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Beat Breaker

Beat breakers reject the Beat of the World and supplant their own rhythms into the world. They are often scorned for the disharmony they create within the universe. Wherever beat breakers use their abilities, the world around it becomes weaker, succumbing more easily to sickness or disease. It requires a great bit of fortitude to disrupt the harmony of the world, but even Beat Breakers eventually succumb to the discord they create. Old Beat Breakers are jagged and hard, their harsh lifestyle refining them into compacted resilience.

Beat-Boxing

When you choose this style at 3rd level, your staccato dancing style becomes its own beguiling offence and defense. While you are wearing no armor or shields, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Your unarmed strikes do 1d4 damage. This increases to 1d6 at 12th level, and again to 1d8 at 19th level. By using 1 Hype point, the attack is considered magical for the purposes of overcoming resistances. Additionally, you gain +1 to unarmed attacks and damage if using Hype points. This includes attacks made with the Breakdancing Beat-Down feature.

Breakdancing Beat-Down

When you choose this style at 3rd level, you can use a bonus action to begin an aggressive and skillful dance to attack enemies around you. This dance activates all of your body and sends you into an unpredictable spiral of defenses and feints until the start of your next turn. No opportunity or flanking attacks can be made against you with advantage while using the feature. However, if any attack rolls you make while using this feature are a 1, you fall prone and are stunned until the start of your next turn. At 6th level you only fall prone and cannot take actions or reactions until the start of your next turn. At 12th level, you simply fall prone. While dancing, you can make attacks with any weapon you are proficient with or with unarmed strikes. At 12th level you can attack twice with proficient weapons or unarmed strikes using this action.

Magic Breaker

Beginning at 6th level, you can use your powerful beats to blast away the forces of magic. When targeted by a damaging spell, that has a range other than touch, you can use your reaction and Hype points equal to the level the spell is cast at to half the damage dealt. If a spell requires a saving throw to take half damage, you instead take no damage on a successful one and only half on a failed one. You can use this feature after making a saving throw but before you know the result.

At 12th level you can use Hype points equal to 2 x the level the spell is cast at to completely disperse the spell, negating all damage and effects to yourself.

At 19th level you can use Hype points equal to 3 x the level the spell was cast at to blast a spell back at the caster. The caster then must make a Dexterity saving throw against your spell save DC, taking the full damage on a failed save or half as much on a successful one. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) before finishing a long rest.

Extra Bop

At 6th level, you can take advantage of the momentum the Beat grants you to make one last twirl. If you have over half your maximum Hype points remaining, you can use a reaction to make one unarmed attack immediately after using the Breakdancing Beat-Down feature.

White Noise

Starting at 12th level, you can cause a small discordant field around you that blocks certain frequencies. As a reaction, you can spend 1 Hype point to become resistant to a type of damage until the start of your next turn. The damage type you are resistant to is chosen once you finish a short or long rest; choose between these damage types: force, lightning, psychic, or thunder. When you reach 16th level, you are immune rather than resistant to the damage type. At 19th level, you can choose two damage types, instead of one.

Take Backs

At 12th level, you can force the Beat into breaking into more usable chunks. You regain 1 Hype point for every three you expend or give to an ally.

Dirty Dancing

At 16th level, you can end your dancing with a powerful flourish. If you use Breakdancing Beat-Down, you can use a reaction to cast any spell, with a 1 action, bonus action, or reaction casting time, immediately after the attack by expending a spell slot and Hype points equal to the level the spell is cast at. You may not cast spells above their original spell level by using this feature.

Sub-classes

Most traditional classes from other universes have a Retroverse version that is heavily influenced by the cartoonish nature of this reality. This is a sampling of some of those sub-classes but is by no means a comprehensive list of possibilities.

Section 15: Copyright Notice

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