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Risen Apogee Fate Path

As soon as you saw the Code, you knew you were destined for something great. After some adjustments, you have embraced your powers fully and use them freely. Like the name implies, you have risen above those around you and now stand as above other creatures. While some look up to you, seeing you as the savior foretold, others consider your mere presence an abomination, a portent of the end. Your powers are varied, giving you an edge in most situations; how you change the world with these abilities, for better or worse, it up to you.

Fate Bump

When this fate chooses you at 1st level, you gain the ability to nudge fate to a direction of your choosing. When you or a creature within 30 feet of you rolls an ability check, attack roll, or saving throw, you can use 1 hack point to add or subtract 1 from the roll. You can do this after the roll but before you know the result. You cannot cause critical successes or failures this way.

Fly

At 3rd level, you can control gravity around you well enough to move your body in a way that resembles flying. You can spend 1 hack point as part of your movement to fly up to your movement speed, including if you take the dash action. You begin to fall at the start of your next turn unless you use another Hack Point. You can remain airborne as long as you have Hack Points to spend.

Mega Punch

Starting at 7th level, you can spend 2 Hack points to charge and release a terrible blow. Whenever you make an unarmed strike, choose one of the following effects to happen on a hit:

  • Roll a single damage die again and add it to the total damage. If your attack had multiple damage dice types, used the largest one
  • The target must succeed on a Strength saving throw or be pushed back 15 feet.
  • A blinding flash emanates from your fist and the target must succeed on a Constitution saving throw or be blinded until the start of their next turn
  • The target must succeed on a Constitution saving throw or have their code disrupted, causing them to be paralyzed until the start of their next turn. Creatures with corruption make this save with disadvantage.
  • The attack is a critical hit on a 19 or 20.

Bullet Time

Starting at 11th level, you can use your reaction to reduce the damage you take from a ranged attack by half. Alternatively, you can spend 1 Hack Point to stop the missile before it reaches you. You then have the option to send it back at the opponent who shot it. Make a ranged attack roll, as if you were proficient and made the attack. You can only use this feature on the creature who targeted you with the initial ranged attack. The missile deflected can be no larger than a standard arrow or energy bolt. If a creature makes multiple ranged attacks against you on the same turn, and you have already used your reaction against one of their ranged attack, you continue to reduce the damage of each ranged attack or try and send the attack back, choosing either option for each consecutive attack, until the start of your next turn.

Code Suppression

At 15th level you can target the source of a creature’s power and inhibit the flow of magic through their body. When you hit a creature with an unarmed strike, you can use your bonus action and spend 4 Hack points to strike at their magical flows as well. The creature must make a Wisdom saving throw, taking 4d10 additional force damage on a failed save and any damaging spells the target casts have their damage reduced by half for 1 minute. On a success, the target takes 2d10 additional force damage and only the next damaging spell it casts within the next minute is affected by the damage reduction. You can use this feature once before finishing a long rest.

Full Integration

At 20th level, you have become so enmeshed with the code that you can bend the world to your will. Choose a single spell of every level, the chosen spells are set and cannot be changed after choosing them. By spending Hack Points equal to 2 times the level of the spell, you can cast any of these chosen spells. Intelligence is your spellcasting ability and your save DC is the same as your Hack save DC. You can spend up to 30 Hack Points total on this ability, and cannot cast the same spell twice, before finishing a long rest.

Section 15: Copyright Notice

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