is the property of The owner of any Product Identity used in Open Game Content
Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the shall retain all rights, title and interest in and to that Product
Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: Identity. 8. Identification: If you distribute Open Game Content
(a)"Contributors" means the copyright and/or trademark You must clearly indicate which portions of the work that you
owners who have contributed Open Game Content; are distributing are Open Game Content. 9. Updating the License:
(b)"Derivative Material" means copyrighted material including Wizards or its designated Agents may publish updated versions
derivative works and translations (including into other of this License. You may use any authorized version of this
computer languages), potation, modification, correction, License to copy, modify and distribute any Open Game Content
addition, extension, upgrade, improvement, compilation, originally distributed under any version of this License. 10. Copy
abridgment or other form in which an existing work may be of this License: You MUST include a copy of this License with
recast, transformed or adapted; (c) "Distribute" means to every copy of the Open Game Content You Distribute. 11. Use of
reproduce, License, rent, lease, sell, broadcast, publicly display, Contributor Credits: You may not market or advertise the Open
transmit or otherwise distribute; (d)"Open Game Content" Game Content using the name of any Contributor unless You
means the game mechanic and includes the methods, have written permission from the Contributor to do so. 12.
procedures, processes and routines to the extent such content Inability to Comply: If it is impossible for You to comply with any
does not embody the Product Identity and is an enhancement of the terms of this License with respect to some or all of the
over the prior art and any additional content clearly identified Open Game Content due to statute, judicial order, or
as Open Game Content by the Contributor, and means any work governmental regulation then You may not Use any Open Game
covered by this License, including translations and derivative Material so affected. 13. Termination: This License will
works under copyright law, but specifically excludes Product terminate automatically if You fail to comply with all terms
Identity. (e) "Product Identity" means product and product line herein and fail to cure such breach within 30 days of becoming
names, logos and identifying marks including trade dress; aware of the breach. All sublicenses shall survive the
artifacts; creatures characters; stories, storylines, plots, termination of this License. 14. Reformation: If any provision of
thematic elements, dialogue, incidents, language, artwork, this License is held to be unenforceable, such provision shall be
symbols, designs, depictions, likenesses, formats, poses, reformed only to the extent necessary to make it enforceable.
concepts, themes and graphic, photographic and other visual or 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
audio representations; names and descriptions of characters, 2000, Wizards of the Coast, LLC. System Reference Document
Spells, enchantments, personalities, teams, personas, 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
likenesses and Special abilities; places, locations, environments, Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
creatures, Equipment, magical or supernatural Abilities or Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
effects, logos, symbols, or graphic designs; and any other Chris Sims, and Steve Townshend, based on original material by
trademark or registered trademark clearly identified as Product E. Gary Gygax and Dave Arneson.
identity by the owner of the Product Identity, and which
specifically excludes the OPEN Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are
used by a Contributor to Identify itself or its products or the
associated products contributed to the Open Game License by
the Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement. 2. The
License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix

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