50 OTHER SPECIES Cosmic dwarves are either welcomed openly, or pushed away harshly, with little ground between. Their kind and generous nature makes them beloved guests to most other species. To some though, they are seen as manipulators, feared for their ability to illicit a response or root out information that might be too painful to have exposed. Most cosmic dwarves try to be sensitive to the desires of others but even their mere presence can cause conflicting emotions in those around them. In these cases, if the dwarf cannot (or is asked not to) help, they will willingly leave, even if it also pains the dwarf. COSMIC DWARF TRAITS You gain the following traits in addition to the traits granted by your dwarf physiology. Alignment. Most cosmic dwarves tend toward good, attempting to fill their lives and the lives of others with as much joy as they can. Ability Score Increase. Your Charisma score increases by 1. Mind Meld. During a long rest, you can spend 1 hour mentally linking yourself to another willing creature. This is an extremely intimate action, and one not shared lightly. The process is much simpler for other cosmic dwarves and can be completed during a short rest in only 10 minutes. Linked creatures, within 15 feet of cosmic dwarf, gain the same effects of Emotional Rise reflected by your current emotional state. However, if a melded creature experiences a strong emotional response, it can overwhelm your mind and spread to you. In this case, each melded creature rolls a d20. If the melded creature rolls higher to or equal to you, your emotional state matches that of the melded creature for the next hour. Work with the GM and other linked players to determine when something might trigger this reaction. Sense Emotions. You can use an action to focus on one creature within 15 feet and sense their emotional state. Additionally, because many around you can subtly detect your emotions, you have disadvantage on Deception checks. Emotional Rise. Emotions are not just something a cosmic dwarf experiences, they are a physical force that empowers the dwarf in many ways. You gain advantage and disadvantage on saving throws based on your emotional state at the time. Though complex, most emotions have their root in 6 basic types. If you are experiencing an emotion that is a mix of multiple emotions, choose the emotion that is largest within that mix. Anger = Advantage on Strength, Disadvantage on Wisdom Disgust = Advantage on Intelligence, Disadvantage on Strength Fear = Advantage on Constitution, Disadvantage on Dexterity Happiness = Advantage on Charisma, Disadvantage on Constitution Sadness = Advantage on Wisdom, Disadvantage on Charisma Surprise = Advantage on Dexterity, Disadvantage on Intelligence Keep in mind that an emotional state is different than an emotional reaction. While fighting a former comrade, you may be surprised by a fireball they hurl at you, but your emotional state is likely still that of anger or sadness. You may be happy that you were able to narrowly escape a dragon’s claws, but fear or surprise during the fight are likely the dominating emotions. Colin Prime (Order #35367621)
51 PUNK ELVES TWO AS ONE Punk Elves are born, not as a single entity, but with an intelligent symbiotic partnership already in place. There is the elf, and there is their Ink. The Ink is a semi-conscious lifeform that bonds with the infant in the womb and shares traits of the parent’s Ink. The two grow up together as one entity, aiding each other in survival and living an interconnected life. If the elf dies, the ink dies; if the ink dies, the elf’s mind begins to degrade, eventually resulting in a coma. The Ink also draws nourishment from strong emotional responses and subtly encourages the elf towards a life filled with a touch more anarchy and rebellion. Punk elves push against the sleek and sanitized lives of other elves, craving harsher music, exciting thrills, and living more recklessly their stuffy cousins. They prefer to keep smaller families or clans, finding large societies to be too full of rules to be palatable. When they are pushed into large cities, they have a habit of defacing property and disrupting authority structures. We, They The Ink is so heavily linked to the elf that they refer to themselves as “we” and use “they” when speaking. The Ink morphs around their bodies, weaving malleable tattoo tapestries that reflect their past and current mood. Even moments after birth, the Ink helps to translate the infant’s thoughts and desires, though without the fidelity years of growth and bonding allows them. If they are in danger, the Ink will do everything it can to signal for help or assist in the recovery of its counterpart. This does not mean that the Ink and elf are always in agreement. Sometimes the Ink may rebel and cause trouble for the elf by changing into any manner of disruptive or antagonistic designs. Both need each other for their continued survival though, and so these acts of rebellion are either short lived or only minor annoyances. OTHER SPECIES Punk elves have a reputation for being rabble rousers and disruptive. Many authority figures tend to keep a close eye on punk elves, which just leads the elves to push harder into acts of rebellion. Their garish fashion sense and tattoos help them blend into most metropolitan structures and it’s not often that average citizens give punk elves a second look. Their reactions vary wildly when dealing with each other as clashing ideals can come forward quite quickly due to the transparency of intent the Ink often exhibits. PUNK ELF TRAITS You gain the following traits in addition to the traits granted by your elf physiology. Alignment. The Elf and Ink are one being and share a love of chaos. Good and evil are just two sides of the same coin to them. The ink subsists off strong emotional responses and so will encourage the duo to a more chaotic lifestyle. Ability Score Increase. Your Constitution score increases by 1. Ink Magic. You know the Quick Mask cantrip and Charisma is your spellcasting ability for it. Also, if you can cast spells, choose one spell that you know that requires somatic components. Once per day the Ink can fulfill the somatic part of the spell. Alternatively, you can both cast the spell together and add +1 to the spell save DC or spell attack roll once per day. You can choose an additional spell to benefit from this feature at 4th, 8th, 12th, 16th, and 20th level. Fearsome Tattoos. Once per day, your Ink can cover your body in intimidating designs and outline your naturally impressive features, making you appear more fearsome and granting you advantage on an Intimidation check. Colin Prime (Order #35367621)
52 GLITCHIMAR Something has gone wrong. This power is not from the heavens, nor from any celestial mountains. This is something else entirely. Glitchimar are either blessed by the stability of the Code or cursed with the uncertainty of Seed’s corruption. Their bodies are filled with this energy which, to the untrained observer, may seem like radiance from another plane. The glitchimar know their own origins though and what terrible power they wield. UNKNOWABLE DIFFERENCE Glitchimar are indistinguishable from others like them without close examination Their eyes have a strange sheen to them, the iris filled with shifting, multicolored static. Aside from this, they radiate the same energy and presence as other blessed by the heavens. Like those others, they prefer to keep themselves hidden for fear of challengers or accidental conflict. Since they are not linked to a holy place, it is a personal choice whether or not to expose themselves to face evil down. BINARY POWER The power that flows through a glitchimar comes from one of two places: The Code or Seed. Either one is sufficient to overcharge the glichimar’s body, giving them access to powers similar to their holy cousins and to add a few unique strengths as well. They receive instructions and guidance from these forces in ways that would be impossible to truly explain to others. A strangely aligned collection of tree branches, the sound of coins falling creating a short message, the pattern of subtle pulls in a magnet. For this reason, they will often lie about their premonitions, claiming cloud shapes or a message in a dream. This eclectic way of messaging the glitchimar also has them constantly vigilant for the next message, afraid they may miss it or misinterpret a true coincidence for an important message. OTHER SPECIES Glitchimar rarely have trouble with other species, so long as they remain undiscovered. They face the same pressures as their holy cousins and explaining the differences to a common citizen is usually a waste of time. The tendency for Seed glitchimar to sew chaos makes more seasoned people wary of them. THE CODE The Code comprises all things. It is the building blocks of nature, the atoms of creation, the DNA that programs or is programmed by life. By itself it is only a force within the Retroverse, and it is only through understanding its great power that one can truly appreciate how tremendous it truly is. A glitchimar empowered by the Code respects this force and works to ensure the balance of it. The Code rarely guides them directly but glitchimar know where to find its subtle instructions. They find themselves in constant conflict with corruption and its mere presence causes the glitchimar to feel ill. This ensures they continue their work on expunging the usurpation of the Code’s harmonious deign. CODE TRAITS You gain these traits in addition to the ones granted to your blessed celestial kin. Ability Score Increase. Your Intelligence score increases by 1. Ctrl-F. After you successfully hit a creature with any type of attack, you can use a bonus action to assess their reaction, choosing to gain knowledge on either their damage vulnerabilities, resistances, or immunities. While you can only choose one category, you know all the damage types with that category. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. Binary Wings. Starting at 3rd level, you can use your action to call on the order of the Code, sprouting black wings full of binary coding. Your transformation lasts for a minute or until you use a bonus action to end it. For that duration, you have a flight speed equal to half your movement, creatures with 1 layer of corruption or more must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or have their movement reduced by half until the end of their next turn, when they can make the save again, ending the effect for the duration on a success. In addition, creatures with no corruption within 30 feet of you (including yourself) can deal radiant damage equal to half your level (rounded down) once on their turn whenever they hit with an attack or spell. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)
53 SEED OF CORRUPTION The unique nature of the Retroverse creates a force called corruption. When enough of this force collects in a single area, it becomes self-sustaining and somewhat sentient, eventually culminating in Seed. It desires only to grow, to spread, and to eventually destroy the Code. Glitchimar infused with the power of Seed tend towards anarchy, reveling in the chaos their actions can bring. They have some understanding of the near limitless power of Seed, a thought that makes their own lives feel insignificant by comparison. These glitchimar, under the instructions of Seed, will do whatever it takes to spread the most corruption they can; be it as a lone warrior or by climbing political ranks to become vicious leaders. SEED TRAITS You gain these traits in addition to the ones granted to your blessed celestial kin. Ability Score Increase. Your Strength score increases by 1. Glitch Through. While touching a surface, you can use a bonus action to try and force your way through it. You can move through 3 feet of wood or dirt, 1 foot of worked stone, 1 inch of metal, or through a paper-thin sheet of lead. You cannot move through magical barriers. You do not need to know what is on the other side where you are attempting to move. If you fail to move through a barrier completely, you take 5 (1d8) force damage times your level and are forced back to where you started. You can use this feature a number of times equal to your Constitution modifier (minimum of once) before finishing a long rest. Missing Wings. Starting at 3rd level, you can use your action to call on the power of Seed, sprouting thin wings of roaming, glitched textures. Your transformation lasts for a minute or until you use a bonus action to end it. For that duration, you have a flight speed equal to half your movement and corruption saving throws made within 30 feet of you are done so with disadvantage. In addition, creatures with 1 or more layers corruption within 30 feet of you (including yourself) can deal necrotic damage equal to half your level (rounded down) once on their turn whenever they hit with an attack or spell. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)
54 MECHA GNOMES BLENDED BIRTH Mecha Gnomes in the Retroverse have become so blended with technology that they could not survive as a species without it. Only a few months into pregnancy, the fetal body begins to shut down while still developing and they must be placed into mechanical axillary gestation tanks to complete their maturation. This typically results in any number of organs or body parts developing poorly or not at all. To combat this, each new mecha gnome is infused with technology that not only replaces the errant part, it often improves upon them drastically. Thus, almost all mecha gnomes begin life at least partially augmented, some being born more gizmo than gnome. This intimate bonding of technology and flesh gives the mecha gnomes a loving respect for machinery. The word augmentation is even frowned upon in their society. For them, these mechanical parts are not something added on or something to marvel at, they are simply part of who the mecha gnome is. To a mecha gnome there is no difference between the life of a robotic construct, the life of a blood and machine hybrid, or a fully flesh being. THEREFORE, WE ARE Mecha Gnomes struggle with the divisions other species put between natural and artificial life, with life and death, and what these concepts truly mean. To them, death is simply a period of inactivity, which can sometimes be beyond their ability to repair. But an animate machine and an average human are equally “alive” to a mecha gnome. Most moving constructs, including simple toys, are considered to be living beings by mecha gnomes, with the only important factor being that of the construct’s intelligence. It is not uncommon for a mecha gnome to create their own friends and speak to machinery as if it was a close friend or family. UNIQUE AUGMENTATIONS Depending on the augmentations a mecha gnome has, whether from birth or more added later in life, they may live far longer or far shorter than other gnomes. Likewise, different clans may have different technological peaks, with some ascending to lifelike cybernetics and others using gas or steam to power their bodies. Whatever the technology, they all keep their cheerful disposition and thirst to learn more about themselves, mechanical engineering, and how it changes their perception of the world around them. Colin Prime (Order #35367621)
55 Colin Prime (Order #35367621)
56 ADVENTUROUS INNOVATION Mecha gnomes are always on the lookout for new ways to adapt their bodies and to improve the lives of their kin. Many who adventure do so in hopes of discovering new and interesting technology that can help inspire more innovation for their kind. Some favorite destinations include remote research labs, abandoned warzones, and other mecha gnome settlements. They are always excited when they discover a new way to blend magic and machinery and will often experiment relentlessly to understand the concepts behind any new idea. OTHER SPECIES Most other species get along well with mecha gnomes, especially other gnomes. Mecha gnomes tend to be a touch carefree with their experimentations, often resulting in accidents that, while rarely catastrophic, can often be disruptive. This is seen as an annoyance to some more stuffy species and so it is not often that you find mecha gnomes living among elves or cerans. Wo’nari however, greatly enjoy the voracious curiosity of mecha gnomes and will often do whatever they can to study with them or to employ them as tutors or adventuring partners. Synthetic as well often find friendship with the mecha gnomes, feeling a kindred link to them and their melding of organic and machine life. MECHA GNOME TRAITS You gain the following traits in addition to the traits granted by your gnome physiology. Ability Score Increase. Your Constitution score increases by 1. Spark of Life. You can cast the spell Animate Robots once per day as a 2nd level spell. This increases to twice at 8th level and three times at 18th level. Additionally, you can cause the spell to build the robot around you and then pilot it. If done in this way, the robot only lasts for 1 minute, you split the damage equally between the suit and yourself, you take the size and shape of the robot, and your Strength and Dexterity scores are replaced by that of the robot for the duration. Disassemble. You understand the weakest parts of any mechanical design. If a construct is resistant against bludgeoning, piercing, or slashing damage, you can ignore those resistances with your attacks. Mechanical Knowhow. You have advantage on Investigation and Insight checks on machinery or constructs. ACTION HALFLINGS THE NEW KIDS Life in the Retroverse can be full of extremes, death defying moments, and near constant action. Most halflings find this constant action abhorrent, while some have embraced it. Over time, halflings that had a taste for thrills and adventure began becoming hooked on the adrenaline kicks this universe offered. This eventually spawned a new breed, halflings that rejected their calm cousin’s lifestyles and instead decided they needed more action! The styles of this more extreme lifestyle are mirrored in their fashion. They often wear clothing that matches their preferred type of extreme hobby. Marauding armor, biker helmets and jackets, parachute pants, or even total nudity are all acceptable choices of attire for action halflings. This makes action halflings easy to pick out among their kin and can make for very awkward dinner parties. WILD AND FREE The desire for excitement is not just a craving for action halflings, it is a base need. They are born with an innate craving for adrenaline and become addicted to it quickly. This has changed most aspects of their life, causing them to abandon the safety of village communities in favor of daredevil groups. Even traditionally reserved traditions, such as weddings, have been changed to reflect their new desires, with many weddings taking place deep in a volcano dungeon or while skydiving. A perfect action halfling funeral typically involves at least one combat car race. Even meals have been livened up, with a favorite being Second Battlefest, a brutal sparring match right before noon. Colin Prime (Order #35367621)
57 Their own safety is of little concern to them and becomes less relevant the longer they have gone without defying death. Eventually this addiction to adrenaline wanes and action halfling begin to mellow as the grow into old age, though the craving is never completely extinguished. Action halflings know this and so many set out as adventurers as soon as they are able, hoping to squeeze every last drop of excitement out of life before they are too old or injured to do it any more. OTHER SPECIES Most species get along with halflings, though action halflings can be a little too much for some to handle. They rarely calm themselves and live life on an edge that few others can walk. Action halfling love making new friends but tend to keep other species at a small distance because few can withstand their desire for such an extreme lifestyle. Many of those who get close to an action halfling find themselves in precarious situations that can leave them seriously injured or even dead. ACTION HALFLING TRAITS You gain the following traits in addition to the traits granted by your halfling physiology. Ability Score Increase. Your Strength score increases by 1. Adrenaline Rush. When you are at half your maximum health, your body goes into overdrive, giving you +1 to damage rolls, saving throws, ability checks based on Strength or Dexterity, +1 to Dexterity based AC, and your movement speed is increased by +5. When you are at a quarter of your total hit points, these bonuses are doubled. This effect activates automatically once you hit the hit point threshold and stays active for 10 minutes. You can gain the bonuses for hitting the half or quarter threshold each once per day. If you hit the quarter threshold during or before the half threshold, both usages are expended. Rough and Tumble. Any bludgeoning, piercing, or slashing damage you take is reduced by a number equal to your proficiency bonus (to a minimum of 1). Colin Prime (Order #35367621)
58 HALF-ELF REPLICA Crawling out from a long-abandoned pod, into a world that has moved on or is no longer their own, a half-elf replica is born. Replicas may come to life as a large set or completely alone, depending on how the Rending brought them to their new location. They have little memory of the world they were once a part of, only what instincts are ingrained in their genetics and what basics their model of pod may have taught them. They are much like children, born fully capable in body but lacking all understanding of what their life means. THE VIRUS, THE RENDING The H-Virus is a mild sickness for elf kind, resulting in fever and nausea for a few days and disappearing soon after. Other species are immune to the disease and, despite the best elven minds working on it, it has been deemed impossible to eradicate. Though it is mild for most elves, halfelves are not so lucky; the virus reacts terribly with any change in the elven physiology and causes rapid necrosis of internal organs. It can lie dormant for years, while remaining contagious, and has such impeccable timing that some theorize it may be semi-intelligent. Whatever the case, it is a death sentence for all half-elves who contract it. This is where replicas come into the picture. With no way to cure the virus, some societies decided to circumvent the illness by creating an artificial form of reincarnation. Once the virus had been detected in a half-elf, several soulless clones of them are created in a mix of magic and mechanical ways. Before the death of the original (or shortly after in some cases), the soul is transferred to the new body. While this saves the individual, it sets a dangerous precedent for the permanence of death, making immortality accessible on a nearly global scale. Like all medical miracles, there are side effects; such as a weakening of fey connections and the potential for spirit explosions. The most severe of these side effect, though, is the Rending. The constant use of soul magic to cheat death not only brings the ire of gods, it begins to wear on the Colin Prime (Order #35367621)
59 magical forces that hold the universe together. This starts as small tears in reality and many more failed replica transferences. This, in turn, requires the creation of more replicas and makes the process more complex, riskier, and further accelerates the Rending. The allure of immortality and fear of the H-Virus is too great for many and the ride into oblivion becomes impossible to avoid. Eventually magic itself implodes, tearing worlds apart and scattering them to other realities. The replicas and their pods, being the initial focus and protected by the bizarre magic that created them, are one of the few things to survive such an event. BLANK BIRTH Replicas are created as empty vessels and remain inert for centuries until a sudden spark inhabits them. A bit of spirit energy, pulled into the vacuous space left by the husk, mingles with the body and breathes life into it. The long dormant replication pod springs into action, assuming the soul transference was successful, and releases the fresh half-elf replica into its new world. Most pods have the ability to imbue replicas with basic knowledge, such as local customs and language, in an attempt to smooth the soul transference process for the original, intended halfelf soul. This may include flashes of the original half-elf’s life, if the pod was particularly sophisticated, but even those have mostly degraded in the generations it takes for stray life energy to find a replica. ENDLESS TWINS Replicas are indistinguishable from other halfelves (or other creatures in rare circumstances) when considering their outward appearance alone. What sets them apart initially is their fish-out-ofwater mentality and weak link to the fey realm. Whatever little information or mannerisms they do have may clash severely with the world around them. However, after a few years within the world, most replicas are well adjusted to their environment and can pass unnoticed. Until, that is, they come across another replica based on the same original. They will look exactly alike, often share similar personality traits, and only differ in life experiences. There may be a single replica on a planet or there may be thousands, depending on how far advanced the planet was before the Rending took hold. As jarring as it is to wake up in an unknown world, meeting your double can be even worse. HALF-ELF REPLICA NAMES All pods have some sort of identification mark on them. Sometimes it is a name and series identifier, sometimes it is just the pod serial number. This is almost always the first thing the replica sees and will often adopt it. These names rarely fit within the world they reside as they were never intended to be more than a designation. Examples: Sandy 90120, Raph 86,753.09, Carrey 23, XXkarrot024, POD V OTHER SPECIES Few people in the world even know of replicas, making their interactions no different than other half-elves. The few that do know about it see it mostly as a strange irregularity in the life cycle and nothing more. Rarely, some warlords seek out clusters of replica pods to activate them for their own uses. These fresh minds are easily molded by those of ill intent, boosting their ranks with soldier that, while untrained, did not have to grow up or be convinced which side to fight for. REPLICA TRAITS You gain the following traits instead of those granted to you by your half-elf physiology. Ability Score Increase. Your Constitution score increases by 2 and two other ability scores of your choice increase by 1. Age. You are considered mature and are effectively around the age of 20, though your true age could be many millennia. Alignment. You may have some lingering ideals from whatever pod programming you had, but there is no set alignment for replicas. Choose whichever suits you. Size. Replicas are the same size as other halfelves, ranging from 5-6 feet tall. Speed. Your base walking speed is 30 feet. Soul Vision. Long dormant fey energy, mixed with your unique spirit creation has altered your vision, allowing you to see the souls of creatures around you. As an action, you can concentrate on a creature within 30 feet that you can see to discern its general power level. This will let you know their CR within a variance of 2. You can use this trait a number of times equal to your Constitution modifier (minimum of once) before finishing a long rest. You also have darkvision out to 30 feet, because of the weakened fey lineage. Colin Prime (Order #35367621)
60 Pod Training. You gain proficiency in one skill, weapon, tool, or game of your choice. Unbound Soul. Due to your unique creation, your soul is not directly tethered to your body or any individual plane after death. If you die, you can attempt to inhabit a creature’s body who has died within the last 24 hours, whose CR is equal to or less than your level, and who is not animated by undead magic. The body must succeed on a Charisma saving throw (DC = 8 + Your charisma modifier + your proficiency bonus). If they succeed, you cannot inhabit that body. If they fail, you inhabit their body, keeping your alignment, personality, Intelligence, Wisdom, and Charisma scores but assuming all the other abilities and traits of the creature you inhabit and losing all of your own. For each day you spend in a host body this way, you lose 1 point of your original Constitution, your soul dissolving into nothing if you reach 0. If you can create a suitable replacement, through magic or by finding an empty half-elf replica, you can freely move your soul into that new body, recovering all of your abilities and stats, (so long as the new body can accommodate them) though the loss in Constitution remains and can only be recovered by a wish spell. You can move from body to body as much as you would like, so long as the body you are in is killed and you do not spend more than 1 hour outside a body, as this will result in your soul dissolving as well. You cannot inhabit the same body twice. Variant Species: While half-elves are the most predominant replicas (because the H-Virus is only deadly to them), there is little stopping other creatures from being created in this way. If this is the case, choose a species and replace one of their traits with the Unbound Soul trait. Work with your GM to determine which ability must be replaces. HACK-ORCS Hack-orcs have made a name for themselves by bucking tradition and carving their own path with a mixture of strength and smarts. They have been “touched by the Code”, a process that is illunderstood by most of the world. This is believed to happen in the womb, though the Code has been known to strike inspiration into adolescent halforcs in some rare cases. Why this change seems only to happen for half-orcs and not other species is also not fully understood. The prevailing theory is that the Code is not giving the half-orc anything new, it is releasing natural abilities inhibited by nefarious outside forces. Some orc clans have rituals that encourage this adaptation, though the evil deities behind the subjugation of most orcs ban these rituals as heresy. Though their lives have been permanently changed by the Code, they are not entirely sensitive to it. Sometimes they gain glimpses into the true makeup of the universe, but mostly they are no more in touch with it than any other creature. Given enough time and focus, they can see deeper into the secrets of reality, but this is often just small snippets and rarely offers more insight than arcane studies can provide. THE MARK OF THE NERD Hack-orcs tend to have blue to pale grey skin, with veins that appear far darker than their flesh. These veins are angular, forming visible cross patterns that resemble circuit boards. Some hack-orcs tattoo dark lines to intersect their natural ones, creating interesting patterns or pathways for magic to travel. Because of their preference for battles of brains over bloodshed, their bodies tend to be slightly slimmer and less covered in scarring. They stand slightly straighter because it is less likely they have engaged in gruesome combat, lacking many common injuries that would cause them pain when moving. They also opt for sharp clothing and meticulously maintained (if sometimes unfashionable) hairstyles. They are prone to mix form and fashion into a mashup that, while stylish to themselves, can look quite peculiar to others. Hack-orcs also take pride in the way they are perceived. Because of this, they try to extend their vocabulary and understanding of local customs. This can make them appear ridged and obnoxious to those unfamiliar with the individual. Their high regard for their own intellect can often put them at odds with more casual crowds and can be seen as Colin Prime (Order #35367621)
61 a challenge to scholarly instructors. The irony that half-orcs are shunned for their brutality and hackorcs are shunned for their intellect is not lost on them. BRAINS OVER BRAWLS Hack-orcs exposure to the Code early in development has expanded their minds, working to suppress the bloodlust other orcs have had unwillingly impressed upon them. The connection to evil deities through their blood has been quelled to a point of non-existence, or sometimes severed entirely. This has led to hack-orcs living a life more of their choosing than something determined by legacy. Many hack-orcs embrace this, rebuffing the idea that tradition should dictate even a single aspect of their existence. This creates a large divide between themselves and their human or orc clans; since they value their individuality above most everything else and rarely conform to the ideals of their parents. Hack-orcs tend to be outcasts among outcasts and strike out on their own very early in life. Thanks to their hearty bodies and capable minds, hack-orcs can sometimes become awesome adventurers well before reaching adulthood. Trying to stop them from this path is fruitless, their stubborn resolve and youthful immaturity making it nearly impossible for the young hack-orc to back down. UNUSUAL BATTLEFIELDS Most hack-orcs still harbor a desire for conflict and victory, though this is often satisfied in less physically violent ways. They find themselves driven to competitions of intellect and cunning, only relying on their innate strength if it serves their strategic plans. This most often manifests itself in competitive games, such as sports or chess, it being their main source of conquest. If given a chance, they will attempt to determine the outcome of warring ideals through a game, rather than decide the victor through blood. They may also keep score of small details along their journeys, including things like number of creatures slain, total value of treasures collected, and a count of lives saved. They enjoy planning and plotting, often spending days going over the best route to victory before acting. It is not uncommon for a hack-orc to carry around many books that most others would consider dry reading. They often have scrolls or notebooks of their own that they have filled with incomprehensible details of a plan. To many, the hours spent working on a plan of action are more exciting than the scant moments the plan takes to execute. OTHER SPECIES Hack-orcs must fight against the same issues their half-orc kin face. Their imposing bodies and frightful orc lineage create a large divide they must cross to win friends. Thankfully, their quirky personalities and quick wit help to build bridges quickly. Some cities and villages will even seek out hack-orcs to clear out difficult dungeons, participate in brainy competitions on their behalf, or help establish recreational centers for the local youth. Hack-orcs are often a huge boon to whatever communities they choose to live in. Colin Prime (Order #35367621)
62 HACK-ORC TRAITS You gain the following traits instead of the ones granted to you by your half-orc physiology. Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1. Age. Hack-orcs age the same as half-orcs but can claim independence as early as age 10. Alignment. Hack-orcs are a strange mishmash of the chaos of their lineage and the order of the Code. They tend towards lawful alignments though some dip into chaos and embrace the corruption it brings. Size. Hack-orcs are more slender than half-orcs but often stand taller, with the average being between 6 and 7 feet tall. Your size is medium. Speed. Your base walking speed is 30 feet. Codevision. You can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. Additionally, you can use a bonus action to concentrate your vision once per day to gain Truesight up to 10 feet for a single turn. In both cases, you cannot discern color, only shades of gray. Combat Genius. You gain proficiency with one martial weapon of your choice. Additionally, you gain proficiency in the Insight skill. Savage Spells. When you score a critical hit with a spell attack, you can roll one of the spell’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Additionally, once per day, you can cast the Comprehend Languages spell without material components. HUMAN OFFLINE STOLEN ORIGIN Far before your memories were solid, you were taken by the Cyblight hive. You served in their ranks, converting hundreds, your body being used to aid in the slaughter of whole realms. There was a constant droning, the collective mind overwriting your own thoughts and forcing you deeper into the collective. But now you are alone. Your body is your own, your mind is singular, and your future is a terrifying expanse of possibilities. RECOVERED LIFE Through some miraculous means you were severed from the Cyblight horde and given another chance at life. However, things have changed drastically since you were collected, and you are often out of your own element. You may have spent a few decades as a drone or even a few centuries. You may have been taken as an adult, as a child, or even before you were born. Regardless of your past, the hivemind blasts away all but the most stubborn scraps of identity and you are likely rebuilding your sense of self from scratch. It is impossible for you to be fully separated from some of the Cyblight components in your body. The link to the Cyblight has been severed, but the technology inside you still functions and assists in keeping you alive. You can move, speak, think, eat, and generally do most things humans are capable of doing, though you may have some restrictions based on parts lost or replaced by the Cyblight. Additionally, you must spend a long rest charging from some power source at least once a week or gain a level of exhaustion. Most Cyblight quickly cobble together a portable power source based on their needs and offline can adapt their bodies to take in many sources of energy with little to no harm. Each offline has different power needs, work with you GM to determine what that threshold is. ONE MIND Possibly the most disturbing thing about your new life is the silence in your own head. For an eternity, you shared a consciousness with the entire Cyblight hive, across space, dimensions, and even time. Long dead Cyblight lived on within the sea of voices and even new consciousnesses had their own voice in the hive. And now, you don’t even know what your own voice sounds like and it is still somehow thunderous and silent at the same time. Colin Prime (Order #35367621)
63 You are used to the hive speaking for you so growing used to the silence will take time, caring, and much effort. Society and its complexities also confound you. Some offline find solace in the noise of a roaring crowd, while others find the intrusive voices unbearable. The intermingling of many species is nothing new to you, but simple mannerisms and customs rely on strange logical rules and often leave you baffled. How such communities could exist without rigid order is one of the many mysteries you will have to unravel in your quest to becoming a singular being. OTHER SPECIES The Cyblight have a bad reputation, and the remaining implants make it hard for others to trust them. Species of expanded experience are usually more understanding, though many have heard the stories of Offline being reconnected to the hive and the tragedy that brings. In most places, Offline are treated kindly but always watched from afar for any risky signs of Cyblight reversion. Offline typically avoid each other as the r eminder of the Cyblight control can be difficult to handle. HUMAN OFFLINE TRAITS You gain these traits instead of the typical human traits Ability Score Increase. Your intelligence score increases by 1 and your Constitution score increases by 1. Age. You are considered a mature adult in body only. Your mind may range from elderly to juvenile. Your body and implants will typically remain active for a little over a century. Alignment. Order is something that comes naturally to you and you thrive in hard, regimented systems. Size. Your size is medium and ranged from 5 to 6 feet tall. Speed. Your gait is slightly inhibited by your implants. You base walking speed is 25. Languages. You can speak, read, and write 4 languages of your choice. These languages are imprinted in your mind from the Cyblight hive and you speak most of them with a robotic clarity, devoid of accents. Adaptive Shield. When you finish a long rest, you can choose to become resistant to a chosen damage type caused by spells or effects. Choose from the following types: acid, cold, fire, lightning, or thunder. You can choose a different type each time you finish a long rest. Hive Knowledge. You can call upon the information forced into your head by the Cyblight. You gain advantage on an Intelligence saving throw or an Intelligence based ability check of your choice. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)
64 VOID TIEFLINGS To truly understand the essence of a void tiefling, one must first unhinge the ideas of good and evil from their current understanding. What makes something good or evil is simply a matter of perspective. Void tieflings have a better grasp on this concept than most other creatures, having been created from the union of humanoid creatures and the unknowable and incomprehensible powers of the void. They are born with an innate understanding of the complexity of the multi-verse and their tiny place in it. Because of this, there is little they respect or cherish, though the things or people they become attached to are often more important than anything else in existence. TAILTACLES Unlike most tieflings, the void variety are the union of humanoid creatures and cosmic forces beyond measure. Sometimes this is an actual entity, a being of impossible power that has brought about these tieflings simply by existing too closely to living creatures, forever changing their bloodline. Other times they are created from universal concepts, fundamental truths of the universe that can exert their own will upon those who are open to them. Whatever their origin, the outcome is always similar but with enough divergence that no two void tieflings are exactly the same. Void tieflings have tentacles in place of the horns and tails usually adorned by tieflings. The tail is a strong and dexterous appendage, giving the void tiefling the ability to use it almost like another hand. Their colors reflect the vast universe their bloodline was changed by. Deep purples with sparkling star-like freckles, a sunburst orange with striking rays along their body, or slowly moving cosmic cloud patterns are a few examples of the wide varieties they sometimes have. LOST IN MEANING Void tieflings have a deep connection to the emptiness that created them and their tiny place within it. To some of them, this is freedom. Without a predetermined destiny, they are free to create their own meanings with their life. This can lead to lives of great altruism or lives overcome by narcissism. It’s not that they believe themselves to be the only worthwhile being, it is that many see all life as equally meaningless. The other common response to their tiny lives is fighting against the oppressive, careless nature of the void. They endeavor to become more, to become something the universe as a whole will remember; to be something incomprehensible, with enough power to change the fabric of reality. A surprising number have achieved this, though it is impossible to know exactly how powerful they have become. Colin Prime (Order #35367621)
65 OBSESSIVE POSSESSION Because a void tiefling cares little for the reality around them, it can be extremely difficult to gain their attention. When a void tiefling does ascribe meaning to something, or someone, they will latch onto it with fervor. They often see these items or persons as having more meaning than the rest of the universe and will gladly sacrifice themselves, and anything around them, to keep the things safe. Those that have found trust or companionship with a void tiefling should be careful never to betray them. STEEL MINDS One benefit of their unusual mindsets is the ability to digest truths and visages that would break the minds of other creatures. Even as an infant they were exposed to knowledge beyond that of many wizened scholars. This changes their perception of good and evil, life and death, into a bitter understand that many find difficult to swallow. They can seem evil to others, but this is just a matter of perspective to a void tiefling. They are often willing to do whatever it takes to achieve their goals and think just as little of taking lives as they do of saving lives. What is the difference between one life and one-thousand lives when viewed through the lens of eternity? OTHER SPECIES A void tiefling’s alien appearance can sometimes put them at odds with average citizens who are unfamiliar with how strange the world can truly be. Also, their inability to see anything but the bigger picture makes it hard for them to get along with those attempting to live an “average life.” Because of this, they tend to be voluntary outcasts and rarely find companionship, except with other void tieflings. It takes an extremely open mind and a great deal of patience to fully understand a void tiefling’s thoughts, something many other species find in short supply. VOID TIEFLING TRAITS You gain the following traits instead of the ones granted to you by your tiefling physiology. Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1. Age. Void tieflings age nearly identically to their cousins. Alignment. Void tieflings tend toward chaos, matching the turbulent nature of the cosmos. Their actions rarely fall neatly into the good or evil spectrum, though most are seen as selfish. Size. Your size is medium, and you are similar to other tieflings in stature. Speed. Your base walking speed is 30 feet. Darkvision. You have been bred to peer into the darkness of the abyss. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fearless. You have advantage on saving throws made against fear effects. Tentacles. Your tail and horns give you many advantages on the battlefield. You have advantage on Acrobatics checks when using them to assist the action. Your tail is capable of wielding any simple, one-handed, light weight weapon you are proficient with and can attack as a bonus action as if you were using your off-hand. Additionally, the tail and horns, when used in tandem, can fulfill the somatic component of any spell, so long as they are free to move. Void Magic. You know the Death Throw spell and can cast it once before finishing a long rest. At 3rd level the spell level it is cast at is increased to 2nd and you can use it twice before finishing a long rest. This increases again at 5th level to a 3rd level spell and three times before finishing a long rest. In addition, you know one cantrip of your choice. Charisma is your spellcasting ability for these spells. Dark Resistance. You have resistance to necrotic damage. Languages. You can speak, read, and write Common and Abyssal. Colin Prime (Order #35367621)
66 Classes within the Retroverse exist alongside more traditional classes. A Cleric is just as common as a Synth Weaver. The Retroverse also allows for new opportunities to established classes, the subtle forces of the universe leaving their impression upon the fantasy designs. Take care when combining classes, as overloaded characters will surely lead to corruption. Class Description Hit Die Primary Ability Saving Throw & Prof. Armor and Weapon Prof. Apogee A chosen being who sees beyond reality and bends it to their will. d8 Intelligence Constitution & Intelligence Light Armor, simple weapons, one martial weapon, unarmed attacks De-fragger A wall of warrior, able to unleash a torrent of strikes while taking the same in return. d12 Constitution Constitution & Wisdom All armor, shields, simple weapons, martial weapons, improvised weapons Glitch Hunter A cunning combatant with another trick or weapon up their sleeves. d10 Wisdom Wisdom & Charisma Light armor, medium armor, simple weapons, simple ranged weapons, martial ranged weapons Henshin A warrior of destiny, regardless of their ability. d8 Dexterity Dexterity & Charisma Henshin Armor, shields, simple Weapons, Network Weapon Holo-Knight A tricky fighter who relies on holographic weaponry and illusion magic. d10 Dexterity or Intelligence Dexterity & Intelligence Light armor, HoloWeapons Synth Weaver An agile musician who pulls magic from the beat of the world. d6 Dexterity Dexterity & Charisma Light armor, simple weapons, lance, scimitar, whip Colin Prime (Order #35367621)
67 APOGEE An elf woman, clad in a black longcoat, strides through the battle field confidently. The retreating foes hurl a fireball directly at her, she doesn't avoid it. When the smoke clears, her hair isn't even mussed. Panic besets the ranks of the opposing team and they trample each other to flee from her. The mage that cast the fireball feels his throat tighten and watches his allies run from him. He is lifted in the air by an invisible hand on his neck. Turning to face the woman and her outstretched arm; he watches her hand close slowly and his world grows darker and darker. A human deftly dodges the flurry of blows coming towards his face. This opponent is tougher than anything he has faced. Every attack on either side is met with a block or parry. When he ended this fight, he would have to end it quickly. Letting his guard down for an instant, he trades one blow to himself for another to his opponent. His attack carried a charge though, and the opponent is stopped for the tiniest instant. Just enough. Kicking back, he teleports into the air, clasps his hands around the building energy, and shouts. His opponent looks to the blinding light gathering in those hands. It's over. The beam is released, and the foe stands up to accept their fate. Dignity, even in total annihilation. The wo’nari body lies motionless, complacent in death. His spirit flows above, not complacent in their fate. Around them his team begins to falter. Outnumbered and overpowered, they are backed into a circle around his body. He could do it, he could come back, but the cost would be monstrous. As the paladin falls to his knees, he makes his decision. His spirit flames, consumed by the unbridled power of the Code. Body and spirit reconvene in a burst of energy that pushes back the encroaching horde. They weren't out of the woods yet but at least now they had a fighting chance. THE MALLEABILITY OF THE CODE You are one of the few that has ever seen it, The Code. It makes up the world around you, shapes and molds it into purpose. You try to tell others, but they will never understand. It is in all things and it is all things. Unlike the others who have merely witnessed the Code, you can command it, alter it to your will. The Code is not set and with the right force and understanding, you can change the very world around you. Because all things are equal to the Code, you have forgone the need for weaponry and armor. You can shape the force of your punches to match that of a conventional weapon and alter your awareness to deflect attacks. While these abilities come “naturally”, hacking the code in more extreme ways is much harder. The power to do something as simple as bending a spoon takes years of practice, rewriting the makeup of a creature is something on an apogee of great strength can hope to accomplish. MEDITATION AND INFORMATION When you first saw the Code, it was harrowing. The seams between reality opened themselves to you and the things you saw in between defy explanation. You were told that this was just your childish imagination, that all was well, not to dwell on what you saw. For a time, you may have even believed it was just in your head. But then it happened again, and again. As you grew older you dedicated yourself to researching this strange phenomenon. Why were you different? Were there others like you? How could you open the seams yourself? How could you change the Code? Some like you have spent their life in isolation. Searching old tomes in search of ancient knowledge by half mad seers. Many find solace in mind altering substance, denying their own senses in order to hold on to their shredded life. Others find themselves locked away. Espousing the truth has put them in jackets and bars, raving to anyone who will listen. A few rare individuals have found power in the knowledge of the falsity of reality. They seek nothing but to increase their abilities, even knowing that the power they have isn’t necessarily real either. Colin Prime (Order #35367621)
68 Colin Prime (Order #35367621)
69 POWERFUL PROPHECY Because of the apogee’s abilities, they are often tied to prophetic destiny. The average citizen has no idea how you can do the things you do. Your abilities can be mimicked by magic but you do not fit within the confines of what magic they may be exposed to. Additionally, apogees are incredibly rare, as many who see the Code are quickly broken by it. Whether the prophecies are true is debatable, especially as you understand, or at least can comprehend, the source of your powers. You are different, that much is certain, but are you the fabled chosen one, or are you just another fluke in the world? It is possible for many apogee’s to exists at a given time, even having multiple within the same area. Sometimes this lines up with the prophecy of a team of heroes, or the destined battle between two powerful warriors. It can be hard to tell how much of your future is set in stone when the prophecy is ascribed to you. Are you truly destined to be the savior or destroyer of the world, or is the collective belief in you enough to push you that direction? Can you buck fate without falling into a different one? Bending the Code grants you incredible power but how much power do you truly have if you must walk a path set before you by someone else’s words? Are you in control of your future? MULTI RANGE CLASS This class offers a large variety of options for most users. The themes of fate, power, and will play heavily into its background and abilities. Early users may find great reward in playing a strong class and advanced users will enjoy using the variety of abilities to tackle most any situation. CREATING AN APOGEE When creating aa Apogee think about how this knowledge of the true nature of the world has affected your life. Did you learn about the Code first through seeing visions of the true world, or did you discover its existence in old tomes and then seek it out? Do you accept the power that comes with this knowledge? Do you fear what it means about those whom you love? Do you grow distant and wary of all others you see? Or do you revel in the absurdity of it all and live your “life” to the fullest? Also consider how you found a way to change the Code. Was it through natural intuition that you began to understand and change the symbols? Were you a unnaturally adept student, learning all you could from deranged scholars? What mistakes have you made when you first began? How much did those mistakes cost you? What is your end goal now that you can change the Code? PRE-GEN CHARACTER You can make an Apogee quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Player background Colin Prime (Order #35367621)
70 Apogee Level Prof. Bonus Hack-Fu Hack Points Features 1 +2 1d4 1 Fate Path, Hack-Fu, Hack 2 +2 1d4 2 Binary Boons 3 +2 1d4 3 Mental Fortitude, Fate Path feature 4 +2 1d4 4 Power Up 5 +3 1d6 5 Extra Attack 6 +3 1d6 6 Code Blast Improvement, Fudge Reality 7 +3 1d6 7 Fate Path feature 8 +3 1d6 8 Power Up 9 +4 1d6 9 Warp Jump 10 +4 1d6 10 Codenesis, Fudge Reality improvement 11 +4 1d8 11 Fate Path feature 12 +4 1d8 12 Code Blast Improvement, Hack-Fu Improvement, Power Up 13 +5 1d8 13 Warp Jump Improvement, Ex-Machina 14 +5 1d8 14 This Isn't Real, Fudge Reality Improvement 15 +5 1d8 15 Fate Path feature 16 +5 1d8 16 Power Up 17 +6 1d10 17 Phoenix Reboot 18 +6 1d10 18 Code Blast Improvement, Ex-Machina improvement, One with The Code 19 +6 1d10 19 Power Up 20 +6 1d10 20 Fate Path feature CLASS FEATURES As an Apogee, you gain the following class features Hit Points Hit Dice: 1d8 per Apogee level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Apogee level after 1st. Proficiencies Armor: Light armor Weapons: Simple weapons, one martial weapon, unarmed attacks Tools: One set of Artisan's Tools and one Gaming set Saving Throws: Intelligence, Constitution Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: • One simple weapon and one martial weapon • (a) a dungeoneer’s pack or (b) an explorer's pack • Plasteel fiber clothing FATE PATH All Apogee have been given the ability to see the seams of the world, either by chance, destiny, or through their own determination. An Apogee who can put these new powers to use is often seen as a chosen one, a person of prophecy. How they interpret and interact with this prophecy will influence how their skills develop and ultimately Colin Prime (Order #35367621)
71 how they will change the world around them. You choose your path at 1st level: Risen, Fateless, or Shattered. Your choice grants you features at 1st, 3rd, 7th, 11th , 15th, and 20th level. HACK-FU At 1st level your knowledge of the spaces between has allowed you to summon knowledge in combat prowess you would never gain naturally. You become deadly in unarmed combat, bending the data around your blows to mimic the code behind many weapons. You gain the following benefits while you are wearing no armor or light armor and are not using a shield. • You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes and mimicked weapon. You do this by channeling The Code to augment your attacks. • You can choose one melee weapon you are proficient with to mimic. Once on your turn, when you make an unarmed strike, you can cause your unarmed strike to do the exact same damage amount and type, as if you had attacked with that weapon. When you reach 12th level, you can gain proficiency with an additional melee weapon of your choice and use it in the same way. You can also use this ability twice on your turn when making unarmed strikes. All other unarmed strikes deal a set amount of bludgeoning damage which increases as you gain apogee levels, as shown in the Hack-Fu column of the Apogee table. Alternatively, you can keep the damage type of a weapon but replace the damage dealt by that of your unarmed strikes. • When you use the Attack action to make an unarmed strike, you can use your bonus action to cause an Afterimage of you to appear, making an unarmed strike against the same target. This can only be used to repeat an unarmed strike and not spell attacks or attacks augmented with spells or effects, such as a Smite spell, or with non-apogee features, such as Sneak Attack. If doing an attack that required the use of Hack points, you must use additional Hack points for the Afterimage equal to the original attack or this effect simply fails. HACK Starting at 1st level, your ability to see beyond allows you to alter The Code of the universe. Changing the fabric of reality around you is exhausting for both body and mind, for this reason your ability to alter the world in any meaningful way is represented in Hack points. Your Apogee level determines the number of points you have, as shown in the Hack points column of the Apogee table. You are considered proficient with all attacks that require the use of Hack points. You can spend these points to use various Hack features. When you spend a Hack Point, it is unavailable until you finish a short or long rest, at the end of which you have regained enough mental acuity to recover all expended Hack points. You must spend at least 30 minutes intently watching the world during your rest to regain you Hack points. Some of your Hack features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Hack save DC = 8 + your proficiency bonus + your Intelligence modifier BINARY BOONS At 2nd level, you gain a small set of powers that you can use Hack Points to activate. HIGHER CONTRAST If you use the Afterimage Hack-Fu ability and the second attack hits, you can use 1 Hack point and your reaction to make the same attack one additional time. CODE BLAST As an attack you can spend 1 Hack point to call together energy from the air into your palm and project it forward at a rapid velocity. You are proficient with this ranged attack with a range of 30/60. On a hit, this blast does 1d6 radiant damage. At 6th level this increases to 2d6 and 40/80. At 12th level this increases to 3d6 and 50/100. At 18th level this increases to 4d6 and 60/120. Colin Prime (Order #35367621)
72 SCANNER By spending 2 Hack points and using a bonus action you can focus your vision to discern one thing about a creature within 15 feet of you. This could be their current Hit Points, AC, any one stat modifier, a special ability, or others at the GM's discretion. You can use this feature multiple times on the same creature. This cannot be used to read minds or discern intention. FOCUSED CHARGE You can use your action to regain Hack Points. Roll 1 Hit Dice, expending it and regaining Hack Points equal to the roll. You can continue this for a number of turns equal to your Intelligence modifier, with your initial use counting as one, so long as you take no other actions beyond movement on your turns and take no damage on your turn. You can use this feature once, with a continued charge counting as a single use, before finishing a long rest. This feature cannot be used outside of combat. MENTAL FORTITUDE Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + Your Intelligence modifier + your proficiency bonus. POWER UP When you reach 4th level, and again at 8th, 12th, 16th , and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can gain one feat. You cannot increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. FUDGE REALITY At 6th level you have the ability to change one small detail in the world around you. The cards in a game of chance, the contents of a water skin, a silver piece into gold. By spending 1 Hack Point you can roll a d4 with the number determining the level of your success. 1 means nothing has changed at all. 2 means a minor change has happened but not exactly what you had intended. 3 means that a positive and meaningful change has occurred, though the details may not be exactly what you intended. 4 or more means that the exact thing you wanted to happen occurred. This ability does not affect magical items. The full extent at which this power can be used it at the GM's discretion. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. At 10th level, you add +1 to each roll. At 14th level you add +2 to each roll. WARP JUMP Starting at 9th level you can spend 1 Hack Point to warp from one place to another as your movement. You can instantly teleport in any direction to place that you can see within 60 feet. You cannot pass through magical barriers using this skill but can pass through walls if you can clearly see the other side. You have advantage on your next melee attack roll if the attack is made immediately after warping at least 30 feet to a location within 5 feet of a target. You can only use this feature once on your turn. At 13th level this ability is enhanced to include a wave of force. When you warp, all creatures within 5 feet of the area you warped to must make a Constitution saving throw. On a failed save all creatures within the area take 1d8 force damage and are pushed back 5 feet. On a successful save all creatures within the blast take half damage and are not moved. You can spend additional Hack Points to add 1d8 force damage to the blast per Hack Point used, to a maximum of four Hack Points and 5d8 extra damage. Colin Prime (Order #35367621)
73 CODENESIS At 10th level you can manipulate much of the world around you without seeming to touch it. Using 2 hack points, you can use your action to cast the spell Telekinesis without components, with Intelligence as your spellcasting ability. The spell ends at the start of your next turn, unless you use 2 additional Hack points to continue its effects; otherwise it follows the same rules as a concentration spell. You can maintain this effect for up to 1 minute, so long as you have enough remaining Hack points to do so. You can use an additional Hack point to increase your spellcasting ability for this effect by 1 for each Hack point used (maximum of 5). EX-MACHINA At 13th level you can force your influence upon the world around you. As an action, you can spend 4 Hack points to bring one helpful boon to yourself or party. This could be a healing potion rolling to your feet, a large precarious rock falling on your opponent, finding a patch of water in a desert, a spell backfiring or becoming more powerful, anything that is useful. The effect is immediate though it may not always be immediately apparent. The full extent of this feature and its effects is up to the GM, but it will always be helpful to you or your immediate party. This effect can only be used once before finishing a short or long rest. At 18th level you can use this feature twice before finishing a long rest. THIS ISN'T REAL At 14th level you have become so attuned to The Code that you can negate its influence on you. If targeted by an attack, effect, or spell, you can use 6 Hack Points and your reaction to completely ignore it. Even if it hits, you receive no damage, take no effects, and cannot be moved by it. You must finish a long rest before this ability can be used again. At 20th level you can use this feature three times before finishing a long rest. PHOENIX REBOOT At 17th level death loosens its grip on you. If you fail three death saving throws you can immediately burn 3 Hack Point slots, permanently, to bring yourself back to life. You regain life as if you had just taken a long rest. When you rise from the dead you are surrounded in a powerful aura that explodes out from you. All creatures of your choice within 15 feet of you must make a Constitution saving throw. On a failed save, all hostile creatures within the area take 6d12 force damage and are pushed back 15 feet. On a successful save they take half that damage and are not pushed. You do not have to have 3 Hack points available to use this as this ability sacrifices 3 Hack points from your max total possible. If you do not have 3 Hack Point slots you cannot use this feature. Additionally, your Constitution score decreases by 1. If your Constitution bonus decreases because of this you must adjust your new Hit Point maximum. You must finish a long rest before you can use this feature again. ONE WITH THE CODE At 18th level, at the start of your turn, if you have no Hack points you can use a bonus action to roll a d6, regaining Hack Points equal to the roll. At 20th level the this is changed to a d8. RISEN As soon as you saw the Code, you knew you were destined for something great. After some adjustments, you have embraced your powers fully and use them freely. Like the name implies, you have risen above those around you and now stand as above other creatures. While some look up to you, seeing you as the savior foretold, others consider your mere presence an abomination, a portent of the end. Your powers are varied, giving you an edge in most situations; how you change the world with these abilities, for better or worse, it up to you. FATE BUMP When this fate chooses you at 1st level, you gain the ability to nudge fate to a direction of your choosing. When you or a creature within 30 feet of you rolls an ability check, attack roll, or saving throw, you can use 1 hack point to add or subtract 1 from the roll. You can do this after the roll but before you know the result. You cannot cause critical successes or failures this way. FLY At 3rd level, you can control gravity around you well enough to move your body in a way that resembles flying. You can spend 1 hack point as part of your movement to fly up to your movement speed, including if you take the dash action. You begin to fall at the start of your next turn unless you use another Hack Point. You can remain airborne as long as you have Hack Points to spend. Colin Prime (Order #35367621)
74 MEGA PUNCH Starting at 7th level, you can spend 2 Hack points to charge and release a terrible blow. Whenever you make an unarmed strike, choose one of the following effects to happen on a hit: • Roll a single damage die again and add it to the total damage. If your attack had multiple damage dice types, used the largest one. • The target must succeed on a Strength saving throw or be pushed back 15 feet. • A blinding flash emanates from your fist and the target must succeed on a Constitution saving throw or be blinded until the start of their next turn. • The target must succeed on a Constitution saving throw or have their code disrupted, causing them to be paralyzed until the start of their next turn. Creatures with corruption make this save with disadvantage. • The attack is a critical hit on a 19 or 20. BULLET TIME Starting at 11th level, you can use your reaction to reduce the damage you take from a ranged attack by half. Alternatively, you can spend 1 Hack Point to stop the missile before it reaches you. You then have the option to send it back at the opponent who shot it. Make a ranged attack roll, as if you were proficient and made the attack. You can only use this feature on the creature who targeted you with the initial ranged attack. The missile deflected can be no larger than a standard arrow or energy bolt. If a creature makes multiple ranged attacks against you on the same turn, and you have already used your reaction against one of their ranged attack, you continue to reduce the damage of each ranged attack or try and send the attack back, choosing either option for each consecutive attack, until the start of your next turn. CODE SUPPRESSION At 15th level you can target the source of a creature’s power and inhibit the flow of magic through their body. When you hit a creature with an unarmed strike, you can use your bonus action and spend 4 Hack points to strike at their magical flows as well. The creature must make a Wisdom saving throw, taking 4d10 additional force damage on a failed save and any damaging spells the target casts have their damage reduced by half for 1 minute. On a success, the target takes 2d10 additional force damage and only the next damaging spell it casts within the next minute is affected by the damage reduction. You can use this feature once before finishing a long rest. FULL INTEGRATION At 20th level, you have become so enmeshed with the code that you can bend the world to your will. Choose a single spell of every level, the chosen spells are set and cannot be changed after choosing them. By spending Hack Points equal to 2 times the level of the spell, you can cast any of these chosen spells. Intelligence is your spellcasting ability and your save DC is the same as your Hack save DC. You can spend up to 30 Hack Points total on this ability, and cannot cast the same spell twice, before finishing a long rest. Colin Prime (Order #35367621)
75 FATELESS You were not some blessed creature, you found the code through resolve and sweat. You have toned your body and mind to work in direct opposition to the Code, allowing you to feel, claw, and bend it to your will. Unlike others who easily fill the role of some prophecy, you have trained for every new ability, ripping the prophecy away from the hands of others by forcefully filling them yourself. This has left you with many rivals, some of which believe your usurpation to be a transgression worthy of death. The future of the fateless is frequently fraught with foes and fighting as you fulfill the prophecy by force. UNRIVALED RESOLVE When you demand this fate at 1st level, you can shrug off most effects that would stop others in their tracks. If a spell or effect requires you to make a saving throw to resist being blinded, deafened, paralyzed, petrified, poisoned, or stunned, you can spend 1 hack point to roll a d4, adding the result to your roll. This feature can be used against a spell or effect that deals damage and causes an effect, but the bonus is only applied to resist the effect. At 11th level in this class the dice increases to a d6, and again to a d8 at 20th level. WARP HOP At 3rd level you can briefly slip in and out of reality, moving instantly from one place to another. You can spend 1 Hack Point to teleport to an unoccupied space up to 30 feet in any direction as your move action. If you land on a vertical surface, you can hang there until the start of your next turn. When you get the Warp Jump ability, you can use this ability to change the maximum range to 90 feet. COMBO BONUS At 7th level you can compound the energy of your attacks from the power of the last one. Each time you make a successful melee attack against a target you can use 1 hack point to take some of that force, causing your next melee attack to deal an additional 1d4 damage. You can use an additional Hack Point on each consecutive successful attack on this turn to add another d4 to the total damage (to a maximum of 5d4). The bonus resets at the start of your next turn or if you miss on an attack roll. WHAT DOESN’T KILL YOU At 11th level you become more powerful each time you face defeat. Each time you fail a death saving throw, you gain a cumulative +1 to damage rolls, proficient ability checks, and proficient saving throws until you finish a long rest. The maximum possible bonus is equal to your proficiency score. ULTRA FORM At 15th level, you have mastered the control over you own code enough to enter an enhanced form of yourself. At the start of your turn you can let out a reality shattering roar, you are then overcharged with Code energy. Until the feature ends, you have an unlimited amount of Hack Points, your movement speed is doubled, and can make three attacks, instead of two, when you take the attack action. After activating this feature, you can stay in this form a number of turns equal to your Intelligence modifier (minimum of one) but cannot enter it again if it ends. This effect ends if you drop to 0 hit points or if you choose not to continue it with a shout at the start of your next turn. You can only activate this feature once before finishing a long rest. If you drop to 0 hit points while using this feature, you immediately fail one death saving throw and make any more saving throws with disadvantage until you finish a long rest. Additionally, you gain one level of exhaustion when this feature ends. PERMANENT UPGRADE At 20th level, you have finished the loop of bending your body to bend the code to bend your body again. Three of your ability scores of your choice increase by 2 and the new maximum for those scores is 22. You also gain proficiency in two additional saving throws of your choice. SHATTERED Before you even began your journey with the Code, you already failed. Whatever fate you were supposed to fill, you destroyed it so badly that the worst outcome, or even a complete reversal of the prophecy, has become your life. You are met with ire by those who looked towards you in their greatest time of need and witnessed you fall. Sometimes your own foolish actions led to this end, other times it was the machinations of others. Regardless, your fate, and the destiny of others, has been destroyed. Your powers reflect this, serving as an easily visible reminder of the perversion you have wrought. Colin Prime (Order #35367621)
76 MIND TRICK When you fall to this fate at 1st level, your power can be used to twist the minds of others around you. Whenever you make a Charisma based ability check, you can use Hack Points to add a bonus to the roll equal to the number of Hack Points used (maximum of +5). You can use this ability after making the roll but before the outcome is determined. FAILING FORWARD At 3rd level, you grow more powerful the more you fail and the more difficult your situation. If you roll a 1 on an ability check, attack roll, or saving throw, you can use a Hack Point to gain advantage the next time you make the same kind of roll. The advantage disappears if you do not use it before the end of your next turn. If you are forced to make any ability check, attack roll, or saving throw with disadvantage, you can use Hack Points to add +1 bonus to the roll equal to the number of Hack Points used (maximum of +3) to the total of the lowest roll. You still use the lowest dice, even if the additional points cause it to be higher than the other dice. VIRAL ATTACK At 7th level you gain the ability to infect other creature’s code with malicious code of your own. When you hit a creature with an attack, you can use 2 hack points to infect them. At the end of your turn, they take damage equal to one of your unarmed strikes. You can maintain this infection by spending 2 additional hack points on your subsequent turns, dealing damage to them at the end of each of your turns so long as the infection is maintained. You can use this feature to infect multiple creatures simultaneously, with each one requiring their own Hack Points to infect and maintain. Corrupted creatures only require 1 Hack Point to infect and maintain. BRUTALNESIS At 11th level you can use your mind to crush those who oppose you. When you are using the Codenesis ability on a creature, they take 2d8 force damage each time they fail the Strength contest. At 15th level in this class, you can target two creatures or objects with Codenesis simultaneously, and three creatures or objects once you reach 20th level. Each additional creature or object costs 1 Hack point per creature to use the effect on and to maintain it. LIMIT BREAKER Starting at 15th level you have the ability to push your body beyond its designed specifications. When you use the Higher Contrast feature, you can spend an additional 5 Hack points to make one more attack. Using this feature gains you one level of exhaustion per use. You can use this feature as many times as you want on your turn, as long as you have 5 more Hack points to spend per attack. If you reach six levels of exhaustion, while using this feature, your body and spirit become destabilized and you die instantly after the last blow. Your body fizzles away but the spirit remains on this plane for a number of days equal to your Constitution modifier (minimum of one). For example, if you are suffering four tiers of exhaustion from a previous effect and then use this feature twice, you die after the second Limit Breaker attack finishes. The total attacks that turn could be up to five. STOLEN FATE At 20th level you can rip the energy of others away from them upon death. When you make an attack that drops a creature to 0 hit points, you can use your reaction to steal the energy of their potential futures for yourself. You regain one level of exhaustion, 2d4 hack points, and recover hit points equal to two of their hit dice. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before finishing a long rest. Colin Prime (Order #35367621)
77 DE-FRAGGER The fool was drunk, surrounded by “friends”, and too proud for his own good. That's why she kept her cool for so long. But when he began spitting heresy about The Brothers all over the table, her patience ran dry. Seconds later and he was hanging in the air by his neck. His friends had drawn weapons to help, but so had she. Two arms on him and her other two defending her back. They knew now what they were dealing with and how her code forced her to eradicate corruption, and oh, was their friend corrupted. The horde had stopped at his light and was held back, for now. Holding his brilliant De-Frag icon to the peak of his reach, he called out to any god that would listen. He was a lone candle, in a swarm of moving blackness, corrupted stretching as far as he could see. His friends, in the warmth of this respite, regathered their strength. His faith had been broken, his spirit shattered, but somewhere, something was listening to his prayer. Whoever it was, they had saved him in more than one way. The guardian had been motionless before but crossing some invisible threshold had brought it to terrible motion. In seconds his friends had been decimated. Now he stood, the only thing between the abomination and his bleeding and broken sister. Tears fell from his own face onto hers, as he was pushed down to his knees. He strained to keep the bubble shield active, but he could already see cracks forming in its matrix. Outside, the destroyer smashed relentlessly against it. Fighting back pain, swallowing tears, he choked out the only word he could muster, the only one he really needed to say anymore. Then the shield shattered, and he stood for one final moment of glory. THE WALL AGAINST DEGRADATION A de-fragger is called to stand against chaos. The world is full of corruption and they have made it their solemn duty to stamp it out to their dying breath. Most de-fraggers work towards this goal, though their methods may differ wildly. You need power to keep depredation at bay, and that power can come from many different places. Most find it through their own sense for order, some find it through a patron god, and rarely others find power within the corruption. De-fraggers are masters of combat, cutting down swarms of enemies in brilliant flashes of retribution. They are also stalwart defenders of those within their charge. Giving them not only healing, but guidance, assurance, and compassion. They are natural born leaders and many stories end with them sacrificing their life for those they were sworn to protect. Colin Prime (Order #35367621)
78 A CURE FOR CORRUPTION De-fraggers are among the few who can actually fight against the source of corruption. Many people can fight off a data-rotted corpse, but few can expunge that rot from the corpse's body. Because of this, they are in high demand among Retroverse adventuring parties and communities alike. None stay in one place for very long. Once the corruption has been expunged from that area, they are driven to seek out need elsewhere. Only their unbending convictions or patron god is a constant, and even then, de-fraggers have been known to abandon the gods if they find evidence of corruption within their power. Their unending quest to bring order to the world leads them on many adventures and is almost always their final undoing. There are scant tales of a de-fragger enjoying a long retirement. A de-fragger is a frightful thing to behold in a battle. They are a terrible storm against any opposition, leaving foes broken underfoot. Troops rally behind them, adventuring parties lean on their strength, and children read stories of their deeds. Few dare to stand against them, but those who can are dangerous beings indeed. CREATING A DE-FRAGGER De-fraggers have one goal in life, to eradicate any corruption within the world. Literal or figurative, they are drawn to it like moths to a flame. This need will eventually consume them, but they will burn brilliantly in their quest for wiping the world clean. When creating your de-fragger think about how and why you desire to keep the corruption at bay. Did you lose your family to a ravenous beast, one that shouldn’t have even existed? Did you see the exploits of other de-fraggers and wish to become like them? Were you called upon by a long-forgotten god to strike out on an obscure journey? Did you grow tired of seeing good men stand by and do nothing, deciding to take matters into your own hands? Were you trained by an aged de-fragger, assigning their unfinished business to you? Now that you have chosen this life, what struggles have you faced? Do people run from you, fearful of your strength? Have you found fame within your deeds? If so, how does that affect your ability to truly protect? Does the thought of a normal life nag at the back of your mind? Are you good at stamping out erroneous aberrations, or do you struggle with even the simplest monsters? What have you been unable to leave behind? Because of their devotion to eradicating chaos, de-fraggers are rarely of chaotic alignment. Most are lawful in some regard as many find it unthinkable to tolerate even a small amount of corruption. Keep in mind how your alignment influences the way you see the world and those around you. Also consider how others view you and your unbending convictions. Do these standards come from within or are they at the decree of your deity? This all begins to change if you create a virus defragger as your lifestyle goes against the symbol of righteousness that other de-fraggers fight so hard to maintain. What would drive you to such a decision? BALANCE IN ALL THINGS Users playing this class are often those who seek out leadership positions. They should have the ability to support and embolden their team members. A selfless attitude will go a long way in ensuring you can play this class to its full effect. New Users may find comfort in the balance of this class. Experienced Users will be able to use this class to carry their team through challenges that would be impossible without them. PRE-GEN CHARACTER You can make a de-fragger quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Mercenary background. When a skill refers to corruption it is speaking of the literal game mechanic, not to the figurative corruption that lies within one’s soul, though the latter kind is insufferable to a de-fragger as well. Colin Prime (Order #35367621)
79 De-Fragger -Spell Slots per Spell LevelDe-Fragger Level Prof. Bonus Features 1st 2nd 3rd 4th 5th 1 2 Sense Degradation, Array of Hands - - - - - 2 2 Cure Corruption, Spellcasting 2 - - - - 3 2 Compiler Type 3 - - - - 4 2 Power Up, Incorruptible 3 - - - - 5 3 Stalwart Shield 4 2 - - - 6 3 Compiler Type Feature 4 2 - - - 7 3 Defense Expert 4 3 - - - 8 3 Power Up 4 3 - - - 9 4 Incorruptible Improvement 4 3 2 - - 10 4 Compiler Type Feature 4 3 2 - - 11 4 Stable Core 4 3 3 - - 12 4 Power Up 4 3 3 - - 13 5 Flashback 4 3 3 1 - 14 5 Compiler Type Feature 4 3 3 1 - 15 5 Incorruptible Improvement, Stalwart Shield Improvement 4 3 3 2 - 16 5 Power Up 4 3 3 2 - 17 6 Empowering Shout, Assembled Magic 4 3 3 3 1 18 6 Compiler Type Feature 4 3 3 3 1 19 6 Power Up 4 3 3 3 2 20 6 Final Stand 4 3 3 3 2 CLASS FEATURES As a De-fragger, you gain the following class features Hit Points Hit Dice: 1d12 per De-Fragger level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per De-Fragger level after 1st. (Stable Core feature doubles modifier bonus) Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons, improvised weapons Tools: None Saving Throws: Constitution, Wisdom Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: • a martial weapon and a shield. • (a) a Great Shield or (b) four short swords • (a) a priest’s pack or (b) an explorer's pack • Ring mail and a De-Frag Icon SENSE DEGRADATION Your oath to stamping out decay has made you acutely aware to corruption within creatures. If you are within 60 feet of a creature, you can sense their corruption if it is 3 layers or higher. At 6th level you can detect if a creature within 60 feet is suffering from 2 layers or more of corruption. At 12th level you can detect if a creature within 60 feet is suffering from 1 layer of corruption or more. You do not know exactly how many layers they have, just that they have enough to trigger your senses. Colin Prime (Order #35367621)
80 ARRAY OF HANDS One unique trait of a de-fragger is an additional set of arms. Decide how you received your extra arms and what they look like. You could have acquired yours from your god, spiritual arms that sprout from your back when needed. Maybe you designed a robotic set that spring to life at your call. You could have come into contact with some unstable magic, giving you control over the new gorilla arms hanging on your form. The exact style and origin of your extra arms is up to you. Controlling and “activating” these arms is extremely taxing on your body and mind. For this reason, de-fraggers only use them when they have to. When you activate them, by using a bonus action, you can control them just as well as your normal arms. You can only sustain their energy for a number of turns equal to your proficiency bonus before you finish a short or long rest. You must decide at the beginning of your turn, while they are active and before you take any actions, to continue using this feature or to deactivate it. If you end the feature before you have reached a number of rounds equal to your proficiency bonus, you may use the remaining rounds later, before taking a short or long rest. The mental and physical focus required to keep these arms active and useful is so great that you may not use any features from other classes (such as if you are multi-classed) while they are active. While they are active you gain the multi-attack option and can use each arm to attack,; suffering no penalty from dual-wielding or quad-wielding. Depending on what is in each hand determines how you attack within that round. For example, while this feature is in use, if you are wielding 4 short swords (or some other onehanded weapon) you may attack 4 times that turn, once with each arm, adding your modifier to the damage of each attack. If you have one shield, one one-handed weapon, and one-two handed weapon, you gain +2 to your AC, can strike once with the two-handed weapon and strike once with the onehanded weapon. CURE CORRUPTION By 2nd level you have found another way to restore the broken creatures you encounter in the world. If a creature has a layer of corruption, you may use an action to touch them and spend 20 of your own hit points to try and fix their erroneous framework. For every 20 hit point you sink into the creature, you erase one level of corruption. If you heal a creature one or more layers of corruption, and they are still corrupted, you instantly learn how many layers they have remaining. If you are reduced to 0 hit points this way, you are considered stable but unconscious. If you are reduced to 0 hit points and the corruption is not completely cured, it is instead cured 1 layer for every 20 hit points you expended before reaching 0 hit points. You can use this feature on yourself for the same hit point cost. Doing this against an unwilling creature requires you to make an unarmed attack against the creature. If you succeed on the attack, you can cure only one layer per turn unless you are able to maintain the connection, such as if the target is restrained or paralyzed. Curing a corrupted creature does not mean it will no longer be hostile, simply that it has been restored to normal. For example, a corrupted dragon is attacking your party. It is suffering from 5 levels of corruption. You use this ability to try and cure all of it and are instantly drained of 100 hit points, curing the creature. It is still hostile to the party and continues to attack but is no longer corrupted and does not suffer or benefit from any corruption effects, nor does it spread corruption with its attacks. SPELLCASTING By 2nd level, you have learned to draw from your reinforced faith and usher forth magic from the divine might of your god or inner flame. You channel this energy through your de-frag Icon and expel it with same force of a cleric or paladin. PREPARING AND CASTING SPELLS The de-fragger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of de-fragger spells that are available for you to cast, choosing from the defragger spell list. When you do so, choose a number of de-fragger spells equal to your Wisdom modifier + half your de-fragger level, rounded Colin Prime (Order #35367621)
81 down (minimum of 1 spell). The spells must be of a level for which you have spells slots. Casting a spell does not remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of de-fragger spells requires time spent in communion with your patron and/or meditating to re-center your hardened ideals. You must do this for at least 1 minute per spell level for each spell on your list. SPELLCASTING ABILITY Wisdom is your spellcasting ability for de-fragger spells because your magic comes from your own inner mental fortitude or reliance on faith. You use your Wisdom whenever a spell refers to your spellcasting ability. You also use your Wisdom modifier when setting the saving throw DC for a de-fragger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier SPELLCASTING FOCUS You can use your de-frag icon as a spellcasting focus for your De-Fragger spells. COMPILER TYPE When you reach 3rd level, your ideals have crystalized into a driving force and determined your path as a de-fragger. Different de-fraggers are separated into groups called Compilers. The type of Compilers are: Vaccine, Data, and Virus. Your Compiler type is greatly influenced by how you handle corruption and should reflect your views on it. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. POWER UP When you reach 4th level, and again at 8th, 12th,16th , and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can gain one feat. You cannot increase an ability score above 20 using this feature. INCORRUPTIBLE By 4th level you have become resistant to the effects of corruption. You have advantage on corruption saving throws. You can use this feature a number of times equal to your Constitution modifier before finishing a long rest. By 9th level you are nearly immune to corruption, except in extremely overwhelming cases. You always have advantage on corruption saving throws and have advantage on saving throws against the spells and effects of corrupted creatures. By 15th level you are no longer bothered by average corruption and can only be harmed by extreme corruption at the GM's discretion. You automatically succeed on corruption saving throws, have advantage on saving throws against the spells and effects of corrupted creatures, and take half damage from attacks made by corrupted creatures. If a corrupted creature hits you with a spell or effect that requires a saving throw, you take half damage on a failed save and no damage on a successful one. STALWART SHIELD At 5th level you can summon a barrier to protect yourself and those close to you. Using an action, you spread two of your arms wide and summon a sphere shield with a 10-foot diameter around yourself. Your movement speed is reduced to 0 and you must concentrate as if you were casting a spell, it also requires two of your arms to be occupied to keep the shield's integrity. If two nonhostile creatures, of medium size or smaller, are within 5 feet of you when this feature is used, they can choose to be inside the sphere with you. If there are more than two non-hostile creatures then all but two are pushed out, you decide which two remain. If a hostile creature is within 5 feet of you, they must succeed on a Dexterity saving throw versus your spell save DC or be pushed out to the nearest unoccupied space, otherwise they are trapped in the sphere with you. The shield can be maintained a number of rounds equal to your Constitution modifier (minimum of one) and disappears after that. The sphere has hit points equal to your maximum hit points, an AC of 10, cannot move, and automatically fails any saving throws. Nothing can pass through, in or out, even creatures on the ethereal or astral plane. The sphere is not considered magical and is not subject to any antimagic spells or effect. Once the shield drops to 0 Colin Prime (Order #35367621)
82 hit points, it shatters. Any excess damage from the attack that destroyed the shield, is transferred to you, without saving throws, even if the attack had an area of effect. You can use this feature once before finishing a long rest. Creatures inside the shield have full cover and creatures behind it have half cover. Once you reach 15th level in this class, this feature can be used as an action or bonus action. DEFENSE EXPERT When you reach 7th level, you have begun to truly understand your role as a protector. You have the ability to wield two shields at a single time. One shield grants its normal AC bonus, while the other is considered your offhand shield and can be used for the following actions: • You can use a reaction to gain the shield’s AC bonus or to give the AC bonus to an ally within 5 feet of you. • You can use the shield as a weapon. You are proficient with it and it deals 1d6 + your Strength modifier bludgeoning damage on a hit. STABLE CORE By 11th level your solid convictions have not only changed your spirit, they have changed your body. Your incredibly stable form grants you advantage on Constitution saving throws and doubles the hit point increase you receive from your Constitution bonus from this level onwards. When you receive this feature, you do not gain the bonus to your hit points for each level under 11, only for levels 11 and above in this class. FLASHBACK At 13th level your Stalwart Shield has become so strong that it can knock attacks back at opponents. If a creature makes a melee weapon attack against your Stalwart Shield, they must make a Dexterity saving throw against your spell save DC or take damage equal to half the damage they dealt to your shield. Your shield still takes full damage regardless of if they fail the save or not. ASSEMBLED MAGIC At 17th level you have been able to heal the Code in such a way that you are granted an additional spell of 6th level from the de-fragger spell list. This bonus slot cannot be used to cast a lower level spell. Once you finish a long rest, you can prepare a new spell for this bonus slot. EMPOWERING SHOUT At 17th level, as a bonus action, you bellow a war cry or words of encouragement to you allies. Any allies that can hear you within 30 feet gain advantage on all saving throws, until the end of their turn. You can use this feature once before finishing a short or long rest. FINAL STAND At 20th level your body and spirit have become far too stubborn and refuse to go down quietly. When you are reduced to 0 hit points but are not immediately killed due to a spell or effect, you can call upon the deepest reserves of your energy and are instead dropped down to 1 hit point, gain resistance to non-magical damage until the end of your next turn, regain the use of your Array of Hands feature as if you had taken a short rest, can spend any number of remaining Hit Dice to heal, and can immediately use a bonus action, even if you have already used one on your turn. You must finish a long rest before you can use this feature again. Colin Prime (Order #35367621)
83 Colin Prime (Order #35367621)
84 VACCINE COMPILER Vaccine compilers are the legends of the Code written of in Retroverse lore. They are the heroes of the story, the defender of justice, and the bastion of righteousness. They abhor corruption in all its forms and will not abide its existence. They use their abilities to defend those who cannot defend themselves and to ease the suffering of those in pain. They often appear as shining warriors in brilliant armor because they know that is what people need them to be. TURN CORRUPTED At 3rd level you can channel your righteous might into your de-frag icon, forcing enemy corrupted creatures away from you. As an action, you present you de-frag icon and recite a command line unbearable to corrupted creatures. Each enemy corrupted creature that can see or hear you within 30 feet must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. The command line you utter can be tweaked to only affect corrupted creatures you wish to affect. A turned creature must spend its turns trying to move as far away from you as it can and can’t willingly move to a space within 30 feet of you. It also cannot take reactions. For its turn, it can only use the Dash action, try to escape from an effect that prevents it from moving, or attack you with ranged attacks. If there's nowhere to move, the creature can use the Dodge action. DE-FRAG STRIKE Starting at 3rd level, when you hit a creature with a melee attack, you can expend 5 of your own hit points to deal additional force damage to the target. The extra damage is 2d8 for 5 hit points, plus 1d8 for another set of 5 hit points, to a maximum of 5d8. If this attack is against a corrupted creature, that creature must succeed on a Constitution saving throw or be paralyzed until the start of their next turn. You draw this power from your own body and cannot use temporary hit points to activate it. For example, a 10th level de-fragger makes a melee attack with a short sword against a corrupted triceratops. The de-fragger uses 20 hit points so the attack does the normal attack damage plus 5d8 force damage and the triceratops must make a Constitution saving throw against your spell save DC or be paralyzed until the start of their next turn. LIFE GIVER Starting at 6th level, when you touch a creature other than yourself, you can transfer your life energy into them. Using an action and at a cost of 1 hit point, you can heal a willing creature for 1 hit point. The number of hit points you can use in one action is equal to your de-fragger level times 10. You may use this feature a number of times equal to your Constitution modifier before finishing a long rest. This has no effect on undead or unwilling creatures. FIREWALL When you reach 6th level in this class your Stalwart Shield ability gains a boost in power. When it is active, enemy creatures within 10 feet of the shield must make a Dexterity saving throw at the start of their turn or when they enter the affected area. On a failed save they take 2d6 fire damage or half as much on a successful one. Enemy creatures trapped in the shield make this save at disadvantage. The damage for this feature increases to 3d6 at 10th level and again to 4d6 at 14th level and once more to 5d6 at 18th level. FLASH OF LIFE At 10h level you have such inner strength that you can command your body to heal itself in a burst of restorative energy. As an action you can use a number of hit dice equal to your proficiency modifier and heal the amount you roll. The hit dice you used are expended until you finish a long rest. You can use this feature once before finishing a short rest. POWERHOUSE At 14th level your extra arms have become terribly strong and boost your natural vigor. While they are active, attack rolls of 19 or 20 are considered critical hits and all of your melee attacks deal 1 additional damage die. HERO'S SURGE At 18th level you can use a bonus action to call upon all your reserve energy and surge with terrific force. For a number of turns equal to your Constitution bonus, your damage rolls for melee attacks are increased by +1 for each enemy creature within 30 feet of you. Swarms count as Colin Prime (Order #35367621)
85 one creature for this ability. You must finish a long rest before using this feature again. DATA COMPILER Being a data compiler is a rare feat. The balance between corruption and the Code is such that few people can walk that uneven tightrope. Those that can often find unique abilities in the mixing of their powers. Instead of being the front-facing champion, they use their understandings to subtly manipulate the world around them. Wielding Code and corruption in tandem gives them amazing versatility in battle but keeps them from reaching the heights of vaccine or virus compilers. Their regalia often matches the balance they endeavor to achieve. It is not so garish as the other compilers and instead focuses on muted and subtle mixings of both styles. BURN CORRUPTED At 3rd level you can channel your balanced energy into your de-frag icon, blasting corrupted creatures around with harmful energy. As an action, you present you de-frag icon and recite a command line designed to dismantle to corrupted creatures. Each enemy corrupted creature that can see or hear you within 30 feet must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it loses 1d6 hit points as it becomes more unstable. If a creature succeeds on the saving throw, they are immune to the effects of this feature for 24 hours. You can continue to use this feature a number of turns equal to your Constitution modifier (minimum of one), forcing a Wisdom saving throw on the start of your turn, against all corrupted creatures within the affected area. The command line you utter can be tweaked to only affect corrupted creatures you wish to affect. C-FRAG STRIKE Starting at 3rd level, when you hit a creature with a melee attack, you can expend 5 of your own hit points to cause a small explosion of force damage against the target, in addition to the melee attack's damage. The extra damage is 1d6 force damage for 5 hit points, plus 1d6 for another set of 5 hit points, to a maximum of 5d6. Additionally, any enemy creatures within 5 feet of the target must succeed on a Dexterity saving throw or take force damage equal to half the damage dealt to the primary target (rounded down). Corrupted creatures have disadvantage on this saving throw. You draw this power from your own body and cannot use temporary hit points to activate it. For example, a 10th level De-Fragger makes a melee attack with a short sword against a triceratops. The De-Fragger uses 20 hit points so the attack does the normal attack damage plus 4d6 force damage and the two velociraptors next to the triceratops make Dexterity saving throws. They fail and take force damage equal to half the damage dealt to the triceratops. Colin Prime (Order #35367621)
86 UNZIP When you reach 6th level, you’ve found a way to bend corruption and code together unlock greater potential within your spells. Whenever you roll damage or healing dice on a spell and roll a 1 or a 2, you can reroll the damage die and must use the new roll, even if it is a 1 or 2. This does not affect spells that do not directly damage or heal a target. FORMAT When you reach 6th level, your Stalwart Shield becomes more self-sufficient, making it moveable and require less active maintenance. While the shield is active, your movement speed is changed to 15 feet or your maximum possible, whichever is lower, and only requires the use of one of your hands to stay active. You can only move the shield into unoccupied spaces and cannot use it to push creatures or objects. The movement speed increases by an additional 5 feet at 10th level, and again at 14th and 18th level. REWRITE At 10th level, you have learned to subtly manipulate the code that comprises those around you. After you finish a long rest, roll a d20 and record the number. Whenever a creature you can see, other than yourself, makes an attack roll, saving throw, or ability check, you can use a reaction to swap your recorded number with theirs. You can use this ability after learning the roll number but before the GM describes its effects. After you have swapped a roll, you can then use the stolen number for this ability again, continuing the swapping until you can no longer use this feature. You cannot roll for a new recorded number until you finish a long rest, at which time you must roll for a new number. A recorded or stolen roll of 20 does not count as a critical hit. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. ENERGY EQUILIBRIUM When you reach 14th level, your swirling energy has pushed your limits higher. You can use your Array of Hands feature a number of rounds equal to your proficiency bonus plus your Constitution modifier. When you reach 18th level, this increases to your proficiency bonus + two times your Constitution bonus. POWER SURGE At 18th level you can use a bonus action to weave code and corruption into raw power and surge with pure strength. For a number of rounds equal to your Constitution modifier, your proficiency bonus is added to your damage bonus. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)
87 VIRUS COMPILER A virus compiler has embraced the chaos and power that corruption brings. Their acceptance of corruption is wholly antithetical to the ideals of most de-fraggers, making them endure the labels of fiends or heretics, replacing the de-fragger title. They are often considered mad by those that simply can’t comprehend the concepts corruption has opened their minds up to. They intertwine corruption into their body, growing even more powerful with each addition. This power is usually their undoing as their mind begins twisting, convincing them they can somehow overcome the limits of their feeble bodies. They care little for their appearance, except where it proves beneficial to them. Mixing and matching broken armor sets is the go-to aesthetic for virus compilers. FRAGMENTED SOUL Unlike other de-fraggers, you revel in corruption. When you choose this compiler type at 3rd level, you can choose to willingly fail a corruption saving throw. This applies even after the Incorruptible feature would make it impossible to gain more corruption. Additionally, whenever you finish a long rest, you gain +5 temporary hit points for each layer of corruption you are suffering from. EARN CORRUPTED At 3rd level you can channel your wretched power into your de-frag icon, hijacking the will of a corrupted creature near you. As an action, you present you de-frag icon and recite a command line that hacks into the will of a corrupted creature and supplants it with your own. Each enemy corrupted creature that can see or hear you within 30 feet must make a Wisdom saving throw against your spell save DC. You can then choose 1 creature that failed the saving throw and that is within your CR range; it is under your control for 1 minute or until you stop using this feature, as if dropping concentration. The command line you utter can be tweaked to only affect corrupted creatures you wish to affect. You can then use a bonus action to command the creature for the duration. The creature will obey commands to the best of its ability but will not obey commands that cause it immediate harm, such as intentionally stabbing themselves or walking off a cliff. It also cannot take reactions. Once the effect is ended, the creature will remember all the things it did under your influence. Earn Corrupted CR chart De-Fragger Level 3 6 10 14 18 CR Max 1/4 1 3 5 10 RE-FRAG STRIKE Starting at 3rd level, when you hit a creature with a melee attack, you can expend 5 of your own hit points to store extra force damage into the target, in addition to the melee attack's damage. The extra damage is 1d8 for 5 hit points, to a maximum of 6d8. Using a bonus action, you can then trigger 1d8 of the stored force energy to damage the target. The energy dissipates after 1 minute. You draw this power from your own body and cannot use temporary hit points to activate it. For example, a 10th level de-fragger makes a melee attack with a short sword against a triceratops. The de-fragger uses 25 hit points so the attack does the normal attack damage plus 5d8 force damage is stored inside the target. The de-fragger uses a bonus action to activate the force damage, causing the triceratops to take 1d8 force damage. The de-fragger can use a bonus action on their next turn to do this again until all the stored force damage is expended and/or 1 minute passes. FRAGMENT When you reach 6th level, your Stalwart Shield ability becomes more unstable and prone to violent explosions. Whenever the shield is destroyed, due to your dismissal or forces acting up it, it sends shards of energy out in a 15-foot radius. Enemy creatures within range must make a Dexterity saving throw, taking 2d6 piercing damage on a failed save or half as much on a successful one. The damage for this effect increases to 3d6 at 10th level, and again to 4d6 at 14th level, and 5d6 at 18th level. ARMED AI When you reach 6th level in the class your extra arms gain some semblance of autonomy. When an enemy creature within 5 feet of you makes an attack roll against you, you can use a reaction to make one attack roll against them. Both arms can activate to use two-handed weapons or a single arm for a one-handed weapon, but you can only Colin Prime (Order #35367621)
88 make one attack roll. The arms can unsheathe a weapon as long as they are within easy access and will sheathe them before becoming inert again. This does not count against uses of your Array of Hands feature. This feature can be used in combination with your Re-Frag strike and active Smite spells. CORRUPTED COMPRESSION When you reach 10th level in this class you have found ways to spin more corruption into your body without becoming too unstable to exist. Your max layers of corruption are increased to 7, with 8 layers killing you. This increases again at 14th level to a max of 8 layers, with 9 layers killing you. And once more at 18th level to a max of 9 layers, with 10 layers killing you. BROKEN SPELL At 14th level you have learned how to weave your corruption back into the fabric of the universe. As a bonus action, you can cure yourself of a number of corruption layers you choose, according to your Cure Corruption ability. Those cured layers become an auxiliary source of power and can be used as an extra spell slot immediately after curing yourself of them. The spell you can cast must be a spell that you know whose level is equal to or less than the number of layers of corruption you cured yourself of. Any spell slots, that are gained from using this feature, but are not used, vanish at the end of your turn. This feature can be used by curing yourself or others, following the rules for curing unwilling creatures with the Cure Corruption ability. Spell attacks used because of this feature are still considered corrupted, even if you cure yourself or the drained target to 0 layers of corruption. UNSTABLE SURGE At 18th level you can use a bonus action to indulge in the true power of your corruption. For a number of rounds equal to your Constitution modifier, your damage rolls for melee and spell attacks are increased by +1 for each layer of corruption you have. You must finish a long rest before using this feature again. Colin Prime (Order #35367621)
89 GLITCH HUNTER Suave and cool, the elf places his blaster back in its holster. His bounty had been eluding him for days and now had almost put a hole into his head. The smoking remains smoldered on the bar table across from him. Reaching at his mark, he secures their purse, checking for ID and leaving the gold. He stands up and reaches into his own pockets, producing a few gold coins and, leaving them on the table, announces “His drinks are on me.” to the ghost quiet tavern. Everyone stares at him for an eternal silent moment. He shrugs, “He shot first, you all saw it.” he says, walking for the door. The warehouse looms overhead, musty water and mold wafts from the sea behind her, and the place is painfully quiet. “Utterly predictable.” The Tiefling mumbles to herself as she opens the door. Her quarry, a small girl of eight, sits in the center, bound and gagged. She can hear the heartbeats from all around her, they are scared that she will not take the bait, they should be scared that she will. Something catches her ear as she is walking towards the girl, a heartbeat she has heard before. Is that... the girl's father? She places one hand on her gun, this changes things. The Halfling breaths in deeply, her lungs filling with fluid. “Stupid, stupid, stupid!” she cracks at herself. “Couldn’t keep your nose out of it, could you!?” Several arrows blast over the upturned metal table, her makeshift cover. Shooting at her she understood, but why was the guard working with Queenpin? She's sure it will come to her, it always does, just needed more information. Right now, it's about survival. She retrieves her flask and takes a long pull. Not a healing potion but it would have to do for now. RESOURCEFUL AND RELENTLESS Glitch hunters are well rounded, dabbling in a little of everything to make sure they can handle any situation. Most are excellent investigators and can puzzle together a string of random events that would have lesser individuals stumped. Whether in a dungeon or a back alley, glitch hunters are always at home. While not risk averse, they err on the side of caution. A healthy dose of skepticism has kept them alive thus far, and very few find a reason to change that. In combat they are masters of guerrilla tactics. Rather than take an enemy head on they will try to trick and confuse their foes. Often preferring to line up the perfect shot in hopes that they don't have to get their hands dirty. They prefer long ranged weapons, like bows and blasters, and will only usually get in direct confrontation if they have no other choice. OUTSIDE THE LAW Glitch hunters usually have a tenuous relationship with authority. They value the freedom their lifestyle grants them and are not likely to trade that in for more stability. They often act outside the law and as such avoid such avenues unless absolutely necessary. Glitch hunters come in all sizes, bounty hunters, private eyes, information racketeers, even small gang leaders. Glitch hunters may have a base of operations but it is unlikely they have a place called home. They spend their lives moving from one adventure to the next. Some have stumbled into great deeds and are revered as heroes. Others spend their life just trying to scrape by, living off the last bits of their previous bounty. CREATING A GLITCH HUNTER This kind of life is not for the faint of heart. When creating your glitch hunter consider why they would choose such a lifestyle? Are they in search of the holy mother lode of treasure? Did they happen into it by sheer luck and charm? Are you hot on the trail of someone who wronged you, narrowly missing them by seconds each time you catch up? Do you just enjoy the sport of hunting down targets more powerful than yourself? What kind of glitch hunter are you? Do you stick to small bounties and small targets or do you go after larger contracts, both beast and man? Are you an agent of good, frustrated at the slow speed of justice? Do you exude a tough exterior but harbor a soft heart inside? Maybe you're addicted to the thrill of the hunt, always searching for that next high? Maybe you're addicted to something else and have a few too many debts to settle. Consider all of these things and more when you design your glitch hunter. PRE-GEN CHARACTER Follow these suggestions to make a glitch hunter quickly. First, make Wisdom your highest ability score, followed by Charisma. Then choose the Rebel background. Colin Prime (Order #35367621)
90 Glitch Hunter -Spell Slots per Spell LevelGlitch Hunter Level Prof. Bonus Features Spells Known 1 2 Prey, Gunslinger, At Home Anywhere - 1st 2nd 3rd 4th 5 th 2 2 Spellcasting 2 - - - - - 3 2 Hunter Style 3 2 - - - - 4 2 Power Up 3 3 - - - - 5 3 Extra Attack 4 3 - - - - 6 3 Spell Chamber 4 4 2 - - - 7 3 Prey improvement, Gunslinger improvement, At Home Anywhere improvement, Hunter Style feature 5 4 2 - - - 8 3 Power Up 5 4 3 - - - 9 4 Bug Basher 6 4 3 - - - 10 4 Get Em 6 4 3 2 - - 11 4 Hunter Style feature 7 4 3 2 - - 12 4 Power Up 7 4 3 3 - - 13 5 Prey improvement, Gunslinger improvement, At Home Anywhere improvement 8 4 3 3 - - 14 5 Sharpened Wit 8 4 3 3 1 - 15 5 Hunter Style feature 9 4 3 3 1 - 16 5 Power Up 9 4 3 3 2 - 17 6 Prey improvement 10 4 3 3 2 1 18 6 Spell Chamber improvement, Peekaboo 10 4 3 3 3 1 19 6 Power Up 11 4 3 3 3 2 20 6 Hunter Style feature 11 4 3 3 3 2 Colin Prime (Order #35367621)
91 CLASS FEATURES As a Glitch Hunter, you gain the following class features Hit Points Hit Dice: 1d10 per Glitch Hunter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Glitch Hunter level after 1 st. Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, simple ranged weapons, martial ranged weapons Tools: One gaming set Saving Throws: Dexterity, Wisdom Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a burglar's pack, (b) a dungoneer's pack, or (c) an explorer's pack • One gaming set and a set of Thieves' tools • Padded armor • a simple weapon • a set of shackles PREY Beginning at 1st level, you have developed the skills of a renowned tracker and hunter. Whatever your quarry is, you have the ability to track them down across any space, time, or alternate realities. You must spend a short rest ruminating on a creature after collecting knowledge on it for it to become your prey. There are two stages of knowledge when it comes to your targets, partial or full, with each one granting you some benefit. If another feature affects prey, it does so with either full or partial knowledge. Partial knowledge can come from a detailed description, a video or photograph, tracking signs left in their trail, possession of a beloved personal item, or a general understanding of the type of creature you are hunting (such as dragons or humans). If you have partial knowledge of a creature you gain the following benefits: • Advantage on Survival checks to track them and Intelligence checks to recall information about them. • Their general direction if they are on the same plane as you. • Advantage on setting traps against them. • You have advantage on corruption saving throws from their attacks. • You gain double the bounty on your prey (if there is bounty to be collected). Full knowledge comes from observing your prey fully for at least 1 hour. This could be from afar through a set of binoculars, through the video screen of several well places cameras, through a intimate conversation with them, or by tracking them through the city. This allows you to get a solid understanding of them as well as to track them no matter where they are. You gain the benefits of partial knowledge as well as the following: • If they are on the same plane as you, you know where they are within 1 mile of accuracy. If you are within 1 mile of them, you know their location with an accuracy of 300 feet. If they are on a different plane, you know which one. • You gain advantage on Deception, Insight, Persuasion, and Stealth checks against them. • They cannot surprise you. • They cannot have advantage on attacks made against you or on saving throws against your spells or effect. You can have a number of prey in your mind equal to your Wisdom modifier (minimum of one), with the oldest one being replaced if you begin hunting another. At 7th, 13th, and 17th level you learn a new language. This must be a language spoken by a current or previous prey creature. Colin Prime (Order #35367621)
92 GUNSLINGER You’re a remarkable shot and always have been. Starting at 1st level, you can choose to gain +1 to the first ranged attack you make on your turn. This increases to +2 at 7th level and +3 at 13th level. You can use this feature a number of times equal to your Wisdom modifier before finishing a short rest. Additionally, you can use a ranged weapon as a melee weapon, whipping the opponent mercilessly with it. The weapon deals 1d4 + your Strength modifier bludgeoning damage. This increases to 1d6 at 7th level and 1d8 at 13th level. In addition, at 7th level, being within 5 feet of a creature does not impose disadvantage on ranged attack rolls. AT HOME ANYWHERE Starting at 1st level, your inability to stay in one place for too long has given you a good sense of the nature of nature. While you may not have visited every location in the world you can make easy assumptions about the lands you walk based on previous experience. If you spend a week in one area familiarizing yourself with that are it becomes your new “Home.” You know the shadowy corners, you understand the basic flow of the city, you know the best places to find food. This extends in a one mile radius from a general location that you choose. While you remain in this area you gain the following benefits: • When making an Intelligence or Wisdom based check related to your Home, your proficiency bonus is doubled if you are using a skill that you are proficient in. • Difficult terrain doesn't slow your movement. • You and your group can not become lost while you are leading, except by magical means. • You remain alert to danger, even while engaged in other activities. • You have advantage on Stealth checks if alone. • You can always find something edible freely, even when there appears to be no food, unless the GM states otherwise. • While tracking your other creatures you learn their exact number, sizes, how long ago they passed through this area, and their general health condition. • You are treated with leniency by whatever guard force is within the area; major infractions will still have repercussions. At 7th level this range increases to a two-mile radius. At 13th level this range increases to a threemile radius. SPELLCASTING By the time you reach 2nd level, you have been in enough scrapes to understand the importance of magic. As such you have spent some time learning from the wise sages of every place you have visited. Their words have resonated with you, guiding you on your path to a more peaceful future. This occasional peace of mind and storied lore is where you draw your magical power from. Spell Slots The glitch hunter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Highlight and have a 1st level and a 2nd level spell slot available, you can cast Highlight using either slot. Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the glitch hunter spell list. The Spells Known column of the glitch hunter table shows when you learn more glitch hunter spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the glitch hunter spells you know and replace it with another spell from the glitch hunter spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your glitch hunter spells, since your magic draws on the words of those wiser than yourself. You use your Wisdom whenever a spell refers to your spellcasting ability. You also use your Wisdom modifier when setting the saving throw DC for a glitch hunter spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Colin Prime (Order #35367621)
93 HUTER STYLE At 3rd level you choose your preferred hunting style. Each style relies on different methods to reach the same goal. The hunting styles are Slayer, Protean, and Shade. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th . POWER UP When you reach 4th level, and again at 8th, 12th, 16th , and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you can gain one feat. You cannot increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. SPELL CHAMBER At 6th level you have become so in tune with you ranged weapon that you can safely load a spell into your next shot. Using the normal rules for the spell's casting times, you channel it into a ranged weapon. The spell's normal range is replaced by that of the weapon you are using, but not the area of effect. The weapon is charged with that spell for 1 minute and expelled with your next shot from that weapon. The spell is released once the bolt makes impact, even if it does not hit the target. You may not take a normal shot with that ranged weapon until you have released the spell. You may remove the spell from the weapon by using a bonus action, but do not recover the expended spell slot. The spell used must be one that you know and that you have spell slots for. Only you may load spells into your ranged weapon. If you are within a spell’s area of effect when it is released, you are subject to the effects of the spell as well. You must finish a short rest before you can use this feature again. At 18th level you can use this feature twice before taking a short rest. This feature has different effects depending on which type of area of effect your weapon (not the spell) has. • Single Shot: The shot is fired, and the spell takes effect on impact. • Cone: If the spell normally attacks a single target, the spell damage is split evenly between all hit targets. If the spell has an area of effect, that is changed to the cone area of the weapon and all targets make their saving throw against the spell with disadvantage. BUG BASHER At 9th level, you are able to track down corrupted creatures with ease. You can sense the existence of a corrupted creature within 300 feet and know its general direction. You gain a bonus to Survival checks to track creatures with corruption and a bonus to damage rolls against creatures with corruption equal to the number of corruption layers they have. Additionally, you gain the Cure/Cause Corruption spell if you do not already know it. Colin Prime (Order #35367621)
94 GET 'EM At 10th level you can tell when a bounty is about to abandon courage and run. As a reaction you can move up to 15 feet and make a grapple attack against any creature who is trying to run away from you or your party, even if they have taken the Disengage option. SHARPENED WIT At 14th level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any tool. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies. PEEKABOO At 18th level you can no longer be fooled by a hostile invisible enemy. Your tracking skills have been honed so greatly that even slight changes to pressure in the air, a faint sense of heat or cold, and nearly imperceptible sounds have become like beacons to you. You have advantage on Wisdom checks pertaining to invisible enemies within 60 feet of you. You suffer no penalty to attack rolls when fighting an invisible creature. Attack rolls made by the invisible creature do not have advantage against you and you can use your reaction to negate the advantage on allied creatures that can hear you. The creature is considered unobscured to you, even though you cannot actually see them. You know its general location and can tell your party members this. SLAYER STYLE Slayers match their title, being furious creatures of death on the battlefield. The excel in danger and often laugh death in the face. Their life is fast and furious, overflowing with close calls and unlikely survival. They are only capable of this because if their incredible skill in battle. They understand that luck is a finite resource and never lean on it to get through. If you find yourself hunted by a slayer, there is no wall high enough, no armor thick enough, and no magic powerful enough to keep you from their wrath. FURIOUS MELEE At 3rd level, melee attacks made with the Gunslinger feature score a critical hit on a roll of 19 or 20. WILL SHIELD At 3rd level, your body begins to generate a faint energy shield around it while in combat. At the beginning of your turn, so long as you have taken no damage since the start of your last turn and have no temporary hit points, you gain temporary hit points equal to half your glitch hunter level (rounded down). This feature becomes inactive if you gain more temporary hit points than half your glitch hunter level and remains inactive until you have 0 temporary hit points. You lose all temporary hit points from this feature whenever you finish a short or long rest. Colin Prime (Order #35367621)
95 FRENZY At 7th level with this style, you can enter a heightened state of aggression for 1 minute. During this time all your ranged weapon attacks score a critical hit on a 19 or 20, you are aware of the exact locations of each creature within 60 feet of you (even if they are invisible or behind a barrier), and you can make an additional ranged attack as a bonus action. If attacking your Prey, your ranged weapon attacks score a critical hit on a roll of 18- 20. Additionally, each time you drop a creature to 0 hit points while using this feature, you can either recover an expended hit dice or use one of your remaining hit dice to heal yourself. This ability ends if you drop to 0 hit points or if you make no attack rolls on your turn. You must finish a long rest before using this feature again. WARY At 11th level you are so cautious in every situation that very few can even lay a hand on you. If a creature makes an attack roll against you, you can use your reaction to add your Dexterity modifier to your AC against the attack, even if you have already added it to determine your original AC. You can do this after the attack roll is made but before you know the result. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. At 15th level in this class, if an attack roll against you has advantage, you can use your reaction to add both your Dexterity modifier and your Wisdom modifier to your AC. HAIR TRGGER At 15th level, you can ignore the loading property on any weapons that have it, making as many attacks on a turn with the weapon as you are able and reloading weapons that use energy cores takes a bonus action. Additionally, if you attack only with ranged weapons on your turn, you can make three attacks, instead of two, when you take the attack action. INFINITE AMMO At 20th level you are never without ammunition. Whenever you hold a ranged weapon, you can create appropriate ammunition from nowhere. Weapons with Energy do not need an energy core to fire and do not use their energy core to fire. These attacks are considered magical for the purposes of overcoming resistances. Additionally, each time you fire a non-magical ranged weapon, you can choose to imbue the shot with magic, giving the ammunition up to +3 to attack and damage rolls. You can do this a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. This feature can be used on any average ranged weapon designed for medium sized creatures but can only be used to create ammunition for weapons designed for Large sized or larger creatures (or on things such as cannons or ballistae) a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. You can imbue the larger shots with the +3 bonus as well or use the Spell Chamber feature on them upon creation. PROTEAN STYLE A protean hunter relies heavily on versatile equipment, balanced skills, and specialized hunting to take down their prey. Each one is unique, developing their own quirky combinations to hunt in a way only they could. Though they may look odd carrying a mishmash of armor and weapons, they should never be underestimated. Given enough prep time, there is no target too strong and no environment too harsh for them to conquer. LEARNED LESSONS When you choose this style at 3rd level, you gain proficiency with another skill or tool of your choice. You gain proficiency with another skill or tool of your choice again at 11th level in this class. SPECIALIZED UPGRADE At 3rd level you have either crafted or found a few pieces of equipment that grants you a small advantage in the world. Choose two from the list below. The item should reflect your travels; work with your GM to determine what you may have found or created. How the item is integrated into your attire or weaponry is up to you. Though the item can be taken away by other creatures, it is only effective for you. Unless otherwise specified, the items do not require attunement and cannot stack their effect with other items (with stronger items overwriting them). You find two more bits of equipment at 7th, 11th, 15th, and 20th level. You cannot choose the same upgrade more than once. There may be other upgrades throughout the world, but few will be more powerful than a 1st level spell or +1 piece of equipment; work with your GM to determine what extra equipment may be out there. Colin Prime (Order #35367621)
96 Morph Mod. As a bonus action, you can morph your body into any basic geometric shape that is no larger than a 2-foot cube. You can stay in this form up to 1 minute, changing back after that time or by using a bonus action. While in this form, your movement speed is reduced by half and you gain blindsight up to 30 feet. You cannot take any actions beyond moving or use any other abilities or spells while in this form. If you change back in a space that is too small for your normal form, you take 6d6 force damage and are moved to the nearest unoccupied space. You can use this upgrade once before finishing a short or long rest. Jetpack. You gain a flight speed equal to your movement speed. The jetpack can be used for a total of one minute, breaking up the time into 6 second increments, before finishing a long rest. Rockets. When using a ranged weapon, you can add some explosive qualities to the shot when you make at. Creatures within 5 feet of where the shot lands must make a Dexterity saving throw (DC 10), taking 2d6 fire damage on a failed save, or half as much on a successful one. On a hit, the original target for the shot makes the saving throw with Disadvantage. You can add this ability to shots a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. Luck Mod. This strange device taps into and boosts your natural luck. If you roll a 1 on an ability check, saving throw, or attack roll, you can reroll, using the new number instead. You can do this once before finishing a long rest. Space Suit. A thin field that allows you to survive in a complete vacuum for up to 10 minutes. You can activate or deactivate it at will. You must finish a long rest before using this upgrade again. Hidden Blaster. A small blaster of unconventional shape that can be placed anywhere on your body. You are proficient with it and it can be fired as a bonus action. Creatures attempting to find the item make Investigation checks with disadvantage. It has enough energy to be fired a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. HUD. A heads-up display that gives you the basic info of any creatures within 30 feet of you. This includes species, height, weight, and known names. Allied creatures show up with a blue outline and you the display also gives you known abilities, general health (high, mid, or low), and status any conditions. Double Jump. When you jump, you can use a bonus action to jump again midair. Stun Mod. When using a ranged weapon, you can add a stunning quality to the shot when you make it. A creature you hit mus tsucceed on a Constitution saving throw against your Spell Save DC or be stunned until the start of their next turn. You can add this upgrade to shots a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. Bomb. You create some small, spherical explosives during a long rest. It can be clean or covered in adhesive. The adhesive can stick to most surfaces and you can make an unarmed attack roll to attempt to stick it to a creature. They must succeed on a Strength check against your spell save DC on their turn to remove it. Once armed, it will explode at the start of your next turn. Each creature within 5 feet of it must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save, or half as much on a successful one. If the bomb is attached to a creature, they make the Dexterity saving throw with disadvantage. You can make a number of bombs equal to your Wisdom modifier (minimum of one) before finishing a long rest. Grapnel Blaster. A device that fires off a 60-foot length of rope with a grappling hook on the end as an action. A ranged attack of 15 or more is sufficient for most locations, but it may be higher depending on the environment. As your movement action, the rope can pull you up to 60 feet. Hitting a creature with the grapple deals 1d6 bludgeoning damage. The blaster can pull up to 500 pounds. Armor Plating. Scraps of armor used to supplement the weak points in your defenses. While you are wearing armor, you gain a +1 bonus to AC. Combat Upgrade. Whenever you are holding a non-magical weapon, you gain +1 to the attack and damage rolls made with that weapon. This bonus is not magical. Brain Booster. You can double your proficiency bonus to one skill of your choice that you are proficient with. You can use this upgrade once before finishing a short or long rest. Hunter’s Laser. You can attach this to any ranged weapon, or move it from one to the other, while taking a short rest. It allows you to aim the weapon at a creature and cast hunter’s mark at 1st level on the target without consuming a spell slot. Only the weapon you have this upgrade attached to gains the extra damage and the spell ends when the initial target drops to 0 hit points. The upgrade will hold concentration on the spell, only losing it if the weapon breaks or you end a turn without having fired at the target at least once. You can use Colin Prime (Order #35367621)
97 this upgrade once before finishing a short or long rest. Tinyporter. As a bonus action, you can teleport up to 10 feet in any direction to an unoccupied space you can see. You cannot move through walls or magical barriers. You can use this upgrade a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. Deflector. When hit with a ranged attack roll, you can use your reaction to reduce the damage taken by half (before applying vulnerabilities and resistances). Recharger. When taking a long rest, you can fully recharge a weapon’s energy core. Seer’s Eye. You can use your reaction to add or subtract 1d4 from an ability check, attack roll, or saving throw that you make. You can do this after the roll but before knowing the result. You can use this feature once before finishing a short rest. Predator’s Eye. You can activate this item to see invisible creatures, obscured, or hidden creatures within 60 feet of you until the start of your next turn. You can use this upgrade a number of time equal to your Wisdom modifier (minimum of once) before finishing a long rest. Mana Canteen. You gain two extra 1st level spell slots. Void Shell. You can use the Spell Chamber feature one additional time before finishing a long rest. Auto-Med. If you drop to 0 hit points, this upgrade automatically activates and heals you 2d4+2 hit points. You must finish a long rest before using this upgrade again. Shell Shock. When using the Spell Chamber feature, you can use this upgrade to load the spell into a weapon with the thrown property. The spell will not activate unless the weapon is thrown. You can use this upgrade once before finishing a long rest. Voice Modulator. You can disguise your voice slightly, giving you advantage on Deception checks. You can use this upgrade a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. Scout Drone. You gain the find familiar spell and can cast it as a ritual with this upgrade. Your familiar is considered a construct and is noticeably artificial to any who see it. You must finish a long rest before you can use this upgrade to create a different familiar. Boost Injector. This upgrade gives you a temporary shot of boost juice. By activating it, as a bonus action, you gain 15 extra feet of movement, your Dexterity based AC increases by +2, and you gain advantage on Dexterity saving throws, all for the next minute. You must finish a long rest before using the upgrade again. Silencer. This upgrade causes your ranged attacks to make no sound when fired, though the impact of the shot may still make noise. Ultra-Scope. This upgrade increases the normal range of a ranged weapon by 30 feet and the maximum range by 45 feet. Auto Translator. This upgrade allows you to understand and speak any language through it, but any Charisma based checks using the device are made with disadvantage as the translation may be incredibly literal or lacking context. FIELD MEDIC At 7th level you have treated more than your fair share of bad wounds. When healing yourself or another, by any means, you can add your spellcasting modifier to the total. If you already add your spellcasting modifier to the means of healing, you can add it in again. If you are being healed by another creature, you can also apply this bonus to yourself, adding your spellcasting modifier once to their total healing. Colin Prime (Order #35367621)
98 ONE IN A MILLION Starting 11th level you have seen more close calls than any person should have reasonably survived. You're unnaturally lucky and have developed a feel for your particular type of luck. Whenever you roll a saving throw and the d20 lands on a 9 or lower, you can add +10 to your total roll. You can do this after the roll but before knowing the result. If you use this skill on a saving throw for a spell or effect which would normally do half damage on a success, you instead take no damage on a success and only half damage on a failure. You must finish a long rest before you can use this feature again. At 15th level you can use this feature two times before finishing a long rest. At 20th level you can use this feature three times before finishing a long rest. MANA DRAIN At 15th level, you gain the ability to bend the life energy of your Prey creatures. If you spend one minute concentrating on a chosen Prey creature who died within the last hour, you can siphon some of their residual energy to recharge your spells. Roll a d4 with the result being to level of spell slot you recover, or the next lowest spell slot if you do have not used any spell slots of the result. You can only recover expended spell slots in this way. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. JOIN THEM At 20th level you can attempt to enter a Prey creature, possessing and controlling their body. As an action, choose a Prey you can see within 60 feet that has a CR equal to or less than your level. The creature must succeed on a Charisma saving throw or become possessed for 1 minute. Your physical form disappears, entering the creature’s body and controlling it. Though you control the body, the Prey is not deprived of awareness and may repeat the saving throw at the start of your turns, ending the effect on a success. You lose access to all of your abilities, take your turn on the target’s turn, and retain your Intelligence, Wisdom, and Charisma scores. You can use any of the possessed creature’s stats, attacks, and abilities (including spellcasting), using its stats for any of these abilities. This feature ends after 1 minute, if the target prey succeeds on their Charisma saving throw, if you end it as a bonus action, or if the target prey drops to 0 hit points. When the possession ends, you appear in the nearest unoccupied space from the target. After the effect ends, the target prey is immune to this feature for the next 24 hours. You can attempt to possess a creature as many times as you like but must finish a short rest before using this feature again after the first successful possession. SHADE STYLE Creeping in the shadows, relying subversion and subterfuge, you prey is often dead before they knew what hit them. Shade hunters can just as easily meld into the shadows as they can into the bustle of a crowd. They prefer quick, decisive strikes, using the confusion of battle to line up the perfect shots. They are acutely aware of their surroundings and will use the tiniest details to give them an edge on their foes. In the heat of battle, they may appear to vanish, the only record of their participation being a bevy of felled foes the rest of their companions failed to even notice. TOOLS OF THE TRADE When you choose this path at 3rd level, you gain proficiency with both thieves’ tools and disguise kits. QUICK DRAW At 3rd level you can use your reaction and ranged weapon to take a quick shot at any enemy that moves at least 10 feet straight at you. If your weapon has the energy feature, you make the shot with advantage. IMPROVISED COVER At 7th level you've found enough ways to scrunch your body into tight corridors, smalls boxes, and behind enough tables to know how to avoid fire in a pinch. As a reaction to being targeted by a ranged attack or spell attack you can scrounge for cover, even if no apparent cover exists. You gain half cover against that attack. As long as you stay in the same spot you retain half cover until the start of your next turn. A small barrel, an abandoned large shield, even a teammate are all examples of this temporary cover. Colin Prime (Order #35367621)
99 LOCK ON At 7th level you can focus your mind to take an extra careful shot. By using a bonus action, you can gain advantage on the next ranged attack you take until the start of your next turn. If you use this feature on a prey creature and hit, you can add your Wisdom modifier to the damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before finishing a long rest. HUNTER’S HEARING At 11th level you have developed extraordinary hearing. As an action, make Perception check to listen to the world around you, homing in on any specific sound as quiet as a whisper. If successful, you know the general location of the origin of the sound, even if you cannot see it. To do this feature you must beat the DC based on the sound within the area. Noise Level DC Example Thunderous 30 A battlefield, a hurricane Loud 25 A city street, a minor skirmish Moderate 15 A slow tavern, a back alley Quiet 10 A library, a graveyard If you are in a quiet area and beat a DC of 20 with a Perception check, you can hear the heartbeat (or identifiable equivalent) of any one creature that is within 15 feet of you. You then memorize that heartbeat and can use it to recognize that creature, even if they are in disguise. If you can hear their heartbeat you gain advantage on any Insight checks regarding their intentions while speaking to them. In addition, you gain advantage on Perception checks that rely on hearing. SCARRED ARCANA At 15th level your experience on the battlefield has given you incredible arcane insights. You gain an extra 1st, 2nd, 3rd and 4th, level spell slot and learn any three 1st, 2nd, 3rd, or 4th level spells. They are considered glitch hunter spells for you. At 20th level, you gain an additional 5th level spell slot and learn another single spell from 1st to 5th level. UNSEEN HUNTER At 20th level you have become the most dangerous predator possible. You can cast the spell greater invisibility as a bonus action a number of times equal to your Wisdom modifier (minimum of once) without using a spell slot. You regain all uses after finishing a long rest. Colin Prime (Order #35367621)