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From The Codex
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.  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. Comparable to the time gods, who transcend time) | Extra Temporal | Extra Temporal | Extra Temporal (Exists above the concept of time, time spells cast by fellow Immortals is meaningless) | Extra Temporal (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 | Extra Temporal | Extra Temporal | Extra Temporal | Extra Temporal

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 | Extra Temporal | Extra Temporal | Extra Temporal | Extra Temporal

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, Genius Intelligence, Immortality (Type 1), Weapon Usage, Magic, Martial Arts (Notably in the Monk's area, can perform the feat Flurry of Blows), Preparation, Regeneration and Healing (Low-Mid), Holy Manipulation (Via Cleric spells, among others, they can generate blasts of divine power and 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, and can increase their physical durability), Acid Manipulation (Can generate orbs of acid and 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 and 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 and 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, and can cause all sound to be deafened in short radius of the user), Necromancy (Can disrupt those that are dead and choose whether to be dead or alive), Status Effect Inducement (Can cause fatigue on touch and 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 and 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 and 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, [https://www.dandwiki.com/wiki/SRD:Blind-Fight Blindfight, 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 and can erase text from existence), Forcefield Creation (Can generate protections against various moral standings, can create an orbiting shield or full body armor, and 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 inflamed), Summoning (Can summon a wide variety of creatures including an angel of fire and soul-based creatures or an extra-planar 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 and 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), 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), 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), 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), 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)

All previous abilities to a far greater extent,  Law Manipulation, Chaos Manipulation (Gods contribute to the balance of Chaos and Law that makes up reality; with an upset of the balance in favor of either one, severe effects take place within reality, including delusion of the minds of those aligned with the opposite force, inexplicable deaths, etc), Reality Warping (Even Lesser Gods are capable of altering planes in their favor. Should scale to the strongest of wizards, who can impose their will on reality through casting magic), Probability Manipulation (Every action taken by all deities has the highest possibility of success, even in the face of absolute failure; they will always move before their opponent, deal critical damage, and so on), Regeneration (Mid-Godly, comparable to gods who can survive being erased by the sphere of annihilation, which erases the body, mind, and soul), Conceptual Manipulation (Gods have the ability to interact with reality on the level of concepts and can govern them to their will), Immortality (Types 1, 2, 3, 8, Avatars possess 10), Abstract Existence (Gods are purely abstract in their physiology, lacking any biology in a traditional sense), Creation (Capable of creating objects and beings alike from nothing but her thoughts), Acausality (Type 4), Incorporeality (Exists as nothing more than an abstraction and can maintain an existence without form)

All previous abilities to a far greater extent, Incorporeality in energy form, Teleportation, Regeneration (At least Mid-Godly), Power Bestowal, Creation (Can create entire species, planes of existence, celestial objects, Immortal bodies, and items), Mind Manipulation (Can destroy or drive away undead creatures), Statistics Reduction (Their Aura can weaken those within its range), Shapeshifting, Poison Manipulation, Can become invisible, Banishment, Elemental Manipulation (Fire, Air, Earth, Water, Ice Manipulation, and Weather Manipulation), Spell Drain, Perception Manipulation (Can block the senses of other beings, I:E: can block extrasensory perception), Gravity Manipulation, Truesight (Lets them see through illusions, natural and magical illusions, know the original form of shapeshifters, and see souls and concepts), Lifeforce Absorption, Causality Manipulation (Using the wish spell), Memory Manipulation, Imprisonment Spells allows you to put someone in eternal sleep, create a pocket reality warded against Multiversal+ range, trap them in a gemstone, lock them in a magical sphere that cannot be teleported out of, or lock them in chains that block movement and all abilities, Portal Creation, Fear Manipulation, Illusion Creation, Matter Manipulation, Petrification, Dream Manipulation, Necromancy, Space-Time Manipulation, Death Manipulation, Acausality (Types 1 and 4), Possession, Dimensional Travel, Soul Manipulation, Resistance to Statistics Reduction, Death Manipulation, Ice Manipulation, Acid Manipulation, Disease Manipulation, Power Nullification, Mind Manipulation, Electricity Manipulation, Deconstruction, BFR, Sleep Manipulation, Paralysis Inducement, Petrification, Transmutation, Magic, Sealing, Poison Manipulation, Space-Time Manipulation, Status Effect Inducement, Conceptual Manipulation, Pain Manipulation, Void Manipulation, and Law Manipulation

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

  • Anarchic: Weapons like this are infused with the power of chaos, and deal enhanced damage against foes of opposing alignments.
    • Axiomatic: This weapon is the opposite of the above, and deals increased damage versus chaotic creatures, instead being lawful-aligned.
    • Bane: The bane power allows a weapon to damage enemies of a certain type more. For the purposes of this character, it can be assumed they have access to the Bane of any type of creature in verse.
    • Brilliant Energy: The brilliant energy modification allows a weapon to constantly give off a torch-like light, and passes straight through non-living matter, making it pass straight through armor and forcefields but ultimately making it unable to hit undead.
    • Dancing: A dancing weapon can function fully on its own if released from the user's hand.
    • Defending: A defending weapon can transfer magical bonuses to instead protect the user.
    • Disruption: This enchantment is the "bane of all undead", as it disrupts the necrotic energy keeping them alive. Undead struck by this are automatically destroyed.
    • Distance: A ranged weapon with this can fire twice as far as is normally possible.
    • Flaming: This weapon is able to become sheathed in flame, dealing immense fire damage to the target.
    • Flaming Burst: As a flaming weapon, but can explode on impact.
    • Frost: On command the weapon is covered in icy frost, dealing additional cold damage and even more versus those weak to such things.
    • Ghost-Touch: This weapon deals damage normally versus intangible beings.
    • Holy: The weapon becomes good-aligned and deals more damage against evil.
    • Icy Burst: As Flame Burst, but with ice.
    • Keen: A keen weapon is magically more likely to strike at a target's weak point.
    • Ki Focus: This object serves as a medium for ki, or spiritual energy, and allows using that ki through the weapon, amplifying attacks made with it.
    • Merciful: This weapon is made to KO a target by beating it into unconsciousness, and is physically incapable of killing an enemy. Based on SBA, this should not be counted for the CA abilities.
    • Mighty Cleaving: This ability is more likely to tear through many enemies.
    • Returning: Weapons of this kind return to their user once thrown or lost.
    • Seeking: Ranged weapons of this kind follow their target, acting as homing attacks.
    • Shock: The weapon has electricity tied to it, dealing damage of that energy.
    • Shocking Burst: As Flame Burst, but with electricity.
    • Speed: The sword passively amps attack speed of the user, granting them more chances to strike.
    • Spell Storing: Swords of this type can have spells saved within them to be cast instantly upon making contact with an enemy.
    • Thundering: Slashing this weapon causes an immense cacophony of sound that does not harm the user, but manages to harm those he attacks.
    • Throwing: The weapon is supernaturally easy to throw and can reach higher ranges.
    • Unholy: This weapon is infused with malignant energy, and deals extra damage versus good opponents. It can passively reduce their "level", effectively lessening their physical attributes and their strength.
    • Vicious: This weapon attribute deals massive amounts of extra damage versus a foe (roughly 2-3 times typical damage), but also harms the user.
    • Vorpal: This weapon can automatically decapitate any foe the user interacts with.
    • Wounding: This weapon will leave supernatural wounds, causing immense bleeding and sapping of strength.

    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.

    • Endure Elements: Protects the user from from being in a hot or cold environment.
    • Hide from Animals: Animals cannot see, hear, or smell the user.
    • Hide from Undead: Undead cannot see, hear, or smell the user.
    • Jump: The user's jump distance is tripled.
    • Mage Armor: A protective magical force surrounds the user.
    • Magic Fang: Gives a enhancement bonus on a natural weapon.
    • Magic Stone: Can imbue pebbles with magic and turn them into ranged weapons.
    • Magic Weapon: Can imbue a weapon with magic and turn it into a magic weapon.
    • Pass Without Trace: The user is masked within shadows and is unable to be detected.
    • Protection from Alignments: The user gains thier opposed alignment.
    • Remove Fear: Instills courage onto the user and resist fear effects.
    • Sanctuary: Any attack or s on the user
    • Shield of Faith
    • Shillelagh
    • Bless Weapon
    • Enlarge Person
    • Reduce Person
    • Aid
    • Barkskin
    • Bear's Endurance
    • Blur
    • Bull's Strength
    • Cat's Grace
    • Darkness
    • Darkvision
    • Delay Poison
    • Eagle's Splendor
    • Fox's Cunning
    • Invisibility
    • Restoration
    • Levitate
    • Misdirection
    • Owl's Wisdom
    • Protection from Arrows
    • Remove Paralysis
    • Resist Energy
    • Shield of Faith
    • Spider Climb
    • Undetectable Alignment
    • Daylight
    • Displacement
    • Flame Arrow
    • Fly
    • Gaseous Form
    • Haste
    • Heroism
    • Keen Edge
    • Magic Circle against Alignments
    • Magic Vestment
    • Neutralize Poison
    • Nondetection
    • Protection from Energy
    • Rage
    • Remove Blindness/Deafness
    • Remove Curse
    • Remove Disease
    • Tongues
    • Water Breathing
    • Water Walk
    • Good Hope

    * Animal Friendship: Passively charms all animals

    • Blinking: On command, this ring causes the user to blink, teleporting randomly around the locale
    • Chameleon Power: On command, this ring allows the user to blend in perfectly with their surroundings.
    • Climbing: Grants better abilities to climb.
    • Counterspells: This ring can have one spell cast on it. Upon that spell being cast at the user, it immediately negated by the ring's spell.
    • Djinni Calling: Calls to a powerful djinni from the Elemental Plane of Air to serve the user one hour per day.
    • Elemental Command: Grants the user control over various elements depending on the element of the ring.
    • Energy Resistance: Persistently protects the wearer from a type of energy. As the Composite Adventurer, they have access to rings protecting them from Fire, Electricity, Sound, Acid, and Cold.
    • Evasion: The ring allows enhanced dodging of attacks.
    • Feather Falling: The wearer becomes immensely light, losing all density and falling gently to the ground.
    • Force Shield: Generates passive forcefields.
    • Invisibility: Allows the user to become invisible at will.
    • Freedom of Movement: Prevents the wearer from becoming entangled.
    • Friend Shield: Can cause an ally to take their damage when wearing this ring.
    • Jumping: Allows supernatural jumping.
    • Mind Shielding: Prevents telepathy and attempts to discern truth or alignment.
    • Ram: This ring allows the exertion of force in the shape of a spectral ram, allowing high-damaging attacks.
    • Regeneration: Allows constant regeneration, including growing back lost limbs.
    • Shooting Stars: This ring allows casting of various spells when outdoors at night and when indoors at night. Outdoors, the ring can cast Dancing Lights, Light, Ball Lightning, and Shooting Stars. Indoors, it can cast Faerie Fire and Spark Shower.
    • Spell Storing: This ring allows storing of spells in prep time for future instant casting.
    • Spell Turning: This ring can passively deflect magic back at the opponent.
    • Sustenance: Continually provides sustenance and requires that the user needs less sleep (should they need any at all)
    • Swimming: This ring grants supernatural swimming ability.
    • Telekinesis: Grants the user telekinesis on command.
    • Three Wishes: This ring contains three wishes to be used instantly by the wearer at their discretion.
    • Water Walking: Allows the wearer to walk on water.
    • Wizardry: This ring doubles the effects of spells up to Spell Level 4.

    * 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.

    • Alertness: The rod can be ordered to detect any creature that wishes to harm the possessor within 120 ft, and can simulate any animation spell. This also allows the usage of any Extrasensory Perception spells.
    • Cancellation: Should this rod touch a magic item, it drains all magic from the item permanently.
    • Enemy Detection: Detects enemies within 60ft, regardless of nature of being.
    • Flailing: Can convert into a dire flail.
    • Flame Extinguishing: Self explanatory. The rod is capable of negating fire.
    • Immovable Rod: These small rods have a button that, when pushed, cause them to remain in one place, even if such a thing defies all laws of physics.
    • Lordly Might: This rod is famed as a devastating transforming weapon. The rod has many functions, including holding person, passive fear effects, healing the wielder for all damage dealt with the weapon, shifting into a flaming longsword, an axe, a spear, or a ladder, or even geographical location.
    • Metal and Mineral Detection: Detect valuable materials within 30 ft.
    • Metamagic Rods: Using these grants essentially any metamagic feat within the game. See this in the feat section of the Notable Techniques for more information.
    • Python: This rod can shift into a constrictor snake that obeys the user.
    • Rulership: Can control all enemies within 120 feet of the user.
    • Security: Generates a pocket dimension paradise for up to 200 people. This can be used to BFR people via touch. The dimension lasts for up to 200 days.
    • Splendor: Makes the user seem more likeable to all. It can garb the user with immense riches. It can also create an immense tent.
    • Thunder and Lightning: Can generate immense noise when used as a mace, or fire lightning at an enemy, or combine the two.
    • Viper: The head of this rod can become a legitimate poisonous snake, causing damage to be combined with a poisonous bite.
    • Withering: The weapon quickly saps the physical strength from their enemies- this does so fast enough to kill a normal man in a few hits, and those on the Adventurer's level in only a few more.
    • Wonder: Generates random effects, ranging from shooting butterflies and growing grass to turning objects ethereal.

    * Charming: This staff allows the user to charm targets, making them their allies.

    • Conjuration: Used to summon various creatures, ranging from unseen forces to be your servant or swarms of insects.
    • Defense: This staff can bring on forcefields for the user.
    • Divination: This staff is exceptionally useful for finding that which is hidden.
    • Earth and Stone: This staff allows the carving of doors in stone walls, and the ability to shift the very earth.
    • Enchantment: This staff holds a multitude of abilities from the Enchantment school of magic, including Sleep, Madness, Mind, and Empathic Manipulation.
    • Evocation: Lacking in the hax of the Enchantment staff, this too has powers, ranging from Sound and Fire Manipulation to Ice and Electricity Manipulation.
    • Fire: Self explanatory, this staff grants the user domination over fire.
    • Frost: Similar to the fire staff, this staff allows the user the ability to use various ice spells.
    • Healing: This one allows, obviously, healing of others- from both damage and status effects.
    • Illusion: This staff excels in misdirecting enemies, and possesses various illusion-based spells within it.
    • Illumination: This staff has many spells regarding light of various intensities, including some so intense that they would destroy a body.
    • Life: This staff is used for immense healing spells and, in severe cases, resurrection.
    • Necromancy: An evil staff of ebony, it has powers over Fear, Death, Petrification, and several others.
    • Passage: The spells laden in this staff are largely transportation spells, including Teleportation, Dimension Door, and Astral Projection.
    • Power: An incredibly potent item, it maintains both defensive and offensive properties, such as passive luck increasing, airburst damage, and BFR- should the staff be broken, it will attempt to send the breaker to another plane of existence.
    • Size Alteration: As the name implies, this staff allows for not only shrinking/expanding of the user, but others and items.
    • Swarming Insects: The staff is used to bring forth plagues of vermin creatures upon one's enemies.
    • Transmutation: This weapon is used to turn enemies into something else.
    • Woodlands: Allows for total control over animals and animals, to the point of granting sentience to them.

    * 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.

    • Amulet of Mighty Fists: This amulet grants bonuses while unarmed, making the user more likely to hit and deal higher damage.
    • Amulet of Natural Armor: The amulet is crafted from bone and can give a natural armor equivalent to actual armor.
    • Amulet of the Planes: Allows plane shifting to various places, and can bring others around the user.
    • Amulet of Proof Against Detection and Location: Prevents the user from being detected and sensed by clairvoyance, extrasensory perception, or magical spells.
    • Apparatus of Kwalish: Essentially a combative mini-submarine.
    • Bag of Holding: This small bag has a minor pocket reality within it. Notably, if this bag enters another pocket reality of any kind, the reality collapses, causing universal damage- it opens a rift in space, into the Astral Plane, and both are dragged into the void, totally destroyed.
    • Bag of Tricks: This bag can summon animals via tossing fluff. Not generally used for combat.
    • Bead of Force: This bead can be hurled similar to a grenade, exploding with heavy force.
    • Monk's Belt: This belt supernaturally grants the martial skill of a monk upon the user.
    • Belt of Dwarvenkind: The belt passively grants charisma towards dwarves, and to a lesser extent other short beings. It also allows perfect reading of their language.
    • Belt of Giant Strength: Used to further amplify strength of the wearer.
    • Folding Boat: As the name says, this is a boat that can be easily folded into a small object- potentially being meters long as a ship.
    • Boccob's Blessed Book: This book can have spells written in it without proper material, effectively making them magic.
    • Boots of Elvenkind: Passively negates the sounds of movement.
    • Boots of Levitation: Self explanatory.
    • Boots of Speed: The user can cast haste instantly by wearing these ,effectively doubling all speeds.
    • Boots of Striding and Springing: This allows the user to move further and jump higher.
    • Boots of Teleportation: Self explanatory.
    • Boots of the Winterlands: The wearer of these boots leaves no track in snow, is not deterred by ice, and is warmed in even the worst cold.
    • Winged Boots: Allows flight if worn.
    • Bottle of Air: This bottle will have air in it at all times, allowing breathing in breathless environments- namely, a vacuum or underwater.
    • Bowl of Commanding Water Elementals: When filled with water and certain words are uttered, a large water elemental appears to join the summoner.
    • Bracelet of Friends: This bracelet can be used to summon willing allies to the user, often similar in their power.
    • Bracers of Archery: These bracers grant immense skill of archery.
    • Bracers of Armor: These pieces of equipment are used to grant the user defenses similar to armor for the wearer.
    • Brazier of Commanding Fire Elementals: Similar to the Bowl of Commanding Water Elementals, but requires a fire to be lit to use.
    • Brooch of Shielding: Used to absorb magic missile, a spell of raw force.
    • Broom of Flying: Self explanatory.
    • Candle of Invocation: This set of nine candles is tied to the alignments- each single candle is tied to one of the nine archetypal alignments. If one is lit relating to the user's alignment, it grants them bonuses- giving them access to stronger spells.
    • Candle of Truth: This candle forces all within it to tell the truth.
    • Cape of the Mountebank: The cape allows teleportation accompanied by clouds of smoke.
    • Carpet of Flying: Self explanatory.
    • Censer of Controlling Air Elementals: Similar to the Bowl of Commanding Water Elementals
    • Chaos Diamond: The diamond is infused with chaotic magic, allowing negation of normal laws and casting chaos-aligned spells.
    • Chime of Interruption: This chime negates verbal magic within a short radius, preventing it from being used.
    • Chime of Opening: This hollow tube can be struck to open even magically locked doors and locks.
    • Circlet of Blasting: This circlet can be used to magically explode one's enemies with a thought.
    • Circlet of Persuasion: This circlet amplifies all Charisma checks, making the user's words seem more appealing to those around them.
    • Cloak of Arachnida: This cloak allows the wearer to walk on walls and become immune to becoming entangled in webs.
    • Cloak of the Bat: The wearer can hide and hang upside down. By holding the edges, it also allows flight.
    • Cloak of Charisma: Relatively self explanatory.
    • Cloak of Displacement: The cloak creates an illusionary copy of the wearer, making attacks much more likely to miss.
    • Cloak of Elvenkind: This cloak makes one blend in with the background, gaining bonuses to hide checks.
    • Cloak of Etherealness: This cloak allows the user to switch onto the Ethereal Plane.
    • Cloak of Manta Ray: Transforms the wearer into a Manta Ray, granting the abilities of such.
    • Cloak of Resistance: Offers magical enhancement to all resistances, allowing them to resist higher tier hax.
    • Crystal Ball: Used for scrying and divination spells.
    • Cube of Force: A protective cube that casts various abilities for the user, including a mobile wall of force to protect the user.
    • Cube of Frost Resistance: This cube creates an aura that heats all ice based attacks upon entering the aura.
    • Cubic Gate: This cube is tied to six different planes of existence. It also passively summons creatures from those planes, with a 10% chance per minute to bring in a denizen of that plane.
    • Daern's Instant Fortress: On command, this cube becomes a tower 20x20x30 in size made of adamantine.
    • Darkskull: This item, when carried, taints the air, forcing it to become evil. All magical auras are evil, and the area is purged of goodness, giving minuses and statuses against good creatures.
    • Decanter of Endless Water: This object can fire water, either in a short stream or with the force of a geyser.
    • Deck of Illusions: This deck consists of just over thirty cards, each of which is used to summon the illusion of another creature, including fearsome red dragons.
    • Dimensional Shackles: The shackles can be placed on a target to prevent them from traveling to another dimension.
    • Drums of Panic: When both are played, all within hearing radius are put under a fear spell.
    • Dust of Disappearance and Reappearance: These two dusts have the remarkable ability to, when used, cause one to become magically invisible (Disappearance) and re-appear (Reappearance). The remarkable thing is that the magical invisibility is not detectable by most normal means.
    • Dust of Dryness: The dust can be thrown into water, causing it to become condensed and solidified into a small pellet, with one pellet working on up to 100 gallons of water. Upon breaking (via being thrown), it releases with that amount. It also absorbs water from living things aligned with water (such as elementals of the type).
    • Dust of Illusion: The dust can be dumped on any creature to allow it to change its form at will under an illusionary spell.
    • Dust of Tracelessness: This dust destroys all traces of passage of a group of people. Useful for stealth scenarios.
    • Efreeti Bottle: This bottle holds a genie within it, and can be released and summoned back on command. What kind of Efreeti is unknown until used (though by a battle an Adventurer surely has figured this out)- generally, the Efreeti is a loyal fighter and will serve the owner in battle, though can potentially grant wishes for the owner.
    • Elemental Gem: The gem can be crushed to summon a single elemental of large standing to assist the Adventurer.
    • Elixir of Fire Breath: This potion allows the user to breathe fire as an attack.
    • Elixir of Hiding: The elixir makes the drinker semi-invisible, granting them immense stealth abilities.
    • Elixir of Love: The drinker of this elixir is instantly charmed with the next being they see for several hours.
    • Elixir of Sneaking: The potion deafens the sound made by movement, allowing magically quiet movement.
    • Elixir of Swimming: Drinking this affords one a supernatural ability to swim.
    • Elixir of Truth: The potion forces the drinker to tell the truth for some time.
    • Elixir of Vision: The elixir greatly enhances the clarity of vision of the wearer.
    • Eversmoking Bottle: This bottle looks exactly like the Efreeti Bottle, but instead just generates vast amounts of smoke until capped. A single word from the user can dispel this.
    • Eyes of Charming: These crystal lenses can, once every few seconds, passively charm an opponent that has met the gaze of the user.
    • Eyes of Doom: Similar to the Eyes of Charming, these lenses allow passive fear hax on any who meet their gaze. Additionally, the lenses allow the user to sense death nearby, and can cast a more potent form of fear manually.
    • Eyes of Petrification: The wearer of these lenses can look at a target and petrify them instantly.
    • Figurines of Wondrous Power: These small figures transform into animals they are built after, and possess various abilities. If the animal is slain, it merely becomes a statue again- though if the statue is destroyed, it is ruined. A griffon can be summoned to fight for the user, an ebony fly can be used to carry heavy objects and is the size of a horse, golden lions can be called upon to help fight, a trio of goats that can travel far faster than the user, a goat that flattens enemies with the energies of hell, and a goat that passively radiates fear from it at a wide radius. Many other figurines are available, and should be requested if needed.
    • Gauntlets of Ogre Power: These gauntlets amplify the physical might of the user.
    • Gauntlet of Rust: The gauntlet is used to destroy metal objects by magically rusting them, instantly doing so.
    • Gem of Brightness: The gem can, on command, emanate heavy light, or fire it as a searing, burning ray, or be used as a flashbang.
    • Gem of Seeing: A character peering through this gem can see through all illusions, see invisible or otherwise undetectable things, as per the True Sight spell.
    • Gloves of Arrow Snaring: The wearer of these gloves can catch arrows around him.
    • Gloves of Dexterity: The gloves fit snugly, and grant stat amps to one's speed and dexterity.
    • Gloves of Storing: These gloves can store items in a pocket dimension. It can be summoned back with a simple snap of the fingers.
    • Gloves of Swimming and Climbing: The gloves can be used to supernaturally gain abilities of swimming and climbing.
    • Goggles of Minute Seeing: They allow microscopic vision for a short range.
    • Goggles of Night: The goggles allow the wearer to see in the night.
    • Golem Manual: The manual depicts lessons as to how to create a golem, a hugely powerful ally. The type of golem varies, but the manual always contains the exact spells and knowledge needed to craft the golem in question. Golems are immune to magic effects, having passive Anti-Magic around them (which effectively nullifies all supernatural abilities).
    • Hand of Glory: The mummified hand can be worn as though it were an extension of oneself, on a string around the adventurer's neck. The hand can wear a ring, and have its effects stack with other rings- it also allows casting of See Invisibility and Daylight.
    • Hand of the Mage: A mummified elf hand drapes from the wearer's neck, and allows at will telekinesis.
    • Harp of Charming: The sounds played by this harp cause those in the area to become allies of the player.
    • Hat of Disguise: The hat allows the user to transform their clothing and appearance at will.
    • Headband of Intellect: The headband, when worn, increases the mental power of the user.
    • Helm of Brilliance: This helmet can transform into its true form when spoken to. The gems on this helmet can create walls of fire, perception-altering lights, and allows the detection of undead, glowing blue in their presence, even damaging undead when nearby. Finally, the wearer resists fire- and if that resistance is overcome, the gems on the helmet explode, firing off all spells within them at random.
    • Helm of Comprehend Languages and Read Magic: Understand all languages and all magic.
    • Helm of Telepathy: The helmet imbues its wearer with abilities of telepathy at will.
    • Helm of Teleportation: Allows the user to teleport at will.
    • Helm of Underwater Action: The helm allows the wearer to function in water as if not deterred by the water at all.
    • Heward's Handy Haversack: The backpack has many pockets, each of which is a small spatial sub-dimension, useful for needing much expanded storage. It also brings any item needed immediately to the top.
    • Horn of Blasting: The horn is played and deafening sounds roar, destroying the eardrums of those nearby and taking immense physical damage.
    • Horn of Fog: The horn summons fog.
    • Horn of Good and Evil: The horn, when blown by a good person, produces an aura that passively reduces the strength of an evil foe, and vice versa when blown by an evil user.
    • Horn of the Tritons: The horn can, when used, summon an army of sharks, calm all rough waters at a wide radius, or cause fear at a wide radius towards aquatic creatures.
    • Horn of Valhalla: The horn summons a horde of barbarians to battle for the user, constructs made by the horn to simulate real barbarians.
    • Horseshoes of Speed: Massively boosts speed of animals wearing them.
    • Horseshoes of a Zephyr: The horse wearing these does not touch the ground, and must only be around four inches above a surface. This allows crossing of lava and water, or leaving no tracks and making no sound.
    • Incense of Meditation: This allows maximization of all cleric spells if burnt for eight hours of prayer.
    • Ioun Stones: These stones float around the user, and achieve various effects- ranging from absorbing and negating all magic, granting even further statistics amplifications, or offer regeneration.
    • Iron Bands of Bilarro: These are used to magically ensnare enemies, keeping them contained.
    • Iron Flask: This flask was used, in ages past, to seal supernatural beings within it, being laden with runes to keep any number of creature within, including magic birds, elementals, and demons.
    • Keoghtom's Ointment: This ointment, when rubbed, negates all poisons and diseases, and goes so far as to heal the user.
    • Lantern of Revealing: The lantern, when shone, purges all invisible creatures, making them perfectly visible.
    • Lens of Detection: The six-inch wide lens can be peered through to gain enhancements to vision.
    • Lyre of Building: This lyre can use the fabricate spell, and negates attacks against constructs of the magical kind (including disintegrate and the horn of blasting). Thirty minutes of playing is equivalent to the amount of work achieved by 100 men working for three days straight.
    • Mantle of Faith: This mantle, when worn, reduces all damage dealt by evil foes.
    • Mantle of Spell Resistance: The mantle is imbued with spell resistance, nullifying magic that makes contact with the wearer.
    • Manual of Bodily Health: The book, when read, permanently increases the physicality of the user.
    • Manual of Gainful Exercise: Similar to the above, but for raw strength rather than health.
    • Manual of Quickness of Action: Similar to the above, but for speed and dexterity rather than health.
    • Mask of the Skull: When worn, the mask can fly off the user's face and cast death spells at the target as if it were a summon.
    • Mattock and Mallet of the Titans: These tools are far larger than a mn, and can be used as adamantine weapons that pulverize stone and destroy inanimate objects with supernatural efficiency.
    • Medallion of Thoughts: Grants telepathy to the wearer, becoming able to read all thoughts of those around them.
    • Mirror of Life Trapping: The mirror will, upon being looked upon by a living being, ensnare them, dragging them into a small extradimensional space, sealing them there forever.
    • Mirror of Mental Prowess: The mirror's owner can read the thoughts of any being reflected in the mirror, even through their own protection to mind manipulation, make use of the clairvoyance spell, use the mirror as a portal, or be used to gain knowledge on a creature, as per legend lore.
    • Mirror of Opposition: The mirror, when used, creates an exact duplicate of the target, and summons that duplicate to battle the target. They have all abilities and equipment of said target, and will fight to the death, only fighting that target. Upon death, all equipment they had disappears.
    • Murlynd's Spoon: This spoon, upon being placed in a bowl, generates foul-tasting gruel that will sustain up to four beings per day.
    • Necklace of Adaptation: This necklace always grants the user fresh air, to the point of negating negative effects from inhaled toxins or smells, and being able to survive in a vacuum or underwater.
    • Necklace of Fireballs: The beads of this necklace can be thrown in desperation to transform into a fully fledged fireball.
    • Nolzur's Marvelous Pigments: The objects painted with these inks become real and tangible.
    • Orb of Storms: Protects the user from the elements and allows them control over the weather.
    • Pearl of Power: Allows the preparation of spells outside of normal capabilities.
    • Pearl of the Sirines: Allows a supernatural ability to swim.
    • Periapt of Health: Gains total immunity to diseases, natural and supernatural alike.
    • Periapt of Proof against Poison: Grants, instead, total immunity to both supernatural and natural poisons.
    • Periapt of Wisdom: Increases the mental power and the will of the holder.
    • Periapt of Wound Closure: Wounds close, supernatural bleeding is halted, and the user heals much faster than usual (at double the typical speed of regen).
    • Phylactery of Faithfulness: The item cannot be understood save for by its wearer- even identification abilities will fail to analyze its function. Once in use, the object grants the user knowledge of what actions will cause to their alignment and their standing with their god.
    • Phylactery of Undead Turning: Grants holy beings a much heightened degree of strength in turning undead, which causes them to feel immense pain and turn away or be totally destroyed.

    Intelligence: Genius (Easily maintains an intellect score of 18 at base) | Extraordinary Genius (Superior than before, can increase their intelligence to higher levels) | Extraordinary Genius (Superior than before) | 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, Cosmic for their Domains (Maintains perfect working knowledge of their spheres of influence for events that occur relating to them) | Supergenius, Cosmic for their Domains | Supergenius, Cosmic 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

    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 (Link For Mobile Users):

    Discussion threads involving Tealboi01/Sandbox