“ | These Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. | „ |
~ 5e Player's Handbook: The Barbarian |
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“ | 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 |
“ | 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. They may take any form granted by the dungeon master.
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 Low 2-B | Low 2-B | High 2-B | At least 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: Wall level (Can use Burning Hands and Searing Smite) | Small Building level (Can use Fireball and Incineration, which vaporizes people) | Large Building level (Can use Daylight) | Small City level+ (Comparable to the Legendary Dragons, whose magic can generate storms around their lairs)| At least Small City level+, likely higher (Far superior to the the Legendary Dragons), Country level with Preparation (Can use spells such as Ice Age, which takes over a month to prepare for) | Varies between Multi Continent level (Comparable to the Abominations, one of which was able to heat the core of a planet) and Planet level (Stronger avatars of deities are capable of battling the Leviathan, the embodiment of Chaos, whose awakening can shatter the world and remake it) | At least Universe level+, likely Low Multiverse level (Comparable to demon lords such as Demogorgan, who shook an infinite plane and other demon lords that can control their infinite planes of the Abyss) | Low Multiverse level (Superior to powerful demon lords such as Graz'zt, who can control multiple planes of the Abyss fully, each of which is spatially infinite) | Multiverse level+ (Comparable to deities like Mystra, Zeus, and Asmodeus; Mystra's death reordered the infinte multiverse, Zeus battled The Titans, who embody multiversal concepts, with Gods at this point are physical concepts, and Asmodeus moved the infinite Abyss into the bottom of the Elemental Chaos) | At least High Multiverse level+ (Upon becoming an Immortal, the adventurer can create and move 5-Dimensional planes with ease), possibly Transverse level (Without the Dimensional Vortex limiting them, the Immortals would transcend dimension after dimension with no known upper bounds, feasibly going upwards to any countable number) | At least Low Complex Multiverse level (Exists within sixth dimensional space and is comparable to the Old Ones, who created the Dimensional Vortex barring other Immortals from ascending to the position of Old One), likely High Transverse level (Despite the Immortals potentially being able to constantly increase their dimensional power, they cannot transcend it like the Old Ones)
Dimensionality: 3-D | 3-D | 3-D | 3-D | 3-D | 4-D | 4-D | 4-D | 4-D | 5-D, possibly Countless | 6-D, possibly Infinite
Travel Speed: At least Subsonic | High Hypersonic (Fast enough to dodge cloud to ground lightning), higher with Statistics Amplification (Can gain feats that allow five times normal movement speed. Can temporarily move at the speed of thought to blitz a target) | At least High Hypersonic (Superior than before), higher with Statistics Amplification (Can cast spells that effectively double normal movement speed further) | At least High Hypersonic (Superior than before), higher with Statistics Amplification | At least High Hypersonic (Superior than before), higher with Statistics Amplification | At least High Hypersonic (Superior than before), higher with Statistics Amplification | Extra-Temporal (Can move in stopped time), possibly Inapplicable (Comparable to the time gods, who transcend time) | Extra Temporal, possibly Inapplicable | Extra Temporal, possibly Inapplicable | Inapplicable (Exists above the concept of time, time spells cast by fellow Immortals is meaningless) | Inapplicable (Transcendent of the Immortals, and continually reaching higher dimensional layers)
Combat Speed: At least Subsonic | High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | Extra Temporal, possibly Inapplicable | Extra Temporal, possibly Inapplicable | Extra Temporal, possibly Inapplicable | Inapplicable | Inapplicable
Reaction Speed: At least Subsonic (Can dodge arrows at close range) | High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | At least High Hypersonic, higher with Statistics Amplification | Extra Temporal, possibly Inapplicable | Extra Temporal, possibly Inapplicable | Extra Temporal, possibly Inapplicable | Inapplicable | Inapplicable
Lifting Strength: Class 5 (The theoretical highest strength for a 1st level character is 18 plus racial modifiers, the highest being a Centaur; According to this, this means they could carry just over 2500 kg and still function, albeit barely), Varies from Class 10 to Class 25 with Statistics Amplification and Rage Power (With Bull's Strength, one can theoretically raise their Strength to 30 at 1st level, granting an impressive Carrying Capacity of over 5300 kg; further adding the Rage ability of a Barbarian would increase this number to a 34 Strength, granting an improved Carrying Capacity of 11400 kg) | At least Class 5 (Superior than before, can gain access to further stat boosting equipment), at least Class 10, likely Class 25 with Statistics Amplification and Rage Power (Superior than before) | At least Class 5 (Superior than before), at least Class 10, likely Class 25 with Statistics Amplification and Rage Power (Superior than before) | At least Class K (Comparable to the Tarrasque, a colossal monster who is believed to weigh 130 tons) | At least Class P (Comparable to the Leviathan, who can cast continents into the sea), likely far higher (Should be superior to all other mortal creatures) | Extra-Temporal (Exists beyond the dimensional barrier, all gods are four-dimensional and transcend 3-D space) | Extra-Temporal (Superior than before) | Extra-Temporal (Superior than before) | Extra-Temporal (Even in their restricted form, they exist in a five-dimensional space, and without the Vortex hampering them, they could reach any finitely feasible higher dimension above them, constantly ascending to new dimensional layers of reality) | Extra-Temporal (Totally transcendent of the Immortals, and able to continually transcend higher dimensions by attaining new power)
Striking Strength: Wall Class | Small Building Class | Large Building Class | Small City Class+ | At least Small City Class+, likely higher, Country Class with Preparation | Varies between Multi Continent Class and Planet Class | At least Universal+, likely Low Multiversal | Low Multiversal | Multiversal+ | At least High Multiversal+, possibly Transversal | At least Low Complex Multiversal, likely High Transversal
Durability: Wall level (Can tank Burning Hands) | Small Building level (Can tank Incineration spells) | Large Building level (Can tank Daylight) | Small City level+ (Can tank spells on the level of those from legendary dragons) | At least Small City level+ (Superior than before), likely Country level with sufficient Preparation (Could feasibly bolster defenses to scale to potency) | Varies from Multi Continent level to Planet level (Can tank attacks from Abominations, including the Leviathan and the Phaethon, who could heat the core of a world) | At least Universe level+, likely Low Multiverse level (Can tank attacks from comparable beings) | Low Multiverse level (Can tank attacks from comparable beings) | Multiverse level+ (Comparable to other deities like Mystra, whose death damaged the infinite multiverse by altering magic; potentially superior to Zeus, whose siblings took blows from the titans, multiversal concepts put into form; at their peak, comparable to the Greater Deity form of Vecna, who resisted attacks from The Lady of Pain's restricted form, who was passively destroying the multiverse) | At least High Multiversal+ (Capable of tanking attacks from fellow five-dimensional creatures), possibly Transverse level (Would still be able to tank damage from fellow Immortals should the Immortals manage to ascend, and would take on any number of finite dimensions) | At least Low Complex Multiversal (Totally transcendent of the Immortals below them), likely High Transverse level (Can transcend Immortals even if they achieve any finite dimensional existence, and are able to block off any number of the infinite dimensions from said Immortals)
Stamina: Limitless (Elves do not require sleep in any capacity and are unable to fall asleep at all) | Limitless | Limitless | Limitless | Limitless | Limitless (Requires nothing but the essence of their god to continue functioning) | Limitless | Limitless | Limitless | Limitless | Limitless
Range: Varies from Extended Melee Range to Tens of Meters with most spells, up to Hundreds of Meters with metamagic | Higher than previously | Higher than previously | Up to Hundreds of Kilometers with magic (Can send people to the center of the Earth), potentially Universal and Interdimensional with certain non-combative abilities such as BFR, Clairvoyance, and Teleportation | Potentially Hundreds of Kilometers with various effects | Universal and Transversal | Multiversal and Transversal | Multiversal and Transversal | At least Transversal, possibly as high as any conceivably high dimension | At least Transversal, with enough effort can reach an infinitely high amount of dimensional space
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: Aside from purely "magically stronger" items, the Adventurer has access to a default list of equipment granting them many abilities, generally variations of their existing spells. With prep, the adventurer can feasibly create any magic item they pleased, with any ability tied to their spells or new spells.
Armor Qualities
- Energy Resistance: Certain sets of armor can resist most or all damage from various Energy types (Fire, Cold, Electricity, Acid, and Sonic)
- Arrow Deflection: Grants supernatural abilities at turning arrows aside.
- Bashing: The shield is designed to shield bash, and deals increased damage by doing so.
- Blinding: The shield emits immensely bright light, blinding foes at will.
- Animated: An animated shield can, at command, float around the user, defending them from all sides.
- Arrow Catching: Armor of this type allows a supernatural ability to catch arrows.
- Etherealness: On command, the armor allows the user to become Ethereal
- Fortification: Provides better protection, and doesn't allow critical hits or sneak attacks.
- Ghost Touch: Armors or shields of this type count as physical even against intangible/non-corporeal beings.
- Glamered: The armor can, on command, take on the look of any other article of clothing.
- Invulnerability: Grants further damage reduction except versus magical abilities.
- Reflecting: On occasion, this shield can reflect spells back at the caster.
- Shadow: This armor exudes an aura of darkness, allowing greater stealth ability.
- Silent Moves: This armor is magically made to not only deafen its own movement, but all sound within a small radius around it.
- Slick: Armor with this trait allows the user to escape from bondage easily.
- Spell Resistance: This type of armor negates magic upon making contact with it.
- Undead Controlling: Allows the user to take control of a large amount of undead, both physically and mentally, should the latter be applicable.
- Wild: The user is able to use their shield despite shapeshifting through various abilities.
Specific Armor and Shields
- Banded Mail of Luck: Allows failures to be turned into successes, albeit rarely.
- Breastplate of Command: Grants the user higher Charisma, and thus a better chance to seem more appealing to enemies and allies alike.
- Celestial Armor: Allows flight and supernatural movement despite its existence as a heavy suit of armor.
- Demon Armor: Causes the wearer to look like a demon, and grants the ability to claw enemies with strength surpassing normal sword attacks and infecting enemies with diseases.
- Adamantine Armor: This armor grants enhanced damage reduction.
- Mithral Full Plate of Speed: Can instantly become under the effects of Haste, doubling their speed effectively.
- Plate Armor of the Deep: Allows the user to count as unarmored while swimming, as well as water breathing.
- Rhino Hide Armor: Charging with this armor on allows supernatural damage.
- Absorbing Shield: Once per day the shield can disintegrate an object it touches. It absorbs light.
- Caster's Shield: Useful for keeping spells inscribed for cheaper use.
- Lion's Shield: The essence of a lion can escape this shield, commanding them to attack an enemy.
- Spined Shield: The spiky spines of this shield can be fired as projectiles that regenerate.
- Winged Shield: The shield can fly, carrying the user along with it.
Weapon Qualities
Specific Weapons
- Assassin's Dagger: This weapon has an enhanced chance to instantly kill a target by rupturing their organs.
- Dagger of Venom: The dagger has poison magically laden within it, and can use it to lethally poison an enemy on occasion.
- Dwarven Thrower: This weapon gains extra weight when thrown, impacting harder- it deals even more damage against giants.
- Flametongue: The sword is constantly wreathed in fire.
- Frostbrand: The sword emits light passively, and extinguishes all fire within a short range. It additionally dispels all flames brought up immediately.
- Holy Avenger: The Holy Avenger, in the hands of a paladin, becomes an immensely powerful weapon, with the sword generating Power Null vs Magic via both Spell Resistance and Greater Dispel Magic every few seconds, negating all magic around the user.
- Javelin of Lightning: This javelin transforms into a legitimate lightning bolt when thrown.
- Life-Drinker: This axe destroys the life force in a living creature each time they are struck, reducing their stats with each amount of damage dealt.
- Luck Blade: This weapon is extremely lucky, gaining bonuses to rolls when used. This blade also contains up to three wishes, which are classified as Causality Manip and Reality Warping to achieve a certain effect wished for by the user.
- Mace of Smiting: A construct hit by this has a chance to be instantly destroyed with no saving throw (meaning it bypasses resistances).
- Mace of Terror: This weapon allows the user to transform into the darkest horror of the target's mind, putting them into supernatural fear.
- Nine-Lives Stealer: This weapon can sap the life force of nine living creatures prior to becoming a normal magical sword. The life drain instantly kills the target as if under a Death spell.
- Oathbow: This bow whispers words, promising swift death to their foes. Once per day, the user can mark one target, dealing much more damage against that foe, but losing advantages versus other foes.
- Rapier of Puncturing: This sword can pierce opponents, causing supernatural bleeding.
- Screaming Bolt: Bolts of this nature shot from a crossbow, causing all enemies within 20ft of its path to become shaken.
- Shatterspike: This weapon has a chance to destroy the weapons of enemies.
- Shifter's Sorrow: This two-bladed sword deals more damage against shapeshifters and, if they are in their unnatural form, forces them to return to their actual form.
- Sleep Arrow: These arrows cause targets to fall asleep, unable to wake up.
- Sun Blade: This weapon destroys evil and negative energy, dealing up to double damage against those types of enemies. It can generate sunlight for a 60ft radius, clearing away even magical darkness.
- Sword of Life Stealing: Reduces an opponent's stats upon landing a solid hit, using their life force to heal their wielder.
- Sword of the Planes: This sword damages enemies from other planes of existence more, and becomes more powerful when on other planes of existence than the Prime Material.
- Sword of Subtlety: This shortsword will damage those attacked from stealth more.
- Sylvan Scimitar: Similar to above, except it becomes stronger when in the outdoors.
- Trident of Fish Command: This weapon allows continuous mind control of many aquatic creatures (not limited to fish).
- Trident of Warning: The trident grants the user knowledge, depth, type, and other exact pieces of information on any aquatic creature within ~200 meters.
*Cure Wounds: Heals the user to varying degrees.
* Animal Friendship: Passively charms all animals
* Absorption: This rod passively and automatically draws in all spells cast on the target, absorbing and negating them. It gives the user immense knowledge on the magic used, and grants them power to cast their own spells.
* Charming: This staff allows the user to charm targets, making them their allies.
* Amulet of Health: This amulet allows for increased physical health, effectively making the target harder to kill and granting increased resistance to stuff like poison and death magic.
Intelligence: Genius (Easily maintains an intellect score of 18 at base) | Extraordinary Genius (Superior to previously, can increase their intelligence to higher levels) | Extraordinary Genius (Superior to previously) | Supergenius (Easily capable of raising their intelligence score at this point, ascending to what is called God-like intelligence) | Supergenius (Far superior to previous forms, gains access to feats and the like that allow exponential growth of intelligence ratings) | Supergenius, Nigh-Omniscient for their Domains (Maintains perfect working knowledge of their spheres of influence for events that occur relating to them) | Supergenius, Nigh-Omniscient for their Domains | Supergenius, Nigh-Omniscient for their Domains | Supergenius, Omniscient for their Domains | Unknown, likely far higher than all previous levels | Unknown
Weaknesses: None Notable
Notable Attacks/Techniques:
Magic and Spells
These spells are listed in order of Level difficulty to cast.
Level 0
- Resistance
- Acid Splash
- Detect Poison
- Detect Magic
- Read Magic
- Daze
- Dancing Lights
- Flare
- Light
- Ray of Frost
- Ghost Sound
- Disrupt Undead
- Touch of Fatigue
- Mage Hand
- Mending
- Message
- Open/Close
- Arcane Mark
Level 1
- Alarm
- Endure Elements
- Hold Portal
- Protection from Chaos/Evil/Good/Law
- Shield
- Grease
- Mage Armor
- Mount
- Obscuring Mist
- Summon Monster I
- Unseen Servant
- Comprehend Languages
- Detect Secret Doors
- Detect Undead
- Identify
- True Strike
- Charm Person
- Hypnotism
- Sleep
- Burning Hands
- Floating Disk
- Magic Missile
- Shocking Grasp
- Color Spray
- Disguise Self
- Magic Aura
- Silent Image
- Ventriloquism
- Cause Fear
- Chill Touch
- Ray of Enfeeblement
- Animate Rope
- Enlarge Person
- Erase
- Expeditious Retreat
- Feather Fall
- Jump
- Magic Weapon
- Reduce Person
Level 2 Spells
- Arcane Lock
- Obscure Object
- Protection From Arrows
- Resist Energy
- Acid Arrow
- Fog Cloud
- Glitterdust
- Summon Monster II
- Summon Swarm
- Web
- Detect Thoughts
- Locate Object
- See Invisibility
- Daze Monster
- Hideous Laughter
- Touch of Idiocy
- Continual Flame
- Darkness
- Flaming Sphere
- Gust of Wind
- Scorching Ray
- Shatter
- Blur
- Hypnotic Pattern
- Invisibility
- Magic Mouth
- Minor Image
- Mirror Image
- Misdirection
- Phantom Trap
- Blindness/Deafness
- Command Undead
- False Life
- Ghoul Touch
- Scare
- Spectral Hand
- Alter Self
- Bear's Endurance
- Bull's Strength
- Cat's Grace
- Darkvision
- Eagle's Splendor
- Fox's Cunning
- Knock
- Levitate
- Owl's Wisdom
- Pyrotechnics
- Rope Trick
- Spider Climb
- Whispering Wind
Level 1 Powers
Level 2 Powers
- Bestow Power
- Biofeedback
- Body Equilibrium
- Cloud Mind
- Concealing Amorpha
- Concussion Blast
- Control Sound
- Detect Hostile Intent
- Ego Whip
- Elfsight
- Specified Energy Adaptation
- Energy Push
- Energy Stun
- Feat Leech
- Id Insinuation
- Psionic Identify
- Inflict Pain
- Psionic Knock
- Psionic Levitate
- Mental Disruption
- Mass Missive
- Psionic Lock
- Recall Agony
- Force Sense Link
- Share Pain
- Sustenance
- Swarm of Crystals
- Thought Shield
- Psionic Tongues
Level 3 Powers
- Body Adjustment
- Body Purification
- Danger Sense
- Psionic Darkvision
- Dismiss Ectoplasm
- Dispel Psionics
- Energy Bolt
- Energy Burst
- Energy Retort
- Energy Wall
- Eradicate Invisibility
- Psionic Keen Edge
- Mental Barrier
- Mind Trap
- Psionic Blast
- Forced Share Pain
- Solicit Psicrystal
- Telekinetic Force
- Telekinetic Thrust
- Time Hop
- Touchsight
- Ubiquitous Vision
Level 4 Powers
- Aura Sight
- Correspond
- Death Urge
- Detect Remote Viewing
- Psionic Dimension Door
- Psionic Divination
- Empathic Feedback
- Energy Adaptation
- Psionic Freedom of Movement
- Intellect Fortress
- Mindwipe
- Personality Parasite
- Power Leech
- Psychic Reformation
- Telekinetic Maneuver
- Trace Teleport
- Wall of Ectoplasm
Level 5 Powers
- Adapt Body
- Catapsi
- Ectoplasmic Shambler
- Incarnate
- Leech Field
- Major Psionic Creation
- Psionic Plane Shift
- Power Resistance
- Psychic Crush
- Shatter Mind Blank
- Tower of Iron Will
- Psionc True Seeing
Level 6 Powers
- Aura Alteration
- Breath of the Black Dragon
- Mass Cloud Mind
- Psionc Contingency
- Co-Opt Concentration
- Psionic Disintegrate
- Fuse Flesh
- Psionic Overland Flight
- Remote View Trap
- Retrieve
- Suspend Life
- Temporal Acceleration
Level 7 Powers
- Decerebate
- Divert Teleport
- Energy Conversion
- Energy Wave
- Evade Burst
- Insanity
- Personal Mind Blank
- Psionic Moment of Prescience
- Oak Body
- Psionic Phase Door
- Psionic Sequester
- Ultrablast
Level 8 Powers
- Bend Reality
- Psionic Iron Body
- Matter Manipulation
- Psionic Mind Blank
- Recall Death
- Shadow Body
- Psionic Greater Teleport
- True Metabolism
Level 9 Powers
- Affinity Field
- Apopsi
- Assimilate
- Psionic Etherealness
- Microcosm
- Reality Revision
- Timeless Body
Discipline Powers
Egoist Powers:
- Thicken Skin
- Animal Affinity
- Chameleon
- Empathic Transfer
- Ectoplasmic Form
- Hustle
- Metamorphosis
- Psychic Vampire
- Psionic Revivfy
- Psychofeedback
- Restore Extremity
- Psionc Restoration
- Fission
- Fusion
- Greater Metamorphosis
Telepath Powers:
- Psionic Charm
- Mindlink
- Aversion
- Brain Lock
- Read Thoughts
- Suggestion Psionic
- Crisis of Breath
- Hostile Empathic Transfer
- False Sensory Input
- Psionic Dominate
- Thieving Mindlink
- Psionic Modify Memory
- Schism
- Metaconcert
- Mind Probe
- Mind Switch
- Crisis of Life
- Mind Seed
- True Mind Switch
- Psychic Chirurgery
Kineticist Powers:
- Control Object
- Energy Missile
- Energy Cone
- Control Body
- Inertial Barrier
- Energy Ball
- Energy Current
- Fiery Discorporation
- Control Air
- Dispelling Buffer
- Null Psionics Field
- Reddopsi
- Psionic Telekinetic Sphere
- Tornado Blast
Nomad Powers:
- Burst
- Detect Teleportation
- Dimension Swap
- Levitate Psionics
- Astral Caravan
- Psionic Dimensional Anchor
- Psionic Dismissal
- Psionic Flight
- Baleful Teleport
- Psionic Teleport
- Teleport Trigger
- Psionic Banishment
- Dream Travel
- Psionic Ethereal Jaunt
- Mass Time Hop
- Psionic Teleportation Circle
- Time Regression
Key: Levels 1-4 | Levels 5-8 | Levels 9-12 | Levels 13-16 | Levels 17 and up | Avatar of God | Lesser God | Intermediate God | Greater God | Immortal | Old One
Note 1: With enough prep time, the Adventurer can feasibly create any number of items with any one of their abilities, or potentially create new spells to counter a given situation.
Note 2: Due to the nature of the Composite Adventurer, it is not unreasonable to assume that their equipment can be melded into effectively one piece of equipment where applicable. For example, their "Eyes"- the lenses section of Wondrous Items, could feasibly be all in one pair of lenses. As this wiki is under the assumption that characters are at their strongest, this should be the standard assumption when using this profile.
Battle Records
Notable Victories:
Notable Losses:
Inconclusive Matches:
{{Discussions}}