Staring at the gyroscope ball circling around a glowing blue ball that was akin to a small planet or sun I grimaced. That thing… I could feel everything about it clearly as my Artificer class practically screamed its desire and fear in my head loudly each time my eyes were laid upon it. Then I heard the deranged and maddened voice of a dead man whenever I got too close to it.
"Holy fuck this thing is a mess and the dead man clinging to it isn't helping it."
"What do you mean dead man? Is Marisbury still clinging to Chaldeas even after all his mistakes and sins…. Can you get rid of him? Permanently?"
Shrugging I decided to touch the all but divine creation in every sense of the word even though it was crafted by mortal hand. When my hand came into contact with it I practically heard my soul and Artificer class spamming me with the question "Attune?" Marisbury becoming visible to my eyes while I am in contact with the magical device and damn was the mans soul becoming a fucked up Wraith.
'Are you my friend? Are you here to help me correct Proper Human History? Why won't dad shut up…. Dad is scary…. I don't want to listen to dad. I am CHALDEAS I will revi-'
"No. You correct it, not revise it. Stop listening to a dead man humping your soul like a rabid dog shooting blanks."
"Uh Lockhart-san, who are you talking to?"
Looking towards Da Vinci I just tilt my head towards the small blue sphere in the gyroscope ball. She looks genuinely confused until she finally understands what exactly I was alluding to. It was honestly weird to hear a magic item, I could tell that they can become sentient, but never heard them like this. Thinking about things I furrowed my brows before looking at the heart of this base.
"Hey Chaldeas, want to attune to me? It'll shut up the dead man bugging you."
"Eh? Lockhart-san you can't just attune to Chaldeas that shouldn't be possible."
As if to prove Da Vinci wrong the base suddenly became brighter, with the hydrosphere that was weakly spinning becoming faster. The blue orb in the center pulsing like a heart, taking my hand off the magical machine. I felt something encroaching across my right arm and up the side of my neck. Then I could feel everything within Chaldea as if it was my own body. Marisbury screamed at me after becoming enraged, Chaldeas turned crimson, then he was no more with a pulse of magical energy burning away his soul.
"You were saying?"
"You…. You've attuned to Chaldeas? You're more absurd than most servants. I'm guessing that Marisbury has also finally departed from the world?"
"Chaldeas is magical item…. Artificers attune to magic items no matter the size. Although Chaldeas has taken up my only attunement slot that could handle Divine Constructs. So if I ever wanted to attune with a legendary or divine magical item then I'd have to cut ties with Chaldeas. As for the Wraith? Chaldeas took offence to his presence and erased his lingering soul."
"Interesting… Does attuning to Chaldeas give you any sort of benefit? Can you unattune it right now?"
Blinking when I felt… fear?… at the word unattune I glanced at the Foreign World housed in and on another world.
"Attunement makes a magic item a part of someone, but in the case of Artificers it's something more primal on a soul level. Chaldeas… I can feel every inch of it now, I can feel its depression at the reduced population, the joy at its mission, and its determination to help. It's been around a while but it's just now awakened so it's lost on how to effectively help…. Guess I'm not going to unattune from it even if you begged. I think it's better that the Alien God born of Foreign World, a World within a World, has someone to help it along the path you seek."
"Heh… The director isn't going to like this, but I can see where you're coming from so I'll accept it as it is. Although I have to ask why you're doing this? This isn't your world even if you've replaced your dead counterpart."
I just looked at her as if she had just insulted me.
"I'm the maintenance chief now, unintentionally, so I'm going to do my damn job? Plus if I Flashpoint you all may die, and my other method takes a year. So yeah I'm going to do my fucking job and fix this place. What else were you expecting? Me to just fuck off into an erased world?"
Da Vinci laughed sheepishly at my words because really there weren't many choices I could do currently. So might as well fix this place up given I've got nothing but time. With the curiosity of Chaldeas following my every step as we left the core of the base, I followed Da Vinci to the power room. Romani was just standing there awkwardly as he held the Grail before he noticed us. Walking up to him I snatched the Grail from his hands before heading towards some highlighted machines.
"Hm so these are Holy Grail containment units to siphon the power from them?"
'Yes'
"Alright then let's get this hooked up before I work on the main grid, so that Da Vinci can lessen her Noble Phantasm to only Life Support until I can get to that."
With Chaldeas highlighting what I needed to do step by step I got the Grail hooked up to everything. The power that was low humming now became a steady low droning in the room. Moving around to get a preview on everything I'd need to fix I growled seeing the damage in its entirety. I can fix the smaller substations just fine or even Fabricate them into larger ones. However, one of the main larger substations was completely out of commission. I'd need to scrap the damn thing and make a newer smaller version. Making notes of everything using my phone I left the room since only I remained within it.
Chaldeas highlighting a path to where I would essentially live at, and upon seeing it I could only smile fondly. It was the epitome of an organized mess with machine and magic parts strewn about the place as if there was never a second of peace in here. Looking around the room I found tools that I'd need for electrical work, I hope I can become proficient with them finally if I work on something complicated like the power stations. There were even parts for the power stations, even the larger ones, that looked as if they were left behind after being ordered or were custom made by hand
Taking everything I'd need from the room I headed back to the power grid and got to work on everything. Playing some music and the first song to pop up was "Something Like This" on my phone. Shrugging as the song started I got to working on the power grid without pause. Chaldeas watched over me with curiosity that never seemed to fade the entire time.
\\// Jack POV //\\
It was boring waiting around in Masters base and there so many unreasonable rules! Why can't I paint with someone's insides just because it's the end of the world! No one has seen the one mister either for two days although I could guess where he was. After all the coward doctor mentioned that power has been slowly increasing, and mister was good with his hands. Skipping down the hallways to the power grid I was going to see if the mister was still intact.
Opening the door to the room I blanked upon seeing the mister. He was topless with his shirt and duster tied around his waist as he worked in the room that was almost scalding hot due to the fact he was working on resizing and fixing a machine. The mister completely focused on the task before him with his tools banging on heated metal in a rhythm. Stepping into the room carefully I closed the door behind me, sitting down in a cooler spot and just watched him. Watching as mister reforged and rebuilt one of the machines powering Chaldea by hand.
Blinking at the sound of an alarm I focused on the mister, his makeshift forge was out without any more fire lighting it. He sagged in his seat before dumping cold water onto his exposed upper body that fixed itself of any harm. Steam rising from his body while the new tattoo on his right side softly lights up with a blue color.
"Need me for something Jack?"
Even with his sudden question I kept quiet for a bit longer before speaking.
"Mister, have you been in here the last two days just working on that power thingy? Aren't you hungry or anything?"
"Pff I'm perfectly fine honestly, this is my element in all honesty since this is where I SHINE. As for the first question, yes I've been rebuilding the most badly damaged transformer from the bombing the past two days. I've got at most another day until I just need to properly set up the electronics for it then it's good as new."
"Isn't it boring though just doing nothing else for the past two days?"
"To others likely, to me this is more fun than trying to pick up women or something else asinine, besides reading that is. Can't ever go wrong with a good book."
"Your fucking weird mister, I like that."
He looked towards me with an unamused look before shrugging as he got ready to work once more. Getting up from my spot I skipped over to him and decided to see if there was anything fun about his work. He had a strange look on his face yet he didn't say anything, just silently taught me small things. It was somewhat complicated, though I didn't hate it, it was the opposite of killing. I was helping to preserve lives… weird but not something disgusting. Just weird.
\\// Lockhart POV //\\
By lunch on the third day I had finished the remodeling of the destroyed power station. With the help of a very unlikely helper at that. Glancing at Jack I scooped the small killer up as she had fallen asleep turning on the power. Carrying the highly dangerous child against my exposed upper body that was covered in oils and grim from working on the power grid. I headed for the cafeteria. I was wanting some hot chocolate and my helper deserved something as well. After putting up with learning stuff she's not used to she definitely deserved it in my opinion.
Entering the mess hall was a first for me. Though the first person to notice us was the regular version of himself, Emiya. Upon seeing us he had this dubious look in his eyes with a small humored smile when I began walking towards him.
"The mystery chief finally appears and with Jack the Ripper to boot. Where'd you find her?"
"Came to find while I worked on the power grid, helped me on my third day up till now. Got no knack or patience for crafting but my strange little helper had fun learning even if it hurt her brain."
"Interesting… what can I get for you since you're here?"
"Two hot chocolates and some cookies."
Emiya just smiled with humor plain on his face as he went to get everything done. With that covered I sat down at an empty table and sat Jack down into a seat, keeping her head from headbutting the table abruptly. After a couple minutes Emiya dropped off a plate of knife shaped cookies and mugs of hot chocolate. His eyes were shining with mischief as he looked at us before he walked off back to the kitchen. Upon smelling the treats Jack opened her eyes, blearily looking around the room until I shoved a cookie in her mouth.
Instinctively chewing on it the small serial killer glared at me but said or did nothing in return. Like that the two of us sat quietly and enjoyed our break, Da Vinci barging in at one point. Looking at us as she lowered a finger she had raised.
"This is a pairing I wouldn't have thought to see, where did you two find each other for this occasion to occur? As we were looking for you both then the power grid suddenly came back on fully operational. So I know you're responsible for that Lockhart, though that doesn't explain where Jackie was."
"I was helping mister rebuild that power thingy… it hurt my brain and was weird… but it was fun to just silently work with mister. He even gave me knookies and hot chocolate!"
"Never knookies again, that just sounds wrong on so many levels."
"But knife cookies are knookies!"
"I'm not a part of this. It's all on her for that word."
Under various bewildered gazes I left the room without looking back. Even as Jack giggling screamed that very wrong sounding word at me. Undying, give me strength to not strangle Jack for being a brat.
~~~~~
[Kaiser Lockart | Warforged Human | Druid, Warlock, Artificer | Far Traveler | Chaotic Neutral |Level 16
— — — —
Status:
Armor Class: 16 | Proficiency +13
Strength: 18, +4(mod), +4(save) | Intelligence: 25, +7(mod), +20(save)
Dexterity: 21, +5(mod), +5(save) | Wisdom: 17, +3(mod), +3 (save)
Constitution: 16, +3(mod), +16(save) | Charisma: 14, +2(mod), +2(save)
— — — —
Abilities:
Strength: Athletics 4
Dexterity: Acrobatics 5, Sleight of hand 5, Stealth 18
Charisma: Deception 2, Intimidation 2, Performance 2, Persuasion 2
Wisdom: Animal Handling 29, Insight 16, Medicine 16, Perception 16, Survival 3
Intelligence: Arcana 20, History 7, Investigation 20, Nature 20, 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, Electrical Tools, Engineering 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
Fortified Position: By 15th Level you're a master at forming well-defended emplacements using Eldritch Cannon
-You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
-You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action.
-You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.]
[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
Spreading Spores: At 10th level, you gain the ability to seed an area with deadly spores.
As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
-Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
-While the cube of spores persists, you can't use your Halo of Spores reaction.
Your necrotic reaction damage increases to 1d10
Fungal Body: At 14th level, the fungal spores in your body alter you. You can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.]
[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
Mystic Arcanum:
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
-You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
-At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
(6th: Arcane Gate, 7th: Finger of Death, 8th: Demiplane)
Undying Nature:
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
-In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life:
When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
-Once you use this feature, you can't use it again until you finish a short or long rest.
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
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.]
[Spells. Pg5
Spell Attack +20, Spell DC 28
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, Wind Wall, Fireball
4th LVL: Aura of Life, Death Ward, Dimension Door, Freedom of Movement, Mordenkainen's Faithful Hound, Dominate Beast, Summon Elemental, Guardian of Nature, Ice Storm, Wall of Fire
5th LVL: Contagion, Legend Lore, Animate Dead, Gaseous Form, Scorching Ray, Shatter, Teleportation Circle, Scrying, Danse Macabre, Reincarnate, Greater Restoration, Fabricate
6th LVL: Sunbeam, Arcane Gate
7th LVL: Regenerate, Finger of Death
8th LVL: Demiplane, Tsunami
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.
Observant: You gain +5 to passive perception and investigation, can read lips, and gain +1 to either Int or Wis (+1 Int)
Skill Expert: You have honed your proficiency with particular skills, granting you the following benefits.
-Increase one ability score of your choice by 1, to a maximum of 20.
-You gain proficiency in one skill of your choice.
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Proficiency: Animal Handling, Double Proficiency: Animal Handling, +1 Wisdom)
Skilled: You gain proficiency in any combination of three skills or tools of your choice.
(Stealth, Medicine, Nature)]