OTHER SPECIES Mind Meld. During a long rest, you can spend 1
hour mentally linking yourself to another willing
Cosmic dwarves are either welcomed openly, or creature. This is an extremely intimate action, and
pushed away harshly, with little ground between. one not shared lightly. The process is much simpler
Their kind and generous nature makes them for other cosmic dwarves and can be completed
beloved guests to most other species. To some during a short rest in only 10 minutes. Linked
though, they are seen as manipulators, feared for creatures, within 15 feet of cosmic dwarf, gain the
their ability to illicit a response or root out same effects of Emotional Rise reflected by your
information that might be too painful to have current emotional state. However, if a melded
exposed. Most cosmic dwarves try to be sensitive creature experiences a strong emotional response,
to the desires of others but even their mere it can overwhelm your mind and spread to you. In
presence can cause conflicting emotions in those this case, each melded creature rolls a d20. If the
around them. In these cases, if the dwarf cannot (or melded creature rolls higher to or equal to you,
is asked not to) help, they will willingly leave, even your emotional state matches that of the melded
if it also pains the dwarf. creature for the next hour. Work with the GM and
other linked players to determine when something
COSMIC DWARF TRAITS might trigger this reaction.
You gain the following traits in addition to the traits Sense Emotions. You can use an action to focus
granted by your dwarf physiology. on one creature within 15 feet and sense their
emotional state. Additionally, because many
Alignment. Most cosmic dwarves tend toward around you can subtly detect your emotions, you
good, attempting to fill their lives and the lives of have disadvantage on Deception checks.
others with as much joy as they can.
Ability Score Increase. Your Charisma score Emotional Rise. Emotions are not just
increases by 1. something a cosmic dwarf experiences, they are a
physical force that empowers the dwarf in many
ways. You gain advantage and disadvantage on
saving throws based on your emotional state at the
time. Though complex, most emotions have their
root in 6 basic types. If you are experiencing an
emotion that is a mix of multiple emotions, choose
the emotion that is largest within that mix.
Anger = Advantage on Strength, Disadvantage
on Wisdom
Disgust = Advantage on Intelligence,
Disadvantage on Strength
Fear = Advantage on Constitution, Disadvantage
on Dexterity
Happiness = Advantage on Charisma,
Disadvantage on Constitution
Sadness = Advantage on Wisdom, Disadvantage
on Charisma
Surprise = Advantage on Dexterity,
Disadvantage on Intelligence
Keep in mind that an emotional state is different
than an emotional reaction. While fighting a former
comrade, you may be surprised by a fireball they
hurl at you, but your emotional state is likely still
that of anger or sadness. You may be happy that
you were able to narrowly escape a dragon’s claws,
but fear or surprise during the fight are likely the
dominating emotions.
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PUNK ELVES dealing with each other as clashing ideals can
come forward quite quickly due to the
TWO AS ONE transparency of intent the Ink often exhibits.
Punk Elves are born, not as a single entity, but with PUNK ELF TRAITS
an intelligent symbiotic partnership already in
place. There is the elf, and there is their Ink. The Ink You gain the following traits in addition to the traits
is a semi-conscious lifeform that bonds with the granted by your elf physiology.
infant in the womb and shares traits of the parent’s
Ink. The two grow up together as one entity, aiding Alignment. The Elf and Ink are one being and
each other in survival and living an interconnected share a love of chaos. Good and evil are just two
life. If the elf dies, the ink dies; if the ink dies, the sides of the same coin to them. The ink subsists off
elf’s mind begins to degrade, eventually resulting in strong emotional responses and so will encourage
a coma. The Ink also draws nourishment from the duo to a more chaotic lifestyle.
strong emotional responses and subtly encourages
the elf towards a life filled with a touch more Ability Score Increase. Your Constitution score
anarchy and rebellion. increases by 1.
Punk elves push against the sleek and sanitized Ink Magic. You know the Quick Mask cantrip and
lives of other elves, craving harsher music, exciting Charisma is your spellcasting ability for it. Also, if
thrills, and living more recklessly their stuffy you can cast spells, choose one spell that you
cousins. They prefer to keep smaller families or know that requires somatic components. Once per
clans, finding large societies to be too full of rules day the Ink can fulfill the somatic part of the spell.
to be palatable. When they are pushed into large Alternatively, you can both cast the spell together
cities, they have a habit of defacing property and and add +1 to the spell save DC or spell attack roll
disrupting authority structures. once per day. You can choose an additional spell to
benefit from this feature at 4th, 8th, 12th, 16th, and
We, They 20th level.
The Ink is so heavily linked to the elf that they refer Fearsome Tattoos. Once
to themselves as “we” and use “they” when per day, your Ink
speaking. The Ink morphs around their bodies, can cover your body in
weaving malleable tattoo tapestries that reflect intimidating designs and
their past and current mood. Even moments after outline your naturally
birth, the Ink helps to translate the infant’s impressive features,
thoughts and desires, though without the fidelity making you appear more
years of growth and bonding allows them. If they fearsome and granting
are in danger, the Ink will do everything it can to you advantage on an
signal for help or assist in the recovery of its Intimidation check.
counterpart.
This does not mean that the Ink and elf are
always in agreement. Sometimes the Ink may rebel
and cause trouble for the elf by changing into any
manner of disruptive or antagonistic designs. Both
need each other for their continued survival
though, and so these acts of rebellion are either
short lived or only minor annoyances.
OTHER SPECIES
Punk elves have a reputation for being rabble
rousers and disruptive. Many authority figures tend
to keep a close eye on punk elves, which just leads
the elves to push harder into acts of rebellion.
Their garish fashion sense and tattoos help them
blend into most metropolitan structures and it’s
not often that average citizens give punk elves a
second look. Their reactions vary wildly when
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GLITCHIMAR THE CODE
Something has gone wrong. This power is not from The Code comprises all things. It is the building
the heavens, nor from any celestial mountains. blocks of nature, the atoms of creation, the DNA
This is something else entirely. Glitchimar are that programs or is programmed by life. By itself it
either blessed by the stability of the Code or cursed is only a force within the Retroverse, and it is only
with the uncertainty of Seed’s corruption. Their through understanding its great power that one
bodies are filled with this energy which, to the can truly appreciate how tremendous it truly is. A
untrained observer, may seem like radiance from glitchimar empowered by the Code respects this
another plane. The glitchimar know their own force and works to ensure the balance of it. The
origins though and what terrible power they wield. Code rarely guides them directly but glitchimar
know where to find its subtle instructions. They
UNKNOWABLE DIFFERENCE find themselves in constant conflict with
corruption and its mere presence causes the
Glitchimar are indistinguishable from others like glitchimar to feel ill. This ensures they continue
them without close examination Their eyes have a their work on expunging the usurpation of the
strange sheen to them, the iris filled with shifting, Code’s harmonious deign.
multicolored static. Aside from this, they radiate
the same energy and presence as other blessed by CODE TRAITS
the heavens. Like those others, they prefer to keep
themselves hidden for fear of challengers or You gain these traits in addition to the ones granted
accidental conflict. Since they are not linked to a to your blessed celestial kin.
holy place, it is a personal choice whether or not to
expose themselves to face evil down. Ability Score Increase. Your Intelligence score
increases by 1.
BINARY POWER
Ctrl-F. After you successfully hit a creature with
The power that flows through a glitchimar comes any type of attack, you can use a bonus action to
from one of two places: The Code or Seed. Either assess their reaction, choosing to gain knowledge
one is sufficient to overcharge the glichimar’s body, on either their damage vulnerabilities, resistances,
giving them access to powers similar to their holy or immunities. While you can only choose one
cousins and to add a few unique strengths as well. category, you know all the damage types with that
They receive instructions and guidance from these category. You can use this feature a number of
forces in ways that would be impossible to truly times equal to your Intelligence modifier
explain to others. A strangely aligned collection of (minimum of once) before finishing a long rest.
tree branches, the sound of coins falling creating a
short message, the pattern of subtle pulls in a Binary Wings. Starting at 3rd level, you can use
magnet. For this reason, they will often lie about your action to call on the order of the Code,
their premonitions, claiming cloud shapes or a sprouting black wings full of binary coding.
message in a dream. This eclectic way of
messaging the glitchimar also has them constantly Your transformation lasts for a minute or until
vigilant for the next message, afraid they may miss you use a bonus action to end it. For that duration,
it or misinterpret a true coincidence for an you have a flight speed equal to half your
important message. movement, creatures with 1 layer of corruption or
more must succeed on a Constitution saving throw
OTHER SPECIES (DC 8 + your proficiency bonus + your Charisma
modifier) or have their movement reduced by half
Glitchimar rarely have trouble with other species, until the end of their next turn, when they can
so long as they remain undiscovered. They face the make the save again, ending the effect for the
same pressures as their holy cousins and duration on a success. In addition, creatures with
explaining the differences to a common citizen is no corruption within 30 feet of you (including
usually a waste of time. The tendency for Seed yourself) can deal radiant damage equal to half
glitchimar to sew chaos makes more seasoned your level (rounded down) once on their turn
people wary of them. whenever they hit with an attack or spell.
You must finish a long rest before using this
feature again.
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SEED OF CORRUPTION You cannot move through magical barriers. You do
not need to know what is on the other side where
The unique nature of the Retroverse creates a you are attempting to move. If you fail to move
force called corruption. When enough of this force through a barrier completely, you take 5 (1d8)
collects in a single area, it becomes self-sustaining force damage times your level and are forced back
and somewhat sentient, eventually culminating in to where you started. You can use this feature a
Seed. It desires only to grow, to spread, and to number of times equal to your Constitution
eventually destroy the Code. Glitchimar infused modifier (minimum of once) before finishing a long
with the power of Seed tend towards anarchy, rest.
reveling in the chaos their actions can bring. They
have some understanding of the near limitless Missing Wings. Starting at 3rd level, you can use
power of Seed, a thought that makes their own your action to call on the power of Seed, sprouting
lives feel insignificant by comparison. These thin wings of roaming, glitched textures.
glitchimar, under the instructions of Seed, will do Your transformation lasts for a minute or until you
whatever it takes to spread the most corruption use a bonus action to end it. For that duration, you
they can; be it as a lone warrior or by climbing have a flight speed equal to half your movement
political ranks to become vicious leaders. and corruption saving throws made within 30 feet
of you are done so with disadvantage. In addition,
SEED TRAITS creatures with 1 or more layers corruption within
30 feet of you (including yourself) can deal
You gain these traits in addition to the ones granted necrotic damage equal to half your level (rounded
to your blessed celestial kin. down) once on their turn whenever they hit with an
attack or spell.
Ability Score Increase. Your Strength score
increases by 1. You must finish a long rest before using this
feature again.
Glitch Through. While touching a surface, you
can use a bonus action to try
and force your way through it.
You can move through 3
feet of wood or dirt, 1 foot
of worked stone,
1 inch of metal,
or through a
paper-thin
sheet of lead.
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MECHA GNOMES UNIQUE AUGMENTATIONS
BLENDED BIRTH Depending on the augmentations a mecha gnome
has, whether from birth or more added later in life,
Mecha Gnomes in the Retroverse have become so they may live far longer or far shorter than other
blended with technology that they could not gnomes. Likewise, different clans may have
survive as a species without it. Only a few months different technological peaks, with some ascending
into pregnancy, the fetal body begins to shut down to lifelike cybernetics and others using gas or
while still developing and they must be placed into steam to power their bodies. Whatever the
mechanical axillary gestation tanks to complete technology, they all keep their cheerful disposition
their maturation. This typically results in any and thirst to learn more about themselves,
number of organs or body parts developing poorly mechanical engineering, and how it changes their
or not at all. To combat this, each new mecha perception of the world around them.
gnome is infused with technology that not only
replaces the errant part, it often improves upon
them drastically. Thus, almost all mecha gnomes
begin life at least partially augmented, some being
born more gizmo than gnome.
This intimate bonding of technology and flesh
gives the mecha gnomes a loving respect for
machinery. The word augmentation is even
frowned upon in their society. For them, these
mechanical parts are not something added on or
something to marvel at, they are simply part of
who the mecha gnome is. To a mecha gnome there
is no difference between the life of a robotic
construct, the life of a blood and machine hybrid,
or a fully flesh being.
THEREFORE, WE ARE
Mecha Gnomes struggle with the divisions other
species put between natural and artificial life, with
life and death, and what these concepts truly
mean. To them, death is simply a period
of inactivity, which can sometimes be
beyond their ability to repair. But an
animate machine and an average
human are equally “alive” to a mecha
gnome. Most moving constructs,
including simple toys, are considered to
be living beings by mecha gnomes, with
the only important factor being that of the
construct’s intelligence. It is not
uncommon for a mecha
gnome to create their own
friends and speak to
machinery as if it was a
close friend or family.
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ADVENTUROUS INNOVATION ACTION HALFLINGS
Mecha gnomes are always on the lookout for new THE NEW KIDS
ways to adapt their bodies and to improve the lives
of their kin. Many who adventure do so in hopes of Life in the Retroverse can be full of extremes,
discovering new and interesting technology that death defying moments, and near constant action.
can help inspire more innovation for their kind. Most halflings find this constant action abhorrent,
Some favorite destinations include remote while some have embraced it. Over time, halflings
research labs, abandoned warzones, and other that had a taste for thrills and adventure began
mecha gnome settlements. They are always becoming hooked on the adrenaline kicks this
excited when they discover a new way to blend universe offered. This eventually spawned a new
magic and machinery and will often experiment breed, halflings that rejected their calm cousin’s
relentlessly to understand the concepts behind any lifestyles and instead decided they needed more
new idea. action!
OTHER SPECIES The styles of this more extreme lifestyle are
mirrored in their fashion. They often wear clothing
Most other species get along well with mecha that matches their preferred type of extreme
gnomes, especially other gnomes. Mecha gnomes hobby. Marauding armor, biker helmets and jackets,
tend to be a touch carefree with their parachute pants, or even total nudity are all
experimentations, often resulting in accidents that, acceptable choices of attire for action halflings.
while rarely catastrophic, can often be disruptive. This makes action halflings easy to pick out among
This is seen as an annoyance to some more stuffy their kin and can make for very awkward dinner
species and so it is not often that you find mecha parties.
gnomes living among elves or cerans. Wo’nari
however, greatly enjoy the voracious curiosity of WILD AND FREE
mecha gnomes and will often do whatever they
can to study with them or to employ them as The desire for excitement is not just a craving for
tutors or adventuring partners. Synthetic as well action halflings, it is a base need. They are born
often find friendship with the mecha gnomes, with an innate craving for adrenaline and become
feeling a kindred link to them and their melding of addicted to it quickly. This has changed most
organic and machine life. aspects of their life, causing them to abandon the
safety of village communities in favor of daredevil
MECHA GNOME TRAITS groups. Even traditionally reserved traditions, such
as weddings, have been changed to reflect their
You gain the following traits in addition to the traits new desires, with many weddings taking place
granted by your gnome physiology. deep in a volcano dungeon or while skydiving. A
perfect action halfling funeral typically involves at
Ability Score Increase. Your Constitution score least one combat car race. Even meals have been
increases by 1. livened up, with a favorite being Second Battlefest,
a brutal sparring match right before noon.
Spark of Life. You can cast the spell Animate
Robots once per day as a 2nd level spell. This
increases to twice at 8th level and three times at
18th level. Additionally, you can cause the spell to
build the robot around you and then pilot it. If done
in this way, the robot only lasts for 1 minute, you
split the damage equally between the suit and
yourself, you take the size and shape of the robot,
and your Strength and Dexterity scores are
replaced by that of the robot for the duration.
Disassemble. You understand the weakest parts
of any mechanical design. If a construct is resistant
against bludgeoning, piercing, or slashing damage,
you can ignore those resistances with your attacks.
Mechanical Knowhow. You have advantage on
Investigation and Insight checks on machinery or
constructs.
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Their own safety is of little concern to them and Rough and Tumble. Any bludgeoning, piercing,
becomes less relevant the longer they have gone or slashing damage you take is reduced by a
without defying death. Eventually this addiction to number equal to your proficiency bonus (to a
adrenaline wanes and action halfling begin to minimum of 1).
mellow as the grow into old age, though the
craving is never completely extinguished. Action
halflings know this and so many set out as
adventurers as soon as they are able, hoping to
squeeze every last drop of excitement out of life
before they are too old or injured to do it any more.
OTHER SPECIES
Most species get along with halflings, though
action halflings can be a little too much for some
to handle. They rarely calm themselves and live
life on an edge that few others can walk. Action
halfling love making new friends but tend
to keep other species at a small distance
because few can withstand their
desire for such an extreme lifestyle. Many
of those who get close to an action halfling find
themselves in precarious situations that can leave
them seriously injured or even dead.
ACTION HALFLING TRAITS
You gain the following traits in addition to the
traits granted by your halfling physiology.
Ability Score Increase. Your Strength score
increases by 1.
Adrenaline Rush. When you are at half your
maximum health, your body goes into overdrive,
giving you +1 to damage rolls, saving throws,
ability checks based on Strength or Dexterity, +1 to
Dexterity based AC, and your movement speed is
increased by +5. When you are at a quarter
of your total hit points, these bonuses
are doubled. This effect activates
automatically once you hit the
hit point threshold and stays
active for 10 minutes. You can
gain the bonuses for hitting the
half or quarter threshold each
once per day. If you hit the
quarter threshold during
or before the half
threshold, both
usages are expended.
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HALF-ELF REPLICA any change in the elven physiology and causes
rapid necrosis of internal organs. It can lie dormant
Crawling out from a long-abandoned pod, into a for years, while remaining contagious, and has
world that has moved on or is no longer their own, such impeccable timing that some theorize it may
a half-elf replica is born. Replicas may come to life be semi-intelligent. Whatever the case, it is a death
as a large set or completely alone, depending on sentence for all half-elves who contract it.
how the Rending brought them to their new
location. They have little memory of the world they This is where replicas come into the picture.
were once a part of, only what instincts are With no way to cure the virus, some societies
ingrained in their genetics and what basics their decided to circumvent the illness by creating an
model of pod may have taught them. They are artificial form of reincarnation. Once the virus had
much like children, born fully capable in body but been detected in a half-elf, several soulless clones
lacking all understanding of what their life means. of them are created in a mix of magic and
mechanical ways. Before the death of the original
THE VIRUS, THE RENDING (or shortly after in some cases), the soul is
transferred to the new body. While this saves the
The H-Virus is a mild sickness for elf kind, resulting individual, it sets a dangerous precedent for the
in fever and nausea for a few days and permanence of death, making immortality
disappearing soon after. Other species are immune accessible on a nearly global scale.
to the disease and, despite the best elven minds
working on it, it has been deemed impossible to Like all medical miracles, there are side effects;
eradicate. Though it is mild for most elves, half- such as a weakening of fey connections and the
elves are not so lucky; the virus reacts terribly with potential for spirit explosions. The most severe of
these side effect, though, is the Rending. The
constant use of soul magic to cheat death not only
brings the ire of gods, it begins to wear on the
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magical forces that hold the universe together. This HALF-ELF REPLICA NAMES
starts as small tears in reality and many more
failed replica transferences. This, in turn, requires All pods have some sort of identification mark on
the creation of more replicas and makes the them. Sometimes it is a name and series identifier,
process more complex, riskier, and further sometimes it is just the pod serial number. This is
accelerates the Rending. The allure of immortality almost always the first thing the replica sees and
and fear of the H-Virus is too great for many and will often adopt it. These names rarely fit within
the ride into oblivion becomes impossible to avoid. the world they reside as they were never intended
Eventually magic itself implodes, tearing worlds to be more than a designation.
apart and scattering them to other realities. The
replicas and their pods, being the initial focus and Examples: Sandy 90120, Raph 86,753.09, Carrey
protected by the bizarre magic that created them, 23, XXkarrot024, POD V
are one of the few things to survive such an event.
OTHER SPECIES
BLANK BIRTH
Few people in the world even know of replicas,
Replicas are created as empty vessels and remain making their interactions no different than other
inert for centuries until a sudden spark inhabits half-elves. The few that do know about it see it
them. A bit of spirit energy, pulled into the vacuous mostly as a strange irregularity in the life cycle and
space left by the husk, mingles with the body and nothing more. Rarely, some warlords seek out
breathes life into it. The long dormant replication clusters of replica pods to activate them for their
pod springs into action, assuming the soul own uses. These fresh minds are easily molded by
transference was successful, and releases the those of ill intent, boosting their ranks with soldier
fresh half-elf replica into its new world. that, while untrained, did not have to grow up or be
convinced which side to fight for.
Most pods have the ability to imbue replicas
with basic knowledge, such as local customs and REPLICA TRAITS
language, in an attempt to smooth the soul
transference process for the original, intended half- You gain the following traits instead of those
elf soul. This may include flashes of the original granted to you by your half-elf physiology.
half-elf’s life, if the pod was particularly
sophisticated, but even those have mostly Ability Score Increase. Your Constitution score
degraded in the generations it takes for stray life increases by 2 and two other ability scores of your
energy to find a replica. choice increase by 1.
ENDLESS TWINS Age. You are considered mature and are
effectively around the age of 20, though your true
Replicas are indistinguishable from other half- age could be many millennia.
elves (or other creatures in rare circumstances)
when considering their outward appearance alone. Alignment. You may have some lingering ideals
What sets them apart initially is their fish-out-of- from whatever pod programming you had, but
water mentality and weak link to the fey realm. there is no set alignment for replicas. Choose
Whatever little information or mannerisms they do whichever suits you.
have may clash severely with the world around
them. However, after a few years within the world, Size. Replicas are the same size as other half-
most replicas are well adjusted to their elves, ranging from 5-6 feet tall.
environment and can pass unnoticed.
Speed. Your base walking speed is 30 feet.
Until, that is, they come across another replica Soul Vision. Long dormant fey energy, mixed
based on the same original. They will look exactly with your unique spirit creation has altered your
alike, often share similar personality traits, and vision, allowing you to see the souls of creatures
only differ in life experiences. There may be a around you. As an action, you can concentrate on a
single replica on a planet or there may be creature within 30 feet that you can see to discern
thousands, depending on how far advanced the its general power level. This will let you know their
planet was before the Rending took hold. As jarring CR within a variance of 2. You can use this trait a
as it is to wake up in an unknown world, meeting number of times equal to your Constitution
your double can be even worse. modifier (minimum of once) before finishing a long
rest. You also have darkvision out to 30 feet,
because of the weakened fey lineage.
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Pod Training. You gain proficiency in one skill, HACK-ORCS
weapon, tool, or game of your choice.
Hack-orcs have made a name for themselves by
Unbound Soul. Due to your unique creation, bucking tradition and carving their own path with a
your soul is not directly tethered to your body or mixture of strength and smarts. They have been
any individual plane after death. If you die, you can “touched by the Code”, a process that is ill-
attempt to inhabit a creature’s body who has died understood by most of the world. This is believed
within the last 24 hours, whose CR is equal to or to happen in the womb, though the Code has been
less than your level, and who is not animated by known to strike inspiration into adolescent half-
undead magic. The body must succeed on a orcs in some rare cases. Why this change seems
Charisma saving throw (DC = 8 + Your charisma only to happen for half-orcs and not other species
modifier + your proficiency bonus). If they succeed, is also not fully understood. The prevailing theory
you cannot inhabit that body. If they fail, you is that the Code is not giving the half-orc anything
inhabit their body, keeping your alignment, new, it is releasing natural abilities inhibited by
personality, Intelligence, Wisdom, and Charisma nefarious outside forces. Some orc clans have
scores but assuming all the other abilities and rituals that encourage this adaptation, though the
traits of the creature you inhabit and losing all of evil deities behind the subjugation of most orcs ban
your own. For each day you spend in a host body these rituals as heresy.
this way, you lose 1 point of your original
Constitution, your soul dissolving into nothing if Though their lives have been permanently
you reach 0. If you can create a suitable changed by the Code, they are not entirely sensitive
replacement, through magic or by finding an to it. Sometimes they gain glimpses into the true
empty half-elf replica, you can freely move your makeup of the universe, but mostly they are no
soul into that new body, recovering all of your more in touch with it than any other creature.
abilities and stats, (so long as the new body can Given enough time and focus, they can see deeper
accommodate them) though the loss in into the secrets of reality, but this is often just
Constitution remains and can only be recovered by small snippets and rarely offers more insight than
a wish spell. You can move from body to body as arcane studies can provide.
much as you would like, so long as the body you
are in is killed and you do not spend more than 1 THE MARK OF THE NERD
hour outside a body, as this will result in your soul
dissolving as well. You cannot inhabit the same Hack-orcs tend to have blue to pale grey skin, with
body twice. veins that appear far darker than their flesh. These
veins are angular, forming visible cross patterns
Variant Species: While half-elves are the most that resemble circuit boards. Some hack-orcs
predominant replicas (because the H-Virus is only tattoo dark lines to intersect their natural ones,
deadly to them), there is little stopping other creating interesting patterns or pathways for
creatures from being created in this way. If this is magic to travel. Because of their preference for
the case, choose a species and replace one of their battles of brains over bloodshed, their bodies tend
traits with the Unbound Soul trait. Work with your to be slightly slimmer and less covered in scarring.
GM to determine which ability must be replaces. They stand slightly straighter because it is less
likely they have engaged in gruesome combat,
lacking many common injuries that would cause
them pain when moving. They also opt for sharp
clothing and meticulously maintained (if
sometimes unfashionable) hairstyles. They are
prone to mix form and fashion into a mashup that,
while stylish to themselves, can look quite peculiar
to others.
Hack-orcs also take pride in the way they are
perceived. Because of this, they try to extend their
vocabulary and understanding of local customs.
This can make them appear ridged and obnoxious
to those unfamiliar with the individual. Their high
regard for their own intellect can often put them at
odds with more casual crowds and can be seen as
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a challenge to scholarly instructors. The irony that They enjoy planning and plotting, often
half-orcs are shunned for their brutality and hack- spending days going over the best route to victory
orcs are shunned for their intellect is not lost on before acting. It is not uncommon for a hack-orc to
them. carry around many books that most others would
consider dry reading. They often have scrolls or
BRAINS OVER BRAWLS notebooks of their own that they have filled with
incomprehensible details of a plan. To many, the
Hack-orcs exposure to the Code early in hours spent working on a plan of action are more
development has expanded their minds, working to exciting than the scant moments the plan takes to
suppress the bloodlust other orcs have had execute.
unwillingly impressed upon them. The connection
to evil deities through their blood has been quelled OTHER SPECIES
to a point of non-existence, or sometimes severed
entirely. This has led to hack-orcs living a life more Hack-orcs must fight against the same issues their
of their choosing than something determined by half-orc kin face. Their imposing bodies and
legacy. Many hack-orcs embrace this, rebuffing the frightful orc lineage create a large divide they must
idea that tradition should dictate even a single cross to win friends. Thankfully, their quirky
aspect of their existence. personalities and quick wit help to build bridges
quickly. Some cities and villages will even seek out
This creates a large divide between themselves hack-orcs to clear out difficult dungeons,
and their human or orc clans; since they value their participate in brainy competitions on their behalf,
individuality above most everything else and rarely or help establish recreational centers for the local
conform to the ideals of their parents. Hack-orcs youth. Hack-orcs are often a huge boon to
tend to be outcasts among outcasts and strike out whatever communities they choose to live in.
on their own very early in life. Thanks to their
hearty bodies and capable minds, hack-orcs can
sometimes become awesome adventurers well
before reaching adulthood. Trying to stop them
from this path is fruitless, their stubborn resolve
and youthful immaturity making it nearly
impossible for the young hack-orc to back down.
UNUSUAL BATTLEFIELDS
Most hack-orcs still harbor a desire for conflict and
victory, though this is often satisfied in less
physically violent ways. They find
themselves driven to competitions
of intellect and cunning, only
relying on their innate
strength if it serves their
strategic plans. This most
often manifests itself in
competitive games, such as
sports or chess, it being their
main source of conquest. If given a
chance, they will attempt to determine the
outcome of warring ideals through a
game, rather than decide the victor
through blood. They may also keep
score of small details along their
journeys, including things like number
of creatures slain, total value of
treasures collected, and a count of
lives saved.
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HACK-ORC TRAITS HUMAN OFFLINE
You gain the following traits instead of the ones STOLEN ORIGIN
granted to you by your half-orc physiology.
Far before your memories were solid, you were
Ability Score Increase. Your Intelligence score taken by the Cyblight hive. You served in their
increases by 2 and your Strength score increases ranks, converting hundreds, your body being used
by 1. to aid in the slaughter of whole realms. There was
a constant droning, the collective mind overwriting
Age. Hack-orcs age the same as half-orcs but your own thoughts and forcing you deeper into the
can claim independence as early as age 10. collective. But now you are alone. Your body is your
own, your mind is singular, and your future is a
Alignment. Hack-orcs are a strange mishmash terrifying expanse of possibilities.
of the chaos of their lineage and the order of the
Code. They tend towards lawful alignments though RECOVERED LIFE
some dip into chaos and embrace the corruption it
brings. Through some miraculous means you were
severed from the Cyblight horde and given another
Size. Hack-orcs are more slender than half-orcs chance at life. However, things have changed
but often stand taller, with the average being drastically since you were collected, and you are
between 6 and 7 feet tall. Your size is medium. often out of your own element. You may have
spent a few decades as a drone or even a few
Speed. Your base walking speed is 30 feet. centuries. You may have been taken as an adult, as
Codevision. You can see in dim light up to 60 a child, or even before you were born. Regardless
feet as if it were bright light, and in darkness as if it of your past, the hivemind blasts away all but the
were dim light. Additionally, you can use a bonus most stubborn scraps of identity and you are likely
action to concentrate your vision once per day to rebuilding your sense of self from scratch.
gain Truesight up to 10 feet for a single turn. In
both cases, you cannot discern color, only shades It is impossible for you to be fully separated
of gray. from some of the Cyblight components in your
Combat Genius. You gain proficiency with one body. The link to the Cyblight has been severed, but
martial weapon of your choice. Additionally, you the technology inside you still functions and assists
gain proficiency in the Insight skill. in keeping you alive. You can move, speak, think,
Savage Spells. When you score a critical hit with eat, and generally do most things humans are
a spell attack, you can roll one of the spell’s capable of doing, though you may have some
damage dice one additional time and add it to the restrictions based on parts lost or replaced by the
extra damage of the critical hit. Cyblight. Additionally, you must spend a long rest
Languages. You can speak, read, and write charging from some power source at least once a
Common and Orc. Additionally, once per day, you week or gain a level of exhaustion. Most Cyblight
can cast the Comprehend Languages spell without quickly cobble together a portable power source
material components. based on their needs and offline can adapt their
bodies to take in many sources of energy with little
to no harm. Each offline has different power needs,
work with you GM to determine what that
threshold is.
ONE MIND
Possibly the most disturbing thing about your new
life is the silence in your own head. For an eternity,
you shared a consciousness with the entire
Cyblight hive, across space, dimensions, and even
time. Long dead Cyblight lived on within the sea of
voices and even new consciousnesses had their
own voice in the hive. And now, you don’t even
know what your own voice sounds like and it is still
somehow thunderous and silent at the same time.
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You are used to the hive speaking for you so HUMAN OFFLINE TRAITS
growing used to the silence will take time, caring,
and much effort. You gain these traits instead of the typical human
traits
Society and its complexities also confound you.
Some offline find solace in the noise of a roaring Ability Score Increase. Your intelligence score
crowd, while others find the intrusive voices increases by 1 and your Constitution score
unbearable. The intermingling of many species is increases by 1.
nothing new to you, but simple mannerisms and
customs rely on strange logical rules and often Age. You are considered a mature adult in body
leave you baffled. How such communities could only. Your mind may range from elderly to juvenile.
exist without rigid order is one of the many Your body and implants will typically remain active
mysteries you will have to unravel in your quest to for a little over a century.
becoming a singular being.
Alignment. Order is something that comes
OTHER SPECIES naturally to you and you thrive in hard, regimented
systems.
The Cyblight have a bad reputation, and the
remaining implants make it hard for others to trust Size. Your size is medium and ranged from 5 to
them. Species of expanded experience are usually 6 feet tall.
more understanding, though many have heard the
stories of Offline being reconnected Speed. Your gait is slightly inhibited by your
to the hive and the tragedy implants. You base walking speed is 25.
that brings. In most places,
Offline are treated kindly Languages. You can speak, read, and write 4
but always watched from languages of your choice. These languages are
afar for any risky signs of imprinted in your mind from the Cyblight hive and
Cyblight reversion. Offline you speak most of them with a robotic clarity,
typically avoid each devoid of accents.
other as the r
eminder of the Adaptive Shield. When you finish a long rest,
Cyblight control you can choose to become resistant to a chosen
can be difficult damage type caused by spells or effects. Choose
to handle. from the following types: acid, cold, fire, lightning,
or thunder. You can choose a different type each
time you finish a long rest.
Hive Knowledge. You can call upon the
information forced into your head by the Cyblight.
You gain advantage on an Intelligence saving throw
or an Intelligence based ability check of your
choice. You must finish a long rest before using this
feature again.
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VOID TIEFLINGS LOST IN MEANING
To truly understand the essence of a void tiefling, Void tieflings have a deep connection to the
one must first unhinge the ideas of good and evil emptiness that created them and their tiny place
from their current understanding. What makes within it. To some of them, this is freedom. Without
something good or evil is simply a matter of a predetermined destiny, they are free to create
perspective. Void tieflings have a better grasp on their own meanings with their life. This can lead to
this concept than most other creatures, having lives of great altruism or lives overcome by
been created from the union of humanoid narcissism. It’s not that they believe themselves to
creatures and the unknowable and be the only worthwhile being, it is that many see all
incomprehensible powers of the void. They are life as equally meaningless. The other common
born with an innate understanding of the response to their tiny lives is fighting against the
complexity of the multi-verse and their tiny place oppressive, careless nature of the void. They
in it. Because of this, there is little they respect or endeavor to become more, to become something
cherish, though the things or people they become the universe as a whole will remember; to be
attached to are often more important than something incomprehensible, with enough power
anything else in existence. to change the fabric of reality. A surprising number
have achieved this, though it is impossible to know
TAILTACLES exactly how powerful they have become.
Unlike most tieflings, the void variety are the union
of humanoid creatures and cosmic forces beyond
measure. Sometimes this is an actual entity, a
being of impossible power that has brought about
these tieflings simply by existing too closely to
living creatures, forever changing their bloodline.
Other times they are created from universal
concepts, fundamental truths of the universe that
can exert their own will upon those who are open
to them. Whatever their origin, the outcome is
always similar but with enough
divergence that no two void
tieflings are exactly the same.
Void tieflings have tentacles
in place of the horns and tails
usually adorned by tieflings.
The tail is a strong and
dexterous appendage,
giving the void tiefling the
ability to use it almost like
another hand. Their colors
reflect the vast universe their
bloodline was changed by.
Deep purples with sparkling
star-like freckles, a sunburst orange
with striking rays along their body, or
slowly moving cosmic cloud patterns are a
few examples of the wide varieties they
sometimes have.
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OBSESSIVE POSSESSION Alignment. Void tieflings tend toward chaos,
matching the turbulent nature of the cosmos. Their
Because a void tiefling cares little for the reality actions rarely fall neatly into the good or evil
around them, it can be extremely difficult to gain spectrum, though most are seen as selfish.
their attention. When a void tiefling does ascribe
meaning to something, or someone, they will latch Size. Your size is medium, and you are similar to
onto it with fervor. They often see these items or other tieflings in stature.
persons as having more meaning than the rest of
the universe and will gladly sacrifice themselves, Speed. Your base walking speed is 30 feet.
and anything around them, to keep the things safe. Darkvision. You have been bred to peer into the
Those that have found trust or companionship with darkness of the abyss. You can see in dim light
a void tiefling should be careful never to betray within 60 feet as if it were bright light, and in
them. darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
STEEL MINDS Fearless. You have advantage on saving throws
made against fear effects.
One benefit of their unusual mindsets is the ability Tentacles. Your tail and horns give you many
to digest truths and visages that would break the advantages on the battlefield. You have advantage
minds of other creatures. Even as an infant they on Acrobatics checks when using them to assist
were exposed to knowledge beyond that of many the action. Your tail is capable of wielding any
wizened scholars. This changes their perception of simple, one-handed, light weight weapon you are
good and evil, life and death, into a bitter proficient with and can attack as a bonus action as
understand that many find difficult to swallow. if you were using your off-hand. Additionally, the
They can seem evil to others, but this is just a tail and horns, when used in tandem, can fulfill the
matter of perspective to a void tiefling. They are somatic component of any spell, so long as they
often willing to do whatever it takes to achieve are free to move.
their goals and think just as little of taking lives as Void Magic. You know the Death Throw spell and
they do of saving lives. What is the difference can cast it once before finishing a long rest. At 3rd
between one life and one-thousand lives when level the spell level it is cast at is increased to 2nd
viewed through the lens of eternity? and you can use it twice before finishing a long
rest. This increases again at 5th level to a 3rd level
OTHER SPECIES spell and three times before finishing a long rest. In
addition, you know one cantrip of your choice.
A void tiefling’s alien appearance can sometimes Charisma is your spellcasting ability for these
put them at odds with average citizens who are spells.
unfamiliar with how strange the world can truly be. Dark Resistance. You have resistance to necrotic
Also, their inability to see anything but the bigger damage.
picture makes it hard for them to get along with Languages. You can speak, read, and write
those attempting to live an “average life.” Because Common and Abyssal.
of this, they tend to be voluntary outcasts and
rarely find companionship, except with other void
tieflings. It takes an extremely open mind and a
great deal of patience to fully understand a void
tiefling’s thoughts, something many other species
find in short supply.
VOID TIEFLING TRAITS
You gain the following traits instead of the ones
granted to you by your tiefling physiology.
Ability Score Increase. Your Wisdom score
increases by 2 and your Dexterity score increases
by 1.
Age. Void tieflings age nearly identically to their
cousins.
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Classes within the Retroverse exist
alongside more traditional classes. A
Cleric is just as common as a Synth
Weaver. The Retroverse also allows
for new opportunities to established
classes, the subtle forces of the
universe leaving their impression upon
the fantasy designs. Take care when
combining classes, as overloaded
characters will surely lead to corruption.
Class Description Hit Die Primary Ability Saving Throw & Prof. Armor and Weapon Prof.
Apogee
A chosen being who d8 Intelligence Constitution & Light Armor, simple
De-fragger sees beyond reality and Intelligence weapons, one martial
bends it to their will. weapon, unarmed
Glitch Hunter attacks
Henshin A wall of warrior, able d12 Constitution Constitution & All armor, shields,
to unleash a torrent of Wisdom simple weapons, martial
strikes while taking the weapons, improvised
same in return. weapons
A cunning combatant d10 Wisdom Wisdom & Charisma Light armor, medium
with another trick or armor, simple weapons,
weapon up their simple ranged weapons,
sleeves. martial ranged weapons
A warrior of destiny, d8 Dexterity Dexterity & Charisma Henshin Armor, shields,
regardless of their simple Weapons,
ability. Network Weapon
Holo-Knight A tricky fighter who d10 Dexterity or Dexterity & Light armor, Holo-
Synth Weaver relies on holographic d6 Intelligence Intelligence Weapons
weaponry and illusion
magic. Dexterity Dexterity & Charisma Light armor, simple
weapons, lance, scimitar,
An agile musician who whip
pulls magic from the
beat of the world.
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APOGEE forgone the need for weaponry and armor. You can
shape the force of your punches to match that of a
An elf woman, clad in a black longcoat, strides conventional weapon and alter your awareness to
through the battle field confidently. The retreating deflect attacks. While these abilities come
foes hurl a fireball directly at her, she doesn't avoid “naturally”, hacking the code in more extreme ways
it. When the smoke clears, her hair isn't even is much harder. The power to do something as
mussed. Panic besets the ranks of the opposing simple as bending a spoon takes years of practice,
team and they trample each other to flee from her. rewriting the makeup of a creature is something on
The mage that cast the fireball feels his throat an apogee of great strength can hope to
tighten and watches his allies run from him. He is accomplish.
lifted in the air by an invisible hand on his neck.
Turning to face the woman and her outstretched MEDITATION AND INFORMATION
arm; he watches her hand close slowly and his
world grows darker and darker. When you first saw the Code, it was harrowing. The
seams between reality opened themselves to you
A human deftly dodges the flurry of blows and the things you saw in between defy
coming towards his face. This opponent is tougher explanation. You were told that this was just your
than anything he has faced. Every attack on either childish imagination, that all was well, not to dwell
side is met with a block or parry. When he ended on what you saw. For a time, you may have even
this fight, he would have to end it quickly. Letting believed it was just in your head. But then it
his guard down for an instant, he trades one blow happened again, and again.
to himself for another to his opponent. His attack
carried a charge though, and the opponent is As you grew older you dedicated yourself to
stopped for the tiniest instant. Just enough. Kicking researching this strange phenomenon. Why were
back, he teleports into the air, clasps his hands you different? Were there others like you? How
around the building energy, and shouts. His could you open the seams yourself? How could
opponent looks to the blinding light gathering in you change the Code?
those hands. It's over. The beam is released, and
the foe stands up to accept their fate. Dignity, even Some like you have spent their life in isolation.
in total annihilation. Searching old tomes in search of ancient
knowledge by half mad seers. Many find solace in
The wo’nari body lies motionless, complacent in mind altering substance, denying their own senses
death. His spirit flows above, not complacent in in order to hold on to their shredded life. Others
their fate. Around them his team begins to falter. find themselves locked away. Espousing the truth
Outnumbered and overpowered, they are backed has put them in jackets and bars, raving to anyone
into a circle around his body. He could do it, he who will listen. A few rare individuals have found
could come back, but the cost would be monstrous. power in the knowledge of the falsity of reality.
As the paladin falls to his knees, he makes his They seek nothing but to increase their abilities,
decision. His spirit flames, consumed by the even knowing that the power they have isn’t
unbridled power of the Code. Body and spirit necessarily real either.
reconvene in a burst of energy that pushes back
the encroaching horde. They weren't out of the
woods yet but at least now they had a fighting
chance.
THE MALLEABILITY OF THE CODE
You are one of the few that has ever seen it, The
Code. It makes up the world around you, shapes
and molds it into purpose. You try to tell others,
but they will never understand. It is in all things
and it is all things. Unlike the others who have
merely witnessed the Code, you can command it,
alter it to your will. The Code is not set and with the
right force and understanding, you can change the
very world around you.
Because all things are equal to the Code, you have
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POWERFUL PROPHECY prophecy is ascribed to you. Are you truly destined
to be the savior or destroyer of the world, or is the
Because of the apogee’s abilities, they are often collective belief in you enough to push you that
tied to prophetic destiny. The average citizen has no direction? Can you buck fate without falling into a
idea how you can do the things you do. Your different one? Bending the Code grants you
abilities can be mimicked by magic but you do not incredible power but how much power do you truly
fit within the confines of what magic they may be have if you must walk a path set before you by
exposed to. Additionally, apogees are incredibly someone else’s words? Are you in control of your
rare, as many who see the Code are quickly broken future?
by it. Whether the prophecies are true is debatable,
especially as you understand, or at least can MULTI RANGE CLASS
comprehend, the source of your powers. You are
different, that much is certain, but are you the This class offers a large variety of options for most
fabled chosen one, or are you just another fluke in users. The themes of fate, power, and will play
the world? heavily into its background and abilities. Early
users may find great reward in playing a strong
It is possible for many apogee’s to exists at a class and advanced users will enjoy using the
given time, even having multiple within the same variety of abilities to tackle most any situation.
area. Sometimes this lines up with the prophecy of
a team of heroes, or the destined battle between CREATING AN APOGEE
two powerful warriors. It can be hard to tell how
much of your future is set in stone when the When creating aa Apogee think about how this
knowledge of the true nature of the world has
affected your life. Did you learn about the Code
first through seeing visions of the true world, or did
you discover its existence in old tomes and then
seek it out? Do you accept the power that comes
with this knowledge? Do you fear what it means
about those whom you love? Do you grow distant
and wary of all others you see? Or do you revel in
the absurdity of it all and live your “life” to the
fullest?
Also consider how you found a way to change
the Code. Was it through natural intuition that you
began to understand and change the symbols?
Were you a unnaturally adept student, learning all
you could from deranged scholars? What mistakes
have you made when you first began? How much
did those mistakes cost you? What is your end goal
now that you can change the Code?
PRE-GEN CHARACTER
You can make an Apogee quickly by following
these suggestions. First, make Intelligence your
highest ability score, followed by Constitution.
Second, choose the Player background
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Apogee
Level Prof. Bonus Hack-Fu Hack Points Features
1 +2 1d4 1 Fate Path, Hack-Fu, Hack
2 +2 1d4 2 Binary Boons
3 +2 1d4 3 Mental Fortitude, Fate Path feature
4 +2 1d4 4 Power Up
5 +3 1d6 5 Extra Attack
6 +3 1d6 6 Code Blast Improvement, Fudge Reality
7 +3 1d6 7 Fate Path feature
8 +3 1d6 8 Power Up
9 +4 1d6 9 Warp Jump
10 +4 1d6 10 Codenesis, Fudge Reality improvement
11 +4 1d8 11 Fate Path feature
12 +4 1d8 12 Code Blast Improvement, Hack-Fu Improvement, Power Up
13 +5 1d8 13 Warp Jump Improvement, Ex-Machina
14 +5 1d8 14 This Isn't Real, Fudge Reality Improvement
15 +5 1d8 15 Fate Path feature
16 +5 1d8 16 Power Up
17 +6 1d10 17 Phoenix Reboot
18 +6 1d10 18 Code Blast Improvement, Ex-Machina improvement, One with The Code
19 +6 1d10 19 Power Up
20 +6 1d10 20 Fate Path feature
CLASS FEATURES Proficiencies
As an Apogee, you gain the following class features Armor: Light armor
Weapons: Simple weapons, one martial weapon,
Hit Points unarmed attacks
Tools: One set of Artisan's Tools and one Gaming
Hit Dice: 1d8 per Apogee level set
Hit Points at 1st Level: 8 + your Constitution Saving Throws: Intelligence, Constitution
modifier Skills: Choose any three
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Apogee level after 1st. Equipment
You start with the following equipment, in addition
to the equipment granted by your background:
• One simple weapon and one martial
weapon
• (a) a dungeoneer’s pack or (b) an explorer's
pack
• Plasteel fiber clothing
FATE PATH
All Apogee have been given the ability to see the
seams of the world, either by chance, destiny, or
through their own determination. An Apogee who
can put these new powers to use is often seen as a
chosen one, a person of prophecy. How they
interpret and interact with this prophecy will
influence how their skills develop and ultimately
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how they will change the world around them. You HACK
choose your path at 1st level: Risen, Fateless, or
Shattered. Starting at 1st level, your ability to see beyond
allows you to alter The Code of the universe.
Your choice grants you features at 1st, 3rd, 7th, 11th, Changing the fabric of reality around you is
15th, and 20th level. exhausting for both body and mind, for this reason
your ability to alter the world in any meaningful
HACK-FU way is represented in Hack points. Your Apogee
level determines the number of points you have, as
At 1st level your knowledge of the spaces between shown in the Hack points column of the Apogee
has allowed you to summon knowledge in combat table. You are considered proficient with all attacks
prowess you would never gain naturally. You that require the use of Hack points.
become deadly in unarmed combat, bending the
data around your blows to mimic the code behind You can spend these points to use various Hack
many weapons. features.
You gain the following benefits while you are When you spend a Hack Point, it is unavailable
wearing no armor or light armor and are not using until you finish a short or long rest, at the end of
a shield. which you have regained enough mental acuity to
recover all expended Hack points. You must spend
• You can use Intelligence instead of at least 30 minutes intently watching the world
Strength for the attack and damage rolls of during your rest to regain you Hack points.
your unarmed strikes and mimicked Some of your Hack features require your target to
weapon. You do this by channeling The make a saving throw to resist the feature's effects.
Code to augment your attacks. The saving throw DC is calculated as follows:
• You can choose one melee weapon you are Hack save DC = 8 + your proficiency bonus + your
proficient with to mimic. Once on your turn, Intelligence modifier
when you make an unarmed strike, you can
cause your unarmed strike to do the exact BINARY BOONS
same damage amount and type, as if you
had attacked with that weapon. When you At 2nd level, you gain a small set of powers that you
reach 12th level, you can gain proficiency can use Hack Points to activate.
with an additional melee weapon of your
choice and use it in the same way. You can HIGHER CONTRAST
also use this ability twice on your turn
when making unarmed strikes. All other If you use the Afterimage Hack-Fu ability and the
unarmed strikes deal a set amount of second attack hits, you can use 1 Hack point and
bludgeoning damage which increases as your reaction to make the same attack one
you gain apogee levels, as shown in the additional time.
Hack-Fu column of the Apogee table.
Alternatively, you can keep the damage CODE BLAST
type of a weapon but replace the damage
dealt by that of your unarmed strikes. As an attack you can spend 1 Hack point to call
together energy from the air into your palm and
• When you use the Attack action to make an project it forward at a rapid velocity. You are
unarmed strike, you can use your bonus proficient with this ranged attack with a range of
action to cause an Afterimage of you to 30/60. On a hit, this blast does 1d6 radiant damage.
appear, making an unarmed strike against At 6th level this increases to 2d6 and 40/80. At 12th
the same target. This can only be used to level this increases to 3d6 and 50/100. At 18th level
repeat an unarmed strike and not spell this increases to 4d6 and 60/120.
attacks or attacks augmented with spells
or effects, such as a Smite spell, or with
non-apogee features, such as Sneak Attack.
If doing an attack that required the use of
Hack points, you must use additional Hack
points for the Afterimage equal to the
original attack or this effect simply fails.
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SCANNER wanted to happen occurred. This ability does not
affect magical items. The full extent at which this
By spending 2 Hack points and using a bonus power can be used it at the GM's discretion. You can
action you can focus your vision to discern one use this feature a number of times equal to your
thing about a creature within 15 feet of you. This Intelligence modifier (minimum of once) before
could be their current Hit Points, AC, any one stat finishing a long rest.
modifier, a special ability, or others at the GM's
discretion. You can use this feature multiple times At 10th level, you add +1 to each roll. At 14th level
on the same creature. This cannot be used to read you add +2 to each roll.
minds or discern intention.
WARP JUMP
FOCUSED CHARGE
Starting at 9th level you can spend 1 Hack Point to
You can use your action to regain Hack Points. Roll warp from one place to another as your
1 Hit Dice, expending it and regaining Hack Points movement. You can instantly teleport in any
equal to the roll. You can continue this for a direction to place that you can see within 60 feet.
number of turns equal to your Intelligence You cannot pass through magical barriers using
modifier, with your initial use counting as one, so this skill but can pass through walls if you can
long as you take no other actions beyond clearly see the other side. You have advantage on
movement on your turns and take no damage on your next melee attack roll if the attack is made
your turn. You can use this feature once, with a immediately after warping at least 30 feet to a
continued charge counting as a single use, before location within 5 feet of a target. You can only use
finishing a long rest. This feature cannot be used this feature once on your turn.
outside of combat.
At 13th level this ability is enhanced to include a
MENTAL FORTITUDE wave of force. When you warp, all creatures within
5 feet of the area you warped to must make a
Beginning at 3rd level, while you are wearing no Constitution saving throw. On a failed save all
armor and not wielding a shield, your AC equals 10 creatures within the area take 1d8 force damage
+ Your Intelligence modifier + your proficiency and are pushed back 5 feet. On a successful save
bonus. all creatures within the blast take half damage and
are not moved. You can spend additional Hack
POWER UP Points to add 1d8 force damage to the blast per
Hack Point used, to a maximum of four Hack Points
When you reach 4th level, and again at 8th, 12th, 16th, and 5d8 extra damage.
and 19th you can increase one ability score of your
choice by 2, or you can increase two ability scores
of your choice by 1. Alternatively, you can gain one
feat. You cannot increase an ability score above 20
using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.
FUDGE REALITY
At 6th level you have the ability to change one
small detail in the world around you. The cards in a
game of chance, the contents of a water skin, a
silver piece into gold. By spending 1 Hack Point you
can roll a d4 with the number determining the level
of your success. 1 means nothing has changed at
all. 2 means a minor change has happened but not
exactly what you had intended. 3 means that a
positive and meaningful change has occurred,
though the details may not be exactly what you
intended. 4 or more means that the exact thing you
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CODENESIS saving throw. On a failed save, all hostile creatures
within the area take 6d12 force damage and are
At 10th level you can manipulate much of the world pushed back 15 feet. On a successful save they take
around you without seeming to touch it. Using 2 half that damage and are not pushed. You do not
hack points, you can use your action to cast the have to have 3 Hack points available to use this as
spell Telekinesis without components, with this ability sacrifices 3 Hack points from your max
Intelligence as your spellcasting ability. The spell total possible. If you do not have 3 Hack Point slots
ends at the start of your next turn, unless you use you cannot use this feature.
2 additional Hack points to continue its effects;
otherwise it follows the same rules as a Additionally, your Constitution score decreases
concentration spell. You can maintain this effect for by 1. If your Constitution bonus decreases because
up to 1 minute, so long as you have enough of this you must adjust your new Hit Point
remaining Hack points to do so. You can use an maximum. You must finish a long rest before you
additional Hack point to increase your spellcasting can use this feature again.
ability for this effect by 1 for each Hack point used
(maximum of 5). ONE WITH THE CODE
EX-MACHINA At 18th level, at the start of your turn, if you have no
Hack points you can use a bonus action to roll a d6,
At 13th level you can force your influence upon the regaining Hack Points equal to the roll. At 20th level
world around you. As an action, you can spend 4 the this is changed to a d8.
Hack points to bring one helpful boon to yourself
or party. This could be a healing potion rolling to RISEN
your feet, a large precarious rock falling on your
opponent, finding a patch of water in a desert, a As soon as you saw the Code, you knew you were
spell backfiring or becoming more powerful, destined for something great. After some
anything that is useful. The effect is immediate adjustments, you have embraced your powers fully
though it may not always be immediately and use them freely. Like the name implies, you
apparent. The full extent of this feature and its have risen above those around you and now stand
effects is up to the GM, but it will always be helpful as above other creatures. While some look up to
to you or your immediate party. This effect can you, seeing you as the savior foretold, others
only be used once before finishing a short or long consider your mere presence an abomination, a
rest. At 18th level you can use this feature twice portent of the end. Your powers are varied, giving
before finishing a long rest. you an edge in most situations; how you change
the world with these abilities, for better or worse, it
THIS ISN'T REAL up to you.
At 14th level you have become so attuned to The FATE BUMP
Code that you can negate its influence on you. If
targeted by an attack, effect, or spell, you can use 6 When this fate chooses you at 1st level, you gain the
Hack Points and your reaction to completely ignore ability to nudge fate to a direction of your choosing.
it. Even if it hits, you receive no damage, take no When you or a creature within 30 feet of you rolls
effects, and cannot be moved by it. You must finish an ability check, attack roll, or saving throw, you
a long rest before this ability can be used again. At can use 1 hack point to add or subtract 1 from the
20th level you can use this feature three times roll. You can do this after the roll but before you
before finishing a long rest. know the result. You cannot cause critical
successes or failures this way.
PHOENIX REBOOT
FLY
At 17th level death loosens its grip on you. If you fail
three death saving throws you can immediately At 3rd level, you can control gravity around you well
burn 3 Hack Point slots, permanently, to bring enough to move your body in a way that resembles
yourself back to life. You regain life as if you had flying. You can spend 1 hack point as part of your
just taken a long rest. When you rise from the dead movement to fly up to your movement speed,
you are surrounded in a powerful aura that including if you take the dash action. You begin to
explodes out from you. All creatures of your choice fall at the start of your next turn unless you use
within 15 feet of you must make a Constitution another Hack Point. You can remain airborne as
long as you have Hack Points to spend.
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MEGA PUNCH 1 minute. On a success, the target takes 2d10
additional force damage and only the next
Starting at 7th level, you can spend 2 Hack points to damaging spell it casts within the next minute is
charge and release a terrible blow. Whenever you affected by the damage reduction. You can use this
make an unarmed strike, choose one of the feature once before finishing a long rest.
following effects to happen on a hit:
FULL INTEGRATION
• Roll a single damage die again and add it to
the total damage. If your attack had At 20th level, you have become so enmeshed with
multiple damage dice types, used the the code that you can bend the world to your will.
largest one. Choose a single spell of every level, the chosen
spells are set and cannot be changed after
• The target must succeed on a Strength choosing them. By spending Hack Points equal to 2
saving throw or be pushed back 15 feet. times the level of the spell, you can cast any of
these chosen spells. Intelligence is your
• A blinding flash emanates from your fist spellcasting ability and your save DC is the same as
and the target must succeed on a your Hack save DC. You can spend up to 30 Hack
Constitution saving throw or be blinded Points total on this ability, and cannot cast the
until the start of their next turn. same spell twice, before finishing a long rest.
• The target must succeed on a Constitution
saving throw or have their code disrupted,
causing them to be paralyzed until the
start of their next turn. Creatures with
corruption make this save with
disadvantage.
• The attack is a critical hit on a 19 or 20.
BULLET TIME
Starting at 11th level, you can use your reaction to
reduce the damage you take from a ranged attack
by half. Alternatively, you can spend 1 Hack Point to
stop the missile before it reaches you.
You then have the option to send it
back at the opponent who shot it. Make
a ranged attack roll, as if you were proficient and
made the attack. You can only use this feature on
the creature who targeted you with the initial
ranged attack. The missile deflected can be no
larger than a standard arrow or energy bolt. If a
creature makes multiple ranged attacks against
you on the same turn, and you have already used
your reaction against one of their ranged attack,
you continue to reduce the damage of each ranged
attack or try and send the attack back, choosing
either option for each consecutive attack, until the
start of your next turn.
CODE SUPPRESSION
At 15th level you can target the source of a
creature’s power and inhibit the flow of magic
through their body. When you hit a creature with
an unarmed strike, you can use your bonus action
and spend 4 Hack points to strike at their magical
flows as well. The creature must make a Wisdom
saving throw, taking 4d10 additional force damage
on a failed save and any damaging spells the
target casts have their damage reduced by half for
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FATELESS WHAT DOESN’T KILL YOU
You were not some blessed creature, you found At 11th level you become more powerful each time
the code through resolve and sweat. You have you face defeat. Each time you fail a death saving
toned your body and mind to work in direct throw, you gain a cumulative +1 to damage rolls,
opposition to the Code, allowing you to feel, claw, proficient ability checks, and proficient saving
and bend it to your will. Unlike others who easily throws until you finish a long rest. The maximum
fill the role of some prophecy, you have trained for possible bonus is equal to your proficiency score.
every new ability, ripping the prophecy away from
the hands of others by forcefully filling them ULTRA FORM
yourself. This has left you with many rivals, some
of which believe your usurpation to be a At 15th level, you have mastered the control over
transgression worthy of death. The future of the you own code enough to enter an enhanced form
fateless is frequently fraught with foes and fighting of yourself. At the start of your turn you can let out
as you fulfill the prophecy by force. a reality shattering roar, you are then overcharged
with Code energy. Until the feature ends, you have
UNRIVALED RESOLVE an unlimited amount of Hack Points, your
movement speed is doubled, and can make three
When you demand this fate at 1st level, you can attacks, instead of two, when you take the attack
shrug off most effects that would stop others in action. After activating this feature, you can stay in
their tracks. If a spell or effect requires you to this form a number of turns equal to your
make a saving throw to resist being blinded, Intelligence modifier (minimum of one) but cannot
deafened, paralyzed, petrified, poisoned, or enter it again if it ends. This effect ends if you drop
stunned, you can spend 1 hack point to roll a d4, to 0 hit points or if you choose not to continue it
adding the result to your roll. This feature can be with a shout at the start of your next turn. You can
used against a spell or effect that deals damage only activate this feature once before finishing a
and causes an effect, but the bonus is only applied long rest. If you drop to 0 hit points while using this
to resist the effect. At 11th level in this class the dice feature, you immediately fail one death saving
increases to a d6, and again to a d8 at 20th level. throw and make any more saving throws with
disadvantage until you finish a long rest.
WARP HOP Additionally, you gain one level of exhaustion when
this feature ends.
At 3rd level you can briefly slip in and out of reality,
moving instantly from one place to another. You PERMANENT UPGRADE
can spend 1 Hack Point to teleport to an unoccupied
space up to 30 feet in any direction as your move At 20th level, you have finished the loop of bending
action. If you land on a vertical surface, you can your body to bend the code to bend your body
hang there until the start of your next turn. When again. Three of your ability scores of your choice
you get the Warp Jump ability, you can use this increase by 2 and the new maximum for those
ability to change the maximum range to 90 feet. scores is 22. You also gain proficiency in two
additional saving throws of your choice.
COMBO BONUS
SHATTERED
At 7th level you can compound the energy of your
attacks from the power of the last one. Each time Before you even began your journey with the Code,
you make a successful melee attack against a you already failed. Whatever fate you were
target you can use 1 hack point to take some of supposed to fill, you destroyed it so badly that the
that force, causing your next melee attack to deal worst outcome, or even a complete reversal of the
an additional 1d4 damage. You can use an prophecy, has become your life. You are met with
additional Hack Point on each consecutive ire by those who looked towards you in their
successful attack on this turn to add another d4 to greatest time of need and witnessed you fall.
the total damage (to a maximum of 5d4). The Sometimes your own foolish actions led to this
bonus resets at the start of your next turn or if you end, other times it was the machinations of others.
miss on an attack roll. Regardless, your fate, and the destiny of others,
has been destroyed. Your powers reflect this,
serving as an easily visible reminder of the
perversion you have wrought.
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MIND TRICK LIMIT BREAKER
When you fall to this fate at 1st level, your power Starting at 15th level you have the ability to push
can be used to twist the minds of others around your body beyond its designed specifications.
you. Whenever you make a Charisma based ability When you use the Higher Contrast feature, you can
check, you can use Hack Points to add a bonus to spend an additional 5 Hack points to make one
the roll equal to the number of Hack Points used more attack. Using this feature gains you one level
(maximum of +5). You can use this ability after of exhaustion per use. You can use this feature as
making the roll but before the outcome is many times as you want on your turn, as long as
determined. you have 5 more Hack points to spend per attack. If
you reach six levels of exhaustion, while using this
FAILING FORWARD feature, your body and spirit become destabilized
and you die instantly after the last blow. Your body
At 3rd level, you grow more powerful the more you fizzles away but the spirit remains on this plane for
fail and the more difficult your situation. If you roll a number of days equal to your Constitution
a 1 on an ability check, attack roll, or saving throw, modifier (minimum of one).
you can use a Hack Point to gain advantage the
next time you make the same kind of roll. The For example, if you are suffering four tiers of
advantage disappears if you do not use it before exhaustion from a previous effect and then use this
the end of your next turn. feature twice, you die after the second Limit
Breaker attack finishes. The total attacks that turn
If you are forced to make any ability check, could be up to five.
attack roll, or saving throw with disadvantage, you
can use Hack Points to add +1 bonus to the roll STOLEN FATE
equal to the number of Hack Points used
(maximum of +3) to the total of the lowest roll. At 20th level you can rip the energy of others away
You still use the lowest dice, even if the additional from them upon death. When you make an attack
points cause it to be higher than the other dice. that drops a creature to 0 hit points, you can use
your reaction to steal the energy of their potential
VIRAL ATTACK futures for yourself. You regain one level of
exhaustion, 2d4 hack points, and recover hit points
At 7th level you gain the ability to infect other equal to two of their hit dice. You can use this
creature’s code with malicious code of your own. feature a number of times equal to your
When you hit a creature with an attack, you can Intelligence modifier (minimum of once) before
use 2 hack points to infect them. At the end of your finishing a long rest.
turn, they take damage equal to one of your
unarmed strikes. You can maintain this infection by
spending 2 additional hack points on your
subsequent turns, dealing damage to them at the
end of each of your turns so long as the infection is
maintained. You can use this feature to infect
multiple creatures simultaneously, with each one
requiring their own Hack Points to infect and
maintain. Corrupted creatures only require 1 Hack
Point to infect and maintain.
BRUTALNESIS
At 11th level you can use your mind to crush those
who oppose you. When you are using the
Codenesis ability on a creature, they take 2d8 force
damage each time they fail the Strength contest.
At 15th level in this class, you can target two
creatures or objects with Codenesis
simultaneously, and three creatures or objects
once you reach 20th level. Each additional creature
or object costs 1 Hack point per creature to use the
effect on and to maintain it.
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DE-FRAGGER THE WALL AGAINST DEGRADATION
The fool was drunk, surrounded by “friends”, and A de-fragger is called to stand against chaos. The
too proud for his own good. That's why she kept world is full of corruption and they have made it
her cool for so long. But when he began spitting their solemn duty to stamp it out to their dying
heresy about The Brothers all over the table, her breath. Most de-fraggers work towards this goal,
patience ran dry. Seconds later and he was hanging though their methods may differ wildly. You need
in the air by his neck. His friends had drawn power to keep depredation at bay, and that power
weapons to help, but so had she. Two arms on him can come from many different places. Most find it
and her other two defending her back. They knew through their own sense for order, some find it
now what they were dealing with and how her code through a patron god, and rarely others find power
forced her to eradicate corruption, and oh, was within the corruption.
their friend corrupted.
De-fraggers are masters of combat, cutting
The horde had stopped at his light and was held down swarms of enemies in brilliant flashes of
back, for now. Holding his brilliant De-Frag icon to retribution. They are also stalwart defenders of
the peak of his reach, he called out to any god that those within their charge. Giving them not only
would listen. He was a lone candle, in a swarm of healing, but guidance, assurance, and compassion.
moving blackness, corrupted stretching as far as They are natural born leaders and many stories
he could see. His friends, in the warmth of this end with them sacrificing their life for those they
respite, regathered their strength. His faith had were sworn to protect.
been broken, his spirit shattered, but somewhere,
something was listening to his prayer. Whoever it
was, they had saved him in more than one way.
The guardian had been motionless before but
crossing some invisible threshold had brought it to
terrible motion. In seconds his friends had been
decimated. Now he stood, the only thing between
the abomination and his bleeding and broken sister.
Tears fell from his own face onto hers, as he was
pushed down to his knees. He
strained to keep the bubble shield
active, but he could already see
cracks forming in its matrix.
Outside, the destroyer
smashed relentlessly
against it. Fighting back pain,
swallowing tears, he choked
out the only word he could muster,
the only one he really needed to say anymore.
Then the shield shattered, and he stood for one
final moment of glory.
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A CURE FOR CORRUPTION de-fraggers are rarely of chaotic alignment. Most
are lawful in some regard as many find it
De-fraggers are among the few who can actually unthinkable to tolerate even a small amount of
fight against the source of corruption. Many people corruption. Keep in mind how your alignment
can fight off a data-rotted corpse, but few can influences the way you see the world and those
expunge that rot from the corpse's body. Because around you. Also consider how others view you and
of this, they are in high demand among Retroverse your unbending convictions. Do these standards
adventuring parties and communities alike. None come from within or are they at the decree of your
stay in one place for very long. Once the corruption deity?
has been expunged from that area, they are driven This all begins to change if you create a virus de-
to seek out need elsewhere. Only their unbending fragger as your lifestyle goes against the symbol
convictions or patron god is a constant, and even of righteousness that other de-fraggers fight so
then, de-fraggers have been known to abandon the hard to maintain. What would drive you to such a
gods if they find evidence of corruption within their decision?
power. Their unending quest to bring order to the
world leads them on many adventures and is BALANCE IN ALL THINGS
almost always their final undoing. There are scant
tales of a de-fragger enjoying a long retirement. Users playing this class are often those who seek
out leadership positions. They should have the
A de-fragger is a frightful thing to behold in a ability to support and embolden their team
battle. They are a terrible storm against any members. A selfless attitude will go a long way in
opposition, leaving foes broken underfoot. Troops ensuring you can play this class to its full effect.
rally behind them, adventuring parties lean on their New Users may find comfort in the balance of this
strength, and children read stories of their deeds. class. Experienced Users will be able to use this
Few dare to stand against them, but those who can class to carry their team through challenges that
are dangerous beings indeed. would be impossible without them.
CREATING A DE-FRAGGER PRE-GEN CHARACTER
De-fraggers have one goal in life, to eradicate any You can make a de-fragger quickly by following
corruption within the world. Literal or figurative, these suggestions. First, Constitution should be
they are drawn to it like moths to a flame. This your highest ability score, followed by Wisdom.
need will eventually consume them, but they will Second, choose the Mercenary background. When a
burn brilliantly in their quest for wiping the world skill refers to corruption it is speaking of the literal
clean. When creating your de-fragger think about game mechanic, not to the figurative corruption
how and why you desire to keep the corruption at that lies within one’s soul, though the latter kind is
bay. Did you lose your family to a ravenous beast, insufferable to a de-fragger as well.
one that shouldn’t have even existed? Did you see
the exploits of other de-fraggers and wish to
become like them? Were you called upon by a
long-forgotten god to strike out on an obscure
journey? Did you grow tired of seeing good men
stand by and do nothing, deciding to take matters
into your own hands? Were you trained by an aged
de-fragger, assigning their unfinished business to
you?
Now that you have chosen this life, what
struggles have you faced? Do people run from you,
fearful of your strength? Have you found fame
within your deeds? If so, how does that affect your
ability to truly protect? Does the thought of a
normal life nag at the back of your mind? Are you
good at stamping out erroneous aberrations, or do
you struggle with even the simplest monsters?
What have you been unable to leave behind?
Because of their devotion to eradicating chaos,
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De-Fragger -Spell Slots per Spell Level-
De-Fragger Level Prof. Bonus Features 1st 2nd 3rd 4th 5th
1 2 Sense Degradation, Array of Hands -- - - -
2 2 Cure Corruption, Spellcasting 2- - - -
3 2 Compiler Type 3- - - -
4 2 Power Up, Incorruptible 3- - - -
5 3 Stalwart Shield 42 - - -
6 3 Compiler Type Feature 42 - - -
7 3 Defense Expert 43 - - -
8 3 Power Up 43 - - -
9 4 Incorruptible Improvement 43 2 - -
10 4 Compiler Type Feature 43 2 - -
11 4 Stable Core 43 3 - -
12 4 Power Up 43 3 - -
13 5 Flashback 43 3 1 -
14 5 Compiler Type Feature 43 3 1 -
15 5 Incorruptible Improvement, Stalwart Shield Improvement 43 3 2 -
16 5 Power Up 43 3 2 -
17 6 Empowering Shout, Assembled Magic 43 3 3 1
18 6 Compiler Type Feature 43 3 3 1
19 6 Power Up 43 3 3 2
20 6 Final Stand 43 3 3 2
CLASS FEATURES Equipment
As a De-fragger, you gain the following class You start with the following equipment, in addition
features to the equipment granted by your background:
Hit Points • a martial weapon and a shield.
• (a) a Great Shield or (b) four short swords
Hit Dice: 1d12 per De-Fragger level • (a) a priest’s pack or (b) an explorer's pack
Hit Points at 1st Level: 12 + your Constitution • Ring mail and a De-Frag Icon
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your SENSE DEGRADATION
Constitution modifier per De-Fragger level after 1st.
(Stable Core feature doubles modifier bonus) Your oath to stamping out decay has made you
acutely aware to corruption within creatures. If you
Proficiencies are within 60 feet of a creature, you can sense
their corruption if it is 3 layers or higher. At 6th level
Armor: All armor, shields you can detect if a creature within 60 feet is
Weapons: Simple weapons, martial weapons, suffering from 2 layers or more of corruption. At
improvised weapons 12th level you can detect if a creature within 60 feet
Tools: None is suffering from 1 layer of corruption or more. You
Saving Throws: Constitution, Wisdom do not know exactly how many layers they have,
Skills: Choose two from Acrobatics, Athletics, just that they have enough to trigger your senses.
History, Insight, Intimidation, Medicine, Perception,
Persuasion, and Religion.
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ARRAY OF HANDS CURE CORRUPTION
One unique trait of a de-fragger is an additional set By 2nd level you have found another way to restore
of arms. Decide how you received your extra arms the broken creatures you encounter in the world. If
and what they look like. You could have acquired a creature has a layer of corruption, you may use
yours from your god, spiritual arms that sprout an action to touch them and spend 20 of your own
from your back when needed. Maybe you designed hit points to try and fix their erroneous framework.
a robotic set that spring to life at your call. You For every 20 hit point you sink into the creature,
could have come into contact with some unstable you erase one level of corruption. If you heal a
magic, giving you control over the new gorilla arms creature one or more layers of corruption, and
hanging on your form. The exact style and origin of they are still corrupted, you instantly learn how
your extra arms is up to you. many layers they have remaining. If you are
reduced to 0 hit points this way, you are considered
Controlling and “activating” these arms is stable but unconscious. If you are reduced to 0 hit
extremely taxing on your body and mind. For this points and the corruption is not completely cured,
reason, de-fraggers only use them when they have it is instead cured 1 layer for every 20 hit points
to. When you activate them, by using a bonus you expended before reaching 0 hit points. You can
action, you can control them just as well as your use this feature on yourself for the same hit point
normal arms. You can only sustain their energy for cost.
a number of turns equal to your proficiency bonus
before you finish a short or long rest. You must Doing this against an unwilling creature requires
decide at the beginning of your turn, while they are you to make an unarmed attack against the
active and before you take any actions, to continue creature. If you succeed on the attack, you can cure
using this feature or to deactivate it. If you end the only one layer per turn unless you are able to
feature before you have reached a number of maintain the connection, such as if the target is
rounds equal to your proficiency bonus, you may restrained or paralyzed. Curing a corrupted
use the remaining rounds later, before taking a creature does not mean it will no longer be hostile,
short or long rest. The mental and physical focus simply that it has been restored to normal.
required to keep these arms active and useful is so
great that you may not use any features from For example, a corrupted dragon is attacking
other classes (such as if you are multi-classed) your party. It is suffering from 5 levels of
while they are active. corruption. You use this ability to try and cure all of
it and are instantly drained of 100 hit points, curing
While they are active you gain the multi-attack the creature. It is still hostile to the party and
option and can use each arm to attack,; suffering continues to attack but is no longer corrupted and
no penalty from dual-wielding or quad-wielding. does not suffer or benefit from any corruption
Depending on what is in each hand determines how effects, nor does it spread corruption with its
you attack within that round. attacks.
For example, while this feature is in use, if you SPELLCASTING
are wielding 4 short swords (or some other one-
handed weapon) you may attack 4 times that turn, By 2nd level, you have learned to draw from your
once with each arm, adding your modifier to the reinforced faith and usher forth magic from the
damage of each attack. If you have one shield, one divine might of your god or inner flame. You
one-handed weapon, and one-two handed weapon, channel this energy through your de-frag Icon and
you gain +2 to your AC, can strike once with the expel it with same force of a cleric or paladin.
two-handed weapon and strike once with the one-
handed weapon. PREPARING AND CASTING SPELLS
The de-fragger table shows how many spell slots
you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot
of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
You prepare the list of de-fragger spells that are
available for you to cast, choosing from the de-
fragger spell list. When you do so, choose a
number of de-fragger spells equal to your Wisdom
modifier + half your de-fragger level, rounded
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down (minimum of 1 spell). The spells must be of a INCORRUPTIBLE
level for which you have spells slots. Casting a
spell does not remove it from your list of prepared By 4th level you have become resistant to the
spells. effects of corruption. You have advantage on
corruption saving throws. You can use this feature
You can change your list of prepared spells a number of times equal to your Constitution
when you finish a long rest. Preparing a new list of modifier before finishing a long rest.
de-fragger spells requires time spent in
communion with your patron and/or meditating to By 9th level you are nearly immune to
re-center your hardened ideals. You must do this corruption, except in extremely overwhelming
for at least 1 minute per spell level for each spell cases. You always have advantage on corruption
on your list. saving throws and have advantage on saving
throws against the spells and effects of corrupted
SPELLCASTING ABILITY creatures.
Wisdom is your spellcasting ability for de-fragger By 15th level you are no longer bothered by
spells because your magic comes from your own average corruption and can only be harmed by
inner mental fortitude or reliance on faith. You use extreme corruption at the GM's discretion. You
your Wisdom whenever a spell refers to your automatically succeed on corruption saving
spellcasting ability. You also use your Wisdom throws, have advantage on saving throws against
modifier when setting the saving throw DC for a the spells and effects of corrupted creatures, and
de-fragger spell you cast and when making an take half damage from attacks made by corrupted
attack roll with one. creatures. If a corrupted creature hits you with a
spell or effect that requires a saving throw, you
Spell save DC = 8 + your proficiency bonus + your take half damage on a failed save and no damage
Wisdom modifier on a successful one.
Spell attack modifier = your proficiency bonus + STALWART SHIELD
your Wisdom modifier
At 5th level you can summon a barrier to protect
SPELLCASTING FOCUS yourself and those close to you. Using an action,
you spread two of your arms wide and summon a
You can use your de-frag icon as a spellcasting sphere shield with a 10-foot diameter around
focus for your De-Fragger spells. yourself. Your movement speed is reduced to 0
and you must concentrate as if you were casting a
COMPILER TYPE spell, it also requires two of your arms to be
occupied to keep the shield's integrity. If two non-
When you reach 3rd level, your ideals have hostile creatures, of medium size or smaller, are
crystalized into a driving force and determined within 5 feet of you when this feature is used, they
your path as a de-fragger. Different de-fraggers are can choose to be inside the sphere with you. If
separated into groups called Compilers. The type of there are more than two non-hostile creatures
Compilers are: Vaccine, Data, and Virus. Your then all but two are pushed out, you decide which
Compiler type is greatly influenced by how you two remain. If a hostile creature is within 5 feet of
handle corruption and should reflect your views on you, they must succeed on a Dexterity saving
it. throw versus your spell save DC or be pushed out
to the nearest unoccupied space, otherwise they
Your choice grants you features at 3rd level and are trapped in the sphere with you. The shield can
again at 6th, 10th, 14th, and 18th level. be maintained a number of rounds equal to your
Constitution modifier (minimum of one) and
POWER UP disappears after that.
When you reach 4th level, and again at 8th, 12th,16th, The sphere has hit points equal to your
and 19th you can increase one ability score of your maximum hit points, an AC of 10, cannot move, and
choice by 2, or you can increase two ability scores automatically fails any saving throws. Nothing can
of your choice by 1. Alternatively, you can gain one pass through, in or out, even creatures on the
feat. You cannot increase an ability score above 20 ethereal or astral plane. The sphere is not
using this feature. considered magical and is not subject to any anti-
magic spells or effect. Once the shield drops to 0
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hit points, it shatters. Any excess damage from the STABLE CORE
attack that destroyed the shield, is transferred to
you, without saving throws, even if the attack had By 11th level your solid convictions have not only
an area of effect. changed your spirit, they have changed your body.
Your incredibly stable form grants you advantage
You can use this feature once before finishing a on Constitution saving throws and doubles the hit
long rest. Creatures inside the shield have full point increase you receive from your Constitution
cover and creatures behind it have half cover. Once bonus from this level onwards. When you receive
you reach 15th level in this class, this feature can be this feature, you do not gain the bonus to your hit
used as an action or bonus action. points for each level under 11, only for levels 11 and
above in this class.
DEFENSE EXPERT
FLASHBACK
When you reach 7th level, you have begun to truly
understand your role as a protector. You have the At 13th level your Stalwart Shield has become so
ability to wield two shields at a single time. One strong that it can knock attacks back at opponents.
shield grants its normal AC bonus, while the other If a creature makes a melee weapon attack against
is considered your offhand shield and can be used your Stalwart Shield, they must make a Dexterity
for the following actions: saving throw against your spell save DC or take
damage equal to half the damage they dealt to
• You can use a reaction to gain the shield’s your shield. Your shield still takes full damage
AC bonus or to give the AC bonus to an ally regardless of if they fail the save or not.
within 5 feet of you.
ASSEMBLED MAGIC
• You can use the shield as a weapon. You
are proficient with it and it deals 1d6 + your At 17th level you have been able to heal the Code in
Strength modifier bludgeoning damage on such a way that you are granted an additional spell
a hit. of 6th level from the de-fragger spell list. This
bonus slot cannot be used to cast a lower level
spell. Once you finish a long rest, you can prepare a
new spell for this bonus slot.
EMPOWERING SHOUT
At 17th level, as a bonus action, you bellow a war cry
or words of encouragement to you allies. Any allies
that can hear you within 30 feet gain advantage on
all saving throws, until the end of their turn. You
can use this feature once before finishing a short
or long rest.
FINAL STAND
At 20th level your body and spirit have become far
too stubborn and refuse to go down quietly. When
you are reduced to 0 hit points but are not
immediately killed due to a spell or effect, you can
call upon the deepest reserves of your energy and
are instead dropped down to 1 hit point, gain
resistance to non-magical damage until the end of
your next turn, regain the use of your Array of
Hands feature as if you had taken a short rest, can
spend any number of remaining Hit Dice to heal,
and can immediately use a bonus action, even if
you have already used one on your turn. You must
finish a long rest before you can use this feature
again.
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VACCINE COMPILER your spell save DC or be paralyzed until the start of
their next turn.
Vaccine compilers are the legends of the Code
written of in Retroverse lore. They are the heroes LIFE GIVER
of the story, the defender of justice, and the bastion
of righteousness. They abhor corruption in all its Starting at 6th level, when you touch a creature
forms and will not abide its existence. They use other than yourself, you can transfer your life
their abilities to defend those who cannot defend energy into them. Using an action and at a cost of 1
themselves and to ease the suffering of those in hit point, you can heal a willing creature for 1 hit
pain. They often appear as shining warriors in point. The number of hit points you can use in one
brilliant armor because they know that is what action is equal to your de-fragger level times 10.
people need them to be. You may use this feature a number of times equal
to your Constitution modifier before finishing a
TURN CORRUPTED long rest.
At 3rd level you can channel your righteous might This has no effect on undead or unwilling
into your de-frag icon, forcing enemy corrupted creatures.
creatures away from you. As an action, you present
you de-frag icon and recite a command line FIREWALL
unbearable to corrupted creatures. Each enemy
corrupted creature that can see or hear you within When you reach 6th level in this class your Stalwart
30 feet must make a Wisdom saving throw against Shield ability gains a boost in power. When it is
your spell save DC. If the creature fails its saving active, enemy creatures within 10 feet of the shield
throw, it is turned for 1 minute or until it takes must make a Dexterity saving throw at the start of
damage. The command line you utter can be their turn or when they enter the affected area. On
tweaked to only affect corrupted creatures you a failed save they take 2d6 fire damage or half as
wish to affect. much on a successful one. Enemy creatures
trapped in the shield make this save at
A turned creature must spend its turns trying to disadvantage.
move as far away from you as it can and can’t
willingly move to a space within 30 feet of you. It The damage for this feature increases to 3d6 at
also cannot take reactions. For its turn, it can only 10th level and again to 4d6 at 14th level and once
use the Dash action, try to escape from an effect more to 5d6 at 18th level.
that prevents it from moving, or attack you with
ranged attacks. If there's nowhere to move, the FLASH OF LIFE
creature can use the Dodge action.
At 10h level you have such inner strength that you
DE-FRAG STRIKE can command your body to heal itself in a burst of
restorative energy. As an action you can use a
Starting at 3rd level, when you hit a creature with a number of hit dice equal to your proficiency
melee attack, you can expend 5 of your own hit modifier and heal the amount you roll. The hit dice
points to deal additional force damage to the you used are expended until you finish a long rest.
target. The extra damage is 2d8 for 5 hit points, You can use this feature once before finishing a
plus 1d8 for another set of 5 hit points, to a short rest.
maximum of 5d8. If this attack is against a
corrupted creature, that creature must succeed on POWERHOUSE
a Constitution saving throw or be paralyzed until
the start of their next turn. You draw this power At 14th level your extra arms have become terribly
from your own body and cannot use temporary hit strong and boost your natural vigor. While they are
points to activate it. active, attack rolls of 19 or 20 are considered
critical hits and all of your melee attacks deal 1
For example, a 10th level de-fragger makes a additional damage die.
melee attack with a short sword against a
corrupted triceratops. The de-fragger uses 20 hit HERO'S SURGE
points so the attack does the normal attack
damage plus 5d8 force damage and the triceratops At 18th level you can use a bonus action to call
must make a Constitution saving throw against upon all your reserve energy and surge with
terrific force. For a number of turns equal to your
Constitution bonus, your damage rolls for melee
attacks are increased by +1 for each enemy
creature within 30 feet of you. Swarms count as
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one creature for this ability. You must finish a long succeeds on the saving throw, they are immune to
rest before using this feature again. the effects of this feature for 24 hours. You can
continue to use this feature a number of turns
DATA COMPILER equal to your Constitution modifier (minimum of
one), forcing a Wisdom saving throw on the start
Being a data compiler is a rare feat. The balance of your turn, against all corrupted creatures within
between corruption and the Code is such that few the affected area. The command line you utter can
people can walk that uneven tightrope. Those that be tweaked to only affect corrupted creatures you
can often find unique abilities in the mixing of their wish to affect.
powers. Instead of being the front-facing champion,
they use their understandings to subtly manipulate C-FRAG STRIKE
the world around them. Wielding Code and
corruption in tandem gives them amazing Starting at 3rd level, when you hit a creature with a
versatility in battle but keeps them from reaching melee attack, you can expend 5 of your own hit
the heights of vaccine or virus compilers. points to cause a small explosion of force damage
Their regalia often matches the balance they against the target, in addition to the melee attack's
endeavor to achieve. It is not so garish as the other damage. The extra damage is 1d6 force damage for
compilers and instead focuses on muted and 5 hit points, plus 1d6 for another set of 5 hit points,
subtle mixings of both styles. to a maximum of 5d6. Additionally, any enemy
creatures within 5 feet of the target must succeed
BURN CORRUPTED on a Dexterity saving throw or take force damage
equal to half the damage dealt to the primary
At 3rd level you can channel your balanced energy target (rounded down). Corrupted creatures have
into your de-frag icon, blasting corrupted creatures disadvantage on this saving throw. You draw this
around with harmful energy. As an action, you power from your own body and cannot use
present you de-frag icon and recite a command temporary hit points to activate it.
line designed to dismantle to corrupted creatures.
Each enemy corrupted creature that can see or For example, a 10th level De-Fragger makes a
hear you within 30 feet must make a Wisdom melee attack with a short sword against a
saving throw against your spell save DC. If the triceratops. The De-Fragger uses 20 hit points so
creature fails its saving throw, it the attack does the normal attack damage plus
loses 1d6 hit points as it 4d6 force damage and the two velociraptors next
becomes more
unstable. If a to the triceratops make
creature Dexterity saving throws. They
fail and take force
damage equal to
half the damage
dealt to the
triceratops.
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UNZIP REWRITE
When you reach 6th level, you’ve found a way to At 10th level, you have learned to subtly manipulate
bend corruption and code together unlock greater the code that comprises those around you. After
potential within your spells. Whenever you roll you finish a long rest, roll a d20 and record the
damage or healing dice on a spell and roll a 1 or a number. Whenever a creature you can see, other
2, you can reroll the damage die and must use the than yourself, makes an attack roll, saving throw,
new roll, even if it is a 1 or 2. This does not affect or ability check, you can use a reaction to swap
spells that do not directly damage or heal a target. your recorded number with theirs. You can use this
ability after learning the roll number but before the
FORMAT GM describes its effects.
When you reach 6th level, your Stalwart Shield After you have swapped a roll, you can then use
becomes more self-sufficient, making it moveable the stolen number for this ability again, continuing
and require less active maintenance. While the the swapping until you can no longer use this
shield is active, your movement speed is changed feature. You cannot roll for a new recorded
to 15 feet or your maximum possible, whichever is number until you finish a long rest, at which time
lower, and only requires the use of one of your you must roll for a new number. A recorded or
hands to stay active. You can only move the shield stolen roll of 20 does not count as a critical hit. You
into unoccupied spaces and cannot use it to push can use this feature a number of times equal to
creatures or objects. The movement speed your Wisdom modifier (minimum of once) before
increases by an additional 5 feet at 10th level, and finishing a long rest.
again at 14th and 18th level.
ENERGY EQUILIBRIUM
When you reach 14th level, your swirling energy has
pushed your limits higher. You can use your Array
of Hands feature a number of rounds equal to your
proficiency bonus plus your Constitution modifier.
When you reach 18th level, this increases to your
proficiency bonus + two times your Constitution
bonus.
POWER SURGE
At 18th level you can use a bonus action to weave
code and corruption into raw power and surge with
pure strength. For a number of rounds equal to
your Constitution modifier, your proficiency bonus
is added to your damage bonus. You must finish
a long rest before using this feature again.
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VIRUS COMPILER Once the effect is ended, the creature will
remember all the things it did under your
A virus compiler has embraced the chaos and influence.
power that corruption brings. Their acceptance of
corruption is wholly antithetical to the ideals of Earn Corrupted CR chart
most de-fraggers, making them endure the labels
of fiends or heretics, replacing the de-fragger title. De-Fragger Level 3 6 10 14 18
They are often considered mad by those that
simply can’t comprehend the concepts corruption CR Max 1/4 13 5 10
has opened their minds up to. They intertwine
corruption into their body, growing even more RE-FRAG STRIKE
powerful with each addition. This power is usually
their undoing as their mind begins twisting, Starting at 3rd level, when you hit a creature with a
convincing them they can somehow overcome the melee attack, you can expend 5 of your own hit
limits of their feeble bodies. points to store extra force damage into the target,
in addition to the melee attack's damage. The extra
They care little for their appearance, except damage is 1d8 for 5 hit points, to a maximum of
where it proves beneficial to them. Mixing and 6d8. Using a bonus action, you can then trigger 1d8
matching broken armor sets is the go-to aesthetic of the stored force energy to damage the target.
for virus compilers. The energy dissipates after 1 minute. You draw this
power from your own body and cannot use
FRAGMENTED SOUL temporary hit points to activate it.
Unlike other de-fraggers, you revel in corruption. For example, a 10th level de-fragger makes a
When you choose this compiler type at 3rd level, melee attack with a short sword against a
you can choose to willingly fail a corruption saving triceratops. The de-fragger uses 25 hit points so
throw. This applies even after the Incorruptible the attack does the normal attack damage plus
feature would make it impossible to gain more 5d8 force damage is stored inside the target. The
corruption. de-fragger uses a bonus action to activate the
force damage, causing the triceratops to take 1d8
Additionally, whenever you finish a long rest, force damage. The de-fragger can use a bonus
you gain +5 temporary hit points for each layer of action on their next turn to do this again until all
corruption you are suffering from. the stored force damage is expended and/or 1
minute passes.
EARN CORRUPTED
FRAGMENT
At 3rd level you can channel your wretched power
into your de-frag icon, hijacking the will of a When you reach 6th level, your Stalwart Shield
corrupted creature near you. As an action, you ability becomes more unstable and prone to
present you de-frag icon and recite a command violent explosions. Whenever the shield is
line that hacks into the will of a corrupted creature destroyed, due to your dismissal or forces acting
and supplants it with your own. Each enemy up it, it sends shards of energy out in a 15-foot
corrupted creature that can see or hear you within radius. Enemy creatures within range must make a
30 feet must make a Wisdom saving throw against Dexterity saving throw, taking 2d6 piercing damage
your spell save DC. You can then choose 1 creature on a failed save or half as much on a successful
that failed the saving throw and that is within your one. The damage for this effect increases to 3d6 at
CR range; it is under your control for 1 minute or 10th level, and again to 4d6 at 14th level, and 5d6 at
until you stop using this feature, as if dropping 18th level.
concentration. The command line you utter can be
tweaked to only affect corrupted creatures you ARMED AI
wish to affect.
When you reach 6th level in the class your extra
You can then use a bonus action to command arms gain some semblance of autonomy. When an
the creature for the duration. The creature will enemy creature within 5 feet of you makes an
obey commands to the best of its ability but will attack roll against you, you can use a reaction to
not obey commands that cause it immediate harm, make one attack roll against them. Both arms can
such as intentionally stabbing themselves or activate to use two-handed weapons or a single
walking off a cliff. It also cannot take reactions. arm for a one-handed weapon, but you can only
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make one attack roll. The arms can unsheathe a CORRUPTED COMPRESSION
weapon as long as they are within easy access and
will sheathe them before becoming inert again. When you reach 10th level in this class you have
This does not count against uses of your Array of found ways to spin more corruption into your body
Hands feature. This feature can be used in without becoming too unstable to exist. Your max
combination with your Re-Frag strike and active layers of corruption are increased to 7, with 8
Smite spells. layers killing you. This increases again at 14th level
to a max of 8 layers, with 9 layers killing you. And
once more at 18th level to a max of 9 layers, with 10
layers killing you.
BROKEN SPELL
At 14th level you have learned how to weave your
corruption back into the fabric of the universe. As a
bonus action, you can cure yourself of a number of
corruption layers you choose, according
to your Cure Corruption ability. Those
cured layers become an auxiliary source
of power and can be used as an extra
spell slot immediately after curing
yourself of them. The spell you can
cast must be a spell that you know
whose level is equal to or less than
the number of layers of corruption
you cured yourself of. Any spell
slots, that are gained from using
this feature, but are not used,
vanish at the end of your turn. This
feature can be used by curing yourself
or others, following the rules for curing
unwilling creatures with the Cure Corruption
ability. Spell attacks used because of this feature
are still considered corrupted, even if you cure
yourself or the drained target to 0 layers of
corruption.
UNSTABLE SURGE
At 18th level you can use a bonus action to indulge
in the true power of your corruption. For a number
of rounds equal to your Constitution modifier, your
damage rolls for melee and spell attacks are
increased by +1 for each layer of corruption you
have. You must finish a long rest before using this
feature again.
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GLITCH HUNTER weapons, like bows and blasters, and will only
usually get in direct confrontation if they have no
Suave and cool, the elf places his blaster back in its other choice.
holster. His bounty had been eluding him for days
and now had almost put a hole into his head. The OUTSIDE THE LAW
smoking remains smoldered on the bar table
across from him. Reaching at his mark, he secures Glitch hunters usually have a tenuous relationship
their purse, checking for ID and leaving the gold. He with authority. They value the freedom their
stands up and reaches into his own pockets, lifestyle grants them and are not likely to trade
producing a few gold coins and, leaving them on that in for more stability. They often act outside the
the table, announces “His drinks are on me.” to the law and as such avoid such avenues unless
ghost quiet tavern. Everyone stares at him for an absolutely necessary. Glitch hunters come in all
eternal silent moment. He shrugs, “He shot first, sizes, bounty hunters, private eyes, information
you all saw it.” he says, walking for the door. racketeers, even small gang leaders.
The warehouse looms overhead, musty water Glitch hunters may have a base of operations
and mold wafts from the sea behind her, and the but it is unlikely they have a place called home.
place is painfully quiet. “Utterly predictable.” The They spend their lives moving from one adventure
Tiefling mumbles to herself as she opens the door. to the next. Some have stumbled into great deeds
Her quarry, a small girl of eight, sits in the center, and are revered as heroes. Others spend their life
bound and gagged. She can hear the heartbeats just trying to scrape by, living off the last bits of
from all around her, they are scared that she will their previous bounty.
not take the bait, they should be scared that she
will. Something catches her ear as she is walking CREATING A GLITCH HUNTER
towards the girl, a heartbeat she has heard before.
Is that... the girl's father? She places one hand on This kind of life is not for the faint of heart. When
her gun, this changes things. creating your glitch hunter consider why they
would choose such a lifestyle? Are they in search
The Halfling breaths in deeply, her lungs filling of the holy mother lode of treasure? Did they
with fluid. “Stupid, stupid, stupid!” she cracks at happen into it by sheer luck and charm? Are you
herself. “Couldn’t keep your nose out of it, could hot on the trail of someone who wronged you,
you!?” Several arrows blast over the upturned narrowly missing them by seconds each time you
metal table, her makeshift cover. Shooting at her catch up? Do you just enjoy the sport of hunting
she understood, but why was the guard working down targets more powerful than yourself?
with Queenpin? She's sure it will come to her, it What kind of glitch hunter are you? Do you stick to
always does, just needed more information. Right small bounties and small targets or do you go
now, it's about survival. She retrieves her flask and after larger contracts, both beast and man? Are
takes a long pull. Not a healing potion but it would you an agent of good, frustrated at the slow speed
have to do for now. of justice? Do you exude a tough exterior but
harbor a soft heart inside? Maybe you're addicted
RESOURCEFUL AND RELENTLESS to the thrill of the hunt, always searching for that
next high? Maybe you're addicted to something
Glitch hunters are well rounded, dabbling in a little else and have a few too many debts to settle.
of everything to make sure they can handle any Consider all of these things and more when you
situation. Most are excellent investigators and can design your glitch hunter.
puzzle together a string of random events that
would have lesser individuals stumped. Whether in PRE-GEN CHARACTER
a dungeon or a back alley, glitch hunters are
always at home. While not risk averse, they err on Follow these suggestions to make a glitch hunter
the side of caution. A healthy dose of skepticism quickly. First, make Wisdom your highest ability
has kept them alive thus far, and very few find a score, followed by Charisma. Then choose the
reason to change that. Rebel background.
In combat they are masters of guerrilla tactics.
Rather than take an enemy head on they will try to
trick and confuse their foes. Often preferring to line
up the perfect shot in hopes that they don't have to
get their hands dirty. They prefer long ranged
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Glitch Hunter -Spell Slots per Spell Level-
Glitch Hunter Level Prof. Bonus Features Spells Known 1st 2nd 3rd 4th 5th
12 Prey, Gunslinger, At Home Anywhere - -- - - -
22 Spellcasting 2 2- - - -
32 Hunter Style 3 3- - - -
42 Power Up 3 3- - - -
53 Extra Attack 4 42 - - -
63 Spell Chamber 4 42 - - -
73 Prey improvement, Gunslinger improvement, At 5
Home Anywhere improvement, Hunter Style feature
83 Power Up 5 43 - - -
94 Bug Basher 6 43 - - -
10 4 Get Em 6 43 2 - -
11 4 Hunter Style feature 7 43 2 - -
12 4 Power Up 7 43 3 - -
13 5 Prey improvement, Gunslinger improvement, At 8 43 3 - -
Home Anywhere improvement
14 5 Sharpened Wit 8 43 3 1 -
15 5 Hunter Style feature 9 43 3 1 -
16 5 Power Up 9 43 3 2 -
17 6 Prey improvement 10 4 3 3 2 1
18 6 Spell Chamber improvement, Peekaboo 10 4 3 3 3 1
19 6 Power Up 11 4 3 3 3 2
20 6 Hunter Style feature 11 4 3 3 3 2
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CLASS FEATURES
As a Glitch Hunter, you gain the following class
features
Hit Points
Hit Dice: 1d10 per Glitch Hunter level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 5) + your
Constitution modifier per Glitch Hunter level after
1st.
Proficiencies • Their general direction if they are on the
same plane as you.
Armor: Light armor, medium armor
Weapons: Simple weapons, simple ranged • Advantage on setting traps against them.
weapons, martial ranged weapons • You have advantage on corruption saving
Tools: One gaming set
Saving Throws: Dexterity, Wisdom throws from their attacks.
Skills: Choose any three • You gain double the bounty on your prey (if
Equipment there is bounty to be collected).
Full knowledge comes from observing your
You start with the following equipment, in addition prey fully for at least 1 hour. This could be from
to the equipment granted by your background: afar through a set of binoculars, through the video
screen of several well places cameras, through a
• (a) a burglar's pack, (b) a dungoneer's pack, intimate conversation with them, or by tracking
or (c) an explorer's pack them through the city. This allows you to get a
solid understanding of them as well as to track
• One gaming set and a set of Thieves' tools them no matter where they are. You gain the
• Padded armor benefits of partial knowledge as well as the
• a simple weapon following:
• a set of shackles • If they are on the same plane as you, you
PREY know where they are within 1 mile of
accuracy. If you are within 1 mile of them,
Beginning at 1st level, you have developed the skills you know their location with an accuracy of
of a renowned tracker and hunter. Whatever your 300 feet. If they are on a different plane,
quarry is, you have the ability to track them down you know which one.
across any space, time, or alternate realities. You • You gain advantage on Deception, Insight,
must spend a short rest ruminating on a creature Persuasion, and Stealth checks against
after collecting knowledge on it for it to become them.
your prey. • They cannot surprise you.
• They cannot have advantage on attacks
There are two stages of knowledge when it made against you or on saving throws
comes to your targets, partial or full, with each one against your spells or effect.
granting you some benefit. If another feature You can have a number of prey in your mind
affects prey, it does so with either full or partial equal to your Wisdom modifier (minimum of one),
knowledge. with the oldest one being replaced if you begin
hunting another.
Partial knowledge can come from a detailed At 7th, 13th, and 17th level you learn a new
description, a video or photograph, tracking signs language. This must be a language spoken by a
left in their trail, possession of a beloved personal current or previous prey creature.
item, or a general understanding of the type of
creature you are hunting (such as dragons or
humans). If you have partial knowledge of a
creature you gain the following benefits:
• Advantage on Survival checks to track
them and Intelligence checks to recall
information about them.
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GUNSLINGER • You are treated with leniency by whatever
guard force is within the area; major
You’re a remarkable shot and always have been. infractions will still have repercussions.
Starting at 1st level, you can choose to gain +1 to the
first ranged attack you make on your turn. This At 7th level this range increases to a two-mile
increases to +2 at 7th level and +3 at 13th level. You radius. At 13th level this range increases to a three-
can use this feature a number of times equal to mile radius.
your Wisdom modifier before finishing a short rest.
SPELLCASTING
Additionally, you can use a ranged weapon as a
melee weapon, whipping the opponent mercilessly By the time you reach 2nd level, you have been in
with it. The weapon deals 1d4 + your Strength enough scrapes to understand the importance of
modifier bludgeoning damage. This increases to magic. As such you have spent some time learning
1d6 at 7th level and 1d8 at 13th level. from the wise sages of every place you have
visited. Their words have resonated with you,
In addition, at 7th level, being within 5 feet of a guiding you on your path to a more peaceful
creature does not impose disadvantage on ranged future. This occasional peace of mind and storied
attack rolls. lore is where you draw your magical power from.
AT HOME ANYWHERE Spell Slots
Starting at 1st level, your inability to stay in one The glitch hunter table shows how many spell slots
place for too long has given you a good sense of you have to cast your spells of 1st level and higher.
the nature of nature. While you may not have To cast one of these spells, you must expend a slot
visited every location in the world you can make of the spell's level or higher. You regain all
easy assumptions about the lands you walk based expended spell slots when you finish a long rest.
on previous experience. If you spend a week in one
area familiarizing yourself with that are it becomes For example, if you know the 1st level spell
your new “Home.” You know the shadowy corners, Highlight and have a 1st level and a 2nd level spell
you understand the basic flow of the city, you know slot available, you can cast Highlight using either
the best places to find food. This extends in a one slot.
mile radius from a general location that you
choose. Spells Known of 1st Level and Higher
While you remain in this area you gain the You know two 1st level spells of your choice from
following benefits: the glitch hunter spell list.
• When making an Intelligence or Wisdom The Spells Known column of the glitch hunter
based check related to your Home, your table shows when you learn more glitch hunter
proficiency bonus is doubled if you are spells of your choice. Each of these spells must be
using a skill that you are proficient in. of a level for which you have spell slots. For
example, when you reach 5th level in this class, you
• Difficult terrain doesn't slow your can learn one new spell of 1st or 2nd level.
movement.
Additionally, when you gain a level in this class,
• You and your group can not become lost you can choose one of the glitch hunter spells you
while you are leading, except by magical know and replace it with another spell from the
means. glitch hunter spell list, which must also be of a
level for which you have spell slots.
• You remain alert to danger, even while
engaged in other activities. Spellcasting Ability
• You have advantage on Stealth checks if Wisdom is your spellcasting ability for your glitch
alone. hunter spells, since your magic draws on the words
of those wiser than yourself. You use your Wisdom
• You can always find something edible whenever a spell refers to your spellcasting ability.
freely, even when there appears to be no You also use your Wisdom modifier when setting
food, unless the GM states otherwise. the saving throw DC for a glitch hunter spell you
cast and when making an attack roll with one.
• While tracking your other creatures you
learn their exact number, sizes, how long Spell save DC = 8 + your proficiency bonus + your
ago they passed through this area, and Wisdom modifier
their general health condition.
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
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HUTER STYLE EXTRA ATTACK
At 3rd level you choose your preferred hunting Beginning at 5th level, you can attack twice, instead
style. Each style relies on different methods to of once, whenever you take the Attack action on
reach the same goal. The hunting styles are Slayer, your turn.
Protean, and Shade.
SPELL CHAMBER
Your choice grants you features at 3rd level and
again at 7th, 11th, 15th, and 20th. At 6th level you have become so in tune with you
ranged weapon that you can safely load a spell into
POWER UP your next shot. Using the normal rules for the
spell's casting times, you channel it into a ranged
When you reach 4th level, and again at 8th, 12th, 16th, weapon. The spell's normal range is replaced by
and 19th you can increase one ability score of your that of the weapon you are using, but not the area
choice by 2, or you can increase two ability scores of effect. The weapon is charged with that spell for
of your choice by 1. Alternatively, you can gain one 1 minute and expelled with your next shot from
feat. You cannot increase an ability score above 20 that weapon. The spell is released once the bolt
using this feature. makes impact, even if it does not hit the target. You
may not take a normal shot with that ranged
weapon until you have released the spell. You may
remove the spell from the weapon by using a
bonus action, but do not recover the expended
spell slot. The spell used must be one that you
know and that you have spell slots for. Only you
may load spells into your ranged weapon. If you
are within a spell’s area of effect when it is
released, you are subject to the effects of the spell
as well. You must finish a short rest before you can
use this feature again. At 18th level you can use this
feature twice before taking a short rest. This
feature has different effects depending on which
type of area of effect your weapon (not the spell)
has.
• Single Shot: The shot is fired, and the spell
takes effect on impact.
• Cone: If the spell normally attacks a single
target, the spell damage is split evenly
between all hit targets. If the spell has an
area of effect, that is changed to the cone
area of the weapon and all targets make
their saving throw against the spell with
disadvantage.
BUG BASHER
At 9th level, you are able to track down corrupted
creatures with ease. You can sense the existence of
a corrupted creature within 300 feet and know its
general direction. You gain a bonus to Survival
checks to track creatures with corruption and a
bonus to damage rolls against creatures with
corruption equal to the number of corruption
layers they have.
Additionally, you gain the Cure/Cause Corruption
spell if you do not already know it.
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GET 'EM SLAYER STYLE
At 10th level you can tell when a bounty is about to Slayers match their title, being furious creatures of
abandon courage and run. As a reaction you can death on the battlefield. The excel in danger and
move up to 15 feet and make a grapple attack often laugh death in the face. Their life is fast and
against any creature who is trying to run away furious, overflowing with close calls and unlikely
from you or your party, even if they have taken the survival. They are only capable of this because if
Disengage option. their incredible skill in battle. They understand that
luck is a finite resource and never lean on it to get
SHARPENED WIT through. If you find yourself hunted by a slayer,
there is no wall high enough, no armor thick
At 14th level choose two of your skill proficiencies, enough, and no magic powerful enough to keep
or one of your skill proficiencies and your you from their wrath.
proficiency with any tool. Your proficiency bonus is
doubled for any ability checks you make that uses FURIOUS MELEE
either of the chosen proficiencies.
At 3rd level, melee attacks made with the
PEEKABOO Gunslinger feature score a critical hit on a roll of 19
or 20.
At 18th level you can no longer be fooled by a
hostile invisible enemy. Your tracking skills have WILL SHIELD
been honed so greatly that even slight changes to
pressure in the air, a faint sense of heat or cold, At 3rd level, your body begins to generate a faint
and nearly imperceptible sounds have become like energy shield around it while in combat. At the
beacons to you. You have advantage on Wisdom beginning of your turn, so long as you have taken
checks pertaining to invisible enemies within 60 no damage since the start of your last turn and
feet of you. You suffer no penalty to attack rolls have no temporary hit points, you gain temporary
when fighting an invisible creature. Attack rolls hit points equal to half your glitch hunter level
made by the (rounded down). This feature becomes inactive if
invisible creature
do not have you gain more temporary hit
advantage against points than half your glitch hunter
you and you can use your
reaction to negate the level and remains inactive
advantage on allied creatures until you have 0 temporary
that can hear you. The creature is hit points. You lose all
considered unobscured to you, even temporary hit points from
though you cannot actually see them. this feature whenever you
You know its general location and can finish a short or long rest.
tell your party members this.
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FRENZY you can choose to imbue the shot with magic,
giving the ammunition up to +3 to attack and
At 7th level with this style, you can enter a damage rolls. You can do this a number of times
heightened state of aggression for 1 minute. During equal to your Wisdom modifier (minimum of once)
this time all your ranged weapon attacks score a before finishing a long rest.
critical hit on a 19 or 20, you are aware of the exact
locations of each creature within 60 feet of you This feature can be used on any average ranged
(even if they are invisible or behind a barrier), and weapon designed for medium sized creatures but
you can make an additional ranged attack as a can only be used to create ammunition for
bonus action. If attacking your Prey, your ranged weapons designed for Large sized or larger
weapon attacks score a critical hit on a roll of 18- creatures (or on things such as cannons or
20. Additionally, each time you drop a creature to 0 ballistae) a number of times equal to your Wisdom
hit points while using this feature, you can either modifier (minimum of once) before finishing a long
recover an expended hit dice or use one of your rest. You can imbue the larger shots with the +3
remaining hit dice to heal yourself. This ability ends bonus as well or use the Spell Chamber feature on
if you drop to 0 hit points or if you make no attack them upon creation.
rolls on your turn. You must finish a long rest
before using this feature again. PROTEAN STYLE
WARY A protean hunter relies heavily on versatile
equipment, balanced skills, and specialized hunting
At 11th level you are so cautious in every situation to take down their prey. Each one is unique,
that very few can even lay a hand on you. If a developing their own quirky combinations to hunt
creature makes an attack roll against you, you can in a way only they could. Though they may look
use your reaction to add your Dexterity modifier to odd carrying a mishmash of armor and weapons,
your AC against the attack, even if you have they should never be underestimated. Given
already added it to determine your original AC. You enough prep time, there is no target too strong and
can do this after the attack roll is made but before no environment too harsh for them to conquer.
you know the result. You can use this feature a
number of times equal to your Wisdom modifier LEARNED LESSONS
(minimum of once) before finishing a long rest.
When you choose this style at 3rd level, you gain
At 15th level in this class, if an attack roll against proficiency with another skill or tool of your choice.
you has advantage, you can use your reaction to You gain proficiency with another skill or tool of
add both your Dexterity modifier and your Wisdom your choice again at 11th level in this class.
modifier to your AC.
SPECIALIZED UPGRADE
HAIR TRGGER
At 3rd level you have either crafted or found a few
At 15th level, you can ignore the loading property on pieces of equipment that grants you a small
any weapons that have it, making as many attacks advantage in the world. Choose two from the list
on a turn with the weapon as you are able and below. The item should reflect your travels; work
reloading weapons that use energy cores takes a with your GM to determine what you may have
bonus action. Additionally, if you attack only with found or created. How the item is integrated into
ranged weapons on your turn, you can make three your attire or weaponry is up to you. Though the
attacks, instead of two, when you take the attack item can be taken away by other creatures, it is
action. only effective for you. Unless otherwise specified,
the items do not require attunement and cannot
INFINITE AMMO stack their effect with other items (with stronger
items overwriting them). You find two more bits of
At 20th level you are never without ammunition. equipment at 7th, 11th, 15th, and 20th level. You cannot
Whenever you hold a ranged weapon, you can choose the same upgrade more than once. There
create appropriate ammunition from nowhere. may be other upgrades throughout the world, but
Weapons with Energy do not need an energy core few will be more powerful than a 1st level spell or
to fire and do not use their energy core to fire. +1 piece of equipment; work with your GM to
These attacks are considered magical for the determine what extra equipment may be out there.
purposes of overcoming resistances. Additionally,
each time you fire a non-magical ranged weapon,
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Morph Mod. As a bonus action, you can morph can add a stunning quality to the shot when you
your body into any basic geometric shape that is make it. A creature you hit mus tsucceed on a
no larger than a 2-foot cube. You can stay in this Constitution saving throw against your Spell Save
form up to 1 minute, changing back after that time DC or be stunned until the start of their next turn.
or by using a bonus action. While in this form, your You can add this upgrade to shots a number of
movement speed is reduced by half and you gain times equal to your Wisdom modifier (minimum of
blindsight up to 30 feet. You cannot take any once) before finishing a long rest.
actions beyond moving or use any other abilities or
spells while in this form. If you change back in a Bomb. You create some small, spherical
space that is too small for your normal form, you explosives during a long rest. It can be clean or
take 6d6 force damage and are moved to the covered in adhesive. The adhesive can stick to most
nearest unoccupied space. You can use this surfaces and you can make an unarmed attack roll
upgrade once before finishing a short or long rest. to attempt to stick it to a creature. They must
succeed on a Strength check against your spell
Jetpack. You gain a flight speed equal to your save DC on their turn to remove it. Once armed, it
movement speed. The jetpack can be used for a will explode at the start of your next turn. Each
total of one minute, breaking up the time into 6 creature within 5 feet of it must make a Dexterity
second increments, before finishing a long rest. saving throw against your spell save DC, taking 2d6
fire damage on a failed save, or half as much on a
Rockets. When using a ranged weapon, you can successful one. If the bomb is attached to a
add some explosive qualities to the shot when you creature, they make the Dexterity saving throw
make at. Creatures within 5 feet of where the shot with disadvantage. You can make a number of
lands must make a Dexterity saving throw (DC 10), bombs equal to your Wisdom modifier (minimum
taking 2d6 fire damage on a failed save, or half as of one) before finishing a long rest.
much on a successful one. On a hit, the original
target for the shot makes the saving throw with Grapnel Blaster. A device that fires off a 60-foot
Disadvantage. You can add this ability to shots a length of rope with a grappling hook on the end as
number of times equal to your Wisdom modifier an action. A ranged attack of 15 or more is
(minimum of once) before finishing a long rest. sufficient for most locations, but it may be higher
depending on the environment. As your movement
Luck Mod. This strange device taps into and action, the rope can pull you up to 60 feet. Hitting a
boosts your natural luck. If you roll a 1 on an ability creature with the grapple deals 1d6 bludgeoning
check, saving throw, or attack roll, you can reroll, damage. The blaster can pull up to 500 pounds.
using the new number instead. You can do this
once before finishing a long rest. Armor Plating. Scraps of armor used to
supplement the weak points in your defenses.
Space Suit. A thin field that allows you to While you are wearing armor, you gain a +1 bonus
survive in a complete vacuum for up to 10 minutes. to AC.
You can activate or deactivate it at will. You must
finish a long rest before using this upgrade again. Combat Upgrade. Whenever you are holding a
non-magical weapon, you gain +1 to the attack and
Hidden Blaster. A small blaster of damage rolls made with that weapon. This bonus is
unconventional shape that can be placed anywhere not magical.
on your body. You are proficient with it and it can
be fired as a bonus action. Creatures attempting to Brain Booster. You can double your proficiency
find the item make Investigation checks with bonus to one skill of your choice that you are
disadvantage. It has enough energy to be fired a proficient with. You can use this upgrade once
number of times equal to your Wisdom modifier before finishing a short or long rest.
(minimum of once) before finishing a long rest.
Hunter’s Laser. You can attach this to any
HUD. A heads-up display that gives you the ranged weapon, or move it from one to the other,
basic info of any creatures within 30 feet of you. while taking a short rest. It allows you to aim the
This includes species, height, weight, and known weapon at a creature and cast hunter’s mark at 1st
names. Allied creatures show up with a blue level on the target without consuming a spell slot.
outline and you the display also gives you known Only the weapon you have this upgrade attached to
abilities, general health (high, mid, or low), and gains the extra damage and the spell ends when
status any conditions. the initial target drops to 0 hit points. The upgrade
will hold concentration on the spell, only losing it if
Double Jump. When you jump, you can use a the weapon breaks or you end a turn without
bonus action to jump again midair. having fired at the target at least once. You can use
Stun Mod. When using a ranged weapon, you
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this upgrade once before finishing a short or long Boost Injector. This upgrade gives you a
rest. temporary shot of boost juice. By activating it, as a
bonus action, you gain 15 extra feet of movement,
Tinyporter. As a bonus action, you can teleport your Dexterity based AC increases by +2, and you
up to 10 feet in any direction to an unoccupied gain advantage on Dexterity saving throws, all for
space you can see. You cannot move through walls the next minute. You must finish a long rest before
or magical barriers. You can use this upgrade a using the upgrade again.
number of times equal to your Wisdom modifier
(minimum of once) before finishing a long rest. Silencer. This upgrade causes your ranged
attacks to make no sound when fired, though the
Deflector. When hit with a ranged attack roll, impact of the shot may still make noise.
you can use your reaction to reduce the damage
taken by half (before applying vulnerabilities and Ultra-Scope. This upgrade increases the normal
resistances). range of a ranged weapon by 30 feet and the
maximum range by 45 feet.
Recharger. When taking a long rest, you can
fully recharge a weapon’s energy core. Auto Translator. This upgrade allows you to
understand and speak any language through it, but
Seer’s Eye. You can use your reaction to add or any Charisma based checks using the device are
subtract 1d4 from an ability check, attack roll, or made with disadvantage as the translation may be
saving throw that you make. You can do this after incredibly literal or lacking context.
the roll but before knowing the result. You can use
this feature once before finishing a short rest. FIELD MEDIC
Predator’s Eye. You can activate this item to see At 7th level you have treated more than your fair
invisible creatures, obscured, or hidden creatures share of bad wounds. When healing yourself or
within 60 feet of you until the start of your next another, by any means, you can add your
turn. You can use this upgrade a number of time spellcasting modifier to the total. If you already
equal to your Wisdom modifier (minimum of once) add your spellcasting modifier to the means of
before finishing a long rest. healing, you can add it in again. If you are being
healed by another creature, you can also apply this
Mana Canteen. You gain two extra 1st level spell bonus to yourself, adding your spellcasting
slots. modifier once to their total healing.
Void Shell. You can use the Spell Chamber
feature one additional time before finishing a long
rest.
Auto-Med. If you drop to 0 hit points, this
upgrade automatically activates and heals you
2d4+2 hit points. You must finish a long rest before
using this upgrade again.
Shell Shock. When using the Spell Chamber
feature, you can use this upgrade to load the spell
into a weapon with the thrown property. The
spell will not activate unless the weapon
is thrown. You can use this upgrade once
before finishing a long rest.
Voice Modulator. You can disguise
your voice slightly, giving you advantage
on Deception checks. You can use this
upgrade a number of times equal to your Wisdom
modifier (minimum of once) before finishing a long
rest.
Scout Drone. You gain the find familiar spell and
can cast it as a ritual with this upgrade. Your
familiar is considered a construct and is noticeably
artificial to any who see it. You must finish a long
rest before you can use this upgrade to create a
different familiar.
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ONE IN A MILLION possession ends, you appear in the nearest
unoccupied space from the target. After the effect
Starting 11th level you have seen more close calls ends, the target prey is immune to this feature for
than any person should have reasonably survived. the next 24 hours. You can attempt to possess a
You're unnaturally lucky and have developed a feel creature as many times as you like but must finish
for your particular type of luck. Whenever you roll a short rest before using this feature again after
a saving throw and the d20 lands on a 9 or lower, the first successful possession.
you can add +10 to your total roll. You can do this
after the roll but before knowing the result. If you SHADE STYLE
use this skill on a saving throw for a spell or effect
which would normally do half damage on a Creeping in the shadows, relying subversion and
success, you instead take no damage on a success subterfuge, you prey is often dead before they
and only half damage on a failure. You must finish knew what hit them. Shade hunters can just as
a long rest before you can use this feature again. easily meld into the shadows as they can into the
bustle of a crowd. They prefer quick, decisive
At 15th level you can use this feature two times strikes, using the confusion of battle to line up the
before finishing a long rest. At 20th level you can perfect shots. They are acutely aware of their
use this feature three times before finishing a long surroundings and will use the tiniest details to give
rest. them an edge on their foes. In the heat of battle,
they may appear to vanish, the only record of their
MANA DRAIN participation being a bevy of felled foes the rest of
their companions failed to even notice.
At 15th level, you gain the ability to bend the life
energy of your Prey creatures. If you spend one TOOLS OF THE TRADE
minute concentrating on a chosen Prey creature
who died within the last hour, you can siphon some When you choose this path at 3rd level, you gain
of their residual energy to recharge your spells. proficiency with both thieves’ tools and disguise
Roll a d4 with the result being to level of spell slot kits.
you recover, or the next lowest spell slot if you do
have not used any spell slots of the result. You can QUICK DRAW
only recover expended spell slots in this way. You
can use this feature a number of times equal to At 3rd level you can use your reaction and ranged
your Wisdom modifier (minimum of once) before weapon to take a quick shot at any enemy that
finishing a long rest. moves at least 10 feet straight at you. If your
weapon has the energy feature, you make the shot
JOIN THEM with advantage.
At 20th level you can attempt to enter a Prey IMPROVISED COVER
creature, possessing and controlling their body. As
an action, choose a Prey you can see within 60 feet At 7th level you've found enough ways to scrunch
that has a CR equal to or less than your level. The your body into tight corridors, smalls boxes, and
creature must succeed on a Charisma saving throw behind enough tables to know how to avoid fire in a
or become possessed for 1 minute. Your physical pinch. As a reaction to being targeted by a ranged
form disappears, entering the creature’s body and attack or spell attack you can scrounge for cover,
controlling it. Though you control the body, the even if no apparent cover exists. You gain half
Prey is not deprived of awareness and may repeat cover against that attack. As long as you stay in the
the saving throw at the start of your turns, ending same spot you retain half cover until the start of
the effect on a success. You lose access to all of your next turn. A small barrel, an abandoned large
your abilities, take your turn on the target’s turn, shield, even a teammate are all examples of this
and retain your Intelligence, Wisdom, and Charisma temporary cover.
scores. You can use any of the possessed
creature’s stats, attacks, and abilities (including
spellcasting), using its stats for any of these
abilities. This feature ends after 1 minute, if the
target prey succeeds on their Charisma saving
throw, if you end it as a bonus action, or if the
target prey drops to 0 hit points. When the
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LOCK ON If you are in a quiet area and beat a DC of 20 with a
Perception check, you can hear the heartbeat (or
At 7th level you can focus your mind to take an identifiable equivalent) of any one creature that is
extra careful shot. By using a bonus action, you can within 15 feet of you. You then memorize that
gain advantage on the next ranged attack you take heartbeat and can use it to recognize that creature,
until the start of your next turn. If you use this even if they are in disguise. If you can hear their
feature on a prey creature and hit, you can add heartbeat you gain advantage on any Insight
your Wisdom modifier to the damage. You can use checks regarding their intentions while speaking to
this feature a number of times equal to your them.
Wisdom modifier (minimum of once) before
finishing a long rest. In addition, you gain advantage on Perception
checks that rely on hearing.
HUNTER’S HEARING
SCARRED ARCANA
At 11th level you have developed extraordinary
hearing. As an action, make Perception check to At 15th level your experience on the battlefield has
listen to the world around you, homing in on any given you incredible arcane insights. You gain an
specific sound as quiet as a whisper. If successful, extra 1st, 2nd, 3rd and 4th, level spell slot and learn
you know the general location of the origin of the any three 1st, 2nd, 3rd, or 4th level spells. They are
sound, even if you cannot see it. To do this feature considered glitch hunter spells for you. At 20th
you must beat the DC based on the sound within level, you gain an additional 5th level spell slot and
the area. learn another single spell from 1st to 5th level.
Noise Level DC Example UNSEEN HUNTER
A battlefield, a hurricane
Thunderous 30 A city street, a minor skirmish At 20th level you have become the most dangerous
A slow tavern, a back alley predator possible. You can cast the spell greater
Loud 25 A library, a graveyard invisibility as a bonus action a number of times
equal to your Wisdom modifier (minimum of once)
Moderate 15 without using a spell slot. You regain all uses after
finishing a long rest.
Quiet 10
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