Solo Leveling: Arise world illustration - Modern theme
Modern

Solo Leveling: Arise

H
HollowLT

Gates unleash monsters. Hunters fight, unaware of a hidden war. Only the strongest learn the truth.


Author's Note: The world is shaped by mysterious portals called Gates, leading to dungeons filled with monsters. When Gates turn red, they become far more dangerous, with a C-Rank dungeon potentially becoming A-Rank, trapping hunters inside. Hunters, humans with supernatural abilities, risk their lives to clear these dungeons and prevent monster outbreaks. Society revolves around these Gates, with Hunters joining guilds, competing for resources, from E to S-tier ranks. Beneath the surface, an ancient war between Rulers and Monarchs manipulates humanity’s fate. Magic and technology intertwine, with modern cities existing alongside relics, artifacts, and a dungeon economy. The strong thrive, the weak struggle, and only those willing to challenge fate can uncover the truth behind the evolving power system. Players take on the roles of Hunters, each awakening unique abilities on their first dungeon raid. Gates vary in rank and danger, with hidden dungeons and evolving threats. The world has a guild system, a dungeon economy, and Hunter associations governing magical activity. To close a gate, the dungeon boss must be defeated. Magic Beasts, monsters native to alternate dimensions, can escape during a Dungeon Break if a dungeon isn’t cleared in time. High-rank Magic Beasts can destroy cities or even countries. A Re-Awakening occurs when a hunter’s power is dramatically enhanced after their initial awakening, often triggered by near-death experiences or exposure to powerful beings. Extremely rare, it unlocks hidden potential, making hunters possibly stronger than their original rank. If a character is a Hunter, their race will be Hunter.
Played191 times
Cloned33 times
Created
56 days ago
Last Updated
6 days ago
VisibilityPublic
King’s Presence
8

King’s Presence

The sheer force of the caster's willpower intimidates all nearby enemies, causing them to hesitate or flee in fear. Enemies within range must confront the overwhelming aura of authority, risking their resolve against the caster's commanding presence.

Dragon Slayer’s Strike
7

Dragon Slayer’s Strike

You make a single melee attack that channels the power of ancient dragon slayers, allowing your strike to bypass all resistances and immunities. The attack deals 6d10 force damage in addition to the weapon's normal damage, ensuring that even the toughest foes feel the impact of your blow.

Raging Tempest
6

Raging Tempest

The caster spins with incredible speed, creating a whirlwind of deadly slashes that cuts through all creatures within a 10-foot radius. This spell unleashes a torrent of slashing damage, leaving foes reeling from the ferocity of the storm.

War God’s Endurance
5

War God’s Endurance

The caster temporarily hardens their body like steel, gaining resistance to all non-magical damage and immunity to being stunned or paralyzed for the duration of the spell.

Phantom Step
2

Phantom Step

A quick burst of movement allows the user to instantly reposition, dodging attacks. The caster can move up to 30 feet in any direction without provoking opportunity attacks, making it an ideal escape or tactical maneuver.

Unyielding Will
4

Unyielding Will

Upon casting this spell, the user refuses to succumb to fatal injuries, instead dropping to 1 HP when reduced to 0 HP. For the duration, they gain resistance to all damage, allowing them to continue fighting against overwhelming odds.

Shockwave Slash
3

Shockwave Slash

A powerful sword swing generates a wave of energy that cuts through multiple enemies in a straight line. The wave deals slashing and force damage to all creatures in its path, slicing through armor and pushing back foes.

Crushing Blow
2

Crushing Blow

A powerful melee attack that shatters armor and breaks defenses, dealing extra damage and ignoring armor bonuses.

Berserker’s Wrath
4

Berserker’s Wrath

The user taps into an uncontrollable battle rage, gaining increased attack speed and damage but becoming reckless in defense. For the duration, the user gains a +2 bonus to attack rolls and deals an additional 2d6 damage with weapon attacks, but all enemies have advantage on attack rolls against the user.

Titan’s Strike
3

Titan’s Strike

Channel immense power into your weapon, delivering a devastating blow that deals additional force damage and sends enemies flying.

Divine Recovery
5

Divine Recovery

A powerful spell that channels divine energy to heal a significant amount of hit points to a chosen ally or to revive a fallen hunter. The caster invokes celestial forces to restore vitality, making it a crucial spell in dire situations.

Taunt
2

Taunt

You force your enemies to focus their attacks on you, drawing their ire and attention away from your allies. For the duration, any creature you choose within range must make a Wisdom saving throw or be compelled to attack you on their next turn, if able.

Indomitable Defense
4

Indomitable Defense

Upon casting this spell, the caster envelops themselves in a shimmering barrier that significantly reduces incoming damage for the duration. The barrier absorbs a portion of damage from all sources, allowing the caster to withstand even the most powerful attacks.

Gravity Field
3

Gravity Field

You create a field of increased gravity in a 30-foot radius centered on a point you choose within range. Creatures in the area must succeed on a Strength saving throw or have their speed halved and become prone for the duration.

Hellfire
6

Hellfire

You summon massive flames that engulf a designated area, incinerating everything within. The flames deal fire damage over time to creatures caught in the area of effect, leaving a scorched mark that lingers for the duration.

Dagger Rush
2

Dagger Rush

The caster dashes forward up to 10 feet, making two melee attacks with daggers against any number of enemies in their path. Each target must make a Dexterity saving throw, taking slashing damage on a failed save or half as much on a success.

Stealth Kill
3

Stealth Kill

This spell enhances your next attack against an unaware target, dealing additional necrotic damage and potentially slaying weaker foes instantly. The spell lasts for one round, allowing you to strike with deadly precision.

Monarch’s Domain
9

Monarch’s Domain

You create a dark aura that empowers all Shadow Soldiers within a 60-foot radius, granting them a +4 bonus to attack rolls, damage rolls, and saving throws. Enemies within the area must succeed on a Wisdom saving throw or become frightened for the duration, suffering disadvantage on attack rolls against the empowered soldiers.

Shadow Exchange
4

Shadow Exchange

You can instantly swap places with any Shadow Soldier within 500 feet, allowing for strategic repositioning in battle. This spell is particularly useful for escaping danger or surprising foes by switching places with your shadowy allies.

Shadow Extraction
5

Shadow Extraction

You touch a slain creature and attempt to resurrect it as a Shadow Soldier under your control. The strength of the creature affects the difficulty of the extraction, making more powerful beings harder to bind to your will.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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