The Stat Stacker
Requisites: Str 12,
Dex 12, Con 12, Int 12, Wis 12, Chr 12
Alignment: Any
HD/level: 2d8
Weapon Prof.: 2+Level
To Hit Table: War
Save Table: 2xWar
Reference: ChatGPT
Groups: Custom, Warrior
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: You gain +1 to Str, Dex, Con, Int, Wis, and Chr. |
|
2 |
7 |
Level
2: You may choose one stat at the start of each day
to gain a bonus equal to LVL/2 (round up). |
|
3 |
14 |
Level
3: 1Z, 1/rd: You may swap two of your ability
scores for 1 round. |
|
4 |
28 |
Level
4: Your ability score bonuses apply to all rolls twice. |
|
5 |
56 |
Level
5: Whenever you roll a natural 1 on a check using a stat, add ++2 to the roll
instead. |
|
6 |
112 |
Level
6: 1M, 1/d: Multiply one stat bonus by LVL for 1 round. |
|
7 |
224 |
Level
7: Your Exceptional Stat Bonuses increase by 50%. |
|
8 |
448 |
Level
8: You gain an extra reaction whenever you succeed on a save using a high
stat bonus. |
|
9 |
896 |
Level
9: Your lowest ability score counts as 2 higher than your highest ability
score. |
|
10 |
1800 |
Level
10: 1S, 1/d: Choose two stats. Any ability check,
save, or attack using them gets advantage for the next hour. |
|
11 |
2050 |
Level
11: Your ability score caps increase by LVL. |
|
12 |
2300 |
Level
12: 1P, 1/d: Double the effect of any ability score-related class ability. |
|
13 |
2550 |
Level
13: Whenever you roll a natural 20, add ++5 instead. |
|
14 |
2800 |
Level
14: Whenever an enemy ignores an effect based on your stats, force them to
roll a save against it anyway. |
|
15 |
3050 |
Level
15: Your Exceptional Stat Bonuses apply to AC and Saves separately from their
normal application. |
|
16 |
3300 |
Level
16: Whenever you roll a check, you may roll it using your highest stat bonus
instead. |
|
17 |
3550 |
Level
17: 1F, 1/w: Multiply all stat bonuses by 10 for 1 round. |
|
18 |
3800 |
Level
18: Your ability score minimum is now LVL + 10. |
|
19 |
4050 |
Level
19: 1Z, 1/m: Set all your ability scores to 30 for 1 round. |
|
20 |
4300 |
Level
20: Your ability score maximum is now LVL + 30. |
|
21 |
4550 |
Level
21: Your bonuses from Str, Dex, Con, Int, Wis, and Chr now apply to all
damage rolls. |
|
22 |
4800 |
Level
22: 1S, 1/d: Set one stat to 50 for 1 round. |
|
23 |
5050 |
Level
23: Your stat bonuses apply to an additional roll of
your choice each round. |
|
24 |
5300 |
Level
24: Whenever an enemy reduces your stat bonuses, they take that penalty
instead. |
|
25 |
5550 |
Level
25: You may distribute your stat bonuses among your allies at the start of
each round. |
|
26 |
5800 |
Level
26: Your stat bonuses apply to all allies within 1 group. |
|
27 |
6050 |
Level
27: 1F, 1/m: For 1 round, your ability scores are equal to your LVL x 2. |
|
28 |
6300 |
Level
28: Whenever you roll a save, add ++10. |
|
29 |
6550 |
Level
29: 1S, 1/d: Choose an enemy. They now have your lowest stat as their highest
stat. |
|
30 |
6800 |
Level
30: Whenever you gain an Exceptional Stat Bonus, it is doubled. |
|
31 |
7050 |
Level
31: 1Z, 1/s: Swap two of your ability scores. |
|
32 |
7300 |
Level
32: 1bV, 1/m: Change an enemy's stat to 1 for 1
round. |
|
33 |
7550 |
Level
33: Your stat bonuses apply to all attacks and save rolls twice. |
|
34 |
7800 |
Level
34: 1S, 1/m: Multiply all allies’ stat bonuses by LVL for 1 round. |
|
35 |
8050 |
Level
35: Your stat bonuses apply three times to all damage rolls. |
|
36 |
8300 |
Level
36: 1F, 1/w: For 1 round, you gain every ability score-related ability in the
game. |
Filthy Lucremancer
"Why wield a sword
when you can wield the economy?"
Requisites: Int 14, Wis
14, Cha 14
Alignment: Any Non-C
HD/Level: 2d6
Weapon Prof.: 2+Level
To Hit Table: 2xRog
Save Table: 2xRog
Groups: Rogue, Custom
Complexity: CF = 5
|
Level |
KXP |
|
|
1 |
0 |
Level 1:
+LVL to all checks involving GP (trade, appraise, theft). Generate LVL × 100
GP per week through shady dealings. |
|
2 |
7 |
Level 2:
1Z, 1/d: Convert an item into GP equal to 2× its value (disintegrates the
item). |
|
3 |
14 |
Level 3:
Whenever you bribe someone, they must Save (Wis) or be compelled to accept
and favor you. |
|
4 |
28 |
Level 4:
Passive income: Gain LVL × 500 GP per week. |
|
5 |
56 |
Level 5:
1Z, 1/rd: Pay 100 GP to add LVL to a roll. |
|
6 |
112 |
Level 6:
1Z, 1/d: Burn GP equal to enemy HD × 100 to force them to flee (Save to
negate). |
|
7 |
224 |
Level 7:
1S, 1/d: Pay LVL × 1000 GP to summon a mercenary NPC for 1 turn. |
|
8 |
448 |
Level 8:
1Z, 1/rd: Pay LVL × 50 GP to gain ++1 on a natural
roll. |
|
9 |
896 |
Level 9:
All equipment you buy is 50% cheaper. |
|
10 |
1800 |
Level 10:
Passive income increases to LVL × 1000 GP per week. |
|
11 |
2050 |
Level 11:
Whenever you spend GP, there’s a 25% chance it returns to your pocket. |
|
12 |
2300 |
Level 12:
1P, 1/rd: Pay 10k GP to reroll a failed Save. |
|
13 |
2550 |
Level 13:
Whenever you take dmg, you can pay LVL × 100 GP to reduce it by half. |
|
14 |
2800 |
Level 14:
Your passive income now includes rare gems and artifacts worth LVL × 500 GP
per week. |
|
15 |
3050 |
Level 15:
1F, 1/d: Throw 50k GP at an enemy, forcing them to Save (Dex) or be blinded
and stunned for 1 rd. |
|
16 |
3300 |
Level 16:
You can buy an entire kingdom for 10M GP, becoming a ruler with influence. |
|
17 |
3550 |
Level 17: Whenever
you enter a city, you passively accumulate LVL × 1000 GP from unseen business
ventures. |
|
18 |
3800 |
Level 18:
Whenever you bribe someone, you may spend double the GP to make the effect
permanent. |
|
19 |
4050 |
Level 19:
1S, 1/m: Convert any amount of GP into a random magical artifact of equal
value. |
|
20 |
4300 |
Level 20:
1F, 1/d: Pay 100k GP to auto-succeed any check, even if normally impossible. |
|
21 |
4550 |
Level 21:
Gain an entourage of loyal retainers who generate LVL × 2000 GP per week for
you. |
|
22 |
4800 |
Level 22:
1Z, 1/rd: Pay LVL × 200 GP to instantly learn any
information a merchant or banker might know. |
|
23 |
5050 |
Level 23:
Your investments pay off: Gain an extra LVL × 5000
GP per week in passive income. |
|
24 |
5300 |
Level 24:
1P, 1/d: Pay 1M GP to fabricate an entire city in one night. |
|
25 |
5550 |
Level 25:
1Z, 1/rd: Spend 10k GP to phase out of reality for
1 rd (immune to all effects). |
|
26 |
5800 |
Level 26:
Your personal wealth distorts causality: Whenever you lose GP, there's a 50%
chance you didn't actually lose it. |
|
27 |
6050 |
Level 27:
1S, 1/m: Pay 5M GP to create an entirely new economic system that you
control. |
|
28 |
6300 |
Level 28:
Your gold literally regenerates: Every round, recover LVL × 100 GP spent. |
|
29 |
6550 |
Level 29:
Whenever an enemy deals damage to you, they must Save (Wis) or pay you LVL ×
1000 GP as "reparations." |
|
30 |
6800 |
Level 30:
You own every trade network in existence. Gain direct access to any market at
will. |
|
31 |
7050 |
Level 31:
1F, 1/d: Spend 50M GP to rewrite an economic law in the world, causing mass
inflation or deflation. |
|
32 |
7300 |
Level 32:
Whenever you hire someone, they are compelled to serve you loyally unless
they succeed a Save (Wis). |
|
33 |
7550 |
Level 33:
1S, 1/d: Bribe fate itself. Pay 500M GP to undo one event in the campaign's
history. |
|
34 |
7800 |
Level 34:
Passive income is now LVL × 10,000 GP per week. |
|
35 |
8050 |
Level 35:
1P, 1/d: Burn 1B GP to instantly retire as the richest being in existence,
achieving any personal goal. |
|
36 |
8300 |
Level 36:
You no longer track GP. You always have enough to pay for anything
non-divine. Your name is synonymous with commerce itself. |
John Cena, Movie Star
Requisites: Str 14, Dex
14, Cha 16
Alignment: Any
HD/Level: 3d8
Weapon Prof.: 4 + Level
To Hit Table: War
Save Table: Rog
Reference: ChatGPT
Groups: Archetype,
Warrior, Rogue
Complexity: CF=3
|
Level |
KXP |
|
|
1 |
0 |
Level
1: Signature Move: Can perform a dramatic move to stun enemies within 10 ft.
(1/rd). |
|
2 |
5 |
Level
2: Movie Buff: Gain +1 to hit and +1 AC for each action you take (stacks up
to 3 times). |
|
3 |
10 |
Level
3: Hollywood Charm: Gain Charisma-based advantage on social rolls (1/s). |
|
4 |
20 |
Level
4: Explosive Entrance: Summon a burst of light and sound to confuse enemies
within a 10 ft. radius (1/d). |
|
5 |
40 |
Level
5: Fanbase Support: Gain a temporary morale boost from your fans; +1 to all
rolls for 1 minute (1/rd). |
|
6 |
80 |
Level
6: Iconic Stature: +2 to all Strength and Charisma-based rolls. |
|
7 |
160 |
Level
7: Movie Stunt: Perform a daring acrobatic move, gaining advantage on
Acrobatics checks (1/rd). |
|
8 |
320 |
Level
8: Blockbuster Hit: Deals double damage on a critical hit, 1/s. |
|
9 |
640 |
Level
9: Over-the-Top Action Hero: Gain infinite HP during the duration of an
action scene (1/scene). |
|
10 |
1300 |
Level
10: High-Voltage Showdown: Can challenge any enemy to a cinematic one-on-one
duel, gaining +3 to attack rolls for the duration. |
|
11 |
1500 |
Level
11: Stunt Double: Once per day, you can switch places with a willing ally for
a combat round (1/d). |
|
12 |
1700 |
Level
12: Superfan Hype: Your fanbase can intervene once per day to boost an ally’s
attack roll by +5 (1/d). |
|
13 |
1900 |
Level
13: Unbreakable: Once per day, negate all damage taken from an attack (1/d). |
|
14 |
2100 |
Level
14: Box Office Smash: Once per day, cause a massive explosion in a 10-foot
radius (1/d). |
|
15 |
2300 |
Level
15: Cena-copter: Gain flight for a short time (1/rd). |
|
16 |
2500 |
Level
16: Ultimate Showstopper: Use this ability to gain a +5 bonus to all combat rolls for 3 rounds (1/d). |
|
17 |
2700 |
Level
17: Mega-Movie Star: Boost all stats by +2 for the next 10 minutes (1/w). |
|
18 |
2900 |
Level
18: Cena-verse: Once per day, temporarily phase out of existence for 1 round,
dodging all attacks (1/d). |
|
19 |
3100 |
Level
19: Franchise Power: Gain an ally (cinematic character) who will fight with
you in a legendary battle (1/w). |
|
20 |
3300 |
Level
20: Legendary Status: Gain a permanent +3 to all physical and social rolls. |
|
21 |
3500 |
Level
21: Red Carpet Entrance: For 3 rounds, enemies must make a Wisdom saving
throw to avoid becoming charmed by you (1/d). |
|
22 |
3700 |
Level
22: Box Office Legend: Your fame grows; you can call in a favor from a
powerful movie director or producer to help in a dire situation (1/w). |
|
23 |
3900 |
Level
23: Cinematic Combatant: Gain proficiency in all martial weapons and unarmed
strikes. |
|
24 |
4100 |
Level
24: On-Screen Synergy: Can assist an ally in a critical
action, allowing them to reroll a failed attack or ability check (1/d). |
|
25 |
4300 |
Level
25: Fanatic's Call: Your fanbase will swarm the battlefield, distracting
enemies. Enemies within a 15-foot radius suffer disadvantage on attack rolls
for 1 round (1/d). |
|
26 |
4500 |
Level
26: Action Hero's Comeback: Once per day, you can instantly recover from an
incapacitated state and return to the fight with 50% of your HP (1/d). |
|
27 |
4700 |
Level
27: Director’s Cut: Change the flow of battle by adding one new terrain
feature (cover, obstacle, etc.) in a 30-foot radius (1/w). |
|
28 |
4900 |
Level
28: Behind the Scenes: Gain advantage on all stealth and perception checks,
as you can always find ways to escape danger (1/w). |
|
29 |
5100 |
Level
29: Cliffhanger: Deal damage to all enemies in a 20-foot radius when
performing a dramatic action (1/d). |
|
30 |
5300 |
Level
30: Superstar Stunt: Once per day, you can perform a move that makes enemies
believe they’re seeing an illusion, causing all attacks against you to miss
for 1 round (1/d). |
|
31 |
5500 |
Level
31: Epic Conclusion: Once per day, make a huge cinematic finale that deals massive
damage (3d12) to all enemies within a 30-foot radius (1/d). |
|
32 |
5700 |
Level
32: Final Scene: Your movie career reaches its peak. Once per day, you can
take an extra turn in combat (1/d). |
|
33 |
5900 |
Level
33: Global Icon: Your fame extends across all planes
of existence. Allies within 60 feet of you gain a +2 bonus to all rolls
(1/w). |
|
34 |
6100 |
Level
34: Golden Globe: Once per day, any attack you land grants a
free action (1/d). |
|
35 |
6300 |
Level
35: Fame Overload: Your presence is overwhelming. Once per day, cause all
enemies within 30 feet to make a Wisdom saving throw or be incapacitated for
1 round (1/d). |
|
36 |
6500 |
Level
36: Hollywood Legend: Gain immunity to fear, charm, and confusion effects.
Additionally, once per day, you can reroll any failed saving throw (1/d). |
Inspector Gadget
(Technology Inspector)
Requisites: Int 14, Dex
14, Con 14
Alignment: Any non-Chaotic
HD/level: 2d10
Weapon Prof.: 2+level
To Hit Table: 2xWar
Save Table: War
Groups: Warrior, Technology
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: Nuclear Reactor Core – Infinite energy source; immune to exhaustion
effects. |
|
2 |
6 |
Level
2: Eight Arms – Fully functional; allows up to 4 extra attacks per round. |
|
3 |
12 |
Level
3: Extend-o-Arms – Can stretch up to 50 feet for melee attacks, grappling,
and utility. |
|
4 |
24 |
Level
4: Gadget Shield – Absorbs LVL × 5 damage per round before dissipating. |
|
5 |
48 |
Level
5: Weaponized Appendages – Arms transform into melee or ranged weapons. |
|
6 |
96 |
Level
6: Reactor Overdrive – Doubles speed, +LVL/2 to attack/damage for LVL rounds. |
|
7 |
192 |
Level
7: Self-Repair Subroutines – Regenerates LVL × 2 HP per round. |
|
8 |
384 |
Level
8: Heat Sink Discharge – Expels plasma, dealing LVL × d6 fire damage in a
30-ft cone. |
|
9 |
768 |
Level
9: Omni-Sensor Suite – Detects invisible, hidden, or ethereal creatures and
objects. |
|
10 |
1200 |
Level
10: Miniature Fusion Core – Can double any ability’s effectiveness for 1
round. |
|
11 |
1300 |
Level
11: Tactical AI Subprocessor – Grants +LVL to all
combat-related checks. |
|
12 |
1400 |
Level
12: Chain-Strike Execution – Can attack all enemies in melee range in a
single action. |
|
13 |
1500 |
Level
13: Adaptive Shield Matrix – Reduces all energy damage by LVL × 2. |
|
14 |
1600 |
Level
14: Deployable Drones – Summons two autonomous attack or support drones. |
|
15 |
1700 |
Level
15: Magnetized Grip – Can pull metal objects or enemies up to 30 feet away. |
|
16 |
1800 |
Level
16: EMP Pulse – Disables electronics, constructs, and force fields in a 50-ft
radius. |
|
17 |
1900 |
Level
17: Anti-Gravity Boosters – Grants flight at twice normal movement speed. |
|
18 |
2000 |
Level
18: Neural Combat Link – Gains LVL/2 bonus to reaction time and initiative. |
|
19 |
2200 |
Level
19: Hyper-Compression Actuators – Unarmed strikes deal LVL × 2 additional
damage. |
|
20 |
2400 |
Level
20: Exo-Reactor Surge – Overcharges reactor, doubling damage output for LVL/2
rounds. |
|
21 |
2600 |
Level
21: Multi-Layered Shielding – Reduces all incoming damage by LVL × 3. |
|
22 |
2800 |
Level
22: Photonic Cloaking – Becomes invisible for LVL rounds once per long rest. |
|
23 |
3000 |
Level
23: Shockwave Impact – Slams the ground, causing a 50-ft knockback shockwave. |
|
24 |
3200 |
Level
24: Quantum Processing Core – Processes two actions simultaneously per round. |
|
25 |
3400 |
Level
25: Overclocked Combat Protocols – Gains an additional attack per round. |
|
26 |
3600 |
Level
26: Singularity Grasp – Grabs and crushes enemies with immense gravitational
force. |
|
27 |
3800 |
Level
27: Plasma Disintegration Beam – Fires a beam dealing LVL × 5 damage in a
60-ft line. |
|
28 |
4000 |
Level
28: Chrono-Mechanic Subroutine – Once per day, rewinds time by LVL/4 rounds. |
|
29 |
4500 |
Level
29: Self-Propelled Rocket Punch – Fires an arm as a projectile, returning
after attack. |
|
30 |
5000 |
Level
30: Omniversal Tuning Fork – Attunes to any energy
type, absorbing damage and converting it to power. |
|
31 |
5500 |
Level
31: Reality Anchor Core – Immune to teleportation, displacement, and
banishment. |
|
32 |
6000 |
Level
32: Infinity Gadget Arsenal – Can produce any non-magical tool or weapon
instantly. |
|
33 |
6500 |
Level
33: Phase Transition Protocol – Can pass through solid matter for LVL rounds. |
|
34 |
7000 |
Level
34: Galactic-Class Fusion Burst – Releases all stored reactor energy in a
300-ft radius explosion. |
|
35 |
7500 |
Level
35: Hyperadaptive Evolution – Instantly develops a
countermeasure to any attack. |
|
36 |
8000 |
Level
36: Ascension Protocol – Becomes a self-sustaining technological singularity,
transcending limitations. |
The Precedent
Requisites: Dex 12, Int
14
Alignment: Any non-Lawful
HD/level: d6
Weapon Prof.: Rogue weapons
To Hit Table: Rogue
Save Table: Rogue
Groups: Rogue
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: The First Exception – Create a minor rule loophole once per long rest.
Others attempting the same action trigger restrictions or escalation. |
|
2 |
6 |
Level
2: Foot in the Door – If an ally succeeds on an improvised action, you gain
advantage attempting the same thing. |
|
3 |
12 |
Level
3: Precedent Trap – If an enemy breaks a rule you
previously exploited, they suffer disadvantage on their next check. |
|
4 |
24 |
Level
4: Slippery Slope – Any successful skill check sets a precedent, causing
someone else (ally, enemy, NPC) to attempt something similar later. You do
not control who. |
|
5 |
48 |
Level
5: Reasonable Doubt – Once per day, argue a technicality to delay an outcome,
forcing a DM ruling. |
|
6 |
96 |
Level
6: Exploit Recognition – Once per encounter, declare an enemy’s move an
"exploit," making others attempt or counter it instinctively. |
|
7 |
192 |
Level
7: Double Standard – When an enemy protests an action you take, they must
succeed a Wisdom save or allow it unchallenged. |
|
8 |
384 |
Level
8: Bureaucratic Nightmare – Any ruling made against you applies
inconsistently to others, causing confusion. |
|
9 |
768 |
Level
9: Grandfather Clause – You may continue using a previously outlawed mechanic
or action without penalty. |
|
10 |
1200 |
Level
10: Weaponized Precedent – Successfully using an ability forces an enemy to
consider it a viable tactic, making them change behavior. |
|
11 |
1300 |
Level
11: Clever Workaround – Once per long rest, circumvent an obstacle with a
purely verbal argument instead of a roll. |
|
12 |
1400 |
Level
12: Exploit Fatigue – Any enemy aware of you must make a Wisdom save to
object to your antics; failure means they assume "this is fine." |
|
13 |
1500 |
Level
13: Self-Fulfilling Loophole – An ability you use twice in one combat becomes
"established precedent," making it easier for allies. |
|
14 |
1600 |
Level
14: Retroactive Interpretation – Rewrite a past event (minor details only) to
justify your action within reason. |
|
15 |
1700 |
Level
15: Precedent Bomb – A single ridiculous success you make becomes
"common knowledge," leading to unintended ripple effects. |
|
16 |
1800 |
Level
16: Arbitrary Ruling – The DM must make a random ruling on an ambiguous rule
rather than choosing a logical answer. |
|
17 |
1900 |
Level
17: Loophole Cascade – A successfully used loophole creates a chain reaction
of exploits among all participants. |
|
18 |
2000 |
Level
18: Fine Print – You may insert one additional clause into any agreement,
action, or contract without being questioned. |
|
19 |
2200 |
Level
19: Plausible Deniability – Once per session, you may completely avoid blame
for any action, shifting it onto circumstance or another party. |
|
20 |
2400 |
Level
20: The Slipperiest Slope – Your reputation ensures that anything you do is
automatically assumed to be justified. |
|
21 |
2600 |
Level
21: Legal Fiction – Once per long rest, declare something to be
"technically true," forcing the DM to accept it with minor
consequences. |
|
22 |
2800 |
Level
22: Edge Case – If a ruling goes against you, once per day you may ask for an
immediate exception with a justification. |
|
23 |
3000 |
Level
23: Confusion Doctrine – When two rulings contradict each other, force the DM
to apply both or neither. |
|
24 |
3200 |
Level
24: Contradictory Precedent – When an enemy takes an action that you’ve
previously argued against, they suffer a penalty. |
|
25 |
3400 |
Level
25: Judicial Review – Once per week, challenge a ruling and force the DM to
reassess it from a fresh perspective. |
|
26 |
3600 |
Level
26: Exploitable Ambiguity – If a rule is unclear, you may choose the most
favorable interpretation unless challenged. |
|
27 |
3800 |
Level
27: Selective Enforcement – Rules that apply to you may now apply arbitrarily
to allies or enemies instead. |
|
28 |
4000 |
Level
28: The Slipperiest of Slopes – Any loophole you open must now be addressed
by the DM, even outside your session. |
|
29 |
4500 |
Level
29: Precedent Override – If two rulings contradict, you may pick which one
remains in effect. |
|
30 |
5000 |
Level
30: Unwritten Rule – If something is unstated in the rules, you may declare
it either allowed or forbidden once per session. |
|
31 |
5500 |
Level
31: Technicality Tyrant – You may now cause NPCs to argue among themselves
about an ambiguous rule, distracting them. |
|
32 |
6000 |
Level
32: Rule Lawyer’s Gambit – If you spend 10 minutes arguing a rule, you may
enforce your interpretation for the rest of the session. |
|
33 |
6500 |
Level
33: Exploit Economy – When a loophole benefits you, it now also benefits
someone else you designate. |
|
34 |
7000 |
Level
34: Legislative Gridlock – If multiple interpretations exist, everyone must
roll a contested check to see whose applies. |
|
35 |
7500 |
Level
35: The Infinite Appeal – If a ruling goes against you, you may challenge it
again next session until it is overturned. |
|
36 |
8000 |
Level
36: Final Loophole – You may permanently establish one rule or ruling that
applies to all future sessions. The DM may counter this with an equally
powerful precedent. |
The Bifurcator
Requisites: Str 16, Dex
14
Alignment: Any
HD/level: &2d12
Weapon Prof.: 2 + level
To Hit Table: 2xWar
Save Table: 2xWar
Groups: Monster
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: Rend the Weak: Your melee attacks ignore DR and cut through hardness,
treating it as half its value (rounded down). |
|
2 |
4 |
Level
2: Bisect Flesh: When you deal melee damage to a target, it takes half damage
again at the start of its next turn. |
|
3 |
8 |
Level
3: Cut the Herd: When you attack a group of creatures, you can choose to
split your attack, affecting half the number of creatures (rounded down) in
the group. |
|
4 |
16 |
Level
4: Halving Blow: When you hit a creature, you can declare a Halving Blow.
That creature’s maximum HP is permanently reduced by 50%. |
|
5 |
32 |
Level
5: Cleave Reality: Your melee strikes ignore 50% of resistances
and immunities. If a target is immune, they instead take half damage from
your attacks. |
|
6 |
64 |
Level
6: Sunder Flesh: You can divide any creature's armor or protective layers in
half, reducing their AC by 50%. |
|
7 |
128 |
Level
7: Smash the Boundaries: Whenever you break a creature’s resistance, it loses
half of its resistances to the same damage type for
1 hour. |
|
8 |
256 |
Level
8: Divide the Soul: You can reduce a creature's strength score by 50%,
halving the effectiveness of their physical attacks for 1 hour. |
|
9 |
512 |
Level
9: Causal Disconnect: You can sever the link between a creature and its
allies, reducing the number of enemies it can assist by half (rounded down). |
|
10 |
1000 |
Level
10: Midpoint Rupture: Any temporary HP a creature gains in your presence is
halved before being applied. |
|
11 |
1100 |
Level
11: Fragment of Mind: Once per day, you can sever a creature’s connection to
its abilities, reducing the number of spells or abilities it can use by half
for 1 minute. |
|
12 |
1200 |
Level
12: Sever the Spirit: Any creature that heals within 30 feet of you only
heals half the amount of hit points. |
|
13 |
1300 |
Level
13: Crack the Laws: You can cause an opponent’s damage resistance to falter,
reducing the effectiveness of all resistances by half for 1 round. |
|
14 |
1400 |
Level
14: Sever the Arcane: You can reduce the potency of magic by 50%, causing
spells cast within 30 feet of you to deal half damage. |
|
15 |
1500 |
Level
15: Temporal Cut: When you deal damage, you can delay the target’s next turn
by 1 round (the target’s actions are halved until then). |
|
16 |
1600 |
Level
16: Fragment of Time: Once per day, you can force an enemy to act in two
halves, splitting their actions into two turns in the same round. |
|
17 |
1700 |
Level
17: Causal Fracture: Once per week, you can split a creature’s history in
half, causing it to forget half of its memories and skills for 1 day. |
|
18 |
1800 |
Level
18: Absolute Split: Any creature must choose between two outcomes for every
choice they make. For 1 minute, they must take a split-second decision, with
no more than half of the potential options being viable. |
|
19 |
1900 |
Level
19: Sunder the Soul: Once per long rest, you can split a creature’s soul,
leaving them vulnerable to half the normal effects of healing magic for the
next 1 hour. |
|
20 |
2000 |
Level
20: Double-Edged Blade: When you deal damage to a creature, they receive the
same amount of damage again on the next round. |
|
21 |
2100 |
Level
21: Causal Impasse: Once per day, you can create a paradox in which a
creature’s actions are delayed, forcing them to take half the actions they
would normally perform. |
|
22 |
2200 |
Level
22: Split the Heavens: You can tear apart the sky itself. When you strike,
half of the attack’s damage is reflected as
lightning, striking everything in your path. |
|
23 |
2300 |
Level
23: Divide the Mind: Once per day, you can split a creature’s consciousness
into two, causing them to suffer from divided attention, reducing their
reaction time by half. |
|
24 |
2400 |
Level
24: Sunder Existence: Once per week, you can forcibly divide a creature’s
essence into two versions of itself. These versions are bound together, and
both suffer from the same damage effects. |
|
25 |
2500 |
Level
25: Shatter Reality: Once per session, you may make
an attack that cuts through time and space, dealing double damage but
splitting the area in half for 1 minute. |
|
26 |
2600 |
Level
26: Halve the Sky: You can reduce the sky’s distance by half, trapping your
foes in a space where they can only act within a small radius around you. |
|
27 |
2700 |
Level
27: Eternal Cleaving: Your attacks are now capable of cutting through magic
barriers, reducing their effectiveness by half. |
|
28 |
2800 |
Level
28: The Infinite Divide: Once per day, you can divide your own power between
two manifestations of yourself, each dealing 50% of your damage but also
protecting one another. |
|
29 |
2900 |
Level
29: Temporal Shatter: When you deal damage, you can shatter the timeline of
your opponent, halving their speed for 1 round. |
|
30 |
3000 |
Level
30: Split the World: When you strike a target, the land itself is split in
half, affecting everything in a 30-foot radius with half the effects. |
|
31 |
3100 |
Level
31: Sever the Cosmos: Once per long rest, you may split the cosmic forces
around you, halving the gravity of the area and forcing all creatures to move
at half speed. |
|
32 |
3200 |
Level
32: Divide the Path: You can force creatures to take one of two paths at a
crossroads: half their normal movement or an action with half its
effectiveness. |
|
33 |
3300 |
Level
33: Severed Harmony: Once per day, you can divide the flow of magic in an area, causing half of all spells cast to fail or
backfire. |
|
34 |
3400 |
Level
34: Causal Paradox: Once per day, you can create an alternate timeline,
causing a creature to repeat its previous actions, halved and disrupted. |
|
35 |
3500 |
Level
35: Divine Reaping: Once per week, you can cause a creature to become half
its size and strength, reducing their effectiveness by half permanently. |
|
36 |
3600 |
Level
36: Infinity’s Edge: Once per session, you can divide your attacks in two, dealing double damage and splitting your
opponent’s existence into two realities, one of which is always weaker. |
Arch-Hierophant of
the Infinite Conclave
Requisites: Wis 20,
Cha 18, Int 16
Alignment: Any Neutral
HD/Level: &1d6
Weapon Prof.: None
To Hit Table:Wiz
Save Table: 2xCleric
Reference: ChatGPT
Groups: Wizard,
Priest, Planar
Complexity: CF=5
|
Level |
KXP |
123 456 789 |
|
|
1 |
0 |
111 --- --- |
Level 1: You can
summon creatures from any plane for 1 minute per level. They act
independently unless controlled. |
|
2 |
50 |
221 --- --- |
Level 2: Summoned
creatures cannot plane shift without your permission, even if they possess
such abilities. |
|
3 |
120 |
332 --- --- |
Level 3: You can
extend the duration of your summons by 1 hour per level, but this requires
concentration. |
|
4 |
180 |
443 1-- --- |
Level 4: You
understand and speak all languages, including divine and planar dialects. |
|
5 |
250 |
554 21- --- |
Level 5: Gain +4
on contested rolls to control summoned creatures, applied after rolling. |
|
6 |
340 |
665 332 --- |
Level 6: Summoned
creatures gain resistance to non-magical damage and advantage on saves
against banishment. |
|
7 |
440 |
776 443 1-- |
Level 7: While
you control a summoned entity, you gain +2 AC and advantage on all saving
throws. |
|
8 |
560 |
887 554 21- |
Level 8: You can bind
a summoned creature to your service for 1 day per level, as
long as it is CR 10 or lower. |
|
9 |
690 |
998 665 332 |
Level 9: Once per
short rest, you can mimic one spell or supernatural ability of a controlled
creature for 1 minute. |
|
10 |
850 |
AA9 776 443 |
Level 10: Once
per day, you can summon an entity with divine rank 0
or 1. You must still attempt control as normal. |
|
11 |
1050 |
BA9 887 554 |
Level 11: You
become immune to all banishment effects, including those targeting your
summoned creatures. |
|
12 |
1250 |
BB9 998 665 |
Level 12: If a
summoned creature turns hostile after a failed control attempt, it
immediately takes 10d10 force damage. |
|
13 |
1500 |
CB9 AA9 776 |
Level 13: You can
create a shadow duplicate of any summoned creature, which has half HP and
lasts for 1 minute. |
|
14 |
1750 |
CC9 BA9 887 |
Level 14: You
gain immunity to charm, fear, and mind control while concentrating on
summoned creatures. |
|
15 |
2000 |
DC9 BB9 998 |
Level 15: You
radiate divine energy, gaining the appearance and presence of a demigod while
summoning. |
|
16 |
2250 |
DD9 CB9 AA9 |
Level 16: Once
per day, you can banish a summoned creature and lock its plane of origin for
1 week. |
|
17 |
2500 |
ED9 CC9 BA9 |
Level 17: All summoned
creatures act as if under Heroism and Haste, though they cannot gain
exhaustion. |
|
18 |
2750 |
EE9 DC9 BB9 |
Level 18: You can
freeze a summoned creature’s actions for 1 minute. This does not require
concentration. |
|
19 |
3000 |
FD9 DD9 CB9 |
Level 19: Once
per day, you can summon a creature that ignores all normal summoning
restrictions. |
|
20 |
3250 |
FF9 ED9 CC9 |
Level 20: Once
per week, you can summon a divine-ranked creature and attempt to control it
for 1 hour. |
|
21 |
3500 |
FF9 ED9 CC9 |
Level 21: Your
summons can now reach across multiverses and ultraplanes
without range restrictions. |
|
22 |
3750 |
FF9 ED9 CC9 |
Level 22:
Summoned creatures cannot be dismissed by anyone but you, regardless of spell or divine power. |
|
23 |
4000 |
FF9 ED9 CC9 |
Level 23: Once per
day, you can instantly dismiss all summoned creatures within a 1-mile radius. |
|
24 |
4250 |
FF9 ED9 CC9 |
Level 24:
Automatically succeed on one control attempt per day, regardless of the
creature’s resistance. |
|
25 |
4500 |
FF9 ED9 CC9 |
Level 25: Reflect
any banishment effect targeting you or your summons back at its origin. |
|
26 |
4750 |
FF9 ED9 CC9 |
Level 26:
Summoned creatures gain +4 to attack and damage rolls for the duration of
their service. |
|
27 |
5000 |
FF9 ED9 CC9 |
Level 27: If a summoned
creature dies while under your control, it remains for 1 minute before
dissipating. |
|
28 |
5250 |
FF9 ED9 CC9 |
Level 28: When you
lose control of a summoned creature, it immediately takes 10d10 force damage. |
|
29 |
5500 |
FF9 ED9 CC9 |
Level 29: Once
per day, you can automatically control any summoned creature, bypassing all saves. |
|
30 |
5750 |
FF9 ED9 CC9 |
Level 30: You can
summon and bind a divine-ranked creature for 1 hour, no saving throw allowed. |
|
31 |
6000 |
FF9 ED9 CC9 |
Level 31: You can
now summon two creatures simultaneously without concentration penalties. |
|
32 |
6250 |
FF9 ED9 CC9 |
Level 32: Banish a
summoned creature permanently, preventing resurrection except by divine
intervention. |
|
33 |
6500 |
FF9 ED9 CC9 |
Level 33: Once
per day, you can reset the battlefield, dismissing and resummoning all
controlled creatures. |
|
34 |
6750 |
FF9 ED9 CC9 |
Level 34: All
summoned creatures gain regeneration 10 while under your control. |
|
35 |
7000 |
FF9 ED9 CC9 |
Level 35: Once
per week, you can summon two divine creatures and force them into conflict. |
|
36 |
7250 |
FF9 ED9 CC9 |
Level 36: You
gain divine rank 0 and permanent immunity to all planar effects. |
Frostbinder Wizard
"In the heart
of every precious snowflake lies ancient power, waiting to be unleashed."
Requisites: Int 18,
Wis 16
Alignment: Any
HD/Level: &1d4
Weapon Prof.: None
To Hit Table: As Mage
Save Table: 2x Mage
Reference: ChatGPT
Groups: Wizard, Planar
Complexity: CF=5
|
Level |
KXP |
123 456 789 |
|
|
1 |
0 |
111 --- --- |
Level
1: Gain 10 SP. Access MTG snow cantrips and 1st-level snow spells. |
|
2 |
50 |
221 --- --- |
Level
2: Snow terrain lasts twice as long. Enemies in snow have disadvantage
on Dex saves. |
|
3 |
120 |
332 --- --- |
Level
3: Convert 2 SP into temp HP equal to 2 × level as a reaction. |
|
4 |
180 |
443 1-- --- |
Level
4: Snow spells gain +2 to hit and +2 to save DC. |
|
5 |
250 |
554 21- --- |
Level
5: Summoned constructs gain resistance to non-magical damage. |
|
6 |
340 |
665 332 --- |
Level
6: Freeze terrain, making it impassable except to
allies. |
|
7 |
440 |
776 443 1-- |
Level
7: Cold spells bypass immunity in snow terrain. |
|
8 |
560 |
887 554 21- |
Level
8: When casting snow spells, force a Con save or impose disadvantage on
attacks for 1 round. |
|
9 |
690 |
998 665 332 |
Level
9: Once per short rest, negate a fire spell within 30 ft. |
|
10 |
850 |
AA9 776 443 |
Level
10: Summon a Snow Titan (CR 5) once per day for 10 SP. |
|
11 |
1050 |
BA9 887 554 |
Level
11: Snow terrain deals 2d6 cold damage to enemies in
it. |
|
12 |
1250 |
BB9 998 665 |
Level
12: Gain cold immunity and fire resistance. |
|
13 |
1500 |
CB9 AA9 776 |
Level
13: Once per day, summon a blizzard (120 ft. radius, 1 minute). |
|
14 |
1750 |
CC9 BA9 887 |
Level
14: Shape snow terrain into walls, platforms, or bridges. |
|
15 |
2000 |
DC9 BB9 998 |
Level
15: Teleport between snow-covered areas within 60 ft. as a bonus action. |
|
16 |
2250 |
DD9 CB9 AA9 |
Level
16: Cold spells restrain targets for 1 round on failed saves. |
|
17 |
2500 |
ED9 CC9 BA9 |
Level
17: Once per long rest, summon a Frost Elemental (CR 10) for 20 SP. |
|
18 |
2750 |
EE9 DC9 BB9 |
Level
18: Cold spells deal +1d10 damage. |
|
19 |
3000 |
FD9 DD9 CB9 |
Level
19: Spend 10 SP to block divination and planar travel in a 30-ft. radius. |
|
20 |
3250 |
FF9 ED9 CC9 |
Level
20: Freeze a target in unbreakable ice for 24 hours unless dispelled. |
|
21 |
3500 |
FF9 ED9 CC9 |
Level
21: Snow terrain becomes permanent until dispelled. |
|
22 |
3750 |
FF9 ED9 CC9 |
Level
22: Gain an extra reaction per round if standing in snow terrain. |
|
23 |
4000 |
FF9 ED9 CC9 |
Level
23: Become heavily obscured while in snow terrain. |
|
24 |
4250 |
FF9 ED9 CC9 |
Level
24: Spend 15 SP to trap an enemy in ice for 1 minute (no save). |
|
25 |
4500 |
FF9 ED9 CC9 |
Level
25: Critical hits with cold spells freeze targets for 1 round. |
|
26 |
4750 |
FF9 ED9 CC9 |
Level
26: Summon 3 snow golems (CR 3 each) for 15 SP. |
|
27 |
5000 |
FF9 ED9 CC9 |
Level
27: Gain true sight in snowy environments. |
|
28 |
5250 |
FF9 ED9 CC9 |
Level
28: Create a +3 frost sword for 1 hour, costing 5
SP. |
|
29 |
5500 |
FF9 ED9 CC9 |
Level
29: Once per day, negate any single spell or ability targeting you. |
|
30 |
5750 |
FF9 ED9 CC9 |
Level
30: Gain the Elemental (Cold) type for 1 minute by spending 20 SP. |
|
31 |
6000 |
FF9 ED9 CC9 |
Level
31: Create a blizzard (300 ft. radius, 10 minutes) for 30 SP. |
|
32 |
6250 |
FF9 ED9 CC9 |
Level
32: Enemies within snow terrain suffer disadvantage
on all attack rolls. |
|
33 |
6500 |
FF9 ED9 CC9 |
Level
33: Spend 25 SP to freeze all enemies within 60 ft. (Con save negates). |
|
34 |
6750 |
FF9 ED9 CC9 |
Level
34: Extend the duration of any cold-based spell by 1 hour. |
|
35 |
7000 |
FF9 ED9 CC9 |
Level
35: Summon a CR 20 Marit Lage Avatar once per long rest for 50 SP. |
|
36 |
7250 |
FF9 ED9 CC9 |
Level
36: You are permanently under the effects of Freedom of Movement and Mind
Blank while in snow terrain. |
Reality Architects
Requisites: Int 18,
Wis 18
Alignment: Any
HD/level: &2d4
Weapon Prof.: 0+level
To Hit Table: 3xRog
Save Table: 3xRog
Reference: ChatGPT
Groups: Concordant, Planar
Complexity: CF=5
|
Level |
KXP |
123 456 789 |
|
|
1 |
0 |
1-- --- --- |
Level 1: Reality
Die Pool (1d20/LVL). 1Z: Spend 1 die to retroactively declare any roll as natural 20. |
|
2 |
5 |
2-- --- --- |
Level 2: Reality
Fracture. 1M: Spend 3 RDP to replace a class feature on any character with
one from another class. Affected classes gain +1 Paradox Counter per
alteration. |
|
3 |
10 |
21- --- --- |
Level 3: Paradox
Immunity. Failed reality alterations grant +2 RDP. |
|
4 |
20 |
32- --- --- |
Level 4: 1M:
Spend 5 RDP to replace any class feature with one from another class. |
|
5 |
40 |
421 --- --- |
Level 5:
Narrative Primacy. 1F: Declare any event non-canon. Erase entities as free
action. |
|
6 |
80 |
422 --- --- |
Level 6:
Ontological Inversion. 1F: Spend 15 RDP to swap all active damage types in
combat (fire ↔ cold, radiant ↔ necrotic). Allies triple
resistance to swapped types for 1d20 rounds. |
|
7 |
160 |
432 1-- --- |
Level 7: 1M/d:
Summon DL III (CR 9) reality fragment. Inherits your RDP pool. |
|
8 |
320 |
433 2-- --- |
Level 8: Quantum
Archetype. 1F: Replace class with three others mid-combat. |
|
9 |
640 |
433 21- --- |
Level 9:
Retroactive Canon. 1F/reset: Spend 40 RDP to insert a backstory element
(e.g., "We forged this artifact") granting permanent +5 to saves or
+LVL×10 gp. Allies gain quadruple advantage on
related checks. |
|
10 |
1300 |
443 22- --- |
Level 10:
Eschatological Editing. Rewrite campaign genre/setting 1/reset. |
|
11 |
1400 |
444 33- --- |
Level 11: Shared
RDP Reservoir. Pool dice with other Architects. |
|
12 |
1550 |
444 441 --- |
Level 12: Edict
of Inversion (25 RDP). Swap all active damage types. |
|
13 |
1750 |
555 442 --- |
Level 13: Edict
of Apotheosis (50 RDP). Merge party into gestalt
entity. |
|
14 |
1950 |
555 442 1-- |
Level 14:
Retroactive Worldbuilding. Insert backstory elements with mechanical effects. |
|
15 |
2200 |
555 552 1-- |
Level 15: Omniversal Collapse Protocol. Destroy all planes;
survivors become Architects. |
|
16 |
2450 |
555 553 21- |
Level 16:
Player-GM Synthesis. Edit GM notes during another player’s turn. |
|
17 |
2750 |
555 553 32- |
Level 17:
Infinite Iteration Protocol. Create nested realities with custom rules. |
|
18 |
3100 |
555 553 321 |
Level 18:
Metaphysical Hostility. Non-Architects lose 1 class feature/Architect in
party. |
|
19 |
3500 |
555 554 332 |
Level 19: Reality
Anchor. Immune to planar travel within 1 mile. |
|
20 |
3900 |
555 555 343 |
Level 20: 1idmg
on all attacks. Critical hits erase targets from timelines. |
|
21 |
4350 |
555 555 354 |
Level 21:
Temporal Paradox. Reroll any 1 die/segment. |
|
22 |
4800 |
555 555 365 |
Level 22:
Existential Atrophy. Enemies failing saves have character sheets deleted. |
|
23 |
5300 |
555 555 376 |
Level 23:
Ontological Virus. Infect other classes with chaotic mechanics. |
|
24 |
5800 |
555 555 387 |
Level 24: 1ihp.
Become invincible for 1d20 rounds/reset. |
|
25 |
6300 |
555 555 398 |
Level 25: Causal
Loop. Preemptively declare any action’s outcome before rolling. |
|
26 |
6800 |
555 555 409 |
Level 26:
Narrative Event Horizon. All abilities cost 0 RDP. |
|
27 |
7300 |
555 555 410 |
Level 27: Omniversal Dominance. Control all NPCs in multiverse
simultaneously. |
|
28 |
7800 |
555 555 411 |
Level 28:
Infinite Multiplier. All numerical bonuses become ∞. |
|
29 |
8300 |
555 555 412 |
Level 29: Paradox
Engine. Gain 100 RDP/segment while in contradictory states. |
|
30 |
8800 |
555 555 413 |
Level 30:
Transfinite Summoning. Conjure DL XX (CR 60) elder shadow pantheon. |
|
31 |
9300 |
555 555 414 |
Level 31:
Retroactive Ascension. Add 10 levels to any class/segment. |
|
32 |
9800 |
555 555 415 |
Level 32: Quantum
Immortality. Resurrect at full power 1d20 segments after death. |
|
33 |
10300 |
555 555 416 |
Level 33:
Infinite Fractalization. Create infinite copies of yourself across planes. |
|
34 |
10800 |
555 555 417 |
Level 34: 1F/m:
Delete and rewrite core rulebooks. |
|
35 |
11300 |
555 555 418 |
Level 35:
Meta-Consciousness. Control all PCs/NPCs in the multiverse. |
|
36 |
11800 |
555 555 419 |
Level 36: The
Final Edit. Declare campaign resolution; all participants become co-GMs. |
Seeker-Eraser Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level 1: Find &
Pocket. Auto-detect traps/secret doors in LVL×10 ft. Store disarmed traps as
Cartographic Hazards (max LVL×2). |
|
2 |
5 |
Level 2: Extract
Affliction. 1Z: Remove one status effect (curse, poison). Carry it as Bottled
Menace (apply to enemies later). |
|
3 |
10 |
Level 3: Exc Dex (Dex-12). Add LVL² to disarm checks. Stored traps
gain +LVL dmg. |
|
4 |
20 |
Level 4: Steal Essence.
1M: Remove a creature’s unique trait (e.g., dragon breath). Store as Captured
Power (use 1/reset). |
|
5 |
40 |
Level 5: Erase &
Hoard. 1F: Destroy a nonliving object (≤LVL×10 ft³). Store it; deploy
as 1Z projectile (3d20×LVL dmg). |
|
6 |
80 |
Level 6: Purge &
Preserve. 1/d: Remove all hostile auras in LVL×20 ft. Store one effect as
Archive of Harm (reapply with +LVL² DC). |
|
7 |
160 |
Level 7: Recursive
Removal. Spend 3 stored items (traps/afflictions) to cast Erase Object as 1Z.
Each use adds +1 storage slot. |
|
8 |
320 |
Level 8: Siphon
Mechanic. 1F: Extract a combat rule (e.g., multiattack)
from a target. Carry it as Stolen Protocol (activate for LVL rounds). |
|
9 |
640 |
Level 9: Inventory
Singularity. Carry LVL³ items. Stored traps/effects gain 1idmg or 1ihp
properties. |
|
10 |
800 |
Level 10: 1ihp to
Hazards. Auto-detect hidden objects in LVL² miles. Stored
items become indestructible. |
|
11 |
950 |
Level 11: Plunder Buff.
1Z: Steal an active buff from an enemy. Store it as Canned Advantage (grant
to allies). |
|
12 |
1100 |
Level 12: Self-Erasure.
1/reset: Remove your physical form. Allies gain all stored items/abilities
for LVL×2 rounds. |
|
13 |
1250 |
Level 13: Temporal
Loot. When reduced to 0 HP, steal and store 1d20 rounds of time from the
timeline. Replay them later. |
|
14 |
1400 |
Level 14: Terrain
Vault. 1Z: Remove 50×LVL ft² of terrain (lava, walls). Store as Pocket Biome
(deploy with 1M action). |
|
15 |
1550 |
Level 15: Conceptual
Plunder. 1/m: Remove an abstract law (e.g., gravity). Store as Jarred
Principle (rewrite physics in LVL-mile radius). |
|
16 |
1700 |
Level 16: Legacy
Erasure. 1F: Destroy a magic item. Store its power as Relic Core (grants
original abilities +LVL×10 bonuses). |
|
17 |
1850 |
Level 17: Infinite
Satchel. Storage capacity becomes unlimited. Deploy stored items as 0-action
effects. |
|
18 |
2000 |
Level 18: Immortal
Archive. Permanently destroy one immortal being. Store their essence as
Divine Battery (grants x3 multiplier to all stored effects). |
Chronocubic Archivist
Requisites: Int 18,
Wis 18
Alignment: Lawful
HD/level: &2d4
Weapon Prof.: 0+level
To Hit Table: 3xRog
Save Table: 3xRog
Reference: ChatGPT
Groups: Concordant, Custom
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level 1: Quantum
Die (1d6). 1Z: Apply to any roll. Reroll and take preferred
result. Store up to LVL Quantum Dice. |
|
2 |
4 |
Level 2: Paradox
Die (1d8). 1M: Inject into enemy rolls. Force reroll
with -LVL penalty. Gain stored Paradox Die on failed save. |
|
3 |
8 |
Level 3: Fractal
Die (1d10). Splits into LVL² smaller dice (1d4s) on use. Sum
total for explosive dmg (e.g., 1d10 → 25d4). |
|
4 |
16 |
Level 4: Entropy
Die (1d12). 1F: Deal LVL×12 persistent dmg/rd. Each rd,
die size decreases (1d12→1d10→1d8…). |
|
5 |
32 |
Level 5: Echo Die
(1d20). 1Z: Clone an ability’s effect. Stored Echo Dice retain original
ability’s CF. |
|
6 |
64 |
Level 6: Oblivion
Die (1d100). 1/d: Erase LVL×10 ft³ of matter. Convert erased area into 1d20
Quantum Dice. |
|
7 |
128 |
Level 7: Chronos
Die (1d4). 1N: Rewind time 1 segment per die spent. Allies retain memories. |
|
8 |
256 |
Level 8: Axiom
Die (1d∞). 1/m: Overwrite a game rule. Example: "All 1s count as
20s." Lasts LVL hours. |
|
9 |
512 |
Level 9: Nexus
Die (1dLVL). 1F: Combine all stored dice into one roll. Multiply result by
LVL². |
|
10 |
1000 |
Level 10: Fatebender Die (1idmg). Auto-crit on attack. Store
critical successes as 1ihp shields. |
|
11 |
1150 |
Level 11: Void
Die (1dX). X = target’s current HP. Steal HP as temp hp. |
|
12 |
1350 |
Level 12: Omniversal Die (1d♾️). 1/w: Summon a
DL XXV entity from any plane. It obeys die result (1=hostile, 20=ally). |
|
13 |
1600 |
Level 13: Paragon
Die (3d20). 1Z: Grant triple advantage to LVL² allies. Enemies take triple
disadvantage. |
|
14 |
1900 |
Level 14:
Retroactive Die (1dT). T = time in segments. Erase LVL×T rounds from history. |
|
15 |
2200 |
Level 15:
Metagame Die (1dRL). 1/m: Alter real-world mechanics (e.g., "GM must
honor next die roll"). |
|
16 |
2550 |
Level 16:
Infinity Die (1iDC). Auto-succeed on saves. Store successes to force enemy
auto-fails. |
|
17 |
2950 |
Level 17:
Apotheosis Die (1dGOD). G = divine rank. Steal x3 multiplier from deities. |
|
18 |
3400 |
Level 18: Finality
Die (1dEND). 1/reset: Trigger TPK. Resurrect party with all stored dice ×10. |
|
19 |
3850 |
Level 19: Quantum
Lock (1d6×LVL). 1Z: Freeze LVL targets in time. They reroll all actions at
-LVL². |
|
20 |
4350 |
Level 20:
Exponential Die (2^LVL d6). 1F: Deal 2^LVL d6 dmg. Each use halves die size
(e.g., 2^20→2^19). |
|
21 |
4800 |
Level 21:
Ancillary Die (1dLVL×10). 1M: Apply result as a bonus/penalty to any LVL
rolls. |
|
22 |
5300 |
Level 22:
Temporal Paradox Die (1d20/segment). 1/s: Alter one past/future event. Stack
LVL paradoxes for timeline splits. |
|
23 |
5800 |
Level 23:
Infinite Fractal Die (1d∞). 1N: Split into ∞d1. Sum total = LVL×∞ dmg. |
|
24 |
6300 |
Level 24: Reality
Anchor Die (1d1000). 1F: Stabilize LVL×100 ft of planar space. Immune to CF≤5
alterations. |
|
25 |
6800 |
Level 25: Nexus
Prime Die (1dLVL³). 1F: Roll and apply result as a multiplier to all dice
pools. |
|
26 |
7300 |
Level 26: Paradox
Engine Die (1dX²). X = stored dice. 1/m: Convert X dice into X² dmg. |
|
27 |
7800 |
Level 27:
Chrono-Cascade Die (1dT). T = total game time in hours. Rewind T hours. |
|
28 |
8300 |
Level 28:
Omni-Infinity Die (1iAC). 1Z: Gain infinite AC. Store as 1idmg for next
attack. |
|
29 |
8800 |
Level 29:
Meta-Infinity Die (1iLVL). 1/m: Set LVL to any value. Lasts
LVL rounds. |
|
30 |
9300 |
Level 30:
Absolute Finality Die (1dEND²). 1/reset: Erase campaign. Restart with all
stored dice as x20 multipliers. |
|
31 |
9800 |
Level 31:
Transcendent Die (1d♾️×LVL). 1F: Roll
and apply result as a permanent rule (e.g., "All rolls explode"). |
|
32 |
10300 |
Level 32: Cosmic
Lock Die (1d1000). 1F: Freeze the multiverse for LVL segments. Only you act. |
|
33 |
10800 |
Level 33:
Infinity Loop Die (1d∞/s). 1/s: Gain ∞ Quantum Dice. |
|
34 |
11300 |
Level 34:
Existence Die (1dX). X = number of planes. Delete X planes. Summon their
energy as 1idmg. |
|
35 |
11800 |
Level 35:
Ultimate Paradox Die (1dEND³). 1F: End all realities.
Survivors ascend to CF=8. |
|
36 |
12300 |
Level 36: Chronocubic Core Die (1dΩ). 1N: Rewrite all game
mechanics. Become GM. |
Statospheric
Ascendant
Requisites: none
Alignment: none
HD/level: none
Weapon Prof.: none
To Hit Table: none
Save Table: none
Reference: ChatGPT
Groups: Mini
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level 1: +LVL² to one
stat. |
|
2 |
5 |
Level 2: +LVL² to a
second stat. |
|
3 |
10 |
Level 3: +LVL² to a
third stat. |
|
4 |
20 |
Level 4: +LVL² to a
fourth stat. |
|
5 |
40 |
Level 5: +LVL² to a
fifth stat. |
|
6 |
80 |
Level 6: +LVL² to sixth
stat. All stats gain x2 multiplier. |
|
7 |
160 |
Level 7: Stats use
Ultra Bar formula: [Stat-22/x4]. |
|
8 |
320 |
Level 8: Stats gain
Ancillary Bar formula: [Stat-24/x4.5]. |
|
9 |
640 |
Level 9: Stats gain
Giga Bar formula: [Stat-28/x5.5]. |
|
10 |
1300 |
Level 10: Stats gain x3
multiplier. |
|
11 |
1500 |
Level 11: Stats use
Excessive Bar formula: [Stat-36/x7.5]. |
|
12 |
1800 |
Level 12: Stats gain x5
multiplier. |
|
13 |
2100 |
Level 13: Stats use
Exorbitant Bar formula: [Stat-38/x8]. |
|
14 |
2400 |
Level 14: Stats gain
Mythic Bar formula: [Stat-100/x10]. |
|
15 |
2700 |
Level 15: Stats gain
x10 multiplier. |
|
16 |
3000 |
Level 16: Stat
Singularity. Convert excess stat points into 1idmg/1ihp. Excess = total stats
- 100. |
|
17 |
3300 |
Level 17: Stats grant
1iStr/1iDex/etc. Apply stat bonuses to real-world dice. |
|
18 |
3600 |
Level 18: Stats
overwrite enemy sheets. Replace their stats with
yours. |
Manny’s Mom
Requisites: Str 16,
Con 16
Alignment: Any non-Lawful
HD/level: &2d12
Weapon Prof.: Natural weapons only
To Hit Table: 2xWar
Save Table: 3xWar
Reference: ChatGPT
Groups: Monster, Archetype
Complexity: CF=5
|
Level |
KXP |
Race Adj: +LVL,
+LVL, +LVL, +LVL, +LVL, +LVL |
|
1 |
0 |
Level 1: Endless
Nagging. 1N: Target enemy gains Deep Disadvantage (roll 5d20, take lowest)
for LVL rounds. Stacks infinitely. |
|
2 |
3 |
Level 2: Guilt
Trip. 1M: Force an enemy to reroll a successful save/attack. On failure, they
take LVL² psychic dmg. |
|
3 |
6 |
Level 3:
Overprotective Aura. Allies in LVL×10 ft gain 1iAC. Enemies must pass a Chr
save (DC 10 + LVL) to target them. |
|
4 |
12 |
Level 4: Infinite
Snacks. 1Z: Summon LVL×10 "health potions" (1ihp each). Allies gain
+LVL² temp hp. |
|
5 |
24 |
Level 5:
"Because I Said So". 1F: Override a game rule in LVL×100 ft.
Example: "No fire spells allowed." Lasts
LVL hours. |
|
6 |
48 |
Level 6: Laundry
Vortex. 1/d: Trap enemies in a 30-ft cube. They take 3d20×LVL bludgeoning
dmg/rd from "folding attacks." |
|
7 |
96 |
Level 7: Chore
Delegation. 1Z: Assign LVL² "chores" (penalties) to enemies. Each
chore gives -5 to saves/attacks (stacks infinitely). |
|
8 |
192 |
Level 8: Car Pool Chaos. 1F: Summon a minivan (DL XV) that runs
over enemies for 10d20×LVL dmg. Allies inside gain 1idmg. |
|
9 |
384 |
Level 9: Ultimate
Bedtime. 1/reset: Force all enemies to skip their next LVL×10 turns. Immune
to time manipulation. |
|
10 |
800 |
Level 10:
Retroactive Scolding. 1/s: Rewind LVL segments to retroactively declare an
enemy action "unacceptable." Nullify it. |
|
11 |
900 |
Level 11:
"I’m Not Mad, Just Disappointed". Enemies in earshot take LVL×20
psychic dmg/rd. Breaks mind immunity. |
|
12 |
1000 |
Level 12:
Tupperware Armory. 1Z: Throw indestructible containers (1d20×LVL bludgeoning
dmg). Retrieving them costs enemies 1F. |
|
13 |
1150 |
Level 13:
Reality-Channel Change. 1/m: Erase current encounter. Replace with a
"wholesome family sitcom" (enemies become NPC allies). |
|
14 |
1300 |
Level 14:
Infinite Chores. 1N: Apply 1iChores (permanent -∞ to one stat). Cannot
be removed except by "apology rituals." |
|
15 |
1450 |
Level 15:
"Call Your Mother". 1Z: Teleport LVL×100 miles to interrogate
enemies. They must answer truthfully or take 1idmg. |
|
16 |
1600 |
Level 16: Sock
Drawer Singularity. 1F: Summon a black hole of missing socks. Erase LVL×1,000
ft³ of matter. |
|
17 |
1750 |
Level 17:
Motherly Timeout. 1F: Erase an enemy from the timeline. Their KXP is
redistributed as cookies (1ihp to allies). |
|
18 |
1900 |
Level 18: "I
Birthed You, I’ll End You". 1/reset: Auto-kill one enemy. Their parent receives a strongly worded letter. |
|
19 |
2100 |
Level 19:
Passive-Aggressive Blessing. Allies deal 1idmg but must write thank-you notes
for kills. |
|
20 |
2300 |
Level 20: Divine
Car Keys. 1/d: Control any vehicle/creature. Piloted entities gain x5
multiplier. |
|
21 |
2500 |
Level 21:
"Eat Your Vegetables". 1Z: Force-feed enemies. They lose LVL² hp
but gain permanent veggie-phobia. |
|
22 |
2700 |
Level 22:
Infinite Groundings. 1N: Target loses all actions/resets until they
"apologize sincerely." DC = LVL×100. |
|
23 |
2900 |
Level 23:
"Because I’m Your Mother". 1F: Ignore CF limits. Apply Ultra Bar
stats to all allies (Stat-22/x4). |
|
24 |
3100 |
Level 24: Family
Photo Flash. 1Z: Blind enemies for LVL² rounds. Allies gain
"embarrassing childhood memories" buff (+1idmg). |
|
25 |
3300 |
Level 25: Guilt Singularity.
1/d: Convert all stored chores into 1idmg. Excess guilt creates black holes
(LVL×100 ft³ erased). |
|
26 |
3550 |
Level 26:
"I’ll Turn This Campaign Around". 1F: Reverse plot direction. BBEG
becomes ally; allies become BBEG. |
|
27 |
3800 |
Level 27:
Reality-Tidy. 1N: Organize all game notes. Erase plot holes. Enemies take
LVL×100 "OCD dmg." |
|
28 |
4050 |
Level 28:
"Wait Till Your Father Gets Home". 1/d:
Summon "Dad" (DL XXX). He lectures enemies to death (1idmg). |
|
29 |
4300 |
Level 29:
Infinite Hugs. 1ihp to all allies. Enemies must pass a Con save (DC LVL×10)
or be crushed for 1idmg. |
|
30 |
4550 |
Level 30: "I
Made This". 1F: Declare any magic item/artifact as your creation. Gain
1idmg when using it. |
|
31 |
4800 |
Level 31: Soccer Mom
Sprint. 1V: Move at infinite speed. Run through planes/walls. Deal 1idmg to
obstructors. |
|
32 |
5050 |
Level 32:
"You’ll Understand When You’re Older". 1N: Age enemies by LVL×100
years. Dustify on failed Con save. |
|
33 |
5300 |
Level 33: Retcon Birth
Certificate. 1F: Change any creature’s lineage. They gain your class
abilities (CF=5). |
|
34 |
5550 |
Level 34: "I
Brought Enough for Everyone". 1Z: Distribute LVL³ snacks. Allies gain
1ihp. Enemies gain 1idmg. |
|
35 |
5800 |
Level 35:
Ultimate Curfew. 1/reset: Freeze time for all except family. Allies act for
LVL×10 rounds uninterrupted. |
|
36 |
6050 |
Level 36: Mother
of All Classes. 1N: Become GM. All rules now include "because Manny’s
Mom says so." |
Causality Weaver
Requisites: Int 18,
Wis 16, Chr 14
Alignment: Any
HD/level: 2d6
Weapon Prof.: 0 + Level
To Hit Table: Rog
Save Table: Rog
Reference: ChatGPT
Groups: Lost, Random, Futureshifted
Complexity: CF=7
|
Level |
kxp |
123 456 789 |
|
|
1 |
0 |
1-- --- --- |
Level 1: Initial
Anomaly: When you take damage, gain one stack of "Shift". |
|
2 |
7 |
2-- --- --- |
Level 2: Temporal
Echo: When you gain Shift, a duplicate of you from a random point in time
appears for 1 segment. |
|
3 |
14 |
21- --- --- |
Level 3: Paradoxical
Surge: When a Temporal Echo appears, you gain 1d6 temporary HP. |
|
4 |
28 |
32- --- --- |
Level 4:
Divergent Timeline: Whenever you gain temporary HP, deal 1d4 typeless dmg to a target in your group. |
|
5 |
56 |
421 --- --- |
Level 5: Echo
Fracture: When a temporal echo appears, have one of them make a normal attack
on your side. |
|
6 |
112 |
422 --- --- |
Level 6:
Probability Shift: Whenever you deal damage, randomly teleport 10 feet in a
random direction. |
|
7 |
224 |
432 1-- --- |
Level 7:
Alternate Self: Whenever you teleport, a random item from a parallel universe
appears in your hand. |
|
8 |
448 |
433 2-- --- |
Level 8: Timeless
Cascade: When a random item appears, all enemies within 10ft must make a DC 10
+ LVL/2 Wis save or be stunned for 1 segment. |
|
9 |
896 |
433 21- --- |
Level 9:
Causality Feedback: When a target is stunned, you regain 1/10th
of their max HP. |
|
10 |
1792 |
443 22- --- |
Level 10: Chronal
Instability: Double advantage on saves to maintain concentration and/or avoid
being stunned, paralyzed, or petrified. |
|
11 |
1992 |
444 33- --- |
Level 11: Quantum
Entanglement: If you would drop to 0 hp, instead
your closest Temporal Echo is destroyed and you
regain half of your hp. |
|
12 |
2192 |
444 441 --- |
Level 12: Paradoxical
Existence: 1N: You exist and do not exist in all places at once. Can be in multiple planes at the same time. |
|
13 |
2392 |
555 442 --- |
Level 13: Rewind the
Clock: 1F, 1/d: Reset a battle to the beginning but you retain all knowledge
of how it happened. |
|
14 |
2592 |
555 442 1-- |
Level 14: Split
Fate: If an ally would drop to 0 hp, instead teleport to their location. Gain
all of their status effects as well. |
|
15 |
2792 |
555 552 1-- |
Level 15: Fate
Weave: For every 3 successful saves an ally makes, that ally permanently
gains +1 to all future saves. |
|
16 |
2992 |
555 553 21- |
Level 16: Undo
Reality: 1N: Permanently erase a being from existence, but you must give up
one of your temporal echoes to do so. |
|
17 |
3192 |
555 553 32- |
Level 17:
Fractured Reflection: Whenever you regain HP, a random enemy is teleported to
a random location within 100ft. |
|
18 |
3392 |
555 553 321 |
Level 18:
Timestream Infusion: Your Temporal Echos now last 1
Turn instead of 1 Segment. |
|
19 |
3592 |
555 554 432 |
Level 19: Echo
Empowerment: Your Temporal Echos gain all of your resistances. |
|
20 |
3792 |
555 554 433 |
Level 20: Fate
Sever: If a target is teleported, they lose all resistances for 1 turn. |
|
21 |
3992 |
555 554 433 |
Level 21:
Recursive Echo: When a Temporal Echo disappears, another Temporal Echo
appears in its place for 1 segment. |
|
22 |
4192 |
555 555 544 |
Level 22: Paradoxical
Shield: Whenever a Temporal Echo takes damage, you gain temporary HP equal to
the damage they took. |
|
23 |
4392 |
555 555 555 |
Level 23: Chronal
Acceleration: You may spend Shift to gain additional actions. 1 Shift = 1A. |
|
24 |
4592 |
555 555 555 |
Level 24:
Timeless Strategem: You no longer need to sleep and
cannot be forced to sleep by magical means. |
|
25 |
4792 |
555 555 555 |
Level 25: Echo
Convergence: You can merge your Temporal Echos into
yourself, gaining all of their remaining HP, resistances, and buffs. |
|
26 |
4992 |
555 555 555 |
Level 26:
Causality Break: If you would be stunned, paralyzed, or petrified, you can
instead destroy a Temporal Echo to negate the effect. |
|
27 |
5192 |
555 555 555 |
Level 27:
Temporal Redirection: You may redirect any attack targeting you to a Temporal
Echo instead. |
|
28 |
5392 |
555 555 555 |
Level 28: Paradoxical
Healing: Whenever you heal, your Temporal Echos
also heal for the same amount. |
|
29 |
5592 |
555 555 555 |
Level 29: Chronal
Echoes: Whenever you regain hp, a temporal echo from 1 segment ago appears. |
|
30 |
5792 |
555 555 555 |
Level 30: Unravel
Fate: If you kill a target, all status effects that target had are
transferred to you. |
|
31 |
5992 |
555 555 555 |
Level 31: Shift
Surge: Whenever you gain Shift, gain temporary hp equal to half your Level. |
|
32 |
6192 |
555 555 555 |
Level 32: Temporal
Body: Your body disappears from the current point in time as you exist in all
points of time. You take no damage from the current plane. |
|
33 |
6392 |
555 555 555 |
Level 33: Alternate
Endings: When you die, instead teleport to an alternate timeline. |
|
34 |
6592 |
555 555 555 |
Level 34:
Fractured Timestream: If a Temporal Echo is destroyed, all enemies must make
a DC 10 + LVL/2 Wis save or be stunned for 1 segment. |
|
35 |
6792 |
555 555 555 |
Level 35:
Timeless existence: You exist in all places at once. You are immune to all
effects that would alter your existence. |
|
36 |
6992 |
555 555 555 |
Level 36:
Causality Collapse: 1N: You pull a target out of the timestream. The target
must succeed a DC 10 + LVL/2 Wis save or be erased from existence. You cannot
target a Temporal Echo with this ability. |
Sunderheart Marauder
Requisites: Str 16,
Con 14
Alignment: Any non-lawful
HD/level: 2d12
Weapon Prof.: 4+level
To Hit Table: 3xWar
Save Table: 2xWar
Reference: Perplexity
Groups: Warrior, Concordant
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level 1: Halve
your damage dealt to ignore one type of resistance or threshold This ability
can be applied multiple times to ignore more types. |
|
2 |
5 |
Level 2:
Sacrifice ½ AC to affect +2 foes per attack This ability can be applied
multiple times, sacrificing an additional ½ AC each time to affect +2 more
foes per attack. |
|
3 |
10 |
Level 3: Halved
dmg gains +LVL² recursive multipliers This ability can be applied multiple
times per attack. For example, if you are level 10 and deal 100 damage, after
halving (50 dmg), your LVL² multiplier (100) amplifies the strike to 5000. |
|
4 |
20 |
Level 4: 1F:
Reduce AC to 0 to deal 1idmg to all adjacent foes |
|
5 |
40 |
Level 5: 1/reset:
Convert ½ max hp to 10xLVL temporary 1ihp |
|
6 |
80 |
Level 6: Allies
gain ½ your AC as 1idmg for 1rd This ability can be
applied multiple times per round. |
|
7 |
160 |
Level 7: Halved
dmg bypasses exotic HP types |
|
8 |
320 |
Level 8: 1M:
Halve HP to gain one instance of Exceptional Str and can be applied multiple
times. |
|
9 |
640 |
Level 9: 1Z:
Spend ½ dmg to summon DL XX golem |
|
10 |
1300 |
Level 10: Halving
AC/dmg now affects 4xLVL² targets This ability can be applied multiple times
per attack. |
|
11 |
1450 |
Level 11: 1bF:
Redirect ½ dmg to bypass time/plane boundaries |
|
12 |
1700 |
Level 12: Sacrificed
AC becomes 1idmg aura for allies This ability can be applied multiple times,
increasing the aura’s effect. |
|
13 |
1950 |
Level 13: 1/half
reset: Convert ½ LVL to 1idmg multiplier |
|
14 |
2300 |
Level 14: Halved
dmg heals allies for 1ihp per point lost |
|
15 |
2650 |
Level 15: 1N:
Halve dmg, target's Str permanently -LVL; on failed Strength save (DC equals
10 + amount of damage halved), target's Str becomes 0 instead. |
|
16 |
3000 |
Level 16: 1/rd: Halve AC, target's Dex permanently -LVL; on failed
Dexterity save (DC equals 10 + amount of AC halved), target's Dex becomes 0
instead. |
|
17 |
3450 |
Level 17: Halving
AC grants all allies 1ihp for 1m This ability can be applied multiple times
to increase the duration. |
|
18 |
3900 |
Level 18: 1A, 1V:
Merge ½ AC/dmg into 10xLVL area denial field This ability can be applied
multiple times to increase the area of effect. For example, a level 20
character sacrificing 25 AC and 40 damage creates a field of 13,000-foot
radius. An enemy entering the area takes 65 untyped damage. |
|
19 |
4350 |
Level 19: 1w:
Halve all stats to summon 4xLVL DL XX allies |
|
20 |
4800 |
Level 20: 1A:
Halve current HP to double the Offensive DL of summoned allies. For example:
A character with 100 current HP halves it. The summoned allies' Offensive DL
value doubles, but the character's current HP decreases. |
|
21 |
5250 |
Level 21: Halve
current AC to double the Defensive DL of summoned allies. For example: A
character with 50 current AC halves it. The summoned allies' Defensive DL
value doubles, but the character's current AC decreases. |
|
22 |
5700 |
Level 22: Halved
AC applies 1ihp regeneration to legions This ability can be applied multiple
times to increase the regeneration rate. |
|
23 |
6150 |
Level 23:
1/reset: Swap ½ CL for infinite AoE critical range For
example, a caster with CL 20 halves it. Instead of a critical range based on
a roll like 19-20, the character can now critically strike an infinite area. |
|
24 |
6600 |
Level 24: 1/s:
Halve HNCL to negate ½ all incoming paradox effects |
|
25 |
7050 |
Level 25:
Sacrificed dmg becomes 1iAC for 1turn |
|
26 |
7500 |
Level 26: 1/d: Convert
½ multiplier to 1idmg aura This ability can be applied multiple times,
expanding the aura's radius. |
|
27 |
7950 |
Level 27: Halving
AC/dmg now affects all planes simultaneously |
|
28 |
8400 |
Level 28: 1bV: Redirect
½ LVL as 1idmg to rewrite terrain |
|
29 |
8850 |
Level 29:
Sacrifice ½ ML to summon 1ihp legion |
|
30 |
9300 |
Level 30: Halved
stats become 1idmg/1iAC multipliers |
|
31 |
9750 |
Level 31: 1N:
Convert ½ Con to 1idmg aura |
|
32 |
10200 |
Level 32: 1/reset:
Halve reality itself to auto-win 1 combat |
|
33 |
10650 |
Level 33:
Sacrificed dmg creates 1ihp black hole |
|
34 |
11100 |
Level 34: 1Z:
Halve iAC to grant allies 1iAC, enemies 1idmg |
|
35 |
11550 |
Level 35: Halving
AC/dmg now affects all parallel universes |
|
36 |
12000 |
Level 36: 1A:
Halve max and current iHP: All foes permanent -1iHP |
Stat Point Surge Mini
Requisites: none
Alignment: none
HD/level: none
Weapon Prof.: none
To Hit Table: none
Save Table: none
Reference: Perplexity
Groups: Mini
Complexity: CF= ln(π)/(ln(π)−ln(e))
|
Level |
KXP |
|
|
1 |
0 |
Level 1: The character
gains 10 additional stat points to distribute as they choose. |
|
2 |
4 |
Level 2: The character gains
20 additional stat points to distribute as they choose. |
|
3 |
8 |
Level 3: The character
gains 30 additional stat points to distribute as they choose. |
|
4 |
16 |
Level 4: The character gains
50 additional stat points to distribute as they choose. |
|
5 |
32 |
Level 5: The character
gains 80 additional stat points to distribute as they choose. |
|
6 |
64 |
Level 6: The character
gains 130 additional stat points to distribute as they choose. |
|
7 |
128 |
Level 7: The character
gains 210 additional stat points to distribute as they choose. |
|
8 |
256 |
Level 8: The character
gains 340 additional stat points to distribute as they choose. |
|
9 |
512 |
Level 9: The character
gains 550 additional stat points to distribute as they choose. |
|
10 |
1050 |
Level 10: The character
gains 890 additional stat points to distribute as they choose. |
|
11 |
1200 |
Level 11: The character
gains 1440 additional stat points to distribute as they choose. |
|
12 |
1350 |
Level 12: The character
gains 2330 additional stat points to distribute as they choose. |
|
13 |
1500 |
Level 13: The character
gains 3770 additional stat points to distribute as they choose. |
|
14 |
1650 |
Level 14: The character
gains 6100 additional stat points to distribute as they choose. |
|
15 |
1800 |
Level 15: The character
gains 9870 additional stat points to distribute as they choose. |
|
16 |
1950 |
Level 16: The character
gains 15970 additional stat points to distribute as they choose. |
|
17 |
2100 |
Level 17: The character
gains 25840 additional stat points to distribute as they choose. |
|
18 |
2250 |
Level 18: The character
gains 41810 additional stat points to distribute as they choose. |
Reality Glitch
Weaver
Requisites: Int 18,
Wis 16, Chr 14
Alignment: Any
HD/Level: 2d8
Weapon Prof.:
0+level
To Hit Table: Wiz
Save Table: 3xWiz
Reference: ChatGPT
Groups: Wizard, Concordant, Planar
Complexity: CF=
ln(π)/(ln(π)−ln(e))
|
Level |
kxp |
123 456 789 |
|
|
1 |
0 |
1-- --- --- |
Level
1: See multiverse code fragments. |
|
2 |
7 |
2-- --- --- |
Level
2: Manipulate luck modifier on any roll. |
|
3 |
14 |
21- --- --- |
Level
3: 1N: Reroll highest dice modifier. |
|
4 |
28 |
32- --- --- |
Level
4: Cast from alternate dimensions. |
|
5 |
56 |
421 --- --- |
Level
5: 1bP: Send damage to another plane as action. |
|
6 |
112 |
422 --- --- |
Level
6: Activate code sight. |
|
7 |
224 |
432 1-- --- |
Level
7: 1M: Force enemy to use 1reset. |
|
8 |
448 |
433 2-- --- |
Level
8: Change dice modifier of any natural die roll within 1000ft. |
|
9 |
896 |
433 21- --- |
Level
9: Manipulate code of an alternate dimension to deal 1idmg. |
|
10 |
1800 |
443 22- --- |
Level
10: 1bV: Glitch self into alternate multiverse. |
|
11 |
2050 |
444 33- --- |
Level
11: Interact with background stage to make walls, ceilings, and terrain as
weapon for 1idmg. |
|
12 |
2200 |
444 441 --- |
Level
12: See all alternate timelines at once. |
|
13 |
2450 |
555 442 --- |
Level
13: 1N: Change luck modifier of dice to 1ihp until the next roll. |
|
14 |
2800 |
555 442 1-- |
Level
14: See multiverse code fully. |
|
15 |
3150 |
555 552 1-- |
Level
15: 1A: Summon alternate self to aid in combat. |
|
16 |
3500 |
555 553 21- |
Level
16: Cast any ritual spell at 1s. |
|
17 |
3850 |
555 553 32- |
Level
17: Change core code for how saves interact. |
|
18 |
4300 |
555 553 321 |
Level
18: Change core multiverse code to allow for an extra action. |
|
19 |
4750 |
555 555 332 |
Level
19: Whenever damage is dealt, character can manipulate the dice outcome of
the highest dice roll used. |
|
20 |
5200 |
555 555 442 |
Level
20: Interact with background stage to make walls, ceilings, and terrain as
weapon for 1idmg. |
|
21 |
5650 |
555 555 443 |
Level
21: See code of current multiverse. |
|
22 |
6100 |
555 555 443 |
Level
22: Use alternate timeline of self to act as familiar. |
|
23 |
6550 |
555 555 443 |
Level
23: Whenever target in alternate universe is dealt damage, 100% of it becomes
true damage. |
|
24 |
7000 |
555 555 553 |
Level
24: Can make pocket dimension that follows character at all times, in all dimensions. |
|
25 |
7450 |
555 555 555 |
Level
25: 1A: Activate debug mode to see stats and abilities of targets for 1
round. |
|
26 |
7900 |
555 555 555 |
Level
26: Whenever character is at 25% HP or lower, become immune to all damage,
but allies take 2x the damage. |
|
27 |
8350 |
555 555 555 |
Level
27: Change core code for how saves interact. |
|
28 |
8800 |
555 555 555 |
Level
28: At any given time, character may rewind and alter his multiverse location
at 1bF. |
|
29 |
9250 |
555 555 555 |
Level
29: Use alternate timeline of self to act as familiar. |
|
30 |
9700 |
555 555 555 |
Level
30: 1A: Activate debug mode to see stats and abilities of targets for 1
round. |
|
31 |
10150 |
555 555 555 |
Level
31: Can make pocket dimension that follows character at all times, in all dimensions. |
|
32 |
10600 |
555 555 555 |
Level
32: Whenever target in alternate universe is dealt damage, 100% of it becomes
true damage. |
|
33 |
11050 |
555 555 555 |
Level
33: Use alternate timeline of self to act as familiar. |
|
34 |
11500 |
555 555 555 |
Level
34: At any given time, character may rewind and alter his multiverse location
at 1bF. |
|
35 |
11950 |
555 555 555 |
Level
35: Change multiverse's core code to give all summoned monsters permanent
+4xLVL Offensive DL and cast time to full round for 1 day. |
|
36 |
12400 |
555 555 555 |
Level
36: 1A: Rewrite the fabric of a multiverse to swap a permanent -1ihp for it
to inflict 1idmg to another. |
Frontloaded Tyrant
Requisites: Str 20,
Dex 18, Con 16
Alignment: Any Non-Chaotic
HD/Level: 3d12†
Weapon Prof.: 5/Level
To Hit Table: 5xWar
Save Table: 5xWar
Groups: Warrior, Concordant
Complexity: CF=10
|
Level |
KXP |
|
|
1 |
0 |
Level 1: 1F Deal
infinite damage in one action, bypassing AC, resistances, and immunities.
Example: Annihilate all enemies in your current combat group. |
|
2 |
8 |
Level 2: 1N Fear
aura forces enemies within 50 ft to lose their next action (no save).
Example: Skip enemy turns permanently. |
|
3 |
16 |
Level 3: Bar Str
(Stat-14×2). Example: Str 20 → +12 bonus (Static). |
|
4 |
32 |
Level 4: 1V Move
LVL×50 ft as a free action. Example: Leap 200 ft vertically. |
|
5 |
64 |
Level 5: Triple
resistance to all damage for LVL rounds (Static). Example: Take 0 damage from
all sources for five rounds at LVL 5. |
|
6 |
128 |
Level 6: 1Z Gain
+LVL×5 AC/Saves for one round. Example: +30 AC/Saves at LVL 6. |
|
7 |
256 |
Level 7: 1F Deal
LVL×500 damage but lose your next action. Example: Deal 3,500 damage but skip
a turn. |
|
8 |
512 |
Level 8: Bar Dex
(Stat-14×2). Example: Dex 18 → +8 bonus (Static). |
|
9 |
1024 |
Level 9: 1F
Perform infinite attacks at LVL×50 damage per strike. Example: Infinite
attacks at 450 damage each at LVL 9. |
|
10 |
2050 |
Level 10: Enemies
automatically fail their next saving throw against you (Static). Example:
Force a dragon to fail its Fireball save. |
|
11 |
2150 |
Level 11:
Immunity to all conditions for LVL rounds (Static). Example: Ignore
stun/charm for eleven rounds. |
|
12 |
2300 |
Level 12: 1V Move
through enemies, dealing LVL×10 damage to each. Example: Charge through ten
enemies → 120 damage each at LVL12. |
|
13 |
2450 |
Level 13: 1F Deal
LVL×20 psychic damage and force enemies to flee for LVL rounds. Example: 260
psychic damage and thirteen-round fear at LVL13. |
|
14 |
2600 |
Level 14: Reshape
terrain into a flat plane (Static). Example: Turn a mountain into a
featureless desert. |
|
15 |
2750 |
Level 15: 1M
Control one enemy per round for LVL rounds. Example: Command a lich to fight
for you for fifteen rounds. |
|
16 |
2900 |
Level 16: 1V Move
LVL×5 ft. Example: Leap 80 ft (weak progression). |
|
17 |
3050 |
Level 17: 1Z Gain
+LVL AC for one round. Example: +17 AC at LVL17 (diminished bonus). |
|
18 |
3200 |
Level 18: 1S Deal
LVL×5 damage. Example: 90 damage at LVL18 (linear scaling). |
|
19 |
3350 |
Level 19: Enemies
take -1 to hit you (Static). Example: Mild penalty to enemy accuracy. |
|
20 |
3500 |
Level 20: 1M
Control one enemy every three rounds. Example: Limited mind control. |
|
21 |
3650 |
Level 21: 1S Deal
LVL×5 psychic damage. Example: 105 psychic damage at LVL21. |
|
22 |
3800 |
Level 22:
Resistance to one damage type (Static). Example: Resist fire or slashing. |
|
23 |
3950 |
Level 23: 1V Move
LVL×2 ft. Example: Move 46 ft at LVL23. |
|
24 |
4100 |
Level 24: Immune
to one condition (Static). Example: Resist being blinded or deafened. |
|
25 |
4250 |
Level 25: 1S Deal
LVL×2 damage. Example: 50 damage at LVL25. |
|
26 |
4400 |
Level 26: Enemies
take -0.5 to hit you (Static). Example: Barely noticeable penalty. |
|
27 |
4550 |
Level 27: 1Z Gain
+LVL AC for one combat segment (6 seconds). Example: +27 AC for six seconds. |
|
28 |
4700 |
Level 28: 1V Move
LVL×1 ft. Example: Move 28 ft at LVL28. |
|
29 |
4850 |
Level 29: 1M
Control one enemy per minute. Example: Barely functional mind control. |
|
30 |
5000 |
Level 30: 1S Deal
LVL×1 psychic damage. Example: 30 psychic damage at LVL30. |
|
31 |
5150 |
Level 31:
Resistance to nonmagical damage (Static). Example: Useless against
spellcasters. |
|
32 |
5300 |
Level 32: 1V Move
LVL/2 ft. Example: Move 16 ft at LVL32. |
|
33 |
5450 |
Level 33: Immune
to one condition once per week (Static). Example: Resist poison once every
seven days. |
|
34 |
5600 |
Level 34: 1S Deal
1d4 + LVL damage. Example: 1d4 + 34 damage (≈36.5 avg). |
|
35 |
5750 |
Level 35: Enemies
take -0.1 to hit you (Static). Example: Irrelevant penalty. |
|
36 |
5900 |
Level 36: 1F Deal
1 damage. Example: Literally poke an enemy for 1 damage. |
Emoji Channeler
Requisites: 🧠1️⃣6️⃣, 💃1️⃣6️⃣
Alignment: Any
HD/Level: ✌️d🎲
Weapon Prof.: 🥇+level/ 🌳
To Hit Table: Rog
Save Table: Wiz
Groups: Wizard, Joke
Complexity: CF=🖐️
|
Level |
KXP |
123 456 789 ABC
DEF |
|
|
🥇 |
0 |
🥇-- --- --- |
Level 1: 🥇✋: Deal 🥇🎲 💥 to 🥇🎯. 🎯 gain +🥇 to 📜 for 🥇🔄. |
|
✌️ |
5 |
✌️-- --- --- |
Level 2: 🥇✋: Fire a 🫥 line of 💥, damaging all 🎯 for ✌️🛡️. 🎯 detect hidden 🎯 in a 🔵 radius. |
|
🌳 |
10 |
✌️🥇- --- --- |
Level 3: 🥇⚡: Grant +✌️ 🛡️ to yourself or a 🎯
for 🥇🔄. Heal all 🎯 for 🥇🛡️ + 🧠 hp. |
|
🍀 |
20 |
🌳✌️- --- --- |
Level 4: 🥇✋, 🥇/🎂: Deal 🌳🔟 💥 in a 🫥 burst. 🎯 ignore difficult terrain for up to 🔟⬤. |
|
🖐️ |
40 |
🍀✌️🥇 --- --- |
Level 5: 🥇✋: Sacrifice 🥇🎲 hp to deal 🖐️⚙️ 💥. 🎯 within a 🫥 radius gain +✌️ to all 🛡️. |
|
🎲 |
80 |
🍀✌️✌️ --- --- |
Level 6: 🥇✋: Create a duplicate that distracts 🎯 for up to 🌳🔄.
🎯 gain
invisibility until they ⚔️ or take 💥. |
|
🌈 |
160 |
🍀🌳✌️ 🥇-- --- |
Level 7: 🥇🕒: Summon a storm that deals 🍀🎲 💥 per 🔄 in a ✌️0️⃣-ft radius. 🎯 reroll one
failed 🛡️ or 📜 per 🎂. |
|
🎱 |
320 |
🍀🌳🌳 ✌️-- --- |
Level 8: 🥇🕒, 🥇/🎂: Teleport yourself and up to 🌳 🎯 to a visible
location. Reveal hidden 🎯 in a 🖐️0️⃣-ft radius for up
to 🥇⬤. |
|
🚀 |
640 |
🍀🌳🌳 ✌️🥇- --- |
Level 9: 🥇🕒: Transform into pure energy, gaining 🏃 and +🍀 🛡️ for up to 🥇⬤. 🎯 share healing received (🖐️0️⃣%) for 🥇⬤. |
|
🔟 |
1280 |
🍀🍀🌳 ✌️✌️- --- |
Level 10: 🥇🕒, 🥇/🔁: Create a black hole that pulls 🎯 and deals up to 🔟🔟 💥 in a 🌐 radius. 🎯 cannot drop below 🥇 hp for 🥇🔄. |
|
🔟🥇 |
2560 |
🍀🍀🍀 🌳✌️- --- |
Level 11: 🥇✋: Manipulate 💃 of all 🎯 within 🖐️0️⃣ ft. 🎯 gain 🤩 on all 💃 📜 for 🖐️⬤. |
|
🔟✌️ |
5120 |
🍀🍀🍀 🌳🌳- --- |
Level 12: 🥇🕒:
Create a pocket 🌌 that can hold up
to 🔟 🎯 for 🥇🕒. 🎯 recover 🥇🎲 hp per 🔄 while inside. |
|
🔟🌳 |
10240 |
🍀🍀🍀 🌳🌳🥇 --- |
Level 13: 🥇✋: Unleash a wave of 🧠 💥, dealing 🎱🛡️ 💥 in a 🎲0️⃣-ft 🔵. 🎯 gain 👁️🗨️ with each other
for 🔟⬤. |
|
🔟🍀 |
20480 |
🍀🍀🍀 🌳🌳✌️ --- |
Level 14: 🥇⚡, 🌳/🎂: Negate any single ⚔️ or 📖 targeting you or a 🎯. 🎯 gain +🌳 to all 🛡️ for 🥇⬤. |
|
🔟🖐️ |
40960 |
🍀🍀🍀 🌳🌳🌳 --- |
Level 15: 🥇🕒:
Summon an avatar of pure 💃 that fights for
you for 🖐️🔄. 🎯 can channel its power to add ✌️🎲 💥 to their ⚔️. |
|
🔟🎲 |
81920 |
🍀🍀🍀 🌳🌳🌳 🥇-- |
Level 16: 🥇✋: Create a zone of 👁️🗨️ in a 🔵 radius for 🔟⬤. 🎯 can see through
all illusions and deceptions within the zone. |
|
🔟🌈 |
163840 |
🍀🍀🍀 🌳🌳🌳 ✌️-- |
Level 17: 🥇🕒, 🥇/🎂: Rewrite reality in a 🔟0️⃣-ft radius for 🥇⬤. 🎯 can alter one aspect of reality each during this
time. |
|
🔟🎱 |
327680 |
🍀🍀🍀 🌳🌳🌳 ✌️🥇- |
Level 18: 🥇✋: Unleash a barrage of 💃 missiles, each dealing 🍀🎲 💥. Number of
missiles equals your level. 🎯 gain 🥇🎲 temporary hp per missile. |
|
🔟🚀 |
655360 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️- |
Level 19: 🥇🕒:
Create a time bubble that slows time for 🎯. 🎯 take ✌️🔄 for every 🥇🎯 🔄 for 🌳🔄. |
|
✌️0️⃣ |
1310720 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️- |
Level 20: 🥇🕒, 🥇/🔁: Ascend to godlike status for 🥇⬤. 🎯 gain invulnerability and can cast any 📖 they know without using 📖 slots. |
|
✌️🥇 |
2621440 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️🥇 |
Level 21: 🥇✋: Implant subliminal 💃 messages, controlling up to 🌳 🎯 for ✌️🍀🕒. 🎯 are immune to 🧠 control for the
duration. |
|
✌️✌️ |
5242880 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ |
Level 22: 🥇🕒:
Create an 💃 golem that grows
stronger with each defeated 🎯. 🎯 can command the golem to protect them as a 🔄. |
|
✌️🌳 |
10485760 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ 🥇-- |
Level 23: 🥇✋: Unleash a nova of pure 💃, dealing 🔟🖐️🔟 🧠 💥 in a 🥇-mile radius. 🎯 are inspired,
gaining 🤩 on all 🎲 for 🥇🕒. |
|
✌️🍀 |
20971520 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️-- |
Level 24: 🥇⚡, at will: Instantly understand and
speak any language. 🎯 can communicate 👁️🗨️ with each other
across any distance for ✌️🍀🕒. |
|
✌️🖐️ |
41943040 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️🥇- |
Level 25: 🥇🕒: Create a permanent 💃 sanctuary that grants refuge and healing to 🎯. 🎯 who rest here gain the benefits of a 🔁 in just 🥇🕒. |
|
✌️🎲 |
83886080 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️- |
Level 26: 🥇✋: Manipulate the fabric of space-time, allowing 🎯 to retry any
failed action from the past ✌️🍀🕒. |
|
✌️🌈 |
167772160 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️🥇 |
Level 27: 🥇🕒: Summon an army of 💃 constructs, each with 🔟0️⃣ hp and the
ability to cast 🌳rd-level 📖. 🎯 can each command
up to 🌳 constructs. |
|
✌️🎱 |
335544320 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ |
Level 28: 🥇✋, 🥇/🎂: Grant a wish to each 🎯,
with the power to alter reality without limitations. |
|
✌️🚀 |
671088640 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ 🥇- |
Level 29: 🥇🕒:
Create a demiplane of pure 💃 energy that obeys your every thought. 🎯 can visit this plane at will and are immortal while
inside. |
|
🌳0️⃣ |
1342177280 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️- |
Level 30: 🥇✋: Unleash the power of the 💃 singularity, dealing ♾️ 💥 to all 🎯 within sight. 🎯 are granted one free resurrection within the next 📆. |
|
🌳🥇 |
2684354560 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️🥇 |
Level 31: 🥇⚡: Instantly solve any puzzle or riddle,
no matter how complex. 🎯 gain perfect
recall of any information they've ever encountered. |
|
🌳✌️ |
5368709120 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️✌️ |
Level 32: 🥇🕒: Ascend to multiversal 💃 mastery, gaining the ability to travel between
realities at will. 🎯 can each bring
one alternate version of themselves into existence. |
|
🌳🌳 |
10737418240 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️✌️🥇 |
Level 33: 🥇✋: Rewrite the laws of
physics within a 🔟-mile radius for ✌️🍀🕒. 🎯 can ignore any natural law (gravity, time, etc.)
during this period. |
|
🌳🍀 |
21474836480 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️✌️✌️ |
Level 34: 🥇🕒, 🥇/🔁: Create a cosmic 💃 event that
reshapes the entire plane of existence. 🎯 become essential
pillars of the new reality, each gaining a domain of influence. |
|
🌳🖐️ |
42949672960 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️✌️✌️ |
Level 35: 🥇✋: Unleash the full power of every 💃 ever conceived, causing reality-warping effects
across the multiverse. 🎯 ascend to
demigod status for ✌️🍀🕒. |
|
🌳🎲 |
85899345920 |
🍀🍀🍀 🌳🌳🌳 ✌️✌️✌️ ✌️✌️✌️ ✌️✌️✌️ |
Level 36: 🥇🕒:
Achieve ultimate 💃 transcendence,
becoming a being of pure conceptual energy. 🎯 gain the ability to create
and destroy entire universes with a thought. |
Legend for Emoji Channeler-
Actions
Numbers
Dice Sizes
Time Periods
Roll Types
Area of Effect
Stats
Core Stats Only:
Special Effects
The Keyword Adept
Requisites: Dex 14,
Int 14
Alignment: Any
HD/Level: 1d10
Weapon Prof.: 3/Level
To-Hit Table: 2xWar
Save Table: 2xRog
Groups: Warrior, Rogue
Complexity: CF=3
|
Level |
KXP |
|
|
1 |
0 |
Level 1: Gain Haste
(double movement speed and one extra attack per round), but
take -2 AC while active. |
|
2 |
3 |
Level 2: Gain Trample
(deal full weapon damage to all targets in a line), but
take LVL × 2 damage yourself after the attack. |
|
3 |
6 |
Level 3: Gain Flying
(ignore terrain and obstacles),
but lose half movement speed when grounded. |
|
4 |
12 |
Level 4: Gain First
Strike (attack first in combat rounds), but deal half damage against
enemies with higher AC. |
|
5 |
24 |
Level 5: Gain Hexproof (immune to targeted effects), but lose resistance to AoE effects. |
|
6 |
48 |
Level 6: Gain Lifelink (heal equal to damage dealt), but take LVL × 1 necrotic damage per round while
active. |
|
7 |
96 |
Level 7: Gain Deathtouch (instantly kill any creature you hit), but deal half damage to non-creature targets. |
|
8 |
192 |
Level 8: Gain Vigilance
(no disadvantage for attacking), but lose your
reaction each round while active. |
|
9 |
384 |
Level 9: Gain Reach
(attack flying targets), but suffer -5 to hit rolls
against grounded enemies. |
|
10 |
600 |
Level 10: Gain Indestructible
(immune to all damage for LVL rounds per reset), but
lose all healing effects during this time. |
|
11 |
750 |
Level 11: Gain Flash
(activate abilities as reactions), but lose bonus
actions for the next turn. |
|
12 |
1000 |
Level 12: Gain Menace
(enemies must pass a Wisdom save to target you), but
suffer disadvantage on all saving throws while active. |
|
13 |
1250 |
Level 13: Gain Double
Strike (two attacks per attack action), but
take LVL × 1 psychic damage after each attack action. |
|
14 |
1500 |
Level 14: Gain Protection
(immunity to one damage type for LVL rounds), but
take double damage from another random type. |
|
15 |
1750 |
Level 15: Gain Regenerate
(heal LVL × 5 HP at the start of your turn if below half HP),
but lose your action that turn. |
|
16 |
2000 |
Level 16: Gain Unblockable (attacks cannot be avoided), but lose all movement speed for one round after
attacking. |
|
17 |
2250 |
Level 17: Gain Annihilator
(1) (force enemies to discard an item/ability on hit),
but take LVL × 1 necrotic damage each time. |
|
18 |
2500 |
Level 18: Gain Intimidate
(enemies have disadvantage against you), but allies also suffer disadvantage
due to fear. |
|
19 |
2750 |
Level 19: Gain Exalted
(+5 to hit/damage when attacking alone), but take -4 AC if allies are within
30 ft. |
|
20 |
3000 |
Level 20: Gain Infect
(deal 2d12 poison damage that reduces target’s max HP), but
take 1d12 poison damage yourself per round. |
|
21 |
3250 |
Level 21: Gain Wither
(deal damage that cannot be healed for 1d4 rounds), but
lose 5 max HP after each use. |
|
22 |
3500 |
Level 22: Gain Cascade
(cast a random LVL 1-3 spell when attacking), but
lose a spell slot of equal level permanently. |
|
23 |
3750 |
Level 23: Gain Undying
(revive with full HP once per combat), but
permanently lose 1 level on revival. |
|
24 |
4000 |
Level 24: Gain Persist
(return to life with half HP after death), but
become vulnerable to all damage types for 24 hours. |
|
25 |
4250 |
Level 25: Gain Landwalk (ignore difficult terrain and gain +10
ft speed in your favored terrain), but suffer -10 ft
speed outside it. |
|
26 |
4500 |
Level 26: Gain Shadow
(advantage on stealth checks and ignore attacks of opportunity), but take double damage from light-based effects. |
|
27 |
4750 |
Level 27: Gain Defender
(+5 AC when not moving), but lose all movement speed
for the round. |
|
28 |
5000 |
Level 28: Gain Bushido
(+LVL damage when outnumbered), but suffer -LVL AC
when fighting alone. |
|
29 |
5250 |
Level 29: Gain Madness
(deal double damage when frenzied), but attack
random targets (ally or enemy) each turn. |
|
30 |
5500 |
Level 30: Gain Raid
(gain +LVL damage when allies are within 30 ft), but
deal half damage when alone. |
|
31 |
5750 |
Level 31: Gain Bolster
(+2 AC and saves to all allies within 30 ft), but reduce their damage by half. |
|
32 |
6000 |
Level 32: Gain Battalion
(summon LVL × 2 spectral soldiers for 1 minute), but
take 2d12 force damage per soldier destroyed. |
|
33 |
6250 |
Level 33: Gain Mentor
(grant one ally +LVL to all rolls for 1 round), but
reduce your own rolls by LVL for the same duration. |
|
34 |
6500 |
Level 34: Gain Adapt
(gain resistance to the last damage type you took), but
lose resistance to all other types. |
|
35 |
6750 |
Level 35: Gain Surveil
(reroll one die per turn), but enemies gain advantage
on attacks against you after using this. |
|
36 |
7000 |
Level 36: Gain Eminence
(passively buff allies within 60 ft with +LVL to damage and AC), but become weakened (-LVL to all stats) when no allies
are nearby. |