Punch Drunk Bruiser
Requisites: Str 16, Con 16
Alignment: Any non-lawful
HD/level: 3d10
Weapon Prof.: 2+level
To Hit Table: 3xWar
Save Table: War
Reference: ChatGPT
Groups: Warrior
Complexity: CF=4
|
Level |
KXP |
|
|
1 |
0 |
Level
1: +1 AC when unarmed, may deal unarmed dmg as 2d4. |
|
2 |
4 |
Level
2: Whenever you take dmg, you gain a +2 bonus to To Hit and dmg for 1/rd. |
|
3 |
8 |
Level
3: Your unarmed dmg increases to 3d6, and you may attack twice during your
turn. |
|
4 |
16 |
Level
4: 1Z: Heal Con + LVL HP, 1/half reset. |
|
5 |
32 |
Level
5: Fear aura (enemies within 10ft, save to negate); bonus scales by +2/CL. |
|
6 |
64 |
Level
6: Whenever you deal melee dmg, you may knock
targets prone (save to resist). |
|
7 |
128 |
Level
7: Unarmed dmg increases to 4d8. Gain +1idmg per 3 CL while below 50% HP. |
|
8 |
256 |
Level
8: Enemies hit by your attacks must save or be stunned for 1 segment. |
|
9 |
512 |
Level
9: 1F: Gain infinite attacks until 1F ends (must target different enemies each attack). Usable 1/half reset. |
|
10 |
1100 |
Level
10: While below 25% HP, gain 1ihp. |
|
11 |
1,250 |
Level
11: Juggernaut: Gain resistance to non-magical bludgeoning, piercing, and
slashing damage. |
|
12 |
1,400 |
Level
12: Crushing Blows: Unarmed damage increases to 5d8. |
|
13 |
1,550 |
Level
13: Iron Chin: Gain +4 to saves vs. being stunned, knocked unconscious, or
killed outright. |
|
14 |
1,700 |
Level
14: Berserker Momentum: Whenever you kill an enemy, gain +10ft movement and
+2 AC for 1 round. |
|
15 |
1,850 |
Level
15: Roaring Comeback: 1F: Heal to full HP and gain immunity to fear and charm
effects for 1 turn. |
|
16 |
2,000 |
Level
16: Fists of Fury: Your unarmed strikes count as magical for overcoming
resistances and immunities. |
|
17 |
2,150 |
Level
17: Dizzying Flurry: Enemies hit by your unarmed strikes must make a Dex save
or have disadvantage on their next attack. |
|
18 |
2,300 |
Level
18: Undying Will: Once per long rest, if reduced to 0 HP, stay at 1 HP and
gain +5d8 temporary HP. |
|
19 |
2,450 |
Level
19: Thunderous Uppercut: 1Z: On a successful unarmed strike, deal 10d8 extra
damage and knock the enemy 20ft into the air. |
|
20 |
2,600 |
Level
20: Master of Brawls: Unarmed damage increases to 6d8. Your attacks
automatically crit on stunned or prone targets. |
|
21 |
2,750 |
Level
21: Evasive Brawler: Gain evasion (Dex saves for half damage take none on
success). |
|
22 |
2,900 |
Level
22: Raging Frenzy: When you take damage, your movement speed increases by
+15ft until the end of your turn. |
|
23 |
3,050 |
Level
23: Unstoppable Force: Gain immunity to effects that would restrain, grapple,
or slow your movement. |
|
24 |
3,200 |
Level
24: 1F: On a successful unarmed strike, force a Con save (DC = 8 + Prof +
Str). On a fail, the target is unconscious for 1d4
rounds. |
|
25 |
3,350 |
Level
25: Adrenaline Rush: At the start of your turn, if you are below 50% HP, gain
advantage on all attack rolls for that turn. |
|
26 |
3,500 |
Level
26: 1Z: Leap 30ft and land, dealing 8d8 damage to all creatures in a 15ft
radius. Enemies must also make a Str save or be knocked prone. |
|
27 |
3,650 |
Level
27: Steel Hide: Gain resistance to all damage while unarmed and below 25% HP. |
|
28 |
3,800 |
Level
28: Limit Break: Unarmed damage increases to 7d8. |
|
29 |
3,950 |
Level
29: 1F: Hit the ground with an unarmed strike, creating a 30ft radius
shockwave. Enemies take 10d10 damage and are pushed back 15ft. |
|
30 |
4,100 |
Level
30: Indomitable Spirit: Gain immunity to being frightened, paralyzed, or
charmed. |
|
31 |
4,250 |
Level
31: Devastating Flurry: You may make one additional unarmed attack whenever
you take the Attack action. |
|
32 |
4,400 |
Level
32: Bloodied Bravado: While below 10% HP, all unarmed strikes have advantage and deal +10 damage. |
|
33 |
4,550 |
Level
33: Titan's Grip: Grappling enemies costs no action, and grappled targets
automatically take 4d8 damage at the start of their turns. |
|
34 |
4,700 |
Level
34: Brawl Mastery: Unarmed damage increases to 8d8. Your unarmed strikes
ignore resistance to bludgeoning damage. |
|
35 |
4,850 |
Level
35: Infinite Fury: 1/reset: Enter a state of fury for 1 minute, gaining
unlimited unarmed attacks (requires a new target for each attack). |
|
36 |
5,000 |
Level
36: You cannot die due to hp loss unless struck by a crit while below 0 HP.
Also, when you take dmg, deal 10d10 dmg your group. |
Meat Wall Supreme
Requisites: Str 18,
Con 18
Alignment: Any
HD/Level: 2d12
Weapon Prof.: 2+Level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: ChatGPT
Groups: Warrior
Complexity: CF=4
|
Level |
KXP |
|
|
1 |
0 |
Level
1: 1Z, 1/rd: Reduce dmg dealt to you by your Str
mod; excess dmg is stored as temp hp (max LVLx10). |
|
2 |
6 |
Level
2: Whenever you are targeted by a melee attack, attacker
must make a Con save (DC = 10+LVL) or take LVL dmg. |
|
3 |
12 |
Level
3: 1S, 1/rd: Double AC for LVL segments; you are
immune to movement effects during this time. |
|
4 |
24 |
Level
4: You gain +LVL to all saves. |
|
5 |
48 |
Level
5: Whenever you kill a creature, heal for LVLx10 hp and gain +1 AC (max +5,
resets at half reset). |
|
6 |
96 |
Level
6: 1P, 1/rd: Charge a group of enemies, dealing
LVLx2 dmg to each enemy and forcing a Str save (DC = 12+LVL) or knock them
prone. |
|
7 |
192 |
Level
7: Static: Immunity to fear and mind-affecting effects; gain temp hp = LVLx5
whenever you are subjected to a failed effect. |
|
8 |
384 |
Level
8: 1F, 1/d: Absorb the next instance of dmg dealt to your group, redirecting
it as a blast dealing dmg = absorbed dmg + LVLx10. |
|
9 |
768 |
Level
9: Static: Gain resistance to all dmg types except psychic; you have
advantage on all saves vs. AoE effects. |
|
10 |
1400 |
Level
10: 1S, 1/rd: For LVL rds,
enemies within a group must make a Str save (DC = 14+LVL) or take LVLx5 dmg
and ½ movement.. |
|
11 |
1650 |
Level
11: Whenever you are reduced to 0 hp, explode dealing LVLx20 dmg to all
enemies in your group. You stabilize automatically. |
|
12 |
1750 |
Level
12: Static: Increase your max hp by LVLx10; you can no longer be insta-killed
by critical hits. |
|
13 |
1850 |
Level
13: 1S, 1/rd: Gain 1ihp for 1 round. Resets on
death or half reset. |
|
14 |
1950 |
Level
14: Whenever you block or parry an attack, deal dmg = the attacker's max hp
x10%. |
|
15 |
2050 |
Level
15: Static: Double dmg against creatures larger than you. |
|
16 |
2150 |
Level
16: 1F, 1/d: Become unkillable for LVL rounds; you ignore all dmg and status
effects during this time. |
|
17 |
2250 |
Level
17: Whenever you stabilize, gain LVL temp hp and deal LVLx100 dmg to all
enemies in a legion. |
|
18 |
2350 |
Level
18: Static: Your weapon attacks ignore resistance and immunity to non-magical
dmg. |
|
19 |
2450 |
Level
19: 1bP, 1/m: Redirect any effect targeting an ally in your group to
yourself, ignoring range. |
|
20 |
2550 |
Level
20: 1S, 1/rd: Deal infinite dmg to one enemy within
a group. |
|
21 |
2650 |
Level
21: Gain LVL AC and temp hp whenever an ally in your group dies; stacks with
no cap until reset. |
|
22 |
2750 |
Level
22: Static: You regenerate hp at a rate of LVLx10 per segment. |
|
23 |
2850 |
Level
23: Whenever you deal dmg to a group, roll 1d6: on a
6, the effect applies to a legion instead. |
|
24 |
2950 |
Level
24: Static: Gain immunity to environmental effects and terrain dmg. |
|
25 |
3050 |
Level
25: 1F, 1/w: Summon a legion of spectral warriors (LVLx100 hp each) to fight
by your side for LVL rounds. |
|
26 |
3150 |
Level
26: 1S, 1/d: Cause a planar rupture, trapping all enemies in a legion for 1
minute (no save). |
|
27 |
3250 |
Level
27: Static: Your AC is now infinite against enemies of lower LVL than you. |
|
28 |
3350 |
Level
28: 1Z, 1/s: Reflect all dmg dealt to you back to the attacker, ignoring
immunities. |
|
29 |
3450 |
Level
29: 1A, 1/w: You merge with the battlefield, becoming a legion and dealing
infinite dmg to all enemies in range. |
|
30 |
3550 |
Level
30: Whenever you kill an enemy, you gain their abilities until reset. |
|
31 |
3650 |
Level
31: Static: You are no longer affected by death saves; instead, you revive
with 1hp automatically. |
|
32 |
3750 |
Level
32: 1S, 1/m: Summon a divine avatar (LVLx1000 hp) to act as your proxy for 1
day. |
|
33 |
3850 |
Level
33: Static: Gain immunity to all dmg types except divine and conceptual. |
|
34 |
3950 |
Level
34: 1F, 1/m: Destroy an entire plane of existence, leaving only yourself and
your group untouched. |
|
35 |
4050 |
Level
35: Whenever you use an ability, gain infinite movement and actions for LVL
rounds. |
|
36 |
4150 |
Level
36: Static: You cannot be removed from existence by any means. |
The Practical Arcaneer
Requisites: Int 15
Alignment: Any
HD/Level: 1d4
Weapon Prof.: 1+lvl/6
To Hit Table: Wiz
Save Table: Wiz
Reference: ChatGPT
Groups: Wizard, Concordant
Complexity: CF=5
|
Level |
XP |
123 456 789 ABC |
|
|
1 |
0 |
1-- --- --- |
Level
1: You gain +Int mod to your spell save DC. You can prepare a bonus spell
equal to your Int mod (min 1). |
|
2 |
2.5 |
2-- --- --- |
Level
2: You may scribe spells directly into your spellbook without using gold or
components. |
|
3 |
5 |
21- --- --- |
Level
3: Once per rest, if a spell misses or fails, you may immediately recast it
without expending a slot. |
|
4 |
10 |
32- --- --- |
Level
4: You may swap one prepared spell with another during combat, requiring 1
segment. |
|
5 |
20 |
421 --- --- |
Level
5: Gain the ability to combine two spells of the same level into a single
casting. |
|
6 |
40 |
422 --- --- |
Level
6: Add 1i to damage and duration of all damaging or lasting spells. |
|
7 |
70 |
432 1-- --- |
Level
7: Spells ignore resistance. Immunities are treated as resistance. |
|
8 |
100 |
433 2-- --- |
Level
8: You may spontaneously upcast spells by 1 level without using a
higher-level slot. |
|
9 |
140 |
433 21- --- |
Level
9: You may substitute any spell component (material,
verbal, or somatic) with another of your choice. |
|
10 |
200 |
443 22- --- |
Level
10: Once per day, cast a spell without expending a spell slot or requiring
components. |
|
11 |
260 |
444 33- --- |
Level
11: You may learn any spell from any class list. |
|
12 |
320 |
444 441 --- |
Level
12: You gain resistance to damage from spells and magical effects. |
|
13 |
380 |
555 442 --- |
Level
13: All your spells automatically succeed on concentration checks. |
|
14 |
440 |
555 442 1-- |
Level
14: Gain one additional reaction each round, but it can only be used to cast
spells. |
|
15 |
500 |
555 552 1-- |
Level
15: Once per reset, gain an "Arcane Rewrite," allowing you to undo
one round of combat. |
|
16 |
600 |
555 553 21- |
Level
16: 1Z, 1/segment: Steal one spell being cast and immediately cast it
yourself. |
|
17 |
700 |
555 553 32- |
Level
17: Spells now affect incorporeal and planar creatures without penalty. |
|
18 |
800 |
555 553 321 |
Level
18: You gain the ability to negate magic items' effects within 30 ft for 1
round (1A). |
|
19 |
900 |
555 553 432 |
Level
19: All spells are treated as one level higher when determining effects. |
|
20 |
1000 |
555 553 433 1-- |
Level
20: You may permanently bind one spell to yourself, allowing you to cast it
as a cantrip. |
|
21 |
1200 |
555 553 433 21-- |
Level
21: Gain immunity to counterspells and dispel magic. |
|
22 |
1400 |
555 553 433 32-- |
Level
22: Spells you cast cannot be reacted to unless the reaction involves magic. |
|
23 |
1600 |
555 553 433 321 |
Level
23: You gain the ability to alter a spell’s damage type when cast. |
|
24 |
1800 |
555 553 433 432 |
Level
24: You may grant a spell’s effects to one ally instead of yourself. |
|
25 |
2000 |
555 553 433 433 |
Level
25: You no longer need to prepare spells; you can cast any spell in your
spellbook freely. |
|
26 |
2300 |
555 553 433 433 |
Level
26: You gain one free Wish spell per reset that does not age you or lower
your HP. |
|
27 |
2600 |
555 553 433 433 |
Level
27: Spells can target creatures immune to spells without resistance or saves. |
|
28 |
2900 |
555 553 433 433 |
Level
28: Once per day, negate all magical effects in a 100-ft radius for 1 minute. |
|
29 |
3200 |
555 553 433 433 |
Level
29: Gain the ability to cast two spells simultaneously (must be 3rd level or
lower). |
|
30 |
3500 |
555 553 433 433 |
Level
30: 1S, 1/day: Rewrite reality for one round to your specifications (DM
adjudication required). |
|
31 |
3800 |
555 553 433 433 |
Level
31: Once per day, cast a 3rd-level or lower spell that triggers another
random spell from your spellbook. |
|
32 |
4100 |
555 553 433 433 |
Level
32: When casting a spell that targets multiple creatures, you can focus it on
one, increasing its power. |
|
33 |
4400 |
555 553 433 433 |
Level
33: Spells now affect creatures from other planes as if they were from the
Material Plane, bypassing resistances. |
|
34 |
4700 |
555 553 433 433 |
Level
34: Combine three spells of the same level into one, casting all their
effects at once with a single slot. |
|
35 |
5000 |
555 553 433 433 |
Level
35: Cast a spell that affects one plane and then transport its effect to
another plane for 1 minute. |
|
36 |
5300 |
555 553 433 433 |
Level
36: Once per reset, cast any spell from your spellbook without restrictions,
even if normally inaccessible. |
The Brain Melter
Requisites: Int 18,
Wis 16
Alignment: Any
HD/Level: 1d4
Weapon Prof.: 0
To Hit Table: Wiz
Save Table: Wiz
Reference: ChatGPT
Groups: Wizard
Complexity: CF=5
|
Level |
KXP |
123 456 789 ABC |
|
|
1 |
0 |
1-- --- --- |
Level
1: 1Z, 1/d: Cast a spell you know at double range or area, but it
automatically affects you as well. |
|
2 |
9 |
2-- --- --- |
Level
2: Static: You learn one spell from a higher-tier CF class. You can cast it
once per half-reset. |
|
3 |
18 |
21- --- --- |
Level
3: 1P, 1/rd: Deal your LVLx5 psychic dmg to all
enemies in a group. |
|
4 |
36 |
32- --- --- |
Level
4: Static: Your spells bypass resistance to magical dmg; immune enemies take
half dmg instead. |
|
5 |
72 |
421 --- --- |
Level
5: 1S, 1/rd: Cast two spells simultaneously (same
action); one must be 3rd level or lower. |
|
6 |
144 |
422 --- --- |
Level
6: Static: Whenever you cast a spell, you gain a magic shield equal to LVLx10
temp hp until the start of your next turn. |
|
7 |
288 |
432 1-- --- |
Level
7: 1P, 1/rd: Steal concentration from an enemy
spellcaster, gaining control of their spell for 1 round. |
|
8 |
576 |
433 2-- --- |
Level
8: 1F, 1/d: Reverse time for LVL rounds, undoing dmg, actions, and conditions
for everyone in the affected group. |
|
9 |
1152 |
433 21- --- |
Level
9: Static: Enemies in a group have disadvantage on
saves against your spells; you can ignore one save result per encounter. |
|
10 |
2300 |
443 22- --- |
Level
10: 1S, 1/rd: Force an enemy in a group to cast a
spell they know, targeting themselves. |
|
11 |
2,550 |
444 33- --- |
Level
11: Static: Gain immunity to divination magic; creatures trying to detect you
suffer psychic dmg equal to LVLx10. |
|
12 |
2,650 |
444 441 --- |
Level
12: 1Z, 1/reset: Exchange your spell slots for an
ally’s action points (AP = LVL) for the day. |
|
13 |
2,750 |
555 442 --- |
Level
13: Static: Your spells cannot be counterspelled;
you automatically detect counterspell attempts. |
|
14 |
2,850 |
555 442 1-- |
Level
14: 1bP, 1/d: Create a decoy that takes dmg and casts spells as if it were
you (lasts 1 hour or until destroyed). |
|
15 |
2,950 |
555 552 1-- |
Level
15: 1S, 1/rd: Cast any spell you’ve seen in the
last 24 hours, even if you don’t know it (counts as a spell slot). |
|
16 |
3,050 |
555 553 21- |
Level
16: 1F, 1/d: Create a planar ripple that prevents spellcasting in a group for
LVL rounds (you are unaffected). |
|
17 |
3,150 |
555 553 32- |
Level
17: Static: Your spells cannot be reflected; attempts to reflect them deal
LVL psychic dmg to the source instead. |
|
18 |
3,250 |
555 553 321 |
Level
18: 1P, 1/rd: Absorb a spell cast at you, storing
it for future use (you can store LVL/2 spells at a time). |
|
19 |
3,350 |
555 553 432 |
Level
19: Static: Enemies with lower Int than you take LVLx5 psychic dmg each round
they are in your line of sight. |
|
20 |
3,450 |
555 553 433 1-- |
Level
20: 1F, 1/reset: Unleash a spell at maximum potency, ignoring range,
duration, and material requirements. |
|
21 |
3,550 |
555 553 433 21-- |
Level
21: Static: You gain resistance to all spell dmg types and immunity to wild
magic effects. |
|
22 |
3,650 |
555 553 433 32-- |
Level
22: 1S, 1/m: Force an enemy to unlearn one spell for the rest of the
encounter (or until reset). |
|
23 |
3,750 |
555 553 433 321 |
Level
23: Static: Your spells can now deal dmg to creatures immune to magic,
reducing their immunity by 1 tier per cast. |
|
24 |
3,850 |
555 553 433 432 |
Level
24: 1F, 1/w: Pull all enemies in a legion into a pocket dimension, trapping
them for LVL rounds. |
|
25 |
3,950 |
555 553 433 433 |
Level
25: Static: Spells with an area of effect now target legions instead of
groups (range doubled). |
|
26 |
4,050 |
555 553 433 433 |
Level
26: 1A, 1/w: Cast every spell you know at once (random targets, group size
varies by spell). |
|
27 |
4,150 |
555 553 433 433 |
Level
27: Static: You can no longer roll lower than a 10 on spellcasting attack
rolls or saving throws. |
|
28 |
4,250 |
555 553 433 433 |
Level
28: 1Z, 1/m: Collapse reality in a group, destroying all magic and reducing
creatures to half hp (no save). |
|
29 |
4,350 |
555 553 433 433 |
Level
29: Static: Gain the ability to rewrite spell scrolls, permanently upgrading
them to higher-level versions. |
|
30 |
4,450 |
555 553 433 433 |
Level
30: 1F, 1/d: Rip an enemy’s soul from their body, storing it in an object
until you release it. |
|
31 |
4,550 |
555 553 433 433 |
Level
31: Static: You now know every spell in existence; you must roll randomly
when selecting a spell to cast. |
|
32 |
4,650 |
555 553 433 433 |
Level
32: 1A, 1/d: Rewrite one rule of reality (DM adjudication required; effect
lasts 1 minute). |
|
33 |
4,750 |
555 553 433 433 |
Level
33: Static: You are immune to antimagic fields and
dispel magic. |
|
34 |
4,850 |
555 553 433 433 |
Level
34: 1F, 1/w: Instantly ascend to lichdom or another
form of immortality for LVL rounds (cannot die or age). |
|
35 |
4,950 |
555 553 433 433 |
Level
35: Static: Spells you cast at LVL rounds increase their effects tenfold
(dmg, duration, range, etc.). |
|
36 |
5,050 |
555 553 433 433 |
Level
36: 1Z, 1/reset: Collapse a plane of existence into pure magic energy,
dealing infinite dmg to all enemies within it. |
Arcane Infinitist
"Warning:
Arcane Infinitist at work. May cause spontaneous
reality distortions, existential dread, and an uncontrollable urge to rewrite
the fundamental laws of physics... again."
Requisites: Int 18,
Wis 16
Alignment: Any
HD/level: 1d4
Weapon Prof.: 3+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: ChatGPT
Groups: Wizard, Custom
Complexity: CF=5
|
Level |
kxp |
123 456 789 ABC
DEF GHI JKL MNO PQR STU VWX |
|
|
|
|
1 |
0 |
1 |
|
||
|
2 |
5 |
21 |
|
||
|
3 |
10 |
321 |
|
||
|
4 |
20 |
432 1 |
|
||
|
5 |
40 |
543 21 |
|
||
|
6 |
80 |
654 321 |
|
||
|
7 |
160 |
765 432 1 |
|
||
|
8 |
320 |
876 543 21 |
|
||
|
9 |
640 |
987 654 321 |
|
||
|
10 |
1300 |
998 765 432
1 |
|
||
|
11 |
1500 |
999 876 543
21 |
|
||
|
12 |
1800 |
999 987 654
321 |
|
||
|
13 |
2100 |
999 998 765 432
1 |
|
||
|
14 |
2400 |
999 999 876 543
21 |
Spells you cast
of any SL are resisted with MR and cost 1M action unless otherwise noted. |
||
|
15 |
2700 |
999 999 987 654
321 |
You gain bonus
spells based on your Intelligence modifier. As an Arcane Infinitist,
you have access to all known spell schools,
including but not limited to: |
||
|
16 |
3000 |
999 999 998 765
432 1 |
Abjuration,
Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy,
Transmutation, Chronomancy, Dimensionalism,
Conceptualism, and Reality Manipulation. |
||
|
17 |
3300 |
999 999 999 876
543 21 |
Casting a spell
above your current level induces a twilight state. The duration of twilight
depends on the difference between your level and the spell
level. |
||
|
18 |
3600 |
999 999 999 987
654 321 |
Twilighting occurs when a
spell caster attempts to cast a spell which is greater in SL than their CL,
or when casting a 10+ level spell. |
||
|
19 |
3900 |
999 999 999 998
765 432 1 |
Percentage chance to
twilight is (SL-CL)*10%, where SL is the spell level
and CL is the caster's level. If the SL is 9+, halve the CL. |
||
|
20 |
4200 |
999 999 999 999
876 543 21 |
If Twilighting occurs, the caster enters a state where they
are Dazed, Confused, Exhausted, and Unaware for a duration of SL-CL (half if
SL 9+), as well as the tier of duration triggered. |
||
|
21 |
4500 |
999 999 999 999
987 654 321 |
Twilighting (SL 1-9) is rounds. Concordant Twilighting
(SL 10-18): is hours. Demigod Twilighting
(SL 19-27) is days. Lesser God Twilighting (SL
28-36) is weeks, and so on. |
||
|
22 |
4800 |
999 999 999 999 998
765 432 1 |
After emerging
from the Twilight state, the caster may gain a minor benefit at the DM's
discretion, such as a new proficiency, a small rating increase in a skill, or
even an ability score point. |
||
|
23 |
5100 |
999 999 999 999 999
876 543 21 |
It's important to
note that reading a scroll of a spell level too high for the caster is a
different effect, covered under the "Head Blown Off" status. |
||
|
24 |
5400 |
999 999 999 999
999 987 654 321 |
Arcane Infinitist Spells: |
||
|
25 |
5700 |
999 999 999 999
999 998 765 432 1 |
Quantum
Entanglement (SL=3): Link two targets within 60 feet, causing them to share
damage and healing for 1 minute. Any effect applied to one target also
affects the other. |
||
|
26 |
6000 |
999 999 999 999
999 999 876 543 21 |
Temporal
Displacement (SL=6): Remove a target from the timestream. The target vanishes
for 1d4 rounds, unaware of the passage of time. This spell has a range of 100
feet. |
||
|
27 |
6300 |
999 999 999 999
999 999 987 654 321 |
Reality Anchor
(SL=9): Create a 50-foot radius sphere where magic and physics remain
constant, immune to external reality-altering effects for 24 hours. The spell
has a range of 150 feet. |
||
|
28 |
6600 |
999 999 999 999
999 999 998 765 432 1 |
Conceptual Theft
(SL=12): Steal an abstract concept (e.g., "flight,"
"magic") from a 1-mile radius. Affected creatures and objects lose
associated abilities. The spell lasts for 1 hour. |
||
|
29 |
6900 |
999 999 999 999
999 999 999 876 543 21 |
Multiversal Shift
(SL=15): Transport yourself and up to 10 willing creatures to an alternate
version of the current reality. |
||
|
30 |
7200 |
999 999 999 999
999 999 999 987 654 321 |
Cosmic Rewrite
(SL=18): Alter a fundamental law of the universe (e.g., gravity, time flow)
within a 10-mile radius for 24 hours. The spell has a range of 10 miles and
lasts for 24 hours. |
||
|
31 |
7500 |
999 999 999 999
999 999 999 998 765 432 1 |
Ontological
Recursion (SL=21): Create a pocket dimension that loops infinitely, trapping
targets in an endless cycle of their own actions. The spell
affects an area up to 1 mile in radius. |
||
|
32 |
7800 |
999 999 999 999
999 999 999 999 876 543 21 |
Quantum
Superposition (SL=24): Exist in all possible states simultaneously for 1
hour, gaining the benefits of any action you could have taken. |
||
|
33 |
8100 |
999 999 999 999
999 999 999 999 987 654 321 |
Cosmic
Consciousness (SL=27): Temporarily ascend to a higher plane of existence,
gaining omniscience and the ability to affect any point in the universe for
10 minutes. |
||
|
34 |
8400 |
999 999 999 999
999 999 999 999 998 765 432 1 |
Multiversal
Convergence (SL=30): Merge multiple parallel universes for 1 minute, allowing
interaction between different versions of reality. |
||
|
35 |
8700 |
999 999 999 999
999 999 999 999 999 876 543 21 |
Primordial
Resynthesis (SL=33): Rewrite the fundamental building blocks of reality in a
100-mile radius, altering matter, energy, and the laws of physics to your
design. |
||
|
36 |
9000 |
999 999 999 999
999 999 999 999 999 987 654 321 |
Existence
Recursion (SL=36): Rewrite the code of existence. Reality restarts with you
as its supreme being, defining basic laws of physics, magic, life, and
thought. |
||
The Pragmatic
Chaplain
Requisites: Wis 15
Alignment: Any
HD/Level: 1d6
Weapon Prof.: 2+lvl/8
To Hit Table: Cleric
Save Table: Cleric
Reference: ChatGPT
Groups: Priest, Concordant
Complexity: CF=5
|
Level |
KXP |
123 456 789 ABC |
|
|
|
1 |
0 |
1-- --- --- |
|
Level
1: You can use a holy symbol to cast a spell without material components once
per long rest. |
|
2 |
1.5 |
2-- --- --- |
|
Level
2: You gain a bonus 1st-level spell slot and can use healing spells on
constructs and undead. |
|
3 |
3 |
21- --- --- |
|
Level
3: Divine Grit: Once per long rest, heal a creature to full HP with an
action. |
|
4 |
6 |
32- --- --- |
|
Level
4: Channel Divinity can be used to temporarily grant allies resistance to one
damage type for 1 minute. |
|
5 |
13 |
421 --- --- |
|
Level
5: You can cast any spell prepared by another Priest within 30 ft, provided
you expend the same slot. |
|
6 |
27 |
422 --- --- |
|
Level
6: Healing spells restore an additional 2 HP per spell level. |
|
7 |
50 |
432 1-- --- |
|
Level
7: Once per rest, summon a spectral ally for 1 minute that uses your To Hit and deals radiant damage. |
|
8 |
90 |
433 2-- --- |
|
Level
8: Spells you cast that require a saving throw impose disadvantage on enemies
of your faith. |
|
9 |
160 |
433 21- --- |
|
Level
9: When you heal a creature, you may transfer any condition they are
suffering to yourself. |
|
10 |
240 |
443 22- --- |
|
Level
10: Once per long rest, invoke divine protection to make your party immune to
death for 1 minute. |
|
11 |
350 |
444 33- --- |
|
Level
11: You gain the ability to cast a divine spell from any class list once per
rest. |
|
12 |
500 |
444 441 --- |
|
Level
12: When casting healing spells, you may apply them to all allies within 30
ft without splitting the effect. |
|
13 |
650 |
555 442 --- |
|
Level
13: Divine spells can now bypass spell resistance
and immunity. |
|
14 |
800 |
555 442 1-- |
|
Level
14: You may use your Channel Divinity an additional time per rest. |
|
15 |
1000 |
555 552 1-- |
|
Level
15: Once per day, request a minor divine intervention without requiring a
roll. |
|
16 |
1200 |
555 553 21- |
|
Level
16: 1/segment, cast a healing spell on yourself as a reaction to taking
damage. |
|
17 |
1400 |
555 553 32- |
|
Level
17: Enemies of your faith within 60 ft cannot regain hit points. |
|
18 |
1600 |
555 553 321 |
|
Level
18: Divine spells now last twice as long unless concentration is required. |
|
19 |
1800 |
555 553 432 |
|
Level
19: You may designate a holy relic that acts as a spell focus and grants +2
to your spell save DC. |
|
20 |
2000 |
555 553 433 1-- |
|
Level
20: You gain the ability to perform a mass resurrection once per long rest
(revives all allies who died within 24 hours). |
|
21 |
2300 |
555 553 433 21-- |
|
Level
21: Once per day, cast a 9th-level divine spell without using a slot or
requiring components. |
|
22 |
2600 |
555 553 433 32-- |
|
Level
22: You and all allies within 30 ft gain immunity to fear and charm effects. |
|
23 |
2900 |
555 553 433 321 |
|
Level
23: Any spell with a range of touch can now be cast at a range of 30 ft. |
|
24 |
3200 |
555 553 433 432 |
|
Level
24: Once per rest, negate the effects of a death spell or instant death
effect for all allies. |
|
25 |
3500 |
555 553 433 433 |
|
Level
25: You may grant one ally temporary divine favor, allowing them to cast your
spells for 1 minute. |
|
26 |
3900 |
555 553 433 433 |
|
Level
26: Healing spells can restore severed limbs, cure diseases, and end curses
without needing higher-level slots. |
|
27 |
4300 |
555 553 433 433 |
|
Level
27: All divine spells you cast affect allies within 10 ft as if they were
targeted by the spell. |
|
28 |
4700 |
555 553 433 433 |
|
Level
28: 1/day: Create a holy sanctuary that lasts for 1 hour, granting immunity
to all damage within a 30-ft radius. |
|
29 |
5100 |
555 553 433 433 |
|
Level
29: When you heal, excess healing is converted into temporary hit points. |
|
30 |
5500 |
555 553 433 433 |
|
Level
30: Once per long rest, call upon your deity to perform a miracle, rewriting
reality as per the DM's discretion. |
|
31 |
6000 |
555 553 433 433 |
|
Level
31: Gain an additional use of Divine Grit per long
rest, allowing more tactical flexibility. |
|
32 |
6500 |
555 553 433 433 |
|
Level
32: Allies within 30 ft gain temporary HP equal to your Wisdom modifier +
proficiency bonus at the start of combat. |
|
33 |
7000 |
555 553 433 433 |
|
Level
33: Once per long rest, cast Mass Heal as a bonus action without using a
spell slot. |
|
34 |
7500 |
555 553 433 433 |
|
Level
34: Allies within 10 ft of you gain a +1 bonus to AC and saving throws while
you are conscious. |
|
35 |
8000 |
555 553 433 433 |
|
Level
35: Divine Grit uses increase by 1, further empowering your adaptive
problem-solving. |
|
36 |
8500 |
555 553 433 433 |
|
Level
36: 1/ reset, you can inspire allies. For 1 minute, they gain advantage on all attack rolls, ability checks, and saving
throws. |
The Chaos Cleric
Requisites: Wis 16,
Cha 14
Alignment: Any (preferably Chaotic)
HD/Level: 1d8
Weapon Prof.: 1+lvl/4
To Hit Table: Cleric
Save Table: Cleric
Reference: ChatGPT
Groups: Priest
Complexity: CF=5
|
Level |
KXP |
123 456 789 ABC |
|
|
1 |
0 |
1-- --- --- |
Level
1: 1Z, 1/d: Roll a random divine effect table (DM creates); it can bless or
curse all creatures within 30 feet, including yourself. |
|
2 |
18 |
2-- --- --- |
Level
2: Static: Channel Divinity gains an additional effect: Cause a creature to
succeed or fail its next saving throw. |
|
3 |
36 |
21- --- --- |
Level
3: 1P, 1/rd: Imbue a spell with chaos; its damage
type and effect become random, but its potency increases by LVLx2. |
|
4 |
72 |
32- --- --- |
Level
4: You can speak directly to your deity once per day, asking a single
question. The answer may be cryptic or in the form of an omen. |
|
5 |
144 |
421 --- --- |
Level
5: 1S, 1/rd: Summon a random celestial or fiendish
creature to assist you for LVL rounds. Its actions are unpredictable. |
|
6 |
288 |
422 --- --- |
Level
6: Static: All your healing spells automatically stabilize creatures, even if
they would otherwise die outright. |
|
7 |
576 |
432 1-- --- |
Level
7: 1P, 1/rd: Swap the hp of any two creatures
within 30 feet. |
|
8 |
1152 |
433 2-- --- |
Level
8: 1F, 1/d: Create a random zone of divine chaos (radius: 30 feet) where
spells cast have completely unintended effects for LVL rounds. |
|
9 |
2304 |
433 21- --- |
Level
9: Resist radiant and necrotic dmg; when you heal a target, you can choose to
deal the same amount as radiant or necrotic dmg to another. |
|
10 |
4600 |
443 22- --- |
Level
10: 1S, 1/rd: Force a creature to reroll their last
action and take the worse result. |
|
11 |
4,850 |
444 33- --- |
Level
11: Static: You can cast divine spells as bonus actions, but doing so applies
a random disadvantage to you (e.g., losing hp, exhaustion, etc.). |
|
12 |
4,950 |
444 441 --- |
Level
12: 1Z, 1/reset: Implode or explode a zone within 60 feet (10 ft radius),
healing or damaging all creatures for LVLx10. |
|
13 |
5,050 |
555 442 --- |
Level
13: Gain advantage on all concentration checks; you can maintain two
concentration spells simultaneously, but it doubles the risk of failure. |
|
14 |
5,150 |
555 442 1-- |
Level
14: 1bP, 1/d: Turn an enemy into a random creature of CR = LVL/2 for 1 minute
(e.g., a sheep, ooze, celestial, etc.). |
|
15 |
5,250 |
555 552 1-- |
Level
15: 1S, 1/rd: Steal divine energy from an enemy
spellcaster, regaining one spell slot equal to the level of the spell they
cast. |
|
16 |
5,350 |
555 553 21- |
Level
16: 1F, 1/d: Resurrect all creatures in a 30 ft radius that have died within
the last minute; they return in an unstable form for LVL rounds. |
|
17 |
5,450 |
555 553 32- |
Level
17: Your divine spells gain a 10% chance to trigger wild magic effects as
determined by the DM. |
|
18 |
5,550 |
555 553 321 |
Level
18: 1P, 1/rd: Force a creature to kneel before your
deity, incapacitating them for LVL rds or Wis save
(DC = 8 + Prof + Wis). |
|
19 |
5,650 |
555 553 432 |
Level
19: Static: You no longer need components to cast divine spells; your holy
symbol alone is enough. |
|
20 |
5,750 |
555 553 433 1-- |
Level
20: 1F, 1/reset: Channel your deity’s essence, summoning a massive divine
avatar that fights alongside you for 1 minute. |
|
21 |
5,850 |
555 553 433 21-- |
Level
21: Static: When casting a spell, you can choose to roll a d100 to enhance
its effects by 50% or lose it entirely (DM discretion). |
|
22 |
5,950 |
555 553 433 32-- |
Level
22: 1S, 1/m: Call down a divine strike, targeting one enemy or group. Deals
radiant or necrotic dmg equal to LVLx10, ignoring resistances. |
|
23 |
6,050 |
555 553 433 321 |
Level
23: Static: Your deity permanently marks you, granting resistance to all dmg
for 1 round every time you are reduced below half hp. |
|
24 |
6,150 |
555 553 433 432 |
Level
24: 1F, 1/w: Rewrite a creature’s connection to the divine (permanent
alignment change, removal of powers, etc.). |
|
25 |
6,250 |
555 553 433 433 |
Level
25: Static: Heal spells now target groups rather than individuals. |
|
26 |
6,350 |
555 553 433 433 |
Level
26: 1A, 1/d: Bless or curse an entire legion for LVL minutes. Effects vary
(DM decides). |
|
27 |
6,450 |
555 553 433 433 |
Level
27: Static: Whenever you succeed on a saving throw, your deity punishes the
one responsible, dealing LVLx5 radiant or necrotic dmg. |
|
28 |
6,550 |
555 553 433 433 |
Level
28: 1Z, 1/m: Cast Divine Intervention without fail, but it causes an
unpredictable change to the world or plane (DM decides). |
|
29 |
6,650 |
555 553 433 433 |
Level
29: Static: Your divine power prevents you from aging, and you can no longer
be petrified or paralyzed. |
|
30 |
6,750 |
555 553 433 433 |
Level
30: 1F, 1/d: Erase a creature from existence, body and soul, at the cost of
permanently reducing your hp by LVLx5. |
|
31 |
6,850 |
555 553 433 433 |
Level
31: You become a beacon of divinity, granting allies in your group advantage
on all saving throws and dmg rolls. |
|
32 |
6,950 |
555 553 433 433 |
Level
32: 1A, 1/d: Directly rewrite one aspect of a creature’s existence (e.g.,
remove their immortality, change their form entirely, etc.). |
|
33 |
7,050 |
555 553 433 433 |
Level
33: Static: Any divine energy that affects you (healing, dmg, etc.) is reflected back at double its potency. |
|
34 |
7,150 |
555 553 433 433 |
Level
34: 1F, 1/w: Summon an army of celestial or fiendish creatures (DM decides)
for LVL rounds, fighting on your behalf. |
|
35 |
7,250 |
555 553 433 433 |
Level
35: Static: Your presence shifts reality; any opposing you must succeed on a
Wis save each round or suffer the Frightened condition. |
|
36 |
7,350 |
555 553 433 433 |
Level
36: 1Z, 1/reset: Call forth your deity to intervene in the battle or
situation, completely rewriting the encounter (DM decides results). |
The Cutpurse
Extraordinaire
Requisites: Dex 15,
Chr 13
Alignment: Any non-lawful
HD/Level: 2d6
Weapon Prof.: 1+Level
To Hit Table: Rog
Save Table: Rog
Reference: ChatGPT
Groups: Rogue, Concordant
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: You gain +Dex mod to AC. You may use any one Rogue skill (e.g.,
lockpicking, stealth) infinitely per reset. |
|
2 |
1.5 |
Level
2: Add Dex x 2 to dmg on sneak attacks. |
|
3 |
3 |
Level
3: Whenever you are not being observed, your next attack roll is
automatically a natural 20. |
|
4 |
6 |
Level
4: 1Z: Teleport up to 30 ft to any shadowed area. |
|
5 |
13 |
Level
5: Every successful hit adds a stacking +Dex dmg until end of rd. |
|
6 |
27 |
Level
6: You may infinitely retry saving throws against any non-instantaneous
magical effects. |
|
7 |
50 |
Level
7: You gain the ability to phase through walls, taking Dex mod dmg for each
10 ft traversed. |
|
8 |
90 |
Level
8: Whenever you reduce an enemy to 0 hp, regain Dex mod + LVL hp. |
|
9 |
160 |
Level
9: You gain 1idmg on sneak attacks and critical hits. |
|
10 |
240 |
Level
10: 1S, 1/d: Choose one target. They are affected by a "fatal
weakness" (no Save); their next Save fails. |
|
11 |
350 |
Level
11: You can now make attacks across any planar boundary once per rd, targeting anything you can name. |
|
12 |
500 |
Level
12: Add 1iloot to your haul for every dungeon cleared (DM adjudication). |
|
13 |
650 |
Level
13: You are immune to all critical hits and sneak attacks. |
|
14 |
800 |
Level
14: 1Z: Create a non-magical perfect replica of any single item within 1 min
of examining it. |
|
15 |
1000 |
Level
15: Your maximum movement is multiplied by x3 whenever
escaping danger. |
|
16 |
1200 |
Level
16: 1bP, 1/rd: Redirect any attack or effect
targeting you to another creature within 30 ft. |
|
17 |
1400 |
Level
17: Your touch can now disarm or nullify one magical trap per segment. |
|
18 |
1600 |
Level
18: Your presence is forgotten by anyone who fails a Wis Save (DC = 15 + Dex
mod). |
|
19 |
1800 |
Level
19: Whenever you steal or acquire treasure, you can convert it into gold
equal to x2 its value. |
|
20 |
2000 |
Level
20: 1A, 1/w: You and your party escape from a fatal encounter without any
consequences. |
|
21 |
2300 |
Level
21: You deal infinite dmg to objects or constructs during heists. |
|
22 |
2600 |
Level
22: Your actions are impossible to detect via magic or divination of any
kind. |
|
23 |
2900 |
Level
23: 1S: Pickpocket every creature within a group for one non-magical item
each. |
|
24 |
3200 |
Level
24: Whenever you gain XP, you may redistribute it among party members as you
see fit. |
|
25 |
3500 |
Level
25: Any creature that witnesses you performing a rogue skill must succeed on
a Save or be awed (paralyzed). |
|
26 |
3900 |
Level
26: Your rogue abilities can now apply across legions
instead of groups. |
|
27 |
4300 |
Level
27: Add +Dex mod to any rolls of party members in the
same group once per rd. |
|
28 |
4700 |
Level
28: You may transfer your infinity-based abilities to any party member
temporarily (1 reset). |
|
29 |
5100 |
Level
29: Your name, image, and legend are erased from all historical and planar
records. |
|
30 |
5500 |
Level
30: 1bP, 1/rd: Reverse any one hostile action
targeting your party and make it target its source. |
|
31 |
6000 |
Level
31: You gain infinite movement in shadows. |
|
32 |
6500 |
Level
32: You can choose to vanish from the game world entirely for 1 day, leaving
no trace. |
|
33 |
7000 |
Level
33: Every pickpocket or theft nets x5 value. |
|
34 |
7500 |
Level
34: You may permanently convert up to 1 enemy per reset into your loyal ally
with no Save allowed. |
|
35 |
8000 |
Level
35: Every attack against you automatically misses on a natural roll of less
than 15. |
|
36 |
8500 |
Level
36: 1Z, 1/segment: Instantly escape from any danger, leaving behind a decoy
made of shadows. |
The Unseen
Opportunist
Requisites: Dex 15
Alignment: Any non-Lawful
HD/Level: 1d8
Weapon Prof.: 3+lvl//5
To Hit Table: Thief
Save Table: Thief
Reference: ChatGPT
Groups: Rogue
Complexity: CF=5
|
Level |
KXP |
Powers |
|
|
1 |
0 |
Sneak Attack (1d6) |
Level
1: Advantage on attack rolls against creatures that haven’t taken their turn
yet. |
|
2 |
1.5 |
Cunning Action |
Level
2: Use your bonus action to Dash, Disengage, or Hide. |
|
3 |
3 |
Expertise |
Level
3: Choose 2 skills or tools to double your proficiency bonus. |
|
4 |
6 |
Evasion |
Level
4: When making a Dex save, take no damage on success and half on failure. |
|
5 |
13 |
Sneak Attack (2d6) |
Level
5: Once per short rest, apply Sneak Attack damage twice in a single turn. |
|
6 |
27 |
Unseen Strike |
Level
6: Gain +5 to attack rolls while hidden. |
|
7 |
50 |
Elusive Movement |
Level
7: Ignore difficult terrain when moving through nonmagical hazards. |
|
8 |
90 |
Shadow Step |
Level
8: Once per short rest, teleport to any unoccupied space within 30 ft that is
in dim light or darkness. |
|
9 |
160 |
Sneak Attack (3d6) |
Level
9: When critically hitting with Sneak Attack, double the Sneak Attack dice. |
|
10 |
240 |
Perceptive Dodge |
Level
10: Add 1/2 your proficiency bonus to your AC when targeted with an
opportunity attack. |
|
11 |
350 |
Trap Expert |
Level
11: Automatically detect and disarm nonmagical traps within 5 ft. |
|
12 |
500 |
Opportunist’s
Gambit |
Level
12: You can ready your Sneak Attack against an enemy
when they miss an attack. |
|
13 |
650 |
Sneak Attack (4d6) |
Level
13: Sneak Attack now applies on opportunity attacks. |
|
14 |
800 |
Master of Shadows |
Level
14: Cast Invisibility (self only) once per short rest without using a spell
slot. |
|
15 |
1000 |
Ghostly Reflexes |
Level
15: React to an attack that would hit you, teleporting 10 ft to avoid damage
(once per rest). |
|
16 |
1200 |
Sneak Attack (5d6) |
Level
16: Choose a second damage type for Sneak Attack, bypassing resistance to
nonmagical attacks. |
|
17 |
1400 |
Eye for Weakness |
Level
17: 1A: Identify a creature’s vulnerabilities, applying +2d6 Sneak Attack
damage for 1 minute. |
|
18 |
1600 |
Reflexive Escape |
Level
18: Gain advantage on all Dexterity saving throws. |
|
19 |
1800 |
Sneak Attack (6d6) |
Level
19: Sneak Attack no longer requires advantage if no other creatures are
within 10 ft of your target. |
|
20 |
2000 |
Deadly Ambush |
Level
20: Double Sneak Attack damage on the first attack made in combat. |
|
21 |
2300 |
Silent Predator |
Level
21: Move through magical silence or antimagic
fields without being detected by sound. |
|
22 |
2600 |
Perfect Strike |
Level
22: When rolling a Sneak Attack, treat 1s and 2s as 3s. |
|
23 |
2900 |
Sneak Attack (7d6) |
Level
23: Gain the ability to Sneak Attack twice per turn if both attacks hit. |
|
24 |
3200 |
Shadow Veil |
Level
24: Once per day, become immune to nonmagical damage for 1 minute in dim
light or darkness. |
|
25 |
3500 |
Unseen Manipulator |
Level
25: Gain proficiency in Deception and Persuasion. If proficient, double your
proficiency bonus. |
|
26 |
3900 |
Sneak Attack (8d6) |
Level
26: Choose one Sneak Attack die each turn to automatically roll its maximum
value. |
|
27 |
4300 |
Phantom Strike |
Level
27: Sneak Attack now applies on a miss, dealing half
damage. |
|
28 |
4700 |
Ethereal Escape |
Level
28: Once per long rest, step into the Ethereal Plane for up to 1 minute. |
|
29 |
5100 |
Sneak Attack (9d6) |
Level
29: Sneak Attack deals force damage instead of piercing if you choose. |
|
30 |
5500 |
Master Opportunist |
Level
30: Your Sneak Attack damage dice triple on a critical hit. |
|
31 |
6000 |
Sneak Attack
(10d6) |
Level
31: Sneak Attack dice can now deal a third damage type of your choice. |
|
32 |
6500 |
Veil of Shadows |
Level
32: Once per day, become invisible for 10 minutes,
even when attacking or casting spells. |
|
33 |
7000 |
Sneak Attack
(11d6) |
Level
33: Gain advantage on attack rolls made in dim light or darkness. |
|
34 |
7500 |
Death’s Grasp |
Level
34: When reducing a creature to 0 HP with Sneak Attack, frighten creatures
within 10 ft for 1 round. |
|
35 |
8000 |
Sneak Attack
(12d6) |
Level
35: Once per turn, reroll up to 3 Sneak Attack dice and use the new result. |
|
36 |
8500 |
Umbral Sovereign |
Level
36: Immune to detection by magical means. Once per day, deal maximum Sneak
Attack damage. |
Psyberwarrior
Requisites: Str 12,
Int 14, Wis 16
Alignment: Any
HD/Level: 2d6
Weapon Prof.: 1 + Level
To Hit Table: 2xWar
Save Table: War
Reference: ChatGPT
Groups: Psionicist, Warrior
Complexity: CF=5
|
Level |
KXP |
mMG SU |
|
|
1 |
0 |
3--
-- |
Level
1: +LVL to damage with weapons. Immune to fear. |
|
2 |
1.5 |
4--
-- |
Level
2: Regain 1 HP/segment while concentrating. |
|
3 |
3 |
51-
-- |
Level
3: Can leap LVL × 10 ft as a 1V action. |
|
4 |
6 |
62-
-- |
Level
4: Whenever you kill a creature, regain LVL HP. |
|
5 |
13 |
631
-- |
Level
5: Psionic aura: +CL to AC for your group. |
|
6 |
27 |
752
-- |
Level
6: Gain +1d6 damage for 1/s when focusing on one foe. |
|
7 |
50 |
873
-- |
Level
7: Reduce psi cost of powers by 1 (minimum 1). |
|
8 |
90 |
984
-- |
Level
8: 1Z, 1/rd: Teleport LVL miles. |
|
9 |
160 |
A95
1- |
Level
9: 1M, 1/rd: Stun all creatures in a group for 1d4
segments. |
|
10 |
240 |
A95
1- |
Level
10: 1F: Gain immunity to physical damage for 1 round. |
|
11 |
350 |
A95
1- |
Level
11: +1 to saves per level against psionics. |
|
12 |
500 |
A95
1- |
Level
12: Reflect 1 psi power to the caster 1/d. |
|
13 |
650 |
A95
1- |
Level
13: Add 1CL to psi power effects. |
|
14 |
800 |
A95
1- |
Level
14: +LVL AC against ranged attacks. |
|
15 |
1000 |
A95
1- |
Level
15: 1/s: Gain +1 to rolls when spending a psi point. |
|
16 |
1200 |
A95
1- |
Level
16: Psi powers cost 1 less (minimum 0). |
|
17 |
1400 |
A95
1- |
Level
17: 1M: Create a protective barrier (10 ft, CL rounds). |
|
18 |
1600 |
A95
1- |
Level
18: Group-wide immunity to psychic damage. |
|
19 |
1800 |
A95
1- |
Level
19: Your melee attacks cause targets to save or be paralyzed for 1d6 rounds. |
|
20 |
2000 |
A95
1- |
Level
20: 1A: Recover all psi points after meditating for 1 hour. |
|
21 |
2300 |
A95
1- |
Level
21: Gain immunity to mind control. |
|
22 |
2600 |
A95
1- |
Level
22: Your leaps can now phase through objects (no physical barriers). |
|
23 |
2900 |
A95
1- |
Level
23: 1F: Gain a second action during a single round once per day. |
|
24 |
3200 |
A95
1- |
Level
24: Melee attacks deal 2x psi cost as psychic damage. |
|
25 |
3500 |
A95
1- |
Level
25: Gain +5 psi points to your pool permanently. |
|
26 |
3900 |
A95
1- |
Level
26: Psi powers ignore resistance and immunity. |
|
27 |
4300 |
A95
1- |
Level
27: 1M: Project an astral duplicate of yourself for CL rounds. |
|
28 |
4700 |
A95
1- |
Level
28: 1Z: Reverse time for 1 round (your actions reset). |
|
29 |
5100 |
A95
1- |
Level
29: Psi-powered melee attacks explode, dealing area dmg = to half the initial
strike. |
|
30 |
5500 |
A95
1- |
Level
30: Psi aura extends to all allies within 100 ft. |
|
31 |
6000 |
A95
1- |
Level
31: 1F: Your melee attacks ignore armor and shields for 1 minute. |
|
32 |
6500 |
A95
1- |
Level
32: Immune to aging, poison, disease, and psychic strain. |
|
33 |
7000 |
A95
1- |
Level
33: 1/s: Instantly negate a spell or psi effect targeting you. |
|
34 |
7500 |
A95
1- |
Level
34: Psionic leaps can now cross planar boundaries. |
|
35 |
8000 |
A95
1- |
Level
35: 1M: Gain temporary hit points equal to twice your psi point pool for 1
hour. |
|
36 |
8500 |
A95
1- |
Level
36: 1/day: Become a psionic avatar for 1 min, gaining 1i psi points and X
actions. |
Mindforge Mystic
Requisites: Int 16,
Wis 14, Chr 12
Alignment: Any
HD/level: 1d6
Weapon Prof.: 1 + Level
To Hit Table: Psionic
Save Table: Psionic
Reference: ChatGPT
Groups: Psionicist, Custom
Complexity: CF=5
|
Level |
KXP |
123 456 789 ABC |
|
|
1 |
0 |
1-- |
Level
1: +1 to Int and Wis checks. |
|
2 |
12 |
2-- |
Level
2: +LVL to mental defense (against psionic powers). |
|
3 |
24 |
21- |
Level
3: Establish a silent, one-way link to a creature within 60 ft. |
|
4 |
48 |
32- |
Level
4: Deals 1d8 force damage, knocks target back 10 ft. |
|
5 |
96 |
421 |
Level
5: Target makes a Wis save or takes 2d6 psychic damage and is stunned for 1d4
rounds. |
|
6 |
192 |
422 |
Level
6: +2 to all psi powers, increases power range by
20%. |
|
7 |
384 |
432 1-- |
Level
7: Lift objects weighing up to 500 lbs with mental
force (duration 1 min). |
|
8 |
768 |
433 2-- |
Level
8: Project your mind into the Astral Plane for up to 1 hour. |
|
9 |
1536 |
433 21- |
Level
9: Deals 3d6 damage, pushes all creatures in a 20 ft radius. |
|
10 |
3000 |
443 22- |
Level
10: Absorb up to 20 points of psychic damage per round. |
|
11 |
3,250 |
444 33- |
Level
11: Become incorporeal for 1 minute, immune to physical damage. |
|
12 |
3,350 |
444 441 |
Level
12: Take control of a creature for up to 10 minutes (Wis save negates). |
|
13 |
3,450 |
555 442 |
Level
13: Gain advantage on all psychic-based rolls. |
|
14 |
3,550 |
555 442 1-- |
Level
14: Deals 5d6 damage, knocks back creatures 30 ft. |
|
15 |
3,650 |
555 552 1-- |
Level
15: Deal 4d8 psychic damage, force target to make a Cha save or lose 1 point
of their highest stat. |
|
16 |
3,750 |
555 553 21- |
Level
16: Create a swirling vortex that deals 6d6 damage to all creatures within 30
ft. |
|
17 |
3,850 |
555 553 32- |
Level
17: Unleash a wave of destructive psychic energy dealing 7d8 damage, affects
all within 50 ft. |
|
18 |
3,950 |
555 553 321 |
Level
18: Become a being of pure psychic energy for 1 hour, unaffected by physical
harm. |
|
19 |
4,050 |
555 553 421 |
Level
19: Shatter the fabric of reality in a 100 ft radius, causing chaos and
random effects. |
|
20 |
4,150 |
555 553 431 |
Level
20: Infinite psychic damage, control up to 3 minds simultaneously, and
nullify all enemy psi powers. |
|
21 |
4,250 |
555 553 432 |
Level
21: Gain the ability to create a psionic barrier that absorbs 50 points of
damage. |
|
22 |
4,350 |
555 553 433 |
Level
22: Influence a creature's emotions, causing them to act on your desires (Wis
save negates). |
|
23 |
4,450 |
555 553 444 |
Level
23: Summon a psychic storm that deals 6d8 damage over 1 minute. |
|
24 |
4,550 |
555 553 444 1-- |
Level
24: Alter reality in a 10-ft radius, creating illusions that last for 1 hour. |
|
25 |
4,650 |
555 553 555 1-- |
Level
25: Target an area up to 200 ft in radius, causing psychic damage to all
creatures within, 4d8. |
|
26 |
4,750 |
555 553 555 2-- |
Level
26: Resist the mental control of others. Gain +5 to all saving throws against
psi effects. |
|
27 |
4,850 |
555 553 555 21- |
Level
27: Steal a memory from a creature, gaining insight into their past actions
(Wis save negates). |
|
28 |
4,950 |
555 553 555 22- |
Level
28: Create a temporary body for your astral form, allowing physical
interaction for up to 1 hour. |
|
29 |
5,050 |
555 553 555 33- |
Level
29: Manipulate time within a 30 ft radius for 1 round, causing all actions to
occur at double speed. |
|
30 |
5,150 |
555 553 555 431 |
Level
30: Imbue a weapon with psychic energy, causing it to deal 3d10 additional
psychic damage for 1 hour. |
|
31 |
5,250 |
555 553 555 432 |
Level
31: Channel the power of the stars, dealing 10d6 psychic damage in a 60 ft
radius. |
|
32 |
5,350 |
555 553 555 433 |
Level
32: Enter a trance, allowing you to foresee the actions of others with
perfect accuracy for 10 minutes. |
|
33 |
5,450 |
555 553 555 434 |
Level
33: Psychically link yourself to a creature, exchanging thoughts and emotions
at will for 1 hour. |
|
34 |
5,550 |
555 553 555 444 |
Level
34: Phase shift, becoming intangible for up to 1 minute, immune to all
physical damage. |
|
35 |
5,650 |
555 553 555 445 |
Level
35: Create a massive telekinetic explosion, dealing 12d8 force damage in a 50
ft radius. |
|
36 |
5,750 |
555 553 555 445 |
Level
36: Ascend to a higher state of existence, a being of psychic energy that can
traverse all planes. |
Psionic Infinitist
"WARNING:
PSIONIC INFINITIST AT WORK. May induce neural feedback loops, unauthorized
access to the Akashic Records, and spontaneous telepathic oversharing of your
deepest insecurities. Side effects include existential paradoxes, collapsing
timelines, and a 97% chance of ascension to a higher plane of existence (void where prohibited by local deities). The Psionic Infinitist Collective™ is not liable for lost souls,
fractured realities, or the sudden urge to question the meaning of free will.
Please keep all mortal minds at least 500 feet away during active chronokinesis. Reality anchors sold separately."
— Engraved on the
Chamber Door of the Ninth Dimensional Psionomicon
Requisites: Int 18,
Wis 16
Alignment: Any
HD/level: 1d4
Weapon Prof.: 3+level/3
To Hit Table: Psi
Save Table: Psi
Reference: ChatGPT
Groups: Psionicist, Custom
Complexity: CF=5
|
Level |
kxp |
mMG SUV KNQ TWZ |
|
|
|
|
1 |
0 |
1 |
|
||
|
2 |
5 |
1 |
|
||
|
3 |
10 |
1 |
|
||
|
4 |
20 |
11 |
|
||
|
5 |
40 |
21 |
|
||
|
6 |
80 |
21 |
|
||
|
7 |
160 |
211 |
|
||
|
8 |
320 |
221 |
|
||
|
9 |
640 |
321 |
|
||
|
10 |
1300 |
321 1 |
|
||
|
11 |
1500 |
322 1 |
|
||
|
12 |
1800 |
332 1 |
|
||
|
13 |
2100 |
432 11 |
|
||
|
14 |
2400 |
432 21 |
Psi powers you
use of any SL are resisted with PR and cost 1M action unless otherwise noted.
|
||
|
15 |
2700 |
433 21 |
You gain bonus
spells based on your Intelligence modifier. As an
Psionic Infinitist, you have access to all known
psionic disciplines, including but not limited to: |
||
|
16 |
3000 |
443 211 |
Clairvoyance,
Psychokinesis, Psychometabolism, Psychoportation, Telepathy, Metapsionics,
Pyrokinesis, Cryokinesis, Geokinesis,
Chronokinesis, and Reality Manipulation. |
||
|
17 |
3300 |
543 221 |
Using a power
above your current level induces a twilight state. The duration of which
depends on the difference between your level and the spell level. |
||
|
18 |
3600 |
543 321 |
Twilighting occurs when a
psi power user attempts to use a power which is greater in SL than their CL,
or when using a 10+ level power. |
||
|
19 |
3900 |
544 321 1 |
Percentage chance to
twilight is (SL-CL)*10%, where SL is the spell level
and CL is the caster's level. If the SL is 9+, halve the CL. |
||
|
20 |
4200 |
554 322 1 |
If Twilighting occurs, the user enters a state where they
are Dazed, Confused, Exhausted, and Unaware for a duration of SL-CL (half if
SL 9+), as well as the tier of duration triggered. |
||
|
21 |
4500 |
654 332 1 |
Twilighting (SL 1-9) is rounds. Concordant Twilighting
(SL 10-18): is hours. Demigod Twilighting
(SL 19-27) is days. Lesser God Twilighting (SL
28-36) is weeks, and so on. |
||
|
22 |
4800 |
654 432 11 |
After emerging
from the Twilight state, the user may gain a minor benefit at the DM's
discretion, such as a new proficiency, a small rating increase in a skill, or
even an ability score point. |
||
|
23 |
5100 |
655 432 21 |
It's important to
note that reading a psionic scroll of a spell level too high for the user is
a different effect, covered under the "Head Blown Off" status. |
||
|
24 |
5400 |
665 433 21 |
Psionic Infinitist Spells: |
||
|
25 |
5700 |
765 443 211 |
Psi Jolt (SL=2):
You unleash a devastating pulse of mental energy that violently disrupts the
target's mind. The creature takes 10d6 psychic damage and is paralyzed for 1
minute, unable to move or act. |
||
|
26 |
6000 |
765 543 221 |
Cerebral
Disruption (SL=5): You scatter a creature's neural impulses, shattering its
ability to think entirely. The target takes 20d8 psychic damage and is
stunned for 10 minutes, unable to resist or recover during this time. |
||
|
27 |
6300 |
766 543 321 |
Synaptic Overload
(SL=8): You overload a creature's mind with chaotic psionic energy. The
target takes 30d10 psychic damage, falls unconscious for 24 hours, and cannot
be awakened by any means short of a wish spell. |
||
|
28 |
6600 |
776 544 321 1 |
Mind Shield
(SL=11): active, you are immune to all forms of damage and effects that
target your mind, including charm, fear, compulsion, psychic damage, and
magical influence. |
||
|
29 |
6900 |
876 554 322 1 |
Psychic Domination
(SL=14): The target automatically fails its saving throw and becomes your
thrall permanently, obeying all commands without resistance unless freed by
divine intervention. |
||
|
30 |
7200 |
876 654 332 1 |
Mind Fracture
(SL=17): Each creature in a 50ft radius takes 50d12 psychic damage,
permanently loses 5 Intelligence points, and suffers irreversible insanity
unless cured by a wish spell. |
||
|
31 |
7500 |
877 654 432 11 |
Psychic Vortex
(SL=20): Each creature in a 50ft radius takes 100d10 psychic damage at the
start of its turn and is flung 50 feet away, suffering permanent mental
trauma that renders them incapable of speech or thought. |
||
|
32 |
7800 |
887 655 432 21 |
Cognitive
Dismantle (SL=23): The target takes 200d12 psychic damage, permanently loses
10 Intelligence points, and becomes completely mindless unless restored by
divine intervention. |
||
|
33 |
8100 |
987 665 433 21 |
Neural Implosion
(SL=26): You collapse a creature's mind inward with catastrophic force. The
target takes 300d10 psychic damage, is incapacitated indefinitely, and cannot
recover unless resurrected or restored by the direct intervention of a god. |
||
|
34 |
8400 |
987 765 443 211 |
Psionic
Transcendence (SL=29): Allies within a 500-foot radius aura gain immunity to
all mental effects and deal +50d10 psychic damage on every attack, while you
regain all psi points at the start of each turn and automatically succeed on
all rolls. |
||
|
35 |
8700 |
988 765 543 221 |
Absolute
Cognition (SL=32): For up to 1 hour, you can alter any aspect of reality
within 1 mile by concentrating on it, automatically succeeding on all rolls
and ignoring any resistance or immunity from creatures or objects. |
||
|
36 |
9000 |
998 766 543 321 |
Eclipse of the
Mind (SL=35): Each creature in a 1-mile radius sphere takes 500d12 psychic
damage, permanently loses its ability to think or reason, and becomes
catatonic unless directly restored by divine intervention. |
||
The Moserian
Requisites: Int 34,
Wis 29, Class slots 4
Alignment: TN (overwrites all others to True Neutral)
HD/Level: 3d3!^ (factorial exponent: 3^(3^3) at L1)
Weapon Prof.: 8 + Moser(LVL) where Moser(n) = n in n-gon
To Hit Table: 3xWiz
Save Table: 2xWiz + log₁₀(Moser's Number) modifier
Reference: ChatGPT
Groups: Wizard, Concordant, Custom
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
1.0e+00 |
Level 1: Operator Supremacy: Redefine +/×/÷
as hyper-operations (tetration/Conway arrows). Example:
Turn "5+3" into 5↑↑3=5↑5↑5=1.9e+2184
damage. |
|
2 |
8.0e+00 |
Level 2: Additive Inversion: Convert d20
rolls to 21 - result. Example: Roll 3 → treat as 18, making
critical fails mathematically impossible. |
|
3 |
1.6e+02 |
Level 3: Prime Charge: Gain polygon
charges on prime-numbered rolls. Example: Rolling 7 (prime) grants 1△
charge for later hyper-operation fuel. |
|
4 |
6.1e+03 |
Level 4: BODMOSS Override: Swap operator
precedence mid-calculation. Example: Make 3+5×2=56 instead of 13 by
evaluating addition before multiplication. |
|
5 |
3.8e+05 |
Level 5: Polygon Engine: △=exp,
□=tetration, ⬠=Conway chains. Example:
Spend 3△ charges to turn 3△=3↑↑3=7625597484987
temporary HP. |
|
6 |
3.4e+07 |
Level 6: Factorial Dodge: AC = (Dex mod)!
Example: With Dex 5, AC becomes 120 for 1 round - arrows curve into
Möbius strips. |
|
7 |
4.2e+09 |
Level 7: Hyperdimensional
Striking: Melee attacks hit 3^(Int modifier). Damage
is multiplied by that much for each hit. |
|
8 |
6.8e+11 |
Level 8: Transfinite HP: Health becomes
ℵ₀. Example: Take 50 damage → new HP =
ℵ₀ - 50 (still infinite but now "wounded flavor"). |
|
9 |
1.4e+14 |
Level 9: Paradox Accounting: Store
unresolved equations. Example: Bank "2+2=5" to later
negate 5 psychic damage as "invalid proof". |
|
10 |
3.6e+16 |
Level 10: Moser Field:
10↑10↑x ft distortion. Example: At L10, create
10↑10↑5 ft radius where dragons become differential equations. |
|
11 |
1.1e+19 |
Level 11: Surreal Damage: Complex plane
coordinates. Example: Deal 3+4i slashing - real part cuts flesh,
imaginary part severs souls. |
|
12 |
4.3e+21 |
Level 12: ZFC Armor: AC = Axiom
strength. Example: Choose ZF (AC 12) over ZFC (AC 13) to avoid
Banach-Tarski duplication vulnerabilities. |
|
13 |
1.9e+24 |
Level 13: Banach-Tarski Healing: Split HP
paradoxically. Example: Turn 100 HP into five 100 HP copies -
mathematically illegal but temporarily valid. |
|
14 |
9.7e+26 |
Level 14: Ordinal Initiative: Act at ω
positions. Example: Take turns at ω, ω+1, allowing
infinite actions between enemy turns. |
|
15 |
5.7e+29 |
Level 15: Infinite Descent: Reduce stats
via induction. Example: Prove "Dragon AC 25 → AC 24"
recursively until AC=0. |
|
16 |
3.9e+32 |
Level 16: Cohen Forcing: Alter
probability. Example: Add Cohen reals to turn 20% fireball
resistance into 50% through set-theoretic forcing. |
|
17 |
2.9e+35 |
Level 17: Homological Mirroring: Map damage
types. Example: Convert slashing damage to Tor↑1(ℤ, G)
algebraic topology damage. |
|
18 |
2.5e+38 |
Level 18: Étale
Cohitpoints: Prime-power
regen. Example: Regain 7 HP → 7²=49
HP through prime isomorphism during moon phases. |
|
19 |
2.4e+41 |
Level 19: Moser's Gambit: Solve
Erdős-Moser equations. Example: Convert 15d6 damage to healing
by proving 1+2=3↑k where k=log33. |
|
20 |
2.6e+44 |
Level 20: Ultrafilter Focus: Control
infinite sums. Example: Make 1-1+1-1+...
converge to 1 during rest for +1d4 paradox dice. |
|
21 |
3.0e+47 |
Level 21: Nonstandard Analysis: Hyperreal
attacks. Example: Roll 20±ε (infinitesimal) to crit against
both AC 20 and 21 simultaneously. |
|
22 |
3.8e+50 |
Level 22: Sheaf Targeting: Zariski
neighborhoods. Example: Fireball hits all enemies except those
satisfying x²+y²=1 equation. |
|
23 |
5.4e+53 |
Level 23: Derivative Defense: Rate-based
mitigation. Example: Reduce 50 damage to 50 - d(50)/dt=0
when attacked by constant-damage sources. |
|
24 |
8.3e+56 |
Level 24: Fractal Summoning:
ε₀-dimensional constructs. Example: Summon
ε₀-headed hydra where heads regrow at Cantor normal form rates. |
|
25 |
1.4e+60 |
Level 25: Cardinal Armory: Inaccessible
weapons. Example: Sword deals damage equal to first strongly
inaccessible cardinal (≈1.9e+33). |
|
26 |
2.5e+63 |
Level 26: Forcing Cascade: Generic
multiverse. Example: Overwrite campaign with universe where magic =
linear algebra operations. |
|
27 |
4.8e+66 |
Level 27: Grothendieck
Topos: Scheme battlefields. Example:
Redefine forest terrain as Spec(ℤ[x,y]/x²+y²=1)
algebraic variety. |
|
28 |
1.0e+70 |
Level 28: Homotopy
Evasion:
Trivial loop defense. Example: Make sword thrust contract to point
before connecting - "You technically never swung". |
|
29 |
2.3e+73 |
Level 29: Motivic Criticals: Weil cohomology.
Example: Crit converts damage to étale cohomology group H²(X,
ℚ↑ℓ) dimension. |
|
30 |
5.5e+76 |
Level 30: Absolute Recursion: Moser-Tardos
turns. Example: Take 30!≈2.6e+32 turns
before enemy reacts, aging them into dust via temporal overflow. |
|
31 |
1.4e+80 |
Level 31: Ultimate Cardinal: Von Neumann
ordinals. Example: Strength becomes ω+5, allowing lifts of
ω-ton objects. |
|
32 |
3.8e+83 |
Level 32: Inverse Limit Break: Infinite
diagrams. Example: Project fireball through lim←
diagrams to hit all possible enemy future positions. |
|
33 |
1.1e+87 |
Level 33: Geometric Langlands: Physics
mapping. Example: Convert gravity to Fourier-Mukai transform between
position/momentum sheaves. |
|
34 |
3.5e+90 |
Level 34: Hodge Conjecture: (p,q)-form decomposition. Example:
Split demon into (2,0)+(0,2)+(1,1) harmonic
components for easier banishing. |
|
35 |
1.1e+94 |
Level 35: Axiom of Murder: Deadly set
universes. Example: Force vampire to exist in ZF¬C universe where it
can't form equivalence classes of blood. |
|
36 |
4.0e+97 |
Level 36: Moser Ultimatum: Tensor
collapse. Example: All reality becomes
2↑↑↑↑2-dimensional array - campaign ends as players
become abstract indices. |
Fire-Scaled Dragon
Requisites: Str 18,
Con 16, Cha 14
Alignment: Any chaotic
HD/Level: &4d12
Weapon Prof.: 2+Level
To Hit Table: 2xWar
Save Table: 2xFtr
Reference: ChatGPT
Groups: Warrior, Monster
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: Immunity to fire, fire breath attacks as 1/10 max hp dmg, Dexterity save
for half. |
|
2 |
50 |
Level
2: Enhanced fire breath, now 1/8 max hp damage, Dexterity save for half |
|
3 |
120 |
Level
3: Flame resistance, increased area of fire breath |
|
4 |
180 |
Level
4: Fire aura, causing 1d4 damage to enemies within 5ft |
|
5 |
250 |
Level
5: Fly for 10 minutes, increase fire breath range |
|
6 |
340 |
Level
6: Fireball spell, 2d6 damage per target in a 15ft radius |
|
7 |
440 |
Level
7: Call fire elementals for assistance, +1 fire damage to all abilities |
|
8 |
560 |
Level
8: Fire breath now causes 1/6 max hp per target, Dexterity save for half |
|
9 |
690 |
Level
9: Firestorm spell, 3d6 damage for 3 rounds in a 30ft radius |
|
10 |
850 |
Level
10: Resistance to magical and fire damage increases |
|
11 |
1050 |
Level
11: Flame attacks increase by 25%, can control fire within a 200ft radius |
|
12 |
1250 |
Level
12: Lava walk, ability to traverse lava safely |
|
13 |
1500 |
Level
13: Bonus fire damage to all spells |
|
14 |
1750 |
Level
14: Fire aura causes 1d6 damage per round to all nearby enemies |
|
15 |
2000 |
Level
15: Summon a temporary fire entity to assist in battle |
|
16 |
2250 |
Level
16: Control fire in a 500ft radius |
|
17 |
2500 |
Level
17: Can transform into a fire elemental for 1 minute per day |
|
18 |
2750 |
Level
18: All fire spells deal double damage |
|
19 |
3000 |
Level
19: Call upon molten lava to burst from the ground, causing area-wide damage |
|
20 |
3250 |
Level
20: Immune to all non-magical damage, fiery rebirth on death, restores 1/2 of
max hp |
|
21 |
3500 |
Level
21: Immune to fire-based effects, aura deals 2d8 fire damage per segment to
enemies in a 20ft radius |
|
22 |
3750 |
Level
22: 1ihp, all creatures within 100ft are stunned for 1d4 rounds, once per day |
|
23 |
4000 |
Level
23: Summons a 30ft radius storm of fire, dealing 2d6/level for 3 rounds |
|
24 |
4250 |
Level
24: 5d6 damage, molten lava effect, spreading for 10ft per level |
|
25 |
4500 |
Level
25: Fire damage effects increase by 50%, can control fire in a 500ft radius |
|
26 |
4750 |
Level
26: All melee attacks deal 1d10 fire damage to attackers, scales immune to
all non-magical damage |
|
27 |
5000 |
Level
27: Call upon allies, summoning a trio of dragon allies for 3 rounds, 1/day |
|
28 |
5250 |
Level
28: Walk through lava, magma, and extreme heat without harm. |
|
29 |
5500 |
Level
29: 1ihp, creates an explosion of pure fire energy, dealing 6d8 fire damage
in a 60ft radius |
|
30 |
5750 |
Level
30: Ability to maintain Firestorm spell indefinitely as
long as the dragon is conscious |
|
31 |
6000 |
Level
31: Summon a temporary, massive volcano, causing a catastrophic eruption over
a 1-mile radius |
|
32 |
6250 |
Level
32: Regeneration from fire sources, recovering 1d6+level per segment when in
a fire-based environment |
|
33 |
6500 |
Level
33: Becomes part of the Fire Elemental plane, enabling control of fire for a
10-mile radius |
|
34 |
6750 |
Level
34: Resurrect all fallen dragon allies on a 1/weekly basis |
|
35 |
7000 |
Level
35: Body turns into pure molten rock, gaining +20 AC and immunity to all
physical attacks except magic |
|
36 |
7250 |
Level
36: Enhanced Fire Breath, now does 3/4 of max hp per target with a Dexterity
save for half damage |
Undead Soulbinder
Requisites: Wis 18,
Cha 16, Con 14
Alignment: Any neutral
HD/Level: &3d8
Weapon Prof.: 1+Level
To Hit Table: 2xCleric
Save Table: 2xCleric
Reference: ChatGPT
Groups: Monster
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level
1: Absorb a soul to regain 1d6 hit points, once per day, Resistance to
necrotic damage |
|
2 |
50 |
Level
2: Control up to 3 CR 1 or lower undead, +1 Wisdom |
|
3 |
120 |
Level
3: All enemies within 10ft take 1d4 necrotic damage per round, +1 AC |
|
4 |
180 |
Level
4: Target creature must make a Strength save or be restrained, lasts for 1d4
rounds, +1 Charisma |
|
5 |
250 |
Level
5: Reduce an enemy’s maximum HP by 1d6, healed by the same amount, +2 Wisdom |
|
6 |
340 |
Level
6: Summon a CR 2 undead creature, +2 AC |
|
7 |
440 |
Level
7: Enemies within 10ft take 1d6 necrotic damage every round, +2 Charisma |
|
8 |
560 |
Level
8: Create a 20ft area that saps vitality, healing the Soulbinder
1d6 per creature within it, +3 Wisdom |
|
9 |
690 |
Level
9: Call upon the power of a deceased soul to cast a spell without expending a
spell slot, +3 AC |
|
10 |
850 |
Level
10: Summon an ethereal undead protector, lasts 1 hour, +3 Charisma |
|
11 |
1050 |
Level
11: Enemy must make a Wisdom saving throw or take 2d6 necrotic damage, and
become cursed for 1 hour, +4 Wisdom |
|
12 |
1250 |
Level
12: Possess a dead body to control it for 1 hour, +4 AC |
|
13 |
1500 |
Level
13: Control up to 6 undead at once, +5 Wisdom |
|
14 |
1750 |
Level
14: Drain 2d8 hit points from a target and add it to your HP, +5 Charisma |
|
15 |
2000 |
Level
15: Instantly reduce an enemy’s HP to 0 if they are under half HP, +6 Wisdom |
|
16 |
2250 |
Level
16: Summon up to 3 CR 3 undead creatures, lasts 1 hour, +6 AC |
|
17 |
2500 |
Level
17: Enemies within 30ft must make a Wisdom saving throw or be frightened for
1d4 rounds, +7 Wisdom |
|
18 |
2750 |
Level
18: Summon a skeletal mount with 100ft movement, can move through difficult
terrain, +7 Charisma |
|
19 |
3000 |
Level
19: Create a burst of necrotic fire that affects a 15ft radius, dealing 3d6
necrotic damage, +8 AC |
|
20 |
3250 |
Level
20: Revive with 1d10+level HP if killed in battle, +8 Wisdom |
|
21 |
3500 |
Level
21: Convert a destroyed undead minion into an even stronger version, once per
long rest, +9 Charisma |
|
22 |
3750 |
Level
22: Absorb 2d6 hit points from an enemy to heal yourself, +9 AC |
|
23 |
4000 |
Level
23: Revive one dead creature per day as a zombie under your control for 1
hour, +10 Wisdom |
|
24 |
4250 |
Level
24: Capture a soul of a creature recently killed, use it to empower your
abilities, usable once per day, +10 Charisma |
|
25 |
4500 |
Level
25: Control up to 10 undead simultaneously, +11 AC |
|
26 |
4750 |
Level
26: 1ihp, deal 5d6 necrotic damage to a single target, ignoring resistances,
+11 Wisdom |
|
27 |
5000 |
Level
27: Summon a storm of souls that damages enemies in a 100ft radius for 4d6
necrotic damage, +12 Charisma |
|
28 |
5250 |
Level
28: Create a 30ft radius zone of necrosis that reduces enemy healing by 50%,
+12 AC |
|
29 |
5500 |
Level
29: Store the soul of a fallen creature to gain a one-time use of its
abilities, +13 Wisdom |
|
30 |
5750 |
Level
30: Your undead minions gain +2 AC and +1 damage, +13 Charisma |
|
31 |
6000 |
Level
31: Become an ethereal undead, able to phase through walls and avoid physical
damage for 1 minute per long rest, +14 Wisdom |
|
32 |
6250 |
Level
32: Create an aura of fear that extends 50ft, causing enemies to flee if they
fail a Wisdom saving throw, +14 AC |
|
33 |
6500 |
Level
33: Summon a storm of souls that damages enemies in a 100ft radius for 4d6
necrotic damage, +15 Wisdom |
|
34 |
6750 |
Level
34: All your controlled undead are immune to death effects and receive +1
HP/level, +15 Charisma |
|
35 |
7000 |
Level
35: Become a massive, skeletal titan, gaining +10 AC and dealing double
damage with all abilities, +16 AC |
|
36 |
7250 |
Level
36: Transform into the ultimate undead, gaining full control over all forms of
necromancy, +16 Wisdom and Charisma bonuses |
Mimic Paragon
equisites: Int 18, Chr 18
Alignment: Any
HD/Level: 2d62d6
Weapon Prof.: 4+LVL4+LVL
To Hit Table: 2xWar
Save Table: 3xM-U
Reference: ChatGPT
Groups: Custom, Mirror, Concordant
Complexity: CF=5
|
Level |
KXP |
|
|
1 |
0 |
Level 1: Choose
Level 1 [Warrior] ability |
|
2 |
5 |
Level 2: Choose
Level 3 [Wizard] ability |
|
3 |
10 |
Level 3: Choose
Level 2 [Priest] ability |
|
4 |
20 |
Level 4: Choose
Level 5 [Rogue] ability |
|
5 |
40 |
Level 5: Choose
Level 4 [Psionicist] ability |
|
6 |
80 |
Level 6: Choose
Level 7 [Custom] ability |
|
7 |
160 |
Level 7: Choose
Level 6 [Concordant] ability |
|
8 |
320 |
Level 8: Choose
Level 9 [Monster] ability |
|
9 |
640 |
Level 9: Choose
Level 8 [Archetype] ability |
|
10 |
1300 |
Level 10: Choose
Level 11 [Technology] ability |
|
11 |
1400 |
Level 11: Choose
Level 10 [Futureshifted] ability |
|
12 |
1550 |
Level 12: Choose
Level 13 [Demigod] ability |
|
13 |
1700 |
Level 13: Choose
Level 12 [Planar] ability |
|
14 |
1950 |
Level 14: Choose Level
15 [Lost] ability |
|
15 |
2150 |
Level 15: Choose
Level 14 [Discordant] ability |
|
16 |
2350 |
Level 16: Choose
Level 17 [NPC Designed] ability |
|
17 |
2550 |
Level 17: Choose
Level 16 [Enslaved] ability |
|
18 |
2950 |
Level 18: Choose
Level 19 [Robot Controlled] ability |
|
19 |
3350 |
Level 19: Choose
Level 18 [Non-Combatant] ability |
|
20 |
3750 |
Level 20: Choose
Level 21 [Internet] ability |
|
21 |
4150 |
Level 21: Choose
Level 20 [Joke] ability |
|
22 |
4550 |
Level 22: Choose Level
23 [Alternate Universe] ability |
|
23 |
4950 |
Level 23: Choose
Level 22 [Mirror] ability |
|
24 |
5350 |
Level 24: Choose
Level 25 [Random] ability |
|
25 |
5650 |
Level 25: Choose
Level 24 [Warrior] ability |
|
26 |
5950 |
Level 26: Choose Level
27 [Wizard] ability |
|
27 |
6250 |
Level 27: Choose
Level 26 [Priest] ability |
|
28 |
6550 |
Level 28: Choose
Level 29 [Rogue] ability |
|
29 |
6950 |
Level 29: Choose
Level 28 [Psionicist] ability |
|
30 |
7350 |
Level 30: Choose
Level 31 [Custom] ability |
|
31 |
7750 |
Level 31: Choose
Level 30 [Concordant] ability |
|
32 |
8150 |
Level 32: Choose
Level 33 [Monster] ability |
|
33 |
8550 |
Level 33: Choose
Level 32 [Archetype] ability |
|
34 |
8950 |
Level 34: Choose
Level 35 [Technology] ability |
|
35 |
9350 |
Level 35: Choose
Level 34 [Futureshifted] ability |
|
36 |
9750 |
Level 36: Choose
Level 36 [Demigod] ability |
1.
Quantum Mimicry: When choosing abilities, roll 1d3:
o 1: Ability level = Current LVL -1 (min 1)
o 2: Ability level = Current LVL
o 3: Ability level = Current LVL +1 (max 36)
2.
Group Roulette: Simultaneously roll 1d20 for class group:
1-3: Warrior | 4-6: Wizard | 7-9: Priest | 10-12: Rogue
13-15: Psionicist | 16: Custom | 17: Concordant | 18:
Monster
19: Archetype | 20: Reroll with CF5 group table
3.
Recursive Amplification (CF5 Trait): Any ability gained this way receives +1d6
to relevant rolls per 10 LVLs in this class
Exponential Accuracy
Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level
1: x2 Multiplier: Your melee to-hit roll is multiplied by two. |
|
2 |
10 |
Level
2: x3 Multiplier: Your melee to-hit roll is multiplied by three. |
|
3 |
20 |
Level
3: x4 Multiplier: Your melee to-hit roll is multiplied by four. |
|
4 |
40 |
Level
4: x5 Multiplier: Your melee to-hit roll is multiplied by five. |
|
5 |
80 |
Level
5: x6 Multiplier: Your melee to-hit roll is multiplied by six. |
|
6 |
160 |
Level
6: x7 Multiplier: Your melee to-hit roll is multiplied by seven. |
|
7 |
320 |
Level
7: x8 Multiplier: Your melee to-hit roll is multiplied by eight. |
|
8 |
640 |
Level
8: x9 Multiplier: Your melee to-hit roll is multiplied by nine. |
|
9 |
1280 |
Level
9: x10 Multiplier: Your melee to-hit roll is multiplied by ten. |
|
10 |
2500 |
Level
10: x11 Multiplier: Your melee to-hit roll is multiplied by eleven. |
|
11 |
2850 |
Level
11: x12 Multiplier: Your melee to-hit roll is multiplied by twelve. |
|
12 |
3200 |
Level
12: x13 Multiplier: Your melee to-hit roll is multiplied by thirteen. |
|
13 |
3550 |
Level
13: x14 Multiplier: Your melee to-hit roll is multiplied by fourteen. |
|
14 |
3900 |
Level
14: x15 Multiplier: Your melee to-hit roll is multiplied by fifteen. |
|
15 |
4250 |
Level
15: x16 Multiplier: Your melee to-hit roll is multiplied by sixteen. |
|
16 |
4600 |
Level
16: x17 Multiplier: Your melee to-hit roll is multiplied by seventeen. |
|
17 |
4950 |
Level
17: x18 Multiplier: Your melee to-hit roll is multiplied by eighteen. |
|
18 |
5300 |
Level
18: x19 Multiplier: Your melee to-hit roll is multiplied by nineteen. |
Whenever you make a
melee attack, apply the multiplier from your current level to your base to-hit
roll. This multiplier stacks with all other bonuses, including magical weapons,
buffs, and class abilities from other sources. Additionally, the multiplier
counts as magical pluses.
Alternative Ability:
Ranged Exponential Accuracy
Instead of
multiplying your melee attacks, you may choose to apply the multiplier to your
ranged weapon attacks instead. This choice must be made at level one and cannot
be changed later.
Split Ability: Melee
and Ranged Multipliers
At level one, you
may instead choose to split your multiplier between both melee and ranged
attacks. You can decide how to allocate the multiplier between the two attack
types (e.g., x4 for melee and x2 for ranged if your
total multiplier is x6). This decision can be made at the start of each round
but cannot exceed the total multiplier granted by your level.
Resilient Defender
Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level 1: DT 100:
Your Damage Threshold is 100. |
|
2 |
10 |
Level 2: DT 95:
Your Damage Threshold is 95. |
|
3 |
20 |
Level 3: DT 90:
Your Damage Threshold is 90. |
|
4 |
40 |
Level 4: DT 85:
Your Damage Threshold is 85. |
|
5 |
80 |
Level 5: DT 80:
Your Damage Threshold is 80. |
|
6 |
160 |
Level 6: DT 75:
Your Damage Threshold is 75. |
|
7 |
320 |
Level 7: DT 70: Your
Damage Threshold is 70. |
|
8 |
640 |
Level 8: DT 65:
Your Damage Threshold is 65. |
|
9 |
1280 |
Level 9: DT 60:
Your Damage Threshold is 60. |
|
10 |
2500 |
Level 10: DT 55:
Your Damage Threshold is 55. |
|
11 |
2850 |
Level 11: DT 50: Your
Damage Threshold is 50. |
|
12 |
3200 |
Level 12: DT 45:
Your Damage Threshold is 45. |
|
13 |
3550 |
Level 13: DT 40:
Your Damage Threshold is 40. |
|
14 |
3900 |
Level 14: DT 35:
Your Damage Threshold is 35. |
|
15 |
4250 |
Level 15: DT 30:
Your Damage Threshold is 30. |
|
16 |
4600 |
Level 16: DT 25:
Your Damage Threshold is 25. |
|
17 |
4950 |
Level 17: DT 20:
Your Damage Threshold is 20. |
|
18 |
5300 |
Level 18: DT 15:
Your Damage Threshold is 15. |
Your Damage Threshold
(DT) represents the maximum amount of physical damage you will take per source
(e.g., attack, trap, technological damage). As you gain levels in this mini-class, your DT decreases by 5 each level.
Armor Equalizer Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level 1: ACT 100:
Your Armor Threshold is 100. |
|
2 |
10 |
Level 2: ACT 95: Your
Armor Threshold is 95. |
|
3 |
20 |
Level 3: ACT 90:
Your Armor Threshold is 90. |
|
4 |
40 |
Level 4: ACT 85:
Your Armor Threshold is 85. |
|
5 |
80 |
Level 5: ATC 80:
Your Armor Threshold is 80. |
|
6 |
160 |
Level 6: ACT 75: Your
Armor Threshold is 75. |
|
7 |
320 |
Level 7: ACT 70:
Your Armor Threshold is 70. |
|
8 |
640 |
Level 8: ACT 65:
Your Armor Threshold is 65. |
|
9 |
1280 |
Level 9: ACT 60:
Your Armor Threshold is 60. |
|
10 |
2500 |
Level 10: ACT 55:
Your Armor Threshold is 55. |
|
11 |
2850 |
Level 11: ACT 50:
Your Armor Threshold is 50. |
|
12 |
3200 |
Level 12: ACT 45:
Your Armor Threshold is 45. |
|
13 |
3550 |
Level 13: ACT 40:
Your Armor Threshold is 40. |
|
14 |
3900 |
Level 14: ACT 35:
Your Armor Threshold is 35. |
|
15 |
4250 |
Level 15: ACT 30:
Your Armor Threshold is 30. |
|
16 |
4600 |
Level 16: ACT 25:
Your Armor Threshold is 25. |
|
17 |
4950 |
Level 17: ATC 20:
Your Armor Threshold is 20. |
|
18 |
5300 |
Level 18: ACT 15:
Your Armor Threshold is 15. |
Your Armor Class Threshold
(ACT) represents the maximum effective Armor Class (AC) for any creature or
object when you're attacking them. As you gain levels in this mini-class, your AT decreases by 5 each level.
Spell Equalizer Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level 1: SDCT
100: Your Spell DC Threshold is 100. |
|
2 |
10 |
Level 2: SDCT 95:
Your Spell DC Threshold is 95. |
|
3 |
20 |
Level 3: SDCT 90:
Your Spell DC Threshold is 90. |
|
4 |
40 |
Level 4: SDCT 85:
Your Spell DC Threshold is 85. |
|
5 |
80 |
Level 5: SDCT 80:
Your Spell DC Threshold is 80. |
|
6 |
160 |
Level 6: SDCT 75:
Your Spell DC Threshold is 75. |
|
7 |
320 |
Level 7: SDCT 70:
Your Spell DC Threshold is 70. |
|
8 |
640 |
Level 8: SDCT 65:
Your Spell DC Threshold is 65. |
|
9 |
1280 |
Level 9: SDCT 60:
Your Spell DC Threshold is 60. |
|
10 |
2500 |
Level 10: SDCT 55:
Your Spell DC Threshold is 55. |
|
11 |
2850 |
Level 11: SDCT 50
Your Spell DC Threshold is 50. |
|
12 |
3200 |
Level 12: SDCT
45: Your Spell DC Threshold is 45. |
|
13 |
3550 |
Level 13: SDCT
40: Your Spell DC Threshold is 40. |
|
14 |
3900 |
Level 14: SDCT 35:
Your Spell DC Threshold is 35. |
|
15 |
4250 |
Level 15: SDCT
30: Your Spell DC Threshold is 30. |
|
16 |
4600 |
Level 16: SDCT
25: Your Spell DC Threshold is 25. |
|
17 |
4950 |
Level 17: SDCT
20: Your Spell DC Threshold is 20. |
|
18 |
5300 |
Level 18: SDCT 15:
Your Spell DC Threshold is 15. |
Your Spell DC
Threshold (SDCT) represents the maximum effective Difficulty Class (DC) for any
spell you are affected by. As you gain levels in this mini-class,
your SDCT decreases by 5 each level.
Power Equalizer Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level 1: PDCT
100: Your Psi Power DC Threshold is 100. |
|
2 |
10 |
Level 2: PDCT 95:
Your Psi Power DC Threshold is 95. |
|
3 |
20 |
Level 3: PDCT 90:
Your Psi Power DC Threshold is 90. |
|
4 |
40 |
Level 4: PDCT 85:
Your Psi Power DC Threshold is 85. |
|
5 |
80 |
Level 5: PDCT 80:
Your Psi Power DC Threshold is 80. |
|
6 |
160 |
Level 6: PDCT 75:
Your Psi Power DC Threshold is 75. |
|
7 |
320 |
Level 7: PDCT 70:
Your Psi Power DC Threshold is 70. |
|
8 |
640 |
Level 8: PDCT 65:
Your Psi Power DC Threshold is 65. |
|
9 |
1280 |
Level 9: PDCT 60:
Your Psi Power DC Threshold is 60. |
|
10 |
2500 |
Level 10: PDCT 55:
Your Psi Power DC Threshold is 55. |
|
11 |
2850 |
Level 11: PDCT
50: Your Psi Power DC Threshold is 50. |
|
12 |
3200 |
Level 12: PDCT
45: Your Psi Power DC Threshold is 45. |
|
13 |
3550 |
Level 13: PDCT 40:
Your Psi Power DC Threshold is 40. |
|
14 |
3900 |
Level 14: PDCT
35: Your Psi Power DC Threshold is 35. |
|
15 |
4250 |
Level 15: PDCT 30
Your Psi Power DC Threshold is 30. |
|
16 |
4600 |
Level 16: PDCT 25:
Your Psi Power DC Threshold is 25. |
|
17 |
4950 |
Level 17: PDCT
20: Your Psi Power DC Threshold is 20. |
|
18 |
5300 |
Level 18: PDCT
15: Your Psi Power DC Threshold is 15. |
Your Psi Power DC
Threshold (PDCT) represents the maximum effective Difficulty Class (DC) for any
Psi power you are affected by. As you gain levels in this mini-class,
your PDCT decreases by 5 each level.
Skill Equalizer Mini
Requisites: None
Alignment: None
HD/Level: None
Weapon Prof.: None
To Hit Table: None
Save Table: None
Reference: ChatGPT
Groups: Mini
Complexity: CF=2
|
Level |
KXP |
|
|
1 |
0 |
Level 1: SKDCT
100: Your Skill Check DC Threshold is 100. |
|
2 |
10 |
Level 2: SKDCT 95:
Your Skill Check DC Threshold is 95. |
|
3 |
20 |
Level 3: SKDCT 90:
Your Skill Check DC Threshold is 90. |
|
4 |
40 |
Level 4: SKDCT 85:
Your Skill Check DC Threshold is 85. |
|
5 |
80 |
Level 5: SKDCT 80:
Your Skill Check DC Threshold is 80. |
|
6 |
160 |
Level 6: SKDCT 75:
Your Skill Check DC Threshold is 75. |
|
7 |
320 |
Level 7: SKDCT 70:
Your Skill Check DC Threshold is 70. |
|
8 |
640 |
Level 8: SKDCT 65:
Your Skill Check DC Threshold is 65. |
|
9 |
1280 |
Level 9: SKDCT 60:
Your Skill Check DC Threshold is 60. |
|
10 |
2500 |
Level 10: SKDCT
55: Your Skill Check DC Threshold is 55. |
|
11 |
2850 |
Level 11: SKDCT
50: Your Skill Check DC Threshold is 50. |
|
12 |
3200 |
Level 12: SKDCT
45: Your Skill Check DC Threshold is 45. |
|
13 |
3550 |
Level 13: SKDCT 40:
Your Skill Check DC Threshold is 40. |
|
14 |
3900 |
Level 14: SKDCT
35: Your Skill Check DC Threshold is 35. |
|
15 |
4250 |
Level 15: SKDCT 30
Your Skill Check DC Threshold is 30. |
|
16 |
4600 |
Level 16: SKDCT
25: Your Skill Check DC Threshold is 25. |
|
17 |
4950 |
Level 17: SKDCT
20: Your Skill Check DC Threshold is 20. |
|
18 |
5300 |
Level 18: SKDCT
15: Your Skill Check DC Threshold is 15. |
Your Skill Check DC Threshold
(SKDCT) represents the maximum effective Difficulty Class (DC) for any Skill
Check you roll. As you gain levels in this mini-class, your SKDCT decreases by 5 each level.
Feedback Loop
Arbiter 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: Exponential Decay: 1M Deal LVL×100 dmg, reduce by 10% per use (reset at
1/reset) |
|
2 |
7 |
Level
2: Attenuated Momentum: Gain +LVL TH/Saves, lose 1/LVL per rd until 0 |
|
3 |
14 |
Level
3: Recursive Shield: 1Z Absorb LVL×10 dmg, capacity halves each use (min 1) |
|
4 |
28 |
Level
4: Logarithmic Growth: 1/reset Boost next ability by ×log₁₀(LVL+10) |
|
5 |
56 |
Level
5: Asymptotic Surge: 1M Heal LVL×HP, subsequent heals ÷2 until reset |
|
6 |
112 |
Level
6: Entropic Reset: 1F Sacrifice LVL×1000 XP → reset all diminishing
effects |
|
7 |
224 |
Level
7: Inverse Scaling: Apply Deep Disadvantage(LVL) to targets
for 1rd after 3+ ability uses/reset |
|
8 |
448 |
Level
8: Negative Feedback Loop: 1M Reflect LVL×dmg
taken, efficacy ÷1.5 per reflection |
|
9 |
896 |
Level
9: Decaying Infinity: 1/reset Gain 1idmg for LVLrd,
then suffer 1iDmg for LVLrd |
|
10 |
1800 |
Level
10: Law of Liminal Utility: 1M Convert 50% of lost ability potency into
LVL×KXP |
|
11 |
1950 |
Level
11: Paradox Charge: Store LVL×10% of diminished effects → release as ×2
buff next reset |
|
12 |
2100 |
Level
12: Ouroboros Cycle: 1F Sacrifice all current ability effects →
pre-reset state |
|
13 |
2250 |
Level
13: Economic Collapse Aura: Enemies within LVL×5ft suffer TH/Saves ÷1.1 per rd |
|
14 |
2400 |
Level
14: Marginal Revival: 1Z Regain LVL/(uses+1) lost HP/dmg per ability |
|
15 |
2550 |
Level
15: Productivity Frontier: 1/reset Convert KXP→XP at 1:(1000/LVL) ratio |
|
16 |
2700 |
Level
16: Elastic Rebound: After 5+ diminished abilities, next ability ×LVL potency |
|
17 |
2850 |
Level
17: Inelastic Demand: Force enemies to suffer your current diminished effects
×2 |
|
18 |
3000 |
Level
18: Equilibrium Breakpoint: 1/reset Set all diminishing curves to 99%
efficiency |
Key Mechanics:
Diminishing Formula:
Abilities weaken by 10% per
use (e.g., 100 → 90 → 81 dmg)
Reset via Entropic Reset
(Level 6) or Ouroboros Cycle (Level 12)
Recursive Interactions:
Level 4 + Level 16:
Logarithmic Growth amplifies Elastic Rebound’s ×LVL bonus
Level 9 + Level 15:
Decaying Infinity’s 1idmg fuels Productivity Frontier’s KXP→XP conversion
CF5 Breakpoints:
Level 18: Near-infinite
sustain via 99% efficiency lock
Level 9: Temporary infinity
creates risk/reward time bombs
Chronoharvest 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: XP Wellspring: Gain LVL×100 XP at start of each reset |
|
2 |
7 |
Level
2: Siphon Momentum: 1Z Steal LVL×50 XP from target (Ref save DC 10+LVL) |
|
3 |
14 |
Level
3: Frugal Investment: Reduce XP costs by LVL% (minimum 1 XP) |
|
4 |
28 |
Level
4: Retroactive Shielding: 1M Sacrifice XP ≥ LVL×100 → negate
LVL×10 damage |
|
5 |
56 |
Level
5: Temporal Leap: Access LVL+3 abilities when paying 3×KXP |
|
6 |
112 |
Level
6: Currency Conversion: 1rd Convert XP→KXP at
100:1 ratio (max LVL×1000) |
|
7 |
224 |
Level
7: Experienced Advantage: Gain Deep Advantage(LVL)
on XP-related rolls |
|
8 |
448 |
Level
8: Borrowed Power: 1/reset Spend next level's KXP → activate 1 ability
from next level early |
|
9 |
896 |
Level
9: Accelerated Growth: XP gains ×(LVL/10) while below LVL×5000 XP |
|
10 |
800 |
Level
10: Future Debt: 1Z Borrow LVL×5000 XP from future self (CF5 debt) |
|
11 |
950 |
Level
11: CR Harvest: Convert slain CR to XP at 1:(100×LVL) ratio |
|
12 |
1100 |
Level
12: Retroactive Success: 1M Spend XP=LVL×1000 → retcon 1 failed
roll/rest |
|
13 |
1250 |
Level
13: Lowered Thresholds: All XP thresholds reduced by LVL×100 |
|
14 |
1400 |
Level
14: Stored Potential: 1Z Store LVL×1000 XP → release as LVL×10 force
dmg |
|
15 |
1550 |
Level
15: Conscious Accumulation: Gain LVL×50 XP/hour while conscious |
|
16 |
1700 |
Level
16: Mirror of Mastery: 1/reset Convert LVL×10000 XP → duplicate any LVL≤16
ability |
|
17 |
1850 |
Level
17: Temporal Augury: All XP effects treat LVL as +5 |
|
18 |
2000 |
Level
18: Chronolord Ascension: 1/reset Gain 1iXP
(infinite XP for 1 action) |
Here are 5 Key
Synergies in the Chronoharvest Mini class that enable
CF5-level temporal/XPV
shenanigans:
Level 5 Temporal
Leap) + Level 8 Borrowed Power)
Level 10 Future
Debt) + Level 15 Conscious Accumulation)
Level 3 Frugal
Investment) + Level 13 Lowered Thresholds)
Level 14 Stored
Potential) + Level 18 Chronolord Ascension)
show me some key interractions
1. Early Access
Loophole
Pay 3KXP to treat
your level as 3
1/reset spend next
level's KXP to activate higher-tier abilities early
Example: At Level 8
KXP 448, use both to temporarily access Level 16's Mirror of
Mastery, duplicating
high-level abilities 8 levels early.
2. Debt Cancellation
Engine
Borrow LVL5000 XP
from your future self CF5 debt)
Generate LVL50
XP/hour to offset the debt
Result: At Level 15,
earn 750 XP/hour – repays a Level 10 debt (15500075k XP) in 100
hours of gameplay.
3. Cost Reduction
Stacking
Reduce XP costs by
LVL% (e.g., Level 13 = 13% off)
Lower all XP
thresholds by LVL100 Level 13 = 1300 XP)
Outcome: A Level 13 ability
requiring 10k XP becomes 8,700 XP (10k - 1300) then 7,569 XP
after 13% reduction.
4. Infinite Damage
Conversion
Use 1iXP (infinite
XP) with Stored Potential
Level 16 Mirror of
Mastery) + Any High-Cost Ability
This class creates:
All interactions
comply with CF5's allowance for infinite scaling and self-referential
mechanics.
Would you like
tweaks to any specific synergy?
Convert LVL1000 XP →
LVL10 force damage
CF5 Effect: At Level
18, store 18,000 XP as 180 force damage, but with infinite XP, this
becomes unlimited
damage potential for 1 action.
5. Ability
Duplication Loop
1/reset duplicate
abilities like Level 12's Retroactive Success
Spend LVL1000 XP
Level 16 = 16k XP) to retcon failures
Broken Combo:
Duplicate Level 18's Chronolord Ascension to gain
multiple 1iXP
uses/reset.
Xp Divisor 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 |
Total |
|
|
1 |
0 |
Level
1: Reduce XP divisor by 0.03 |
-0.03 |
|
2 |
7 |
Level
2: Reduce XP divisor by 0.03 |
-0.06 |
|
3 |
14 |
Level
3: Reduce XP divisor by 0.03 |
-0.09 |
|
4 |
28 |
Level
4: Reduce XP divisor by 0.03 |
-0.12 |
|
5 |
56 |
Level
5: Reduce XP divisor by 0.03 |
-0.15 |
|
6 |
112 |
Level
6: Reduce XP divisor by 0.03 |
-0.18 |
|
7 |
224 |
Level
7: Reduce XP divisor by 0.03 |
-0.21 |
|
8 |
448 |
Level
8: Reduce XP divisor by 0.03 |
-0.24 |
|
9 |
896 |
Level
9: Reduce XP divisor by 0.03 |
-0.27 |
|
10 |
1800 |
Level
10: Reduce XP divisor by 0.03 |
-0.30 |
|
11 |
1950 |
Level
11: Reduce XP divisor by 0.03 |
-0.33 |
|
12 |
2100 |
Level
12: Reduce XP divisor by 0.03 |
-0.36 |
|
13 |
2250 |
Level
13: Reduce XP divisor by 0.03 |
-0.39 |
|
14 |
2400 |
Level
14: Reduce XP divisor by 0.03 |
-0.42 |
|
15 |
2550 |
Level
15: Reduce XP divisor by 0.03 |
-0.45 |
|
16 |
2700 |
Level
16: Reduce XP divisor by 0.03 |
-0.48 |
|
17 |
2850 |
Level
17: Reduce XP divisor by 0.03 |
-0.51 |
|
18 |
3000 |
Level
18: Reduce XP divisor by 0.03 |
-0.54 |
Key Interactions
1.
Multiclass Efficiency:
o A Level 18 character
pays 1/1.54 XP for all classes, effectively gaining +54% XP efficiency.
2.
Chronoharvest Synergy:
o Combine with Chronoharvest’s XP → KXP conversion (Level 6) to fuel
faster Mini class progression.
3.
Narrative Impact:
o At Level 18 (-0.54 divisor),
a 10,000 XP cost becomes 6,493 XP – noticeable but not game-breaking.
o Requires 34 levels
to hit negative XP costs (CF5-only campaigns).