Synth Weaver

The synth weaver is the backbone of any outstanding group. They skate around the battlefield 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, such as basic melee combat, makes them a high priority target for those who understand their power.

Support Class

We recommend this class for high skill Users. Users choosing this class must be good with cooperation and fair play. This class is difficult to play if you tend to solo missions. We recommend teaming up with midsize groups or small groups with advanced Users. This is an extremely rewarding class and can push an already great team into wonderful syncopation. We recommend this class to anyone who enjoys supportive roles.

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. Most synth weavers lack the ability to change existence 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, due in large part to the distraction of the Beat all around them. While this may be true of some, it is not true of all. Some synth weavers build songs and mixtape lists just for their favorite friends to enjoy. Others hide their music away, afraid that popularity 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 Swift Stars, Thunder Wave, Concussive Beats, and Crank Caller.

Synth Weaver Level Proficiency Bonus Features Hype Points Cantrips Known Spells Known Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting, Synth Weaver Hype 1 2 4 2
2nd 2 Short Recital 2 2 5 3
3rd 2 Beat Style 3 2 6 4 2
4th 2 Power Up 4 3 7 4 3
5th 3 Raised Roof 6 3 8 4 3 2
6th 3 Beat Style Feature 7 3 9 4 3 3
7th 3 8 3 10 4 3 3 1
8th 3 Power Up 9 3 11 4 3 3 2
9th 4 10 3 12 4 3 3 3 1
10th 4 Raised Roof, Spell Bequeath 12 4 14 4 3 3 3 2
11th 4 13 4 15 4 3 3 3 2 1
12th 4 Beat Style Feature, Power Up 14 4 15 4 3 3 3 2 1
13th 5 15 4 16 4 3 3 3 2 1 1
14th 5 Spell Bequeath Improvement 16 4 18 4 3 3 3 2 1 1
15th 5 Raised Roof 18 4 19 4 3 3 3 2 1 1 1
16th 5 Beat Style Feature, Power Up 19 4 19 4 3 3 3 2 1 1 1
17th 6 20 4 20 4 3 3 3 2 1 1 1 1
18th 6 Spell Bequeath Improvement 21 4 22 4 3 3 3 3 1 1 1 1
19th 6 Beat Style Feature, Power Up 22 4 22 4 3 3 3 3 2 1 1 1
20th 6 Raised Roof, Kinetic Charger 24 4 22 4 3 3 3 3 2 2 1 1

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.



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 Keytar or (b) any other Musical instrument
  • Any simple weapon of your choice


You have noticed that everything within the Retroverse thrums to the 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 that requires a saving throw, roll a d20. On a 1, a different spell that you know, of the same level used is triggered, using the spell slot. The new spell used 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. You know what spell you are using, even if it is not the spell you intended to pull from the Beat. You can use your reaction to cancel a spell if the wrong one is pulled, but the spell slot is still expended. If you cancel the spell, you gain temporary hit points equal to double the level the spell was intended to be cast at.


You know two cantrips of your choice from the synth weaver spell list. You learn additional Synth Weaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the synth weaver Table.

Spell Slots

The synth weaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell swift stars and have a 1st-level and 2nd-level spell slot available, you can cast swift stars using either slot.

Spells Known of 1st Level and Higher

You know four 1st level spells of your choice from the synth weaver spell list. Spells can be hard to identify as a soundwave and so you can only pull from the Beat the magic you are intimately familiar with.

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 Beat of the World and you channel it through your own rhythmic gyrations and quick movements. Your magic is less about the creation of power through music and more about taking from or augmenting with the rhythm that already exists. 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

Spellcasting Focus

You can use any musical instrument you’re proficient with as a spellcasting focus for your synth weaver spells.

Synth Weaver Hype

Starting at 1st level you can get others around you hyped by tuning into their own particular rhythm. 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. You grant that creature a set of bonus points, the total set of points being your choice from the pool of Hype points you have available. Though you can choose to give only a portion of your Hype points, the recipient must use the entire set given.

Once within the next 10 minutes, the creature can add the entire set of bonus points to one ability check, attack roll, or saving throw it makes. The creature can wait until after the roll before deciding to use the Hype point set but must decide before they know the result. Once the Hype point set is used, they are lost. A creature can have only one set of Hype points and the set cannot be changed once it is given. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses once you finish a long rest. Your Hype points increase as you gain levels in this class, as shown by the Hype Points column of the Synth Weaver table.

Short Recital

When you reach 2nd level in this class, you can use Hype points to recover spent synth weaver spell during a short rest. You can recover a number of spent spell slots equal to half the Hype points used. If using the Fresh Batteries feature, the total Hype points available are used after their recovery through the Fresh Batteries feature.

Beat Style

Synth weavers all have an intimate connection to the Beat of the World, but that connection can come in different forms. No two synth weavers are identical, having all found their connection in different ways. Beat Boosters have tapped into the Beat and use it to amplify themselves and their friends. Beat Mixers twist the Beat to their desires and use it the change the world around them. Beat Breakers are the most destructive of synth weavers and interject their own tones to cause disharmony in the Beat. When you reach 3rd level, you begin to shape the Beat of the World to your own desires.

Choose which way you harness the Beat: Breaker, Booster, or Mixer.

Your choice grants you features at 3rd, 6th, 12th, 16th, and 19th.

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.

Raised Roof

When you reach 5th level in this class, you gain an additional Hype Point (+2 gained total), as shown by the Hype Points column of the synth weaver table. You gain an additional Hype Point again at 10th level, 15th level, and 20th level.

Fresh Batteries

At 7th level, you regain all synth weaver Hype points when you finish a short or long rest.

Spell Bequeath

At 10th level you can gift a spell slot to an ally as an action. At the cost of 5 Hype points, you can roll a d4. That roll is the level of spell slot you can give to an ally. This counts as a bonus spell slot and does not count against the total spells your ally can cast. At 14th level the die used increases to a d6. At 18th level the die used increases to a d8. If the roll is for a spell slot for which they do not know any spells, they instead gain a spell slot for the next highest spell they know. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

For example, as a 15th level synth weaver you spend 5 Hype points 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.

Kinetic Charger

At 20th level, when a new round starts and you have no Hype points left, you regain 5.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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