tl;dr: Mechanically solid, incorporates retro/homage elements in interesting ways, good writing, layout, art that could benefit from a paid editor. If this at all sounds like it's up your alley, read it (it's free!) or check out the Kickstarter.
I'll cover things in order, except the Holo-Knight, which I'll tackle separately.
Four varieties of dragonborn -- neon, laser, xenon, tesla, with stats and physical description. I like how there's more going on here than just slapping some different damage types. e.g. neon's fire breath flows as a gas and can filter through cracks in cover, and xenon deas less damage than the others but creatures who fail their save are blinded for a round.
Mercenary Background -- Excatly what it sounds like. Feature lets them always find good-paying work. A nice variety in the ideal/bond/flaw tables. 100 starting gold, which is a lot more than the Player's Handbook backgrounds, but still within the realm of game expectations (i.e. plate armor is unaffordable at 1st level)
Shiny Variants for monsters -- A set of 14 "palette swaps" and associated templates (4 detailed in this sampler), which are randomly chosen via d100. Suggested 1 in 100 chance of any randomly encountered monster being shiny. Each probability is 5% or 10%, so I would have just used a d20 table, but that's a minor quibble. I'm also not a fan of templates that alter ability scores, though 5e has much fewer flow-on effects to calculate than 3.5 did.
Monsters
Gooblin -- Goblinoid oozes, which are instantly going in my game as unstable biomantic flesh-vat creations. For their CR, they have low hp and AC, but high damage. Slow speed and no ranged attacks, expect savvy player to kite them.
Neo Bandit -- Pretty stock bandits, except they have an extra ability based on their clan. I assume all four clans are references, though I can only spot two of them. High damage, including at range. I think they're closer to CR 1/2 than 1/8.
Pizza Slime -- Low AC, high HP, potential for high damage. CR seems about right, but again, expect players to kite them as they're slow and their ranged damage is terrible.
Magic Items:
Fanny Pack of Holding is just what it sounds like, a Bag of Holding with a different storage capacity. This reprints all the normal rules adjusted for its different size, which might annoy some people for such a minor tweak, but other people might appreciate not having to refer to the DMG.
Great Shield -- not a magic item, this is a two-handed shield that gives +4 AC and has some extra rules for wearing on one's back. Probably needs an clarification on whether it requires 2 hands to carry, not just wield. e.g. could a cleric forgo the AC bonus for a round to have a hand free to cast a spell, without having to drop the shield?
Sunglasses of Protection -- advantage on saves vs. blinding effects, +1 AC, but you're blind in dim light. Pretty straightforward. Text is a bit long-winded for what the item does. Clarification on how it interacts with darkvision would be useful.
Deity: Pahku Pahku. A neutral-evil god of hunger incarnate, symbolised by a yellow 3/4 circle. When he devours worlds, he gains their knowledge, and shares it with his followers.
HOLO-KNIGHT
Holo-Knight - a new player class. A lightly-armored (at first) magic user who can conjure weapons. The big question with any new class is what can it do that an existing class (i.e. hexblade Warlock) cannot, and does it justify the rules/player option bloat?
I compared both classes at level 6, and while they're fairly similar, they're less so than, say, Sorcerer and Evoker. The holo-knight has weaker spellcasting, as a ranger but Int-based. Their spell list is illusion-heavy, with some good extras like alter self and polymorph, which suggests conjuring holo-gills, holo-claws and the like. Both can wear or conjure medium armor. Warlocks can summon/swap their weapon as an action, HKs do so as a bonus action, which makes up for their lack of damaging cantrips. Warlocks get to use their spellcasting stat for attack/damage rolls, HKs don't. Both classes have an extra attack by 6th level, but the HK can, via their Weapon Shatter ability, get a third attack every other round.
So HK ends up somewhere between an Eldritch Knight (with illusions instead of evocations) and a Hexblade in terms of combat style, and probably is a little less effective than either of them, though I'd need to playtest to know for sure.
Changes I would make -- give them simple weapon proficiency (currently they only have holo-weapon proficiency), add more transmutation buffs (e.g. fly, spider climb) to the list. I'd also change their Weapon Shatter ability. The fluff suggests it's a desperate attack, but there's little consequence since weapons can be reformed at-will. That is, the fluff and crunch are at odds.
In my own game, I'd probably just change the class to be a variant eldritch knight, but obviously this book is released under the OGL and can't implement the concept that way.
FINAL THOUGHTS
Presentation 3.5/5 -- Mostly good. Lluis Abasias's art is eyecatching and immediately sets the tone, layout is readable, and formatting the Holo-Knight's spell list so that SRD spells are red is a useful player aid. A few long-winded descriptions, typoes (e.g. "unique color pallet", overlapping d100 results in the shiny monster table), But that's the kind of stuff a paid editor can pick up, which is one of the points of running a kickstarter.
Crunch 3.5/5 -- no particularly inspired mechanics, nothing broken either. Rules language occasionally doesn't follow the 5e standard, but intent is clear enough that you can use it in your games immediately.
Fluff 4.5/5 -- is this just a bunch of 80s/90s references? I don't think so. This takes references and homages and uses it to craft something distinct, goofy, and immediately gameable. You won't run into a wild Pokemon, but you might run into a Shiny carrion crawler, and infer some of its new abilities by its particular palette swap. Pahku Pahku isn't just a Pac-Man reference, it's mixed in with ideas more typical of Galactus, Unicron or an Elder God. The dragonborn variants have 80s aesthetic, but aren't a reference (i think?).
If the rest of the Retroverse is this good, I'll be a happy kickstarter backer :-)
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