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Colin Prime (Order #35367621)


Muscle Sorcerer……………………………......160
Warlock: Corporate Overlord Patron…..162
Credits …………………………………………...2 Wizard: School of Lasermancy…………...165
Backers………………………………………………..3
Welcome to the Retroverse …………………9
Chapter 3: Backgrounds..168
Alien Invader…………………………………….168
Chapter 1 Species…………….10 Heel………………………………………….………169
Ceran………………………………………………….10
Mad Scientist…………………………….………..171
Hiveborn…………………………………….……….14
Mercenary………..……………………………….172
Rai……………………………………………………..20
Monsterologist………………………………….174
Restless……………………………………………..26
Player……………………………………………….176
Synthetic…………………………………….………31
Prodigy……………………………………………...177
Trogs…………………………………………………37
Rebel………………………………………………...179
Wo’nari………………………………………………42
Dragonborn Variations………………………..47
Chapter 4: Equipment……...181
Cosmic Dwarves…………………………………49 Armor and Shields……………………………..181
Punk Elves………………………………………….51 Weapons…………………………………………..182
Glitchimar…………………………………….…….52 Chapter 5: Additional Rules
Mecha Gnome…………………………………….54 ………………………………………….184
Action Halflings………………………………….56 Corruption…………………………….…………..184
Half-Elf Relica…………………………………….58 Cliches……………………………………………...187
Hack-Orcs…………………………………….…….60 Shiny Variants…………………………………..189
Human Offline……………………………………62 Criticals and Failures…………………………192
Void Tieflings……………………………………..64 Feats………………………………………………...193
Chapter 2: Classes…...……...67 Chapter 6: Spells……………..197
Apogee………………………………………………67 Base Class Spells……………………………...200
De-fragger……………………………….…………77
Chapter 7: Gods……………...230
Glitch Hunter……………………………………...89
Henshin……………………………………………100 Appendix A:
Holo-knight………………………………………..116 Safety………....................................236
Synth Weaver…………………………………...123 Appendix B Inspiration……237
Sub-Classes………………………………………133
Appendix c: OGL
Barbarian Techno Viking…………………….133
Bard: College of Metal………………………..134
Content…………………………….239
Cleric: Domain of Action…………………….136 Character Sheet……………..241
Druid: Circle of the Corrupted…………….138
Fighter: Path of the Wrestler……………..140
Fury-Fu Monk……………………………………147
Paladin: Oath of Awesome…………………152
Ranger: Dream Champion………………….154
Rogue: Ether Vandal………………………….157

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Colin Prime (Order #35367621)
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
encouragement.
Thank you, and welcome to the Retroverse
Thanks for Playing! (beware of the laser dog).

The Retroverse has been an amazing project to -Lluis Abadias


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 only part of 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.
See you all again soon!

-Chris Lock

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Colin Prime (Order #35367621)
Our Backers
Thank you so much for supporting, testing, playing,
celebrating, and putting your story into our world!

OneCritWonder Caleb Coppola Matthew Kienna Shaw Just_DM_thing Dustin Parks


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Leigh Matthew Robert Stoffel Emmo Tim Urdampilleta
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Jeff Blackshear Sarah Owen St.Gelais David Wood Jack Sibley 1835705234
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Wes Darren Cooke KLEINHANS Samantha Aaron Pike Caitlin
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Colin Prime (Order #35367621)
Hayley Josh M joshua palmer Grant F Michael Evans Brian
MacDonald Kyle Cress Andrew Jordan Connor Hunter
Guest Collin May Dustin Jon Alan Karas Richardson
292968850 Kyle Riley James Ho Action Jackson Rob Peters Jonathan
Kevin Webber Rory O'Neil James Killen Eric Dziver Harriet Seastedt
Rachel Lian Darion Nutter Guest Jesse David Josh Phillips Kalvin Gearhart
Rae Huffman Laura 450170274 Wan Brian Lynch Larry Dixon
kyle claset Drew morgan Bill Garrett T Dwight Wade Will Kerr
Leland Miller Patrick OShea Rob Lamerton Saege Colin EpsylonRhodes
Benjamin Ray Caffrey Matt Matthew McLaughlin Zach Stevens
Brinkley Connor Alex Schmalzel Devon Trube Zachary Pollak knight artorias
Jason Thompson Philip McRae Josh del Villar Anthony Casey
Gregory Levi Burtner Matthew Jirau Dom Cruz Wallace Kei Imamura
Stangel Mr. Luchador Michael Tree Jordan Running Relentless Rex Wes Klaassen
Jeremy Danger Maeryn Althea John Guyette Matthew Lee Michael Philip Snyder
Tharp Tover Zoulot Myers Eric Evilsizor Anita B
Robert Linford Gary Dowell Brad McAlpine Est Cal Casey Shreve Rrok Anrolle
Chad Jon Schneider Aaron McCall Eli Martin Three-eyed Rat Robert Allin
Reiko A Meyers David King Stuart Ishmael Zarkov Tootsie Walker
Jack Talon Lizzie Mueller Watkinson Jay Bickford KnKplayDnD Jerry2die4
Kieren Pae Tyler Peterson Marz Marziano Gideon L. Reece Catriona E Chad Long
Loic Lawrence Carlos Irizarry GmMxt Wood (Tecrogue)
Foxwood Holbrook Aaron Donahoo Danielle Stull Devon Cox Guest
Games Skye the Nicholas codedude3 Sasha "TK" 41473792
Garrett English Gamer philip treier Daniel Bernath De'ath James Fazardo
Ayleron Andrew Swink Brian Lopez Isaiah Kim Metzger Willborex
Kezreck Brian Fields Warren Nichols Castreek Francisco Zach
Matt Trombley Barfu Chris Pipinou Keith James Ferrer Shallbetter
Courtney Tom Munkres Colleen Dickinson Evan Louks Jordan Crafton
George P. Tyler Swanger AnotherSpectr Eric Lohmeier Tyler John
Seims Vikrant Misra e Richard Paul Christopher
Raymond Kevin Hall Roh Tamalavitch Brendan Dingman
Weishaar Sam Messor JP Malfias Cronan Bryce Hiles
Treble Quin StrayDog Michael Wood Zach Bertram Evil Midnight David Jacobs
AlonsoPratt Chulain Alejandro Logan Worm Lurker Jenny
Logan Sparks Ben Zakes Romero Mathew Tim Garris Andrew Heath
Justin Simek Chance Matthew Garry Breitenbach Cecily Winters Darkulic
Daniel Boonie Clement Cullen killervp Justin Nathan Van
Nathan Miller David Petersen Austin Beatty Alexander Son
Courtney Justin Joye Snarkayde AdrianaWeaver Miguel Warlock Kalen S. Lewis
Custodio Brad Czarnata (Philip) Jason Myers Patreon TJ Martin
Benjamin Kirk Tony K. Aaron Matt Easton Ryan Acheson
AJ Darrow Pete Kauhanen Chleborad Scherbring Lindauer Daniel
Morgan GoldSkulltula Ben Fowler Chris Lamerton Josh Simons Peterson
David Jones Christopher Tim Annan Owain Fandible Ashley
Thomas Stewart Mykal Wane Boardman Rianne Mika
Kienzle David Wilson nanditheg Jorah Kai Goodman Charlebois
stefan Ryan Percy Scott Cosmic Ehrhart Adam Tony Swallow
Hannah Bishop Adam G. Vandervalk Dungeon Edenfield Bran
Cory Brooks Aubrey Massey Momster Chase Hannah
Longenecker Teemu Matthew Glass Eri .. aka j3w3l ABS Steinman
Kevin Lemke Helasharju Debbie Oddtwang DrSbaitso Eric Jaeckel
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
Jon Howe Greg Doug Nick Whitney Matt Drwenski JB Glendinning
Rob Hobart Leatherman Joshua Ellu Ngoko muttonchop Rodney Leeson

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Colin Prime (Order #35367621)
Kyle Lawrence Chris Tardie Stephen Calamity's Purps Alexander
Zachary Dennis Eichenberger Child Spencer Foust Burks
Hoagland Adishwara Ian Stoneking Andrew Artúr Németh Nelson
Patrick Krogh Johnny philip hindley Stauffer Bobrith Glasford
Jensen Guereque Aaron Ingles Todd A. Peter Clark James
Buck Max Adam Crandall Lieron Brent Floyd Cameron
Christopher Susan James Dickson Chris Marten Cory Law Mccloy
Brown Thompson Michael Kaleb Oswin Lee Yeong Riley Crowder
Nick Garcia Lauren Eames Guerette Scara Chee Jason
Nicolò Lardelli Robert Max Kalanyr Devlin Logan Hennigan
brandon Freeman Emily Jason Wassenaar Edward
reynolds Audryana Micah R. Salomone Xandar Miller Kuruliouk
Cerxi Knippert Maloney Steven Barnes Erin Hansen Callie
Ryan Gooley Kieran Bohu Jack Isaiah Fabio Endrizzi
Tyler Mclaughlin John-Morgan Karina Reitz Cainsf Thibault
Cranium Michael Clarke Rodgers Ben Richardson Mike Hourigan Martin-
Squirrel jacobingalls Myerff1 Michael Bunicci Jeff Mach Lagardette
Hawk Johenson Craig Lily Podolskaya Jar Anthony Aaron
James Wiken Mistlebauer KevinRanch Alexandre "LibrariaNPC" Bobby Seppi
Nathaniel Tristan T. Alexander Perras DeMinico Dumat
Brown Andersen Wilfinger Brian Zuber Elvenstreak Mike Shema
Zachary Monea Nick Jamey Belin jdubiel Elysium Ervin Scott
logan dake Hamelburg chris johnson Parker Sikkema Rich Horner Sydney Blood
Andrew Carson Sean O'Dell Jess V. Stephanie Andrew Cubes Trenton
Kyle Bebarce El- Christian Silva McNamara Corey Greg C-M
Talyen Tayib Mike Wieczorek Nick GIlder Dalton Andreas
Danielle Berry- Sebastian Hans PerrosCabra Sally Pritchard Paul Benson Walters
Massey Wilhelm Cleigh Richard Cole Cody Steven Setzer
Bill Wantuck Hamke Nicolò J.P. Starsey Ryan Reed Jurnee Jakes
Michael Jere Manninen Antonucci jtc1975 Kaj Sjostrand Ian Lee
Branham Nick Anne Trinket Jesse Anderson Preston Parker Trevor
Eve Seitchik Kristopher R Neil Jensen Jared Cram Robert Nolan Skagragler
Bradford T Janelle Cooper Erin Fiser Phoebe Zeitler Bridger Burt Tyler Mascia
Duncan Faith Tyler Etter Anna Morgan Corey Kaldgord
Kylee Wilson Ryan Bader David Walton Goldberg Rautenberg Syd O.
Arkanjil ryan treangen Dinosaur Chris Zito Aric Traiss
Brett Gordon Dreamin McDowall Marc robert kim Legendary
akimika Askew Hannah Silver Citadel Justin Vona Pants
RIdley Litton Stephen M Pentreath Jon Hygom Alex phelps Gary Blunt
VaultsOfExtoth Toothman Travis Odin Gislason Peter Roads Matthew
Nathaniel Matt Frazita Mattingly Jace Josh K Highsmith
Terhune Red Scare Erik Ottosen Josh Jasper charles Lucas
Guest Kenneth Miller Kevin Smith Dan Beining coalson Henderson
137979570 Alex Ryan Harris Pizzademon Elisabeth Spartyblb
Shawn Jacen Quinn Tyler Brisbin Eric Pinero Sandoval Alex Iptok
Robert Grice Tyler Lee Ben Krebs Jason Bean Robert Melluso
Banks Mathew Calder Noah Sklar Cimarron Wills Vitamancer Corey McAtee
Riley Fraser AntiSqueaker Pascal Englund Alec Payne Ian SerVaas Chris Neves
Andrew Jed Locquiao DG Quentin Acord Nick pater Jared Edens
Stephane Gage Blidy Crasius Herkules Joshua Ian Prado
Gelgoot Kyle The Pike Ali Roberts Ehrhardt Charlie Kendall Chewanko
novaraiser GTaichou Brian James Justin Wrenn Anna Stinnett
Halcyon Bryce Lavoie Goubeaux PotatoHollow T Andrew
Scott J. Dana Boychuk Eric Ramirez Ian Shaw Justin Gillman Arneson
Dahlgren Brennan Mitzel Gaëtan Voyer- Rudolph Jason Breth Natalie Wallace
Nicholas apisano Perrault Clay Hodges Claude Weaver Jessica Lyn
Reeves Alic Szecsei Joseph Le May Rae III Randell
Nina Dyer derekticon Spencer Wyrdrune sofie franks Nicholas
Francois Noah BroPhones Tommy Larry Hetrick O'Bryan
Poudrier Waterman Mike William Crowe Erik Nell Adan Yanez
Darian Billowitz zerokiba Bot_Jake Robin Gonzales Kenneth JoeyR

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Colin Prime (Order #35367621)
Nayomie Jade January_Silenc Leonard Wing marcus Ben Hamilton Joseph Rhodes
Kevin M Kelley e Bartenstein DamagedDice Thanodin Old Gods
Emily Escovar Nick Megan Violett Duarte Cruz Wade Cottell Gaming, LLC
Matthew Stacey Carl Camp Britton Combs Quinn Andael
Goranson Noxi Tim Hall The Bearded Anonymous Sprague
Eric Pickney Paul McHugh Edgardo Cruz Vegan Jake Mattinson Minger
Timothy Joe Sean Forrest Garner Sean Connolly Stephanie
Egelston Lucas Raines Christopher Michæl S Reese John Murphy Wong
nora Shawn Charles Richer Paul Ryan Haynes SeanPNG
Rick van der Fennessey Rob Olsen Lurker Bees Noah Chock Okra
Meiden Nasty Sauce Richard Lee Tradoseo Andrew Bobby Skelton
FractalCola Boy Hurst Rubahhitam Noah Storz Connor Jackson
Frosty1723 Dallas Hetrick Thoams Princess Callum Tyler Loring
Michael Taylor Harvell Alan Cohen Ballantyne Raven
Tremarche Goehring MrFlame Matt Cook Vlad Giulvezan Brian
Steven Aiello Crouza Diffraktor Andrew Lumina MeleeMagthere
The Miniboss Zachary Wease BasedWeebus Schwerdtfeger Gregg Barlow Anderson
Amanda Anastasia Doug Fuscia Sam Diamond C. Wheatley
Jackson Valerie Zachary RadiantPython Moebus Zackery
Syrus Turner Nom Brian Cowan Beau Crabtree Thomas Freed Cantrell
Dorian Smith Qimzanzxqnr Joe Cherney Kevin Scott Lawrence Jason Miller
Morgan Fiona Nathan Lynner McClurkin Stephanie
Williams Astrid Grainger Ryan Glasgow Zack G Michael
Josh Waddell Kevin Myers DrunkenGeebe Will Wright Sean Duffy Jacobson
Ben Warkentin Julian Stanley / e Comrade_Silve Jacob Mason
Lisa Nunez Ebon Gryphon Marcus r Peter Kieran Mitchell
Brent Cain Games Vanderloop deleted Beau Parsons williamsjakeb@
Callie Ashimal Matt Krieg Chase Novak Mike Bertrand gmail.com
Celina Pfarr Matthew Chris Chaney Shiotoma Maddi Muddogg
Sean Kelleher WIlkins Chomas Ten Riccardo Lukasz Liam Boone
Alfie Justin Barnett Joseph Whitley Rumor Furmaniak Hunter
Rebeka Piccolo Blake Monway Joshua M K-Yote Mugianesi Houston
James micmacp@gma Knutson BogWitchMain Anthony toomuchlettuc
Amundsen il.com Bartimaeus Samitefan1 Eury e
Mark Eberhardt Peter Inman Shojahon Eddie Carlos Mads Rune Benjamin
Anna Kopinska Sean Batter Shatursun Fiona Redmond Haugstad Weaver
Jordon Daniel Jason Gettel Joe Robert Brunck Conor VerdeD4
Ross Cyaneus Ensis Ian Boyte Dan Cox Max Miller Michael Creel
Kevin Dave Burak BardicJester Nick koolfy Giancarlo
Tim Gonzalez Tao Sam de Jong Jacob Ryan Aversa
Cody Warren Neuendorffer Jorge Rivera Carruthers Christopher Raiden
Brendan Brown Flaherty MichaelComea Phenix Cavner Escarsa Gavitt Reid Barker
Alyssa Audet Zachary u Josh Raymond Roger Lafave Alexander
Patrick Antonio Sergio McCook Aeryk Eric Iavarone
Stockinger Vasquez Tyler Neice Lindsey Matt Belford Brayden
Sylva Dan Murray rob Mark Molea FrozenThrog Tiberius Scobie
Victoria H Charles Matthew Matthew S. Benjamin Rees Ryan Curran
Megan Brown Lucian Kahn Puusalu Dentino Susan Marie Nick
Brian A Alison Madden Matthew Matthew Richfield Zachariasen
Johnson Gemini Duality Chissell Marchitto Samuel Brenden
bob Serpent Sea CthulhusDrea Meriore Evan Zrinsky Roidon
Joanna Games m Peter JD Colby Elliott Samuel
Marcinkowska KaCee Bunn- James Colleran Mcintosh lonelydistance Levesque
Fynikz Smith Christopher Will Michael Barry Daniel Hudson
Sam Roache Josiah Gabe Miller Jason Denver Harold Bosstick Daniel
Eric Hellickson Corey Tindall Nick Bender Hall Trevor Lamoureux
astera Alexandra Steven Andrew Barron Steven Vocke Veronica
James Ladd Wilson Stanislav Jessica Nicholas Hamilton
Rabtar Jamie Ivanov Nathan Houle Darling AndrewFarmer
Jack Coleman Daniel Iglesias Tyler Elliot Brandon M. 09
Case Pendleton Ryan Robbins Gabriel Wagner Merlannin Mike Lindsey

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Colin Prime (Order #35367621)
LaserFowl Rhys Cottle- Mary Bennett Anthony Mark Sherman Jonathan
Arthur Vinson Gregory Morris Kirkpatrick Izaak Spiers Baldwin
Zach Amarant Deanna Taylre Griffin Nolan Thomas Jeremy Jack Cross
Robert Bushman Spike Edmond Nicholas Jaross Handler Jeff Bauersfeld
Stephen Grote Daniel kaitokaito Oliver Slater Quinn Crandall Matthew
RobbieEsson Hojnowski E. S. Dickenson Noah Aaron Vanderweel
Marcus N. Daniel Jesse Bruemmer Sam Costidell Nanci
Wiles Adam David Nick Michael New Adam Jones Patterson
Sean Ringrose Dunlop Dakota Russell TJ Tompkins Michael Popp Brandon J
IllustriousIllusi Tj Dozier TDog60 Abby Wentzel Post Petrie
onist Mike Minich Nicholas Gary Oak Apocalyptic Sean Riedinger
Ari Weaver josh nelson Kandas Courtney Gamer Abigail Rogers
Joseph Stecher JESUS BARRON Hannah Kimble William (Maxadon96) Eric Bajus
Jacob Berman Thomas Alex Kobs Phoenix Arkhane Robbie
Wesley Allen Anderson Phillip Ada Moncus Asylum Alberto
Taylor Forrest Perrin German Daniel Will Helsing Publishing Gonzalez
Fitzgerald de Graaff Boso Kevin Cherry Jacob Kelsey DeVries
Wilson Zen Bottles Charles Jacob Crowley Montgomery Dean Piechalski
Benjamin Frazer Gault Mayfield Bryan English Stefan M. Ethan Slack
Greene Kyrre Havik Christian Holcy Furlong Feltmann Tyler Gerber
Chris Morgan Jonathan Scharkus Tori Carissa Black Rosemary
Matyas Matlo Matthew Markus james klein Benjamin Harris
Jon Roth Simpson Olofsson Duncan Lint Francis Daly JonahLore
Dylan Stup Nnpatel87 Jared Pyron Jd Crouch Preston Poland Drew Alderson
Brendan Serpa Kevin Adams Benjamin DMDoom Sam Parsons rathiri
Bryan Taylor Andrew Skarda Smith Steven Jeremy Quinn
Arielle Moyer ORC DAD John P. McSeveney Sterling Armstrong
Tiberia John Cleary Michael Martin Kestner Adam Royster GlitchedInGrey
Alan Elliman Aaron Craig Kaleton Joshdk Gale Fierre Verdestrom
Noah Morris- Kyle Challen Martinson Paul Chance Chris Gwinn
Fry Ali Abdullah Christopher BeadsJr Phil Kenyon Montana
Erica Wallin BusinessOtter Banks Jack Joel Bobinski
Carl Brost David Syrakkis Elphinstone Jonathan Trent Leclair
jayoungr Kenny Zachery Warren Andrew Lesher Second Class
john Chris S Gaskins Melvin Prehistoric Elitist
HardwarJo Ryan Fowler Falon Deimler Hannah House Duck Ryan Kent
Christopher Rina Aster Draugdae Lamp Erin
Arce luca andres sosa Shelby Besse Bailey Martin Russell
Brian Mochrie John Crowley Drake Booth John J. Berting Andrea Rose Ventimeglia
Justin Forkner Irving Thadeus Frank Doherty psudonym55 Ann Veenstra Joshua
Ryan Royale Rurun Petelo4f Colin Wilson Herrington
Adrian Arcoleo Thomas Chris Alex Jackiw Thedrawingpon dudeman
Matheus ReyLang Alex Shrew Lopez y mcfex
Borges Ziderich Vaughn Mayer Herrington orcrist86 Sybil Jeffrey Morgan
Doug Atkinson Bai Ley Holly Dingwall Derrick Zero Caige BobGoblin
Adam Poisal Matt Soucy peter bouldry Brunette Alain Win
penn poutanen Jillian Z RoboGerbil James Knevitt Bourgeois Brandon Benes
Joshua Frazer Tracy Vierra Red Tyler Matthews Dell Shelby Davis
Mark A. Wilson Andrew John Adrian Tanner Banks Spellhawks Tyler Hulsey
Ash Christians Devin Hero Basilio Craig Cormier Press Greg Barnsdale
Ryan Junior Thomas Kristine Jacques Sky Poole
Eric Feay Santiago-Jack Watchorn MacLeod Menasche Eric Szypulski
Taylor Bleir Derrian Greer MarioGMan25 P Aguilera Jarrett Martin Brandon
Nicholas King Ty Vivas Kaul Sean Waffles Jared Silfies Thornton
Krisal Gile Leon Pena Michael Schoen McAuliffe Tony McDowell Dillon
Dan Hernandez Zach Rotz michael Christopher Charles VanBuskirk
Jeremy Auer Austin armstrong Stoner Koeppel Alex D.
Oni Garlicki Ryan McCoy Jeremy Jamie parsons Endless Mike James Yardley
Charles Prause Jeff Jorgensen Johnson Daniel Wismer Casey Shougo
Luke Renz Serasi Christian Elizabeth Ellis ConorJ Amakusa
Ian Rugg Gardiner Leslie Porter Jesse Ingram

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Colin Prime (Order #35367621)
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 KooeyHundred xXDarkHour96 Jernigan Max F.
Karl Slagle Adam Harju s Xx 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 Hershey Joseph Oleson Jack Plant
Amber 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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Colin Prime (Order #35367621)
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.
Every quest starts with a [TL;DR] (Too Long; Thank you so much for helping us test Lasers &
Didn't Read) version of the contents. If you simply Liches. We hope you have as much fun playing our
want to run straight into the action, then read game as much as we did making it. If you have any
these. For more detailed explanations of the story, comments or concerns, you can contact Chris on
please read the full text. We have denoted places in Twitter @Snickelsox or Lluis on Twitter
which we believe characters should progress a @LluisAbadias. Stay safe in the Vector Wilds!
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adjust in the way you see fit.

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Colin Prime (Order #35367621)
LUMBERING LEGENDS
Cerans are a hearty breed of creature, living at
The creatures of the Retroverse are wild and least 300 years and rumored to be able to live
varied. Alongside elves and humans, creatures of double that. There are three major bloodlines, Tri-
fitful imagination make this place their home. Cities Ceran, Sty-Ceran, and Pa-Ceran; though most of the
are built by the Wo’nari. Trogs dwell in deep swaps world has trouble understanding anything beyond
or deserts. Cerans hide away in remote plateaus. the physical differences. All of them stand a
Even Restless, though extremely rare, have been minimum of 6 feet tall with some of the largest
known to be heroes. measuring nearly 8 feet high. Their massive forms
Keep in mind that the descriptions here are are matched by their massive frame. They can
generalities of the species as a whole and are not easily weigh 300 pounds, making life among more
indicative of the behaviors and personalities of delicate species difficult. This hulking size does not
each individual. No species, culture, or peoples are always translate into raw strength, in cerans it
a monolith. most often manifests as stubbornness in the face
of death. Children's stories are rife with tales of
ceran warriors refusing to stay down, despite
CERANS overwhelming injury.
Their scaly skin ranges the entire color
“Deysea stood before the council, resolute in her
belief. They would not meet the world because of spectrum but is rarely ever bright. They have
their ancient fear. She would not be the same. several horns on their head that vary in size and
Deysea would break the cycle of seclusion and placement based on their bloodline.
bring her family into the new world, regardless of
their desires. She waited, as they bore down on her
VOLUNTARY OUTCASTS
with judgmental stares. She would not bend, she
would not break. As long as cerans have been known, they have
“Go then.” the eldest said. The others turning to possessed an inset aversion to heavily populated
her, surprised at her decision. areas. They lived in their own villages and towns,
“I-wh-,” was all she stammered before the elder made of strong woods and stone to withstand
cut in again” everyday ceran life. When other species interacted
“The world is waiting, we are too old for it, but with the cerans, they found their terse attitude and
not you. Just take some of my wisdom, do not strange spiritualism perplexing, making relations
forget your past, for I will be watching. Do good, somewhat difficult. Their distance from “civilized”
always.” life allowed rumors and large misunderstandings
She stood, shocked by the councilor’s candor. to build around them for
She got what she wanted. She would explore the centuries. In truth they are a
world, see its people, marvel at wonders. This could kind and
not have gone any better for her. But why did she wise species,
suddenly feel so alone?” giving their all to
those in need.
The most common reactions to a ceran are that of They have little
unease and fear. Hulking reptilian humanoids, they sense of
have a tough time adapting to the fragility of the self and see
realms outside of their own. The many gods and themselves as
evils of the world seem convoluted and gross to simply one part in a
their very direct mentality. Rather than worship the larger whole
divine, 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 aged wisdom.

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Colin Prime (Order #35367621)
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
upon you. PURPOSEFUL ADVENTURERS
To a ceran, there is nothing more important
Cerans are the epitome of homebodies, rarely
than family. Be it by birth, found family, or those
venturing out without a good reason. Often, cerans
that came before them.
encountered in the wild are on a quest, or string of
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 their new names as they integrate into
the larger world. 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 lack of enthusiasm for taboo history, their tales told only in whispers.
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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Colin Prime (Order #35367621)
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 primitive by other
species and even other cerans can view them as
less advanced. Despite this, they are amazingly
gifted with insight. They have an unnatural ability
to peer into one's soul and discern their desires and
intentions. The few that leave their family are
wonderful negotiators, minstrels, or leaders.
affair may be the fall and rise of entire nations. If
Sty-Cerans have a flurry of smaller horns that
an event does not directly affect their family, it is
adorn their head plate, with a small singular one on
likely not worth worrying about. This does not
their nose. They often have a primary scale color
mean they cannot be amazing allies; they just need
that is contrasted highly by splashes of bright
the right incentive. Their very direct nature means
colors. Sometimes they accentuate these flashy
they need to know exactly how any quest might
colors with tattoos or markings.
benefit their family before they consider it. Gaining
Ability Score Improvement. Your Charisma score
their assistance is typically easy as they are quick
increases by 1.
to trust others; making them prime targets for the
Not Your Time. Due to your deep link with your
wrong person with the right enticement.
ancestors, they can help you to avoid an early
Their dull scales are accented with tufts of fur that
death. When you are reduced to 0 hit points, but
stick out around their neck and spine. The horns
not killed outright, you automatically succeed on
are small, almost decorative, and serve little
your first death saving throw. Once you use this
purpose. The large nose however, is coated in a
ability you must finish a short or long rest before
thick bone that spreads to a great deal of their
you can use it again.
face.
Ancestor's Spirit. You can call upon your
Ability Score Improvement. Your Strength score
ancestors to guide your mind and body in combat.
increases by 1
You can roll a d4 and add the result to any attack,
Nosebutt. You can use an action to try to make
damage, or saving throw roll you make. You can do
an unarmed attack against an enemy with within 5
this after you roll but before you know the result.
feet with your nose plate. On a hit, the target takes
1d8 + your Strength modifier bludgeoning damage.
PA-CERAN Ancestor's Spirit. Your ancestors were great
Pa-Cerans are the most brutish of the bloodlines. warriors, standing nearly unchallenged for
They are direct in their speech, giving no thought to generations. As a bonus action, you can choose to
the tone and words chosen. Larger than most, Pa- gain +1 to either your AC, attack rolls, saving
Cerans are generally less willing to deal with throws, or damage rolls for 1 minute. Additionally, if
affairs they decide are trivial. Like most cerans they you are healed while using this feature, add +2 to
lack context for the world at large, and so a “trivial” 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 queen’s mandibles
on than to their own ancestors. To them, all life
and anger in her antenna. There was no longer a
ebbs and flows with the planet itself and so the
need 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, with
categorized together but so varied that no two
some reflective metals that collect in their hides. groups are exactly alike. Most commonly they live
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 deal 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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Colin Prime (Order #35367621)
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 “feel” themselves. through fertilization or asexually. Eggs born from
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 that require this kind of delicacy 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 between
removed are solitary hiveborn, an oxymoron and them depending on the needs of their hive. Always
proof of the inability to succinctly categorize this they lean heavily into order and thrive in highly
species. These lone creatures speak and think in 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, are not equipped for
hiveborn can truly replicate. When dealing with
standard battle; but can be used to interact with
species outside the hive they take the name of their
other objects. If an object would take a full action
position and see no reason to try and establish an
to use you can instead use it with a bonus action,
individual name beyond that. The three most
so long as you can effectively use the item without
common are: Royal, Soldier, and Worker, though
devoting your full concentration to it. For example,
some other more specialized roles have been used
you could open and administer a potion or retrieve
as names.
an item from a bag but could not use an item that
OTHER SPECIES requires you to issue commands and/or
concentrate on it like a spell.
Hiveborn have a contentious relationship with most
other species. As individuals, they are amenable
and generous, understanding that cooperation with BEE
others is beneficial to the survival of their species. Those of the bee subspecies are considered the
The hive, however, is a force of destruction even most amenable of the hiveborn. Large hives will
powerful civilizations struggle to combat. Hives will often maintain vast fields of crops, using the food
not go on an offensive without cause, but the cause and honey produced from them in trade with other
is just as likely to be defense of their territory as it civilizations. While it may be uncommon to see an
is an offensive strike for badly needed resources. adventuring bee, they are fairly regular sights at
They are not bloodthirsty or greedy though, taking trading posts, always on the lookout for things that
only exactly what they need to survive, so many could increase the prosperity of their hives.
species have developed alliances with the hiveborn They come in myriad colorations and forms,
where resources are traded for protection. with the most distinctive being yellow and black
stripes. Their bodies vary from plump and fuzzy to
HIVEBORN TRAITS sleek and hard.
Though hiveborn have nearly limitless variations, Flight. You have a flying speed equal to your
there are a few traits that most share. movement speed. You cannot fly while wearing
Ability Score Improvement. Your Dexterity score medium or heavy armor or while carrying more
increases by 2 and another score increases by 1 than half your body weight.
based on your job. A worker increases their Sting. You can use your action to make an
Constitution, a soldier increases their Strength, and unarmed strike with your deadly stinger. The attack
royalty increases their Charisma score. If your deals 1d6 piercing damage + your Dexterity
status changes, your body adapts rapidly, losing modifier + 2d6 poison damage. Additionally, a
the previous bonus and gaining the new one after successful attack will pull your stinger away from

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Colin Prime (Order #35367621)
you, causing you to lose 1d8 hit points. The poison ANT
damage increases to 3d6 at 6th level, 4d6 at 11th The ant type is the most rugged of the subspecies.
level, and 5d6 at 16th level. You must finish a long They can be found in nearly any climate and can
rest before you can use this trait again, the stinger make their homes in places that are extremely
being replaced during your sleep. hostile to life. There are nearly no types of ants
Forager. If there is any plant life around, you can that do not belong to a hive, making their mindset
spend 1 hour harvesting food and pollen to create the most orderly of all subspecies. They are not
enough food to feed 1d4 people for 1 day. usually aggressive to other civilizations but see
Pollen Burst. You can use your action to shake little reason for trade when they could simply
free stored pollen on your body, spreading it in a overwhelm a foe.
blinding cloud 10-feet around you. Each creature in Ants rarely have any distinctive appearances,
the cloud must succeed on a Constitution saving typically coming in a single solid color. They
throw or be blinded until the end of their next turn. embrace this as a painter would a freshly primed
The DC for this saving throw equals 8 + your canvas. Their art extends far beyond fashionable
Dexterity modifier + your proficiency bonus. You clothing and into beautiful designs carved into their
must finish a long rest and use the Forager trait very exoskeleton. The longer lived one is, the more
once before using this trait again. amazing stories their bodies can tell.
Bite. You can use your action to bite a target
with your powerful mandibles. On a hit, the attack
WASP deals 1d6 + your Strength modifier piercing
Wasp subspecies are highly predatory and the damage. If your attack roll is equal to or higher
most likely to live in small groups or completely than 20, you can attempt to grapple the target as
isolated. They think very little of other life and part of this attack.
some even have reproductive cycles that involve Exoskeleton. Your exterior is covered in hard
live hosts. Their ruthless pragmaticism often give plates. When not wearing armor, your AC is 10 +
them a bad reputation among other species but a your Constitution modifier + your Dexterity
wasp cares little for the opinions of others. modifier.
Wasps resemble weapons incarnate. Their Navigator. You gain proficiency in Survival and
forms may twist in different shapes, but they have advantage on Survival checks when
always feature an air of danger. They are often a navigating through wilderness.
solid color, a shiny black or dull red, but can also Powerful Build. When determining your carrying
mimic other species’ colorations or come in capacity or items you can move, you are
beautiful pearlescent glory. considered one size larger.
Flight. You have a flying speed equal to your Flight Variance. Some of this subspecies have
movement speed. You cannot fly while wearing wings. If this is the case for your character,
medium or heavy armor or while carrying more substitute the Powerful Build feature for the Flight
than half your body weight. feature from the
Sting. You can use your stinger to make an other subspecies.
unarmed attack for each use of the attack action
you have, dealing 2d4 piercing damage on a
successful hit. You are proficient with the attack
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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Colin Prime (Order #35367621)
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 was a monster, shriveled and long, have largely adapted to this part of their lives, but
black diamonds covering her once silky skin. “Why some can become enraged or depressed when
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 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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Colin Prime (Order #35367621)
Rai travel together in small tribes, setting Regardless of the species involved, offspring of
themselves up wherever they please. Cities, rai mating will always be rai. Rai are never born
deserts, remote islands, it does not matter to a alone, being born as twins or part of a litter,
tribe of rai. Any member of the species is allowed depending on the parent species involved. Given
to integrate into another tribe, though many enough time, rai can adapt to mate with nearly any
require the new member to prove themselves a species or sex, their bodies changing over several
valuable addition. As Rai spend years around one years to adapt to the mating requirements. Some
another, their physical traits become homogenized, have even been known to reproduce asexually,
reducing or enhancing other traits. Rai that have though this is extremely rare.
spent several decades together may be
indistinguishable to the casual observer and even RAI NAMES
sometimes to the rai themselves. Rai take pride in their ancestry, with their names
Rai come in a plethora of sizes, easily ranging being a reflection of the past. When Rai are born
from 5 feet to 9 feet tall. Shorter rai tend to be they are given a complicated full name, the first
stockier while the tallest look almost wraithlike in part of which is the name they are most commonly
their gaunt features. Their outward appearance can referred to as. Groups of rai children are given a
also range wildly depending on what environment similar first name that only deviates by one or two
they have adapted to. It is not uncommon to see letters among the whole group. For example, a
gills, augmented eyes, tails of several types, and group of 6 rai siblings may have the first name
any hue of skin coloring. The most common form Derrik, Dyrrik, Derrak, Durrik, Darrik, and Dorrik.
of rai is 6 feet tall with a dark yellow skin tone and The full name is a convoluted process that
slightly webbed fingers. 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. Typically, this is the standard: The first name
though what improvement means varies on a rai to is 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 search 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 special ability being their siblings are, who their parents are, and every
formed. Some find adventuring with others to be branch of their family tree for several generations.
simply a means to an end, while others see the act For this reason, rai typically keep their true names
of questing itself to be an excellent way to ensure hidden unless absolutely necessary. An example of
the mutations they desire. In a twist of irony, a full rai name would be: Derrik Ara-Matthias
adventuring often disrupts this mentality, their cold Hallow-Juniper-Grack-Fulton-Adamantit-Markins-
logic and obsession with genetic “improvement” Thallow-Hister-Swallow-Watt. Some rai drop the
coming against the sheer vastness of the lives and legacy last names down to a manageable limit
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
their mates or children.

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Colin Prime (Order #35367621)
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, living in a particular environment. Doing so will
are typically avoided because of their fearsome almost always override their previous abilities.
frames and disposition. While Angel and Beat Rai Elemental Specialty: Each variant has a type of
are often welcomed into villages and cities, based element they have minor control over. They can
on their 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 damage
Speed: Your base walking speed is 30,
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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Colin Prime (Order #35367621)
RAI VARIANTS your spellcasting ability for this cantrip.
Holy Mutation: Once per day, you can
AQUA temporarily mutate another willing creature’s body.
Aqua Rai have adapted to the water and enjoy The effect lasts 1 minute and can be any one of the
swimming more than walking. They have webbed following:
fingers and toes and a set of gills. Their skin is • The creature grows gills, allowing the
generally a deep blue with hints of green creature to breathe underwater.
throughout. • Toughen a creature’s flesh and mind,
Waterborn: Aqua Rai have a set of gills that adding +1 to all their saving throws
allows them to breath underwater. They have a • Boost a creature’s natural healing ability.
swim speed of 30. As long as that creature has at least 1 hit
Elemental Specialty: Aqua Rai have minor point, they regain 1 additional hit point at
control over water. Their damage type is cold. the start of their turn.
• Increase a creature’s movement speed by
VOID +5.
Some Rai has spent far too long in the Vector • Add +2 to any healing the creature
Wilds, their bodies becoming twisted and receives for the duration.
grotesque. They are tall and gaunt, with • The creature gains Darkvision up to 30
appendages that seem eerily long. Their skin is feet.
often a wild mixture of black and white fractal Elemental Specialty: Celestial Rai have a holy
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

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Colin Prime (Order #35367621)
than them. When you roll initiative, if you tie with a
creature, you can add +1 to your initiative. If this
EMBER results in another tie, then you take your turn
Ember Rai have acclimated to intense heat and
before the creature you tied with.
flames. They often resemble walking lava, their
Elemental Specialty: Storm Rai can channel
skin pulsing a dull red with large dark patches
electricity through their bodies. They can send
spotted over them. Their flesh is hot to the touch
small currents through metal and give harmless
and most of their clothing is singed.
static shocks. Their damage type is electric.
Fire Blood: Once per day, if hit with a fire-based
attack, you can use your reaction to absorb the fire
and are healed a number of hit points equal to the RAZOR
fire damage you would have received. When using Razor Rai stand as a testament to the strangeness
this move, you immediately lose your resistance to of evolutionary mutation. Their bones have become
fire damage until the start of your next turn. This an organic metal that is constantly growing.
means that you absorb the full fire damage from Because of this, they are covered in splinters and
the initial attack. spikes that sprout from underneath their skin. They
Elemental Specialty: Ember Rai burn with an claim to suffer no pain from this condition.
inner passion. You have minor control over fire and Natural Weapon: Your unarmed strikes do 1d4 +
can touch an object to start or snuff small fires at your Strength or Dexterity modifier piercing
will. If using this minor fire against an enemy, they damage.
will not take more than 1 fire damage from the Weapon Entangle: If an enemy of medium size
attack. Their damage type is fire. or smaller makes an attack against you with a
melee weapon, and misses by 2 or less, 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.
Quick Attack: When going against quick
opponents, you can edge out just a little faster

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Colin Prime (Order #35367621)
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 typically short with deep browns beautiful music. As such, they have become
and greens on their skin. They are found in attuned to the Beat of the World and can exert
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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Colin Prime (Order #35367621)
RESTLESS
“And there he was, party of powerful heroes at his
feet. He spread his eyes around the room, taking in
the hundreds of undead creatures forming a ring
around them. He had no idea how he got here, no
idea why he was holding a warhammer, no idea
why his body was nothing but bones.
“Do it!” screamed a black robed figure behind
TOXIC him. The figure sat atop a throne made of flesh and
Toxic Rai drip with poisonous fluids, the steel. He felt like he should obey this figure, but
composition of which can be used against any also felt like he shouldn’t.
manner of species, except themselves. They are “No.” his boney maw said to the robe.
often a deep purple, sweating brightly colored “What!?” the robe screamed. “Obey! Kill them!”
poisons that differ depending on their diet. He thought for a long moment, regarding the
Poison Creation: As a Toxic Rai, you can spend bloody and broken heroes. “No, I don’t think so.” He
one day collecting your own fluids to create a dropped the hammer, stepped past the heroes, and
harmful but not deadly poison. The type of poison casually strolled towards the door. Behind him, the
depends on the food you have eaten, changing to robe screamed and shouted, but there was no
harm creatures or plants similar to those you control left in the old magician.”
consume. You can create an intentionally deadly
poison from your excretions, but this is very The Restless are literal living skeletons and very
harmful to you. Doing so subjects you to a level of true to their name. Unlike their monstrous
exhaustion that can only be removed by magical brethren, they have somehow developed a sense of
means and a week of time. During this time, you self. With this self, comes autonomy. With
must concentrate wholly on filtering and autonomy, comes the desire for purpose. So, they
condensing the poisons in your body and as such, roam, seeking out some purpose. Few find it. Relics
may not engage in any strenuous activity. of the past, no chance for a normal future, they live
Elemental Specialty: Toxic Rai are not well as shadows displaced from time.
accepted in society, due to the danger of their mere
poisonous presence. Your damage type is Poison

ETERNAL
Eternal Rai have seen death and have laughed in its
face. Their visage is ghostly, and a quick glance will
leave some having trouble telling them apart from
wraiths or banshees.
Defeat Death: Eternal Rai will never die of old
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. You damage
type is necrotic.

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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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, even by
often start out again, leaving their impossible most “evil” species. There are legends of amazing
prizes behind them in search of something to restless heroes but many regard those as simply
satisfy their unending desire. 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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Colin Prime (Order #35367621)
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.
choice. You can use this feature a number of times equal
Necromantic Sustenance: While you naturally to your proficiency modifier before finishing a long
heal over time like other species, you cannot rest.
receive healing from healing magic or magic like Additionally, you gain proficiency in Arcana.
effects, including potions or blessed herbs. They do Soul Energy: Once per day, you can change the
not damage you; they are simply useless. This is nature of a magical attack to match your origins. If
because your healing comes from whatever force making a magical attack with an elemental
keeps you alive. You are healed only by necrotic damage type, you can change the damage type to
magic, recovering hit points equal to the necrotic Necrotic for Infernal origins or Radiant for Celestial
damage you would have received. Because of your origins.
unique life force, any necrotic damage from
cantrips simply fizzles away and is useless for or
CYBERNETIC
against you. If a spell would require you to fail a
Augmented with one of a kind technologies created
saving throw to be healed by the necrotic damage,
by brilliant scientists, these restless are fearsome
you can willingly choose to fail that roll. If hit with
to behold. Usually, half their body is comprised by
an attack or spell that deals necrotic damage to
machinery that is unlike anything available to the
you and heals the attacker some or all of that
public. With an AI installed in the empty skull, they
damage, you are healed with the necrotic energy,
were built to serve the purpose of their masters.
but the attacker receives no healing. You are
However, sometimes this AI breaks beyond the
vulnerable to radiant damage.
bounds of its design, spontaneously becoming
Unlife: You are not cut from the same cloth as
aware. Rejecting their creator’s influence, they go in
creatures of your ilk. Abilities and magic that effect
search of understanding their new thoughts that
undead, such as Turn Undead, do not affect you
have 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 have advantage on all
Restless: The Defiled, Cybernetic, and Rebooted.
Intelligence checks and saving throws.
The differences between them being their origin
and mode of continued existence.

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Colin Prime (Order #35367621)
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
Hard Drive: You can recall, with perfect clarity,
the Shiny Table and gain the effects of your new
any event you have witnessed within the past year.
color. Re-roll the dice if you land on Sparkle, Glitch,
Any events beyond this begin to slightly
Gray, or Wireframe.
degrade and are no more reliable than an average
Corrupted Birth: Your entire existence is based
creature’s memories.
on corruption of the rules that govern your world.
Back Up AI: When you reach 0 hit points your
When rolling on the corruption table, you can roll
defensive AI takes over your body. You continue to
the d100 twice and choose which corruption effect
make death saving throws, falling dead and ending
to gain. Additionally, you gain +4 hit points to your
this effect if you die. However, your body does not
maximum for every layer of corruption you suffer
stop moving until you are dead. Instead it will do
from, losing them
one of two things: It will use all of its action to try
if the layers of
and reach a safe spot and/or it will try to seek
corruption are
assistance from an ally. It will only attack if there is
removed.
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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Colin Prime (Order #35367621)
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 a 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.
“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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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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 Enmesched, 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
Colin Prime (Order #35367621)
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Colin Prime (Order #35367621)
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 Armor their alternate form. Choose one creature with a CR
Class. equal to half your Proficiency bonus (rounded
Morphing Form. Your body can be altered into down) as your alternate form. Applying the same
one of several forms as a bonus action. You can rules for the regular morphing form, you can
revert from this form as a bonus action as well. change into this single animal instead. Your stats
You can only have one form chosen but can switch and abilities become that of the animal’s, with the
between them after you finish a long rest. You can exception of your Intelligence, Wisdom, and
use this ability a number of times equal to your Charisma. You can choose a different creature
proficiency modifier (with a shift into the other when your Proficency bonus increases, losing
form and back again counting as one use) before access to the old one. In this form, you do not have
finishing a short rest. You can stay in these forms access to any of your other abilities.
as long as you like but cannot rest while in using
them. Additionally, you can only have one weapon
active (such as a sword or blaster) while in this ENMESCHED
form, all other items are folded into yourself or fall Many synthetic fall into this category but the
off when you transform (your choice). While in variety within them is infinite. Enmesched are
these forms, you are considered Medium sized and sometimes very clearly machines, sometimes
can carry another Medium sized or smaller indistinguishable from organic creatures, and often
creature on or within you. Unless otherwise stated, a mix of both. The Flare virus does not distinguish
all of your other stats and powers remain the between different types of code and the mechanics
same. of a liver against an energy recycler. Because of
• Plane: You have a fly speed equal to double this, enmesched can fluctuate between the two,
your movement speed. being a seemingly impossible mix of harsh
• Car: Your movement speed is doubled while machinery and organic bones, of blood and
in this form. If on roads or equivalent flat batteries. Because of this, some synthetic go their
terrain, you movement speed it tripled. entire lives thinking they are one creature, only to
• Boat: You have a swim speed equal to figure out they are another.
double your movement speed. Many others refer to enmesched as cyborgs or
• Submarine: You have a swim speed equal androids but there is a distinction, even if it is
to your movement speed and can dive up slight. They are not organic creatures augmented
to 1,000 feet underwater with no ill effects. with machinery, nor are they machines replicating
You have enough oxygen to sustain 1 living beings. They are a mishmash of meat and
creature for 3 hours. machinery, with their bodies and minds unable to
• Digger: You gain a dig speed equal to your recognize the difference between the two.
movement speed, leaving a medium sized Ability Score Increase. Your Strength Score
tunnel in your path. 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.

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Colin Prime (Order #35367621)
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 Strength, Dexterity, and Constitution scores Applied Appliance. You gain proficiency with one
are that of the shell and you retain your skill of your choice that is related to your shell.
Intelligence, Wisdom, and Charisma. During this Odd Shape. You have advantage on saving
time your original body is unconscious. You return throws to resist spells and effects that target a
your will to your own body if the shell drops to 0 single creature but have disadvantage on Dexterity
hit points, if you use an action to return, or if the based saving throws.
shell moves more than 1,000 feet away from your Auxiliary Battery. As a bonus action, you can
body or to another plane. You must finish a long expend one Hit Dice to recover hit points. You can
rest before using this feature again. You can also do this a number of times equal to your proficiency
use this ability to tag along inside a willing modifier before finishing a short or long rest.
creature, experiencing everything the creature
experiences, though you have no ability to control
the creature without it’s 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 sword 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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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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,
something, say a title or ancient relic, they will will often use this time to exert their mastery of
begin to kill and then eat whomever stands in their their post. They will consume so much, engorging
path. Trogs know they too will likely be eaten soon, their bodies to be so large it would be nearly
so thinking about the ramifications of their actions impossible for another Trog to swallow them. This
is a somewhat alien concept. This has caused some craven consumption and disregard for their own
political brushes with other kingdoms in the past bodily health is the true sign of a trog leader. By
but, due to their extremely short lives and prolific being so large, they force the respect of the other
breeding, wars against the Trogs almost always Trogs around them, as any competitors would be
just sputter away. Kingdoms find it difficult to war beaten without even raising an axe. Craftier Trog
against a species who may not remember or even have discovered that this lurid body makes royalty
understand that they are at war. slow, and competitors may not be able to eat them
This does not mean that the Trog are stupid, whole, but they can consume chunks of them quite
just that they care little for the rules and easily. If a rival does not kill them, Trog royalty will
boundaries that other species hold sacred. If a often live short lives, dying from any number of
situation will put them or their comrades in mortal complications caused by regularly filling
danger, they are wise enough to stay away from it. themselves to literal bursting.
But they can be brash or cold, even to those they
TROG NAMES
hold in high regard; respect they show by not
attempting to eat then, even if they easily could. Trogs choose their own names but do not do so
Death of others means little to a trog because life until they have reached maturity. Their names are
is cheap in their minds. Better to not waste time on brutish and simple, often incorporating deep croaks
the dead, consume them, distribute their and vibrations other species can not accurately
belongings, and 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 Trog seek out gold and glory, but
usually this too is somehow linked back to their

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Colin Prime (Order #35367621)
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 zero 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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Colin Prime (Order #35367621)
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 smartest
of the species, making small tools or trinkets to
SPINY help them hunt for prey or gain an advantage over
Spiny trogs are dry and sharp. Their bodies have other Trogs. There have even been some artists to
adapted to desert climates, needing almost no come from this subspecies, though they are very
water to survive. The derive nearly all the moisture rare.
they need from the blood of their food. They are Slimy Trogs must stay hydrated, needing to
excellent hunters and feel their best under a drink at least 1 gallon of water daily. If they have
scorching sun. Their skin is brown and covered in any less than this, they suffer a level of exhaustion
warts and small thorns, making them difficult food for every day they do not drink this much.
for anything except another spiny trog. Ability Score Improvement: Your Intelligence
Ability Score Increase: Your Constitution score score increases by 1.
increases by 1. Improvised Trinket: During a short rest, you can
Horn Croak: If casting thunder based magics, the use discarded materials around you to create a
magic’s range is doubled. You also know the Wub small trinket that can aid someone in battle. The
Blast cantrip. Constitution is your spellcasting trinket can be used with a bonus action to add +1 to
ability for it. an attack roll, damage roll, or saving throw. You
Swallow: If using the Swallow action, you can bite must choose the effect when you create the object.
down as you swallow your opponent, dealing 1d6 +
your Strength modifier piercing damage.

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Colin Prime (Order #35367621)
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 3 times before breaking. so distraught at the ravenous trogs within this
The trinket is a small object, no larger than three dimension that he laid this terrible curse upon
inches. The exact specifics of the object are up to them. Thankfully, the trogs reproduce so quickly
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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Colin Prime (Order #35367621)
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 bloody FOCUSED AMBITION
contest among the clans to take his seat. He closed
Wo'nari have very little time to accomplish their
his eyes digging into the future, probing every
goals. They reach maturity at age 5 and live a
possible avenue. He found nothing, all places from
maximum of 60 years, typically dying far earlier. It
here led to bloodshed among the Wo'nari people.
is expected for a Wo'nari to already have their life's
He stood for a long time, breathing in the sun,
goal set and detailed by the time they reach
trying to will time to stop. It did not. With a spark, it
maturity. They are trained from birth to move
came to him. He could not find the answer within
quickly and learn quicker, those who cannot are
the future, only death laid there, but maybe there
ostracized for fear of them dragging down the
were answers in the past. He never had much time
group. Because of this, the Wo'nari have incredible
for books, and he was short on time now, but this
ambition, striving to do as much with their time as
was greater than him. He strode to his library and
they can possibly accomplish. They have little
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 fur that
bristles 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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Colin Prime (Order #35367621)
Their rapid lives are only outpaced by their clan must merge with another, the Alphas will
incredible intelligence. Wo'nari have an amazing typically challenge one another with the victor
ability to absorb and retain information. It is rare ruling over the newly fused clans. There is rarely
that they forget anything of importance until their open war between clans as having others fight
minds begin to fade in old age. Even then a Wo'nari your battles for you is considered dishonorable and
is an amazing fount of knowledge and many older cowardly.
Wo'nari find themselves serving as scholars or
advisers; having likely already accomplished their WO'NARI NAMES
life's goal. If a Wo'nari sets their mind to learning a Wo'nari names are a mixture of animistic noises
skill or task they can usually master it in half the and references to their life's goal. A Wo'nari
time it would take another species. Unfortunately, chooses their name when they reach maturity,
their short lifespan means that only a lucky few in whatever name they were called before this is
the world will benefit from their amazing skill at a willingly forgotten by all their kin. Knowing that
given craft. This makes any creations by a master they are likely to interact with other species they
Wo'nari exceedingly valuable as it may be one of will usually pick a name that others can pronounce.
the few masterpieces they created before they They also use a clan name in a similar way to how
died. humans use last names, adding “of” to denote
belonging to that clan. For example, Forygrre of
CLAN-PANIONSHIP Darkclaw. Those with no clan will often lie, using a
Clans of Wo'nari are by nature, fleeting things. They well-known clan name or creating a new one, to
rarely last longer than a few generations and avoid the dishonor of belonging to no clan. There
typically do not survive the death of an Alpha. are no name distinctions between gender.
Despite this, Wo'nari clans are powerful Clan names do not always relate to the actions
arrangements; their vast intellect and strength of the clan. Sometimes a powerful name is chosen
making them fearsome foes to have. Wo’nari cities for the sake of intimidation. Other times the clan
are great centers of science and discovery but can name is something that evolves over time, based
rise and fall within a century. on the clan’s actions. Some clan names have been
Each clan is ruled over by an Alpha. The Alpha is used many times by different clans in different
not an elected position but doesn't always need to times through history, names being resurrected to
be taken by force either. Leaders rise to this status evoke the legends behind them.
through a mix of cunning, leadership, and raw
strength. An Alpha may rule over the clan for their Wo'nari Names: Vicuus, Rangl, Graanal, Bayrik,
entire life, considering it to be their life's goal. There Haala, Halthon, Orannayr, Warrgrar, Ghunter,
is little concept of blood lineage in Wo'nari culture, Araleir, Tarrn, Maeestyrr
meaning that an Alpha's offspring is rarely the one
to succeed them in this role. Often, the new Alpha Clan Names: Lightfoot, Moonpaw, Whitetooth,
must prove themselves to the rest of the clan by Archfur, Throatdrinker, Hardbody, Beateater,
beating out other rivals in tests of strength and Forcearbiter, Goldwraith, Huntorn
will. When that fails, a fight of blood and bone will
always reveal the next Alpha. During this time the
clan is at its weakest, having no clear leadership. OTHER SPECIES
Rivals vying for the Alpha position may find the How a Wo'nari interacts with other species is highly
clan has dissolved while they quarreled, leaving dependent on their breed. They have no particular
them nothing left to preside over. bias for or against any type of creature but prefer
While most Wo'nari are content with the clan to work with more intelligent persons. They are
arrangement, others strike out on their own. Each generally well received in the world but enough is
lone Wo'nari has their own reason for preferring known about each breed to color the opinions of
solitude. Some are rebelling against their former the people they may encounter.
clan. Others have failed to formulate their life's
goal and meander about aimlessly. Some may
consider themselves too great for their clan and go
out in search of a worthier one.
Clans almost never ally with one another as it
would require two Alpha's leading together. If a

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Colin Prime (Order #35367621)
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 60. 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 never
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
Make an unarmed strike against a creature, on a hit creature you have advantage on any ranged attack
the target takes 1d6 + your Strength modifier rolls you make against that creature. If you focus
piercing damage. an attack on a 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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Colin Prime (Order #35367621)
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. You must finish a long rest before you
Moon Wo'nari have dark fur with deep violets or can use this feature again.
hard black being the primary colors. They mark Laser Burst. Your laser eyes create a bright
their fur with symbols of their god or self-mastery. flash that blinds foes around you. As an action, you
They have no desire to hold their faith inside and create a 15-foot cone in the direction you are
do not fear those that may recognize their looking. Each creature within the area must make a
alignment. Constitution saving throw or be blinded until the
Ability Score Improvement. Your Wisdom score end of their next turn. The DC for this saving throw
increases by 1. equals 8 + your proficiency bonus + your
Alignment. Moon Wo'nari almost always serve Intelligence modifier.
good gods. Their near obsession with order and
tradition mix with their stalwart resolve to make a
good aligned creature with very few exceptions.
Clan's 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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Colin Prime (Order #35367621)
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 240
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 saving throw equals 8 + your proficiency bonus +
ranges nearly the entire spectrum but will never your Intelligence modifier. Because of the unique
dull with age, even on their last days. Their fur origin of your energy, you can burn your own
markings are difficult to maintain, being overtaken internal reserves to power up this blast. You can
by rapid 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, you can overcharge your attack,
NEON DRAGONBORN adding 1d6 radiant damage to your roll. After you
Appearance. Neon dragonborn range the full
use your draconic attack, you can't use it again until
spectrum of color, always correlating to the color
you finish a short or long rest.
of Neon they exude. Their blood glows an intense
Damage Resistance. You have resistance to fire
shade of their natural color and veins can be seen
damage.
through the thinner parts of their flesh.
Draconic Attack. You can use your action to
exhale destructive energy. You exhale a 15-foot XENON DRAGONBORN
cone of thin neon gas that ignites a second later. Appearance. Xenon dragonborn have a sheen to
The gas spreads over cover and can filter through a their scales that others lack. Their reflective scales
crack of 1 inch or more, filling in the rest of the can be a highly polished black, a pearlescent blue,
cone shape through the crack. Each creature within or even chrome. They have large frills on their
the area must make a Dexterity saving throw, heads that flare up when they are threatened or
taking 2d6 fire damage on a failed save, or half as attempting to threaten.
much on a successful one. The damage increases Draconic Attack. You can use your action to
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th raise the frills on your head, filling them with a
level. After you use your draconic attack, you can't chemical reaction that creates a blinding flash in a
use it again until you finish a short or long rest. 15-foot cone. Each creature within the area must
Damage Resistance. You have resistance to fire make a Constitution saving throw, taking 1d6
damage. 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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Colin Prime (Order #35367621)
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
necrotic and radiant damage.

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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. Strange 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 emotional wellness their desire to live higher than their cousins, a
centers, giving those in turmoil a place to re-center desire that helps them see a grander picture. The
under the care of their kin. night sky fills them full of wonder and desire. As
These strong emotions can also be a force for such, they make their cities upon tall mountains,
good as well. An entire clan emboldened by rage instead of deep within the earth. Buildings are
against a common enemy is enough to tear constructed with verticality as their main premise,
through the bounds of reality. Strong enough turning cosmic dwarf cities into a series of reaching
curiosity of a disease can bring the entire clan spires. Those that can manage it will travel into the
together in the effort to stop it. Even sadness over stars, living a life wandering the cosmos. Many
a fallen leader can unify the clans, strengthening others find one sky to be too small to explore and
their resolve in an effort to build up a replacement. will begin hopping from dimension to dimension,
always searching for a sky they haven’t seen
before.

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Colin Prime (Order #35367621)
OTHER SPECIES Mind Meld. During a long rest, you can spend 1
Cosmic dwarves are either welcomed openly, or hour mentally linking yourself to another willing
pushed away harshly, with little ground between. creature. This is an extremely intimate action, and
Their kind and generous nature makes them one not shared lightly. The process is much simpler
beloved guests to most other species. To some for other cosmic dwarves and can be completed
though, they are seen as manipulators, feared for during a short rest in only 10 minutes. Linked
their ability to illicit a response or root out creatures, within 15 feet of cosmic dwarf, gain the
information that might be too painful to have same effects of Emotional Rise reflected by your
exposed. Most cosmic dwarves try to be sensitive current emotional state. However, if a melded
to the desires of others but even their mere creature experiences a strong emotional response,
presence can cause conflicting emotions in those it can overwhelm your mind and spread to you. In
around them. In these cases, if the dwarf cannot (or this case, each melded creature rolls a d20. If the
is asked not to) help, they will willingly leave, even melded creature rolls higher to or equal to you,
if it also pains the dwarf. your emotional state matches that of the melded
creature for the next hour. Work with the GM and
COSMIC DWARF TRAITS other linked players to determine when something
might trigger this reaction.
You gain the following traits in addition to the traits
Sense Emotions. You can use an action to focus
granted by your dwarf physiology.
on one creature within 15 feet and sense their
Alignment. Most cosmic dwarves tend toward
emotional state. Additionally, because many
good, attempting to fill their lives and the lives of
around you can subtly detect your emotions, you
others with as much joy as they can.
have disadvantage on Deception checks.
Ability Score Increase. Your Charisma score
Emotional Rise. Emotions are not just
increases by 1.
something a cosmic dwarf experiences, they are a
physical force that empowers the dwarf in many
ways. You gain advantage and disadvantage on
saving throws based on your emotional state at the
time. Though complex, most emotions have their
root in 6 basic types. If you are experiencing an
emotion that is a mix of multiple emotions, choose
the emotion that is largest within that mix.
Anger = Advantage on Strength, Disadvantage
on Wisdom
Disgust = Advantage on Intelligence,
Disadvantage on Strength
Fear = Advantage on Constitution, Disadvantage
on Dexterity
Happiness = Advantage on Charisma,
Disadvantage on Constitution
Sadness = Advantage on Wisdom, Disadvantage
on Charisma
Surprise = Advantage on Dexterity,
Disadvantage on Intelligence
Keep in mind that an emotional state is different
than an emotional reaction. While fighting a former
comrade, you may be surprised by a fireball they
hurl at you, but your emotional state is likely still
that of anger or sadness. You may be happy that
you were able to narrowly escape a dragon’s claws,
but fear or surprise during the fight are likely the
dominating emotions.

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Colin Prime (Order #35367621)
PUNK ELVES dealing with each other as clashing ideals can
come forward quite quickly due to the
TWO AS ONE transparency of intent the Ink often exhibits.
Punk Elves are born, not as a single entity, but with
PUNK ELF TRAITS
an intelligent symbiotic partnership already in
place. There is the elf, and there is their Ink. The Ink You gain the following traits in addition to the traits
is a semi-conscious lifeform that bonds with the granted by your elf physiology.
infant in the womb and shares traits of the parent’s Alignment. The Elf and Ink are one being and
Ink. The two grow up together as one entity, aiding share a love of chaos. Good and evil are just two
each other in survival and living an interconnected sides of the same coin to them. The ink subsists off
life. If the elf dies, the ink dies; if the ink dies, the strong emotional responses and so will encourage
elf’s mind begins to degrade, eventually resulting in the duo to a more chaotic lifestyle.
a coma. The Ink also draws nourishment from Ability Score Increase. Your Constitution score
strong emotional responses and subtly encourages increases by 1.
the elf towards a life filled with a touch more Ink Magic. You know the Quick Mask cantrip and
anarchy and rebellion. Charisma is your spellcasting ability for it. Also, if
Punk elves push against the sleek and sanitized you can cast spells, choose one spell that you
lives of other elves, craving harsher music, exciting know that requires somatic components. Once per
thrills, and living more recklessly their stuffy day the Ink can fulfill the somatic part of the spell.
cousins. They prefer to keep smaller families or Alternatively, you can both cast the spell together
clans, finding large societies to be too full of rules and add +1 to the spell save DC or spell attack roll
to be palatable. When they are pushed into large once per day. You can choose an additional spell to
cities, they have a habit of defacing property and benefit from this feature at 4th, 8th, 12th, 16th, and
disrupting authority structures. 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
second look. Their reactions vary wildly when

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Colin Prime (Order #35367621)
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 for the
OTHER SPECIES duration on a success. In addition, creatures with
Glitchimar rarely have trouble with other species, no corruption within 30 feet of you (including
so long as they remain undiscovered. They face the yourself) can deal radiant damage equal to half
same pressures as their holy cousins and your level (rounded down) once on their turn
explaining the differences to a common citizen is whenever they hit with an attack or spell.
usually a waste of time. The tendency for Seed You must finish a long rest before using this
glitchimar to sew chaos makes more seasoned feature again.
people wary of them.

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Colin Prime (Order #35367621)
SEED OF CORRUPTION You cannot move through magical barriers. You do
The unique nature of the Retroverse creates a not need to know what is on the other side where
force called corruption. When enough of this force you are attempting to move. If you fail to move
collects in a single area, it becomes self-sustaining through a barrier completely, you take 5 (1d8)
and somewhat sentient, eventually culminating in force damage times your level and are forced back
Seed. It desires only to grow, to spread, and to to where you started. You can use this feature a
eventually destroy the Code. Glitchimar infused number of times equal to your Constitution
with the power of Seed tend towards anarchy, modifier (minimum of once) before finishing a long
reveling in the chaos their actions can bring. They rest.
have some understanding of the near limitless Missing Wings. Starting at 3rd level, you can use
power of Seed, a thought that makes their own your action to call on the power of Seed, sprouting
lives feel insignificant by comparison. These thin wings of roaming, glitched textures.
glitchimar, under the instructions of Seed, will do Your transformation lasts for a minute or until you
whatever it takes to spread the most corruption use a bonus action to end it. For that duration, you
they can; be it as a lone warrior or by climbing have a flight speed equal to half your movement
political ranks to become vicious leaders. and corruption saving throws made within 30 feet
of you are done so with disadvantage. In addition,
SEED TRAITS creatures with 1 or more layers corruption within
30 feet of you (including yourself) can deal
You gain these traits in addition to the ones granted
necrotic damage equal to half your level (rounded
to your blessed celestial kin.
down) once on their turn whenever they hit with an
Ability Score Increase. Your Strength score
attack or spell.
increases by 1.
You must finish a long rest before using this
Glitch Through. While touching a surface, you
feature again.
can use a bonus action to try
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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Colin Prime (Order #35367621)
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, almost 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 Gnomes 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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Colin Prime (Order #35367621)
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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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 any more.

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. 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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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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 90120, 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.
have may clash severely with the world around Speed. Your base walking speed is 30 feet.
them. However, after a few years within the world, Soul Vision. Long dormant fey energy, mixed
most replicas are well adjusted to their with your unique spirit creation has altered your
environment and can pass unnoticed. vision, allowing you to see the souls of creatures
Until, that is, they come across another replica around you. As an action, you can concentrate on a
based on the same original. They will look exactly creature within 30 feet that you can see to discern
alike, often share similar personality traits, and its general power level. This will let you know their
only differ in life experiences. There may be a CR within a variance of 2. You can use this trait a
single replica on a planet or there may be number of times equal to your Constitution
thousands, depending on how far advanced the modifier (minimum of once) before finishing a long
planet was before the Rending took hold. As jarring rest. You also have darkvision out to 30 feet,
as it is to wake up in an unknown world, meeting because of the weakened fey lineage.
your double can be even worse.

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Colin Prime (Order #35367621)
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, your soul dissolving into nothing if changed by the Code, they are not entirely sensitive
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 interesting patterns or pathways for
deadly to them), there is little stopping other magic to travel. Because of their preference for
creatures from being created in this way. If this is battles of brains over bloodshed, their bodies tend
the case, choose a species and replace one of their to be slightly slimmer and less covered in scarring.
traits with the Unbound Soul trait. Work with your They stand slightly straighter because it is less
GM to determine which ability must be replaces. likely they have 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 mix form 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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Colin Prime (Order #35367621)
a challenge to scholarly instructors. The irony that They enjoy planning and plotting, often
half-orcs are shunned for their brutality 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
suppress the bloodlust other orcs have had exciting than the scant moments the plan takes to
unwillingly impressed upon them. The connection execute.
to evil deities through their blood has been quelled
to a point of non-existence, or sometimes severed OTHER SPECIES
entirely. This has led to hack-orcs living a life more Hack-orcs must fight against the same issues their
of their choosing than something determined by half-orc kin face. Their imposing bodies and
legacy. Many hack-orcs embrace this, rebuffing the frightful orc lineage create a large divide they must
idea that tradition should dictate even a single cross to win friends. Thankfully, their quirky
aspect of their existence. personalities and quick wit help to build bridges
This creates a large divide between themselves quickly. Some cities and villages will even seek out
and their human or orc clans; since they value their hack-orcs to clear out difficult dungeons,
individuality above most everything else and rarely participate in brainy competitions on their behalf,
conform to the ideals of their parents. Hack-orcs or help establish recreational centers for the local
tend to be outcasts among outcasts and strike out youth. Hack-orcs are often a huge boon to
on their own very early in life. Thanks to their whatever communities they choose to live in.
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, it 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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Colin Prime (Order #35367621)
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 even new consciousnesses had their
own voice in the hive. And now, you don’t even
know what your own voice sounds like and it is still
somehow thunderous and silent at the same time.

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Colin Prime (Order #35367621)
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 1 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.
Size. Your size is medium and ranged from 5 to
OTHER SPECIES
6 feet tall.
The Cyblight have a bad reputation, and the Speed. Your gait is slightly inhibited by your
remaining implants make it hard for others to trust implants. You base walking speed is 25.
them. Species of expanded experience are usually Languages. You can speak, read, and write 4
more understanding, though many have heard the languages of your choice. These languages are
stories of Offline being reconnected imprinted in your mind from the Cyblight hive and
to the hive and the tragedy you speak most of them with a robotic clarity,
that brings. In most places, devoid of accents.
Offline are treated kindly Adaptive Shield. When you finish a long rest,
but always watched from you can choose to become resistant to a chosen
afar for any risky signs of damage type caused by spells or effects. Choose
Cyblight reversion. Offline from the following types: acid, cold, fire, lightning,
typically avoid each or thunder. You can choose a different type each
other as the r time you finish a long rest.
eminder of the Hive Knowledge. You can call upon the
Cyblight control information forced into your head by the Cyblight.
can be difficult You gain advantage on an Intelligence saving throw
to handle. or an Intelligence based ability check of your
choice. You must finish a long rest before using this
feature again.

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VOID TIEFLINGS LOST IN MEANING
Void tieflings have a deep connection to the
To truly understand the essence of a void tiefling, emptiness that created them and their tiny place
one must first unhinge the ideas of good and evil within it. To some of them, this is freedom. Without
from their current understanding. What makes a predetermined destiny, they are free to create
something good or evil is simply a matter of their own meanings with their life. This can lead to
perspective. Void tieflings have a better grasp on lives of great altruism or lives overcome by
this concept than most other creatures, having narcissism. It’s not that they believe themselves to
been created from the union of humanoid be the only worthwhile being, it is that many see all
creatures and the unknowable and life as equally meaningless. The other common
incomprehensible powers of the void. They are response to their tiny lives is fighting against the
born with an innate understanding of the oppressive, careless nature of the void. They
complexity of the multi-verse and their tiny place endeavor to become more, to become something
in it. Because of this, there is little they respect or the universe as a whole will remember; to be
cherish, though the things or people they become something incomprehensible, with enough power
attached to are often more important than to change the fabric of reality. A surprising number
anything else in existence. have achieved this, though it is impossible to know
exactly how powerful they have become.
TAILTACLES
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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Colin Prime (Order #35367621)
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 A chosen being who d8 Intelligence Constitution & Light Armor, simple
sees beyond reality and Intelligence weapons, one martial
bends it to their will. weapon, unarmed
attacks
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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Colin Prime (Order #35367621)
forgone the need for weaponry and armor. You can
APOGEE shape the force of your punches to match that of a
An elf woman, clad in a black longcoat, strides conventional weapon and alter your awareness to
through the battle field confidently. The retreating deflect attacks. While these abilities come
foes hurl a fireball directly at her, she doesn't avoid “naturally”, hacking the code in more extreme ways
it. When the smoke clears, her hair isn't even is much harder. The power to do something as
mussed. Panic besets the ranks of the opposing simple as bending a spoon takes years of practice,
team and they trample each other to flee from her. rewriting the makeup of a creature is something on
The mage that cast the fireball feels his throat an apogee of great strength can hope to
tighten and watches his allies run from him. He is 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 substance, denying their own senses
The wo’nari body lies motionless, complacent in in order to hold on to their shredded life. Others
death. His spirit flows above, not complacent in find themselves locked away. Espousing the truth
their fate. Around them his team begins to falter. has put them in jackets and bars, raving to anyone
Outnumbered and overpowered, they are backed who will listen. A few rare individuals have found
into a circle around his body. He could do it, he power in the knowledge of the falsity of reality.
could come back, but the cost would be monstrous. They seek nothing but to increase their abilities,
As the paladin falls to his knees, he makes his even knowing that the power they have isn’t
decision. His spirit flames, consumed by the 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 command 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 have

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Colin Prime (Order #35367621)
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 be incredible power but how much power do you truly
exposed to. Additionally, apogees are incredibly have if you must walk a path set before you by
rare, as many who see the Code are quickly broken someone else’s words? Are you in control of your
by it. Whether the prophecies are true is debatable, future?
especially as you understand, or at least can
MULTI RANGE CLASS
comprehend, 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 apogee’s 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 aa 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 a 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 change 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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Colin Prime (Order #35367621)
Apogee
Level Prof. Bonus Hack-Fu Hack Points Features
1 +2 1d4 1 Fate Path, Hack-Fu, Hack
2 +2 1d4 2 Binary Boons
3 +2 1d4 3 Mental Fortitude, Fate Path feature
4 +2 1d4 4 Power Up
5 +3 1d6 5 Extra Attack
6 +3 1d6 6 Code Blast Improvement, Fudge Reality
7 +3 1d6 7 Fate Path feature
8 +3 1d6 8 Power Up
9 +4 1d6 9 Warp Jump
10 +4 1d6 10 Codenesis, Fudge Reality improvement
11 +4 1d8 11 Fate Path feature
12 +4 1d8 12 Code Blast Improvement, Hack-Fu Improvement, Power Up
13 +5 1d8 13 Warp Jump Improvement, Ex-Machina
14 +5 1d8 14 This Isn't Real, Fudge Reality Improvement
15 +5 1d8 15 Fate Path feature
16 +5 1d8 16 Power Up
17 +6 1d10 17 Phoenix Reboot
18 +6 1d10 18 Code Blast Improvement, Ex-Machina improvement, One with The Code
19 +6 1d10 19 Power Up
20 +6 1d10 20 Fate Path feature

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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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 HACK
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 Hack points. Your Apogee
• You can use Intelligence instead of level determines the number of points you have, as
Strength for the attack and damage rolls of shown in the Hack points column of the Apogee
your unarmed strikes and mimicked table. You are considered proficient with all attacks
weapon. You do this by channeling The that require the use of Hack points.
Code to augment your attacks. You can spend these points to use various Hack
• You can choose one melee weapon you are features.
proficient with to mimic. Once on your turn, When you spend a Hack Point, it is unavailable
when you make an unarmed strike, you can until you finish a short or long rest, at the end of
cause your unarmed strike to do the exact which you have regained enough mental acuity to
same damage amount and type, as if you recover all expended Hack points. You must spend
had attacked with that weapon. When you at least 30 minutes intently watching the world
reach 12th level, you can gain proficiency during your rest to regain you Hack points.
with an additional melee weapon of your Some of your Hack features require your target to
choice and use it in the same way. You can make a saving throw to resist the feature's effects.
also use this ability twice on your turn The saving throw DC is calculated as follows:
when making unarmed strikes. All other
unarmed strikes deal a set amount of Hack save DC = 8 + your proficiency bonus + your
bludgeoning damage which increases as Intelligence modifier
you gain apogee levels, as shown in the
Hack-Fu column of the Apogee table. BINARY BOONS
Alternatively, you can keep the damage At 2nd level, you gain a small set of powers that you
type of a weapon but replace the damage can use Hack Points to activate.
dealt 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 Hack 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 Hack 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
Hack points, you must use additional Hack 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 or this effect simply fails. level this increases to 3d6 and 50/100. At 18th level
this increases to 4d6 and 60/120.

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SCANNER wanted to happen occurred. This ability does not
By spending 2 Hack points and using a bonus affect magical items. The full extent at which this
action you can focus your vision to discern one power can be used it at the GM's discretion. You can
thing about a creature within 15 feet of you. This use this feature a number of times equal to your
could be their current Hit Points, AC, any one stat Intelligence modifier (minimum of once) before
modifier, a special ability, or others at the GM's finishing a long rest.
discretion. You can use this feature multiple times At 10th level, you add +1 to each roll. At 14th level
on the same creature. This cannot be used to read you add +2 to each roll.
minds or discern intention.
WARP JUMP
FOCUSED CHARGE Starting at 9th level you can spend 1 Hack Point to
You can use your action to regain Hack Points. Roll
warp from one place to another as your
1 Hit Dice, expending it and regaining Hack 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 on
your next melee attack roll if the attack is made
your turn. You can use this feature once, with a
immediately after warping at least 30 feet to a
continued charge counting as a single use, before
location within 5 feet of a target. You can only use
finishing a long rest. This feature cannot be used
this feature once on your turn.
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 Hack
POWER UP
Points to add 1d8 force damage to the blast per
When you reach 4th level, and again at 8th, 12th, 16th, Hack Point used, to a maximum of four Hack 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 Hack 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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Colin Prime (Order #35367621)
CODENESIS saving throw. On a failed save, all hostile creatures
At 10th level you can manipulate much of the world within the area take 6d12 force damage and are
around you without seeming to touch it. Using 2 pushed back 15 feet. On a successful save they take
hack points, you can use your action to cast the half that damage and are not pushed. You do not
spell Telekinesis without components, with have to have 3 Hack points available to use this as
Intelligence as your spellcasting ability. The spell this ability sacrifices 3 Hack points from your max
ends at the start of your next turn, unless you use total possible. If you do not have 3 Hack Point slots
2 additional Hack points to continue its effects; you cannot use this feature.
otherwise it follows the same rules as a Additionally, your Constitution score decreases
concentration spell. You can maintain this effect for by 1. If your Constitution bonus decreases because
up to 1 minute, so long as you have enough of this you must adjust your new Hit Point
remaining Hack points to do so. You can use an maximum. You must finish a long rest before you
additional Hack point to increase your spellcasting can use this feature again.
ability for this effect by 1 for each Hack point used
ONE WITH THE CODE
(maximum of 5).
At 18th level, at the start of your turn, if you have no
EX-MACHINA Hack points you can use a bonus action to roll a d6,
At 13th level you can force your influence upon the regaining Hack Points equal to the roll. At 20th level
world around you. As an action, you can spend 4 the this is changed to a d8.
Hack points to bring one helpful boon to yourself RISEN
or party. This could be a healing potion rolling to As soon as you saw the Code, you knew you were
your feet, a large precarious rock falling on your destined for something great. After some
opponent, finding a patch of water in a desert, a adjustments, you have embraced your powers fully
spell backfiring or becoming more powerful, and use them freely. Like the name implies, you
anything that is useful. The effect is immediate have risen above those around you and now stand
though it may not always be immediately as above other creatures. While some look up to
apparent. The full extent of this feature and its you, seeing you as the savior foretold, others
effects is up to the GM, but it will always be helpful consider your mere presence an abomination, a
to you or your immediate party. This effect can portent of the end. Your powers are varied, giving
only be used once before finishing a short or long you an edge in most situations; how you change
rest. At 18th level you can use this feature twice the world with these abilities, for better or worse, it
before finishing a long rest. up to you.

THIS ISN'T REAL FATE BUMP


At 14th level you have become so attuned to The When this fate chooses you at 1st level, you gain the
Code that you can negate its influence on you. If ability to nudge fate to a direction of your choosing.
targeted by an attack, effect, or spell, you can use 6 When you or a creature within 30 feet of you rolls
Hack Points and your reaction to completely ignore an ability check, attack roll, or saving throw, you
it. Even if it hits, you receive no damage, take no can use 1 hack point to add or subtract 1 from the
effects, and cannot be moved by it. You must finish roll. You can do this after the roll but before you
a long rest before this ability can be used again. At know the result. You cannot cause critical
20th level you can use this feature three times successes or failures this way.
before finishing a long rest.
FLY
PHOENIX REBOOT At 3rd level, you can control gravity around you well
At 17th level death loosens its grip on you. If you fail enough to move your body in a way that resembles
three death saving throws you can immediately flying. You can spend 1 hack point as part of your
burn 3 Hack Point slots, permanently, to bring movement to fly up to your movement speed,
yourself back to life. You regain life as if you had including if you take the dash action. You begin to
just taken a long rest. When you rise from the dead fall at the start of your next turn unless you use
you are surrounded in a powerful aura that another Hack Point. You can remain airborne as
explodes out from you. All creatures of your choice long as you have Hack Points to spend.
within 15 feet of you must make a Constitution

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Colin Prime (Order #35367621)
MEGA PUNCH 1 minute. On a success, the target takes 2d10
Starting at 7th level, you can spend 2 Hack points to additional force damage and only the next
charge and release a terrible blow. Whenever you damaging spell it casts within the next minute is
make an unarmed strike, choose one of the affected by the damage reduction. You can use this
following effects to happen on a hit: feature once before finishing a long rest.
• Roll a single damage die again and add it to
FULL INTEGRATION
the total damage. If your attack had
multiple damage dice types, used the At 20th level, you have become so enmeshed with
largest one. the code that you can bend the world to your will.
• The target must succeed on a Strength Choose a single spell of every level, the chosen
saving throw or be pushed back 15 feet. spells are set and cannot be changed after
• A blinding flash emanates from your fist choosing them. By spending Hack Points equal to 2
and the target must succeed on a times the level of the spell, you can cast any of
Constitution saving throw or be blinded these chosen spells. Intelligence is your
until the start of their next turn. spellcasting ability and your save DC is the same as
• The target must succeed on a Constitution your Hack save DC. You can spend up to 30 Hack
saving throw or have their code disrupted, Points total on this ability, and cannot cast the
causing them to be paralyzed until the same spell twice, before finishing a long rest.
start of their next turn. Creatures with
corruption make this save with
disadvantage.
• 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 Hack 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 attack,
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 Hack 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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Colin Prime (Order #35367621)
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 out
transgression worthy of death. The future of the a reality shattering roar, you are then overcharged
fateless is frequently fraught with foes and fighting with Code energy. Until the feature ends, you have
as you fulfill the prophecy by force. an unlimited amount of Hack Points, your
movement speed is doubled, and can make three
UNRIVALED RESOLVE attacks, instead of two, when you take the attack
When you demand this fate at 1st level, you can action. After activating this feature, you can stay in
shrug off most effects that would stop others 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 hack 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 class 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 when
WARP HOP 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 Hack 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. Three 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 two
ability to change the maximum range to 90 feet. additional saving throws of your choice.

COMBO BONUS SHATTERED


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

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Colin Prime (Order #35367621)
MIND TRICK LIMIT BREAKER
When you fall to this fate at 1st level, your power Starting at 15th level you have the ability to push
can be used to twist the minds of others around your body beyond its designed specifications.
you. Whenever you make a Charisma based ability When you use the Higher Contrast feature, you can
check, you can use Hack Points to add a bonus to spend an additional 5 Hack points to make one
the roll equal to the number of Hack Points used more attack. Using this feature gains you one level
(maximum of +5). You can use this ability after of exhaustion per use. You can use this feature as
making the roll but before the outcome is many times as you want on your turn, as long as
determined. you have 5 more Hack points to spend per attack. If
you reach six levels of exhaustion, while using this
FAILING FORWARD feature, your body and spirit become destabilized
At 3rd level, you grow more powerful the more you and you die instantly after the last blow. Your body
fail and the more difficult your situation. If you roll fizzles away but the spirit remains on this plane for
a 1 on an ability check, attack roll, or saving throw, a number of days equal to your Constitution
you can use a Hack Point to gain advantage the modifier (minimum of one).
next time you make the same kind of roll. The For example, if you are suffering four tiers of
advantage disappears if you do not use it before exhaustion from a previous effect and then use this
the end of your next turn. feature twice, you die after the second Limit
If you are forced to make any ability check, Breaker attack finishes. The total attacks that turn
attack roll, or saving throw with disadvantage, you could be up to five.
can use Hack Points to add +1 bonus to the roll
equal to the number of Hack Points used STOLEN FATE
(maximum of +3) to the total of the lowest roll. At 20th level you can rip the energy of others away
You still use the lowest dice, even if the additional from them upon death. When you make an attack
points cause it to be higher than the other dice. that drops a creature to 0 hit points, you can use
your reaction to steal the energy of their potential
VIRAL ATTACK futures for yourself. You regain one level of
At 7th level you gain the ability to infect other exhaustion, 2d4 hack points, and recover hit points
creature’s code with malicious code of your own. equal to two of their hit dice. You can use this
When you hit a creature with an attack, you can feature a number of times equal to your
use 2 hack points to infect them. At the end of your Intelligence modifier (minimum of once) before
turn, they take damage equal to one of your finishing a long rest.
unarmed strikes. You can maintain this infection by
spending 2 additional hack points on your
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 Hack Points to infect and
maintain. Corrupted creatures only require 1 Hack
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 Hack point per creature to use the
effect on and to maintain it.

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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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 de-
convictions or patron god is a constant, and even fragger as your lifestyle goes against the symbol
then, de-fraggers have been known to abandon the of righteousness that other de-fraggers fight so
gods if they find evidence of corruption within their hard to maintain. What would drive you to such a
power. Their unending quest to bring order to the 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 nag 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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Colin Prime (Order #35367621)
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 point 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 gorilla arms creature one or more layers of corruption, and
hanging on your form. The exact style and origin of they are still corrupted, you instantly learn how
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 rounds later, before taking a creature does not mean it will no longer be hostile,
short 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. You use this ability to try and cure all of
while they are active. it and are instantly drained of 100 hit points, curing
While they are active you gain the multi-attack the creature. It is still hostile to the party and
option and can use each arm to attack,; suffering continues to attack but is no longer corrupted and
no penalty from dual-wielding or quad-wielding. does not suffer or benefit from any corruption
Depending on what is in each hand determines how effects, nor does it spread corruption with its
you attack within that round. 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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Colin Prime (Order #35367621)
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 rounds 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, they have changed your body.
an area of effect. Your incredibly stable form grants you advantage
You can use this feature once before finishing a on Constitution saving throws and doubles the hit
long rest. Creatures inside the shield have full point increase you receive from your Constitution
cover and creatures behind it have half cover. Once bonus from this level onwards. When you receive
you reach 15th level in this class, this feature can be this feature, you do not gain the bonus to your hit
used as an action or bonus action. 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 or to give the AC bonus to an ally your shield. Your shield still takes full damage
within 5 feet of you. regardless of if they fail the save or not.
• You can use the shield as a weapon. You
are proficient with it and it deals 1d6 + your ASSEMBLED MAGIC
Strength modifier bludgeoning damage on
At 17th level you have been able to heal the Code in
a hit.
such a way that you are granted an additional spell
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 you 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 a bonus 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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your spell save DC or be paralyzed until the start of
VACCINE COMPILER 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 1
forms and will not abide its existence. They use
hit point, you can heal a willing creature for 1 hit
their abilities to defend those who cannot defend
point. The number of hit points you can use in one
themselves and to ease the suffering of those in
action is equal to your de-fragger level times 10.
pain. They often appear as shining warriors in
You may use this feature a number of times equal
brilliant armor because they know that is what
to your Constitution modifier before finishing a
people need them to be.
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 5 hit points, POWERHOUSE
plus 1d8 for another set of 5 hit points, to a
At 14th level your extra arms have become terribly
maximum of 5d8. 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 die.
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, your damage rolls for melee
damage plus 5d8 force damage and the triceratops
attacks are increased by +1 for each enemy
must make a Constitution saving throw against
creature within 30 feet of you. Swarms count as

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

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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 damage die and must use the than yourself, makes an attack roll, saving throw,
new roll, even if it is a 1 or 2. This does not affect or ability check, you can use a reaction to swap
spells that 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 must roll for a new number. A recorded or
hands to stay active. You can only move the shield stolen roll of 20 does not count as a critical hit. You
into unoccupied spaces and cannot use it to push can use this feature a number of times equal to
creatures or objects. The movement speed your Wisdom modifier (minimum of once) before
increases by an additional 5 feet at 10th level, and 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 rounds equal to your
proficiency bonus plus your Constitution modifier.
When you reach 18th level, this increases to your
proficiency bonus + two times your Constitution
bonus.

POWER SURGE
At 18th level you can use a bonus action to weave
code and corruption into raw power and surge with
pure strength. For a number of rounds equal to
your Constitution modifier, your proficiency bonus
is added to your damage bonus. You must finish
a long rest before using this feature again.

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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 5 hit points, to a maximum of
They care little for their appearance, except 6d8. Using a bonus action, you can then trigger 1d8
where it proves beneficial to them. Mixing and of the stored force energy to damage the target.
matching broken armor sets is the go-to aesthetic The energy dissipates after 1 minute. You draw this
for virus compilers. 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.
concentration. The command line you utter can be
tweaked to only affect corrupted creatures you ARMED AI
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 7, with 8
combination with your Re-Frag strike and active layers killing you. This increases again at 14th level
Smite spells. to a max of 8 layers, with 9 layers killing you. And
once more at 18th level to a max of 9 layers, with 10
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 rounds equal to your Constitution modifier, 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, checking for ID and leaving the gold. 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 beast and man? Are
now, it's about survival. She retrieves her flask and
you an agent of good, frustrated at the slow speed
takes a long pull. Not a healing potion but it would
of justice? Do you exude a tough exterior but
have to do for now.
harbor a soft heart inside? Maybe you're addicted
RESOURCEFUL AND RELENTLESS to the thrill of the hunt, always searching for that
next high? Maybe you're addicted to something
Glitch hunters are well rounded, dabbling in a little
else and have a few too many debts to settle.
of everything to make sure they can handle any
Consider all of these things and more when you
situation. Most are excellent investigators and can
design your glitch 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 1 hour. 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 a
• 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 before finishing a short rest.
SPELLCASTING
Additionally, you can use a ranged weapon as a
melee weapon, whipping the opponent mercilessly By the time you reach 2nd level, you have been in
with it. The weapon deals 1d4 + your Strength enough scrapes to understand the importance of
modifier bludgeoning damage. This increases to magic. As such you have spent some time learning
1d6 at 7th level and 1d8 at 13th level. from the wise sages of every place you have
In addition, at 7th level, being within 5 feet of a visited. Their words have resonated with you,
creature does not impose disadvantage on ranged guiding you on your path to a more peaceful
attack rolls. future. This occasional peace of mind and storied
lore is where you draw your magical power from.
AT HOME ANYWHERE Spell Slots
Starting at 1 level, your inability to stay in one
st The glitch hunter table shows how many spell slots
place for too long has given you a good sense of you have to cast your spells of 1st level and higher.
the nature of nature. While you may not have To cast one of these spells, you must expend a slot
visited every location in the world you can make of the spell's level or higher. You regain all
easy assumptions about the lands you walk based expended spell slots when you finish a long rest.
on previous experience. If you spend a week in one For example, if you know the 1st level spell
area familiarizing yourself with that are it becomes Highlight and have a 1st level and a 2nd level spell
your new “Home.” You know the shadowy corners, slot available, you can cast Highlight using either
you understand the basic flow of the city, you know slot.
the best places to find food. This extends in a one Spells Known of 1st Level and Higher
mile radius from a general location that you You know two 1st level spells of your choice from
choose. the glitch hunter spell list.
While you remain in this area you gain the The Spells Known column of the glitch hunter
following benefits: table shows when you learn more glitch hunter
• When making an Intelligence or Wisdom spells of your choice. Each of these spells must be
based check related to your Home, your of a level for which you have spell slots. For
proficiency bonus is doubled if you are example, when you reach 5th level in this class, you
using a skill that you are proficient in. can learn one new spell of 1st or 2nd level.
• Difficult terrain doesn't slow your Additionally, when you gain a level in this class,
movement. you can choose one of the glitch hunter spells you
• You and your group can not become lost know and replace it with another spell from the
while you are leading, except by magical glitch hunter spell list, which must also be of a
means. level for which you have spell slots.
• You remain alert to danger, even while
engaged in other activities. Spellcasting Ability
• You have advantage on Stealth checks if Wisdom is your spellcasting ability for your glitch
alone. hunter spells, since your magic draws on the words
• You can always find something edible of those wiser than yourself. You use your Wisdom
freely, even when there appears to be no whenever a spell refers to your spellcasting ability.
food, unless the GM states otherwise. You also use your Wisdom modifier when setting
• While tracking your other creatures you the saving throw DC for a glitch hunter spell you
learn their exact number, sizes, how long cast and when making an attack roll with one.
ago they passed through this area, and
their general health condition. Spell save DC = 8 + your proficiency bonus + your
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 you
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
HUTER 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 a
and 19th you can increase one ability score of your bonus to damage rolls against creatures with
choice by 2, or you can increase two ability scores corruption equal to the number of corruption
of your choice by 1. Alternatively, you can gain one layers they have.
feat. You cannot increase an ability score above 20 Additionally, you gain the Cure/Cause Corruption
using this feature. spell if you do not already know it.

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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 15 feet and make a grapple attack death on the battlefield. The excel in danger and
against any creature who is trying to run away often laugh death in the face. Their life is fast and
from you or your party, even if they have taken the furious, overflowing with close calls and unlikely
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 wall high enough, no armor thick
proficiency with any tool. Your proficiency bonus is enough, and no magic powerful enough to keep
doubled for any ability checks you make that uses you from their wrath.
either of the chosen proficiencies.
FURIOUS MELEE
PEEKABOO At 3rd level, melee attacks made with the
At 18 level you can no longer be fooled by a
th
Gunslinger feature score a critical hit on a roll of 19
hostile invisible enemy. Your tracking skills have or 20.
been honed so greatly that even slight changes to
pressure in the air, a faint sense of heat or cold, WILL SHIELD
and nearly imperceptible sounds have become like At 3rd level, your body begins to generate a faint
beacons to you. You have advantage on Wisdom energy shield around it while in combat. At the
checks pertaining to invisible enemies within 60 beginning of your turn, so long as you have taken
feet of you. You suffer no penalty to attack rolls no damage since the start of your last turn and
when fighting an invisible creature. Attack rolls have no temporary hit points, you gain temporary
made by the hit points equal to half your glitch hunter level
invisible creature (rounded down). This feature becomes inactive if
do not have you gain more temporary hit
advantage against points than half your glitch hunter
you and you can use your level and remains inactive
reaction to negate the until you have 0 temporary
advantage on allied creatures hit points. You lose all
that can hear you. The creature is temporary hit points from
considered unobscured to you, even this feature whenever you
though you cannot actually see them. finish a short or long rest.
You know its general location and can
tell your party members this.

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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 creatures but
you can make an additional ranged attack as a can only be used to create ammunition for
bonus action. If attacking your Prey, your ranged weapons designed for Large sized or larger
weapon attacks score a critical hit on a roll of 18- creatures (or on things such as cannons or
20. Additionally, each time you drop a creature to 0 ballistae) a number of times equal to your Wisdom
hit points while using this feature, you can either modifier (minimum of once) before finishing a long
recover an expended hit dice or use one of your rest. You can imbue the larger shots with the +3
remaining hit dice to heal yourself. This ability ends bonus as well or use the Spell Chamber feature on
if you drop to 0 hit points or if you make no attack 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 TRGGER 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 mus tsucceed 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 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 you 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. 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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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, all for
or magical barriers. You can use this upgrade a the next minute. You must finish a long rest before
number of times equal to your Wisdom modifier 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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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 rest before using this feature again after
At 15th level you can use this feature two times 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 subversion and
subterfuge, you 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 to 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 for 1 minute. Your physical weapon has the energy feature, you make the shot
form disappears, entering the creature’s body and with advantage.
controlling it. Though you control the body, the
Prey is not deprived of awareness and may repeat IMPROVISED COVER
the saving throw at the start of your turns, ending At 7th level you've found enough ways to scrunch
the effect on a success. You lose access to all of your body into tight corridors, smalls boxes, and
your abilities, take your turn on the target’s turn, behind enough tables to know how to avoid fire in a
and retain your Intelligence, Wisdom, and Charisma pinch. As a reaction to being targeted by a ranged
scores. You can use any of the possessed attack or spell attack you can scrounge for cover,
creature’s stats, attacks, and abilities (including even if no apparent cover exists. You gain half
spellcasting), using its stats for any of these cover against that attack. As long as you stay in the
abilities. This feature ends after 1 minute, if the same spot you retain half cover until the start of
target prey succeeds on their Charisma saving your next turn. A small barrel, an abandoned large
throw, if you end it as a bonus action, or if the shield, even a teammate are all examples of this
target prey drops to 0 hit points. When the 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)
without using a spell slot. You regain all uses after
Quiet 10 A library, a graveyard
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-Xord form. He feels the circuits foe laid in a heap at their feet, a powerful wizard
connecting to his skin, receives feedback from the with dire intentions. After a breath had passed and
mech, and watches the displays inside come to life. the party had still not given her validation, she
He stands now, piloting his Xord, 10 feet of metal began to wonder if they had understood her
and electricity. The shining humanoid construct meaning. Were they really so daft? Sputtering, she
matches his own movements, wielding an spoke “Get it, guys? Like-” she pointed down to the
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 dullards 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 normal Wo’nari again. With a sigh he something more than their boring lives could or
hung his head in defeat, finally at a loss for words. would ever have allowed. Now they roam the land,
Presently a small mewl is heard from the window constantly in search for the next exciting challenge
bars. 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 Xords, trampling
open palm. As the power reentered his veins, he foes under their might. Some rely more on their
thought of all the different ways to say own skills, fusing the powers of the world into
“retribution.” 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 Xord 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 cool? 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 Sensei’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 Sensei’s Lessons Improvement
17 6 Weak Spot Improvement
18 6 Networks Weapon Improvement, Timeless Legend
19 6 Power Up
20 6 Mask Type Feature

any martial melee weapon


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

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RECASTER & FORMS can change the weapon type whenever you gain a
The source of your power is a small device called 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 and
you with protection, gifts you with combat you can scan the Network for a new weapon,
prowess, and links you to your Xord 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 equals
class, unless otherwise stated, though your Xord 10 + your Dexterity modifier + your Charisma
and Astral Animal will still obey your commands. modifier. Your unarmed strikes also deal 1d4
Henshin: You are an amazing warrior, excelling 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 make
The visor in your helmet provides you with real
a saving throw to resist the feature’s effects. The
time combat data, alerting you to less obvious
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 the Stealth
bonus + your Charisma modifier
rolls.
NETWORK WEAPON STAR SPECTRUM POWER
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. You

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

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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 Tthrows, advantage on
At 16th level you have learned enough from your Corruption saving throws, and +1 on saving throws
adventures to have taught yourself. Choose any and ability checks you are 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 proficiency bonus before finishing a WEAPON UPGRADE
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.

XORD
When you choose this mask type, you gain a Xord
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 changes from its original form to a construct
and does not require food, air, or water.
A Xord 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 Xord will obey your commands to the best number of rounds equal to half your henshin level
of its ability. It takes its turn on your initiative, but it + your proficiency bonus. After that you and it
will not take an action, except to defend itself, must finish a short or long rest before using this
unless you command it to do so. On your turn you feature again. You may choose to end this feature
can freely verbally command the beast where to early but may still only use it once between a short
move. You can use your action to verbally or long rest.
command it to take the Attack, Dash, Disengage, Your Exo-Xord wields an Ultra Weapon of your
Dodge, Help, or Transform action. Both you and the choice. The Ultra Weapon is created during the
Xord can attack freely on the same turn, requiring transformation process and only exists while the
only your verbal commands for it to do so. Xord is in this state. This weapon is unique to your
If you are incapacitated or absent, the Xord acts on Exo-Xord and should ascetically match your
its own, prioritizing your protection and safety. In companion and can only be a weapon you are
this state it will gladly give up its own life if it proficient with or a copy of your Network Weapon.
believes that doing so would save you. It never You choose the type of Ultra Weapon when you
requires your permission to use its reaction, such choose your Xord, it cannot be changed unless you
as when making an opportunity attack. create a new Xord companion. An Ultra Weapon
If the Xord is incapacitated, it gains no benefit of has the stats and shape of any simple or martial
a long rest without your presence. You can replace melee weapon, except the size and damage dice
your Xord by spending 8 hours channeling the are both doubled, and the reach is increased by +5
power of your Recaster. The new Xord can be the feet.
same creature as before or a different one, but it You cannot use magic or features from other
will not share the same bond with you as your last classes while piloting your Exo-Xord. When you are
Xord did. It is a fresh entity and will not be as in piloting your Exo-Xord, your henshin body is
tune with you as your previous Xord. While doing considered to have full cover. The hit points of your
this, you are not able to assume the henshin form Exo-Xord are equal to your hit points the moment
and must stay a Nobody. If this process is you begin piloting + the Xord's hit points the
interrupted for more than 10 minutes, you must moment you begin piloting. Your Strength and
begin again. 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
Xord, you must spend 1 hour allowing the Recaster your Exo-Xord is reduced to zero hit points, while
to scan a creature you wish to have a Xord you are piloting, you are forcibly ejected 15 feet
template of. You must be within 10 feet of the and must make a Dexterity saving throw (DC 10) or
creature and cannot take any other actions while take 2d6 bludgeoning damage from impact. When
scanning. Once the scan is complete, you have this happens your Xord reverts to its normal form,
access to that creature’s template and can use is unconscious, and you take any excess damage
them as a Xord. Though you may have as many from the attack that brought it down to 0 hit
templates as you wish, you can only have one points.
active Xord at a time.

EXO-XORD
At 3rd level you have unlocked the power of your
bond with your Xord. Using a bonus action, you can
command it to transform into the powerful Exo-
Xord and then climb inside. Your companion
becomes a humanoid figure of large size. It is inert
until you climb inside it. Only a power henshin
can pilot an Exo-Xord and any others that try,
take 2d10 piercing damage from the
Exo-Xord's automated internal defenses. If
a rival power henshin tries to pilot your Exo-Xord
they can do so but also take the 2d10 piercing
damage at the start of their turns until ejecting
voluntarily or being ejected after falling
unconscious. Your Xord can remain in this state a

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EMPOWERING POSE the attack option on your turn.
At 3rd level, you can strike an encouraging pose
EXO-OVERDRIVE
that boosts allies around you. If you are in your
Exo-Xord or within 5 feet of your Xord, use an At 11th level you and your Exo-Xord have become
action to strike a cool pose. Choose up to three synched together as one body. You can extend your
allies within 30 feet of you, they each gain knowledge of battlefield data into your Exo-Xord
advantage on the next saving throw they make for while piloting it. When making a melee attack,
1 minute. You can use this feature a number of critical hits cause a small shower of magical sparks
times equal to your Charisma modifier (minimum to ignite against your opponent, causing an
of once) before finishing a long rest. additional 2d8 force damage. Additionally, your
At 15th level, this can be used as a bonus action. Ultra weapon becomes a +1 version of itself and is
considered magical for the purposes of
XORD EVOLUTION overcoming resistances.
As you grow in strength, so does the power your At 20th level this feature improves to cause a
Recaster grants you. And as you grow in bond with brutal explosion centered on the target creature. If
your Xord, the more powerful they can become. At you score a critical hit, with your Ultra Weapon and
7th level in this class, the creature you choose for while in your Exo-Xord, you cause an additional 6d8
your Xord can have a challenge rating of 1/2. At 11th force damage against the target. Additionally, your
level in this class the challenge rating of the Ultra Weapon attacks score a critical hit on a roll of
creature you choose for your Xord increases to 2. 18 – 20 and your weapon is a +2 version of itself.
At 15th level in this class the challenge rating of the
BATTLE RUSH
creature you choose for your Xord increases to 4.
At 20th level in this class the challenge rating of the At 11th level you have become a hurricane on the
creature you choose for your Xord increases to 6. battlefield. When you make an attack that reduces
The size of the creature is still medium or smaller, an enemy to 0 hit points you can immediately use
and you still choose from non-swarm creatures a reaction to gain 15 feet of movement and make
with the aberration, beast, dragon, fiend, or another attack roll against a creature.
elemental tag.
DEFLECTORS
XORD VISION At 15th level you have unlocked some more power
At 7th level, as a bonus action, you can change the within your Recaster, the ability to shield your Exo-
view in your visor to that of your Xord companion's Xord. While your Exo-Xord form, you have
and back again. If your Xord is within 1 mile, you resistance to all non-magical damage. Additionally,
can see through its eyes. You are blind while doing as a reaction, you can bolster the defense against
this. any oncoming magical attack, reducing the damage
by half. You can resist magical damage a number
EXO-JECT of times equal to your Charisma modifier
At 7th level you can choose to willingly and (minimum of once) before finishing a long rest.
forcefully eject from your Exo-Xord as a bonus
QUICK RECHARGE
action. When you are ejected, willingly or not, you
can make an attack roll against an enemy within 15 When you reach 20th level with this mask type, you
feet, dealing 2d6 bludgeoning damage in addition and your Xord’s energy recharges at an incredible
to the normal damage of your weapon. If you miss rate. You can use the Exo-Xord feature after
the attack, you must make a Dexterity saving throw finishing a short or long rest. You automatically
(DC 10) or take 2d6 bludgeoning damage from recover hit points equal to a number of Hit Dice
impact. If you choose not to use this feature and rolls equal to your Charisma modifier (minimum of
are ejected against your will you must still make one) after finishing a short rest, without expending
the Dexterity saving throw, DC 10, or take 2d6 the dice. Additionally, you and your Xord can
bludgeoning damage from impact. remove 1 level of exhaustion after finishing a short
or long rest. This can only be used to remove up to
EXO-XORD EXTRA ATTACK 2 levels of exhaustion per day.
At 11th level, while piloting your Exo-Xord, you can
attack three time, instead of twice, when you take

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VARIANT GIGA-XORD RULES
Power henshin and their Exo-Xords possess the unique ability to combine their forces into a massive robot warrior,
called a Giga-Xord. To do this, a power henshin leader must be chosen, their stats become the basis for the Giga-
Xord. Combining the Exo-Xords into the Giga-Xord takes an action. If 3 or 4 Exo-Xords combine, the size of the Giga-
Xord 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-Xord in the combination,
to a maximum of 30. The hit points of the Giga-Xord is equal to the combined total hit points of all Exo-Xords when
the Giga-Xord 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 mech) or 30 feet (gargantuan mech) and the damage dice are doubled + 1 extra
damage dice for each Exo-Xord 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
Xord takes the Dodge action. If the Giga-Xord is reduced to 0 hit points, all Xords 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
being killed. 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, once 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 augment a their defense as a bonus action. You gain
spell 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 spell-like
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 that has a casting time of 1 can use this feature a number of times equal to
bonus action, even if you have already used a your Charisma modifier (minimum of once) before
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 60 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 spell that has an area of effect of a hit points at the end of your turn, even if
sphere, you can double the area it affects but all unconscious. All attacks made by you have
creatures within the area make their saving throws advantage and targets have disadvantage on
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 1d4 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 1d6 at 7th level, 1d8 at 15th level, frightened of you until the start of your next turn.
and 1d10 at 20th level. By 11th level. At 7th 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 dug deep within yourself determines what additional effect the enhanced
special move will have. Your Henshin Armor will
to create new and unique moves. The type of
adapt to facilitate the powers needed to use these
move you develop is comprised of three parts.
moves. You can use these moves as a single attack
Roll 3d12 on the Signature Moves chart to when you take the attack action on your turn, but
determine what move you have created. The no more than once on your turn. You can use your
damage caused by these attacks is equal to your Special Moves a number of times equal to your
unarmed strikes and is denoted as Special Move proficiency bonus before finishing a long rest. You
Dice (SMD). If an ability forces a creature to make are proficient with these moves.
a saving throw, they do so against your Henshin You gain an additional move (2 total) when you
Ability save DC. reach 7th level in this class and again (3 total) at
The first line determines what type of damage 15th level. When you reach 20th level in this class,
your enhanced special move does. The second line you can re-roll one Special Move after finishing a
is what type of attack it is and how many Special 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. Unknwon 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 roll
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 60 feet. All creatures in the line must make on a
Toxic. Deals poison damage.
Dexterity saving throw taking 2 SMD damage on a
Unknown. Deals psychic damage.
failed save, or half as much on a successful one.
SECOND LINE Shot. A tiny projectile is launched directly at a
Breath. A long-reaching breath attack that targets target up to 300 feet, which ignores all but total
everyone within a 15-foot cone. Targets must make cover. Deals 2 SMD to one target.
a Dexterity saving throw, taking 2 SMD damage on
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 3 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 the 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. The energy is equivalent to your
Volley. A rapid barrage of ranged attacks aimed at Strength score when creatures try to break free
a 15-foot square within 60 feet. Targets must make 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 30 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 suffer the Stunned
condition 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 BONUS NETWORK BOOST
When you reach 7 th level with this mask type, you When you reach 11th level in this class, you can gain
gain access to a Network Cycle. Using your access to an additional boon from the Network
Recaster, you can summon or dismiss a medium Boost options.
sized motorcycle of your design as a bonus action.
EXTRA ATTACK
The vehicle has an AC of 15, hit points equal to
At 15th level, you can attack three times, instead of
half your maximum, and a speed of 60 feet while
twice, when you choose the attack option on your
in combat. During combat, you can attack from
turn.
the seat of the cycle or use it to ram an enemy. To
ram a creature, you must travel a minimum of 15 OMEGA COMBO
feet towards them and can then make a Dexterity At 20th level you have unlocked your absolute
attack roll with proficiency, dealing 2d8 + your maximum potential as a speed henshin. You can
Dexterity modifier damage on a hit. The cycle also overclock your abilities to deliver multiple
takes half the damage dealt by a ram attack. If the Signature Moves in a row. On your turn, whenever
cycle is destroyed it cannot be summoned again you would be able to make an attack, you can
until you have finished a long rest. make the attack a Signature Move, ignoring the
normal limits of that ability. Once you have used
While travelling, the motorcycle can travel up
this feature, you must finish a long rest before you
to 60 miles in an hour at a fast pace and over flat
can use it again.
or paved terrain. If on treacherous surfaces, such
as snow or forests, this is reduced by half. The
cycle can travel a maximum of 600 miles (30 in
rough terrain) in a day before its power is
expended. This cycle has multiple readouts that
include remaining energy, speed, and a simple
map of the area within 1 mile of you. It also has a
basic on-board AI that has access to all of the
cycle’s abilities and skills. It can move and act on
your turn but must be instructed with a bonus
action to do so.
Once you summon this cycle, you must finish a
short rest before you can summon it again.

BEAST DRIVE
At 7th level, you’ve learned to augment your suit
with battle data from the Henshin Network. Choose
one Movement, Sense, Special Trait (except
spellcasting or psionics), Attack, or Reaction from a
beast with a CR of 1 or lower. The ability is loaded
into an external media item, such as a drive, coin,
or chip. You can use a bonus action to combine the
item with your Recaster, gaining the power to use
the beast’s ability for the next minute. If the ability
you use is not an attack, such as a Sense, you
retain its properties for the duration of the effect.
Your Henshin Armor will morph to allow you to do
actions you could not normally do. You can use
each ability once before finishing a long rest.
You gain access to an additional ability at 11th level,
and one more at 15th level.

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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 background.
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

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 Advanced Construct Improvement, Weapon Shatter Improvement 3 5 4 3 2
11 4 - 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 - 4 9 4 3 3 3 1
18 6 Hologram Type Feature 4 9 4 3 3 3 1
19 6 - 5 10 4 3 3 3 2
20 6 Weapon Burst, Power Up 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) and of the spell's level or higher. You regain all
explorers 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 20th 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. At 10th level
Holo-Weapon. When you use
they can become +2 versions of themselves. They
this action, regardless if you
count as magical weapons for the purposes of
hit the target or not, the
overcoming resistances, if you summon them as a
weapon shatters and is
+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. If a weapon attacks with a critical hit,
it damages the target and then fades away. If the
weapons rolls a critical failure, it misses the target
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 type and give it to another creature. These
Holograms can be created in many different ways. bequeathed sets count as 1 instance of your Holo-
The best holo-knights dedicate their time towards Weapon feature.
perfecting the manipulation of one type of light.
ARMORED CORE
There are masters of holograms who will teach
those who seek them out. More often, a holo-knight At 7th level you have bolstered your armor beyond
begins sliding towards one light path or another by what should be capable. When using your Holo-
simple habit. Armor feature, you can choose to create it as if it
were +1 armor. This increases to the choice of +2
armor at 13th level, and again to +3 armor at 18th
Hard Light level. Additionally, summoning the armor only
A holo-knight who specializes in hard light takes a bonus action and, if you are wearing it, the
constructs is focused on the raw strength their armor lasts for 1 hour.
mind can create. Their combat style is rigid and You can also use 1 instance of you Holo-Armor
harsh. Their constructs lack artistry, choosing form to make a small barrier. Using a bonus action, you
over function; their blocky creations match their create a small fixed barrier, no larger than a 5-foot
straightforward combat style. cube. Any creatures behind the cube have half-
cover. The cube has an AC of 10, 10 hit points, and
STABLE CONSTRUCTION lasts for 1 minute.
At 3rd level you have begun to expand your creation
abilities by reducing the load of each instance. By ARMOR BURST
trimming down on the designs and flair of your At 13th level you gain the ability to rupture your
hologram to their basest functioning forms, you Holo-Armor and send it flying off in a shower of
can double the number of instances you can holographic shards. Using a bonus action, the Holo-
maintain and greatly lengthen their duration. You Armor armor explodes and every hostile creature
can have a total of 4 Holo-Weapon instances and 2 within 15 feet of it must succeed on a Dexterity
Holo-Armor instances active at any time. These saving throw versus your spell save DC or take
constructs last for 10 minutes and can be wielded slashing damage equal to the armor's strength.
by any able creature. You may dismiss them as a You can use this feature a number of times equal
bonus action or by summoning another instance to to your Intelligence modifier (minimum of once)
replace it. before finishing a long rest. Armor of +1 or higher
You can create a set of 6 pieces of non-magical does additional damage equal to the bonus of the
ammunition (such as arrows, bolts, or darts) or 1 armor.
full energy core of any non-magical
ammunition Light Armor Medium Armor Heavy Armor
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 attack, damage, 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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number of times equal to your Intelligence
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 twice before finishing
At 3rd level you can add additional elemental a 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, weapons you
psychic, and thunder. By using a spell slot of 1st create can become +3 weapons and are considered
level or higher, you can choose from these magical for the purposes of overcoming
additional damage types: force, necrotic, and resistances.
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. Additionally, 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
targets. When your weapon shatters, any enemy further) and take 6d6 force damage. You may use
creatures within 5 feet of the target must make a this feature a number of times equal to your
Dexterity saving throw, taking 1d6 slashing damage Intelligence modifier (minimum of once) before
on a failed save or half as much on a successful finishing a long rest.
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

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from reality. The holograms begin to move and You can learn a spell from any spell list. The spell
flow as if they are a natural part of the world. A must be of a level for which you have spell slots.
talented holo-knight in this field may begin to You can learn an additional spell from any spell list
suspect that their holograms have a will of their at 7th level, 13th level, and 18th level.
own.
DOUBLE TEAM
SOLID ILLUSIONS At 13th level you can focus your magic and
When you take this path at 3rd level, you can holograms to create a duplicate of yourself. To use
combine your constructs seamlessly with the this feature, you must use a spell slot of 1st level or
illusions you make. When you use an illusion spell, higher and a bonus action. They have whatever
you can weave your holographic constructs into holo-weapons and holo-armor you were wearing
the magic, making the illusion solid. The illusion when summoned, neither the weapon or armor
will feel real to the touch, down to temperature count against your total possible instances of these
and stray fibers. Creatures attempting to see items. They have 1 hit point, can only attack once
through the illusion make their rolls with per turn (except by using Weapon Shatter), cannot
disadvantage. use magic, and cannot summon new weapons or
The holograms cannot produce sounds, though armor. They share all your other holo-knight
some illusion spells can. The illusion constructs abilities. You are telepathically linked to them and
can carry items appropriate to the illusion. If can command them freely after they are created.
attacking, they use your ability scores but can do a They act on your turn. They cannot move more
maximum of 1 + the appropriate ability score than 300 feet away from you and dissipate after 1
damage. Any damage to the illusion will destroy minute.
the holograms inside but will leave the illusion At 18th level you can create two duplicates,
spell intact. You can only have one instance of this commanding them both freely.
feature active at a time. Any weapons or armor the
illusion is using count against your active instances CONSTRUCT HEALING
for those items. At 18th level the holograms you use in combat
You can use this feature once before finishing a begin to act on their own accord to stem bleeding
long rest. This increases to twice at 7th level, and to and suture small wounds. Unless you are
three times at 18th level. unconscious, you regain hit points equal to your
Intelligence modifier (minimum of 1) at the end of
MOSTLY MAGIC each of your turns when you are not at max health.
When you choose this path at 3rd level, you have
learned to mix illusions and
quantum light to
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 group. The enemies reach for their ears doomed. His teammates have all fallen beside him.
and fall to their knees, leaving them open for her But he will not stop playing, not for the world, not
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, but the music.
cranking 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 a team, ways. Most synth weavers can seem aloof or even
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
Synth Weaver
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. -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 1 2 4 2
Hype
2nd 2 Short Recital 2 2 5 3
3rd 2 Beat Style 3 2 6 4 2
4th 2 Power Up 4 3 7 4 3
5th 3 Raised Roof 6 3 8 4 3 2
6th 3 Beat Style Feature 7 3 9 4 3 3
7th 3 8 3 10 4 3 3 1
8th 3 Power Up 9 3 11 4 3 3 2
9th 4 10 3 12 4 3 3 3 1
10th 4 Raised Roof, Spell Bequeath 12 4 14 4 3 3 3 2
11th 4 13 4 15 4 3 3 3 2 1
12th 4 Beat Style Feature, Power Up 14 4 15 4 3 3 3 2 1
13th 5 15 4 16 4 3 3 3 2 1 1
14th 5 Spell Bequeath Improvement 16 4 18 4 3 3 3 2 1 1
15th 5 Raised Roof 18 4 19 4 3 3 3 2 1 1 1
16th 5 Beat Style Feature, Power Up 19 4 19 4 3 3 3 2 1 1 1
17th 6 20 4 20 4 3 3 3 2 1 1 1 1
18th 6 Spell Bequeath Improvement 21 4 22 4 3 3 3 3 1 1 1 1
19th 6 Beat Style Feature, Power Up 22 4 22 4 3 3 3 3 2 1 1 1
20th 6 Raised Roof, Kinetic Charger 24 4 22 4 3 3 3 3 2 2 1 1

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• (a) two daggers, (a) 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
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 before they know the result. Once the Hype point
table shows when you learn more synth weaver set is used, they are lost. A creature can have only
spells of your choice. Each of these spells must be one set of Hype points and the set cannot be
of a level for which you have spell slots, as shown changed once it is given.
on the table. For instance, when you reach 3rd level You can use this feature a number of times
in this class, you can learn one new spell of 1st or equal to your Charisma modifier (a minimum of
2nd level. once). You regain any expended uses once you
finish a long rest. Your Hype points increase as you
Additionally, when you gain a level in this class, gain levels in this class, as shown by the Hype
you can choose one of the synth weaver spells you Points 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

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

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PASSIVE MELODY creature. You can target yourself with this feature
When you reach 12th level, you gain a background 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 of this saving throw 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 x 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 x 3. The Hype point
cost of this feature correlates to the size of the

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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 use your Hype points to
shields, your AC equals 10 + your Dexterity 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 park 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 die in the process.
BOOSTER BEAT-DOWN The temporary hit points last a number of rounds
When you choose this style at 3rd level, you can tap 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 d6, if the numbers rolled match, then the ally’s
BONUS HYPE attack is considered a critical hit. You can use this
Because of your passive harmony with the Beat, feature a number of times equal to your Charisma
you can recognize rhythms of extra strength. At 6th modifier (minimum of once) before finishing a long
level you gain an additional Hype point. This rest. The die used to sync your rhythm changes to
happens again at 12th level, 16th level, and once a to a d4 at 12th level and is automatic at 16th level.
more at 19th level. You cannot target yourself with this action. If
you target an unwilling creature, they must make a
Charisma saving throw versus your spell save DC.
The effect does not take place if they save, 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
hype point each. 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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HYPE WAVE turn. At 6th level you only fall prone and cannot
At 12th level you can choose to grant Hype points to take actions or reactions until the start of your next
assist more than one ally at a time. When using turn. At 12th level, you simply fall prone.
synth weaver Hype, you can choose up to two allies While dancing, you can make attacks with any
to receive the Hype points simultaneously. The weapon you are proficient with or with unarmed
chosen creatures must gain Hype points equally, strikes. At 12th level you can attack twice with
draining you an equal amount of Hype points for proficient weapons or unarmed strikes using this
each creature. This feature takes an action. action.
At 16th level this increases to up to three allies
and three uses. At 19th level this increases to up to
five allies and five uses. You can only target as
many allies as you have uses of Synth Weaver
Hype for and that your points permit.

Beat Breaker
Beat breakers reject the Beat of the World and
supplant their own rhythms into the world. 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, but 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.
This includes attacks made with the Breakdancing
Beat-Down feature.

BREAKDANCING BEAT-DOWN
When you choose this style at 3rd level, you can use
a bonus action to begin an aggressive and skillful
dance to attack enemies around you. This dance
activates all of your body and sends you into an
unpredictable spiral of defenses and feints until the
start of your next turn. No opportunity or flanking
attacks can be made against you with advantage
while using the feature. However, if any attack rolls
you make while using this feature are a 1, you fall
prone and are stunned until the start of your next

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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, psychic, or thunder. When you
failed one. You can use this feature after making a reach 16th level, you are immune rather than
saving throw but before you know the result. resistant to the damage type. At 19th level, you can
At 12th level you can use Hype points equal to 2 choose two damage types, instead of one.
x the level the spell is cast at to completely
disperse the spell, negating all damage and effects TAKE BACKS
to yourself. At 12th level, you can force the Beat into breaking
At 19th level you can use Hype points equal to 3 into more usable chunks. You regain 1 Hype point
x the level the spell was cast at to blast a spell for every three you expend or give to an ally.
back at the caster. The caster then must make a
Dexterity saving throw against your spell save DC, DIRTY DANCING
taking the full damage on a failed save or half as At 16th level, you can end your dancing with a
much on a successful one. powerful flourish. If you use Breakdancing Beat-
You can use this feature a number of times Down, you can use a reaction to cast any spell, with
equal to your Dexterity modifier (minimum of a 1 action, bonus action, or reaction casting time,
once) before finishing a long rest. immediately after the attack by expending a spell
slot and Hype points equal to the level the spell is
EXTRA BOP cast at. You may not cast spells above their original
At 6th level, you can take advantage of the spell level by using this feature.
momentum the Beat grants you to make one last
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.
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 savages, 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,
you Rage changes in some key ways.
Tapping into the Beat changes 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 you allies and grants a bonus to harmonious echoes of melodious powers greater
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 a 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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TO 11
Metal Genre Spells At 6th level, you have begun to push your magic
Metal Cantrip Unlocked at Unlocked Unlocked at beyond what should be possible. When you cast a
Genre 3rd Level at 6th Level 14th Level
spell, you can cast it as if you had used a spell slot
Death Poison False Life Grasping Raise Dead 1 level higher than the spell requires without
Spray Graves expending the higher spell slot. You can use this
Doom Air Burning Fireball Banishment feature a number of times equal to your Charisma
Guitar Hands modifier (minimum of once) before finishing a long
Folk Poison Animal Plant Insect rest. You cannot use this feature to add an
Spray Friendship Growth Plague additional spell level to a spell if you are already
Hair Jazz Charm Major Animate casting a spell higher than its required level.
Hands Person Image Objects For example, you cast Cure Wounds using this
Power Sacred Enhance Remove Reincarnate feature, boosting it in power as if it were cast with a
Flame Ability Curse 2nd level spell slot. A 1st level spell slot is expended
Progressive Minor Warped Magic Polymorph in the process. However, if you intended to cast it
Illusion Weapons Circle with a 3rd level spell slot, you could not use this
Thrash True Blur Haste Freedom of feature to boost it to the power of a 4th level spell.
Strike Movement
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 attack roll.
Cleric Level Spells 3 An enemy creature has Vicious Mockery cast on them.
1st
Charm Person, Hilwel’s Scream 4 An enemy has Crank Caller cast on them.
3 rd
Mirror Image, Party Ball 5 Bless is cast, targeting you and two allied creatures.
5 th
Awestruck, Chrome Sheen 6 An ethereal object is thrown from the crowd (like a chair or
bottle), striking an enemy creature for 2d6 force damage.
7th Hallucinatory Terrain, Mind Blow
7 An allied creature is given advantage on their next saving
9 th
Copy Smite, Modify Memory
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 an 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.
You can use this feature once before finishing a
long rest. At 6th level this increases to twice before
finishing a long rest, and at 17th level this increases
to three times before finishing a long rest.

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STUNT DOUBLE damaging spells simply fizzle out and/or damaging
At 6th level, you deity has crafted a dummy version spell damage is reduced by half, before applying
of you to assist in more dangerous scenes. As a vulnerabilities or resistances. This feature cannot
reaction, you can call on this dummy to instantly be used more than two times for a single spell’s
replace you until the start of your next turn. The initial casting. You can use this feature a number of
dummy is held in a special pocket dimension, times equal to your Charisma modifier (minimum
where you reside when your bodies are swapped. of once) before finishing a long rest.
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
its hit points are reduced to 0, or 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 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 feature
twice for the same initial casting
can sometimes backfire. You make
the Charisma check with
disadvantage and, on a failure, you
become the target for the spell. If you
succeed on the spell’s saving throw, non-

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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 Wild Shape form.
creature’s combined CR cannot exceed your CR
• The movement speeds of either creatures
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.
You use these stats while you are in your
Druid Level 2 6 10 14
Wild Shape form. As normal, you retain
Combined CR Max 1 2 4 6
your Intelligence, Wisdom, and Charisma
Sample Creature CR Max 1 2 3 4
scores.
Individual Creature CR Max 2 3 4 5
• You may use the highest saving throw and
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
Druids of this circle are constantly searching for
COMPRESSION
ways to improve their own bodies. They do this by
permanently changing aspects of themselves to At 14th level, you may choose large sized beasts or
that of a beast or monstrosity. They may choose monstrosities to use for your Wild Shape or
eagle’s eyes, ape’s arms, panther’s claws, or any Cut/Paste features. If you combine a large sized
number of physical traits to imbue themselves creature with another creature of medium size or
with. smaller, the size of your Wild Shape form is shrunk
When you choose this circle at 2nd level, choose to medium size. This only affects your size, not the
one movement, skill, sense, action, reaction, or damage or abilities the creature naturally
limited use ability (excepting psionics, spellcasting, possesses. If you choose a large sized creature’s
and miltiattack) from any creature you can change ability for your Cut/Paste feature, the body part is
into with Wild Shape. You gain the ability that you reduced to your natural size but suffers no other
choose and whatever physical attributes you would effects.
need to use that ability, such as wings, horns, or
claws. If you choose an attack, you substitute your
attack and damage modifiers for those of the
creature when using that attack. If you choose a
movement ability, your new movement ability
speed cannot exceed your base movement speed,
even if the creature’s physical properties allow it to
move faster than you. If you choose an ability with
limited uses, you must finish a long rest before
recharging your expended uses, even if the ability
normally recharges with a die roll.
You can choose another movement, skill, sense,
action, reaction, or limited use ability at 6th, 10th,
and 14th level in this class.

ENHANCED DECAY
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
1d6 Necrotic damage, per level of the spell slot
expended, to a single attack. This attack also inflicts
corruption against the target, forcing a saving
throw against corruption. If the spell slot used is 4 th
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 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.

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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 from a prone position without consuming any be used. You add your Wrestling Ability modifier to
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 and grappled.
your opponent. This attack deals 1d8 bludgeoning
Alternatively, if the target is within 5 feet of a wall
damage. Additionally, they must succeed on a
or barrier, you can forgo the saving throw and
Constitution saving throw or lose the ability to use crush them against the wall, dealing an additional
reactions until the start of their next turn. 1d6 bludgeoning 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 you 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, pinning the target with a bonus
Constitution saving throw or have their movement 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 you 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 making up for the size difference
deals 3d8 bludgeoning damage. Additionally, the and impossible nature of this feat. Additionally,
target must succeed on a Constitution saving your training in life’s arena has made you
throw or be stunned until the start of their next fearsomely stable. You have advantage on saving
turn. throws 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
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 THE STUFF OF LEGEND


and damage rolls made with unarmed attacks,
At 18th level, you are no long bound by the limits of
grapples, wrestling moves, and improvised
the words possible or impossible. When using
weapons and those attacks are considered magical
wresting moves, you can attack creatures of
for the purposes of overcoming resistances. This
gargantuan size or smaller. You also have
represents both your fans adoration or ire and
advantage on saving throws that use your
your growing connection to the spiritual wrestling
Wrestling ability modifier.
plane.
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. In an instant, you received a lifetime of choice; this weapon can count as a monk weapon
martial arts training and mutated into a being of if you choose.
refined fury-fu. You became no mere monk; you
became Master of Fury-Fu. FURY-FU SPIRIT BOONS
When you were visited by your fury-fu spirit at
3rd level, you became intertwined with its power.
FURY-FU SPIRIT Choose from the fury-fu spirit below. Each spirit
The type of fury-fu spirit that has bonded you is gives you a passive boon and an active boon.
important to your character’s physical and Active boons cost ki points to use while passive
metaphysical abilities. The fury-fu spirit may guide boons can be used with no cost or are constantly
you through dreams and visions. It may ask you to active. This is just a few of the fury-fu spirits that
complete certain tasks, threatening to take away could exist, work with your GM to determine if
its magical boons if you disobey. It may even there are more available.
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 grant Passive Boon: You gain advantage on Initiative
an ally within 5 feet of you advantage on a single rolls.
ranged attack roll they are making. Active Boon: When you take the attack action
Active Boon: You can blast laser bolts from your on your turn, you can bolster an attack with
kicks and punches using 1 ki point. Anytime you poison energy. For each 3 ki points spent, you can
would be able to make an unarmed strike, you can add poison damage equal to an unarmed strike
instead attack with this bolt. This is a ranged damage dice to each attack you make.
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 brutality are their
BEE 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
attacks an ally you attacked on the same round; and unarmed strikes are considered critical hits on
you can use your reaction to grant them a 18 - 20.
advantage on the attack roll. You can use this Active Boon: If a creature hits you with a melee
feature a number of times equal to your Wisdom attack, you can spend 2 ki points and use your
modifier (minimum of once) before finishing a reaction to make a single unarmed strike against
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 to 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 laser can’t overwhelm your opponent, you can outthink
vision), you can use 1 ki point and a bonus action them.
to make an additional attack with the same Passive Boon: You can take the Disengage or
weapon. This cannot be used with a weapon that Hide action as a bonus action on each of your
has the 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 have 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
between reflective surfaces within 60 feet of each This dinosaur represents slow patience and
other, that you can see, instantly 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 but unyielding, pressing forward with
insatiable, relentless hunger.
Passive Boon: You have +1 on Death Saving
Throws and can change a single failed 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 12 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 those targets. You can use this feature a
In addition, when you reach this level, you no
number of times equal to your Wisdom modifier
longer need to breathe air.
(minimum of once) before finishing a long rest.

CELLULINESIS BLINDING FURY


By 17th level, you’ve become a master of combat
At 6th level, you’ve magically adapted some ideas
and can put yourself in a trancelike pose, allowing
from the advanced technology around you. By
you to attack faster than the eye can see. When
touching and concentrating on a willing creature
you take the attack action, you can spend 3 ki
for 1 minute, you can memorize their brainwave
points and a bonus action to activate this ability
pattern and create a telekinetic link between both
and make a hyper speed melee attack against a
your minds. You can then spend 2 ki points to
target within 15 feet of you. You can then spend
speak telepathically with them for up to 1 minute.
another 3 ki points to make an additional melee
If they are on another plane of existence or in
attack against a different target within the same
another time, the cost is an additional 2 ki points.
range. You can continue to make these attacks as
If they cannot be reached, by too few ki points
long as you have the required ki points and do not
being spent or otherwise, you simply hear a dull
attack the same target twice on your turn. The
tone for 3 seconds. You can have up to 5 creature
targets all must be within 15 feet of the location
imprints memorized at a time. Multiple creatures
you were when you started this ability. There is no
can be in a single telepathic conversation this way,
limit to the number of attacks you can make in a
so long as you have used the required ki for
turn using this feature, so long as each attack
connecting each one.
follows the other rules for this ability, but once
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 just as powerless as the common
vengeance, conforming to the ideals of an out of folk.
touch ancient; why should a paladin’s path be so
stuffy?! It shouldn’t and you’re going to make sure SWEET STREAKS
of that. Fame, fortune, and fantastic beasts, that’s
By taking the Oath of Awesome, you are pledging
where you draw your power from. The more
to be the coolest person you can possibly be. Your
admired you are, the higher your winning streak,
success is built upon smaller successes and your
the stronger your powers become! Can you draw
power comes from your seeming inability to fail.
the raw powers of a paladin with only ego and
Each time you roll a successful ability check, attack
avarice? You bet you can! Just be careful, because
roll, or saving throw, you move up one rank on the
once you reach the top, it’s a long way to the
Sweet Streak table. As you gain levels in this class,
bottom.
you unlock higher possibilities on the table. Each
TENETS OF AWESOME action must be unique, meaning you cannot collect
a high streak by successfully dancing in place over
Savor the Limelight. Many look up to you (or will and over (though you can attempt to start your
eventually). The example you set will far outlive day and streak with a joyful jig). If you fail any of
you, make sure you leave a lasting impression. these rolls, your streak is reset to 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 during
Entertain the Masses. This world is full of too a short rest.
many harsh realities. It’s your job to give the people Bonuses that effect the same thing are not
stories and celebrations they will talk about for cumulative. For example, have a streak of 8 will not
years. grant you +4 to all damage rolls, only +3.
Embrace your Ego. Critics, monsters, and self-
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 change the next failed ability check, attack roll, or saving throw into a successful one, 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.

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16 You have +2 to attack rolls and +4 to damage rolls for the duration of your streak.
17 You gain +2 temporary hit points for this success and each one after (to a maximum of 20 temporary hit
points). These temporary hit points vanish if your streak is broken.

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.

the creature fails the saving throw, it is turned for 1


CHANNEL DIVINITY minute or until it takes damage. A creature that
When you take this oath at 3rd level, you gain the succeeds becomes enraged by you and will
following two Channel Divinity options. prioritize you as a target.
Turn Uncool. As an action, you present your A turned creature must spend its turns trying to
holy symbol and shout harsh words that strike the move as far away from you as it can, and it can’t
center of a creature’s ego. This Channel Divinity willingly move to a space within 30 feet of you. It
option effects creatures with a Charisma score also can’t take reactions. For its action, it can only
equal to or less than 10 + your proficiency bonus. use the Dash action or try to escape from an effect
Any of those creatures within 30 feet, that can see that prevents it from moving. If there is nowhere to
or hear you, must make a Wisdom saving throw. If move, the creature can use the dodge action.

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Wingman. As an action, you can use your
Channel Divinity to impress your awesome abilities RANGER: DREAM CHAMPION
onto an ally. Choose a willing, allied creature you
can see within 30 feet. For the next minute, they There are many battlegrounds across the
gain the same bonuses or penalties from your multiverse, but one remains a constant through
Sweet Streak or Losing Streak that you have. They them all, the Dream Plane. A realm comprised of a
cannot affect the streak and lose this benefit if mixture of wild imagination, incomprehensible
they move more than 30 feet away from you, fall logic, and unspeakable terrors; it is a constant
unconscious, or roll a 1 on an ability check, attack presence wherever there are creatures dreaming.
roll, or saving throw. This is your chosen battlefield, the realm to which
you pay homage. In a multiverse of impossible
SMOOTH RECOVERY worlds, there is still nothing that compares to the
vast wilds that await you in the dreams of one
At 7th level, you can fudge a failure to make it seem
creature, much less the collective from which you
like you intended to do it that way, saving face and
draw your energy. But for all its wonder, there are
your streak. If you fail a roll and would lose your
dark evils that claw at the edges of everything. If
streak, you can use a bonus action to reroll. If the
you can travel from the waking world to the
new roll would have succeeded, you keep your
sleeping, what other things might sneak in with
streak but are still unsuccessful in whatever you
your shadows?
were attempting to do. However, if the second dice
roll is a 20, you do succeed, though the success MIND STRIDE
will happen in an unconventional way. You can use
this feature a number of times equal to your At 3rd level you have begun to tap into the Plane of
Charisma modifier (minimum of once) before Dreams and can briefly move in and out of it. You
finishing a long rest. can use your movement to warp between allied
creatures within 60 feet of each other. You must
BEAUTY SLEEP first spend 1 hour presiding over the ally as they
dream, memorizing their dream signals. You can
At 15th level, you come back from long rests
attune to a number of allied creatures equal to
already a shining example of success. Whenever
your proficiency bonus. You can willingly forget
you finish a long rest, you start on the Sweet
another creature and learn another’s patterns by
Streak table at a number equal to your Charisma
the same process. The distance increases to 120
modifier. When you reach 20th level, the number is
feet at 7th level, 10 miles at 11th level, and anywhere
equal to your Charisma modifier and proficiency
on the same plane at 15th level. You can use this
bonus combined.
feature once before finishing a long rest.
BORN WINNER Additionally, you gain Dreams as another type
of your favored terrain.
By 20th level, you have forgotten what failure even
looks like. You no longer have to roll on the Losing SUPER SLEEP
Streak table, even if you roll a 1. Additionally, you
At 3rd level, you can try to pull others to sleep with
can add your Charisma modifier to any ability
you. As an action, you can cast the Sleep spell
check, attack roll, or saving throw. You can add this
without expending a spell slot. Doing so renders
modifier even if the related roll already has an
you unconscious until the start of your next turn.
ability modifier attributed to it, unless it already
You can choose to extend the duration of your
uses the Charisma modifier. You can add the
unconsciousness when you use this feature to a
modifier a number of times equal to your Charisma
number of turns equal to your Wisdom modifier
modifier (minimum of once) before finishing a long
(minimum of one). The level the Sleep spell is cast
rest.
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 finishing
DREAMING DANCE
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, or if you
(minimum of once) before finishing a short or long are at 0 hit points and regain any. This effect is
rest. considered a short rest if you stay in this state for 1
minute and are not at 0 hit points when it ends.
LUCID BATTLEGROUND 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-SIGILS
ROGUE: ETHER VANDAL
The following is a list of effects the G-sigils can
Ether Vandals are a unique type of rogue, typically have. You may only have 5 G-Sigils active at a time,
drawn in by the desire for freedom of expression with the oldest one becoming inert if you create a
and youthful rebellion. They can tap into the magic new one. If tagging an unwilling creature, you must
around them through their art and bombastic flair, make an attack roll using your Dexterity; you are
giving them abilities unlike other rogues. Their proficient with the attack. The G-Sigils are only
abilities are often disruptive to more orderly ideals, effective for 1 minute, losing any magical
putting them at odds with most symbols of properties after that time. You can use your action
authority. 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
MAGICAL GRAFFITI saving throw to resist
When you choose this archetype at 3rd level, you
gain proficiency with painter’s supplies. You also G-Sigil save DC = 8 + your Dexterity modifier + your
gain the ability to magically project paint from proficiency bonus.
places like the palm of your hands, fingertips, nose,
or other extremity of your choice and can use it to E-vayd: Tag a creature to grant advantage or
create unique art. The paint can be projected up to impose disadvantage on their next saving throw.
5 feet and allows you to quickly create small Ar-mail: Tag a creature to increase or decrease
magical runes, called G-Sigils, to use in combat or its AC by 1. There is no cumulative bonus to
mix into your regular art. multiple instances of this tag on a single creature.
Re:gen: Tag a creature to boost its healing,
GRAFFITI BURST healing it by 1 hit point at the start of its turn,
At 3rd level, you can weave terrible destructive unless it drops to 0 hit points. This tag can be used
magic into your art. Using your action, you can multiple times on the same creature, to a
create a work of art that is a max of 5 feet by 5 cumulative healing of 3 per turn though the effect
feet. For the next 12 hours, you can mentally will end for all instances of the tag once the first
command the art to activate, setting off a 30-foot tag loses its effect.
explosion centered on the art, forcing a Dexterity Exe-plode: Tag a spot and cause a 15-foot
save on all creatures within the area. The explosion explosion by shouting the command word any time
deals elemental damage equal to that of a Sneak within the duration. All creatures within range must
Attack + 2d6 on a failed save, or half as much on a make a Dexterity saving throw, taking 2d4+ your
successful one. The damage types can be fire, Dexterity modifier fire damage on a failed save, or
force, lightning, or thunder and are chosen when half as much on a successful one.
the art is created. It deals double damage to Re:sistor: Tag a creature to cause it to become
objects and structures which automatically fail the resistant or vulnerable to any one type of damage.
save. You can use this feature once before finishing If they are immune they can only become resistant.
a long rest. If they are resistant, they can become immune or
lose their resistance. If they are vulnerable you can
only make them non-vulnerable.
S10w: Tag a creature to reduce its movement
speed by half.
H0ld: Cause an inanimate object, no greater
than a 5-foot cube, to become immovable for the
duration of the G-Sigil.
Can-tr0p3n3r: You can cast a single cantrip
from the Wizard spell list. You know a number of
cantrips equal to your proficiency bonus. You can
spray this sigil on a fixed surface or on a creature,
activating the spell in whatever way it is required in
this way. Tagged creatures make any saving throws
against these cantrips with disadvantage. If a spell
requires a spell attack roll, the tag can count as

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

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

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for a hand, any extremity you may make an save DC and spell attack modifier. You can use a
unarmed strike with can be projected, though they number of sorcery points equal to half your level
can only be used to attack if summoned in this (rounded down) with this feature before finishing a
way. short or long rest.
Additionally, if you use at least 4 sorcery points,
POWER STRIKE you can attack twice with an unarmed strike
The massive energy you command causes your instead of once for the duration of this effect.
unarmed strikes to deal 1d4+ your Strength
modifier bludgeoning damage. This increases to STRENGTH RECYCLE
1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th At 18th level you strike so hard, you can punch the
level. You can spend 1 sorcery point to make the magic energy out of your foes and steal it. Each
unarmed strike considered magical for the purpose time you land a successful unarmed
of overcoming resistances. strike, including with the Cast Fist
Additionally, you can spend a total of 2 sorcery feature, you regain 1 sorcery
points to add a dice equal to your unarmed strike point. Critical hits regain 1d4+1
from the following damage types: acid, cold, fire, sorcery points, reflecting the
lightning, force, or thunder. somewhat unstable nature
of your power.
MIGHTY MAGIC
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

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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. If your new form’s hit points
creature is killed, you can copy their essence in a are reduced to 0, this feature ends. Once this
gem worth a minimum of 50 gp. The creature feature ends, your copied body and equipment
must have died within the last hour and you must slides off as a fine ash and you regain your
spend one uninterrupted minute performing this previous form, as it was right before you used this
hiring process. The target creature must make a 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 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 PUNCH THROUGH
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 an 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 6 th, 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. 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 (minimum of once) when using this feature. If you miss any target, you
modifier 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
vulnerability or resistance. You roll damage once
for all targets, though their individual resistance or
vulnerabilities still apply. You can use this feature a
number of times equal to your Intelligence
(minimum of once) modifier 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 may
world? 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
6 It’s not technically cannibalism if I’m not really ahead of those around you.
one of them.
SUGGESTED CHARACTERISTICS
Heels used to be 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

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story now.
Heels can find the transition difficult and make d6 Bond
many mistakes along the way, some going into 1 I am on the run from a former master who seeks
deep depressions when they slip into evil habits. to destroy me.
Others consider it all a learning experience and 2 I always looked up to the heroes and style my
keep moving on. Still others are unrepentantly and actions after my favorite one.
blatantly evil; having trouble understanding why 3 I am greatly indebted to a family member who
they’re always so reviled. never lost faith in me.
4 My otherworldly patron keeps tempting me to go
d8 Personality Trait back to my old ways. I do everything I can to
1 We should probably hear out our enemies, who silence them.
knows what they’re going through. 5 I left my bad life behind to try and impress
2 I’m confused about my place in the world and am someone I am infatuated with.
looking for guidance. 6 My terrible actions caused the death of someone
3 I apologize to everyone I meet, even those who close to me.
have no idea of my shady past.
4 I am extremely literal and have trouble d6 Flaw
understanding anything beyond cold logic.
1 I’m still very, very evil.
5 A little light thievery never hurt anybody.
2 Even when I try to do good, my sinister
6 After being an evil henchman for so long, I’m not appearance and mannerisms make me hard to
certain how to make decisions for myself. trust.
7 I am constantly looking over my shoulder for 3 I’ve held my true past a secret and I will do
enemies from my past. anything to keep it that way.
8 I need someone to acknowledge all these good 4 A little murder never hurt anybody.
deeds I keep doing, otherwise I might stop.
5 I am intensely jealous of heroes more popular
than me.
d6 Ideal 6 I refuse to give others a second chance, despite
1 Tommy. My dark side faded away when I gave up my own background.
my past life. (Good)
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 Zena. 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 death, or magic, or any magical and mundane potions and poisons. You
number of other improbable concepts. Your life’s can delay their effects, make the effects subtler,
work has led up to this point and if you could just subdue the effects without changing the
make one more breakthrough, then you will have appearance, change the color or consistency, or
finished your research and can stop. But you know even sometimes increase the effectiveness (to a
it won’t end there, you’ll never be satisfied with maximum of one corresponding dice). Changing a
completing your work. There is so much more potion requires at least one hour of concentrated
research to be done, so much more for you to work and uses a great deal of your alchemist’s
discover, so many more rules for you to break. So, supplies. More powerful potions or poisons may
let the fools think you’re insane, let the ignorant require more time or more expense. Work with
enjoy their small lives and small minds; it’s not as your GM to determine the limits of your ability and
though you could ever be content with that what it will take for you to be able to work on
anyway. Ignorance is bliss and you’re downright stronger potions or poisons.
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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Colin Prime (Order #35367621)
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 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 always paid reasonably for the to be the one that does it. (Evil)
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 is the best way 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.

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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, b- cartographer’s tools
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
life just to study the habits of one slept, 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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Colin Prime (Order #35367621)
from the rest of its kind. You know the general comparing civilized life to that of the monsters.
daily, weekly, and yearly patterns of animals you 8 I’m really just using this as an excuse to hunt
study. You can give this information away freely, down the most exotic monsters for sport.
but good monster data does fetch a high price in
the right circles. d6 Ideal

VARIANT FEATURE: TRAINER 1 Beastly. To understand the monster, I must act


like the monster. (Chaos)
You are so adept with monsters that even terribly
2 Master. To train them is my cause. (Any)
aggressive ones may hesitate to attack you. If you
3 Circle of Life. There is order to everything, even
can befriend one, through force, magic, or
monsters. We only need to understand the
compassion, it can eventually become a loyal ally.
patterns. (Law)
When this happens, you can spend a week with the
4 Godsend. I need to know as much as I can about
creature teaching it new tricks and abilities. This
this monster to stem the rampant death they
could be focusing their latent abilities or teaching
cause. (Good)
them wholly new tricks that unlock power they
5 Monstrosity. Once I understand everything about
never knew they had. As long as the creature is
these beasts, it should be a simple matter to
under your command, it can use these specialty improve upon their design and bend them to my
moves as much as its power allows. Generally, a will. (Evil)
monster can only be taught around four of these
6 Publisher. Information is the only true form of
new moves and will forget one if you teach it a currency and power. (Any)
fifth. If you set the creature free from your control,
it will lose these abilities over time.
d6 Bond
SUGGESTED CHARACTERISTICS 1 I’m making a game but need to know more about
these creature’s habits to make the rules more
Monsterologists are full of wonder and curiosity
realistic.
about the world around them. They tend to stay
2 I can’t stand to see my research subjects suffer,
out of direct melee with monsters and observe
even if it is the way of nature.
their fighting from a distance. Even in a fight, they
3 My family is constantly fretting over my safety,
relegate the killing to others and take a more
but I tend to forget they exist while researching.
defensive or pacifist approach. They are bookish
and clever, if sometimes a bit knuckleheaded. 4 My hometown is in danger and only I realize these
monsters are to blame.
Finishing their research often takes top priority,
even over their own health and the health of 5 I am well respected within my field but am under
a lot of pressure to keep publishing interesting
others. They are goal oriented and stay focused
data.
when others get lost in thought.
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
found by exploring. 1 Lots of monsters die when I research them. More
than a normal adventuring party kill.
3 I am obsessed with a specific type of monster and
will risk everything to just get close to them. 2 I’ve made up half of the findings in my research.

4 My prestigious upbringing makes me loathe 3 I’ve hired a lot of bodyguards for my work. Unless
getting myself dirty and I’ll complain about it you survive a week or more, I’m not going to
profusely. bother remembering your name.

5 I have no pity for the animals I study. They are 4 My research is more important than my own life
dangerous creatures and if some must die to or the lives of those around me.
understand them, so be it. 5 I tend to squander whatever gold my research
6 I tend to want to revisit my favorite monster dens may bring in.
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.
7 The monsters may have it right. I am constantly

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Colin Prime (Order #35367621)
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 my 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.

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Colin Prime (Order #35367621)
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

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Colin Prime (Order #35367621)
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 anything else.
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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Colin Prime (Order #35367621)
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 perused 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 just 5 I love tagging anything I can with my art or
around an hour of time scoping out an area you symbol.
will know where their patrol routes are, what 6 My words never seem to come out right and it
places are more heavily guarded, and any places of often gets me into trouble.
entrance or exit that would normally be 7 I think I could be someone great, but I am
overlooked. This applies to any kind of humanoid unwilling to put in the effort required.
guard patrols. 8 I don't understand subtlety, nuance, or tact. Say
what you mean or don't bother saying it at all.

179
Colin Prime (Order #35367621)
d6 Ideal
1 Godly. My moral code comes from a higher power.
Their laws are above your own. (Lawful)
2 Ledger. Let it all burn. (Chaos)
3 Without a Cause. I don't need to have a good
reason for anything that I do. (Neutral)
4 Dangerous. I don't care how many people die. If
we want to disrupt the system, then bloodshed is
required. (Evil)
5 Individual. I am going to pave my own path in this
world, even if it kills me. (Any)
6 Saint. True rebellion is in the love we show others.
We can't expect anyone else to be the change we
want to see. (Good)

d6 Bond
1 My family is royalty and I loathe them, even if I
miss them sometimes.
2 My partner was taken away from me by a corrupt
regime. I will avenge them.
3 I can't stand to see my beloved home fall into
such a lowly place and want to restore it to glory.
4 Not enough people care about the children. We
must fight for their future.
5 Art is the best way you can express yourself; the
more disruptive the better.
6 My faith has kept you going this long, now if it
could keep me going just a little longer...

d6 Flaw
1 My plans often take a deadly turn because I don't
plan properly.
2 I misinterpret cosmic signal 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.

180
Colin Prime (Order #35367621)
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
De-Fragger 4d4 x 10 gp collection of pieces of better armor, cobbled
Glitch Hunter 6d4 x 10 gp together for some protection. Raider Armor is used
Henshin 2d4 x 10 gp by elite wastelanders and offers better protection
Holo-Knight 4d4 x 10 gp than the Scavenger’s Armor.
Synth weaver 3d4 x 10 gp
HEAVY ARMOR
Force Field. A thin barrier of light and energy
ARMOR AND SHIELDS surrounds your body. It does not restrict normal
movement but does not allow for complete
Armor in the Retroverse follows the same set of freedom as it has trouble keeping up with
rules for 5E. Like everything it the Retroverse, extremely rapid movements. Quick users may find
armor can come from multiple worlds and many themselves pushing their limbs out of the
adventurers mix and match these items to suit forcefield before it can catch up with them.
their needs. Plasteel RIG. Bulky and restrictive plasteel
layered on a metal frame. It offers great protection
from most attacks and some environmental
effects. I can also compact itself down into a thin
covering on your back or quickly cover your body
from that state.
Riot Gear. Old riot gear that has been adapted to
serve the discerning post-apocalyptic scavenger.
Bulky and clumsy, but nearly unstoppable.

SHIELDS
Riot Shield. A translucent, large, and lightweight
shield. This relic of different times is often found in
the Vector Wilds as it is hard to create from
scratch. It allows the user to keep their eyes on the
battlefield while also protecting themselves.
LIGHT ARMOR Great Shield. A large and unwieldy shield. It
Elastane. This thin fiber offers almost no requires two arms to move but can be set down to
protection from outside forces. It takes a bold allow the user to attack with one hand. While being
persona to even consider wearing this armor. held with one or two hands, the user gains half-
Plasteel Fiber. Designed to integrate into normal cover. Users can place it on their back to gain +1 to
clothing in a fusion of form and function. Nearly all their AC against back attacks.
clothing can have plasteel fiber woven into it, Plasteel Shield. A lightweight and small shield. It
though the process can be costly. can be strapped to a character’s wrist and used
Scavenger Clothing. A mishmash of scraps and while wielding two-handed weapons. It is not as
shreds of better armor. Not especially helpful strong as other shields and has a tendency to
against attacks but great for traveling wastelands break.
with a team of terrifying marauders or hiding from
them.

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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, min of 1. Required Str 13, -2 to all 55 lb.
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.

WEAPONS
Weapons in the Retroverse come from many
different realms. Laser swords, crowbars, blasters,
and many other advanced and not so advanced
weapons make their home in this universe.
Occasionally, a weaponsmith able to repair or
augment these strange weapons can be found, but
this is a rare occurrence.

WEAPON PROPERTIES
Returning. When a weapon is thrown, it will
return to you at the start of your next turn,
provided nothing stops it. If a creature or object
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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Stunning. When a creature is hit by this weapon, damage. If you hit a target with the chainsaw and
they must make a Constitution saving throw, DC 10, then immediately attack the same enemy again on
or have their movement speed reduced by half your turn, with the chainsaw, you have advantage
until the end of their next turn. This effect cannot on the attack.
be doubled. Also, the chainsaw uses fuel, which is
Energy. Weapons with the energy feature have represented by the Energy property. When it runs
a certain amount of shots before they must be out of fuel, it can only be used as an improvised
recharged with a new energy source. Energy cores weapon until the fuel is replaced.
may be rechargeable or may be totally expended Slingshot. The slingshot can use any tiny hard
after one use. The number of shots an energy core object as ammunition. They type of ammunition
can create is denoted beside the property. can change how the damage is dealt. For example,
Reloading an energy core takes an action. In a rock enchanted with electric energy may inflict
addition, you do not add modifiers to the damage lightning damage in addition to the bludgeoning
rolls of these weapons, only to the attack rolls. damage. Additionally, the slingshot can be fired
twice for every use of the attack action.
SPECIAL WEAPONS
Chainsaw. When you attack a creature with the
chainsaw, you do not add any modifiers to the

Name Cost Damage Weight Properties


Simple Melee Weapons
Stun Baton 10 gp 1d4 bludgeoning + 1 2 lb. Light, stunning
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
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 (50)
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
Martial Ranged Weapons
Laser Bow 50 gp 1d8 radiant 2 lb. Ammunition (range 60/300), heavy, two-
handed
Laser Disc 40 gp 1d6 radiant 3 lb. Finesse, thrown, returning
Star Glaive 40 gp 1d8 slashing 5 lb. Thrown, returning
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 (24),
two-handed
Phaser Rifle 125 gp 2d8 radiant 12 lb. Ammunition (range 60/150), energy (50),
heavy, stunning, two-handed

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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 10%.
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 damage.
9 You are vulnerable to fire damage.
10 All the hair on your body glows as if under the effects 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 You become a high priority target for non-corrupted enemies.
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 10%.
27 Your attacks do 1d4 less damage.
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 Your teeth become long and sharp. You can make a bite attack as an action. (1d8+Strength piercing dmg.)
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. 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.

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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 Every time you start combat, the only words you say in the first round are “Cowabunga" or “Geronimo.”
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 360 degrees with no ill effects.
59 You leave dimly glowing footprints behind you. They glow 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.
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 1 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 are convinced you are another species than your actual one.
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 can only eat dirt. Eating any other food poisons you for 24 hours.
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 always brimming with static. You shock every person you touch.
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 must take at least one short rest a day or suffer a level of exhaustion.

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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 +1 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.

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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 +1 on creatures attacking you have -1 to their attack and
the next roll you make. damage rolls 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.

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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. They have advantage on
Deception and Persuasion checks.

PURPLE
The falsity of ego. Purple variants often take on an
WHITE
air of royalty around their kind and believe
The blinding of light. White variants are more
themselves to be superior to those around them.
concerned with victory in numbers than any sense
They will push others into the dirt, stepping on
of combat honor. They can inspire their allies to
whomever they please to reach the top of
reach a higher potential through encouragement or
whatever societal structure they are in. Purple
intimidation. White variants gain the following
variants gain the following traits: +2 to Wisdom.
traits: +2 to their Charisma. They cannot be blinded
They are in possession of double the gold their kind
by bright light but are blind in dim light or less.
usually carries. Either their armor or one weapon
Once per day they can inspire any allies that can
they wield is magical.
hear them within 30 feet with a powerful shout;
RED the allies gain +1 to all ability checks, saving
The hot thrum of anger. Red variants have a short throws, and damage rolls until the start of the
temper and will sometimes attack without white variant's next turn.
provocation. Their rage is nearly impossible to
WIREFRAME
quell, and they will keep their blind fury until they
The incomplete creation. Wireframe variations are
are killed or have killed everyone around them. Red
nothing more than the outlines of a creature. They
variants gain the following traits: +2 to Strength.
have no personality, no desires, only impulsive
Advantage on Athletics checks. Once per day, when
instinct. They will attack on sight and cannot be
they are reduced to 0 hit points but not killed
reasoned with. They retain all the abilities of their
outright, they are instead reduced to 1 hit point.
species and will use all of them, without mercy, to
SPARKLE kill anything that approaches them. Wireframe
The blessing of luck. Sparkle variations seem to variants gain the following traits: The harsh lines of
shine with an inner glimmer, their skin and eyes their construction inflict an additional 1d6 damage
sparkling from some hidden force. They are unlike for every attack they make, including spells and
others of their kind, being regarded as demons or magical effects. They can use their reaction to
angels by those that bore them. Sparkle variants reduce the damage they receive by half, the attack
gain the following traits: +1 to all their stats. They or magic simply passing in between their lines.
have the exact opposite alignment that is normal
YELLOW
to their species. +1 to their AC. +1 to their damage
The fleetness of fear. Yellow variants prefer to
and attack rolls. +1 to any skill they are proficient
avoid direct combat, instead attacking from afar or
in.
leading enemies into traps. They are surprisingly
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 5 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 die again, adding it 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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Colin Prime (Order #35367621)
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
You have become more in tune with your body and natural +2 AC bonus or less (magical bonuses not
they energy that creates it. You gain 4 additional included), gains the following weapon properties:
Hack or Ki points. Finesse, Returning, Range (30/80), Thrown. It deals
1d8 bludgeoning damage on a hit and you are
RESILIENT FRAME
proficient with it. Also, you can don or doff the
You are hardy and difficult to corrupt. shield in the same way you would sheath or
• Increase your Constitution score by 1, to a unsheathe a sword.
maximum of 20
• Add +2 to any Corruption Saving Throws PHASEWALKER
you make. You have the ability to temporarily go out of sync
with this reality, taking the minor benefits of a
FOCUSED BOUNCE
different one.
You’ve mastered the best angles for a quick return • Increase your Intelligence score by 1, to a
of a thrown object. maximum of 20.
• When you throw a weapon with the • When you fail a saving throw against a
returning property it will either (a) come spell or effect, you can use your reaction to
back to you at the end of your turn or (b) slightly shift out of reality, reducing the
allow you to make an attack roll against damage you take from it by half. You may
another target within 15 feet of the first. On do this a number of times equal to your
a hit, the second target takes half the proficiency bonus before finishing a long
damage of the first. rest.
• Increase your Dexterity score by 1, to a
maximum of 20.

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Colin Prime (Order #35367621)
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 and falling damage.
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. 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 roll a
choice. critical failure and regain all expended unlucky
points when you finish a long rest.
BLADED DEFLECTION
Prerequisite: Proficiency with a sword of any size. SPLIT CONCENTRATION
When attacked with a ranged weapon, you can use You have the ability to split your mind, holding onto
your reaction to attempt to deflect the damage. two spells requiring concentration at once. If you
Roll a d20. If the roll is less than the total of the are concentrating on a spell you can cast another
attack roll of the ranged attack, you fail. If it is spell requiring concentration without losing focus
higher than the total of the ranged attack roll, you on the first; maintaining limited concentration on
take half damage from the attack. If the roll is both. Both spells must be cast at their base level
equal to the total of the ranged attack roll, you and the second spell must be a lower level spell
split the projectile in half and take no damage. This than the first. The second spell’s duration, range,
can only be used on non-magical attacks and damage or healing is halved, and saving throws
weaponry. 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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Colin Prime (Order #35367621)
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 20 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 20 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 20 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 20 would not allow you
maximum of 20. to take this feat or gain the extra attunement.
• Once after finishing a long rest, you can use However, if you are attuned to a magical item that
any cliché. boosts any one of these stats to that number, you
can take this feat. If the prerequisite stats are
lowered under 20 for more than 1 hour, you lose
attunement to the most recent magical item. You
can redo the attunement process to the same item
once the stat is restored to 20 or above.

PARALLEL POWER
This feat taps into the instability of the Code,
adding a little extra power to your attacks when
things line up in improbable ways. If you make an
attack or cast a spell that requires you to roll more
than one of the same type of dice for damage, any
of those dice that roll the same number as another
dice as part of that attack or spell can
be rerolled once, with the new roll
being added on top of the total
damage from the original rolls. You
can use this ability a number of times
equal to your proficiency bonus
before finishing a long rest.

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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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
Death Throw Spirit Guardians
Shield of Faith Comprehend Languages
Illusory Armor Tongues Cure Wounds
Sleep
Old Friends Water Walk Detect Magic
Speak with Animals
Wind Wall Healing Word
4TH LEVEL Thunderwave
Awestruck Heroism
Confusion Blood Shot
Brawler’s Spirit Illusory Script
Greater Invisibility Death Throw
Chrome Sheen Jump
Hallucinatory Terrain Hilwhelm Scream
Grasping Graves Longstrider
Phantasmal Killer
Swift Stars Magic Missile
Polymorph Hertz’s Heroic Holler
Wily Step Silent Image
Dream Weaver Paralyzing Wave
Sleep
Fake Trap 2ND LEVEL Temporal Tub
Speak With Animals
Guilty Feet Acid Arrow
4TH LEVEL Thunderwave
Mind Blow Aid
Banishment Unseen Servant
5 LEVEL
TH Animal Messenger Blood Shot
Conjure Woodland
Animate Objects Calm Emotions Bubble Vision
Beings
Conjure Elemental Enhance Ability Concussive Beats
Death Ward
Creation Invisibility Crank Caller
Freedom of Movement
Dream Lesser Restoration Death Throw
Mislead Guardian of Faith Hilwelm’s Scream
Magic Weapon
Seeming Hallucinatory Terrain Rise Up
Misty Step
Danger Zone Ice Storm Swift Stars
Scorching Ray
Ghost Potion Stone Shape
Nightmare Being Spiritual Weapon 2ND LEVEL
Wall of Fire
Suggestion Blindness/Deafness

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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
BASE Old Friends 2ND LEVEL
Animate Robot
Death Throw

CLASSES Paralyzing Wave


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

200
Colin Prime (Order #35367621)
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 WALOCK Groundhog’s bane
Blood Shot
RANGER Moon’s Song
Crank Caller

1ST LEVEL
Death Throw CANTRIPS 7TH LEVEL
Hilwhelm’s Scream Can’t Rip Air Axe
Blood Shot
Redirect Jazz hands
Bubble Vision
Swift Stars Laser Beam 8TH LEVEL
Death Throw -
Warped Weapons Translucent
Highlight
Hilwhelm’s Scream Xarche 9TH LEVEL
1ST LEVEL
Xarche Power Word Fist
2ND LEVEL Blood Shot
Tape Skip
Bravado Buffer Death Throw
2ND LEVEL Unkind Rewind
Ego Boost Memetic Intrusion
Counter Illusion
Elemental Line Redirect WIZARD
Destiny Bond
Heart Container Third Person
Energy Respite Cantrips
Party Ball Xarche
Ether Bees Air Guitar
Screech
Light Blades Can Trip
Sharp Tones
Revval’s Drive-Thru 2ND LEVEL Can’t Rip
Wild Smite
Screech Automatize Cure/Cause Cuts
Wily Step 3RD LEVEL Counter Illusion Jazz Hands
Awestruck Elemental Line Laser Beam
3RD LEVEL
Brawler’s Spirit Ether Bees Minor Missile
Blinding Bomb
Brawlroom Blitz Heart Container Peanut Gallery
Chrome Sheen
Flash Smite Party Ball Quick Mask
Exploding Fruit
Paralyzing Wave Screech Translucent
Old Friends
Whiplash Wily Step

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Colin Prime (Order #35367621)
1ST LEVEL Ego Boost Safeword Nikto 6TH LEVEL
Blood Shot Elemental Line Whiplash Armor Resonator
Bubble Vision Energy Respite Groundhog’s Bane
Concussive Beats 4TH LEVEL Moon’s Song
Ether Bees
Astral Attack
Crank Caller Heart Container S-Smite
Derez
Death Throw Light Blades Wall of Sound
Dream Weaver
End Smite Party Ball
Eclipsed Heart 7TH LEVEL
Fore Smite Revval’s Drive-Thru
Fake Trap Air Axe
Highlight Screech
Guilty Feet Eurythmics
Hilwhelm’s Scream Sharp Tones
Magic Whistle
Memetic Intrusion Wily Step 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
Xarche 5TH LEVEL Power Word Fist
Chrome Sheen
Blood Tracking Tape Skip
2ND LEVEL Death Throes
Danger Zone Unkind Rewind
Animate Robot Exploding Fruit
Firing Squad
Automatize Grasping Graves
Freeze Frame
Bravado Buffer Illusory Armor
Ghost Potion
Counter Illusion Old Friends
Nightmare Being
Destiny Bond Paralyzing Wave
Revval’s Cantina

202
Colin Prime (Order #35367621)
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 spell can speak a grading form of Common.
attack against a target of your choice within 5 feet On each of your turns, you can use a bonus
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 lose you have given it a command, it will continue to
break concentration, you stop playing air guitar and follow those commands until they are complete.
the 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.

203
Colin Prime (Order #35367621)
Archer's Focus defenses fall apart. Any non-magical shields or
armor that the target is wearing pop their seams
5th Level Enchantment
and bindings, falling off the wearer. They are then
Casting Time: 1 action
reduced to an AC of 10 plus any other AC bonuses
Range: Touch
that may apply. If the target has natural armor
Components: V, S
their AC is reduced by 5, to a minimum of 10. This
Duration: 1 minute
does not affect magical armor or spells that
increase the AC of a creature. If a creature has both
Touch a willing creature. For the duration of the
material armor and natural armor, then this spell
spell, when the creature uses a ranged attack, they
effects the material armor only.
can make another ranged attack immediately as a
Any material armor affected by this spell must
bonus action. If the second attack is made against
be repaired to be usable again. Natural armor
the same target as the first, the second attack is
affected by this spell recovers after 1 hour.
made with advantage.

Armor Resonator Astral Attack


4th Level Necromancy
6th Level Transmutation
Casting Time: 1 bonus action
Casting Time: 1 action
Range: Self, Touch
Range: Touch
Components: V, S, M (a clear gem worth 500 gp,
Components: V, S, M (a small diamond)
which the spell consumes)
Duration: Instantaneous
Duration: 1 round

You touch a target, sending high frequency tremors


You quickly and messily eject your astral form,
throughout their armor or body. Make a melee
equipped with ethereal versions of your equipment.
spell attack against a target. On a hit, the target's
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
but lose control of your physical body, which falls
unconscious as you cast the spell.
Any damage you do to other creatures while in
this form is psychic damage. Any damage your
astral form takes is psychic damage as well, your
physical self suffering the damage your astral
form takes. You return to your body at the start of
your next turn or if your physical form is reduced
to 0 hit points. Any attempt to remove your astral
form from your physical body will simply result in
the spell ending and your astral form returning to
its body.
You may cast this spell on a willing creature by
using a full action.

204
Colin Prime (Order #35367621)
Automatize The object is a construct with an AC, attacks,
Strength, and Dexterity determined by its size. The
2nd Level Transmutation (ritual)
object has a Constitution score of 10 and its
Casting Time: 1 action
Intelligence, Wisdom, and Charisma scores are 1. If
Range: Touch
the object takes any damage, the spell ends for it. It
Components: V, S, M (puppet strings)
is incapable of interpreting your commands
Duration: 1 hour
beyond their literal meaning and will simply do
nothing if the commands are too open ended. The
Touch a non-magical inanimate object of Huge size
object has blindsight with a 30-foot radius and is
or smaller, that is not being worn or carried, to
blind beyond that distance. Its speed is 0, unless
imbue it with a simple magical command. The
using the Move command.
command can be no longer than 6 words. Once it
At Higher Levels. When you cast this spell using
has attempted to complete the command, it loses
a spell slot of 3rd level or higher, the duration
the magic and becomes inert again.
doubles for each spell slot used above 2nd.
Attack. The object can make a single attack
against a creature that comes within range. The Awestruck
trigger range is equal to the weapon’s normal 3rd Level Enchantment
range, with ranged weapons unable to make long Casting Time: 1 action
ranged attacks. You can specify the type of Range: Self (30-foot radius)
creature to attack (such as a dragon or human) but Components: S, M (a makeup compact)
not any specific creature. Traditional weapons deal Duration: Instantaneous
their normal damage, with an attack bonus and
damage determined by its size. It becomes inert You strike a stunning pose that blasts the minds of
after making the attack. all creatures in range that lay eyes on you. Each
Open/Close. The object opens or shuts itself, creature that can see you, within range, must make
locking or unlocking after a trigger you decide. It a Wisdom saving throw, taking 1d6 times your
becomes inert after finishing its action. Charisma modifier (minimum of 1) psychic damage
Move. The object gains a fly speed up to 30 feet on a failed save, or half as much on a successful
and can move in a path you determine for it. It can one.
move back and forth along the path in a patrolling At Higher Levels. When you cast this spell with
fashion but cannot change its direction. A creature a spell slot of 5th level or higher, the damage dice is
can stop it by beating it in a Strength contest, changed to a d8. If cast with a 7 th level spell slot or
ending the spell on a success and the object higher, the damage dice is changed to a d10. If cast
continuing its path on a failure. It becomes inert with a 9th level spell slot, the damage dice is
after finishing its path. increased to a d12.
Use. The object sets itself off (such as springing
a trap, making a noise, or switching on a light) Binding Bomb
based on the command trigger you set for it. This 3rd level Enchantment
can be used on a set of tools to have them operate Casting Time: 1 action
as intended (such as a lockpick or wrench), but any Range: 60 feet
skill checks they make to succeed in their task are Components: V, S, M (a damaged floppy disc)
made with disadvantage. After making the ability Duration: Special
check, the tools become inert.
You create a small orb that weighs 1 pound and
Size AC Attack Str Dex lasts 1 minute. When shattered, it releases a cloud
Tiny 13 +3 to hit, 1d4 + 4 12 of binding code. Make a ranged attack or a ranged
1 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, 2d6 8 8 are bound by the code and are paralyzed until the
–1 end of their next turn. On a hit, any creatures within
Large 10 +2 to hit, 2d10 10 6 5 feet of the target must succeed on a Constitution
Huge 8 +3 to hit, 2d12 12 4 saving throw or be paralyzed until the end of their
+1 next turn.

205
Colin Prime (Order #35367621)
Blood Shot Disengage option, retreats from combat, takes
cover, attempts a saving throw for a ranged spell
1st level Evocation
attack, uses non-offensive magic, or any other non-
Casting Time: 1 action
offensive action, the spell ends, and the remaining
Range: Self (15-foot cone)
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 5 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)
Duration: 24 hours Brawlroom Blitz
3rd Level Enchantment
Swallowing one drop or more of a creature’s blood, Casting Time: 1 action
as part of this spell, will allow you to discern their Range: 120 feet
exact location for 24 hours. You need not Components: V, S, M (a broken bottle)
concentrate on this spell and will be aware of a Duration: 1 minute
creature’s location constantly, as long as they are
on the same plane as you. If a creature is on You let out a thunderous shout, infusing a 30-foot
another plane of existence, you will only know cube of space you can see within range with
which plane they are on unless you move to that intense energy. Each creature in the cube gains +1
plane as well. You do not know what surrounds to attack rolls, damage rolls, saving throws, and
them, only their exact position in space. Strength and Dexterity based ability checks for the
duration.
Bravado Buffer
At Higher Levels. When you cast this spell using
2nd Level Abjuration
a spell slot of 5th level or higher, the bonus
Casting Time: 1 action
increases to +2 and increases again by using a
Range: 30 feet
spell slot of 7th level or higher to +3.
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

206
Colin Prime (Order #35367621)
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 or lose 10 feet
You imbue the statuette with a bit of your soul,
of their movement that turn stumbling over it. If
tethering yourself to it for the duration of the spell.
they fail the saving throw by 5 or more, they fall
A thin silvery chord, identical to the ones created
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 1d6 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.

207
Colin Prime (Order #35367621)
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 by 2 (minimum 1). This creature's to copy. For the duration of the spell you
spell can only be used on a creature of Medium can choose to use this copied attack as your action.
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, and spell damage reduction spell but may be an attack with magical effects.
increases by +1 for each spell slot above 3rd. The magic of this spell augments your body in
Additionally, casting this as a 5th level spell allows such a way to make most attacks possible (such as
it to be used on a Large sized creature. Casting at a magical claws or teeth) but the full extent of
7th level allows it to be cast on a Huge sized attacks you can copy is up to your GM.
creature. Casting at a 9th level allows you to cast it If the attack you copy requires a saving throw,
on a Gargantuan sized creature. and you use it against the creature you copied the
move from, that creature makes the saving throw
with advantage.
Concussive Beats
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 1d10
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.
4 level spell slot, the damage increases to 4d10
th
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 9d10 and the target's AC is reduced and any illusion spells of equal or lesser level are
by 3 on a failed save. dispelled.

208
Colin Prime (Order #35367621)
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, then can 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
is cast at or if the creature has a layer higher than
Cure/Cause Cuts the one you are attempting to inflict or remove.
Evocation Cantrip At Higher Levels. When you cast this spell using
Casting Time: 1 action a higher level spell slot, the layer of corruption you
Range: Touch can cause or remove is equal to the level of the
Components: V, S spell slot used.
Duration: Instantaneous

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
long rest. within range. Creatures that enter the cube have
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.

209
Colin Prime (Order #35367621)
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 illusiory 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.

210
Colin Prime (Order #35367621)
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 resistance effects you may have. It is Components: V, S
the same if you are attacked by a damage type Duration: Instantaneous
they are resistant to. Additionally, if they are
attacked by a damage type that you are vulnerable When a creature fails a saving throw, you can give
to, the damage is still split equally, and vice versa. them the encouragement they needed to recover
This spell loses its effect if the target moves 1,000 quickly. Touch a willing creature, they can then
feet or more away from you or moves to another spend a number of their own Hit Dice equal to their
plane after this spell is cast. Charisma modifier instantly to heal.

211
Colin Prime (Order #35367621)
Elemental Line Energy Respite
2 Level Conjuration
nd
2nd Level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self 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 magic 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.

212
Colin Prime (Order #35367621)
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 spells of 3rd When this attack hits it does the normal damage
level or lower as their action. They cannot cast the including any bonuses that may be applied, the
spells with any spell slot higher than 3rd but can after-image weapon then hits immediately after.
cast spells lower than 3rd level, including cantrips, This after image is counted as another successful
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 4nd.

213
Colin Prime (Order #35367621)
Firing Squad Freeze Frame
5 Level Conjuration
th
5th Level Transmutation
Casting Time: 1 action Casting Time: 1 reaction
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 to cause time to stutter around them, pushing
plane. You and your 2 copies all make a ranged their turn in the initiative order behind the next
attack, as your bonus action, against the same creature in the order for this round. They suffer no
target of your choosing. The copies are all wielding other ill effects from this spell and cannot be
the exact same weapon that you are. Once they pushed beyond the last turn in initiative order.
have attacked, they are all whisked back to their Additionally, you can cast this spell as an action on
original plane. your turn, pushing the creature’s initiative to the
At Higher Levels. If you cast this spell using a 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 using
copies increases by 1 for every spell slot used a spell slot of 6th level or higher, they are pushed
above 5th. 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 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
for until the end of their next turn. potions created by this spell are 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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Colin Prime (Order #35367621)
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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Colin Prime (Order #35367621)
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, your ranged
spellcasting modifier. This increases to 8d4 + your attack rolls against the target have +1 to attack and
spellcasting modifier if using a 6 th or 7th level spell damage rolls.
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 the caster, gains advantage on damage increases by 1d8 for each slot level above
one ability check, one attack roll, and one saving 1st.
throw of their choice for the next minute.
Additionally, the caster and each creature that
responds gains 4 temporary hit points 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.

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Colin Prime (Order #35367621)
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. It can pass through other creatures as if they
casting, you can twist this spell to change the were difficult terrain. It cannot pass through
damage type to: cold, lightning, or radiant. magical barriers or lead. Its 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 it came from. It will use every ability to
level. If using a bonus action to change a beam’s ruthlessly attack the target, not stopping until they
damage type, you can choose to have all the are dead. If it is able to kill the target, it will rest
beams be of a different type. You can direct the until the spell ends, not even defending itself from
beams at the same target or at different ones. other attacks. If attacked by other creatures, it will
Make a separate attack roll for each beam.

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Colin Prime (Order #35367621)
not engage unless they are keeping it from Luck Aura
attacking their target. Even then, it will only focus
6th Level Abjuration
on a creature long enough to get back to hunting
Casting Time: 1 action
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 a bonus action. You cannot speak while
throw or you are healed a number of hit points
this spell is active. Make a ranged spell attack,
equal the necrotic damage this spell inflicted.
dealing 2d6 piercing damage on a hit. On your next
Lock Smite turn you can command the arrow to strike another
4th Level Evocation target within 60 feet, or the same target by making
Casting Time: 1 bonus action a 30-foot circle back to the first target. If the arrow
Range: Self is more than 300 feet away from you, the spell
Components: V ends. If your concentration is held on this spell for
Duration: Concentration, up to 1 minute a full minute, the arrow will remain an inert metal
arrow for 24 hours. It deals 2d6 piercing damage
The first time you hit with a melee weapon attack when fired from any bow.
during this spell's duration, your weapon is At Higher Levels. If this spell is cast with an 8th
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. You can command both as
spells, it must succeed on a Wisdom saving throw a bonus action on your turn with a series of sharp
or have 1 of their spell slots locked for the duration whistles.
of the spell. Roll a d4, the number
Memetic Intrusion
rolled is the level of the
1st Level Enchantment
spell slot that is
Casting Time: 1 Action
unusable for the
Range: 30 feet
duration of the
Components: V, S, M (a bottled laugh)
spell.
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
creature must succeed on a Wisdom saving throw
or have the idea, nothing more than a simple image
possibly bound to 10 or less words, become a

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Colin Prime (Order #35367621)
gnawing thought. They may mull over the idea out
Mind Blow
loud, share the thought with others, investigate the
4th level Enchantment
idea, or forcibly ignore its distracting nature. Once a
Casting Time: 1 action
creature has been exposed to one memetic
Range: 5 feet
thought they cannot be affected by the same idea,
Components: V
though variations of the original will still work.
Duration: Instantaneous
If a creature shares the idea with another
creature, the new creature must succeed on a
You get up close to an enemy and whisper a truth
Wisdom saving throw against your spell save DC or
about the uncaring universe that leaves them
be infected with the thought for the remaining
stunned. The target must succeed on an
duration of the spell. Newly infected creatures can
Intelligence saving throw to assimilate the
spread the spell as well, though all effected lose
knowledge without harm. On a failure, they are
interest in the idea once the spell ends.
stunned until the start of their next turn, take 4d6
At Higher Levels. When you cast this spell using
psychic damage, and lose concentration on any
a spell slot of 2nd level or higher, the duration
spells they may have been concentrating on.
doubles for each spell slot above 1st, to a maximum
At Higher Levels. When you cast this spell with
of 1 week.
a spell slot of 5th level or higher, the psychic
damage increases by 1d6 for every spell slot used
above 4th.

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Colin Prime (Order #35367621)
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: 60 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

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Colin Prime (Order #35367621)
Old Friends taking 6d6 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. start 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 nut shell)
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,

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Colin Prime (Order #35367621)
Phantasmal Orchestra From then on, you can copy that face as an illusion
over your own. While this spell is active, any
8th Level Conjuration
creatures you interact with can make an
Casting Time: 1 action
Intelligence saving throw to see through your
Range: 30 feet
illusion. On a failure, you gain +2 to any Persuasion
Components: V, S, M (a conductor's baton)
or Intimidation checks against them, if they are
Duration: Concentration, up to 1 minute
familiar with the face or mask you are copying.
You can only clearly remember a number of faces
Choose a spot within range. A phantasmal
for this spell equal to your Intelligence modifier.
orchestra appears there and begins readying to
play. They are incorporeal and cannot attack or be
attacked. They begin to play a beautiful but brief Redirect
symphony to the beat of the battle, accentuating 1st Level Abjuration
the attacks, dodges, and spells with beautiful Casting Time: 1 Reaction
rhythm and beats. All ally creatures, that are within Range: Special
120 feet of the orchestra and can hear it, gain Components: V, S, M (a mirror shard)
advantage on any melee or spell attack rolls made. Duration: Instantaneous
Additionally, those same allies recover 4d6 hit
points at the beginning of their turns, even if they When you are hit with a damaging spell, you can
are unconscious. use this spell to subtract one of the damage dice of
At Higher Levels. When you cast this spell with the attack and send the energy back at the caster.
a 9th level spell slot your allies gain 6d6 hit points. You must be able to see the caster and must use
Additionally, any enemies within 120 feet of the this spell immediately after being hit by their spell.
orchestra that can hear it make saving throws and The damage dice you subtract is the lowest one the
attack rolls with disadvantage. caster rolled, and you reroll the dice to determine
the damage they take.
At Higher Levels. When you cast this spell with
Power Word Fist
a 2 level spell slot or higher, the damage dice
nd
9th level Conjuration
subtracted and redirected increases by 1 for each
Casting Time: 1 action
spell slot used above 2nd. The damage dice
Range: 30 feet
redirected cannot be more than those used in the
Components: V
initial casting of the spell.
Duration: Instantaneous

You pull forward all the martial powers of the Regen Aura
greatest brawlers through time, creating 12 5th Level Abjuration
ethereal fists. Each fist attacks a creature you can Casting Time: 1 action
see within range, targeting a single creature or Range: Self (30-foot radius)
spreading to multiple targets. Make a ranged spell Components: V
attack for each fist. On a hit, it deals 1d12 + your Duration: Concentration, up to 1 minute
spellcasting modifier force damage. If a fist rolls a
20, it deals 3d12 + your spellcasting modifier force Healing energy radiates from you in an aura with a
damage. If a fist rolls a 1, it simply vanishes without 30-foot radius. Until the spell ends, the spell moves
dealing damage. with you, centered on you. For the duration of the
spell each non-hostile creature that starts their
turn within range (including yourself) regains 1d6
Quick Mask
hit points at the beginning of their turn. If they are
Illusion Cantrip
the same alignment as you, they regain 2d6 hit
Casting Time: 1 action
points instead.
Range: Self
Components: V, S
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.

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Colin Prime (Order #35367621)
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
take 1d10 force damage if they attempt to enter Revving Smite
forcibly. You may not leave by any portal other 1st Level Enchantment
than the one you entered from. The cantina is a Casting Time: 1 bonus action
medium sized establishment, complete with music, Range: Touch
drinking, and gambling. Physical violence is not Components: V
allowed, the patrons all turning on someone who Duration: 1 minute
breaks this rule. Any who might threaten the
sanctity of the cantina are dealt with by the owner Touch a weapon to imbue it with magical energy.
and barkeep, Revval. The weapon does an additional 1d4 force damage
While in the cantina, you may barter with other each time it strikes for the duration of the spell.
patrons for gear, coin, or information. The exact You can cast this spell again, during the duration of
type of patrons you encounter is up to the GM. the first casting, on the same weapon, to add an
When the spell ends, you are thrust out of the door additional 1d4 force damage for each time you cast
you created. Most patrons deem this to be uncouth, this spell on that weapon, to a maximum of 5d4.
choosing the leave before the spell expires. Each time you cast this spell on the same weapon,
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: 10 minutes
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

You create a small window a multidimensional Rise Up


cantina. For the duration, you can order food, drink, 1st Level Evocation
and non-magical equipment (such as armor, tools, Casting Time: 1 reaction
or weapons) from the window for five times the Range: 30 feet
normal cost. The cantina has access to both basic Components: V, S, M (a shiny berry picked at night)
foods and lavish meals, but outlandish requests Duration: instantaneous
may result in the portal being closed prematurely
from inside. Creatures cannot force their way into A creature you can see, who was just damaged, is
the portal, taking 1d10 force damage and being given 2d6 + your spellcasting ability modifier
banned from ordering again if they attempt to do temporary hit points. The hit points last for 1
so. minute. If the creature was knocked prone by the
Any leftovers, containers, utensils, and dishes attack, they are magically lifted upright if there is
turn to ash 1 hour after the spell ends. space to do so.

223
Colin Prime (Order #35367621)
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 are considered a critical hit on a
Duration: 1 hour
19 or 20. Additionally, when you land a critical hit,
your attack deals an additional 3d6 necrotic
You touch a willing create, including yourself, and
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 an
Constitution saving throw or have their AC reduced

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Colin Prime (Order #35367621)
Skin Krwlr die, their liquid body simply ceasing movement
where it is.
4th level Conjuration
Unwilling creatures must succeed on a
Casting Time: 1 action
Constitution saving throw or be liquified. They can
Range: 30 feet
make an additional saving throw at the end of each
Components: V, S, M (a live maggot, which the spell
of their turns, reverting to their normal form on a
consumes)
success.
Duration: Instantaneous

Choosing a creature, that you can see within range, Statberry Jam
you summon a ravenous otherworldly parasite into 2nd Level Abjuration
their body. The target must succeed on a Casting Time: 1 action
Constitution saving throw or be infected with this Range: 60 feet
subdermal leech. The creature can survive inside Components: V, S, M (a pinch of pectin)
the body for 24 hours and outside a body for 1 Duration: 1 minute
minute. As long as the parasite is alive inside the
target’s body, it will leech any healing energy the A creature you can see within range must succeed
target has naturally or any it receives. The target on a Constitution saving throw or have all ability
will gain no healing benefit from rests, potions, checks and saving throws associated with a stat of
magic, or otherwise. Additionally, the parasite will your choice be made with disadvantage for the
leech 1 hit points from the target for every round it duration. The creature can repeat the saving throw
is in the body. 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).
Swift Stars
Slimeatize 1st level Evocation
4 Level Transmutation
th
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, S, M (a pristine diamond)
Components: V, S, M (a pinch of goo) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You create a series of large sparkling lights that
Touch a willing creature and loosen the bonds of rush towards your opponent and through cover.
their atoms, turning them into a viscous liquid. For Make a ranged spell attack against a target. On a
the duration of the spell they become a conscious hit, the target takes 1d6 slashing damage and 1d6
slimy substance. They have a climb speed equal to radiant damage. If you cannot see the target
their movement speed, can stick to walls, can through the cover, this attack is made at
squeeze through cracks as small as 1 inch, take half disadvantage. The star sparkles will travel through
damage from non-magical physical attacks, can up to 1 foot of stone, 1 inch of steel, and no amount
see normally, and can regain a shape similar to of solid lead. If a creature is wearing mundane
their solid form. They cannot attack, cast spells, or armor of metal or leather, they gain no bonus to
speak while in this form. All saving throws are their AC from those items against this spell.
made normally and all Strength and Dexterity At Higher Levels. When you cast this spell with
based ability checks are made with disadvantage. a spell slot of 2nd level or higher, the slashing
When the spell ends, they return to their normal damage increases by 1d6 and the radiant damage
form if there is space to do so. If there is not space, increases by 1d6 for each spell slot used above 1st.
they take 2d10 force damage at the start of each
their turns until they move to adequate space or

225
Colin Prime (Order #35367621)
Tape Skip Temporal Tub
9 Level Transmutation
th
3rd Level Conjuration
Casting Time: 1 action 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 would age at 16 times their normal will not affect those that have previously left the
rate. 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.

226
Colin Prime (Order #35367621)
Translucent cumulative, meaning that if a caster uses this spell
4 times, they would age at 16 times their normal
Illusion Cantrip
rate.
Casting Time: 1 action
Range: Touch Vector Aura
Components: V, S 4th Level Enchantment
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self (30-foot radius)
A creature you touch becomes translucent until Components: V
the spell ends. Anything the target is wearing or Duration: Concentration, up to 1 minute
carrying is translucent as long as it is on the
target's person. While the spell is active, the Ephemeral vector lines radiate from you in an aura
affected creature gains +2 to Stealth checks. Any with a 30-foot radius, infusing you ally's weapons
attacks made against it, while in dim light, have with fortifying magic. Until the spell ends, the spell
disadvantage. The spell ends for a target that moves with you, centered on you. Whenever a non-
attacks or casts a spell. hostile creature within range makes a melee or
Trip Wire ranged attack, they add 1d6 to their 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. On a failed save, a
Duration: Instantaneous
creature takes 6d10 thunder damage, of half as
much on a successful save. 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 inside 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

227
Colin Prime (Order #35367621)
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 1d6
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.

228
Colin Prime (Order #35367621)
Wub Blast space is occupied. Otherwise, the target doesn’t
return.
Evocation Cantrip
Casting Time: 1 action Zyd’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 has disadvantage. 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 ever used on them 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 ends before 1 minute
has passed, the target reappears in the space it
left or in the nearest unoccupied space if that

229
Colin Prime (Order #35367621)
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 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 who posses
the drive to exact true justice, at any
cost. Despite the bloody nature of her

230
Colin Prime (Order #35367621)
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 “Want some help?”
persistence of existence. Her original story has Alignment: Neutral Good
been lost in legends and many of the stories about Suggested Domain: Knowledge
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’s rarely cast magic as it is commonly to listen. Those serving Clipp-E often make it their
defined, instead augmenting their bodies with goal to help as many people as possible, despite
divine technology that allows them to channel their own abilities or limitations.
Cecily’s power, even if not under her direct
guidance. Their augmentations grow in strength as
THE CODE
they ascend ranks in the faith, signified by their “Truth is your perception of it. “
holy symbol (or their bodies) gaining an additional Alignment: Neutral
tail. While there is no set uniform, followers often Suggested Domain: Knowledge, Life
imitate their deity’s appearance; flowing dresses Symbol: A green 0
and hair provide a great way to hide weaponry and Lore: Not so much a god as a force of existence.
stunning makeup can just as easily encourage The Code comprises all things, flowing through it
friendships as it can strike fear into their enemies’ but also creating it. It is the base structure of all
hearts (or vice versa). Many temples of Cecily that is, was, and will be. Those that serve the Code
double as weapons shops or tea houses, these are rigid and unmoving, knowing that all actions,
places becoming a fountain of armaments from good and evil, are part of a set plan of the Code.
beyond a single reality to the devout. Her teachings Despite this “deity’s” apparent absolution, The Code
focus on strong compassion for allies and enemies, can be manipulated by beings of extreme power.
with the possibility of utter destruction for those Turning the Code to your will is a transgression
that go too far. Worshipers of Cecily attempt to against the fabric of reality, breaking the laws by
follow this ideal, understanding that the line of which all life agrees. Those beings who bend the
mercy is to be extended as far as it can, well before Code to their will are often driven mad, for they see
utter 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.

231
Colin Prime (Order #35367621)
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 red 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 arms awoke. It
for centuries in an attempt to eradicate them. It has used these arms to create all of the gods within
succeeded many times, and failed many times, 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 recover 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 have
of authority or civility. They will kill purely for the 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
those being are long gone, however.

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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,
eventually resulting in the death of his corporal
Followers of Kamiju are split on ideals, with form. However, his will and strength proved more
them falling into two general categories. One side than enough to survive on its own. His quest
believes there are kaiju that are allies to smaller continued and, as more lords of evil fell, Manny
beings, despite the destruction their existence became ever stronger. At some unknowable point,
brings. They usually fight against the titans, their his power coalesced, tipping into that akin to a god,
collective power sometimes being enough to casting his eternal mark like a brand on the
match them, and do their best to comfort those universe and becoming the being known as
harmed by the attacks. In some rare instances, they Mannith.
will summon the kaiju directly, beseeching the Followers of Mannith reflect on this origin story
“good” gods to help eradicate the “evil” ones. The as a guide to their own lives. Worshipers are most
other half see these monsters as a higher species, often those who have been cast an irksome lot in
the rightful dominators of the world they inhabit. life or those believed to be incapable of good.
They do all they can to weaken the forces of lesser Mannith’s perseverance against overwhelming
creatures (themselves included) and bring about a odds makes him a favorite for the likes of Kobolds,
land 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.” “Get ready 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 ZYD
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 “Z”
know that abandonment of the Speaker is the Lore: Zyd 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 nothing!” destruction of all planes of reality and will bestow
Alignment: Chaotic Neutral power upon any who would help his cause. He is
Suggested Domain: Trickery fond of large monstrosities, reveling in the pain
Symbol: A brightly colored 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 Zyd 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 &
Liches. If playing this game, we implore you to be
THE X-CARD
open to new ideas on humanity, even if (and
especially when) they seem strange to you. The X card is a card with an X on one side and
This is not to say that you cannot explore these some positive symbol (such as a smiling face) on
topics in our game. An inclusive table, with players the other. When implementing this tool, clearly
that have consented to exploring difficult subjects, establish exactly how it is recognized. A simple tap
can be an excellent way for all involved to learn on the card, holding the card up, even flipping the
and grow. To help in this, we have provided a few card over are all great ways requiring varying
resources in hopes that you can make your table a amount of attention per your group size and
better place for all. You can find more tools at sensitivity. When the X Card is activated, it means
LasersAndLiches.com/safety but here are a few we that you are treading into uncomfortable territory
strongly recommend you implement. for one of the players. Because of Session 0,
everyone should have reached a group consensus
SESION 0 on acceptable content, but this serves as a gentle
Having a Session 0 can be a great way to introduce nudge back towards that. This card should not be
your players to the world and discuss possible saved for only the worst moments as holding off
situations that may come up. You do not need to until then may be too late. Set the bar early and
divulge the entire story but should give a brief work together as a team to guide the game
overview of topics that are likely. Listen to your onwards.
players and GM if they remark on things that they Ultimately, your game will be full of your own
would rather avoid (leading into Lines & Veils), and rules. These tools are not here to stifle your game
make sure that a group consensus is reached on or your creativity, but to bolster your storytelling
what kind of game they want to play. This is also ability while making your table one of empathy and
helpful to make sure the game you’re accountability. If you want to use only a few of
playing/running, is one that everyone wants at the these tools or none of them, that is your
time. A gritty noir mystery may be great fun, but prerogative, but when playing our game, we
your players may be in the mood for a strongly recommend using these guidelines in
swashbuckling skyship adventure. You do not have public and private games.
to run/play in a game you do not want, and session
SELF-HARM
0 lets you know that before you spend weeks or
years on a game. We all struggle with mental health. Some of us
more than others. The character Wyatt in our
LINES & VEILS content is dedicated to Wyatt Ferris, who lost that
During Session 0 the GM can gather the Lines & fight. If you, or someone you know, struggles with
Veils from the rest of the table. Put simply, Line thoughts of suicide, please seek help. We are a
are parts of the story that simply will not be huge community and there is help for you.
implemented or discussed. If the GM feels a Line You’re not alone.
may be problematic to their game or requires
The National Suicide Prevention Lifeline offers
more clarity, they should discuss that privately
free, confidential crisis counseling 24/7/365. You
with the person who set the line. Please keep in
don't have to be suicidal to call.
mind that not everyone may be willing to speak
about why they want to completely avoid a 1-800-273-8225
@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 cool! There is Chrono Cross
always room. The beauty of our game is not that The Dark Souls series
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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APPENDIX C: OGL CONTENT COPYRIGHT NOTICE Lasers and Liches
Test Waves, Lasers & Liches, LLC 2019-
The following is a list of the content that was 2021.
either used from System Reference Document 5.1
(SRD5.1) or content within this document that is
considered Open Game Content (OGC) and is used
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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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
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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
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as described in Section 1(d) of the License. The terms of the of any Product Identity in Open Game Content does not
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License Version 1.0a The following text is the property of The owner of any Product Identity used in Open Game Content
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covered by this License, including translations and derivative Material so affected. 13. Termination: This License will
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Spells, enchantments, personalities, teams, personas, 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
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specifically excludes the OPEN Game Content; (f) "Trademark"
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create Derivative Material of Open Game Content. (h) "You" or
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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

240
Colin Prime (Order #35367621)
241
Colin Prime (Order #35367621)

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