HENSHIN The party stood, hands glued to their foreheads.
She looked expectantly from one to the other. Their
A half-elf commands his velociraptor companion to foe laid in a heap at their feet, a powerful wizard
change into its Exo-Xord form. He feels the circuits with dire intentions. After a breath had passed and
connecting to his skin, receives feedback from the the party had still not given her validation, she
mech, and watches the displays inside come to life. began to wonder if they had understood her
He stands now, piloting his Xord, 10 feet of metal meaning. Were they really so daft? Sputtering, she
and electricity. The shining humanoid construct spoke “Get it, guys? Like-” she pointed down to the
matches his own movements, wielding an broken mage “because he's a magic user. Right?”
enormous club. He points it somewhere in the The party began shaking their heads in anticipation.
horizon, then charges. With a terrible crunch he “So,” she grinned “now he's a SORE-cerer.” before
sends the goblin flying high into the air. He smiles bursting into fits of laughter. They didn't get it,
to himself inside his mech as the readout gives him clearly, but she would liven these dullards up
a positive kill. Then he turns to face the rest of his eventually.
awestruck party and the pack of goblins. Through
his suit, speakers blare his own voice “Who's up for FROM ZERO TO HERO
some Goblin Ball!?” he says, charging another foe.
Henshin are not your typical adventurers. They
The wo’nari hung motionless is the dark, chains often have a convoluted or even mundane
digging into his wrists. They would come for him background. They did not choose the power that
soon, take him before their “jury” and convict him they wield, but by some fate, fluke, or outright
of laws that had no right to bind him. He knew this mistake, they have it now. Given a Recaster, the
would happen and he could not stop any of it. They source of their new strength, they have become
had smashed his body, taken his Recaster, and now something more than their boring lives could or
he was just a normal Wo’nari again. With a sigh he would ever have allowed. Now they roam the land,
hung his head in defeat, finally at a loss for words. constantly in search for the next exciting challenge
Presently a small mewl is heard from the window or thrill. Accounts of battles between henshin are
bars. Looking up he spots his astral cat, holding his woven into children's games but their rarity makes
Recaster in its mouth, a wild look of bemusement such epic fights feel more myth than truth.
on the translucent feline’s face. It slapped the Many pilot great constructs called Xords, trampling
Recaster with its tail, spinning it directly into his foes under their might. Some rely more on their
open palm. As the power reentered his veins, he own skills, fusing the powers of the world into
thought of all the different ways to say devastating attacks. A few even choose to dive into
“retribution.” the arcane, becoming dazzling starburst of magic
energy.
Through they may seem like rogue agents, all
henshin are beholden to some force. Sometimes a
great mentor has trained them to take up this
honor. Sometimes an entity of mystery calls upon
them for unknown reasons. Other times the spirit
of the previous henshin gives them guidance. When
not fighting for their cause, they often consult this
being for advice. Not all of these powerful beings
want what is best for their pupil, driving a few
henshin to rebel against their guide. If the henshin's
will is strong enough, they can retain the power of
their Recaster and break free of the negative
influence.
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BEQUEATHED GREATNESS CREATING A HENSHIN
The Recaster, a small item whose shape and design Not all henshin are good, not all are meant to be
are different depending on who it came from, is the chosen, and not all enjoy the life they have.
source of a henshin’s abilities. Without it they Consider your mundane origin. Were you a student,
would be a lowly shop keep, bar hand, or farmer. struggling to get through each day? Did you toil
Because they have not worked for their skill, they away at your profession, restless in mind and
can often seem overly confident. In battle they are spirit? Did you crave adventure, but your body
constantly berating their foes, snapping one-liners refused to co-operate? How old were you when the
and mercilessly taunting them. This attitude powers came to you? Do you have your whole life
sometimes extends to their teammates as well, as ahead of you and this new responsibility is getting
henshin often cannot accept their own in the way of your plans? Or do you resent not
shortcomings and blame their team for failures. getting it sooner?
Teams of henshin usually disband quickly because
of this attitude. However, with the proper mentors How does your alignment affect your new
and a desire to learn from their mistakes, henshin identity? Have you chosen to become a hero for
can sometimes become amazing teammates, full truth and justice? Do you seek to use your powers
of encouragement and enthusiasm. in bloody conquest? Do you revel in life threatening
adventures and seek out mayhem for the sake of
Most have given up the life they once had; mayhem? Are you using your abilities for personal
dedicating themselves to using their powers to growth, or for personal gain? How does your
change the world, for better or for worse. Some alignment differ from your mentor's and how does
others have trouble leaving their loved ones and that affect your relationship with them?
instead of roaming, choose to stay and become If you chose a Xord or Astral Animal, why did you
protectors of their home. Either way, their very choose that one? Do they have special significance
presence seems to attract undesirable attention. to you? Do you just think they are cool? Do you use
Their lives are often fraught with struggle and their
amazing powers are matched with amazing loss. them to strike fear into your foes or to calm
frightened onlookers? Do you prefer
them to join you in glorious battle, to act
as a spy, or to be a liaison between you
and the world?
TRIPLE THREAT
The henshin is a formidable opponent on their own.
When their powerful abilities are fully realized and
used in combination with their team, they become
the stuff of legends. Users wanting to play a
bombastic and unique class are encouraged to
choose this one. While not required for play, it is
strongly recommended that you spend time to
think about witty one-liners to deliver to your foes,
just before their defeat.
PRE-GEN CHARACTER
You can make a henshin quickly by following these
suggestions. First, Dexterity should be your highest
ability score, followed by Charisma. Second, choose
the Rebel background.
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Henshin
Henshin Level Prof. Bonus Features
1 2 Mask Type, Recaster and Forms, Henshin Armor, Network Weapon
2 2 Network Boost
3 2 Mask Type Feature
4 2 Explosive Finish, Power Up
5 3 Extra Attack
6 3 Weak Spot
7 3 Mask Type Feature
8 3 Power Up
9 4 Sensei’s Lessons, Network Weapon Improvement
10 4 Explosive Finish Improvement
11 4 Mask Type Feature
12 4 Power Up
13 5 Network Boost Improvement
14 5 Overdrive
15 5 Mask Type Feature
16 5 Sensei’s Lessons Improvement
17 6 Weak Spot Improvement
18 6 Networks Weapon Improvement, Timeless Legend
19 6 Power Up
20 6 Mask Type Feature
Class Features any martial melee weapon
• (a) a Longbow, or (b) a Longsword
As a henshin, you gain the following class features • One set of Artisan's Tools
• (a) a dungeoneer’s pack, or (b) an explorer's
Hit Points
pack
Hit Dice: 1d8 per Henshin level
Hit Points at 1st Level: 8 + your Constitution MASK TYPES
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Henshin are broken into three categories, based on
Constitution modifier per Henshin level after 1st. the types of strengths their Henshin Network
connection bolsters. Choose either Power, Magic, or
Proficiencies Speed, all three are detailed at the end of the class
description.
Armor: Henshin Armor, Shields
Weapons: Simple Weapons, Network Weapon Your choice grants you features when you
Tools: One set of Artisan's tools choose it at 1st level and again at 3rd, 7th, 11th, 15th,
Saving Throws: Dexterity, Charisma and 20th.
Skills: Take Animal Handling. Then choose two from The type of Henshin you are is less dependent on
Acrobatics, Insight, Intimidation, Nature, Perception, your influence and more dependent on the what
Performance, Persuasion, Sleight of Hand, Stealth, the force that granted you this power thought was
and Survival. needed. Not all henshin become the type they want
to be. If this happens to you, consider how it affects
Equipment your character’s desires and relationship with their
mentor.
You start with the following equipment, in addition
to the equipment granted by your background:
• a Recaster
• a Shield
• (a) any two simple melee weapons, or (b)
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RECASTER & FORMS can change the weapon type whenever you gain a
level in this class.
The source of your power is a small device called
the Recaster. This device gains its power from the When you reach 9th level in this class, your
Henshin Network, a collection of knowledge, Network weapon becomes a +1 version of itself and
powers, will, and strange magics from every is considered magical for the purposes of
henshin that has existed and many that have yet to overcoming resistances.
be. It gives you abilities beyond your own, provides At 18th level it becomes a +2 version of itself and
you with protection, gifts you with combat you can scan the Network for a new weapon,
prowess, and links you to your Xord or Astral shifting it during a long rest.
Animal. Without it, you are as average as any other
person. While playing this class, you have two HENSHIN ARMOR
distinct forms, your Nobody form and your Henshin
form. The Recaster, when used to turn into your henshin
form, replaces your clothing with a tight uniform
Nobody: You are sub-par in almost every regard. and a helmet or mask. The armor’s design is up to
Your stats do not change but you have an AC of 10 you, but it should be a uniform that uniquely
and cannot add your proficiency bonus to any represents you. This suit may appear thin but is
attack or saving throw roll. Additionally, any resistant to attacks, arcing and sparking against
damage you do to an enemy is reduced by -2. If the blows that would normally tear through such
damage of an attack reduced to 0, the attack is fabric. It also regulates your temperature the same
completely ineffective. You also do not have access way normal clothing would.
to any of the special attacks and magic of this While wearing your Henshin Armor your AC equals
class, unless otherwise stated, though your Xord 10 + your Dexterity modifier + your Charisma
and Astral Animal will still obey your commands. modifier. Your unarmed strikes also deal 1d4
bludgeoning damage.
Henshin: You are an amazing warrior, excelling
at nearly everything you do with little effort. You NETWORK BOOST
transform into your Henshin Armor and use all the
abilities associated with this class. Transforming At 2nd level, you’re able to tap into the Henshin
from the Nobody form into this form, or vice versa, Network to alter your powers or even gain new
takes a bonus action. You may stay in this form as ones. You may not choose one of these abilities
long as you like but cannot rest or sleep in this more than once, unless the ability explicitly states
form. If you are separated from your Recaster by that you can. You can choose an additional ability
30 feet, for more than 10 minutes, you revert to at 13th level.
your Nobody form.
Some henshin abilities require your target to make HEAD’S UP DISPLAY
a saving throw to resist the feature’s effects. The
saving throw DC is as follows. The visor in your helmet provides you with real
time combat data, alerting you to less obvious
Henshin Ability save DC = 8 + your proficiency dangers. You gain advantage on saving throws
bonus + your Charisma modifier against illusions and creatures attempting to
surprise you have disadvantage on the Stealth
NETWORK WEAPON rolls.
Starting at 1st level, you gain a simple or martial STAR SPECTRUM POWER
weapon crafted from the Network itself. Your
Recaster becomes a part of the weapon, creating You gain a cantrip of your choosing from the
or dismissing it as a bonus action or as part of Wizard spell list. The cantrip’s attack bonus equals
your bonus action when you transform into your your Charisma modifier plus your proficiency
henshin form. You are considered proficient with bonus, while the cantrip’s saving throw is equal to
the weapon, and it is non-magical. The weapon 8 + your Charisma modifier + your proficiency
creates ammunition or energy as you use it. If the bonus.
weapon leaves your hand, it retains its shape for
10 minutes, after which time it reverts to your
Recaster and you revert to your Nobody form. You
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TEAM UP new damage type during a short rest. If you take
this ability twice, you can choose two types of
When an allied henshin is fighting within 30 feet, damage, then swap between all three as a
you can use your reaction to link your energy reaction.
together. You both gain +1 to a saving throw or
damage roll of your choice until start of your next POWER UP
turn. If other henshin do this in succession, the
bonus can increase to a max of +5 for all henshin When you reach 4th level, and again at 8th, 12th, and
involved. You can use this feature a number of 19th, you can increase one ability score of your
times equal to your Charisma modifier (minimum choice by 2, or you can increase two ability scores
of once) before finishing a long rest.. of your choice by 1. Alternatively, you can gain one
feat. You cannot increase an ability score above 20
COMPANION PROTECTION using this feature.
(Requires Xord, Astral Animal, or Network Cycle) EXPLOSIVE FINISH
If your Xord, Netwrok Cycle, or Astral Animal is
within 15 feet of you, you have advantage on saving When you reach 4th level in this class, you’ve
throws against fear and charm effects. mastered the power of a crushing finishing attack.
The type of damage this finishing move creates can
ARMOR UPGRADE be either fire, lightning, or thunder. Once you
choose the type, it cannot be changed.
You gain +1 to your AC while wearing your Henshin
Armor. If you take this feature twice, your AC When you take the attack option, you can
increases by +2 while wearing Henshin Armor and choose to set yourself up for this move as part of
it is considered magical for the purposes of one of your attacks this turn. Make an attack roll
combat. Each time you take this feature, your with disadvantage, on a hit, the attack deals its
Henshin Armor’s appearance changes to reflect the normal damage plus 2x your proficiency bonus of
enhanced form. the damage type you have chosen. If this attack is a
critical hit, it deals 4x your proficiency bonus
MENTOR’S SPECIAL TECHNIQUE damage. You can use this feature a number of
times equal to your Charisma modifier (minimum
You gain +1 to your damage rolls while wearing of once) before finishing a long rest but only once
your Henshin Armor. If you take this feature twice, per turn.
your damage rolls increase by +2 while wearing
Henshin Armor and are considered magical for the When you reach 10th level in this class, you no
purposes of overcoming resistances. longer make the attack roll with disadvantage.
SWEET FLIPS EXTRA ATTACK
Your jumping ability is permanently changed. You Starting at 5th level, you can attack twice, instead of
can jump up to 15 feet in any direction, including once, whenever you take the attack option on your
up. Additionally, you can use your reaction to turn.
reduce the falling damage you take to 0 for falls of
30 feet or less. WEAK SPOT
ROLL WITH IT By 6th level you have learned to read the battle
data streaming into your mask so well that you can
Whenever a creature within 5 feet of you, that you more easily guess where a foe may be weakest in
can see, makes an attack roll against you, you can their defense. Using a bonus action, you gain
use your reaction to intercept the blow, rolling advantage on your next melee attack until the start
along with it and reducing the damage taken by of your next turn. Once you use this feature, you
half. must finish a long rest before you can use it again.
Alternatively, if the creature is of large size or At 17th level you can give advantage to an ally
smaller, you can take the full damage amount and within 15 feet of you, so long as they can hear you
instead use your reaction to attempt a grapple call out the weak area. You regain the use of this
attack on the attacking creature. feature after finishing a short or long rest.
ELEMENTAL SMASH
Choose one of the following elemental damage
types; acid, cold, fire, lightning, poison, or thunder.
Your unarmed strikes can now deal this damage
type. You can change from bludgeoning to the
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ELDER’S LESSONS TIMELESS LEGEND
At 9th level you have honed some of the traits your By 18th level, you have become one with the powers
mentor sought to teach you. Choose two more of your mask. You cannot be aged by magical
skills and/or tools from the henshin proficiency list, means and must only eat once a week. You also
and/or two languages to become proficient in. gain +2 to Death Saving Tthrows, advantage on
At 16th level you have learned enough from your Corruption saving throws, and +1 on saving throws
adventures to have taught yourself. Choose any and ability checks you are proficient with.
one skill, tool, or language to become proficient in.
Additionally, you can transform into your
Additionally, at 9th level you can look inside henshin form for 1 hour, even without your
yourself and call upon the lessons taught to you by Recaster. You must finish a long rest before you
your mentor to gain advantage on one ability check can use this ability again.
you are proficient with. You must finish a short or
long rest before you may use this ability again. POWER MASK
OVERDRIVE The power mask henshin type links you to a robotic
animal companion that can transform into a large
By 14th level, your fighting ability has become pilotable robot. This, mixed with their natural
legendary. When you make attack rolls, they are combat aptitude, makes them difficult opponents
considered critical hits on a 19 or 20. In addition, if on the battlefield. Their uniforms usually
you land a critical hit, you can use your reaction to aesthetically match their robotic counterparts, as
make an additional attack against the same target. does their attitude. These Henshin sometimes form
If you choose to do so, all attack rolls made against teams to which they are fiercely loyal.
you have advantage until the start of your next
turn. You can use this feature a number of times WEAPON UPGRADE
equal to your proficiency bonus before finishing a
long rest. When you choose this mask type at 1st level, you
receive an additional form for your Network
Weapon. Using your bonus action, you can shift the
weapon between a melee weapon and a ranged
weapon of your choosing. You cannot have 2 melee
forms or 2 ranged forms.
XORD
When you choose this mask type, you gain a Xord
companion. It is a robotic ally that follows
alongside you on your journey and is programmed
to aid you in whatever way it can. Choose any
aberration, beast, dragon, fiend, or elemental. The
creature must be of medium size or smaller and
have a challenge rating of 1/4 or lower and may not
be a swarm. Add your proficiency bonus to the
creature's attack rolls, damage rolls, and to any
saving throws and skills it is proficient in. Its hit
point maximum is equal to the hit point number in
its stat block plus 5 x your proficiency bonus. It is
also changes from its original form to a construct
and does not require food, air, or water.
A Xord has the same alignment as the base
creature it was chosen from. Consider how this
affects your relationship if the alignment differs
from yours.
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The Xord will obey your commands to the best number of rounds equal to half your henshin level
of its ability. It takes its turn on your initiative, but it + your proficiency bonus. After that you and it
will not take an action, except to defend itself, must finish a short or long rest before using this
unless you command it to do so. On your turn you feature again. You may choose to end this feature
can freely verbally command the beast where to early but may still only use it once between a short
move. You can use your action to verbally or long rest.
command it to take the Attack, Dash, Disengage,
Dodge, Help, or Transform action. Both you and the Your Exo-Xord wields an Ultra Weapon of your
Xord can attack freely on the same turn, requiring choice. The Ultra Weapon is created during the
only your verbal commands for it to do so. transformation process and only exists while the
If you are incapacitated or absent, the Xord acts on Xord is in this state. This weapon is unique to your
its own, prioritizing your protection and safety. In Exo-Xord and should ascetically match your
this state it will gladly give up its own life if it companion and can only be a weapon you are
believes that doing so would save you. It never proficient with or a copy of your Network Weapon.
requires your permission to use its reaction, such You choose the type of Ultra Weapon when you
as when making an opportunity attack. choose your Xord, it cannot be changed unless you
create a new Xord companion. An Ultra Weapon
If the Xord is incapacitated, it gains no benefit of has the stats and shape of any simple or martial
a long rest without your presence. You can replace melee weapon, except the size and damage dice
your Xord by spending 8 hours channeling the are both doubled, and the reach is increased by +5
power of your Recaster. The new Xord can be the feet.
same creature as before or a different one, but it
will not share the same bond with you as your last You cannot use magic or features from other
Xord did. It is a fresh entity and will not be as in classes while piloting your Exo-Xord. When you are
tune with you as your previous Xord. While doing piloting your Exo-Xord, your henshin body is
this, you are not able to assume the henshin form considered to have full cover. The hit points of your
and must stay a Nobody. If this process is Exo-Xord are equal to your hit points the moment
interrupted for more than 10 minutes, you must you begin piloting + the Xord's hit points the
begin again. moment you begin piloting. Your Strength and
Dexterity scores are swapped while piloting. All
To obtain the ability to create a different type of other stats and abilities are yours, including AC. If
Xord, you must spend 1 hour allowing the Recaster your Exo-Xord is reduced to zero hit points, while
to scan a creature you wish to have a Xord you are piloting, you are forcibly ejected 15 feet
template of. You must be within 10 feet of the and must make a Dexterity saving throw (DC 10) or
creature and cannot take any other actions while take 2d6 bludgeoning damage from impact. When
scanning. Once the scan is complete, you have this happens your Xord reverts to its normal form,
access to that creature’s template and can use is unconscious, and you take any excess damage
them as a Xord. Though you may have as many from the attack that brought it down to 0 hit
templates as you wish, you can only have one points.
active Xord at a time.
EXO-XORD
At 3rd level you have unlocked the power of your
bond with your Xord. Using a bonus action, you can
command it to transform into the powerful Exo-
Xord and then climb inside. Your companion
becomes a humanoid figure of large size. It is inert
until you climb inside it. Only a power henshin
can pilot an Exo-Xord and any others that try,
take 2d10 piercing damage from the
Exo-Xord's automated internal defenses. If
a rival power henshin tries to pilot your Exo-Xord
they can do so but also take the 2d10 piercing
damage at the start of their turns until ejecting
voluntarily or being ejected after falling
unconscious. Your Xord can remain in this state a
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EMPOWERING POSE the attack option on your turn.
At 3rd level, you can strike an encouraging pose EXO-OVERDRIVE
that boosts allies around you. If you are in your
Exo-Xord or within 5 feet of your Xord, use an At 11th level you and your Exo-Xord have become
action to strike a cool pose. Choose up to three synched together as one body. You can extend your
allies within 30 feet of you, they each gain knowledge of battlefield data into your Exo-Xord
advantage on the next saving throw they make for while piloting it. When making a melee attack,
1 minute. You can use this feature a number of critical hits cause a small shower of magical sparks
times equal to your Charisma modifier (minimum to ignite against your opponent, causing an
of once) before finishing a long rest. additional 2d8 force damage. Additionally, your
Ultra weapon becomes a +1 version of itself and is
At 15th level, this can be used as a bonus action. considered magical for the purposes of
overcoming resistances.
XORD EVOLUTION
At 20th level this feature improves to cause a
As you grow in strength, so does the power your brutal explosion centered on the target creature. If
Recaster grants you. And as you grow in bond with you score a critical hit, with your Ultra Weapon and
your Xord, the more powerful they can become. At while in your Exo-Xord, you cause an additional 6d8
7th level in this class, the creature you choose for force damage against the target. Additionally, your
your Xord can have a challenge rating of 1/2. At 11th Ultra Weapon attacks score a critical hit on a roll of
level in this class the challenge rating of the 18 – 20 and your weapon is a +2 version of itself.
creature you choose for your Xord increases to 2.
At 15th level in this class the challenge rating of the BATTLE RUSH
creature you choose for your Xord increases to 4.
At 20th level in this class the challenge rating of the At 11th level you have become a hurricane on the
creature you choose for your Xord increases to 6. battlefield. When you make an attack that reduces
The size of the creature is still medium or smaller, an enemy to 0 hit points you can immediately use
and you still choose from non-swarm creatures a reaction to gain 15 feet of movement and make
with the aberration, beast, dragon, fiend, or another attack roll against a creature.
elemental tag.
DEFLECTORS
XORD VISION
At 15th level you have unlocked some more power
At 7th level, as a bonus action, you can change the within your Recaster, the ability to shield your Exo-
view in your visor to that of your Xord companion's Xord. While your Exo-Xord form, you have
and back again. If your Xord is within 1 mile, you resistance to all non-magical damage. Additionally,
can see through its eyes. You are blind while doing as a reaction, you can bolster the defense against
this. any oncoming magical attack, reducing the damage
by half. You can resist magical damage a number
EXO-JECT of times equal to your Charisma modifier
(minimum of once) before finishing a long rest.
At 7th level you can choose to willingly and
forcefully eject from your Exo-Xord as a bonus QUICK RECHARGE
action. When you are ejected, willingly or not, you
can make an attack roll against an enemy within 15 When you reach 20th level with this mask type, you
feet, dealing 2d6 bludgeoning damage in addition and your Xord’s energy recharges at an incredible
to the normal damage of your weapon. If you miss rate. You can use the Exo-Xord feature after
the attack, you must make a Dexterity saving throw finishing a short or long rest. You automatically
(DC 10) or take 2d6 bludgeoning damage from recover hit points equal to a number of Hit Dice
impact. If you choose not to use this feature and rolls equal to your Charisma modifier (minimum of
are ejected against your will you must still make one) after finishing a short rest, without expending
the Dexterity saving throw, DC 10, or take 2d6 the dice. Additionally, you and your Xord can
bludgeoning damage from impact. remove 1 level of exhaustion after finishing a short
or long rest. This can only be used to remove up to
EXO-XORD EXTRA ATTACK 2 levels of exhaustion per day.
At 11th level, while piloting your Exo-Xord, you can
attack three time, instead of twice, when you take
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VARIANT GIGA-XORD RULES
Power henshin and their Exo-Xords possess the unique ability to combine their forces into a massive robot warrior,
called a Giga-Xord. To do this, a power henshin leader must be chosen, their stats become the basis for the Giga-
Xord. Combining the Exo-Xords into the Giga-Xord takes an action. If 3 or 4 Exo-Xords combine, the size of the Giga-
Xord becomes huge. If 5 to 6 combine (the maximum possible) their size becomes Gargantuan. The Strength,
Dexterity, and Constitution scores of the mech are equal to the leader’s + 2 for each Exo-Xord in the combination,
to a maximum of 30. The hit points of the Giga-Xord is equal to the combined total hit points of all Exo-Xords when
the Giga-Xord is created. A Giga-Weapon is chosen (by party consensus), it has the normal stats of any weapon
except its reach is 15 feet (huge mech) or 30 feet (gargantuan mech) and the damage dice are doubled + 1 extra
damage dice for each Exo-Xord in the combination. Its speed is 60. All ability checks or saving throws can be made
by the power henshin in the group with the highest bonus. Either the leader can decide on every movement or the
entire team is given 60 seconds of real time to decide their actions for that turn. If no action is decided upon, the
Xord takes the Dodge action. If the Giga-Xord is reduced to 0 hit points, all Xords are reverted to their normal
forms and unconscious, the power henshin are ejected and must succeed on a Dexterity saving throw, DC 15, or
take 6d6 bludgeoning damage from the ejection.
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MAGIC MASK Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Those behind the magic mask are rarely the
brawler type. Instead, they focus on artful acrobatic Spell attack modifier = your proficiency bonus +
skill and magical abilities to take down their foes. your Charisma modifier
Their powers are augmented by a small Astral
Animal that serves as a constant companion. Their SPELLCASTING FOCUS
uniform is styled after arcane concepts and infused
with resilient energy, helping to bolster the You can use your Recaster as a spellcasting focus
defensive powers of the, sometimes revealing, for your magic henshin spells.
attire. Henshin in this line are fond of teaming up
with likeminded allies, finding great strength in Henshin Cantrips Spells 1st 2nd 3rd 4th
their friendship. level known known -- --
SPELLCASTING 1 2 0 2- - -
2 2 0 3- - -
When you choose this mask type at 1st level, your 3 2 3 3- - -
Recaster grants you access to spells stored within 4 2 4 3- - -
the Henshin Network. 5 2 4 42 - -
6 2 4 42 - -
CANTRIPS 7 2 5 42 - -
8 2 6 43 - -
You know two cantrips of your choice from the 9 2 6 43 - -
magic henshin spell list. You learn additional magic 10 3 7 43 - -
henshin cantrips of your choice at higher levels, as 11 3 8 43 2 -
shown in the Cantrips Known column of the magic 12 3 8 43 2 -
henshin. 13 3 9 43 2 -
14 3 10 43 3 -
SPELL SLOTS 15 3 10 43 3 -
16 3 11 43 3 -
The magic henshin Spellcasting table shows how 17 3 11 43 3 1
many spell slots you have to cast your spells of 1st 18 3 11 43 3 1
level and higher. To cast one of these spells, you 19 3 12
must expend a slot of the spell's level or higher. 20 3 13
You regain all expended spell slots when you finish
a long rest. ASTRAL ANIMAL
You have access to all magic henshin spells for When you choose this mask type at 1st level, you’re
which you have sell slots. The spell’s instructions joined by an avatar of the Henshin Network, known
come from the Henshin Network, your Recaster as an Astral Animal. This can be any beast of
allowing you to choose the spells you need from medium or smaller size with a challenge rating of
an intuitive list. Once selected, the Recaster will no more than 1/4. It has all the normal stats for
guide you through the actions needed to cast a that creature except its intelligence is increased to
chosen spell. 10, or by +5, whichever is higher, and it can speak
Common and another language of your choice. The
SPELLCASTING ABILITY creature is incorporeal and cannot be attacked
except by attacks made on the astral plane. The
Charisma is your spellcasting ability for magic only thing it can directly interact with is your
henshin spells because your connection to the Recaster or objects magically created by your
Henshin Network is bolstered by your personality. Recaster. If killed, it can be revived by spending 8
You use your Charisma whenever a spell refers to hours focusing with your Recaster. It remembers
your spellcasting ability. You also use your
Charisma modifier when setting the saving throw
DC for a magic henshin spell you cast and when
making an attack roll with one.
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everything from before and may not take kindly to ENCHANTING POSE
being killed.
At 3rd level, you’ve added charming flourishes to
The animal acts as mentor and advisor for your magical attacks. Whenever you cast a spell,
whichever magic henshin it is bonded to. It will not you can use a bonus action to attempt to charm
always help you and will openly defy you if it one creature within 30 feet of you. They must
believes it will serve a purpose. The ability to succeed on a Wisdom saving throw against your
command this animal must be earned and even Spell Save DC or be charmed by you until the start
this is not a guarantee. of your next turn. You can use this feature once
before finishing a long rest.
DEADLY ACCESSORY
SIGNATURE MAGIC
When you choose this mask type at 1st level, once
accessory of your Henshin Armor becomes a When you reach 7th level with this mask type,
powerful weapon. The accessory must be you’ve used certain spells enough that they have
something small, such as a ring or necklace, and become routine to you. Choose a spell of 1st level
must be something you can remove. As an action, that you know, you can now cast that spell once
the accessory can be used either as a melee without using a spell slot. You cannot cast this
weapon or a ranged weapon, with a range of spell at a higher level without expending a spell
60/120. On a hit, the accessory releases a burst of slot. You must finish a long rest before using this
energy, dealing 3d4 force damage to the target. If feature again.
the accessory was thrown, it returns to its place on
your body at the start of your next turn, vanishing At 15th level, you can choose an additional spell
from its previous place in a flash of light. of 2nd level or lower to cast without expending a
You can use this item a number of times spell slot. At 20th level, you can choose an
equal to your Charisma modifier additional spell of 3rd level or lower to cast without
(minimum of once) before finishing a
long rest. expending a spell slot.
At 3rd level, the force damage this
accessory deals is increased to 3d6. It
increases again to 3d8 at 7th level, to
3d10 at 11th level, and finally to 3d12
at 15th level.
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SPELL AUGMENTATIONS ARCANE WEAKNESS
At 7th level, you have gained access to an By 11th level you have learned to read the battle
augmentation menu in your Recaster. When data streaming into your mask so well that you can
casting a spell, you can choose to augment them more easily guess where a foe may be weakest in
with one of the options below. You can augment a their defense as a bonus action. You gain
spell a number of times equal to your Charisma advantage on your next spell attack. You can use
modifier (minimum of once) before finishing a long this feature a number of times equal to your
rest. Charisma modifier (minimum of once) before
You may choose to unlock an additional finishing a long rest.
augmentation at 15th level. You cannot unlock an
augmentation more than once and can only PROTECTIVE AURA
change a spell with one augmentation at a time.
At 15th level, you can resist the effects of some
FRIENDLY FIRE magic and extend that resistance to your allies.
Whenever you are targeted by a spell or spell-like
When you cast a spell that requires a saving throw, effect that deals acid, cold, fire, lightning, poison,
you can protect some of the creatures within that psychic, or thunder damage, you can use your
area. Roll a d4, the result is the number of reaction to become resistant to that type of
creatures you can protect. Protected creatures take damage until the start of your next turn. This
no damage from your attack. resistance also spreads out 15 feet in a sparking
aura around you. Any allied creatures within this
QUICK SPELL aura gain resistance to the same damage type. You
can use this feature a number of times equal to
When targeted by an attack, you can use your your Charisma modifier (minimum of once) before
reaction to cast a spell that has a casting time of 1 finishing a long rest.
bonus action, even if you have already used a
bonus action on your turn. INFINITY FORM
ASTRAL CHARGE By 20th level, you can use a bonus action to call
upon the forces of magic henshin from across time
You can imbue your Astral Animal with a spell that and space through the Henshin Network. Using a
has a range of touch. For the next minute, if the bonus action, you become a being of pulsing
Astral Animal touches a target of your choice, the energy and light for 1 minute. You extend bright
spell is released on them. light up to 60 feet, all attacks made against you
have disadvantage, you have advantage on saving
STRONGER SPELLS throws and take no damage if a successful save
would reduce the damage by half. You recover 10
When casting a spell, you can add +1 additional hit points at the end of your turn, even if
damage dice to the damage the spell deals. unconscious. All attacks made by you have
advantage and targets have disadvantage on
BIG BOOM saving throws to resist your spells and spell
effects. Spells you cast during the duration of this
When casting a spell that has an area of effect of a feature do not expend spell slots but cannot be
sphere, you can double the area it affects but all cast above their level. After this feature ends, you
creatures within the area make their saving throws are reduced to 1 hit point and gain 1 level of
to resist the spell with advantage. exhaustion. You must finish a long rest before you
can use this feature again.
COSMIC LIGHT
Your spells can become augmented by the time of
day. While in sunlight, or equivalent light, spells
that deal radiant damage have advantage on their
attack roll and/or the saving throws to resist their
effects are made with disadvantage. While in
moonlight, or equivalent light, spells that deal
necrotic damage have advantage on their attack
roll and/or the saving throws to resist their effects
are made with disadvantage. The alignment of the
planets and stars may affect spells of different
damage types in similar ways. Work with your GM
to determine if this is true for your setting.
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SPEED MASK BATTLE CHARGER
Speed masks are the most individualistic of all When you choose this mask type at 1st level, your
henshin. Their focus on inner strength drives them speed becomes one of your greatest assets. If you
to compete against most other henshin, especially move 15 feet or more directly towards a target, you
other speed masks. Their uniform is highly can add an additional damage die to the attack. If
personalized, taking influence from the henshin’s you use your entire move action on your turn to
previous life and hobbies. All of this is mirrored in run at a target, you make the attack with
the way they perform in combat. They spend hours advantage. Additionally, if you take the dash action
perfecting a specific set of moves that is unique to on your turn, your movement speed is tripled,
them, unleashing them with ease on unprepared instead of doubled.
foes. They do occasionally team up with other
henshin, but this is usually to defeat a greater foe This can be used in combination with your
and the alliance is often short lived. Network Cycle
EMPOWERED PUNCH FRIGHTFUL POSE
When you choose this mask type at 1st level, your At 3rd level, you’ve become a terrible visage on the
fists become deadly weapons. Your unarmed battlefield. Whenever you reduce an enemy to 0 hit
strikes deal 1d4 bludgeoning damage, even in your points, you can use a bonus action to strike a
Nobody form. fearsome pose. All hostile creatures within 30 feet
of you must succeed on a Wisdom saving throw
This increases to 1d6 at 7th level, 1d8 at 15th level, against your Henshin Ability save DC or be
and 1d10 at 20th level. By 11th level. At 7th level these frightened of you until the start of your next turn.
attacks are considered magical for the purposes of You can use this feature a number of times equal
overcoming resistances. to your Charisma modifier (minimum of once)
before finishing a long rest.
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SIGNATURE MOVES Move Dice (SMD) the move uses. The last line
determines what additional effect the enhanced
Starting at 3rd level have dug deep within yourself special move will have. Your Henshin Armor will
to create new and unique moves. The type of adapt to facilitate the powers needed to use these
move you develop is comprised of three parts. moves. You can use these moves as a single attack
Roll 3d12 on the Signature Moves chart to when you take the attack action on your turn, but
determine what move you have created. The no more than once on your turn. You can use your
damage caused by these attacks is equal to your Special Moves a number of times equal to your
unarmed strikes and is denoted as Special Move proficiency bonus before finishing a long rest. You
Dice (SMD). If an ability forces a creature to make are proficient with these moves.
a saving throw, they do so against your Henshin
Ability save DC. You gain an additional move (2 total) when you
reach 7th level in this class and again (3 total) at
The first line determines what type of damage 15th level. When you reach 20th level in this class,
your enhanced special move does. The second line you can re-roll one Special Move after finishing a
is what type of attack it is and how many Special long rest.
Signature Moves Second Line Last Line
1. Breath
First Line 2. Claw 1. Of Death
1. Blazing 3. Explosion
2. Booming 4. Kick 2. Of Justice
3. Corrosive 5. Ray
4. Eldritch 6. Shot 3. Of the Unicorn
5. Freezing 7. Slam
6. Cosmic 8. Slash 4. Of the Spider
7. Laser 9. Sphere
8. Crystal 10. Sweep 5. Of the Dragon
9. Tempest 11. Volley
10. Tesla 12. Wave 6. Of the Arrowdactyl
11. Toxic
12. Unknwon 7. Of the Magnetadon
FIRST LINE 8. Of the Power Wolf
Blazing. Deals fire damage. 9. Of the Raptor
Booming. Deals thunder damage.
Corrosive. Deals acid damage. 10. Of Fragmentation
Eldritch. Deals force damage.
Freezing. Deals cold damage. 11. Of the Guardian
Cosmic. Deals necrotic damage.
Laser. Deals radiant damage. 12. Of Vengeance
Crystal. Deals piercing damage.
Tempest. Deals bludgeoning damage. Claw. A flurry of melee attacks that deals 2 SMD to
Tesla. Deals lightning damage. one target. You can use your bonus action to roll
Toxic. Deals poison damage. an additional 1 SMD.
Unknown. Deals psychic damage. Explosion. An attack that explodes out in a radius
of 15 feet. All creatures in range must make a
SECOND LINE Dexterity saving throw, taking 2 SMD on a failed
save or half as much on a successful one.
Breath. A long-reaching breath attack that targets Kick. A lunging mid-range kick with the henshin’s
everyone within a 15-foot cone. Targets must make legs that deals 3 SMD to one target. The range on
a Dexterity saving throw, taking 2 SMD damage on this attack is 10 feet.
a failed save or half as much on a successful one. Ray. A beam of magical energy that can shoot out
to 60 feet. All creatures in the line must make on a
Dexterity saving throw taking 2 SMD damage on a
failed save, or half as much on a successful one.
Shot. A tiny projectile is launched directly at a
target up to 300 feet, which ignores all but total
cover. Deals 2 SMD to one target.
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Slam. You smash down onto a target with the full ...of the Arrowdactyl. If hit and/or fails the saving
force of your body, dealing 3 SMD to one target. On throw, the target must then succeed on a
a hit, creatures within 5 feet of the target must Constitution saving throw or take an additional 2
succeed on a Dexterity saving throw or take SMD fire damage.
damage equal to half the damage dealt to the ...of the Magnetadon. If hit and/or fails the saving
primary target. throw, the target must then succeed on a Strength
Slash. Lunge forward and swing one diagonal Saving Throw or the target is either pulled or
empowered slash at one target. Deals 4 SMD pushed 15 feet away from the you (your choice).
damage to one target. ...of the Power Wolf. If hit and/or fails the saving
Sphere. Create a 15 ft-radius sphere within 60 feet. throw, the target must then succeed on a Charisma
Creatures within the sphere must make on a saving throw or the target has disadvantage on all
Constitution saving throw, taking 2 SMD on a failed attack rolls until the start of your next turn.
save or half as much on a successful one. ...of the Raptor. If hit and/or fails the saving throw,
Sweep. A low, horizontal melee attack that deals 2 the target must then succeed on a Strength saving
SMD. The target must succeed on a Dexterity throw or be grappled in place by the energy of
saving throw be knocked prone. your attack. The energy is equivalent to your
Volley. A rapid barrage of ranged attacks aimed at Strength score when creatures try to break free
a 15-foot square within 60 feet. Targets must make from it.
a Dexterity saving throw, taking 2 SMD on a failed ...of Fragmentation. If hit and/or fails the saving
save or half as much on a successful one. throw, the attack deals an additional 1 SMD for
Wave. A wall of energy pulses forward in a 10-foot each layer of corruption the target is suffering
cube from you, going 30 feet. All creatures within from.
the area must make on a Constitution saving ...of the Guardian. You gain a shimmering shield
throw, taking 2 SMD on a failed save or half as around you that grants +2 bonus to AC until the
much on a successful one. end of your next turn.
...of Vengeance. If hit and/or fails the saving throw,
LAST LINE the target must succeed on a Charisma saving
throw or you store a charge of Henshin energy in
…of Death. If hit and/or fails the saving throw, the the target. The next time they attack a creature you
target must then succeed on a Constitution saving are allied with, the energy erupts, dealing 2 SMD to
throw or take an additional 2 SMD necrotic them.
damage.
...of Justice. If hit and/or fails the saving throw, the
target must then succeed on a Constitution saving
throw or take an additional 2 SMD radiant damage.
...of the Unicorn. If hit and/or fails the saving throw,
the target must then succeed on a Wisdom saving
throw or become charmed by you for 1 minute.
They can repeat the saving throw at the end of
each turn, removing the condition upon a success.
The target has advantage on this saving throw
if they take damage again.
...of the Spider. If hit and/or fails the
saving throw, the target must then
succeed on a Constitution saving
throw or suffer the Stunned
condition until the start of your
next turn.
...of the Dragon. If hit and/or fails the
saving throw, the target must then
succeed on a Wisdom saving throw or
become frightened of you for 1 minute. They can
repeat the saving throw at the end of each turn,
removing the condition upon a success.
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NETWORK CYCLE BONUS NETWORK BOOST
When you reach 7th level with this mask type, you When you reach 11th level in this class, you can gain
gain access to a Network Cycle. Using your access to an additional boon from the Network
Recaster, you can summon or dismiss a medium Boost options.
sized motorcycle of your design as a bonus action.
The vehicle has an AC of 15, hit points equal to EXTRA ATTACK
half your maximum, and a speed of 60 feet while
in combat. During combat, you can attack from At 15th level, you can attack three times, instead of
the seat of the cycle or use it to ram an enemy. To twice, when you choose the attack option on your
ram a creature, you must travel a minimum of 15 turn.
feet towards them and can then make a Dexterity
attack roll with proficiency, dealing 2d8 + your OMEGA COMBO
Dexterity modifier damage on a hit. The cycle also
takes half the damage dealt by a ram attack. If the At 20th level you have unlocked your absolute
cycle is destroyed it cannot be summoned again maximum potential as a speed henshin. You can
until you have finished a long rest. overclock your abilities to deliver multiple
Signature Moves in a row. On your turn, whenever
While travelling, the motorcycle can travel up you would be able to make an attack, you can
to 60 miles in an hour at a fast pace and over flat make the attack a Signature Move, ignoring the
or paved terrain. If on treacherous surfaces, such normal limits of that ability. Once you have used
as snow or forests, this is reduced by half. The this feature, you must finish a long rest before you
cycle can travel a maximum of 600 miles (30 in can use it again.
rough terrain) in a day before its power is
expended. This cycle has multiple readouts that
include remaining energy, speed, and a simple
map of the area within 1 mile of you. It also has a
basic on-board AI that has access to all of the
cycle’s abilities and skills. It can move and act on
your turn but must be instructed with a bonus
action to do so.
Once you summon this cycle, you must finish a
short rest before you can summon it again.
BEAST DRIVE
At 7th level, you’ve learned to augment your suit
with battle data from the Henshin Network. Choose
one Movement, Sense, Special Trait (except
spellcasting or psionics), Attack, or Reaction from a
beast with a CR of 1 or lower. The ability is loaded
into an external media item, such as a drive, coin,
or chip. You can use a bonus action to combine the
item with your Recaster, gaining the power to use
the beast’s ability for the next minute. If the ability
you use is not an attack, such as a Sense, you
retain its properties for the duration of the effect.
Your Henshin Armor will morph to allow you to do
actions you could not normally do. You can use
each ability once before finishing a long rest.
You gain access to an additional ability at 11th level,
and one more at 15th level.
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HOLO-KNIGHT FORCE OF REALITY
A half-orc steps into the technodrome. Paper Holo-knights can derive their holograms from
cutouts supposed to represent fans wave frame by many different sources, ranging from highly
frame. The arena runs a roulette wheel to generate technological to mechanical. Though the source
an enemy comparable to his power. This would may be different, the effect is essentially the same
take some time. Eventually it settles on a Dracolich. for each holo-knight. You may have projectors
A little rote, but fun nonetheless. To his hand he planted somewhere on your body, slowly
summons a +2 sword then splits himself into two improving them as you gain levels in this class. It
copies. The timer starts, the crowd cheers, and the could also be a form of empowered illusion magic,
half-orc knows he will never die. adding substance to the insubstantial in ways most
magic users can’t fully comprehend. A scant few
A human decked in brilliant blue armor is cut are able to tap into the Code itself, granting them
down by a cunning thief. The thief laughs and then power through arbitrary code execution; an
begins to cough up blood as the illusion of the blue incredibly difficult technique that is almost
clad warrior fades. The thief feels down to a indistinguishable from magic for skilled enough
slender dagger protruding through his throat. As users. The holograms themselves are not enough
her invisibility spell wears off, the human disperses to create a holo-knight though, as a highly trained
her holographic dagger and the thief falls forward. mind is useless without a body that can use these
All too easy. new skills. As such, holo-knights are few and far
between, the high level of skill needed to become
Pinned against a wall, the halfling begins his even an amateur one being a huge barrier to entry.
onslaught. He summons his orange holo-hammer.
With one blow he caves in a skull, the next blow JACK OF ALL COMBAT
shatters the hammer on a spine. Without a breath
an axe is summoned and slices through the third This is a favorite choice among mid-skill Users.
opponent. He belts a war cry and the remaining What it lacks in specialization, it can make up for
foes give him room to breathe. Just the way he with creative magic. Not being tied to any one
wanted.
weapon is a great choice for
HEROES OF THE ARENA versatility but can be overwhelming
to new Users. We suggest this class
The holo-knight is a master of illusions and
combat. They can summon weapons at will and are for Users seeking a high risk,
extremely versatile in battle. When faced with a high reward playstyle.
challenge they can't simply beat to death, they
employ their natural magical talents to beguile
their foes. With such a plethora of options at
their fingertips, they often keep score of
vanquished foes amongst themselves.
However, because
they are so versatile,
they can sometimes lack
specialty and can get in over their
heads without help.
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CREATING A HOLO-KNIGHT background.
When choosing a holo-knight make sure you
consider their background. Such power often
corrupts its wielders, but not always. Did your
character decide on this path to fulfill a vengeful
vendetta? Did they want to use the power to
protect a loved one or precious artifact? Who did
they learn these abilities from? Were they self-
taught or did they have a benevolent or tortuous
master? How many failures did they endure before
they became the competent character you have
chosen? Think about these things as you build your
character.
PRE-GEN CHARACTER
You can make a holo-knight quickly by following
these suggestions. First, make Dexterity or
Intelligence your highest ability score, depending
on which line you want to lean on more, melee
combat or illusion magic, making Strength the
second highest. Then take the Mercenary
Holo-Knight --Spell Slots per Spell Level-
Holo- Prof. Cantrips Spells 1st 2nd 3rd 4th 5th
Knight Bonus Features Known Known
Level
1 2 Holo-Weapons
2 2 Holo-Armor, Spellcasting 2
3 2 Weapon Shatter, Hologram Type 2 23
4 2 Power Up 2 23
5 3 Extra Attack 2 3 42
6 3 Advanced Constructs, Holo-Armor Improvement 2 3 42
7 3 Hologram Type Feature 2 4 43
8 3 Power Up 2 4 43
9 4- 3 5 43 2
10 4 Advanced Construct Improvement, Weapon Shatter Improvement 3 5 43 2
11 4 - 3 6 43 3
12 4 Power Up, 3 6 43 3
13 5 Hologram Type Feature 3 7 43 3 1
14 5 Rapid Processors 3 7 43 3 1
15 5 Holo-Armor Improvement 4 8 43 3 2
16 5 Power Up 4 8 43 3 2
17 6 - 4 9 43 3 3 1
18 6 Hologram Type Feature 4 9 43 3 3 1
19 6 - 5 10 4 3 3 3 2
20 6 Weapon Burst, Power Up 5 10 2 3 3 3 2
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CLASS FEATURES HOLO-ARMOR
As a Holo-knight, you gain the following class Beginning at 2nd Level you gain the ability to cover
features. yourself or another willing creature in holographic
armor from your Holo-Diagram Book. The creation
Hit Points of this armor takes an action. There can only be 1
instance of this armor active at a time. The armor
Hit Dice: 1d10 per Holo-Knight level lasts for 1 minute or until dispelled with a bonus
Hit Points at 1st Level: 10 + your Constitution action. The wearer is considered proficient, and you
modifier gain all advantages and disadvantages with the
Hit Points at Higher Levels: 1d10 (or 6) + your armor, until the effect ends. You can summon Light
Constitution modifier per Holo-Knight level after 1st Armor at 2nd level, medium at 6th level, and heavy
at 15th level. You can use this this ability a number
Proficiencies of times equal to your Intelligence modifier,
minimum of once, before finishing a short or long
Armor: Light Armor rest.
Weapons: Holo-Weapons
Tools: None SPELLCASTING
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Starting at 2nd level you have begun mastering the
Athletics, Deception, Insight, Intimidation, art of magic. Mixing you prowess in combat, your
Perception, Performance, Sleight of Hand, and holographic abilities, and your unpredictable spells,
Stealth. you are able to keep your foes perpetually on their
toes.
Equipment
CANTRIPS
You start with the following equipment, in addition
to the equipment granted by your background: You know two cantrips of your choice from the
holo-knight spell list. You learn additional holo-
• (a) studded leather armor or (b) plasteel knight cantrips of your choice at higher levels, as
fiber clothing shown in the Cantrips Known column of the holo-
knight.
• Holo-Diagram Book (Contains schematics
on weapons and armor you can create. You SPELL SLOTS
begin with 1 armor set and 3 weapons of
your choice. Each level you gain in this The holo-knight table shows how many spell slots
class allows you to choose another 3 items you have to cast your spells of 1st level and higher.
of either armor of weapons.) This item is To cast one of these spells you must expend a slot
itself a hologram and cannot be taken from of the spell's level or higher. You regain all
you. expended spell slots when you finish a long rest.
• (a) a dungeoneer’s pack or (b) and For example, if you know the 1st-level Crank
explorers pack Caller and have a 1st-level and 2nd-level spell slot
available, you can cast Crank Caller using either
HOLO-WEAPONS slot.
At 1st level you gain the ability to summon weapons SPELLS KNOWN OF 1ST LEVEL AND HIGHER
from thin air. Using a bonus action, you can
summon a holographic version of any martial, The Spells Known column of the holo-knight table
simple, or ranged weapon from your Holo-Diagram shows when you learn more holo-knight spells of
Book. Though holographic, they behave in the same your choice. Each of these spells must be of a level
way as a normal weapon for the purposes of for which you have spell slots, as shown on the
combat. The weapons are considered non-magical table. For instance, when you reach 5th level in this
and will disappear at the start of your next turn if class, you can learn one new spell of 1st or 2nd level.
not in the summoner's hand. Shields can also be holo-knight magic revolves mostly around illusions
summoned this way and count as one instance of and trickery.
this feature. Unless your GM states otherwise, you
cannot summon complex or named magical Additionally, when you gain a level in this class,
weapons such as the Proton Blade or Key Sword. you can choose one of the holo-knight spells you
There can only be two instances of this skill active know and replace it with another spell from the
at once. Ammunition does not count as an extra holo-knight spell list, which also must be of a level
instance if it is being used only as ammunition. for which you have spell slots.
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SPELLCASTING ABILITY HOLOGRAM TYPE
Intelligence is your spellcasting ability for your At 3rd level, you choose a type of hologram
Holo-Knight spells Your magic comes from the construction to specialize in: Hard Light, Soft Light,
same place as your holograms, requiring a keen or Quantum Light. These hologram types are
mind to understand how you are bending the rules detailed at the end of this class description. The
about what is and is not magic. You use your hologram type you choose grants you features at
Intelligence whenever a spell refers to your 3rd level and again 7th, 13th, and 18th level.
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw POWER UP
DC for a holo-knight spell you cast and when
making an attack roll with one. When you reach 4th level, and again at 8th, 12th, 16th,
and 20th level, you can increase on ability score of
Spell Save DC = 8 + your proficiency bonus + your your choice by 2, or you can increase two ability
Intelligence modifier scores of your choice by 1. Alternatively, you can
choose one feat. You can't increase an ability score
Spell attack modifier = your proficiency bonus + over 20 using this feature.
your Intelligence modifier
EXTRA ATTACK
WEAPON SHATTER
At 5th level you can attack twice, instead of once,
Starting at 3rd level you can use a bonus action to whenever you take the Attack action on your turn.
make an extra desperate attack with one of your
Holo-Weapons, breaking it upon your ADVANCED CONSTRUCTS
foes. You cannot do this with a
normal weapon, only a Beginning at 6th level your Holo-Weapons are more
Holo-Weapon. When you use than mundane swords and hammers. They can
this action, regardless if you become +1 versions of themselves. At 10th level
hit the target or not, the they can become +2 versions of themselves. They
weapon shatters and is count as magical weapons for the purposes of
destroyed. On a hit, overcoming resistances, if you summon them as a
the target takes the +1 or higher weapon.
weapon damage,
minus any bonus RAPID PROCESSORS
modifiers, except
those inherent in a At 14th level you have become one with the
summoned magical constructs you choose. You can summon a Holo-
weapon. At 10th level Weapon as if you were drawing a weapon. You
the damage modifiers cannot use this feature more than twice on your
are used in this attack. turn. Summoning Holo-Armor also now only
requires a bonus action.
WEAPON BURST
At 20th level, you can summon 4 copies of a single
melee holo-weapon of your choice as if you were
drawing a weapon. They fan out and float close to
you. You can use one of your attacks to command
these weapons to attack any creature within 15 feet
of you. They use your stats for determining attack
and damage rolls. You can choose to attack
different targets or to focus all 4 weapons on a
single target. If a weapon attacks with a critical hit,
it damages the target and then fades away. If the
weapons rolls a critical failure, it misses the target
and fades away. You can use your Weapon Shatter
feature in conjunction with this feature. The
weapons fade after 1 minute. You can use this
feature once before finishing a long rest.
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HOLOGRAM TYPE type and give it to another creature. These
bequeathed sets count as 1 instance of your Holo-
Holograms can be created in many different ways. Weapon feature.
The best holo-knights dedicate their time towards
perfecting the manipulation of one type of light. ARMORED CORE
There are masters of holograms who will teach
those who seek them out. More often, a holo-knight At 7th level you have bolstered your armor beyond
begins sliding towards one light path or another by what should be capable. When using your Holo-
simple habit. Armor feature, you can choose to create it as if it
were +1 armor. This increases to the choice of +2
Hard Light armor at 13th level, and again to +3 armor at 18th
level. Additionally, summoning the armor only
A holo-knight who specializes in hard light takes a bonus action and, if you are wearing it, the
constructs is focused on the raw strength their armor lasts for 1 hour.
mind can create. Their combat style is rigid and
harsh. Their constructs lack artistry, choosing form You can also use 1 instance of you Holo-Armor
over function; their blocky creations match their to make a small barrier. Using a bonus action, you
straightforward combat style. create a small fixed barrier, no larger than a 5-foot
cube. Any creatures behind the cube have half-
STABLE CONSTRUCTION cover. The cube has an AC of 10, 10 hit points, and
lasts for 1 minute.
At 3rd level you have begun to expand your creation
abilities by reducing the load of each instance. By ARMOR BURST
trimming down on the designs and flair of your
hologram to their basest functioning forms, you At 13th level you gain the ability to rupture your
can double the number of instances you can Holo-Armor and send it flying off in a shower of
maintain and greatly lengthen their duration. You holographic shards. Using a bonus action, the Holo-
can have a total of 4 Holo-Weapon instances and 2 Armor armor explodes and every hostile creature
Holo-Armor instances active at any time. These within 15 feet of it must succeed on a Dexterity
constructs last for 10 minutes and can be wielded saving throw versus your spell save DC or take
by any able creature. You may dismiss them as a slashing damage equal to the armor's strength.
bonus action or by summoning another instance to You can use this feature a number of times equal
replace it. to your Intelligence modifier (minimum of once)
before finishing a long rest. Armor of +1 or higher
You can create a set of 6 pieces of non-magical does additional damage equal to the bonus of the
ammunition (such as arrows, bolts, or darts) or 1 armor.
full energy core of any non-magical
ammunition Light Armor Medium Armor Heavy Armor
3d8 5d8 8d8
HOLO-POWER ARMOR
At 18th level you’ve combined magic and might to
create a set of Holo-Armor that cannot be rivaled.
To use this feature, you must use a spell slot of 1st
level or higher, 2 instances of Holo-Armor and an
action. The armor forms around your body like a
mechanized glove, boosting your natural abilities to
great heights. While active, your movement and
jump speeds are doubled, you gain +5 to any
Strength or Dexterity attack, damage, and saving
throw rolls, you can lift and carry triple your
normal capacity, and you gain one extra attack
action on your turn.
This ability lasts 1 minute and cannot be used on
creatures other than yourself. You must finish a
short or long rest before you can use it again.
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Soft Light number of times equal to your Intelligence
modifier (minimum of once) before finishing a long
Holo-knights who choose a subtler rest.
approach to combat will often choose this path.
This path is less about bravado and more centered MAGIC DIMMER
on flair and panache. They have focused on
creating the most intricate designs and weaving When you reach 13th level, you gain the ability to
magical and holograms into a fine balance. suppress the aura of magical items. As an action,
you can use one instance of your Holo-Weapon to
ELEMENTAL ADD-ONS create a dampening field around on a magical item
you can see within 60 feet that is no larger than a
At 3rd level you can add additional elemental 5 foot cube. This effect lasts for 1 minute and
damage or silver effects to your chosen Holo- requires concentration like a spell. While the item
Weapon when they are created. Choose the
element type from: acid, cold, fire, lightning, poison, is dampened, it loses all magical properties,
psychic, and thunder. By using a spell slot of 1st becoming totally mundane, and is incapable of
level or higher, you can choose from these
additional damage types: force, necrotic, and using any abilities or spells.
radiant. When attacking with this weapon, they deal Objects of extreme magic such as named
extra elemental damage equal to your proficiency artifacts, intelligent items, or arcane
bonus. At 13th level this becomes twice your engines cannot be affected by this
proficiency bonus. Additionally, you can create the
weapon as if it were silvered instead, dealing no feature. It does not stop a creature from
extra damage. You can use this feature a number casting their own magic and does not affect
of times equal to your Intelligence modifier creatures whose lives are magically sustained.
(minimum of once) before finishing a long rest.
You may use this feature twice before finishing
SHATTER SPARK a long rest.
At 7th level you have begun to weave more HYPER CONSTRUCT
dangerous protocols into your Holo-Weapons.
When using the Weapon Shatter feature, you can When you reach 13th level in this path, weapons you
send a shower of holographic shrapnel into nearby create can become +3 weapons and are considered
targets. When your weapon shatters, any enemy magical for the purposes of overcoming
creatures within 5 feet of the target must make a resistances.
Dexterity saving throw, taking 1d6 slashing damage
on a failed save or half as much on a successful SOFT FLESH
save.
By 18th level, you have become so attuned to your
The range and damage increase for more holograms that you can briefly turn your body into
powerful Holo-Weapons. 10 feet and 1d8+1 damage one. Using a reaction, you can turn your body into
for +1 weapons, 15 feet and 1d10+2 damage for +2 soft-light whenever an effect requires a saving
weapons, and 20 feet and 1d12+3 damage for +3 throw. You take half damage from the effect if you
weapons. Shrapnel from +1 weapons or higher is fail the saving throw, and no damage if you
considered magical. You may use this feature a succeed. Additionally, you can use this effect to
walk through non-magical barriers or up to three
feet of stone, 1 foot of metal, and 1 inch of lead. If
you end your turn inside a barrier or wall you are
immediately pushed back to your point of entry or
the nearest unoccupied space (whichever is
further) and take 6d6 force damage. You may use
this feature a number of times equal to your
Intelligence modifier (minimum of once) before
finishing a long rest.
Quantum Light
A quantum light holo-knight constructor has
blurred the lines between illusion and reality.
Through mastery of both concepts, they can create
constructs so believable they are indistinguishable
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from reality. The holograms begin to move and You can learn a spell from any spell list. The spell
flow as if they are a natural part of the world. A must be of a level for which you have spell slots.
talented holo-knight in this field may begin to You can learn an additional spell from any spell list
suspect that their holograms have a will of their at 7th level, 13th level, and 18th level.
own.
DOUBLE TEAM
SOLID ILLUSIONS
At 13th level you can focus your magic and
When you take this path at 3rd level, you can holograms to create a duplicate of yourself. To use
combine your constructs seamlessly with the this feature, you must use a spell slot of 1st level or
illusions you make. When you use an illusion spell, higher and a bonus action. They have whatever
you can weave your holographic constructs into holo-weapons and holo-armor you were wearing
the magic, making the illusion solid. The illusion when summoned, neither the weapon or armor
will feel real to the touch, down to temperature count against your total possible instances of these
and stray fibers. Creatures attempting to see items. They have 1 hit point, can only attack once
through the illusion make their rolls with per turn (except by using Weapon Shatter), cannot
disadvantage. use magic, and cannot summon new weapons or
armor. They share all your other holo-knight
The holograms cannot produce sounds, though abilities. You are telepathically linked to them and
some illusion spells can. The illusion constructs can command them freely after they are created.
can carry items appropriate to the illusion. If They act on your turn. They cannot move more
attacking, they use your ability scores but can do a than 300 feet away from you and dissipate after 1
maximum of 1 + the appropriate ability score minute.
damage. Any damage to the illusion will destroy
the holograms inside but will leave the illusion At 18th level you can create two duplicates,
spell intact. You can only have one instance of this commanding them both freely.
feature active at a time. Any weapons or armor the
illusion is using count against your active instances CONSTRUCT HEALING
for those items.
At 18th level the holograms you use in combat
You can use this feature once before finishing a begin to act on their own accord to stem bleeding
long rest. This increases to twice at 7th level, and to and suture small wounds. Unless you are
three times at 18th level. unconscious, you regain hit points equal to your
Intelligence modifier (minimum of 1) at the end of
MOSTLY MAGIC each of your turns when you are not at max health.
When you choose this path at 3rd level, you have
learned to mix illusions and
quantum light to
approximate a spell
that is naturally
beyond your
capabilities.
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SYNTH WEAVER The dwarf readies his fingers and steadies his
mind. Placing his hand down and the keytar, he
A young human weaves around the battlefield on begins his opus. The virus infested crowd rushes
rollerblades. As she positions herself for maximum the stage but with every new chord he blasts them
effect, she reaches for her megaphone. Pirouetting off in heaps of electric carnage. He knows he is
against a group of foes she lets loose a blast doomed. His teammates have all fallen beside him.
against the group. The enemies reach for their ears But he will not stop playing, not for the world, not
and fall to their knees, leaving them open for her for his life, not for the love he has lost. With one
teammates to mop up. final glance he looks towards the heavens and cries
out their name. Then, there is nothing left in him
The dragonborn's party has been ravaged; they but the music.
likely will not survive this battle. He stares up at
the lich, Ruin, places sunglasses on his nose, BEATBOXING BADBOYS
cranking up his boombox to eleven. The ludicrous
bass and melodious beats waft through his The synth weaver is the backbone of any
teammates, revitalizing their strength and will. outstanding group. They skate around the
Ruin balks at the dubious wubs coming from this battlefield and boost their allies in a multitude of
group. He fears, for they ways. Most synth weavers can seem aloof or even
are no longer a team, goofy to the untrained eye but don't let their casual
they are a party. exterior fool you. When pushed to a wall they can
be extremely deadly. Their ability to assist their
allies with even simple actions, such as basic melee
combat, makes them a high priority target for
those who understand their power.
SUPPORT CLASS
We recommend this class for high skill Users.
Users choosing this class must be good with
cooperation and fair play. This class is difficult to
play if you tend to solo missions. We recommend
teaming up with midsize groups or small groups
with advanced Users. This is an extremely
rewarding class and can push an
already great team into
wonderful syncopation. We
recommend this class to
anyone who enjoys
supportive roles.
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CREATING A SYNTH WEAVER PRE-GEN CHARACTER
Your love of music has allowed you to tap into the You can make a synth weaver quickly by following
rhythm of the universe. You see the seams of these suggestions. First, Dexterity should be your
creation where others cannot. Everything in the highest ability score, followed by Charisma. Second,
Retroverse marches to a specific beat and if you choose the Prodigy background. Third, take the
can just find the beat, then you can alter its Dancing Lights and Wub Blast cantrip, along with
frequency. Most synth weavers lack the ability to the following 1st-level spells Swift Stars, Thunder
change existence directly but can add powerful Wave, Concussive Beats, and Crank Caller.
punctuations to the fabric of reality when needed.
Synth weavers live and die by the sounds of the
Retroverse. They are almost always listening to
music and can seem distant or immature, due in
large part to the distraction of the Beat all around
them. While this may be true of some, it is not true
of all. Some synth weavers build songs and
mixtape lists just for their favorite friends to enjoy.
Others hide their music away, afraid that popularity
Synth Weaver
will ruin the purity of their vision. Where did your -Spell Slots per Spell Level-
love of harmonious rhythms come from? What
genre of music best suits your type of play?
Whatever the style, you can be assured of one
thing, synth weavers rock, literally.
Synth Prof. Features Hype Cantrips Spells
Weaver Bonus Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level
1st 2 Spellcasting, Synth Weaver 1 2 42
Hype
2nd 2 Short Recital 22 53
3rd 2 Beat Style 32 6 42
4th 2 Power Up 43 7 43
5th 3 Raised Roof 63 8 43 2
6th 3 Beat Style Feature 73 9 43 3
7th 3 83 10 4 3 3 1
8th 3 Power Up 93 11 4 3 3 2
9th 4 10 3 12 4 3 3 3 1
10th 4 Raised Roof, Spell Bequeath 12 4 14 4 3 3 3 2
11th 4 13 4 15 4 3 3 3 2 1
12th 4 Beat Style Feature, Power Up 14 4 15 4 3 3 3 2 1
13th 5 15 4 16 4 3 3 3 2 1 1
14th 5 Spell Bequeath Improvement 16 4 18 4 3 3 3 2 1 1
15th 5 Raised Roof 18 4 19 4 3 3 3 2 1 1 1
16th 5 Beat Style Feature, Power Up 19 4 19 4 3 3 3 2 1 1 1
17th 6 20 4 20 4 3 3 3 2 1 1 1 1
18th 6 Spell Bequeath Improvement 21 4 22 4 3 3 3 3 1 1 1 1
19th 6 Beat Style Feature, Power Up 22 4 22 4 3 3 3 3 2 1 1 1
20th 6 Raised Roof, Kinetic Charger 24 4 22 4 3 3 3 3 2 2 1 1
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CLASS FEATURES • (a) two daggers, (a) a lance, or (c) a whip
• an entertainer's pack
As a synth weaver, you gain the following class • (a) a Keytar or (b) any other Musical
features
instrument
Hit Points • Any simple weapon of your choice
Hit Dice: 1d6 per Synth Weaver Level SPELLCASTING
Hit Points at 1st Level: 6 + your Constitution
modifier You have noticed that everything within the
Hit Points at Higher Levels: 1d6 (or 4) + your Retroverse thrums to the Beat. Because of that you
Constitution modifier per synth weaver level after have the ability to call forth magic from within the
1st. places between the beats. On occasion the powers
pulled to you are not the ones you intended. When
Proficiencies you cast a spell that requires a saving throw, roll a
d20. On a 1, a different spell that you know, of the
Armor: Light armor same level used is triggered, using the spell slot.
Weapons: Simple Weapons, Lance, Scimitar, Whip The new spell used is up to the GM. If you do not
Tools: Chose two from Any Average Instrument, know another spell of that level, then a spell of
Megaphone, Brick Cellphone, Keyboard, Boombox, lower level is used and the spell slot originally
Airhorn, Trumpet, Walkman, Keytar, Saxophone, or intended for use is expended. In this case you gain
Beatboxing Prowess. More may be available at your any bonuses for casting a spell at a higher level, if
GM's discretion applicable.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, You know what spell you are using, even if it is
Athletics, Deception, Insight, Intimidation, Medicine, not the spell you intended to pull from the Beat.
Perception, Performance, Persuasion, Sleight of You can use your reaction to cancel a spell if the
Hand, Survival. wrong one is pulled, but the spell slot is still
expended. If you cancel the spell, you gain
Equipment temporary hit points equal to double the level the
spell was intended to be cast at.
You start with the following equipment, in addition
to the equipment granted by your background: CANTRIPS
You know two cantrips of your choice from the
synth weaver spell list. You learn additional Synth
Weaver cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the synth
weaver Table.
SPELL SLOTS
The synth weaver table shows how many spell
slots you have to cast your spells of 1st level and
higher. To cast one of these spells you must
expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a
long rest.
For example, if you know the 1st-level spell swift
stars and have a 1st-level and 2nd-level spell slot
available, you can cast swift stars using either slot.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know four 1st level spells of your choice from
the synth weaver spell list. Spells can be hard to
identify as a soundwave and so you can only pull
from the Beat the magic you are intimately familiar
with.
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The Spells Known column of the synth weaver before they know the result. Once the Hype point
table shows when you learn more synth weaver set is used, they are lost. A creature can have only
spells of your choice. Each of these spells must be one set of Hype points and the set cannot be
of a level for which you have spell slots, as shown changed once it is given.
on the table. For instance, when you reach 3rd level
in this class, you can learn one new spell of 1st or You can use this feature a number of times
2nd level. equal to your Charisma modifier (a minimum of
once). You regain any expended uses once you
Additionally, when you gain a level in this class, finish a long rest. Your Hype points increase as you
you can choose one of the synth weaver spells you gain levels in this class, as shown by the Hype
know and replace it with another spell from the Points column of the Synth Weaver table.
synth weaver spell list, which also must be of a
level for which you have spell slots. SHORT RECITAL
SPELLCASTING ABILITY When you reach 2nd level in this class, you can use
Hype points to recover spent synth weaver spell
Dexterity is your spellcasting ability for your synth during a short rest. You can recover a number of
weaver spells. Your magic comes from the rests spent spell slots equal to half the Hype points
between the Beat of the World and you channel it used. If using the Fresh Batteries feature, the total
through your own rhythmic gyrations and quick Hype points available are used after their recovery
movements. Your magic is less about the creation through the Fresh Batteries feature.
of power through music and more about taking
from or augmenting with the rhythm that already BEAT STYLE
exists. You use your Dexterity whenever a spell
refers to your spellcasting ability. In addition, you Synth weavers all have an intimate connection to
use your Dexterity modifier when setting the the Beat of the World, but that connection can
saving throw DC for a synth weaver spell you cast come in different forms. No two synth weavers are
and when making an attack roll with one. identical, having all found their connection in
different ways. Beat Boosters have tapped into the
Spell Save DC = 8 + your proficiency bonus + your Beat and use it to amplify themselves and their
Dexterity modifier friends. Beat Mixers twist the Beat to their desires
and use it the change the world around them. Beat
Spell attack modifier = your proficiency bonus + Breakers are the most destructive of synth
your Dexterity modifier weavers and interject their own tones to cause
disharmony in the Beat.
SPELLCASTING FOCUS
When you reach 3rd level, you begin to shape
You can use any musical instrument you’re the Beat of the World to your own desires. Choose
proficient with as a spellcasting focus for your which way you harness the Beat: Breaker, Booster,
synth weaver spells. or Mixer. Your choice grants you features at 3rd, 6th,
12th, 16th, and 19th.
SYNTH WEAVER HYPE
POWER UP
Starting at 1st level you can get others around you
hyped by tuning into their own particular rhythm. When you reach 4th level, and again at 8th, 12th, 16th,
To do so, you use a bonus action on your turn to and 19th level, you can increase one ability score of
choose one creature other than yourself within 60 your choice by 2, or you can increase two ability
feet of you who can hear you. You grant that scores of your choice by 1. Alternatively, you can
creature a set of bonus points, the total set of gain one Feat. You cannot increase an ability score
points being your choice from the pool of Hype beyond 20 using this feature.
points you have available. Though you can choose
to give only a portion of your Hype points, the RAISED ROOF
recipient must use the entire set given.
When you reach 5th level in this class, you gain an
Once within the next 10 minutes, the creature additional Hype Point (+2 gained total), as shown
can add the entire set of bonus points to one ability by the Hype Points column of the synth weaver
check, attack roll, or saving throw it makes. The table. You gain an additional Hype Point again at
creature can wait until after the roll before 10th level, 15th level, and 20th level.
deciding to use the Hype point set but must decide
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FRESH BATTERIES bonus when you are not wearing them. At 3rd level
they add +5 feet to your movement speed and +2
At 7th level, you regain all synth weaver Hype points to your Dexterity based AC and Dexterity saves
when you finish a short or long rest. only. At 6th level this changes to +10 feet and +3 to
your Dexterity based AC and Dexterity saves. At 12th
SPELL BEQUEATH level this changes to +15 feet and +4 to your
Dexterity based AC and Dexterity saves.
At 10th level you can gift a spell slot to an ally as an
action. At the cost of 5 Hype points, you can roll a Additionally, you can use 2 hype points to
d4. That roll is the level of spell slot you can give to traverse rough terrain as if it were normal terrain
an ally. This counts as a bonus spell slot and does until the start of your next turn. This can also be
not count against the total spells your ally can used to travel up vertical surfaces or across water
cast. At 14th level the die used increases to a d6. At at half your movement speed.
18th level the die used increases to a d8. If the roll is
for a spell slot for which they do not know any You cannot wear any armor while using the
spells, they instead gain a spell slot for the next Roller Blades. You are proficient with the blades.
highest spell they know. You can use this feature a
number of times equal to your Charisma modifier MIXER BEAT-DOWN
(minimum of once) before finishing a long rest.
When you choose this style at 3rd level, you can
For example, as a 15th level synth weaver you hype yourself up to attack with your dancing
spend 5 Hype points to use this ability. You target moves and Roller Blades. The Roller Blades do 1d6
the Cleric and roll a d6, it lands on 4. The Cleric now + your Dexterity modifier slashing damage. At 12th
has an extra use of any 4th level spell they know. Level you can attack twice with your Roller Blades
You must finish a long rest before you can use this using this action. You are considered proficient with
ability again. this attack and can spend 1 Hype point per attack to
make the attack considered magical for the
KINETIC CHARGER purposes of overcoming resistances.
At 20th level, when a new round starts and you SPELL SAMPLE
have no Hype points left, you regain 5.
Starting at 6th level, you have the ability to sample
Beat Mixer and cast a spell another creature has used. The
spell has to have been cast at a level for which you
A Beat Mixer Synth Weaver is so in tune with the spell slots to use this feature. The spell is cast as a
Beat of the World they can use it to bend the very synth weaver spell, uses a spell slot equal to the
air around them. They sample and remix the Beat level the spell was cast at, and uses all of your
to their own whims. They are often irreverent of modifiers. You may sample spells currently being
the rules that govern society or reality. They are concentrated on, or non-concentration spells
slippery, sliding around the battlefield to a rhythm immediately after they are cast.
of the multitude.
If a creature is using a spell that requires
CANTRIP SNIPPET concentration, you can copy that spell and begin to
cast it yourself by using a number of Hype points
When you chose this beat type at 3rd level, you equal to two times the level the spell was cast at.
learn two cantrips of your choice from any class. You can maintain concentration and access to the
They are considered synth weaver cantrips when spell as long as the original creature you sampled
you cast them. the spell from holds their concentration on the
sampled spell.
ROLLER BLADES
If a creature uses a non-concentration spell, you
When you choose this style at 3rd level, you have can use Hype points equal to three times the level
focused some of the power of the Beat into a set of the spell was cast at and a reaction immediately
ephemeral roller or razor blades. They are built to after the spell is cast to copy and store it. You have
adapt to nearly any surface and you do not suffer the spell stored for the next 10 minutes, after
extra penalties on normal surfaces unless it is which time the spell fades away. You may only
difficult terrain. On difficult terrain you suffer store one spell with this feature at a time.
disadvantage on any Dexterity based checks or
saving throws while wearing the Roller Blades. You
may use an action to take them off, losing the AC
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PASSIVE MELODY creature. You can target yourself with this feature
for half the cost.
When you reach 12th level, you gain a background
melody to your actions. You regain 1 expended This feature cannot be used to teleport a
Hype point at the start of each of your turns if you creature into a space that is too small for them to
are below half your maximum total Hype points. naturally be in.
PARTY MAGIC Beat Booster
Beginning at 12th level, you can use the Spell Beat boosters do not attempt to interfere with the
Bequeath feature a number of times equal to your Beat of the World, instead choosing to ride
Charisma modifier + your proficiency bonus before alongside it. Their drops, rhythms, and chords are
finishing a long rest. synched to the Beat and amplified along the
musical ether. Eventually they are so heavily
BATTLE REMIX synched, they can recognize the beats of others
and amplify their abilities as well.
At 16th level you can cause a minor skip in the flow
of time, causing a reroll of the last instant. Using a MUSIC MASTER
reaction and 5 Hype points, target a creature you
can see within 120 feet, that creature must reroll When you choose this style at 3rd level, you gain
their last attack, saving throw, or damage roll. The proficiency with two additional instruments of your
creature must use the second roll. Targeting a choice.
willing creature will automatically succeed. An
unwilling creature must succeed on a Dexterity
saving throw against your Spell Save DC or be
forced to reroll their last attack, saving throw, or
damage roll; taking the second roll. You may
increase the DC of this saving throw by
+1 for every Hype point used in this
feature, beyond the initial 5.
FIELD REWRITE
At 19th level you have tapped deep into the threads
of the Beat and can bend them to twist our
perceived reality. Using an action, you can change
the placement of creatures around you. Target a
willing creature you can see within 150 feet and
teleport them to an unoccupied space that you can
see within that range. Unwilling creatures must
make a Dexterity saving throw against your spell
save DC. On a failure, they are teleported to an
unoccupied space that you can see within 150 feet.
On a success, they are not teleported but instead
take force damage equal to the Hype points
expended to attempt moving them x 3.
Creature Size Tiny Small Medium Large Huge Gargantuan
12
Hype Points 2 46 8 10
Needed
You can swap the position of two creatures by
adding their cost together. If one creature resists
and succeeded on their saving throw, the attempt
fails, and both creatures take force damage equal
to the total Hype points used x 3. The Hype point
cost of this feature correlates to the size of the
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SWAGGER ARMOR BARS OF ADRENALINE
When you choose this style at 3rd level, your body Beginning at 6th level, you can use bumping beats
and movements become synched to the world or uplifting lyrical goodness to help boost your
around you. While you are wearing no armor or allies. As an action you use your Hype points to
shields, your AC equals 10 + your Dexterity give all allies within 60 feet, that can hear you,
modifier + your Charisma modifier. Additionally, temporary hit points. Any ally can use one of their
you gain +1 to Performance checks while playing hit dice, if they have one available to use; they add
instruments you are proficient with as park of the that roll plus a number of Hype points (minimum
check. of 1) you use, to gain temporary hit points equal to
the total. This consumes their hit die in the process.
BOOSTER BEAT-DOWN The temporary hit points last a number of rounds
equal half your synth weaver level + your
When you choose this style at 3rd level, you can tap Charisma modifier (minimum of 1 round). Once you
into the Beat to boost your magical focus use this ability, you cannot use it again until you
instrument to attack with righteous riffs and beats. have finished a short or long rest.
The instrument attacks with a concentrated spear
of sound, dealing 1d6 + your Dexterity modifier DROP THE BASS
piercing damage. At 12th Level you can attack twice
with your instrument using this action. You are Beginning at 6th level you gain the ability to sync
considered proficient with this attack and can your rhythm to that of your allies. As a reaction,
spend 1 Hype point per attack to make the attack when an ally hits a target with a ranged or melee
considered magical for the purposes of attack, you can use 2 Hype points to bring the blow
overcoming resistances. down with added force. Both you and your ally roll
a d6, if the numbers rolled match, then the ally’s
BONUS HYPE attack is considered a critical hit. You can use this
feature a number of times equal to your Charisma
Because of your passive harmony with the Beat, modifier (minimum of once) before finishing a long
you can recognize rhythms of extra strength. At 6th rest. The die used to sync your rhythm changes to
level you gain an additional Hype point. This a to a d4 at 12th level and is automatic at 16th level.
happens again at 12th level, 16th level, and once
more at 19th level. You cannot target yourself with this action. If
you target an unwilling creature, they must make a
Charisma saving throw versus your spell save DC.
The effect does not take place if they save, but one
use of this ability is still consumed.
MAGIC AMP
At 12th level you gain the ability to boost the
damage your magic does. You do this by synching
your rhythm to that of the magical essence of the
world and adding your own unique flourishes into
it. When using your instrument as a magical focus,
you can add your Charisma modifier to the damage
or healing of a spell. The damage is added after all
normal bonuses are applied to the spell. This only
works for offensive or healing spells and does not
affect duration, range, or casting times.
At 16th level you may add an additional +1 to the
damage or healing done by spells cast this way, at
the cost of 1 hype point each. At 19th level this
changes to an additional +2 to the damage or
healing done by spells cast this way, at the cost of 1
hype point each. You can use this feature a number
of times equal to your Charisma modifier
(minimum of once) before finishing a long rest.
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HYPE WAVE turn. At 6th level you only fall prone and cannot
take actions or reactions until the start of your next
At 12th level you can choose to grant Hype points to turn. At 12th level, you simply fall prone.
assist more than one ally at a time. When using
synth weaver Hype, you can choose up to two allies While dancing, you can make attacks with any
to receive the Hype points simultaneously. The weapon you are proficient with or with unarmed
chosen creatures must gain Hype points equally, strikes. At 12th level you can attack twice with
draining you an equal amount of Hype points for proficient weapons or unarmed strikes using this
each creature. This feature takes an action. action.
At 16th level this increases to up to three allies
and three uses. At 19th level this increases to up to
five allies and five uses. You can only target as
many allies as you have uses of Synth Weaver
Hype for and that your points permit.
Beat Breaker
Beat breakers reject the Beat of the World and
supplant their own rhythms into the world. They
are often scorned for the disharmony they create
within the universe. Wherever beat breakers use
their abilities, the world around it becomes weaker,
succumbing more easily to sickness or disease. It
requires a great bit of fortitude to disrupt the
harmony of the world, but even Beat Breakers
eventually succumb to the discord they create. Old
Beat Breakers are jagged and hard, their harsh
lifestyle refining them into compacted resilience.
BEAT-BOXING
When you choose this style at 3rd level, your
staccato dancing style becomes its own beguiling
offence and defense. While you are wearing no
armor or shields, your AC equals 10 + your
Dexterity modifier + your Constitution modifier.
Your unarmed strikes do 1d4 damage. This
increases to 1d6 at 12th level, and again to 1d8 at
19th level. By using 1 Hype point, the attack is
considered magical for the purposes of
overcoming resistances. Additionally, you gain +1 to
unarmed attacks and damage if using Hype points.
This includes attacks made with the Breakdancing
Beat-Down feature.
BREAKDANCING BEAT-DOWN
When you choose this style at 3rd level, you can use
a bonus action to begin an aggressive and skillful
dance to attack enemies around you. This dance
activates all of your body and sends you into an
unpredictable spiral of defenses and feints until the
start of your next turn. No opportunity or flanking
attacks can be made against you with advantage
while using the feature. However, if any attack rolls
you make while using this feature are a 1, you fall
prone and are stunned until the start of your next
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MAGIC BREAKER WHITE NOISE
Beginning at 6th level, you can use your powerful Starting at 12th level, you can cause a small
beats to blast away the forces of magic. When discordant field around you that blocks certain
targeted by a damaging spell, that has a range frequencies. As a reaction, you can spend 1 Hype
other than touch, you can use your reaction and point to become resistant to a type of damage until
Hype points equal to the level the spell is cast at to the start of your next turn. The damage type you
half the damage dealt. If a spell requires a saving are resistant to is chosen once you finish a short or
throw to take half damage, you instead take no long rest; choose between these damage types:
damage on a successful one and only half on a force, lightning, psychic, or thunder. When you
failed one. You can use this feature after making a reach 16th level, you are immune rather than
saving throw but before you know the result. resistant to the damage type. At 19th level, you can
choose two damage types, instead of one.
At 12th level you can use Hype points equal to 2
x the level the spell is cast at to completely TAKE BACKS
disperse the spell, negating all damage and effects
to yourself. At 12th level, you can force the Beat into breaking
into more usable chunks. You regain 1 Hype point
At 19th level you can use Hype points equal to 3 for every three you expend or give to an ally.
x the level the spell was cast at to blast a spell
back at the caster. The caster then must make a DIRTY DANCING
Dexterity saving throw against your spell save DC,
taking the full damage on a failed save or half as At 16th level, you can end your dancing with a
much on a successful one. powerful flourish. If you use Breakdancing Beat-
Down, you can use a reaction to cast any spell, with
You can use this feature a number of times a 1 action, bonus action, or reaction casting time,
equal to your Dexterity modifier (minimum of immediately after the attack by expending a spell
once) before finishing a long rest. slot and Hype points equal to the level the spell is
cast at. You may not cast spells above their original
EXTRA BOP spell level by using this feature.
At 6th level, you can take advantage of the
momentum the Beat grants you to make one last
twirl. If you have over half your maximum Hype
points remaining, you can use a reaction to make
one unarmed attack immediately after using the
Breakdancing Beat-Down feature.
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SUB-CLASSES The damage dice increases to 1d8 at 6th level,
1d10 at 10th level, and 1d12 at 14th level.
Most traditional classes from other universes have
a Retroverse version that is heavily influenced by Additionally, you become proficient with the
the cartoonish nature of this reality. This is a Performance skill, or double your proficiency if
sampling of some of those sub-classes but is by no you already are proficient.
means a comprehensive list of possibilities.
RIP AND TEAR
BARBARIAN PATH OF THE
TECHNO VIKING Starting at 6th level, whenever you grapple an
enemy, you can use a reaction to hurt the enemy
The path of the techno viking is one paved with you have grappled. This attack automatically hits
long hair, guitar riffs, and blood. Rather than keep but the enemy can make another check to escape
their fury to themselves, they can spread it to your grapple after taking damage from this
others. A single techno viking can turn an entire feature. If you have a species ability that allows
party into raving savages, crushing any who stand you to bludgeon, bite, or claw the opponent, you
in their way. Like a synth weaver, they are in touch can use that attack. Otherwise, it is considered an
with the Beat of the World, just to a lesser degree. unarmed attack as you bludgeon, bite, or claw at
the grappled foe.
RAVE
When you choose this path at 3rd level,
you Rage changes in some key ways.
Tapping into the Beat changes your rage
ability in these ways.
• You have advantage on Dexterity
checks and Dexterity saving throws in
addition to Strength.
• When you make a melee weapon attack
using Strength or Dexterity, you choose to gain
the rage bonus, to the attack or damage roll,
that increases as you gain levels as a
barbarian, as shown in the Rage Damage
column of the barbarian table. Additionally, you
can use your reaction to add the rage bonus to
any Strength or Dexterity saving throws.
• You gain +2 to your AC as long as you are
not wearing heavy armor.
• Your unarmed strikes deal 1d4 + your
Strength modifier bludgeoning damage.
MUSICAL SKILL
Starting when you choose this path at 3rd level,
you gain proficiency with one instrument of your
choice. You can use this instrument as a weapon
as well. It deals 1d6 + your Strength modifier
bludgeoning damage and you are proficient with
the attack. Each time you attack with the weapon,
you must make a Constitution saving throw (using
your ability modifier) for your instrument (DC 5),
breaking the instrument on a failure. The DC
increases by +1 for every attack you make with
the instrument, until the start of your next turn.
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JAMMER SLAMMER BARD COLLEGE OF METAL
Starting at 6th level, when you are raging and hit Many bards obtain their magic by creating
a creature with a musical instrument, the sound harmonious echoes of melodious powers greater
reverberates into you allies and grants a bonus to than themselves. But they often do so with tools
those within 30 feet that heard the sound. Until and instruments barely more powerful than a
the start of your next turn, allied creatures have whisper. That’s where you and they differ, because
+1 to attack and damage rolls made against that your electric echoes are a thunderclap in the
creature. cosmos. You have learned how to infuse your
melodic intent with raw electricity, creating a loop
You can use this feature as many times as you of ever-increasing intensity. The first bards to do
like within a single rage but can only use it during this eventually had such a buildup of energy that
a single rage before finishing a short or long rest. they ascended into godhood, the resulting musical
explosion forever changing the concepts of music
MOSH and magic as we know it. Given enough time and
power, you too could become a god of metal.
Beginning at 10th level, you can use a bonus
action to bestow or impose some of your rage INSPIRING FLASH
upon another creature. Choose a creature within 5
feet and punch them. This is not intended to cause At 3rd level you can draw upon epic moments of
serious damage and, as long as the creature does conflict to revitalize your bardic strength. When
not resist, they will only take 1 bludgeoning you or an ally within 30 feet land a critical hit on an
damage from the attack. If they do not wish to be enemy, you can use your reaction to pull energy
hit you can still make an unarmed attack against from the moment, regaining an expended use of
them, dealing damage normally on a hit. Bardic Inspiration. You can use this feature a
number of times equal to your Charisma modifier
Once they have taken the damage, they (minimum of once) before finishing a long rest. You
become empowered by your ferocious energy and cannot use this feature to gain extra uses of Bardic
gain the same rage bonus to their Strength based Inspiration, only to replace expended uses.
damage rolls that you receive. If they are
concentrating on a spell, they lose that GENRE SPELLS
concentration. This bonus lasts until your current
rage ends. When you choose this school at 3rd level, you must
also choose a genre to specialize in. Though you
You may bestow this bonus to 2 creatures. This may dabble in other genres, your primary powers
increases to 4 creatures at 14th level and again to come from a single type of metal music. You
6 creatures at 20th level. immediately unlock access to whatever 1st level
spell and cantrip is associated with your genre. As
BEAT SABER you gain levels in this class, additional genre spells
will be unlocked at 3rd, 6th, and 14th level. You can
At 14th level, you can create a weapon made out cast these spells using a spell slot or you can use
of pure musical energy when you begin to rage. your musical prowess to inspire reality to cast
This weapon can be any melee weapon you are them for you. By spending a number of uses of
proficient with, including your musical instrument. Bardic Inspiration equal to the level of the spell you
The weapon glows bright light in a 30-foot radius are casting, you can cast any of the genre spells
and dim light 30 feet beyond that. It deals thunder you have unlocked without expending a spell slot.
damage and lands a critical hit on a 19 or 20. Once
per rage, if you roll a 1 on an attack roll with this You cannot cast a spell higher than its original
weapon, you can use a your reaction to attempt to level by using Bardic Inspiration, except by using
get yourself back on beat, rerolling the attack and the To 11 feature.
using the new number instead. For each
consecutive hit you make with this weapon during This list is only a sampling of genre possibilities.
a single rage, the damage the weapon deals Work with your Gm if your bard produces metal
increases by +1 (to a maximum of +10), resetting if from a more specialized genre.
you miss an attack or your rage ends. The weapon
dissipates when your rage ends.
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Metal Genre Spells TO 11
Metal Cantrip Unlocked at Unlocked Unlocked at At 6th level, you have begun to push your magic
Genre 3rd Level at 6th Level 14th Level beyond what should be possible. When you cast a
spell, you can cast it as if you had used a spell slot
Death Poison False Life Grasping Raise Dead 1 level higher than the spell requires without
Spray Graves expending the higher spell slot. You can use this
feature a number of times equal to your Charisma
Doom Air Burning Fireball Banishment modifier (minimum of once) before finishing a long
Guitar Hands rest. You cannot use this feature to add an
additional spell level to a spell if you are already
Folk Poison Animal Plant Insect casting a spell higher than its required level.
Spray Friendship Growth Plague
Animate For example, you cast Cure Wounds using this
Hair Jazz Charm Major Objects feature, boosting it in power as if it were cast with a
Hands Person Image Reincarnate 2nd level spell slot. A 1st level spell slot is expended
in the process. However, if you intended to cast it
Power Sacred Enhance Remove Polymorph with a 3rd level spell slot, you could not use this
Flame Ability Curse feature to boost it to the power of a 4th level spell.
Freedom of
Progressive Minor Warped Magic Movement GRAND FINALE
Illusion Weapons Circle
At 14th level, you have unlocked the secrets of the
Thrash True Blur Haste show ending banger. Choose an allied creature
Strike within 60 feet that you can see and roll a Bardic
Inspiration dice. That ally is healed that amount
and is infused with the power of your thrashing
ballad. They gain half their movement speed to use
immediately and can choose one of the following
options. These options do not count against their
actions this round as your power causes time itself
to distort around them.
• Make a single attack against a target in
range.
• Use the dash, dodge, or disengage option.
• Use a spell with a casting time of 1 action
or 1 bonus action that does not require
concentration.
You can choose as many creatures as you have
uses of Bardic Inspiration for as part of this action.
You must finish a long rest before using this
feature again.
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CLERIC: DOMAIN OF ACTION FRESH FACE
A cleric of action is called on by their god, not just At 1st level, you gain proficiency with the Deception
to be their champion, but to be a star. Their goal is and Performance skills. You also learn the spell
to spread the teachings of their deities by Disguise Self and can cast it a number of times
becoming as famous as possible. Their relationship equal to your Charisma modifier (minimum of
is more like that of a director and actor, than that once) without using a spell slot.
of a cleric and divine patron. The director may be
demanding and overbearing, stressing over the At 8th level, you can double your proficiency
tiniest details of your life. In contrast, some bonus for the Deception and Performance skills
directors place great faith in their actors, allowing while disguised by the Disguise Self spell.
more improvisation than their script may call for.
Whatever they are like, your goal is almost always CHANNEL DIVINITY: FAN SERVICE
the same: make as many stories with your name in
them as possible. Starting at 2nd level, you can use your Channel
Divinity to call on the love of your fans to boost
CHOOSING A DEITY you and your party. As an action, present your holy
symbol. An ethereal representation of a crowd of
Any god may choose to have a cleric of action. The fans is summoned and follows within 30 feet of
powers normally associated with a god’s you for the next minute. They cannot be directly
pantheons are pushed to the side, in favor of interacted with but will respond to you and your
abilities that increase the possibility of their cleric ally’s actions with cheers or jeers.
becoming a worldwide sensation. Many gods have
clerics of action, but few of these clerics ever rise At the end of each of your turns, their revelry
above C-tier celebrity status. Those clerics that will grant a boon to your party. Roll on the Fan
wrestle the spotlight onto them use their platform Service table to determine the assistance your
to spread their faith onto their fans. In this way, party will receive. Creatures affected by the table
even unknown deities can see a huge surge in must be within 30 feet of you and anything that
followers, if their cleric of action happens to targets only one creature has the target
become popular enough. determined by the GM. Any spells or attacks use
your stats.
Action Domain Spells Fan Service Table
Cleric Level Spells d8 Fan Assistance
1st Charm Person, Hilwel’s Scream
3rd Mirror Image, Party Ball 1 An allied creature is healed 2d6 hit points
5th Awestruck, Chrome Sheen
7th Hallucinatory Terrain, Mind Blow 2 An allied creature is given advantage on their next attack roll.
9th Copy Smite, Modify Memory
3 An enemy creature has Vicious Mockery cast on them.
4 An enemy has Crank Caller cast on them.
5 Bless is cast, targeting you and two allied creatures.
6 An ethereal object is thrown from the crowd (like a chair or
bottle), striking an enemy creature for 2d6 force damage.
7 An allied creature is given advantage on their next saving
throw.
8 An enemy creature has disadvantage on their next attack roll.
SCRIPT PREVIEW
At 2nd level, you can call on your deity to give you a
sneak peak of what is coming next. As an action,
choose a creature you can see within 60 feet. Your
god will let you know the creature’s intent for their
next turn. You will not know their exact
movements, just what they plan to accomplish.
Based on the situation, they may change their
plans before their turn.
You can use this feature once before finishing a
long rest. At 6th level this increases to twice before
finishing a long rest, and at 17th level this increases
to three times before finishing a long rest.
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STUNT DOUBLE damaging spells simply fizzle out and/or damaging
spell damage is reduced by half, before applying
At 6th level, you deity has crafted a dummy version vulnerabilities or resistances. This feature cannot
of you to assist in more dangerous scenes. As a be used more than two times for a single spell’s
reaction, you can call on this dummy to instantly initial casting. You can use this feature a number of
replace you until the start of your next turn. The times equal to your Charisma modifier (minimum
dummy is held in a special pocket dimension, of once) before finishing a long rest.
where you reside when your bodies are swapped.
The dummy cannot move, speak, or do anything
except assume the pose you were in when it was
summoned, or fall limply on the ground. It has an
AC of 10, hit points equal to double your cleric level,
and automatically fails saving throws. The dummy
remains active until the start of your next turn, or
its hit points are reduced to 0, or you freely dismiss
it. If its hit points are reduced to 0, any remaining
damage is transferred into you, though
any additional effects or conditions are
not.
You cannot use this feature again
until you finish a short or long rest.
METHOD BASHING
At 8th level, you can bolster your power by
calling upon the performances of action clerics
before you. Once on your turn, you can
add your Charisma modifier to the damage
of any attack you make.
SEQUEL
At 17th level, you can pull some power from the
past to recast a spell you just cast on your
last turn. As an action, you can recast a
single spell from your last turn without
expending a spell slot. Make a Charisma
check (DC 10) to determine if this sequel
was better or worse than the original. On a
success, you either gain advantage on the
spell attack roll or impose disadvantage
on the target’s saving throws against
the spell. On a failure, you either
have disadvantage on the spell
attack roll or the targets have
advantage on their saving
throws against the spell.
You can attempt to use this
feature twice on consecutive
turns, though using this feature
twice for the same initial casting
can sometimes backfire. You make
the Charisma check with
disadvantage and, on a failure, you
become the target for the spell. If you
succeed on the spell’s saving throw, non-
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DRUID: CIRCLE OF THE immunities from both creatures are used.
CORRUPTED Resistances and vulnerabilities do not
double but having resistance and
Druids within the circle of the corrupted have little vulnerability to the same damage type will
regard for the “natural” way of things. Nature and negate them, making you neither resistant
its ilk are boring and poorly designed, badly in need nor vulnerable. Having immunity and
of improvement. To this end, they have learned vulnerability to a damage type will make
how to use their druidic powers to twist the you resistant to that damage type instead.
creatures they change into and even augment their • Senses from both creatures can be used. If
own bodies with permanent changes. This tinkering both creatures have the same senses, use
with natural order results in strange aberrations whichever one is higher.
and the druid often finds themselves swimming in • You can speak any languages the two
corruption. But rather than fear it, they embrace it creatures can speak but cannot use
and try to find a way to bend the “natural order” telepathy.
into new and interesting ways. • You may not cast any spells or use any
psionics while in this form, even if the
CORRUPTED FORMS creature you can change into would
normally have these abilities.
When you choose this circle at 2nd level, you can • You take all the actions and reactions from
use Wild Shape on your turn as an action or a both creatures. Use the attack stats for the
bonus action. Additionally, you may choose Wild creature the attack came from, making no
Shape forms from medium sized or smaller beasts changes due to a changed Strength,
or monstrosities with a CR of 1 or lower. Dexterity, or Constitution score. If a
creature has Multiattack, you may use this
COPY/PASTE action only with attacks of the creature the
attacks came from. For example, you may
Circle of the corrupted druids have the unique not use an Ape’s Multiattack feature with
ability to mix and match creatures they can change the talon attacks of an Eagle.
into. Not every creation is a good one and • You obtain limited use abilities from both
combining two good creatures together does not creatures. However, once the charges are
mean they can use their perceived combined expended, they cannot be recovered until
abilities to their greatest potential. For example, finishing a long rest. This applies even if
attacking with panther claws as a horse is likely no you exit the Wild Shape and then reenter
more effective than if the panther used them. the same form or even one that uses one
of the previous creatures.
To use this feature, you must choose two beasts The CR total you may use to combine creatures
or monstrosities, that you have seen before, whose in your Wild Shape form increases as you gain
total CR together does not exceed your total Wild levels in the circle of corruption. The CR of the
Shape CR max. You can then turn into a Sample Creatures you combine together cannot
combination of the creatures using the following exceed half of the max CR you can use, and the two
instructions: creature’s combined CR cannot exceed your CR
max. If you choose to turn into a single creature,
• Choose the AC and Hit Points of only one of with no combinations at all, you may use a CR
the creatures. You use these two stats creature of the Sample Creature CR Max +1. Your
while you are in this Wild Shape form. CR max increases at 6th level in this class, and again
at 10th level, and 14th level.
• The movement speeds of either creatures
can be used. If one creature has a slower Druid Level 2 6 10 14
speed in a type of movement than another,
use the slower speed. Combined CR Max 1 246
• Choose the Strength, Dexterity, and Sample Creature CR Max 1 234
Constitution of only one of the creatures.
You use these stats while you are in your Individual Creature CR Max 2 3 4 5
Wild Shape form. As normal, you retain
your Intelligence, Wisdom, and Charisma Additionally, you must make a Corruption
scores. Saving Throw whenever you use this ability.
• You may use the highest saving throw and
skill bonuses from either creature.
• Damage resistances, vulnerabilities, and
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CUT/PASTE COMPRESSION
Druids of this circle are constantly searching for At 14th level, you may choose large sized beasts or
ways to improve their own bodies. They do this by monstrosities to use for your Wild Shape or
permanently changing aspects of themselves to Cut/Paste features. If you combine a large sized
that of a beast or monstrosity. They may choose creature with another creature of medium size or
eagle’s eyes, ape’s arms, panther’s claws, or any smaller, the size of your Wild Shape form is shrunk
number of physical traits to imbue themselves to medium size. This only affects your size, not the
with. damage or abilities the creature naturally
possesses. If you choose a large sized creature’s
When you choose this circle at 2nd level, choose ability for your Cut/Paste feature, the body part is
one movement, skill, sense, action, reaction, or reduced to your natural size but suffers no other
limited use ability (excepting psionics, spellcasting, effects.
and miltiattack) from any creature you can change
into with Wild Shape. You gain the ability that you
choose and whatever physical attributes you would
need to use that ability, such as wings, horns, or
claws. If you choose an attack, you substitute your
attack and damage modifiers for those of the
creature when using that attack. If you choose a
movement ability, your new movement ability
speed cannot exceed your base movement speed,
even if the creature’s physical properties allow it to
move faster than you. If you choose an ability with
limited uses, you must finish a long rest before
recharging your expended uses, even if the ability
normally recharges with a die roll.
You can choose another movement, skill, sense,
action, reaction, or limited use ability at 6th, 10th,
and 14th level in this class.
ENHANCED DECAY
When you reach 6th level in this circle, you have
become so well versed with corruption that you
can channel it, if not exert some minor control over
it. While you are in your Wild Shape form, you can
use a bonus action to expend one spell slot to add
1d6 Necrotic damage, per level of the spell slot
expended, to a single attack. This attack also inflicts
corruption against the target, forcing a saving
throw against corruption. If the spell slot used is 4th
level or higher, the target’s corruption saving throw
is made with disadvantage.
Additionally, if you gain a layer of corruption,
you may choose a corruption effect that is one
number higher or lower on the corruption table.
UNSTABLE EVOLUTION
At 10th level, when you use your Wild Shape ability,
you may choose a third beast or monstrosity, with
a CR of ½ or lower, to add to your creation. This
follows the exact rules for combining two
creatures but does not count against your CR Max.
When you use this feature, you immediately gain
one layer of corruption.
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FIGHTER: PATH OF THE modifier. Use it when determining your attack and
WRESTLER damage bonuses with unarmed attacks, grapples,
wrestling moves, and improvised weapons.
Not every fighter within the Retroverse desires Additionally, you have advantage on saving throws
combat of blood and blades. Some choose to test against fear and charm effects. You also gain +2 to
their mettle against their opponents in a contest of damage rolls made with aerial wrestling attacks.
spirit and skill. These champions come in many
shapes and sizes and all share the burning desire Performer
to engulf their bodies in sweat, muscle, and glory.
Take up your mask, your name, your rank, and You are the fan favorite, in spite of your ability.
prove to the world that you understand the riddle You’re no mere mortal though, you are a god of the
of steel. ring! Who needs formal training or fighting skill
when you can sway a fight with flamboyant moves
THE BEST AROUND and fireworks? Charisma is the ability score used
for your Wrestling Ability modifier. Use it when
When you choose this path at 3rd level, choose a determining your attack and damage bonuses with
skill to become proficient with from Acrobatics, unarmed attacks, grapples, wrestling moves, and
Athletics, or Performance. You also become improvised weapons. Additionally, your abilities are
proficient with improvised weapons and attacks enhanced by having a crowd watch you. Once on
with improvised weapons deal 1d6 + your your turn, or once a minute while out of combat,
Wrestling ability modifier. Additionally, unarmed you may choose to add this bonus to one damage
strikes deal 1d4 + your Wrestling ability modifier. roll, saving throw, or ability check you make so
long as the crowd size is sufficient to grant the
WRESTLING ARCHETYPE bonus. The crowd must be within 60 feet of you
and focused on you for you to use this feature. If
When you choose this path at 3rd level, you must fighting in an arena, ring, competition, or other sort
choose which type of wrestler you wish to become. of event, all creatures watching the event count
Once you head down this path, you cannot change towards the crowd total, regardless of their
it. The oath of wrestling is not something to be distance from you.
taken lightly. The path you choose determines
which of your ability scores you draw your primary Crowd Size 10+ 25+ 100+ 500+ 1,000+
power from. Roll Bonus +1 +2 +3 +4 +5
Athlete Sumo
You are more concerned with the fundamentals of Massive in stature and resolve. You dominate the
your ability than any flair. Because of your battlefield with a mix of disciplined skill and
dedication you are extremely strong and agile but overwhelming will. Your only true threat in life is a
have trouble commanding the respect of those rival sumo, all others are merely harsh water
around you. That is, until you pin them in seconds. against the stone that is your body. Constitution is
Strength is the ability score used for your the ability score used for your Wrestling Ability
Wrestling Ability modifier. Use it when determining modifier. Use it when determining your attack and
your attack and damage bonuses with unarmed damage bonuses with unarmed attacks, grapples,
attacks, grapples, wrestling moves, and improvised wrestling moves, and improvised weapons.
weapons. Additionally, you have advantage on Additionally, you gain +2 temporary hit points
checks against being grappled and advantage on when you make a successful saving throw against
the first grapple attack you make on your turn. a spell or attack, after taking the damage for the
attack. The temporary hit points last 1 minute, can
Luchador stack on other temporary hit points gained from
this feature, and you may gain a total temporary
You are a high-flying performer. What you may hit points equal to two times your Fighter level
lack in raw strength you make up with agility and before finishing a short or long rest.
flair. You laugh in the face of overwhelming odds,
unfazed by a hopeless endeavor. Dexterity is the
ability score used for your Wrestling Ability
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ENSEMBLE DEFENSE WRESTLING MOVES
When you choose this path at 3rd level, you can There are 3 types of wrestling moves: Aerials,
choose to don your wrestling costume or uniform Attacks, and Throws. When you choose this path at
instead of armor. While you are wearing no armor 3rd level, you may choose any two moves from any
and not wielding a shield, your AC equals 10 + your group. They are considered a standard attack and
Wrestling ability modifier + your proficiency bonus. as such, you may use multiple wrestling moves
At 10th level, this ability improves, allowing you to within a turn so long as you have extra attacks to
rise from a prone position without consuming any be used. You add your Wrestling Ability modifier to
of your movement for that turn. the damage of each Wrestling Move, unless
otherwise stated. You can choose two additional
ENHANCED MOVE SET moves from any group at 7th level, and again at
10th, 15th, and 18th level. You are proficient with any
When you choose this path at 3rd level, you can move that you choose, and you add your Wrestling
choose to give up your Fighting Style feature in ability modifier to the attack, grapple, and damage
exchange for three additional Wrestling Moves. rolls made with these attacks. These attacks only
This represents your devotion to your craft and affect creatures of large size or smaller until you
the sacrifices you have made to master the reach 7th and 18th level in this class.
art of wrestling.
While it is possible for a wrestler to perform
these moves without having them as part of their
set, only moves within their set have been
mastered. Using a move and understanding every
intracity of that move are two different things. If a
wrestler uses a move that is not part of their move
set, it is simply considered an unarmed strike and
gains no additional benefits. Most moves have
several variations but mechanically will work
the same way, unless specifically stated
by your GM. The moves provided are
by no means a complete list of
every move imaginable; work
with your GM to discover new
techniques your character
may be able to use.
Some of your Wrestling Moves
require the target to make a saving
throw to resists the move’s effects.
The effects only take place if the
attack hits the target. The saving throw is
calculated as follows:
Wrestling Move save DC = 8 + your Wrestling
Ability modifier + your proficiency bonus
PINNING
After making a successful grapple against a target,
you may use another attack action to make an
additional grapple check. If successful, the target is
pinned and you are both restrained until you end
the effect or the target escapes your grapple.
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AERIALS Flying Zombiestringer: From the air, you lock
your legs around an opponent’s head. Once there,
These moves require you to expend at least 15 feet you fling your body backwards, doing a backflip
of your movement to jump off of something, and forcing your opponent to go into the air and
leaping towards the target. The object you jump then come crashing down to the ground beneath
from can be anything of sufficient stability such as you. This attack deals 2d8 bludgeoning damage
a barrel, wall, table, arena ropes, or a creature. You and knocks the target prone. You may immediately
can jump off an enemy or resistant creature by use a bonus action to take a cheap shot at the
making an Athletics or Acrobatics check that opponent, making an unarmed strike against them.
equals at least half their AC, on a success the
jumped off creature cannot make any opportunity Shiranui: If the target is within 5 feet of
attacks against you for this movement, but a something you can jump from, you can grab their
failure will consume 15 more feet of your move neck, jump off the object, flip around behind then,
action and leave you within 5 feet of the creature and slam them backwards onto the ground. This
you attempted to spring off of. The additional attack deals 3d6 bludgeoning damage.
effects of these attacks only take place if the initial
attack hits. Attacks made that miss by 5 or more Shooting Star: From the air, you curl your body
result in you suffering 1d6 bludgeoning damage as into a ball and slam against the opponent. This
you fall. attack deals 1d8 bludgeoning damage. Additionally,
you may make an Athletics check (DC 15) to land in
Diving Crossbody: From the air, you stretch your a roll, moving up to 15 feet away from the
body flat and attempt to flop onto your opponent, opponent at no cost to your movement for that
pushing them to the ground. This attack does 1d8 turn.
bludgeoning damage. Additionally, you can use a
bonus action immediately to make a grapple attack Aerial Splash: From the air, you extend your
against the same opponent. On a success, they are body and bring your force down on your stomach,
grappled and prone. slamming it against your target. The attack deals
1d10 bludgeoning damage. However, this attack
Diving Elbow or Knee Drop: From the air, you allows a lot of room for flair and can be amplified
extend your body sideways and put your arm up, with a bonus action. If you use a bonus action to
forcing all the effort of this attack into your elbow. add flair to this move, you can add 1d10
You slam into your opponent with your elbow, bludgeoning damage to the damage roll.
dealing 1d12 bludgeoning damage. If the opponent
is prone, this attack deals 2d12 bludgeoning ATTACKS
damage on a hit.
These are standard wrestling attacks that you may
Diving Typhoonarana: From the air, you wrap make against your opponent. Some have
prerequisites before they may be used. All targets
your legs around your opponent and fling your must be within 5 feet of you when you strike them.
The additional effects only take place if you land
weight around, throwing them in a direction of the initial attack.
your choosing. This attack deals 2d6 bludgeoning Body Press: Using at least 10 feet of your
movement, you slam into your target with your
damage. Additionally, the target must make a chest, pushing all your weight into the attack. This
attack deals 1d6 bludgeoning damage. Additionally,
Constitution saving throw, being thrown a the target must succeed on a Constitution saving
throw or be knocked prone and grappled.
direction of your choosing 10 feet on a success, or Alternatively, if the target is within 5 feet of a wall
or barrier, you can forgo the saving throw and
20 feet on a failure. crush them against the wall, dealing an additional
1d6 bludgeoning damage.
Diving Leg Drop: From the air, you extend your
Clothesline: You extend your arm at a target
leg out and force all your effort to slam it against coming towards you, or that you are running at
least 10 feet directly towards, and smash it against
your opponent. This attack deals 1d8 bludgeoning them, knocking them to the ground. This can be
used as either an attack action or a reaction. This
damage. Additionally, they must succeed on a attack deals 1d8 bludgeoning damage. If the target
Constitution saving throw or lose the ability to use
reactions until the start of their next turn.
Diving Stomp: From the air, you extend both of
your legs and attack at such an angle to force
them to the ground. This attack deals 1d10
bludgeoning damage. Additionally, the target must
succeed on a Constitution saving throw or be
knocked prone.
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was attacking, they must succeed on a Constitution any source, is halved.
saving throw or the attack is interrupted. Rear View: Using 10 feet of your movement, you
Additionally, you can make this attack with two
arms, against two different opponents who are rush an opponent, jump, spin, and thrust your
coming towards you, or that you run at least 10 backside at them. This attack deals 1d10
feet directly towards, who are within 5 feet of each bludgeoning damage. Additionally, you have
other. In this case, the damage is 1d4 per opponent, advantage on the next Intimidation check made
but their attacks cannot be interrupted this way. against that creature for 1 minute.
Drop: If the target is prone, you jump slightly, Splash: You extend your body and bring your
striking with one extremity. This attack does 2d6 force down on your stomach, slamming it against
bludgeoning damage. You can use a bonus action your target. The attack deals 1d6 bludgeoning
to immediately make this attack again, if the first damage. However, this attack allows a lot of room
attack was a hit. for flair and can be amplified with a bonus action. If
you use a bonus action to add flair to this move,
Facewash: You humiliate your target by slowly you can add 1d6 bludgeoning damage to the
slashing your boot into their face or other sensitive damage roll.
area. This attack deals 1d4 bludgeoning damage
and the target has disadvantage on the next saving Stomp: When the opponent is prone, you smash
throw they make against you for 1 minute. your foot into them in a cruel attack. This attack
deals 2d10 bludgeoning damage. The target must
High Knee: Using at least 15 feet of movement, succeed on a Constitution saving throw or have the
you run, jump, and smash your knee against an wind knocked out of them, becoming unable to use
opponent’s head. This attack deals 1d12 breath weapon attacks for the next minute.
bludgeoning damage. Additionally, the target must
succeed on a Constitution saving throw or be Stinging Mist By grabbing any fine powder, such
stunned until the start of their next turn. as sand, dirt, or chalk, you quickly wrestle-bless it
in your hand and throw it into the opponent’s eyes.
Setup Kick: You perform a light kick, designed to The mist can be any color of your choice and is not
make you opponent unstable rather than to cause determined by the base material used. The target
damage. This attack deals 1d4 bludgeoning must succeed on a Dexterity or Constitution (its
damage. Additionally, the target must succeed on a choice) saving throw or be blinded until the start of
Constitution saving throw or be knocked slightly off their next turn.
balance. If they fail the saving throw and you then
immediately make another wrestling move,
unarmed attack, grapple, or improvised weapon
attack against the same target, that attack is made
with advantage.
Lariat: Using at least 10 feet of your movement,
you charge at your opponent with an outstretched
arm. When you make contact, you wrap your arm
slightly and slam your opponent to the ground.
This attack deals 1d10 bludgeoning damage.
Additionally, the target must succeed on a
Constitution saving throw or be knocked prone and
stunned until the start of their next turn.
Bell Clap: If grappled, you can use a reaction to
strike with two open hands against your opponent.
This attack deals 1d4 bludgeoning damage. The
resonations from this strike make it difficult for
them to keep their grasp and the grapple is ended.
Heart Punch: This punch aims for the heart, or
other vital area of the opponent, and interrupts the
flow of their life energy. You channel dark wrestling
energy in your closed hand and strike, delivering
1d10 necrotic damage on a hit. Additionally, the
target must make a Constitution saving throw. On a
failure, the next healing the target receives, from
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THROWS Bulldog: After grabbing your opponent, you rush
forward by 5 feet, jumping up, and smashing their
These moves involve restraining, shuffling, and head down with the force of your fall. This attack
otherwise moving your opponent against their will. deals 1d12 bludgeoning damage. On a critical hit,
To use any of these moves, you must first make a this attack deals 3d12 bludgeoning damage.
grapple attack against your opponent. If they are
successfully grappled, you can immediately use Catapult: Grabbing your opponent’s legs, you
one of these moves as part of that same attack pull backwards, falling and flinging your opponent
action. You do not need to make an additional behind you. They are thrown up to 10 feet directly
attack roll against the target if you have them behind you and take 1d6 bludgeoning damage. If
grappled as the throw is considered part of that there is an obstacle that stops them from moving
attack. Unless otherwise stated, your initial grapple that far, they take an additional 2d6 bludgeoning
ends after the move is completed. damage from the sudden stop.
Atomic Drop: Stuffing your head low into an Chokeslam: You grab your opponent by the
opponent, you lift your body up straight, raising throat or equivalent, lift them slightly, and slam
your target, and then slam their groin, pelvis, or them down on to the ground. This attack deals 1d10
equivalent down on your knee. This attack deals bludgeoning damage and the target is knocked
2d6 bludgeoning damage and is a critical hit on a prone from the attack. You can choose to hold on
19 or 20. Additionally, the target must succeed on a after this attack, pinning the target with a bonus
Constitution saving throw or have their movement action.
speed reduced by half until the end of their next
turn. If they fail the saving throw by 5 or more, DDT: You put the opponent’s head under your
their movement speed is instead reduced to 0. arm and fall back, slamming their head into the
ground and dealing 2d10 bludgeoning damage.
Back Breaker: You lift your opponent over into Using this attack consecutively, against the same
your arms and slam their back across your knee. target in a single turn, increases the damage done
This attack deals 2d10 bludgeoning damage. by +2 (to a maximum of +10).
Additionally, they must succeed on a Constitution
saving throw or, the next time they are knocked Face Breaker: You grab your opponent’s head
prone, it takes their entire move action to stand. and strike at it with your knees, dealing 1d6
bludgeoning damage. After grappling, you can
Brain Buster: You put your opponent into a immediately use an unarmed attack as part of that
headlock then lift them vertically into the air, jump, action to attack the grappled target. Additionally,
and fall backwards, slamming their head into the you may use a bonus action to immediately make
ground. This attack deals 1d12 bludgeoning another additional unarmed attack against that
damage. Additionally, if the target can cast spells, same opponent.
they must make a Constitution saving throw or
lose access to spell slots of a certain level until the Fireman’s Carry Throw: After grabbing your
end of their next turn. To determine the spell slots opponent, you lift them onto your sounders. From
they lose access to, roll a d4 – 1. The resulting there you have four options. Choose one of the
number is the level of spell slots they lose access following:
to, with a 0 being cantrips. For example, the d4 roll
is a 2 – 1, meaning they cannot cast spells with a 1st • Throw your opponent 10 feet in a direction
level spell slot until the end of their next turn. of your choosing.
• Slam you opponent down in front of
yourself. This attack deals 1d8 bludgeoning
damage. They land prone.
• Slam your opponent down and fall with
them, smashing your body against theirs as
they strike the ground. This attack deals
2d6 bludgeoning damage and you and your
opponent are prone after the attack.
• Drop your opponent in front if yourself as
you crouch down and extend your knee.
They land on your knee with their stomach
or equivalent, knocking the wind out of
them. This attack deals 1d8 bludgeoning
damage and they are unable to use breath
weapons until the end of their next turn.
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Typhoonarana: Jumping onto your opponent as Spinebuster: This move can only be used as a
your grapple, you wrap your legs around your reaction. You can attempt to grapple a charging
them and fling your weight around, throwing them target, making their attack an automatic hit. If you
in a direction of your choosing. This attack deals are able to grapple the target, you use their
1d6 bludgeoning damage. Additionally, the target momentum to lift them high into the air and slam
must make a Constitution saving throw, being them down on their back. This attack deals 1d12
thrown a direction of your choosing 5 feet on a bludgeoning damage, knocks the target prone, and
success, or 15 feet on a failure. you only take half damage from their attack.
Zombiestringer: Jumping onto your opponent as Suplex: By grabbing your target in a large hug
your grapple, you lock your legs around an you lift them up and flip backwards, slamming
opponent’s head. Once there, you fling your body them down on their back. This attack deals 2d12
backwards, doing a backflip and forcing your bludgeoning damage. Both you and the target are
opponent to go into the air and then come crashing prone.
down to the ground beneath you. This attack deals
1d10 bludgeoning damage and knocks the target OUTSIDE YOUR WEIGHT
prone. You may immediately use a bonus action to
take a cheap shot at the opponent, making an Starting at 7th level, your body has begun to merge
unarmed strike against them. with the adoration or ire of your fans. Because of
this, you are able to perform superhuman feats.
Piledriver: You lift your target slightly, spin them When using wresting moves, you can attack
so that their head, or equivalent, if facing the creatures of huge size or smaller. The power of
ground, jump and move to a sitting position, your following making up for the size difference
smashing their head into the ground. This attack and impossible nature of this feat. Additionally,
deals 3d8 bludgeoning damage. Additionally, the your training in life’s arena has made you
target must succeed on a Constitution saving fearsomely stable. You have advantage on saving
throw or be stunned until the start of their next throws against being knocked prone.
turn.
You also gain +1 to attack and damage rolls
Slam: A simple move where you lift an made with unarmed attacks, grapples, wrestling
opponent and then throw them back down to a moves, and improvised weapons
space within 5 feet of you. This attack deals 1d8
bludgeoning damage. There is a large amount of TAG OUT
variation you can apply to this move; you may use
a bonus action to add flair to this move, adding an Starting at 10th level, when you are at half your
additional 1d8 bludgeoning damage to the attack. total hit points or lower, you can call for help from
the spiritual realm of the wrestlers. Using your
action, you trade places with a spiritual
manifestation of a past wrester for 1 minute.
Although they are just a projection of the wresting
spirit, they have stats and skills exactly equal to
yours, with the exception of hit points, of which
they have 1. They can interact with the world just
the same as you and will act directly under your
will for the duration of this effect. When they are
reduced to 0 hit points, or the effect ends, you will
be called back onto this plane and they will be sent
back to the wrester’s spiritual realm. While in the
spiritual place of wrestler’s past, you gain all the
effects of a short rest. In addition, you may ask one
question of the wrestling residents for each of your
turns you start there, including the turn in which
you used this feature. You may not always receive
an answer or the correct answer to your question
as the residents may not know the information you
seek.
No spells or curses you have cast upon you can
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transfer to the spiritual partner and their hit point CHAMPION OF THE RING
maximum cannot be increased, even with
temporary hit points. Conversely, no spells, effects, At 15th level, your body has become so well trained,
or damage are transferred onto your body if they infused with the emotions of your fans, and
are inflicted upon your spiritual partner, including blessed by the spiritual wrestling plane, that you
damage that would normally roll over to you if are permanently changed. You now age at half the
they are reduced to 0 hit points. You may use this normal rate, you have advantage against effects
feature once before finishing a long rest. At 15th that would lower your Strength, Dexterity, and
level you may use this feature twice before Constitution scores, and your body is resistant
finishing a long rest. bludgeoning, piercing, and slashing damage from
non-magical weapons.
Additionally, at this level you gain +2 to attack
and damage rolls made with unarmed attacks, THE STUFF OF LEGEND
grapples, wrestling moves, and improvised
weapons and those attacks are considered magical At 18th level, you are no long bound by the limits of
for the purposes of overcoming resistances. This the words possible or impossible. When using
represents both your fans adoration or ire and wresting moves, you can attack creatures of
your growing connection to the spiritual wrestling gargantuan size or smaller. You also have
plane. advantage on saving throws that use your
Wrestling ability modifier.
Additionally, you have mastered the art of the
showstopper. You can choose one wrestling move
to gain the following attributes for a single
attack: You have advantage on the attack.
The attack does 3 times the normal
damage. The target has disadvantage
on any saving throws against
additional effects of the attack. You
can use this ability a number of times
equal to your Wrestling Ability
modifier (minimum of once) before
finishing a long rest.
At this level you also gain +3 to
attack and damage rolls made with
unarmed attacks, grapples,
wrestling moves, and
improvised weapons and those
attacks are considered magical
for the purposes of overcoming
resistances.
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FURY-FU MONK NEW KNOWLEDGE
Unlike other monks that dedicate their lives to When you choose this tradition at 3rd level, there
mastering their bodies and minds, you received is a wealth of knowledge imparted on you. You
the bulk of your abilities in a strange accident. In a gain proficiency with Animal Handling and Land
great time of stress, you were visited by a magical Vehicles. Additionally, you gain proficiency with
fury-fu spirit and struck by a bolt of pure magical one martial or simple ranged weapon of your
ether. In an instant, you received a lifetime of choice; this weapon can count as a monk weapon
martial arts training and mutated into a being of if you choose.
refined fury-fu. You became no mere monk; you
became Master of Fury-Fu. FURY-FU SPIRIT BOONS
FURY-FU SPIRIT When you were visited by your fury-fu spirit at
3rd level, you became intertwined with its power.
The type of fury-fu spirit that has bonded you is Choose from the fury-fu spirit below. Each spirit
important to your character’s physical and gives you a passive boon and an active boon.
metaphysical abilities. The fury-fu spirit may guide Active boons cost ki points to use while passive
you through dreams and visions. It may ask you to boons can be used with no cost or are constantly
complete certain tasks, threatening to take away active. This is just a few of the fury-fu spirits that
its magical boons if you disobey. It may even could exist, work with your GM to determine if
choose not to interfere at all, simply granting you there are more available.
its power and watching the action from afar. Work
with your GM to determine the full extent of your
fury-fu spirit’s involvement in your life.
NOT ALONE
Though you may be a martial arts master, that
does not stop people from trying to reach your
level. The problem with being at the top is all the
others that wish to take your place. Many will
simply never reach your prowess, but there is no
rule saying you are the only fury-fu master.
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BEAM RAPTOR COBRA
This dinosaur is a brutal scavenger that does well This beast represents the brash power of the
by working in a group. It balances its offensive individual. Its strength comes from a mix of
capabilities with cunning tactics. precise strikes and quick thinking.
Passive Boon: Using your reaction, you can grant
an ally within 5 feet of you advantage on a single Passive Boon: You gain advantage on Initiative
ranged attack roll they are making. rolls.
Active Boon: You can blast laser bolts from your
kicks and punches using 1 ki point. Anytime you Active Boon: When you take the attack action
would be able to make an unarmed strike, you can on your turn, you can bolster an attack with
instead attack with this bolt. This is a ranged poison energy. For each 3 ki points spent, you can
attack with a range of 30/120 and deals radiant add poison damage equal to an unarmed strike
damage. The bolt’s damage is equal to your damage dice to each attack you make.
unarmed strikes and you are proficient with the
attack. DEMON
BEE Destruction, consumption, death, and myriad
other evil ideals describe these fury-fu Spirits.
A creature of resourcefulness and community. It Winning at any cost and brutality are their
represents honor in helping those around you. priorities in combat.
Passive Boon: If an ally within 5 feet of you Passive Boon: If attacking a creature that is
attacks an ally you attacked on the same round; grappled by an ally, incapacitated, prone, or
you can use your reaction to grant them restrained, attacks made with your monk weapon
advantage on the attack roll. You can use this and unarmed strikes are considered critical hits on
feature a number of times equal to your Wisdom a 18 - 20.
modifier (minimum of once) before finishing a
long rest. Active Boon: If a creature hits you with a melee
attack, you can spend 2 ki points and use your
Active Boon: When a creature hits you with an reaction to make a single unarmed strike against
attack, you can use 3 ki points to burst into a them. The attack deals an additional 1d6 fire
swarm of bees and move up to 15 feet in any damage.
direction as a reaction, reforming in the nearest
unoccupied space. The opponent’s attack deals DRAGON
half damage to you and any creature’s space you
move through must make a Dexterity saving A scaled being of powerful magic, and they know
throw against your Ki save DC, taking 1d6 + your it. Representing sophistication and honor in
Dexterity modifier piercing and 1d6 poison combat, but not above using a sneaky trick or two
damage on a failed save or half as much on a to get the upper hand.
successful one.
Passive Boon: Draconic power grants you
B-UGZ advantage on saving throws to resist either acid,
cold, fire, lightning, or poison damage. You can
The embodiment of aberrant energy. A b-ug fury- choose a different damage type each time you
fu spirit may just as quickly kill you as give you finish a long rest.
powers, both options being equal to their
incomprehensible logic. Your fighting style mimics Active Boon: By spending 2 ki points, claws
this chaos. extend from your hands, changing your unarmed
strike damage to slashing until the start of your
Passive Boon: You are vulnerable to corruption, next turn. These strikes deal an additional +2 of
having disadvantage on Corruption Saving Throws the damage type of your passive boon and +4
but +1 to per level of corruption you have to any damage to reptiles.
saving throw you are proficient with.
EAGLE
Active Boon: If you have a layer of corruption,
when you make an attack roll, you can spend 1 ki This bird represents the freedom the sky provides.
point to add +2 to the damage roll. You can spend Seeing the battlefield from a higher perspective
as many ki points as you have layers of grants unique opportunities for attacking from
corruption, adding +2 per ki point spent. afar.
Passive Boon: You can use a bonus action to
wreath yourself in spiritual energy. For 1 minute,
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you gain a flying speed equal to your base speed. GOBLIN
You must finish a long rest before you can use
this ability again. Tricky scavengers and resourceful survivors, a
fury-fu goblin spirit represents clever
Active Boon: When you attack with a ranged perseverance among overwhelming odds. If you
monk weapon or natural weapon (such as laser can’t overwhelm your opponent, you can outthink
vision), you can use 1 ki point and a bonus action them.
to make an additional attack with the same
weapon. This cannot be used with a weapon that Passive Boon: You can take the Disengage or
has the loading property or no energy. Hide action as a bonus action on each of your
turns.
SLIME
Active Boon: If a creature makes a melee attack
This creature is nothing but flow and ease. They roll against you, you can use 2 ki points and your
don’t represent much, and they intend to keep it reaction to attempt to redirect the attack to a
that way. different creature within 5 feet of you. The
attacking creature must succeed on a Dexterity
Passive Boon: You have advantage on saving saving throw against your ki save DC or use their
throw against being knocked prone or restrained. attack roll against the new target.
Active Boon: When making an unarmed strike, SHARK
you can spend 1 ki point to stretch your limbs,
extending the attack by 5 feet. If the attack is a Representing the love of the hunt, it seeks out
critical hit, you can choose to grapple medium conflict and bloodshed simply for the thrill of it.
sized or smaller creatures, dragging them to you This style have survived far longer than others, a
as part of the same attack. testament to its reliability and strength.
GLASS SHADOW Passive Boon: You gain a swim speed equal to
your base speed and can breathe underwater. You
Reaching from inside a mirrored reality, the glass can smell spilled blood up to 500 feet away on
shadow represents the hunger for freedom and dried land or up to 1 mile underwater.
identity. Living as someone’s shadow will never be
enough. Active Boon: When you hit an enemy with a
melee attack, you can use a bonus action and 1 ki
Passive Boon: You can spend 1 minute point to taste the blood or magical essence of the
concentrating on a mirror to briefly link it to creature and become empowered by it. For 1
another mirror you have touched before. You can minute you have +1 to attack and damage rolls
see through the linked mirror as if it were a made against that target. You can use this on a
window and creatures on the other side see the number of targets equal to your Wisdom modifier
same. The effect lasts for 1 minute. You can use (minim of one) before finishing a short or long
this feature once before finishing a short or long rest.
rest.
TRICERATOPS
Active Boon: You can use a ki point to travel
between reflective surfaces within 60 feet of each This dinosaur represents slow patience and
other, that you can see, instantly as your wisdom. Its physical strength is only bolstered by
movement, appearing in the nearest unoccupied an inner strength that stands as a force of its own.
space next to the surface. You can use this boon a
number of times equal to your Wisdom modifier Passive Boon: You gain proficiency with the
(minimum of once) before finishing a long rest. Persuasion skill or double your proficiency bonus
The surfaces do not need to be highly reflective or with it if you are already proficient. When you
able to give accurate reflections, just enough to make an unarmed strike against a creature, you
distinguish yourself in them. You can increase the can use a bonus action to attempt to grapple
range by 30 feet for each additional ki point you them.
use.
Active Boon: When making a ranged attack
You can use 10 ki points to combine this with with your monk weapon, you can spend 1 ki point
your passive ability and step through a linked to turn the attack into a critical hit on a 19 or 20. If
mirror anywhere on your current plane. you use this ability and the attack is a critical hit,
the opponent must succeed on a Constitution
saving throw against your Ki save DC or become
stunned until the start of their next turn.
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Colin Prime (Order #35367621)