The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Maria I C, 2023-04-19 15:20:31

Lasers & Liches_ Players Mix (Beta)

Lasers & Liches_ Players Mix (Beta)

150 TURTLE Stubborn tenacity, protecting the innocent, pizza, there is little else to the turtle way of being. They use their naturally protective bodies to outlast most opponents. Passive Boon: You can use two-weapon fighting with a monk weapon, adding the relevant modifier for damage of both weapons. Active Boon: When targeted with a melee or ranged weapon attack, you can use your reaction and ki points to add +1 to your AC per the number of ki points used (to a maximum of +3). CELESTIAL Beings of light that push towards peace and tranquility, even if it is enforced at the end of a sword. Their holy power is might but that doesn’t make them always right. Passive Boon: You are resistant to radiant damage. Active Boon: When you are hit with an attack, you can use your reaction and 2 ki points to call for angelic retribution. Roll a hit dice, it is expended as you are healed that amount and the creature that attacked you is dealt radiant damage equal to the roll. The distance between the attacker and you is irrelevant unless they are on another plane, in which case the damage is negated. UNDEAD The slow, creeping force of death and pestilence that eventually conquers everything. Undeath is patient but unyielding, pressing forward with insatiable, relentless hunger. Passive Boon: You have +1 on Death Saving Throws and can change a single failed save into a success. You must finish a short or long rest before you can change another save. Active Boon: When you hit a creature with an unarmed strike, you can use 2 ki points to recover hit points equal to half the damage dealt to the creature (rounded down). Alternatively, when attacking undead, you can recover a single ki point for each successful attack you make against them, to a total number of ki points recovered equal to your Wisdom modifier (minimum of one) before finishing a long rest. THE CODE Not so much a spirit as much as it is an inevitable truth of the universe. It is most often represented by the ideal version of yourself, guiding with advice that is always true but rarely kind. Passive Boon: You have found a way to cheat the system, granting you the ability to use two bonus actions on a single turn. You can use this cheat once before finishing a short or long rest. Active Boon: When making an attack with your monk weapon or an unarmed strike, you can use 1 ki point to shift the way you deal damage. The target simply loses hit points equal to the damage, bypassing all resistances, vulnerabilities, immunities, boons, spells, and effects that alter the damage. This move also negates any boons you may have to your damage, reducing it to the base damage of the weapon plus your relevant modifier. Colin Prime (Order #35367621)


151 THE BEAT Often represented by a faceless minstrel, the Beat is not a direct spirit, it is more of a feeling, though it is much more than that as well. The Beat directs through general vibes, which you are highly tuned too, instead of discernable directions. Passive Boon: When making attacks with your monk weapon or unarmed strikes, you can choose to change the damage type to thunder. Active Boon: When you hit a target with an unarmed strike you can use that percussion to boost your next attack against the same target. If you make another attack against the same target immediately on your turn, you can use 1 ki point to increase the attack and damage roll by +1. You can continue to use this ability to a cumulative maximum of +3 to attack and damage rolls against a single target. This bonus is reset at the start of your next turn. HOLD YOUR GROUND By 6th level you have become used so used to fighting multiple opponents at once that you prefer it that way. If there are 2 or more enemies (or a single swarm) within 5 feet of you, you can choose to gain advantage on a melee attack against those targets. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. CELLULINESIS At 6th level, you’ve magically adapted some ideas from the advanced technology around you. By touching and concentrating on a willing creature for 1 minute, you can memorize their brainwave pattern and create a telekinetic link between both your minds. You can then spend 2 ki points to speak telepathically with them for up to 1 minute. If they are on another plane of existence or in another time, the cost is an additional 2 ki points. If they cannot be reached, by too few ki points being spent or otherwise, you simply hear a dull tone for 3 seconds. You can have up to 5 creature imprints memorized at a time. Multiple creatures can be in a single telepathic conversation this way, so long as you have used the required ki for connecting each one. TANK YOU By 11th level, you’ve broken past the boundaries of what your body if physically capable of. You count as one size larger when determining the weight you can carry, lift, and move. Additionally, if using a large sized improvised weapon, it gains the versatile property and deals 1d10 (1d12) damage. The damage type is determined by the type of object being used as a weapon. HACKED HEALTH By 11th level, you can shrug off death like it was a minor nuisance. When you fall to 0 hit points, but are not killed outright, you can burst back to action and heal 1 hit dice for every 2 ki points you spend on this action, so long as you have hit dice to spend. You must finish a long rest before using this feature again. IMPOSSIBLE RESISTANCE At 17th level your body has adjusted to the extreme environments you often find yourself in. By using a bonus action and 12 ki points, you can deflect all harm, becoming invincible and indestructible until the start of your next turn. You can use this feature twice before finishing a long rest. In addition, when you reach this level, you no longer need to breathe air. BLINDING FURY By 17th level, you’ve become a master of combat and can put yourself in a trancelike pose, allowing you to attack faster than the eye can see. When you take the attack action, you can spend 3 ki points and a bonus action to activate this ability and make a hyper speed melee attack against a target within 15 feet of you. You can then spend another 3 ki points to make an additional melee attack against a different target within the same range. You can continue to make these attacks as long as you have the required ki points and do not attack the same target twice on your turn. The targets all must be within 15 feet of the location you were when you started this ability. There is no limit to the number of attacks you can make in a turn using this feature, so long as each attack follows the other rules for this ability, but once the feature ends, you can make no more attacks on that turn, even as a reaction. Once you use this feature, you must finish a short or long rest before you can use it again. Colin Prime (Order #35367621)


152 PALADIN: OATH OF AWESOME Boring years of devotion, pointless quests of vengeance, conforming to the ideals of an out of touch ancient; why should a paladin’s path be so stuffy?! It shouldn’t and you’re going to make sure of that. Fame, fortune, and fantastic beasts, that’s where you draw your power from. The more admired you are, the higher your winning streak, the stronger your powers become! Can you draw the raw powers of a paladin with only ego and avarice? You bet you can! Just be careful, because once you reach the top, it’s a long way to the bottom. TENETS OF AWESOME Savor the Limelight. Many look up to you (or will eventually). The example you set will far outlive you, make sure you leave a lasting impression. Welcome Challenge. You don’t become the best by having others fight your battles. If you want fame, you’re going to have to wrangle it yourself. Entertain the Masses. This world is full of too many harsh realities. It’s your job to give the people stories and celebrations they will talk about for years. Embrace your Ego. Critics, monsters, and selfdoubt may try to tear down your emotional worth. Show them how powerful your inner flame is. Tolerate no Slander. Everyone is jealous of those at the top but a smear on your name is a slight that cannot go unpunished. A fall from grace could leave you just as powerless as the common folk. SWEET STREAKS By taking the Oath of Awesome, you are pledging to be the coolest person you can possibly be. Your success is built upon smaller successes and your power comes from your seeming inability to fail. Each time you roll a successful ability check, attack roll, or saving throw, you move up one rank on the Sweet Streak table. As you gain levels in this class, you unlock higher possibilities on the table. Each action must be unique, meaning you cannot collect a high streak by successfully dancing in place over and over (though you can attempt to start your day and streak with a joyful jig). If you fail any of these rolls, your streak is reset to bumped back down one tier and you lose any extra abilities you gained from the last tier you were at. The streak is reset after a long rest or if you use a hit dice during a short rest. Bonuses that effect the same thing are not cumulative. For example, have a streak of 8 will not grant you +4 to all damage rolls, only +3. Streak Sweet Streak Bonus 0 - 1 You gain +1 to Charisma based ability checks 2 You gain +1 on all saving throws for the duration of your streak. 3 You regain hit points equal to your Charisma modifier. 4 You have +1 to attack and damage rolls for the duration of your streak. Unlocked at 7th level 5 You can change the next failed ability check, attack roll, or saving throw into a successful one, unless the roll is a 1. 6 You have +2 on all saving throws for the duration of your streak. 7 Allies within 30 feet of you gain 1d4 radiant damage to each melee weapon attack they make. 8 You have +3 to damage rolls for the duration of your streak. Unlocked at 15th level 9 You are resistant to non-magical bludgeoning, piercing, and slashing damage. 10 You can attack 3 times, instead of twice, when you take the attack action on your turn. 11 The next time you roll a 1 on an ability check, attack roll, or saving throw, you can change it to a 20. 12 You have advantage on Charisma based ability checks. Unlocked at 20th level 13 Roll a d8. You regain spell slots of your choice equal to that number. 14 You are immune to non-magical damage and take half damage from magical attacks. 15 You cannot have disadvantage on ability checks, attack rolls, or saving throws. Colin Prime (Order #35367621)


153 16 You have +2 to attack rolls and +4 to damage rolls for the duration of your streak. 17 You gain +2 temporary hit points for this success and each one after (to a maximum of 20 temporary hit points). These temporary hit points vanish if your streak is broken. LOSING STREAK If you roll a 1 on any ability check, attack roll, or saving throw, your Sweet Streak powers are immediately drained, and you begin following the Losing Streak table (starting at 0). Unlike the Sweet Streak table, you must work your way out of this table. Rolling a failure will move your streak down while a successful roll will move you up one step. Rolling a 20 will reset your streak counter on this table and push you to 1 on the Sweet Streak table. Taking a short or long rest also resets this table to 0. Streak Losing Streak Penalty 0 - -1 You have -1 to all attack rolls -2 Your AC is reduced by -2 -3 You cannot use your proficiency bonus on any ability checks, attack rolls, or saving throws. -4 You lose resistance or immunity to any and all damage types. -5 You have disadvantage on all attack rolls. -6 You cannot cast any paladin spells. -7 You take 1d4 psychic damage for this failure and each failure after it until you move up on this table. CHANNEL DIVINITY When you take this oath at 3rd level, you gain the following two Channel Divinity options. Turn Uncool. As an action, you present your holy symbol and shout harsh words that strike the center of a creature’s ego. This Channel Divinity option effects creatures with a Charisma score equal to or less than 10 + your proficiency bonus. Any of those creatures within 30 feet, that can see or hear you, must make a Wisdom saving throw. If the creature fails the saving throw, it is turned for 1 minute or until it takes damage. A creature that succeeds becomes enraged by you and will prioritize you as a target. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the dodge action. Colin Prime (Order #35367621)


154 Wingman. As an action, you can use your Channel Divinity to impress your awesome abilities onto an ally. Choose a willing, allied creature you can see within 30 feet. For the next minute, they gain the same bonuses or penalties from your Sweet Streak or Losing Streak that you have. They cannot affect the streak and lose this benefit if they move more than 30 feet away from you, fall unconscious, or roll a 1 on an ability check, attack roll, or saving throw. SMOOTH RECOVERY At 7th level, you can fudge a failure to make it seem like you intended to do it that way, saving face and your streak. If you fail a roll and would lose your streak, you can use a bonus action to reroll. If the new roll would have succeeded, you keep your streak but are still unsuccessful in whatever you were attempting to do. However, if the second dice roll is a 20, you do succeed, though the success will happen in an unconventional way. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. BEAUTY SLEEP At 15th level, you come back from long rests already a shining example of success. Whenever you finish a long rest, you start on the Sweet Streak table at a number equal to your Charisma modifier. When you reach 20th level, the number is equal to your Charisma modifier and proficiency bonus combined. BORN WINNER By 20th level, you have forgotten what failure even looks like. You no longer have to roll on the Losing Streak table, even if you roll a 1. Additionally, you can add your Charisma modifier to any ability check, attack roll, or saving throw. You can add this modifier even if the related roll already has an ability modifier attributed to it, unless it already uses the Charisma modifier. You can add the modifier a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. RANGER: DREAM CHAMPION There are many battlegrounds across the multiverse, but one remains a constant through them all, the Dream Plane. A realm comprised of a mixture of wild imagination, incomprehensible logic, and unspeakable terrors; it is a constant presence wherever there are creatures dreaming. This is your chosen battlefield, the realm to which you pay homage. In a multiverse of impossible worlds, there is still nothing that compares to the vast wilds that await you in the dreams of one creature, much less the collective from which you draw your energy. But for all its wonder, there are dark evils that claw at the edges of everything. If you can travel from the waking world to the sleeping, what other things might sneak in with your shadows? MIND STRIDE At 3rd level you have begun to tap into the Plane of Dreams and can briefly move in and out of it. You can use your movement to warp between allied creatures within 60 feet of each other. You must first spend 1 hour presiding over the ally as they dream, memorizing their dream signals. You can attune to a number of allied creatures equal to your proficiency bonus. You can willingly forget another creature and learn another’s patterns by the same process. The distance increases to 120 feet at 7th level, 10 miles at 11th level, and anywhere on the same plane at 15th level. You can use this feature once before finishing a long rest. Additionally, you gain Dreams as another type of your favored terrain. SUPER SLEEP At 3rd level, you can try to pull others to sleep with you. As an action, you can cast the Sleep spell without expending a spell slot. Doing so renders you unconscious until the start of your next turn. You can choose to extend the duration of your unconsciousness when you use this feature to a number of turns equal to your Wisdom modifier (minimum of one). The level the Sleep spell is cast at increases for each turn you choose to spend unconscious. If awoken before this effect is supposed to end, the spell and its effects are also ended. You can use this feature once before finishing a long rest. Colin Prime (Order #35367621)


155 Colin Prime (Order #35367621)


156 DREAM ENERGY At 7th level, you can easily enter a dream state while taking a short rest. During this time, you can draw on the energy of the Dream Plane to do one of the following: • Heal double the amount per hit dice expended. • Recover a combined number of spell slots equal to half your proficiency bonus (rounded down). • You cast Mage Armor on yourself without expending a spell slot. • Gain a premonition about the future by casting Augury without expending a spell slot. • Remove 1 level of exhaustion from yourself. • Become immune to psychic damage for the next hour. You can only use each ability once before finishing a long rest. NIGHTMARE WARRIOR At 11th level you have become so like a dream that you are sometimes indistinguishable from one. When making melee attack, instead of striking physically, you can force the target to make a Wisdom saving throw against your Spell Save DC for each use of your attack action. On a failure, you invade their mind and attack it directly, dealing psychic damage as if you had hit them with a melee attack. Additionally, if they fail the saving throw, you gain insight on their next moves and any attacks made against you on their next turn are made with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a short or long rest. LUCID BATTLEGROUND At 11th level you are so infused with dream energy that you can extend it to others around you and bring them into other’s dreams. Touch a sleeping creature, they must succeed on a Wisdom saving throw versus your spell save DC or have their dreams opened to you (willing creatures do not have to save). You can then touch a number of other willing creatures equal to your Wisdom modifier (minimum of one) to take with you into the dreamer’s mind. The effect last for 1 hour or until the target is awoken by something outside the dream, though time in the Dream Plane does not always sync with time outside it. While in this realm, all damage is converted into psychic damage. Creatures who die in this place are immediately removed from the plane, drop to 0 hit points in the outside world, and must immediately begin making death saving throws. While here, you alone have advantage on all saving throws. Though you and your allies behave the same way as you would while awake, the dreamer may have more or less power in this realm, depending on their mental fortitude. You and your allies can not exert more power in this realm than you can in the waking world, but the dreamer may be able to shift reality to a limited degree. If the dreamer dies, you are removed from the dream and the effect ends. You can use this feature to enter your own dreams. All creatures inside the dream are unconscious in the waking world. You may use this feature once before finishing a long rest. DREAMING DANCE At 15th level, your body does not immediately shut down while unconscious. If you are unconscious or sleeping, even at 0 hit points (but not outright dead) you can still move and act. Your actions in this state are limited. Your movement speed is halved, you can take a single bonus action, action, or make a single attack on your turn, and are blind for the duration. You cannot cast spells that require verbal components as your speech is impossibly distorted. You can use items, so long as they do not require magical words or the ability to see. The effect begins automatically if you fall asleep, fall unconscious, or if disturbed during a long rest. It ends if you wake up (which you can do freely if not at 0 hit points), if you die, after 1 minute, or if you are at 0 hit points and regain any. This effect is considered a short rest if you stay in this state for 1 minute and are not at 0 hit points when it ends. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)


157 ROGUE: ETHER VANDAL Ether Vandals are a unique type of rogue, typically drawn in by the desire for freedom of expression and youthful rebellion. They can tap into the magic around them through their art and bombastic flair, giving them abilities unlike other rogues. Their abilities are often disruptive to more orderly ideals, putting them at odds with most symbols of authority. MAGICAL GRAFFITI When you choose this archetype at 3rd level, you gain proficiency with painter’s supplies. You also gain the ability to magically project paint from places like the palm of your hands, fingertips, nose, or other extremity of your choice and can use it to create unique art. The paint can be projected up to 5 feet and allows you to quickly create small magical runes, called G-Sigils, to use in combat or mix into your regular art. GRAFFITI BURST At 3rd level, you can weave terrible destructive magic into your art. Using your action, you can create a work of art that is a max of 5 feet by 5 feet. For the next 12 hours, you can mentally command the art to activate, setting off a 30-foot explosion centered on the art, forcing a Dexterity save on all creatures within the area. The explosion deals elemental damage equal to that of a Sneak Attack + 2d6 on a failed save, or half as much on a successful one. The damage types can be fire, force, lightning, or thunder and are chosen when the art is created. It deals double damage to objects and structures which automatically fail the save. You can use this feature once before finishing a long rest. G-SIGILS The following is a list of effects the G-sigils can have. You may only have 5 G-Sigils active at a time, with the oldest one becoming inert if you create a new one. If tagging an unwilling creature, you must make an attack roll using your Dexterity; you are proficient with the attack. The G-Sigils are only effective for 1 minute, losing any magical properties after that time. You can use your action to create 1 G-Sigil per turn at 3rd level, 2 at 9th level, and 3 G-Sigils at 13th level. Some tags require a saving throw to resist G-Sigil save DC = 8 + your Dexterity modifier + your proficiency bonus. E-vayd: Tag a creature to grant advantage or impose disadvantage on their next saving throw. Ar-mail: Tag a creature to increase or decrease its AC by 1. There is no cumulative bonus to multiple instances of this tag on a single creature. Re:gen: Tag a creature to boost its healing, healing it by 1 hit point at the start of its turn, unless it drops to 0 hit points. This tag can be used multiple times on the same creature, to a cumulative healing of 3 per turn though the effect will end for all instances of the tag once the first tag loses its effect. Exe-plode: Tag a spot and cause a 15-foot explosion by shouting the command word any time within the duration. All creatures within range must make a Dexterity saving throw, taking 2d4+ your Dexterity modifier fire damage on a failed save, or half as much on a successful one. Re:sistor: Tag a creature to cause it to become resistant or vulnerable to any one type of damage. If they are immune they can only become resistant. If they are resistant, they can become immune or lose their resistance. If they are vulnerable you can only make them non-vulnerable. S10w: Tag a creature to reduce its movement speed by half. H0ld: Cause an inanimate object, no greater than a 5-foot cube, to become immovable for the duration of the G-Sigil. Can-tr0p3n3r: You can cast a single cantrip from the Wizard spell list. You know a number of cantrips equal to your proficiency bonus. You can spray this sigil on a fixed surface or on a creature, activating the spell in whatever way it is required in this way. Tagged creatures make any saving throws against these cantrips with disadvantage. If a spell requires a spell attack roll, the tag can count as Colin Prime (Order #35367621)


158 Colin Prime (Order #35367621)


159 that attack. Once you choose a spell, it cannot be changed. These sigils follow the normal casting times and limitations for spells on a single turn. Iyz: You spray paint in the target’s eyes, blinding them. They can make a Constitution saving throw, at the end of each of their turns, negating the effect on a success. Sum-0n: You create a creature out of graffiti that springs to life and fights for you. The creature must be small sized and have a CR of 1 or less. It is completely flat, has 1 hit point, and can travel as the creature normally would or along whatever surfaces it is painted on (following its normal movement capabilities there as well). It can only follow simple orders and vanishes once the G-Sigil wears off. See U: Tag a target to make them glow in a red outline, even through non-magical surfaces. Port-hole: You create a circle with a 2-foot diameter. This circle is inert until you create a corresponding circle no more than 60 feet away. For the duration of the G-Sigil, creatures can walk through one circle to come out of the other. SPARK GRIND When you choose this archetype at 3rd level, you gain the ability to grind on improbable surfaces, including paint laid down by you or other artists. By channeling magic through your feet, you reduce the friction they make on any surface, allowing you to grid along its edges. You can use this ability at will but can only ride along the edges of surfaces (such as the edge of a roof), narrow rails (such as smooth guard rails), or paint laid down by you or other Ether Vandals. While grinding, your base movement speed and jump length is doubled and you cannot concentrate on spells. If you end a turn while grinding, you must succeed on a Dexterity saving throw (DC 5) or lose your concentration and fall off whatever surface you were grinding on. For each turn you end while grinding, the DC increases by +2. GRIND BURN At 9th level, you can force the energy of your grind into an attack. If attacking an enemy while grinding, you can add 1d6 force damage to the attack. Alternatively, you can store the grind energy and release it in a single attack. For each turn you end in a continuous grind, you add 1d6 force damage to the next attack you make, to a max of 6d6. The energy dissipates immediately when you stop grinding. You can choose to use the energy either partially or fully, but you cannot use this ability again after expending all 6d6 of the energy until you finish a short rest. GRAFFITI MASTER At 13th level you gain the ability to create your art on any surface. You can use your Magical Graffiti skill to paint on surfaces like water, lava, and even into the air. Creations made in this way last a number of hours equal to your Intelligence modifier (minimum of one).. If you are using this ability combined with the Spark Grind ability to move in the air, you can only move up or down on a single turn a number of feet equal to half your base movement speed. ART IMITATES LIFE At 17th level you and your art have become one in the same. As a reaction to an attack or a spell or effect that requires a Dexterity or Constitution saving throw, you can meld into any surface within 5 feet of you, appearing as a stylistic art representation of yourself. You can then move up to half your movement speed in any direct along the surface or other surfaces touching it and through cracks at least 1 inch wide. During this move, you can make one G-Sigil, even if you have expended all of your previous uses. Once you have stopped moving, you immediately appear in the nearest unoccupied space. Unless the initial attack or effect has an area of effect that you are still inside of, the spell or attack is negated. If you are still inside the area of effect, you make the relevant saving throw with advantage, taking half damage on a failed save and no damage on a successful one. You can use this feature as a reaction once before finishing a short or long rest. Additionally, you can use this effect as an action, having full use of your movement until the end of your turn. If done in this way, you cannot make attacks, cast spells, and may only create one G-Sigil on your turn. While in this form, any damage you take from non-magical attacks is halved. When your turn ends, or when you decide to, you appear in the nearest unoccupied space from where you moved to. Exiting in a space that is too small for you will deal 6d6 force damage to you and move you to the nearest unoccupied space. You can use this feature in this way a number of times equal to your Intelligence modifier (minimum of once) before finishing a short or long rest. Colin Prime (Order #35367621)


160 MUSCLE SORCERER Spells books? Unearthly pacts? Divine intervention? These things are for those who don’t understand the arcane understanding comes from an understanding of your well-toned body, understanding that true power comes from understanding muscles, that mighty magic comes from a mighty core. Magic is not a thing to be learned or begged for, magic is something you bully out of the universe, no matter how the universe feels about it. As a muscle sorcerer, you have unlocked the secret to bending nature to your whim from the proper flex of your immaculate, rippling form. METAMAGIC SPELL SIPHON When you cast a spell that deals damage, and any of the damage dice are equal to your hit dice, you can use 1 sorcery point to regain hit points equal to the lowest number rolled. You can regain hit points from multiple dice by using a number of sorcery points equal to the number of dice you want to regain hit points from, starting with the lowest number rolled and moving upwards. SMASHING SPELL When you cast a spell, you can use 1 sorcery point per level of the spell used to change some or all of the damage dice to bludgeoning, piercing, or slashing damage. This damage is still considered magical for the purposes of overcoming resistances. DELAYED SPELL When a creature is impacted by a spell, you can spend 2 sorcery points per creature of your choice to delay the effects of the spell for up to one minute. The effect travels with them and cannot be broken. Anytime during that minute, you can use a reaction to release the effect of the spell on any number of affected creatures. Not every creature has to be affected by the initial casting and not every delay must be released at the same time. Alternatively, you can use this ability to set a creature or object as the point of origin of a spell, releasing the spell anytime within the duration. After one minute, any delayed effects are released. If this ability is used in tandem with Subtle Spell, a creature must succeed on a Wisdom saving throw against your spell save DC or be unaware that they are loaded with the spell energy. BLASTED SPELL If you cast a spell that only targets one creature and doesn’t have a range of self, you can use a number of sorcery points equal to the level the spell was cast at to broaden the spell into a small burst of magic. The spell now requires a saving throw, affecting any creature within a sphere with a 10-foot diameter. Creatures within the area take half damage on a failed save and no damage on a successful one, as the spell’s increased area weakens its power. If the spell requires a saving throw to resist an effect or condition, that saving throw is made with advantage. Healing spells can also be affected by this spell, healing half hit points to all affected creatures. STRANGE FLEX Unlike other sorcerers, your magic comes from physically forcing the magical ether to bend before your might. You use your Strength, instead of Charisma, whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Strength modifier Spell attack modifier = your proficiency bonus + your Strength modifier Additionally, whenever a Metamagic option or spell requires you to use your Charisma, you can instead use your Strength. Your saving throw proficiencies are now Strength and Constitution. SPELLCASTING FOCUS Your fists or feet can serve as an arcane focus, depending on which one you primarily strike with. CAST FIST When you choose this sorcerous origin, you learn the Mage Hand cantrip, if you do not already have it. When you use this spell, you can strike with the hand as if it were your own hand, as part of the spell action. If the hand makes contact with an enemy in this way, it disappears, and the spell ends after dealing damage. Though the spell is designed Colin Prime (Order #35367621)


161 for a hand, any extremity you may make an unarmed strike with can be projected, though they can only be used to attack if summoned in this way. POWER STRIKE The massive energy you command causes your unarmed strikes to deal 1d4+ your Strength modifier bludgeoning damage. This increases to 1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th level. You can spend 1 sorcery point to make the unarmed strike considered magical for the purpose of overcoming resistances. Additionally, you can spend a total of 2 sorcery points to add a dice equal to your unarmed strike from the following damage types: acid, cold, fire, lightning, force, or thunder. MIGHTY MAGIC At 6th level you can weave spell magic into your attacks, focusing their origin on the point of impact. Spells with a casting time of 1 action or bonus action, and with a range of touch or which require you to make a spell attack roll, can be used in tandem with an unarmed strike. In this case, make an unarmed strike against the target. On a hit, the target takes the damage from the unarmed strike and is affected by the spell and the spell deals 1 additional damage dice to the primary target (if applicable). This increases to 2 additional damage dice at 14th level and to 3 additional damage dice at 18th level. At 14th level, you can use spells that require a saving throw in this way as well. On a hit, the primary target makes the saving throw with disadvantage and is subjected to the extra damage. A missed attack will still release the spell but with no additional effects. If a spell you cast would require you to make a Dexterity saving throw due to its area of effect, you make the saving throw with disadvantage. At 18th level you no longer roll against spells you cast in this way with disadvantage and take only half damage from a failed save or no damage on a successful one. MUSCLE BOOST At 14th level, you have gained the ability to weave the magic of the universe into your muscles, further boosting your abilities. At the start of your turn, you can increase your Strength score by 1 (to a maximum of 30) for each sorcery point you use for this ability. The augmented Strength score remains until the end of your next turn. Changes to your Strength score are also reflected in your spell save DC and spell attack modifier. You can use a number of sorcery points equal to half your level (rounded down) with this feature before finishing a short or long rest. Additionally, if you use at least 4 sorcery points, you can attack twice with an unarmed strike instead of once for the duration of this effect. STRENGTH RECYCLE At 18th level you strike so hard, you can punch the magic energy out of your foes and steal it. Each time you land a successful unarmed strike, including with the Cast Fist feature, you regain 1 sorcery point. Critical hits regain 1d4+1 sorcery points, reflecting the somewhat unstable nature of your power. Colin Prime (Order #35367621)


162 WARLOCK: CORPORATE OVERLORD PATRON Many warlocks are known for making deals with unknowable fiends and literal devils, but few tread the dark depths you dare to go. The corporate overlords, leaders of industry and barons of resources, deal in unspeakable evils. Their massive power trickles down to you, a pittance you receive for your very soul. Why would anyone align with such vile corruption, why would one partake in their sinful structures, why would you sign across that dotted line? The corporations are often represented by a lovable mascot, by which the worlds know them. You know the true aspects of these mascots but report to them all the same. Storefronts and corporate headquarters are akin to churches to you. Art featuring the mascot’s likeness will often speak as an avatar for the corporation’s wishes to you. Their instructions are reliably confusing or immoral and there is no lenience on those contractors who fail to fulfill these orders. Obedience and peak efficiency are the qualities your masters expect. Time is money, money is power; you’re on the clock, get back to work. CORPORATE OVERLORD EXPANDED SPELLS Spell Level Spells 1 st Crank Caller, Disguise Self 2 nd Ether Bees, Heart Container 3 rd Grasping Graves, Spirit Guardians 4 th Phantasmal Killer, Skin Krwlr 5 th Animate Objects, Conjure Elemental PACT BOON: THE MANAGER You gain an additional spell slot. Also, whenever a spell you cast drops a hostile target’s hit points to 0, you regain a spent spell slot. You can regain a number of spell slots equal to your Charisma modifier (minimum of one) this way before finishing a long rest. The Corporation Not all corporations are inherently evil, just most of them. The pursuit of exponential growth is a slippery slope, and many corporations can find themselves at odds with their original vision. They are highly concerned with your conduct, even in your off time. Discretionary leeway is rare, and their directives can sometimes be unclear or even contradictory. When choosing your overlord, consider their known objectives and exactly why you would choose such a stringent path. Need for structure, desperation, or fear of a rival corporation are all easy examples of why you might sign your life away in this way. MICROMANAGE Starting at 1st level, you can use your action to give extremely detailed and unnecessary instructions to an ally or foe. When doing this, you must decide if these instructions are to be used on an ability check, attack roll, or saving throw. Then the next time the target makes an ability check, attack roll, or saving throw (based on your choice), within the next minute, they either add your proficiency bonus (for allies) or subtract your proficiency bonus (for enemies) to that roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. ASSOCIATE ASSISTANCE At 6th level, you can call on your co-workers for a boost. After you roll an ability check, attack roll, or saving throw, you can use your reaction to choose an ally within 60 feet of you to make the same roll, and then use their roll instead. The ally applies any of their own bonuses or penalties to the roll, even if the same changes did not apply to your initial roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. Colin Prime (Order #35367621)


163 Colin Prime (Order #35367621)


164 TIME TO LEAN At 6th level, you can help clean up some issues while you rest. During a short rest, you can cast Lesser Restoration without using a spell slot. At 14th level, you can cast either Lesser Restoration or Greater Restoration without using a spell slot. You can use this feature once before finishing a long rest. WORKFORCE At 10th level, you can begin forcefully recruiting creatures for employment by your patron. When a creature is killed, you can copy their essence in a gem worth a minimum of 50 gp. The creature must have died within the last hour and you must spend one uninterrupted minute performing this hiring process. The target creature must make a Wisdom saving throw against your Spell Save DC, thwarting this feature on a successful save or succumbing to your power on a failed one. When the process is finished, whether successful, resisted, or from being interrupted, the body is mummified, and you cannot attempt this feature again on it. You can employ a number of creatures whose CR matches your Warlock level, with creatures of a CR less than 1 counting as CR 1. Each creature requires its own gem and the gem is destroyed once the copy is released. After the creature’s essence is copied, you can use a bonus action to release it. They appear as a glowing, ethereal version of themselves. They are mentally linked to you and follow your commands to the best of their abilities, taking their action on your initiative. They have access to any abilities they knew in life but cannot speak or cast spells. If not given instructions, they will only defend themselves, taking the dash, disengage, or dodge actions based on the situation. They can use any magical items they were attuned to but cannot share the weapons with others. They fall to ash after 1 minute or all their hit points are depleted. You may only have one creature’s essence active at a time. For example: At 12th level, you could copy one CR 12 creature, twelve CR 1 creatures, three CR 4 creatures, or some mix equal to your Warlock level. UNDERCOVER BOSS At 14th level, you can assume the body, mind, and abilities of your associates. Using your action, touch a willing, allied creature. For the next minute you become an exact replica of them at the moment you touched them. You have their current hit points, available spells, available abilities, voice, body, and a replica of their armor and weapons (including magical items and artifacts). Your thought patterns are still your own but all your stats, including Intelligence, Wisdom, and Charisma are replaced by theirs. If your new form’s hit points are reduced to 0, this feature ends. Once this feature ends, your copied body and equipment slides off as a fine ash and you regain your previous form, as it was right before you used this feature. You must finish a long rest before using this feature again. ELDRITCH INVOCATIONS The following are extra Eldritch Invocation options. PETTY CASH Once per day, you can expend a Warlock spell slot to summon a gemstone of your choice worth no more than 50 gp. EXTRA RESOURCES Once per day, you can summon any basic set of tools from a pocket dimension. The tools last 10 minutes and then disappear. LAY OFF Prerequisite: 9 th level You can cast Banishment once without expending a spell slot. BOSS AROUND Prerequisite: 5 th level, Pact of Management’s Bonus You can cast Command, without expending a spell slot, a number of times equal to your Charisma modifier per day. OVERTIME For each level of exhaustion your character is suffering from you gain +5 to Warlock spell damage rolls. Colin Prime (Order #35367621)


165 WIZARD: SCHOOL OF LASERMANCY As a field of magic, lasermancy has humble but somewhat convoluted roots. The creation of lasemancy began as a small competition between scientists and magicians, to see which could bend, compress, or otherwise alter light better. Students of Lasermancy understand that it is a mix of both fields that makes a true lasermancer master. However, magic has the added benefit of not requiring actual light to create what could be considered a “laser.” Nearly every type of energy can be compressed into a fine, atom thin line, and expressed with devastating force and accuracy this way. This discovery is what began the school of lasermancy and proved that magic will always be cooler than science, at least in the minds of lasermancers. LASER COMPRESSION When you choose this school at 2nd level you have learned how to control the wilder aspects of damaging spells, refining their power into a beam. You can choose 2 spells you know to alter in this way and can choose 2 more at 6th, 10th, and 14th level. Spells you choose to alter in this way can be cast as a beam or in their normal form each time you cast the spell. A spell must meet the following criteria to be altered into a beam: • The spell must be a damaging spell, though it may have additional effects as well. • The spell must have a saving throw to resist some or all of the damage. • The spell must be some type of energy or element. It cannot be things akin to a swarm or cloud. • It cannot be a spell with a range of touch. When a spell is compressed in this way, you treat it as a line spell. It travels in a line up to its original casting range. You must succeed on a ranged spell attack, though any additional effects of the spell (such as moving a creature or a status effect) must be resisted by the original saves of the spell. Only one target can be targeted by a spell in this way, even if the original spell attacked multiple. On a hit, the spell deals its full damage, even if it originally had a saving throw to resist the damage and all saving throws to resist additional effects are made with disadvantage. ENERGY BEND At 2nd level, you learn one of the basic tricks of modifying lasers: how to bend them. You can modify any spells that produce light, either doubling or halving the range of the light cast, though this does not change any damage output the light may possess. Additionally, any line spells you cast ignore all but full cover. Targets gain no benefit to AC so long as you know where they are. Targets with full cover can be targeted but spell attack rolls are made with disadvantage. PUNCH THROUGH At 6th level, you can cause one of your modified line spells to blast through an opponent to another one. If two creatures are in the path of and range of one of your beam spells, and you hit the closest one with the spell, you can use your reaction to push the beam through them, onto another target within range. Make an attack roll against the second target, on a hit they are subjected to the spell, taking the same damage as the initial target, and the initial target takes an additional damage dice from the spell. You can use this feature once before finishing a short or long rest. At 14th level, you can choose to activate the Reflection ability after hitting the second target. REFLECTION SHIELD At 6th level you can pull a small bit of elemental energy from any spell you cast and weave it into a thin magical ward around yourself. When you cast a spell, you can use your bonus action to become resistant to the type of damage that spell deals. If a spell deals multiple damage types, choose one to gain this benefit from. You are resistant to that damage type and take no damage from it if you succeed on a saving throw that would normally result in half damage. The ward is destroyed if you are hit with that damage type, choose a new damage type to ward against, or after 1 minute. At 14th level you become immune to the damage type. Colin Prime (Order #35367621)


166 LINE OVERDRIVE At 10th level you have learned how to power up your Lazermancy spells. When casting a spell that travels as a line, either naturally or through the Laser Compression feature, you can spin more energy into it than would normally be possible. Roll a d4-1. The result is the additional damage dice you can add to the spell. At 14th level you can roll a d6-1 instead. You can use this feature a number of times equal to your Intelligence (minimum of once) modifier before finishing a long rest. REFLECTION At 14th level your lasers have become so strong they can ricochet of multiple targets. When casting a spell that travels as a line, you can bounce the beam against a number of additional targets equal to your Intelligence modifier (minimum of one). Each additional target must be within 15 feet of the last target and you must make an attack roll for each one. A spell cannot exceed its natural range when using this feature. If you miss any target, you cannot ricochet that spell anymore on that turn. Each target hit after the initial target takes half damage from the spell, before applying vulnerability or resistance. You roll damage once for all targets, though their individual resistance or vulnerabilities still apply. You can use this feature a number of times equal to your Intelligence (minimum of once) modifier before finishing a long rest. Colin Prime (Order #35367621)


167 Colin Prime (Order #35367621)


168 Creatures in the Retroverse come from many backgrounds. Some are more common, typical soldiers, wanderers, or criminals that you find in every world. Some are a bit more unique; dimensional travelers, star orphans, unhinged creators. Choose the background that best suits your play style and don’t feel constrained to the ones provided. ALIEN INVADER You are not of this world; you are an alien from beyond the stars or even another reality. Sent as the first preparations to expand your empire’s hold on the universe, you’ve been physically modified to mix well with the inhabitants of this primitive place. It’s your job to discover as much as you can about this land and to report your findings back to your leaders. Additional instructions are to weaken defenses, stir uprisings, and even conquer the planet yourself if possible. Be careful though, the locals probably would not take kindly to your machinations if they discovered who you really were. Why were you chosen to lead this dangerous mission? What does your species true form look, sound, and smell like? How do the societies of this world differ from how your world works? Are you sure you’re the only aliens trying to take over this world? Skill Proficiencies: Deception, Performance Tool Proficiencies: Disguise kit Languages: One of your choice Equipment: A disguise kit, a log of outdated information about your target world, out of style traveler’s clothes, a broken communication device linked to your home world, a satellite link, an alien device the behaves strangely similar to a common magical item (work with your GM to determine which common magic item this device replicates) FEATURE: SATELLITE SURVEILLANCE Cloaked in orbit there is an alien satellite that can be used to gather information on the world around you. It is usually only within range about half of the day and can only use more advanced features a few moments of each day. Typically, it can get you a general lay of the land or even a moderately detailed aerial view. More advanced features may be able to zoom into a specific area to get a count of foes, record a few seconds of video, scan a few feet into the ground, or even correctly identify a target within a crowd. Though it is often reliable, it can sometimes make grave errors that jeopardize your entire mission. SUGGESTED CHARACTERISTICS Alien invaders tend to be constantly out of their element. Though you may be competent and highly regarded of on your own world, you likely have trouble adapting to this one. Simple tasks and objects may simultaneously confound, infuriate, and fascinate you. Your bizarre actions are regularly noticed by those around you, sometimes drawing unwanted attention and sometimes putting your entire mission and life at risk. And after too much time on this world, you may begin to forget your original home and start adapting some of the more interesting customs of those you’ve been sent to investigate. Though you are an alien, your body has been modified to fit in with the local population. You have the physical characteristics of any species you choose, including special abilities and ability score improvements. Alternatively, any species can be “alien” to a given world and you may take all of their abilities, even if your outward appearance is that of a completely different species. Though you may look like a species and have been trained to act like them, you do not think like them and it may take years to fit in unnoticed. d8 Personality Trait 1 I am the best invader my world had to offer, and I am going to live up to that standard. 2 I really don’t agree with the way my leaders run our society. 3 I must meticulously catalogue all I can before we destroy this world. 4 This is just an extended vacation for me. 5 I’m pretty sure this assignment is fake but I’m going to give it my best anyway. 6 Everything here makes me sick. This planet needs to be expunged. 7 What are these “emotions” everyone here seems so obsessed with? 8 Kill all humanoids! Colin Prime (Order #35367621)


169 d6 Ideal 1 Sampler. Have you tried this food!? (Any) 2 Renegade. My empire is evil, and I will help this world prepare against the coming invasion. (Good) 3 Conqueror. I will stoke the fires of war and burn this planet to ashes. (Evil) 4 Alpha Directive. It is my job only to oversee and observe, not to interfere in any way. (Law) 5 New Life. I can live how I want, when I want. (Chaos) 6 Magic? The technology here seems to surpass our own by centuries. I must discover how they are able to seemingly cast magic. (Neutral) d6 Bond 1 I’ve fallen in love with a local, but they can never know my true identity. 2 It’s all about me and everyone else can kiss my metaphorical alien behind. 3 My allegiance is to my commanders and no one else. 4 This world is beautiful. Maybe I can convince my dying planet to slowly colonize instead of conquering? 5 I have taken a special interest in a particular bloodline and have been working for centuries to see them rise to power. 6 I will befriend every animal, or dye trying. d6 Flaw 1 I’ve been here so long I can’t remember if I really am an alien or if I just imagined that. 2 My life, and by extension everyone else’s, is worthless. 3 I was never supposed to be in charge of this mission and have no idea what I am doing. 4 I can’t help but tell everyone about my secret mission, but nobody ever seems to believe me! 5 I fall so easily for the cheap vices of this world and seem to adopt a new one weekly. 6 It’s not technically cannibalism if I’m not really one of them. HEEL Evil never really suited you. You watched the heroes from afar and always wanted to be like one of them. But because of a few bad choices or a bad lot, you remained the villain for quite some time. Well enough is enough! Time to change your fate and double down on being the face for a change. You’ve burned a lot of bridges, literally and figuratively, and have quite a road ahead of you. But a heel-turn is within your grasp, if only you’re willing to go the distance and prove you’re one of the good guys. What drew you make such a drastic change in your life? Was there someone important who showed you a better way? Were you tired of always ending on the losing side? Did you realize you’d been tricked into doing evil and want to make amends? Think about the dastardly deeds you had previously been a part of and how that may affect your future encounters and personality. Skill Proficiencies: Intimidation, Performance Tool Proficiencies: Disguise kit, one type of artisan’s tools Equipment: A set of travelling clothes, 1 wellcrafted alter-ego costume, disguise kit, an instrument you don’t know how to play, one evil keepsake from your past, a self-help book, 100 gp. FEATURE: EVIL MACHINATIONS Due to your countless years as the villain, you’ve seen many evil plans be built and fall apart. Your knowledge of thwarted plans, through experience or otherwise, give you special insight into the designs of others. This is not precognition; this is pattern recognition and insight from a world few ever experience. If dealing with seemingly unrelated events or a convoluted evil scheme, you can usually get a hunch on what the next move or stage of the plan is. You may not be able to figure out the entire scheme, but you’re often one step ahead of those around you. SUGGESTED CHARACTERISTICS Heels used to be the villain of someone else’s story. They could have been the big bad, waiting for the heroes at the end of a long quest. They could have been a simple soldier, fighting in an army against the forces of good. They could just as easily have been a bully or even simply an actor portraying a villain. Whatever their origin, they have had a change of heart and want to be the hero of the Colin Prime (Order #35367621)


170 story now. Heels can find the transition difficult and make many mistakes along the way, some going into deep depressions when they slip into evil habits. Others consider it all a learning experience and keep moving on. Still others are unrepentantly and blatantly evil; having trouble understanding why they’re always so reviled. d8 Personality Trait 1 We should probably hear out our enemies, who knows what they’re going through. 2 I’m confused about my place in the world and am looking for guidance. 3 I apologize to everyone I meet, even those who have no idea of my shady past. 4 I am extremely literal and have trouble understanding anything beyond cold logic. 5 A little light thievery never hurt anybody. 6 After being an evil henchman for so long, I’m not certain how to make decisions for myself. 7 I am constantly looking over my shoulder for enemies from my past. 8 I need someone to acknowledge all these good deeds I keep doing, otherwise I might stop. d6 Ideal 1 Tommy. My dark side faded away when I gave up my past life. (Good) 2 Darhk. Do not underestimate the power of the dark arts! (Evil) 3 Ko-zu. Evil and good are always at war within me, true power comes from the balance of both. (Neutral) 4 Zena. I have a past filled with bloodshed and misery. I must atone for it. (Any) 5 Wade. Everyone balked when I killed people before; now that I’m a hero, they cheer! (Chaos) 6 T-DCCC. I cannot disobey my orderly programming, but I can change my prime objective. (Law) d6 Bond 1 I am on the run from a former master who seeks to destroy me. 2 I always looked up to the heroes and style my actions after my favorite one. 3 I am greatly indebted to a family member who never lost faith in me. 4 My otherworldly patron keeps tempting me to go back to my old ways. I do everything I can to silence them. 5 I left my bad life behind to try and impress someone I am infatuated with. 6 My terrible actions caused the death of someone close to me. d6 Flaw 1 I’m still very, very evil. 2 Even when I try to do good, my sinister appearance and mannerisms make me hard to trust. 3 I’ve held my true past a secret and I will do anything to keep it that way. 4 A little murder never hurt anybody. 5 I am intensely jealous of heroes more popular than me. 6 I refuse to give others a second chance, despite my own background. Colin Prime (Order #35367621)


171 MAD SCIENTIST Fools! They could never understand the grand nature of your work! And you’re the greatest fool for ever trusting anyone else with such important work! You’re just a few steps away from unlocking the keys to life, or reality, or death, or magic, or any number of other improbable concepts. Your life’s work has led up to this point and if you could just make one more breakthrough, then you will have finished your research and can stop. But you know it won’t end there, you’ll never be satisfied with completing your work. There is so much more research to be done, so much more for you to discover, so many more rules for you to break. So, let the fools think you’re insane, let the ignorant enjoy their small lives and small minds; it’s not as though you could ever be content with that anyway. Ignorance is bliss and you’re downright mad. Skill Proficiencies: Insight and either Arcana or Nature Tool Proficiencies: Alchemist’s Supplies and either (a) poisoner’s kit or (b) herbalism kit Languages: Two of your choice Equipment: A set of common clothes, a lab coat and basic chemical protective equipment, alchemist’s supplies, 10 empty bottles, a book of your research notes, a warrant for your arrest, and 5 gp. FEATURE: EFFICACY ENHANCER Your extensive time spent researching in the scientific and arcane fields have given you insight into the exact workings of potions and poisons. You have the ability to augment the properties of both magical and mundane potions and poisons. You can delay their effects, make the effects subtler, subdue the effects without changing the appearance, change the color or consistency, or even sometimes increase the effectiveness (to a maximum of one corresponding dice). Changing a potion requires at least one hour of concentrated work and uses a great deal of your alchemist’s supplies. More powerful potions or poisons may require more time or more expense. Work with your GM to determine the limits of your ability and what it will take for you to be able to work on stronger potions or poisons. SUGGESTED CHARACTERISTICS Mad scientists are typically outcasts of society. They have delved too deep into areas of research considered taboo or outright forbidden. This has given them insights into concepts and desires far beyond those that would even be considered by typical citizens. It’s not that they have lost touch with reality, it’s that they can no longer partake in the shared illusions that comprise that “reality.” Because of this disconnect, they may be socially awkward and have trouble understanding how to communicate on even a basic level. They are obsessed with their work and will be overjoyed to speak with researchers in the same field; though they often believe themselves more enlightened than even the experts. They can seem distant, lost in their own worlds, but are amazingly intelligent and a boon to teams that struggle with puzzles. d8 Personality Trait 1 I was tricked into servitude in my younger years. Now, I bow to no master, not even the laws of reality. 2 I have seen the cracks in what we perceive as truth. I want to expand those cracks by any means. 3 I love the rush I get from discovering something new. It’s an addiction. 4 I am tired of being caught in the tangle of other’s lives. I want to break free of their mental weakness. 5 In the grand scheme of things, nothing we do matters. Let’s make our own meanings. 6 I crave power above all else and I will take my Colin Prime (Order #35367621)


172 research to terrible lengths to get it. 7 If we don’t teach the future generation everything we know; they will suffer the same as we do. 8 Magic is silly and fake; I can prove it too. d6 Ideal 1 Powers. I will use my vast intellect to rule the world! (Evil) 2 Light. I will make the world a better place, no matter how many times it is ruined by evil. (Good) 3 Strange. Magic is the only true constant. I will become the greatest magician in the omni-verse. (Any) 4 Manhattan. We’re all puppets, I’m just one that can see the strings. (Neutral) 5 Doom. I do not wish for godhood, for the gods are beneath me. (Law) 6 Seuss. What better way to learn about the world than by breaking all the rules? (Chaos) d6 Bond 1 I’ve seen the future and I will stop at nothing to prevent it. 2 Each of my creations are sacred to me and I abhor anyone who would destroy them. 3 I’ve always craved the comfort of a family, but no one seems to understand me. 4 A mentor showed me I could be more than I was. I’ll never forget their lessons and want to help others in the same way. 5 Animals are my only true companions. At least the ones I don’t experiment on. 6 Who needs to win friends when you can simply make them from raw components? d6 Flaw 1 I’ve done more than my share of humanoid experimentation and I plan to do far more. 2 I’m the smartest person in the room but I don’t understand why people take offense to me saying that. 3 You’re wrong, I’m right. End of discussion. 4 I’ve left behind everything I cared for so many times, I don’t know if I can be connected to anything anymore. 5 My plans always seem to be ruined by someone who is clearly inferior to me. It enrages me. 6 I have no respect for any type of law. Mortal, religious, moral, ritual, physical, or intangible. MERCENARY You hold no particular allegiance to a nation, king, or god. You might serve in a large military force for hire, or you might work alone. Either way, you have spent a great deal of your life in combat. The battles have blurred together in a miasma of blood and salt. You have lost many friends, made new ones, and lost them as well. It has been a hard life, but one filled with glory and riches as well. You have made a name for yourself as a capable warrior and your type of work is always almost always in demand. Why have you taken and continued this lifestyle that can bring you so much pain? Do you enjoy the thrill of combat? Do you have a secret past that disallows you from more civilized work? Do you need money to pay off an old debt, or take care of a hungry family? Are you stuck with no real idea on how to get out? Is the promise of gold and adoration too much for you to resist? Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of gaming set and either (a) one type of musical instrument or (b) herbalism kit Equipment: An heirloom weapon of good or even magical quality (not necessarily from your own family), a note from someone dear to you, a set of worn traveling clothes, a bedroll, a gaming set, and a pouch containing 100 gp. Colin Prime (Order #35367621)


173 FEATURE: TOUGH JOBS When you are in a populated area you have little trouble finding work. People who have heard of you want your help with problems they find unsavory. Those who don't know you can see the skill written on your body and will regularly hire you for enforcement or bodyguard work. You may find another group of mercenaries that will let you take a cut of their contract, if you can pull you own weight. Whatever the situation, you are never out of work and are always paid reasonably for the jobs you do. SUGGESTED CHARACTERISTICS Mercenaries rarely find solace in a quiet life. Peaceful retirements are interrupted by vengeful ghosts of their past, both literal and metaphorical. Their lives have been full of loss and anguish, so much so that many harden their hearts to everyone around them. Their inner selves can be fraught any combination of guilt, doubt, regret, and pain. Some use this turmoil to drive their knives even deeper into foes. Others use it as motivation to do better, seeking solace in continual acts of redemption. d8 Personality Trait 1 I am loud, crass, and mean, and that's just the way I like it. 2 A sharp mind and a fast tongue is the best way to stay out of danger. 3 I love the thrill of combat and don't think I could live without it. 4 If I have gold in my pouch and a lover (or two) at my side then I am happy. 5 I am deeply political and sometimes object to the jobs I must do. 6 This is a fun gig, but what I'd really like to do is have a farm. 7 I will give all to those around me suffering, even if I caused the suffering. 8 I won't take a job without knowing every detail. d6 Ideal 1 Enforcer. I enforce the laws of those who pay me, regardless if I agree upon them or not. (Lawful) 2 Lust. I love the feel of three things: gold, flesh, and steel. The more you combine the three, the better. (Chaos) 3 Protection. I selflessly protect those that cannot protect themselves. (Good) 4 Reaper. Everyone must die sometime, and I want to be the one that does it. (Evil) 5 Aspiration. I want to be the very best, like no one ever was. (Any) 6 Untouchable. I. Am. Immortal. (Chaos) d6 Bond 1 I have a family to feed and protect. It has been some time since I saw them. 2 My brothers-in-arms are closer to me than any other. I would die for them. 3 I was trained by a master swordsman that went missing a few years ago. 4 A close friend gave me a dying wish with their last breath. I've been working to finish it for some time now. 5 A secret affair with a noble has me on the run. One day I will return to them. 6 My god abandoned me in a crucial moment, and I need to know why. d6 Flaw 1 The pleasures of the flesh are too great for me to resist. 2 I get a rush from watching someone else die. Sometimes I can't stop myself. 3 I am very good with one weapon but cannot seem to master any other. 4 A chance encounter with true evil has made me fear my own death more than anything else. 5 I believe I am the chosen one. One day all will wonder at my glory. 6 I believe that every good thing that happens in this world is solely due to my actions. Colin Prime (Order #35367621)


174 MONSTEROLOGIST You’ve always been fascinated by the beasts of your world. Dragons, goblins, slimes, cyblight, bugz, undead, all of these enthrall you. As a child you would research and record the habits of small creatures, such as bugs or birds. Now, your desire to learn all there is to know about particular monsters has driven you to adventure. Your thirst for knowledge often sees you settled up with haphazard teams and in dangerous situations. Because of this, you have learned how to defend yourself as well as an average adventurer. However, killing any of your research targets, except to dissect them, pains you greatly. What is it about these monsters that has you so obsessed with them? Are you trying to find out the best way to deal with a threat? Do you want to befriend the monsters or maybe even train them? Are you going to become the authoritative master on some type of beast? Why risk your life just to study the habits of one creature? Think about what your ultimate goal is and work with you DM to make sure you can fully realize this more passive background. Skill Proficiencies: Animal Handling, Investigation Tool Proficiencies: Nets, calligrapher’s supplies, cartographer’s tools Languages: Common and one language you picked up from the monsters you study. Equipment: A set of common clothes, a well-worn set of extra durable traveling clothes, a book containing research related to the monsters you have encountered, a letter describing your work in several different languages, a net, a pound of bait, and a small jewel worth 50 gp. FEATURE: MONSTER MIND You have spent days at a time watching the habits of monsters and have become in tune with their general habits. The more time you spend observing certain types of creatures, the more able you will be to intuit subtle hints about them. You may be able to tell when a creature last ate or slept, when it mated last or when it will again, what its general state of health is, its general mood, how large its family is, and any subtle variations it may have Colin Prime (Order #35367621)


175 from the rest of its kind. You know the general daily, weekly, and yearly patterns of animals you study. You can give this information away freely, but good monster data does fetch a high price in the right circles. VARIANT FEATURE: TRAINER You are so adept with monsters that even terribly aggressive ones may hesitate to attack you. If you can befriend one, through force, magic, or compassion, it can eventually become a loyal ally. When this happens, you can spend a week with the creature teaching it new tricks and abilities. This could be focusing their latent abilities or teaching them wholly new tricks that unlock power they never knew they had. As long as the creature is under your command, it can use these specialty moves as much as its power allows. Generally, a monster can only be taught around four of these new moves and will forget one if you teach it a fifth. If you set the creature free from your control, it will lose these abilities over time. SUGGESTED CHARACTERISTICS Monsterologists are full of wonder and curiosity about the world around them. They tend to stay out of direct melee with monsters and observe their fighting from a distance. Even in a fight, they relegate the killing to others and take a more defensive or pacifist approach. They are bookish and clever, if sometimes a bit knuckleheaded. Finishing their research often takes top priority, even over their own health and the health of others. They are goal oriented and stay focused when others get lost in thought. d8 Personality Trait 1 I’m a pacifist at heart and hate any sort of confrontation. 2 The best information can’t be bought. It must be found by exploring. 3 I am obsessed with a specific type of monster and will risk everything to just get close to them. 4 My prestigious upbringing makes me loathe getting myself dirty and I’ll complain about it profusely. 5 I have no pity for the animals I study. They are dangerous creatures and if some must die to understand them, so be it. 6 I tend to want to revisit my favorite monster dens over and over, even if the monsters have long since left or died. 7 The monsters may have it right. I am constantly comparing civilized life to that of the monsters. 8 I’m really just using this as an excuse to hunt down the most exotic monsters for sport. d6 Ideal 1 Beastly. To understand the monster, I must act like the monster. (Chaos) 2 Master. To train them is my cause. (Any) 3 Circle of Life. There is order to everything, even monsters. We only need to understand the patterns. (Law) 4 Godsend. I need to know as much as I can about this monster to stem the rampant death they cause. (Good) 5 Monstrosity. Once I understand everything about these beasts, it should be a simple matter to improve upon their design and bend them to my will. (Evil) 6 Publisher. Information is the only true form of currency and power. (Any) d6 Bond 1 I’m making a game but need to know more about these creature’s habits to make the rules more realistic. 2 I can’t stand to see my research subjects suffer, even if it is the way of nature. 3 My family is constantly fretting over my safety, but I tend to forget they exist while researching. 4 My hometown is in danger and only I realize these monsters are to blame. 5 I am well respected within my field but am under a lot of pressure to keep publishing interesting data. 6 My party is the only thing keeping me alive. I do whatever I can to make sure they’re happy and healthy. d6 Flaw 1 Lots of monsters die when I research them. More than a normal adventuring party kill. 2 I’ve made up half of the findings in my research. 3 I’ve hired a lot of bodyguards for my work. Unless you survive a week or more, I’m not going to bother remembering your name. 4 My research is more important than my own life or the lives of those around me. 5 I tend to squander whatever gold my research may bring in. 6 I’m not above torturing a creature to learn more about them. Colin Prime (Order #35367621)


176 PLAYER This isn't right. This is not the world you remember. You had a life, family, friends, but now it’s gone. Is this a bad dream? Are you dead? How can you get back to everything you remember? As a player you believe that you are not of this world. You woke up one day in this realm, with the full memories of another life. You can't tell if these memories are real or not. They certainly feel real, but maybe it has always been this way? The people around you seem real, you can touch them at least. So, does that make them real? The world seems almost too perfect and you see “seams” everywhere. One way or another, you must figure this out. Skill Proficiencies: Insight, Investigation Tool Proficiencies: One type of gaming set, one type of musical instrument. Both from your “previous life.” Languages: One language of your choice Equipment: A set of common clothes, one type of gaming set, a small trinket from your “previous life”, and 10 gp. FEATURE: IMPOSSIBLE KNOWLEDGE You know things about the world that you have not researched and sometimes would be impossible for anyone to know. The names of long dead kings, the general location of an ancient artifact, how some advanced dwarven machine works, what secret the dragon hides, the time of the next eclipse, or the exact words needed to sway a guard’s opinion are all examples of knowledge you my suddenly and inexplicably remember. These bits of knowledge come to you as memories from your “previous life” and are not completely reliable. It rarely pertains to present or future events and is mostly lore from the past or a prophesy of the distant future, though small bits of information about the immediate world can sometimes make themselves known. Additionally, these “memories” are extremely rare, happening no more than once a week and sometimes not for several years. Ask your GM whenever you feel like this feature might come into effect. SUGGESTED CHARACTERISTICS Players have trouble overcoming their memory disparity. They may have family and friends, or people who say they are, that they completely abandon. The world seems less real to them, making it difficult to form lasting relationships. Some only wish to find out exactly what has happened to them, while others relish this new life they have acquired. Either way, they are more likely to live a reckless lifestyle as little in this false world feels real to them. d8 Personality Trait 1 I am constantly rushing through conversations, trying to pull all the important details so I can keep questing. 2 I rush in, no matter the situation, context, or consequences. 3 This is not the body I remember, and it presents some interesting new challenges for me. 4 My lust for loot is insatiable. I'm worse than most dragons. 5 I am careless with my equipment, using potions flippantly and mistreating magical artifacts. 6 I am hyper competitive, pushing myself to terrible limits to come out on top. 7 I make sound effects for my movements and label my attacks with cool sounding names. 8 I can't help but poke my nose where it doesn't belong. Colin Prime (Order #35367621)


177 d6 Ideal 1 Lethargy. I am so utterly bored. (Neutral) 2 Respect. I am afraid of getting banned and treat any authority with the utmost respect. (Law) 3 Meh. Nothing is real, nothing matters, nobody matters. Do whatever you want. (Chaos) 4 Blue Dialog. I want to do the most good possible to increase my hero score. (Good) 5 Two-Face. I have lived long enough to become the enemy. (Evil) 6 Unique. I have not yet found another like myself. Maybe if I can find one, we can understand more about what happened. (Any) d6 Bond 1 I was a parent in my previous life. I miss my children so badly. 2 I latched onto the first person I met. They died shortly after and I must find a way to fix that. 3 I love being here. I can finally be the person I always wanted to be. 4 I am searching for the perfect waifu/husbando, a quest I take more seriously than any other. 5 I have a family here, but I don't remember any of them. I have a great fear of returning to them. 6 My religion does not exist here. Have I been abandoned by my god or sent here as a test? d6 Flaw 1 Every time I think of my previous life, I become enraged at the visions I see. 2 I believe I am always being watched and am suspicious of everyone. 3 If no one else is real then only my life is sacred. 4 I suffer from phantom pains that strike at random. 5 I think I am the coolest being in existence and will fight anyone who says otherwise. 6 My memories of this life and my previous life are fading fast. I can barely remember the last year. PRODIGY From an early age it was clear that you had talent that was a cut above those around you. You have spent you whole life being admired for your skill and it is an integral part of your life, whether you like it or not. People working in the same field as you look up to you or are envious of your inherent skill. You have trouble relating to their feelings as it just seems to come naturally to you. You practice and fail like everyone else, but even your failures are looked at with admiration. Your success in your field has pushed you away from others both emotionally and physically. People either adore you or are jealous of you, and no one seems to understand the real “you” inside. Skill Proficiencies: Insight and Performance Tool Proficiencies: One language of your choice and choose (a) any set of artisan’s tools or, (b) any gaming set or, (c) any musical instrument or, (d) any vehicle. The proficiency chosen must relate to your talent. Languages: One language of your choice Equipment: Choose (a) any set of artisan’s tools or, (b) any gaming set or, (c) any musical instrument or, (d) any small vehicle. A degree from a school of your talent, a set of fine clothing, a book authored or co-authored by you on the subject of your talent, a letter from one of the first people to notice your work, 50 gp. TALENT Your gift may come in many different forms. Regardless of what it is, you are a step above most people within that field. Work with your GM if you want a special talent outside of these options. d8 Talent 1 Music 2 Writing 3 Fighting 4 Sports 5 Arcana 6 Crafting 7 Painting 8 Mathematics Colin Prime (Order #35367621)


178 FEATURE: FAN BASE People within your field have heard your name and most are willing to help you in whatever project you are working on. Sometimes you will find rabid fans of your work, who will go out of their way to do anything for you. Just as often you will find people jealous of you who want to sabotage your work and bring you down a notch. It is nearly impossible to tell the difference between these two groups of people when you first meet them, as both are enthusiastic about working with you. With the help of a skilled fan you can finish difficult projects or training in half the time. Additionally, your skill is always in high demand. If you spend one day a week working within your talent you can make enough to live a comfortable lifestyle. VARIANT FEATURE: REVILED Your skill has caused you to make discoveries, break records, or set high bars that nobody ever wanted. You are amazing in your talent, and that has caused people to universally hate you. Even though you find it hard to get along, you are still a master in your field. Once per game session, you have advantage on one roll that pertains to your particular talent. The GM has final say over your use of this feature. SUGGESTED CHARACTERISTICS Prodigies can seem aloof or snobbish to those around them. They have spent their whole lives being told they are better than others, and this has likely gone to their heads. Like everyone though, they crave someone that can understand and appreciate them at a deeper level. Others have a likeable outward persona but still have trouble relating to those around them. It can be lonely at the top but even trying to explain that makes you ever more distant from those around you. d8 Personality Trait 1 I am the best around. No one will ever keep me down. 2 I am constantly amazed that people enjoy what I do and personally thank everyone for supporting me. 3 I love teaching those around me whatever I know but I’m not always good at it. 4 People are strange. I don't know what they want from me. Best just to work. 5 I pour so much into my work that sometimes I forget to sleep or eat. 6 My mind is constantly wandering, making concentrating on anything difficult. 7 I have a tendency to ramble on about the things that interest me, even if nobody is there to ramble to. 8 I would rather do anything else than what people know me for, but I am no good at anything else. d6 Ideal 1 Busy. I have standards to uphold and no time for those who can't meet them. (Law) 2 Perfectionist. If you want something done right, do it yourself. (Neutral) 3 Slob. My best performance happens while under the influence of any number of intoxicants. (Chaos) 4 Motivator. I want to inspire people to be their best possible selves. (Good) 5 Suffering. My work will be remembered for generations to come, regardless of the strain it puts on me. (Any) 6 Stark. I don't care what those suckers like. I'm in this for the fame and fortune and I will say whatever I have to say in order to get it. (Evil) d6 Bond 1 I believe my mentor is greater than I will ever be, and I strive every day to impress them. 2 My fans are my true family. 3 I consider my work to be like a child to me. I am closer to it than anyone else. 4 I practice harder every day to impress an unrequited love. 5 My muse is an extra-planar being that is not always good to me. 6 I feel empty inside and just want someone to help fill that void. Anyone will do... d6 Flaw 1 I feel like a fraud. My work is terrible, and everyone is just too polite to tell me otherwise. 2 I have a lot of trouble starting anything. I plan, research, and plan some more, but I just can't seem to start. 3 What do you mean you don't know my name!? 4 I steal the work, plans, or ideas of others and pass it off as my own. 5 I have dark and terrible dreams every night. I work to forget them. 6 I hate seeing others succeed. Colin Prime (Order #35367621)


179 REBEL You have never really fit in anywhere. The life you were given was not the one that you wanted and not one you would choose for others. You have spent your life in and out of constraints, never for any serious offense, but enough times to earn a reputation. People do not like to associate with you for fear of catching your troublesome nature. It is not that you want to cause trouble, it is that the world around you does not allow for people like you to live the way they want. Society is a prison and you're looking for any way to aggravate the jailers. What draws you to this lifestyle? Do you seek freedom from responsibility? Are you avoiding dealing with painful memories? Are the pressures of an average life too much for you to handle? Are you afraid of what would happen if you became a “normal” person? Are the rules around you demonstrably tyrannous? What keeps you from leaving your home and moving somewhere more amicable to your lifestyle? Skill Proficiencies: Acrobatics, Stealth Tool Proficiencies: A disguise kit and either (a) painter's supplies or (b) 2 wheeled vehicles Equipment: A set of dark colored clothing, a mask, an heirloom from home worth no more than 50 gp, 1 “lucky” gp. FEATURE: SLIPPERY SCOUNDREL You have tussled with the law enough to know how to get away from them easily. You have an advantage in many aspects of dealing with law enforcement and guards. Any common law enforcement that tries to grapple you does so with disadvantage. Additionally, if you are being perused by guards you can disappear into a crowded area easily by hiding in plain sight. This does not apply to monstrous guards or guards set by small groups like bandits, cultists, etc. Only those that work for a kingdom, established church, or other world power. You have also come to understand general patrol patterns and guard layouts. After just around an hour of time scoping out an area you will know where their patrol routes are, what places are more heavily guarded, and any places of entrance or exit that would normally be overlooked. This applies to any kind of humanoid guard patrols. SUGGESTED CHARACTERISTICS Rebels come in many shapes and sizes. The common thread is a dislike for the society around them. Nobles, guards, kings, bishops, or any other construct of authority disgusts them. They are not usually an obsessively violent sort but sometimes their disruptive activities can go a bit too far. Rebels are also not inherently evil or even wrong, they simply exist at odds with the world around them and cannot or will not conform to it. d8 Personality Trait 1 I am not accountable for my behavior; society has created me. 2 If everyone saw the world the way I see it, then it would be a much better place. 3 I spit in the face of any noble I encounter, regardless of the consequences. 4 I am a natural born leader and often command small groups of people like myself. 5 I love tagging anything I can with my art or symbol. 6 My words never seem to come out right and it often gets me into trouble. 7 I think I could be someone great, but I am unwilling to put in the effort required. 8 I don't understand subtlety, nuance, or tact. Say what you mean or don't bother saying it at all. Colin Prime (Order #35367621)


180 d6 Ideal 1 Godly. My moral code comes from a higher power. Their laws are above your own. (Lawful) 2 Ledger. Let it all burn. (Chaos) 3 Without a Cause. I don't need to have a good reason for anything that I do. (Neutral) 4 Dangerous. I don't care how many people die. If we want to disrupt the system, then bloodshed is required. (Evil) 5 Individual. I am going to pave my own path in this world, even if it kills me. (Any) 6 Saint. True rebellion is in the love we show others. We can't expect anyone else to be the change we want to see. (Good) d6 Bond 1 My family is royalty and I loathe them, even if I miss them sometimes. 2 My partner was taken away from me by a corrupt regime. I will avenge them. 3 I can't stand to see my beloved home fall into such a lowly place and want to restore it to glory. 4 Not enough people care about the children. We must fight for their future. 5 Art is the best way you can express yourself; the more disruptive the better. 6 My faith has kept you going this long, now if it could keep me going just a little longer... d6 Flaw 1 My plans often take a deadly turn because I don't plan properly. 2 I misinterpret cosmic signal every time I receive them. 3 All lives are without true value, all that matters is our dogma. 4 I am cowardly and run at the first sign of trouble. 5 Being unique is the most important thing in the world to me. 6 I have a pit of anger in my stomach that no amount of revenge will fill, but I still try anyway. Colin Prime (Order #35367621)


181 STARTING WEALTH BY CLASS Class Funds Apogee 3d4 x 10 gp De-Fragger 4d4 x 10 gp Glitch Hunter 6d4 x 10 gp Henshin 2d4 x 10 gp Holo-Knight 4d4 x 10 gp Synth weaver 3d4 x 10 gp ARMOR AND SHIELDS Armor in the Retroverse follows the same set of rules for 5E. Like everything it the Retroverse, armor can come from multiple worlds and many adventurers mix and match these items to suit their needs. LIGHT ARMOR Elastane. This thin fiber offers almost no protection from outside forces. It takes a bold persona to even consider wearing this armor. Plasteel Fiber. Designed to integrate into normal clothing in a fusion of form and function. Nearly all clothing can have plasteel fiber woven into it, though the process can be costly. Scavenger Clothing. A mishmash of scraps and shreds of better armor. Not especially helpful against attacks but great for traveling wastelands with a team of terrifying marauders or hiding from them. MEDIUM ARMOR Code Armor. A rare device that covers your vital parts with shields designed to reflect dangerous aspects of this world. It is more useful to those who understand all the different forms danger can take. Plasteel Composite. A full body suit made of several layers of plasteel plating. It covers most of the body but has some weak points. It is especially effective against projectile weapons. Raider Armor. Like Scavenger Clothing, this is a collection of pieces of better armor, cobbled together for some protection. Raider Armor is used by elite wastelanders and offers better protection than the Scavenger’s Armor. HEAVY ARMOR Force Field. A thin barrier of light and energy surrounds your body. It does not restrict normal movement but does not allow for complete freedom as it has trouble keeping up with extremely rapid movements. Quick users may find themselves pushing their limbs out of the forcefield before it can catch up with them. Plasteel RIG. Bulky and restrictive plasteel layered on a metal frame. It offers great protection from most attacks and some environmental effects. I can also compact itself down into a thin covering on your back or quickly cover your body from that state. Riot Gear. Old riot gear that has been adapted to serve the discerning post-apocalyptic scavenger. Bulky and clumsy, but nearly unstoppable. SHIELDS Riot Shield. A translucent, large, and lightweight shield. This relic of different times is often found in the Vector Wilds as it is hard to create from scratch. It allows the user to keep their eyes on the battlefield while also protecting themselves. Great Shield. A large and unwieldy shield. It requires two arms to move but can be set down to allow the user to attack with one hand. While being held with one or two hands, the user gains halfcover. Users can place it on their back to gain +1 to their AC against back attacks. Plasteel Shield. A lightweight and small shield. It can be strapped to a character’s wrist and used while wielding two-handed weapons. It is not as strong as other shields and has a tendency to break. Colin Prime (Order #35367621)


182 Armor Cost Armor Class (AC) Advantage Drawback Weight Light Armor Elastane 15 gp 10 + Dex modifier + Cha modifier (max 2) No restrictions to movement. Broken after 1 week of use. 1 lb. Plasteel Fiber 75 gp 11 + Dex modifier Can use any non-magical clothing. Mending costs double the normal price. 7 lb. Scavenger Clothing 5 gp 12 + Dex modifier +2 to Intimidation checks. -2 to Stealth checks 15 lb. Medium Armor Code Armor 500 gp 13 + Int Modifier (Max 2) +1 on corruption saving throws Required 13 Int. 20 lb. Plasteel Composite 200 gp 13 + Dex modifier (max 2) Projectile damage reduced by -1, min of 1. Disadvantage on Stealth 30 lb. Raider Armor 25 gp 14 + Dex modifier (max 2) +2 to Intimidation and Survival checks Disadvantage on Stealth and Persuasion. Heavy Armor Force Field 1,000 gp 16 No special requirements -1 to Dexterity saving throws 1 lb. Riot Gear 1,200 gp 17 -1 to all melee damage, min of 1. Required Str 13, -2 to all Dex based abilities. 55 lb. Plasteel Rig 2,000 gp 18 Double time spent without air or in extreme environments. Don or doff as bonus action. Reduce movement speed by 10 feet while donned. 50 lb. Shields Plasteel Shield 15 gp +1 Gain AC addition even while using both hands for weapons. Shatters on receiving a critical hit. 2 lb. Riot Shield 50 gp +2 Can see through shield. 1/2 cover while using Dodge action. Impossible to repair normally. 10 lb. Great Shield 20 gp +3 +1 AC to back attacks if worn on back, 1/2 cover if held in place. Required 13 Str, must use 2 arms to move or must wear on back. 15 lb. WEAPONS Weapons in the Retroverse come from many different realms. Laser swords, crowbars, blasters, and many other advanced and not so advanced weapons make their home in this universe. Occasionally, a weaponsmith able to repair or augment these strange weapons can be found, but this is a rare occurrence. WEAPON PROPERTIES Returning. When a weapon is thrown, it will return to you at the start of your next turn, provided nothing stops it. If a creature or object stops the item, through blocking or holding, it will stay where it is until the obstacle is removed, it is let go, or you retrieve it. Colin Prime (Order #35367621)


183 Stunning. When a creature is hit by this weapon, they must make a Constitution saving throw, DC 10, or have their movement speed reduced by half until the end of their next turn. This effect cannot be doubled. Energy. Weapons with the energy feature have a certain amount of shots before they must be recharged with a new energy source. Energy cores may be rechargeable or may be totally expended after one use. The number of shots an energy core can create is denoted beside the property. Reloading an energy core takes an action. In addition, you do not add modifiers to the damage rolls of these weapons, only to the attack rolls. SPECIAL WEAPONS Chainsaw. When you attack a creature with the chainsaw, you do not add any modifiers to the damage. If you hit a target with the chainsaw and then immediately attack the same enemy again on your turn, with the chainsaw, you have advantage on the attack. Also, the chainsaw uses fuel, which is represented by the Energy property. When it runs out of fuel, it can only be used as an improvised weapon until the fuel is replaced. Slingshot. The slingshot can use any tiny hard object as ammunition. They type of ammunition can change how the damage is dealt. For example, a rock enchanted with electric energy may inflict lightning damage in addition to the bludgeoning damage. Additionally, the slingshot can be fired twice for every use of the attack action. Name Cost Damage Weight Properties Simple Melee Weapons Stun Baton 10 gp 1d4 bludgeoning + 1 lightning 2 lb. Light, stunning Lead Pipe 5 gp 1d6 bludgeoning 10 lb. Versatile (1d8), heavy Metal Knuckles 5 sp 1d6 bludgeoning 2 lb. Light Chain 2 sp 1d4 bludgeoning 5 lb. Reach, +1 to grapple checks Simple Ranged Weapons Blaster 30 gp 1d8 piercing 2 lb. Ammunition (range 90/180), energy (12), light Bolter 20 gp 1d12 piercing 3 lb. Ammunition (range 90/180), energy (6) Shuriken 1 sp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60) Slingshot 2 sp 1 bludgeoning 1 lb Ammunition (range 15/30), special Phaser 50 gp 1d4 radiant 1 lb. Stunning, light, (range 30/60), energy (50) Martial Melee Weapons Laser sword 50 gp 1d6 radiant 3 lb. Finesse, light Laser battleaxe 50 gp 1d8 radiant 6 lb. Versatile (1d10) Claw Glove 15 gp 1d6 slashing 2 lb. Finesse, light Chainsaw 50 gp 1d12 slashing 10 lb. Energy (6), heavy, special, two-handed Martial Ranged Weapons Laser Bow 50 gp 1d8 radiant 2 lb. Ammunition (range 60/300), heavy, twohanded Laser Disc 40 gp 1d6 radiant 3 lb. Finesse, thrown, returning Star Glaive 40 gp 1d8 slashing 5 lb. Thrown, returning Shredder 50 gp 1d10 piercing 5 lb Attacks all target in 15-foot cone, Energy (6), two-handed Blaster Rifle 100 gp 2d6 piercing 8 lb. Ammunition (range 120/300), energy (24), two-handed Phaser Rifle 125 gp 2d8 radiant 12 lb. Ammunition (range 60/150), energy (50), heavy, stunning, two-handed Colin Prime (Order #35367621)


184 CORRUPTION Corruption is a breakdown of the Code (digital, genetic, spiritual, atomic, etc) that creates a creature. It spreads like a disease, infecting life whenever one creature attacks another creature. Unlike most diseases though, it can be transferred at a range (including arrows and darts) and even through magic (with ranged or melee magic). Whenever a creature is hit by a corrupted creature, they must make a Corruption Saving Throw. Roll a d20, 1-10 is a failure, 11-20 is a success. On success, nothing happens. After 3 failures the creature gains one layer of corruption. When a creature gains a layer of corruption, they must roll on the corruption table, taking the corruption they rolled for. For every layer of corruption a creature has, their Corruption Saving Throws gain a +1 bonus, making it harder to gain more corruption. Not all corruption is harmful. Any less than three failures are erased upon finishing a long rest. The first layer of corruption for most non-player creatures often includes a loss of free thought and increase in aggression. The creature will likely attack whatever non-corrupted creature is nearest, or whichever they view as the biggest threat. Sometimes they will work together with other corrupted creatures, though to what extent they can plan is debatable. The corrupted creature does not lose any of its stats (unless the corruption specifically says so) and will use the corruption to its advantage, if it is intelligent enough to do so. While corrupted, any attack the creature makes can infect other creatures in the same way it was corrupted. At 7 layers of corruption, a creature becomes too unstable to exist and will dissipate, dying instantly. Healing from corruption starts from the highest layer and moves down, unless a spell or ability specifically says otherwise. For example, if a creature has two layers of corruption, the second layer must be removed before the first layer can be removed. Player characters and some NPCs are immune to the maddening effects of corruption but must roll on the corruption table and take whatever corruption they rolled for. Feel free to add or remove corruption options. Colin Prime (Order #35367621)


185 d100 Corruption Effect 1 Your natural AC is increased by 1. 2 You lose the ability to use one of your 1st Level Spell Slots. 3 Your body no longer generates its own heat. You must rely on outside heat to stay warm. 4 Your maximum hit points increase by 10%. 5 You can now speak Common, Elvish, Dwarvish, Halfling, and Draconic. 6 All of your feet (or equivalent) are left feet. You have disadvantage on all Dexterity related checks that involve your legs. 7 You can no longer speak a discernable language. This does not affect your spellcasting ability. 8 Your attacks do an additional 1d4 damage. 9 You are vulnerable to fire damage. 10 All the hair on your body glows as if under the effects of a Light spell. 11 Your alignment is changed to Chaotic. If it was already Chaotic, reroll. 12 You age 2d10 years instantly. 13 You gain the Minor Missile cantrip. 14 Your alignment is changed to Neutral. If it was already Neutral, reroll. 15 Your natural AC is reduced by 1. 16 You lose the ability to use one of your 2nd Level Spell Slots. 17 Your Dexterity is reduced by 1. 18 You can no longer lie. 19 All food now tastes like ash. 20 Clothing you don becomes errant. The patterns and designs glitching into a jumbled mess. 21 You become a high priority target for non-corrupted enemies. 22 While sleeping, you become an invisible slug. 23 You can no longer read or write any language. 24 You are soundless and invisible to every 1 out of 100 creatures you meet. 25 Your face is flipped upside down. This does not harm you directly. 26 Your maximum hit points decrease by 10%. 27 Your attacks do 1d4 less damage. 28 You are resistant to fire damage. 29 You lose the ability to use one of your 3rd Level Spell Slots 30 You have disadvantage on any Stealth checks. 31 You appear undead to any observer. 32 Your alignment is changed to Lawful. If it was already Lawful, reroll. 33 You become 2d10 years younger instantly. 34 You fall in love with the next person that calls your name. 35 You have advantage made on Deception checks against your own species. 36 Your Dexterity is increased by 1. 37 Your hunger is immense. You gain a level of exhaustion if you do not consume 5 pounds of food in a day. 38 You can no longer see faces, instead everyone has a fuzzy blur for a face. 39 You believe you are invisible. 40 You gain an additional 1st Level Spell Slot. 41 You have advantage on Stealth checks. 42 You forget who you are and what your relations to others around you are. 43 Your teeth become long and sharp. You can make a bite attack as an action. (1d8+Strength piercing dmg.) 44 You become monochrome. 45 Consuming alcohol poisons you for 24 hours. 46 Your hands are turned backwards, attack rolls are decreased by -2. 47 If you roll a 2 on an attack roll, you instead do nothing and are paralyzed until the start of your next turn. 48 Nightmares plague your rest. You must rest an additional 2 hours on a long rest. 49 Consuming meat poisons you for 24 hours. 50 You are reduced by one size category, to a minimum of tiny sized. Colin Prime (Order #35367621)


186 51 You grow 1d4 tentacles on your body. You cannot control them, and they often knock things over. 52 Sounds you make do not travel more than 1 inch from your body. This does not directly affect spellcasting. 53 You can only consume raw meat for sustenance. 54 Every time you start combat, the only words you say in the first round are “Cowabunga" or “Geronimo.” 55 Cats hate you. Every single one that sees you will hiss and attack. Feline lycans wish great ill on you. 56 A loud narrator speaks your every action. Everyone within 30 feet can easily hear it. 57 You can only communicate with barnyard animal noises. 58 You can spin your head 360 degrees with no ill effects. 59 You leave dimly glowing footprints behind you. They glow for 1 hour before disappearing. 60 You can speak with insects. 61 You grow a third eye that allows you to see spirits. 62 You can only shout. 63 Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point after 1 minute. . 64 Your Strength score is increased by 1 65 You produce a chicken egg from one orifice every morning. It is edible. 66 You Constitution score increases by 1. 67 Your blood is acidic. You have resistance to acid damage. 68 Your bones become heavy. Gain 1d6 x 10 pounds. 69 You appear to stop aging but still suffer the effects of age. 70 You grow large floppy ears. 71 Your Strength score is decreased by 1. 72 Your eyes are now located in the palms of your hands. 73 Your skin is covered in scales. 74 Your breath is perpetually bad. 75 Your hair is replaced by grass and grows that way from now on. 76 You develop very visible gills and can breathe underwater with them. 77 Your Wisdom score is decreased by 1. 78 You grow a large pair of tusks from your mouth. 79 When casting a spell or using a magical item, you take 1 force damage. 80 Your Intelligence score decreases by 1. 81 If there is music playing, you are slightly swaying and moving to the rhythm. 82 Any sound above a whisper is unbearably loud to you. When people shout or there is a large bang, you must make a Constitution saving throw (DC 10) or take 1d4 psychic damage. 83 You are convinced you are another species than your actual one. 84 Light, and light only, passes through you and you no longer have a reflection. 85 Your Constitution score is decreased by 1. 86 You can only eat dirt. Eating any other food poisons you for 24 hours. 87 You crave more corruption and actively seek it out. 88 Gold burns your skin. 89 Your Intelligence score is increased by 1. 90 You are always brimming with static. You shock every person you touch. 91 You sneeze every hour, on the hour, like clockwork. 92 Your Wisdom score is increased by 1 93 You no longer understand the concept of time. 94 All screens and reflective surfaces are covered in static for you. 95 All beasts become invisible to you. 96 Your Charisma score is increased by 1. 97 The nearest rock begins begging for you to take them with you. They talk to you often. 98 Your Charisma score decreases by 1. 99 Everything is now different shades of blue to you. 100 You must take at least one short rest a day or suffer a level of exhaustion. Colin Prime (Order #35367621)


187 CLICHÉS As a denizen of the Retroverse, you are well aware of tropes and clichés. More than that, you were bred in them, surrounded by them your whole life, and can channel them just as well as any action hero or melodramatic villain. When your GM would grant you the use of an inspiration die, you may instead be granted the use of a cliché. You may use a cliché as an action, bonus action, or reaction. You may choose any cliché from the list, though it must pertain to the story or otherwise be feasible. You may only use a cliché once before finishing a long rest. Work with your GM if there is a cliché you think would be appropriate to your game. THE BUFF-SHAKE You shake a strong NPCs hand in a struggle of strength. If the NPC has a strength score of 12 or more, you can initiate a Strength contest handshake against the NPC. If you win, the NPC will treat you like a good friend, offering hospitality and information. There is no direct ill effect for losing. SMOKER’S FLICK You can flick the stump of a smoking roll into a pile of flammable items or flammable oil to instantly start a fire. If used to cause an explosion, the explosion deals an additional damage die. If used against normal wood, such as in a house or forest, it is ineffective. HELMET REVEAL You slowly take off your helmet, for the first time, in front of a group of creatures and flip your hair. For the next 10 minutes, add +2 to any Charisma checks made against the creatures. WOUND CAUTERIZING When you have less than half of your total hit points, you may use fire to heal some of your wounds. You may use any fire currently around you or any fire you make. When you seal up your wounds, you heal 2 hit points per the level of your character. TOO COOL FOR EXPLOSIONS If there is an explosion, and you are required to make a saving throw to reduce the damage, you can turn away from the explosion and walk 15 feet away from it. You only take half damage from the effect if you fail your saving throw and no damage if you succeed on your saving throw. Additionally, you have +1 on Intimidation checks made against any creatures who saw the explosion. NOOOOOOOOO! When an ally within 120 feet of you falls to 0 hit points and goes unconscious, you can belt out a tremendous cry of anguish. All allies within 30 feet of you have advantage on their next roll, including any allies at 0 hit points. Colin Prime (Order #35367621)


188 ONE LINER If you kill an enemy, you can give a quippy one liner as they die. If the one-liner is good enough (GM’s discretion or table consensus), you recover 1 hit die (without expending one) hit points and have +1 on the next roll you make. MANIACAL LAUGHTER You laugh from deep within your lungs, inspiring those around you with bold tenacity. Any creatures within 30 feet, that share your same alignment, gain +1 to all of their rolls until the end of their next turn. TWO-HUNDRED PERCENT You push yourself above and beyond, reaching a height of possibility that is not only implausible, it’s downright silly. If you make an attack roll, saving throw, or ability check, you can add +10 to the result. You can use this feature after you roll but before you know the results. You cannot use this feature if you roll a 1. OVER NINE-THOUSAND You focus your energy into a concentrated force that makes you appear more powerful. For 1 minute you have +2 to Intimidation checks and creatures attacking you have -1 to their attack and damage rolls against you. FINAL STAND When you are dropped to 0 hit points, but not killed outright, you can instead drop to 1 hit point and can take 1 action or bonus action. Once your action is finished, you drop to 0 hit points. IS THAT ALL? When hit by a critical hit you can use your reaction to reduce the damage by half and ignore any effects that attempt to push you back or knock you prone. COMIC RELIEF If a creature uses a fear causing spell or effect, you can crack a witty joke, granting advantage on the next saving throw to resist the fear to yourself and any allied creatures within 30 feet that can hear you. I OBJECT If a creature within 60 feet of you casts a spell with a verbal component, you can weaken the effectiveness of the spell. If the spell has a single target, the damage it does is reduced by half. If the spell has a saving throw, you choose a number of creatures equal to your proficiency bonus, they make the saving throw with advantage. PRIZE MONEY If you land the killing blow on a creature, you can cause gold to spring up out of them. The amount of gold is equal to the creature’s CR times your level. Colin Prime (Order #35367621)


189 SHINY VARIANTS Sometimes you will encounter creatures that have a unique color palette. This is an indication that they are different than your normal monster in some key ways. This is a very rare occurrence, having at best a 1 in 100 chance of happening. Choose a new variation or roll on the table to determine their color and special traits. If the primary color of a creature is the same color variation that you roll or choose, then the creature is a darker or lighter shade of that same color. The variant creature can gain the effects of their new palette even if their primary color is part of their nature and description. For example, a Red Dragon could be a Gray Red Dragon variant, gaining the benefits of the gray palette and retaining all of the Red Dragon abilities as well. The color change is noticeably unnatural, creating a flat appearance that does not always interact with light properly. It does not change only the flesh but the armor, weapons, equipment, and general aura of the creature as well. If a creature gains new equipment, it changes to match the new palette over several days. Personality alterations are intended for NPC and creature variation and can be taken or ignored if a player character becomes shiny. Shiny Variant Table 1 to 5 Sparkle 6 to 10 Glitch 11 to 15 Gray 16 to 20 Green 21 to 25 Purple 26 to 30 Pink 31 to 40 Blue 41 to 50 Yellow 51 to 60 Red 61 to 70 White 71 to 80 Black 81 to 90 Brown 91 to 95 Orange 96 to 100 Wireframe BLACK The cunning of shadows. Black variants prefer the night and shun the bright day. They are nocturnal by nature and find great solace in a moonless night or the deep dark of dungeons. A black variant gains the following traits: Advantage on Stealth checks made in dim light or darker. Darkvision up to 30 feet or an additional 10 feet of Blindsight. Blind in bright light or direct sunlight. +1 to their AC while in dim or less light. BLUE The icy cold of reason. Blue variants shy away from violence but that does not make them good. They are far more likely to be peaceable towards other creatures and will sometimes offer help if requested. A blue variant gains the following traits: +2 to their Intelligence score. Can speak one additional language, even if they speak none. They also gain resistance to psychic damage. BROWN The fortitude of the earth. These variants are as stubborn and indomitable as the dirt beneath them. They tend to be brash but may offer loyalty if it suits them. Brown variants gain the following traits: +2 to their Constitution score. They gain one additional hit die to their maximum hit points. They have advantage on saving throws against being knocked prone and advantage on grapple contests. Colin Prime (Order #35367621)


190 GLITCH The curse of code. Glitch variants have suffered a terrible fate, being created with errors in their makeup. They are almost always shunned by others of their kind, leading them to live lives of exile. They often lash out against the world as retribution for their fated misfortune. Glitch variations gain the following traits: Two of their stats drop to 1, two of their stats rise to 20 (or equal to their highest natural max stat, whichever is higher). Their attacks are tinged with corruption, forcing a Corruption Saving Throw against targets they attack. GRAY The foundation of stone. Gray variants seem invincible to the untrained eye, in reality their gray pallor is a sign of their cement like resistance. They are typically unmoved by the plights of other beings, preferring to focus only on their own wants and needs. Gray variants gain the following traits: Resistance to all non-magical damage. Advantage on all saving throws against spells of 3rd level or lower. Their movement is reduced by 10 feet, to a minimum of 5 feet. GREEN The vibrance of greenery. Green variants rarely suffer illness, their amazing restorative powers ensuring long healthy lives. They are aloof and have trouble understanding the woes of other creatures, including their own kind. Green variants gain the following traits: Their lifespan is doubled. They have advantage on any saving throws against being poisoned and resistance to poison damage. They recover 1 hit point, in addition to any other recovery, at the start of each of their turns (unless at 0). ORANGE The clashing of desire. Orange variants are usually shunned by their kin and harbor deep resentment to others of their kind. This hurt manifests itself as a deep seeded need for validation. They are constantly speaking or vying for the attention of those around them and will go to great lengths for those that give them the attention they crave. Orange variants gain the following traits: They gain the Prestidigitation cantrip which they use mostly to amplify their voice. Once per day they can use a bonus action to grant Bardic Inspiration (d8) to a creature of their choice. They have disadvantage on Charisma based checks and saving throws. Colin Prime (Order #35367621)


191 PINK The gift of love. Pink variants tend to avoid direct combat and instead prefer to bolster their allies or talk foes into truces rather than to directly attack them. They are fiercely loyal to their allies and will attempt to use their charisma for the benefit of their friends. Pink variants gain the following traits. +2 to their Charisma score. They can cast Cure Wounds once per day. They have advantage on Deception and Persuasion checks. PURPLE The falsity of ego. Purple variants often take on an air of royalty around their kind and believe themselves to be superior to those around them. They will push others into the dirt, stepping on whomever they please to reach the top of whatever societal structure they are in. Purple variants gain the following traits: +2 to Wisdom. They are in possession of double the gold their kind usually carries. Either their armor or one weapon they wield is magical. RED The hot thrum of anger. Red variants have a short temper and will sometimes attack without provocation. Their rage is nearly impossible to quell, and they will keep their blind fury until they are killed or have killed everyone around them. Red variants gain the following traits: +2 to Strength. Advantage on Athletics checks. Once per day, when they are reduced to 0 hit points but not killed outright, they are instead reduced to 1 hit point. SPARKLE The blessing of luck. Sparkle variations seem to shine with an inner glimmer, their skin and eyes sparkling from some hidden force. They are unlike others of their kind, being regarded as demons or angels by those that bore them. Sparkle variants gain the following traits: +1 to all their stats. They have the exact opposite alignment that is normal to their species. +1 to their AC. +1 to their damage and attack rolls. +1 to any skill they are proficient in. WHITE The blinding of light. White variants are more concerned with victory in numbers than any sense of combat honor. They can inspire their allies to reach a higher potential through encouragement or intimidation. White variants gain the following traits: +2 to their Charisma. They cannot be blinded by bright light but are blind in dim light or less. Once per day they can inspire any allies that can hear them within 30 feet with a powerful shout; the allies gain +1 to all ability checks, saving throws, and damage rolls until the start of the white variant's next turn. WIREFRAME The incomplete creation. Wireframe variations are nothing more than the outlines of a creature. They have no personality, no desires, only impulsive instinct. They will attack on sight and cannot be reasoned with. They retain all the abilities of their species and will use all of them, without mercy, to kill anything that approaches them. Wireframe variants gain the following traits: The harsh lines of their construction inflict an additional 1d6 damage for every attack they make, including spells and magical effects. They can use their reaction to reduce the damage they receive by half, the attack or magic simply passing in between their lines. YELLOW The fleetness of fear. Yellow variants prefer to avoid direct combat, instead attacking from afar or leading enemies into traps. They are surprisingly quick and outpace all others of their kind, leaving their allies to deal with stronger foes alone. Yellow variants gain the following traits: +2 to their Dexterity. When attacking with a ranged weapon they can use a bonus action to make a second ranged attack with the same weapon at disadvantage. Any creatures making Intimidation checks against these variants have advantage. They also gain an additional 5 feet of movement. Colin Prime (Order #35367621)


192 CRITICALS AND FAILURES Whenever a creature rolls a critical or a failure, you can use this rule variant to encourage role play during combat. CRITICAL HIT Critical hits should always be cool. As such, whenever a critical hit lands, the attack does the maximum possible damage. The player then rolls a d20 again. If it is 11 or above, they can roll the damage die again, adding it to the total damage done. This variant rule is to avoid a situation where a critical hit can sometimes do less damage than a normal hit because of a bad dice roll. CRITICAL FAILURE Whenever a creature rolls a critical failure roll a d100 to determine what happens. The higher the roll, the worse it is; see the table for examples. If the player rolled a critical failure, have them roll the d100 and have them describe exactly what happens to them. If they do not choose an appropriate consequence, the GM can step in to ensure the failure is adequate. If the GM rolls a critical failure for an enemy or NPC, roll a d100 in front of the players and have them collectively decide what happens. As always, the GM has final say in the outcome; though this method offers the players easy agency within combat. As a character goes up in level, it is unlikely they will fail so badly that they put their own life in jeopardy. At 5th level, subtract 25 from the percentage roll and results less than 1 are simply a miss. At 10th level, subtract 50 from the percentage roll and results less than 1 are simply a miss. Finally, at 15th level, subtract 75 from the percentage roll and anything less than a 1 is a miss. 01 to 25 You lose your turn and may take a small amount of damage. 26 to 50 You lose your turn and likely provoke opportunity attacks for the enemies around you. 51 to 75 You lose your turn and take a substantial amount of damage or a debilitating status effect. 76 to 100 You lose your turn, take a deadly amount of damage, and put your team in a disadvantageous situation. Colin Prime (Order #35367621)


193 FEATS AT ONE You have become more in tune with your body and they energy that creates it. You gain 4 additional Hack or Ki points. RESILIENT FRAME You are hardy and difficult to corrupt. • Increase your Constitution score by 1, to a maximum of 20 • Add +2 to any Corruption Saving Throws you make. FOCUSED BOUNCE You’ve mastered the best angles for a quick return of a thrown object. • When you throw a weapon with the returning property it will either (a) come back to you at the end of your turn or (b) allow you to make an attack roll against another target within 15 feet of the first. On a hit, the second target takes half the damage of the first. • Increase your Dexterity score by 1, to a maximum of 20. SHIELD SPECIALIST You have found an unconventional but effective way to use your shield, throwing it at your enemies. When you take this feat, any shield that grants a natural +2 AC bonus or less (magical bonuses not included), gains the following weapon properties: Finesse, Returning, Range (30/80), Thrown. It deals 1d8 bludgeoning damage on a hit and you are proficient with it. Also, you can don or doff the shield in the same way you would sheath or unsheathe a sword. PHASEWALKER You have the ability to temporarily go out of sync with this reality, taking the minor benefits of a different one. • Increase your Intelligence score by 1, to a maximum of 20. • When you fail a saving throw against a spell or effect, you can use your reaction to slightly shift out of reality, reducing the damage you take from it by half. You may do this a number of times equal to your proficiency bonus before finishing a long rest. Colin Prime (Order #35367621)


194 ROCKER The glam and panache of music suits you. You’re exceptional with your voice and can use it in all aspects of life. • Increase your Charisma score by 1, to a maximum of 20. • You have advantage on Performance checks when the act requires you to sing. • When dealing an attack that deals thunder damage add +1 to your spell save DC and total thunder damage. EXTREME SPEED There are few as quick as you and your first strike is often the last. • Increase your Dexterity score by 1, to a maximum of 20 • You have advantage on initiative rolls. • When you are the first to attack in a round, you gain +1 to attack and damage rolls that are Dexterity based. SHINY ADAPTATION You have encountered some sort of glitch that has changed you. • Roll on the Shiny Table, rerolling if you land on grey, glitch, sparkle, or wireframe. You gain the traits and palette coloration of whatever you roll. WRESTLING LEGEND Prerequisite: 3 rd level Path of the Wrestler Fighter You gain four additional Wrestling Moves of your choice. BLADED DEFLECTION Prerequisite: Proficiency with a sword of any size. When attacked with a ranged weapon, you can use your reaction to attempt to deflect the damage. Roll a d20. If the roll is less than the total of the attack roll of the ranged attack, you fail. If it is higher than the total of the ranged attack roll, you take half damage from the attack. If the roll is equal to the total of the ranged attack roll, you split the projectile in half and take no damage. This can only be used on non-magical attacks and weaponry. DOUBLE JUMP You defy gravity in an unexplainable way. • Your Dexterity score increases by 1, to a maximum of 20. • When you jump, as part of your movement, you can jump again it the peak of your jump, effectively doubling the range of the jump. If falling, you can use a reaction to jump right above the ground, negating any falling damage. • If your Dexterity score is 18 or higher, you can use a bonus action and a reaction both to perform a triple jump, tripling your effective jumping range. UNLUCKY You have such terrible luck that you are able to turn it on others. You roll a critical failure on a 1 or 2. You have 5 unlucky points. Whenever a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can spend an unlucky point to roll an additional d20. You can do this after the creature rolls the die, but before the outcome is known. You choose which d20 rolls to use for the action. A creature can combat your unlucky dice with their own lucky rolls, or vice versa, cancelling each other out. When you use this feat against a creature, you bestow your bad luck onto them for 1 minute and alleviate it from yourself. You no longer have critical failures on a 1 or 2 but the target does. You regain a single unlucky point when you roll a critical failure and regain all expended unlucky points when you finish a long rest. SPLIT CONCENTRATION You have the ability to split your mind, holding onto two spells requiring concentration at once. If you are concentrating on a spell you can cast another spell requiring concentration without losing focus on the first; maintaining limited concentration on both. Both spells must be cast at their base level and the second spell must be a lower level spell than the first. The second spell’s duration, range, damage or healing is halved, and saving throws against it are made with advantage. Saving throws made to continue concentration on the spells are made with disadvantage and if you lose concentration on one, you lose concentration on both. Colin Prime (Order #35367621)


195 NEW MUTATION You can choose to gain a trait from a species or sub-species that is not your own, with the exception of Ability Score Improvements. You can take this feat as many times as you like but must choose a new main species each time. CLICHÉ MASTER You can call upon and recreate nearly every trope in existence. • Your Intelligence score increases by 1, to a maximum of 20. • Once after finishing a long rest, you can use any cliché. EXTRA ATTUNEMENT Prerequisite: an Intelligence, Wisdom, or Charisma score of 20 or more When you take this feat, you gain an additional magic item attunement slot. For each of the prerequisite stats you have at 20 or higher, you can gain another item attunement slot, giving a total of three if your Intelligence, Wisdom, and Charisma are all at 20 or higher. These stats must be in a state of some permanence, meaning a spell or potion increasing them to 20 would not allow you to take this feat or gain the extra attunement. However, if you are attuned to a magical item that boosts any one of these stats to that number, you can take this feat. If the prerequisite stats are lowered under 20 for more than 1 hour, you lose attunement to the most recent magical item. You can redo the attunement process to the same item once the stat is restored to 20 or above. PARALLEL POWER This feat taps into the instability of the Code, adding a little extra power to your attacks when things line up in improbable ways. If you make an attack or cast a spell that requires you to roll more than one of the same type of dice for damage, any of those dice that roll the same number as another dice as part of that attack or spell can be rerolled once, with the new roll being added on top of the total damage from the original rolls. You can use this ability a number of times equal to your proficiency bonus before finishing a long rest. Colin Prime (Order #35367621)


196 Colin Prime (Order #35367621)


197 Spells in Red Bold can be found as Open Game Content. DE-FRAGGER 1 ST LEVEL Bless Command Cure Wounds Detect Poison and Disease Healing Word Heroism Jump Purify Food and Drink Shield of Faith Write Smite Fore Smite End Smite Revving Smite 2ND LEVEL Aid Branding Smite Lesser Restoration Locate Object Magic Weapon Zone of Truth Bravado Buffer Destiny Bond Ego Boost Energy Respite Heart Container Wild Smite 3 RD LEVEL Create Food and Water Daylight Dispel Magic Remove Curse Revivify Mass Healing Word Brawler's Spirit Esuna Burst Flash Smite Grasping Graves Hertz’s Heroic Holler Load Smite 4TH LEVEL Banishment Death Ward Locate Creature Stoneskin Astral Attack De-frag Aura Lock Smite Shadow Claw Vector Aura 5TH LEVEL Dominate Person Greater Restoration Legend Lore Mass Cure Wounds Raise Dead Scrying A-Smite Facsimile Smite Regen Aura 6TH LEVEL Blade Barrier True Seeing Harm Heal Move Earth Sunbeam True Seeing S-Smite Copy Smite Luck Aura GLITCH HUNTER 1 ST LEVEL Alarm Animal Friendship Comprehend Languages Cure Wounds Detect Magic Detect Poison and Disease Disguise Self Ensnaring Strike Hunter's Mark Identify Jump Longstrider Sleep Speak with Animals Blood Shot Death Throw Highlight Third Person Wily Step 2ND LEVEL Alter Self Darkvision Detect Thoughts Find Traps Hold Person Knock Locate Animals or Plants Locate Object Pass without Trace Silence Silent Image Spike Growth See Invisibility Suggestion Web Zone of Truth Automatize Bravado Buffer Counter Illusion Ego Boost Heart Container Ether Bees Revval’s Drive-Thru 3 RD LEVEL Daylight Dispel Magic Fear Fireball Hypnotic Pattern Nondetection Protection from Energy Sending Slow Speak with Plants Tongues Water Breathing Water Walk Wind Wall Binding Bomb Death Throes Exploding Fruit Grasping Graves Old Friends Safeword Nikto Temporal Tub Whiplash 4TH LEVEL Blight Confusion Fabricate Fire Shield Greater Invisibility Locate Creature Polymorph Stone Skin Dream Weaver Eclipsed Heart Trip Wire Magic Whistle Shadow Claw Skin Krwlr 5TH LEVEL Dominate Person Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Scrying Archer's Focus Blood Tracking Firing Squad Revval’s Cantina HOLO-KNIGHT CANTRIPS Dancing Lights Light Minor Illusion Prestidigitation Jazz Hands Peanut Gallery Quick Mask Translucent 1 ST LEVEL Color Spray Disguise Self Colin Prime (Order #35367621)


198 Fog Cloud Illusory Script Silent Image Unseen Servant Bubble Vision Crank Caller Hilwelm’s Scream Third Person Warped Weapons 2ND LEVEL Alter Self Blur Darkness Invisibility Magic Mouth Mirror Image Misty Step Silence Automatize Counter Illusion Ether Bees 3 RD LEVEL Blink Fear Hypnotic Pattern Major Image Binding Bomb Death Throes Death Throw Illusory Armor Old Friends 4TH LEVEL Confusion Greater Invisibility Hallucinatory Terrain Phantasmal Killer Polymorph Dream Weaver Fake Trap Guilty Feet Mind Blow 5TH LEVEL Animate Objects Conjure Elemental Creation Dream Mislead Seeming Danger Zone Ghost Potion Nightmare Being MAGIC HENSHIN CANTRIPS Druidcraft Minor Illusion Prestidigitation Ray of Frost Resistance Spare the Dying Thaumaturgy Air Guitar Can’t Rip Cure/Cause Cuts Laser Beam Peanut Gallery Wub Blast 1ST LEVEL Bless Charm Person Command Comprehend Languages Cure Wounds Expeditious Retreat Find Familiar Jump Longstrider Sanctuary Shield of Faith Sleep Speak with Animals Thunderwave Blood Shot Death Throw Hilwhelm Scream Swift Stars Wily Step 2ND LEVEL Acid Arrow Aid Animal Messenger Calm Emotions Enhance Ability Invisibility Lesser Restoration Magic Weapon Misty Step Scorching Ray Spiritual Weapon Suggestion Warding Bond Web Zone of Truth Destiny Bond Elemental Line Ether Bees Energy Respite Heart Container Light Blades Screech 3RD LEVEL Beacon of Hope Create Food and Water Daylight Fly Haste Lightning Bolt Magic Circle Major Image Mass Healing Word Phantom Steed Protection from Energy Remove Curse Sleet Storm Slow Speak with Plants Spirit Guardians Tongues Water Walk Wind Wall Awestruck Brawler’s Spirit Chrome Sheen Grasping Graves Hertz’s Heroic Holler Paralyzing Wave Temporal Tub 4TH LEVEL Banishment Conjure Woodland Beings Death Ward Freedom of Movement Guardian of Faith Hallucinatory Terrain Ice Storm Stone Shape Wall of Fire Astral Attack Derez Dream Weaver Vector Aura SYNTH WEAVER CANTRIPS Dancing Lights Eldrich Blast Fire Bolt Light Mage Hand Message Minor Illusion Prestidigitation Ray of Frost True Strike Vicious Mockery Air Guitar Can Trip Cure/Cause Cuts Jazz Hands Minor Missile Peanut Gallery Wub Blast 1 ST LEVEL Bane Charm Person Comprehend Languages Cure Wounds Detect Magic Healing Word Heroism Illusory Script Jump Longstrider Magic Missile Silent Image Sleep Speak With Animals Thunderwave Unseen Servant Blood Shot Bubble Vision Concussive Beats Crank Caller Death Throw Hilwelm’s Scream Rise Up Swift Stars 2ND LEVEL Blindness/Deafness Colin Prime (Order #35367621)


199 Calm Emotions Detect Thoughts Enhance Ability Enthrall Heat Metal Hold Person Knock Lesser Restoration Locate Object Magic Mouth Scorching Ray See Invisibility Shatter Silence Suggestion Zone of Truth Bravado Buffer Brawlroom Blitz Screech Ego Boost Elemental Line Energy Respite Light Blades Party Ball Sharp Tones 3 RD LEVEL Bestow Curse Clairvoyance Dispel Magic Fear Fireball Haste Hypnotic pattern Lightning Bolt Major Image Nondetection Sending Slow Stinking Cloud Tongues Water Walk Vampiric Touch Binding Bomb Chrome Sheen Exploding Fruit Grasping Graves Hertz’s Heroic Holler Paralyzing Wave Safeword Nikto Temporal Tub Whiplash 4TH LEVEL Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Polymorph Astral Attack Guilty Feet Magic Whistle Mind Blow Shadow Claw Skin Krwlr 5TH LEVEL Animate Objects Awaken Cone of Cold Dominate Person Dream Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Raise Dead Teleportation Circle Tree Stride Danger Zone Mom's Spaghetti Nightmare Being 6TH LEVEL Chain Lightning Eyebite Irresistible Dance Mass Suggestion Programmed Illusion Sunbeam True Seeing Armor Resonator Groundhog’s Bane Moon’s Song Wall of Sound 7 TH LEVEL Etherealness Forcecage Project Image Regenerate Resurrection Symbol Teleport Air Axe Eurythmics 8TH LEVEL Feeble Mind Glibness Mind Blank Power Word Stun Phantasmal Orchestra 9TH LEVEL Foresight Power Word Kill True Polymorph Tape Skip Unkind Rewind Colin Prime (Order #35367621)


Click to View FlipBook Version