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Vaccine Compiler

Vaccine compilers are the legends of the Code written of in Retroverse lore. They are the heroes of the story, the defender of justice, and the bastion of righteousness. They abhor corruption in all its forms and will not abide its existence. They use their abilities to defend those who cannot defend themselves and to ease the suffering of those in pain. They often appear as shining warriors in brilliant armor because they know that is what people need them to be.

Turn Corrupted

At 3rd level you can channel your righteous might into your de-frag icon, forcing enemy corrupted creatures away from you. As an action, you present you de-frag icon and recite a command line unbearable to corrupted creatures. Each enemy corrupted creature that can see or hear you within 30 feet must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. The command line you utter can be tweaked to only affect corrupted creatures you wish to affect. A turned creature must spend its turns trying to move as far away from you as it can and can’t willingly move to a space within 30 feet of you. It also cannot take reactions. For its turn, it can only use the Dash action, try to escape from an effect that prevents it from moving, or attack you with ranged attacks. If there’s nowhere to move, the creature can use the Dodge action.

De-Frag Strike

Starting at 3rd level, when you hit a creature with a melee attack, you can expend 5 of your own hit points to deal additional force damage to the target. The extra damage is 2d8 for 5 hit points, plus 1d8 for another set of 5 hit points, to a maximum of 5d8. If this attack is against a corrupted creature, that creature must succeed on a Constitution saving throw or be paralyzed until the start of their next turn. You draw this power from your own body and cannot use temporary hit points to activate it.

For example, a 10th level de-fragger makes a melee attack with a short sword against a corrupted triceratops. The de-fragger uses 20 hit points so the attack does the normal attack damage plus 5d8 force damage and the triceratops must make a Constitution saving throw against your spell save DC or be paralyzed until the start of their next turn.

Life Giver

Starting at 6th level, when you touch a creature other than yourself, you can transfer your life energy into them. Using an action and at a cost of 1 hit point, you can heal a willing creature for 1 hit point. The number of hit points you can use in one action is equal to your de-fragger level times 10. You may use this feature a number of times equal to your Constitution modifier before finishing a long rest.

This has no effect on undead or unwilling creatures.


When you reach 6th level in this class your Stalwart Shield ability gains a boost in power. When it is active, enemy creatures within 10 feet of the shield must make a Dexterity saving throw at the start of their turn or when they enter the affected area. On a failed save they take 2d6 fire damage or half as much on a successful one. Enemy creatures trapped in the shield make this save at disadvantage. The damage for this feature increases to 3d6 at 10th level and again to 4d6 at 14th level and once more to 5d6 at 18th level.

Flash of Life

At 10th level you have such inner strength that you can command your body to heal itself in a burst of restorative energy. As an action you can use a number of hit dice equal to your proficiency modifier and heal the amount you roll. The hit dice you used are expended until you finish a long rest. You can use this feature once before finishing a short rest.


At 14th level your extra arms have become terribly strong and boost your natural vigor. While they are active, attack rolls of 19 or 20 are considered critical hits and all of your melee attacks deal 1 additional damage die.

Hero’s Surge

At 18th level you can use a bonus action to call upon all your reserve energy and surge with terrific force. For a number of turns equal to your Constitution bonus, your damage rolls for melee attacks are increased by +1 for each enemy creature within 30 feet of you. Swarms count as one creature for this ability. You must finish a long rest before using this feature again.

Section 15: Copyright Notice

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