Yeah. Even without a Tally it's obvious that Dungeon Master is going to when since literally EVERYONE is voting for it.
I suppose the less obvious question will be if other Parahumans will get the option for Shard Bearer, that option seems like it won't be available to keep things simple, but it would cut some rather interesting choices for Parahumans to make when entering. Say Armsmaster entered, would he choose the option to empower his Shard or a class that would synergise with his skillset like Fighter or Rogue? He would probably choose Mechanist or Battlesmith if Alex had the Machine or Weapon Themes.

Edit: Hey @zagan, was looking through the theme provided classes and noticed Eldritch gives you Warlock and Demon gives you Cultist for Class options, was there crossover between them I missed or was that a mistake?
 
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That would be an option for those that finish Cleric with a Nature Deity.

Also, you may have answered this earlier, but can any of the summonable creatures go thru the Dungeon as Invaders, to gain powers? How about the Pandas at least?

Edit: And now that I think about it, the idea of Olky going thru the Dungeon and becoming a Wizard in his own right seems... wondrous.
This will be explained in the next chapter, but yes partners can gain a class. But not all of them. The first criterion is that they must be able to fit in the dungeon. So for most of the big ones, it's just not possible.
And the second criterion is that they must not possess a way to naturally get stronger already. So no Pokemon, Digimon, etc... That for my own sanity.

[X]
Chakra Adept
[X]
Magus
I don't think your vote will count. You need to have the [X] on the same line as the choice.

Getting increased power for Solar and a secondary effect would likely turn him into a walking Sun with his own gravity well once he reaches Capstone level, granting an avatar for Solar as well would really be cool to see too. Is there a limit to how many potential Shards are affected by this Class?
That's complicated. I think I mentioned it at some point, and if I didn't my apology, but while Alex can possess any number of Shards he can only have one active at a time. So they would all benefit from the class but only while they're active.

That Capstone would be great if it's open to any Servant at all instead of the CM granted ones, looking at the Tam Lin Knights from the recent Singularity Avalon le Fae as they're all faeries, though there likely will be limits to what choices will be given when it comes up.
It would be open to non-CM Servants yes. My Veto would mainly concern Athuria, pure evil servants, or too sexualized ones. I would favor a Servant that could serve Alex in an Advisory role, a Big Sister/Brother, Mentor, or thing like that.

Interesting that Shard bearer is unique to Alex.
I suppose the less obvious question will be if other parahumans will get the option for Shard Bearer, that seems like it won't be available to keep things simple, but it would cut some rather interesting choices for Parahumans to make when entering. Say Armsmaster entered, would he choose the option to empower his Shard or a class that would synergise with his skillset like Fighter or Rogue?
Shard Bearer is exclusive to Alex because he got a unique relationship with his Shard. I considered creating a Shard Host class for normal Parahuman but I couldn't find a way to make it at the same different from Bearer and applicable to all Parahuman. What I will do instead is give to Parahuman access to some unique Class based on their powers.
Miss Militia might get a Gunslinger class for example.

Kinda like Vixen from DC!
There's some of that yes.

Can this pair with that class you use Malcolm with? And Do Shards count as monsters?
You mean the Beastmaster class? Not particularly, they work in different ways.
And no Shard doesn't count as a monster and Parahuman either.

With Rex or Jinchuriki-like with the powers or...?
This would remove the one-hour limitation currently affecting the Jinchuriki state from the Menagerie. And it would apply to any Biiju Alex possess, Rex obviously but also any other that could be gained later.

Of course, my imaginary friend said so.

If we had a Fighting Foodons I'd choose this.
But we don't and it reminds me too much of Bugsnax.
@zagan I don't think they are apart of the CM? If you aren't interested enough to have a Fighting Foodons Catagory how about making them a True Customization option? Once choose. The Author decides either a Foodon or holds a vote for the dish or dish ingredients and decides on the aspect of the Creature from that.
I didn't even know that this thing exist until you mention it. I look it up and I'll say, it would be funny but I'm not really interested.

I considered it but couldn't find any ideas for it.

for fun! @zagan *sparkles of an idea!* Our cute Mercury maid can become any instrument we want right?
She can take the shape of an instrument, but I'm not sure it would be functional. Some Brass instrument perhaps.

Edit: Hey @zagan, was looking through the theme provided classes and noticed Eldritch gives you Warlock and Demon gives you Cultist for Class options, was there crossover between them I missed or was that a mistake?
Honestly, I'd completely forgotten that I include this list of examples until you remind me of it. So it's not really a mistake just an oversight.
 
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I didn't even know that this thing exist until you mention it. I look it up and I'll say, it would be funny but I'm not really interested.
I remember that show when I was a kid, it's what got me interested in cooking and the food service industry. Why not just add the Meal Ticket to the Various update, as there isn't much different from having the foodon or having the ticket instead and making the food yourself, if there's room of course.

It could also open up other uses for food items from other categories when used on them, say a Shark-Fin made from Bruce's fin, it would likely be much stronger than the original from the manga, as Toriko ingredients have enhanced flavors compared to other worlds standards.

Edit: though I must admit the wiki for Foodons is incredibly sparse on details compared to others, it might not be enough to work with on making a bonus category.
 
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And the second criterion is that they must possess a way to naturally get stronger already. So no Pokemon, Digimon, etc... That for my own sanity.

I... think you might mean by context must not possess a way to naturally get stronger?

So how would this effect the Pandas, since like any Naruto-type "ninja" they could probably get stronger by training?

Anyway, I'm now thinking of teams of our creatures to send thru, prioritizing those who are already small but strong, because I'm a big fan of making the strong stronger. Of course, it would also be very useful for some of the weaker as well, perhaps make them more useful to give to others. In fact, that could be a way to cover for it... give a partner to those who start going into the dungeon, so they and their partner could grow stronger together, and just say the dungeon gave it to them. The dungeon itself wouldn't even need to be publicly linked to Alex, just promote it as some secret training program..

I suppose I should wait until the update... but do the creatures need to have some sort of sapience to benefit? How about the robotic ones? Our very first summons was a Spider bot, and the poor thing never even got a name.. The Companion Cube!!! Going thru the dungeon and getting a class would certainly prove whether it is actually conscious or not!

Edit: First party of creatures to go thru dungeon candidates: Olky, Star, Clank, Gonzo, Baggage, and maybe Shadowmere?
 
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Why not just add the Meal Ticket to the Various update
I probably didn't say it well but the Meal Ticket is what I was thinking of when I thought that True Customization be a better fit than an actual Catagory. Since there isn't a functional difference really. Customize before or Customize in the kitchen.
Imagine the Foodons he could make from the CM derived ingredients!
would be open to non-CM Servants yes. My Veto would mainly concern Athuria, pure evil servants, or too sexualized ones. I would favor a Servant that could serve Alex in an Advisory role, a Big Sister/Brother, Mentor, or thing like that.
Would this be an option? Charles Babbage.
 
I... think you might mean by context must not possess a way to naturally get stronger?
Goddamit again! I got a serious problem with negation. Yes, that's right. Thank you for pointing it out.

So how would this affect the Pandas, since like any Naruto-type "ninja" they could probably get stronger by training?
Only the smallest panda could enter but yes they could benefit. That's because they don't improve naturally, they do so with time spent training and studying. So while some time spent in the dungeon could help them grow, not as much as time dedicated to chakra training.

Anyway, I'm now thinking of teams of our creatures to send thru, prioritizing those who are already small but strong, because I'm a big fan of making the strong stronger. Of course, it would also be very useful for some of the weaker as well, perhaps make them more useful to give to others. In fact, that could be a way to cover for it... give a partner to those who start going into the dungeon, so they and their partner could grow stronger together, and just say the dungeon gave it to them. The dungeon itself wouldn't even need to be publicly linked to Alex, just promote it as some secret training program..

I suppose I should wait until the update... but do the creatures need to have some sort of sapience to benefit? How about the robotic ones? Our very first summons was a Spider bot, and the poor thing never even got a name.. The Companion Cube!!! Going thru the dungeon and getting a class would certainly prove whether it is actually conscious or not!

Edit: First party of creatures to go thru dungeon candidates: Olky, Star, Clank, Gonzo, Baggage, and maybe Shadowmere?
Yes, some sort of Sapience is a minimum requirement. They must be able to interact with the "Menu" even if it appears in a way that they can understand. Robots could benefit if they fit that criteria.

It's much too soon to discuss it. Magus isn't looking to be wining anyway.
 
With an overwhelming 24 votes the winning class is Dungeon Master. It was followed by Magus with 13 votes and then 8 votes for Blue Mage.
I didn't expect such enthusiasm for Dungeon Master. I expect either Shard Bearer or Chakra Adept to be much more popular. And I add the secret hope that Pokemon Master would win.
Anyway, I will be posting soon, in a few minutes at worst, the Dungeon Core sheet. And I'll try to finish and post the Dungeon Master class before going to bed tonight.
 
Dungeon Core Character Sheet
Dungeon Core Character Sheet

-Core Name: Nimue
-Dungeon Name: Camp Camelot
-Type: Pocket Space
-Personality: Carefree (+10% Floors size, -10% Trap damage) (Malus removed from Dungeon Master Class)
-Traits: Class System (Improved), Invader Revival
-Minions: Summoned. (Max per creature: 50 + 50 x floor, Max total per floor: 100 + 100 x floor)
-Number of Floors: 5
-Floors Size: 110m2 x floor number
-Available Themes: Air, Constellation, Eldritch, Food, Fur, Insect, Lightning, Musical Instruments, Plants, Scales, Slime.
-Available Minions:
-[010]-Achatina
-[010]-Forest Flish
-[010]-Frog squirrel
-[010]-Greater Roadrunner
-[010]-Moon Slug * 5

-[050]-Aerbunny
-[050]-Critters (Quadrupedal Ligne 2 Main)
-[050]-Mudcrab

-[100]-Anomura Fungus
-[100]-Blocking Spider
-[100]-Mini-Moldorm
-[100]-UFO

-[200]-Mandragora
-[200]-Water Animental Crane
-[200]-Hideous B

-[300]-Gimlinopithecus
-[300]-Scorpion
-Available Loot:
All floors: Cooper coins, Berries, Paralyzing seeds, Quartz, Green Jelly, Flower of Krakoa: I, Mundane Silk, Gold Plort, House elf wine, Hardened Carapace, Cloudtwine, Chitin, Achatina Paste, Organic Polymer, Beefalo Wool, Silk, White Pears, Meshing Gear, Power Ring L-1, Armor Ring L-1, Gold Luck Ring, Snowshoe Ring, Roc's Ring, Quicksand Ring, Whisp Ring, Bottles o' enchanting, Potion of Slow Falling, Iron Ingot, Copper Ingot, Bronze Ingot, Wooden or Bronze weapons, Leather Armors, Swimmer's Ring, Void Chicken feather, Stickpaste vial, Purgewater vial, Medicinal Berry, Medicinal herb

Starting on Floors 5: Silver coins, Magic beast hide, Firecomb, Arachno Silk, Rock Plort, Enchanted Book lvl 1 or 2, Magic Map Focus, Booster Shoots, Silk, Silver, Chimaera wing, Cool cheese, Spiderwing's Fire Resistant Silk, Velociprey Carves, Tabby Plort, Echo Screen, Ore, Aluminium, Fur coat, Holy water, Power Ring L-2, Armor Ring L-2, Rang Ring L-1, Steadfast Ring, Green Luck Ring, Bombproof Ring, Peace Ring, Apprentices Ring of Aer (or Terra, Ignis, Aqua, Ordo, Perdition), Vis Stone, Potion of Night Vision, Potion of Water Breathing, Potion of Leaping II, Potion of the Turtle Master II, Steel Ingot, Iron Weapons, Iron Armors, Red Ogre's mask/shield, Volatile Sludge

Starting on Floors 10: Gold coins, Hi-Potion, Ether, Dust crystal of all types, Element, Seed of Strength, Demiguise's Fur, Enchanted Book lvl 3 or 4, Shadowmere's Hide Leather, Scrutin's Eye Gem, Basilisk's poison, Titanium Alloy Ingot, Godwood, Quick Claw, Superconductive Copper, Seed of resilience, Prayer ring, Seed of wisdom, Amethyst, Jade, Green Shell, Psychic Gem, Rathalos Carves, Magical Mercury, Aegis, Fallen Star, Mirror Herb, Black Pearl, Orbs, Halos, Power Ring L-3, Rang Ring L-2, Toss Ring, Blue Luck Ring, Green Holy Ring, Blue Holy Ring, Red Holy Ring, Like Like Ring, Subrosian Ring, Zora Ring, Emerald, Gold Ingot, Ender Pearl, Ring of Protection, Potion of Regeneration II, Potion of Fire Resistance, Potion of Healing II, Potion of Swiftness II, Potion of Strength II, Potion of Invisibility, Steel Weapons, Steel Armor, Tibanna gas, Iron Dragons's scales, Moblin Ring, Quantum Plort, Piece of Heart (randomly dropped from bosses), Seed of agility, Seed of life, Alloy

Starting on Floors 20: Platinium coins, Phoenix Down, Light Beacons, Enchanted Book lvl 5, Bright Shard, Totem, Diamond, Demonite Ore, Thaumium, Chaos Drives, Diamond Thread, Black Belt, Dragon Fang, Mirage Vest, Elixir, Sacred Tree Wood, Poison Barb, Unicorn Horn, Red Ring, Blue Ring, Green Ring, Diamond, Golden Apple, Enchanted Weapons or Armor

Starting on Floors 30: Orichalcum, Prismatic Shard, Inert Flubber, Heart Ring L-1, Magic Potion

Starting on Floors 40: Protection Ring, Enchanted Golden Apple

Starting on Floors 50: Sapient Pearwood,

In addition, all minions can drop as loot their respective items from Material Extraction.

-Roaming Guardian: Little Gugalanna (Gawain)
-Look like a white and gold Bull with blue horns.
-Its strength, size, and power scale with the size of the Dungeon.
-Can manipulate and generate wind and lightning.
-Can take on a baby form.
-Can order around the minions of the Dungeon.
-Can manipulate the traps of the Dungeon.
-Can teleport anywhere in the Dungeon.
-Can take on the Themes of the floor he is on.
-Is not inherently hostile but will defend itself if provoked. And it may attack if he thinks someone does not respect Nimue.
-Avatar: None yet, will start to manifest one when reaching Floor 20.

Doorway:

Core Room:
-Floor 1:

-Size: 110m2
-Theme: Insect
-Minions Max cost: 100
-Max Total: 200
-Assigned Minion: -[010]-Frog squirrel *5, -[050]-Mudcrab *1, -[100]-Anomura Fungus *1.

Map:
-Floor 2:

-Size: 220m2
-Theme: Lightning
-Minions Max cost: 150
-Max Total: 300
-Assigned Minion: -[010]-Greater Roadrunner *5, -[050]-Critters *3 (Quadrupedal Ligne 2 Main), -[100]-UFO *1

Map:
-Floor 3:

-Size: 330m2
-Theme: Slime
-Minions Max cost: 200
-Max Total: 400
-Assigned Minion: -[000]-Achatina *5, -[050]-Mudcrab *2, -[100]-Mini-Moldorm *1, -[200]-Water Animental Crane *1

Map:
-Floor 4:

-Size: 440m2
-Theme: Plant
-Minions Max cost: 250
-Max Total: 500
-Assigned Minion: -[010]-Frog squirrel *5, -[100]-Blocking Spider *2, -[200]-Mandragora with -[50]-Pint-sized Gigantification

Map:
-Floor 5:

-Size: 550m2
-Theme: Musical Instrument
-Minions Max cost: 300
-Max Total: 600
-Assigned Minion: -[000]-Forest Flish *10, -[100]-Anomura Fungus *5

Map:

-Floor 6:

-Size: 660m2
-Theme: Eldritch
-Minions Max cost: 350
-Max Total: 700
-Assigned Minion: -[010]-Greater Roadrunner *10, -[050]-Mudcrab*3, -[300]-Scorpion

Map:

-Floor 7:

-Size: 770m2
-Theme: Machine
-Minions Max cost: 400
-Max Total: 800
-Assigned Minion: -[010]-Achatina*10, -[050]-Critters *3, -[100]-Blocking Spider*2, -[200]-Hideous B with -[150]-Brute

Map:
Looks like a very cluttered factory. One big room with an assembly line in the middle, a few side rooms, and a warehouse at the end, where the boss waits.

-Floor 8:

-Size: 880m2
-Theme: Air
-Minions Max cost: 450
-Max Total: 900
-Assigned Minion: -[000]-Moon Slug * 5, -[050]-Aerbunny with -[050]-Pint-sized Gigantification *4, -[300]-Gimlinopithecus with -[150]-Half-Dragon (Shadow)

Map:
Looks like the inside of a giant cloud. Lots of tiny corridors. Two Mains rooms and one giant boos room.
 
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[X] Dungeon Master

I think this is the only one that won't take us down a tangent while also helping us out by mitigating the few downfalls of the core(can't summon creatures used as dungeon monsters) as well as get over our few limits (summoning limit).
 
It seemed the most appropriate to best work with the Dungeon. Would it be the fastest for him to grow with the Dungeon?
If you mean gaining level faster then no, not really. However, among the powers granted by the class, if they're used correctly some of them may make training inside the dungeon easier.
 
God......Dammit. So, many sidestory ideas in my head. My second Training Sidestory with the Pandas, Overload, and now this is making me want to create a Second OC that faces the challenges of the dungeon.
 
Dungeon Classes
List of available classes:
Generic classes available to everyone:

[] Fighter
Progressively increase physical stats, Grant bonus damage when using weapons, Learn Combat Maneuver with secondary effects (Cleave, Bull Rush, etc…)
[] Rogue
Progressively improved agility and speed, Grant Bonus damage against unaware targets, Learn how to hide, pickpocket, pick locks, and find traps.
[] Wizard
Increase your mana pool, Learn Magic spells, and Gain a familiar.
[] Cleric
Increase Mana and Health, Learn Healing, Buff, and Light spells, and Choose a god to gain a passive benefit.
[] Incarnation of a Hero
Choose a Mythological Hero and become its incarnation, gaining ability related to that Hero at levels 1, 10, and 20. Heroic Resolve (continue fighting despite wound or exhaustion), Last Minute Powerup, Chosen One (influence your Fate for good and/or bad), Wise Mentor, Favored Enemy, Epic Willpower (Resiste influence), DOES NOT BECOME A SERVANT!!!

Theme-based classes available to everyone:

[] Verdant Avatar
Plant Theme: Can transform into a plant gaining multiple benefits, Can massively accelerate plant growth, Can animate plants, Can release pollen to produce various effects, As a capstone can plant a tree that will act as a respawn point should you die.
[] Astrologist
Constellation Theme: Can discern people's birth sign on sight (from multiple mythologies), Can grant a blessing or a curse to someone depending on their birth sign, Can summon projections in the shape of constellations, Can generate illusions of the night sky that fascinates peoples, and can cast a few thematic spells.
[] Hive King/Queen
Insect Theme: Can Summon a swarm of bugs at will (species improved as you level up), Can enhance bugs in various ways, Gain a giant bug companion, Can gain insect traits (Webspinner, Wings, Stinger, Scorpion Claws, etc…)
[] Incarnation of Winds
Air Theme: Can transform into a Wind Elemental, Can summon gas clouds with various properties, Can generate air blasts and miniature tornados, Can predict the weather with a high degree of accuracy, and Can become transparent.
[] Lightning Disciple
Lightning Theme: Can transform into a lightning Elemental, Can throw lightning bolts, Can generate electricity with perfect control of the voltage, intensity, etc…, Can apply an electric aura to items or people, Can travel by transforming into lightning.
[] Bard
Musical Instrument Theme: Can summon a magical instrument that will grow with the user, Can play songs that buff allies and/or debuff enemies, Can cast some minor spells, Can generate sonic blasts, Can charm people with music.
[] Cultist
Eldritch Theme: Can gain mutations of your choice (Tentacles, Additional Eyes, Enlarged Brain, Slime Coating, etc…), Can project images of the Far realm/Void to people with the possibility of causing insanity, Can Teleport by passing through the Far Realm/Void (possibility of taking other at their own risks), as a capstone gain an Eldritch Companion.
[] Gourmet
Food Theme: Can eat anything that can fit into your mouth, Grant temporary buffs from eating something and eventually permanent if eating a sufficient quantity of it, Gain passive regeneration, Can conjure food, and As a capstone can transform a target into food.
[] Slime Sentinel
Slime Theme: Gain a slime that can be equipped as armor (grant protection, protect from dangerous environments), Your Slime armor can absorb liquid to gain certain properties (Milk, Blood, Water, Alcohol, Petrol, Oil, Glue), Can extend limbs, Slime Armor gives you regeneration, immunity to blunt shock trauma when wearing slime armor, can create slime clone)
[] Reptile Imitator
Scales Theme: Gain power based on reptiles (not literal trait just inspired) (Chameleon Camouflage, Corail snake Venom, Cobra hood, Turtle Shell, Alligator Ferocity, Boa Constriction, Frog tongue, etc…), Can shed skin to heal, Can change gender in an egg, Can hibernate to conserve energy.
[] Hunter
Fur Theme: Gain an Animal Companion, Gain nature skills, Can take trophies from kills to gain some benefits, Gain enhanced senses, gain the ability to move easily through natural environments, Can lay magical traps, Can use poison.
[] Assimilator
Machine Theme: Gain the ability to absorb machines to gain powers, Become stronger and more resistant the more machines are absorbed, Can Analyze, Repair, and Improve Machines, Can temporarily supercharge a Machine, And Can fuse and take control of a bigger machine.
[] Force Sculptor
Forcefield Theme: Gain the ability to generate progressively bigger forcefields and to shape them, gains the ability to generate force armor and weapon, can take control of other forcefields.

Classes available only with specific requirements:

[] Living Weapon
Make you the perfect weapon. Gain unique properties. Make you more useful to your wielder.
Can only be selected by a being that can be considered a weapon.

[] Heroic Swordmaster
Enhance your Swordsmanship, Gain special attacks with your sword, and Give enhanced health.
Can only be selected by someone with a heroic inclination who specializes in using a sword.

Classes specific to Alex:

[] Energy Conduit
Can freely convert one type of energy into another (Magic, Mana, Chakra, etc…), Techniques/Spells/Powers cost less, Can supercharge Techniques/Spells/Powers, Can lend energy to someone, and the ability to use one Technique/Spell/Power, Can absorb energy.
[] Card Wizard
Reduces the magic cost of cards, increases the versatility of cards, and Can convert two partners into guardians, can create a book to contain the cards which means that all cards count as only one creature for the CM. Can generate permanent effects with Cards. At the max level can create a limited number of custom cards.
[] Psynergie Adept
Gain the ability to use Psynergie, Gain an elemental affinity, Djinn recovers faster, and Summon Spirits are stronger.
[] Totemist
Inspire the D&D 3.5 Totemist from Magic of Incarnum. Gain the ability to equip ghostly magical beast body parts to gain buff and abilities (called Soulmeld). This would include all the official ones, plus custom ones based on creatures possessed.
[] Shard bearer
Improve Shard power, Gain thematically appropriate secondary powers, Can temporarily grant a copy of your powers to others, and Can create an avatar for the Shard.
[] Pokemon Master
Gain a Starter Pokemon for free, Gain Poke Balls (pokemon in balls don't count toward summoning limit), Can teach one non-standard move to your Pokemon, Gain an effect equivalent to an Exp Share, Can summon your Pokémon with any of their abilities, and as a capstone gain either Mega Evolution, Z Move, Gigantamax, or Terracristal.
[] Blue Mage
Become a Blue Mage able to learn spells/powers from monsters (and not Parahuman), Can gain resistance and/or immunity to specific effects, Can channel Blue Mage spells/powers through a weapon, and as a capstone can summon clones of the monsters that you learn spells/powers from.
[] Chakra Adept
Gain a Bloodline or one unique series of clan jutsus, Gain more Chakra, Learn Jutsus faster, Gain unique combo jutsu that works in conjunction with your summoning contract animals, and as a capstone become a Jinchuriki permanently.
[] Magus
Gain a Magi Bloodline, Gain Improved Magic Circuits, Gain More Command Seals, and as a Capstone gain a Servant (one that is not in the Celestial Menagerie, subject to QM veto).
[] Esper Summoner
Gain the ability to call Final Fantasy Esper/Eidolon/etc… with Mana, Gain Chocobo summon, Gain the ability to call on Spirits (FF XI), and Gain Physical Manifestation.
[] Dungeon Master (First Class taken by Alex)
Gain the ability to improve your Dungeon traits and Gain more traits, Can lend creatures to the Dungeon without losing access to them, Can temporarily Summon Dungeon Boss without having them count against your summoning limit, Can manifest part of the dungeon around you up to a whole floor, Can make the Dungeon lose the Malus from their personality or gain a second personality.

Civilian Classes:

All civilian classes follow the same pattern, granting an ability at the 1st, 5th, 10th 15th, and 20th levels.

[] Crafter
At first level choose a specialty.
1st: Improve an aspect (Aesthetic, Durability, Efficiency, Efficiency, Ease of Use, Resilience, Safety, or Weight) of what you build by 2.5% per Crafter level.
5th: Can summon temporary tools to work with.
10th: Can improve two aspects
15th: Reduce the materials needed to craft something by 50%
20th: Can improve three aspects
[] Entertainer
At first level choose a specialty.
1st: Increased attractiveness for spectators when performing by 5% per Entertainer level.
5th: At any time you can temporarily summon a stage costume on yourself, adapted to your next performance.
10th: Gain a 5% bonus for your creativity in coming up with new materials related to your Entertainer specialty per Entertainer level.
15th: You gain a 10% monetary bonus on any contract you sign to perform within your Entertainer specialty.
20th: Can generate visual or auditory special effects when performing.
[] Gatherer
At first level choose a specialty.
1st: Gain a 2.5% bonus per Gatherer Level to your productivity when collecting your chosen resource.
5th: The tools you use to gather your chosen resource no longer wear away from use and no longer require energy to function.
10th: Bonus becomes 5% per Gatherer Level.
15th: The speed at which you can gather your chosen resource is doubled.
20th: Bonus becomes 10% per Gatherer Level.
[] Manager
1st: Anyone working directly under you gains a 2.5% bonus per Manager Level for their work efficiency.
5th: You know how to present the right argument to your own boss. You have a 50% more chance of your own ideas being accepted.
10th: Groups of people working under you do so smoothly and without friction. They do not forget the griefs they may have between each other but they can ignore them while working.
15th: You can recognize people who could be assets for your projects on sight and you know what arguments to use to convince them to help, though it may not be for free.
20th: Any projects you direct from start to end are finished in half the time and with half the needed resources.
[] Researcher
At first level choose a specialty.
1st: When researching a subject related to your specialty you gain a 2.5% bonus per Researcher Level to your learning speed.
5th: You gain a perfect memory in relation to any subjects related to your specialty.
10th: Bonus becomes 5% per Researcher Level.
15th: You gain the ability to mentally and instantly calculate extremely complicated mathematical formulas.
20th: Once per day when doing research you can call on your intuition to instantly find the solution to a problem you're facing.
[] Caretaker
At first level choose a specialty.
1st: Anyone that you are taking care of, within the limit of your specialty, gains a 2.5% bonus per Caretaker Level for their recovery speed.
5th: By touching a being you can instantly get an accurate reading of their health with regard to your specialty.
10th: Anyone that you are taking care of, within the limit of your specialty, gains a 5% bonus per Caretaker Level for their recovery speed.
15th: At will you can summon mundane supplies to take care of your patients, such as water, bandages, splints, painkillers, vitamins, or similar simple items.
20th: Anyone that you are taking care of, within the limit of your specialty, gains a 10% bonus per Caretaker Level for their recovery speed.
[] Teacher
At first level choose a specialty.
1st: Anyone that you are teaching, within the limit of your specialty, gains a 2.5% bonus per Teacher Level for their learning speed.
5th: You always know the best ways to teach a specific person or group of people, within the limit of your specialty. This even allows you to bypass any learning disabilities they may have.
10th: Anyone that you are teaching, within the limit of your specialty, gains a 5% bonus per Teacher Level for their learning speed.
15th: At will you can summon mundane supplies that can serve to teach within the limit of your specialty, such as books, blackboards, paper, pen, or similar simple items.
20th: Anyone that you are teaching, within the limit of your specialty, gains a 10% bonus per Teacher Level for their learning speed.
[] Transporter
At first level choose a specialty.
1st: You can carry double the normal weight of goods you could normally bear.
5th: You learn how to drive any type of mundane transportation vehicle.
10th: You always know your position and distance relative to the position of your destination and the shortest path to go there.
15th: The carrying capacity of any delivery vehicle you drive is doubled.
20th: Once per day and for the duration of your delivery you can summon an appropriate mode of transportation adapted to the goods you must deliver.
[] Laborer
1st: Increase efficacity when working under someone else orders by 2.5% per Laborer level.
5th: Gain an immunity to work-related afflictions such as carpal tunnel syndrome.
10th: Gain a 50% bonus to your endurance when working.
15th: Increase speed by 20% when doing repetitive tasks.
20th: Increase efficacity when working under someone else orders by 10% per Laborer level.

Details of classes currently used by Alex, a partner, or an important secondary character.

---------

Dungeon Master

You have forged a unique symbiotic connection to your Dungeon Core. This allows you to enhance your Dungeon in numerous ways and allow your Dungeon to enhance you in turn.

Levels
Benefits
1st​
Accessible Minions (Traits)
2nd​
Deploy Traps
3rd​
Improve Trait
4th​
5th​
Personality Upgrade, Master's Quarter
6th​
7th​
Accessible Minions (Material)
8th​
9th​
Bonus Trait
10th​
Themed Wall, Dungeon Mana
11th​
Independent Dungeon
12th​
13th​
Boss Summoning
14th​
15th​
Accessible Minions (Transformation), Personal Core
16th​
17th​
Manifest Floor
18th​
19th​
Improve Trait
20th​
Accessible Minions (Summoning), Delvers Shades

-Accessible Minions: You retain some level of access to the creatures you lend to your Dungeon Core.
At 1st level, you retain the ability to use Equip Traits and Grant Traits with traits taken from your lend creatures.
At 7th level, you can use Material Extraction on your lend creatures.
At 15th level, you can use the Ally Transformation and Self Transformation powers using the shape of your lend creatures.
At 20th level, you regain full access to your lend creatures, allowing you to summon them once again while still allowing your Dungeon Core to summon Minions in their shape.

-Deploy Traps: Starting at 2nd level, you can once per minute manifest one trap that exists in your Dungeon within 50m of you. The trap appears where you wish, altering the environment to fit. The trap can remain for up to one hour before disappearing and you can have a number of traps deployed equal to your Dungeon Master level.

-Improve Trait: Your bond to your Dungeon Core allows you to improve its innate traits.
At 3rd level, and again at 19th level, you can improve one trait of your Dungeon. See below for the list of traits and how they are improved.
–Assault: Your Dungeon Core can trigger an assault once per week instead of once per month.
–Auto-Reset: The Reset effect now affects loot and minions.
–Class System: Your Dungeon Core can grant a secondary civilian class, such as Blacksmith, Cook, Merchant, Farmer, and so on.
–Invader Revival: Your Dungeon Core can retain hold of an Invader's soul for up to one month instead of one week. In addition, the first time an Invader dies inside your Dungeon they can be revived for free.
–Limit by Floor: Your Dungeon Core can alter the layout of a floor even if Invaders are present as long as the Invaders cannot see the changes being made.
–Mana Enrichment: The effect of Mana Enrichment manifests much faster. Change can start manifesting in as little time as 24 hours. In addition, your Dungeon Core has much more control over the change that can manifest, within the limit of the themes it has access to.
–Party Limit: Your Dungeon Core can now generate up to three instances of itself at the same time, allowing up to the party of Invaders to enter it. Each one in their own instance.

-Personality Upgrade: At 5th level, you can upgrade the Personality of your Dungen Core. Choose one of the following upgrades.
–Double Personality: Your Dungeon Core gains a second Personality with the Bonus and Malus this entails.
–Double Effect: The Bonus and Malus of your Dungeon Core's Personality are doubled.
–Remove Malus: The Malus of your Dungeon Core's Personality disappears.

-Master's Quarter: Your Dungeon gave you your own quarter inside itself.
At 5th level, you gain access to your own space that serves as your quarter inside the Dungeon, located right under the Dungeon Core's room and accessible via a secret entrance. The size of your quarter is equal to a quarter of the largest floor of the Dungeon and grows in size with the Dungeon. You can choose how your quarter is organized and separated into any number of rooms. It contains appropriate mundane pieces of furniture and amenities.
At any time you can enter or exit your quarter by opening a portal in the air. The entrance portal can lead anywhere into your quarter and the exit portal always leads to the last place you manifest an entrance portal. A portal can be as small as your head or as big as three times your size.

-Bonus Trait: At 9th level, you can choose an additional Trait for your Dungeon Core.

-Themed Wall: Starting at 10th level, you can once per hour, summon a wall within 50m of you, that remains for up to 10min. This wall can be vertical, horizontal, or anything in between but it must be anchored to a surface. You determine the size of the wall when you summon it within the following limits, Height between 50cm and 5m, Thickness between 5cm and 1m, and Length between 1m and 20m. You can also choose its shape freely, straight, angled, curved, or even fully circular. By default, the wall appears to be made of stone but you can choose to change its appearance based on any Theme that your Dungeon used. The wall benefit from the effect of the theme should it be appropriate. For example, an insect-themed wall could look like it's made of chitin and release a swarm of bugs when struck. No matter its appearance your wall always possesses the durability of stone.

-Dungeon Mana: Your link to your Dungeon allows you to access a fraction of the mana it produces and benefit from its unique properties to enhance your spells.
At level 10th, your mana reserve increased by 5% per Floor that your Dungeon possesses.
In addition, when using spells and abilities that rely on mana that deal with creating objects or beings their duration of effect is doubled.

-Independent Dungeon: Starting at 11th level, your Dungeon Core no longer counts toward your summoning limit, it can remain summoned indefinitely and can exist outside your Summoning radius.

-Boss Summoning: Starting at 13th level, you can three times per day for one hour summon a copy of a Boss that your Dungeon Core possesses. You can only have one Boss summoned at a time and you can't summon the same Boss more than once per day.
A Boss is defined as the minion that costs the most on any given floor. When summoned this way it counts as one of your creatures but does not count toward your summoning limit. It benefits from any Themes, Summoning Powers, Modifiers, or potential boosts from your Dungeon core personality without counting any normal power limitation. For example, if your Dungeon Core applied the Swarm power to its Boss, a common rat, you could still apply the Swarm power to another creature.
When the Boss dies or is dismissed it leaves behind loot if the Dungeon Core assigned any.
Lastly, anyone fighting the Boss counts as being inside the Dungeon should it be relevant.

-Personal Core: Your link to your Dungeon is now so strong that you developed a core of your own.
At level 15th, you developed somewhere inside your own body a core, a spherical crystal the size of a cherry. This core can act as a substitute for one or more of your vital organs, such as your heart, brain, lungs, and so on should they be damaged or destroyed. It takes over their functions for as long as necessary to keep you alive. This means that even if your whole body is destroyed, as long as your core is intact you are still considered alive, however, it does not provide any sort of regeneration so other sources of healing are needed to restore your body.

-Manifest Floor: Starting at 17th level, you can once per day for up to an hour generate around you a copy of one floor of your Dungeon Core. This seamlessly replaces the environment around you which returns to normal at the end of effect.
The manifested floor is on all points identical to the one inside the Dungeon, including hazards, traps, treasures, and minions. The Minions follow your command but do not count as your creatures.
Anyone passing through the entrance or exit of the floor finds themselves inside the Dungeon proper, on the corresponding floor. For example, if you Manifest floor 11, anyone passing through its entrance will find themselves on floor 10 and anyone passing through its exit will find themselves on floor 12.
This only applies if the Dungeon was summoned beforehand, otherwise, they simply exit the manifested floor.
Lastly, even when not using this ability you always count as being inside the Dungeon, which means that you can use magic items without consuming mana, you can gain level in your class, you can teleport to the core room at will, and if your Dungeon possesses the Mana Enrichment trait you emit mana around yourselves in a 10m radius.

-Delvers Shades: Your Dungeon learned how to keep an imprint of those that died inside it and allow you to make use of those imprints in the forms of shades.
At level 20th, you gain the ability to once per day summon a shade of a being that died inside your Dungeon, for up to one hour. This worked even if the being was resurrected since.
This shade looks like it's made of mist and shadow but possesses the same physical properties and power as the original being, including any equipment it had in his possession upon his death. You can choose to grant the effect of one Theme to the shade
The shade is mindless and obeys all your commands to the best of its abilities.

Heroic Swordmaster

Your mastery of swordsmanship and your dedication to doing good qualify you to become a heroic Swordmaster.

Levels
Benefits
1st​
Spin Attack (Basic)
2nd​
Hearth Containers
3rd​
Jump Strike
4th​
5th​
Dash Attack
6th​
7th​
Spin Attack (Aerial)
8th​
9th​
Sword Beam
10th​
Magic Meter
11th​
Flurry Rush
12th​
13th​
Helm Splitter
14th​
15th​
Spin Attack (Combo)
16th​
17th​
Projectile Deflection
18th​
19th​
Ending Blow
20th​
Spin Attack (Hurricane)

-Spin Attack: Starting at 1st level, you learn how to make a Spin Attack.
By holding out your sword parallel to the ground from your extended arm at a forty-five-degree angle behind your back for three seconds you can charge energy into your sword, once charged and for as long as you maintain this position you can unleash the Spin Attack, allowing you to spin three times on your axis.

This attack deals twice as much damage as you normally do with a normal sword slash to all creatures and objects within your striking range and projects a wave of energy dealing the same amount of damage within twice that radius. In addition, this pushback any affected unanchored creatures or objects up to twice your size by two meters and may make them fall to the ground if they do not have stable footing.

You can hold the charge for your Spin Attack as long as you maintain position but while doing so you can only walk at half your normal speed.

Starting at 7th level, you gain the ability to use the Aerial Spin Attack. It functions like the basic Spin attack, except that you can choose to be lifted in the air by up to four times your own height when using it. You do not take any falling damage when you land after using it. Any creatures or objects that would be pushed back by a basic Spin Attack are lifted to the same height before being pushed. Unlike you they do take damage upon falling down should they be susceptible to such things.
In addition, any time you find yourself falling through the air, other than from using Aerial Spin Attack or Jumpr Strike, you can trigger an Aerial Spin Attack with no charge time. This lifts you in the air as normal, deals damage around you, and allows you to land safely.

Starting at 15th level, you gain the ability to use a Spin Attack or an Aerial Spin Attack immediately after finishing a Jump Strike or a Dash Attack with no need to charge it.

Starting at 20th level, you gain the ability to use a Hurricane Spin Attack, It functions like the basic Spin attack, except that you can maintain it for up to thirty seconds and move at your normal walking speed while maintaining it. Finally, when the Hurricane Spin Attack ends it sends a shockwave in an expanding circle around you that dissipate when it reaches ten time your striking range. This shockwave deals damage to any creatures or objects within its radius equal to four times the damage you normally do with a normal sword slash.

-Hearth Containers: Starting at 2nd level, you gain +25% of your base health for each Heroic Swordmaster level you possess. So at 2nd level, it's a +50% bonus, at 3rd level, it's a +75% bonus, and so on.
This is based on your health before any other forms of enhancement you may possess.

-Jump Strike: Starting at 3rd level, you learn how to make a Jump Strike. By holding out your sword in a guard position for three seconds you can charge it with energy, similar to a Spin Attack, once charged and for as long as you maintain this position you can unleash the Jump Strike, allowing you to make a strong jumping attack.

You jump forward and perform a downward slash against one enemy in front of you and you generate a shockwave on the ground at the end that deals the same amount of damage to the surrounding creatures or objects. The damage inflicted by this attack, by the shockwave, and the radius of the shockwave varied depending on the height of your jump or the elevation of your starting position relative to your landing position.

With an elevation under three meters, you deal twice as much damage as a normal sword strike, with both the attack and the shockwave, and the shockwave affected every creature and object in a two-meter radius.
With an elevation between three and six meters, the damage is multiplied by four and the radius increases by two meters.
For every three meters of additional elevation, the damage multiplier increases by two and the radius by two meters.
The increase continues up to a maximum elevation of twelve meters for a multiplier of ten and a radius of ten meters.
Beyond that, the damage and the radius do not increase.

You take no damage from the fall when using Jump Strike no matter the elevation.

-Dash Attack: Starting at 5th level, you gain the ability to execute a Dash Attack. By holding out your sword horizontally in front of you, you can charge it with energy, similar to a Spin Attack, once charged and for as long as you maintain this position you can unleash the Dash Attack, allowing you to run with your sword in front of you.

You can run up to a hundred meters in a mostly straight line, minor corrections of your trajectory are allowed, at up to four times your normal running speed. Any creatures or objects that you encounter on the way that are your size or smaller take damage, twice as much damage as a normal sword strike, and are pushed to the side. Bigger creatures or objects stop you in your track but take four times as much damage as a normal sword strike.

-Sword Beam: Starting at 9th level, you gain the ability to project Sword Beams if you are in perfect health, or in critical condition. Sword Beam can be used in two different ways. First, you can make a slash in the air with your sword, generating a crescent of energy. Second, you can thrust your sword forward, generating a bolt of energy. In both cases, the energy projectile travels for up to 50m before dissipating unless it encounters an obstacle before that. It inflicts damage identical to a normal sword slash or trust.

-Magic Meter: Starting at 10th level, you gain magical reserves that allow you to enhance your sword strike and your other's Heroic Swordmaster abilities as described below.
-Basic Sword strike: You can spend a quarter, half, three-quarters, or the totality of your magical reserves to multiply the damage dealt by your next sword strike respectively by two, three, four, or five.
-Spin Attack: You can spend a quarter of your magical reserves to enhance your Spin Attack. This has two effects, it doubles the damage dealt by your spin attack and it doubles the radius of the wave of energy.
-Jump Strike: You can spend a quarter of your magical reserves to enhance your Jump Strike. This allows you to calculate the effect of your Jump Strike as if you jumped twice from twice your current elevation, with a minimum of three meters.
-Dash Attack: You can spend a quarter, half, three-quarters, or the totality of your magical reserves to multiply the maximum distance traveled, your speed, the size limit of affected creatures, and the damage dealt respectively by two, three, four, or five.
-Jumping Dash: You can spend a quarter of your magical reserves to execute a Jump Strike at the end of a Dash attack. A quarter of the distance traveled counts as elevation to calculate the effect of your Jump Strike.
-Fast Charge: You can spend a quarter of your magical reserves to execute a Spin Attack, Jump Strike, or Dash Attack with no charge time.
-Aerial Spin Attack: You can spend a quarter of your magical reserves when using an Aerial Spin Attack to double the lifted distance.
-Sword Beam: You can spend a quarter of your magical reserves to generate a Sword Beam even if you are not in perfect health or in critical condition.
-Flurry Rush: You can spend a quarter of your magical reserves when performing a Flurry Rush to make ten sword slashes instead of five.
-Helm Splitter: You can spend half of your magical reserves when executing a Helm Splitter maneuver to destroy all the protection of your target, all its armor pieces, its full shell, and so on.
-Projectile Deflection: You can spend a quarter of your magical reserves when deflecting a projectile to double the damage it will deal to the senders.
-Ending Blow: You can spend the totality of your magical reserves when executing an Endbinh Blow to disintegrate the target in its entirety.
-Hurricane Spin Attack: You can spend half of your magical reserves when performing a Hurricane Spin Attack to double the duration, movement speed, and size of the shockwave.

-Flurry Rush: Starting at 11th level, you gain the ability to perform a Flurry Rush. If you are within reach of an enemy and manage to avoid one of its attacks at the last moment by jumping back or jumping to the side you then enter a state of accelerated perception. In that state, you can move much faster than normal, which allows you to jump back toward your enemy and perform five sword slashes in the blink of an eye. Your enemy cannot defend itself against those attacks unless it also possesses a way to react at an enhanced speed.

-Helm Splitter: Starting at 13th level, you gain the ability to use the Helm Splitter techniques. This is a variant of the Jump Strike. When performing a Jump Strike you can choose to break a piece of protection that the target is equipped with instead of doing damage to it.
This can be a piece of armor such as a helmet or a breastplate, or a hardened part of the target such as a shell, scale, or carapace. Helm Splitter does not generate a shockwave.
You can only use Helm Splitter once per minute.

-Projectile Deflection: Starting at 17th level, you gain the ability to deflect projectiles coming your way. Any time that you see a projectile measuring between five centimeters and one meter coming within range of your sword you can strike it and send it back to the beings or objects that send it. For the purpose of this ability, a projectile can be a physical object such as an arrow, a stone, a missile, or a similar object but it can also be immaterial such as a laser, a fireball, a magical curse, or other phenomenon.

-Ending Blow: Starting at 19th level, you gain the ability to execute an Ending Blow. You can use an Ending Blow on any creature that has been knocked to the ground and rendered unconscious, paralyzed, or otherwise made unable to react. You leap into the air and land on the enemy, sword first. This kills the enemy instantly, regardless of health, bypasses any supernatural defense it may possess, ignores any kind of regeneration, and neutralizes any sort of self-resurrection ability

Living Weapon

Despite your statue as a living creature, you consider yourself to be a weapon to be wielded by your master. You poured your all into the pursuit of being the best weapon possible.

Levels
Benefits
1st​
Weapon Properties
2nd​
3rd​
Weapon Properties
4th​
Size Adaptation
5th​
Weapon Properties
6th​
7th​
Weapon Properties
8th​
Situational Adaptation
9th​
Weapon Properties
10th​
11th​
Weapon Properties
12th​
Modify Properties
13th​
Weapon Properties
14th​
15th​
Weapon Properties
16th​
Enhanced Enchantment
17th​
Weapon Properties
18th​
19th​
Weapon Properties
20th​
Phantom Duplicate

-Weapon Properties: Starting at 1st level, and every two levels afterward you gain a Weapon Property of your choice from the following list if you meet the minimum indicated level.

-Ammunition Generation: You can freely generate mundane ammunition (arrows, bolts, bullets, sling-stones, etc.) for your wielder the moment they try to reload you. The ammunition generated this way are not made of exotic material, do not have special properties, and are not enchanted in any way. Ammunition generated this way disappears thirty seconds after being generated. Minimum level 1st.
-Blurring: You and any projectiles you throw become blurry and indistinct for everyone but your wielder. It makes it much harder to parry you or block your projectiles. Minimum level 1st.
-Breaking: You deal twice as much damage to inanimate objects. Minimum level 1st.
-Commanding: At any time your wielder can brandish you to influence their allies and enemies. Any allies that see you being brandished this way become heartened and they can better resist foreign mental influence, are less affected by pain, and are more coordinated. Any enemies that see you being brandished this way become afraid of your wielder, are more easily influenced, and are more prone to making mistakes. These effects can only be resisted by those with a strong will. Minimum level 5th.
-Explosive Impact: Each time you or your projectiles strike a target or a hard surface you can generate a minor explosion. This deals no damage to you or to your wielder but damages the target and can push it away if it's not heavy enough. Minimum level 3rd.
-Ignore Protection: You have a 50% chance to pass through armor, shields, or thin covers to strike directly the target behind. Minimum level 5th.
-Immaterial Touch: You can interact and damage normally immaterial targets, ghosts, partially dimensionally displaced beings, elementals, and so on… Minimum level 9th.
-Inconspicuous: You became completely unremarkable. Your wielder can always have you with them, nobody will object to your presence in areas where weapons are forbidden or taboo. Minimum level 1st.
-Learning: If you see someone using a special technique, spell, or ability that involves a weapon of similar shape as you, you can record it. Then you can allow your wielder to use it once within the next five minutes. Or you can keep it in reserve and teach it to your wielder. This process takes a minimum of one week but it can take much longer depending on the complexity of the technique and the familiarity of your wielder with a specific type of power. As long as you are teaching your wielder you cannot switch out the Learning property. Minimum level 15th.
-Magic Stealing: At any time you successfully hit a target you can attempt to steal one ongoing beneficial effect that the is currently under and give it to your wieldier. You have a 25% chance to succeed each time you hit. Minimum level 9th.
-Material Imitating: At any time you can touch one type of solid material to copy its property upon yourself. It can be any type of material, mundane, exotic, or magical. You can only copy one type of material at a time. This lasts for 24 hours. Minimum level 5th.
-Merging: Even if you don't like it sometimes your wielder uses other weapons. To remain by their side even then you can now merge with another weapon that they're wielding and grant that weapon all the property and power you possessed. This is not a fusion, the merged weapon do not change shape, but some cosmetic change may manifest themselves to signify the merge. Minimum level 3rd.
-Projectile Guidance: If you throw a projectile you can control its trajectory. This includes making turns of up to 90°, zigzagging, gaining altitude, or losing altitude. You cannot slow it down or stop it. Minimum level 3rd.
-Telekinetic Control: Within a range of two meters, you can be controlled telekinetically by your wielder, leaving them free to use their hands for other things. Doing so takes the same amount of focus as if they were wielding you normally and with the same force. Minimum level 7th.
-Tracking: At any time you successfully hit a living target, for the next 24 hours you know its exact position relative to yourself. Minimum level 1st.
-Transfer Conditions: At any time you successfully hit a living target, you can transfer any harmful condition affecting your wieldier to the target. That can be a disease, a poison, a mental condition, a harmful spell, a curse, and similar effects. Minimum level 13th.
-Spell Channeling: Your wielder can use you as a focus to increase the effects (damage, range, duration, etc.) of offensive spells he cast by 50%. This can apply to any exotic effects similar to spells. Minimum level 9th.
-Unbreaking: As long as you are in the hand of your wieldier you take no damage from being struck by other weapons or from contact with armor or objects. In addition, you are also immune to exotic effects that would specifically break you. Minimum level 3rd.
-Weakening: At any time you successfully hit a living target, you have a 25% chance to weaken it, reducing its strength by 5%. Each time you succeed you boost the strength of your wieldier by 5%. Both reduction and augmentation last ten minutes, the duration resets each time a new one is applied, and can be stacked any number of times. Minimum level 13th.
-Weight Modulation: You can modulate your weight, and that of your projectile, by up to 500% in either direction at will. Any weight change is felt by your wielder only if it would be advantageous for them. Minimum level 7th.

-Size Adaptation: Starting at 4th level, your size becomes malleable. You change size as need to adapt to the size of the one that wields you. This process is automatic and not under your control.

-Situational Adaptation: Starting at 8th level, your wielder can use you normally no matter the environmental condition as long as they can exist in that specific environment unarmed. For example, a wielder that can breathe underwater, or one that is equipped with deep sea diving equipment, could wield you underwater as easily as on land. This even protects you if you normally can't breathe underwater or if you can't go underwater because you're a sword made of fire.
The same principle applies to the void of space, high or low gravity environment, extremely high temperature, and so on.

-Modify Properties: Starting at 12th level, once per day you can reselect all your Weapon Property. You must still respect the minimum level for each one. A weapon property gained at 1st level can only be exchanged with a weapon property available at 1st level.

-Enhanced Enchantment: Starting at 16th level, any beneficial enhancements, temporary or permanent, used on you are twice as effective. This includes effects that were applied to you before you gained this ability.

-Phantom Duplicate: Starting at 20th level, three times per day for a duration of ten minutes each time, you can generate two flying phantom duplicates of yourself. Those duplicates possess the same powers and abilities as you and can fly around your wielder in a radius of ten meters. They can act either independently or in concert with your wielder. If your wielder uses a special technique with you, your duplicates also benefit from them.

Lightning Disciple

Your admiration for lightning in all its form knows no bounds. You want to become an incarnation of lightning.

Levels
Benefits
1st​
Taser Touch
2nd​
Generator
3rd​
Electric Field
4th​
5th​
Electric Healing
6th​
7th​
Lightning Aura
8th​
9th​
Lightning Bolt
10th​
Electric Redirection
11th​
Lightning Travel
12th​
13th​
Thundercloud
14th​
15th​
Arcing Bolt
16th​
17th​
Storm Spheres
18th​
19th​
Call Lightning
20th​
Lightning Incarnation

-Taser Touch: Starting at 1st level, at will you can touch a creature or object and inflict an electrical shock to it that deals minor electrical damage. In addition, there is a small chance that this attack paralyze the target, depending on their constitution.
If you can wield weapons you can channel your Taser Touch through them if they are made of conductive materials.

-Generator: Starting at 2nd level, you can touch an object powered by electricity smaller than you and power it for as long as you touch it or recharge it until its battery is full.

-Electric Field: Starting at 3rd level, you can once per hour generate a circular field of electricity on the ground measuring a minimum of two meters in diameter and a maximum of two meters + two meters for every five levels in Lightning Disciple.
This field can either be centered on you, and move with you, or be anchored to the ground. In both cases, the field remained for ten minutes.
Any creatures, except you, entering the field take minor damage and take damage again every thirty seconds as long as they remain in the field.
Lastly, if you use an offensive electrical attack while in the field you can dismiss it at the same time to double the damage of your attack.

-Electric Healing: Starting at 5th level, you become immune to electrical damage and in fact heal when subject to it.

-Lightning Aura: Starting at 7th level, at will you can apply a Lighting Aura to a creature or object that lasts for ten minutes. You can have a number of auras active at the same time equal to one plus one per five levels in Lightning Disciple.
Anyone who touches or is touched by a creature or object with a Lightning Aura takes minor electrical damage.

-Lightning Bolt: Starting at 9th level, you can once per minute throw a Lightning Bolt. This bolt travels for twenty meters plus twenty meters for every five levels in Lightning Disciple and deals major damage to all creatures and objects in its path.

-Electric Redirection: Starting at 10th level, you can redirect toward yourself any electrical attack that passes within thirty meters of you and then absorb it harmlessly.

-Lightning Travel: Starting at 11th level, you can once per minute transform into a miniature lightning bolt and travel through the air in a straight line up to one kilometer in distance plus an additional kilometer per every three levels in Lightning Disciple. Your movement speed in that state is equal to that of normal lightning and can be considered functionally instantaneous for most purposes.
Any creatures in your path take moderate electrical damage.

-Thundercloud: Starting at 13th level, you can designate one being and create a miniature thundercloud that hovers above that creature and follows it along. The thundercloud can remain for up to ten minutes or until you dismiss it. For as long as it remains the thundercloud every thirty seconds it sends a miniature lightning bolt to the target dealing moderate electric damage each time.
You can create up to three thunderclouds at a time but you can assign only one to a specific creature.

-Arcing Bolt: Starting at 15th level, you can once per minute target a creature that you can see within fifty meters and send a lightning bolt at it. After it strikes the target, the lightning can arc toward another creature of your choice within ten meters of the first target. The lighting can continue to arc toward other targets in that manner until it strikes a number of times equal to half your levels in Lightning Disciple. The targets need not be different each time. For example, at level twenty you could hit two creatures five times each by making the lightning arc back and forth between the two.
All targets take moderate electric damage from each hit, except the first one, which takes major damage.

-Storm Spheres: Starting at 17th level, you can generate at will up to five spheres ten centimeters in diameter that look like crackling storm clouds and that orbit around you in a five-meter radius.
At any time that a being that you consider to be a foe of yours comes within ten meters of a sphere a miniature lightning bolt is thrown toward that foe, dealing moderate electrical damage to it. As long as the foe remains within ten meters of a sphere it continues to be targeted by a miniature lightning bolt every thirty seconds.
In addition, you can choose to mentally send a sphere flying in a straight line toward any point that you see. When the flying sphere impacts a solid surface it explodes into numerous lightning bolts, dealing major electrical damage to all creatures and objects within twenty meters of the impact point.
You must wait a minimum of one minute before you can replace a sphere that explodes this way.

-Call Lightning: Starting at 19th level, you can once per hour call down Lightning Strikes from the sky. When outside you can designate a spot on the ground, thereafter for one minute once every five seconds Lightning will strike the designated spot dealing severe electrical damage to every creature and object within ten meters of that spot and dealing major sonic damage to every creature and object within thirty meters of that spot.

-Lightning Incarnation: Starting at 20th level, you gain the ability to transform into a Lightning Elemental for up to three hours per day divided in any way you want.
Your body shape and size remain the same but you become made of pure lightning.
Being a Lightning Elemental grants you the following benefits.
You can fly at up to five times your normal running speed.
You can enter and travel through conductive surfaces just by touching them.
You become immune to physical damage unless the objects or weapons possess esoteric properties.
You become immune to poison, harmful gases, and biological dangers.
The damage dealt by your electrical attacks, even those gained outside this class, is doubled.
Anyone who touches you directly or with conductive objects takes minor electrical damage.

Cleric
As a representative of your god you go around healing in their name and spreading the faith.

Levels
Benefits
1st​
Mana Reserve, Healing Word (Touch), Divine Patron (1st Power)
2nd​
Blessing
3rd​
Healing Word (Cure Disease)
4th​
5th​
Shield of Faith
6th​
Healing Word (Distance)
7th​
8th​
Healing Word (Neutralize Poison), Holy Light
9th​
10th​
Divine Patron (2nd Power)
11th​
Healing Word (Group)
12th​
13th​
Healing Word (Remove Curse)
14th​
Consecrated Ground
15th​
16th​
Healing Word (Regeneration)
17th​
18th​
19th​
Miraculous Revival
20th​
Divine Patron (3rd Power), Hallowed Body

-Mana Reserve: Starting at 1st level, you gain a mana reserve equal to ten times your level as a Cleric. You can use this reserve of Mana to power your Cleric abilities or other magical abilities you possess from other sources. Your Mana reserve is fully replenished at dawn every day. Alternatively, you can spend one hour in prayer to replenish your reserve to half its maximum.

-Divine Patron: Starting at 1st level, you must choose a god, a powerful supernatural entity, or a concept that will be the source of your cleric abilities and that will grant you three powers that are unique to it.

(Author Note: In practice, this list contains any and all gods from all mythology and religion, including ones from fiction. In practice, I will only elaborate on a case-by-case basis.)
Bakugami Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

Diablos Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

Koraidon Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

Zodiark Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

Kanaloa Powers:
1st: With a touch, you can grant a creature the ability to breathe underwater for 10 minutes per Cleric levels. You can use this ability at will but you can only affect up to five creatures at a time.
2nd: At will you can summon one wooden canoe big enough for up to six adult humans to ride. The canoe moves on the water all by itself and follows your orders. The canoe can navigate on the water even under the worst weather and is indestructible.
3rd: Once per day you can summon up to eight tentacles made of water anchored to any surface of your choice. You choose the size of the tentacles when you summon them up to a maximum of twenty meters in length and two meters in thickness. Once summoned the tentacles can attack any creatures or objects that you designate as targets, they can deal major damage each time.

Jubileus Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

XXX Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

XXX Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

XXX Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

XXX Powers:
1st: To be Determined
2nd: To be Determined
3rd: To be Determined

-Healing Word: Starting at 1st level, you can touch a living creature and say a short prayer to heal it of five percent of maximum health by spending one point of mana. For each additional point of mana present you heal the target by an additional five percent.

Starting at 3rd level, you can touch a living creature and say a short prayer to cure a disease affecting it. This doesn't heal the damage dealt by the disease it only removes it. The cost varies as indicated by the table below.

Mana CostType of diseases
5Bacteria and Viruses
15Fungi, Prions, and Parasites.
20Arthropathy, Vascular Diseases, Neurological Disorders
30Cancer
50Hereditary and Genetic

Starting at 6th level, you no longer need to touch a creature to heal it, instead, you can target any creatures that you can see within a distance equal to two meters for each of your levels as a Cleric.

Starting at 8th level, you can touch a living creature and say a short prayer to neutralize any type of poison affecting it. This doesn't heal the damage dealt by the poison it only removes it. This cost three points of mana.

Starting at 11th level, you can heal two additional creatures for every five levels of Cleric with every use of Healing Word for no additional mana cost.

Starting at 13th level, you can touch a living creature and say a short prayer to remove any type of Curse affecting it. This doesn't heal the damage dealt by the curse it only removes it.
This cost ten points of mana.

Starting at 16th level, when healing a creature you can spend an additional ten mana to regenerate one lost limb or body part.

-Blessing: Starting at 2nd level, you can recite a prayer to bless a creature that you can see within twenty meters. This Blessing grants for ten minutes a five percent increase to the creature's Agility, Endurance, Resistance, or Speed, you choose which benefit to apply when applying the blessing. This costs three points of mana and you can increase the effect by an additional five percent for every three additional points of mana spent this way.
A creature can only benefit from one blessing at a time, applying a new one removes the previous one.

-Shield of Faith: Starting at 5th level, you can recite a prayer to apply a sphere of translucent light over a creature or object. This sphere acts as a shield that protects the target inside and lasts ten minutes or until it breaks. Anything attempting to strike the target must first destroy the sphere. The sphere can withstand up to 5000N of force (the equivalent of two punches) before breaking. This costs three points of mana and you can increase the resistance of the shield by an additional 5000N for every three additional points of mana spent this way.

-Holy Light: Starting at 8th level, you can at will manifest or dismiss an aura of light around your body. This aura illuminates the area around you in a twenty-meter radius, creatures may have a hard time seeing you clearly through the glare of the aura while yourself is unaffected by it.
While the aura is active you can spend five points of mana to project a brief ray of light that deals moderate damage to a target up to thirty meters away. This ray of light deals thrice as much damage on undead and demonic targets.

-Consecrated Ground: Starting at 14th level, you can establish a consecrated ground by saying a prayer in the center of the chosen area. This area is a circle twenty meters in radius that is invisible to anyone but you. The area is protected against teleportation and portals both in and out. Anyone standing inside the area attempting to attack you or any of your allies must spend twice as much energy (stamina, mana, psionic, etc…) to do so. And lastly, the effect of all the buffs you applied have their effect double while inside the area.
Creating a Consecrated Ground cost ten mana.

-Spiritual Weapon: Starting at 17th level, you can enhance a creature's natural weapons (claws, teeth, tail, etc…) or a manufactured weapon. By touching the targeted weapon and saying a short prayer you transform it into a spiritual weapon. Spîritual weapons pass straight through armor and skins to deal wounds directly to the target spirit and soul. A spiritual weapon passes through armor and forcefield, bypasses artificial resistance (potions, spells, etc…), and ignores half of the target's natural defense (scales count as half as thick for example).
You can affect any number of weapons this way but each use costs twenty mana.

-Miraculous Revival: Starting at 19th level, you can once per week revive a dead creature that died within the last 24 hours. To do so you must touch the body, which must be relatively intact, and spend an hour in prayer. At the end of the hour, the creature returns to life with all deadly wounds healed, any other damage is not healed. This cost 100 points of mana.
You can extend the duration between the time of death and the time of revival by spending an additional 20 points of mana for each additional day that the creature was dead.

-Hallowed Body: Starting at 20th level, your overall health is doubled, any healing effect and buffs you cast on yourself cost three times less mana, and the buffs have no time limit.

Verdant Avatar

You are a representative and a defender of the forest. Always ready to defend the natural world against predation.

Levels
Benefits
1st​
Accelerated Maturation, Verdant Transformation (Photosynthesis)
2nd​
Forest Knowledge
3rd​
4th​
Pollen Production
5th​
Seed Spitting, Vegetal Communication
6th​
Verdant Transformation (Root)
7th​
8th​
Entangling Vines
9th​
Wall of Thorns
10th​
11th​
Verdant Transformation (Bark), Flower Vision
12th​
Entangling Vines(Thorns)
13th​
14th​
Animate Plants
15th​
16th​
Verdant Transformation (Leaves), Leaf Wings
17th​
Root Traveling
18th​
19th​
Entangling Vines(Poison)
20th​
Tree of Life, Verdant Transformation (Sap)

-Verdant Transformation: Starting at 1st level, you begin to manifest plant traits, enhancing you in various ways. The first trait to manifest is a green tint appearing on your skin. This allows you to do photosynthesis. As long as you are exposed to a source of light you regain five percent of your maximum health per hour. If you already have access to similar benefits from another source, the benefit stacks.

Starting at 6th level, at will you can grow roots to plunge into soils. This has two benefits. First, it makes it much harder to forcefully move you against your will. And second, if you stay rooted for at least an hour per day you do not need to eat and drink for the day.

Starting at 11th level, at will you can cover yourself with bark. This reduces the damage you take by three percent per level in Verdant Avatar.

Starting at 16th level, at will you can sprout leaves and branches from all over your body. You can choose the precise shape, color, and textures of the leaves and branches. This allows you to camouflage yourself amongst other nearby plants.

Starting at 20th level, your blood (or equivalent bodily fluid) changes to gain properties similar to that of tree sap. This renders you immune to all forms of poisons, diseases, malignant tumors, and parasites. In addition, you are immune to any effects that would inflict bleeding wounds, your sap/blood clots quickly.

-Accelerated Maturation: Starting at 1st level, you passively emit an aura in a twenty-meter radius that encourages the growth of plants. Any plants that spent at least half an hour within your aura gain a five percent bonus to its growth speed per level Verdant Avatar for the next 24 hours.

-Forest Knowledge: Starting at 2nd level, you can identify any plants on sight. When you see a plant, or even part of it such as leaves or a piece of bark, you instantly know the species it belongs to. You also learn the basics of any properties it may possess, for example, if the leaves are poisonous to humans or the durability of the woods, and any common uses it may possess. This only applies to basic knowledge, however. Knowing that the roots of a specific plant are used in potion-making does not give you the skills or the knowledge on how to make any such potions.

-Pollen Production: Starting at 4th level, you can produce clouds of pollen to hinder your enemies. Once every ten minutes you can produce a cloud of pollen ten meters in diameter centered on your position that lasts for five minutes. The clouds you produce are static but can be affected by external forces such as winds. You are immune to the effects of your pollen clouds. Each time you produce a cloud of pollen you can choose the specific effect it will produce.
Your options are:
Irritating: An almost invisible white cloud, any unprotected living beings within the clouds start coughing, sneezing, and crying. This may also hinder machines that need access to clean air to function.
Blinding: A deep yellow cloud, it hinders all forms of vision across a majority of the light spectrum including infrared and ultraviolet.
Fascinating: A light blue cloud, the pollen almost glows and catches the attention of any creatures that see the cloud. This can be very distracting for them.
Sleeping: A deep gray cloud, any creature that enters the cloud must resist the urge to fall asleep. The longer they remain inside the harder it becomes.

-Seed Spitting: Starting at 5th level, you can spit out seeds as projectiles. You can at will generate a dozen seeds inside your mouth (or equivalent organ) and then spit them out at high speed. Dealing moderate damage to any objects or beings that you hit with them.

-Vegetal Communication: Starting at 5th level, you can communicate with plants. You gain the ability to talk to plants, and they will understand you. And the ability to perceive their answers. A regular plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. However, they have excellent memory and can give you an accurate description of the weather over their entire lives, information about any attacks from parasites or animals they were subjected to, and information about the soils they are planted into.

-Entangling Vines: Starting at 6th level, you can produce a field of entangling vines on surfaces around you. A number of times per day equal to half your Verdant Avatar level you can summon out of nowhere a field of vines on any surface that you can see with a radius of ten meters per Verdant Avatar level. Any creature that attempts to move through the field, except you, is greatly hindered by the animated vines that actively attempt to trip them up. Should a creature fall into the field, the vines will even attempt to grapple them.

Starting at 11th level, you can choose to add thorns to the vines that deal moderate damage to the creature moving through the field.

Starting at 19th level, you can choose to add paralyzing poison to the thorns that can cramp the muscles of any living being injected with it, sufficient dosage can fully paralyze the being, and even more, could lead to death.

-Wall of Thorns: Starting at 9th level, you can erect a wall composed of thick tree trunks covered in thorns. A number of times per day equal to a third of your Verdant Avatar level you can summon a wall of wood within 50m of you, that remains for up to 10 min before dissipating. This wall must be vertical and anchored to the ground. You determine the size of the wall when you summon it within the following limits, Height between 1m minimum and 2m per level maximum, Thickness between 1cm minimum and 10cm per level maximum, and Length between 50cm minimum and 1m per level maximum. Your wall can form a straight line, be curved, or even be circular.

-Flower Vision: Starting at 11th level, you can summon spying flowers. At any time you can make a flower, the appearance of which you can determine, sprout from any surface that you can see. From then on, with some concentration, you can see as if you were standing where the flower is located. At any one time, you can have a number of spying flowers equal to half your Verdant Avatar level. The flowers can remain for up to 24 hours or until you dismiss them.

-Animate Plants: Starting at 14th level, you can with a few seconds of concentration imbue an inanimate plant with mobility and a semblance of life. The target plant cannot be larger (in height or length) than five meters per Verdant Avatar level you possess. You can use this ability a number of times per day equal to half your Verdant Avatar level and the effect lasts for a whole day. The plants follow your mental commands to the best of their abilities.

-Leaf Wings: Starting at 16th level, you can sprout wings made of leaves from your back. At any time you can generate out of your back a pair of wings made of leaves. They allow you to fly at the same speed as you can normally walk. You can keep those wings upward to an hour per day, split in any way you wish.

-Root Traveling: Starting at 17th level, you can use plants and the roots that unite them to travel all over the world. Once per day you can enter any normal plant the same size or bigger than you and come out of another plant of the same kind a minute later, as long as both plants are on the same planet and in the same dimension. Both plants must be alive and rooted to the ground (you couldn't travel toward a plant that is transported into an airplane). You do not need to know the precise location of the exit plant and can simply select a distance and a direction, you will emerge from the closest plant of that species relative to your chosen destination.
You cannot bring anyone with you when traveling this way.

-Tree of Life: Starting at 20th level, you can plant a special tree that will resurrect you should you die. You gain the ability to create a seed that over the course of a week will grow into a full-size tree that is up to five times your size. This tree can look like any tree species of your choice. Once your tree has matured should you die your tree will produce a fruit, a process that takes 24h. That fruit will then fall to the ground and over the course of a further 24h will take your shape. Once this process is complete you will wake up in full health.

Fighter

You live for combat, your only passion is perfecting your fighting techniques to the utmost or learning new ones.

Levels
Benefits
1st​
Physical Boost, Combat Maneuver
2nd​
Combat Maneuver
3rd​
Bonus Damage (+10%)
4th​
Combat Maneuver
5th​
Physical Boost
6th​
Combat Maneuver
7th​
Bonus Damage (+20%)
8th​
Combat Maneuver
9th​
10th​
Physical Boost, Combat Maneuver, Switch Boosts
11th​
Bonus Damage (+30%)
12th​
Combat Maneuver
13th​
14th​
Combat Maneuver
15th​
Physical Boost, Bonus Damage (+40%)
16th​
Combat Maneuver
17th​
18th​
Combat Maneuver
19th​
Bonus Damage (+50%)
20th​
Physical Boost, Combat Maneuver, Finishing Move

-Physical Boost: Starting at 1st level, you gain a ten percent boost to either your agility (the speed you move and your reflexes), your endurance (how long you can perform a tiring activity), your resilience (your overall durability and resistance to damage), or your strength (how much you can lift and the force with which you can strike). You must choose to which parameter this boost applies upon gaining this ability.
At levels five, ten, fifteen, and twenty, you can choose additional boosts, either to the same parameter or a different one.

-Bonus Damage: Starting at 3rd level, you deal an additional ten percent damage when making any kind of physical attack, be it with a melee or a ranged weapon.
This bonus increases by an additional ten percent at levels seven, eleven, fifteen, and nineteen.

-Combat Maneuver: Starting at 1st level, you learn a Combat Maneuver of your choice from the list below.
You learn an additional Combat Maneuver at level two and every two levels thereafter.

Additional Boost: You can select an additional Physical Boost.

Armor proficiency: You can wear the heaviest armor and the biggest shield with perfect ease as long as you can lift them.

Bull Rush: When landing an attack on a target you find it much easier to push them back.

Blind Fighting: You are adept at fighting without being able to see your foe, using your other senses and your mastery of combat to anticipate the moves of your foes.

Block: You are adept at blocking attacks as long as you see them coming you have a much easier time intercepting them, both in melee and at range.

Charge: When running toward an enemy if you make an attack right as you reach them you'll deal fifty percent more damage to them.

Cleave: When you are adjacent to at least two enemies any attack you make against one also deals half as much damage to the other.

Counter: Any time you are struck by an attack you immediately counterattack, dealing half as much damage as a normal attack. To counter a melee attack you must wield a melee weapon, and the same applies for a ranged attack.

Disarm: You find it much easier to disarm an opponent when attacking them.

Environmental Sheating: By plunging your weapon into a substance you can cover it with that substance, this lasts for one minute, and may enhance your weapon in various ways. What qualifies as a substance can be quite varied, a stream of freezing water, a bonfire, an electrical outlet, a cloud of poison, a sand dune, a ray of sunlight. Plunging your weapon in a substance deal no damage to you or to your weapon, even if it normally should.

Far Shot: When using throw weapons or ranged weapons you can send your projectiles twice as far. You can select this Maneuver any number of times, each time you do you increase the distance multiplier by one.

Feint: You are adept at creating openings in combat, able to sneak in your strike through the smallest opening in your opponent's guard.

Grappler: Immediately after hitting a creature with a melee attack you grapple it and attempt to subdue it.

Improvised Weapon: When using objects that are not weapons as weapons, they deal as much damage as a similar-shaped weapon would and they have much less chance of breaking.

Mutilation: You have become much more adept at removing limbs and body parts, able to do with cleanly and precisely.

Multi-Shot: You can fire an additional projectile or ammunition per shot. You can select this Maneuver up to five times, the benefit stacked.

Monkey Grip: You can wield with ease weapons that would normally be too big or too heavy for you as long as you can lift them.

Pierce Defense: The damage you deal with physical weapons, ignore ten percent of your target defense (armor, hide, skin, forcefield, etc…). You can select this Maneuver up to ten times, the benefit stacked up to a hundred percent.

Precise Shot: You can shoot or throw ranged weapons with extreme precision, able to hit exactly where you're aiming even at the very edge of your range.

Quick Draw: You are always ready for a fight, you can draw your weapon and make an attack immediately even if you're caught by surprise.

Rebound: When using a ranged weapon, you can make it so your projectile bounces from its initial target to hit a second one located within ten meters of it. You can select this Maneuver any number of times, allowing your projectile to bounce one additional time.

Risky Gambit: You can adopt a stance that makes you more vulnerable to your foes attacks, taking fifty percent more damage, but in exchange you deal fifty percent more damage to them.

Shield Bash: While wielding a weapon and a shield you can strike with your shield at the same time as you attack with your weapon, dealing additional damage.

Shift Position: Immediately after making an attack you can move up to ten meters away before anyone can react to your movement.

Taunt: By hurling insults and innuendo you can attract the attention of nearby foes, making them far more likely to attack you.

Unusual Weapon Handling: You can wield weapons effectively with a body part or a limb not normally well suited for it, such as in your mouth, strapped to your knee, or with your tail.

Weapon Specialization: Choose a weapon of any sort, from now on you deal an additional ten percent of damage with that weapon. You can select this Maneuver any number of times, either choosing a different weapon or the same one, in the second case the benefit stacks.

Weapon Trick: If you perform a flourish with your weapon, this attracts the attention of nearby people, distracting them for a few seconds.

-Switch Boosts: Starting at 10th level, you can once per day spend ten minutes exercising to reselect your Physical Boosts, changing to which physical attributes they apply.

-Finishing Move: Starting at 20th level, you can design a personal finishing move that you can use up to three times per day, with a minimum of ten minutes between uses. The base form of your finishing move is by default one strong attack against one target and that deals twice as much damage as normal, and that cannot be avoided by your target. Your finishing moves benefit from all your Maneuver as normal.
Upon that base, you must select additional components from the following list to add to your personal Finishing Move, each one costing a variable amount of points. You have at your disposal 12 points to spend. Note that some components are drawbacks that give you additional points.
Once you have finished designing your Finishing Move, the choice is final and cannot be changed.

Point Cost
Components
Effects
+1​
Once per dayYou can only use your Finishing Move once per day instead of three times.
+1​
Charge TimeYour Finishing Move necessitates one minute of charge time before you can use it.
You can select this component up to ten times, increasing the charge time by one minute each time.
+1​
BacklashWhen using your Finishing Move you lose a third of your health. You can select this component up to three times, in that case, you'll die immediately after using it.
You cannot select the Healing component at the same time as this one.
+1​
AssistanceYou need the help of a specific being to use your Finishing Move, they must be adjacent to you. You must select that being when designing your Finishing Move and can only change for another if this being dies. You can select this component up to four times.
+1​
PassifYour Finishing Move deals no damage to your target. You cannot select any component that grants additional damage to your Finishing Move.
0​
AestheticYou can generate one or more visual or sonic aesthetic effects when using your Finishing Move. An aura around you, sparks on the ground, smoke at the tip of your weapon, and so on. These effects are purely cosmetic and do not hinder your vision or that of your opponents.
-1​
ElementalUpon selecting this component you must choose an element (fire, water, light, acid, etc…). Your weapon with be clad in it, dealing an additional ten percent of damage of that type when using your Finishing Move.
You can select this component any number of times, either choosing an additional element or increasing the damage dealt by one element by ten percent each time.
-1​
Flying SlashYou can strike with your melee weapon from a distance of up to twenty meters. You can select this component any number of times, increasing the distance by twenty meters each time.
-2​
BaneUpon selecting this component you must choose a type of being (undead, animals, construct, humanoid, etc…). You will deal an additional fifty percent of damage to beings of that type when using your Finishing Move.
You can select this component any number of times, either choosing an additional type of being or increasing the damage dealt to that type by fifty percent each time.
-2​
HinderingUpon selecting this component you must choose a type of debuff to inflict upon your target, that will last for five minutes. Available debuff: Blind, Deaf, Mute, Sleep, Slow, Berserk, Poison, and Confuse.
You can select this component any number of times, either choosing an additional debuff or increasing the duration by five minutes each time
-2​
EnhancingUpon selecting this component you must choose a type of buff to apply to yourself at the end of your Finishing Move, that will last for five minutes. Available buff: Strength, Agility, Endurance, Resilience, Perception Boost, Elemental Immunity, and Magic Resistance.
You can select this component any number of times, either choosing an additional buff or increasing the duration by five minutes each time.
-2​
Swift MovementImmediately before or at the end of your Finishing Move you've moved up to twenty meters from your starting position.
This is not a teleportation effect, simply high-speed movement. You can select this component any number of times, moving an additional twenty meters for each instance.
-3​
Area of effectInstead of affecting one target your finishing move affects an area, a five-meter radius sphere, centered on a point of space that you strike with your weapon. Damage is dealt to every foe in the radius, and his affected by all other components. If you pick beneficial components, such as Enhancing or Healing, the benefits apply to all allies in the radius in addition to yourself.
You can select this component any number of times, increasing the radius of effect by five meters each time.
-3​
HealingImmediately after you execute your Finishing Move you will be healed by half the amount of damage you dealt. Any health gained above your maximum will act as an ablative shield that will last for five minutes.
-3​
MultiattackYou can make one additional attack during your Finishing Move. This additional attack benefits from all damaging enhancing components but not others. You can select this component any number of times, making an additional attack for each instance.

Force Sculptor

You've learned how to generate and shape forcefields. In fact, you've reached such mastery of the subject that your forcefields can be considered works of art.

Levels
Benefits
1st​
Forcefield Generation, Ignore Forcefield
2nd​
Forcefield Properties
3rd​
Forcefield Generation (Complexe Polygon)
4th​
Steal Forcefield
5th​
Forcefield Generation (Durability: Granite), Forcefield Properties
6th​
Forcefield Weapon
7th​
Forcefield Generation (Anchored)
8th​
Forcefield Properties
9th​
Forcefield Generation (3D)
10th​
Forcefield Companion
11th​
Forcefield Generation (Durability: Steel), Forcefield Properties
12th​
Skintight Forcefied
13th​
Forcefield Generation (Freeform)
14th​
Forcefield Properties
15th​
Forcefield Generation (Durability: Diamond)
16th​
Forcefield Shards
17th​
Forcefield Generation (Moving), Forcefield Properties
18th​
Starting at 18th level
19th​
Forcefield Generation (Durability: Carbon Nanotube)
20th​
Crushing Forcefield, Forcefield Properties

-Forcefield Generation: Starting at 1st level, you gain the ability to generate Forcefield. This works as follows:
>Generating a Forcefields is a purely mental action that takes only a second of concentration on your part. You do not need to see where you want to generate your Forcefields but you must be able to visualize it. You cannot generate a Forcefield wholly or partially intersecting with an object or being. Your Forcefields have no set duration and remain as long as you do not dismiss them. You do not need to concentrate to maintain them.
>You can generate a number of Forcefields equal to half your Force Sculptor levels, minimum of one.
>The maximum surface area of your Forcefields is equal to twice your Force Sculptor levels in square meters.
>The maximum distance at which you can generate a Forcefield is equal to five times your Force Sculptor levels in meters. Once generated you can move further away with no limitations.
>At first level, the durability and strength of your Forcefields is equal to that of oak wood. If any portion of your Forcefields broke, the whole Forcefield is destroyed.
>You can choose the color of your Forcefields each time you generate them, but they always are uniform and semi-transparent.
>At first level, your Forcefields are flat, and can only take the shape of squares, circles, or triangles. They cannot bend.
>At first level, your Forcefields are anchored relative to the planet/dimension you stand on when generated.

Starting at 3rd level, you can shape your Forcefields like ovals, polygon up to dodecagon, stars with up to ten points, and trapezoids.

Starting at 5th level, the durability of your Forcefields increases to that of granite.

Starting at 7th level, you can anchor your Forcefields to an object, being, or body part. The Forcefield will move to maintain its relative position vis a vis this object. Should an obstacle prevent that movement either the obstacle will be moved if the object exercises enough force or the Forcefield will break.

Starting at 9th level, you can shape your Forcefields in three dimensions, spheres, squares, and pyramids.

Starting at 11th level, the durability of your Forcefields increases to that of steel.

Starting at 13th level, you can shape your Forcefields in any two or three-dimensional shapes of your choice.

Starting at 15th level, the durability of your Forcefields increases to that of diamond.

Starting at 17th level, you can create free-moving Forcefields. This allows you to move them mentally up to the maximum distance that you can generate them, at a speed equivalent to your own. Or you can program them to move with a simple pattern (back and forth, circle, rotation, etc…).

Starting at 19th level, the durability of your Forcefields increases to that of carbon nanotube.

If you already can generate Forcefields, you can apply all the benefits of this class to those as well.

-Ignore Forcefield: Starting at 1st level, you and any attacks you make can pass straight through any Forcefields, your own or others.

-Forcefield Properties: Starting at 2nd level, you learn a Forcefield Property of your choice from the list below.
You learn an additional Forcefield Property at level 5 and every 3 levels thereafter. You can apply and remove those properties to your Forcefields freely but only one at a time per Forcefield.
-Breakable: Your Forcefield can be broken into pieces without dissipating, only the smallest fragment will disappear.

-Cold: Your Forcefield absorbs heat sufficiently fast to freeze water from all over its surface.

-Focus: Your Forcefield becomes a lens able to focus light that passes through it, amplifying the effect of any light-based attack that passes through it, at the cost of narrowing it.

-Heat: Your Forcefield emits heat sufficient to cook meat from all over its surface.

-Invisible: Your Forcefield becomes fully invisible to standard human vision.

-Image: Instead of being monocolored your Forcefield can display any number of colors of your choice, even with patterns and complex images. You can even modify the display at will.

-Light: Your Forcefield emits light equivalent to a light bulb from all over its surface.

-Magnetic: Your Forcefield becomes Magnetic, attracting ferrous objects with a force equal to twice that of Earth's gravity.

-Mirror: Your Forcefield takes on the texture of mirrors and can reflect all types of light-based attacks and effects.

-Permeable: You can select one or more types of material that can freely pass through your Forcefield.

-Redirecting: Any projectiles, physical or energetic, passing within 2 m of the edge of your Forcefield are redirected toward the Forcefield.

-Sharp: The edge of your Forcefield became razor sharp.

-Spiked: Your Forcefield is covered in spikes measuring between 10 and 50 cm (your choice). The spikes do count toward the calculation of the surface area of the Forcefield.

-Thick: Your Forcefield is no longer paper thin, instead it's 5cm thick, greatly increasing its durability. Only by piercing a hole all the way through can it be made to dissipate.

-Trapped: The first time any living being comes into contact with your Forcefield it contracts to try and engulf them, assuming the Forcefield is big enough to do so.

-Wired: Your Forcefield conducted electricity equivalent to a taser from all over its surface.

-Steal Forcefield: Starting at 4th level, you can take control of any Forcefields that are within an area where you could generate one. Once you've taken control of a Forcefield you can dismiss it, reshape it, move it, or otherwise take any actions you could have taken with your own Forcefields. Stolen Forcefields do not count toward your maximum amount of Forcefields.

-Forcefield Weapon: Starting at 6th level, you can generate one Forcefield shaped like any melee weapon of your choice and wield it as if it were a normal weapon of this type. This Forcefield does not count toward your maximum amount of Forcefields. You can ignore any hindering or harmful properties that you apply to this Forcefield.

-Forcefield Companion: Starting at 10th level, you can generate one Forcefield shaped like a living creature and breathe life into it, to create a faithful companion. You can choose its shape freely, giving it up to twelve limbs (arms, legs, wings, tails, etc…), up to ten orifices (mouths, ears, nostrils, etc…), and up to eighth eyes but once the choice is made it's permanent. This companion can measure between 20 cm and 2 m in height and length. It's roughly as smart as a dog and follows all your orders. Should your Forcefield Companion be destroyed you can recreate it after waiting an hour. This Forcefield does not count toward your maximum amount of Forcefields. You can ignore any hindering or harmful properties that you apply to this Forcefield.

-Skintight Forcefied: Starting at 12th level, at-will you can cover yourself with one Forcefield perfectly aligned with your body and that moves with you. You can choose to include objects you pick up with this Forcefield or not. You can see, hear, and feel through this Forcefield as if it wasn't there if you wish to do so. This Forcefield does not count toward your maximum amount of Forcefields. You can ignore any hindering or harmful properties that you apply to this Forcefield.

-Forcefield Shards: Starting at 16th level, at-will by concentrating for two seconds you fire at supersonic speed a Forcefield Shard the size of your hand. It dissipates one second after hitting an obstacle.

-Forcefield Mansion: Starting at 18th level, you can once per day generate a full house made out of Forcefield. It lasts until you choose to dismiss it. It can contain up to 20 rooms and is fully functional and furnished. It only lacks utilities but can be connected to an existing grid.

-Crushing Forcefield: Starting at 20th level, you can select one of your existing Forcefields and activate this ability. This multiplies the durability of the Forcefield by ten and makes it contract on itself until it reaches the size of an atom before dissipating. This crushed anything that was inside of it. You can activate this up to three times per day but no more than once per hour.
 
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Wouldn't it make sense for Impermeable Fur (Frog Squirrel), Mudcrab Chitin (Mudcrab), Mushroom Cap and Glowing Mushroom(Anomura Fungus) to be added to the loot? Besides Glowing Mushroom's, and apparently Mudcrab Chitin's, usage in potions, they're all fairly mundane and they're available through Material Extraction, and the three unique items from Anomura Fungus I excluded since you can only extract them once each.

Edit: Realized Mudcrab Chitin was also a potion ingredient, so I slightly modified a sentence.
 
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