Composite Adventurer (D&D)

* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Wizard

— 5e Adventurer Description

## Summary

**Adventurers** come together from any walk of life, and in the same party you may find the wealthiest lord accompanied by an uncultured savage, brothers in arms. Adventurers pursue riches, knowledge, power, or anything that interests them with burning passion, taking down evil (or, sometimes, good) in the name of their chosen objective. Adventurers take part of many different roles, ranging from mighty spell-casters to incredible warriors to dexterous thieves, and many more.

## Powers and Stats

**Name:** Adventurer

**Origin:** Dungeons and Dragons

**Gender:** Varies

**Age:** Varies, typically from eighteen to many hundreds of years old, although ages can differ from as low as four years of age to potentially thousands of years depending on the race; for example, Thri-Kreen reach incredibly old age at 25, whereas Elves live for hundreds of years before they can reach old age.

**Classification:** General Adventurers

**Stamina:** Superhuman, potentially higher

**Range:** Varies from extended melee to thousands of meters, potentially planetary with reality warping effects

**Standard Equipment:** Player Choice of many thousands of varying types of equipment- varies depending on class

**Intelligence:** Super Genius, at least maintains knowledge of many schools of magic equivalent to thousands of years of research

**Weaknesses:** Typically, a single adventurer is ineffective due to their dependence upon teammates- that said, this composite adventurer will likely not encounter this issue

**Notable Attacks/Techniques:**

* Backstab: Rogue ability, deals notably higher damage for attacking an opponent from their unguarded rear

* Cleave: Fighter ability, upon killing one foe the fighter takes another attack

* Attack of Opportunity: Any foe fleeing from a fighting adventurer is open to be attacked from their now unguarded flank

* Burning Hands: Shoots out a large cone of pure flame

* Cone of Cold: Shoots out a large cone of ice that can freeze humans solid

* Wall of Force: Creates a forcefield

* Fireball: Shoots a 20-ft radius sphere of flame that will explode on impact

* Control Weather: Allows relative control over a large area of land that matches the season, including blizzards in Winter and tornadoes in Spring

* Earthquake: Capable of causing an earthquake equal to magnitude 6.1

* Summon Monster: Summons one selected monster, growing in strength as one levels up

* Wildshape: Take the form of a beast as a druid

* Unarmed Combat: Monks are experts of martial arts and do intense damage with their bare hands, and have excellent skill in dodging

* Acid Breath spits out a cloud of acid from the user

* Wish and Miracle both warp reality based on the user's request, up to a planetary scale

* Scrying allows the user to discover the item of any person, object, or location- given time. Spells such as Commune allow the user to ask the god questions to get immediate answers.

* Heal and lesser healing spells can heal the user to full health instantly

* Clone allows the user to set up a second body immediately to be used after they die

* Banishment sends the foe to a plane of the Abyss

* Power Word: Kill and other Power Words allow the user to achieve the stated effect- Kill causes instant death, Stun causes an immovable foe, etc etc

* Silence causes no sound to be produced within a certain range

* Antimagic Circle negates all magic within it

* Etherealness allows the user to shift in and out of the Ethereal Plane, a higher dimensional plane of existence

* Gaseous Form allows the user to become gaseous at will

* Brilliant Blades allows the user's weapon to go through any non-living matter (armor)

* Mage Armor grants the user a body-covering shield that grants magical defenses