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Revision as of 20:24, 15 May 2021

You never stopped following your profession- you have always been an adventurer for as long as you have had a profession. Now, "adventuring" in this sense is not the same as the dragon-slaying heroism typical of in-play adventuring. Really, a more accurate description would be along the lines of "helpful grave-robbing", and probably involved a lot more sneaking around, running in terror, setting traps, and possibly taking credit for the work of others, or complete strokes of luck.
~ 5e Adventurer Description
These Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury.
~ 5e Player's Handbook: The Barbarian
Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
~ 5e Player's Handbook: The Bard
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a higher calling.
~ 5e Player's Handbook: The Cleric
Whether calling on elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of Nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of Nature's indomitable will.
~ 5e Player's Handbook: The Druid
Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
~ 5e Player's Handbook: The Fighter
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
~ 5e Player's Handbook:
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sw orn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
~ 5e Player's Handbook: The Paladin
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
~ 5e Player's Handbook: The Ranger
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
~ 5e Player's Handbook: The Rogue
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can ’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
~ 5e Player's Handbook: The Sorcerer
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
~ 5e Player's Handbook: The Warlock
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
~ 5e Player's Handbook: The Wizard

Background

The Adventurer is the stand in term for any character created by the player of Dungeons and Dragons.

Powers and Stats

Tier: 9-B | 9-A | High 8-C | Low 7-B | At least Low 7-B, likely higher, 6-B with Preparation | Varies between High 6-A and 5-B | At least Low 2-C, likely 2-C | 2-C | 2-A | At least High 2-A, possibly 1-B | At least Low 1-C, likely High 1-B

Name: Adventurer

Origin: Dungeons and Dragons

Gender: Varies

Age: Varies

Classification: General Adventurer

Attack Potency:

Dimensionality: 3-D

Travel Speed:

Combat Speed:

Reaction Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina:

Range:

Powers and Abilities: Superhuman Physical Characteristics, Magic, Holy Manipulation (Via Cleric spells, among others, Can generate blasts of divine power, Can conjure divine winds to push back enemies), Statistics Amplification (Even base level characters can increase their resistances, Capable of becoming comfortable in extreme heat or cold, Can call upon the strength of their spirit and that of the Earth itself to amplify their stats, Can increase their physical durability sizeably) Acid Manipulation (Can generate orbs of Acid, Can fire arrows made up of acid) Extrasensory Perception (Can detect magic and poison, can further detect traps, undead, and secret doors, as well as various alignments; Can sense how close nearby foes are to death), Perception Manipulation (Can magically distract their enemies, Through causing a fuzzy sensation on a target's brain, they are invisible to that target) Light Manipulation (Can generate arcane lights to dance around the area, can generate intensely bright lights to blind a foe), Ice Manipulation (Can fire rays of ice and breathe ice attacks) Sound Manipulation (Can generate sounds of their choosing to deceive foes, Can set up an area to trigger a mental alarm if a creature of not insignificant size enters, Can cause sonic vibrations to shatter the locale, Can cause all sound to be deafened in short radius of the user) Necromancy (Can disrupt those that are dead, Can choose whether to be dead or alive) Status Effect Inducement (Can cause fatigue on touch, Can blind, stun, or KO enemies with a flash of colors) Telekinesis (Can lift light objects from a distance, Can manually control rope as if it were a creature, Can lift heavy objects up or down), Crystal Manipulation (Can fire shards of crystals they create as projectiles), Telepathy (Many playable species maintain this power, Can listen to active thoughts of the opponent, Can send telepathic messages to nearby targets), Adaptation (Can adapt to certain kinds of energy as well as to severe weather), Enhanced Senses (By right of Darkvision, Blindfight, or Low-Light Vision), Stealth Mastery (Via the Move Silently, Hide, and Sleight of Hand skills, can increase this further with better abilities such as Gloomwright Emissary), Limited Text Manipulation (Can inscribe arcane runes on things, Can erase text from existence), Forcefield Creation (Can generate protections against various moral standings, Can create an orbiting shield or full body armor, Can create raw energy shields by smashing things with their weapon), Body Control (Can manipulate their body to stand on water and non-solids easily), Matter Manipulation (Can agitate matter on a basic level, causing it to become enflamed), Summoning (Can summon a wide variety of creatures including an angel of fire and soul-based creatures or an extraplanar monster to fight for them, Whenever their soul based creatures are dispersed the attacker becomes slowed in a time warp; Further summons include a devil made from dust and a serpent made from pure shadow) Water Manipulation (Can generate a cloud of mist to hide in, Can generate water), Information Analysis (Can determine the magical properties of an object, Can place invisible shrouds on one's foe to magically discern weak points, Can speak words of divine power to discover the strengths and weaknesses of a given creature), Mind Manipulation (Can force a target to join their side, and should scale to the Nilbog, who can mindhax a kingdom of goblins into not attacking them), Sleep Manipulation (Can force a target to fall asleep), Fire Manipulation (Can fire flames from their hands, Can generate a flaming sphere, Can rain down holy fire on their target in a vow of vengeance) Flight (Can generate a floating disk to fly on and manipulate the winds to float on), Energy Projection, Homing Attack (Magic Missile follows the target and pierces through all defenses, hitting the person directly, Can focus one's wrath onto a single target, making any attacks against the target supernaturally accurate), Electricity Manipulation (Can shock enemies with a touch, ), Illusion Creation (Can take on the visage of any being they have seen, Can create images of no sound, Can further take on the form of a similar creature), Fear Manipulation (Cause a subject to panic, Can cause panic in creatures dependent upon how much stronger they are), Statistics Reduction (Can disrupt the life force of a target, making them marginally weaker physically, Can forcibly drain the strength from a target, Can sap the potency of the mind from the target, Can halve the speed of a foe through Deceleration), Size Manipulation (Can make themselves larger or smaller), Gravity Manipulation (Can make themselves immune to the effects of gravity, taking no fall damage, Can stick to walls or other surfaces), Lock Manipulation (Can magically lock doors, chests, etc), Negation (Can make themselves impervious to some amount of energy of their choosing, Can negate damage from non-magical arrows), Preparation, Animal Manipulation (Can summon a swarm of insects, Can summon a familiar to grant advantages to the caster), Thread Manipulation (Can generate sticky webs on the ground), Heat Manipulation (Can heat up matter of any kind) Non-Physical Interaction (Magic in D&D inherently interacts with beings like ghosts or otherwise intangible beings), Madness Manipulation (Type 2, via Hideous Laughter; Can expose their spellscars, forcing enemies to feel the insanity-inducing might of the Spellplague), Darkness Manipulation (Can generate magical darkness which not even Darkvision can pierce, Can draw shadows on a target), Air Manipulation (Can generate strong winds to dissipate effects, Can manipulate the wind to fly, Can call upon divine winds to hurl enemies backwards), Afterimage Creation (Can generate a blur of themselves, making it difficult to tell which is the real one), Invisibility (Self-explanatory, Can become undetectable against Undead), Petrification (Can paralyze foes with a touch), Life Manipulation (Can gain temporary hit points), Pocket Reality Manipulation (Can create a small sub-dimension to fit several creatures inside), Weapon Mastery (Maintains adept proficiency with all weapons in the D&D setting), Magic Nullification (Can gain Spell Resistance, which nullifies magic upon making contact with the user, Can make use of spells that alter the source of all magic, disrupting it and any supernatural abilities around the user), Martial Arts (Notably in the Monk's area, can perform the feat Flurry of Blows), Regeneration and Healing (Low-Mid), Morality Manipulation (Can align weapons towards their own alignment, Can hide their own morality from others, Can cause enemies unable to lie around them), Death Manipulation (Can instantly kill a creature on the verge of death), Clairvoyance (Can learn if an action is good or bad), Teleportation (Can separate into shards mentally, reforming elsewhere, Can drag enemies back to you with a psionic anchor), Earth Manipulation (Can generate light quakes with a stomp, forcing enemies to the ground, Can generate walls of earth), Extremely Limited Existence Erasure and Nonexistent Physiology (Can force themselves out of existence, making others unable to interact with you briefly), Astral Projection (Can project themself to the Astral Sea), Disease Manipulation (Can breathe pure disease on one's enemies), Reality Warping, Time Manipulation, and Spatial Manipulation (Can harness the chaotic power of the Spellplague to briefly rewrite reality in one's favor, Can bend reality with their mind to manipulate space to reach their target, Can warp time and space to place a desired target on the tip of your blade), Immortality (Type 1, does not age), Limited Power Nullification (Can change the effects of mental attacks, Lunar energies allow the weapon to pass through all defenses, including forcefields), Breath Attack (Can spew elemental breath), Poison Manipulation (Among the breath attacks include poison), Soul Manipulation (Maintains a soul tainted by undeath and can choose whether they count as undead or not, Can use their soul to call out to allies to summon them or to cry out, damaging a target's soul; can crush a foe with one's spirit when enraged), Aura (Maintains a constant warrior aura whilst wielding a blade, Can generate a light aura that causes all enemies within it to become weak to light), Rage Power (Via the Rage ability, Can use Demonic Frenzy, taking on the chaotic anger of demonkind), Empathic Manipulation (Can insert thoughts of doom to sap the morale of the target, can make enemies friendly via Charm, Can project their own emotions on those around them), Chaos Manipulation (Can manipulate the chaos of the Spellplague to disrupt abilities around them simply by exposing spellscars), Pain Manipulation (Can cause their subject crippling pain), Power Mimicry (Can steal the abilities of others), Precognition (Can tie a bond of fate to their foe, making them able to foresee the enemy's actions, Can use defensive and offensive precognition with a thought), Ectoplasm Manipulation (Can create ectoplasmic weapons and ectoplasmic protections), division one | All former abilities to a far greater degree, Summoning (Can summon dragons, shadow-monsters, devils, and primordial tentacles), Darkness Manipulation (Can create monsters from shadows), Reality Warping, Time Manipulation, (Can loosen the effects of time in a radius around themselves, can briefly exit time to leap to other locations instantly]), Spatial Manipulation (Can use the chaos of the Spellplague to reorder reality briefly to better suit them), Hellfire Manipulation (Can make a pact with demonic power to burn away attacks and cause foes to have to look away), Elemental Manipulation, Sound Manipulation (The weapons of the user are aligned with the elements and upon attacking cause a roar to tear into an enemy's mind, attacking them on a psychic level), Light Manipulation (Is protected by the Lady of The White Well, a fey demigod, and upon coming into danger calls upon her to destroy enemies with her radiant light), Void Manipulation (Upon an enemy attacking, they are forced to stare into the void of nothingness that is Ihbar, being blinded for a short time), Extrasensory Perception (Can see beyond the mortal world to detect living minds), Text Manipulation (Upon striking a foe, they can leave behind a Rune of Peace which forces a foe to not attack), Physical Damage Absorption (Using their mental prowess, can negate physical damge), Statistics Amplification (Can improve their speed to mimic lightning to rush to assist an ally, Can extend the reach of their attacks through divine might), Fear Manipulation (Can display the icon of fear that sent the creatures of the Far Realm back from whence they came), Limited Sealing (Can manipulate the chains of an Exarch of the Gods to keep a target from moving), Curse Manipulation, Disease Manipulation (Can afflict targets with the Divine Plague, which stuns them heavily), Empathic Manipulation (Can cause psychic attacks to make foes have feelings of crushing hopelessness), Mind Manipulation, Resistance Negation (Can tear away mental resistances, making targets weak to all psychic powers), Resurrection (Can resurrect immediately after death, as death is no longer a barrier to them), Duplication (Can briefly bend time and space to be in two places at once), Magic Nullification (Can destroy the magic of foes), Holy Manipulation (Can designate the ground around them to be protected by their deity, bringing down the wrath upon their foes while buffing their allies), Soul Manipulation (Can channel the spirit of a great thunderhawk to daze their foes, Can channel their soul into their weapons), Ice Manipulation, Aura (Can further channel the spirit of a great ice wolf, wreathing oneself in the cold of the north, harming those who attack), Earth Manipulation, Rage Power (The earth cracks beneath you as a primal force channels your rage]), Fire Manipulation, Life Manipulation (Through rage, can channel raw vitality of a phoenix to shoot silver fire and absorb vitality to shield oneself from death, Can imbue themselves with temporary vitality), Memory Manipulation ([www.d20srd.org/srd/psionic/powers/calltoMind.htm Can call to mind things they do not know], Can cause foes to recall immense pain from their past), Power Bestowal (Can give another subject their psionic power), Willpower Manipulation (Can renew their own hope and that of their allies, Can directly attack the will of an enemy), Telekinesis (Can call down a piece of the sun to burn their foe), Healing (Ground oneself in the belief that something will work, and gain healing energies), Fate Manipulation, Transformation (Can cover themselves in dragon scales to protect their mind and body), Mental Absorption (Through Mental Void, the player simply absorbs mental attacks at them, making their own attacks that much stronger), Madness Manipulation (Type 3) (As a side effect of their mindhax, the ground beneath the opponent's feet becomes a mire of madness, causing their psyche to drain upon seeing it), Transmutation (Can turn enemies into frogs), Attack Reflection (When they are attacked, the World Serpent strikes at their foe with spectral damage)

Standard Equipment:

Intelligence:

Standard Tactics:

Weaknesses:

Feats:

Notable Attacks/Techniques:

Key:

Note:

Explanations

Gallery

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches:

{{Discussions}}