Wandering Dead Roads

Chapter 7: 7



(AN: Until The End by Rustage)

"So if the world's not on our side

I'll look towards the sunlight

I'll look towards the pain

And if we're all against the tide

I'll try to make it alright

I'll try to make a change

Until the end"

As we rode the ferry I just took the moment to sing, to acknowledge the quiet that settled over our group of misfits. Pulling out a whittling knife and some wood from my bag I just idly began carving a wooden werewolf, the wood slowly taking on an extremely realistic appearance as my hands moved with purpose.

"I don't need a purpose or meaning

I'm just a cog inside a system

'Til the day I stop breathing

'Cause when you stop and take a listen

There's no break in the screaming

And when the bodies keep on falling

There's no way I'm retreatin'

'Cause when the dead knock

We can hear the pounding and pleading

With every head gone

I can't make amends with my demons

Until the end comes

Just another rat to keep feeding"

As the words leave my lips the air seems to come to life, the wooden werewolf in my hands becoming even more realistic with each passing second. To my eyes I could see the wooden figure's features twitching or slowly swaying in the salty breeze blowing. The eyes forming under my carving slowly look around with curiosity and a spark of life. I noticed the others closing their eyes as they just seemed to listen to me silently.

"We keep on bandaging our bodies

But we can't stop the bleeding

I don't mean to tempt fate

Feel I'm only dead weight

Bare the fangs of wolves

But we're tools in a death game

Readjust my head space

Man is made from flesh

They say I'm just a pawn

But this pawn can still checkmate

See another me"

I briefly see a flash of mirror images of this reality, each so different from the last. Some depressing, some lonely with just me left, some so lively it's sickening. The werewolf figure in my hands gained an upper torso and arms with my fingers automatically moving in to intercept my blade from ruining the figure. My blood soaking the wooden werewolf, yet that only makes it seem more alive in my eyes, its lips baring its fangs with a smile.

"In the pools and the red stains

I can hardly breathe

When I'm pulled to the edge lay

Fallen on the streets

And they crawl through the depths

Make puddles out of meat

That don't call in the next day

They say I'm used to danger

How we all change when screw with nature

Watching their face, for their true behavior

Put a bullet in my body, make 'em choose the chamber"

I hear nature itself becoming active around us, the others noticing it as well. Dolphins leaping around the ferry, fish leaping from the water at random intervals. The magic charge in the air that seems to hang onto every word I say grows thick with some hidden anticipation.

"I am trying to find the person that they said I couldn't be

I am trying to fight the cursed things that look the same as me"

The others opening their eyes as the magic in the air seems to weave a story, another me sitting in the middle of the ferry with half his face eaten off. Yet he just stands there reloading a revolver with a serene look in his eye with zombie animals at his feet looking up at him with clear affection. Then we hear the gunshots as the me, cursed to be alive but undead, begins shooting at soldiers that materialize only to explode into fiery mist upon getting shot. The zombified animals fight them off and die in droves without being idle. The me looking… forlorn and torn about their deaths yet he keeps firing, reloading, then firing again.

"So if the world's not on your side

I'll look towards the sunlight

I'll look towards the pain

And if we're all against the tide

I'll try to make it alright

I'll try to make a change

Until the end"

That me disappeared shortly after the last soldier died, replaced by another version of myself in full plate armor, a flaming claymore in his hands as he stands between survivors and the undead. Holy energies flying from his sword with each swing, swaths of the dead swarming the ferry falling without a chance to anything. A version of Winston floats over his left shoulder firing bolts of pure magic through the undead swarms heads. Then just like the last, he's gone.

"Maybe you've forgotten your faith

When you're coasting through life you get lost in the waves

No I don't want to die, but that's not gonna change

Way I walk off the line like a moth to a flame

Got it bottled away

Locked into place

Stuck

Rot in the grave

Not gonna wake

Up

Shot in the face

Wanting to taste

Blood

I got clots in my veins

Knots in my brain

Stop"

Glancing at the rapidly finishing werewolf figure in my hands, we watched as another me came to be with my words ringing out. I could SEE the possibilities, my spells were acting on their own as my mark seemed to glow. This me though he just stood there in the rain, with a blind fold over his eyes while he spoke to a version of Bunko who was missing an arm. Then they were gone, something within my mind and soul aching at the scenes playing out before our eyes. I didn't doubt I alone saw them, as the others were also definitely seeing these scenes.

"With the flips of the coin that gon' never land even

Give me the choice ain't regretting my reasons

Sift through the noise and deliver my grievance

Built to destroy but can't sever my freedoms

You can change the day or the season

I won't ever sway in allegiance

I won't ever break or be weakened

Look into my face I'm a beacon

I am not the monster that lays in the deep end"

The wooden werewolf in my hands vanished as soon as it was finished, a me leaning against one of the railings catching it as the wooden figure came to life. I could feel a drain on my magic with my patron feeding me an unknown Bard and Artificer spell. A Spell meant for another Artificer subclass, Archivist. The spell being a version of myself that was both an Unearthed Arcana and Tasha standard Bard of Creation and Archivist Artificer, Flashpoint.

"So if the world's not on your side

I'll look towards the sunlight

I'll look towards the pain

And if we're all against the tide

I'll try to make it alright

I'll try to make a change

Until the end"

A spell that puts a foot into the door of the multiverse through taking over a dead me. Yet that version of me which spent so long making it in a dying world that he never got a chance to use it. Because he'd lost the only means before he could do so. Before both he and it were incarcerated and erased because of the multiverse pruning the world. Yet my patron recorded the spell, and gave it to any me that sang this particular song. Because this spell is meant to pair with my World Door spell for a quick world hop. A spell designed to specifically overwrite and transplant my "Character Data" onto a dead version of myself.

"Never once cared for my own life

Keep fighting 'til I drop or we Both die

Hearts on their sleeves but I don't want to show mine

Storms on the seas break crews but the boats fine

Hope they don't cry

Hear their pleas like a breeze on the low chimes

No belief when you see me with closed eyes

In the trees there's a beast of my own kind"

The ferry lurches, the water around us becoming tumultuous as if something was distributed. Yet I could only sing on, my mouth refusing to stop now. Taking out my revolver I didn't bother aiming. I fan fired at the UNDEAD MONSTER that was becoming a reality. The bullets ripping through only a paltry few undead making it up. Stowing my revolver, I Dimension Door everyone off the ferry and elsewhere. The undead monstrosity sinking the ferry off in the distance as we all land on a nearby barge that was abandoned.

"I am trying to find the person that they said I couldn't be

I am trying to fight the cursed things that look the same as me"

It was beginning to get annoying stuck singing, as if I was being forced to complete Flashpoint. Which I just might be if it can't be stopped once started. Which means I would be leaving this world extremely early. That's…. Fine but the response to it wasn't something I liked one bit! Because the damn thing coming out of the water was an amalgamation of all the undead that were in the water! Magic was literally combining them together to create an End Boss essentially. Looking towards where we were heading, I forcibly sent everyone else away.

"'Cause if the world's not on your side

I'll look towards the sunlight

I'll look towards the pain

And if we're all against the tide

I'll try to make it alright

I'll try to make a change

Until the end"

Magic started to roll off me in waves as I grabbed an abandoned limo and threw it at the undead creature. Misty Step activating, my body melting away into mist that raced across the bridge and the flying limo. All my offensive spells being forcibly woven into wings behind me. My physical body crumbling and reassembling rapidly with my immortality and support spells fixing it. Yet I was also ballooning as the seconds passed, my soul creaking from whatever pain I felt due to it.

"Woah oh

Until the end

Woah oh

'Cause I won't change

Until the end"

As the undead monstrosity reached for me, I raced along its arm as mist even then. The wings behind my back became a distorted rainbow of colors with them starting to break down. But then they simply turned into liquid magic that raced along my arms. Driving my fists into the undeads center mass when I jumped from its arm. Misty Step canceling out with Flashpoint taking effect, my physical body being erased in the ensuing mayhem caused by unstable magic.

\\// ????, ????? //\\

Jolting awake from a puddle of blood I looked around dumbfounded at where I was. Because I was in some swanky futuristic place surrounded by debris. A blue screen appeared before my eyes that I sort of automatically filled out.

[New World Detected… Initiating CYOA choices… choices made!

Unshackled, Territory Creation, Hunter]

Then my character sheet appeared before my eyes and it was filled out further. Then next I knew I was thrown into a burning city that looked oddly familiar all around me. Getting up from the ground I looked around only to come face to face with a confused skeleton holding a rusty sword.

"Hi, where am I?"

The skeleton stared at me before looking at the ground and using its sword to write. Looking at the name of the place I just groaned at my rotten luck… I'm in fucking Grand Order! The skeleton looks at me in pity, summoning my bound sword. I looked at the skeleton and murdered it then prayed for its next life. Eventually getting a move on as I searched through the burning city for Cu or the Chaldean group which I may now forcibly be a part of. After hours of walking I found not someone I was looking for, but instead Corrupted Emiya.

We stared at each other for a good bit until I suddenly blew off his entire right arm and a section of his chest. All while screaming Sunbeam as my flaming claymore pointed at the Archer. The power of the sun rips through him and a few buildings before he turns into a spirit. Waiting a few minutes for any attack, I realized he very likely hightailed since he looked startled as fuck. Just in case I summoned a faithful companion using the spell Mordenkainen's Faithful Hound as the pup should be able to see Servants. The ghostly hound that only I could see followed my every step happily.

Seeing as how I no longer needed sleep or sustenance anymore either, my warlock class got me there before the druid did, so I kept going without pause. While walking I fiddled with stitching a self casting ritual circle for my hound into the fabric of one of the sleeves on my shirt. So I always had my ghostly hound with me, Winston was also back to working after I found the little construct in my bag. My spores were both relishing in the death around me, yet weary of the fire.

Turning to my side I watched as a small black bullet sailed past me. Looking towards the one who shot, I snort as there was Mash, Ritsuka, Rika, Marie, Cu, and Jack the Ripper.

"Well hello to you too, I was wondering if it was just me or others that got sent here."

"M-maintance Chief Lockhart?! How are you here?! Why are you dressed like that!"

Hearing the director I smiled sadly at the woman, as I knew how much this would hurt her.

"Director Marie, while I am Kaiser Lockhart I'm not the one you know… that me, the one you knew, was killed in the bombing. Died right next to the Rayshift Chamber, I'm a version from a different world that took his place since I essentially took over his corpse after accidentally triggering a spell."

The group looked various degrees of disbelieving, shocked, or contemplative in the Servants cases. Marie though was slowly breaking down as tears welled up in her eyes.

"So you're not from another timeline, instead a completely parallel world right? Like us Servants in that we're not bound to a specific timeline. If so, you're pretty far from home Chief."

"Yeah I'm not from this hellhole of a universe originally, a version of me was when he was alive. But now I'm here after essentially being pasted onto his corpse due the spell that threw me here. Last thing I was doing was killing a giant undead monster and getting vaporized physically."

As me and Cu talked, everyone was still in disbelief at my words, especially as Jack has already stabbed me multiple times yet I wasn't acknowledging it. Grabbing her wrist after the fiftyith stab, I threw her towards Mash.

"Now while I'm essentially immortal that doesn't mean you can just keep trying to kill me. Hell if that doesn't prove anything then I'll show my damn memories. No, I don't need medical attention Mash."

The shielder closes her mouth when I cut her off, everything damaged fixing itself through my spells. Then I cut everyone off by literally using illusions and transmutation to show them my last twenty-four hours.

"We'll… we'll confirm the validity of those memories with SHEBA once this Singularity is cleared…"

Marie looked so tired from my shit… so I threw more her way just to get it out of the way.

"Should I mention now that you're a spirit."

Before she could fully break down I forcibly calmed her down.

"Don't fret, Director, I can restore your badly destroyed body into being pristine condition once more. Although I'd have to wait ten days in order to do so, but once those days pass I can shove your soul into it once more. Well after your soul is secured by Chaldean, and I can stop Mash from well LITERALLY falling apart so she won't die once she's eighteen years old."

Everyone from Chaldean just looked done with me or dazed. Only Cu and Jack looked at me as if I was speaking normally since they had a better grasp on magic bullshit due to the Throne.

~~~~~~~~~~

[Kaiser Lockart | Warforged Human | Druid, Warlock, Artificer | Far Traveler | Chaotic Neutral |Level 14

— — — —

Status:

Armor Class: 16 | Proficiency +5

Strength: 18, +4(mod), +4(save) | Intelligence: 24, +7(mod), +9(save)

Dexterity: 21, +5(mod), +5(save) | Wisdom: 16, +3(mod), +3 (save)

Constitution: 16, +3(mod), +5(save) | Charisma: 14, +2(mod), +2(save)

— — — —

Abilities:

Strength: Athletics 4

Dexterity: Acrobatics 5, Sleight of hand 5, Stealth 5

Charisma: Deception 2, Intimidation 2, Performance 2, Persuasion 2

Wisdom: Animal Handling 3, Insight 7, Medicine 3, Perception 7, Survival 3

Intelligence: Arcana 11, History ⁷, Investigation 11, Nature 7, Religion 7

— — — —

Racial Features:

Within 120 feet of you, treat dim light as bright and darkness as dim light

Ability Scores increased by one

Light Fortification: Whenever a sneak attack or critical hit is scored, there is a 25% chance that the extra damage is negated and damage is rolled normal

Tireless: Immune to Fatigue and Exhausted conditions

Automatic Languages

Partial Inorganic: You do not require sleep, you only require one meal and water every two months

Pain Tolerance: Unless it's intentional self inflicted pain you do not feel it

— — — —

Proficiencies:

Armor - Light, Medium, Shields

Weapon - Simple, Firearms

Tool: Guitar, Thieves' Tools, Tinker's Tools, Blacksmith Tools, Cooking Tools,

Languages: Common, Greek, Draconic, Elven, Asgardian, Roman, Japanese, Javascript, Python

— — — —

Curses:

Frailty: You are more likely to get sick or break bones easily (partially counteracted)

Sociopath: You do not understand feelings, nor will you ever, the only feelings you truly understand are the warped feelings you simulate

Emotional Suppression: You barely register emotions at all when they come to you

Physical Immortality: You can never die, you will always regenerate, the only way you can die is if your soul is destroyed, this is both a curse and a blessing

Insanity: You always see and hear things that aren't there, things which would cause these hallucinations have no sway over you, only your own mind can torment you

— — — —

Blessings:

Tri-Class: You can have three classes at once and level them all together at once

Sparta's Blessing: Your rage is insurmountable, your always tightly lidded rage lets you suppress or ignore affects targeting your senses or were cast by a god

Last Words: Words left unsaid should you pass or leave the world permanently in some way shall be delivered regardless of world rules

— — — —

Soul Bound:

Bag of Infinite Ammo

Steam Deck

Android Phone. Pg 1]

[Artificer Features. Pg2

As an action, use tools to give a tiny object a visual, auditory, or olfactory effect.

-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

-The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

-A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

Artificer Infusions: Enhanced Weapon, Homunculus Servant, Repeating Shot, Spell-Refueling Ring, Arcane Propulsion Armor, Replicate Magic Item: Bag of Holding, Boots of Elvenkind, Cloak of Elvenkind, Ring of Water Walking, Gloves of Swimming and Climbing

Eldritch Cannon:

-Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

-Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

-Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1)

The Right Tool for the Job: At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tool Expertise: At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Arcane Firearm: At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Flash of Genius: At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Your cannon now deals 1d8 damage, and you can cause it to explode for 3d8 force damage as an action (see rules)

You can make magic items for half the price at x4 speed and can attune a 4th magic item

You can put a 1st or 2nd level spell within an object (see rules)

You can ignore most magic item restrictions and attune a 5th item]

[Druid Features. Pg3

Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom(Perception) check but can't decipher it without magic.

Druidic Circle of Spores

Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example

2nd 1/4 No flying or swimming speed Wolf

4th 1/2 No flying speed Crocodile

8th 1 Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Wild Companion: At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity: Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Improved Wild Shape

Fungal Infestation: At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animated for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Your necrotic reaction damage increases to 1d8

You can use a bonus action to create a 10 foot cube within 30 feet that inflicts your necrotic reaction damage (see rules)

Your necrotic reaction damage increases to 1d10

You are immune to critical hits and the conditions frightened, deafened, blinded, and poisoned (see rules)]

[Warlock Features. Pg4

Pact of The Undying

Among the Dead: Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

-Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

You know the spells False Life and Ray of Sickness

Defy Death: Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

Once you use this feature, you can't use it again until you finish a long rest.

Pact of the Blade:

-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

-Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

-You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

The spells contagion and legend lore are added to the warlock spell list for you

You age slowly and you don't need to sleep, eat, drink, or breathe

Gain one 6th level spell that can be cast 1/day

Gain one 7th level spell

1/rest you can heal 1d8 + level hp as a bonus action

Innovactions

-Mask of Many Faces: You can cast disguise self at will, without expending a spell slot.

-Repelling Blast:

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

-Arcane Gunslinger:

Prerequisite: Pact of the Blade feature

You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.

-Improved Pact Weapon:

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

-In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

-Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Eldritch Smite: You can deal 1d8 force damage + 1d8 per level of the spell slot you use up to a creature you hit and if not larger than huge, knock it prone (1/turn)

Extended Cantrip: Your eldritch blast has a range of 300 feet]

[Spells. Pg5

Cantrips: Fire Bolt, Mending, Thunder Clap, Spare The Dying, Mold Earth, Eldritch Blast, Sword Burst, Chill Touch, Find Familiar, Dancing Lights, Create Bonfire, Control Flames

1st LVL: Purify Food and Drink, Identify, False Life, Ray of Sickness, Unseen Servant, Comprehend Languages, Goodberry, Speak with Animals, Jump, Catapult, Witch Bolt, Shield, Thunderwave, Ice Knife, Expeditious Retreat, Arcane Weapon, Feather Fall, Healing Word, Tasha's Caustic Brew, Fog Cloud

2nd LVL: Blindness/Deafness, Gentle Repose, Misty Step, Pass without Trace, Lesser Restoration, Rope Trick, Continual Flame, Moonbeam, Enlarge/Reduce, Crow of Madness, Darkness, Find Vehicle, Arcane Lock, Wither and Bloom

3rd LVL: Feign Death, Speak with Dead, Blink, Phantom Steed, Revivify, Dispel Magic, Water Walk, Thunder Step, Counterspell, Fly, Summon Undead, Vampiric Touch, Dispel Magic, Speak with Plants

4th LVL: Aura of Life, Death Ward, Dimension Door, Freedom of Movement, Mordenkainen's Faithful Hound, Dominate Beast, Summon Elemental, Guardian of Nature

5th LVL: Contagion, Legend Lore, Animate Dead, Gaseous Form, Scorching Ray, Shatter, Teleportation Circle, Scrying, Danse Macabre, Reincarnate, Greater Restoration

6th LVL: Sunbeam

7th LVL: Regenerate, Finger of Death

8th LVL:

9th LVL: Flashpoint]

[Feats. Pg6

Gunner: You are proficient with firearms, you don't have disadvantage when firing at adjacent targets, you can fire the same weapon more than 1/round, and +1 Dex

Slotless: You can cast spells freely, over use though will cause headaches and eventually death

Materialless: Spells requiring materials can be cast without them in exchange for HP depending on the spell level

Spell Mixer: you can mix spells together (self taught)

Sharpshooter: Your ranged attacks ignore no cover and half cover, you don't have disadvantage from long range, and you can take -5 to a ranged attack for +10 damage.

Linguist: You know three additional languages, can create coded ciphers, and gain +1 int

Aberrant Mark: Your marks flaw is your mark whispers to you, its whispers are indistinguishable

-Mark of Passage:

-Your Dexterity score increases by 2, and one other Ability Score of your choice increases by 1(con).

-Courier's Speed You gain a base walking speed of 35ft.

-Intuitive Motion: Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.

-Magical Passage: You can cast the Misty Step spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Dexterity is your Spellcasting Ability for these spells.

-Spells of the Mark: If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Extra Spell Level: Due to your collective class levels your Spell Paths gain access to spell slots one level above your current Spell Levels

Chef: You can increase creature's hit dice healing by 1d8 during a short rest, can grant temp hp through cooking (see rules), gain cooking tools proficiency, and +1 to either Con or Wis (+1 Con)

Alert: You don't grant advantage vs hidden creatures, you are never surprised, and you gain +5 to initiative

Mobile: You gain +10 to speed, ignore difficult terrain when you dash, and you don't provoke from creatures you've attacked that turn

Keen Mind: You can clearly recall anything seen or heard within a month, you can determine north, you know when sunrise/sunset will happen, and gain +1 to Int

Sentinel: You stop creatures hit with opportunity attacks, ignore the disengage action, and can use a reaction to attack an adjacent creature that attacks someone else

Ritual Caster: You can cast spells as rituals (see rules)

Unshackled: Restrictive forces of the world that would limit you become broken. You are free, you are not meant to be shackled like an animal. You cannot be bound to servitude unless you agree with your own free will.

Territory Creation: With extensive preparation and time you can turn a space as large as Australia into your domain.

-Anything and everything within your domain becomes known to you

-You can attack freely from anywhere within your domain.

-Creatures that naturally live within your domain submit to you

-Can summon creatures from anywhere your domain

Hunter: Your attacks hurt the usually invulnerable that mortals can not hurt. Your experience with tracking and hunting down creatures ensures you always know where to strike for a killing blow.]

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