5e SRD >Class Options >

Beat Mixer

A Beat Mixer Synth Weaver is so in tune with the Beat of the World they can use it to bend the very air around them. They sample and remix the Beat to their own whims. They are often irreverent of the rules that govern society or reality. They are slippery, sliding around the battlefield to a rhythm of the multitude.

Cantrip Snippet

When you chose this beat type at 3rd level, you learn two cantrips of your choice from any class. They are considered synth weaver cantrips when you cast them.

Roller Blades

When you choose this style at 3rd level, you have focused some of the power of the Beat into a set of ephemeral roller or razor 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 3rd level they add +5 feet to your movement speed and +2 to your Dexterity based AC and Dexterity saves only. At 6th level this changes to +10 feet and +3 to your Dexterity based AC and Dexterity saves. At 12th level this changes to +15 feet and +4 to your Dexterity based AC and Dexterity saves.

Additionally, you can use 2 hype points to traverse rough terrain as if it were normal terrain until the start of your next turn. This can also be used to travel up vertical surfaces or across water at half your movement speed. You cannot wear any armor while using the Roller Blades. You are proficient with the blades.

Mixer Beat-Down

When you choose this style at 3rd level, you can hype yourself up to attack with your dancing moves and Roller Blades. The Roller Blades do 1d6 + your Dexterity modifier slashing damage. At 12th Level you can attack twice with your Roller Blades using this action. You are considered proficient with this attack and can spend 1 Hype point per attack to make the attack considered magical for the purposes of overcoming resistances.

Spell Sample

Starting at 6th level, you have the ability to sample and cast a spell another creature has used. The spell has to have been cast at a level for which you spell slots to use this feature. The spell is cast as a synth weaver spell, uses a spell slot equal to the level the spell was cast at, and uses all of your modifiers. You may sample spells currently being concentrated on, or non-concentration spells immediately after they are cast. If a creature is using a spell that requires concentration, you can copy that spell and begin to cast it yourself by using a number of Hype points equal to two times the level the spell was cast at. You can maintain concentration and access to the spell as long as the original creature you sampled the spell from holds their concentration on the sampled spell. If a creature uses a non-concentration spell, you can use Hype points equal to three times the level the spell was cast at and a reaction immediately after the spell is cast to copy and store it. You have the spell stored for the next 10 minutes, after which time the spell fades away. You may only store one spell with this feature at a time.

Passive Melody

When you reach 12th level, you gain a background melody to your actions. You regain 1 expended Hype point at the start of each of your turns if you are below half your maximum total Hype points.

Party Magic

Beginning at 12th level, you can use the Spell Bequeath feature a number of times equal to your Charisma modifier + your proficiency bonus before finishing a long rest.

Battle Remix

At 16th level you can cause a minor skip in the flow of time, causing a reroll of the last instant. Using a reaction and 5 Hype points, target a creature you can see within 120 feet, that creature must reroll their last attack, saving throw, or damage roll. The creature must use the second roll. Targeting a willing creature will automatically succeed. An unwilling creature must succeed on a Dexterity saving throw against your Spell Save DC or be forced to reroll their last attack, saving throw, or damage roll; taking the second roll. You may increase the DC of this saving throw by +1 for every Hype point used in this feature, beyond the initial 5.

Field Rewrite

At 19th level you have tapped deep into the threads of the Beat and can bend them to twist our perceived reality. Using an action, you can change the placement of creatures around you. Target a willing creature you can see within 150 feet and teleport them to an unoccupied space that you can see within that range. Unwilling creatures must make a Dexterity saving throw against your spell save DC. On a failure, they are teleported to an unoccupied space that you can see within 150 feet. On a success, they are not teleported but instead take force damage equal to the Hype points expended to attempt moving them x 3.

Creature Size Tiny Small Medium Large Huge Gargantuan
Hype Points Needed 2 4 6 8 10 12

You can swap the position of two creatures by adding their cost together. If one creature resists and succeeded on their saving throw, the attempt fails, and both creatures take force damage equal to the total Hype points used x 3. The Hype point cost of this feature correlates to the size of the creature. You can target yourself with this feature for half the cost. This feature cannot be used to teleport a creature into a space that is too small for them to naturally be in.

Section 15: Copyright Notice

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