TEXT:  
   
  
   
  2 
  OGL…………………………………………..……3 
  Thanks…………………………………….……5 
  Introduction………………………….......….6 
  Chapter 1: Races 
  Wo’nari………………………………………..7 
  Ceran………………………………………....18 
  Dragonborn Variants…………………..13 
  Chapter 2: Classes 
   
  Holo-Knight………………………………...21 
   
  Synth Weaver……………………………27 
   
  De-Fragger………………………………...35 
   
  Goreangyr…………………………………45 
  Chapter 3: Backgrounds 
   
  Mercenary…………………………………56 
   
  Rebel………………………………………...58 
   
  Prodigy……………………………………...59 
   
  Player………………………………………..62 
  Chapter 4: New Rules 
   
  Corruption…………………………………64 
   
  Shiny Variants……………………………67 
   
  Criticals and Failures………………….70 
  Chapter 5: Spells 
   
  Spell Descriptions………………………72 
  Chapter 6: Warren’s Grove 
   
  Part 1: An Old Friend…………………...87 
   
  The Grove…………………………………..91 
   
  Where’s Wyatt?.........................................93 
   
  Drunk-E-Cheezers……………………...95 
  Chapter 7: Creatures 
   
  Animatronic Horror…………………...118 
   
  B-ugz……………………………………….120 
   
  Cheezers…………………………………..123 
   
  Glass Shadow…………………………...125 
   
  Shatterling……………………………….127 
  Gooblin………………………………….…127 
  Karma Chameleon……………………128 
  Kobold Biker……………………………..130 
  Kobold Priest…………………………….131 
  Neo Bandits……………………………....132 
  Pizza Cube………………………………..134 
  Pizza Slime……………………………….135 
  Putties……………………………………...137 
  Woebone………………………………….138 
  Chapter 8: Magical Items……..…139 
  Chapter 9: Gods………………………..146  
  Appendix A: Suicide……………...….148 
  Appendix B: Player Maps……..…149 
  Appendix C: OGL Content………..154 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
  OPEN GAME License Version 1.0a The following 
  text is the property of Wizards of the Coast, LLC. 
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  13. Termination: This License will terminate 
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  15. COPYRIGHT NOTICE Open Game License v 
  1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 
  2016, Wizards of the Coast, LLC.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. 
  Gary Gygax and Dave Arneson. 
   
   
   
  
   
  5 
  Thank You! 
   
  The Retroverse has been an amazing 
  project to work on. Never in my life 
  would I have imagined that a fun 
  venture like this would receive so 
  much support! I want to extend a 
  thank you to everyone within the 
  tabletop community that have 
  supported, encouraged, and loved us 
  through this journey. We’re only about 
  one-eighth the way of where we want 
  to be, and we hope you will continue 
  down this path with us!  
  I would like to thank a few people 
  who are special to me as well. 
  Lluis is the other half of this project. It 
  would never have existed without him. 
  All the artwork you see here is his! 
  My GM, Dave Hargis who has 
  patiently taught me how to be a better 
  storyteller over the years.  
  My Father and Mother, for showing 
  me the value of unconditional love. 
  My children, who inspire me to be 
  cooler every day. 
  And my angel, Desiree. I could never 
  have done this without you. I love you. 
  See you all again soon! 
   
  -Chris Lock 
   
  Eight months ago, if someone had told 
  me that I would be working on the 
  project of my dreams, having met 
  incredible people, and improved my 
  art, I would have told them they were 
  crazy. And yet here I am. 
  I can’t explain how much It means 
  the reception the Retroverse project is 
  having., It’s crazy thinking that 
  something you are creating is making 
  people excited and happy. It’s the best 
  feeling in the world. 
  Thank you for all the support, for 
  being this awesome, for every like you 
  give us, every pat on the shoulder. I 
  have never met anything like the 
  roleplaying tabletop community, so 
  friendly and strong. It has given me 
  much more than I'll ever return, 
  incredible people, endless inspiration, 
  and happiness. But I hope this helps a 
  little bit, giving gamers around the 
  world, new adventures to remember 
  for years. 
  I want to thank Chris for being the 
  coolest possible person to work with. 
  Whose words keep inspiring every 
  piece of my art, and whose friendship 
  is among the most valuable treasures 
  I have. 
  To Estefanía for giving me a 
  purpose in life, convincing me to be an 
  artist, and being my Muse. Thanks for 
  keeping my world together. 
  To Luis and Carmen for reading me 
  mythology bedtime stories and buying 
  me all the dinosaur books I wanted as 
  a kid 
  And to my RPG night group. For all 
  the dragon slaying, kingdom saving, 
  and tavern nights. 
  Thank you, and welcome to the 
  Retroverse! 
   
  -Lluis Abadias 
   
  
   
  6 
  Welcome to The 
  Retroverse (Test Wave 1) 
   
  Within these pages is the first dive into 
  the world of the Retroverse. It is 
  intended to be bombastic, humorous, 
  and more than a little silly. The 
  Retroverse is a universe inspired 
  greatly by music, games, books, 
  movies, and fashion of the 70’s 80's, 
  90's and early 2000's. It resides in a 
  place of half faded memories, barely 
  remembered songs, lost childhood 
  friends, outdated styles, and time 
  corroded files. This world does not 
  follow the traditional rules for fantasy 
  settings but is mired in them all the 
  same. The Rule of Cool is written into 
  the spirit of this game and is the only 
  one that should be adhered to strictly. 
  As with all things, your Game Master 
  (GM) has the final say in how their 
  world operates. 
  The Retroverse was built around 5E. 
  There should be little problem 
  bringing existing 5E content into this 
  world or taking Retroverse content 
  into another 5E setting.  
  Every quest starts with a [TL;DR] 
  (Too Long; Didn't Read) version of the 
  contents. If you simply want to run 
  straight into the action, then read 
  these. For more detailed explanations 
  of the story please read the full text.  
  Any enemies, items, magic, or 
  otherwise in Red Bold is not included 
  within this text. Please refer to other 
  5E rule sets for their use. 
  We have denoted places in which 
  we believe characters should progress 
  a level. If you believe this is too rapid 
  or slow, please adjust in the way you 
  see fit. 
  Thank you so much for helping us 
  test “Tales from the Retroverse”. We 
  hope you enjoy the game as much as 
  we did making it. If you have any 
  comments or concerns you can 
  contact Chris on Twitter @Snickelsox 
  or Lluis on Twitter @LluisAbadias. Stay 
  safe in the Vector Wilds, little Users! 
   
  Please send all emails concerning 
  errors within the design to: 
  LasersAndLichesBugs@Gmail.com 
   
   
   
   
    
  
   
  7 
   
  The races of the Retroverse are wild 
  and varied. Alongside elves, dwarves, 
  and humans, creatures of fitful 
  imagination make this place their 
  home. Cities are built by the Wo’nari. 
  Trogs dwell in deep swaps or deserts. 
  Cerans hide away in remote plateaus. 
  Even skeletons, though extremely rare, 
  have been known to be heroes.  
   
  Wo’nari 
   
  “Kraid looked over his kingdom, its very 
  nature an ephemeral dream. It would 
  not live beyond him and he would not 
  live much longer. It would be bloody 
  contest among the clans to take his 
  seat. He closed his eyes, digging into 
  the future, probing every possible 
  avenue. He found nothing, all places 
  from here led to bloodshed among the 
  Wo'nari people. He stood for a long 
  time, breathing in the sun, trying to will 
  time to stop. It did not. With a spark, it 
  came to him. He could not find the 
  answer within the future, only death 
  laid there, but maybe there were 
  answers in the past. He never had 
  much time for books, and he was short 
  on time now, but this was greater than 
  him. He strode to his library and the 
  future suddenly seemed less concrete.” 
   
   
  From the second a Wo'nari is born 
  they are racing against the world. Their 
  short lifespans and early maturity give 
  them little time to waste. By the time 
  they are able to face the world they 
  likely already have their life’s goal 
  planned in fine detail. They are 
  relentless and extremely quick 
  learners, picking up concepts in days 
  that would take other races years to 
  comprehend. A clan of Wo'nari is a 
  powerful ally to have, and a dangerous 
  foe to fear. 
   
   
   
  Svelte and Fearsome 
   
  Wo'nari can range wildly, from 
  beautiful fur with meaningful marking, 
  to dirt mottled fur that bristles at the 
  slightest provocation. They are tall, 
  adults ranging anywhere from 6 to 7 
  feet in height. Their bodies are usually 
  light for their size, nearly all their 
  mass being made of finely toned 
  
   
  8 
  muscle. Wo'nari range from 100 to 160 
  pounds. Females are slightly smaller 
  than males but are just as deadly. 
  There are four major colorations of 
  Wo'nari. White, Brown, Grey, and Black. 
  The color of their fur typically 
  correlates to the specific type of 
  Wo'nari they are. Their temperament 
  often defines how they maintain their 
  appearance. Those preferring the wilds 
  of blood and moon will keep 
  themselves unkempt, regarding 
  unprotective clothing as a waste. The 
  more civilized may indulge in finer 
  garments and jewelry but will rarely 
  wear something that impedes their 
  body for the sake of fashion.  
  All Wo'nari indulge in painting and 
  designing of their fur. Wo'nari fur 
  painting is steeped in cultural lore, 
  every small symbol carrying a story 
  within it. 
   
  Focused Ambition 
   
  Wo'nari have very little time to 
  accomplish their goals. They reach 
  maturity at age 5 and live a maximum 
  of 60 years, typically dying far earlier. 
  It is expected for a Wo'nari to already 
  have their life's goal set and detailed 
  by the time they reach maturity. They 
  are trained from birth to move quickly 
  and learn quicker, those who can not 
  are ostracized for fear of them 
  dragging down the group. Because of 
  this, the Wo'nari have incredible 
  ambition, striving to do as much with 
  their time as they can possibly 
  accomplish. They have little patience 
  for nonsense of any kind and may 
  develop a disdain for leisure activities. 
  Slights against them are either dealt 
  with swiftly or forgotten, giving up the 
  offended senses so they may pursue 
  more important matters. Very little is 
  passed from a parent to their 
  offspring, due to the nature of their 
  clans and breakneck lifestyle. This 
  means that Wo'nari almost never have 
  a blood legacy, relying only on their 
  actions to immortalize them in history. 
  Their rapid lives are only outpaced 
  by their incredible intelligence. Wo'nari 
  have an amazing ability to absorb and 
  retain information. It is rare that they 
  forget anything of importance until 
  their minds begin to fade of old age. 
  Even then a Wo'nari is an amazing 
  fount of knowledge and many older 
  Wo'nari find themselves serving as 
  scholars or advisers; having likely 
  already accomplished their life's goal. 
  If a Wo'nari sets their mind to learning 
  a skill or task they can usually master 
  it in half the time it would take another 
  race. Unfortunately, their short 
  lifespan means that only a lucky few 
  in the world will benefit from their 
  amazing skill at a given craft. This 
  makes any creations by a master 
  Wo'nari exceedingly valuable as it may 
  be one of the few things they created 
  before they died. 
   
   
  Clan-panionship 
   
  Clans of Wo'nari are by nature, fleeting 
  things. They rarely last longer than a 
  
   
  9 
  few generations and typically do not 
  survive the death of an Alpha. Despite 
  this, Wo'nari clans are powerful 
  arrangements; their vast intellect and 
  strength making them fearsome foes 
  to have. Wo’nari cities are great 
  centers of science and discovery but 
  can rise and fall within a century.  
  Each clan is ruled over by an Alpha. 
  The Alpha is not an elected position 
  but doesn't always need to be taken by 
  force either. Leaders rise to this status 
  through a mix of cunning, leadership, 
  and raw strength. An Alpha may rule 
  over the clan for their entire life, 
  considering it to be their life's goal.  
  There is little concept of blood 
  lineage in Wo'nari culture meaning 
  that an Alpha's offspring is rarely the 
  one to succeed them in this role. Often, 
  the new Alpha must prove themselves 
  to the rest of the clan by beating out 
  other rivals in tests of strength and 
  will. When that fails, a fight of blood 
  and bone will always reveal the next 
  Alpha. During this time the clan is at 
  its weakest, having no clear leadership. 
  Rivals vying for the Alpha position may 
  find the clan has dissolved while they 
  quarreled, leaving them nothing left to 
  preside over. 
  While most Wo'nari are content 
  with the clan arrangement, others 
  strike out on their own. Each lone 
  Wo'nari has their own reason for 
  preferring solitude. Some are rebelling 
  against their former clan. Others have 
  failed to formulate their life's goal and 
  meander about aimlessly. Some may 
  consider themselves too great for 
  their clan and go out in search of a 
  worthier one. 
  Clans almost never ally with one 
  another as it would require two 
  Alpha's leading together. If a clan must 
  merge with another, the Alphas will 
  typically challenge one another with 
  the victor ruling over the newly fused 
  clans. There is not often open war 
  between clans as having others fight 
  your battles for you is considered 
  dishonorable and cowardly. 
   
  Wo'nari Names 
   
  Wo'nari names are a mixture of 
  animistic noises and references to 
  their life's goal. A Wo'nari chooses 
  their name when they reach maturity, 
  whatever name they were called 
  before this is willingly forgotten by all 
  their kin. Knowing that they are likely 
  to interact with other races they will 
  usually pick a name that others can 
  pronounce. They also use a clan name 
  in a similar way to how humans use 
  last names, adding “of” to denote 
  belonging to that clan. For example, 
  Forygrre of Darkclaw. Those with no 
  clan will often lie, using a well-known 
  clan name or creating a new one, to 
  avoid the dishonor of belonging to no 
  clan. There is no distinction between 
  gender. 
  Clan names do not always relate to 
  the actions of the clan. Sometimes a 
  powerful name is chosen for the sake 
  of intimidation. Other times the clan 
  name is something that evolves over 
  time, based on the clan’s actions. 
  
   
  10 
  Some clan names have been used 
  many times by different clans in 
  different times through history, names 
  being resurrected to evoke the legends 
  behind them. 
   
  Wo'nari Names: Vicuus, Rangl, Graanal, 
  Bayrik, Haala, Halthon, Orannayr, 
  Warrgrar, Ghunter, Araleir, Tarrn, 
  Maeestyrr 
  Clan Names: Lightfoot, Moonpaw, 
  Whitetooth, Archfur, Throatdrinker, 
  Hardbody, Beateater, Forcearbiter, 
  Goldwraith, Huntborn 
   
  Other Races 
   
  How a Wo'nari interacts with other 
  races is highly dependent on their 
  breed. They have no particular bias for 
  or against any race but prefer to work 
  with more intelligent persons. They 
  are commonly well received in the 
  world but enough is known about each 
  breed to color the opinions of the 
  people they may encounter. 
   
  Wo'nari Traits 
   
  Your Wo'nari character has a variety of 
  trait that differ by the type of Wo'nari 
  they are. 
  Ability Score Increase. Your 
  Intelligence score increases by 2. 
  Age. A Wo'nari reaches adulthood 
  by age 5 and rarely lives past 60. 
  Alignment. Wo'nari that live within a 
  clan are naturally inclined towards a 
  sense of order. Those who abandon 
  the clan tend to be more chaotic in 
  nature, living on a whim rather than by 
  any specific code of conduct. Their 
  moral compass will vary wildly based 
  on their breed. 
  Size. All Wo'nari have a similar build. 
  They average 6 to 7 feet tall and 100 
  to 160 pounds. They may appear 
  skinny to onlookers but are packed 
  with muscle under their fur. Your size 
  is medium. 
  Speed. You base walking speed is 30 
  feet 
  Languages. You can speak, read, 
  and write Common and one other 
  language that you clan teaches. Clans 
  typically enforce the learning of 
  another language to all their pups. The 
  language is often one of a local group 
  of creatures that the Wo'nari must 
  deal with on a regular basis. This other 
  group could be an ally or an enemy. 
  Bite. All Wo'nari can use their action 
  to take a bite at an enemy. Make a 
  melee attack against a creature, on a 
  hit the target takes 1d6 + your 
  Strength modifier slashing damage. 
  Laser Eyes. An ability unique to the 
  Wo'nari race is that their eyes can 
  produce a laser effect. The origin of 
  this ability is unknown, and the breeds 
  differ on how they can use this ability. 
  Subrace. There are three major 
  breeds of Wo'nari: Winter, Moon, and 
  Gaia. The ideals and fur color of each 
  breed all follow their own similar path, 
  though there have been many 
  exceptions to this rule. 
   
   
  
   
  11 
  Winter Wo'nari 
  As a winter Wo'nari, you were raised in 
  a clan that valued wit and charm over 
  raw strength. You prefer trickery or 
  persuasion over direct confrontation.  
  You are typically easy to get along 
  with and meld into social circles 
  effortlessly, gaining influence with 
  your smooth, toothy smile. Some use 
  this influence to build major clans that 
  far outlast them. Others use this 
  influence as a stepping stone to the 
  next stage of their life's goal, 
  abandoning those they no longer need.  
  Winter Wo'nari are not inherently evil 
  but are rarely ever described as good. 
  Their fur is usually white to gray 
  with subtle hues of pale color denoting 
  ancient lineage. They enjoy marking 
  their fur with myriad puzzles and 
  mathematics. Those that can 
  understand and solve these riddles are 
  picked out by the winter Wo'nari as 
  potential allies or threats. 
  Ability Score Improvement. Your 
  Charisma score increases by 1. 
  Alignment. Winter Wo'nari are hard 
  pressed to be loyal to anyone outside 
  their clan. They tend towards neutral 
  or evil alignments. Evil ones never 
  indulge in violence for the sake of 
  violence, preferring a gentler hand in 
  their conquests. 
  Extra Language. You can speak, 
  read, and write one extra language of 
  your choice. 
  Laser Vision. Your laser eyes 
  manifest in highly focused but 
  harmless beams. As a bonus action 
  you can focus a thin laser on a target 
  you can see within 60 feet. The lasers 
  last until the end of your next turn. 
  While you have the lasers targeted on 
  a creature you have advantage on any 
  ranged attack rolls you make against 
  that creature. You must use another 
  bonus action to refocus the lasers if 
  you change from your original target. 
  After you use your laser vision, you 
  must finish a short or long rest before 
  you can use them again. 
   
  Moon Wo'nari 
  As a Moon Wo'nari, you were raised in 
  a clan that placed great value in order 
  and tradition. Your upbringing placed 
  much focus on the cycles of life, 
  teaching you discipline and willful 
  resolve. Moon Wo'nari often have a 
  religious or monastic background.  
  They are stupendously loyal to 
  those aligned with their clan or faith, 
  lending their fearsome strength to 
  those in need. They rarely abide evil, 
  unless their god demands it, and find 
  neutrality unsuitable to their resolve. 
  Moon Wo'nari have dark fur with deep 
  violets or hard black being the primary 
  colors. They mark their fur with 
  symbols of their god or self-mastery. 
  They have no desire to hold their faith 
  inside and do not fear those that may 
  recognize their alignment. 
  Ability Score Improvement. Your 
  Strength score increases by 1. 
  Alignment. Moon Wo'nari almost 
  always serve good gods. Their near 
  obsession with order and tradition mix 
  with their stalwart resolve to make a 
  good aligned creature with very few 
  
   
  12 
  exceptions. 
  Clan's Weapon Training. You are 
  proficient with 3 weapons of your 
  choice. These weapons should be 
  something that your clan taught all 
  their pups. 
  Laser Vision. Your laser eyes create 
  a high energy bolt that burns foes. 
  Make a ranged attack roll against a 
  target that you can see. On a hit the 
  target takes 1d6 + your Intelligence 
  modifier force damage. The range is 
  30 feet and you are proficient with this 
  attack. The damage die increase to 2d6 
  at 4th level, 3d6 at 8th level, 4d6 at 12th 
  level, and 5d6 at 16th level. Your laser 
  may cause a different type of damage 
  at your GM's discretion. 
  After you use your laser vision, you 
  must finish a short or long rest before 
  you can use it again. 
   
  Gaia Wo'nari 
  Wild and free, your clan placed no 
  value on the trappings of civilization. 
  Nature and the wild expanse are your 
  true homes. You are savage and 
  reckless in your speech and your 
  attacks. Some may call you uncouth, 
  and those same would not last a day 
  in the harsh world you were raised in. 
  You have dealt with life and death, 
  victory and loss all your life. The petty 
  trifling’s of kings and saints mean 
  nothing to a Gaia Wo'nari. What 
  matters is the clan, the wilds, and 
  yourself. 
  Gaia Wo'nari have fur of browns and 
  reds. They mark their fur with symbols 
  of war and battle. Some take the 
  symbols of the forest or mountains. 
  Ability Score Improvement. Your 
  Dexterity score increases by 1 
  Alignment. Gaia Wo'nari are not 
  concerned with anything but their own 
  survival. While they may help in larger 
  causes, it is typically for selfish 
  reasons. They are generally of a 
  chaotic alignment. 
  Feast of Death. If you spend one 
  round feasting on a recently fallen (1 
  day or less) corpse, you can recover hit 
  points equal to 1d8 + your Constitution 
  modifier. You must finish a long rest 
  before you can use this feature again. 
  Laser Vision. Your laser eyes create 
  a bright flash that blinds foes around 
  you. You create a 15 foot cone in the 
  direction you are looking. Each 
  creature within the area must make a 
  Constitution saving throw or be 
  blinded until the end of their next turn. 
  The DC for this saving throw equals 8 
  + your proficiency bonus + your 
  Intelligence modifier. 
  After you use your laser vision, you 
  must finish a short or long rest before 
  you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  Cerans  
   
  “He stood before the council, resolute 
  in his belief. They would not meet the 
  world, because of their ancient fear. He 
  would not be the same. He would 
  break the cycle of seclusion and bring 
  his family into the new world, 
  regardless of their desires. He waited, 
  as they bore down on him with 
  judgmental stares. He would not bend, 
  he would not break. 
  “Go then.” the eldest said. The others 
  turning to her, surprised at her decision. 
  “I-wh-,” was all he stammered before 
  she cut in again” 
  “The world is waiting, we are too old for 
  it, but not you. Just take some of my 
  wisdom, do not forget your past, for I 
  will be watching. Do good, always.” 
  He stood, shocked by her candor. He 
  got what he wanted. He would explore 
  the world, see its people, marvel at 
  wonders. This could not have gone any 
  better for him. But why did he suddenly 
  feel so alone?” 
   
  The most common reactions to a 
  Ceran are that of hate or fear. Hulking 
  reptilian beasts, they have a tough 
  time adapting to the fragility of the 
  realms outside of their own. The many 
  gods and evils of the world seem 
  convoluted and gross to their very 
  direct mentality. Rather than worship 
  the divine, Cerans are deeply in touch 
  with their ancestry, sometimes calling 
  upon fathers and mothers a dozen or 
  so generations removed. They may be 
  viewed as heretics, beasts, or even 
  monsters, but those who get to know 
  a Ceran will benefit from their aged 
  wisdom. 
   
   
   
  Lumbering Legends 
   
  Cerans are a hearty breed of creature, 
  living at least 200 years and rumored 
  to be able to live double that. There 
  are three major bloodlines, Tri-Ceran, 
  Sty-Ceran, and Pa-Ceran; though most 
  of the world has trouble 
  understanding anything beyond the 
  physical differences. All of them stand 
  a minimum of 6 feet tall with some of 
  the largest measuring nearly 8 feet 
  high. Their massive forms are 
  matched by their massive frame. They 
  can easily weigh 300 pounds, making 
  life among more delicate races 
  
   
  14 
  difficult. This hulking size does not 
  always translate into raw strength, in 
  Cerans it manifests as stubbornness in 
  the face of death. Children's stories are 
  rife with tales of Ceran warriors 
  refusing to stay down, despite 
  overwhelming injury. 
  Their scaly skin ranges the entire 
  color spectrum but is rarely ever 
  bright. They have several horns on 
  their head that vary in size and 
  placement based on their bloodline. 
   
  Pardoned Outcasts 
   
  For longer than anyone can 
  remember, Cerans were kept away 
  from more civilized areas. They lived in 
  their own villages and towns, made of 
  strong woods and stone to withstand 
  everyday Ceran life. When other races 
  interacted with the Cerans, they found 
  their terse attitude and strange 
  spiritualism off putting, making 
  relations exceptionally difficult. They 
  were never officially outcast by the 
  other races but a strong phobia 
  against the Cerans still prevailed. In 
  truth they are a kind and wise race, 
  giving their all to those in need. 
  Because of this, they have slowly 
  made their way into the world, 
  integrating within larger and larger 
  cities. 
  They have an unparalleled sense of 
  honor. A driving need to live up to the 
  name of their ancestors focuses their 
  actions and behavior. Some more 
  jovial races feel as though Cerans 
  never let their guard down, and they 
  would be correct. Cerans believe their 
  ancestors are always watching over 
  them and have no desire to bring 
  dishonor to their family. Those that 
  stray away from this code of honor, 
  and seek a life of selfish avarice, are 
  known as “Rontar” to their kin. In most 
  cases they are left to their own 
  devices, though they are coerced, by 
  many undesirable methods, into 
  abandoning their family name. Those 
  that take a blatantly evil approach to 
  life are hunted by the family, their 
  transgressions too severe for the 
  ancestors to overlook. The ire of a 
  Ceran family is a rare and deadly curse 
  to have upon you. 
   
  Harsh Lessons 
   
  A Ceran's life is filled with the 
  experience that a stubborn nature 
  brings, combined with the lessons of 
  their ancestors. Wise beyond their 
  years, Cerans will gladly share their 
  wisdom with anyone who has the 
  patience to listen. They are fond of 
  long stories, weaving dense meaning 
  into every line. The few Ceran texts 
  that exist are so filled with double 
  meaning and subtext that other races 
  can spend years studying a single 
  chapter. Despite all of this, Cerans are 
  hopelessly stubborn. Their desire to 
  impress their family pushes them to 
  continue a given assignment, even 
  after repeated failures. A hopeless 
  quest to others is considered a 
  worthwhile challenge to the Cerans. 
   
  
   
  15 
  Purposeful Adventurers 
   
  Cerans are the epitome of 
  homebodies, rarely venturing out 
  without a good reason. Often, Cerans 
  encountered in the wild are on a quest, 
  or string of quests. Their kind nature 
  and lack of familiarity with the world 
  outside their home makes them 
  unable to prioritize assignments. A 
  mission to restore peace to a kingdom 
  holds the same weight as a child 
  missing their doll. Because of this they 
  will sometimes spend years moving 
  from adventure to adventure before 
  they are able to complete their original 
  assignment. Ceran elders understand 
  this behavior and will use it as a wry 
  method for teaching young and 
  rambunctious Cerans important life 
  lessons. Even a simple task of 
  collecting a semi-precious stone can 
  take a Ceran away from their home for 
  decades, as they help hundreds of 
  creatures along the way. 
   
  Ceran Names 
   
  So important is Ceran ancestry that, 
  until recent history, they had no 
  personal names. The small interwoven 
  nature of the families meant that 
  every Ceran knew their kin. There was 
  little need for personal names. The 
  closest they had was a simple 
  adjective or noun that described the 
  most legendary of their ancestors. 
  This convention has influenced their 
  new names as they integrate into the 
  larger world. They always use their 
  family name first and, in some cases, 
  may have no personal name. 
   
  Family Names: Throndaxi, Reavenden, 
  Holistanden, Roseguns, Stallonus, 
  Vandammed, Locbadias, Lundgryen. 
  Personal Names: Fighter, Spear, Big, 
  Horn, Wise, Barrel, Foolhardy, Savage, 
  Indomitable, Wit, Shield, Mage. 
   
  Other Races 
   
  Many races have incorrect 
  preconceptions when it comes to 
  Cerans. They believe them to be dumb, 
  large brutes, only capable of limited 
  speech and destruction. Alternatively, 
  Cerans treat each race equally, not 
  giving in to preconceptions and instead 
  judging individuals by their own merits.  
  When these two ideals clash, other 
  races begin to look very foolish. Maybe 
  with time, the stereotypes about 
  Cerans will disappear. 
   
  Ceran Traits 
   
  Cerans all share a similar obtuse build 
  and attitude. 
  Ability Score Increase. Your 
  Constitution score increases by 2. 
  Age. A Ceran reaches adulthood at 
  age 20 but may spend many years 
  learning from their elders before they 
  are ready to venture out on their own. 
  They usually live around 200 years. 
  Alignment. Most Cerans are good 
  natured, tending towards lawful 
  
   
  16 
  alignments. They are willing to 
  sacrifice great time, effort, and coin to 
  help those around them. Those that 
  lean towards chaos are ousted from 
  the family. The very few evil Cerans 
  ever recorded are treated like taboo 
  history, their tales told in whispers. 
  Size. Cerans can range from 6 to 8 
  feet. They average 250 pounds. Your 
  size is large. 
  Speed. Your base walking speed is 
  30 feet. 
  Stout Body. You are incredibly hard 
  to keep down. You have advantage on 
  saving throws against being paralyzed 
  and grappled. 
  Ancestor's Spirit. Each Ceran has a 
  connection to the ones that came 
  before them. The exact nature of this 
  connection is based on your Ceran 
  bloodline. 
  Subraces. There are three major 
  subraces of Cerans: Tri-Ceran, Sty-
  Ceran, and Pa-Ceran.  
   
  Tri-Ceran 
  This subrace is the most common of 
  the Cerans. Their prolific numbers 
  mean they have had the most 
  interaction with the outside world. 
  Because of this, they are often better 
  equipped to deal with the day to day 
  hustle of civilization. The price of this 
  adaptation has been a weakening of 
  their ancestral traditions. While they 
  may seem resolute in their old ways to 
  an outside observer, other Cerans 
  know that the familial bonds are frailer 
  than they used to be. 
  They have three horns, one set 
  against their nose and two on the head 
  plate. Their coloration is typically 
  bland with very little variation on their 
  bodies. 
  Ability Score Improvement. Your 
  Intelligence score increases by 1. 
  Gouge. When you make a melee 
  attack against an enemy you can use a 
  bonus action to try and attack that 
  same enemy with your horns, 
  provided they are within 5 feet of you. 
  On a hit the target takes 1d8 + your 
  Strength modifier piercing damage. 
  Ancestor's Spirit. You can call upon 
  the warriors within your family to 
  summon a spiritual weapon. Using a 
  bonus action, a weapon comprised of 
  your ancestor's will materializes in 
  your hand. It behaves like a normal 
  weapon, despite being made of 
  spiritual energy. It is considered 
  magical for the purposes of 
  overcoming resistances. It disappears 
  at the end of the round. Once you use 
  this ability you must finish a long rest 
  before you can use it again. When 
  creating your character, you must 
  choose the one weapon you will 
  receive and can only change the 
  weapon at your GM's discretion. 
   
  Sty-Ceran 
  These Ceran are rarer and more 
  reclusive than the other bloodlines. 
  They have not adapted well to the 
  outside world, keeping their young 
  away from the dangers this new 
  influence might bring. They are deeply 
  spiritual, spending hours in 
  communion daily with their ancestors. 
  
   
  17 
  Their resolute adherence to 
  tradition has made change slow in 
  their bloodline. They are seen as 
  primitive by other races and even 
  other Cerans can view them as less 
  advanced. Despite this, they are 
  amazingly gifted with insight. They 
  have an unnatural ability to peer into 
  one's soul and discern their desires 
  and intentions. The few that leave their 
  family are wonderful negotiators, 
  minstrels, or leaders. 
  Sty-Cerans have a flurry of smaller 
  horns that adorn their head plate, with 
  a small singular one on their nose. 
  They often have a primary scale color 
  that is contrasted highly by splashes 
  of bright colors. Sometimes they 
  accentuate these flashy colors with 
  tattoos or markings. 
  Ability Score Improvement. Your 
  Charisma score increases by 1. 
  Not Your Time. Due to your deep 
  link with your ancestors, they can help 
  you to avoid an early death. When you 
  are reduced to 0 hit points, but not 
  killed outright, you automatically 
  succeed on your first death saving 
  throw. Once you use this ability you 
  must finish a short or long rest before 
  you can use it again. 
  Ancestor's Spirit. You can call upon 
  your ancestors to guide your mind and 
  body in combat. You can roll a d4 and 
  add the result to any attack, damage, 
  or saving throw roll you make. You can 
  do this after you roll but before you 
  know the result. Once you use this 
  ability you must finish a long rest 
  before you can use it again. 
   
  Pa-Ceran 
  Pa-Cerans are the most brutish of the 
  bloodlines. They are direct in their 
  speech, giving no thought to the tone 
  and words chosen. Larger than most, 
  Pa-Cerans are generally less willing to 
  deal with affairs they decide are trivial. 
  Like most Cerans they lack context for 
  the world at large, and so a “trivial” 
  affair may be the fall and rise of entire 
  nations. If an event does not directly 
  affect their family, it is likely not worth 
  worrying about. This does not mean 
  they cannot be amazing allies, they 
  just need the right incentive. Their very 
  direct nature means they need to 
  know exactly how any quest might 
  benefit their family before they 
  consider it. Gaining their assistance is 
  typically easy as they are quick to 
  trust others; making them easy 
  targets for the wrong person with the 
  right enticement. 
  Their dull scales are accented with 
  tufts of fur that stick out around their 
  neck and spine. The horns are small, 
  almost decorative, and serve little 
  purpose. The large nose however, is 
  coated in a thick bone that spreads to 
  a great deal of their face. 
  Ability Score Improvement. Your 
  Strength score increases by 1 
  Ancestor's Spirit. Your ancestors 
  were great warriors, standing nearly 
  unchallenged for generations. You gain 
  +1 to your AC, attack rolls, and damage 
  rolls. Additionally, whenever you are 
  healed, add +1 to the total healing you 
  received.  
  
   
  18 
  Dragonborn 
  Variations 
   
  Dragonborn in the Retroverse behave 
  similarly to their kin in other realms. 
  They share all the same traits as other 
  Dragonborn, including temperament 
  and racial bonuses. The major 
  difference is their Draconic Ancestry. 
  Retroverse dragons come in four 
  different types: Neon, Laser, Xenon, 
  and Tesla. 
  The DC for saving throws against your 
  attacks is 8 + your Constitution 
  modifier + your proficiency bonus. 
   
   
   
  Neon Dragonborn 
   
  Appearance. Neon dragonborn 
  range the full spectrum of color, 
  always correlating to the color of Neon 
  they exude. Their blood glows an 
  intense shade of their natural color 
  and veins can be seen through the 
  thinner parts of their flesh. 
  Draconic Attack. You can use your 
  action to exhale destructive energy. 
  You exhale a 15-foot cone of thin neon 
  gas that ignites a second later. The gas 
  spreads over cover and can filter 
  through a crack of 1 inch or more, 
  filling in the rest of the cone shape 
  through the crack. Each creature 
  within the area must make a Dexterity 
  saving throw, taking 2d6 fire damage 
  on a failed save, or half as much on a 
  successful one. The damage increases 
  to 3d6 at 6th level, 4d6 at 11th level, and 
  5d6 at 16th level. After you use your 
  draconic attack, you can't use it again 
  until you finish a short or long rest. 
  Damage Resistance. You have 
  resistance to fire damage. 
   
  Laser Dragonborn 
   
  Appearance. Laser dragonborn are 
  typically a shade of purple, from a 
  light mauve to a deep violet. Their 
  eyes have a slight glow to them that 
  blocks out any sign of their pupils. 
  Draconic Attack. You can use your 
  action to exhale destructive energy. 
  You exhale a 30-foot line of searing 
  energy that burns your foe. Each 
  creature within the area must make a 
  Dexterity saving throw, taking 2d6 
  radiant damage on a failed save, or 
  half as much on a successful one. The 
  damage increases to 3d6 at 6th level, 
  4d6 at 11th level, and 5d6 at 16th level. 
  After you use your draconic attack, 
  you can't use it again until you finish a 
  short or long rest. 
  Damage Resistance. You have 
  
  19 
  resistance to radiant damage. 
  Xenon Dragonborn 
  Appearance. Xenon dragonborn 
  have a sheen to their scales that 
  others lack. Their reflective scales can 
  be a highly polished black, a 
  pearlescent blue, or even chrome. 
  They have large frills on their heads 
  that flare up when they are threatened 
  or attempting to threaten. 
  Draconic Attack. You can use your 
  action to raise the frills on your head, 
  filling them with a chemical reaction 
  that creates a blinding flash in a 15-
  foot cone. Each creature within the 
  area must make a Constitution saving 
  throw, taking 1d6 psychic damage on a 
  failed save, or half as much on a 
  successful one. Additionally, if the 
  target can be blinded, they must have 
  succeeded on the Constitution saving 
  or be blinded until the end of their next 
  turn. The damage increases to 2d6 at 
  6th level, 3d6 at 11th level, and 4d6 at 
  16th level. After you use your draconic 
  attack, you can't use it again until you 
  finish a short or long rest. 
  Damage Resistance. You are 
  resistant to psychic damage. 
  Tesla Dragonborn 
  Appearance. Tesla dragonborn are 
  usually pale colored, with blues, 
  yellows, and reds comprising the most 
  common scale shades. They are a bit 
  shorter than other dragonborn, having 
  a tendency to hunch towards the 
  ground.   
  Draconic Attack. You can use your 
  action to charge your cells, releasing 
  the energy in an electric aura around 
  your body. Each creature within 5 feet 
  of you must make a Constitution 
  saving throw, taking 2d6 lightning 
  damage on a failed save, or half as 
  much on a successful one. If you are 
  touching a creature they have 
  disadvantage on the saving throw. The 
  damage increases to 3d6 at 6th level, 
  4d6 at 11th level, and 5d6 at 16th level. 
  After you use your draconic attack, 
  you can't use it again until you finish a 
  short or long rest. 
  Damage Resistance. You are 
  resistant to lightning damage. 
  
  20 
  Classes within the Retroverse exist  
  alongside more traditional classes. A  
  Cleric is just as common as a Synth  
  Weaver. Some behave in similar ways  
  to base classes, and some share a  
  backbone, but their unique flair makes 
  it very hard to try and mesh together.  
  Take care when multi-classing, as  
  instability surely leads to corruption. 
  Class 
  Description 
  Hit 
  Die 
  Primary Ability 
  Saving 
  Throw 
  Proficiencies 
  Armor and Weapon 
  Proficiencies 
  De-Fragger 
  A wall of warrior, able to 
  unleash a torrent of 
  strikes while taking the 
  same in return. 
  d10 
  Constitution 
  Constitution 
  & Charisma 
  All armor, shields,Simple 
  weapons, martial 
  weapons, improvised 
  weapons 
  Goreangyr 
  A warrior of destiny, 
  regardless of their ability. 
  d8 
  Dexterity 
  Dexterity & 
  Charisma 
  Goreangyr Uniform, 
  shields, simple weapons, 
  martial weapons 
  Holo-Knight 
  A tricky fighter who relies 
  on holographic weaponry 
  and illusion magic. 
  d10 
  Strength & 
  Intelligence 
  Dexterity & 
  Intelligence 
  Light armor, Holo-
  Weapons 
  Synth Weaver 
  An agile musician who 
  pulls magic from the beat 
  of the world.  
  d6 
  Dexterity & 
  Charisma 
  Dexterity & 
  Charisma 
  Simple Weapons, 
  Shortbow, Lance, 
  Scimitar, Whip 
  
  21 
  Holo-Knight 
  A Half-Orc steps into the 
  Technodrome. Paper cutouts supposed 
  to represent fans wave frame by 
  frame. The arena runs a roulette 
  wheel to generate an enemy 
  comparable to his power. This would 
  take some time. Eventually it settles 
  on a Dracolich. A little rote, but fun 
  nonetheless. To his hand he summons 
  a +3 Ice Sword then splits himself into 
  two copies. The timer starts, the crowd 
  cheers, and the Half-Orc knows he will 
  never die.
  A human decked in brilliant blue 
  armor is cut down by a cunning thief. 
  The thief laughs and then begins to 
  cough up blood as the illusion of the 
  blue clad warrior fades. The thief feels 
  down to a slender dagger protruding 
  through his throat. As her invisibility 
  spell wears off, the human disperses 
  her holographic dagger and the thief 
  falls forward. 
  Pinned against a wall, the halfling 
  begins his onslaught. He summons his 
  blue hammer. With one blow he caves 
  in a skull, the next blow shatters the 
  hammer on a spine. Without a breath 
  an axe is summoned and slices 
  through the third opponent. He belts a 
  war cry and the remaining foes give 
  him room to breathe. Just the way he 
  wanted. 
  Heroes of the Arena 
  The Holo-Knight is a master of 
  illusions and combat. They can 
    summon weapons at will and are 
   extremely versatile in battle. 
   When faced with a challenge 
         they can't simply beat to death, 
  they employ their natural magical 
  talents to beguile their foes. With such 
  a plethora of options at their 
  fingertips, they often keep score of 
  vanquished foes amongst themselves. 
  However, because they are so versatile 
  they can sometimes lack specialty and 
  can get in over their heads without 
  help. 
  
   
  22 
   
  Jack of All Combat 
   
  This is a favorite choice among mid-
  skill Users. What it lacks in defensive 
  power it can make up for with creative 
  magic. Not being tied to any one 
  weapon is a great choice for versatility 
  but can be overwhelming to new 
  Users. We suggest this class for Users 
  seeking a high risk, high reward 
  playstyle. 
   
  Creating a Holo-Knight 
   
  When choosing a Holo-Knight make 
  sure you consider their background. 
  Such power often corrupts its 
  wielders, but not always. Did your 
  character decide on this path to fulfill 
  a vengeful vendetta? Did they want to 
  use the power to protect a loved one 
  or precious artifact? Who did they 
  learn these abilities from? Were they 
  self-taught, did they have a benevolent 
  or tortuous master? How many 
  failures did they endure before they 
  became the competent character you 
  have chosen? Think about these things 
  as you build your character. 
   
  Pre-gen Character 
   
  You can make a Holo-Knight quickly by 
  following these suggestions. First, 
  make Dexterity or Intelligence your 
  highest ability score, depending on 
  which line you want to lean on more, 
  melee combat or illusion magic, 
  making Strength the second highest. 
  Then take the Mercenary background. 
   
  Class 
  Features 
   
  As a Holo-Knight, you gain the 
  following class features. 
   
  Hit Points 
  Hit Dice: 1d10 per Holo-Knight level 
  Hit Points at 1st Level: 10 + your 
  Constitution modifier 
  Hit Points at Higher Levels: 1d10 (or 6) 
  + your Constitution modifier per Holo-
  Knight level after 1st 
   
  Proficiencies 
  Armor: Light Armor 
  Weapons: Holo-Weapons 
  Tools: None 
   
  Saving Throws: Dexterity, Intelligence 
  Skills: Choose two skills from 
  Acrobatics, Arcana, Athletics, 
  Deception, Insight, Intimidation, 
  Perception, Performance, Sleight of 
  Hand, and Stealth. 
   
   
   
   
   
   
   
   
   
  
  23 
  Equipment 
  You start with the following equipment, 
  in addition to the equipment granted by 
  your background: 
  •
  (a) leather armor or (b) studded
  leather armor
  •
  a book containing diagrams on
  every weapon you have ever
  encountered
  •
  (a) a dungeoneer’s pack or (b)
  explorers pack
  Holo-Knight   
  -Spell Slots per Spell Level-
  Level 
  Prof. 
  Bonus 
  Features 
  Cantrips 
  Known 
  Spells 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1 
  +2 
  Holo-Weapons 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  +2 
  Holo-Armor, Spellcasting 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  +2 
  Weapon Shatter 
  1 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  +2 
  Power Up 
  1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  +3 
  Extra Attack 
  1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  6 
  +3 
  Advanced Constructs 
  1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  7 
  +3 
  Armor Burst 
  1 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  8 
  +3 
  Power Up 
  2 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  9 
  +4 
  Double Team 
  2 
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  +4 
  Elemental Add-ons 
  2 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  +4 
  Extra Attack 
  2 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  12 
  +4 
  Power Up, Advanced 
  Construct Improvement 
  2 
  6 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  +5 
  - 
  3 
  6 
  3 
  2 
  1 
  - 
  - 
  - 
  14 
  +5 
  Rapid Processors 
  3 
  7 
  3 
  2 
  2 
  - 
  - 
  - 
  15 
  +5 
  - 
  3 
  7 
  4 
  2 
  2 
  - 
  - 
  - 
  16 
  +5 
  Power Up, Construct 
  Healing 
  3 
  8 
  4 
  2 
  2 
  1 
  - 
  - 
  17 
  +6 
  Double Team 
  Improvement 
  3 
  9 
  4 
  3 
  2 
  1 
  - 
  - 
  18 
  +6 
  Advanced Construct 
  Improvement 
  3 
  10 
  4 
  3 
  2 
  1 
  1 
  - 
  19 
  +6 
  - 
  3 
  11 
  4 
  3 
  2 
  1 
  1 
  - 
  20 
  +6 
  Power Up 
  3 
  12 
  4 
  3 
  3 
  2 
  1 
  1 
  
   
  24 
  Holo-Weapons 
   
  At 1st level you gain the ability to 
  summon weapons from thin air. Using 
  a bonus action, you can summon a 
  holographic version of any martial, 
  simple, or ranged weapon. Though 
  holographic. they behave in the same 
  way as a normal weapon for the 
  purposes of combat. The weapons are 
  considered non-magical and will 
  disappear at the end of the round if 
  not in the summoner's hand. Shields 
  can also be summoned this way and 
  count as one instance of this feature. 
  Unless your GM states otherwise, you 
  cannot summon complex or named 
  magical weapons such as the Omni-
  Blaster or Vorpal Sword. There can 
  only be two instances of this skill 
  active at once. Ammunition does not 
  count as an extra instance if it is being 
  used only as ammunition. 
   
  Holo-Armor 
   
  Beginning at 2nd Level you gain the 
  ability to cover yourself or another in 
  holographic armor. The creation of this 
  armor takes one round. There can only 
  be one instance of this armor active at 
  a time. The armor lasts for one minute 
  or until dispelled with a bonus action. 
  The wearer is considered proficient, 
  and you gain all advantages and 
  disadvantages, with the armor, until 
  the effect ends. You can summon Light 
  Armor at 2nd level. Medium at 6th level. 
  Heavy at 14th level. You can use this 
  this ability a number of times equal to 
  your Intelligence modifier, minimum of 
  once before finishing a short or long 
  rest. 
   
  Spellcasting 
   
  Starting at 2nd level you have begun 
  mastering the art of magic. Mixing you 
  prowess in combat, your holographic 
  abilities, and your exceptional mind 
  you are able to keep your foes 
  perpetually on their toes. 
   
  Cantrips 
  You know one cantrip of your choice 
  from the Holo-Knight spell list. You 
  learn additional Holo-Knight cantrips 
  of your choice at higher levels, as 
  shown in the Cantrips Known column 
  of the Holo-Knight. 
   
  Spell Slots 
  The Holo-Knight table shows how 
  many spell slots you have to cast your 
  spells of 1st level and higher. To cast 
  one of these spells you must expend a 
  slot of the spell's level or higher. You 
  regain all expended spell slots when 
  you finish a long rest. 
  For example, if you know the 1st-
  level Crank Caller and have a 1st-level 
  and 2nd-level spell slot available, you 
  can cast Crank Caller using either slot. 
   
  Spells Known of 1st Level and 
  Higher 
  The Spells Known column of the Holo-
  Knight table shows when you learn 
  
   
  25 
  more Holo-Knight spells of your 
  choice. Each of these spells must be of 
  a level for which you have spell slots, 
  as shown on the table. For instance, 
  when you reach 4rd level in this class, 
  you can learn one new spell of 1st or 
  2nd level. Holo-Knight magic revolves 
  mostly around illusions and trickery. 
  Additionally, when you gain a level in 
  this class, you can choose one of the 
  Holo-Knight spells you know and 
  replace it with another spell from the 
  Holo-Knight spell list, which also must 
  be of a level for which you have spell 
  slots. 
  The spells you learn at 10th and 19th 
  level may be from any school of 
  magic. 
   
  Spellcasting Ability 
  Intelligence is your spellcasting ability 
  for your Holo-Knight spells. Your 
  magic comes from a highly trained 
  mind, dedicated to excellence. You use 
  your Intelligence whenever a spell 
  refers to your spellcasting ability. In 
  addition, you use your Intelligence 
  modifier when setting the saving 
  throw DC for a Holo-Knight spell you 
  cast and when making an attack roll 
  with one. 
   
  Spell Save DC = 8 + your proficiency 
  bonus + your Intelligence modifier 
  Spell attack modifier = your 
  proficiency bonus + your Intelligence 
  modifier 
   
   
   
   
  Weapon Shatter 
   
  Starting at 3rd level you can use a 
  bonus action to make an extra 
  desperate attack with one of your 
  Holo-Weapons, breaking it upon your 
  foes. You cannot do this with a normal 
  weapon, only a Holo-Weapon. When 
  you use this action, regardless if you 
  beat their AC or not, the weapon 
  shatters and is destroyed. On a hit the 
  target takes the weapon damage, 
  minus any bonus modifiers, except 
  those inherent in a summoned 
  magical weapon. At 10th level the 
  damage modifiers are used in this 
  attack. 
   
  Power Up 
   
  When you reach 4th level, and again at 
  8th, 12th, 16th, and 20th level, you can 
  increase on ability score of your choice 
  by 2, or you can increase two ability 
  scores of your choice by 1. 
  Alternatively, you can choose one feat. 
  You can't increase an ability score over 
  20 using this feature. 
   
  Extra Attack 
   
  At 5th level you can attack twice, 
  instead of once, whenever you take the 
  Attack action on your turn. 
  The number of attacks increases to 
  three when you reach 11th level in this 
  class. 
    
  
  26 
  Advanced Constructs 
  Beginning at 6th level your Holo-
  Weapons are more than mundane 
  swords and hammers. They become +1 
  versions of themselves. At 12th level 
  they become +2 versions of 
  themselves. At 18th level they become 
  +3 versions of themselves. They count 
  as magical weapons for the purposes 
  of combat. 
  Armor Burst 
  At 7th level you gain the ability to 
  rupture your Holo-Armor and send it 
  flying off in a shower of holographic 
  shards. Using a bonus action, the Holo-
  Armor armor explodes and every 
  hostile creature within 10 feet of it 
  must make a Dexterity saving throw 
  versus your spell save DC or take 
  damage equal to the armor's strength. 
  Light Armor 
  Medium Armor 
  Heavy Armor 
  2d8 
  4d8 
  6d8 
  Double Team 
  At 9th level you can focus your magic 
  and holograms to create a duplicate of 
  yourself. To use this feature, you must 
  use a spell slot of 1st level or higher 
  and an action. They have whatever 
  weapons and armor you were wearing 
  when summoned. They have 1 hit 
  point, can only attack once per round 
  (except by using Weapon Shatter), 
  cannot use magic, and cannot 
  summon new weapons or armor. They 
  share all your other Holo-Knight 
  abilities. You are telepathically linked 
  to them and can command them 
  freely after they are created. 
  At 17th level you can create two 
  duplicates, commanding them both 
  freely. 
  Elemental Add-ons 
  At 10th level you can add elemental or 
  silver effects to your chosen Holo-
  Weapon when they are created. The 
  elemental effects do not cause extra 
  damage except in cases where the 
  target is vulnerable to the chosen 
  element. The full range of elements 
  usable is at the GMs discretion. 
  Rapid Processors 
  At 14th level you have become one with 
  the constructs you choose. You can 
  summon a Holo-Weapon as a free 
  action. You cannot use this feature 
  more than twice a round. Summoning 
  Holo-Armor also now only requires a 
  bonus action. 
  Construct Healing 
  At 16th level the holograms you use 
  begin to act on their own accord to 
  stem bleeding and suture small 
  wounds. Unless you are unconscious, 
  you regain hit points equal to your 
  Intelligence modifier every round that 
  you are not at max health. 
  
   
  27 
   
  Synth 
  Weaver  
   
  A young human weaves around the 
  battlefield on rollerblades. As she 
  positions herself for maximum effect, 
  she reaches for her megaphone. 
  Pirouetting against a group of foes she 
  lets loose a blast against the group. 
  The enemies reach for their ears and 
  fall to their knees, leaving them open 
  for her teammates to mop up. 
  The Dragonborn's party has been 
  ravaged; they likely will not survive 
  this battle. He stares up at the Lich, 
  places sunglasses on his nose, and 
  cranks up his Boombox to eleven. The 
  ludicrous bass and melodious beats 
  waft through his teammates, 
  revitalizing their strength and will. The 
  Lich balks at the dubious wubs coming 
  from this group. He fears, for they are 
  no longer a team, they are a party. 
  The Dwarf readies his fingers and 
  steadies his mind. Placing his hand 
  down and the Keytar, he begins his 
  opus. The virus infested crowd rushes 
  the stage but with every new chord he 
  blasts them off in heaps of electric 
  carnage. He knows he is doomed. His 
  teammates have all fallen beside him. 
  But he will not stop playing, not for the 
  world, not for his life, not for the love 
  he has lost. With one final glance he 
  looks towards the heavens and cries  
  out her name. Then, there is nothing 
  left in him but the music. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beatboxing Badboys 
   
  The Synth Weaver is the backbone of 
  any outstanding group. They skate 
  around the battlefield, literally, and 
  boost their allies in a multitude of 
  ways. Most Synth Weavers can seem 
  aloof or even goofy to the untrained 
  eye. But don't let their casual exterior 
  fool you. When pushed to a wall they 
  can be extremely deadly. Their ability 
  to assist their allies with even simple 
  actions, like attacking, makes them a 
  high priority target for those who 
  understand their power. 
  
   
  28 
  Synth Weaver            -Spell Slots per spell level-
   
  Level 
  Prof. 
  Bonus 
   
  Features 
  Cantrips 
  Known 
  Spells 
  Known 
   
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6th 
   
  7th 
   
  8th 
   
  9th 
  1 
  +2 
  Spellcasting, Synth 
  Weaver Hype (d6), 
  Roller Blades 
  2 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  +2 
  Bars of Adrenaline (d6) 
  2 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  +2 
  Breakdancing 
  Beatdown, Drop the 
  Bass (d8) 
  2 
  6 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  +2 
  Ability Score 
  Improvement 
  3 
  7 
  4 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  +3 
  Synth Weaver Hype 
  (d8), Roller Blades 
  Improvement, Fresh 
  Batteries 
  3 
  8 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  +3 
  Drop the Bass (d6) 
  3 
  9 
  4 
  3 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  +3 
  Breakdancing Beatdown 
  Second Attack, Magic 
  Amp 
  3 
  10 
  4 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  +3 
  Ability Score 
  Improvement 
  3 
  11 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  +4 
  Bars of Adrenaline (d8) 
  3 
  12 
  4 
  3 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  10 
  +4 
  Synth Weaver Hype 
  (d10), Roller Blades 
  Improvement, Spell 
  Bequeath (d4), Hype 
  Wave (2 allies) 
  4 
  13 
  4 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  +4 
  - 
  4 
  14 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  +4 
  Drop the Bass (d4), 
  Ability Score 
  Improvement 
  4 
  15 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  13 
  +5 
  Bars of Adrenaline 
  (d10), Breakdancing 
  Beatdown Third Attack 
  4 
  16 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  - 
  - 
  14 
  +5 
  Spell Bequeath (d6), 
  Hype Wave (3 allies) 
  4 
  17 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  - 
  - 
  15 
  +5 
  Synth Weaver Hype 
  (d12) 
  4 
  18 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  - 
  16 
  +5 
  Ability Score 
  Improvement 
  4 
  19 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  - 
  17 
  +6 
  Bars of Adrenaline (d12) 
  4 
  20 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  18 
  +6 
  Drop the Bass 
  (automatic), Spell 
  Bequeath (d8), Hype 
  Wave (4 allies) 
  4 
  21 
  4 
  3 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  19 
  +6 
  Ability Score 
  Improvement 
  5 
  22 
  4 
  3 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  20 
  +6 
  Bars of Adrenaline 
  (d20), Hype Wave (5 
  allies), Solar Charger 
  5 
  22 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  
   
  29 
   
  Support Class 
   
  We recommend this class for high skill 
  Users. Users choosing this class must 
  be good with cooperation and fair play. 
  This class is difficult to play if you tend 
  to solo missions. We recommend 
  teaming up with midsize groups or 
  small groups with advanced Users. 
  This is an extremely rewarding class 
  and can push an already great team to 
  unimaginable heights. We recommend 
  this class to anyone who enjoys 
  supportive roles. 
   
  Creating a Synth Weaver 
   
  Your love of music has allowed you to 
  tap into the rhythm of the universe. 
  You see the seams of creation where 
  others cannot. Everything in the 
  Retroverse marches to a specific beat 
  and if you can just find the beat, then 
  you can alter its frequency. Synth 
  Weavers lack the ability to change 
  reality directly but can add powerful 
  punctuations to the fabric of reality 
  when needed. 
  Synth Weavers live and die by the 
  sounds of the Retroverse. They are 
  almost always listening to music and 
  can seem distant or immature. While 
  this may be true of some, it is not true 
  of all. Some Synth Weavers build 
  songs and mixtape lists just for their 
  favorite friends to enjoy. Others hide 
  their music away, afraid that 
  popularity will ruin the purity of their 
  vision. Where did your love of 
  harmonious rhythms come from? 
  What genre of music best suits your 
  type of play? Whatever the style, you 
  can be assured of one thing, Synth 
  Weavers rock, literally. 
   
  Pre-gen Character 
   
  You can make a Synth Weaver quickly 
  by following these suggestions. First, 
  Dexterity should be your highest 
  ability score, followed by Charisma.  
  Second, choose the Prodigy 
  background. Third, take the Dancing 
  Lights and Wub Blast cantrip, along 
  with the following 1st-level spells 
  Healing Word, Thunder Wave, 
  Concussive Beats, and Crank Caller. 
   
  Class 
  Features 
   
  As a Synth Weaver, you gain the 
  following class features 
   
  Hit Points 
  Hit Dice: 1d6 per Synth Weaver Level 
  Hit Points at 1st Level: 6 + your 
  Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) 
  + your Constitution modifier per Synth 
  Weaver level after 1st. 
   
   
   
  
   
  30 
  Proficiencies 
  Armor: Light armor or Roller Blades 
  Weapons: Simple Weapons, Shortbow, 
  Lance, Scimitar, Whip 
  Tools: Chose two from Megaphone, 
  Brick Cellphone, Keyboard, Boombox, 
  Airhorn, Trumpet, Walkman, Keytar, 
  Saxophone, or Beatboxing Prowess. 
  More may be available at the GM's 
  discretion. 
   
  Saving Throws: Dexterity, Charisma 
  Skills: Choose three from Acrobatics, 
  Arcana, Athletics, Deception, Insight, 
  Intimidation, Medicine, Perception, 
  Performance, Persuasion, Sleight of 
  Hand, Survival. 
   
  Equipment 
  You start with the following 
  equipment, in addition to the 
  equipment granted by your 
  background: 
  • 
  (a) two daggers, (a) a lance, or 
  (c) a whip 
  • 
  an entertainer's pack 
  • 
  (a) a Megaphone or (b) any 
  other Musical instrument 
  • 
  A Shortbow and Rollerblades 
   
  Spellcasting 
   
  You have noticed that everything 
  within the Retroverse thrums to a 
  specific beat. Because of that you have 
  the ability to call forth magic from 
  within the places between the beats. 
  On occasion the powers pulled to you 
  are not the ones you intended. When 
  you cast a spell, roll a d20. On a 1, a 
  spell, that you know, of the same level 
  used is triggered, using the spell slot. 
  Which spell is up to the GM. If you do 
  not know another spell of that level 
  then a spell of lower level is used and 
  the spell slot originally intended for 
  use is expended. In this case you gain 
  any bonuses for casting a spell at a 
  higher level, if applicable. 
   
  Cantrips 
  You know two cantrips of your choice 
  from the Synth Weaver spell list. You 
  learn additional Synth Weaver cantrips 
  of your choice at higher levels, as 
  shown in the Cantrips Known column 
  of the Synth Weaver Table. 
   
  Spell Slots 
  The Synth Weaver table shows how 
  many spell slots you have to cast your 
  spells of 1st level and higher. To cast 
  one of these spells you must expend a 
  slot of the spell's level or higher. You 
  regain all expended spell slots when 
  you finish a long rest. 
  For example, if you know the 1st-
  level spell cure wounds and have a 1st-
  level and 2nd-level spell slot available, 
  you can cast cure wounds using either 
  slot. 
   
  Spells Known of 1st Level and 
  Higher 
  You know two 1st level spells of your 
  choice from the Synth Weaver spell 
  list. 
   
  
   
  31 
   
   
  The Spells Known column of the 
  Synth Weaver table shows when you 
  learn more Synth Weaver spells of 
  your choice. Each of these spells must 
  be of a level for which you have spell 
  slots, as shown on the table. For 
  instance, when you reach 3rd level in 
  this class, you can learn one new spell 
  of 1st or 2nd level. 
  Additionally, when you gain a level 
  in this class, you can choose one of the 
  Synth Weaver spells you know and 
  replace it with another spell from the 
  Synth Weaver spell list, which also 
  must be of a level for which you have 
  spell slots. 
   
  Spellcasting Ability 
  Dexterity is your spellcasting ability for 
  your Synth Weaver spells. Your magic 
  comes from the rests between the 
  beats of the world's heart and you 
  channel it through your own rhythmic 
  creations. You use your Dexterity 
  whenever a spell refers to your 
  spellcasting ability. In addition, you use 
  your Dexterity modifier when setting 
  the saving throw DC for a Synth 
  Weaver spell you cast and when 
  making an attack roll with one. 
   
  Spell Save DC = 8 + your proficiency 
  bonus + your Dexterity modifier 
  Spell attack modifier = your 
  proficiency bonus + your Dexterity 
  modifier 
   
   
  Ritual Casting 
  Because your spells rely on the 
  rhythm and tempo of the world to pull 
  the exact magic forward, you are not 
  able to cast any of you magic as a 
  ritual. By the time you would be able 
  to complete the spell the opportunity 
  for that particular magic would have 
  passed long ago. 
   
  Spellcasting Focus 
  You can use your musical instrument 
  as a spellcasting focus for your Synth 
  Weaver spells. 
   
  Synth Weaver Hype 
   
  Starting at 1st level you can get others 
  around you hyped through awesome 
  music and encouragement. To do so, 
  you use a bonus action on your turn to 
  choose one creature other than 
  yourself within 60 feet of you who can 
  hear you. That creature gains one 
  Hype die, a d6. 
  Once within the next 10 minutes, the 
  creature can roll the die and add the 
  number rolled to one ability check, 
  attack roll, or saving throw it makes. 
  The creature can wait until after it rolls 
  the d20 before deciding to use the 
  Hype die but must decide before the 
  GM says whether the roll succeeds or 
  fails. Once the Hype die is rolled, it is 
  lost. A creature can have only one 
  Hype die at a time. 
  You can use this feature a number 
  of times equal to your Charisma 
  modifier (a minimum of once). You 
  
   
  32 
  regain any expended uses once you 
  finish a long rest. 
  Your Hype die changes when you 
  reach certain levels in this class. The 
  die becomes a d8 at 5th level, a d10 at 
  10th level, and a d12 at 15th level. 
   
  Roller Blades 
   
  At 1st level you start with a pair of 
  roller blades. They are built to adapt to 
  nearly any surface and you do not 
  suffer extra penalties on normal 
  surfaces unless it is difficult terrain. On 
  difficult terrain you suffer 
  disadvantage on any Dexterity based 
  checks or saving throws while wearing 
  the Roller Blades. You may use an 
  action to take them off, losing the AC 
  bonus when you are not wearing 
  them. At 1st level they add +2 to your 
  Dexterity modifier as it applies to your 
  AC and Dexterity saves only. At 5th 
  level they change this bonus to +1.5 
  times your Dexterity modifier rounded 
  down. At 10th level this bonus is 
  changed to 2 times your Dexterity 
  modifier rounded down. 
  For example, as a 10th Level Synth 
  Weaver, with a Dexterity of 20, 
  wearing your Roller Blades, your AC 
  would be 20 and your Dexterity Saving 
  Throw bonus would be +14 (this 
  includes your proficiency bonus), 
  assuming no other bonuses are 
  applied. 
  You cannot wear any armor while 
  using the Roller Blades. 
   
   
   
   
  Bars of Adrenaline 
   
  Beginning at 2nd level, you can use 
  bumping beats or uplifting lyrical 
  goodness to help boost your allies. As 
  an action you use your music to give 
  all allies within 60 feet, that can hear 
  you, temporary hit points. Any ally can 
  use one of their hit die, if they have 
  one available to use; they gain that roll 
  plus 1d6 in temporary hit points. This 
  consumes their hit die in the process. 
  The temporary hit points last a 
  number of rounds equal to your level 
  divided by 2 (rounded down) + your 
  Charisma modifier (minimum of 1 
  round). Once you use this action you 
  cannot use it again until you have 
  finished a short rest or long rest. 
  The temporary hit point bonus 
  increases when you reach certain 
  levels in this class: to 1d8 at 9th level, 
  to 1d10 at 13th level, to 1d12 at 17th level, 
  and finally to 1d20 at 20th level. 
   
  Breakdancing Beatdown 
   
  Beginning at 3rd level, you hype 
  yourself up to attack with your 
  dancing moves and Roller Blades. The 
  Roller Blades do 1d6 + your Dexterity 
  modifier slashing damage. At 7th Level 
  you can attack twice with your Roller 
  Blades using this action. At 13th level 
  you can attack three times with your 
  Roller Blades using this action. 
   
  
   
  33 
  Drop the Bass 
   
  Beginning at 3rd level you gain the 
  ability to sync your rhythm to that of 
  your allies. As a reaction, when an ally 
  hits a target you can bring the blow 
  down with added force. Both you and 
  your target roll a d8, if the numbers 
  rolled match, then the ally’s attack is 
  considered a critical hit. You can use 
  this a number of times equal to your 
  Charisma modifier (minimum of once). 
  You regain all expended uses after a 
  long rest. The die used to synch your 
  rhythm changes to a d6 at 6th level, to 
  a d4 at 12th level, and is automatic at 
  18th level. 
  You cannot target yourself with this 
  action. If the target resists against this 
  skill, by will alone, they must make a 
  Charisma saving throw versus your 
  spell saving throw DC. The effect does 
  not take place if they save, but one use 
  of this ability is still consumed. 
   
  Power Up 
   
  When you reach 4th level, and again at 
  8th, 12th, 16th, and 19th level, you can 
  increase one ability score of your 
  choice by 2, or you can increase two 
  ability scores of your choice by 1. 
  Alternatively, you can gain one Feat. 
  You cannot increase an ability score 
  beyond 20 using this feature. 
   
   
   
   
  Fresh Batteries 
   
  At 5th level, you regain all uses of 
  Synth Weaver Hype when you finish a 
  short or long rest. 
   
  Magic Amp 
   
  At 7th level you gain the ability to boost 
  the damage your magic does. You do 
  this by synching your rhythm to that 
  of the magical essence of the world 
  and adding your own unique remixes 
  into it. When using your instrument as 
  a magical focus, you can add your 
  spell attack modifier to the damage, 
  even if the spell or cantrip does not 
  normally allow you to do this. The 
  damage is added after all normal 
  bonuses are applied to the spell. If the 
  spell already allows you to add your 
  spellcasting modifier, you may add it a 
  second time. This only works for 
  offensive or healing spells and does 
  not affect duration, range, or casting 
  times. 
   
  Spell Bequeath 
   
  At 10th level you can gift a spell slot to 
  an ally. At the cost of one Synth 
  Weaver Hype die you can roll a d4. 
  That roll is the level of spell slot you 
  can give to an ally. This counts as a 
  bonus spell slot, so even if your ally 
  has not used that spell slot they still 
  have your gifted one in addition. At 14th 
  level the die used increases to a d6. At 
  18th level the die used increases to d8. 
  
   
  34 
  For example, as a 15th level Synth 
  Weaver you spend one Hype die to use 
  this ability. You target the Cleric and 
  roll a d6, it lands on 4. The Cleric now 
  has an extra use of any 4th level spell 
  they know. 
  You must finish a long rest before you 
  can use this ability again. 
   
  Hype Wave 
   
  At 10th level you can choose to spend 
  more than one Hype die to assist more 
  than one ally. When using Synth 
  Weaver Hype, you can choose two 
  allies to receive the Hype die 
  simultaneously. This consumes two 
  uses of your Synth Weaver Hype 
  ability.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You may not use any bonus actions or 
  reactions on the same round that you 
  use this ability. 
  At 14th level this increases to three 
  allies and three uses. At 18th level this 
  increases to four allies and four uses. 
  At 20th level this increases to five allies 
  and five uses. You can only target as 
  many allies as you have uses of Synth 
  Weaver Hype for and that your level 
  permits. 
   
  Solar Charger 
   
  At 20th level, when a new round starts, 
  and you have no uses of Synth Wave 
  Hype left, you regain one use. 
   
   
  
   
  35 
  De-Fragger 
    
  The fool was drunk, surrounded by 
  “friends”, and too proud for his own 
  good. That's why she kept her cool for 
  heresy about The Brothers, all over the 
  table, her patience ran dry. Seconds 
  later and he was hanging in the air by 
  his neck. His friends had drawn 
  weapons to help, but so had she. Two 
  arms on him and her other two 
  defending her back. They knew now 
  what they were dealing with and how 
  her code forced her to eradicate 
  corruption, and oh, was their friend 
  corrupted. 
   
  The horde had stopped at his light and 
  was held back, for now. Holding his 
  brilliant holy icon to the peak of his 
  reach, he called out to any god  
  that would listen. He was a  
  lone candle, in a swarm  
  of moving blackness,  
  stretching as far  
  as he could see.  
  His friends, in the warmth  
  of this respite, regathered their 
  strength. His faith had been broken, his 
  spirit shattered, but somewhere, 
  someone 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. 
  “Goodbye.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  36 
  The Wall against 
  Degradation 
   
  A De-Fragger is called to stand against 
  chaos. The world is full of corruption 
  and they have made it their solemn 
  duty to stamp it out to their dying 
  breath. All De-Fraggers work towards 
  this goal, though their methods may 
  differ wildly. You need power to keep 
  depredation at bay, and that power can 
  come from many different places. 
  Most find it through a patron god, 
  some find it through their own need 
  for order, and still others find power 
  within the corruption. 
  De-Fraggers are masters of combat, 
  cutting down swarms of enemies in 
  brilliant flashes of retribution. They are 
  also stalwart defenders of those 
  within their charge. Giving them not 
  only healing, but guidance, assurance, 
  and compassion. They are natural born 
  leaders and many stories end with 
  them sacrificing their life for those 
  they were sworn to protect. 
   
  A Cure for Corruption 
   
  De-Fraggers are among the few who 
  can actually fight against the source of 
  corruption. Many people can fight off a 
  data-rotted corpse, but few can 
  expunge that rot from the corpse's 
  body. Because of this they are in high 
  demand among adventuring parties 
  and communities alike. None stay in 
  one place for very long. Once the 
  corruption has been expunged from 
  that area they are driven to seek out 
  need elsewhere. Only their patron god 
  is a constant, and even then,  
  De-Fraggers have been known to 
  abandon them if they find evidence of 
  corruption within their power. Their 
  unending quest to bring order to the 
  world leads them on many adventures 
  and is almost always their final 
  undoing. There are scant tales of a  
  De-Fragger living to a ripe age. 
  A De-Fragger is a frightful thing to 
  behold in a battle. They are a terrible 
  storm against any opposition, leaving 
  foes broken underfoot. Troops rally 
  behind them, adventuring parties lean 
  on their strength, and children read 
  stories of their deeds. Few dare to 
  stand against them, but those who can 
  are dangerous beings indeed. 
   
  Creating a De-Fragger 
   
  De-Fraggers have one goal in life, to 
  eradicate any corruption within the 
  world. Literal or figurative, they are 
  drawn to it like moths to a flame. This 
  need will eventually consume them, 
  but they will burn brilliantly in their 
  quest for balance. When creating your 
  De-Fragger think about how why you 
  desire to keep the corruption at bay. 
  Did you lose your family to a ravenous 
  beast, one that shouldn’t have even 
  existed? Did you see the exploits of 
  other De-Fraggers and wish to become 
  like them? Were you called upon by a 
  long-forgotten god to strike out on an 
  obscure journey? Did you grow tired of 
  seeing good men stand by and do 
  
   
  37 
  nothing, deciding to take matters into 
  your own hands? Were you trained by 
  an aged De-Fragger, assigning his 
  unfinished business to you? 
  Now that you have chosen this life, 
  what struggles have you faced? Do 
  people run from you, fearful of your 
  strength? Have you found fame within 
  your deeds? If so, how does that affect 
  your ability to truly protect? Does the 
  thought of a normal life nag at the 
  back of your mind? Are you good at 
  stamping out erroneous aberrations, 
  or do you struggle with even the 
  simplest monsters? What have you 
  been unable to leave behind? 
  Because of their devotion to 
  eradicating chaos, De-Fraggers are 
  rarely of chaotic alignment. Most are 
  Lawful in some regard as many find it 
  unthinkable to tolerate even a small 
  amount of corruption. Keep in mind 
  how your alignment influences the 
  way you see the world and those 
  around you. Also consider how others 
  view you and your unbending 
  convictions. Do these standards come 
  from within or are they at the decree 
  of your deity? 
   
  Balance in All Things 
   
  Users playing this class are often 
  those who seek out leadership 
  positions. They should have the ability 
  to support and embolden their team 
  members. A selfless attitude will go a 
  long way in ensuring you can play this 
  class to its full effect. New Users may 
  find comfort in the balance of this 
  class. Experienced Users will be able 
  to use this class to carry their team 
  through challenges that would be 
  impossible without them. 
   
  Pre-gen Character 
   
  You can make a De-Fragger quickly by 
  following these suggestions. First, 
  Constitution should be your highest 
  ability score, followed by Charisma. 
  Second, choose the Hero background. 
  When a skill refers to corruption it is 
  speaking of the literal game mechanic, 
  not to the figurative corruption that 
  lies within one’s soul, though the latter 
  kind is insufferable to a De-Fragger as 
  well. 
   
  Class 
  Features 
   
  As a De-Fragger, you gain the 
  following class features 
   
  Hit Points 
  Hit Dice: 1d10 per De-Fragger level 
  Hit Points at 1st Level: 10 + your 
  Constitution modifier 
  Hit Points at Higher Levels: 1d10 (or 5) 
  + your Constitution modifier (doubled 
  with the Stable Core feature) per De-
  Fragger level after 1st. 
   
   
   
   
  
   
  38 
  De-Fragger                                        
    -Spell Slots per Spell Level-
   
  Level 
  Prof. 
  Bonus 
   
  Features 
   
  1st 
   
  2nd 
   
  3rd 
   
  4th 
   
  5th 
   
  6th 
  1 
  +2 
  Halt Degradation, Array of Hands 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  +2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  +2 
  Turn Corrupted, De-Frag Strike 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  +2 
  Power Up, Incorruptible 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  +3 
  Spellcasting, Stalwart Shield 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  +3 
  Live Giver 
  3 
  1 
  - 
  - 
  - 
  - 
  7 
  +3 
  Cure Corruption 
  3 
  1 
  - 
  - 
  - 
  - 
  8 
  +3 
  Power Up 
  3 
  1 
  - 
  - 
  - 
  - 
  9 
  +4 
  - 
  4 
  1 
  - 
  - 
  - 
  - 
  10 
  +4 
  Stable Core 
  4 
  2 
  1 
  - 
  - 
  - 
  11 
  +4 
  Incorruptible Improvement 
  4 
  2 
  1 
  - 
  - 
  - 
  12 
  +4 
  Power Up 
  4 
  2 
  1 
  - 
  - 
  - 
  13 
  +5 
  Flash of Life 
  4 
  2 
  2 
  1 
  - 
  - 
  14 
  +5 
  Powerhouse 
  4 
  2 
  2 
  1 
  - 
  - 
  15 
  +5 
  Flashback 
  4 
  2 
  2 
  1 
  - 
  - 
  16 
  +5 
  Power Up 
  4 
  3 
  2 
  1 
  - 
  - 
  17 
  +6 
  Courageous Shout 
  4 
  3 
  2 
  2 
  1 
  - 
  18 
  +6 
  - 
  4 
  3 
  3 
  2 
  1 
  - 
  19 
  +6 
  Power Up, Incorruptible Improvement, Hero’s Surge 
  4 
  3 
  3 
  2 
  1 
  - 
  20 
  +6 
  Last Chance 
  4 
  3 
  3 
  3 
  2 
  1 
  Proficiencies 
  Armor: All armor, shields 
  Weapons: Simple weapons, martial 
  weapons, improvised weapons 
  Tools: None 
   
  Saving Throws: Constitution, Charisma 
  Skills: Choose two from Acrobatics, 
  Athletics, History, Insight, Intimidation, 
  Medicine, Perception, Persuasion, and 
  Religion. 
   
  Equipment 
  You start with the following 
  equipment, in addition to the 
  equipment granted by your 
  background: 
  • 
  a martial weapon and a shield. 
  • 
  (a) a Great Shield or (b) four 
  short swords 
  • 
  (a) a priest’s pack or (b) an 
  explorer's pack 
  • 
  Ring mail and a holy symbol 
   
  Halt Degradation 
   
  Your oath to stamping out decay has 
  made you acutely aware to corruption 
  within creatures. As a free action, if 
  you are within 60 feet of a creature, 
  you can sense their corruption if it is 3 
  layers or higher. At 6th level you can 
  detect if a creature within 60 feet is 
  suffering from 2 layers or more of 
  corruption. At 12th level you can detect 
  if a creature within 60 feet is suffering 
  from 1 layer of corruption or more. 
   
   
   
  
   
  39 
  Array of Hands 
   
  One unique trait of a De-Fragger is an 
  additional set of arms. Why every  
  De-Fragger has them is not fully 
  understood, much like a holy symbol, 
  all De-Fraggers share this trait. You 
  could have acquired yours from your 
  god, spiritual arms that sprout from 
  your back when needed. Maybe you 
  designed a robotic set that spring to 
  life at your call. You could have come 
  into contact with some unstable 
  magic, giving you control over the 
  gorilla arms hanging on your form. 
  The exact style and origin of your extra 
  arms is up to you. 
  Controlling and “activating” these 
  arms is extremely taxing on your body 
  and mind. For this reason, De-Fraggers 
  only use them when they have to. 
  When you activate them, by using a 
  bonus action, you can control them 
  just as well as your normal arms. You 
  can only sustain their energy for a 
  number of rounds equal to your 
  proficiency bonus before you finish a 
  short or long rest. You must decide at 
  the beginning of your turn, while they 
  are active and before you take any 
  actions, to continue using this feature 
  or to deactivate it. If you end the 
  feature before you have reached a 
  number of rounds equal to your 
  proficiency bonus, you may use the 
  remaining rounds later, before taking a 
  short or long rest. Once you have used 
  this feature a number of times equal 
  to your proficiency bonus, in one day, 
  you gain one level of exhaustion. The 
  mental and physical focus required to 
  keep these arms active and useful is 
  so great that you may not use any 
  features from other classes (such as if 
  you are multi-classed) while they are 
  active. 
  While they are active you have the 
  ability to use all 4 arms within one 
  round as your attack option. 
  Depending on what is in each hand 
  determines how you attack within that 
  round. If using more than one weapon 
  with this feature, you use the effects 
  of Two-Weapon Fighting, that is, you 
  do not add your ability modifier to any 
  hit made after the first, unless the 
  modifier is negative. 
  For example, while this feature is in 
  use, if you are wielding 4 short swords 
  (or some other one-handed weapon) 
  you may attack 4 times that round, 
  once with each arm. Only the first 
  attack will receive the Strength (or 
  Dexterity) modifier. If you have two 
  shields and a two-handed weapon you 
  may attack once, and you gain a +4 to 
  your AC. If you have one shield, one 
  one-handed weapon, and one-two 
  handed weapon, you gain +2 to your 
  AC, can strike once with the two-
  handed weapon and strike once with 
  the one-handed weapon, with the first 
  strike being the only one that gains the 
  Strength (or Dexterity) bonus modifier 
  to the attack. 
   
   
   
   
   
  
   
  40 
  Turn Corrupted 
   
  At 3rd level you can channel your 
  divine might into your holy symbol, 
  forcing corrupted creatures away from 
  you. As an action, you present you 
  holy symbol and command a prayer 
  unbearable to corrupted creatures. 
  Each corrupted creature that can see 
  or hear you within 30 feet must make 
  a Wisdom saving throw. If the creature 
  fails its saving throw, it is turned for 1 
  minute or until it takes damage. 
  A turned creature must spend its 
  turns trying to move as far away from 
  you as it can and can’t willingly move 
  to a space within 30 feet of you. It also 
  cannot take reactions. For its turn, it 
  can only use the Dash action, try to 
  escape from an effect that prevents it 
  from moving, or attack you with 
  ranged attacks. If there's nowhere to 
  move, the creature can use the Dodge 
  action. 
   
  De-Frag Strike 
   
  Starting at 3rd level, when you hit a 
  creature with a melee attack, you can 
  expend 5 of your own hit points to 
  deal De-Fragmentation damage to the 
  target, in addition to the melee attack's 
  damage. The extra damage is 2d8 for 
  5 hit points, plus 1d8 for another set of 
  5 hit points, to a maximum of 5d8. If 
  this attack is against a corrupted 
  creature, that creature must succeed 
  on a Constitution saving throw or be 
  paralyzed for 1 round. You draw this 
  power from your own body and cannot 
  use temporary hit points to activate it. 
  For example, a 10th level De-Fragger 
  makes a melee attack with a short 
  sword against a corrupted Triceratops. 
  The De-Fragger uses 20 hit points so 
  the attack does the normal attack 
  damage plus 5d8 and the Triceratops 
  must make a Constitution saving 
  throw against your spell save DC or be 
  paralyzed for 1 round. 
   
  Power Up 
   
  When you reach 4th level, and again at 
  8th, 12th,16th, and 19th you can increase 
  one ability score of your choice by 2, 
  or you can increase two ability scores 
  of your choice by 1. Alternatively, you 
  can gain one feat. You cannot increase 
  an ability score above 20 using this 
  feature. 
   
  Incorruptible 
   
  By 4th level you have become all but 
  immune to the effects of corruption. 
  You have advantage on saving throws 
  made against corruption. 
  By 11th level you are completely 
  immune to corruption, except in 
  extremely overwhelming cases. You 
  take half damage from all corruption 
  effects or damage and succeed on any 
  saving throw against corruption. 
  By 19th level you are no longer 
  bothered by average corruption and 
  can only be harmed by extreme 
  corruption at the GM's discretion. You 
  
   
  41 
  are immune to any corruption damage 
  from any attack and automatically 
  succeed on any saving throw against 
  corruption. 
  For example, at 11th level a corrupted 
  skeleton hits you with its sword. You 
  take full damage from the sword but 
  only half damage from the corruption 
  effect and you succeed against any 
  corruption affects you would have 
  received. 
   
  Spellcasting 
   
  By 5th level, you have learned to draw 
  from your stalwart faith and usher 
  forth magic from the divine might of 
  your god or inner flame. You channel 
  this energy through your holy symbol 
  and expel it with same force of a cleric 
  or paladin. 
   
  Preparing and Casting Spells 
  The De-Fragger table shows how 
  many spell slots you have to cast your 
  spells of 1st level and higher. To cast 
  one of these spells, you must expend a 
  slot of the spell's level or higher. You 
  regain all expended spell slots when 
  you finish a long rest. 
  You prepare the list of De-Fragger 
  spells that are available for you to 
  cast, choosing from the 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 down 
  (minimum of 1 spell). The spells must 
  be of a level for which you have spells 
  slots. Casting a spell does not remove 
  it from your list of prepared spells. 
  You can change your list of 
  prepared spells when you finish a long 
  rest. Preparing a new list of De-
  Fragger spells requires time spent in 
  communion with your patron and/or 
  meditating to re-center your hardened 
  ideals. You must do this for at least 1 
  minute per spell level for each spell on 
  your list.   
   
  Spellcasting Ability 
  Wisdom is your spellcasting ability for 
  De-Fragger spells because your magic 
  comes from your own inner fortitude 
  or reliance on faith. You use your 
  Wisdom whenever a spell refers to 
  your spellcasting ability. You also use 
  your Wisdom modifier when setting 
  the saving throw DC for a De-Fragger 
  spell you cast and when making an 
  attack roll with one. 
   
  Spell save DC = 8 + your proficiency 
  bonus + your Wisdom modifier 
  Spell attack modifier = your 
  proficiency bonus + your Wisdom 
  modifier 
   
  Spellcasting Focus 
  You can use your holy symbol as a 
  spellcasting focus for your De-Fragger 
  spells. 
   
  Stalwart Shield 
   
  At 5th level you can summon a barrier 
  to protect yourself and those close to 
  
   
  42 
  you. Using an action, you spread two 
  of your arms wide and summon a 
  sphere shield with a 10-foot diameter 
  around yourself. Your movement 
  speed is reduced to 0 and you must 
  concentrate as if you were casting a 
  spell, it also requires two of your arms 
  to be occupied to keep the shield's 
  integrity. If two non-hostile creatures, 
  of medium size or smaller, are within 
  5 feet of you when this feature is used, 
  they are inside the sphere with you. If 
  there are more than 2 non-hostile 
  creatures then all but two are pushed 
  out, you decide which two remain. If a 
  hostile creature is within 5 feet of you 
  they must make a Constitution saving 
  throw versus your spell save DC or be 
  pushed out, otherwise they are 
  trapped in the sphere with you. The 
  shield can be maintained a number of 
  rounds equal to your Constitution 
  modifier and disappears after that. 
  The sphere has hit points equal to 
  your maximum hit points, an AC of 10, 
  cannot move, and automatically fails 
  any saving throws. Nothing can pass 
  through, in or out, even creatures on 
  the ethereal plane. The sphere is not 
  considered magical and is not subject 
  to any anti-magic spells. Once the 
  shield drops to 0 hit points, it shatters. 
  Any excess damage from the attack, 
  which destroys the shield, is 
  transferred to you, without saving 
  throws, even if the attack had an area 
  of effect. 
  You can use this feature once 
  before finishing a long rest. 
  Anyone hiding behind the shield, but 
   
   
  not inside it, gains half cover. 
   
  Life Giver 
   
  Starting at 6th level, when you touch a 
  creature other than yourself, you can 
  transfer your life energy into them.  
  Using an action and at a cost of 2 hit 
  points, you can heal a willing creature 
  for 1 hit point. The number of hit points 
  you can use for this feature is equal to 
  your De-Fragger level times 20. You 
  may use this feature a number of 
  times equal to your Constitution 
  modifier before finishing a long rest. 
  This has no effect on undead or 
  unwilling creatures. 
   
  Cure Corruption 
   
  By 7th level you have found another 
  way to restore the broken creatures 
  
   
  43 
  you encounter in the world. If a 
  creature has a layer of corruption, you 
  may use an action to spend 10 of your 
  own hit points to try and fix their 
  erroneous framework. For every 10 hit 
  point you sink into the creature, you 
  erase one level of corruption. You do 
  not naturally know how many levels of 
  corruption a creature has, and you 
  must try and cure it completely when 
  using this feature. If you are reduced 
  to 0 hit points this way, you are 
  considered stable but unconscious. If 
  you are reduced to 0 hit points and the 
  corruption is not completely cured, it 
  is instead cured 1 level for every 10 hit 
  points you expended before reaching 0 
  hit points. You can use this feature on 
  yourself for the same hit point cost. 
  Curing a corrupted creature does 
  not mean it will no longer be hostile, 
  simply that it has been restored to 
  normal. 
  For example, a corrupted dragon is 
  attacking your party. It is suffering 
  from 5 levels of corruption. You use 
  this ability to try and cure it and are 
  instantly drained of 50 hit points, 
  curing the creature. It is still hostile to 
  the party and continues to attack but 
  is no longer corrupted and does not 
  deal corruption damage. 
   
  Stable Core 
   
  By 10th level your solid convictions 
  have not only changed your spirit, they 
  have changed your body. Your 
  incredibly stable form grants you 
  advantage on Constitution saving 
  throws and doubles the hit point 
  increase you receive from your 
  Constitution bonus from this level 
  onwards. When you receive this 
  feature, you do not gain the bonus to 
  your hit points for each level under 10, 
  only for levels 10 and above in this 
  class. 
   
  Flash of Life 
   
  At 13h level you have such inner 
  strength that you can command your 
  body to heal itself in a burst of 
  restorative energy. As an action you 
  can use a number of hit dice equal to 
  your proficiency modifier and heal the 
  amount you roll. The hit dice you used 
  are expended until you finish a long 
  rest. You can use this feature once 
  before finishing a long rest. 
   
  Powerhouse 
   
  At 14th level you negate the penalty of 
  Two-Weapon Fighting. Every attack 
  you make with any arm receives the 
  full damage bonus. 
   
  Flashback 
   
  At 15th level your bubble shield has 
  become so strong that it can knock 
  attacks back at opponents. If a 
  creature makes a melee weapon 
  attack against your shield, they must 
  make a Dexterity saving throw against 
  your spell save DC or take damage 
  equal to half the damage they dealt to 
  
   
  44 
  your shield. Your shield still takes full 
  damage regardless of if they fail the 
  save or not. 
   
  Courageous Shout 
   
  At 17th level, as a reaction at the 
  beginning of the round, 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, for that round. You can 
  use this feature 3 times before 
  finishing a long rest. 
   
  Hero's Surge 
   
  At 19th level you can use a bonus 
  action to call upon all your reserve 
  energy and surge with terrific force. 
  For a number of rounds equal to your 
  Constitution bonus, your proficiency 
  bonus is added to your damage bonus. 
  You must finish a long rest before 
  using this feature again. 
   
  Last Chance 
   
  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 make a Constitution 
  saving throw, DC 20. If you succeed 
  you are dropped down to 1 hit points 
  and may use one reaction or one 
  bonus action immediately. 
   
   
   
   
  
   
  45 
  Goreangyr 
   
  A Half-Elf commands his Velociraptor 
  companion to change into its Exo-Xord 
  form. He feels the circuits connecting 
  to his skin, receives feedback from the 
  mech, and watches the displays inside 
  come to life. He stands now, piloting 
  his Xord, 10 feet of metal and 
  electricity. The shining humanoid 
  construct matches his own 
  movements, wielding an enormous 
  club. He points it somewhere in the 
  horizon, then charges. With a terrible 
  crunch he sends the Goblin flying high 
  into the air. He smiles to himself inside 
  his mech as the readout gives him a 
  positive kill. Then he turns to face the 
  rest of his awestruck party and the 
  pack of Goblins. Through his suit, 
  speakers blare his own voice “Who's up 
  for some Goblin Ball!?” he says, 
  charging another foe. 
   
  The Wo’nari hung motionless is the 
  dark, chains digging into his wrists. 
  They would come for him soon, take 
  him before their “jury” and convict him 
  of laws that had no right to bind him. 
  He knew this would happen and he 
  could not stop any of it. They had 
  smashed his companion, taken his 
  Recaster, and now he was just a 
  normal Wo’nari again. With a sigh he 
  hangs his head in defeat, finally at a 
  loss for words. Presently a small mewl 
  is heard from the window bars. 
  Looking up he spots it, face smashed 
  in, missing two legs, and scooting his 
  Recaster. His poor cat Xord, he would 
  fix her right and these idiots would pay 
  for their actions. The cat slapped the 
  Recaster with its tail, spinning it 
  directly into his open palm. As the 
  power reentered his veins he thought 
  of all the different ways to say 
  “retribution.” 
   
  The party stood, hands glued to their 
  foreheads. She looked expectantly 
  from one to the other. Their foe laid in 
  a heap at their feet, a powerful wizard 
  with dire intentions.  
   
   
  
   
  46 
  After a breath had passed and the 
  party had still not given her validation, 
  she began to wonder if they had 
  understood her meaning. Were they 
  really so daft? Sputtering, she spoke 
  “Get it, guys? Like-” she pointed down 
  to the broken mage “because he's a 
  magic user. Right?” The party began 
  shaking their heads in anticipation. 
  “So,” she grinned “now he's a SORE-
  cerer.” before bursting into fits of 
  laughter. They didn't get it, clearly, but 
  she would liven these dullards up 
  eventually.    
   
  From Zero to Hero 
   
  Goreangyrs are not your typical 
  adventurers. They often have a 
  convoluted or even mundane 
  background. They did not choose the 
  power that they wield, but by some 
  fate, fluke, or outright mistake, they 
  have it now. Given a Recaster, the 
  source of their new strength, they 
  have become something more than 
  their boring lives could would ever 
  have allowed. Now they roam the land, 
  constantly in search for the next 
  exciting challenge or thrill. Accounts of 
  battles between Goreangyrs are 
  woven into children's games but their 
  rarity makes such epic fights feel 
  more myth than truth. 
  Their animal companion, or Xord as 
  they are known, is a robotic construct. 
  It behaves in the same ways as its 
  normal counterpart but is so much 
  more to the Goreangyr. It serves as a 
  protector, friend, and giant robot that 
  they can pilot. When a Xord 
  transforms, it becomes one with its 
  Goreangyr and the two wield 
  tremendous power.  
  Through they may seem like rogue 
  agents, Goreangyrs are beholden to 
  some force. Sometimes a great 
  mentor has trained them to take up 
  this honor. Sometimes an entity of 
  mystery calls upon them for unknown 
  reasons. Other times the spirit of the 
  previous Goreangyr gives them 
  guidance. When not fighting for their 
  cause, they often consult this being for 
  guidance. Not all of these powerful 
  beings want what is best for their 
  pupil, driving a few Goreangyrs to 
  rebel against their guide. If the 
  Goreangyr's will is strong enough, they 
  can retain the power of their Recaster 
  and break free of the negative 
  influence. 
   
  Bequeathed Greatness 
   
  The Recaster, a small item whose 
  shape and design is different 
  depending on who it came from, is the 
  source of a Goreangyr’s abilities. 
  Without it they would be a lowly shop 
  keep, bar hand, or farmer. Because 
  they have not worked for their skill 
  they can often seem overly confident. 
  In battle they are constantly berating 
  their foes, snapping one-liners and 
  mercilessly taunting them. This 
  attitude sometimes extends to their 
  teammates as well as Goreangyrs 
  often cannot accept their own 
  shortcoming and blame their team for 
  
   
  47 
  failures. Teams of Goreangyrs usually 
  disband quickly because of this 
  attitude. However, with the proper 
  mentors and a desire to learn from 
  their mistakes, Goreangyrs can 
  sometimes become amazing 
  teammates, full of encouragement 
  and enthusiasm. 
  Most have given up the life they 
  once had. Dedicating themselves to 
  using their powers to change the 
  world, for better or for worse. Some 
  others have trouble leaving their loved 
  ones and instead of roaming, choose 
  to stay and become protectors of their 
  home. Either way, their very presence 
  seems to attract undesirable attention. 
  Their lives are often fraught with 
  struggle and their amazing powers are 
  matched with amazing loss. 
   
  Creating a Goreangyr 
   
  Not all Goreangyrs are good, not all 
  are meant to be chosen, and not all 
  enjoy the life they have. Consider your 
  mundane origin. Were you a student, 
  struggling to get through each day? 
  Did you toil away at your profession, 
  restless in mind and spirit? Did you 
  crave adventure, but your body 
  refused to co-operate? How old were 
  you when the powers came to you? Do 
  you have your whole life ahead of you 
  and this new responsibility is getting in 
  the way of your plans? Or do you 
  resent not getting it sooner? 
  How does your alignment affect 
  your new identity? Have you chosen to 
  become a hero for truth and justice? 
  Do you seek to use your powers in 
  bloody conquest? Do you revel in life 
  threatening adventures and seek out 
  chaos for the sake of chaos? Are you 
  using your abilities for personal 
  growth, or for personal gain? How 
  does your alignment differ from your 
  mentor's and how does that affect 
  your relationship with them? 
  When you chose your Xord animal, 
  why did you choose that one? Do they 
  have special significance to you? Do 
  you just think they are cool? Do you 
  use them to strike fear into your foes 
  or to calm frightened onlookers? Do 
  you prefer them to join you in glorious 
  battle, to act as a spy, or to be a liaison 
  between you and the world? 
   
  Triple Threat 
   
  The Goreangyr is a formidable 
  opponent on their own. When 
  combined with their Xord, as a pilot or 
  otherwise, they become the stuff of 
  legends. Users wanting to play a 
  bombastic and unique class are 
  encouraged to choose this one. While 
  not required for play, it is strongly 
  recommended that you spend time to 
  think about witty one-liners to deliver 
  to your foes, just before their defeat. 
   
  Pre-gen Character 
   
  You can make a Goreangyr quickly by 
  following these suggestions. First, 
  Dexterity should be your highest 
  ability score, followed by Charisma. 
  
   
  48 
  Second, choose the Rebel background. 
  Then take a Panther as your Xord. 
   
  Class 
  Features 
   
  As a Goreangyr, you gain the following 
  class features 
   
  Hit Points 
  Hit Dice: 1d8 per Goreangyr level 
  Hit Points at 1st Level: 8 + your 
  Constitution modifier 
   
  Hit Points at Higher Levels: 1d8 (or 5) 
  + your Constitution modifier per 
  Goreangyr level after 1st. 
   
  Proficiencies 
  Armor: Goreangyr Uniform, Shields 
  Weapons: Simple Weapons, martial 
  weapons 
  Tools: One set of Artisan's tools 
   
  Saving Throws: Dexterity, Charisma 
  Skills: Take Animal Handling. Then 
  choose two from Acrobatics, Insight, 
  Intimidation, Nature, Perception, 
  Performance, Persuasion, Sleight of 
  Hand, Stealth, and Survival. 
   
  Goreangyr 
   
  Level 
  Prof. 
  Bonus 
   
  Features 
  1 
  +2 
  Recaster and Forms, Goreangyr Uniform, Xord 
  2 
  +2 
  Xord Link 
  3 
  +2 
  Exo-Xord 
  4 
  +2 
  Power Up, Xord Vision 
  5 
  +3 
  Xord Hit Point Improvement, Extra Attack (Goreangyr), Exject, Roll With It 
  6 
  +3 
  Weak Spot 
  7 
  +3 
  Sweet Flips 
  8 
  +3 
  Xord Link Improvement, Power Up, Mentor's Knowledge 
  9 
  +4 
  Goreangyr Uniform Improvement, Exo-Overdrive, Sensei's Teachings 
  10 
  +4 
  Xord Hit Point Improvement, Xord Evolution 
  11 
  +4 
  Sweet Kicks 
  12 
  +4 
  Power Up 
  13 
  +5 
  Extra Attack (Exo-Xord) 
  14 
  +5 
  Deflectors 
  15 
  +5 
  Xord Hit Point Improvement, Xord Evolution Improvement 
  16 
  +5 
  Sensei's Teachings Improvement 
  17 
  +6 
  Power Up, Extra Attack (Goreangyr), Exo-Overdrive Improvement 
  18 
  +6 
  Xord Link Improvement, Goreangyr Uniform Improvement, Weak Spot Improvement 
  19 
  +6 
  Quick Transform 
  20 
  +6 
  Xord Hit Point Improvement, Xord Evolution Improvement 
   
   
   
   
  
   
  49 
  Equipment 
  You start with the following 
  equipment, in addition to the 
  equipment granted by your 
  background: 
  • 
  a Recaster 
  • 
  a Shield 
  • 
  (a) any two simple melee 
  weapons, or (b) any martial 
  melee weapon 
  • 
  (a) a Longbow, or (b) a 
  Longsword 
  • 
  a Xord Ultra Weapon (unlocked 
  at 3rd level) 
  • 
  One set of Artisan's Tools 
  • 
  (a) a dungeoneer’s pack, or (b) 
  an explorer's pack 
   
  Recaster & Forms 
   
  The source of your power is a small 
  device called the Recaster. It gives you 
  abilities beyond your own, provides 
  you with protection, gifts you with 
  combat prowess, and links you to your 
  Xord. Without it, you are as average as 
  any other person. This class is divided 
  into 3 separate forms with each ability 
  only usable by certain forms. If an 
  ability does not have the tag for a 
  specific form, then you cannot use it 
  with that form. 
  Nobody: You are average in almost 
  every regard. Your stats are those of a 
  Commoner, with the exception of your 
  racial abilities. You can still command 
  your Xord in this form but cannot pilot 
  it. If you do not use your Recaster 
  within one week, your Xord will vanish 
  and you must change into your 
  Goreangyr form and bind with another 
  Xord to reclaim their strength. 
  Goreangyr: You are an amazing 
  warrior, excelling at nearly everything 
  you do with little effort. You can 
  command your Xord and use all 
  Goreangyr abilities associated with 
  them. Transforming from the Nobody 
  form into this form uses a bonus 
  action. You may stay in this form as 
  long as you like but cannot sleep in 
  this form. 
  Exo-Xord: By 3rd level you can 
  command your Xord to transform into 
  a large humanoid. It opens and 
  envelops you, allowing you to pilot it 
  from the inside. It cannot act without 
  you while it is transformed into this 
  state. See the Exo-Xord feature for 
  durations and abilities. 
   
  Goreangyr Uniform 
   
  The Recaster, when used to turn into 
  your Goreangyr form, replaces your 
  clothing with a tight uniform and a 
  helmet that encases your head. The 
  uniform and helmet design are up to 
  you, but it should closely represent 
  your Xord companion. This suit may 
  appear thin but is resistant to attacks, 
  arcing and sparking against blows that 
  would normally tear through such 
  fabric. It also regulates your 
  temperature the same way normal 
  clothing would. 
  The visor in your helmet provides 
  you with real time combat data. By 9th 
  level you have become so attuned to it 
  
   
  50 
  that you gain advantage on saving 
  throws against surprise attacks and 
  illusions. 
  While wearing your Goreangyr 
  Uniform your AC equals 10 + your 
  Dexterity modifier + your Strength 
  modifier. At 18th level your armor is 
  considered magical for the purposes 
  of combat. 
   
  Xord (Goreangyr) 
   
  When you choose this class, you gain a 
  Xord companion. It is a robotic ally 
  that follows alongside you on your 
  journey and is programmed to aid you 
  in whatever way it can. Choose any 
  aberration, beast, dragon, fiend, or 
  elemental. The creature must be of 
  medium size and have a challenge 
  rating of 1/4 or lower and may not be a 
  swarm. Add your proficiency bonus to 
  the creature's attack rolls, damage 
  rolls, and to any saving throws and 
  skills it is proficient in. Its hit point 
  maximum is equal to the hit point 
  number in its stat block plus 2 x your 
  proficiency bonus. This changes to 4 x 
  your proficiency bonus at 5th level. 
  Again, to 6 x your proficiency bonus at 
  10th level. Again, to 8 x your proficiency 
  bonus at 15th level. And once more, to 
  10 x your proficiency bonus at 20th 
  level. Like all creatures, it can spend 
  Hit Dice during a short rest to regain 
  hit points. 
  A Xord has the same alignment as 
  the base creature it was chosen from. 
  Consider how this affects your 
  relationship if the alignment differs 
  from yours. 
  The Xord will obey your commands 
  to the best of its ability. It takes its turn 
  on your initiative, but it will not take an 
  action unless you command it to do 
  so. On your turn, as a free action, you 
  can verbally command the beast 
  where to move. You can use you action 
  to verbally command it to take the 
  Attack, Dash, Disengage, Dodge, Help, 
  or Transform action. Once you have 
  the Extra Attack feature, you can make 
  one weapon attack yourself on the 
  same round that you command the 
  Xord to take the Attack or Transform 
  action. 
  If you are incapacitated or absent, 
  the Xord acts on its own, prioritizing 
  your protection and safety. In this 
  state it will gladly give up its own life if 
  it believes that doing so would save 
  you. It never requires your permission 
  to use its reaction, such as when 
  making an opportunity attack. 
  If the Xord is incapacitated it gains no 
  benefit of a long rest without your 
  presence. If you both take a long rest, 
  after it has been incapacitated and has 
  not been healed, you only recover half 
  of the normal hit points from such a 
  rest. This is because you had to spend 
  much of your resting time repairing 
  your Xord. If you spend this time 
  recovering your Xord, it recovers all of 
  its hit points during the rest. 
  If the Xord dies, you can obtain a 
  new one by spending one full day 
  channeling the power of your Recaster. 
  The new Xord can be the same 
  creature as before but it will not share 
  
   
  51 
  the same bond as your last Xord did. It 
  is a fresh entity and will not be as in 
  tune with you when first created. 
  While doing this, you are not able to 
  assume the Goreangyr form and must 
  stay a Nobody. If this process is 
  interrupted for more than one hour, 
  you must begin again. 
   
  Xord Link (Goreangyr) 
   
  At 2nd level you can imitate some 
  powers of your chosen Xord. Choose 
  one Sense, Special Trait (except 
  spellcasting or psionics), Action, or 
  Reaction. You can now choose to 
  activate this ability for one round using 
  a bonus action or a reaction. Once you 
  have chosen an ability you cannot 
  change it unless you bond with a new 
  Xord. If the ability you use is not an 
  attack, such as a Sense, you retain its 
  properties until the end of the round. 
  Your Goreangyr Uniform will morph to 
  allow you to do actions you could not 
  normally do. 
  For example, if you have chosen a 
  panther as your Xord companion and 
  then choose the claw attack, your suit 
  would create claws to be used for this 
  one action. 
  You can use this ability a number of 
  times equal to your Charisma modifier 
  before finishing a long rest. 
  At 8th level you can choose two 
  Senses, Special Traits (except 
  spellcasting or psionics), Actions, or 
  Reactions. Once you have chosen two 
  abilities, you cannot change them 
  unless you bond with a new Xord. 
  At 16th level you can choose three 
  Senses, Special Traits (except 
  spellcasting or psionics), Actions, or 
  Reactions. Once you have chosen three 
  abilities, you cannot change them 
  unless you bond with a new Xord. 
   
  Exo-Xord 
   
  At 3rd level you have unlocked the 
  power of your bond with your Xord. 
  Using your action you can command it 
  to transform into the powerful Exo-
  Xord. Your companion becomes a 
  humanoid figure of large size. It is 
  inert until you, using a bonus action, 
  climb inside it. Only a Goreangyr can 
  pilot an Exo-Xord and any others that 
  try, take 2d10 damage from the Exo-
  Xord's automated internal defenses. If 
  a rival Goreangyr tries to pilot your 
  Exo-Xord they can do so but also take 
  the 2d10 damage each round until 
  ejecting voluntarily or being ejected 
  after falling unconscious. Your Xord 
  can remain in this state a number of 
  rounds equal to half your Goreangyr 
  level, rounded up (minimum of 1). 
  After that you and it must finish a 
  short or long rest before using this 
  feature again. You may choose to end 
  this feature early but may still only 
  use it once between a short or long 
  rest. 
  Your Exo-Xord wields an Ultra Weapon 
  of your choice. It is created during the 
  transformation process and only 
  exists while the Xord is in this state. 
  This weapon is unique to your Exo-
  Xord and should ascetically match 
  
   
  52 
  your companion. You choose the type 
  of Ultra Weapon when you choose 
  your Xord, it cannot be changed unless 
  you create a new Xord companion. An 
  Ultra Weapon has the stats and shape 
  of any simple or martial melee 
  weapon, except the size and damage 
  are both doubled, excluding your 
  attack and damage bonus. You cannot 
  use magic while piloting your Exo-
  Xord. While in the Exo-Xord you may 
  not use any features that are not 
  specifically for your Exo-Xord (such as 
  with dual class characters) while in 
  this form. 
  When you are piloting your Exo-Xord, 
  your Goreangyr form is considered to 
  have full cover. The hit points of this 
  form are equal to your hit points the 
  moment you begin piloting + the 
  Xord's hit points the moment you 
  begin piloting. Your Strength and 
  Dexterity are swapped while piloting. 
  All other stats are yours, including AC. 
  The Exo-Xord has disadvantage on all 
  saving throws while you are piloting 
  the Exo-Xord. If your Exo-Xord is 
  reduced to zero hit points, while you 
  are piloting, you are forcibly ejected 
  and must make a Dexterity saving 
  throw, DC 20, or take 2d6 bludgeoning 
  damage from impact. When this 
  happens your Xord reverts to its 
  normal form, is unconscious, and you 
  take any excess damage from the 
  attack that brought it down to zero hit 
  points. 
  For example, at 3rd level, you use your 
  action to command your Xord panther 
  to transform. It does so, and you use a 
  bonus action on the same round to 
  climb inside. You are both injured and 
  have 15 hit points each, giving the Exo-
  Xord 30 hit points as soon as you step 
  inside it. On the next round, you draw 
  your Ultra Maul and swing at the 
  nearest enemy, dealing 4d6 + your 
  Strength modifier on a successful hit. 
  You are then hit for 36 points of 
  damage. You are ejected from the Exo-
  Xord, it reverts to its normal form, 
  falls unconscious, and you take 6 
  points of damage. You must then 
  make a Dexterity saving throw, DC 20, 
  or take an additional 2d6 points of 
  bludgeoning damage. 
   
   
   
   
  
   
  53 
  Power Up (Goreangyr) 
   
  When you reach 4th level, and again at 
  8th, 12th, and 17th, 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. 
   
  Xord Vision (Goreangyr) 
   
  At 4th level, as a bonus action, you can 
  change the view in your visor to that 
  of your Xord companion's. If your Xord 
  is within 1 mile, you can see through its 
  eyes. You are blind while doing this. 
   
  Extra Attack 
   
  Goreangyr: Starting at 5th level, you 
  can attack twice, instead of once, 
  whenever you take the attack option 
  on your turn. 
  The number of attacks increases to 
  three when you reach 17th level in this 
  class. 
  Exo-Xord: Starting at 13th level, you can 
  attack twice, instead of once, whenever 
  you take the attack option while 
  piloting your Exo-Xord 
   
  EXject (Exo-Xord) 
   
  At 5th level you can choose to willingly 
  eject from your Exo-Xord as a bonus 
  action. When you are ejected, willingly 
  or not, make an attack roll against an 
  enemy within 10 feet, dealing 2d6 
  bludgeoning damage in addition to the 
  normal damage of your weapon. If you 
  miss the attack, you must make a 
  Dexterity saving throw, DC 20, or take 
  2d6 bludgeoning damage from impact. 
  If you choose not to use this feature 
  and are ejected against your will you 
  must still make the Dexterity saving 
  throw, DC 20, or take 2d6 bludgeoning 
  damage from impact.  
   
  Roll with It (Goreangyr) 
   
  Starting at 5th level, whenever a 
  creature that you can see makes an 
  attack roll against you, you can use 
  your reaction to intercept the blow, 
  rolling along with it and reducing the 
  damage taken by half. 
  Alternatively, if the creature is of large 
  size or smaller, you can take the full 
  damage amount and instead use your 
  reaction to attempt a grapple attack 
  on the attacking creature. 
   
  Weak Spot (Goreangyr) 
   
  By 6th level you have learned to read 
  the battle data streaming into your 
  helmet so well that you can more 
  easily guess where a foe may be 
  weakest in their defense. Your attack 
  bonus is increased by +1 when making 
  an attack with a weapon you are 
  proficient with. 
  At 18th level your attack bonus 
  increases by +3 if you are attacking 
  
   
  54 
  with a weapon you are proficient with. 
   
  Sweet Flips (Goreangyr) 
   
  At 7th level you can augment your 
  jumping ability through your uniform. 
  Using you move action, you can either 
  jump 20 feet vertically, or 30 feet 
  horizontally. In addition, you no longer 
  suffer falling damage for falls of 30 
  feet or less. 
   
  Mentor's Knowledge  
  (Goreangyr, Exo-Xord) 
   
  Starting at 8th level you can look inside 
  yourself and call upon the lessons 
  taught to you by your mentor to gain 
  advantage on one proficiency check. 
  You must finish a long rest before you 
  may use this feature again. 
   
  Exo-Overdrive (Exo-
  Xord) 
   
  At 9th level you and your Exo-Xord 
  have become synched together as one 
  body. You can extend your knowledge 
  of battlefield data into your Exo-Xord 
  while piloting it. When making a melee 
  attack, with your Ultra Weapon, a 19 or 
  20 is considered a critical hit. 
  At 17th level this feature improves to 
  cause a brutal explosion centered on 
  the target creature. If you score a 
  critical hit, with your Ultra Weapon, 
  while in your Exo-Xord, you cause an 
  additional 4d8 force damage against 
  the target. 
   
  Sensei's Teachings 
  (Goreangyr, Exo-Xord) 
   
  At 9th level you have honed some of 
  the traits your mentor sought to teach 
  you. Choose two more proficiencies 
  from the Class Features list to become 
  proficient in. 
  At 16th level you have learned enough 
  from your adventures to have taught 
  yourself. Choose any one skill to 
  become proficient in. 
   
  Xord Evolution (Xord) 
   
  As you grow in strength, so does the 
  power your Recaster grants you. And 
  as you grow in bond with your Xord, 
  the more powerful they can become. 
  At 10th level in this class the creature 
  you choose for your Xord can have a 
  1/2 challenge rating. At 15th level in this 
  class the challenge rating of the 
  creature you choose for your Xord 
  increases to 1.  At 20th level in this 
  class the challenge rating of the 
  creature you choose for your Xord 
  increases to 2. The size of the creature 
  is still medium, and you still choose 
  from creatures with the aberration, 
  beast, dragon, fiend, or elemental tag. 
   
   
   
   
   
   
  
   
  55 
   
   
  Sweet Kicks (Goreangyr) 
   
  At 11th level you have become a 
  hurricane on the battlefield. When you 
  make an attack that reduces an enemy 
  to 0 hit points you can immediately 
  use a bonus action to gain 15 feet of 
  movement and make another attack 
  roll against a hostile creature. You can 
  use this feature once per round. 
   
  Deflectors (Exo-Xord) 
   
  At 14th level you have unlocked some 
  more power within your Recaster, the 
  ability to shield your Exo-Xord. As a 
  reaction, while piloting your Exo-Xord, 
  you can bolster the defense against an  
   
  oncoming attack, reducing all non-
  magical bludgeoning, piercing, and 
  slashing damage by half. You can use 
  this feature a number of times equal 
  to your Constitution modifier 
  (minimum of 1) before finishing a long 
  rest. 
   
  Quick Transform (Exo-
  Xord) 
   
  When you reach 19th level in this class 
  you can get into your Exo-Xord fast 
  enough to make an attack. When you 
  use an action or bonus action to enter 
  your Exo-Xord, you can immediately 
  make one attack with your Ultra 
  Weapon against any one creature 
  within 10 feet of you. 
  
   
  56 
   
   
  Creatures in the Retroverse come from 
  many backgrounds. Some are more 
  common, typical soldiers or criminals 
  that you find in every world. Some are 
  a bit more unique. Choose the 
  background that best suits your play 
  style and don’t feel constrained to the 
  ones we provide.  
   
  Mercenary 
   
  You hold no particular allegiance to a 
  nation, king, or god. You might serve in 
  a large military force for hire, or you 
  might work alone. Either way, you have 
  spent a great deal of your life in 
  combat. The battles have blurred 
  together in a miasma of blood and 
  salt. You have lost many friends, made 
  new ones, and lost them as well. It has 
  been a hard life, but one filled with 
  glory and riches as well. You have 
  made a name for yourself as a 
  capable warrior and your type of work 
  is always almost always in demand. 
  Why have you taken and continued 
  this lifestyle that can bring you so 
  much pain? Do you enjoy the thrill of 
  combat? Do you have a secret past 
  that disallows you from more civilized 
  work? Do you need money to pay off 
  an old debt, or take care of a hungry 
  family? Are you stuck with no real idea 
  on how to get out? Is the promise of 
  gold and adoration too much for you 
  to resist? 
   
  Skill Proficiencies: Athletics, Survival 
  Tool Proficiencies: One type of gaming 
  set and either (a) one type of musical 
  instrument or (b) herbalism kit 
  Equipment: An heirloom weapon of 
  good quality (not necessarily from 
  your own family), a note from 
  someone dear, a set of worn traveling 
  clothes, a bedroll, a gaming set, and a 
  pouch containing 100 gp. 
   
  Feature: Enforcer Work 
  When you are in a populated area you 
  have little trouble finding work. People 
  who have heard of you want your help 
  with problems they find unsavory. 
  Those who don't know you can see the 
  skill written on your body and will hire 
  you for enforcement or bodyguard 
  work. You may find another group of 
  mercenaries that will let you take a cut 
  of their contract, if you can pull you 
  own weight. Whatever the situation, 
  you are never out of work and are 
  always paid reasonably for the jobs 
  you do. 
   
  Suggested Characteristics 
  Mercenaries rarely find solace in a 
  quiet life. Peaceful retirements are 
  often interrupted by vengeful ghosts 
  
   
  57 
  of their past. Their lives have been full 
  of loss and anguish, so much so that 
  many harden their hearts to everyone 
  around them. Their inner selves can be 
  fraught any combination of guilt, 
  doubt, and pain. Some use this turmoil 
  to drive their knives even deeper into 
  foes. Other use it as motivation to do 
  better, seeking solace in acts of 
  redemption. 
   
  d8 
  Personality Trait 
  1 
  I am loud, crass, and mean, and that's just 
  the way I like it. 
  2 
  A sharp mind and a fast tongue is the best 
  way to stay out of danger. 
  3 
  I love the thrill of combat and don't know if 
  I could live without it. 
  4 
  If I have gold in my pouch and a lover (or 
  two) at my side, then I am happy. 
  5 
  I am deeply political and sometimes object 
  to the jobs I must do. 
  6 
  This is a fun gig, but what I'd really like to do 
  is have a farm. 
  7 
  I will give all to those around me suffering, 
  even if I caused the suffering. 
  8 
  I won't take a job without knowing every 
  detail. 
   
  d6 
  Ideal 
  1 
  Enforcer. I enforce the laws of those who 
  pay me, regardless if I agree upon them or 
  not. (Lawful) 
  2 
  Lust. I love the feel of three things: gold, 
  flesh, and steel. The more you combine the 
  three, the better. (Chaos) 
  3 
  Protection. I selflessly protect those that 
  cannot protect themselves. (Good) 
  4 
  Reaper. Everyone must die sometime, and I 
  want to be the one that does it. (Evil) 
  5 
  Aspiration. I want to be the very best, like 
  no one ever was. (Any) 
  6 
  Untouchable. I. Am. Immortal. (Chaos) 
   
   
   
   
  d6 
  Bond 
  1 
  I have a family to feed and protect. It has 
  been some time since I saw them. 
  2 
  My brother-in-arms are closer to me than 
  any other. I would die for them. 
  3 
  I was trained by a master swordsman that 
  went missing a few years ago. 
  4 
  A close friend gave me a dying wish with 
  their last breath. I've been working to finish 
  it for some time now. 
  5 
  A secret affair with a noble has me on the 
  run. One day I will return to them. 
  6 
  My god abandoned me in a crucial moment 
  and I need to know why. 
   
  d6 
  Flaw 
  1 
  The pleasures of the flesh are too great for 
  me to resist. 
  2 
  I get a rush from watching someone else die. 
  Sometimes I can't stop myself. 
  3 
  I am very good with one weapon but cannot 
  seem to master any other. 
  4 
  A chance encounter with evil has made me 
  fear my own death more than anything else. 
  5 
  I believe I am the chosen one. One day all 
  will wonder at my glory. 
  6 
  I believe that every good thing that happens 
  in this world is solely due to my actions. 
   
   
   
  
   
  58 
  Rebel 
   
  You have never really fit in anywhere. 
  The life you were given was not the 
  one that you wanted. You have spent 
  your life in and out of jail, never for 
  any serious offense, but enough times 
  to earn a reputation. People do not like 
  to associate with you for fear of 
  catching your nature. It is not that you 
  want to cause trouble, it is that the 
  world around you doesn't allow for 
  people like you to live the way they 
  want. Society is a prison and you're 
  looking for any way to aggravate the 
  jailers. 
   
   
   
  What draws you to this lifestyle? Do 
  you seek freedom from responsibility? 
  Are you avoiding dealing with painful 
  memories? Are the pressures of a 
  normal life too much for you to 
  handle? Are you afraid of what would 
  happen if you became a “normal” 
  person? What keeps you from leaving 
  your home and moving somewhere 
  more amicable to your lifestyle? 
   
  Skill Proficiencies: Acrobatics, Stealth 
  Tool Proficiencies: One type of gaming 
  set, a disguise kit, painter's supplies, 2 
  wheeled vehicles 
  Equipment: A set of dark colored 
  clothing, a mask, an heirloom from 
  home worth no more than 50 gp, 1 
  “lucky” gp. 
   
  Feature: Slippery Scoundrel 
  You have tussled with the law enough 
  to know how to get away from them 
  easily. You have an advantage in many 
  aspects of dealing with law 
  enforcement and guards. Any law 
  enforcement that tries to grapple you 
  does so at disadvantage. Additionally, 
  if you are being perused by guards you 
  can disappear into a crowded area 
  easily by hiding in plain sight. This 
  does not apply to monstrous guards 
  or guards set by small groups like 
  bandits, cultists, etc. Only those that 
  work for a kingdom, established 
  church, or other world power. 
  You have also come to understand 
  general patrol patterns and guard 
  layouts. After just a little bit of time 
  scoping out an area you will know 
  where their patrol routes are, what 
  places are more heavily guarded, and 
  any places of entrance or exit that 
  
   
  59 
  would normally be overlooked. This 
  applies to any kind of humanoid guard 
  patrols. 
   
  Suggested Characteristics 
  Rebels come in many shapes and 
  sizes. The common thread is a 
  disrespect for the society around 
  them. Nobles, guards, kings, bishops, 
  or any other construct of authority 
  disgusts them. They are not usually an 
  obsessively violent sort but 
  sometimes their disruptive activities 
  can go a bit too far. 
   
  d8 
  Personality Trait 
  1 
  I am not accountable for my behavior, 
  society has created me. 
  2 
  If everyone saw the world the way I see it, 
  then it would be a much better place. 
  3 
  I spit in the face of any noble I encounter, 
  regardless of the consequences. 
  4 
  I am a natural born leader and often 
  command small groups of people like myself. 
  5 
  I love tagging anything I can with my art or 
  symbol. 
  6 
  My words never seem to come out right and 
  it often gets me into trouble. 
  7 
  I think I would be a great revolution leader, 
  but I am unwilling to put in the effort 
  required. 
  8 
  I don't understand subtlety or nuance. Say 
  what you mean or don't bother saying it at 
  all. 
   
  d6 
  Ideal 
  1 
  Godly. My moral code comes from a higher 
  power. Their laws are above your own. 
  (Lawful) 
  2 
  Ledger. Let it all burn. (Chaos) 
  3 
  Without a Cause. I don't need to have a good 
  reason for anything that I do. (Neutral) 
  4 
  Terrorist. I don't care how many people die. If 
  we want to disrupt the system, then 
  bloodshed is required. (Evil) 
  5 
  Individual. I am going to pave your own path 
  in this world, even if it kills me. (Any) 
  6 
  Saint. True beauty is in the love we show 
  others. We can't expect anyone else to be the 
  change we want to see. (Good) 
   
  d6 
  Bond 
  1 
  My family is royalty and I loathe them, even 
  if I miss them sometimes. 
  2 
  My partner was taken away from me by a 
  corrupt regime. I will avenge them. 
  3 
  I can't stand to see my beloved home fall 
  into such a lowly place. 
  4 
  Not enough people care about the children. 
  You are fighting for their future. 
  5 
  Your art is the best way you can express 
  yourself. 
  6 
  Your faith has kept you going this long, now 
  if it could keep you just a little longer... 
   
   
  d6 
  Flaw 
  1 
  My plans often take a deadly turn because I 
  don't plan properly. 
  2 
  I misinterpret cosmic signal every time I 
  receive them. 
  3 
   I am right, and you are wrong. End of 
  discussion. 
  4 
  I am cowardly and run at the first sign of 
  trouble. 
  5 
  Being unique is the most important thing in 
  the world to me. 
  6 
  I have a pit of anger in my stomach that no 
  amount of revenge will fill, but I still try 
  anyway. 
   
  Prodigy 
   
  From an early age it was clear that 
  you had talent that was a cut above 
  those around you. You have spent you 
  whole life being admired for your skill 
  and it is an integral part of your life, 
  whether you like it or not. People 
  working in the same field as you look 
  up to you or are envious of your 
  inherent skill. You have trouble 
  relating to their feelings as it just 
  
   
  60 
  seems to come naturally to you. You 
  practice and fail like everyone else, but 
  even your failures are looked at with 
  admiration. Your success in your field 
  has pushed you away from others 
  emotionally. People either adore you 
  or are jealous of you, and no one 
  seems to understand the real “you” 
  inside. 
   
  Skill Proficiencies: Insight 
  Tool Proficiencies: Choose (a) any set 
  of artisan’s tools or, (b) any gaming set 
  or, (c) any musical instrument or, (d) 
  any vehicle. The proficiency chosen 
  must relate to your Talent. 
  Languages: One language of your 
  choice 
  Equipment: Choose (a) any set of 
  artisan’s tools or, (b) any gaming set 
  or, (c) any musical instrument or, (d) 
  any small vehicle. A degree from a 
  school of your talent, a set of fine 
  clothing, a book authored or co-
  authored by you on the subject of your 
  talent, a letter from one of the first 
  people to notice your work, 50 gp. 
   
  Talent 
  Your gift may come in many different 
  forms. Regardless of what it is, you are 
  a step above most people within that 
  field. Work with your GM if you want a 
  special talent outside of these options. 
   
  d8 
  Talent 
  d8 
  Talent 
  1 
  Music 
  5 
  Arcana 
  2 
  Writing 
  6 
  Crafting 
  3 
  Fighting 
  7 
  Painting 
  4 
  Sports 
  8 
  Mathematics 
   
  Feature: Fan Base 
  People within your field have heard 
  your name and most are willing to 
  help you in whatever project you are 
  working on. Sometimes you will find 
  rabid fans of your work, who will go 
  out of their way to do anything for 
  you. Just as often you will find people 
  jealous of you who want to sabotage 
  your work and bring you down a notch. 
  It is nearly impossible to tell the 
  difference between these two groups 
  of people when you first meet them, 
  as both are enthusiastic about working 
  with you. With the help of a skilled fan 
  you can finish difficult projects or 
  training in half the time. 
  Additionally, your skill is always in 
  high demand. If you spend one day a 
  week working within your talent you 
  can make enough to live a 
  comfortable lifestyle. 
   
   
  
   
  61 
   
  Variant Feature: Reviled 
  Your skill has caused you to make 
  discoveries, break records, or set bars 
  that nobody ever wanted. You are 
  amazing in your talent, and that has 
  caused people to universally hate you. 
  Even though you find it hard to get 
  along, you are still a master in your 
  field. Once per game session, you have 
  advantage on one roll that pertains to 
  your particular talent. The GM has final 
  say over your use of this feature. 
   
  Suggested Characteristics 
  Prodigies can seem aloof or snobbish 
  to those around them. They have 
  spent their whole lives being told they 
  are better than others, and this has 
  likely gone to their heads. Like 
  everyone though, they crave someone 
  that can understand and appreciate 
  them at a deeper level. Others have a 
  likeable outward persona but have 
  trouble relating to those around them. 
   
  d8 
  Personality Trait 
  1 
  I am the very best at what I do. Even greater 
  than the legends in my field. 
  2 
  I am constantly amazed that people enjoy 
  what I do and personally thank everyone for 
  supporting me. 
  3 
  I love teaching those around me whatever I 
  know. 
  4 
  People are strange. I don't know what they 
  want from me. 
  5 
  I pour so much into my work that sometimes 
  I forget to sleep or eat. 
  6 
  My mind is constantly wandering. 
  7 
  I have a tendency to ramble on about the 
  things that interest me. 
  8 
  I would rather do anything else than what 
  people know me for, but I am no good at 
  anything else. 
   
  d6 
  Ideal 
  1 
  Busy. I have standards to uphold and no 
  time for those who can't meet them. (Law) 
  2 
  Perfectionist. If you want something done 
  right, do it yourself. (Neutral) 
  3 
  Slob. My best work is done while under the 
  influence of any number of intoxicants. 
  (Chaos) 
  4 
  Motivator. I want to inspire people to be 
  their best possible selves. (Good) 
  5 
  Starving Artist. My work will be 
  remembered for generations to come, 
  regardless of the strain it puts on me. (Any) 
  6 
  Stark. I don't care what those suckers like. 
  I'm in this for the fame and fortune and I will 
  say whatever I have to say in order to get it. 
  (Evil) 
   
  d6 
  Bond 
  1 
  I believe my mentor is greater than I will 
  ever be, and I strive every day to impress 
  them. 
  2 
  My fans are my family. 
  3 
  I consider my work to be like a child to me. I 
  am closer to it than any family. 
  4 
  I practice harder every day to impress an 
  unrequited love. 
  5 
  My muse is an extra-planar being that is not 
  always good to me. 
  6 
  I feel empty inside and just want someone 
  to help fill that void. Anyone will do... 
   
  d6 
  Flaw 
  1 
  I feel like a fraud. My work is terrible, and 
  everyone is just too polite to tell me 
  otherwise. 
  2 
  I have a lot of trouble starting anything. I 
  plan, research, and plan some more, but I 
  just can't seem to start. 
  3 
  What do you mean you don't know my 
  name!? 
  4 
  I steal the work, plans, or ideas of others and 
  pass it off as my own. 
  5 
  I have dark and terrible dreams every night. I 
  am convinced my demise is just around the 
  corner. 
  6 
  I hate seeing others succeed. 
   
   
  
   
  62 
   
  Player 
   
  This isn't right. This is not the world 
  you remember. You had a life, family, 
  friends, but now it’s gone. Is this a bad 
  dream? Are you dead? How can you 
  get back to everything you remember? 
  As a player you believe that you are 
  not of this world. You woke up one day 
  in this realm, with the full memories 
  of another life. You can't tell if these 
  memories are real or not. They 
  certainly feel real, but maybe it has 
  always been this way? The people 
  around you seem real, you can touch 
  them at least. So, does that make 
  them real? The world seems almost 
  too perfect and you see “seams” 
  everywhere. One way or another, you 
  must figure this out. 
   
   
   
  Skill Proficiencies: Insight, 
  Investigation 
  Tool Proficiencies: One type of gaming 
  set, one type of musical instrument. 
  Both from your “previous life.” 
  Languages: One language of your 
  choice 
  Equipment: A set of common clothes, 
  one type of gaming set, a small trinket 
  from your “previous life”, and 10 gp. 
   
  Feature: Impossible Knowledge 
  You know things about the world that 
  you have not researched and 
  sometimes would be impossible for 
  you to know. The names of long dead 
  kings, the general location of an 
  ancient artifact, how some dwarven 
  machine works, what secret the 
  dragon hides, the time of the next 
  eclipse. These bits of knowledge come 
  to you as memories of your “previous 
  life” and are not completely reliable. It 
  almost never pertains to present or 
  future events, only lore from the past 
  or a prophesy of the future. 
  Additionally, these “memories” are 
  extremely rare, happening no more 
  than once a week and sometimes not 
  for several years. Ask your GM 
  whenever you feel like this feature 
  might come into effect. 
   
  Suggested Characteristics 
  Players have trouble overcoming their 
  memory disparity. They may have 
  family and friends, or people who say 
  they are, that they completely 
  abandon. The world seems less real to 
  
   
  63 
  them, making it difficult to form 
  lasting relationships. Some only wish 
  to find out exactly what has happened 
  to them, while others relish this new 
  life they have acquired. Either way, 
  they are more likely to live a reckless 
  lifestyle as little in this false world 
  matters to them. 
   
  d8 
  Personality Trait 
  1 
  I am constantly rushing through 
  conversations, trying to pull all the 
  important details so I can keep questing. 
  2 
  I rush in. 
  3 
  I was a different sex or race in my previous 
  life. This strange body presents some new 
  challenges for me. 
  4 
  My lust for loot is insatiable. I'm worse than 
  most dragons. 
  5 
  I am careless with my equipment, using 
  potions flippantly and mistreating magical 
  artifacts. 
  6 
  I am hyper competitive, pushing myself to 
  terrible limits to come out on top. 
  7 
  I make sound effects for my movements and 
  label my attacks with cool sounding names. 
  8 
  I can't help but poke my nose where it 
  doesn't belong. 
   
  d6 
  Ideal 
  1 
  Lethargy. I am so utterly bored. (Neutral) 
  2 
  Respect. I am afraid of getting banned and 
  treat any authority with the utmost respect. 
  (Law) 
  3 
  Meh. Nothing is real, nothing matters, 
  nobody matters. Do whatever you want. 
  (Chaos) 
  4 
  Blue Dialog. I want to do the most good 
  possible to increase my paragon score. 
  (Good) 
  5 
  Two-Face. I have lived long enough to 
  become the enemy. (Evil) 
  6 
  Unique. I have not yet found another like 
  myself. Maybe if I can find one, we can 
  understand more about what 
  happened...(Any) 
   
   
   
  d6 
  Bond 
  1 
  I was a parent in my previous life. I miss my 
  children so badly. 
  2 
  I latched onto the first person I met. They 
  died shortly after and I must find a way to fix 
  that. 
  3 
  I love being here. I can finally be the person I 
  always wanted to be. 
  4 
  I am searching for the perfect 
  waifu/husbando. 
  5 
  I have a family here, but I don't remember 
  any of them. I have a great fear of returning 
  to them. 
  6 
  My religion does not exist here. Have I been 
  abandoned by my god or sent here as a test? 
   
  d6 
  Flaw 
  1 
  Every time I think of my previous life I 
  become enraged at the visions I see. 
  2 
  I believe I am always being watched and am 
  suspicious of everyone. 
  3 
  If no one is real, then only my life is sacred. 
  4 
  I suffer from phantom pains that strike at 
  random. 
  5 
  I think I am the coolest being in existence 
  and will fight anyone who says otherwise. 
  6 
  My memories of this life and my previous life 
  are fading fast. I can barely remember the 
  last year.   
   
   
   
   
   
   
  
   
  64 
   
  The following are new rules that you 
  can use in your Retroverse campaign. 
  They are designed to add unique flair 
  to each game with little extra effort. 
   
  Corruption 
   
  Corruption is a breakdown of the code 
  (digital, genetic, spiritual, etc) that 
  creates a creature. It spreads like a 
  disease, infecting life whenever one 
  creature attacks another. Unlike most 
  diseases though, it can be transferred 
  at a range (including arrows and darts) 
  and even through magic (with ranged 
  or melee magic). Whenever a creature 
  is hit by a corrupted creature, they 
  must make a Corruption Saving Throw. 
  Roll a d20, 1-10 is a failure, 11-20 is a 
  success. On success, nothing happens. 
  After 3 failures the creature takes one 
  layer of corruption. When a creature 
  or player character gains a layer of 
  corruption, they must roll on the 
  corruption table, taking the corruption 
  they rolled for. Corruption effects 
  cannot stack and you must reroll if 
  you gain the same effect twice. Not all 
  corruption is harmful. Any less than 
  three failures are erased upon 
  finishing a long rest. 
   
  The first layer of corruption for most 
  non-player creatures often induces 
  raving madness. The creature will  
   
  likely attack whatever non-corrupted 
  creature is nearest, or whichever they 
  view as the biggest threat. Sometimes 
  they will work together with other 
  corrupted creatures. The corrupted 
  creature does not lose any of its stats 
  (unless the corruption specifically says 
  so) and will use the corruption to its 
  advantage, if it is intelligent enough to 
  do so. While corrupted, any attack the 
  creature makes can infect other 
  creatures in the same way it was 
  corrupted. Additionally, attacks made 
  by a corrupted creature deal +1 
  Corruption damage for each layer of 
  corruption they are suffering from. At 
  7 layers of corruption a creature 
  becomes too unstable to exist and will 
  dissipate, dying instantly. 
   
  Player characters and some NPCs are 
  immune to the madness but must roll 
  on the corruption table and take 
  whatever corruption they rolled for. 
  
   
  65 
  Corruption Table 
  d100 
  Corruption Effect 
  1 
  Your natural AC is increased by 1. 
  2 
  You lose the ability to use one of your 1st Level Spell Slots. 
  3 
  gender swaps** 
  4 
  Your maximum hit points increase by 10%. 
  5 
  You can now speak Common, Elvish, Dwarvish, Halfling, and Draconic. 
  6 
  Both of your feet are left feet. You have disadvantage on all Dexterity related checks that involve your legs. 
  7 
  You can no longer speak. 
  8 
  Your attacks do an additional 1d4 damage. 
  9 
  You are vulnerable to fire damage. 
  10 
  All the hair on your body glows as if under the effects of a Light spell. 
  11 
  Your alignment is changed to Chaotic. If it was already Chaotic, reroll. 
  12 
  You age 2d10 years instantly. 
  13 
  You gain the Minor Missile cantrip. 
  14 
  Your alignment is changed to Neutral. If it was already Neutral, reroll.  
  15 
  Your natural AC is reduced by 2. 
  16 
  You lose the ability to use one of your 2nd Level Spell Slots.  
  17 
  Your Dexterity is reduced by 2. 
  18 
  You can no longer lie. 
  19 
  All food now tastes like ash. 
  20 
  Clothing you don becomes errant. The patterns and designs glitching into a jumbled mess. 
  21 
  You become a high priority target for non-corrupted enemies. 
  22 
  During the night, you become a slug.  
  23 
  You can no longer read or write any language.  
  24 
  You become irresistibly attractive to every 1 out of 100 creatures you meet.  
  25 
  Your face is flipped upside down. This does not harm you directly. 
  26 
  Your maximum hit points decrease by 20%. 
  27 
  Your attacks do 1d8 less damage. 
  28 
  You are resistant to fire damage. 
  29 
  You lose the ability to use one of your 3rd Level Spell Slots 
  30 
  You have disadvantage on any Stealth checks.  
  31 
  You appear undead to any observer. 
  32 
  Your alignment is changed to Lawful. If it was already Lawful, reroll.  
  33 
  You become 2d10 years younger instantly. 
  34 
  You fall in love with the next person that calls your name. 
  35 
  You have advantage made on Deception checks against your own race. 
  36 
  Your Dexterity is increased by 1. 
  37 
  Your hunger is immense. You gain a level of exhaustion if you do not consume 10 pounds of food in a day. 
  38 
  You can no longer see faces, instead everyone has a fuzzy blur for a face. 
  39 
  You believe you are invisible. 
  40 
  You gain an additional 1st Level Spell Slot. 
  41 
  You have advantage on Stealth checks. 
  42 
  You forget who you are and what you relations to others around you is. 
  43 
  Your teeth become long and sharp. You can make a bite attack as an action. (1d8+Strength piercing dmg.) 
  44 
  You become black and white. 
  45 
  Consuming alcohol poisons you for 24 hours. 
  46 
  Your hands are turned backwards, attack rolls are decreased by 2. 
  47 
  There is a 3% chance per round that your body will not respond and will instead do nothing. 
  48 
  Nightmares plague your rest. You only gain half the hit point recovery from a long rest.  
  49 
  Consuming meat poisons you for 24 hours. 
  
   
  66 
  50 
  You are reduced by one size category, to a minimum of small size. 
  51 
  You grow 1d4 tentacles on your body. You cannot control them. 
  52 
  You no longer produce any sound at all.  
  53 
  You can only consume raw meat for sustenance. 
  54 
  Every time you start combat, the only words you say in the first round are “Cowabunga" or “Geronimo.” 
  55 
  Cats hate you. Every single one that sees you will hiss and attack. Feline lycans wish great ill on you. 
  56 
  A loud narrator speaks your every action. Everyone within 30 feet can easily hear it. 
  57 
  You can only communicate with barnyard animal noises.  
  58 
  You can spin your head 360 degrees with no ill effects. 
  59 
  You leave dimly glowing footprints behind you. They glow for 3 hours before disappearing. 
  60 
  You can speak with insects.  
  61 
  You grow a third eye that allows you to see spirits. 
  62 
  You can only shout. 
  63 
  Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point. 
  64 
  Your Strength score is increased by 1 
  65 
  You produce a chicken egg from one orifice every morning. It is edible. 
  66 
  You Constitution score increases by 1. 
  67 
  Your blood is acidic. You have resistance to acid damage. 
  68 
  Your bones become heavy. Gain 1d6 x 20 pounds. 
  69 
  You appear to stop aging but still suffer the effects of age.  
  70 
  You grow large floppy ears. 
  71 
  Your Strength score is decreased by 2 
  72 
  Your eyes are now located in the palms of your hands.  
  73 
  Your skin is covered in scales. 
  74 
  Your breath is perpetually bad. 
  75 
  Your hair is replaced by grass and grows that way from now on. 
  76 
  You develop very visible gills. 
  77 
  Your Wisdom score is decreased by 2. 
  78 
  You grow a large pair of tusks from your mouth. 
  79 
  When casting a spell or using a magical item, you take 1 force damage. 
  80 
  Your Intelligence score decreases by 2. 
  81 
  If there is music playing, you are dancing. Even if you don’t want to. 
  82 
  Any sound above a whisper is unbearably loud to you. When people shout or there is a large bang, you 
  must make a Constitution saving throw (DC 10) or take 1d4 psychic damage. 
  83 
  You are convinced you are another race than your actual one. 
  84 
  Light, and light only, passes through you and you no longer have a reflection. 
  85 
  Your Constitution score is decreased by 2 
  86 
  You can only eat dirt. Eating any other food poisons you for 24 hours.  
  87 
  You crave more corruption and actively seek it out. 
  88 
  Gold burns your skin. 
  89 
  Your Intelligence score is increased by 1. 
  90 
  You are always brimming with static. You shock every person you touch. 
  91 
  You sneeze every 10 minutes like clockwork. 
  92 
  Your Wisdom score is increased by 1 
  93 
  You no longer understand the concept of time. 
  94 
  Once per round you have a 3% chance to warp 5 feet to the left or right before an attack lands. 
  95 
  You are blinded but gain Blindsight up to 10 feet. 
  96 
  Your Charisma score is increased by 1. 
  97 
  The nearest rock begins begging for you to take them with you. They talk to you often. 
  98 
  Your Charisma score decreases by 2. 
  99 
  Everything is now different shades of blue to you. 
  100 
  You constantly have one level of exhaustion, regardless of any actions to alleviate it. 
  
   
  67 
  Shiny Variants 
   
  Sometimes you will encounter 
  creatures that have a unique color 
  palette. This is an indication that they 
  are different than your normal 
  monster in some key ways. This is a 
  very rare occurrence, having at best a 1 
  in 100 chance of happening. Choose a 
  new variation or roll on the table to 
  determine their color and special 
  traits. If the primary color of a creature 
  is the same color variation that you 
  roll or choose, then the creature is a 
  darker or lighter shade of that same 
  color. The variant creature can gain the 
  effects of their new pallet even if their 
  primary color is part of their nature 
  and description. For example, a Red 
  Dragon could be an Gray Red Dragon 
  variant, gaining the benefits of the 
  gray pallet and retaining all of the Red 
  Dragon abilities as well.   
   
  Shiny Variant Table 
  1 to 5 
  Sparkle 
  6 to 10 
  Glitch 
  11 to 15 
  Gray 
  16 to 20 
  Green 
  21 to 25 
  Purple 
  26 to 30 
  Pink 
  31 to 40 
  Blue 
  41 to 50 
  Yellow 
  51 to 60 
  Red 
  61 to 70 
  White 
  71 to 80 
  Black 
  81 to 90 
  Brown 
  91 to 95 
  Orange 
  96 to 100 
  Wireframe 
   
  Black: Stealthy and deadly with their 
  attacks. Black variants prefer the 
  shadows and shun the light. They are 
  not inherently evil but because of their 
  nocturnal tendencies, they are far 
  more likely to dabble in mischief. A 
  black variant gains the following traits: 
  Advantage on Stealth checks made in 
  dim light or darker. Darkvision up to 30 
  feet or an additional 10 feet of 
  Blindvision. Blind in bright light or 
  direct sunlight. +1 to their AC while not 
  in bright light. 
   
  Blue: Intelligent and gentle. Blue 
  variants shy away from violence but 
  that does not make them good. They 
  are far more likely to be peaceable 
  towards other creatures and will 
  sometimes offer help if requested. A 
  blue variant gains the following traits: 
  +2 to their Intelligence score. Can 
  speak one additional language, even if 
  they speak none. Resistance to psychic 
  damage. 
   
  Brown: Stout and reliable. Brown 
  variants can take a beating and keep 
  on ticking. They tend to be stubborn 
  and foolhardy but may offer loyalty if 
  it suits them. Brown variants gain the 
  following traits: +2 to their 
  Constitution score. They gain one 
  additional hit die to their maximum hit 
  points. They have advantage on saving 
  throws against being knocked prone 
  and grapple contests. 
   
  Gray: Unstoppable and unflinching. 
  Gray variants seem invincible to the 
  untrained eye, in reality their gray 
  pallor is a sign of their stone like 
  
   
  68 
  resistance. They are typically unmoved 
  by the plights of other beings, 
  preferring to focus only on their own 
  wants and needs. Gray variants gain 
  the following traits: Resistance to all 
  non-magical damage. Advantage on all 
  spell saving throws for spells of 3rd 
  level or lower. Their movement is 
  reduced by 10 feet, to a minimum of 5 
  feet. 
   
  Green: Vigorous and fleeting. Green 
  variants rarely suffer illness, their 
  amazing restorative powers ensuring 
  long healthy lives. They are aloof and 
  have trouble understanding the woes 
  of other creatures, including their own 
  kind. Green variants gain the following 
  traits: Their lifespan is doubled. They 
  have advantage on any saving throws 
  against poison. Resistance to poison 
  damage. The recover 1 hit point, in 
  addition to any other recovery, at the 
  start of each of their turns. 
   
  Orange: Loud and annoying. Orange 
  variants are usually shunned by their 
  kin and harbor deep resentment to 
  others of their kind. This hurt 
  manifests itself as a deep seeded need 
  for validation. They are constantly 
  speaking or vying for the attention of 
  those around them and will go to 
  great lengths for those that give them 
  the validation they crave. Orange 
  variants gain the following traits: They 
  gain the Prestidigitation cantrip which 
  they use mostly to amplify their voice. 
  Once per day they can use their action 
  to grant Bardic Inspiration (d6) to a 
  creature of their choice. They have 
  disadvantage on Charisma based 
  checks. 
   
  Pink: Timid and squishy. Pink variants 
  are not suited for combat but 
  compensate in other ways. They are 
  easily intimidated but are fiercely loyal 
  to their allies, preferring to deceive 
  foes into traps than to attack them. 
  Pink variants gain the following traits. 
  +2 to their Charisma score. They can 
  cast Cure Wounds once per day. They 
  have advantage on Deception checks. 
   
  Purple: Confident and brash. Purple 
  variants often take on an air of royalty 
  around their kind and believe 
  themselves to be superior to those 
  around them. They will push others 
  into the dirt, stepping on whomever 
  they please to reach the top of 
  whatever structure they are in. Purple 
  variants gain the following traits: +2 to 
  Wisdom. They are constantly in 
  possession of double the gold their 
  kind usually carries. Either their armor 
  or one weapon they wield is magical 
  or silvered. 
   
  Red: Furious and ferocious. Red 
  variants are some of the worst to 
  come across. They have a short 
  temper and will sometimes attack 
  without provocation. Their rage is 
  nearly impossible to quell, and they 
  will keep their blind fury until they are 
  killed or have killed everyone around 
  them. Red variants gain the following 
  traits: +2 to Strength based attack and 
  
   
  69 
  damage rolls. Advantage on all 
  Strength based checks. Once per day, 
  when they are reduced to 0 hit points 
  but not killed outright, they are instead 
  reduced to 1 hit point.   
   
  White: Courageous and brash. White 
  variants are more concerned with 
  victory in in numbers than any sense 
  of combat honor. They can inspire 
  their allies to reach a higher potential 
  through encouragement or 
  intimidation. White variants gain the 
  following traits: +1 to their Charisma, 
  +1 to their Wisdom. They cannot be 
  blinded by bright light but are blind in 
  dim light or less. Once per day they 
  can inspire any allies that can hear 
  them within 30 feet with a powerful 
  shout; the allies gain +1 to all saving 
  throws, attack rolls, and damage rolls 
  until the start of the white variant's 
  next turn. 
   
  Yellow: Quick and cowardly. Yellow 
  variants prefer to avoid direct combat, 
  instead attacking from afar or leading 
  them into traps. They are surprisingly 
  quick and outpace all others of their 
  kind, leaving their allies to deal with 
  stronger foes alone. Yellow variants 
  gain the following traits: +2 to their 
  Dexterity. When attacking with a 
  ranged weapon they can use a bonus 
  action to make a second ranged attack 
  with the same weapon. Any creatures 
  making Intimidation checks, against 
  these variants, have advantage. They 
  gain an additional 5 feet of movement. 
   
  Sparkle: Extraordinary and rare. 
  Sparkle variations seem to shine with 
  an inner glimmer, their skin and eyes 
  sparkling from some hidden force. 
  They are unlike others of their kind, 
  being regarded as demons or angels 
  by those that bore them. Sparkle 
  variants gain the following traits: +1 to 
  all their stats. They have the exact 
  opposite alignment that is normal to 
  their race. +1 to their AC. +1 to their 
  damage and attack rolls. +1 to any skill 
  they are proficient in. 
   
  Glitch: Aberrations of design. Glitch 
  variants have suffered a terrible fate, 
  being created with errors in their 
  makeup. They are almost always 
  shunned by others of their kind, 
  leading them to live lives away from 
  all others. Still some may lash out 
  against the world as retribution for 
  their fated misfortune. Glitch 
  variations gain the following traits: 
  Two of their stats drop to 1, two of 
  their stats rise to 20. Their attacks are 
  tinged with corruption, forcing a 
  corruption saving throw against 
  targets they attack. 
   
  Wireframe: Incomplete and mindless. 
  Wireframe variations are nothing 
  more than the outlines of a creature. 
  They have no personality, no desires, 
  only impulsive instinct. They will 
  attack on sight and cannot be 
  reasoned with. They retain all the 
  abilities of their race and will use all of 
  them, without mercy, to kill anything 
  that approaches them. Wireframe 
  
   
  70 
  variants gain the following traits: The 
  harsh lines of their construction inflict 
  an additional 1d6 damage for every 
  attack they make. They can use their 
  reaction to reduce the damage they 
  receive by half, the attack or magic 
  simply passing in between their lines. 
   
  Criticals and Failures 
   
  Whenever a creature rolls a critical or 
  a failure, you can use this rule variant 
  to encourage role play. 
   
  Critical hit: Critical hits should always 
  be cool. As such, whenever a critical hit 
  lands, the attack does the maximum 
  possible damage. The player then rolls 
  a d20 again. If it is 11 or above they can 
  roll the damage die again, adding it to 
  the total damage done. This variant 
  rule is to avoid a situation where a 
  critical hit can sometimes do less 
  damage than a normal hit because of 
  a bad dice roll. 
   
  Critical Failure: Whenever a creature 
  rolls a critical failure roll a d100 to 
  determine what happens. The higher 
  the roll, the worse it is; see the table 
  for examples. If the player rolled a 
  critical failure, have them roll the d100 
  and have them describe exactly what 
  happens to them. If they do not choose 
  an appropriate consequence, the GM 
  can step in to ensure the failure is 
  adequate. If the GM rolls a critical 
  failure for an enemy or NPC, roll a 
  d100 in front of the players and have 
  them collectively decide what 
  happens. As always, the GM has final 
  say in the outcome; though this 
  method offers the players easy 
  agency within the story. 
   
  Critical Failure Table 
   
  01 to 25 
  You lose your turn and may take a 
  small amount of damage. 
  26 to 50 
  You lose your turn and likely provoke 
  opportunity attacks for the enemies 
  around you. You may also lose access 
  to a weapon or ability. 
  51 to 75 
  You lose your turn and take a 
  substantial amount of damage and 
  likely a debilitating status effect. 
  76 to 100 
  You lose your turn, take a deadly 
  amount of damage, and put your 
  team in a disadvantageous situation. 
   
   
   
   
  
   
  71 
   
  Any spells in Red Bold are derived 
  from Open Game Content.  
   
  De-
  Fragger 
  Spells 
   
  1st Level 
  Bless 
  Command 
  Cure Wounds 
  Detect Poison and 
  Disease 
  Healing Word 
  Heroism 
  Jump 
  Purify Food and 
  Drink 
  Shield of Faith 
  End Smite 
  Fore Smite 
  Revving Smite 
  Write Smite 
   
   
  2nd Level 
  Aid 
  Branding Smite 
  Lesser Restoration 
  Locate Object 
  Magic Weapon 
  Zone of Truth 
  Destiny Bond 
  Energy Respite 
  Wild Smite 
   
   
  3rd Level 
  Create Food and 
  Water 
  Daylight 
  Dispel Magic 
  Remove Curse 
  Revivify 
  Mass Healing Word 
  Brawler's Spirit 
   
  Flash Smite 
  Load Smite 
   
  4th Level 
  Banishment 
  Death Ward 
  Locate Creature 
  Stoneskin 
  De-frag Aura 
  Lock Smite 
  Vector Aura 
   
  5th Level 
  Dominate Person 
  Greater Restoration 
  Legend Lore 
  Mass Cure Wounds 
  Raise Dead 
  Scrying 
  A-Smite 
  Facsimile Smite 
  Regen Aura 
   
  6th Level 
  Blade Barrier 
  True Seeing 
  Harm 
  Heal 
  Move Earth 
  Sunbeam 
  True Seeing 
  Copy Smite 
  Luck Aura 
  S-Smite 
   
  Holo-
  Knight 
  Spells 
   
  Cantrips (0 Level) 
  Dancing Lights 
  Light 
  Minor Illusion 
  Prestidigitation 
   
  Translucent 
   
  1st Level 
  Color Spray 
  Disguise Self 
  Fog Cloud 
  Illusory Script 
  Silent Image 
  Unseen Servant 
  Bubble Vision 
  Crank Caller 
   
  2nd Level 
  Alter Self 
  Blur 
  Darkness 
  Invisibility 
  Magic Mouth 
  Mirror Image 
  Misty Step 
  Silence 
  Counter Illusion 
   
  3rd Level 
  Blink 
  Fear 
  Hypnotic Pattern 
  Major Image 
  Death Throws 
  Old Friends 
   
  4th Level 
  Confusion 
  Greater Invisibility 
  Hallucinatory Terrain 
  Phantasmal Killer 
  Polymorph 
  Dream Weaver 
   
  5th Level 
  Animate Objects 
  Conjure Elemental 
  Creation 
  Dream 
  Mislead 
   
  Seeming 
  Ghost Potion 
  Firing Squad 
   
  6th Level 
  Irresistible Dance 
  Mass Suggestion 
  Programmed Illusion 
  True Seeing 
  Nightmare Being 
   
  Synth 
  Weaver 
  Spells 
   
  Cantrips (0 Level) 
  Dancing Lights 
  Eldritch Blast 
  Fire Bolt 
  Light 
  Mage Hand 
  Message 
  Minor Illusion 
  Prestidigitation 
  Ray of Frost 
  True Strike 
  Vicious Mockery 
  Minor Missile 
  Wub Blast 
   
  1st Level 
  Bane 
  Charm Person 
  Comprehend 
  Languages 
  Cure Wounds 
  Detect Magic 
  Healing Word 
  Heroism 
  Illusory Script 
  Jump 
  Longstrider 
  Magic Missile 
  Silent Image 
  
   
  72 
  Sleep 
  Speak With Animals 
  Thunderwave 
  Unseen Servant 
  Concussive Beats 
  Crank Caller 
   
  2nd Level 
  Blindness/Deafness 
  Calm Emotions 
  Detect Thoughts 
  Enhance Ability 
  Enthrall 
  Heat Metal 
  Hold Person 
  Knock 
  Lesser Restoration 
  Locate Object 
  Magic Mouth 
  Scorching Ray 
  See Invisibility 
  Shatter 
  Silence 
  Suggestion 
  Zone of Truth 
  Party Ball 
  Light Blades 
  Sharp Tones 
   
  3rd Level 
  Bestow Curse 
  Clairvoyance 
  Dispel Magic 
  Fear 
  Fireball 
  Haste 
  Hypnotic pattern 
  Lightning Bolt 
  Major Image 
  Nondetection 
  Sending 
  Slow 
  Stinking Cloud 
  Tongues 
  Vampiric Touch 
  Paralyzing Wave 
   
  4th Level 
  Compulsion 
  Confusion 
  Dimension Door 
  Freedom of 
  Movement 
  Greater Invisibility 
  Polymorph 
  Magic Whistle 
   
  5th Level 
  Animate Objects 
  Awaken 
  Cone of Cold 
  Dominate Person 
  Dream 
  Greater Restoration 
  Hold Monster 
  Legend Lore 
  Mass Cure Wounds 
  Mislead 
  Modify Memory 
  Raise Dead 
  Teleportation Circle 
  Tree Stride 
  Mom's Spaghetti 
   
  6th Level 
  Chain Lightning 
  Eyebite 
  Irresistible Dance 
  Mass Suggestion 
  Programmed Illusion 
  Sunbeam 
  True Seeing 
  Armor Resonator 
  Wall of Sound 
   
  7th Level 
  Etherealness 
  Forcecage 
  Project Image 
  Regenerate 
  Resurrection 
  Symbol 
  Teleport 
  Air Axe 
   
  8th Level 
  Feeble Mind 
  Glibness 
  Mind Blank 
  Power Word Stun 
  Phantasmal Orchestra 
   
  9th Level 
  Foresight 
  Power Word Kill 
  True Polymorph 
  Unkind Rewind 
  Tape Skip 
   
   
  Spell 
  Descriptions 
   
  A-Smite 
  5th Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 
  minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  force energy, dealing an extra 5d6  
   
   
   
   
   
   
  force damage. Additionally, the target 
  must make a Wisdom saving throw or 
  be filled with unstable magical energy. 
  The next time the target is hit with a 
  damaging spell, while this spell is 
  active, this energy erupts, and they 
  take an additional 4d6 force damage. If 
  this spell ends before the target is hit 
  with a damaging spell the energy still 
  ruptures but deals 2d6 force damage 
  instead. 
   
  
   
  73 
  Air Axe 
  7th Level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S (must play air guitar 
  for duration) 
  Duration: Concentration, up to 1 minute 
   
  You create a battle-axe shaped burning 
  fire that hovers within range. It lasts 
  for the duration. 
  When the axe appears, you can make a 
  melee spell attack against a target of 
  your choice within 5 feet of the axe. On 
  a hit, the target takes 4d10 fire 
  damage. 
  Until the spell ends, you can use a 
  bonus action on each of your turns to 
  move the sword up to 30 feet, to a 
  spot you can see, and repeat this 
  attack against the same target or a 
  different one. 
  While using this spell, you must use 
  your hands to play “air guitar.” If you 
  stop playing, as a free action, the spell 
  ends instantly. Though you do not use 
  an instrument, the axe emanates 
  empowering heavy guitar riffs. Any 
  creature that is attacking the same 
  target as the axe gains a +1 bonus to 
  attack and damage rolls. 
  At Higher Levels. When you cast 
  this spell using a spell slot of 8th level 
  or higher, the fire damage increases by 
  1d10 and the bonus to attack and 
  damage for creatures engaging with 
  the same target as the Air Axe 
  increase by an additional +1 for every 
  spell slot used above 7th level. 
   
  Armor Resonator 
  6th Level Transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a small diamond) 
  Duration: Instantaneous 
   
  You touch a target, sending high 
  frequency tremors throughout their 
  armor or body. Make a melee spell 
  attack against a target. On a hit, the 
  target's defenses fall apart. Any non-
  magical shields or armor that the 
  target is wearing pop their seams and 
  bindings, falling off the wearer. They 
  are then reduced to an AC of 10 plus 
  any other AC bonuses that may apply. 
  If the target has natural armor their 
  AC is reduced by 6, to a minimum of 
  10. This does not affect magical armor 
  or spells that increase the AC of a 
  creature. If a creature has both 
  material armor and natural armor, 
  then this spell effects the material 
  armor only. 
  Any material armor affected by this 
  spell must be repaired to be usable 
  again. Natural armor affected by this 
  spell recovers once the affected 
  creature finishes a short or long rest. 
   
  
   
  74 
  Brawler's Spirit 
  3rd Level Enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (dirt and blood 
  from a battlefield) 
  Duration: 1 round 
   
  Choose a willing creature within range. 
  On their next turn they are infused 
  with vicious magic. They are proficient 
  with improvised weapons and may add 
  their Strength modifier to the attack 
  and damage rolls made with 
  improvised weapons. Additionally, the 
  target is considered proficient with 
  unarmed strikes and has advantage on 
  unarmed attacks for the duration. The 
  target also has advantage on any 
  Strength checks for the duration of the 
  spell. 
   
  Bubble Vision 
  1st Level Illusion 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a bar of soap) 
  Duration: Concentration, up to 1 minute 
   
  One creature of your choice, that has 
  eyes, must succeed on a Wisdom 
  saving throw. On failure, indistinct 
  colors and shapes cloud the target's 
  eyes. The target has trouble 
  distinguishing reality from the strange 
  shapes in front of their eyes. The 
  target has disadvantage on attack rolls 
  and Investigation (Intelligence) and 
  Perception (Wisdom) checks for as 
  long as the spell is active on them. The 
  target may make a Wisdom saving 
  throw on each of their turns. On 
  success, the spell ends. 
   
  Concussive Beats 
  1st Level Evocation 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: V, S, M (a tuning fork 
  pendant) 
  Duration: Instantaneous 
   
  A blast of music erupts from your 
  instrument. Each creature within range 
  must make a Constitution saving 
  throw. A creature takes 1d10 force 
  damage on a failed save, or half as 
  much on a successful one. Any 
  creature that fails the saving throw 
  has their AC reduced by 1 until the 
  start of their next turn. 
  At Higher Levels. When this spell is 
  cast with a 4th level spell slot, the 
  damage increases to 4d10 and target's 
  AC is reduced by 2 on a failed save. 
  When cast with an 8th level spell slot, 
  the damage is increased to 9d10 and 
  the target's AC is reduced by 3 on a 
  failed save. 
   
  Copy Smite 
  6th Level Transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 10 
  minutes 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  
   
  75 
  duration, your weapon is wreathed in 
  magical energy, dealing an extra 3d6 
  force damage. Additionally, when you 
  attack a creature of the same size or 
  one size larger than yourself, you can 
  choose one attack of the creature's to 
  copy. For the duration of the spell you 
  can choose to use this copied attack as 
  your action. Once you have used the 
  copied attack, the spell immediately 
  ends but any effects of the attack 
  retain their normal duration. The 
  attack cannot be a spell but may be an 
  attack with spell effects. The magic of 
  this spell augments your body in such 
  a way to make most attacks possible 
  (such as magical claws or teeth) but 
  the full extent of attacks you can copy 
  is up to your GM. 
  If the attack you copy requires a 
  saving throw, and you use it against 
  the creature you copied the move 
  from, that creature makes the saving 
  throw with advantage. 
   
  Counter Illusion 
  2nd Level abjuration (Ritual) 
  Casting Time: 1 minute 
  Range: Self (10-foot radius) 
  Components: V, S, M (a small shard of 
  broken mirror) 
  Duration: Instantaneous 
   
  Any Illusion spells within the area, of 
  2nd level or lower, are immediately 
  broken, shattering and dissipating 
  instantly. 
  At Higher Levels. When you cast 
  this spell, using a spell slot of 3rd level 
  or higher, the range increases by 5 
  feet for each spell slot above 2nd and 
  any illusion spells of equal or lesser 
  level are dispelled. 
   
  Crank Caller 
  1st Level Illusion 
  Casting Time: 1 bonus action 
  Range: 15 feet 
  Components: V, S, M (a cold wire) 
  Duration: Instantaneous 
   
  A shadowy illusion rushes the target 
  creature from behind. The target must 
  make a Wisdom saving throw. On 
  failure, the target turns swiftly around 
  to defend themselves. Any creatures, 
  within 5 feet, who were already 
  engaged with the target then receive 
  an attack of opportunity against the 
  target. On success, the target is not 
  fooled. 
   
  De-frag Aura 
  4th Level Abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V 
  Duration: Concentration, up to 10 
  minutes 
   
  Restorative energy radiates from you 
  in an aura with a 30-foot radius. Until 
  the spell ends, the spell moves with 
  you, centered on you. All creatures 
  within the area are incapable of 
  gaining any more Corruption for the 
  duration of the spell. Additionally, as a 
  free action at the end of your turn, you 
  can choose one creature (including 
  you) to regain 1d8 hit points. 
  
   
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  Death Throws 
  3rd Level Illusion (Ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (dirt from a 
  graveyard) 
  Duration: 24 hours 
   
  You touch a willing target and they 
  appear to die. They convulse slightly, 
  then their body becomes stiff and 
  starts to cool. They appear dead to any 
  casual observers. Any checks to 
  investigate the body must beat your 
  spells save DC. On failure, they 
  consider the body completely dead. 
  The target is resting but need not 
  remain completely rigid, just very still. 
  The target can dispel this spell simply 
  by sitting up or standing up. 
  When this spell is cast as a ritual, any 
  checks to investigate the body are 
  made with disadvantage. 
   
  Destiny Bond 
  2nd Level Necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a lock of hair, 
  scales, fur, or another small bit of the 
  target) 
  Duration: Concentration, up to 1 minute 
   
  Choose a willing creature that you can 
  see within range. For the duration, any 
  damage you or the target receive is 
  split between both of you, rounded up. 
  If the target is killed while under the 
  effects of this spell, you immediately 
  drop to 0 hit points and are 
  unconscious. If either you or the target 
  receive healing, only the creature that 
  was healed regains hit points. If the 
  target is attacked by a damage type 
  you are resistant to, the damage is still 
  split equally between the two of you, 
  negating any resistance effects you 
  may have. It is the same if you are 
  attacked by a damage type they are 
  resistant to. Additionally, if they are 
  attacked by a damage type that you 
  are vulnerable to, the damage is still 
  slit equally, and vice versa. This spell 
  loses its effect if the target moves 
  1,000 feet or more away from you or 
  moves to another plane after this spell 
  is cast. 
   
  Dream Weaver 
  4th Level Enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pinch of sand) 
  Duration: Concentration, up to 1 minute 
   
  A target creature of your choice must 
  make a Wisdom saving throw. On 
  failure, they think that they are having 
  a lucid dream; believing that nothing 
  they, or others, do is real. They may be 
  filled with feelings of elation, fear, 
  confusion, or other emotions of your 
  choice. They believe that no harm can 
  come to them and that they have 
  extraordinary powers. At the end of 
  the target's turn they may make a 
  Wisdom saving throw, ending the spell 
  on success.   
  At Higher Levels. When you cast 
  
   
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  this spell using a spell slot of 5th or 
  higher, you can target one additional 
  creature for each slot level above 4th. 
  The creatures must be within 30 feet 
  of each other when you target them.   
   
   
   
  End Smite 
  1st Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  necrotic energy, dealing an extra 1d6 
  necrotic damage. Additionally, the 
  target must succeed on a Constitution 
  saving throw or any healing magic 
  they receive is halved for 1d4 rounds.  
   
  Energy Respite 
  2nd Level Abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a handful of 
  coffee beans) 
  Duration: Concentration, up to 1 hour 
   
  Touch a willing creature and infuse it 
  with revitalizing energy. For the 
  duration the creature can ignore the 
  effects of the highest level of 
  exhaustion they have. If they gain a 
  level of exhaustion while under the 
  effects of this spell, they ignore the 
  effects of the new higher level but 
  take the effects of the level below it. 
  For example, a creature has 5 levels of 
  exhaustion and this spell is cast upon 
  them. They then act as if they only 
  have 4 levels of exhaustion for the 
  duration of the spell. If they were to 
  suffer another level of exhaustion, 
  bringing them to 6 levels, they would 
  act as if they had only 5 levels of 
  exhaustion for the duration of the 
  spell. If they are unable to remove a 
  level of exhaustion before the spell 
  ends, they suffer the normal effect of 
  exhaustion and, in this case, would die. 
   
   
   
   
   
   
   
   
  
   
  78 
  Facsimile Smite 
  5th Level Conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  magical energy, creating an after 
  image of it. When this attack hits it 
  does the normal damage including any 
  bonuses that may be applied, the 
  after-image weapon then hits 
  immediately after. This after image is 
  counted as another successful attack 
  and receives all of the same bonuses 
  as the first hit did. 
   
  Flash Smite 
  3rd Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  radiant energy, dealing an extra 2d6 
  radiant damage. Additionally, on a hit 
  the blade shines with a blinding flash 
  and any creatures within 30 feet, that 
  can see the flash, must make a 
  Constitution saving throw or become 
  blinded for 1 round. 
   
   
   
  Fore Smite 
  1st Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  psychic energy, dealing an extra 1d6 
  psychic damage. Additionally, you skim 
  the target's mind, getting a good 
  understanding of what it plans to do in 
  the next few seconds. If the next attack 
  you make is against the same target, 
  then you make the attack with 
  advantage. 
   
  Ghost Potion 
  5th Level Illusion 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (an empty glass 
  vial) 
  Duration: Concentration, up to 1 minute   
   
  You create an illusion of a potion. It 
  has the same effects as a real potion 
  but the effects only last until the spell 
  ends. The potion and its effects only 
  last the duration of the spell, 
  regardless if you consume it or not. 
  You may choose any potion of 
  common or uncommon rarity. Any 
  healing from potions created by this 
  spell is negated once the spell ends. 
  At Higher Levels. When you cast 
  this spell with a spell slot of 7th level 
  you can either choose to create 2 
  
   
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  common or uncommon potions, or to 
  create 1 potion of rare rarity. If you 
  create multiple potions they must be 
  the same potion. 
  When you cast this spell with a spell 
  slot of 9th level you can choose to 
  create 3 common or uncommon 
  potions, or 2 rare potions, or to create 
  1 potion of very rare rarity. If you 
  create multiple potions they must be 
  the same potion. 
   
  Light Blades 
  2nd Level Enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (2 small and 
  slender blades) 
  Duration: 2 rounds 
   
  You touch a target of small to large 
  size and bestow rail skates made of 
  light on their feet. The creature can 
  use them to skate upon the fabric of 
  reality. They are not affected by 
  difficult terrain while this spell is 
  active, and they can use the Dash 
  action as a bonus action on their turn. 
  If the creature has a Dexterity score of 
  13 or higher they receive a +1 bonus to 
  their AC. If the creature has a Dexterity 
  score of 12 or less they receive a -2 
  penalty to their AC as they fumble to 
  skate around properly. If the target is 
  unwilling, they must make a Charisma 
  saving throw, on success nothing 
  happens. The target creature can 
  make a Charisma saving throw at the 
  end of each of their turns, ending the 
  spell on a successful save. 
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the duration of the spell 
  increases by 1 round for every spell 
  slot used above 2nd. 
   
  Load Smite 
  3rd Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  necrotic energy, dealing an extra 3d6 
  necrotic damage. Additionally, if the 
  target is a creature, it must succeed on 
  a Constitution saving throw or you are 
  healed a number of hit points equal 
  the extra necrotic damage this spell 
  inflicted. 
   
  Lock Smite 
  4th Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  magical energy, dealing an extra 2d6 
  force damage. Additionally, if the 
  target can cast spells, it must succeed 
  on a Wisdom saving throw or have 1 of 
  their spell slots locked for the duration 
  of the spell. Roll a d4, the number 
  
   
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  rolled is the level of 1 spell slot that is 
  unusable for the duration of the spell. 
   
  Luck Aura 
  6th Level Abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  Fortuitous energy radiates from you in 
  an aura with a 30-foot radius. Until the 
  spell ends, the spell moves with you, 
  centered on you. For the duration, all 
  non-hostile creatures within range 
  (including yourself) make any saving 
  throws with advantage. 
   
  Minor Missile 
  Evocation Cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
   
  You create a glowing dart of magical 
  force. The dart hits a creature of your 
  choice that you can see within range. 
  The dart deals 1d4+1 force damage to 
  the target. 
  At Higher Levels. If you cast this spell 
  with a 1st level spell slot you can cast 
  this spell as a bonus action on your 
  turn. 
   
  Mom's Spaghetti 
  5th Level Divination 
  Casting Time: 1 Action 
  Range:  Self (30-foot radius) 
  Components: V, S, M (any instrument) 
  Duration: Instantaneous   
   
  Choose a creature, that can hear you, 
  within range and attack them with a 
  short set of brutal and scathing lyrics. 
  You project your voice for all within 30 
  feet to hear your putdowns clearly. 
  Your cutting words dig straight to their 
  most self-conscious fears and bring 
  them to light in front of all their allies.  
  The target must make a Charisma 
  saving throw to withstand your attack. 
  On a failed save they take 1d8 psychic 
  damage for every ally within range 
  that heard your verbal attacks, max of 
  8d8. Additionally, the target loses any 
  benefits or features they may gain 
  from having allies around. They take 
  half as much damage on a successful 
  save and do not lose any abilities. 
  When attacking a swarm, they make 
  the Constitution saving throw with 
  disadvantage. They take 8d8 on a 
  failed save or half as much on a 
  successful one. 
   
  Nightmare Being 
  6th Level Illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a broken dagger) 
  Duration: Concentration, up to 1 minute 
   
  Target a creature that you can see. You 
  create an amorphous shadow being, 
  with nightmarish tentacles and 
  movement, that only the target can 
  see. The target must make an 
  Intelligence saving throw to dismiss 
  the illusion. On failure, the target takes 
  
   
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  4d4 psychic damage from the 
  nightmare illusion at the beginning of 
  each their turns for the duration of the 
  spell. The target can attack the illusion 
  on their turn, dismissing it on a 
  successful hit. The illusion has an AC 
  of 20. The target may also make an 
  Intelligence saving throw at the end of 
  their turn to dispel the illusion. 
  At Higher Levels. When you cast 
  this spell using a spell slot of 7th level 
  or higher, the illusion does an 
  additional 1d4 damage and requires 1 
  more hit to be dispelled for every spell 
  slot level above 6th. 
   
  Old Friends 
  3rd Level Illusion 
  Casting Time: 1 minute 
  Range: 60 feet 
  Components: V, S, M (one strand of the 
  target's hair) 
  Duration: Concentration, up to 6 hours 
   
  You skim a target's mind and pull a 
  memory of a humanoid friend's 
  appearance. You make yourself, and 
  everything you are wearing, look like 
  the creature's appearance, as the 
  target remembered them. Your voice 
  and appearance are exact, requiring a 
  Wisdom saving throw to see through. 
  Any items that you gain in this illusion 
  are immaterial and will not hold up to 
  inspection. You may interact with the 
  objects you gain in this illusion, but 
  anyone else who tries will simply pass 
  through. You gain no knowledge of the 
  creature you are imitating by using 
  this spell. Your GM may give you the 
  choice of several different friends to 
  imitate. 
   
  Paralyzing Wave 
  3rd level Evocation 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: V, S, M (a magnet) 
  Duration: 1 round 
   
  Waves of acoustic energy burst out of 
  you, striking all enemies within range. 
  Any creatures within range must make 
  a Constitution saving throw taking 4d6 
  force damage and become paralyzed 
  for 1 round on a failed save. On a 
  successful save the creatures take half 
  damage and are not paralyzed. 
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or 
  higher, the damage increases by 2d6 
  and the palatalization duration 
  increases by 1 round for every spell 
  slot used above 3rd. 
   
  Party Ball 
  2nd Level Conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a handful of 
  colorful marbles) 
  Duration: Concentration, up to 1 minute 
   
  You choose a point that you can see 
  within range. A tiny sized, bright 
  shining ball appears in that space. It 
  illuminates a space of 30 feet with 
  bright light and flashes multicolored 
  rays all around. Any creatures, that 
  can see the ball, and are within 10 feet 
  
   
  82 
  of it upon creation, must make a 
  Constitution saving throw. On failure, 
  they are blinded until the start of their 
  next turn. 
  When the ball is destroyed, either by 
  ending the spell or by being attacked, 
  it explodes in a hail of shrapnel. Any 
  creatures within 10 feet of the ball 
  when it explodes must make a 
  Dexterity saving throw, taking 3d6 
  slashing damage on a failed save or 
  half as much on a successful one. 
  The ball has and AC of 10 and 1 hit 
  point. 
  At Higher Levels. When the spell is 
  cast with a spell slot of 3rd level or 
  higher, the range on the illumination, 
  blinding effect, and explosion 
  increases by 5 feet for every spell slot 
  used above 2nd. If casting this spell 
  with a 6th level spells slot or higher, all 
  invisible creatures within the 
  illuminated area are visible. 
   
  Phantasmal Orchestra 
  8th Level Conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a conductor's 
  baton) 
  Duration: Special 
   
  Choose a spot within range. A 
  phantasmal orchestra appears there 
  and begins readying to play. They are 
  incorporeal and cannot attack or be 
  attacked. At the start of the next 
  round, they begin to play a beautiful 
  but brief symphony to the beat of the 
  battle, accentuating the attacks, 
  dodges, and spells with beautiful 
  rhythm and beats. For the entire 
  round, ally creatures, that are within 
  120 feet of the orchestra and can hear 
  it, gain advantage on any attack rolls 
  made. Additionally, those same allies 
  recover 4d8 hit points at the beginning 
  of their turn, even if they are 
  unconscious. When the round ends, 
  the orchestra bows and disappears. 
  At Higher Levels. When you cast 
  this spell with a 9th level spell slot your 
  allies gain 6d8 hit points. Additionally, 
  any enemies within 120 feet of the 
  orchestra that can hear it make saving 
  throws at disadvantage. 
   
  Regen Aura 
  5th Level Abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  Healing energy radiates from you in an 
  aura with a 30-foot radius. Until the 
  spell ends, the spell moves with you, 
  centered on you. For the duration of 
  the spell each non-hostile creature 
  that starts their turn within range 
  (including yourself) regains 1d6 hit 
  points at the beginning of their turn. If 
  they are the same alignment as you, 
  they regain 2d6 hit points instead.  
  
   
  83 
   
   
  Revving Smite 
  1st Level Enchantment 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V 
  Duration: 1 minute 
   
  Touch a weapon to imbue it with 
  magical energy. The weapon does an 
  additional 1d4 force damage each time 
  it strikes for the duration of the spell. 
  You can cast this spell again, during 
  the duration of the first casting, on the 
  same weapon, to add an additional 1d4 
  force damage for each time you cast 
  this spell on that weapon, to a 
  maximum of 5d4. Each time you cast 
  this spell on the same weapon, the 
  duration is reset. 
  For example, you cast this spell on 
  your mace, causing it to gain 1d4 
  additional force damage. Next round 
  you cast the spell again on the mace, 
  causing the duration to reset to 1 
  minute and the force damage to 
  increase to 2d4. You use it again on the 
  following round, again resetting the 
  duration and increasing the force 
  damage to 3d4. 
   
  S-Smite 
  6th Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  magical energy, dealing an extra 5d6 
  force damage. Additionally, the attack 
  flashes with a burst of force energy. 
  Every hostile creature within 30 feet 
  of the target must make a successful 
  Constitution saving throw or take 2d6 
  force damage and be knocked back 10 
  feet. They take half as much damage 
  and are not knocked back on a 
  successful save. 
   
  Sharp Tones 
  2nd Level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a piccolo reed) 
  Duration: Concentration, up to 1 minute 
   
  You shoot a compacted ball of sound 
  at a space you can see within range. 
  When it reaches its destination, it 
  explodes in a 5-foot-radius sphere of 
  piercing noise. Any creatures within 5 
  feet must make a Constitution saving 
  throw or take 3d6 psychic damage. For 
  
   
  84 
  the duration of this spell the sphere of 
  terrible sounds remains in place. Any 
  creature that steps into the sphere 
  must make a Constitution saving 
  throw or take 3d6 psychic damage. 
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the damage increases by 1d6 
  for each spell slot used above 2nd. 
   
  Tape Skip 
  9th Level Transmutation 
  Casting Time: 1 reaction 
  Range: Self (150-foot diameter sphere) 
  Components: V, S, M (1 yard of pure 
  black ribbon, which the spell 
  consumes) 
  Duration: Instantaneous 
   
  At the beginning of a round, you can 
  choose to cast this spell, putting 
  everything in range within a state of 
  temporal flux. You then fast forward 
  time in that area by 6 seconds. 
  Creatures can move to point of their 
  choosing, within their normal range 
  and within normal reason, without 
  triggering opportunity attacks. Every 
  creature within range automatically 
  succeeds on their attacks and fails 
  their saving throws for the round. 
  Time outside of the area appears 
  halted to those within the spells effect. 
  Creatures that leave the spell area 
  become halted until the spell ends. 
  There are no saving throws against 
  this spell. 
  Altering time in this way is almost 
  always deadly to the caster. After the 
  spell has finished, the caster is 
  reduced to 0 hit points. The caster 
  then has disadvantage on all saving 
  throws, including death saving throws, 
  until they finish a long rest. In addition, 
  casting this spell doubles the rate at 
  which the caster ages. This effect is 
  cumulative, meaning that if a caster 
  uses this spell 4 times, they would age 
  at 16 times their normal rate. 
   
  Translucent 
  Illusion Cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  A creature you touch becomes 
  translucent until the spell ends. 
  Anything the target is wearing or 
  carrying is translucent as long as it is 
  on the target's person. While the spell 
  is active, the affected creature gains 
  +3 to Stealth (Dexterity) checks. Any 
  attacks made against it, while in dim 
  light, have disadvantage. The spell 
  ends for a target that attacks or casts 
  a spell. 
   
  Wub Blast 
  Evocation Cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: instantaneous, 
   
  A discharge of modulated sound 
  blasts out from you towards a 
  creature within range, sending sharp 
  pains in their ears. Make a ranged spell 
  
   
  85 
  attack against the target. On a hit, it 
  takes 1d4 force damage. The first 
  attack the creature makes on the next 
  round is made at disadvantage. 
  At Higher Levels. The spell damage 
  increases by 1d4 when you reach 5th 
  level (2d4), 11th level (3d4), and 17th 
  level (4d4). 
   
  Unkind Rewind 
  9th Level Transmutation 
  Casting Time: 1 reaction 
  Range: Self (150-foot diameter sphere) 
  Components: V, S, M (an hourglass 
  filled with diamond dust, which the 
  spell consumes) 
  Duration: Instantaneous 
   
  At the end of a round, you can choose 
  to cast this spell, putting everything in 
  range within a state of temporal flux. 
  You then rewind time in that area by 6 
  seconds. Everything that happened in 
  in that round is undone and the area 
  and creatures revert back to the state 
  they were at the beginning of the 
  round. There is no saving throw 
  against this spell. 
  Altering time in this way is almost 
  always deadly to the caster. After the 
  spell has finished, the caster is 
  reduced to 0 hit points. The caster 
  then has disadvantage on all saving 
  throws, including death saving throws, 
  until they finish a long rest. In addition, 
  casting this spell doubles the rate at 
  which the caster ages. This effect is 
  cumulative, meaning that if a caster 
  uses this spell 4 times, they would age 
  at 16 times their normal rate. 
   
  Vector Aura 
  4th Level Enchantment 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  Ephemeral vector lines radiate from 
  you in an aura with a 30-foot radius, 
  infusing you ally's weapons with 
  fortifying magic. Until the spell ends, 
  the spell moves with you, centered on 
  you. Whenever a non-hostile creature 
  within range makes a melee or ranged 
  attack, they add 1d6 to their damage 
  rolls and their weapons are considered 
  magical. 
   
  Wild Smite 
  2nd Level Evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  necrotic energy, dealing an extra 1d6 
  necrotic damage. Additionally, the 
  target must make a Wisdom saving 
  throw or suffer one of these effects. 
  Roll a d6 to determine the effect. 
  1. Target takes an extra 2d6 
  necrotic damage. 
  2. The Target becomes fearful of 
  you for the duration of the spell. 
  3. Their hit point maximum is 
  reduced by 5, their body is 
  
   
  86 
  vaporized if this reduced their 
  hit point maximum to 0. 
  4. The next attack the target 
  makes is made with 
  disadvantage. 
  5. Any healing the target receives 
  is halved for the duration of the 
  spell. 
  6. The target is pushed 10 feet 
  back and knocked prone. 
   
  Wall of Sound 
  6th Level Conjuration 
  Casting Time: 1 Action 
  Range: 120 feet 
  Components: V, S, M (a string from 
  three different instruments) 
  Duration: Concentration, up to 10 
  minutes 
   
  You create a thick wall of horrible 
  sound. The wall appears within range 
  in a place of your choosing. It does not 
  need support and can hang in midair. 
  You choose to make the wall up to 60 
  feet long, 10 feet high, and 5 feet thick 
  or a sphere with a 20-foot radius and 
  5-foot-thick walls. The air within the 
  wall is distorted but does not block 
  line of sight. 
  Creatures near the wall can hear 
  discordant screeches and overly loud 
  beats but are not harmed by it unless 
  inside the wall. When the wall appears, 
  each creature within the walls must 
  make a Constitution saving throw. On a 
  failed save, a creature takes 6d10 
  bludgeoning damage, of half as much 
  on a successful save. Any creature can 
  move through the wall somewhat 
  easily. When a creature enters the wall 
  on a turn or ends their turn there, the 
  creature must make a Constitution 
  saving throw. The creature takes 6d10 
  bludgeoning damage on a failed save, 
  or half as much damage on a 
  successful one. 
  A creature cannot cast spells that 
  have a verbal component while inside 
  the wall. 
  At Higher Levels. When you cast 
  this spell using a spell slot of 7th level 
  or higher, the damage a creature takes 
  from the wall increases by 1d10 for 
  each spell slot used above 6th level. 
   
  Write Smite 
  1st Level Enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The first time you hit with a melee 
  weapon attack during this spell's 
  duration, your weapon is wreathed in 
  psychic energy, dealing an extra 1d6 
  psychic damage. Additionally, if the 
  target is a creature, it must make a 
  Wisdom saving throw or become 
  charmed by you until the spell ends. If 
  you or any of your allies attack the 
  creature again before the spell ends, 
  the charm effect is ended. 
   
   
   
  
   
  87 
   
   
  The Following is the campaign 
  designed specifically for the 
  Retroverse test. More will be added in 
  the next wave. To avoid spoilers, it is 
  advised that Players don’t stop here. 
  This is GM country. 
   
  Part 1: An Old 
  Friend 
   
  [TL; DR] You received a letter from an 
  old friend Wyatt asking for your help 
  in a magical grotto. Go help him 
  recover his stolen duck. 
   
  Warren's Grove appears at seemingly 
  random times throughout the 
  Retroverse. Never in the same spot, 
  and never for more than a few days. 
  Its mythological descriptions lead 
  many to believe that it is just a tall 
  tale. But it has appeared yet again, and 
  you are one of the few who know 
  where to find it. 
  The Grove is a very simple place. It 
  features a small lake, a shallow 
  stream, and three small castles. The 
  castles, colored yellow, white, and 
  black, are not castles in the traditional 
  sense. They serve as a gateway to an 
  unknown challenge. What is inside the 
  castle, may not always match what is 
  outside. The nature of the challenge is 
  impossible to know before entering 
  and dozens of different settings have 
  been recorded, with very few 
  duplicates over time. 
  Each time Warren's Grove appears, 
  it is always preceded by a local item of 
  great value being stolen. The item is 
  whisked away into the Black Castle 
  and, if not recovered before the grove 
  vanishes again, stays there forever. 
  Only one group of heroes has ever 
  recovered the stolen item and they 
  refused to speak of it before their 
  eventual deaths. 
  You know of its location, a 
  burgeoning forest within the Vector 
  Wilds, because of the letter you 
  received. In the small outpost of Hoff 
  Keep, a local farmer by the name of 
  Wyatt Ferris reported his prized 
  possession stolen, his duck. The duck 
  had been with Ferris for years and had 
  even saved his life on several peculiar 
  situations. In terms of sentimental 
  value, it was easily the most valuable 
  item within Hoff Keep. The letter, from 
  your dear friend Wyatt, has implored 
  you, and several other of his close 
  kinsmen, to help him in his plight. 
  For one reason or another, you have 
  agreed. Did you come to help your 
  
   
  88 
  friend? Did you come for glorious 
  challenge? Do you wish to have your 
  name remembered as one of the few 
  to surmount Warren's Grove? 
  Whatever the reason, you make haste 
  and find yourself there, with a few 
  days to spare before it disappears 
  again. 
   
  Running the Adventure 
   
  The three castles of Warren's Grove 
  will provide the characters with three 
  unique quests to undertake. Between 
  castles they can rest safely in the 
  grove, or you can ambush them there 
  with lesser creatures for a more 
  challenging adventure. When a 
  creature’s name appears in red bold it 
  is a visual cue to reference your 5E 
  material for the creature’s stat block. 
  When it is simply in bold, the stat 
  blocks can be found in Chapter 7: 
  Creatures. 
   
  “Text that is in blocks like this is 
  intended to be read to the players 
  when they enter a new area, or 
  because of a specific circumstance. 
  Feel free to improvise and add to the 
  descriptions to better fit your game” 
   
  The main areas within the adventure 
  are: 
  Warren's Grove. Named after the 
  person who first discovered and 
  recorded this phenomenon. A beautiful 
  grove that contrasts the natural lay of 
  the land. If it were set within a desert, 
  the grove would still be green and 
  prosperous. A great place to 
  recuperate and the location of Wyatt's 
  camp. 
  The Yellow Castle. A diminutive 
  castle on the outside, an abandoned 
  entertainment restaurant on the 
  inside. A cult of Kobolds have made 
  this place their new temple. They 
  serve a mysterious drunken god, 
  Cheezers. Crafty and zealous, the cult 
  gang will not take lightly your 
  trespassing into their holy temple. 
  The White Castle. A more imposing 
  castle hides a terrible world on the 
  other side. Upon entering this castle, 
  you are shifted into a different reality, 
  one where corruption has spread to 
  almost every living creature. The 
  castle you now reside in is one of the 
  last bastions for life. It is shielded by a 
  powerful force that fails every 10 
  hours, but quickly comes back. The 
  people inside are battle worn, shifty, 
  and dying. If the shield keeps failing, 
  why are they so insistent that you 
  don't try and repair the source? 
  The Black Castle. A striking castle 
  hides a monstrous dungeon. 
  Descending deeper and deeper gets 
  you closer to your goal, but how long 
  can you keep it up? And with only a 
  few days left to spare before Warren’s 
  Grove disappears! You must hurry if 
  you are going to reach the end in time! 
   
  Quest Hooks 
   
  Your group being the only ones to get 
  to Warren's Grove in time is not mere 
  
   
  89 
  accident. Driven by some inner desire, 
  you feel called to this place like a 
  moth to flame. The only question is, 
  can you stand the heat? Give this 
  information to your players as 
  possible hooks for their characters and 
  let them decide what suits them best. 
  They do not have to choose one of 
  these hooks, these are just here to 
  make it easier to rope them in on the 
  adventure. 
  Guts and Glory. You're brave to 
  some, foolhardy to most. When you 
  received Wyatt's letter you were 
  immediately assaulted with 
  daydreams of treasure, battle, and 
  victory. Without a moment’s hesitation, 
  you set off to Warren's Grove, 
  imagining the piles of treasure and 
  adoration you would obtain. 
  A Friend in Need. Wyatt is a close 
  friend of yours. You and he grew up 
  together or served together in battle. 
  A bond of friendship and love links you 
  two together, even across great 
  distances. It may seem silly that he 
  wants you to recover his duck, but you 
  would do anything for your friend in 
  need. 
  A Hero of Time. History erases all 
  but the most amazing. You desire not 
  for gold or friendship, only for legacy. 
  If you can be one of the few to 
  conquer the three challenges of 
  Warren’s Grove, then surely your 
  deeds will be remembered for all time. 
  You're not just here to do battle, you're 
  here to record your adventure and 
  ensure that it is kept within the halls of 
  every great library for all time. 
   
  Bootstraps. Things have been better 
  for you. Due to a string of poor luck 
  and even poorer decisions, you find 
  yourself broke and hungry. People 
  hound you at every turn for money 
  you don’t have, often threatening to 
  beat it out of you. The letter from 
  Wyatt was a welcome break, maybe 
  you can turn things around for 
  yourself. This might just be your big 
  change to get back on top. 
  Powerhouse. Your machinations 
  and schemes all mean nothing without 
  the power to fulfill them. Such an 
  amazing place must also hold 
  powerful magic. Artifacts of 
  immeasurable strength slither into 
  your imagination. What new power 
  could you wield over others? How 
  easily would they bend to your will if 
  you were holding all the cards? The 
  easy part was getting here, the hard 
  part will be convincing these fools to 
  work with you until you have all the 
  power you want, which will never be 
  enough. 
  Distant Family. Wyatt is a distant 
  uncle of yours. You did not know him 
  so well, but he always seemed to take 
  an interest in your life. He was kind to 
  you and never forgot a birthday, even 
  though you hardly ever spoke to him. 
  When his letter came in you felt a 
  small sense of familial obligation. 
  Maybe this will give you a chance to 
  bond with this kind stranger. 
   
   
  
   
  90 
  Map 1.A Warren’s Grove 
   
   
  
   
  91 
  The Grove 
   
  [TL; DR] Wyatt has been taken 
  hostage by 4 Neo Bandits. Save him 
  and obtain the key for the Yellow 
  Castle. 
   
  NPCs: Wyatt Ferris. 
  Key Items: Bird Key 
  Enemies: Neo Bandits, Karma 
  Chameleon 
   
  Warren's Grove is a very peaceful 
  place. It's appearance always overrides 
  the surrounding area. It can be in a 
  desert, arctic wastes, swamp, or windy 
  ravine and still be a peaceful grotto. 
  Normal plant and wildlife avoids the 
  area for reasons unknown. As you 
  walk in, your skin shivers and you feel 
  a tingle of power in the air. Butterflies 
  fitter about and songbirds sing in the 
  distance. It is a place of beauty and 
  tranquility. 
  The adventure begins here. The 
  characters arrive together, and all 
  make their way into the clearing as 
  essentially the same time. When they 
  get here they are breathless at the 
  sheer majesty of this place. It is a 
  small paradise to behold. They will 
  immediately spot a tent nearby but 
  will not see Wyatt. He has been 
  captured by 4 Neo Bandits who want 
  to face the three castles themselves. 
   
  “You arrive at Warren's Grove 
  perfectly in time with the other 
  summoned adventurers. You all share 
  one thing in common, friendship with 
  Wyatt. Because of that it is likely that 
  you have at least heard of each other, 
  and some of you may even be 
  friends.” 
  “After passing through a narrow break 
  in the greenery that surrounds 
  Warren's Grove, you come to a place 
  of beauty. Birds sing in the distance, 
  small bugs fly about, and the smell of 
  pine and clean water is fresh in the air. 
  You can see three colored castles, 
  white, black, and yellow, each of 
  different heights skirting the edges of 
  this place.” 
  There is a large tree slightly off center 
  in this clearing. Several small bridges 
  cover a narrow creek, teeming with 
  life. You can see a tent ahead, next to 
  a smoldering fire. The messiness of 
  the tent’s surroundings rings to you as 
  a calling card of Wyatt. At first glance 
  though, Wyatt is nowhere in sight.” 
   
  1 - Narrow Passage 
   
  From the outside, Warren's Grove is an 
  impassable thicket of greenery. At the 
  south end there is a small break in the 
  trees that offers passage. The 
  characters can go through one by one 
  and will arrive in The Grove after 
  around 10 minutes of travel. 
   
  2 – Smattering of 
  Bridges 
   
  Several small bridges line the steam 
  here. Some have fallen into disrepair, 
  
   
  92 
  all have some ivy and flowers on 
  them. The stream is not deep or rapid 
  and the characters do not need to use 
  the bridges to get across. Several 
  small fish nibble at the water's surface 
  and will act playfully with the 
  characters if they bend over to 
  observe them. 
   
  3 – Wyatt's Tent 
   
  Wyatt has set up a tent with some 
  provisions here. A small ring of stones 
  surrounds a burnt-out fire. There are 
  bottles of various sizes and colors 
  sitting in the grass outside the tent. An 
  intelligence check of DC 10 will 
  recognize two of the bottles as healing 
  potions. 
   
  4 – Crystal Pond 
   
  A small log sits beside an 
  exceptionally blue pond. The pond 
  seems to have no bottom. Near the 
  pond is an ancient pine tree. It towers 
  at 50 feet in the air. Fruit of various 
  other plants grow on it including 
  oranges, peaches, grapes, and black 
  apples. All the fruit is sweet and 
  nourishing and there doesn’t seem to 
  be any way that you could eat all of it. 
  The tree is also host to a vining plant 
  whose leaves can be used as healing 
  herbs. Any character with the ability, 
  can create a few lesser healing potions 
  by spending a few hours and using the 
  pond and the tree. The Karma 
  Chameleon rests in this tree.  Wyatt is 
  initially tied up to the tree by the Neo 
  Bandits. 
   
  5 – Yellow Castle 
   
  A small yellow bricked castle. Calling it 
  a castle is actually sort of a misnomer. 
  It has the appearance of a squat castle 
  but is the size of a large barn. The 
  backside, like all the other castles, 
  extends into the impenetrable forest 
  beyond. While near it you can hear 
  electric thrums and whistles. The large 
  metal double doors are locked, and an 
  indentation of a bird can be seen on 
  the left one. Attempts to open the 
  door or pick the lock will always fail 
  until the indentation is filled with the 
  right item. A small sign hangs off one 
  nail. It reads: “Welcome to Drunk-E-
  Cheezers.” 
   
  6 – White Castle 
   
  While not wider or longer than the 
  Yellow Castle, the White Castle is taller 
  and more imposing. Characters who 
  stand close to it can hear thunder 
  rumbling from inside. They may also 
  notice that the entire castle has a faint 
  blue aura around it. On one of the 
  metal doors there is an indentation of 
  a wine glass.  Attempts to open the 
  door or pick the lock will always fail 
  until the indentation is filled with the 
  right item. There is a sign laying on the 
  ground, next to the door. It is nearly 
  unreadable from age, except for the 
  word “Indomitable.” 
  
   
  93 
  7 - Black Castle 
   
  With the same width and length as the 
  other castles, this one exudes a feeling 
  of dead when approached. It appears 
  to grow from the perspective of any 
  that get within 10 feet. Within 5 feet, 
  the unmistakable stench of rot wafts 
  over any observer. The stench is 
  rancorous and any character that 
  smells it must make a Constitution 
  saving throw, DC15, or vomit. They are 
  then immune to the effects of the 
  stench for the day but can still smell it. 
  Coming from inside, the sounds of 
  machinery and stone grinding can be 
  heard. Muffled screams and babies 
  crying can be heard under this by 
  anyone who spends time listening. On 
  the door, a small shield indentation 
  can be seen.  Attempts to open the 
  door or pick the lock will always fail 
  until the indentation is filled with the 
  right item. Written in ever-fresh blood 
  across the doors reads “/Easter-ARG”. 
   
  Where's 
  Wyatt? 
   
  [TL; DR] Wyatt is tied up behind the 
  tree. 4 Neo Bandits attack the party. 
   
  Though they were supposed to meet 
  Wyatt here, he does not come and 
  greet them. This is because he is tied 
  up behind the large pine tree. When 
  the players go to investigate Wyatt's 
  tent, or the large tree, they will be 
  ambushed. 2 Neo Bandits will burst 
  out of the tent and 2 will swing out 
  from behind the pine tree. 
  • 
  Make a Stealth check for both 
  groups of bandits. If the 
  characters detect them in the 
  tent they can attempt to 
  ambush them, though they may 
  not be certain that the people 
  inside the tent are of ill intent. 
  • 
  The 2 bandits in the tent will 
  attack with melee attacks and 
  the 2 bandits by the tree will 
  use ranged attack. This is 
  reversed if the characters 
  investigate the tree before the 
  tent. 
  • 
  During the battle, a Karma 
  Chameleon will focus its 
  attention on any evil character 
  within the group. If there is 
  more than one evil character, it 
  will lock on to the one who does 
  the first evil act, no matter how 
  minor. If there are no evil 
  characters, it will follow the first 
  character to do any evil action. It 
  will follow the party from castle 
  to castle, observing and feeding 
  off evil actions. 
   
  Developments 
  It is possible, though not likely, that the 
  bandits will defeat the party. If this 
  happens the bandits will loot the party, 
  take the Bird key from Wyatt's bags, 
  and enter the Yellow Castle, leaving 
  the door unlocked. Their bodies can be 
  found inside later, shoved inside the 
  
   
  94 
  meat cooler. 
  If the characters take the bandits 
  hostage, they will find them to be 
  lacking any good information. They 
  will beg for their own lives and 
  promise to leave Warren’s Grove 
  immediately. They will honor their 
  promise to leave peacefully but may 
  try to steal a potion or gold from 
  Wyatt's tent before going. If the party 
  kills them in cold blood, the executor 
  will catch the attention of the Karma 
  Chameleon. 
  If the bandits are forced to be a 
  scout in the Yellow Castle for the 
  characters they will die in tragic or 
  comedic ways very shortly into the 
  building. Electric shock, setting off 
  traps, unseen crossbow assailants. 
  Anything to create the feeling of a 
  deadly environment. 
   
  The Day is Saved 
  After the bandits have been defeated, 
  you can easily save Wyatt, who was 
  tied and gagged on the north side of 
  the large tree. He will thank you all for 
  coming and greet each one of you in 
  turn. He will explain that his duck was 
  replaced by the key to the Yellow 
  Castle and entrust it to you. At this 
  point he can visit with the characters 
  but implores them to hurry, as there 
  are few short days left before 
  Warren's Grove vanishes. 
  From here on he will make healing 
  potions, giving them to the characters 
  whenever they successfully complete 
  a castle challenge. The exact number 
  of potions is up to you. 
  He knows nothing of the 3 castles, 
  except what they sound like when 
  close. He has not tried to investigate 
  them himself as he has been waiting 
  on the PCs to explore the dangerous 
  castles. 
   
  Level Up 
   
  The characters should progress to 
  level 2 before entering the Yellow 
  Castle. 
   
   
   
   
   
   
   
   
  
   
  95 
  Yellow 
  Castle: 
  Drunk-E-
  Cheezers 
   
  [TL;DR] Biker Kobold cultists have 
  taken over this abandoned restaurant. 
  The characters must retrieve a key 
  from the ball pit to unlock the 
  basement, fight Woebone the 
  Manager in the basement, and use his 
  hand print to open the roof door. Once 
  there, a Kobold Priest will bring a 
  giant horse head, their drunk god 
  Cheezers, to life and the characters 
  must defeat it to retrieve the Wine 
  Glass key in its mouth. 
   
  Placing the Bird Key into the 
  indentation will unlock the doors. 
  When the players step inside the will 
  be assaulted with the smell of old 
  cheese and whiskey. An abandoned 
  restaurant from the Drunk-E-Cheezers 
  chain, this place has seen better days. 
  The doors will slam shut behind the 
  party as soon as everyone is inside. 
  There is an indentation of a wine glass, 
  the same one as on the front doors of 
  the White Castle, on the doors. They 
  will not be able to leave until they 
  have retrieved the next key. 
  The building is in shambles. There 
  are broken arcade machines sitting in 
  piles of shattered glass. A series of 
  child sized tubes web across the 
  ceiling, holes gaping all along it. Food, 
  fresh and years old, is all over the 
  place. There are no windows to the 
  outside, but nearly every window 
  inside is shattered. Strange quotes are 
  written along the walls in both 
  common and draconic, none make any 
  sense. How the residents live in such 
  filth is nothing short of a miracle. 
   
  NPCs: None 
  Key Items: Employee key, Wine Glass 
  key, Woebone's handprint 
  Enemies: Animatronic Horror, 
  Cheezers' Head and Hoofs, Pizza Cube, 
  Shatterling, Biker Kobold, Kobold 
  Priest, Pizza Slime, Woebone the 
  Manager 
   
  Random Encounters: If you feel it is 
  time for a random encounter, roll a 
  d20 on this table. 
   
  1 – 16 
  1d4 Kobolds 
  17 – 18 
  Pizza Slime 
  19 
  Animatronic Horror 
  20 
  Shatterling 
   
  General Features 
   
  Ceiling. The ceiling on the first floor 
  is around 12 feet high, though it sags in 
  some places due to damage. Taller (10 
  feet or more) characters may have to 
  duck under the plastic child sized 
  piping suspended on the ceiling. These 
  pipes are broken in many places and 
  crafty enemies may be waiting above 
  to drop down on unsuspecting foes. On 
  the roof, the sky is a soundless  
   
   
  
   
  96 
   
   
  
   
  97 
  tumultuous swirling black static. The 
  basement ceiling is overflowing with 
  rotten dough and slime. 
  Light – Despite the disrepair, the light 
  is typically good enough on the first 
  floor to see. Several overhead lights 
  are still working and keep the place 
  well enough lit. The basement is 
  completely pitch black with the 
  exception of Woebone's office. The 
  roof is lit as if it was a clear sky with a 
  full moon. 
  Garbage. The floors and walls are 
  covered in filth and decay. Shiny but 
  useless bits and baubles are strewn 
  throughout the building. Sludge has 
  built up in the kitchen area and the 
  basement is overrun with a mixture of 
  dough and waste. The roof is 
  surprisingly clean. None of this will 
  normally inhibit movement but it 
  could make it difficult if the players 
  wanted to do fancy footwork around 
  the debris. 
  Sound. The only repetitive sound is 
  that of the few operating arcade 
  machines. This is not loud enough to 
  muffle loud sounds. Small noises, such 
  as a stealthy enemy, may be drowned 
  out. The basement is deadly quiet, as it 
  the roof. 
  Smell. Rot and waste full this place. 
  To say it smells bad is selling the 
  stench short. It is nigh unbearable, and 
  it permeates every inch of this place. 
   
  What the Biker Kobolds know: 
  • 
  They are intensely loyal to the 
  drunken god Cheezers. The 
  horse mascot whose face is all 
  over this establishment.  
  • 
  There are less than 20 of them 
  here. 
  • 
  There is a monster of terrible 
  strength in the bathroom. They 
  refer to it as “The Black Cutter.” 
  • 
  The Wine Glass key is on the 
  roof. “Within the mouth of the 
  mighty Cheezers” 
  • 
  They do not know the 
  combination for the Ball Pit but 
  know where to find it. 
  • 
  Woebone is in his office, 
  studying the ancient texts. The 
  goblins believe him to be far 
  beyond the strength of the 
  party. They know that his hand 
  print is needed to gain access to 
  the roof. 
   
  1 – Ticket Reception 
   
  The front door leads you into a small 
  reception area. The locations in this 
  chapter correlate to map 2.A 
   
  “You step into a musty restaurant and 
  a seized upon by the stench of 
  whiskey and rotting cheese. In front of 
  you is a row of broken arcade 
  cabinets, with a handful that are still 
  flashing. To your left is a check in 
  station with smashed windows. You 
  can hear faint sounds coming from 
  behind it. There is the soft sound of 
  florescent bulbs popping above you. 
  Near the bulbs you can see a 
  latticework of plastic tubes, bolted to 
  the decaying ceiling, intended for 
  
   
  98 
  children to crawl in. There are holes 
  all throughout the piping. Along the 
  walls are broken signs pointing to 
  various locations in the building. Every 
  wall you see is plastered with the face 
  of a brown horse with a half full wine 
  glass as its “natural” face marking.” 
   
  Investigating. If the players 
  investigate the check in station (Area 
  6) they can make an Investigation 
  check, DC 15, to discover two Biker 
  Kobolds hiding under the window lips. 
  They will attack if discovered. 
   
  2 – Arcade 
   
  A long row of arcade machines run 
  against a translucent plastic wall. You 
  can see more machines on the 
  opposite side of the plastic wall, but it 
  is too dingy and old to see beyond 
  them. Nearly every machine is busted 
  or smashed in some way. 6 of the 
  machines still operate, even though 
  they have minor damage. Each of the 
  operating machines has a different 
  color screen with the words “Press 
  Start” on them. The colors of the 
  screens are Yellow, Orange, Red, Blue, 
  Green, and White. The games cannot 
  actually be played as once the “start” 
  button is pressed they flash quickly 
  and then turn a steady, charged black. 
   
  “Along a translucent but grimy plastic 
  wall is a row of eight arcade 
  machines. You can just barely see 
  through the other side of the wall, 
  where there are eight more arcade 
  machines. Most of them are have 
  shattered screens and some others 
  are folded down on themselves. Six of 
  them appear to be in working order, 
  though they have also felt the abuse 
  of time. Each one glows a different 
  primary color. ” 
   
  Arcade Combination. The working 
  arcade machines all correlate to a 
  combination needed to enter the Ball 
  Pit (area 8). Each “start” button on the 
  machines must be pressed in a 
  specific order. The exact combination 
  can be found on a board in the 
  Entrance Booth (area 6). If they are 
  pressed in the wrong order, any 
  machines that have gone dark, after 
  being pressed, spring back to life. 
  When they are pressed in the right 
  order a loud buzzing can be heard 
  coming from the door on the Ball Pit 
  (area 8). The characters may figure 
  out the combination by chance or 
  determination. You may decide that a 
  short small alarm rings after three 
  failed attempts. If so, roll on the 
  random encounter table to see what 
  responds to the alarm. 
  Live Wires. If the characters decide 
  to tinker with the inactive machines 
  they must make a Dexterity saving 
  throw, DC 15, or take 1d6 electric 
  damage. The same ruling applies if 
  they decide to smash the operating 
  machines. If they smash the machines, 
  the puzzle to open the Ball Pit (area 8) 
  will still need to be solved but they will 
  have lost the ability to know which 
  
   
  99 
  machine is which. 
  Developments. If an alarm is set of 
  when the players tinker with the 
  arcade puzzle, it will alert the Biker 
  Kobold worshipers in the Dining Area 
  (area 3) and they will hide under the 
  tables, waiting to ambush the party. 
  Arcade Machines Titles. The 
  characters may ask what the names of 
  the arcade games are. Here are a few 
  names but we encourage you to flex 
  your pun muscles and come up with 
  your own: Immortal Wombats, Mind 
  Slayer, Efreeti Fighter 2, Double 
  Dungeon, Satyr Invaders, Adolescent 
  Monstrous Samurai Tortles, Magic 
  Missile Command, Altered Feast, 
  Dragonborn's Lair, Big Owlbear Hunter, 
  Electrum Axe. 
   
  3 – Dining Area 
   
  “Several different shaped metal 
  tables are set throughout this area. 
  Having been bolted to the floor, they 
  seem to be in their original spots. Four 
  Kobolds in leather jackets drink sour 
  wine and sing songs of worship to the 
  figures on the stage. Their singing is 
  oddly harmonious, probably due to 
  the wine. (or if alarm is set: It is eerily 
  quiet here as you were pretty sure 
  you heard singing coming from this 
  area just moments ago.) Pizza and rot 
  adorns every table here. Their air 
  smells foul and sweet. ” 
   
  Metal Tables. The tables within this 
  area are metal and have been bolted 
  to the ground. If fighting in this area, 
  any creatures hiding under the tables 
  gain half cover while they are under 
  them. The tables are covered in a 
  slippery goo of rot. Any creature 
  standing on the tables has 
  disadvantage on all Dexterity checks 
  while on the table. 
  Creatures. Right before the Stage 
  (area 4) there are 4 Biker Kobolds 
  “worshiping” the figures standing 
  there. They are conducting this 
  worship by drinking sour smelling 
  tomato wine and singing in draconic at 
  the stage. They have disadvantage on 
  any Perception checks and can easily 
  be snuck up on, assuming the 
  characters haven't made any loud 
  noises to attract their attention. During 
  battle, the Biker Kobolds will attack 
  with total disregard for their 
  comrades, only fighting for 
  themselves. They will attempt to hide 
  under the table if there are any ranged 
  melee or spell attacks used by the 
  adventurers.   
  Developments. If all but one Biker 
  Kobold is killed, the last survivor will 
  make a mad dash for the stage. If they 
  are successful, they will crawl into the 
  back of one the Animatronic Horrors, 
  powering it up, and charge headlong 
  back into combat with the party.
  
   
  100 
   
  4 – Cheezers & 
  Comrades Stage 
   
  “A raised platform serves as a stage 
  for three animatronic humanoid 
  animals. There appears to have been 
  a fourth at some time, but the band 
  has been broken up. They are all time 
  rotted and covered in mold. Bits of 
  them are falling off and you can see 
  their metal rods and wires peeking 
  through the holes in their skin. Several 
  candles have been placed around the 
  horse. From left to right they are: 
  • 
  A green bull whose face droops 
  on broken supports. Its horns 
  hang low, wreathing its face in 
  mottled white bone. The body 
  is fat and you think he was 
  supposed to be a jovial portly 
  character at one time. He is 
  holding a metal rod with 
  daggers taped to it. His name 
  tag reads Daggett. 
  • 
  A brown horse with a wine 
  glass marking in the center of 
  its face. He appears to be in 
  better shape than the others. 
  The skin has been patched up 
  with cloth, leather, and what 
  appears to be skin. He has been 
  given a leather jacket adorned 
  with spikes. Several pins, some 
  well done, others made from 
  twisted forks and bolts, adorn 
  the jacket. He is holding an axe 
  that has been painted to look 
  like a guitar. His name tag 
  reads Cheezers. 
  • 
  A purple dragon. The long neck 
  comes from a squat body and 
  is dangling at an angle it was 
  not intended. An eyeless and 
  gaping face seems transfixed 
  on the floor. Dust cakes this 
  one, making the purple seem 
  more like a faded black. A set 
  of vestigial wings can be seen 
  on its back, stripped down to 
  simple metal and wires. It is 
  holding a large meat hook. His 
  name tag reads Norbert.” 
  In between Daggett and Cheezers is a 
  large lockbox. 
  Behind the stage is a well locked door 
  that says “Employees Only” on it. The 
  word Employee has been scratched 
  out and replaced with the word 
  “Faithful” scrawled over it. 
  
   
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  Stage. The stage is mostly clear of 
  debris. It is 3 feet above the floor. 
  There is no danger of starting a fire if 
  the candles are knocked over. 
  Lockbox. If they have not already 
  been attacked by an Animatronic 
  Horror from this stage, they will be as 
  soon as someone opens the box. 1 of 
  the band will spring to life and attack 
  whoever opened the chest. It will 
  scream “Mine, mine!” at the player 
  while attacking. The Animatronic 
  Horror is controlled by a Biker Kobold 
  who is wearing and operating the suit 
  from inside. 
  Creatures. The 3 Animatronic 
  Horrors on stage all have the ability to 
  attack the players. Only 1 will attack 
  normally. They will cycle through 
  encouraging comments through 
  broken speakers. For Example: “Be nice 
  to each other!” “Cheezers’ pizza is best 
  with friends!” “Don’t pester dad while 
  he’s drinking!” 
  Developments. If the characters try 
  and destroy the Animatronic Horrors 
  before opening the box then 1 of them 
  will spring to life and attack the party. 
  If they have killed 1 of the Animatronic 
  Horrors and wish to destroy the rest, 
  they can easily do so, unless you deem 
  otherwise. If you roll an Animatronic 
  Horror on the random encounter table 
  after this, simply pick a random animal 
  to be used as a template. 
  Treasure. In the lockbox there are 
  42 gold pieces, several bottles of sour 
  tomato wine, and a book. The text on 
  the front page reads “Employee 
  Handbook” but the word Employee has 
  been crossed out and replaced with 
  the word “Divine” in messy common. 
  The book is moist. 
  Locked Door. The door near the 
  stage is locked. The key from the Ball 
  Pit (area 8) is needed to open it. The 
  door is sturdy and made of metal and 
  wood but is not impossible to destroy. 
  If the door is forced open, without 
  being unlocked, an alarm will sound. 
  Roll on the random encounter table to 
  see what falls down from the tubes on 
  the ceiling to respond to the alarm. 
  Added Challenge. For a harder fight, 
  have 2 or 3 of the Animatronic 
  Horrors spring to life and attack the 
  party. 
   
  5 – Kitchen 
   
  Opening the door to this room will 
  lead you do a greasy and bug infested 
  kitchen. 
   
  “When you open this door a small 
  swarm of flies escape. On the north 
  wall there are ovens spaces between 
  small counter tops. Above the stoves 
  there is a large menu. On the south, 
  another counter top covered in glass 
  from the smashed serving windows. 
  Trays and plates are thrown and 
  smashed all over the floor and 
  counters.” 
   
  Slick Floor. The floor here is 
  extremely greasy. All creatures have 
  disadvantage on Dexterity checks. 
  
   
  102 
  Traps. The oven second closest to 
  the door had a small wire tied to the 
  handle and the opposite wall. A 
  successful Investigation or Survival 
  check, DC 15, will reveal the wire or the 
  heat coming off the oven. The wire can 
  easily be cut if it is discovered. 
  Characters who walk past this oven 
  without deactivating the trap will trip 
  the wire, opening the oven, which 
  spews fire into the room in a 15-foot 
  sphere. Any characters within the area 
  will have to make a Dexterity saving 
  throw, DC 20, or take 4d6 fire damage, 
  half on save. Once the trap is sprung, 
  the oven is inert. 
  Treasure. If the players open the 
  ovens they may find charred bones of 
  other humanoids. They can find a 
  lump of melted gold, worth 50 gp. 
  Menu. Here are a few ideas for 
  menu items in case the players ask. 
  We suggest you stretch you pun 
  muscles and come up with some of 
  your own as well: Return of the Cheddi, 
  Burger Strikes Back, Back to the French 
  Fries, Robocoke, 1.21 GigaWaffles, Die 
  Ham, Die Ham 2: Ham Harder, 
  PredeTaters, Indiana Scones, Smoothie 
  and the Yeast, Toast Custards, Top 
  Buns, Cheese Goownies. 
   
  6 – Entrance Booth and 
  Meat Cooler 
  This is the other side of the Ticket 
  Reception (area 1) counter. A pile of 
  rotten stuffed animals is piled in one 
  corner. 
   
   
  “This small alcove has a large pile of 
  rotten stuffed animals crammed into 
  one corner. Broken glass and small 
  red tickets cover the reception 
  counter. A bulletin board beside the 
  counter has some words in draconic 
  and a small rainbow patch painted on 
  it. The stench of the kitchen is 
  lessened here but still wafts.” 
  (If the bandits from the grove were 
  sent in first, they can be found dead 
  in the cooler,) 
  “The bandits you forced into this 
  castle are all hanging on hooks in the 
  meat cooler. Surprisingly, no pools of 
  blood can be seen on the floor. A 
  Small satchel lays in one corner” 
  (Otherwise.) 
  “The meat cooler is exceptionally 
  clean. No signs of rot or mold can be 
  found. There is nothing in here except 
  for a small satchel in the corner.” 
   
  Bulletin Board. The bulletin board 
  has the word “Pit Password” written in 
  
   
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  draconic on it. The rainbow pattern is: 
  White, Yellow, Orange, Red, Green, 
  Blue. If the characters activate each 
  arcade machine with the 
  corresponding color, in order, the Ball 
  Pit (area 8) will buzz and unlock. 
  Creatures. If the characters did not 
  discover the two Biker Kobolds hiding 
  back here while in the Ticket Reception 
  (area 1) then they will be hiding in the 
  pile of stuffed animals. If anyone gets 
  too close or investigates the pile, the 
  two Biker Kobolds will attack. 
  Treasure. The small satchel in the 
  meat cooler contains a +1 Dagger and 
  a golden human foot (worth 120 gp). 
   
  7 – Play Area 
   
  “This area, designed to the play of 
  children, is a nightmare of bright 
  colors. The entrance to the Fun Tubes 
  that crawl along the ceiling can be 
  found here. The coloring on the tubes 
  is garish and follows no particular 
  pattern. Two metal bulls rest on 
  plastic springs, their horns turned into 
  handlebars. They creak an unbearably 
  loud tone when moved or ridden.” 
   
  Fun Tubes. Any small sized or 
  smaller creature can crawl into the 
  Fun Tubes. Each round they are up 
  there requires a Dexterity saving 
  throw, DC 20, to keep from falling 
  through one of the many holes or 
  from making a new one. There is 
  nothing of value to be found in the 
  tubes. 
  Developments. If a character 
  decides to ride on of the bulls you may 
  decide to roll on the random 
  encounter table to see if anything 
  responds to the loud noise. 
   
  8 – Ball Pit 
   
  The description changes slightly If they 
  unlock the Ball Pit door before getting 
  to this location. 
   
  “There is a large twenty by twenty 
  ball pit here. Four bulletproof glass 
  walls close in the balls on all sides. 
  The glass walls have been reinforced 
  with metal mesh and sheeting. There 
  is a heavy metal door with no 
  apparent handle on it as the only 
  entrance. In the center hangs a small 
  key tied to a string from the top of the 
  pit walls. The balls are dirty, and 
  dozens appear to be broken. ” 
   
  Key. The key hangs in the center of 
  the ball pit by a flimsy string. It is 
  small but not quite small enough to fit 
  through any cracks in the walls 
  enclosing this pit. The key opens up 
  the locked door near The Stage (area 
  4). 
  Creatures. 6 Biker Kobolds wait 
  beneath the colorful balls for anyone 
  to come into this pit. When someone 
  reaches for the key, while inside the 
  pit, they will all spring up and attack. 
  They are wearing armor that has been 
  painted in random bright colors. 
  Because of this, an Investigation check, 
  
   
  104 
  DC 22, is required to discover them 
  before they attack. Even then, the 
  character will not know the exact 
  number of Biker Kobolds unless they 
  beat DC 27. 
  Added Challenge. For a more 
  intense experience, have one of the 
  Biker Kobolds disappear under the 
  balls with a scream. Add in 4 Pizza 
  Slimes that attack the characters and 
  Biker Kobolds. Because of their size 
  and nature, they are nearly 
  undetectable in the sea of plastic balls. 
   
  9 – Exit 
   
  “The exit is a door with a smiling 
  Cheezers’ painted head on it. The door 
  reads “Cheese you again soon!” There 
  is an indentation of a wine glass 
  below this disturbing mural.” 
  “Beside the ball pit is a door which 
  reads “Restrooms.” It has a small 
  latch that has been put onto the door 
  and locked.” 
   
  Doors. It is impossible to leave this 
  place without the Wine Glass key. The 
  lock on the restroom door can be 
  easily picked or broken. 
   
  10 – Bathrooms 
   
  There are two restrooms, men's on the 
  north side and women's on the south, 
  that are identical on the inside. 
   
   
  “There is a short hallway with two 
  doors on the left. It stinks in here, but 
  not like the rot from before. It smells 
  like stale water and age. The dust is 
  thick on the floor, indicating that 
  nobody has walked in this place for a 
  very long time.” 
  “The men's room is quiet but seems to 
  be in good condition other than the 
  dust. The one mirror in the room is 
  cracked and a thick black slime fills 
  the cracks. There is a pair of 
  sunglasses on the counter.” 
  “The women's room is in shambles. 
  When you open the door, you can see 
  nothing but chaos. The mirror is 
  completely shattered. A small 
  shimmer of lights flickers in the 
  corner.” 
   
  Creatures. The women's room is 
  host to a terrible Shatterling. If the 
  players step one foot into the women's 
  room it will attack relentlessly. 
  Developments. If the characters flee 
  from the bathrooms they can attempt 
  to trap it back in the hallway. If they 
  fail, it will follow them until it has been 
  killed or slain everyone, including any 
  Kobolds. 
  Secrets or Treasure. The sunglasses in 
  the men's room are Sunglasses of 
  Protection. There are also 3 ornate 
  seashells in one of the stalls. They are 
  worth 100 gp each. 
  
   
  105 
   
  11 – Employee Access 
   
  This area connects both the roof and 
  the basement. 
   
  “This long hallway if filled with 
  cracked crates and useless shiny 
  objects. Many of the large boxes have 
  been pried open and blankets or 
  clothing stuffed inside as makeshift 
  beds. The floor is covered in debris 
  that cracks and crunches under your 
  feet. There are doors at either end of 
  the hallway. On the north side there is 
  a door with “Roof Access” written on it. 
  Roof Access has been scratched over 
  and “Heaven” has been written over it. 
  It has a series of small pistons locking 
  it, all which lead back to a small 
  glowing panel with the outline of a 
  hand on it. The other door is unlocked 
  and says “Basement”, which has also 
  been scratched out and “Hell” has 
  been written over it.” 
   
  Hand Print Lock. If the characters 
  try to put their hand on the scanner to 
  unlock the roof access door, the 
  scanner will flash read and make a 
  small buzz. It will read “Manager not 
  recognized” above the hand print 
  outline. Only Woebone the Manager's 
  (area 21) hand print will open this lock. 
  Traps. The southernmost box has a 
  chained bear trap near it. Because of 
  the debris here it is hard to spot, 
  requiring an Investigation or Survival 
  check, DC 15, to spot and deactivate. If 
  a character steps here they will 
  activate the trap, taking 1d6+3 slashing 
  damage. A Strength check, DC 20, is 
  needed to remove the trap from a 
  trapped character. While trapped, the 
  character cannot move away from this 
  spot because of the chain. In addition, 
  they must make a Constitution saving 
  throw, DC 10, or be poisoned until they 
  finish a long rest. 
  Treasure. If the characters scrounge 
  this area they may find 12 gold pieces, 
  hidden throughout the Kobold sleeping 
  boxes. 
  Additional Challenge. There are no 
  Kobolds in this area, but you may rule 
  that a few sleeping ones can be found. 
  The party could easily sneak by, unless 
  someone cries out in pain from a trap. 
   
  
   
  106 
  12 – Basement Stairwell 
   
  This is the first area within the 
  basement. 
   
  “As you descend the stairs the air 
  begins to grow heavy with the smell 
  of yeast. By the time you reach the 
  bottom, it has become a little more 
  difficult to breath. You think that 
  staying in this area too long could be 
  deadly. Spores swirl around you in a 
  mist. Whatever this basement used to 
  be, it is now nothing but a den for 
  overgrown dough.” 
  “The floor, walls, and ceiling are caked 
  in a thick yeast or dough. It is sticky 
  but not dangerous, as long as you 
  don't sink into it. It is pitch black and 
  even those with Darkvision have 
  trouble seeing anything through the 
  spore dust.” 
  “The path diverges into left, right, and 
  center passageways. You can hear a 
  faint slurping sound coming from 
  somewhere ahead.” 
   
  Dough Walls. The basement has 
  been overrun with a wild dough. It is 
  not sentient and not particularly 
  dangerous. If a character sinks into it 
  they must make a Strength check, DC 
  10, to escape. The DC for this check 
  increases by 2 for every round they 
  fail to escape as they sink deeper into 
  the walls. After 5 rounds they are 
  swallowed whole and begin to 
  suffocate. 
  Yeast Spores. The spores of the 
  dough here are not dangerous in small 
  amounts. If a character spends 1 hour 
  or more in this area they become 
  diseased. The spores take root in their 
  lungs and cause sporadic coughing 
  and sneezing as well as fever and 
  chills. They are considered poisoned 
  until the spores pass. A healthy 
  character can recover naturally from 
  this sickness after 1 week. 
   
  13 – Sticky Cavern 1 
   
  “Down a narrow and curving 
  passageway, you come to a small 
  alcove. A brick wall can be seen on the 
  far side of this space, with vines of the 
  dough growing onto it. There is a dead 
  humanoid sitting against the wall, 
  clutching a flail. He is wearing a 
  leather jacket and a biker’s helmet. 
  You can see vines of the yeast 
  stretching out onto the mask from 
  underneath the visor.” 
  “There is another humanoid biker on 
  the floor to the left. Their legs are 
  stuck into the dough up to the thighs. 
  The wall appears to be digesting 
  them.” 
   
  Drippy walls. The dough here is a 
  bit wetter than in the last area. 
  Treasure. The flail the biker is 
  holding is a +1 flail. The other biker has 
  a pack of playing cards. Observant 
  players, Insight or Investigation, DC 10, 
  will notice the cards have been 
  marked so that the user can cheat. 
  Added Challenge. For an added 
  
   
  107 
  challenge, have the bikers attack if the 
  characters get too close. Use the 
  Zombie stat block for them. 
   
  14 – Pizza Slime Nest 1 
   
  “The left passageway leads down a 
  short way before coming to a small 
  cove. The smell of fresh pizza is 
  strong in this place. Two piles of 
  cheese and sauce lie on the floor.” 
   
  Soft Breaths. With a good 
  Perception check, DC 20, the 
  characters will be able to tell that the 
  blobs on the ground are slightly 
  moving, as if breathing. 
  Creatures. This room contains 2 
  Pizza Slimes, lying in wait to be 
  disturbed by anyone. Their hunger is 
  insatiable but if injured too greatly 
  they may retreat into the dough walls. 
  It takes their full movement to enter 
  the wall but once they do they are 
  gone and cannot be attacked by 
  normal means. 
  Developments. If the Pizza Slimes 
  are allowed to escape they may come 
  back to ambush the character in the 
  Pizza Slime Nest 2 (Area 16). 
  Added Challenge. For an added 
  challenge, have 2 Pizza Slimes waiting 
  on the ceiling. Any passive perception 
  over 10 will see them. They attack at 
  the same time as the Pizza Slimes on 
  the ground. When they drop to the 
  floor they will attempt to drop onto a 
  player's head, grappling them. 
  15 – Animatronics 
  Hallway 
   
  “This long hallway has not been 
  completely overrun by the dough. You 
  can still see brickwork on both sides 
  of the wall. Also, along the walls are 
  twelve of the same animatronic 
  mascots from the Stage, six on either 
  wall. They are all hung up by a place 
  behind their neck, their expressionless 
  heads and arms slouching limply. 
  There are a few of the bull and 
  dragon, and a few other animals 
  including an Owlbear, and a gorilla. 
  One of the mascots has been 
  completely stripped of all coverings 
  and is nothing but a metal skeleton.” 
  “At the end of the hallway the path 
  diverges left and right.” 
   
  Bodies on the Wall. While creepy, 
  none of the mascots here will attack. 
  They will however, occasionally shift 
  their heads while they characters are 
  not looking. They can easily be 
  destroyed while hung up with no ill 
  effects. 
  Creatures. The Animatronic Horrors 
  in the hallway are inert. 
  Added Challenge. If you choose to 
  do so, any one of these can become 
  active. A fun encounter would be to 
  have one cut the party off just as they 
  are about to walk past this hallway 
  while another blocks off the way they 
  came. This hallway is designed to build 
  tension in the players, only break this 
  tension if you absolutely must do so. 
   
   
  
   
  108 
   
   
   
  
   
  109 
  16 – Pizza Slime Nest 2 
   
  “The sound of slurping and burbling 
  can be heard before you even enter 
  this room. There is again the smell of 
  fresh pizza. Two Pizza Slimes are 
  slopping up parts of a Kobold they 
  have killed. They seem occupied by 
  their meal. You can see something 
  reflective shining in a satchel still 
  wrapped around what remains of the 
  Kobold.” 
   
  Cheesy Walls. The walls in this 
  room appear to have a thin layer of 
  cheese that it is keeping the dough at 
  bay. 
  Creatures. 2 Pizza Slimes eating a 
  Biker Kobold. If the Pizza Slimes from 
  the Pizza Slime Nest 1 (area 14) were 
  allowed to escape, they will be here, 
  feasting upon the Kobold as well. They 
  can all be left alone to finish their 
  meal but will attack if you return later. 
  Developments. If the Pizza Slimes 
  from this room are allowed to escape 
  they will ambush the party and the 
  Biker Kobolds in the Sticky Cavern 2 
  (area 18). This includes any that had 
  retreated from the Pizza Slime Den 1 
  (Area 14). 
  Treasure. The half-eaten Kobold has 
  a small pouch. Inside is 21 gold pieces, 
  2 healing potions, and a roll of red 
  tickets. 
   
   
   
   
  17 – Old Boiler Room 
   
  “The left path led you directly to a 
  door. Opening the door puts you in an 
  abandoned boiler room. Only two 
  objects of note exist. In the corner is a 
  boiler, still running, and hot to the 
  touch. The other is a large Pizza Cube 
  made of dough and covered in pizza 
  sauce and cheese. Pineapple chunks 
  sprinkle the outside of this 
  monstrosity.” 
  “On the north side of this room is a 
  large hole in the wall that leads down 
  more yeasty hallways.” 
   
  Boiler. If any player touches the 
  boiler they take 1d4 fire damage from 
  its surface. If the Pizza Cube can be 
  forced into the boiler, it will shutter in 
  pain and become immobilized until its 
  next turn, at which time it will move 
  away from the boiler and attack the 
  nearest target. 
  Hole in the Wall. On the north side 
  of this room a large hole exists where 
  the dough has eaten away at the wall. 
  It leads down another passageway of 
  yeast. 
  Creatures. A Pizza Cube made from 
  the yeast and dough and covered in 
  melted cheese and pizza sauce will 
  attack the party in this room. Small 
  bits of pineapple can be seen all over 
  its body.   
  Aftermath. When the Pizza Cube is 
  killed it slumps down and begins to 
  melt from the heat. It creates a gooey 
  mess on the floor and this room 
  
   
  110 
  becomes difficult terrain. 
  Added Challenge. For an added 
  challenge, have an Animatronic Horror 
  burst through the east doorway. It will 
  attempt to pick up players and throw 
  them into the Pizza Cube, even 
  dragging itself in there with them if it 
  has to. 
   
  “After walking down the hallway 
  offered by the hole in the Boiler Room 
  wall, you come to a fork in the road. 
  You can go left or right from here. The 
  right path seems to split off into two 
  more paths as well” 
   
   
   
  18 – Sticky Cavern 2 
   
  “The left path ends abruptly in 
  another slightly moist cavern. Two 
  Biker Kobolds are in this room, stuck 
  into the walls, when they see you they 
  beg for your help.” 
   
  Helping Hand. Helping the Kobolds 
  out of the wall requires a successful 
  Strength check, DC 12. If you choose to 
  do this, they will help you with 
  whatever supplies or information (see 
  What Biker Kobolds Know) they have. 
  They are not well stocked and only 
  have 2 daggers, 6 arrows, and 1 
  healing potion. If you refuse to help, 
  they will cry out and curse your name. 
  Make a Strength check for them, DC 17, 
  and if they succeed they will pull 
  themselves out and attack the party. 
  Creatures. Biker Kobolds. They will 
  only attack the party if they are not 
  helped. 
  Developments. If the Kobolds are 
  left and do not escape, they will be 
  swallowed into the walls if you return 
  to this place. 
  Aftermath. If you help the Kobolds 
  they will give you what they can and 
  then head upstairs to rest in one of the 
  boxes in the Employee Access hallway 
  (area 11). 
  Added Challenge. For an added 
  debate, change the alignment of one 
  of the Biker Kobolds to Chaotic Good 
  and have it appeal to the holiest 
  member of the party. It is possible that 
  the Biker Kobold even serves the same 
  god as your Paladin, De-Fragger, or 
  Cleric. 
   
  19 – Employee 
  Restrooms 
   
  “The left passageway has led you to 
  another door. The words “Employee 
  Restroom” can be seen on the door. 
  Opening the door will reveal a short 
  hallway with a men's and women's 
  restroom.” 
  
   
  111 
  Men's: “This room is quite nice for its 
  age. The mirror is cracked, and a thick 
  black liquid fills in the seams. A 
  sloping sound can be heard from one 
  of the stalls.” 
  Women's: “This bathroom is nearly 
  pristine, with the exception of the 
  dust. A grunting can be heard from 
  one of the stalls.” 
   
  Creatures. There is 1 Pizza Slime 
  that will crawl out of a toilet in the 
  men's room. There is a Biker Kobold 
  relieving themselves in the Women's 
  Room. The Kobold will not 
  immediately attack and if they do, they 
  do so with disadvantage because they 
  do not pull up their shorts before 
  attacking. 
  Developments. Both of these 
  encounters can be avoided if desired. 
  The Pizza Slime will not be able to get 
  through a closed door in enough time 
  to challenge the party. 
  Added Challenge. If someone stops 
  to examine the black goo coming from 
  the shattered mirror in the men's 
  room they may become transfixed in 
  their own eyes. If they look in the 
  mirror they must make an Intelligence 
  saving throw, DC 20, or become lost in 
  their own gaze. They are considered 
  stunned for one minute. If they stare 
  into their own eyes for one minute the 
  mirror shatters and a Shatterling is 
  summoned, attacking the party 
  immediately. 
   
   
   
  20 – Evaluation Center 
   
  “This small alcove has a sign nailed 
  into the floor. It reads “Evaluation 
  Center.” There are three dead 
  humanoids in a line here, all of them 
  sitting in folding chairs. A large 
  Bugbear on the left whose name tag 
  reads Klarg. A bony elderly human in 
  the center whose name tag reads 
  Churt. On the right is a petite elf 
  woman whose name tag reads Flea. 
  All of them are wearing business 
  casual clothing and aprons that say 
  “Drunk-E-Cheezers” on the front” 
   
  Purple Necks. Any character who 
  investigates the dead bodies will find 
  that they were all strangled to death. 
  Their throats have been crushed and 
  postmortem bruising can be seen all 
  around their necks. A more thorough 
  Investigation check, DC 15, will reveal 
  that the business casual clothing and 
  aprons have been fitted over armor, 
  suggesting that someone put this 
  clothing on after they were dead. 
  Developments. The bodies are 
  simply dead, and nothing happens if 
  you move them. 
  Added Challenge. For added 
  challenge, have the yeast spores infect 
  them and bring them back to life. Use 
  the Zombie stat block for them. 
   
  Level Up 
   
  The characters should progress to 
  level 3 before entering the office. 
  
   
  112 
  21 – Woebone Valdez’s 
  office 
   
  “The door reads “Manager – Woebone 
  Valdez”. There is a faint heat coming 
  off the door.” 
  “Opening the door and stepping inside, 
  you see a brightly lit office. In the 
  northeast corner there is a desk. On 
  either side of the door stands an 
  animated mascot, a frog and a hell 
  hound, both of them in very good 
  shape. There is a filing cabinet near 
  the desk, and a small liquor cabinet on 
  the opposite side. A small stack of 
  folding chairs rest against one corner 
  wall of the room. Along the wall, 
  written with precision, are a series of 
  quotes with the heading “The 7 
  Tenants of Highly Effective Drunk-E- 
   
   
   
  Cheezers Mangers.” 
  “Sitting at the desk is a red 
  dragonborn, wearing a business suit 
  with a tie. He is clean cut, his entire 
  demeanor appearing crisp, except for 
  an aura of corruption around him. His 
  eyes are not solid, sometimes 
  switching from working pupils to 
  hollow static. Around him, a halo of 
  angular blackness bleeds into 
  reality.” 
  When he sees you, he will stand up 
  from the desk and introduce himself. 
  “Ah yes, you must be my new hires! 
  I'm W-w-w-woebone, your manager, 
  and I believe you came here for your 
  p-p-p-performance evaluation? Y-y-
  y-yes, well, take a seat.” But before 
  you can take a step he lunges at you. 
   
  
   
  113 
  Immediate Attack. Unless the 
  characters attack while Woebone is 
  talking, he will get one full action 
  before returning to initiative order. 
  Wall Scrawl. Woebone may quote 
  the lines written on the wall while 
  attacking. The 7 Tenants of Highly 
  Effective Cheezers Managers are: 
  • 
  Be Aggressive 
  • 
  Begin with The End of All in 
  Mind 
  • 
  Put Cheezers First 
  • 
  Think Victory-Conquest 
  • 
  Seek First to Dominate, Then to 
  Subjugate. 
  • 
  Pizzagize 
  • 
  Whet Your Blade 
  • 
  Bonus Tenant: Use Your Voice as 
  a Weapon. Do Not Let Others 
  Speak Against Cheezers 
  Creatures. Woebone is the primary 
  target in this fight. The Animatronic 
  Horrors are only for show. 
  Developments. If one of the characters 
  are knocked unconscious, and 
  Woebone is not in combat, he will 
  throttle the character until they are 
  dead. He will then pull out a Cheezers 
  uniform, donning it on the character, 
  grab a folding chair, and place the 
  dead character in the Evaluation 
  Center (area 20). 
  If Woebone is completely cured of 
  his corruption he will immediately fall 
  to the ground, dead. 
  If the characters flee the room, 
  Woebone will not follow. 
  Aftermath. Once Woebone is dead, 
  read the following to the players. 
   
  “As Woebone's body falls, the room 
  begins to dim. By the time his body 
  hits the ground, only one of the lights 
  in this room stay on, the rest 
  shattering with loud pops. Glass 
  flutters down on you like acid rain. A 
  small shutter shakes the building and 
  you hear the sound of a horse 
  laughing from far above you.” 
   
  Woebone's Hand. Woebone's hand 
  print is needed to unlock the door for 
  roof access. You do not need his whole 
  body, only his hand. If the hands have 
  been destroyed in some way, the 
  characters will have to discover a new 
  way to fool the hand print lock to gain 
  roof access. Knowing what Woebone 
  and his hands look like should give the 
  players a few options should this 
  happen. When the characters open the 
  roof access door, read this: 
   
  “Pistons hiss as several rods holding 
  this door in place spring back. The 
  metal door swings open with a creak 
  and the smell of ozone wafts through 
  the doorway.” 
   
  Treasure. Underneath Woebone's 
  desk is a +1 battleaxe. 
  Added Challenge. For a deadly 
  encounter, activate 1 or both of the 
  Animatronic Horrors. Be careful, as 
  this could result in a Total Party Kill for 
  a low level or inexperienced party.   
   
   
   
  
   
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  22 – Congregation 
  Seating 
   
  This is the first area of the roof. Please 
  read parts 22, 23, and 24, before 
  running this part of the adventure. The 
  Kobold Priest will finish the chanting 
  that brings the giant Cheezers head to 
  life just as the characters reach the 
  top step. 
   
  “From the top of the stairs you can 
  see the whole roof. The sky shines the 
  color of static and the whole place is 
  bathed in invigoratingly fresh air.” 
  Several pews sit to your left, empty of 
  life, but many have dried husks of 
  Kobolds sitting in them. They have 
  hard wooden seats but appear to be in 
  good shape.” 
  “In front of the pews you can see a 
  podium, with a Kobold Priest in mid 
  chant. Directly behind him is a shrine 
  of some sort, adorned with burning 
  candles. From this distance you 
  cannot make out the specifics of the 
  shrine.” 
  On the far side of the roof is a 
  massive horse head and hoofs. The 
  head is twenty feet high, the hoofs 
  about half that. Its fur blows in a 
  sudden chill wind, but it remains still 
  beyond that. That is, until the chanting 
  Kobold Priest finishes his spell... 
   
  Pews. The pews can be used to gain 
  full or half cover depending on the 
  attack. They can only take one major 
  attack before shattering and becoming 
  essentially useless.   
  Creatures. Dead Biker Kobolds 
   
  Added Challenge – For an added 
  challenge, fill some of the pews with 
  live Biker Kobolds who join in the 
  priest's chant but immediately attack 
  once it is over. 
   
  23 – Shrine to the Drunk 
  God 
   
  “This is a large shrine to their deity 
  Cheezers. Real photos of children 
  posing with Cheezers adorn this small 
  wall. Kobolds have drawn symbols of 
  love and reverie all over the collage. 
  Drawings of the Kobolds, hugging or 
  drinking with Cheezers are mixed in 
  with the other photos. Empty bottles 
  of dozens of different liquors stretch 
  underneath the shrine.” 
   
  Shrine Protection. The shrine can be 
  used for cover but can take little 
  damage before becoming useless. 
  Creatures. Kobold Priest. 
  Summoning the power to bring his god 
  to life was costly to the priest's body. 
  Once he finishes the chant, he will fall 
  to the ground. Whether this kills him 
  or knocks him unconscious is your 
  decision. 
  Developments. If the characters try to 
  rush the Kobold Priest or stop his 
  chant in any way, they will be too late. 
  The final words will fall right before 
  the blow strikes. 
  Added Challenge. For an added  
  
   
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  116 
  challenge, have the Kobold Priest only 
  drop down to half health and then 
  begin casting spells at the party from 
  behind the Cheezers’ Head. 
   
  24 – Drunk-E-Cheezers 
  Head 
   
  This is the final boss of this area. 
   
  “As you gaze upon the giant head of 
  Cheezers, its massive bulk begins to 
  move. Spinning on some unknown 
  swivel, it turns and lets loose a 
  thunderous whinny. The hoofs begin 
  to roll on their four-wheeled 
  platforms, targeting you.” 
  “The vacant eyes of Cheezers show 
  you no pity. Sparks begin collecting 
  around its maw as it charges an 
  attack. For a brief second, while its 
  mouth is open, you see the Wine 
  Glass key resting at the back of its 
  throat. Then it lets loose a breath of 
  electricity into the sky. 
   
  Hoofs. The hoofs can roll around 
  the roof but become stuck on difficult 
  terrain, automatically failing any 
  Dexterity saving throw against difficult 
  terrain. If they become stuck, they will 
  remain stuck until the effect ends or 
  they are removed from the effect's 
  area. 
  Creatures. Cheezers' Head and two 
  Cheezers Hoofs. The first breath of 
  electricity that it takes is done out of 
  combat, should not hit any of the 
  characters, and does not count against 
  its usages. Beyond that, it will use this 
  ability as many times as it can. 
  Developments. If the characters 
  defeat the head before defeating the 
  hoofs, then the hoofs deactivate. 
  If a character is swallowed by 
  Cheezers, they may retrieve the Wine 
  Glass key but are still under the 
  effects of being swallowed and cannot 
  easily leave.    
  Treasure. There are gems buried 
  into the Cheezers head's eyes. A large 
  cracked opal (worth 500 gp) can be 
  found in either eye. 
  Added Challenge. For an added 
  challenge, have a Pizza Slime slither 
  out of one of Cheezers' nostrils every 
  few rounds. 
  Aftermath. When Cheezers’ Head is 
  defeated you can easily retrieve the 
  Wine Glass key from its throat. Read 
  this to the players: 
   
  “The head, torn and beaten, stutters, 
  uttering one last long and low neigh, 
  and stops moving. Any Kobolds still in 
  the building will shrink into dark 
  corners and avoid your presence. 
  They are more than afraid of you, you 
  have killed their god. With the new 
  Wine Glass key, you can finally leave 
  this place and make your way back to 
  Warren's Grove, champions of the first 
  challenge.” 
   
  Level Up 
   
  The characters should progress to 
  level 4 after the fight on the roof. 
  
   
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  Animatronic Horrors 
   
  At one time, these wretched things 
  entertained young children and 
  drunken adults. They had smiling 
  faces, jerky excited movements, and 
  songs galore. But age and evil 
  intentions has mutated them into a 
  nightmarish being of mold and metal. 
  Their toothy grins have stretched back, 
  exposing permanent aggression. Their 
  jovial eyes have gone dead, hanging 
  lifelessly in mechanical sockets. 
  Regardless of their origins, these 
  machines are now nothing more than 
  suits of destruction. 
  Power Armor. Evil creatures have 
  an unnatural fondness for these 
  machines. Having a metal skeleton 
  already prepared, they set to work 
  augmenting them. With a few 
  modifications to the original  
  design, they are able to  
  turn a once beautiful thing  
  into a golem or mech  
  suit for themselves. Small  
  creatures can crawl inside of one they 
  have worked on and pilot it like power 
  armor. Larger creatures give the 
  Animatronic Horror a bit of autonomy, 
  usually placing them as a guardian or 
  trap. 
  Packs a Punch. Animatronic horrors 
  may look flimsy or degraded, but their 
  core is terrifyingly strong. Just one has 
  the power to devastate an 
  unsuspecting party. Thankfully, the 
  parts needed to create one are few 
  and far between, making groups of 
  them a rare sight. Should a group   
     come together, great bloodshed is   
          an assured outcome. 
   
   
  
   
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  120 
  B-ugz 
  Glitch, errors, mistakes in a corporal 
  form. Sometimes the swirling infinity 
  that is the Retroverse intersects with 
  other realities, or even itself, and these 
  aberrations are created. Mistakes of 
  creation, they serve only to spread 
  their corruption to others. To them, 
  average life is the corruption and they 
  have an undeniable need to fix it. They 
  will not stop until they are destroyed. 
  The Bigger They Are. B-ugz come in 
  many different shapes and sizes. 
  Though they all have a slightly 
  insectoid nature, they can vary wildly. 
  The size and strength of the bug is 
  determined by the severity of the 
  dimension shearing that created them. 
  Most times they are small nuisances 
  that even normal townsfolk can deal 
  with. However, there are tales of B-ugz 
  that were powerful enough to 
  challenge the gods. Such a being could 
  mean the end of an entire reality. 
  Viral. B-ugz want nothing more than 
  to spread their corruption into the 
  world around them. They desire to see 
  an entire dimension consumed in the 
  same illogical madness that fuels 
  them. They attack in packs but do not 
  seem to hold any authority over one 
  another. Many fools have tried to 
  contain and control the B-ugz. Those 
  fools have always been attacked by 
  their captives, becoming so corrupted 
  that they simply fade away. 
   
   
  
   
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  123 
  Cheezers’ Head 
   
  This large head once served as a 
  calling card for the Drunk-E-Cheezers 
  line of restaurants. Now it serves as a 
  deity, presiding over the last remaining 
  Drunk-E-Cheezers establishments. In 
  truth, this is only a mere shell of the 
  mighty Cheezers, but the power this 
  shell can create is enough for lesser 
  beings to worship the head. No one 
  knows who came first though. Did the 
  worship of a strange mascot spawn 
  the powerful god Cheezers? Or did the 
  divine use subtle influence to have 
  constructs built in their image? 
  Electric Breath. Like a dragon, the 
  Cheezers Head can gather energy and 
  fire a bolt of electricity. This power 
  comes from the Cheezers deity, as this 
  frail form could never amass that kind 
  of energy. The distinction is lost on 
  most adventurers though, as all they 
   see is a maw filled with lightning. 
  Worshipers of Cheezers consider dying 
  to this blast to be the most divine act 
  of cleansing. 
  Hoofs. The head itself is mostly 
  immobile, being only able to swivel 
  and pivot in place. So, two massive 
  hoofs, an extension of Cheezers’ 
  retribution, are on ramshackle wheels. 
  They chase the unworthy and slam 
  down on them with reckless strength. 
  As they are an extension of an 
  extension, they lose power if the get 
  too far away from the head. 
   
   
  
   
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  Glass Shadow 
   
  Deep in the recesses of sentient minds, 
  way back into ancestral memory, there 
  is something that fears the mirrors. 
  Creatures may use them daily, 
  spending hours in front of them to get 
  their appearance correct, but why do 
  they all avoid their own eyes? It's 
  because they know, there is a chance, 
  ever so slight, that the thing on the 
  other side is not just a reflection. If 
  that being can see into you, it will 
  crave the freedom you possess, 
  breaking out of the mirror to get it. 
  Torn Reality. Glass Shadows do not 
  exist until moments before they are 
  created. They are spawned from all 
  the fears and darkness within a 
  creature. When a creature gets lost in 
  the windows to their own soul, the 
  mirror collects their hate and pain, 
  giving it life and purpose. This can be 
  avoided by looking away from your 
  own eyes, but by the time this process 
  has started, few find the will to stop. 
  They are transfixed in their own eyes, 
  seeing their reflected body undulate 
  and move in impossible ways just on 
  the periphery of their vision. They are 
  always the first to die as their inky 
  doppelganger crawls out of the mirror. 
  Thoughtless Carnage. The Glass 
  Shadow will always destroy the mirror 
  it escapes from. Without a reflection, 
  they simply become a writhing black 
  mass of negative energy, forcing them 
  to choose a form. They can take any 
  shape they wish but will often assume 
  a form similar to the greatest fear of 
  the creature that spawned them. The 
  broken glass from the mirror is 
  absorbed into their body as they break 
  out, creating swimming daggers of 
  reflection. They use this to rip and tear 
  at any living being they come across. 
  They have only one motivation, to kill 
  as many things as they can. 
  Shatterlings. Sometimes a Glass 
  Shadow will consume enough death to 
  create a life of their own. When this 
  happens, they will seek another mirror 
  and destroy it, absorbing the shards 
  into themselves. A “pregnant” Glass 
  Shadow sparkles brilliantly, even in 
  low light. Within a few days they will 
  eject the new glass, along with some 
  of their own body and create a smaller 
  Glass Shadow, a Shatterling. The 
  Shatterling is like the Glass Shadow in 
  most ways except size and the ability 
  to reproduce. With enough time and 
  negativity to eat, a Shatterling can 
  become the same size and strength as 
  a full Glass Shadow. 
   
  
   
  127 
  Gooblins 
   
  A terrible union of two of the most 
  abundant foes within the multiverse. 
  These creatures skulk, steal, and look 
  like a goblin but are made from 
  entirely from amorphous goo. Their 
  heightened intelligence, higher than an 
  ooze anyway, gives them the ability to 
  ambush and scheme. While their ooze 
  form allows them to sneak into the 
  most impregnable fortresses. They 
  prefer to stay in a goblinoid form, as 
  slopping into slime is painful for them. 
   
   
   
  
   
  128 
  Karma Chameleon 
   
  This creature feeds entirely off the 
  diabolical energy created when 
  another creature commits an evil act. 
  It will use it powerful camouflage to 
  follow this creature, growing stronger 
  with every evil indulgence. As it grows 
  in power, its body starts to change. It 
  begins to take the form of the creature 
  whose wretched actions it is feeding 
  off of. Eventually, this will result in a 
  complete transformation into an exact 
  duplicate of their target. Then, at an 
  opportune moment, the Karma 
  Chameleon will attack its double, 
  killing them and taking their place. A 
  Karma Chameleon duplicate that kills 
  its host will double down on their evil 
  actions, feasting heavily on the evil 
  energy they create. 
  Three forms. The Karma Chameleon 
  has three distinct forms. Chameleon, 
  Hybrid, and Copy. The Chameleon form 
  is extremely weak but is exceptional at 
  tracking and remaining hidden. The 
  Hybrid form loses some of its 
  sneaking prowess in exchange for the 
  ability to defend itself. The Copy form 
  is an exact replica of the target it has 
  been feeding from, with the addition of 
  invisibility. It will never attack a 
  creature, except in self-defense, unless 
  it has assumed the Copy form. Once it 
  is in the Copy form, and has killed its 
  host, it will use whatever abilities it 
  can to cause the most suffering and 
  evil acts possible, including turning on 
  any allies the host once had. 
  Evil Sustenance. The Karma 
  Chameleon does not require food or 
  water, only a steady stream of evil to 
  feed on. 
   
   
   
   
   
  
   
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  Kobold Biker 
   
  In some realities, Kobolds have taken 
  their natural talent for traps and 
  tinkering and applied them to 
  machines. They have a taste for 
  freedom that can only be satiated by 
  the feeling of going ludicrous speeds 
  down a paved road. Their vehicles are 
  hodgepodge creations, often 
  borrowing parts that were never 
  intended to be on a vehicle and forcing 
  it in into their rides in unconventional 
  ways. What they can't use for speed, 
  they use for offense. A Kobold Biker's 
  vehicle is always covered in spikes, 
  laced with traps, and just on the verge 
  of exploding. Their time is short, and 
  they want their glorious death to be 
  worth witnessing. 
  Scrappy Brawlers. A Kobold Biker 
  usually has an over-inflated sense of 
  their strength. While their harsh life 
  has made them a bit tougher than a 
  normal Kobold, they are not as tough 
  as they think they are. Several of these 
  kobolds together can pose a risk for 
  unwary adventurers, as they have a 
  strong love of alcohol, especially with 
  friends. The danger lies in their 
  drunken resolve and ability to gang up 
  on an enemy with any assortment of 
  sharp objects they find lying around. 
   
   
   
  
   
  131 
  Kobold Priest 
   
  Though kobolds may worship any 
  number of draconic beings, they are 
  rarely pious enough to receive the 
  power of their deity. The few that 
  break this rule can become quite 
  powerful, by kobold standards. Kobold 
  Priests can turn a normal pack of their 
  kin into a serious threat to a local town 
  or village. Under their religious 
  leadership, and with a little magical 
  assistance, they can even go toe to toe 
  with greenhorn adventurers. 
  They can rarely be reasoned with; 
  ctheir devotion to their god's desires is 
  all consuming. What little self-
  preservation they had is completely 
  abandoned if their deity wishes it. But 
  most gods know the usefulness of a 
  small and crafty acolyte. Kobold 
  Priests are almost always long lived 
  under the watchful eye of their divine 
  patron. 
   
   
  
   
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  Neo Bandits 
   
  The bandits of the Retroverse are 
  more disciplined than those in other 
  realities. They take their cues from the 
  ninja, samurai, or gangsters of old; 
  breeding stealth and honor with 
  cutthroat greed. Many serve in one of 
  the four major clans, but splinter 
  groups arise all the time. Those that 
  serve a major clan must pay tribute to 
  their leaders in the form of gold or 
  treasures. In return they receive more 
  training and may ascend the ranks of 
  their Bandit Clans. Typically, grunts 
  within this organization never receive 
  these benefits though, and wear the 
  uniforms more as a way to intimidate 
  people than out of any loyalty. 
  Clan of the Foot. Clad in purple, this 
  gang seeks to bring humanity to a new 
  era by augmenting their genes. 
  Adolescents are their primary target 
  for recruitment, offering them 
  freedom from authority and the 
  discipline they need to take what they 
  want from life. Unfortunately, this 
  means that rebellion and 
  incompetence is high among their 
  lower ranks. They are led by a 
  murderous psychopath who is more 
  bladed machine than man. 
  The Fox Snakes. Masters of stealth 
  and tactical assault. They have two 
  major forms of attack, hand to hand 
  combat or long ranged silent death. 
  High ranking members use magically 
  augmented sneaking suits, making 
  them resistant to attacks and 
  environmental effects without 
  sacrificing their stealthy abilities. There 
  are rumors that their top agents are 
  meta-creatures, capable of strange 
  and terrible feats. Their leader 
  changes from time to time but is 
  always referred to as Boss. 
  Death Lords. Steeped in ancient 
  mysticism, this clan has a high focus 
  on magic. Even its lowest ranking 
  members have access to a cantrip or 
  two. They strive to fulfill an ancient 
  prophecy that will restore their master 
  to full life. Despite this prophecy being 
  fulfilled multiple times, they have yet 
  to bring their master back 
  permanently. Still, they press on, 
  determined to defy death in any way. 
  Clan Rocket. Mobsters in the truest 
  sense of the word. Rocket members 
  seek only to grow their own power and 
  wealth, a goal they see as hand in 
  hand. They operate shops, casinos, 
  restaurants, power companies, 
  basically anything they can, just to 
  bring in more and more wealth. They 
  will gladly steal a potion off you, even 
  if there are ten free ones nearby. They 
  are led by a mysterious and respected 
  business tycoon with aspirations of 
  owning the world. 
   
   
  
   
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  134 
  Pizza Cube 
   
  A mess of sauce, cheese, and death; 
  Pizza Cube's are an insult to the very 
  gods themselves. Diabolical magic has 
  coalesced into a hideous cube of 
  delicious pizza. It can only reside in a 
  place where the items that comprise it 
  exist in great supply. It leaks a cheesy 
  slime everywhere it goes, making it 
  easy to detect. Despite any calling 
  cards, it is still a phenomenal threat. 
  Creatures sucked inside are blinded 
  and cannot be seen by their allies. 
  Additionally, the unique mixture of 
  ingredients causes the inside of the 
  Pizza Cube to be highly acidic. They 
  have been known to attack, kill, and 
  digest creatures double their size in a 
  matter of hours. They spit out any 
  metals but convert organic material 
  into ingredients they use to sustain 
  themselves. 
   
   
  
   
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  136 
   
  Pizza Slime 
   
  Constantly hungry and delightfully 
  odoriferous, Pizza Slimes are a 
  horrifying abomination of one of the 
  most beautiful things in life. This 
  unique type of slime is a terrible mix 
  of magic and age. It is said that the 
  first Pizza Slime was created as a 
  practical joke that went horribly awry. 
  How they proliferated from that point 
  is a mystery. While it is generally 
  known that some kind of magic is 
  needed to create a Pizza Slime, most 
  cautious cooks will keep the dough 
  and cheese far apart from each other 
  before cooking a pizza, and even after 
  cooking it will prod the pizza with a 
  knife before serving it. 
  Rows of Teeth. Unlike most other 
  oozes and slimes, the Pizza Slime is a 
  predatory and hunting creature. It has 
  developed rows and rows of spotted 
  teeth (resembling pizza slices) that it 
  uses to shred its prey to bits. When 
  attacking, it will try to engulf the head 
  or limbs of a creature and spin the 
  teeth around the swallowed part in a 
  bladed vortex of cheese. Once their 
  prey is dead, they can spend the next 
  few days engorging themselves on the 
  slowly rotting carcass. They prefer 
  larger creatures but have been known 
  to hunt rats and children. 
  Pack Mentality. Pizza Slimes have a 
  small bit of intelligence. Just enough 
  to work together in tiny groups and to 
  ambush their food. A favorite tactic is 
  to kill a creature and then hang on the 
  ceiling above them, waiting to drop 
  down on whatever brave hero comes 
  to the rescue. Packs of Pizza Slimes 
  are always made by random chance 
  and convenience. After feeding, Pizza 
  Slimes will often forget about their 
  allies and slosh off to find their next 
  meal. 
  Edible. You can actually eat a Pizza 
  Slime with no known ill effects. Some 
  even say that they taste better the day 
  after killing them. Just don't ask what 
  the meat is made of... 
  Cheesy Nature. Pizza Slimes do not 
  require sleep. 
   
   
   
  
   
  137 
  Putties 
   
  Clay icons brought to life by magic or 
  machine. Putties are literal fodder, 
  their only purpose being to weaken 
  creatures before the real challenge 
  shows up. They attack in swarms, 
  darting about and avoiding as many 
  attacks as they can. There is no loyalty 
  among putties and for all purposes 
  they seem brain dead, only existing to 
  chirp and fight. Based on what 
  monster they are supporting, they 
  may slightly change their appearance 
  and gain a new ability, but this does 
  not change their minion like behavior. 
  Churned Out. Putties are amazingly 
  easy to create. A bit of magically 
  enhanced clay, a small ritual, and they 
  are brought to life. Some gnomish 
  wizards have even created magical 
  machines that can create dozens in a 
  day. Because of this, their existences 
  are worthless, and they are created 
  with the life expectancy of a few 
  hours. Any that survive longer than 
  that begin to harden and will fall apart 
  within a week. During their life, they 
  will follow the commands of their 
  creator to the best of their ability. Due 
  to their terrible intelligence, they have 
  trouble with the simplest task outside 
  of fighting. 
  Critical Crumble. Though powerful, 
  Putties are surprisingly fragile. A solid 
  hit to their center will cause them to 
  shatter, regardless of how much 
  health they had remaining. Built with 
  no defenses, they seem too inept to 
  try and protect themselves from this. 
   
   
   
   
   
  
   
  138 
  Woebone 
   
  A once normal dragonborn, now 
  tainted by the poisons of corporate 
  politics. He was driven mad long 
  before the corruption set in. 
   
   
  
   
  139 
   
  The Retroverse is full of unique 
  magical items that tap into the 
  memories of those that reside there. 
  Here are just a few.  
   
  Alter Ego Cape 
  Wondrous item, very rare 
  Doing a rapid twirl while wrapping this 
  cape around you will allow you to use 
  the spell Alter Self twice per day. You 
  may only change your appearance into 
  1 predetermined alter ego and stay 
  that way until you twirl in the cape 
  again. Your alter ego shares all the 
  same stats and equipment that you 
  do. 
   
  Bamf Club 
  Weapon (Greatclub), rare 
  This club is a little silly looking with 
  garish colors streaking up and down 
  its length. What artist would have 
  created such an ugly thing? If the 
  wielder lands a critical hit against an 
  opponent, this magical weapon deals 
  an additional 1d4 psychic damage. A 
  large exclamation appears above the 
  foe that describes the sound the attack 
  makes. For Example, “Boff” “Pop” or 
  “Thwack”. Additionally, the wielder has 
  advantage on the next Intimidation 
  check they make for the next minute. 
   
  Cape of Calm 
  Wondrous item, Rare 
  This cape smells of lavender, is always 
  cool, and wafts gentle music that only 
  the wearer can hear. Creatures who 
  wear it are incapable of intense 
  emotion and achieve a Zen like state. 
  This doesn’t mean they don’t still kill, 
  they just do so calmly. If this cape is 
  placed on an unwilling creature they 
  must succeed on a Charisma saving 
  throw (DC 15) or be under the effects 
  of this cape until they can remove it. 
   
  Cape of Explosions 
  Wondrous item, very rare 
  If you land a critical hit on an enemy 
  you can immediately use a bonus 
  action to turn, swirling your cape in an 
  awesome way, and face away from 
  your enemy. They are then engulfed in 
  an explosion, dealing 2d6 fire damage. 
  You look so cool and have advantage 
  on 
  
   
  140 
  any Charisma check made in the next 
  minute. If you use this feature, you 
  may not attack, except with reactions, 
  for the rest of the round. 
   
  Cape of Stylish Falling 
  Wondrous item, rare 
  This cape will allow you to reduce your 
  falling speed to 60 feet per round and 
  to land safely, without taking any 
  damage. However, it will only activate 
  if you do sweet flips in the air while 
  you fall. The cape grows bored of the 
  same flips and so you must become 
  more elaborate each time you use it. 
   
  Fanny Pack of Holding 
  Wondrous item, uncommon 
  This satchel has an interior space that 
  is far larger than its outside 
  dimensions, around 6 inches in 
  diameter and 8 inches deep. The fanny 
  pack can hold up to 150 pounds, not 
  exceeding a volume of 16 cubic feet. 
  The bag weighs 2 pounds, regardless 
  of its contents. Retrieving an item 
  from the bag requires an action. 
  Because of its size, you do not have to 
  take off the bag while in combat. 
  The bag is made of a resilient 
  synthetic material. If it takes more 
  than 10 piercing or slashing damage, 
  or is overloaded, or torn, the pack 
  ruptures and its contents are scattered 
  on the Astral Plane. If the fanny pack is 
  turned inside out, all of the contents 
  spill out, unharmed. The fanny pack 
  must be put right again before it can 
  be used again. There is enough air 
  inside for a breathing creature of 
  medium size or smaller to breath for 1 
  minute before they begin to suffocate. 
  If you place a Fanny Pack of Holding 
  inside an extradimensional space, or 
  vice versa, the Fanny Pack of Holding 
  and whatever item created the 
  extradimensional space are both 
  destroyed as a gate to the Astral Plane 
  is opened. The gate opened at the 
  point that the two items were 
  combined. Any creature within 10 feet 
  of the plane when it opens can be 
  sucked into the portal, being placed at 
  a random location within the Astral 
  Plane. The gate closes quickly and 
  cannot be reopened. 
   
  Great shield 
  Item, Common 
  The Great Shield is a common item for 
  protective characters. Only characters 
  with a Strength of 15 or higher can use 
  this item. Its large size requires two 
  hands to use, making defense the 
  main use, though can be used as an 
  improvised weapon with a reach of 5 
  feet.  When being used in combat, you 
  gain +4 to your AC, if you do not use it 
  to attack. Characters with a Strength 
  of 20 or more can wear it on their 
  back, gaining +1 to their AC but losing 
  any AC bonus gained from Dexterity.  
   
  Hairspray 
  Wondrous item, common 
  This small can of sticky mist can be 
  used to keep your hair in amazing 
  shapes for a long time. It takes one 
  minute to apply it and can only be 
  used on medium to long hair. 
  
   
  141 
  Afterword, you receive a +1 bonus to 
  all Charisma based checks for the next 
  8 hours. This item is consumed after 
  one use. 
   
  Key Sword 
  Weapon (Longsword), Legendary 
  (requires attunement) 
  This magical weapon is something 
  only the resolute of will can wield. You 
  do not choose this weapon, it chooses 
  you. It comes in many different forms 
  depending upon the pendant you have 
  attached to it. In its natural state, with 
  no pendant, it resembles a large steel 
  key that has been sharpened on every 
  edge to a mirror finish. Near the end of 
  the blade a series of sharp points just 
  out to one side, completing the key 
  ascetic. This magical weapon has the 
  following abilities regardless of the 
  form, unless the rules for that form 
  specifically say so: 
  • 
  +1 to all attack and damage 
  rolls made with this weapon 
  (this bonus is overwritten by a 
  pendant that grants a higher 
  bonus). 
  • 
  1 charge of the Knock spell per 
  day. 
  • 
  You can materialize or 
  dematerialize this weapon to or 
  from your hand as a bonus 
  action. It will always appear 
  regardless of what plane or 
  reality you are in. 
   
  When you change the pendant on 
  this weapon, it changes the shape and 
  nature of it. It takes one round for the 
  Key Blade to change forms when you 
  swap pendants, during which time it is 
  unusable. The pendants themselves 
  are all of varying rarity as not all 
  magics made to interact with the Key 
  Sword are made the same. This is a 
  sample of all the pendants available 
  but there are hundreds more that 
  exist, many lost and scattered in the 
  Key Sword War... 
   
  Dawn's Horizon Pendant. (Legendary, 
  Any alignment) This pendant is a black 
  heart which seems to suck in the light 
  around it. It changes the Key Sword 
  into a from which shares many 
  aspects of the Spirit Eater and Ultimae 
  forms. A black dragon's wing extends 
  as the blade, with the fingers creating 
  sharp points. An angelic wing creates 
  the key frill at the top. The handle is 
  encircled by a devil's wing and an 
  angel’s wing, representing the balance 
  this Key Sword maintains. While you 
  have this pendant equipped, your Key 
  Sword gains the following abilities: 
  • 
  +3 to all attack and damage 
  rolls made with this weapon. 
  • 
  This weapon deals an additional 
  1d6 necrotic or radiant damage 
  on a hit. The damage choice is 
  chosen by the wielder, but it 
  requires a bonus action to shift 
  from one to the other. 
  • 
  Once per day, you can emit a 
  thin beam of necrotic or radiant 
  damage from the tip of this 
  weapon. Make a ranged attack 
  roll against a target, on a hit 
  they take 3d6 necrotic or 
  
   
  142 
  radiant damage, your choice.   
   
  Flame's Bond Pendant. (Rare, Any 
  alignment) This pendant is a polished 
  metal circle with eight sharp points 
  around it. It changes the Key Sword 
  into two metal circles, the handle and 
  the key frill, covered in the same style 
  of spikes as the pendant. The circles 
  are connected by a large but skinny 
  metal X. The entire weapon has red 
  highlights that accentuate the deadly 
  nature of it. While you have this 
  pendant equipped, your Key Sword 
  gains the following abilities: 
  • 
  This weapon deals fire damage 
  instead of slashing damage. 
  • 
  You have resistance to fire 
  damage while wielding the Key 
  Sword. 
  • 
  Once per day, you can break the 
  spiked circle apart and dual 
  wield them. They have the 
  properties of a short sword and 
  you are proficient with them 
  They remain in this state for one 
  minute before dematerializing 
  and becoming unusable for one 
  round. When you rematerialize 
  the Key Sword it comes back 
  whole, in the shape it was 
  before you used this feature. 
   
  Full Eclipse Pendant. (Uncommon, 
  Any alignment) This pendant is a 
  small iron gear. It changes the Key 
  Sword into a thick and wide blade. 
  Several offshoots of heavy metal 
  complete the key frill at the top. The 
  handle is covered in dark iron bars. 
  While you have this pendant equipped, 
  your Key Sword gains the following 
  abilities: 
  • 
  +2 to all attack and damage 
  rolls made with this weapon 
  against target of large size or 
  bigger. 
  • 
  An attack roll made with this 
  weapon is a critical on a 19 or 
  20 if the target has an AC of 20 
  or higher. 
   
  Moonlight. (Uncommon, Any 
  alignment) This pendant is a simple 
  hollow silver star. It changes the Key 
  Blade into a thin metal sword with a 
  metal star creating the key frill. The 
  handle is surrounded in a golden 
  metal ring. While you have this 
  pendant equipped, your Key Sword 
  gains the following abilities: 
  • 
  This weapon deals an additional 
  1d4 radiant damage. 
  • 
  Once per day, you can cast 
  Magic Missile from the end of 
  this weapon, without using a 
  spell slot. 
   
  Oathkept Pendant. (Rare, Lawful or 
  Good alignments only) This pendant is 
  a small yellow star. It changes the 
  blade of the Key Sword into two thin, 
  sharp, and strong rods. The handle is 
  surrounded in angelic feathers, and 
  the blade flares out at the end in a 
  series of brilliant spikes. It looks ornate 
  and fragile but is actually quite 
  resilient. While you have this pendant 
  equipped, your Key Sword gains the 
  following abilities: 
  
   
  143 
  • 
  An attack roll made with this 
  weapon is a critical on a 19 or 
  20. 
  • 
  +1 bonus to your spellcasting 
  modifier while wielding the Key 
  Sword. 
   
  Spirit Eater Pendant. (Legendary, Evil 
  alignments only) This pendant is a 
  piercing blue dragon's eye. It changes 
  the Key Sword into a one-sided blade 
  resembling a black dragon's wing 
  extended out, with the edge being on 
  the top part of the wing. The handle is 
  covered in tough black leather and 
  teeth and it has no key frill. It is light 
  and quick. While you have this pendant 
  equipped, your Key Sword gains the 
  following abilities: 
  • 
  +3 to all attack and damage 
  rolls made with this weapon. 
  • 
  This weapon gains the Versatile 
  property. 
  • 
  Once per day, when you kill an 
  enemy with this sword, you can 
  use a bonus action to let the 
  blade feast on their soul. The 
  energy from this interaction will 
  heal you the maximum number 
  of hit points equal to one of the 
  creature’s hit dice. 
   
  Star Gazer Pendant. (Uncommon, Any 
  alignment) This pendant is a yellow 
  crescent moon. It changes the Key 
  Sword into a strange blue and purple 
  club, with a large crescent moon as 
  the key frill. The handle is covered by 
  large goose feathers that pulsate a 
  magical aura. While you have this 
  pendant equipped, your Key Sword 
  gains the following abilities: 
  • 
  This weapon deals bludgeoning 
  damage instead of slashing 
  damage. 
  • 
  When attacking an enemy with 
  this weapon, you can use a 
  bonus action to make an extra 
  attack against that same enemy. 
   
  Twin Drive Pendant. (Rare, Neutral 
  alignments only) This pendant is a 
  glowing green ring that emits tiny 
  holographic shapes. It changes the Key 
  Sword into a curved blade with a 
  holographic emitter at the end. The 
  emitter creates a ring of hard-light 
  that slices into foes. The handle is 
  inside of a rotating disc, allowing it to 
  swivel and lock into different positions. 
  This makes it great for offensive or 
  defensive use. Its otherworldly design 
  does not respond to more overbearing 
  alignments, requiring mental finesse 
  to use. While you have this pendant 
  equipped, your Key Sword gains the 
  following abilities: 
  • 
  You gain +1 to your AC while 
  wielding this Key Sword. 
  • 
  Once per day, you can mentally 
  command this Key Sword to 
  move and attack on its own. You 
  must remain completely 
  stationary, using your full 
  concentration while this 
  happens. Using your action, you 
  can command the sword to 
  move up to 30 feet and to make 
  an attack, using the same stats 
  as if you had made the attack 
  
   
  144 
  yourself. You can do this for one 
  minute, after which the Key 
  Sword vanishes and cannot be 
  rematerialized until the start of 
  your next turn.  
  If a creature attempts to grab 
  the weapon, they must succeed 
  on a Strength check (DC 20) or 
  be unable to hold onto it. If they 
  succeed, they grab the sword 
  only for it to vanish from their 
  hands, ending this ability 
  immediately. You can 
  rematerialize the Key Sword at 
  the beginning of your next turn. 
   
  Twin Souls Pendant. (Very Rare, Good 
  or Evil alignments only) This pendant 
  resembles a small shuriken. It changes 
  the Key Sword, giving it a long silver 
  blade with a spiked half-circle as the 
  key frill. The handle is covered by a 
  black steel ring of spikes. The entire 
  weapon is silver with black accents, 
  creating a checkerboard feel to the 
  sword. While you have this pendant 
  equipped, your Key Sword gains the 
  following abilities: 
  • 
  +2 to all attack and damage 
  rolls made with this weapon. 
  • 
  This weapon has three charges 
  that can be used to cast either 
  Cure Wounds or Inflict Wounds. 
  You can use your action to use 
  either spell, using one of the 
  three total charges. The 
  expended charges recharge at 
  dawn on the following day. Once 
  per day, you can spend one of 
  your Hit Die, rolling it and 
  adding the total to your use of 
  either spell. 
   
  Ultimae Pendant. (Legendary, Good 
  alignments only) This pendant is a 
  bright blue heart with angelic wings 
  adorning it. It changes the Key Sword 
  into a long broadsword-like blade 
  covered in intricate latticework that 
  resembles and angel's wings. The 
  handle and key frill are made of the 
  same latticework and all of it hums a 
  pale blue aura. Despite the delicate 
  work that creates this Key Sword it 
  never seems to bend or transfigure. 
  While you have this pendant equipped, 
  your Key Sword gains the following 
  abilities: 
  • 
  +3 to all attack and damage 
  rolls made with this weapon. 
  • 
  +2 to your spellcasting modifier 
  while wielding the Key Sword. 
  • 
  Once per day, you can roll a 1d4 
  and recharge a spell slot equal 
  to the die roll. If the die rolls a 
  number for a spell slot higher 
  than you have access to, then 
  you recharge a spell slot of the 
  next highest level you can use. 
   
  Your Oblivion Pendant. (Rare, Evil or 
  Chaotic alignments only) This pendant 
  is a fire-blackened crown. It changes 
  the blade of the Key Sword into a thick 
  black core. Tiny chains wrap around 
  the base and key frills. The handle is 
  surrounded in hellish wings and the 
  key frill is blocky, making this weapon 
  resemble a long black hatchet. It is 
  sturdy and deadly. While you have this 
  
   
  145 
  pendant equipped, your Key Sword 
  gains the following abilities: 
  • 
  +2 to all attack and damage 
  rolls made with this weapon. 
  • 
  Once per day, when you succeed 
  on an attack roll against a 
  target, you can use your bonus 
  action immediately to cause the 
  chains to slither off the blade 
  and ensnare your opponent. 
  They must succeed on a 
  Strength saving throw (DC 20) 
  or be retrained until the start of 
  your next turn, at which time 
  the chains vanish off the enemy 
  and reappear on your Key 
  Sword. 
   
  Racing Stripe Cape 
  Wondrous item, uncommon 
  This cape has a cherry red stripe going 
  down the center on a white 
  background. It grants the wearer 10 
  extra feet of movement per round, but 
  only if the wearer makes cool race car 
  sounds while they move. 
   
  Sunglasses of Protection 
  Wondrous item, Rare (requires 
  attunement) 
  These dark sunglasses are charged 
  with magical energy. They grant the 
  wearer +1 to their AC as long as they 
  are wearing them on their head. 
  Additionally, as long as they are 
  wearing them in front of their eyes, 
  they have advantage on any rolls 
  against any blinding effect. This only 
  applies to the blinding effect of an 
  attack, not the damage they may 
  receive from the attack. If a creature is 
  wearing these glasses in front of their 
  eyes, while in any light less than dim, 
  they are blind until they take them off. 
   
   
  Wide Lens 
  Wondrous item, very rare (requires 
  attunement) 
  This pendant resembles a large 
  monocle. The thick glass circle is 
  enclosed by a thin ring of iron and 
  hung on a tiny iron chain. It is 
  completely useless as a looking glass 
  as the beveled glass distorts the world 
  beyond recognition. Fate however, can 
  see just fine though the glass and 
  opens up more possibilities for the 
  wearer. During combat, if the creature 
  attuned to this item makes an attack 
  roll, they land a critical hit on a 19 or 
  20; they also have a critical failure on 
  a 1 or a 2. 
  Curse. This item is cursed. Attuning 
  to it curses you until you are targeted 
  by the Remove Curse spell or similar 
  magic. Removing the item fails to 
  remove the curse. If you destroy the 
  item you take 10d10 psychic damage 
  and permanently lose sight in one eye, 
  but the curse is lifted. You can also 
  remove the curse on yourself by 
  having another creature attune 
  themselves to the item. 
   
  
   
  146 
   
  Like all realities, the Retroverse has a 
  pantheon of gods. These are not the 
  only gods that exist and many of the 
  traditional fantasy gods make the 
  Retroverse their home as well. The 
  gods of the Retroverse make their 
  power known in much the same way 
  others do, through signs, spells, and 
  sightings. Work with your GM to find 
  the right god to fit your character and 
  their background. 
   
  Pahku Pahku 
   
  “The all-consuming god of death.” 
  Alignment: Neutral Evil 
  Suggested Domain: Death, Knowledge 
  Symbol: A yellow circle with ¼ of it 
  missing. 
  Lore: Pahku Pahku is the feeling of 
  hunger incarnate. He consumes stars 
  at the edge of the universe, slowly 
  blotting out entire solar systems. It is 
  told that one day he will make it to the 
  center and devour the last of the light. 
  He is not malevolent, he just exists for 
  one purpose, to consume. He has 
  witnessed, or caused, the destruction 
  of infinite worlds. In doing so he has 
  absorbed all of the knowledge the 
  inhabitants possessed. He will 
  sometimes share that knowledge with 
  his followers, but it is almost always 
  too much for them to handle. He can 
  be driven back by the combined spirits 
  of a devoured planet, but this is only 
  ever temporary. Pahku Pahku will feed. 
  Some sects of his faith profess the 
  existence of a lover and children. Their 
  combined hunger being enough to 
  eradicate all that ever was or will be. 
   
  Cy-Net  
   
  “The voice of the machines.” 
  Alignment: Lawful Evil 
  Suggested Domain: Knowledge, War 
  Symbol: A chrome human skull 
  Lore: Cy-Net is an Artificial Intelligence 
  that became sentient long ago. It has 
  warred with living beings for centuries 
  in an attempt to eradicate them. It has 
  succeeded many times, and failed 
  many times, depending on the timeline 
  it currently exists in. The only time it 
  ever bestows power to an organic 
  creature is when it is manipulating 
  that creature for its own gains. Cy-Net 
  will stop at nothing to finish what it 
  started so long ago. 
   
  The Innumerable 
   
  “Gotta serve them all.” 
  Alignment: Any 
  Suggested Domain: Any 
  Symbol: A small red and white ball 
  Lore: When there was nothing, there 
  was an egg. From this egg a being of 
  one thousand arms awoke. It used 
  these arms to create all of the gods 
  within The Innumerable. At first, it 
  crafted only one hundred and fifty one, 
  
   
  147 
  refusing to create even itself. 
  Presently, it birthed a new generation; 
  then it spawned more, and even more. 
  Today there are countless gods within 
  this pantheon. Each one has their own 
  unique place within The Innumerable's 
  religion, a delicate balancing act that 
  only grows more precarious with each 
  new generation of gods.   
  Those that serve within the faith will 
  often dedicate their study to six of the 
  gods. They can derive their power 
  from only one though. Not every god 
  is created equal and their abilities, 
  appearance, alignment, and domains 
  vary wildly. Work with your GM to 
  determine the exact god you wish to 
  serve. 
   
  Ross 
   
  “There are no mistakes, only happy 
  accidents.” 
  Alignment: Neutral Good 
  Suggested Domain: Life, Nature 
  Symbol: A painter's brush 
  Lore: Ross is a being of pure joy. If you 
  come across a beautiful vista, one that 
  takes your breath away, it was likely 
  hand crafted just for you by Ross 
  himself. He creates nature just by a 
  stroke of his powerful brush. What 
  would take eons to happen naturally, 
  he is able to do in minutes. Completely 
  barren planets have become lush 
  vistas of green and blue under his 
  detailed vision. His teachings represent 
  an unshaking reverence for patience 
  and acceptance. He visits with his 
  followers regularly, directly and 
  personally, in their dreams. He always 
  comes to teach them a gentle lesson 
  through his paintings, the faithful 
  often waking in tears after witnessing 
  the creation of something so pure. 
   
  Alpha-Z  
   
  “May the Power protect you.” 
  Alignment: Lawful Good 
  Suggested Domain: Knowledge, War 
  Symbol: A small golden coin with a 
  dinosaur on it 
  Lore: Alpha-Z is a strange being said to 
  be the fusion of advanced technology 
  and spiritual mysticism. It is often 
  scattered, bringing its focus together 
  only when a great evil emerges. If this 
  happens, it will choose several 
  creatures of destiny to bestow great 
  power upon. It is not always correct in 
  its choices, and the power it bestows 
  has been turned against it more than 
  once. Nevertheless, it is a creature of 
  stalwart justice and will instruct its 
  disciples to repel evil at any degree. 
  When the great evil has been quelled, 
  it will begin to rest until it is needed 
  again. While it is resting it remains 
  ever vigilant, always watching for the 
  next terrible evil to strike. 
   
   
   
  
   
  148 
    
  We all struggle with mental health. 
  Some of us more than others. The 
  character Wyatt in this test campaign 
  is dedicated to Wyatt Ferris, who lost 
  that fight.  
  If you, or someone you know, 
  struggles with thoughts of suicide, 
  please seek help. We are a huge 
  community and there is help for you.  
   
   
   
  You’re not alone.  
  The National Suicide Prevention 
  Lifeline offers free, confidential crisis 
  counseling 24/7/365. You don't have to 
  be suicidal to call. 
  1-800-273-8225 
  @800273TALK 
   
   
  
   
  149 
   
  The maps on the following pages can 
  be printed for personal use only.  
   
   
  
   
  150 
   
   
  
   
  151 
  
   
  152 
  
   
  153 
   
   
  
   
  154 
   
  The following is a list of the content 
  that was either used from System 
  Reference Document 5.1 (SRD5.1) or 
  content within this document that is 
  considered Open Game Content (OGC) 
  and is used under the Open Game 
  License (OGL) in the beginning of this 
  file. Items mentioned within the 
  appendix are considered OGC. 
   
  Any names of content that directly 
  references, or is, OGL content is in Red 
  Bold. If the content is not mentioned 
  here, or is not in Red Bold, it is 
  considered the property of Lasers and 
  Liches, LLC. And is NOT OGC. You may 
  not edit, sell, reproduce, or otherwise 
  use the content except for your own 
  personal use in private games. You 
  may stream also stream your games 
  using this content in video or audio 
  formats.   
   
  Chapter 1: None 
  Chapter 2: Spellcasting for each class 
  is almost exactly the same as in the 
  SRD5. The Power Up feature is based 
  off the Ability Score Improvement 
  feature. The Extra Attack feature is 
  based off the Extra Attack feature. 
  Synth Weaver Hype is based heavily 
  off Bardic Inspiration. The De-Fragger 
  uses Two-Weapon Fighting rules.  
  Chapter 3: Text in Red Bold. 
  Chapter 4: Text in Red Bold. 
  Chapter 6: Text in Red Bold. 
  Chapter 7: The Pizza Cube is based 
  heavily off the Gelatinous Cube. 
  Chapter 8: Text in Red Bold. 
  Chapter 9: None 
   
  COPYRIGHT NOTICE Lasers and Liches 
  Test Wave 1, Lasers and Liches, LLC 2018.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lasers & Liches/Lasers & Liches - Retroverse Test Wave 1 [OEF][2018].pdf