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  This is a sample of the Retroverse 
  content! We hope you enjoy this free 
  access to our universe! If you like it, 
  please consider contributing to the 
  Retroverse Kickstarter coming April 
  10th, 2018. If you missed the 
  Kickstarter, don’t fret! You can  
  visit LasersAndLiches.com to get  
  in on the action! 
  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  childhood friends, outdated styles, and 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.  
  Follow @Snickelsox and @Lluis 
  Abadias on twitter for more! 
  Text in Bold Red is OGL content. 
   
   
  
   
  3 
  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 
  
   
  4 
  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. 
   
   
  
   
  5 
  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. 
   
  
   
  6 
   
  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. 
   
   
   
   
   
   
   
   
   
  
   
  7 
  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 
  
   
  8 
  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 
  
   
  9 
  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. 
    
  
   
  10 
  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. 
  
   
  11 
  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 
  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. 
   
   
  
  12 
  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. 
  
   
  13 
  Shiny Variants 
   
  Sometimes you will encounter 
  creatures that have a unique color 
  pallet. 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 
  90 to 95 
  Orange 
  95 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 
  
   
  14 
  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. 
   
   
  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 
   
   
  
   
  15 
   
  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. 
   
  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. 
   
  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. 
   
  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. 
   
   
  
  16 
  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. 
  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 
  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.  
  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 
  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 
  
   
  17 
  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.  
   
  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 
  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. 
   
   
   
   
  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. 
   
   
   
  
   
  18 
   
  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. 
   
   
  
   
  19 
   
   
   
  
   
  20 
   
   
  
   
  21 
   
  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. 
   
   
  
  22 
  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. 
  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. 
  
  23 
  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. 
  
  24 
  OPEN GAME License Version 1.0a The following text is the 
  property of Wizards of the Coast, LLC. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
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  2. The License: This License applies to any Open Game Content that 
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  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
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  13. Termination: This License will terminate automatically if You fail 
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  30 days of becoming aware of the breach. All sublicenses shall 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  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. 
   All content within this book that is not explicitly 
  OGL content from the SRD5 is the property of 
  Lasers & Liches LLC. Retroverse is a registered 
  trademark of Lasers & Liches LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lasers & Liches/Lasers & Liches - Retroverse Free Preview 2018.pdf