>[!quote]+ [[Vaka, Creator Goddess of Chaos† or Ignara, The First Flame† or Albariya, The Unbound Spark†|Vaka, Creator Goddess of Chaos†]] on the eve of [[The Sundering]] >“But if that is the cost of victory? The cost of protecting you all? My Apostles, my friends? I will gladly pay it. Know this: there is not a moment spent or a decision made that I regret. When my sister and I were wandering the void, I could never have dreamt of the joys this world has brought me. That you all have brought me. Now, we must go forth. To protect this world that I have created, that you all have helped shape. For Valakadyn.” *Signified by their unique full-body tattoos, Apostles (also known as the Chosen, the Devoted, Harbingers, and Oracles) are mortals that have been elevated to near godhood, granting them immortality and unprecedented control over their respective elements, eventually passing their powers on to their chosen successors (or random children, if no successor has been chosen). At lower levels, Apostles may briefly tap into their respective cosmic power a few times a day. At the highest level, Apostles can alter the fabric of reality itself, and even challenge a god for their place in the pantheon. Created by the goddess Vaka, many have wielded this power for good, and several for evil. Which will you choose?* # Imbued by the Elements - The Apostle of Light ## Overview and Proficiencies The *Apostle* is a power system designed to work alongside your standard class, augmenting your abilities as you level up. Your *Apostle* Level starts at Level 1 when you become an *Apostle*, whether born with the power or gifted it. Generally, your *Apostle* Level corresponds to your Character Level, and you gain an *Apostle* Level by leveling up in your main class. If you become an *Apostle* above Character Level 1, your *Apostle* Level increases twice as fast as your Character Level until the two are equal. If your character Ascends to godhood and becomes a ***Harbinger*** or ***Seraph***, both your *Apostle* Level and Character Level instantly increase to 20. As an *Apostle*, you are granted additional proficiencies, and the ability to cast spells. When playing a spellcaster class (Bard, Cleric, Druid, Sorcerer, or Wizard) or a martial class (Artificer, Barbarian, Fighter, Monk, or Rogue), you use the *Apostle* spellcasting rules. When playing a half-caster class (Artificer, Paladin, Ranger, or Warlock), you use the *Apostle* spellcasting rules when casting *Apostle* spells, and your classes' spellcasting rules when casting other spells. You gain the following features: ### Apostle Table | **Level** | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Total Slot Number | | --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :---------------: | | **1** | Spellcasting; Elemental Affinity; Apostolic Dissonance: Level III; Elemental Resistance & Vulnerability; Tribulation; Elemental Friendship | 2 | 2 | 2 | | | | | | | | | 2 | | **2** | Elemental Epiphany; Apostolic Dissonance: Level II | 2 | 3 | 3 | | | | | | | | | 3 | | **3** | Beacon of the Elements; Apostolic Dissonance: Level I | 2 | 4 | 4 | 2 | | | | | | | | 8 | | **4** | Elemental Fortification; Epiphany | 3 | 5 | 4 | 3 | | | | | | | | 10 | | **5** | Tribulation Feature | 3 | 6 | 4 | 3 | 2 | | | | | | | 16 | | **6** | Epiphany | 3 | 7 | 4 | 3 | 3 | | | | | | | 19 | | **7** | Elemental Mastery | 3 | 8 | 4 | 3 | 3 | 1 | | | | | | 23 | | **8** | Epiphany; Fortification: CON +2 | 3 | 9 | 4 | 3 | 3 | 2 | | | | | | 27 | | **9** | -- | 3 | 10 | 4 | 3 | 3 | 3 | 1 | | | | | 36 | | **10** | Elemental Resonance; Elemental Immunity; Epiphany; Friendship: Size Increase; Fortification: Tough Feat | 4 | 11 | 4 | 3 | 3 | 3 | 2 | | | | | 41 | | **11** | Tribulation Feature | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | | | | 47 | | **12** | Epiphany; Fortification: CON +3 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | | | | 47 | | **13** | -- | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | | 54 | | **14** | Epiphany; Mastery: Auto Success | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | | 54 | | **15** | Elemental Vigor; Tribulation Feature; Resonance: +1 Use | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 62 | | **16** | Epiphany; Fortification: CON +4 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 62 | | **17** | -- | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 71 | | **18** | Epiphany | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 76 | | **19** | -- | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 82 | | **20** | Divine Resonance; Epiphany; Fortification: CON +6; Mastery: Immunity | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Harbinger** | Divinity: Durability, Speed, Resistance, Aether; Divine Providence; Divine Domain; Elemental Absorption, Primordial Resistance; Elemental Resonance: +2 Uses | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Seraph** | Ascendance: Durability, Speed, Resistance, Aether; Seraphic Might; Seraphic Will; Seraphic Providence; Seraphic Domain | 6 | ∞ | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 136 | ### Proficiencies #### Saving Throws Constitution #### Skills Arcana #### Languages You learn *Auralis Primordium,* commonly known as *Primordial* when you become an *Apostle*. ## Spellcasting Rules You are a vessel of elemental energy, granted power without your choice, selected by providence to wield powers that even you do not fully understand. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the divine spell list. ### Spellcasting Ability Constitution is your spellcasting ability for your *Apostle* spells, since you learn your spells through your ability to sustain their effects. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the Saving Throw DC for an *Apostle* spell you cast and when making an attack roll with one. Spell Save DC = 8 + your Proficiency Bonus + your Constitution modifier Spell attack modifier = your Proficiency Bonus + your Constitution modifier ### Spellcasting Focus When you choose your Element at Level 1, arcane tattoos begin creeping up one of your arms (your choice), acting as a focus for your spells. As your Apostolic powers grow, so to do your tattoos, granting you further abilities. At Level 20, the tattoos cover the entire chosen side of your body (minus the face). ### Cantrips At Level 1, you know two cantrips of your choice from any classes spell lists. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the *Apostle* table at the bottom of the class description. ### Spell Slots The *Apostle* table shows how many spell slots you have in order to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest. ### Spells Known of 1st Level and Higher You know two 1st level spells of your choice from any classes' spell list. Spells chosen must be of your element (see the [[Apostle Class Description#Damage Type Table|Damage Type Table]] below), or pure Aether general purpose spells, such as *Shield, Counterspell, Dispel Magic, Antimagic Field*, etc. The Spells Known column of the *Apostle* table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach Level 3, you can learn one new spell of 1st or 2nd level. Additionally, when you take a Long Rest, you can choose to remove one of the spells you know and replace it with another spell from your spell lists, which also must be of a level for which you have spell slots. ## Granted Spells You learn certain spells at their corresponding levels, as shown below. None of these spells count against your limit of spells known. In addition to the spells listed in the table, you learn both the *Cure Wounds* and the *Inflict Wounds* spells at **Level 1,** and *Counterspell* and *Dispel Magic* at **Level 5.** >[!spell-red]- Flare - Cantrip (Level 1) >**Evocation Cantrip** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic, Material* (a strip of magnesium) >**Duration:** Instantaneous >**Attack/Save:** Spell Attack >**Damage/Effect:** Light > >You launch a pulse of radiant energy at a target within range. Make a Ranged Spell Attack against the target. On a hit, the target takes **1d8 Light damage**. On a Critical Hit, the target is covered in glittering mystical light, granting Advantage on attack rolls against the target until the end of your next turn. > >Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet. >>[!spell-effect] ***At Higher Levels:*** This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet). >[!spell-orange]- Cure Wounds - 1st Level (Level 1) **1st Level Abjuration** **Casting Time:** 1 Action **Range:** Touch **Components:** Verbal, Somatic **Duration:** Instantaneous **Attack/Save:** None **Damage/Effect:** Healing > >A creature you touch regains a number of Hit Points equal to **2d8 plus your spellcasting ability modifier**. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by **2d8** for each spell slot level above 1. >[!spell-yellow]- Inflict Wounds - 1st Level (Level 1) **1st Level Necromancy** **Casting Time:** 1 Action **Range:** Touch **Components:** Verbal, Somatic **Duration:** Instantaneous **Attack/Save:** CON Save **Damage/Effect:** Death (Necrotic) > >A creature you touch makes a Constitution saving throw, taking **2d10 Death (Necrotic) damage** on a failed save or half as much damage on a successful one. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by **1d10** for each spell slot level above 1. >[!spell-green]- Flash - 1st Level (Level 2) >**1st Level Evocation** >**Casting Time:** 1 Action >**Range:** 5 ft. >**Components:** Verbal, Somatic, Material* (phosphorus) >**Duration:** 1 Round >**Attack/Save:** CON Save >**Damage/Effect:** Blinded > >You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of your next turn. Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. >[!spell-blue]- Mirror Image - 2nd Level (Level 4) >**2nd Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-purp]- Counterspell - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Reaction* (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components) >**Range:** 60 ft. >**Components:** Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Negation >You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. >>[!spell-effect] ***Using a Higher-Level Spell Slot***: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. >[!spell-white]- Dispel Magic - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Action >**Range:** 120 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** n/a >**Damage/Effect:** Negation >Choose one creature, object, or magical effect within range. Any ongoing spell of 3rd-level or lower on the target ends. For each ongoing spell of 4th-level or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends. > >>[!spell-effect] ***Using a Higher-Level Spell Slot***: You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use. >[!spell-pink]- Light Snare - 3rd Level (Level 6) >**3rd Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-brown]- Name - 4th Level (Level 8) >**4th Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-black]- Name - 5th Level (Level 10) >**5th Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. > [!spell-red]- Name - 6th Level (Level 12) >**6th Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-orange]- Name - 7th Level (Level 14) >**7th Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-yellow]- Name - 8th Level (Level 16) >**8th Level School** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** ## ft. (## ft. ??) / Self / Touch / Sight >**Components:** Verbal, Somatic, Material* (???????????) >**Duration:** Concentration, up to ??? / Instantaneous / 1 Minute >**Attack/Save:** None / n/a / Spell Attack / DEX / CON / STR / WIS / INT / CHA Save >**Damage/Effect:** ???? > >The spell's description goes here. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** If the spell has an additional effect at higher levels, that goes here. >[!spell-green]- Obliteration Beam - 9th Level (Level 18) >**9th Level Evocation** >**Casting Time:** 1 Action >**Range:** 500 ft. (25 ft. Line) >**Components:** Verbal, Somatic, Material* (a diamond worth at least 800 GP) >**Duration:** 1 Round >**Attack/Save:** CON Save >**Damage/Effect:** Light, Chaos > >You emit a massive beam of bright, powerful energy in a line 500 feet long and 25 feet wide that blasts away all in its destructive path. Each creature in the area must make a Constitution Saving Throw. On a failed save, a creature takes **11d10 Light damage and 11d10 *Chaos damage,*** it is pushed up to 50 feet away from you, and it is knocked prone. On a success, a creature takes half as much damage and is not pushed or knocked prone. > >Until the end of your next turn, the area emits bright light for 500 feet and dim light for an additional 500 feet. > >The spell damages and pushes objects in the area. ## Elemental Affinity **At Level 1,** your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence and rejecting all others. Choose one of the following options, which are further detailed in each subclasses individual description: **Air, Beasts, Control, Death, Earth, Flame, Frost, Gravity, Illusion, Justice, Knowledge, Life, Light, Moons, Nature, Shadows, Song, Stars, Storms, Sun, Time, War,** or **Water.** You may also, with the permission of your DM, create a new Apostolic element to wield, making yourself a _Hierophant_. Current *Hierophants* include: **Ashes, Blood, Metal, Twilight, Undeath, and Vengeance.** To create a new *Hierophant,* see [[Forging Divinity - How To Create An Apostle]]. Additionally, at your DMs discretion, you have access to three additional Apostolic abilities; the ***Herald of Annihilation (Void), the Herald of Entropy (Order),*** and the ***Herald of Creation (Chaos).*** These powers are bestowed by the Primordial Deities (Vaka, Vyra, or Vur), and possess power that can overwhelm even the strongest *Apostle*. These powers are incredibly strong when wielded correctly, and can quickly overpower all other subclasses available. Speak with your DM if you'd like to use any of these classes. ***DM Note: These classes are best played as NPCs that travel with the party or as antagonists to be overcome, rather than by a player. Give these abilities to a player at your discretion.*** > *Your choice grants you elemental abilities, elemental spells, and additional abilities called **Epiphanies,** which you gain every other level (2nd, 4th, 6th...). There can only be one Apostle of each type, so coordinate with your party and your DM to ensure no one has the same element. This power system was made to be easy to create, so work with your DM to build a brand new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters that possess any of the original twenty-three powers created by Vaka are known as **Apostles.** Apostles that have attained Divinity by dethroning their equivalent **Deity** are known as **Harbingers.** Elemental powers created through the [[The Apostolic Rituals#The Ritual of Convergence|Ritual of Convergence]] are known as **Hierophants.** The few characters bestowed with the powers of the Primordial Elements themselves (by providence, ritual, or other means) are known as **Heralds.** Finally, Apostles that merged with their Deity, combining Divine power with Mortal adaptability, are known as **Seraphim**.* > [!container-blue]- Valakadyn's Damage Types and Elements > In ***The Grand Game,*** some of the familiar D&D damage types have been renamed. See the list below for changes: >> **Death** = Necrotic >> **Earth** = Acid >> **Flame** = Fire >> **Frost** = Cold >> **Light** = Radiant >> **Mind** = Psychic >> **Thunder** = Song >> **Force** = Gravitic > >Additionally, the magical weapon damage types have been condensed: >> Magical Bludgeoning, Piercing, and Slashing = **Physical** Damage > >***The Grand Game*** also utilizes several unique damage types. For the purposes of *Elemental Resistance and Vulnerability*, as well as spell damage typing, consult the following list: >> **Dark** ≈ Poison >> **Life** ≈ Healing (Can be weaponized) >> **Water** ≈ Magical Piercing >> **Wind** ≈ Magical Slashing > > Finally, ***The Grand Game*** has three *Primordial* damage types. All other Elements descend from these original three. >> **Chaos** = Creation ≈ Wild Magic >> **Order** = Destruction ≈ Standard Magic >> **Void** = Nothingness ≈ Anti-Magic ### Rejection, Resistance, and Vulnerability When you become an *Apostle,* your body and spirit become infused with the Element of your choice. Your body evolves, changing your natural Aether output to that of your Element and granting you unmatched control over it. As a consequence, your body becomes incapable of channeling other types of Aether, and makes you weak to your Element's natural opposite. **While you are an *Apostle,* you are unable to cast spells that deal damage with any Element except your own.** **At Level 1,** you gain **Resistance** to your damage type, and gain **Vulnerability** its opposing damage type. **At Level 10,** you gain **Immunity** to your damage type. **When you become a *Harbinger* or *Seraph,*** you **Absorb** your damage type, and gain **Resistance** to your *Primordial Damage Type*. The damage types and their opposites are listed in the table below. #### Damage Type Table | Apostolic Element | Class | Damage Type | Opposing Damage Type | Primordial Damage Type | Wielder | Deity (Vyran/Vakan/Common) | | :---------------: | :--------: | :---------------: | :------------------------------: | :--------------------: | :-----------------: | :--------------------------------------------------: | | **Air** | Apostle | Wind | Water | ***Order*** | Haika Windfeather | Aeralis / Riyah / Aegir | | **Annihilation** | Herald | Void | -- | ***Void*** | Renmus Canadensis | Nihilra / Khafūn / Vur | | **Ashes** | Hierophant | Death & Flame | Life & Frost | ***Void*** | -- | Moritaea & Pyraeon / Fānīyah & Jahim / Hela & Surtr | | **Beasts** | Seraph | Life & Earth | Death & Lightning | ***Void*** | Syzygys | Bestara / Alraaei / Frigg | | **Blood** | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Chaos*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Idunn & Hela | | **Control** | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Void*** | Falynn Tekundri | Amoros / 'Ishqad / Freyr | | **Creation** | Herald | Chaos | Order | ***Chaos*** | -- | Ignara / Naqarah / Vaka | | **Death** | Apostle | Death | Life | ***Order*** | Eldric Morvane | Moritaea / Fānīyah / Hela | | **Earth** | Harbinger | Earth | Lightning | ***Order*** | Oglax Stoneslab | Terraneon / Arḍīn / Skaði | | **Entropy** | Herald | Order | Chaos | ***Order*** | Ulesis Avelane | Structa / Saṭira / Vyra | | **Flame** | Harbinger | Flame | Frost | ***Chaos*** | Naran Landau | Pyraeon / Jaḥim / Surtr | | **Frost** | Harbinger | Frost | Flame | ***Order*** | Bresari Xeadas | Nixea / Thaljān / Ullr | | **Gravity** | Harbinger | Force | Song | ***Chaos*** | Mariposa Karavala | Graviris / Thaqil / Hermod | | **Illusion** | Harbinger | Mind & Physical | (No Resistance or Vulnerability) | ***Chaos*** | Ergeaux Lyon | Velumea / Makir / Loki | | **Justice** | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Order*** | Nylora Wranris | Equitas / Tawazun / Forsetti | | **Knowledge** | Apostle | Mind | Physical | ***Order*** | Yarmin Smalltooth | Logion / 'Aqlun / Odin | | **Life** | Harbinger | Life | Death | ***Chaos*** | Threaven Wranris | Vitala / Hayah / Iðunn | | **Light** | Harbinger | Light | Dark | ***Chaos*** | Ignea Arcturus | Luxaris / Nurad / Baldr | | **Metal** | Hierophant | Lightning & Earth | (No Resistance or Vulnerability) | ***Order*** | 2B0RN072B | Fulmir & Terraneon / Rāʿid & Ardin / Thor & Skaði | | **Moons** | Apostle | Light & Frost | Dark & Flame | ***Chaos*** | Libara Starseeker | Selunea / Qamarāt / Máni | | **Nature** | Harbinger | Life & Earth | Death & Lightning | ***Chaos*** | Leonidas Silverhand | Naturis / Ḥayrah / Freyja | | **Shadows** | Apostle | Dark | Light | ***Order*** | Elstrith Traxalim | Tenebris / Zulmah / Höðr | | **Song** | Seraph | Song | Force | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi | | **Stars** | Apostle | Light & Force | Dark & Song | ***Void*** | Polaris Neveron | Luxaris & Graviris / Nurad & Thaqil / Baldr & Hermod | | **Storms** | Apostle | Lightning | Earth | ***Chaos*** | Djin Aster | Fulmir / Rāʿid / Thor | | **Sun** | Apostle | Light & Flame | Dark & Frost | ***Order*** | Halcyon Starseeker | Solaris / Wahhāj / Sól | | **Time** | Seraph | Temporal | -- | ***All*** | Karnatis Seradz | Chronaris / Alkhulud / Tyr | | **Twilight** | Hierophant | Light & Dark | (No Resistance or Vulnerability) | ***Void*** | -- | Luxaris & Tenebris / Nurad & Zulmah / Baldr & Höðr | | **Undeath** | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Void*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Vengeance** | Hierophant | Physical & Death | Mind & Life | ***Void*** | -- | Bellator & Moritaea / Qital & Fānīyah / Sif & Hela | | **War** | Apostle | Physical | Mind | ***Chaos*** | Ajax | Bellator / Qital / Sif | | **Water** | Apostle | Water | Wind | ***Chaos*** | Xanaphia Stormwind | Nerion / Nahrayn / Njord | ### Elemental Dissonance and Tribulation As a consequence of the strain placed on your body by the process of becoming an *Apostle,* your physical and spiritual form is weakened while it acclimates to the raw Elemental Aether now infused within it, and part of your body is permanently damaged by the effect. #### Dissonance As your body acclimates to its newfound Divinity, you are subject to the extreme effects of Aether exposure, detailed below. As your *Apostle Level* increases, your *Dissonance* decreases, fully abating when you reach *Apostle Level 4.* ##### Level III - Discord At *Apostle Level 1,* you suffer the following effects: - Your Strength, Dexterity, and Constitution are reduced by 5, to a minimum of 8. - Your HP and movement speed are halved. - You are unable to add your Dexterity Modifier to your Armor Class. - When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st-level or higher, roll a d100 as an effect from the *Aether Surge* table is triggered. - You are unable to cast spells greater than 3rd-level. ##### Level II - Divergence At *Apostle Level 2,* you suffer the following effects: - Your Strength, Dexterity, and Constitution are reduced by 2, to a minimum of 10. - Your HP and movement speed are reduced by a quarter. - When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st-level or higher, roll a d100. On a roll of 31-100, roll another d100 as an effect from the Aether Surge table is triggered. - You are unable to cast spells greater than 4th-level. ##### Level I - Dissonance At *Apostle Level 3,* you suffer the following effects: - Your Strength, Dexterity, and Constitution are reduced by 1, to a minimum of 12. - When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st-level or higher, roll a d100. On a roll of 61-100, roll another d100 as an effect from the Aether Surge table is triggered. - You are unable to cast spells greater than 5th-level. #### Tribulations **At Level 1,** you suffer a *Tribulation* that comes with a benefit, as well as a hindrance. Your *Tribulation* cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*. Choose one of the following options: >[!container-purp]- Blinded >Your eyes are obscured, making it difficult for you to see. Starting at Level 1, you cannot see anything beyond 30 feet, but you gain *Darkvision* to that range. >At Level 5, the range of your *Darkvision* extends to 60 feet. >At Level 11, you gain *Blindsight* out to a range of 30 feet. >Starting at Level 15, you gain the ability to cast the *True Seeing* spell without expending a spell slot, though you must complete a Short Rest before using this ability again. >>[!spell-white]- True Seeing - 6th Level >>**6th Level Divination** >>**Casting Time:** 1 Action >>**Range:** Touch >>**Components:** Verbal, Somatic, Material* (mushroom powder worth 25+ GP, which the spell consumes) >>**Duration:** 1 Hour >>**Attack/Save:** None >>**Damage/Effect:** Detection >> >>For the duration, the willing creature you touch has *Truesight* with a range to 120 feet. >[!container-pink]- Deafened >**Starting at Level 1**, you cannot hear and suffer all the usual penalties for being deafened, though your spells no longer require a verbal component. >**At Level 5**, you gain advantage on any Wisdom (Perception) ability checks that don’t involve hearing. >**Beginning at Level 11**, you gain *Tremorsense* to a range of 30 feet. >**Starting at Level 15**, you gain the ability to cast *Detect Thoughts* at will without casting a spell slot. >>[!spell-white]- Detect Thoughts - 2nd Level >>**2nd Level Divination** >>**Casting Time:** 1 Action >>**Range:** Self >>**Components:** Verbal, Somatic, Material* (1 Copper Piece) >>**Duration:** Concentration, up to 1 Minute >>**Attack/Save:** WIS Save >>**Damage/Effect:** Detection >> >>You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. >> >>**_Sense Thoughts._** You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. >> >>The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. >> >>**_Read Thoughts._** Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. >> >>As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom Saving Throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success. >[!container-white]- Haunted > >**Starting at Level 1**, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the *Mage Hand* and *Minor Illusion* cantrips. >**At Level 5,** you add *Levitate* and *Silent Image* to your list of known spells. >**When you reach Level 11,** you add the *Telekinesis* spell to your list of known spells. It does not count against the number of spells you know. >**At Level 15,** you add the *Reverse Gravity* spell to your list of known spells. None of these spells count against the number of spells you know. > >>[!spell-red]- Mage Hand - Cantrip >>**Conjuration Cantrip** >>**Casting Time:** 1 Minute >>**Range:** 30 ft. >>**Components:** Verbal, Somatic >>**Duration:** 1 Minute >>**Attack/Save:** None >>**Damage/Effect:** Utility >> >>A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. >> >>When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. >> >>As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. >> >>The hand can’t attack, activate magic items, or carry more than 10 pounds. > >>[!spell-orange]- Minor Illusion - Cantrip >>**Illusion Cantrip** >>**Casting Time:** 1 Action >>**Range:** 30 ft. (5 ft. Cube) >>**Components:** Somatic, Material* (a bit of fleece) >>**Duration:** 1 Minute >>**Attack/Save:** None >>**Damage/Effect:** Control >> >>You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. >> >>If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. >> >>**Sound.** If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. >> >>**Image.** If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it. > >>[!spell-yellow]- Silent Image - 1st Level >>**1st Level Illusion** >>**Casting Time:** 1 Action >>**Range:** 60 ft. (15 ft. Cube) / Self / Touch / Sight >>**Components:** Verbal, Somatic, Material* (a bit of fleece) >>**Duration:** Concentration, up to 10 Minutes >>**Attack/Save:** None >>**Damage/Effect:** Control >> >>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. >> >>As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. >> >>Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. > >>[!spell-green]- Levitate - 2nd Level >>**2nd Level Transmutation** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal, Somatic, Material* (a metal spring) >>**Duration:** Concentration, up to 10 Minutes >>**Attack/Save:** CON Save >>**Damage/Effect:** Movement >> >>One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. >> >>The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. >> >>When the spell ends, the target floats gently to the ground if it is still aloft. > >>[!spell-blue]- Telekinesis - 5th Level >>**5th Level Transmutation** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal, Somatic >>**Duration:** Concentration, up to 10 Minutes >>**Attack/Save:** STR Save >>**Damage/Effect:** Control >> >>You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. >> >>**Creature.** You can try to move a Huge or smaller creature. The target must succeed on a Strength Saving Throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the **Restrained** condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. >> >>**Object.** You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. >> >>If the object is worn or carried by a creature, that creature must succeed on a Strength Saving Throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range. >> >>You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. > >> [!spell-purp]- Reverse Gravity - 7th Level >>**7th Level Transmutation** >>**Casting Time:** 1 Action >>**Range:** 10 ft. (50 ft. Cylinder) >>**Components:** Verbal, Somatic, Material* (a lodestone and iron fillings) >>**Duration:** Concentration, up to 1 Minute >>**Attack/Save:** DEX Save >>**Damage/Effect:** Control >> >>This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. >> >>If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward. >[!container-brown]- Hobbled >**At Level 1,** one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. >**At Level 5,** you gain Advantage on all Constitution Saving Throws. >**When you reach Level 11,** you can choose one damage type when you finish a Short or Long Rest. You gain **Resistance** to that damage type until you choose a different one with this feature. >**At Level 15,** you become **Immune** to **Exhaustion** and do not gain **Exhaustion levels**. >[!container-black]- Tongues >**Starting at Level 1,** in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. >**At Level 5,** you learn another language of your choice. >When you reach Level 11, you gain the ability to understand all languages. >**At Level 15,** you gain the ability to speak and understand all languages. >[!container-red]- Decaying >**At Level 1,** your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage on all Constitution Saving Throws against disease. >**At Level 5,** you become **Immune** to all diseases. >**When you reach Level 11,** you gain **Immunity** to poisons and the **Poisoned** condition. >**Starting at Level 15,** you gain the ability to cast *Regenerate* without expending a spell slot, though you must complete a Long Rest before using this ability again. > >>[!spell-white]- Regenerate - 7th Level >>**7th Level School** >>**Casting Time:** 1 Minute >>**Range:** Touch >>**Components:** Verbal, Somatic, Material* (a prayer wheel) >>**Duration:** 1 Hour >>**Attack/Save:** None >>**Damage/Effect:** Healing >> >>A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes. ### Elemental Friendship **At Level 1** when choosing your Element, you also gain a unique version of the spell *Find Familiar*. >[!spell-orange]- Find Familiar (Apostle) >**1st Level Conjuration** >**Casting Time:** 1 Action >**Range:** 10 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Summoning > >You gain the service of a familiar, a spirit that takes any animal form of your choice. Regardless of it's chosen form, your familiar's size is *tiny.* Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial instead of a Beast. Your familiar acts independently of you, but it obeys your commands. > >**Size Increase and Fly Speed.** When you reach Apostle Level 10, you may increase the size of your familiar to *small* or *medium* at will. When *small* or *medium,* you may mount your familiar for traversal or combat. It gains a Walking & Fly Speed of 60 ft. > >**Telepathic Connection.** While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. > >Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. > >**Combat.** The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. > >**Disappearance of the Familiar.** When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. > >**One Familiar Only.** You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form. ## Elemental Epiphanies *Epiphanies* are abilities unique to the *Apostle*. As your *Apostle* Level increases, your understanding of your chosen Element becomes stronger. **At Level 2,** you gain the *Runes of Reflection* Epiphany, and gain additional *Epiphanies* every other level (4, 6, 8, etc.). The *Epiphanies* are detailed below. ### Runes of Reflection - Level 2 You gain the ability to spend 1 minute to place a **Rune of Reflection** on any reflective surface you touch, as long as the surface is not organic. Alternatively, you may also spend an Action to expend a spell slot of any level to place the **Rune**. This **Rune** is magically connected to you, allowing you to speak and see through it. **At Level 10,** the range at which you can place a **Rune** increases to 30ft. **At Level 18,** you may now make any surface reflective by placing a **Rune** upon it. **When you become a *Harbinger* or *Seraph***, you can now place **Runes** on organic surfaces. ### The Hangman's Step - Level 4 **At Level 4,** you can now spend a Bonus Action to use the _Dash_ Action. If you do so, you transform into a brilliant beam of light and move instantly to a location you can see. The range of this ability is equal to twice your base movement speed. While you use this ability, you are unable to be targeted by *Opportunity Attacks*. If you *Dash* into a reflective surface, you bounce off of it, regaining all expended movement and continuing to move towards another reflective surface or empty space within range. If you already have a feature that allows you to use the *Dash* Action as a Bonus Action, the range of *Hangman’s Step* instead becomes equal to three times your movement speed. If you reflect off a **Rune of Reflection**, the next attack you make deals an extra **1d6 Light (Radiant) damage** for each **Rune** you strike on the same turn. You cannot bounce off of the same surface on the same turn. **At Level 12,** when you impact a **Rune of Reflection**, you may instead choose to emerge from another **Rune** within sight. **At Level 16,** your base movement speed doubles, and your first attack after activating this ability now deals **2d6 Light damage** per **Rune** struck. ### The Mirror Realm - Level 6 You gain the ability to access a mirror world that you can access through any **Rune of Reflection**. All **Runes of Reflection** are connected to the Mirror world, and all reflections in the Mirror Realm act as a **Rune of Reflection**. As an Action, you may drag allies or enemies into the realm. To accomplish this, you and the target must share the same reflection surface. If they choose to resist, the target must make a Dexterity Saving Throw against your Spell Save DC or be pulled in. Time moves normally in this realm, and only you are able to enter or exit the Mirror Realm at will. Additionally, at will, you can force a target from the Mirror World, ejecting them from a **Rune of Reflection** of your choosing. The _Plane Shift_ spell may enable a creature to enter or exit the Mirror Realm, but you are aware of each creature within it at all times. **At Level 12,** you can now pull a number of creatures equal to your Proficiency Bonus into the Mirror Realm as an Action by creating a portal beneath their feet. **At Level 18,** you gain the ability to teleport to any **Rune of Reflection** in the Mirror Realm as a Bonus Action, enabling you to "Fast Travel." ### Celestial Family: Celestial Armament - Judgement (Family Ties) - Level 8 As *Deities* are organized and empowered by their "Elemental Families," so too are the *Apostles.* You gain access to an ability that you share with other *Apostles* in your *Elemental Family* (Celestial, Conceptual, Elemental, Fundamental, Natural, or Primordial). **At Level 8,** this ability awakens, granting you the following benefits: #### The Six Tenets of Heaven, Tenet I: Protect the Innocent, Pass **Judgement** Against Wrongdoing (Light) As a Bonus Action, you can summon a heavy longsword made of pure radiance: *Judgement.* >[!item-white]- Judgement (Ignea Prestige 5: +8 to hit; 5d8+5 Light damage; Critical Threshold: 19) >**Simple Melee Weapon** >**Weapon Properties:** Heavy, Reach (10ft), Versatile >**Mastery Properties:** None >**Attack Bonus:** Spell Attack Modifier + 2 >**Damage:** 2d8 + 2 Light Damage (Level 8), 3d8 + 3 Light Damage (Level 14), 4d8 + 4 Light Damage (Level 20), 5d8 + 5 Light Damage (Prestige Level 5) > >When you use the sword to attack a target that is in Bright Light or Sunlight, you make the attack roll with Advantage. > >If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, you can use your Free Item Interaction to cause the sword to reappear in your hand. As part of the Bonus Action when you summon *Judgement,* if you are acting in defense of a creature of a lower level than you or a creature you deem "innocent," or when you activate your *Elemental* or *Divine Resonance*, *Judgement* becomes **empowered,** gaining the following effects: >[!item-black]- Judgement - Empowered (Ignea Prestige 5: +22 to hit; 5d12+18 Light damage; Crit. Threshold: 18; Rolled 1 = 12; Miss = 7 Light damage) >**Martial Melee Weapon** >**Weapon Properties:** Heavy, Reach (10ft), Versatile >**Mastery Properties:** Cleave, Graze, Vex >**Attack Bonus:** CON + Prof. Bonus + STR or DEX + 3 >**Damage:** 4d8 (4d10, 4d12, 5d12) + CON + Prof. Bonus Light (Radiant) Damage (Increases at Level 14, 20, and and Prestige Level 5) >*You are considered Proficient with this weapon while wielding it, and it meets the requirements necessary to activate any class specific effects (such as Sneak Attack, Martial Arts, Rage, etc).* > >***A greatsword made of pure radiance, it shines with the light of creation itself and strikes fear in the hearts of those who would commit injustice. Embodying the First Tenet of Heaven, this weapon may only be summoned in defense of the innocent to judge those who would harm them. One of the Celestial Armaments.*** > >Empowered by the blood of the Lucent Archon, *Judgement* awakens and gains the following effects: >- This blade emanates Bright Light in a 30 ft. radius and Dim Light within a 60 ft. radius. >- When you use *Judgement* to attack a target that is in Bright Light or Sunlight, you make the attack roll with Advantage. >- In the Light created by this weapon, you and any allies you choose gain a bonus to all d20 Tests equal to your Constitution Modifier. Allies within the Dim Light created by this weapon instead gain a bonus to their d20 Tests equal to half of your Constitution Modifier, rounded down. >- When you swing this weapon, you may choose to slash towards an enemy outside of your range as a wave of radiant Aether extends from the blade towards the target. You make this Attack with Disadvantage. On hit, targets take 2d10 + CON Light (Radiant) damage only. >- If you strike a target with *Judgement* through your *Remote Light Strike Epiphany (Level 12),* you deal bonus damage equal to twice the number of **Runes of Reflection** within sight of the target. >- If you are within your *Elemental* or *Divine Resonance,* this weapon acts as a **Rune of Reflection.** >- You gain the effect of the *Great Weapon Master* feat while wielding this weapon. Additionally, you gain the *Advanced Heavy Weapon Mastery* skill from *Ryoko's Guide to the Yokai Realms (Loot Tavern Publishing, 2025)*, gaining access to its effects as you level up. These features are listed below. > >If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, you can use your Free Item Interaction to cause the sword to reappear in your hand. >[!feat-black]- Feats, Advanced Weapon Mastery, and Mastery Properties >>[!feat-red]- Feat: Great Weapon Master >> **Heavy Weapon Mastery.** When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus. >> >> **Hew.** Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action. > >>[!item-black]- Advanced Heavy Weapon Mastery >>>[!feat-black]- Tier 1 Techniques - Level 8 >>>>[!feat-orange]- Executioner >>>>When you hit a prone creature with an attack using *Judgement,* the weapon deals one extra die of damage. Additionally, your Critical Hit Threshold for such attacks is reduced by 1. >>> >>>>[!feat-yellow]- Hammering Blow >>>>When you hit a creature no more than one size larger than you with *Judgement* and roll the highest result on the weapon's damage dice, you can knock the target **prone.** >> >>>[!feat-green]- Tier 2 Technique - Superior Strike: Shockwave - Level 10 >>>You slam your weapon into the ground at your feet with ruinous force, detonating a shockwave of energy. Each creature within 10 feet of you must succeed on a Strength Saving Throw or take Light (Radiant) damage equaling a number of d6s equal to your Proficiency Bonus and be pushed 10 feet directly away from you. >> >>>[!feat-black]- Tier 3 Techniques - Level 12 >>>>[!feat-blue]- Cleave >>>>When you reduce a creature to 0 Hit Points with a melee attack roll using *Judgement,* you can choose to carry over any excess damage to one other creature within your reach, provided the initial attack roll would hit the target. If you reduce that creature to 0 Hit Points, you can repeat this process against another target until there is no excess damage remaining. >>> >>>>[!feat-purp]- Dauntless >>>>When you roll a 1 on a damage die when you hit with *Judgement,* treat that 1 as the maximum roll for that die. >> >>>[!feat-black]- Tier 4 Techniques - Level 14 >>>>[!feat-pink]- Concussive Blow >>>>When you score a Critical Hit on an attack with *Judgement,* the target also suffers the effect of the *confusion* spell until the end of its next turn. >>> >>>>[!feat-brown]- Staggering Blow >>>>When you hit a creature no more than one size larger than you with *Judgement,* you can push the target up to 10 feet directly away from you. Creature **immune** to the **grappled** condition are **immune** to this effect. > >>[!feat-black]- Mastery Property Descriptions >>>[!item-red]- Cleave >>>If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. >> >>>[!item-orange]- Graze >>>If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. >> >>>[!item-green]- Vex >>>If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. **At Level 14,** the base damage of this weapon increases to **3d8 + 3,** and the *Empowered* version's damage increases to **4d10.** **At Level 20,** the base damage of this weapon increases to **4d8 + 4,** and the *Empowered* version's damage increases to **4d12.** **When you become a Harbinger or Seraph,** the base damage of this weapon increases to **5d8 + 5,** the *Empowered* version's damage increases to **5d12,** and your Critical Threshold with this weapon is increased by 1. ### Specular Reflection (Feat) - Level 10 You gain the *Divine Elementalist* and *Energy Specialist* feats. >[!feat-orange]- Feat: Divine Elementalist (Apostle Exclusive) >*Your attunement to the Elements allows you to channel your damage type into your attacks. You gain the following features:* >- You increase an Ability Score of your choice by 1. >- Your Critical Threshold for melee and spell attacks that deal your damage type is reduced by one. >- When you strike a creature with a melee or spell attack, you may focus your Aether through your weapon, changing the weapon's damage type to match that of your Element. This feature may be used in conjunction with any ability you possess that allows you to modify your Element's damage, such as the *11th Epiphany, Destructive Wrath.* You must declare all uses of this feature before you roll to determine if you hit a target. You may use this feature a number of times equal to your Proficiency Bonus per Long Rest. >[!container-purp]- Feat: Energy Specialist (Apostle Variant) >*As an Apostle, you may only take this feat once, and may only gain the benefits associated with your own damage type.* >- You apply half your Proficiency Bonus to spell damage rolls of your damage type. >- Whenever a creature rolls a 1 on the d20 for a Saving Throw from a spell you cast or you score a Critical Hit on a creature with a weapon or spell attack that deals your damage type, a special effect is inflicted on the target. The special effect depends on the damage type, as shown in the table below: > >| Damage Type | Special Effect | >| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | >| Life (Healing) | The target takes double damage until the end of its next turn. | >| Death (Necrotic) | The target can't regain Hit Points until the end of its next turn, and you gain Temporary Hit Points equal to your Proficiency Bonus. | >| Light (Radiant) | The target is **blinded** and is emblazoned with a **Rune of Reflection.** | >| Dark | The target is **blinded** and can act as the source of any Dark damage spells until the end of its next turn. | >| Physical | The target is considered **grappled**, and melee attacks made against them have advantage until the end of its next turn. | >| Mind (Psychic) | The target is **frightened** of you or **charmed** by you (your choice) until the end of its next turn. | >| Force | The target is knocked **prone** and takes an additional die of damage from the affecting spell. | >| Vibration (Thunder) | The target is **deafened** until the end of its next turn, and you can choose to push the target up to 15 feet away from you. | >| Temporal (Time) | The target is **stunned** until the end of its next turn, and gain disadvantage on Saving Throws against your Temporal spells for one minute. | >| Earth (Acid) | The target grants enemies advantage on Attacks made against it until the end of its next turn, and if it wears nonmagical armor, that armor is corroded and loses 3 AC permanently. | >| Electric (Lightning) | The target is **paralyzed** until the end of its next turn, and your spell arcs through them to target one additional creature, dealing half damage to them. | >| Water | The target is considered to be **drowning** until the end of its next turn. | >| Air | The target is **restrained** and held aloft (5ft) until the end of its next turn. | >| Frost (Cold) | The target is **restrained** until the start of its next turn, and has its speed reduced by half until the end of its next turn. | >| Flame (Fire) | The target is lit ablaze. It takes Flame damage equal to your Proficiency Bonus at the start of each of its turns until a creature takes an Action to douse the fire. | >| Chaos (Wild) | The target takes an additional damage die from all spell attacks and effects until the end of its next turn. | >| Order (Pure) | The target automatically fails all Saving Throws against spell effects until the end of its next turn. | >| Void (Anti-Magic) | The target is unable to cast spells until the end of their next turn. | ### Remote Light Strike - Level 12 You gain the ability to attack or cast a spell through a **Rune of Reflection**. If you are in the *Mirror Realm* or within 120 ft of a **Rune of Reflection**, you may target a creature that is within sight of another **Rune,** as long as the target is within range of your attack or spell. ### Birefringence Counter - Level 14 As a Reaction, you gain the ability to absorb and redirect an attack or spell that targets an object or creature in possession of a **Rune of Reflection.** You absorb the damage or effect into the Rune before sending it out. When you do so, you may choose to reflect it towards the original attacker or at new target within range of any Rune via *Remote Light Strike*. When reflecting an attack or spell, the reflection must adhere to the range of the original spell or attack. You may use this ability a number of times equal to your Proficiency Bonus per Long Rest. Alternatively, you may instead expend a spell slot of any level to activate this ability. When *Birefringence Counter* is activated in this way, the reflected attack or spell deals an extra **1d8 Light (Radiant) damage per spell level** to the new target. ### Gift of Heaven’s Radiance (Feats + Boon) - Level 16 You gain the *Spellfire Adept feat*, as well as one of the following feats: *Capable, Spell Sniper,* or *War Caster*. In addition, you gain an *Epic Boon:* Boon of the Bright Sun. >[!feat-yellow]- Feat: Spellfire Adept >You gain the following benefits: >_**Ability Score Increase.**_ Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. >_**Fueled Spellfire.**_ Once per turn, when a spell you cast deals Light (Radiant) damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell. >_**Searing Spellfire.**_ When you make a damage roll that deals Light (Radiant) damage, it ignores Resistance to Light (Radiant) damage. >[!feat-green]- Feats - Pick One >>[!feat-red]- Feat: Capable >>You are broadly capable and gain the following benefits: >> - _**Ability Score Increase.**_ You increase one Ability Score of your choice by 1. >> - ***Proficient***. You gain Proficiency with one skill of your choice. >> - ***Linguist***. You learn one language of your choice or gain Proficiency with one tool of your choice. > > >>[!feat-green]- Feat: Spell Sniper >>You gain the following benefits: >>- ***Ability Score Increase.*** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. >>- ***Bypass Cover.*** Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. >>- ***Casting in Melee.*** Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells. >>- ***Increased Range.*** When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet. > >>[!feat-blue]- Feat: War Caster >>You gain the following benefits: >>- _**Ability Score Increase.**_ Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. >>- _**Concentration.**_ You have Advantage on Constitution Saving Throws that you make to maintain Concentration. >>- _**Reactive Spell.**_ When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one Action and must target only that creature. >>- _**Somatic Components.**_ You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. >[!feat-blue]- Epic Boon: Boon of Blazing Dawn >You gain the following benefits: >- _**Ability Score Increase.**_ Increase one ability score of your choice by 1, to a maximum of 30. >- _**Beloved of the Sun.**_ You have **Immunity** to Light (Radiant) damage. >- _**Blazing Strike.**_ When you hit a creature with a weapon attack, the damage can be Light (Radiant) or the weapon’s normal damage type (your choice). >- _**Burst of Sunlight.**_ Once per turn when you hit a creature with an attack that deals Light (Radiant) damage, you can emit Bright Light in a 30-foot radius from yourself and Dim Light for an additional 30 feet until the start of your next turn. This light is sunlight. ### Lucent Shield (Legendary Resistance) - Level 18 You gain one **Legendary Resistance** to use at will. Expended **Resistance** regenerates upon completion of a Long Rest. ### The Light That Pierces The Veil - Level 20 You learn the spell *Pinspot Storm,* and gain the ability to cast it without expending a spell slot once per Long Rest. >[!spell-purp]- Pinspot Storm - 9th Level >***9th Level Evocation*** >**Casting Time:** 1 Action >**Range:** Self (60ft Sphere) >**Components:** Verbal, Somatic, Material* (Divine Blood or a Primordial Artifact) >**Duration:** 1 Minute >**Attack/Save:** CON Save >**Damage/Effect:** Light (Radiant), Physical, Chaos > >You call upon the Fundamental power of Light, radiating countless beams of pure radiance outward. As they manifest around you, each beam manifests into *Judgement,* flying around you in a storm of Light and steel. As long as you maintain Concentration (up to 1 Minute), all creatures within 60 feet of you upon casting this spell or who begin their turn within it's radius must make a Dexterity Saving Throw. On a failed save, the target's speed is halved, and they suffer **7d10 Light (Radian), 7d10 Physical, and *7d10 Chaos damage.*** On a successful save, targets take half damage only. > >If there is a **Rune of Reflection** within range, you may reduce the radius of the storm and transfer the removed radius to one or more **Runes.** For example, you can reduce the radius of the storm by 10 ft., activating a **Rune of Reflection** across the room and causing it to emit *Pinspot Storm* with a 10 ft. radius. ### 40k Nits (Destructive Wrath) - Harbinger, Herald, or Seraph When you hit with an Attack or Spell that deals ***Light*** damage, you may choose to deal maximum damage instead of rolling twice per Long Rest. If you are a Seraph, you may use this ability three times per Long Rest. ## Beacon of the Elements - Level 3 **At Level 3,** you gain the ability to solidify purified Aether into a token of your Divinity. As an Action, you may focus a 1st-level (or your lowest level) spell slot into a mote of energy: a coin with a symbol of your choice on one side, and the Rune of your Apostolic Element on the other. When given to an ally, the beacon acts as a communication device, allowing you to send and receive messages using the coin as a focus. Additionally, you may teleport to the coin by expending a 5th-level or higher spell slot and casting *Teleport,* targeting the coin. When cast in this way, *Teleport* has a 100% success rate. The beacon must be in the possession of another creature to use this ability. ## Elemental Fortification - Level 4+ As your body acclimates to the overwhelming power of the Apostolic Elements, it becomes more resilient. Your growing mastery over your chosen Element bolsters your body, allowing you to channel larger amounts of Aether and take more damage. **At Level 4,** you gain +1 to your Constitution Score, and your CON Score can now exceed the maximum of 20. At higher Levels, the bonus increases to **+2 (Level 8), +3 (Level 12), and +4 (Level 16).** **At Level 10,** you gain the *Tough* feat. **At Level 20,** as you reach the pinnacle of your Apostolic ability, your body becomes a focus for magic itself, increasing your Constitution Score by another +2 (for a total of +6 from your base CON Score). >[!feat-purp]- Feat: Tough Your Hit Point maximum increases by an amount equal to twice your Character Level when you gain this feat. Whenever you gain a Character Level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ## Elemental Mastery - Level 7+ **Beginning at Level 7,** you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of creatures equal to your Proficiency Bonus to gain advantage on Saving Throws against your spells. **At Level 14,** creatures you designate automatically succeed on their Saving Throws against your spells. **At Level 20,** creatures you designate now take no damage from your spells if they would normally take half damage on a successful save. ## Elemental Resonance: Lightbringer - Level 10+ **At Level 10,** your body now resonates with your Apostolic Element, increasing your affinity and giving you the ability to activate a state of *Elemental Resonance*. As a Bonus Action, you may drawn upon your Resonance, gaining the following benefits for one minute. You may use this ability once per Long Rest. This increases to two uses at **Level 15,** and three uses when you Ascend and **become a *Harbinger* or *Seraph.** 1. You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15ft. 2. While in this form, whenever you make an attack or cast a spell, the target takes an additional 1d8 damage of your associated element. This damage increases by 1d8 when you reach Level 14 (2d8), and Level 18 (3d8). 3. Your body becomes pure light. You can now use effects of *The Hangman's Step Epiphany* as a Free Action, rather than a Bonus Action. ## Elemental Vigor - Level 15 **At Level 15,** you gain a major feature from another Class, designed to complement and enhance your chosen **main Class**. Pick one of the following options: >[!container-pink]- Vigor of Replication *(Bonus Feature: Artificer)* >**At Level 15,** you gain the Artificer Classes’ *Replicate Magic Item* feature. If you already have access to *Replicate Magic Item,* you gain access to two additional *Magic Item Plans.* >**When you become a *Harbinger* or *Seraph,*** you may attune to an additional magic item (for a total of 4, or 7 if you're an Artificer). >[!container-white]- Vigor of Fury *(Bonus Feature: Barbarian)* >**At Level 15,** you gain the Barbarian Classes’ *Rage* feature. If you already have access to *Rage,* you double your *Rage Damage* bonus. >**When you become a *Harbinger* or *Seraph,*** your *Rage Damage* bonus triples. >[!container-brown]- Vigor of Song *(Bonus Feature: Bard)* >**At Level 15,** you gain the Bard Classes’ *Bardic Inspiration* feature. If you already have access to *Bardic Inspiration,* you instead gain the Bard’s *Jack of All Trades* feature. >**When you become a *Harbinger* or *Seraph,*** your *Bardic Inspiration* die becomes a d20. >[!container-black]- Vigor of Blood *(Bonus Feature: Blood Hunter)* >**At Level 15,** you gain the Blood Hunter Classes’ *Blood Maledict* feature. If you already have access to *Blood Maledict,* you gain an additional *Blood Curse,* as well as access to an additional *Crimson Rite* of your choosing. >**When you become a *Harbinger* or *Seraph,*** you gain another *Blood Curse* and *Crimson Rite* of your choosing. >[!container-red]- Vigor of Divinity *(Bonus Feature: Cleric)* >**At Level 15,** you gain the Cleric Classes’ *Channel Divinity* feature, and one effect appropriate for your *Apostolic Element*. If you already have access to *Channel Divinity,* you gain an additional usage of it per Short or Long Rest. >**When you become a *Harbinger* or *Seraph,*** you gain an additional effect that can trigger when you expend a use of *Channel Divinity.* >[!container-orange]- Vigor of Nature *(Bonus Feature: Druid)* >**At Level 15,** you gain the Druid Classes’ *Wild Shape* feature. If you already have access to *Wild Shape,* the maximum Challenge Rating of Beast you can transform into increases to CR 2 (Level 12), CR 3 (Level 16), and CR 4 (Level 20). >**When you become a *Harbinger* or *Seraph*,** the maximum Challenge Rating increases to 8 and 10 respectively. >[!container-yellow]- Vigor of Speed *(Bonus Feature: Fighter)* >**At Level 15,** you gain the Fighter Classes' *Action Surge* feature, and may now use it to take a Magic Action. If you already have access to *Action Surge*, you gain an additional usage of it per Short or Long Rest. >**When you become a *Harbinger* or *Seraph,*** you may make one additional Attack per Attack action. >[!container-green]- Vigor of Chance *(Bonus Feature: Gunslinger)* >**At Level 15,** you gain the Gunslinger Classes’ *Risk* feature. If you already have access to *Risk,* you gain one additional *Risk Die.* >**When you become a *Harbinger* or *Seraph,*** your *Risk Die* increases to a d20. >[!container-blue]- Vigor of Interdiction *(Bonus Feature: Illrigger)* >**At Level 15,** you gain the Illrigger Classes’ *Baleful Interdict* and *Interdiction* features. If you already have access to *Baleful Interdict* and *Interdiction,* your *Seal* damage die increases to a d8. >**When you become a *Harbinger* or *Seraph,*** you may place one additional Seal and gain an additional *Interdict Boon* of your choice. >[!container-purp]- Vigor of Focus *(Bonus Feature: Monk)* >**At Level 15,** you gain the Monk Classes’ *Monk’s Focus* feature. If you already have access to *Monk’s Focus,* you gain an additional amount of *Focus Points* equal to half your *Apostle Level* (rounded down), and one additional Point every other Level thereafter. >**When you become a *Harbinger* or *Seraph*,** your total number of *Focus Points* becomes equal to twice your *Apostle Level* (for a total of 40). >[!container-pink]- Vigor of Purification *(Bonus Feature: Monster Hunter)* >**At Level 15,** you gain the Monster Hunter Classes’ *Monster Grimoire* feature. If you already have access to *Monster Grimoire,* you may add *Immortals* to your *Grimoire.* *Immortals* are **Immune** to the instant kill effect of your *Grave Strike* ability. >**When you become a *Harbinger* or *Seraph,*** when you target an *Immortal* with *Grave Strike* and they fail the Constitution Saving Throw, the damage dealt by your Critical Hit is doubled. >[!container-white]- Vigor of Purification *(Bonus Feature: Paladin)* >**At Level 15,** you gain the Paladin Classes’ *Lay on Hands* feature. If you already have access to *Lay on Hands,* your *Lay On Hands* total increases to be equal to your total hit points. >**When you become a *Harbinger* or *Seraph,*** your *Lay on Hands* total increases to 1.5x your total HP. >[!container-brown]- Vigor of Moxie *(Bonus Feature: Pugilist)* >**At Level 15,** you gain the Pugilist Classes’ *Moxie* feature. If you already have access to *Moxie,* you gain three additional *Moxie Points.* >**When you become a *Harbinger* or *Seraph,*** your total number of *Moxie Points* increases to 20. >[!container-black]- Vigor of the Hunter *(Bonus Feature: Ranger)* >**At Level 15,** you gain the Ranger Classes’ *Favored Enemy* feature. If you already have access to *Favored Enemy,* you no longer have to expend a spell slot to cast *Hunter’s Mark.* >**When you become a *Harbinger* or *Seraph,*** you may cast *Hunter’s Mark* on two targets at once. >[!container-red]- Vigor of Cunning *(Bonus Feature: Rogue)* >**At Level 15,** you gain the Rogue Classes' *Cunning Action* feature. If you already have access to *Cunning Action,* your speed is doubled until the end of your turn when you use a *Cunning Action.* >**When you become a *Harbinger* or *Seraph,*** you gain an additional Reaction per turn. >[!container-orange]- Vigor of Aether *(Bonus Feature: Sorcerer)* >**At Level 15,** you gain the Sorcerer Classes' *Metamagic* feature and gain a number of *Sorcery Points* equal your character level. If you already have access to *Metamagic*, you gain an additional number of *Sorcery Points* equal to half your *Apostle Level* (rounded down), and one additional Point every other Level thereafter. >**When you become a *Harbinger* or *Seraph*,** your total number of *Sorcery Points* becomes equal to twice your *Apostle Level* (for a total of 40). >[!container-yellow]- Vigor of Invocation *(Bonus Feature: Warlock)* >**At Level 15,** you gain the Warlock Classes’ *Eldritch Invocation* feature. If you already have access to *Eldritch Invocation,* you gain two additional *Invocations.* >**When you become a *Harbinger* or *Seraph,*** you gain a final two *Invocations.* >[!container-green]- Vigor of Recovery *(Bonus Feature: Wizard)* >**At Level 15,** you gain the Wizard Classes’ *Arcane Recovery* feature. If you already have access to *Arcane Recovery,* the level of spell slots you can regain increases to equal your *Apostle Level.* >**When you become a *Harbinger* or *Seraph,*** the level of spell slots you can regain increases to 1.5x your *Apostle Level.* ## Divine Resonance: The Lucent Executioner - Level 20 **At Level 20,** your control over your Apostolic Element has reached its pinnacle, allowing you to channel it through your form and transform you into an avatar of destruction. As an Action, you may activate this transformation for 1 minute, granting you all the effects of your *Elemental Resonance* ability, as well as the following benefits: 1. The first time you reach zero Hit Points while in this form, you heal 1 HP and remain conscious. 2. Gain **Immunity** to all nonmagical damage and **Resistance** to all other damage, with the exception of ***Primordial Damage.*** 3. You gain the ability to cast any spell related to your Element without expending a spell slot once. 4. As an Action, you may absorb the magic from all **Runes of Reflection** within a 1 mile radius. When you activate this ability, each attack you make gains the damage increase from your *Hangman’s Step Epiphany,* dealing an additional **2d6 Light damage per Rune absorbed.** This extra damage lasts as long as this ability is active. If you use *The Hangman’s Step* while this ability is active, you do not gain any additional damage after activating it. Once your *Divine Resonance* ends, all **Runes** absorbed through this ability deactivate, reactivating after 1 week. Once you use this feature, you can’t use it again until you finish a Long Rest. # Prestige Class: Harbinger of Light - The Radiant Judge The ultimate feature of the *Apostle:* Godhood. *Divinity* is the pinnacle of power that an *Apostle* can attain. By dethroning or killing the *Deity* of their chosen Element, the *Apostle* assumes their place in the pantheon, becoming a ***God*** themselves. They are granted unimaginable power in the process; gaining *Prestige Class: Harbinger.* A *Harbinger* is something to be in awe of, and something to be feared. When you become a *Harbinger,* you gain the following abilities at their corresponding *Prestige Levels*: ## Divine Providence: Final Judgement - Prestige Level 1 You learn the spell *Radiant Judgement.* >[!spell-black]- Radiant Judgement >**9th Level Evocation** >**Casting Time:** 1 Action & 1 Bonus Action >**Range:** 1 Mile (60 ft. Cylinder) >**Components:** Verbal, Somatic, Material* (Divine Blood or a ***Primordial Artifact***) >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Light (Radiant) & Physical Damage, **Prone** > >As a Bonus Action, you activate all **Runes of Reflection** within a 1 mile radius of you, focusing your divine light through them towards a point you can see. Then, as an Action, you summon a gigantic beam of destructive radiance that emanates from each **Rune,** obliterating a 60ft Cylinder centered on the chosen point. All creatures within the cylinder must make a Constitution Saving Throw or take 20d8 Light (Radiant) damage as they are burned by your light, and 10d10 Physical damage as the force of the blow slams them to the ground and renders them *prone.* On a successful save, targets take half damage and do not suffer the *prone* condition. Any objects or structures within the cylinder are completely destroyed. ## Divine Durability - Prestige Level 2 You gain one additional **Legendary Resistance**, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). ## Divine Speed - Prestige Level 3 You gain an additional Action per turn. ## Divine Aether - Prestige Level 3 You gain one additional spell slot of 6th, 7th, and 8th Level. ## Divine Resistance - Prestige Level 4 You gain Advantage on Saving Throws against all magical effects. ## Divine Domain: Hall of Judgement - Prestige Level 5 Once per day, invoke the pinnacle of your power as the *God* of Light. As an Action and Bonus Action, you expend one half of your total Hit Points, and gain the ability to summon twelve hooded statues that create an impenetrable 60 ft. radius barrier of Aether between them for one minute. Each statues wields a sword emblazoned with a **Rune of Reflection** upon the hilt. When you activate your *Divine Domain,* a set of radiant chains lashes out from each **Rune,** connecting themselves with each creature within the *Domain’s* radius, with the exception of the caster. While chained, any creature that makes an attack or casts a damaging spell on another creature must succeed on a Strength Saving Throw or be pulled by their chain and impaled onto the statue’s sword, taking 1d100+50 Light damage and becoming **Stunned.** At the end of each of their subsequent turns, targets may attempt to wrest themselves from the sword by reattempting the Strength Saving Throw, ending the effect. If a creature fails this subsequent Save, they take an additional 2d20+20 Light damage and remain **Stunned** until they successfully Save, enter Death Saving Throws, or the effect ends. On a successful Saving Throw, targets take half damage only and are not **Stunned.** If another *Deity, Harbinger,* or *Seraph* casts their Divine Domain while yours is active, make a D20 contest. You may add your Arcana proficiency or Spellcasting Modifier at the DMs discretion. Whichever caster rolls higher succeeds on casting their Domain, while the other's is expended. # Prestige Class: Seraph of Light - Vak’raen’ul While *Harbingers* are the peak of Apostolic ability, standing over mortalkind as their new Gods in place of their original Deity, the *Seraphim* are the answer to a question posed by existence itself: What happens when divine will is merged with mortal perspective to create something more - something greater? Borne from the fusion of an *Apostle* with their corresponding *Deity,* a *Seraph* is the absolute pinnacle of Divinity, embodying their Element and suffusing the multiverse itself with their existence. Becoming a *Seraph* is no small feat, as it requires complete agreement and cooperation from both the *Apostle* and the *Deity* in order to succeed. This alone is a task greater than most are capable of, as many *Deities* have fallen before they could **ascend** alongside their *Apostle.* Aside from the merging itself, only one thing is required to become a *Seraph* - the acceptance of the heaviest task: ensuring the survival of Valakadyn, at all costs. Only three *Seraphim* currently exist on Valakadyn - ***Syzygys, The Seraph of Beasts***, Shepherd of the Flock, The Untamed, Mother and Father of All Vakans; ***Isseon Bragisson, The Seraph of Song***, The Unsung Note, Valakadyn's Muse, Watcher of the Luminous Score; and ***Karnatis Seradz, The Seraph of Time***, Fate's Guardian, Keeper of Clepsydra, Warden of the Eternal Garden. Each of these figures is legendary across the multiverse, feared and respected in equal measure. Second in power only to Vaka and Vyra themselves, *Seraphim* are not just *Gods* or *Deities*; they are ontological concepts. Universal constants. If you seek to join their ranks, you must prove your worthiness: not just to yourself, your God, or to them, but to existence itself. ***If*** you become a *Seraph,* you gain *Prestige Class: Seraph*. When you become a *Seraph,* you must unlock all *Prestige Class: Harbinger* abilities before you are able to unlock the following abilities at their corresponding *Prestige Levels*: ## Seraphic Might - Prestige Level 6 One Ability Score of your choice increases to 30. ## Seraphic Providence: [Ability] - Prestige Level 6 You gain a nearly unquantifiably powerful ability when you become a *Seraph.* Consult your Element's Description, or your DM, for exact details. ## Seraphic Durability - Prestige Level 7 You gain an additional **Legendary Resistance**, for a total of four (or five, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). ## Seraphic Speed - Prestige Level 8 You gain one *Legendary Action,* which you can take at the end of another creature's turn during Initiative. You also gain an additional Reaction. ## Seraphic Resistance - Prestige Level 9 You become **Resistant** to all damage except that which you are **Vulnerable** to. You **Reflect** and **Absorb** your Element. ## Seraphic Aether - Prestige Level 10 You gain the ability to control your Element to unparalleled degree. You learn all spells relating to your Element. Outside of combat, you may cast spells without expending spell slots. In combat, you gain additional 1st, 2nd, 3rd, 4th, and 9th-level spell slots. ## Seraphic Will - Prestige Level 10 You gain the ability to cast the spell *Wish* once per day. You cannot lose the ability to cast this spell. ## Seraphic Domain: [Ability] - Prestige Level 10 Your *Divine Domain* becomes *empowered,* gaining an additional effect. You now roll with Advantage when you enter a *Domain Contest* with another *Deity, Harbinger* or *Seraph*. # 10th-Level Spells: [Element] # History ## Wielders 1.