Cherreads

Chapter 57 - As above, so below! (Pt 2)

[Level Up 4 > 5]

William felt as if his being was expanding, the very seams of his body, and as he felt like he was about to burst, a prompt appeared in front of him.

[Feat and description]

Ability Improvement

You increase one Ability by 2, or two abilities by 1, to a maximum of 20.

Actor

Your Charisma Increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks.

Alert

You gain a +5 bonus to Initiative and can't be Surprised.

Athlete

Your Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.

Charger

You gain Charger: Weapon Attack and Charger: Shove.

Crossbow Expert

When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage. Your Piercing Shot also inflicts Gaping Wounds for twice as long.

Defensive Duelist

When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armor Class, possibly causing the attack to miss.

Dual Wielder

You can use Two-Weapon fighting even if your weapons aren't Light, and you gain a +1 bonus to Armor Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy weapons.

Dungeon Delver

You gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps. You gain Resistance to the damage dealt by traps.

Durable

Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.

Elemental Adept

Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.

Great Weapon Master

When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn. Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll Penalty. (You can toggle this on and off.)

Heavily Armored

You gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20.

Heavy Armor Master

Your Strength increases by 1, to a maximum of 20. Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armor.

Lightly Armored

You gain Armor Proficiency with Light Armor and your Strength or Dexterity increases by 1, to a maximum of 20.

Lucky

You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls.

Mage Slayer

When a creature casts a spell within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster. Enemies you hit have Disadvantage on Concentration Saving Throws.

Magic Initiate: Bard

You learn 2 cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.

Magic Initiate: Cleric

You learn 2 cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.

Magic Initiate: Druid

You learn 2 cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.

Magic Initiate: Sorcerer

You learn 2 cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.

Magic Initiate: Warlock

You learn 2 cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.

Magic Initiate: Wizard

You learn 2 cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.

Martial Adept

You learn two maneuvers from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.

Medium Armor Master

When you wear Medium Armor, it doesn't impose Disadvantage on Stealth Checks. The bonus to Armor Class you gain from your Dexterity Modifier also becomes +3 instead of +2.

Mobile

Your movement speed increases, and difficult terrain doesn't slow you down when you Dash. If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.

Moderately Armored

You gain Armor Proficiency with Medium Armor and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.

Performer

You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20.

Polearm Master

When attacking with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to attack with the butt of your weapon. You can also make an Opportunity Attack when a target comes within range.

Resilient

You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.

Ritual Caster

You learn two ritual spells of your choice.

Savage Attacker

When making weapon attacks, you roll your damage dice twice and use the highest result.

Sentinel

When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat. You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.

Sharpshooter

Your ranged weapon attacks do not receive penalties from High Ground Rules. Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll but deal an additional 10 damage.

Shield Master

You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.

Skilled

You gain Proficiency in 3 Skills of your choice.

Spell Sniper

You learn a cantrip, and the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Tavern Brawler

When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.

Tough

Your hit point maximum increases by 2 for every level you have gained.

War Caster

You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.

Weapon Master

You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1, to a maximum of 20.

With his eyes closed and a pensive expression etched onto his face, William began to carefully read through the contents of the list.

He pondered the relevance of each item to his current academic schedule. "Given the range of my classes," he mused, "many of these seem to hold some potential; however, it's clear that some are better suited for me than others!"

After carefully examining the entire list, William made the decision to focus on a smaller selection of items that genuinely piqued his interest and appeared likely to be beneficial to him in combat.

[Resilient -Ability Improvement - Alert - Dual Wielder - War Caster]

His brows knitted together as he thought on this.

It would not be a short time until his next selection of feats, so William would have to choose wisely, perhaps something that would work well with his chosen classes and fighting style.

After careful consideration and a lot of thought, he decided to settle for a particular goal that he felt would be more effective or beneficial compared to the other options at this particular point in time.

He decided on War Caster.

[War Caster selected] 

William slowly opened his eyes, his gaze fixed upon the wand held securely in his hand.

A triumphant grin spread across his face, a surge of pride evident in his eyes, before he placed the precious tool carefully into his belt.

He then took a moment to adjust the belt, ensuring that the wand was held firmly in place.

As he was deep in thought Lenore's scent entered his nostrils and before he could even lift his head, he felt his body being enveloped by her warm embrace.

William could not help but think, "She smells like vanilla and wild berries; it's intoxicating as it is relaxing!"

"William," she said, "I had no idea you were this talented at the noble part of the Artificer!" Her gaze lowered to his belt, landing on the still-glowing wand that pulsed with a deep red light that captivated the eye.

"Based on its appearance, I'm inclined to classify it as fire-related, however, I get the strong impression that there's a significant and possibly even dominant force residing within its core. "Just what precisely did you manage to encapsulate within it?" Her eyes flashed with scientific zeal as she asked this question.

William turned his head to look her in her deep purple eyes. "Would you like to try it?" As he said this, he reached for the wand at his belt and handed it to Lenore, her fingers wrapping around it possessively.

"However," he said, "I should really take it outside. I would hate it if we burned this wonderful tower down!" As he said this, he lifted Lenore off her feet, causing her to let out a rather cute noise before she proceeded to chuckle warmly.

William walked back into the cylindrical teleportation device at the center of the room and pressed the button that would take them both to the absolute top floor, and in a flash of lightning they disappeared, leaving nothing behind but the smell of ozone.

FWOOSH...

CRACKLE!

William appeared at the roof of the tower carrying Lenore like a princess.

With the added space, William felt completely at ease as he stretched his enormous wings and began his ascent into the air above the tower.

The vast, bioluminescent expanse of the Underdark stretched out before them both, a breathtaking tapestry of nature's beauty that seemed to shine even in the grim and confined environment of this place.

William rose higher, wings beating slow and powerful against the cavern air, Lenore cradled securely in his arms.

The Underdark spread beneath them in a shimmering tapestry of blues and ghostly greens, fungal forests glowing like submerged constellations.

Lenore's fingers tightened in the fabric near his collar.

"You're enjoying this far too much," she murmured, though the laughter in her voice betrayed her.

"Possibly," William replied, the corner of his mouth curving upward.

She looked up at him then.

Not at the wand.

Not at the sky.

Not at the horizon.

At him.

The bioluminescent glow painted her face in soft sapphire and emerald hues.

For a moment, the world narrowed to the space between their breaths.

William felt the steady rhythm of her heartbeat against his chest.

The faint warmth of her skin through her clothes.

The quiet electricity that had nothing to do with magic.

He didn't think.

He leaned in.

Their lips met midair.

It wasn't tentative.

It was heat and gravity and suppressed tension snapping like a drawn bowstring.

Lenore's breath hitched in her throat, her hand instinctively tightening around him as his wings adjusted to maintain their stability. The unexpected drop in altitude sent a jolt through her, making her cling to him even more tightly.

Her fingers slid into his hair, pulling him closer, deepening it.

The kiss wasn't soft. It was hungry, intense, alive.

The air around them seemed to thrum in approval.

For a heartbeat, she forgot they were airborne.

For a heartbeat, she forgot everything.

As he finally pulled back, her chest heaved and fell in rapid, shallow breaths. Her violet eyes, which had been unfocused for a fleeting second as she caught her breath, regained their sharp focus.

"Testing the wand," she said faintly, as though reminding herself of reality.

William chuckled softly, then shifted slightly in his seat and pointed toward a jagged rock wall that was located near a towering silhouette. The silhouette seemed to be shimmering faintly in the distance.

The Great Susur Tree stood majestically, its pale bark faintly glowing, its presence exuding that unique, oppressive stillness which seemed to absorb magic like a velvet curtain muffling sound.

"Let's see how it behaves near that," William said.

Lenore followed his gesture. Her eyes lit up instantly.

"Oh, this is either going to turn out to be incredibly interesting and fascinating," she declared, her voice filled with a mixture of excitement and anticipation. "Or it could very well be a complete disaster, and I am excited to find out which!"

She extended her arm.

The wand pulsed.

Not flickered.

Pulsed.

A deep, almost crimson red light gathered at its tip, then began to compress inwards, folding over itself like a piece of molten silk that was being twisted by invisible hands.

The air around them began to distort.

Heat rippled outward in concentric waves.

William felt it immediately.

Despite the high altitude, the wind, and the constant movement, there was absolutely no wavering or weakening in her hold on it.

It held steady.

Structured.

Controlled.

The fire tightened.

It spiraled.

It condensed.

Within the vortex, a rapidly rotating mass of flames began to coalesce, spinning so fast that they sharpened into a distinct, tapered spear shape.

It's a whirlwind of fire, its destructive power compressed into a lethal elegance.

The rotation spun with a furious intensity, yet it was entirely silent, its light reflecting vividly across the cavern ceiling in a series of dancing patterns.

Lenore's grin widened.

"Well," she whispered, and thrust the wand forward.

The flaming spear launched.

It did not arc lazily.

It tore forward.

With a horrifying shriek, a projectile tore its way through the darkness of the Underdark, leaving behind a trail of burning turbulence that spiraled into the air.

William watched carefully as it neared the Sussur Tree.

And then...

Something changed.

The moment the spear pierced the perimeter of the silencing aura surrounding the tree, a noticeable flicker could be seen in the flames.

Not extinguished.

Bent.

The vortex destabilized, its spiral skewing as though struck by an invisible current.

The spear veered sideways violently, its rotation wobbling.

Instead of continuing its piercing trajectory straight ahead, the condensed tornado abruptly shifted direction, beginning its descent into a spiral around the Sussur Tree itself.

As it looped closer, the anti-magic field surrounding the tree exerted its influence, subtly twisting its very structure, drawing the tornado into its orbit.

Lenore gasped.

"It's interacting with the suppression field!"

The flaming spear spiraled once.

Twice.

Three times around the pale trunk.

With every revolution, a small portion of the magical cohesion was lost, but the sheer physical momentum remained, a powerful force pushing forward.

Heat radiated outwards in chaotic flares as if the spell itself was fighting to hold its integrity within the confines of the silencing aura.

Then it broke free.

The spear, flung outwards with force by its own erratic rotation, veered sharply to the side and struck squarely against the rock face that William had previously pointed out.

Impact.

BOOOOOM!

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