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Published by Maria I C, 2023-04-19 15:20:31

Lasers & Liches_ Players Mix (Beta)

Lasers & Liches_ Players Mix (Beta)

100 HENSHIN A half-elf commands his velociraptor companion to change into its Exo-Xord form. He feels the circuits connecting to his skin, receives feedback from the mech, and watches the displays inside come to life. He stands now, piloting his Xord, 10 feet of metal and electricity. The shining humanoid construct matches his own movements, wielding an enormous club. He points it somewhere in the horizon, then charges. With a terrible crunch he sends the goblin flying high into the air. He smiles to himself inside his mech as the readout gives him a positive kill. Then he turns to face the rest of his awestruck party and the pack of goblins. Through his suit, speakers blare his own voice “Who's up for some Goblin Ball!?” he says, charging another foe. The wo’nari hung motionless is the dark, chains digging into his wrists. They would come for him soon, take him before their “jury” and convict him of laws that had no right to bind him. He knew this would happen and he could not stop any of it. They had smashed his body, taken his Recaster, and now he was just a normal Wo’nari again. With a sigh he hung his head in defeat, finally at a loss for words. Presently a small mewl is heard from the window bars. Looking up he spots his astral cat, holding his Recaster in its mouth, a wild look of bemusement on the translucent feline’s face. It slapped the Recaster with its tail, spinning it directly into his open palm. As the power reentered his veins, he thought of all the different ways to say “retribution.” The party stood, hands glued to their foreheads. She looked expectantly from one to the other. Their foe laid in a heap at their feet, a powerful wizard with dire intentions. After a breath had passed and the party had still not given her validation, she began to wonder if they had understood her meaning. Were they really so daft? Sputtering, she spoke “Get it, guys? Like-” she pointed down to the broken mage “because he's a magic user. Right?” The party began shaking their heads in anticipation. “So,” she grinned “now he's a SORE-cerer.” before bursting into fits of laughter. They didn't get it, clearly, but she would liven these dullards up eventually. FROM ZERO TO HERO Henshin are not your typical adventurers. They often have a convoluted or even mundane background. They did not choose the power that they wield, but by some fate, fluke, or outright mistake, they have it now. Given a Recaster, the source of their new strength, they have become something more than their boring lives could or would ever have allowed. Now they roam the land, constantly in search for the next exciting challenge or thrill. Accounts of battles between henshin are woven into children's games but their rarity makes such epic fights feel more myth than truth. Many pilot great constructs called Xords, trampling foes under their might. Some rely more on their own skills, fusing the powers of the world into devastating attacks. A few even choose to dive into the arcane, becoming dazzling starburst of magic energy. Through they may seem like rogue agents, all henshin are beholden to some force. Sometimes a great mentor has trained them to take up this honor. Sometimes an entity of mystery calls upon them for unknown reasons. Other times the spirit of the previous henshin gives them guidance. When not fighting for their cause, they often consult this being for advice. Not all of these powerful beings want what is best for their pupil, driving a few henshin to rebel against their guide. If the henshin's will is strong enough, they can retain the power of their Recaster and break free of the negative influence. Colin Prime (Order #35367621)


101 BEQUEATHED GREATNESS The Recaster, a small item whose shape and design are different depending on who it came from, is the source of a henshin’s abilities. Without it they would be a lowly shop keep, bar hand, or farmer. Because they have not worked for their skill, they can often seem overly confident. In battle they are constantly berating their foes, snapping one-liners and mercilessly taunting them. This attitude sometimes extends to their teammates as well, as henshin often cannot accept their own shortcomings and blame their team for failures. Teams of henshin usually disband quickly because of this attitude. However, with the proper mentors and a desire to learn from their mistakes, henshin can sometimes become amazing teammates, full of encouragement and enthusiasm. Most have given up the life they once had; dedicating themselves to using their powers to change the world, for better or for worse. Some others have trouble leaving their loved ones and instead of roaming, choose to stay and become protectors of their home. Either way, their very presence seems to attract undesirable attention. Their lives are often fraught with struggle and their amazing powers are matched with amazing loss. CREATING A HENSHIN Not all henshin are good, not all are meant to be chosen, and not all enjoy the life they have. Consider your mundane origin. Were you a student, struggling to get through each day? Did you toil away at your profession, restless in mind and spirit? Did you crave adventure, but your body refused to co-operate? How old were you when the powers came to you? Do you have your whole life ahead of you and this new responsibility is getting in the way of your plans? Or do you resent not getting it sooner? How does your alignment affect your new identity? Have you chosen to become a hero for truth and justice? Do you seek to use your powers in bloody conquest? Do you revel in life threatening adventures and seek out mayhem for the sake of mayhem? Are you using your abilities for personal growth, or for personal gain? How does your alignment differ from your mentor's and how does that affect your relationship with them? If you chose a Xord or Astral Animal, why did you choose that one? Do they have special significance to you? Do you just think they are cool? Do you use them to strike fear into your foes or to calm 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. Colin Prime (Order #35367621)


102 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 Class Features As a henshin, you gain the following class features Hit Points Hit Dice: 1d8 per Henshin level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Henshin level after 1st. Proficiencies Armor: Henshin Armor, Shields Weapons: Simple Weapons, Network Weapon Tools: One set of Artisan's tools Saving Throws: Dexterity, Charisma Skills: Take Animal Handling. Then choose two from Acrobatics, Insight, Intimidation, Nature, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: • a Recaster • a Shield • (a) any two simple melee weapons, or (b) any martial melee weapon • (a) a Longbow, or (b) a Longsword • One set of Artisan's Tools • (a) a dungeoneer’s pack, or (b) an explorer's pack MASK TYPES Henshin are broken into three categories, based on the types of strengths their Henshin Network connection bolsters. Choose either Power, Magic, or Speed, all three are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 3rd, 7th, 11th, 15th , and 20th . The type of Henshin you are is less dependent on your influence and more dependent on the what the force that granted you this power thought was needed. Not all henshin become the type they want to be. If this happens to you, consider how it affects your character’s desires and relationship with their mentor. Colin Prime (Order #35367621)


103 RECASTER & FORMS The source of your power is a small device called the Recaster. This device gains its power from the Henshin Network, a collection of knowledge, powers, will, and strange magics from every henshin that has existed and many that have yet to be. It gives you abilities beyond your own, provides you with protection, gifts you with combat prowess, and links you to your Xord or Astral Animal. Without it, you are as average as any other person. While playing this class, you have two distinct forms, your Nobody form and your Henshin form. Nobody: You are sub-par in almost every regard. Your stats do not change but you have an AC of 10 and cannot add your proficiency bonus to any attack or saving throw roll. Additionally, any damage you do to an enemy is reduced by -2. If the damage of an attack reduced to 0, the attack is completely ineffective. You also do not have access to any of the special attacks and magic of this class, unless otherwise stated, though your Xord and Astral Animal will still obey your commands. Henshin: You are an amazing warrior, excelling at nearly everything you do with little effort. You transform into your Henshin Armor and use all the abilities associated with this class. Transforming from the Nobody form into this form, or vice versa, takes a bonus action. You may stay in this form as long as you like but cannot rest or sleep in this form. If you are separated from your Recaster by 30 feet, for more than 10 minutes, you revert to your Nobody form. Some henshin abilities require your target to make a saving throw to resist the feature’s effects. The saving throw DC is as follows. Henshin Ability save DC = 8 + your proficiency bonus + your Charisma modifier NETWORK WEAPON Starting at 1st level, you gain a simple or martial weapon crafted from the Network itself. Your Recaster becomes a part of the weapon, creating or dismissing it as a bonus action or as part of your bonus action when you transform into your henshin form. You are considered proficient with 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 can change the weapon type whenever you gain a level in this class. When you reach 9th level in this class, your Network weapon becomes a +1 version of itself and is considered magical for the purposes of overcoming resistances. At 18th level it becomes a +2 version of itself and you can scan the Network for a new weapon, shifting it during a long rest. HENSHIN ARMOR The Recaster, when used to turn into your henshin form, replaces your clothing with a tight uniform and a helmet or mask. The armor’s design is up to you, but it should be a uniform that uniquely represents you. This suit may appear thin but is resistant to attacks, arcing and sparking against blows that would normally tear through such fabric. It also regulates your temperature the same way normal clothing would. While wearing your Henshin Armor your AC equals 10 + your Dexterity modifier + your Charisma modifier. Your unarmed strikes also deal 1d4 bludgeoning damage. NETWORK BOOST At 2nd level, you’re able to tap into the Henshin Network to alter your powers or even gain new ones. You may not choose one of these abilities more than once, unless the ability explicitly states that you can. You can choose an additional ability at 13th level. HEAD’S UP DISPLAY The visor in your helmet provides you with real time combat data, alerting you to less obvious dangers. You gain advantage on saving throws against illusions and creatures attempting to surprise you have disadvantage on the Stealth rolls. STAR SPECTRUM POWER You gain a cantrip of your choosing from the Wizard spell list. The cantrip’s attack bonus equals your Charisma modifier plus your proficiency bonus, while the cantrip’s saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. Colin Prime (Order #35367621)


104 TEAM UP When an allied henshin is fighting within 30 feet, you can use your reaction to link your energy together. You both gain +1 to a saving throw or damage roll of your choice until start of your next turn. If other henshin do this in succession, the bonus can increase to a max of +5 for all henshin involved. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.. COMPANION PROTECTION (Requires Xord, Astral Animal, or Network Cycle) If your Xord, Netwrok Cycle, or Astral Animal is within 15 feet of you, you have advantage on saving throws against fear and charm effects. ARMOR UPGRADE You gain +1 to your AC while wearing your Henshin Armor. If you take this feature twice, your AC increases by +2 while wearing Henshin Armor and it is considered magical for the purposes of combat. Each time you take this feature, your Henshin Armor’s appearance changes to reflect the enhanced form. MENTOR’S SPECIAL TECHNIQUE You gain +1 to your damage rolls while wearing your Henshin Armor. If you take this feature twice, your damage rolls increase by +2 while wearing Henshin Armor and are considered magical for the purposes of overcoming resistances. SWEET FLIPS Your jumping ability is permanently changed. You can jump up to 15 feet in any direction, including up. Additionally, you can use your reaction to reduce the falling damage you take to 0 for falls of 30 feet or less. ROLL WITH IT Whenever a creature within 5 feet of you, that you can see, makes an attack roll against you, you can use your reaction to intercept the blow, rolling along with it and reducing the damage taken by half. Alternatively, if the creature is of large size or smaller, you can take the full damage amount and instead use your reaction to attempt a grapple attack on the attacking creature. ELEMENTAL SMASH Choose one of the following elemental damage types; acid, cold, fire, lightning, poison, or thunder. Your unarmed strikes can now deal this damage type. You can change from bludgeoning to the new damage type during a short rest. If you take this ability twice, you can choose two types of damage, then swap between all three as a reaction. POWER UP When you reach 4th level, and again at 8th, 12th, and 19th, you can increase one ability score of your 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. EXPLOSIVE FINISH When you reach 4th level in this class, you’ve mastered the power of a crushing finishing attack. The type of damage this finishing move creates can be either fire, lightning, or thunder. Once you choose the type, it cannot be changed. When you take the attack option, you can choose to set yourself up for this move as part of one of your attacks this turn. Make an attack roll with disadvantage, on a hit, the attack deals its normal damage plus 2x your proficiency bonus of the damage type you have chosen. If this attack is a critical hit, it deals 4x your proficiency bonus damage. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest but only once per turn. When you reach 10th level in this class, you no longer make the attack roll with disadvantage. EXTRA ATTACK Starting at 5th level, you can attack twice, instead of once, whenever you take the attack option on your turn. WEAK SPOT By 6th level you have learned to read the battle data streaming into your mask so well that you can more easily guess where a foe may be weakest in their defense. Using a bonus action, you gain advantage on your next melee attack until the start of your next turn. Once you use this feature, you must finish a long rest before you can use it again. At 17th level you can give advantage to an ally within 15 feet of you, so long as they can hear you call out the weak area. You regain the use of this feature after finishing a short or long rest. Colin Prime (Order #35367621)


105 ELDER’S LESSONS At 9th level you have honed some of the traits your mentor sought to teach you. Choose two more skills and/or tools from the henshin proficiency list, and/or two languages to become proficient in. At 16th level you have learned enough from your adventures to have taught yourself. Choose any one skill, tool, or language to become proficient in. Additionally, at 9th level you can look inside yourself and call upon the lessons taught to you by your mentor to gain advantage on one ability check you are proficient with. You must finish a short or long rest before you may use this ability again. OVERDRIVE By 14th level, your fighting ability has become legendary. When you make attack rolls, they are considered critical hits on a 19 or 20. In addition, if you land a critical hit, you can use your reaction to make an additional attack against the same target. If you choose to do so, all attack rolls made against you have advantage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus before finishing a long rest. TIMELESS LEGEND By 18th level, you have become one with the powers of your mask. You cannot be aged by magical means and must only eat once a week. You also gain +2 to Death Saving Tthrows, advantage on Corruption saving throws, and +1 on saving throws and ability checks you are proficient with. Additionally, you can transform into your henshin form for 1 hour, even without your Recaster. You must finish a long rest before you can use this ability again. POWER MASK The power mask henshin type links you to a robotic animal companion that can transform into a large pilotable robot. This, mixed with their natural combat aptitude, makes them difficult opponents on the battlefield. Their uniforms usually aesthetically match their robotic counterparts, as does their attitude. These Henshin sometimes form teams to which they are fiercely loyal. WEAPON UPGRADE 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. Colin Prime (Order #35367621)


106 The Xord will obey your commands to the best of its ability. It takes its turn on your initiative, but it will not take an action, except to defend itself, unless you command it to do so. On your turn you can freely verbally command the beast where to move. You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help, or Transform action. Both you and the Xord can attack freely on the same turn, requiring only your verbal commands for it to do so. If you are incapacitated or absent, the Xord acts on its own, prioritizing your protection and safety. In this state it will gladly give up its own life if it believes that doing so would save you. It never requires your permission to use its reaction, such as when making an opportunity attack. If the Xord is incapacitated, it gains no benefit of a long rest without your presence. You can replace your Xord by spending 8 hours channeling the power of your Recaster. The new Xord can be the same creature as before or a different one, but it will not share the same bond with you as your last Xord did. It is a fresh entity and will not be as in tune with you as your previous Xord. While doing this, you are not able to assume the henshin form and must stay a Nobody. If this process is interrupted for more than 10 minutes, you must begin again. To obtain the ability to create a different type of Xord, you must spend 1 hour allowing the Recaster to scan a creature you wish to have a Xord template of. You must be within 10 feet of the creature and cannot take any other actions while scanning. Once the scan is complete, you have access to that creature’s template and can use them as a Xord. Though you may have as many templates as you wish, you can only have one 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 ExoXord 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 number of rounds equal to half your henshin level + your proficiency bonus. After that you and it must finish a short or long rest before using this feature again. You may choose to end this feature early but may still only use it once between a short or long rest. Your Exo-Xord wields an Ultra Weapon of your choice. The Ultra Weapon is created during the transformation process and only exists while the Xord is in this state. This weapon is unique to your Exo-Xord and should ascetically match your companion and can only be a weapon you are proficient with or a copy of your Network Weapon. You choose the type of Ultra Weapon when you choose your Xord, it cannot be changed unless you create a new Xord companion. An Ultra Weapon has the stats and shape of any simple or martial melee weapon, except the size and damage dice are both doubled, and the reach is increased by +5 feet. You cannot use magic or features from other classes while piloting your Exo-Xord. When you are piloting your Exo-Xord, your henshin body is considered to have full cover. The hit points of your Exo-Xord are equal to your hit points the moment you begin piloting + the Xord's hit points the moment you begin piloting. Your Strength and Dexterity scores are swapped while piloting. All other stats and abilities are yours, including AC. If your Exo-Xord is reduced to zero hit points, while you are piloting, you are forcibly ejected 15 feet and must make a Dexterity saving throw (DC 10) or take 2d6 bludgeoning damage from impact. When this happens your Xord reverts to its normal form, is unconscious, and you take any excess damage from the attack that brought it down to 0 hit points. Colin Prime (Order #35367621)


107 EMPOWERING POSE At 3rd level, you can strike an encouraging pose that boosts allies around you. If you are in your Exo-Xord or within 5 feet of your Xord, use an action to strike a cool pose. Choose up to three allies within 30 feet of you, they each gain advantage on the next saving throw they make for 1 minute. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. At 15th level, this can be used as a bonus action. XORD EVOLUTION As you grow in strength, so does the power your Recaster grants you. And as you grow in bond with your Xord, the more powerful they can become. At 7 th level in this class, the creature you choose for your Xord can have a challenge rating of 1/2. At 11th level in this class the challenge rating of the creature you choose for your Xord increases to 2. At 15th level in this class the challenge rating of the creature you choose for your Xord increases to 4. At 20th level in this class the challenge rating of the creature you choose for your Xord increases to 6. The size of the creature is still medium or smaller, and you still choose from non-swarm creatures with the aberration, beast, dragon, fiend, or elemental tag. XORD VISION At 7th level, as a bonus action, you can change the view in your visor to that of your Xord companion's and back again. If your Xord is within 1 mile, you can see through its eyes. You are blind while doing this. EXO-JECT At 7th level you can choose to willingly and forcefully eject from your Exo-Xord as a bonus action. When you are ejected, willingly or not, you can make an attack roll against an enemy within 15 feet, dealing 2d6 bludgeoning damage in addition to the normal damage of your weapon. If you miss the attack, you must make a Dexterity saving throw (DC 10) or take 2d6 bludgeoning damage from impact. If you choose not to use this feature and are ejected against your will you must still make the Dexterity saving throw, DC 10, or take 2d6 bludgeoning damage from impact. EXO-XORD EXTRA ATTACK At 11th level, while piloting your Exo-Xord, you can attack three time, instead of twice, when you take the attack option on your turn. EXO-OVERDRIVE At 11th level you and your Exo-Xord have become synched together as one body. You can extend your knowledge of battlefield data into your Exo-Xord while piloting it. When making a melee attack, critical hits cause a small shower of magical sparks to ignite against your opponent, causing an additional 2d8 force damage. Additionally, your Ultra weapon becomes a +1 version of itself and is considered magical for the purposes of overcoming resistances. At 20th level this feature improves to cause a brutal explosion centered on the target creature. If you score a critical hit, with your Ultra Weapon and while in your Exo-Xord, you cause an additional 6d8 force damage against the target. Additionally, your Ultra Weapon attacks score a critical hit on a roll of 18 – 20 and your weapon is a +2 version of itself. BATTLE RUSH At 11th level you have become a hurricane on the battlefield. When you make an attack that reduces an enemy to 0 hit points you can immediately use a reaction to gain 15 feet of movement and make another attack roll against a creature. DEFLECTORS At 15th level you have unlocked some more power within your Recaster, the ability to shield your ExoXord. While your Exo-Xord form, you have resistance to all non-magical damage. Additionally, as a reaction, you can bolster the defense against any oncoming magical attack, reducing the damage by half. You can resist magical damage a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. QUICK RECHARGE When you reach 20th level with this mask type, you and your Xord’s energy recharges at an incredible rate. You can use the Exo-Xord feature after finishing a short or long rest. You automatically recover hit points equal to a number of Hit Dice rolls equal to your Charisma modifier (minimum of one) after finishing a short rest, without expending the dice. Additionally, you and your Xord can remove 1 level of exhaustion after finishing a short or long rest. This can only be used to remove up to 2 levels of exhaustion per day. Colin Prime (Order #35367621)


108 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 GigaXord. Combining the Exo-Xords into the Giga-Xord takes an action. If 3 or 4 Exo-Xords combine, the size of the GigaXord 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. Colin Prime (Order #35367621)


109 MAGIC MASK Those behind the magic mask are rarely the 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 Animal that serves as a constant companion. Their uniform is styled after arcane concepts and infused with resilient energy, helping to bolster the defensive powers of the, sometimes revealing, attire. Henshin in this line are fond of teaming up with likeminded allies, finding great strength in their friendship. SPELLCASTING When you choose this mask type at 1st level, your Recaster grants you access to spells stored within the Henshin Network. CANTRIPS You know two cantrips of your choice from the magic henshin spell list. You learn additional magic henshin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the magic henshin. SPELL SLOTS The magic henshin Spellcasting 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 have access to all magic henshin spells for which you have sell slots. The spell’s instructions come from the Henshin Network, your Recaster allowing you to choose the spells you need from an intuitive list. Once selected, the Recaster will guide you through the actions needed to cast a chosen spell. SPELLCASTING ABILITY Charisma is your spellcasting ability for magic henshin spells because your connection to the Henshin Network is bolstered by your personality. You use your Charisma whenever a spell refers to your spellcasting ability. You also use your Charisma modifier when setting the saving throw DC for a magic henshin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier SPELLCASTING FOCUS You can use your Recaster as a spellcasting focus for your magic henshin spells. Henshin level Cantrips known Spells known 1st 2nd 3rd 4th 1 2 0 - - - - 2 2 0 3 2 3 2 - - - 4 2 4 3 - - - 5 2 4 3 - - - 6 2 4 3 - - - 7 2 5 4 2 - - 8 2 6 4 2 - - 9 2 6 4 2 - - 10 3 7 4 3 - - 11 3 8 4 3 - - 12 3 8 4 3 - - 13 3 9 4 3 2 - 14 3 10 4 3 2 - 15 3 10 4 3 2 - 16 3 11 4 3 3 - 17 3 11 4 3 3 - 18 3 11 4 3 3 - 19 3 12 4 3 3 1 20 3 13 4 3 3 1 ASTRAL ANIMAL When you choose this mask type at 1st level, you’re joined by an avatar of the Henshin Network, known as an Astral Animal. This can be any beast of medium or smaller size with a challenge rating of no more than 1/4. It has all the normal stats for that creature except its intelligence is increased to 10, or by +5, whichever is higher, and it can speak Common and another language of your choice. The creature is incorporeal and cannot be attacked 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 Colin Prime (Order #35367621)


110 everything from before and may not take kindly to being killed. The animal acts as mentor and advisor for whichever magic henshin it is bonded to. It will not always help you and will openly defy you if it believes it will serve a purpose. The ability to command this animal must be earned and even this is not a guarantee. DEADLY ACCESSORY When you choose this mask type at 1st level, once accessory of your Henshin Armor becomes a powerful weapon. The accessory must be something small, such as a ring or necklace, and must be something you can remove. As an action, the accessory can be used either as a melee weapon or a ranged weapon, with a range of 60/120. On a hit, the accessory releases a burst of energy, dealing 3d4 force damage to the target. If the accessory was thrown, it returns to its place on your body at the start of your next turn, vanishing from its previous place in a flash of light. You can use this item a number of times 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. ENCHANTING POSE At 3rd level, you’ve added charming flourishes to your magical attacks. Whenever you cast a spell, you can use a bonus action to attempt to charm one creature within 30 feet of you. They must succeed on a Wisdom saving throw against your Spell Save DC or be charmed by you until the start of your next turn. You can use this feature once before finishing a long rest. SIGNATURE MAGIC When you reach 7th level with this mask type, you’ve used certain spells enough that they have become routine to you. Choose a spell of 1st level that you know, you can now cast that spell once without using a spell slot. You cannot cast this spell at a higher level without expending a spell slot. You must finish a long rest before using this feature again. At 15th level, you can choose an additional spell of 2nd level or lower to cast without expending a spell slot. At 20th level, you can choose an additional spell of 3rd level or lower to cast without expending a spell slot. Colin Prime (Order #35367621)


111 SPELL AUGMENTATIONS At 7th level, you have gained access to an augmentation menu in your Recaster. When casting a spell, you can choose to augment them with one of the options below. You can augment a spell a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. You may choose to unlock an additional augmentation at 15th level. You cannot unlock an augmentation more than once and can only change a spell with one augmentation at a time. FRIENDLY FIRE When you cast a spell that requires a saving throw, you can protect some of the creatures within that area. Roll a d4, the result is the number of creatures you can protect. Protected creatures take no damage from your attack. QUICK SPELL When targeted by an attack, you can use your reaction to cast a spell that has a casting time of 1 bonus action, even if you have already used a bonus action on your turn. ASTRAL CHARGE You can imbue your Astral Animal with a spell that has a range of touch. For the next minute, if the Astral Animal touches a target of your choice, the spell is released on them. STRONGER SPELLS When casting a spell, you can add +1 additional damage dice to the damage the spell deals. BIG BOOM When casting a spell that has an area of effect of a sphere, you can double the area it affects but all creatures within the area make their saving throws to resist the spell with advantage. COSMIC LIGHT Your spells can become augmented by the time of day. While in sunlight, or equivalent light, spells that deal radiant damage have advantage on their attack roll and/or the saving throws to resist their 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. ARCANE WEAKNESS By 11th level you have learned to read the battle data streaming into your mask so well that you can more easily guess where a foe may be weakest in their defense as a bonus action. You gain advantage on your next spell attack. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. PROTECTIVE AURA At 15th level, you can resist the effects of some magic and extend that resistance to your allies. Whenever you are targeted by a spell or spell-like effect that deals acid, cold, fire, lightning, poison, psychic, or thunder damage, you can use your reaction to become resistant to that type of damage until the start of your next turn. This resistance also spreads out 15 feet in a sparking aura around you. Any allied creatures within this aura gain resistance to the same damage type. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. INFINITY FORM By 20th level, you can use a bonus action to call upon the forces of magic henshin from across time and space through the Henshin Network. Using a bonus action, you become a being of pulsing energy and light for 1 minute. You extend bright light up to 60 feet, all attacks made against you have disadvantage, you have advantage on saving throws and take no damage if a successful save would reduce the damage by half. You recover 10 hit points at the end of your turn, even if unconscious. All attacks made by you have advantage and targets have disadvantage on saving throws to resist your spells and spell effects. Spells you cast during the duration of this feature do not expend spell slots but cannot be cast above their level. After this feature ends, you are reduced to 1 hit point and gain 1 level of exhaustion. You must finish a long rest before you can use this feature again. Colin Prime (Order #35367621)


112 SPEED MASK Speed masks are the most individualistic of all henshin. Their focus on inner strength drives them to compete against most other henshin, especially other speed masks. Their uniform is highly personalized, taking influence from the henshin’s previous life and hobbies. All of this is mirrored in the way they perform in combat. They spend hours perfecting a specific set of moves that is unique to them, unleashing them with ease on unprepared foes. They do occasionally team up with other henshin, but this is usually to defeat a greater foe and the alliance is often short lived. EMPOWERED PUNCH When you choose this mask type at 1st level, your fists become deadly weapons. Your unarmed strikes deal 1d4 bludgeoning damage, even in your Nobody form. This increases to 1d6 at 7th level, 1d8 at 15th level, and 1d10 at 20th level. By 11th level. At 7th level these attacks are considered magical for the purposes of overcoming resistances. BATTLE CHARGER When you choose this mask type at 1st level, your speed becomes one of your greatest assets. If you move 15 feet or more directly towards a target, you can add an additional damage die to the attack. If you use your entire move action on your turn to run at a target, you make the attack with advantage. Additionally, if you take the dash action on your turn, your movement speed is tripled, instead of doubled. This can be used in combination with your Network Cycle FRIGHTFUL POSE At 3rd level, you’ve become a terrible visage on the battlefield. Whenever you reduce an enemy to 0 hit points, you can use a bonus action to strike a fearsome pose. All hostile creatures within 30 feet of you must succeed on a Wisdom saving throw against your Henshin Ability save DC or be frightened of you until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. Colin Prime (Order #35367621)


113 SIGNATURE MOVES Starting at 3rd level have dug deep within yourself to create new and unique moves. The type of move you develop is comprised of three parts. Roll 3d12 on the Signature Moves chart to determine what move you have created. The damage caused by these attacks is equal to your unarmed strikes and is denoted as Special Move Dice (SMD). If an ability forces a creature to make a saving throw, they do so against your Henshin Ability save DC. The first line determines what type of damage your enhanced special move does. The second line is what type of attack it is and how many Special Move Dice (SMD) the move uses. The last line determines what additional effect the enhanced special move will have. Your Henshin Armor will adapt to facilitate the powers needed to use these moves. You can use these moves as a single attack when you take the attack action on your turn, but no more than once on your turn. You can use your Special Moves a number of times equal to your proficiency bonus before finishing a long rest. You are proficient with these moves. You gain an additional move (2 total) when you reach 7th level in this class and again (3 total) at 15th level. When you reach 20th level in this class, you can re-roll one Special Move after finishing a long rest. Signature Moves First Line Second Line Last Line 1. Blazing 1. Breath 1. Of Death 2. Booming 2. Claw 2. Of Justice 3. Corrosive 3. Explosion 3. Of the Unicorn 4. Eldritch 4. Kick 4. Of the Spider 5. Freezing 5. Ray 5. Of the Dragon 6. Cosmic 6. Shot 6. Of the Arrowdactyl 7. Laser 7. Slam 7. Of the Magnetadon 8. Crystal 8. Slash 8. Of the Power Wolf 9. Tempest 9. Sphere 9. Of the Raptor 10. Tesla 10. Sweep 10. Of Fragmentation 11. Toxic 11. Volley 11. Of the Guardian 12. Unknwon 12. Wave 12. Of Vengeance FIRST LINE Blazing. Deals fire damage. Booming. Deals thunder damage. Corrosive. Deals acid damage. Eldritch. Deals force damage. Freezing. Deals cold damage. Cosmic. Deals necrotic damage. Laser. Deals radiant damage. Crystal. Deals piercing damage. Tempest. Deals bludgeoning damage. Tesla. Deals lightning damage. Toxic. Deals poison damage. Unknown. Deals psychic damage. SECOND LINE Breath. A long-reaching breath attack that targets everyone within a 15-foot cone. Targets must make a Dexterity saving throw, taking 2 SMD damage on a failed save or half as much on a successful one. Claw. A flurry of melee attacks that deals 2 SMD to one target. You can use your bonus action to roll an additional 1 SMD. Explosion. An attack that explodes out in a radius of 15 feet. All creatures in range must make a Dexterity saving throw, taking 2 SMD on a failed save or half as much on a successful one. Kick. A lunging mid-range kick with the henshin’s legs that deals 3 SMD to one target. The range on this attack is 10 feet. Ray. A beam of magical energy that can shoot out to 60 feet. All creatures in the line must make on a Dexterity saving throw taking 2 SMD damage on a failed save, or half as much on a successful one. Shot. A tiny projectile is launched directly at a target up to 300 feet, which ignores all but total cover. Deals 2 SMD to one target. Colin Prime (Order #35367621)


114 Slam. You smash down onto a target with the full force of your body, dealing 3 SMD to one target. On a hit, creatures within 5 feet of the target must succeed on a Dexterity saving throw or take damage equal to half the damage dealt to the primary target. Slash. Lunge forward and swing one diagonal empowered slash at one target. Deals 4 SMD damage to one target. Sphere. Create a 15 ft-radius sphere within 60 feet. Creatures within the sphere must make on a Constitution saving throw, taking 2 SMD on a failed save or half as much on a successful one. Sweep. A low, horizontal melee attack that deals 2 SMD. The target must succeed on a Dexterity saving throw be knocked prone. Volley. A rapid barrage of ranged attacks aimed at a 15-foot square within 60 feet. Targets must make a Dexterity saving throw, taking 2 SMD on a failed save or half as much on a successful one. Wave. A wall of energy pulses forward in a 10-foot cube from you, going 30 feet. All creatures within the area must make on a Constitution saving throw, taking 2 SMD on a failed save or half as much on a successful one. LAST LINE …of Death. If hit and/or fails the saving throw, the target must then succeed on a Constitution saving throw or take an additional 2 SMD necrotic damage. ...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. ...of the Arrowdactyl. If hit and/or fails the saving throw, the target must then succeed on a Constitution saving throw or take an additional 2 SMD fire damage. ...of the Magnetadon. If hit and/or fails the saving throw, the target must then succeed on a Strength Saving Throw or the target is either pulled or pushed 15 feet away from the you (your choice). ...of the Power Wolf. If hit and/or fails the saving throw, the target must then succeed on a Charisma saving throw or the target has disadvantage on all attack rolls until the start of your next turn. ...of the Raptor. If hit and/or fails the saving throw, the target must then succeed on a Strength saving throw or be grappled in place by the energy of your attack. The energy is equivalent to your Strength score when creatures try to break free from it. ...of Fragmentation. If hit and/or fails the saving throw, the attack deals an additional 1 SMD for each layer of corruption the target is suffering from. ...of the Guardian. You gain a shimmering shield around you that grants +2 bonus to AC until the end of your next turn. ...of Vengeance. If hit and/or fails the saving throw, the target must succeed on a Charisma saving throw or you store a charge of Henshin energy in the target. The next time they attack a creature you are allied with, the energy erupts, dealing 2 SMD to them. Colin Prime (Order #35367621)


115 NETWORK CYCLE When you reach 7th level with this mask type, you gain access to a Network Cycle. Using your Recaster, you can summon or dismiss a medium sized motorcycle of your design as a bonus action. The vehicle has an AC of 15, hit points equal to half your maximum, and a speed of 60 feet while in combat. During combat, you can attack from the seat of the cycle or use it to ram an enemy. To ram a creature, you must travel a minimum of 15 feet towards them and can then make a Dexterity attack roll with proficiency, dealing 2d8 + your Dexterity modifier damage on a hit. The cycle also takes half the damage dealt by a ram attack. If the cycle is destroyed it cannot be summoned again until you have finished a long rest. While travelling, the motorcycle can travel up to 60 miles in an hour at a fast pace and over flat 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. BONUS NETWORK BOOST When you reach 11th level in this class, you can gain access to an additional boon from the Network Boost options. EXTRA ATTACK At 15th level, you can attack three times, instead of twice, when you choose the attack option on your turn. OMEGA COMBO At 20th level you have unlocked your absolute maximum potential as a speed henshin. You can overclock your abilities to deliver multiple Signature Moves in a row. On your turn, whenever you would be able to make an attack, you can make the attack a Signature Move, ignoring the normal limits of that ability. Once you have used this feature, you must finish a long rest before you can use it again. Colin Prime (Order #35367621)


116 HOLO-KNIGHT A half-orc steps into the technodrome. Paper cutouts supposed to represent fans wave frame by frame. The arena runs a roulette wheel to generate an enemy comparable to his power. This would take some time. Eventually it settles on a Dracolich. A little rote, but fun nonetheless. To his hand he summons a +2 sword then splits himself into two copies. The timer starts, the crowd cheers, and the half-orc knows he will never die. A human decked in brilliant blue armor is cut down by a cunning thief. The thief laughs and then begins to cough up blood as the illusion of the blue clad warrior fades. The thief feels down to a slender dagger protruding through his throat. As her invisibility spell wears off, the human disperses her holographic dagger and the thief falls forward. All too easy. Pinned against a wall, the halfling begins his onslaught. He summons his orange holo-hammer. With one blow he caves in a skull, the next blow shatters the hammer on a spine. Without a breath an axe is summoned and slices through the third opponent. He belts a war cry and the remaining foes give him room to breathe. Just the way he wanted. HEROES OF THE ARENA The holo-knight is a master of illusions and combat. They can summon weapons at will and are extremely versatile in battle. When faced with a 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. FORCE OF REALITY Holo-knights can derive their holograms from many different sources, ranging from highly technological to mechanical. Though the source may be different, the effect is essentially the same for each holo-knight. You may have projectors planted somewhere on your body, slowly improving them as you gain levels in this class. It could also be a form of empowered illusion magic, adding substance to the insubstantial in ways most magic users can’t fully comprehend. A scant few are able to tap into the Code itself, granting them power through arbitrary code execution; an incredibly difficult technique that is almost indistinguishable from magic for skilled enough users. The holograms themselves are not enough to create a holo-knight though, as a highly trained mind is useless without a body that can use these new skills. As such, holo-knights are few and far between, the high level of skill needed to become even an amateur one being a huge barrier to entry. JACK OF ALL COMBAT This is a favorite choice among mid-skill Users. What it lacks in specialization, it can make up for with creative magic. Not being tied to any one weapon is a great choice for versatility but can be overwhelming to new Users. We suggest this class for Users seeking a high risk, high reward playstyle. Colin Prime (Order #35367621)


117 CREATING A HOLO-KNIGHT When choosing a holo-knight make sure you consider their background. Such power often corrupts its wielders, but not always. Did your character decide on this path to fulfill a vengeful vendetta? Did they want to use the power to protect a loved one or precious artifact? Who did they learn these abilities from? Were they selftaught or did they have a benevolent or tortuous master? How many failures did they endure before they became the competent character you have chosen? Think about these things as you build your character. PRE-GEN CHARACTER You can make a holo-knight quickly by following these suggestions. First, make Dexterity or Intelligence your highest ability score, depending on which line you want to lean on more, melee combat or illusion magic, making Strength the second highest. Then take the Mercenary background. Holo-Knight --Spell Slots per Spell LevelHoloKnight Level Prof. Bonus Features Cantrips Known Spells Known 1 st 2 nd 3 rd 4 th 5 th 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 Colin Prime (Order #35367621)


118 CLASS FEATURES As a Holo-knight, you gain the following class features. Hit Points Hit Dice: 1d10 per Holo-Knight level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Holo-Knight level after 1st Proficiencies Armor: Light Armor Weapons: Holo-Weapons Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose two skills from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Performance, Sleight of Hand, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) studded leather armor or (b) plasteel fiber clothing • Holo-Diagram Book (Contains schematics on weapons and armor you can create. You begin with 1 armor set and 3 weapons of your choice. Each level you gain in this class allows you to choose another 3 items of either armor of weapons.) This item is itself a hologram and cannot be taken from you. • (a) a dungeoneer’s pack or (b) and explorers pack HOLO-WEAPONS At 1st level you gain the ability to summon weapons from thin air. Using a bonus action, you can summon a holographic version of any martial, simple, or ranged weapon from your Holo-Diagram Book. Though holographic, they behave in the same way as a normal weapon for the purposes of combat. The weapons are considered non-magical and will disappear at the start of your next turn if not in the summoner's hand. Shields can also be summoned this way and count as one instance of this feature. Unless your GM states otherwise, you cannot summon complex or named magical weapons such as the Proton Blade or Key Sword. There can only be two instances of this skill active at once. Ammunition does not count as an extra instance if it is being used only as ammunition. HOLO-ARMOR Beginning at 2nd Level you gain the ability to cover yourself or another willing creature in holographic armor from your Holo-Diagram Book. The creation of this armor takes an action. There can only be 1 instance of this armor active at a time. The armor lasts for 1 minute or until dispelled with a bonus action. The wearer is considered proficient, and you gain all advantages and disadvantages with the armor, until the effect ends. You can summon Light Armor at 2nd level, medium at 6th level, and heavy at 15th level. You can use this this ability a number of times equal to your Intelligence modifier, minimum of once, before finishing a short or long rest. SPELLCASTING Starting at 2nd level you have begun mastering the 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 toes. CANTRIPS You know two cantrips of your choice from the holo-knight spell list. You learn additional holoknight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the holoknight. SPELL SLOTS The holo-knight 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. For example, if you know the 1st -level Crank Caller and have a 1st-level and 2nd-level spell slot available, you can cast Crank Caller using either slot. SPELLS KNOWN OF 1 ST LEVEL AND HIGHER The Spells Known column of the holo-knight table shows when you learn more holo-knight spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. holo-knight magic revolves mostly around illusions and trickery. Additionally, when you gain a level in this class, you can choose one of the holo-knight spells you know and replace it with another spell from the holo-knight spell list, which also must be of a level for which you have spell slots. Colin Prime (Order #35367621)


119 SPELLCASTING ABILITY Intelligence is your spellcasting ability for your Holo-Knight spells Your magic comes from the same place as your holograms, requiring a keen mind to understand how you are bending the rules about what is and is not magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a holo-knight spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier WEAPON SHATTER Starting at 3rd level you can use a bonus action to make an extra desperate attack with one of your Holo-Weapons, breaking it upon your foes. You cannot do this with a normal weapon, only a Holo-Weapon. When you use this action, regardless if you hit the target or not, the weapon shatters and is destroyed. On a hit, the target takes the weapon damage, minus any bonus modifiers, except those inherent in a summoned magical weapon. At 10th level the damage modifiers are used in this attack. HOLOGRAM TYPE At 3rd level, you choose a type of hologram construction to specialize in: Hard Light, Soft Light, or Quantum Light. These hologram types are detailed at the end of this class description. The hologram type you choose grants you features at 3 rd level and again 7th, 13th, and 18th level. POWER UP When you reach 4th level, and again at 8th, 12th, 16th , and 20th level, you can increase on ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can choose one feat. You can't increase an ability score over 20 using this feature. EXTRA ATTACK At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. ADVANCED CONSTRUCTS Beginning at 6th level your Holo-Weapons are more than mundane swords and hammers. They can become +1 versions of themselves. At 10th level they can become +2 versions of themselves. They count as magical weapons for the purposes of overcoming resistances, if you summon them as a +1 or higher weapon. RAPID PROCESSORS At 14th level you have become one with the constructs you choose. You can summon a HoloWeapon as if you were drawing a weapon. You cannot use this feature more than twice on your turn. Summoning Holo-Armor also now only requires a bonus action. 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. Colin Prime (Order #35367621)


120 HOLOGRAM TYPE Holograms can be created in many different ways. The best holo-knights dedicate their time towards perfecting the manipulation of one type of light. There are masters of holograms who will teach those who seek them out. More often, a holo-knight begins sliding towards one light path or another by simple habit. Hard Light A holo-knight who specializes in hard light constructs is focused on the raw strength their mind can create. Their combat style is rigid and harsh. Their constructs lack artistry, choosing form over function; their blocky creations match their straightforward combat style. STABLE CONSTRUCTION At 3rd level you have begun to expand your creation abilities by reducing the load of each instance. By trimming down on the designs and flair of your hologram to their basest functioning forms, you can double the number of instances you can maintain and greatly lengthen their duration. You can have a total of 4 Holo-Weapon instances and 2 Holo-Armor instances active at any time. These constructs last for 10 minutes and can be wielded by any able creature. You may dismiss them as a bonus action or by summoning another instance to replace it. You can create a set of 6 pieces of non-magical ammunition (such as arrows, bolts, or darts) or 1 full energy core of any non-magical ammunition type and give it to another creature. These bequeathed sets count as 1 instance of your HoloWeapon feature. ARMORED CORE At 7th level you have bolstered your armor beyond what should be capable. When using your HoloArmor 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 level. Additionally, summoning the armor only takes a bonus action and, if you are wearing it, the armor lasts for 1 hour. You can also use 1 instance of you Holo-Armor to make a small barrier. Using a bonus action, you create a small fixed barrier, no larger than a 5-foot cube. Any creatures behind the cube have halfcover. The cube has an AC of 10, 10 hit points, and lasts for 1 minute. ARMOR BURST At 13th level you gain the ability to rupture your Holo-Armor and send it flying off in a shower of holographic shards. Using a bonus action, the HoloArmor armor explodes and every hostile creature within 15 feet of it must succeed on a Dexterity saving throw versus your spell save DC or take slashing damage equal to the armor's strength. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. Armor of +1 or higher does additional damage equal to the bonus of the armor. 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. Colin Prime (Order #35367621)


121 Soft Light Holo-knights who choose a subtler approach to combat will often choose this path. This path is less about bravado and more centered on flair and panache. They have focused on creating the most intricate designs and weaving magical and holograms into a fine balance. ELEMENTAL ADD-ONS At 3rd level you can add additional elemental damage or silver effects to your chosen HoloWeapon when they are created. Choose the element type from: acid, cold, fire, lightning, poison, psychic, and thunder. By using a spell slot of 1st level or higher, you can choose from these additional damage types: force, necrotic, and radiant. When attacking with this weapon, they deal extra elemental damage equal to your proficiency bonus. At 13th level this becomes twice your proficiency bonus. Additionally, you can create the weapon as if it were silvered instead, dealing no extra damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. SHATTER SPARK At 7th level you have begun to weave more dangerous protocols into your Holo-Weapons. When using the Weapon Shatter feature, you can send a shower of holographic shrapnel into nearby targets. When your weapon shatters, any enemy creatures within 5 feet of the target must make a Dexterity saving throw, taking 1d6 slashing damage on a failed save or half as much on a successful save. The range and damage increase for more powerful Holo-Weapons. 10 feet and 1d8+1 damage for +1 weapons, 15 feet and 1d10+2 damage for +2 weapons, and 20 feet and 1d12+3 damage for +3 weapons. Shrapnel from +1 weapons or higher is considered magical. You may use this feature a 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, becoming totally mundane, and is incapable of using any abilities or spells. Objects of extreme magic such as named artifacts, intelligent items, or arcane engines cannot be affected by this feature. It does not stop a creature from casting their own magic and does not affect creatures whose lives are magically sustained. You may use this feature twice before finishing a long rest. HYPER CONSTRUCT When you reach 13th level in this path, weapons you create can become +3 weapons and are considered magical for the purposes of overcoming resistances. SOFT FLESH By 18th level, you have become so attuned to your holograms that you can briefly turn your body into one. Using a reaction, you can turn your body into soft-light whenever an effect requires a saving throw. You take half damage from the effect if you fail the saving throw, and no damage if you succeed. Additionally, you can use this effect to walk through non-magical barriers or up to three feet of stone, 1 foot of metal, and 1 inch of lead. If you end your turn inside a barrier or wall you are immediately pushed back to your point of entry or the nearest unoccupied space (whichever is further) and take 6d6 force damage. You may use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. Quantum Light A quantum light holo-knight constructor has blurred the lines between illusion and reality. Through mastery of both concepts, they can create constructs so believable they are indistinguishable Colin Prime (Order #35367621)


122 from reality. The holograms begin to move and flow as if they are a natural part of the world. A talented holo-knight in this field may begin to suspect that their holograms have a will of their own. SOLID ILLUSIONS When you take this path at 3rd level, you can combine your constructs seamlessly with the illusions you make. When you use an illusion spell, you can weave your holographic constructs into the magic, making the illusion solid. The illusion will feel real to the touch, down to temperature and stray fibers. Creatures attempting to see through the illusion make their rolls with disadvantage. The holograms cannot produce sounds, though some illusion spells can. The illusion constructs can carry items appropriate to the illusion. If attacking, they use your ability scores but can do a maximum of 1 + the appropriate ability score damage. Any damage to the illusion will destroy the holograms inside but will leave the illusion spell intact. You can only have one instance of this feature active at a time. Any weapons or armor the illusion is using count against your active instances for those items. You can use this feature once before finishing a long rest. This increases to twice at 7th level, and to three times at 18th level. MOSTLY MAGIC 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. You can learn a spell from any spell list. The spell must be of a level for which you have spell slots. You can learn an additional spell from any spell list at 7th level, 13th level, and 18th level. DOUBLE TEAM At 13th level you can focus your magic and holograms to create a duplicate of yourself. To use this feature, you must use a spell slot of 1st level or higher and a bonus action. They have whatever holo-weapons and holo-armor you were wearing when summoned, neither the weapon or armor count against your total possible instances of these items. They have 1 hit point, can only attack once per turn (except by using Weapon Shatter), cannot use magic, and cannot summon new weapons or armor. They share all your other holo-knight abilities. You are telepathically linked to them and can command them freely after they are created. They act on your turn. They cannot move more than 300 feet away from you and dissipate after 1 minute. At 18th level you can create two duplicates, commanding them both freely. CONSTRUCT HEALING At 18th level the holograms you use in combat begin to act on their own accord to stem bleeding and suture small wounds. Unless you are unconscious, you regain hit points equal to your Intelligence modifier (minimum of 1) at the end of each of your turns when you are not at max health. Colin Prime (Order #35367621)


123 SYNTH WEAVER A young human weaves around the battlefield on rollerblades. As she positions herself for maximum effect, she reaches for her megaphone. Pirouetting against a group of foes she lets loose a blast against the group. The enemies reach for their ears and fall to their knees, leaving them open for her teammates to mop up. The dragonborn's party has been ravaged; they likely will not survive this battle. He stares up at the lich, Ruin, places sunglasses on his nose, cranking up his boombox to eleven. The ludicrous bass and melodious beats waft through his teammates, revitalizing their strength and will. Ruin balks at the dubious wubs coming from this group. He fears, for they are no longer a team, they are a party. The dwarf readies his fingers and steadies his mind. Placing his hand down and the keytar, he begins his opus. The virus infested crowd rushes the stage but with every new chord he blasts them off in heaps of electric carnage. He knows he is doomed. His teammates have all fallen beside him. But he will not stop playing, not for the world, not for his life, not for the love he has lost. With one final glance he looks towards the heavens and cries out their name. Then, there is nothing left in him but the music. BEATBOXING BADBOYS The synth weaver is the backbone of any outstanding group. They skate around the battlefield and boost their allies in a multitude of ways. Most synth weavers can seem aloof or even 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. Colin Prime (Order #35367621)


124 CREATING A SYNTH WEAVER Your love of music has allowed you to tap into the rhythm of the universe. You see the seams of creation where others cannot. Everything in the Retroverse marches to a specific beat and if you can just find the beat, then you can alter its frequency. Most synth weavers lack the ability to change existence directly but can add powerful 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. PRE-GEN CHARACTER You can make a synth weaver quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Prodigy background. Third, take the Dancing Lights and Wub Blast cantrip, along with the following 1st -level spells Swift Stars, Thunder Wave, Concussive Beats, and Crank Caller. -Spell Slots per Spell LevelSynth Weaver Level Prof. Bonus Features Hype Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 Spellcasting, Synth Weaver Hype 1 2 4 2 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 Colin Prime (Order #35367621)


125 CLASS FEATURES As a synth weaver, you gain the following class features Hit Points Hit Dice: 1d6 per Synth Weaver Level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per synth weaver level after 1 st. Proficiencies Armor: Light armor Weapons: Simple Weapons, Lance, Scimitar, Whip Tools: Chose two from Any Average Instrument, Megaphone, Brick Cellphone, Keyboard, Boombox, Airhorn, Trumpet, Walkman, Keytar, Saxophone, or Beatboxing Prowess. More may be available at your GM's discretion Saving Throws: Dexterity, Charisma Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Sleight of Hand, Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (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 expended. If you cancel the spell, you gain temporary hit points equal to double the level the spell was intended to be cast at. CANTRIPS You know two cantrips of your choice from the synth weaver spell list. You learn additional Synth Weaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the synth weaver Table. SPELL SLOTS The synth weaver 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. For example, if you know the 1st -level spell swift stars and have a 1st-level and 2nd-level spell slot available, you can cast swift stars using either slot. SPELLS KNOWN OF 1 ST LEVEL AND HIGHER You know four 1st level spells of your choice from the synth weaver spell list. Spells can be hard to identify as a soundwave and so you can only pull from the Beat the magic you are intimately familiar with. Colin Prime (Order #35367621)


126 The Spells Known column of the synth weaver table shows when you learn more synth weaver spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2 nd level. Additionally, when you gain a level in this class, you can choose one of the synth weaver spells you know and replace it with another spell from the synth weaver spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Dexterity is your spellcasting ability for your synth weaver spells. Your magic comes from the rests between the Beat of the World and you channel it through your own rhythmic gyrations and quick movements. Your magic is less about the creation of power through music and more about taking from or augmenting with the rhythm that already exists. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a synth weaver spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Dexterity modifier Spell attack modifier = your proficiency bonus + your Dexterity modifier SPELLCASTING FOCUS You can use any musical instrument you’re proficient with as a spellcasting focus for your synth weaver spells. SYNTH WEAVER HYPE Starting at 1st level you can get others around you hyped by tuning into their own particular rhythm. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. You grant that creature a set of bonus points, the total set of points being your choice from the pool of Hype points you have available. Though you can choose to give only a portion of your Hype points, the recipient must use the entire set given. Once within the next 10 minutes, the creature can add the entire set of bonus points to one ability check, attack roll, or saving throw it makes. The creature can wait until after the roll before deciding to use the Hype point set but must decide before they know the result. Once the Hype point set is used, they are lost. A creature can have only one set of Hype points and the set cannot be changed once it is given. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses once you finish a long rest. Your Hype points increase as you gain levels in this class, as shown by the Hype Points column of the Synth Weaver table. SHORT RECITAL When you reach 2nd level in this class, you can use Hype points to recover spent synth weaver spell during a short rest. You can recover a number of spent spell slots equal to half the Hype points used. If using the Fresh Batteries feature, the total Hype points available are used after their recovery through the Fresh Batteries feature. BEAT STYLE Synth weavers all have an intimate connection to the Beat of the World, but that connection can come in different forms. No two synth weavers are identical, having all found their connection in different ways. Beat Boosters have tapped into the Beat and use it to amplify themselves and their friends. Beat Mixers twist the Beat to their desires and use it the change the world around them. Beat Breakers are the most destructive of synth weavers and interject their own tones to cause disharmony in the Beat. When you reach 3rd level, you begin to shape the Beat of the World to your own desires. Choose which way you harness the Beat: Breaker, Booster, or Mixer. Your choice grants you features at 3rd, 6th , 12th, 16th, and 19th . POWER UP When you reach 4th level, and again at 8th, 12th, 16th , and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can gain one Feat. You cannot increase an ability score beyond 20 using this feature. RAISED ROOF When you reach 5th level in this class, you gain an additional Hype Point (+2 gained total), as shown by the Hype Points column of the synth weaver table. You gain an additional Hype Point again at 10th level, 15th level, and 20th level. Colin Prime (Order #35367621)


127 FRESH BATTERIES At 7th level, you regain all synth weaver Hype points when you finish a short or long rest. SPELL BEQUEATH At 10th level you can gift a spell slot to an ally as an action. At the cost of 5 Hype points, you can roll a d4. That roll is the level of spell slot you can give to an ally. This counts as a bonus spell slot and does not count against the total spells your ally can cast. At 14th level the die used increases to a d6. At 18th level the die used increases to a d8. If the roll is for a spell slot for which they do not know any spells, they instead gain a spell slot for the next highest spell they know. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. For example, as a 15th level synth weaver you spend 5 Hype points to use this ability. You target the Cleric and roll a d6, it lands on 4. The Cleric now has an extra use of any 4th level spell they know. You must finish a long rest before you can use this ability again. KINETIC CHARGER At 20th level, when a new round starts and you have no Hype points left, you regain 5. Beat Mixer A Beat Mixer Synth Weaver is so in tune with the Beat of the World they can use it to bend the very air around them. They sample and remix the Beat to their own whims. They are often irreverent of the rules that govern society or reality. They are slippery, sliding around the battlefield to a rhythm of the multitude. CANTRIP SNIPPET When you chose this beat type at 3rd level, you learn two cantrips of your choice from any class. They are considered synth weaver cantrips when you cast them. ROLLER BLADES When you choose this style at 3rd level, you have focused some of the power of the Beat into a set of ephemeral roller or razor blades. They are built to adapt to nearly any surface and you do not suffer extra penalties on normal surfaces unless it is difficult terrain. On difficult terrain you suffer 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 bonus when you are not wearing them. At 3rd level they add +5 feet to your movement speed and +2 to your Dexterity based AC and Dexterity saves only. At 6th level this changes to +10 feet and +3 to your Dexterity based AC and Dexterity saves. At 12th level this changes to +15 feet and +4 to your Dexterity based AC and Dexterity saves. Additionally, you can use 2 hype points to traverse rough terrain as if it were normal terrain until the start of your next turn. This can also be used to travel up vertical surfaces or across water at half your movement speed. You cannot wear any armor while using the Roller Blades. You are proficient with the blades. MIXER BEAT-DOWN When you choose this style at 3rd level, you can hype yourself up to attack with your dancing moves and Roller Blades. The Roller Blades do 1d6 + your Dexterity modifier slashing damage. At 12th Level you can attack twice with your Roller Blades using this action. You are considered proficient with this attack and can spend 1 Hype point per attack to make the attack considered magical for the purposes of overcoming resistances. SPELL SAMPLE Starting at 6th level, you have the ability to sample and cast a spell another creature has used. The spell has to have been cast at a level for which you spell slots to use this feature. The spell is cast as a synth weaver spell, uses a spell slot equal to the level the spell was cast at, and uses all of your modifiers. You may sample spells currently being concentrated on, or non-concentration spells immediately after they are cast. If a creature is using a spell that requires concentration, you can copy that spell and begin to cast it yourself by using a number of Hype points equal to two times the level the spell was cast at. You can maintain concentration and access to the spell as long as the original creature you sampled the spell from holds their concentration on the sampled spell. If a creature uses a non-concentration spell, you can use Hype points equal to three times the level the spell was cast at and a reaction immediately after the spell is cast to copy and store it. You have the spell stored for the next 10 minutes, after which time the spell fades away. You may only store one spell with this feature at a time. Colin Prime (Order #35367621)


128 Colin Prime (Order #35367621)


129 PASSIVE MELODY When you reach 12th level, you gain a background melody to your actions. You regain 1 expended Hype point at the start of each of your turns if you are below half your maximum total Hype points. PARTY MAGIC Beginning at 12th level, you can use the Spell Bequeath feature a number of times equal to your Charisma modifier + your proficiency bonus before finishing a long rest. BATTLE REMIX At 16th level you can cause a minor skip in the flow of time, causing a reroll of the last instant. Using a reaction and 5 Hype points, target a creature you can see within 120 feet, that creature must reroll their last attack, saving throw, or damage roll. The 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 Needed 2 4 6 8 10 12 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 creature. You can target yourself with this feature for half the cost. This feature cannot be used to teleport a creature into a space that is too small for them to naturally be in. Beat Booster Beat boosters do not attempt to interfere with the Beat of the World, instead choosing to ride alongside it. Their drops, rhythms, and chords are synched to the Beat and amplified along the musical ether. Eventually they are so heavily synched, they can recognize the beats of others and amplify their abilities as well. MUSIC MASTER When you choose this style at 3rd level, you gain proficiency with two additional instruments of your choice. Colin Prime (Order #35367621)


130 SWAGGER ARMOR When you choose this style at 3rd level, your body and movements become synched to the world around you. While you are wearing no armor or shields, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, you gain +1 to Performance checks while playing instruments you are proficient with as park of the check. BOOSTER BEAT-DOWN When you choose this style at 3rd level, you can tap into the Beat to boost your magical focus instrument to attack with righteous riffs and beats. The instrument attacks with a concentrated spear of sound, dealing 1d6 + your Dexterity modifier piercing damage. At 12th Level you can attack twice with your instrument using this action. You are considered proficient with this attack and can spend 1 Hype point per attack to make the attack considered magical for the purposes of overcoming resistances. BONUS HYPE Because of your passive harmony with the Beat, you can recognize rhythms of extra strength. At 6th level you gain an additional Hype point. This happens again at 12th level, 16th level, and once more at 19th level. BARS OF ADRENALINE Beginning at 6th level, you can use bumping beats or uplifting lyrical goodness to help boost your allies. As an action you use your Hype points to give all allies within 60 feet, that can hear you, temporary hit points. Any ally can use one of their hit dice, if they have one available to use; they add that roll plus a number of Hype points (minimum of 1) you use, to gain temporary hit points equal to the total. This consumes their hit die in the process. The temporary hit points last a number of rounds equal half your synth weaver level + your Charisma modifier (minimum of 1 round). Once you use this ability, you cannot use it again until you have finished a short or long rest. DROP THE BASS Beginning at 6th level you gain the ability to sync your rhythm to that of your allies. As a reaction, when an ally hits a target with a ranged or melee attack, you can use 2 Hype points to bring the blow down with added force. Both you and your ally roll a d6, if the numbers rolled match, then the ally’s attack is considered a critical hit. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. The die used to sync your rhythm changes to a to a d4 at 12th level and is automatic at 16th 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. Colin Prime (Order #35367621)


131 HYPE WAVE At 12th level you can choose to grant Hype points to assist more than one ally at a time. When using synth weaver Hype, you can choose up to two allies to receive the Hype points simultaneously. The chosen creatures must gain Hype points equally, draining you an equal amount of Hype points for each creature. This feature takes an 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 turn. At 6th level you only fall prone and cannot take actions or reactions until the start of your next turn. At 12th level, you simply fall prone. While dancing, you can make attacks with any weapon you are proficient with or with unarmed strikes. At 12th level you can attack twice with proficient weapons or unarmed strikes using this action. Colin Prime (Order #35367621)


132 MAGIC BREAKER Beginning at 6th level, you can use your powerful beats to blast away the forces of magic. When targeted by a damaging spell, that has a range other than touch, you can use your reaction and Hype points equal to the level the spell is cast at to half the damage dealt. If a spell requires a saving throw to take half damage, you instead take no damage on a successful one and only half on a failed one. You can use this feature after making a saving throw but before you know the result. At 12th level you can use Hype points equal to 2 x the level the spell is cast at to completely disperse the spell, negating all damage and effects to yourself. At 19th level you can use Hype points equal to 3 x the level the spell was cast at to blast a spell back at the caster. The caster then must make a Dexterity saving throw against your spell save DC, taking the full damage on a failed save or half as much on a successful one. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) before finishing a long rest. EXTRA BOP At 6th level, you can take advantage of the 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. WHITE NOISE Starting at 12th level, you can cause a small discordant field around you that blocks certain frequencies. As a reaction, you can spend 1 Hype point to become resistant to a type of damage until the start of your next turn. The damage type you are resistant to is chosen once you finish a short or long rest; choose between these damage types: force, lightning, psychic, or thunder. When you reach 16th level, you are immune rather than resistant to the damage type. At 19th level, you can choose two damage types, instead of one. TAKE BACKS At 12th level, you can force the Beat into breaking into more usable chunks. You regain 1 Hype point for every three you expend or give to an ally. DIRTY DANCING At 16th level, you can end your dancing with a powerful flourish. If you use Breakdancing BeatDown, you can use a reaction to cast any spell, with a 1 action, bonus action, or reaction casting time, immediately after the attack by expending a spell slot and Hype points equal to the level the spell is cast at. You may not cast spells above their original spell level by using this feature. Colin Prime (Order #35367621)


133 SUB-CLASSES Most traditional classes from other universes have a Retroverse version that is heavily influenced by the cartoonish nature of this reality. This is a sampling of some of those sub-classes but is by no means a comprehensive list of possibilities. BARBARIAN PATH OF THE TECHNO VIKING The path of the techno viking is one paved with long hair, guitar riffs, and blood. Rather than keep their fury to themselves, they can spread it to others. A single techno viking can turn an entire 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. The damage dice increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Additionally, you become proficient with the Performance skill, or double your proficiency if you already are proficient. RIP AND TEAR Starting at 6th level, whenever you grapple an enemy, you can use a reaction to hurt the enemy you have grappled. This attack automatically hits but the enemy can make another check to escape your grapple after taking damage from this feature. If you have a species ability that allows you to bludgeon, bite, or claw the opponent, you can use that attack. Otherwise, it is considered an unarmed attack as you bludgeon, bite, or claw at the grappled foe. Colin Prime (Order #35367621)


134 JAMMER SLAMMER Starting at 6th level, when you are raging and hit a creature with a musical instrument, the sound reverberates into you allies and grants a bonus to those within 30 feet that heard the sound. Until the start of your next turn, allied creatures have +1 to attack and damage rolls made against that creature. You can use this feature as many times as you like within a single rage but can only use it during a single rage before finishing a short or long rest. MOSH Beginning at 10th level, you can use a bonus action to bestow or impose some of your rage upon another creature. Choose a creature within 5 feet and punch them. This is not intended to cause serious damage and, as long as the creature does not resist, they will only take 1 bludgeoning damage from the attack. If they do not wish to be hit you can still make an unarmed attack against them, dealing damage normally on a hit. Once they have taken the damage, they become empowered by your ferocious energy and gain the same rage bonus to their Strength based damage rolls that you receive. If they are concentrating on a spell, they lose that concentration. This bonus lasts until your current rage ends. You may bestow this bonus to 2 creatures. This increases to 4 creatures at 14th level and again to 6 creatures at 20th level. BEAT SABER At 14th level, you can create a weapon made out of pure musical energy when you begin to rage. This weapon can be any melee weapon you are proficient with, including your musical instrument. The weapon glows bright light in a 30-foot radius and dim light 30 feet beyond that. It deals thunder damage and lands a critical hit on a 19 or 20. Once per rage, if you roll a 1 on an attack roll with this weapon, you can use a your reaction to attempt to get yourself back on beat, rerolling the attack and using the new number instead. For each consecutive hit you make with this weapon during a single rage, the damage the weapon deals increases by +1 (to a maximum of +10), resetting if you miss an attack or your rage ends. The weapon dissipates when your rage ends. BARD COLLEGE OF METAL Many bards obtain their magic by creating harmonious echoes of melodious powers greater than themselves. But they often do so with tools and instruments barely more powerful than a whisper. That’s where you and they differ, because your electric echoes are a thunderclap in the cosmos. You have learned how to infuse your melodic intent with raw electricity, creating a loop of ever-increasing intensity. The first bards to do this eventually had such a buildup of energy that they ascended into godhood, the resulting musical explosion forever changing the concepts of music and magic as we know it. Given enough time and power, you too could become a god of metal. INSPIRING FLASH At 3rd level you can draw upon epic moments of conflict to revitalize your bardic strength. When you or an ally within 30 feet land a critical hit on an enemy, you can use your reaction to pull energy from the moment, regaining an expended use of Bardic Inspiration. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. You cannot use this feature to gain extra uses of Bardic Inspiration, only to replace expended uses. GENRE SPELLS When you choose this school at 3rd level, you must also choose a genre to specialize in. Though you may dabble in other genres, your primary powers come from a single type of metal music. You immediately unlock access to whatever 1st level spell and cantrip is associated with your genre. As you gain levels in this class, additional genre spells will be unlocked at 3rd, 6th, and 14th level. You can cast these spells using a spell slot or you can use your musical prowess to inspire reality to cast them for you. By spending a number of uses of Bardic Inspiration equal to the level of the spell you are casting, you can cast any of the genre spells you have unlocked without expending a spell slot. You cannot cast a spell higher than its original level by using Bardic Inspiration, except by using the To 11 feature. This list is only a sampling of genre possibilities. Work with your Gm if your bard produces metal from a more specialized genre. Colin Prime (Order #35367621)


135 Metal Genre Spells Metal Genre Cantrip Unlocked at 3 rd Level Unlocked at 6th Level Unlocked at 14th Level Death Poison Spray False Life Grasping Graves Raise Dead Doom Air Guitar Burning Hands Fireball Banishment Folk Poison Spray Animal Friendship Plant Growth Insect Plague Hair Jazz Hands Charm Person Major Image Animate Objects Power Sacred Flame Enhance Ability Remove Curse Reincarnate Progressive Minor Illusion Warped Weapons Magic Circle Polymorph Thrash True Strike Blur Haste Freedom of Movement TO 11 At 6th level, you have begun to push your magic beyond what should be possible. When you cast a spell, you can cast it as if you had used a spell slot 1 level higher than the spell requires without expending the higher spell slot. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. You cannot use this feature to add an additional spell level to a spell if you are already casting a spell higher than its required level. For example, you cast Cure Wounds using this feature, boosting it in power as if it were cast with a 2 nd level spell slot. A 1st level spell slot is expended in the process. However, if you intended to cast it with a 3rd level spell slot, you could not use this feature to boost it to the power of a 4th level spell. GRAND FINALE At 14th level, you have unlocked the secrets of the show ending banger. Choose an allied creature within 60 feet that you can see and roll a Bardic Inspiration dice. That ally is healed that amount and is infused with the power of your thrashing ballad. They gain half their movement speed to use immediately and can choose one of the following options. These options do not count against their actions this round as your power causes time itself to distort around them. • Make a single attack against a target in range. • Use the dash, dodge, or disengage option. • Use a spell with a casting time of 1 action or 1 bonus action that does not require concentration. You can choose as many creatures as you have uses of Bardic Inspiration for as part of this action. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)


136 CLERIC: DOMAIN OF ACTION A cleric of action is called on by their god, not just to be their champion, but to be a star. Their goal is to spread the teachings of their deities by becoming as famous as possible. Their relationship is more like that of a director and actor, than that of a cleric and divine patron. The director may be demanding and overbearing, stressing over the tiniest details of your life. In contrast, some directors place great faith in their actors, allowing more improvisation than their script may call for. Whatever they are like, your goal is almost always the same: make as many stories with your name in them as possible. CHOOSING A DEITY Any god may choose to have a cleric of action. The powers normally associated with a god’s pantheons are pushed to the side, in favor of abilities that increase the possibility of their cleric becoming a worldwide sensation. Many gods have clerics of action, but few of these clerics ever rise above C-tier celebrity status. Those clerics that wrestle the spotlight onto them use their platform to spread their faith onto their fans. In this way, even unknown deities can see a huge surge in followers, if their cleric of action happens to become popular enough. Action Domain Spells Cleric Level Spells 1 st Charm Person, Hilwel’s Scream 3 rd Mirror Image, Party Ball 5 th Awestruck, Chrome Sheen 7 th Hallucinatory Terrain, Mind Blow 9 th Copy Smite, Modify Memory FRESH FACE At 1st level, you gain proficiency with the Deception and Performance skills. You also learn the spell Disguise Self and can cast it a number of times equal to your Charisma modifier (minimum of once) without using a spell slot. At 8th level, you can double your proficiency bonus for the Deception and Performance skills while disguised by the Disguise Self spell. CHANNEL DIVINITY: FAN SERVICE Starting at 2nd level, you can use your Channel Divinity to call on the love of your fans to boost you and your party. As an action, present your holy symbol. An ethereal representation of a crowd of fans is summoned and follows within 30 feet of you for the next minute. They cannot be directly interacted with but will respond to you and your ally’s actions with cheers or jeers. At the end of each of your turns, their revelry will grant a boon to your party. Roll on the Fan Service table to determine the assistance your party will receive. Creatures affected by the table must be within 30 feet of you and anything that targets only one creature has the target determined by the GM. Any spells or attacks use your stats. Fan Service Table d8 Fan Assistance 1 An allied creature is healed 2d6 hit points 2 An allied creature is given advantage on their next attack roll. 3 An enemy creature has Vicious Mockery cast on them. 4 An enemy has Crank Caller cast on them. 5 Bless is cast, targeting you and two allied creatures. 6 An ethereal object is thrown from the crowd (like a chair or bottle), striking an enemy creature for 2d6 force damage. 7 An allied creature is given advantage on their next saving throw. 8 An enemy creature has disadvantage on their next attack roll. SCRIPT PREVIEW At 2nd level, you can call on your deity to give you a sneak peak of what is coming next. As 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. Colin Prime (Order #35367621)


137 STUNT DOUBLE At 6th level, you deity has crafted a dummy version of you to assist in more dangerous scenes. As a reaction, you can call on this dummy to instantly replace you until the start of your next turn. The dummy is held in a special pocket dimension, where you reside when your bodies are swapped. The dummy cannot move, speak, or do anything except assume the pose you were in when it was summoned, or fall limply on the ground. It has an AC of 10, hit points equal to double your cleric level, and automatically fails saving throws. The dummy remains active until the start of your next turn, or 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, nondamaging spells simply fizzle out and/or damaging spell damage is reduced by half, before applying vulnerabilities or resistances. This feature cannot be used more than two times for a single spell’s initial casting. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. Colin Prime (Order #35367621)


138 DRUID: CIRCLE OF THE CORRUPTED Druids within the circle of the corrupted have little regard for the “natural” way of things. Nature and its ilk are boring and poorly designed, badly in need of improvement. To this end, they have learned how to use their druidic powers to twist the creatures they change into and even augment their own bodies with permanent changes. This tinkering with natural order results in strange aberrations and the druid often finds themselves swimming in corruption. But rather than fear it, they embrace it and try to find a way to bend the “natural order” into new and interesting ways. CORRUPTED FORMS When you choose this circle at 2nd level, you can use Wild Shape on your turn as an action or a bonus action. Additionally, you may choose Wild Shape forms from medium sized or smaller beasts or monstrosities with a CR of 1 or lower. COPY/PASTE Circle of the corrupted druids have the unique ability to mix and match creatures they can change into. Not every creation is a good one and combining two good creatures together does not mean they can use their perceived combined abilities to their greatest potential. For example, attacking with panther claws as a horse is likely no more effective than if the panther used them. To use this feature, you must choose two beasts or monstrosities, that you have seen before, whose total CR together does not exceed your total Wild Shape CR max. You can then turn into a combination of the creatures using the following instructions: • Choose the AC and Hit Points of only one of the creatures. You use these two stats while you are in this Wild Shape form. • The movement speeds of either creatures can be used. If one creature has a slower speed in a type of movement than another, use the slower speed. • Choose the Strength, Dexterity, and Constitution of only one of the creatures. You use these stats while you are in your Wild Shape form. As normal, you retain your Intelligence, Wisdom, and Charisma scores. • You may use the highest saving throw and skill bonuses from either creature. • Damage resistances, vulnerabilities, and immunities from both creatures are used. Resistances and vulnerabilities do not double but having resistance and vulnerability to the same damage type will negate them, making you neither resistant nor vulnerable. Having immunity and vulnerability to a damage type will make you resistant to that damage type instead. • Senses from both creatures can be used. If both creatures have the same senses, use whichever one is higher. • You can speak any languages the two creatures can speak but cannot use telepathy. • You may not cast any spells or use any psionics while in this form, even if the creature you can change into would normally have these abilities. • You take all the actions and reactions from both creatures. Use the attack stats for the creature the attack came from, making no changes due to a changed Strength, Dexterity, or Constitution score. If a creature has Multiattack, you may use this action only with attacks of the creature the attacks came from. For example, you may not use an Ape’s Multiattack feature with the talon attacks of an Eagle. • You obtain limited use abilities from both creatures. However, once the charges are expended, they cannot be recovered until finishing a long rest. This applies even if you exit the Wild Shape and then reenter the same form or even one that uses one of the previous creatures. The CR total you may use to combine creatures in your Wild Shape form increases as you gain levels in the circle of corruption. The CR of the Sample Creatures you combine together cannot exceed half of the max CR you can use, and the two creature’s combined CR cannot exceed your CR max. If you choose to turn into a single creature, with no combinations at all, you may use a CR creature of the Sample Creature CR Max +1. Your CR max increases at 6th level in this class, and again at 10th level, and 14th level. Druid Level 2 6 10 14 Combined CR Max 1 2 4 6 Sample Creature CR Max 1 2 3 4 Individual Creature CR Max 2 3 4 5 Additionally, you must make a Corruption Saving Throw whenever you use this ability. Colin Prime (Order #35367621)


139 CUT/PASTE Druids of this circle are constantly searching for ways to improve their own bodies. They do this by permanently changing aspects of themselves to that of a beast or monstrosity. They may choose eagle’s eyes, ape’s arms, panther’s claws, or any number of physical traits to imbue themselves with. When you choose this circle at 2nd level, choose one movement, skill, sense, action, reaction, or limited use ability (excepting psionics, spellcasting, and miltiattack) from any creature you can change into with Wild Shape. You gain the ability that you choose and whatever physical attributes you would 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 4th level or higher, the target’s corruption saving throw is made with disadvantage. Additionally, if you gain a layer of corruption, you may choose a corruption effect that is one number higher or lower on the corruption table. UNSTABLE EVOLUTION At 10th level, when you use your Wild Shape ability, you may choose a third beast or monstrosity, with a CR of ½ or lower, to add to your creation. This follows the exact rules for combining two creatures but does not count against your CR Max. When you use this feature, you immediately gain one layer of corruption. COMPRESSION At 14th level, you may choose large sized beasts or monstrosities to use for your Wild Shape or Cut/Paste features. If you combine a large sized creature with another creature of medium size or smaller, the size of your Wild Shape form is shrunk to medium size. This only affects your size, not the damage or abilities the creature naturally possesses. If you choose a large sized creature’s ability for your Cut/Paste feature, the body part is reduced to your natural size but suffers no other effects. Colin Prime (Order #35367621)


140 FIGHTER: PATH OF THE WRESTLER Not every fighter within the Retroverse desires combat of blood and blades. Some choose to test their mettle against their opponents in a contest of 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. Take up your mask, your name, your rank, and prove to the world that you understand the riddle of steel. THE BEST AROUND When you choose this path at 3rd level, choose a skill to become proficient with from Acrobatics, Athletics, or Performance. You also become proficient with improvised weapons and attacks with improvised weapons deal 1d6 + your Wrestling ability modifier. Additionally, unarmed strikes deal 1d4 + your Wrestling ability modifier. WRESTLING ARCHETYPE When you choose this path at 3rd level, you must choose which type of wrestler you wish to become. Once you head down this path, you cannot change it. The oath of wrestling is not something to be taken lightly. The path you choose determines which of your ability scores you draw your primary power from. Athlete You are more concerned with the fundamentals of your ability than any flair. Because of your dedication you are extremely strong and agile but have trouble commanding the respect of those around you. That is, until you pin them in seconds. Strength is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on checks against being grappled and advantage on the first grapple attack you make on your turn. Luchador You are a high-flying performer. What you may lack in raw strength you make up with agility and flair. You laugh in the face of overwhelming odds, unfazed by a hopeless endeavor. Dexterity is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you have advantage on saving throws against fear and charm effects. You also gain +2 to damage rolls made with aerial wrestling attacks. Performer You are the fan favorite, in spite of your ability. You’re no mere mortal though, you are a god of the 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 for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, your abilities are enhanced by having a crowd watch you. Once on your turn, or once a minute while out of combat, you may choose to add this bonus to one damage 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 and focused on you for you to use this feature. If fighting in an arena, ring, competition, or other sort of event, all creatures watching the event count towards the crowd total, regardless of their distance from you. Crowd Size 10+ 25+ 100+ 500+ 1,000+ Roll Bonus +1 +2 +3 +4 +5 Sumo Massive in stature and resolve. You dominate the battlefield with a mix of disciplined skill and overwhelming will. Your only true threat in life is a rival sumo, all others are merely harsh water against the stone that is your body. Constitution is the ability score used for your Wrestling Ability modifier. Use it when determining your attack and damage bonuses with unarmed attacks, grapples, wrestling moves, and improvised weapons. Additionally, you gain +2 temporary hit points 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 stack on other temporary hit points gained from this feature, and you may gain a total temporary hit points equal to two times your Fighter level before finishing a short or long rest. Colin Prime (Order #35367621)


141 ENSEMBLE DEFENSE When you choose this path at 3rd level, you can choose to don your wrestling costume or uniform instead of armor. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wrestling ability modifier + your proficiency bonus. At 10th level, this ability improves, allowing you to rise from a prone position without consuming any of your movement for that turn. ENHANCED MOVE SET When you choose this path at 3rd level, you can choose to give up your Fighting Style feature in exchange for three additional Wrestling Moves. This represents your devotion to your craft and the sacrifices you have made to master the art of wrestling. WRESTLING MOVES There are 3 types of wrestling moves: Aerials, Attacks, and Throws. When you choose this path at 3 rd level, you may choose any two moves from any group. They are considered a standard attack and as such, you may use multiple wrestling moves within a turn so long as you have extra attacks to be used. You add your Wrestling Ability modifier to the damage of each Wrestling Move, unless otherwise stated. You can choose two additional moves from any group at 7th level, and again at 10th, 15th, and 18th level. You are proficient with any move that you choose, and you add your Wrestling ability modifier to the attack, grapple, and damage rolls made with these attacks. These attacks only affect creatures of large size or smaller until you 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. Colin Prime (Order #35367621)


142 AERIALS These moves require you to expend at least 15 feet of your movement to jump off of something, leaping towards the target. The object you jump from can be anything of sufficient stability such as a barrel, wall, table, arena ropes, or a creature. You can jump off an enemy or resistant creature by making an Athletics or Acrobatics check that equals at least half their AC, on a success the jumped off creature cannot make any opportunity attacks against you for this movement, but a failure will consume 15 more feet of your move action and leave you within 5 feet of the creature you attempted to spring off of. The additional effects of these attacks only take place if the initial attack hits. Attacks made that miss by 5 or more result in you suffering 1d6 bludgeoning damage as you fall. Diving Crossbody: From the air, you stretch your body flat and attempt to flop onto your opponent, pushing them to the ground. This attack does 1d8 bludgeoning damage. Additionally, you can use a bonus action immediately to make a grapple attack against the same opponent. On a success, they are grappled and prone. Diving Elbow or Knee Drop: From the air, you extend your body sideways and put your arm up, forcing all the effort of this attack into your elbow. You slam into your opponent with your elbow, dealing 1d12 bludgeoning damage. If the opponent is prone, this attack deals 2d12 bludgeoning damage on a hit. Diving Typhoonarana: From the air, you wrap your legs around your opponent and fling your weight around, throwing them in a direction of your choosing. This attack deals 2d6 bludgeoning damage. Additionally, the target must make a Constitution saving throw, being thrown a direction of your choosing 10 feet on a success, or 20 feet on a failure. Diving Leg Drop: From the air, you extend your leg out and force all your effort to slam it against your opponent. This attack deals 1d8 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or lose the ability to use reactions until the start of their next turn. Diving Stomp: From the air, you extend both of your legs and attack at such an angle to force them to the ground. This attack deals 1d10 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked prone. Flying Zombiestringer: From the air, you lock your legs around an opponent’s head. Once there, you fling your body backwards, doing a backflip and forcing your opponent to go into the air and then come crashing down to the ground beneath you. This attack deals 2d8 bludgeoning damage and knocks the target prone. You may immediately use a bonus action to take a cheap shot at the opponent, making an unarmed strike against them. Shiranui: If the target is within 5 feet of something you can jump from, you can grab their neck, jump off the object, flip around behind then, and slam them backwards onto the ground. This attack deals 3d6 bludgeoning damage. Shooting Star: From the air, you curl your body into a ball and slam against the opponent. This attack deals 1d8 bludgeoning damage. Additionally, you may make an Athletics check (DC 15) to land in a roll, moving up to 15 feet away from the opponent at no cost to your movement for that turn. Aerial Splash: From the air, you extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d10 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d10 bludgeoning damage to the damage roll. ATTACKS These are standard wrestling attacks that you may make against your opponent. Some have prerequisites before they may be used. All targets must be within 5 feet of you when you strike them. The additional effects only take place if you land the initial attack. Body Press: Using at least 10 feet of your movement, you slam into your target with your chest, pushing all your weight into the attack. This attack deals 1d6 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked prone and grappled. Alternatively, if the target is within 5 feet of a wall or barrier, you can forgo the saving throw and crush them against the wall, dealing an additional 1d6 bludgeoning damage. Clothesline: You extend your arm at a target coming towards you, or that you are running at least 10 feet directly towards, and smash it against them, knocking them to the ground. This can be used as either an attack action or a reaction. This attack deals 1d8 bludgeoning damage. If the target Colin Prime (Order #35367621)


143 was attacking, they must succeed on a Constitution saving throw or the attack is interrupted. Additionally, you can make this attack with two arms, against two different opponents who are coming towards you, or that you run at least 10 feet directly towards, who are within 5 feet of each other. In this case, the damage is 1d4 per opponent, but their attacks cannot be interrupted this way. Drop: If the target is prone, you jump slightly, striking with one extremity. This attack does 2d6 bludgeoning damage. You can use a bonus action to immediately make this attack again, if the first attack was a hit. Facewash: You humiliate your target by slowly slashing your boot into their face or other sensitive area. This attack deals 1d4 bludgeoning damage and the target has disadvantage on the next saving throw they make against you for 1 minute. High Knee: Using at least 15 feet of movement, you run, jump, and smash your knee against an opponent’s head. This attack deals 1d12 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn. Setup Kick: You perform a light kick, designed to make you opponent unstable rather than to cause damage. This attack deals 1d4 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be knocked slightly off 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 any source, is halved. Rear View: Using 10 feet of your movement, you rush an opponent, jump, spin, and thrust your backside at them. This attack deals 1d10 bludgeoning damage. Additionally, you have advantage on the next Intimidation check made against that creature for 1 minute. Splash: You extend your body and bring your force down on your stomach, slamming it against your target. The attack deals 1d6 bludgeoning damage. However, this attack allows a lot of room for flair and can be amplified with a bonus action. If you use a bonus action to add flair to this move, you can add 1d6 bludgeoning damage to the damage roll. Stomp: When the opponent is prone, you smash your foot into them in a cruel attack. This attack deals 2d10 bludgeoning damage. The target must succeed on a Constitution saving throw or have the wind knocked out of them, becoming unable to use breath weapon attacks for the next minute. Stinging Mist By grabbing any fine powder, such as sand, dirt, or chalk, you quickly wrestle-bless it in your hand and throw it into the opponent’s eyes. The mist can be any color of your choice and is not determined by the base material used. The target must succeed on a Dexterity or Constitution (its choice) saving throw or be blinded until the start of their next turn. Colin Prime (Order #35367621)


144 THROWS These moves involve restraining, shuffling, and otherwise moving your opponent against their will. To use any of these moves, you must first make a grapple attack against your opponent. If they are successfully grappled, you can immediately use one of these moves as part of that same attack action. You do not need to make an additional attack roll against the target if you have them grappled as the throw is considered part of that attack. Unless otherwise stated, your initial grapple ends after the move is completed. Atomic Drop: Stuffing your head low into an opponent, you lift your body up straight, raising your target, and then slam their groin, pelvis, or equivalent down on your knee. This attack deals 2d6 bludgeoning damage and is a critical hit on a 19 or 20. Additionally, the target must succeed on a Constitution saving throw or have their movement speed reduced by half until the end of their next turn. If they fail the saving throw by 5 or more, their movement speed is instead reduced to 0. Back Breaker: You lift your opponent over into your arms and slam their back across your knee. This attack deals 2d10 bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or, the next time they are knocked prone, it takes their entire move action to stand. Brain Buster: You put your opponent into a headlock then lift them vertically into the air, jump, and fall backwards, slamming their head into the ground. This attack deals 1d12 bludgeoning damage. Additionally, if the target can cast spells, they must make a Constitution saving throw or lose access to spell slots of a certain level until the end of their next turn. To determine the spell slots they lose access to, roll a d4 – 1. The resulting number is the level of spell slots they lose access to, with a 0 being cantrips. For example, the d4 roll is a 2 – 1, meaning they cannot cast spells with a 1st level spell slot until the end of their next turn. Bulldog: After grabbing your opponent, you rush forward by 5 feet, jumping up, and smashing their head down with the force of your fall. This attack deals 1d12 bludgeoning damage. On a critical hit, this attack deals 3d12 bludgeoning damage. Catapult: Grabbing your opponent’s legs, you pull backwards, falling and flinging your opponent behind you. They are thrown up to 10 feet directly behind you and take 1d6 bludgeoning damage. If there is an obstacle that stops them from moving that far, they take an additional 2d6 bludgeoning damage from the sudden stop. Chokeslam: You grab your opponent by the throat or equivalent, lift them slightly, and slam them down on to the ground. This attack deals 1d10 bludgeoning damage and the target is knocked prone from the attack. You can choose to hold on after this attack, pinning the target with a bonus action. DDT: You put the opponent’s head under your arm and fall back, slamming their head into the ground and dealing 2d10 bludgeoning damage. Using this attack consecutively, against the same target in a single turn, increases the damage done by +2 (to a maximum of +10). Face Breaker: You grab your opponent’s head and strike at it with your knees, dealing 1d6 bludgeoning damage. After grappling, you can immediately use an unarmed attack as part of that action to attack the grappled target. Additionally, you may use a bonus action to immediately make another additional unarmed attack against that same opponent. Fireman’s Carry Throw: After grabbing your opponent, you lift them onto your sounders. From there you have four options. Choose one of the following: • Throw your opponent 10 feet in a direction of your choosing. • Slam you opponent down in front of 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. Colin Prime (Order #35367621)


145 Typhoonarana: Jumping onto your opponent as your grapple, you wrap your legs around your them and fling your weight around, throwing them in a direction of your choosing. This attack deals 1d6 bludgeoning damage. Additionally, the target must make a Constitution saving throw, being thrown a direction of your choosing 5 feet on a success, or 15 feet on a failure. Zombiestringer: Jumping onto your opponent as your grapple, you lock your legs around an opponent’s head. Once there, you fling your body backwards, doing a backflip and forcing your opponent to go into the air and then come crashing 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 take a cheap shot at the opponent, making an unarmed strike against them. Piledriver: You lift your target slightly, spin them so that their head, or equivalent, if facing the ground, jump and move to a sitting position, smashing their head into the ground. This attack deals 3d8 bludgeoning damage. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of their next turn. Slam: A simple move where you lift an opponent and then throw them back down to a space within 5 feet of you. This attack deals 1d8 bludgeoning damage. There is a large amount of variation you can apply to this move; you may use a bonus action to add flair to this move, adding an additional 1d8 bludgeoning damage to the attack. Spinebuster: This move can only be used as a reaction. You can attempt to grapple a charging target, making their attack an automatic hit. If you are able to grapple the target, you use their momentum to lift them high into the air and slam them down on their back. This attack deals 1d12 bludgeoning damage, knocks the target prone, and you only take half damage from their attack. Suplex: By grabbing your target in a large hug you lift them up and flip backwards, slamming them down on their back. This attack deals 2d12 bludgeoning damage. Both you and the target are prone. OUTSIDE YOUR WEIGHT Starting at 7th level, your body has begun to merge with the adoration or ire of your fans. Because of this, you are able to perform superhuman feats. When using wresting moves, you can attack creatures of huge size or smaller. The power of your following making up for the size difference and impossible nature of this feat. Additionally, your training in life’s arena has made you fearsomely stable. You have advantage on saving throws against being knocked prone. You also gain +1 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons TAG OUT Starting at 10th level, when you are at half your 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 Colin Prime (Order #35367621)


146 transfer to the spiritual partner and their hit point maximum cannot be increased, even with temporary hit points. Conversely, no spells, effects, or damage are transferred onto your body if they are inflicted upon your spiritual partner, including damage that would normally roll over to you if they are reduced to 0 hit points. You may use this feature once before finishing a long rest. At 15th level you may use this feature twice before finishing a long rest. Additionally, at this level you gain +2 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. This represents both your fans adoration or ire and your growing connection to the spiritual wrestling plane. CHAMPION OF THE RING At 15th level, your body has become so well trained, infused with the emotions of your fans, and blessed by the spiritual wrestling plane, that you are permanently changed. You now age at half the normal rate, you have advantage against effects that would lower your Strength, Dexterity, and Constitution scores, and your body is resistant bludgeoning, piercing, and slashing damage from non-magical weapons. THE STUFF OF LEGEND At 18th level, you are no long bound by the limits of the words possible or impossible. When using wresting moves, you can attack creatures of gargantuan size or smaller. You also have advantage on saving throws that use your Wrestling ability modifier. Additionally, you have mastered the art of the showstopper. You can choose one wrestling move to gain the following attributes for a single attack: You have advantage on the attack. The attack does 3 times the normal damage. The target has disadvantage on any saving throws against additional effects of the attack. You can use this ability a number of times equal to your Wrestling Ability modifier (minimum of once) before finishing a long rest. At this level you also gain +3 to attack and damage rolls made with unarmed attacks, grapples, wrestling moves, and improvised weapons and those attacks are considered magical for the purposes of overcoming resistances. Colin Prime (Order #35367621)


147 FURY-FU MONK Unlike other monks that dedicate their lives to mastering their bodies and minds, you received the bulk of your abilities in a strange accident. In a great time of stress, you were visited by a magical fury-fu spirit and struck by a bolt of pure magical ether. In an instant, you received a lifetime of martial arts training and mutated into a being of refined fury-fu. You became no mere monk; you became Master of Fury-Fu. FURY-FU SPIRIT The type of fury-fu spirit that has bonded you is important to your character’s physical and metaphysical abilities. The fury-fu spirit may guide you through dreams and visions. It may ask you to complete certain tasks, threatening to take away its magical boons if you disobey. It may even choose not to interfere at all, simply granting you its power and watching the action from afar. Work with your GM to determine the full extent of your fury-fu spirit’s involvement in your life. NOT ALONE Though you may be a martial arts master, that does not stop people from trying to reach your level. The problem with being at the top is all the others that wish to take your place. Many will simply never reach your prowess, but there is no rule saying you are the only fury-fu master. NEW KNOWLEDGE When you choose this tradition at 3rd level, there is a wealth of knowledge imparted on you. You gain proficiency with Animal Handling and Land Vehicles. Additionally, you gain proficiency with one martial or simple ranged weapon of your choice; this weapon can count as a monk weapon if you choose. FURY-FU SPIRIT BOONS When you were visited by your fury-fu spirit at 3rd level, you became intertwined with its power. Choose from the fury-fu spirit below. Each spirit gives you a passive boon and an active boon. Active boons cost ki points to use while passive boons can be used with no cost or are constantly active. This is just a few of the fury-fu spirits that could exist, work with your GM to determine if there are more available. Colin Prime (Order #35367621)


148 BEAM RAPTOR This dinosaur is a brutal scavenger that does well by working in a group. It balances its offensive capabilities with cunning tactics. Passive Boon: Using your reaction, you can grant an ally within 5 feet of you advantage on a single ranged attack roll they are making. Active Boon: You can blast laser bolts from your kicks and punches using 1 ki point. Anytime you would be able to make an unarmed strike, you can instead attack with this bolt. This is a ranged 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 attack. BEE A creature of resourcefulness and community. It represents honor in helping those around you. Passive Boon: If an ally within 5 feet of you attacks an ally you attacked on the same round; you can use your reaction to grant them advantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. Active Boon: When a creature hits you with an 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 unoccupied space. The opponent’s attack deals half damage to you and any creature’s space you move through must make a Dexterity saving throw against your Ki save DC, taking 1d6 + your Dexterity modifier piercing and 1d6 poison damage on a failed save or half as much on a successful one. B-UGZ The embodiment of aberrant energy. A b-ug furyfu spirit may just as quickly kill you as give you powers, both options being equal to their incomprehensible logic. Your fighting style mimics this chaos. Passive Boon: You are vulnerable to corruption, having disadvantage on Corruption Saving Throws but +1 to per level of corruption you have to any saving throw you are proficient with. Active Boon: If you have a layer of corruption, when you make an attack roll, you can spend 1 ki point to add +2 to the damage roll. You can spend as many ki points as you have layers of corruption, adding +2 per ki point spent. COBRA This beast represents the brash power of the individual. Its strength comes from a mix of precise strikes and quick thinking. Passive Boon: You gain advantage on Initiative rolls. Active Boon: When you take the attack action on your turn, you can bolster an attack with poison energy. For each 3 ki points spent, you can add poison damage equal to an unarmed strike damage dice to each attack you make. DEMON Destruction, consumption, death, and myriad other evil ideals describe these fury-fu Spirits. Winning at any cost and brutality are their priorities in combat. Passive Boon: If attacking a creature that is grappled by an ally, incapacitated, prone, or restrained, attacks made with your monk weapon and unarmed strikes are considered critical hits on a 18 - 20. Active Boon: If a creature hits you with a melee attack, you can spend 2 ki points and use your reaction to make a single unarmed strike against them. The attack deals an additional 1d6 fire damage. DRAGON A scaled being of powerful magic, and they know it. Representing sophistication and honor in combat, but not above using a sneaky trick or two to get the upper hand. Passive Boon: Draconic power grants you advantage on saving throws to resist either acid, cold, fire, lightning, or poison damage. You can choose a different damage type each time you finish a long rest. Active Boon: By spending 2 ki points, claws extend from your hands, changing your unarmed strike damage to slashing until the start of your next turn. These strikes deal an additional +2 of the damage type of your passive boon and +4 damage to reptiles. EAGLE This bird represents the freedom the sky provides. Seeing the battlefield from a higher perspective grants unique opportunities for attacking from afar. Passive Boon: You can use a bonus action to wreath yourself in spiritual energy. For 1 minute, Colin Prime (Order #35367621)


149 you gain a flying speed equal to your base speed. You must finish a long rest before you can use this ability again. Active Boon: When you attack with a ranged monk weapon or natural weapon (such as laser vision), you can use 1 ki point and a bonus action to make an additional attack with the same weapon. This cannot be used with a weapon that has the loading property or no energy. SLIME This creature is nothing but flow and ease. They don’t represent much, and they intend to keep it that way. Passive Boon: You have advantage on saving throw against being knocked prone or restrained. Active Boon: When making an unarmed strike, you can spend 1 ki point to stretch your limbs, extending the attack by 5 feet. If the attack is a critical hit, you can choose to grapple medium sized or smaller creatures, dragging them to you as part of the same attack. GLASS SHADOW Reaching from inside a mirrored reality, the glass shadow represents the hunger for freedom and identity. Living as someone’s shadow will never be enough. Passive Boon: You can spend 1 minute concentrating on a mirror to briefly link it to another mirror you have touched before. You can see through the linked mirror as if it were a window and creatures on the other side see the same. The effect lasts for 1 minute. You can use this feature once before finishing a short or long rest. Active Boon: You can use a ki point to travel between reflective surfaces within 60 feet of each other, that you can see, instantly as your movement, appearing in the nearest unoccupied space next to the surface. You can use this boon a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. The surfaces do not need to be highly reflective or able to give accurate reflections, just enough to distinguish yourself in them. You can increase the range by 30 feet for each additional ki point you use. You can use 10 ki points to combine this with your passive ability and step through a linked mirror anywhere on your current plane. GOBLIN Tricky scavengers and resourceful survivors, a fury-fu goblin spirit represents clever perseverance among overwhelming odds. If you can’t overwhelm your opponent, you can outthink them. Passive Boon: You can take the Disengage or Hide action as a bonus action on each of your turns. Active Boon: If a creature makes a melee attack roll against you, you can use 2 ki points and your reaction to attempt to redirect the attack to a different creature within 5 feet of you. The attacking creature must succeed on a Dexterity saving throw against your ki save DC or use their attack roll against the new target. SHARK Representing the love of the hunt, it seeks out conflict and bloodshed simply for the thrill of it. This style have survived far longer than others, a testament to its reliability and strength. Passive Boon: You gain a swim speed equal to your base speed and can breathe underwater. You can smell spilled blood up to 500 feet away on dried land or up to 1 mile underwater. Active Boon: When you hit an enemy with a melee attack, you can use a bonus action and 1 ki point to taste the blood or magical essence of the creature and become empowered by it. For 1 minute you have +1 to attack and damage rolls made against that target. You can use this on a number of targets equal to your Wisdom modifier (minim of one) before finishing a short or long rest. TRICERATOPS This dinosaur represents slow patience and wisdom. Its physical strength is only bolstered by an inner strength that stands as a force of its own. Passive Boon: You gain proficiency with the Persuasion skill or double your proficiency bonus with it if you are already proficient. When you make an unarmed strike against a creature, you can use a bonus action to attempt to grapple them. Active Boon: When making a ranged attack with your monk weapon, you can spend 1 ki point to turn the attack into a critical hit on a 19 or 20. If you use this ability and the attack is a critical hit, the opponent must succeed on a Constitution saving throw against your Ki save DC or become stunned until the start of their next turn. Colin Prime (Order #35367621)


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