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: 🧠1️6️, 💃1️6️

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 ✌️0️-ft radius. 🎯 reroll one failed 🛡️ or 📜 per 🎂.

🎱

320

🍀🌳🌳 ✌️-- ---

Level 8: 🥇🕒, 🥇/🎂: Teleport yourself and up to 🌳 🎯 to a visible location. Reveal hidden 🎯 in a 🖐️0️-ft radius for up to 🥇.

🚀

640

🍀🌳🌳 ✌️🥇- ---

Level 9: 🥇🕒: Transform into pure energy, gaining 🏃 and +🍀 🛡️ for up to 🥇. 🎯 share healing received (🖐️0️%) 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 🖐️0️ 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 🎲0️-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 🔟0️-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 🌳🔄.

✌️0️

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 🔟0️ 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.

🌳0️

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.