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Chapter 208 by 4og8zzjkc 4og8zzjkc

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Harper, As of Endgame Challenge Start

Harper O’Connor

Class: Wizard / Fighter

Subclass: Bladesinger (20) / No Subclass (2)

Level: 22

Str +1 (good physical conditioning)

Dex +3 (good physical conditioning, magically enhanced)

End +3 (good physical conditioning)

Int +3 (highly educated, magically enhanced)

Cha +1

Lib +0

HP 180 ([5 base HP + 3 for endurance modifier] * wizard level + [7 base HP +3 for endurance modifier] * fighter level)

Armor 2 (4 if Bladesong is up, 5 if Bladesong is up AND concentrating on a spell)

SP 96

Duelist +2

Superiority 5

Maneuvers 7

Transformation Features:

Skill Proficiencies: Athletics (Expertise in Swimming), Arcana (Expertise), History, Nature, Performance, Persuasion (when breasts or butt are visible or accentuated; Expertise when both are visible or accentuated), Sleight of Hand (Hair only), Survival, Unarmed Combat

Weapon/Tool Proficiencies: Calligraphy Tools, Elven Weapons (Short and Long Swords, Short and Long Bows), Firearms, Tridents, Light Armor

Languages: Aquan, Elvish, English, Spanish (Limited Proficiency)

Wizard Features:

Spellcasting: This transformation allows Harper to continue to cast magic, with certain stipulations. Magic will only flow through Harper as long as the entirety of his torso, from the bottom of her collarbones to 2 inches below the curvature of her ass, is completely nude and uncovered; exceptions are made for jewelry designed to titillate and accentuate her body instead of obfuscate it. She cannot attempt to cover or hide any part of her torso, or any magical effects she has active will fizzle. Intelligence is the skill Harper uses for casting for purposes of skill checks. Harper shall be given arcane foci in the form of hand wraps for the purposes of making spell casting easier, but they are not required to cast magic.

Harper learns spells and records them in a special spellbook; spells can be manually added through effective study, but Harper will automatically gain spells as she levels. Regardless of the spell being recorded in her book, Harper cannot cast spells above her current level restriction. Harper cannot learn cantrips innately; she must learn them through transformations. To cast a spell, she must expend a number of spell points (SP) equal to the level of spell. It cost 1 spell point to cast a cantrip, but Harper will have unlimited uses of any and all cantrips known for an hour after expending the spell point. As she spends spell points, her arousal will increase; this arousal cannot be decreased through any natural means. If all of her spell points are spent, she will immediately orgasm upon the resolution of the spell. Should she orgasm by any means, all remaining spell points are immediately spent and (for the first orgasm of the day) she is stunned for 1 minute. Spell points are restored at the completion of a long rest (a full night’s sleep or equivalent).

Harper prepares her spells immediately after each long rest; if this process is skipped, the spells she can access remains the same as her selections from her last preparatory session. She can prepare a number of spells equal to her wizard level plus double her intelligence modifier (currently: 26 spells). If a spell has a ritual tag, it may be cast as a ritual even if it is not prepared.

Spellcasting +1 (Wizard): In addition to learning spells through effective study, Harper can add spells to her spellbook by spending SP equal to 3 times the level of the spell. A copy of the spell, magical ink, and magical paper are still required.

Arcane Recovery: Once per day, as a part of a short rest (a relaxing break of at least 1 hour), Harper can attempt to recover up to half of her spell points (rounded down). If she successfully edges herself while either in a public place or while being watched for a number of minutes equal to three times the number of spell points she is attempting to recover, she will regain those points. Orgasming while attempting Arcane Recovery will still spend SP and stun Harper as per the Spellcasting Feature of this class.

Training in War and Song: Extra proficiencies (already included above)

Bladesong: As a bonus action, Harper can invoke an elven magic to magically enhance her speed, agility, and focus, provided she is not wearing medium or heavy armor, using a shield, or wielding a weapon two-handed. It ends when Harper is incapacitated, unable to sing, wears medium or heavy armor, uses a shield, wields a weapon two-handed, or orgasms. While the magic is invoked, Harper gains the following effects:

  • Bonus armor equal to half of her intelligence modifier (rounded up)
  • +10 ft walking speed
  • Advantage on Concentration saves
  • As a bonus action, Harper can regain 1 spell point by transferring an equivalent amount of arousal to another target that can see her.

Arcane Extra Attack: Harper can attack twice whenever she takes the Attack action on her turn. Moreover, she can cast one cantrip in place of one of those attacks.

Song of Defense: While in Bladesong, Harper’s defenses rise while she maintains concentration on a spell, gaining an additional 1 armor and advantage on defensive ability checks.

Song of Victory: While in Bladesong, Harper can add her intelligence modifier to the damage on her melee weapon attacks (currently: +3).

Spell Mastery: Harper selects 1 1st level spell and 1 2nd level spell to be mastered. As long as these spells are prepared, she may cast them at base level without expending SP. She may spend 8 hours to change one or both of these spells for another spell that qualifies for this feature. These spells are denoted as (SM).

Signature Spell: Harper selects 2 3rd level spells to be signature spells. These are always prepared and can be cast once per rest for free. These spells are denoted as (Sig)

Spells Recorded in Spellbook:

Cantrips – Booming Blade, Mind Sliver, Prestidigitation, Phantom Penis (see below)

1st Level – Absorb Elements, Chromatic Orb, Comprehend Languages, Cure Wounds (1 free cast /long rest), Detect Magic, Earth Tremor, Find Familiar, Identify, Shield, Zephyr Strike (SM)

2nd Level – Blur, Hold Person, Invisibility, Mind Whip, Misty Step (SM), Shadow Blade

3rd Level – Counterspell (Sig), Dispel Magic, Haste, Slow (Sig), Tongues, Thunderstep

4th Level – Fabricate, Fire Shield, Private Sanctum, Resilient Sphere, Sickening Radiance

5th Level – Dream, Immolation, Steel Wind Strike, Summon Draconic Spirit, Telepathic Bond

6th Level – Eilistraee’s Grace (Tenser’s Transformation, reflavored), Guards and Wards, Irresistible Dance, Move Earth, Sunbeam

7th Level – Planeshift, Reverse Gravity, Teleport

8th Level – Power Word Stun, Sunburst, Telepathy

9th Level – Blade of Disaster, Foresight, Gate, Time Stop

Phantom Penis

Conjuration cantrip

Casting Time: 1 action

Range/Area of Effect: 10 ft

Components: V, S

Duration: 1 hour

A spectral, floating penis appears at a point you choose within range. The penis lasts for the duration, until it orgasms, or until you dismiss it with an action. The penis vanishes if it is ever more than 10 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the penis to manipulate or thrust into an object as if it were a real penis. You can move the penis up to 10 feet each time you use it.

You may also use your action to change the appearance of the penis into whatever phallic shaped form you wish. The penis will default to the last given shape upon additional castings.

Fighter Features:

Defense Fighting Style: +1 Armor when wearing armor

Second Wind: Once per rest, as a bonus action, Harper can gain temporary HP, equal to 4 plus her fighter level (currently 6 HP). Temporary HP is used before regular HP and is lost at the end of a short rest.

Action Surge: Twice per rest, Harper can perform an additional action.

Feats:

Elven Accuracy: +1 Intelligence (already noted above). Whenever Harper makes an attack that uses Dexterity, Intelligence, or Charisma, she does so with advantage.

Skill Expert: Gain +1 to a modifier (Dexterity selected), 1 skill, and 1 expertise. All noted above.

Mage Slayer: Harper gains the following:

  • When a creature within 5 feet of her attempts to cast a spell, she may use her reaction to make a melee weapon attack against it.
  • When Harper damages a creature concentrating on a spell, the creature has disadvantage on the concentration check.
  • Harper has advantage on saving throws against spells cast by creatures within 5 feet of her.

Mistress of the Blade: Harper gains both the Fighter Initiate and a (modified) Martial Adept feats. For the Martial Adept feat, Harper starts with 2 Battle Master Maneuvers, plus 1 for every Bladesinger feature granting level she has earned. Her superiority damage starts at 1, plus 1 for every Bladesinger feature granting level she has earned. She may perform maneuvers a number of times per day equal to her Intelligence modifier, plus 1 for every Bladesinger feature granting level she has earned. As she gains Bladesinger feature granting levels, all effects increase accordingly. Feat Selections:

  • Brace: When a creature moves within your reach, you can expend your reaction and 1 maneuver to make an attack of opportunity against the creature. If the attack hits, add superiority damage.
  • Dueling Fighting Style: When wielding a melee weapon in one hand and nothing in the other, gain 2 damage of the weapon’s physical damage type to all successful hits.
  • Distracting Strike: When you hit a creature with a weapon attack, you expend 1 maneuver to add superiority damage to the hit and grant advantage on the next attack roll against the target by an ally.
  • Feinting Attack: As a bonus action, you expend 1 maneuver to grant yourself advantage on the next attack you make against a target within 5 feet of you. If the attack hits, add superiority damage.
  • Pushing Attack: When you hit a creature with a weapon attack, you expend 1 maneuver to add superiority damage to the hit and, if the target fails a strength check, it is pushed back 15 feet.
  • Rally: As a bonus action, you expend 1 maneuver to give an ally that can see or hear you temporary hit points equal to twice your superiority damage.
  • Sweeping Attack: When you hit a creature with a weapon attack, you expend 1 maneuver to attempt to hit another creature within 5 feet of the first. If the second creature would have been hit by the first, it takes damage equal to your superiority damage.

Metamagic Adept: Harper gains 2 metamagic options and 2 SP. Feat Selections:

  • Seeking Spell (2 SP): When Harper misses with a spell, she may use this to reroll. She must use the new roll.
  • Quickened Spell (2 SP): Harper can cast a spell that normally requires a full action as a bonus action.

Well Rounded Student of the Weave: Harper gains both the Artificer Initiate and a (modified) Eldritch Adept feats. For the Eldritch Adept feat, Harper starts with 1 Eldritch Invocation (granted from an appropriate being of her choice), plus 1 for every Bladesinger feature granting level she has earned. For purposes of selecting Invocations, she is considered to have the Pact of the Blade, the Pact of the Tome, and the Pact of the Chain. Feat Selections:

  • Artificer Initiate options are already incorporated above
  • Eldritch Mind: Harper has advantage on concentration checks
  • Eldritch Smite: Once per turn when Harper hits a creature with Tercanonehtar, she may spend 5 SP to deal an additional 24 **** damage and, if the creature is Huge or smaller, knock it prone.
  • Eyes of the Rune Keeper: Harper is able to read all writing
  • Gift of the Protectors: Harper gains an additional page in her spellbook. With her permission a creature can write his/her name on the page. The page can hold a number of names equal to double Harper’s intelligence modifer (currently: 6). When a creature whose name appears on the page is reduced to 0 HP but not killed outright, the creature magically drops to 1 HP instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. Harper can magically erase names on the page by touching it.
  • Voice of the Chain Mistress: Harper is able to communicate with Vix telepathically as long as they are on the same plane of existence. Additionally, while perceiving through Vix, Harper make speak through Vix with her own voice.

Mobile: Harper’s speed increases by 10 ft. When she uses the Dash action, she ignores movement reductions from difficult terrain. When Harper successfully makes a melee attack against a creature, she doesn’t provoke opportunity attacks from that creature for the rest of the turn.

Equipment:

Mithril Boots of the Battle Mistress: Light, +1 Armor. By clicking the heels three times in rapid succession, the heels of these boots switch from a chunky 2” heel (field mode) to a 4” stiletto heel (parade mode). In field mode, the boots grant advantage on dexterity saving throws when in difficult terrain. In parade mode, the boots grant advantage on seduction (persuasion) checks.

A Ring of Two Minds: When equipped, a spellcaster can cast a spell of level 5 or lower into the ring. The spell will remain stored so long as the ring is equipped. As a free action, the spell can be cast from the ring, retaining all other aspects of the spell. The ring will maintain concentration on spells that require it.

Tercanonehtar (Level 3): Finesse. Versatile (3 slashing, [3] radiant). 2 slashing damage, [3] radiant damage. This longsword can be used as an arcane focus. Leveled spells cast through this weapon gains [+3] damage per level of the spell. When an evil aligned creature is struck by radiant damage through this blade, that creature cannot have their HP or max HP increase in any fashion for the next 1 minute. Such creatures also suffer [double] disadvantage when casting magic on their next turn. If the creature critically fails to cast a spell due to being struck by Tercanonehtar, they will suffer [3] radiant damage per level of the spell, in addition to other effects. Leveled items can be increased by meeting set conditions. To Level: Do what the sword’s name tells you to. Again.

Familiar:

Vix

HP: 1

Armor: 0

Damage Resistances: Fire

Languages: Sylvan. Can understand all languages Harper knows.

Digger: Has a 5 ft burrowing speed.

Innate Spellcasting: Vix gains +0 on all spellcasting rolls. Vix can innately cast the following spells, requiring no material components:

  • At Will: Faerie Fire
  • 1/day: Scorching Ray.

Allies:

Draconic Spirit

HP: 50 + (Level of Spell Casting*10)

Armor: Level of Spell Casting

Damage Resistances: Same as breath weapon

Condition Immunities: Charmed, Frightened, Poisoned

Languages: Draconic, can understand all languages Harper knows

Multiattack: Draconic Spirit makes a number of attacks equal to half of the Level of Spell casting, then can use the Breath weapon

Rend: Magical Melee Weapon Attack. Uses Harper’s Int to attack. 7 + Level of Spell Casting piercing damaging

Breath Weapon: 30 ft cone. Dex save. 6 damage of a selected type on a fail, 3 damage on a success.

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