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

Special Rules:

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).