> [!quote]+ The Last Words of King Kallus Aulani, Seventh Apostle of the Dark and Ruler of New Apollyon > “I love you.” ### Introduction Created by **Vaka, God of Wild Magic** over one-thousand years ago, the *Apostle of Shadow* is the embodiment of darkness itself. Originally gifted to **Upera Traxalim I**, this power has been quietly passed down from generation to generation, silently watching as the eons tick by. The *Apostle of Shadow* is a master of stealth, using magic and trickery to fulfill their goals. The last *Apostle of Shadow,* **Kallus Aulani,** used this power to stage a rebellion, ultimately freeing his country from a tyrannical leader and stepping from the shadows to take the throne for himself in the name of benevolence. As the Bright Castle was attacked by the remnants of the Fallen Gods, Kallus gave his life using the power of the [[Crown of Vaka#Awakened - Tyrant’s Tiara|Tyrant’s Tiara]] to save his husband [[King Djin Aster, Second Apostle of Storms and Monarch of New Apollyon|Djin Aster]], and the **Stand-Ins**, from certain death. After his demise, in the depths of the Karavala Sovereignty, the new *Apostle of Shadows* was been born as part of the Apotheosis Initiative -- a secret program with the goal of consolidating the power of the Apostles under Karavala rule -- run by [[Elstrith “Elsie” Traxalim, The Fledgling Apostle of Shadows, Acting Archon Arcanorum of the Animus Arcanum and Umbral Archon of Adar|Elsie]] 's father, **Kulgha Traxalim**. While foiling Kulgha’s plot to claim the power for himself, Elsie used her father’s autonomous servitor, S.P.I.D.E.R. (System for Paracausal Interception, Domination, Extraction, and Redistribution), to take the power of the dark from Kallus’ infant successor and bestow it upon herself. Now, as she attempts to understand the awesome power she now wields, Elsie is thrust onto the world stage as a Celestial Apostle - one with the ability to change the landscape of Adar, and Valakadyn, forever. # Imbued by the Elements - Apostle of Shadows ## 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 (Artificer, 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 (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: ### Tables #### 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; Immortalic Vows | 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** | Family Ties 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; Elemental 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 | #### Damage Type Table | Apostolic Element | Divine Element Family | Class | Damage Type | Opposing Damage Type | Primordial Damage Type | Wielder | Deity (Vyran/Vakan/Common) | | :---------------: | :-------------------: | :--------: | :---------------: | :------------------------------: | :--------------------: | :-----------------: | :--------------------------------------------------: | | **Air** | Elemental | Apostle | Wind | Water | ***Order*** | Haika Windfeather | Aeralis / Riyah / Aegir | | **Annihilation** | Primordial | Herald | Void | -- | ***Void*** | Renmus Canadensis | Nihilra / Khafūn / Vur | | **Ashes** | Elemental | Hierophant | Death & Flame | Life & Frost | ***Void*** | -- | Moritaea & Pyraeon / Fānīyah & Jahim / Hela & Surtr | | **Beasts** | Natural | Seraph | Life & Earth | Death & Lightning | ***Void*** | Syzygys | Bestara / Alraaei / Frigg | | **Blood** | Fundamental | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Chaos*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Control** | Conceptual | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Void*** | Falynn Tekundri | Amoros / 'Ishqad / Freyr | | **Creation** | Primordial | Herald | Chaos | Order | ***Chaos*** | -- | Ignara / Naqarah / Vaka | | **Death** | Fundamental | Apostle | Death | Life | ***Order*** | Eldric Morvane | Moritaea / Fānīyah / Hela | | **Earth** | Elemental | Harbinger | Earth | Lightning | ***Order*** | Oglax Stoneslab | Terraneon / Arḍīn / Skaði | | **Entropy** | Primordial | Herald | Order | Chaos | ***Order*** | Ulesis Avelane | Structa / Saṭira / Vyra | | **Flame** | Elemental | Harbinger | Flame | Frost | ***Chaos*** | Naran Landau | Pyraeon / Jaḥim / Surtr | | **Frost** | Elemental | Harbinger | Frost | Flame | ***Order*** | Bresari Xeadas | Nixea / Thaljān / Ullr | | **Gravity** | Fundamental | Harbinger | Force | Song | ***Chaos*** | Mariposa Karavala | Graviris / Thaqil / Hermod | | **Illusion** | Conceptual | Harbinger | Mind & Physical | (No Resistance or Vulnerability) | ***Chaos*** | Ergeaux Lyon | Velumea / Makir / Loki | | **Justice** | Conceptual | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Order*** | Nylora Wranris | Equitas / Tawazun / Forsetti | | **Knowledge** | Conceptual | Apostle | Mind | Physical | ***Order*** | Yarmin Smalltooth | Logion / 'Aqlun / Odin | | **Life** | Fundamental | Harbinger | Life | Death | ***Chaos*** | Threaven Wranris | Vitala / Hayah / Iðunn | | **Light** | Celestial | Harbinger | Light | Dark | ***Chaos*** | Ignea Arcturus | Luxaris / Nurad / Baldr | | **Metal** | Elemental | Hierophant | Lightning & Earth | (No Resistance or Vulnerability) | ***Order*** | 2B0RN072B | Fulmir & Terraneon / Rāʿid & Arḍīn / Thor & Skaði | | **Moons** | Celestial | Apostle | Light & Frost | Dark & Flame | ***Chaos*** | Libara Starseeker | Selunea / Qamarāt / Máni | | **Nature** | Natural | Harbinger | Life & Earth | Death & Lightning | ***Chaos*** | Leonidas Silverhand | Naturis / Ḥayrah / Freyja | | **Shadows** | Celestial | Apostle | Dark | Light | ***Order*** | Elstrith Traxalim | Tenebris / Zulmah / Höðr | | **Song** | Fundamental | Seraph | Song | Force | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi | | **Stars** | Celestial | Apostle | Light & Force | Dark & Song | ***Void*** | Polaris Neveron | Luxaris & Graviris / Nurad & Thaqil / Baldr & Hermod | | **Storms** | Elemental | Apostle | Lightning | Earth | ***Chaos*** | Djin Aster | Fulmir / Rāʿid / Thor | | **Sun** | Celestial | Apostle | Light & Flame | Dark & Frost | ***Order*** | Halcyon Starseeker | Solaris / Wahhāj / Sól | | **Time** | Fundamental | Seraph | Temporal | -- | ***All*** | Karnatis Seradz | Chronaris / Alkhulud / Tyr | | **Twilight** | Celestial | Hierophant | Light & Dark | (No Resistance or Vulnerability) | ***Void*** | -- | Luxaris & Tenebris / Nurad & Zulmah / Baldr & Höðr | | **Undeath** | Fundamental | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Void*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Vengeance** | Conceptual | Hierophant | Physical & Death | Mind & Life | ***Void*** | -- | Bellator & Moritaea / Qital & Fānīyah / Sif & Hela | | **War** | Conceptual | Apostle | Physical | Mind | ***Chaos*** | Ajax | Bellator / Qital / Sif | | **Water** | Elemental | Apostle | Water | Wind | ***Chaos*** | Xanaphia Stormwind | Nerion / Nahrayn / Njord | ### 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]- Shadow Lance - Cantrip (Level 1) >***Illusion Cantrip*** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** 1 Round >**Attack/Save:** DEX Save >**Damage/Effect:** Piercing, Dark > >You weave shadow into a solid spike and hurl it at a creature that you can see within range. The target must succeed on a Dexterity Saving Throw or else take **1d8 piercing damage.** If both you and the target are in dim light or darkness, the target instead takes **1d10 Dark damage,** and you are heavily obscured to it until the start of your next turn. The effect ends immediately if you or the target enter bright light. >>[!spell-effect] ***At Higher Levels:*** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10). >[!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:** Dark > >A creature you touch makes a Constitution saving throw, taking **2d10 Dark 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]- Arms of Höðr - 1st Level (Level 2) >**1st Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self (10 ft. Sphere) >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** STR Save >**Damage/Effect:** Dark, Control > >Invoking Höðr, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength Saving Throw. On a failed save, a target takes **2d6 Dark damage** and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. >>[!spell-effect] Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1. >[!spell-blue]- Darkbolt - 2nd Level (Level 4) >**2nd Level Evocation** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Dark > >You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals **1d10 Dark damage.** A target that was hit by one or more rays must make a successful Constitution Saving Throw or be unable to use reactions until the start of its next turn.**** >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. >[!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-pink]- 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-white]- Void Strike - 3rd Level (6th Level) >**3rd Level Evocation** >**Casting Time:** 1 Action >**Range:** 90 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** Ranged Spell Attack >**Damage/Effect:** Dark, Frighten > >With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an Action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a Ranged Spell Attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes **5d8 Dark damage** and is **frightened** of you until the start of your next turn. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. >[!spell-brown]- Doomtide (The Fart That Makes You Blind) - 4th Level (Level 8) >**4th Level Conjuration** >**Casting Time:** 1 Action >**Range:** 120 ft. (20 ft. Sphere) >**Components:** Verbal, Somatic, Material* (soot and a dried eel) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** WIS Save >**Damage/Effect:** Dark > >You create a 20-foot-radius Sphere of inky fog within range. The fog is *Magical Darkness* and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell. > >Each creature in the Sphere when it appears makes a Wisdom Saving Throw. On a failed save, a creature takes **5d6 Dark damage** and subtracts 1d6 from its Saving Throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn. > >The Sphere moves 10 feet away from you at the start of each of your turns. >[!spell-black]- Living Shadows - 5th Level (Level 10) >**5th Level Illusion** >**Casting Time:** 1 Action >**Range:** 120 ft. (15 ft. Sphere) >**Components:** Verbal, Somatic >**Duration:** 1 Minute >**Attack/Save:** STR Save >**Damage/Effect:** Restrained > >You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength Saving Throw or be **restrained** by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution Saving Throw or gain one level of **exhaustion**. > >A Night of the Black Knives creature can use its Action to make a Strength or Dexterity check (its choice) against your Spell Save DC. On a success, it frees itself. > [!spell-red]- Penumbral Disk - 6th Level (Level 12) >**6th Level Evocation** >**Casting Time:** 1 Action >**Range:** 90 ft. >**Components:** Verbal, Somatic >**Duration:** 1 Minute >**Attack/Save:** Ranged Spell Attack >**Damage/Effect:** Dark > >You hurl a swirling disk of destructive force at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes **8d6 + 15 Dark damage** and the spell ends. This spell ignores **resistance**, and targets with **vulnerability** to **slashing damage** have **vulnerability** to the spell's damage. > >On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Note the location of your target when you cast the spell. At the start of your next turn, you must repeat the spell attack (no Action) against the creature that is now closest to that space, up to a maximum range of 90 feet, possibly attacking even yourself. If this attack misses or has no target, repeat this process using the location of the last target when the spell attacked it, repeating the attack each round until the spell ends. > >The disk uses **blindsight** to find its targets, not vision, and it weaves around obstacles to reach its target, so subsequent attacks after the first ignore half cover and three-quarters cover and do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks. > >The disk damages objects in its path that aren't being worn or carried. When this spell destroys an object or kills a creature, it is sliced in twain. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th. >[!spell-orange]- Dying of the Light - 7th Level (Level 14) >**7th Level Evocation** >**Casting Time:** 1 Action >**Range:** 120 ft. Sphere >**Components:** Verbal, Somatic, Material* (a black pearl worth at least 250 GP) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** CON Save >**Damage/Effect:** Dark, Exhaustion > >A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is **dispelled**. Magic items (but not artifacts) that give off light have that property **suppressed** while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise **extinguished**. Light-producing spells of 7th level or higher function within the area. > >Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This *Magical Darkness* foils *Darkvision*, except for creatures that can see in *Magical Darkness*, such as *devils*, or anyone you share your *Superior Darkvision* with. You can see within the area of the spell as if it were brightly lit. > >Each creature you choose to be affected that ends its turn in the darkness takes **4d8 Dark damage** and gains one level of **Exhaustion**. A successful Constitution Saving Throw halves the damage and negates the exhaustion. >[!spell-yellow]- Corrosive Plume - 8th Level (Level 16) >**8th Level Conjuration** >**Casting Time:** 1 Action >**Range:** 100 ft. 15 ft. Line) >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Dark >A wave of acidic gas erupts from your hands, in a line 100 feet long and 15 feet wide. Each creature in the area must make a Dexterity Saving Throw. On a failure, a creature takes **13d6 Dark damage,** and if it is wearing nonmagical armor that isn't adamantine, that armor is dissolved and destroyed. On a success, a creature takes half as much damage and nothing else. > >The spell damages objects in the area. >[!spell-green]- Umbral Storm - 9th Level (Level 18) >**9th Level Necromancy** >**Casting Time:** 1 Action >**Range:** 120 ft. (20 ft. Sphere) / >**Components:** Verbal, Somatic >**Duration:** 1 Minute >**Attack/Save:** CON Save >**Damage/Effect:** Dark, Exhaustion > >You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes **6d8 Dark damage** and gains one level of **Exhaustion**; a successful Constitution Saving Throw halves the damage and prevents the exhaustion. > >You can use a Bonus Action on your turn to move the area of the storm 30 feet in any direction. ## Elemental Affinity - Level 1 **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 subclass's 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 DM's 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 can overwhelm even the strongest *Apostle*. These powers are incredibly strong when wielded correctly, and can quickly overpower all other available subclasses. Speak with your DM if you'd like to use any of these options. %% **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 Element, 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 expand, 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 corresponding **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 types, 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 ### Immortality The awesome power you wield grants you myriad benefits, the least of which includes **Immortality.** When you become an *Apostle* at Level 1, the infusion of pure Aether into your form destroys your body completely, rendering you down to pure atomic dust. Then, as the Weave reacts to and accepts your new providence, your body is rebuilt, cell by cell, into what your subconscious considers your "peak form". **Your body no longer ages.** Any Conditions, Curses, or Diseases you might have been afflicted with are cured, and any missing body parts or limbs are regrown (if they were not lost through an act of Divine violence, if they were missing at birth, or if you simply would prefer for them to remain gone). If you are born as an *Apostle,* your power manifests in adolescence, around age three, and your body ages as normal until you reach full maturity. This age varies between species, but most *Apostles* have the appearance of being in their mid-30s to early-40s. Naturally, your character may take on any appearance you see fit. ### 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, making 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 **Vulnerability** to its opposing damage type. **At Level 10,** you gain **Immunity** to your damage type. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you **Absorb** your damage type, and gain **Resistance** to your *Primordial Damage Type.* The damage types and their opposites are listed in the table above. ### Elemental Dissonance and Tribulation As a consequence of the strain placed on your body by 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 in the process. #### 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.* >[!spell-purp]- 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, triggering an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 3rd level. >[!spell-pink]- 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 one-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 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 4th level. >[!spell-white]- 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 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 5th level. #### Tribulations - Elsie Selects: ***Blinded*** As a consequence of the strain placed on your body by becoming an *Apostle,* part of your physical or spiritual form is permanently damaged. **At Level 1,** you suffer a Tribulation that comes with both a benefit and a hindrance. Your Tribulation cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*. >[!container-brown]- 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 of 120 feet. ##### All Other Tribulations >[!container-black]- 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 expending 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-red]- 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. 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. >**At Level 15,** you add the *Reverse Gravity* spell to your list of known spells. >None of the listed spells count against the number of spells you know. > >>[!spell-red]- Mage Hand - Cantrip >>**Conjuration Cantrip** >>**Casting Time:** 1 Action >>**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 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) >>**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-orange]- 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 cannot gain levels of **Exhaustion.** >[!container-yellow]- 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-green]- Decaying >**At Level 1,** your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, except for 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 Poison damage 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 Transmutation** >>**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-blue]- 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 can take any animal form of your choice. Regardless of its 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 travel 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. ## Universal Effect: Shadows Due to your connection to your Element, passive magical effects begin to manifest around you uncontrollably and unwillingly as the world reacts to your presence. **At Level 1,** all shadows within 90 ft. of you grow darker and longer. Creatures now *always* cast a shadow, even if the lighting in a location would make it impossible. **At Level 10,** you begin emanating an aura of darkness at all times, dimming the light around you and making you harder to see. You gain Proficiency in Stealth, and all creatures gain a +2 to all Stealth checks while within 10 ft. of you. If you already have Proficiency in Stealth, you instead gain Expertise. **At Level 20,** immediately after you roll a successful Stealth or Sleight of Hand check, you may activate your *Shadebound Epiphany* without expending any movement. **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** when you use your *Shadebound Epiphany* to step through the shadow of an ally, it costs no movement. ## Elemental Epiphanies - Level 2+ *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 *Shadebound* *Epiphany* from the *Epiphanies* available in your chosen Element, and additional *Epiphanies* every other level (4th, 6th, 8th, etc.). The *Epiphanies* are detailed below. ### Shadebound - Level 2 **At Level 2,** you gain a modified version of the *Monk* classes' *Shadow Step* ability. >[!container-red]- Shadow Step - Apostle (Level 2) >While you are partially within Dim Light or Darkness, you may expend half of your movement teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of your turn. > >**At Level 10,** when you use your Shadow Step, you can remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. You may use this ability a number of times equal to your Proficiency Bonus per Long Rest. As a Bonus Action, you can make an Unarmed Strike immediately after you teleport. > >**At Level 18,** the range of your *Shadow Step* increases to 90ft. **At Level 6,** you learn the spell *Brutal Jaunt* and gain the ability to infuse your *Shadow Step* with it's effect without expending a spell slot a number of times equal to your Proficiency Bonus per Long Rest. >[!spell-orange]- Brutal Jaunt - 2nd Level >**2nd Level Conjuration** >**Casting Time:** 1 Action >**Range:** 30 ft. (Equal to your *Shadow Step* range when activated as an **Augmentation)** >**Components:** Verbal, Somatic, Material* (a spiked ring) >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Dark, Prone > >You leap through space in a blur, smashing into an enemy as you pass between realms. You teleport to an unoccupied space of your choice that you can see within range. You can choose up to one creature in a line 5 feet wide originating at the space you left and ending at the space you teleported to. That creature must make a Constitution Saving Throw. > >On a failed Saving Throw, the target takes **3d10 Dark damage** and is knocked **prone**. On a successful Saving Throw, the target takes half damage and is not knocked prone. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, the maximum number of creatures you can target increases by one for each slot level above 2nd. **At Level 14,** you gain a modified version of the *Cloak of Shadows* ability. >[!container-green]- Cloak of Shadows (Level 14) As a Magic Action while entirely within Dim Light or Darkness, you can shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits: >>[!feat-white]- Invisibility >>You have the Invisible condition. > >>[!feat-black]- Partially Incorporeal >>You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may grant one ally the ability to use this *Epiphany.* You may change your chosen ally in combat as an Action. ### Piercing The Veil - Level 4 **At Level 4,** your body's attunement to the shadows grants you *Superior Darkvision,* allowing you to see through *Magical Darkness*. **At Level 10,** you may grant *Superior Darkvision* to a number of allies equal to your Proficiency Bonus while they are within 90ft of you. **At Level 16,** you gain *Truesight* out to 60 ft. **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you may grant *Truesight* to a number of allies equal to your Proficiency Bonus while they are within 30ft of you. ### Shadow Manipulation - Level 6 You gain the ability to manipulate the shadows of creatures and objects around you, affecting the target directly. You gain 3 *Umbra Points.* You may spend one *Umbra Point* to create one of the below effects. Alternatively, you may spend multiple *Umbra Points* to create multiple effects on a shadow. Targets must succeed on a Saving Throw against your Spell Save DC or be affected. Each of the following Conditions last for one minute. At the end of each of the target's subsequent turns, they may reattempt the Saving Throw to end the effect. - Accost (Attack Roll) - If you are out of range when making an Attack or casting a spell that targets another creature, you may instead target their shadow. You make this attack with Advantage, but targets are considered **resistant** to all damage dealt with this ability. - Dissolve (Constitution Save) - You slowly change the target's shadow into a thin black mist. The target gains the **Poisoned** Condition. - Freeze (Strength Save) - You freeze the target's shadow in place. The target gains the **Paralyzed** Condition. - Gouge (Constitution Save) - You gouge eyes, ears, or a mouth into your target's shadow, disrupting the equivalent sense in the target. The target gains either the **Blinded,** **Deafened,** or **Silenced** Condition. - Grab (Strength Contest) - You grab onto the target's shadow, attempting to pull or hold it in place. The target gains the **Grappled** and **Restrained** Conditions. - Scare (Intelligence Save) - You cause the target's shadow to animate, changing it's form to be a "fucked up and evil" version of the target. The target gains the **Frightened** condition. - Seduce (Wisdom Save) - You turn the target's shadow into an ally. The target gains the **Charmed** Condition. - Shatter (Constitution Save) - You dispel the target's shadow entirely. The target takes **2d8 Dark damage** and gains the **Stunned** Condition, as well as one level of **Exhaustion.** - Topple (Dexterity Save) - You cut the legs from the target's shadow. The target is knocked **Prone,** and their speed is halved. **At Level 10,** you may now target the shadows of multiple enemies with your *Shadow Manipulation* by expending one additional *Umbra Point* per target. You gain 2 additional *Umbra Points.* **At Level 14,** you gain 3 additional *Umbra Points.* **At Level 18,** you may now affect the shadows of two enemies per *Umbra Point* spent. You gain 3 additional *Umbra Points.* Creatures are no longer **resistant** to the damage you deal through this ability. **At Level 20,** you gain 4 additional *Umbra Points,* increasing your total *Umbra Points* to 15. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may now affect the shadows of three enemies per *Umbra Point* spent. you gain 5 additional *Umbra Points,* increasing your total *Umbra Points* to 20. ### Celestial Armament: Devotion (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, or Primordial). **At Level 8,** this ability awakens, granting you the following benefits: #### The Six Tenets of Heaven, Tenet II: Provide Selflessly, Show **Devotion** To Others (Shadows) As a Bonus Action, you summon can summon a short blade made out of pure shadow: *Devotion.* >[!item-blue]- Devotion >**Simple Melee Weapon** >**Weapon Properties:** Light, Thrown (20/60), Returning >**Mastery Properties:** None >**Attack Bonus:** Spell Attack Modifier + 2 >**Damage:** 2d8 + 2 Dark Damage (Level 8), 3d8 + 3 Dark Damage (Level 14), 4d8 + 4 Dark Damage (Level 20), 5d8 + 5 Dark Damage (Harbinger, Herald, or Seraph) > >When you use the tanto to attack a target that is in Dim Light or Darkness, 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 dagger to reappear in your hand. > >**At Level 14,** the damage of this weapon increases to **3d8 + 3 Dark damage.** > >**At Level 20,** the damage of this weapon increases to **4d8 + 4 Dark damage.** > >**When you become a Harbinger or Seraph,** the damage of this weapon increases to **5d8 + 5 Dark damage.** As part of the Bonus Action to summon *Devotion,* you may make a single melee attack against yourself, dealing **4d8 + your Constitution Modifier + your Proficiency Bonus Dark damage.** This attack is a guaranteed hit, and bypasses any **Resistances, Immunities, Absorptions,** and *Temporary Hit Points* you might have. In exchange, you may grant yourself and a number of allies equal to your Proficiency Bonus an amount of *Temporary Hit Points* equal to the damage dealt upon yourself. While you have *Temporary Hit Points* (including those gained from another source after you activate this ability), are **Severely Bloodied (below 1/4 HP)**, or when you activate your *Elemental* or *Divine Resonance*, *Devotion* becomes **empowered,** gaining the following effects: >[!item-purp]- Devotion - Empowered >**Simple Melee Weapon** >**Weapon Properties:** Light, Thrown (20/60), Returning >**Mastery Properties:** Nick, Slow, Vex >**Attack Bonus:** CON + Prof. Bonus + STR or DEX + 3 >**Damage:** 4d8 (4d10, 4d12, 5d12) + CON + Prof. Bonus Dark 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 tanto dagger made of pure darkness, it seeps with shadow and sends a chill through those who lay eyes on it. Embodying the Second Tenet of Heaven, this weapon may only be summoned through an act of self-sacrifice made to protect those the wielder holds dear. One of the Celestial Armaments.*** > >Empowered by the blood of the Umbral Archon, *Devotion* awakens and gains the following effects: >- This blade creates Darkness in a 30 ft. radius, and Dim Light within a 60 ft. radius. >- When you use *Devotion* to attack a target that is in Dim Light or Darkness, you make the attack roll with Advantage. >- In the Darkness 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. >- If you strike a target with *Devotion* through your *Shadow Manipulation Epiphany (Level 6),* you deal this weapon's full damage on a hit. >- If you are under the effect of your *Eternal Night Epiphany* or within your *Elemental* or *Divine Resonance,* this weapon automatically strikes a target twice with each Attack you make with it. You roll to hit for this second attack as normal, but do not add your STR or DEX bonus to the roll. On hit, the target takes half the normal damage dealt by this weapon. >- You gain the effect of the *Thrown Weapon Master* feat while wielding this weapon. Additionally, you gain both the *Light and Thrown Advanced Weapon Mastery* skills from *Ryoko's Guide to the Yokai Realms (Loot Tavern Publishing, 2025),* gaining access to their effects as you level up. When you summon *Devotion,* you must choose one set of *Masteries* to be active. When you reach Level 16, you may use both *Masteries*. 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 dagger to reappear in your hand. > >**At Level 14,** the damage of this weapon and the self damage required to empower it increase to **4d10 + your Constitution Modifier + your Proficiency Bonus Dark damage.** > >**At Level 20,** the damage of this weapon and the self damage required to empower it increase to **4d12 + your Constitution Modifier + your Proficiency Bonus Dark damage. >** >**When you become a Harbinger or Seraph,** the damage of this weapon and the self damage required to empower it increase to **5d12 + your Constitution Modifier + your Proficiency Bonus Dark damage.** >[!feat-black]- Feats, Advanced Weapon Mastery, and Mastery Properties >>[!feat-pink]- Feat: Thrown Weapon Master >>*You excel at thrown weapons. You gain the following benefits:* >> >>**Multithrow.** When you take the Attack Action to make a ranged attack roll using *Devotion,* you can make two additional ranged attacks using Simple weapons that have the Thrown property as a Bonus Action. Alternatively, you may by re-manifest *Devotion* and make the additional ranged attacks by throwing it again. >> >>**Quick Hands.** As a Bonus Action, you can retrieve and stow or wield all Simple weapons with the Thrown property that are within 5 feet of you. You need a free hand to perform this maneuver. >> >>**Returning.** Simple weapons with the Thrown property that you are proficient with also have the Returning property. (A Returning weapon allows you to hurl the weapon in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.) > >>[!item-black]- Advanced Weapon Mastery: Light >>>[!feat-black]- Tier 1 Techniques (Level 8) >>>>[!feat-white]- Lightweight >>>>While the only weapons you are wielding are Light weapons and you aren't wearing a shield or heavy armour, your speed increases by 10 feet. >>> >>>>[!feat-brown]- Multi-Weapon Fighting >>>>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the Bonus Action attack if the weapon is Light. >> >>>[!feat-black]- Tier 2 Technique - Superior Strike: Skewer (Level 10) >>>In a thrusting strike, you attempt to skewer and enemy with you weapon. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack's normal effects and is also **grappled** by you. This grapple ends early if you use the weapon to make another attack or you let go of the weapon. When the grapple ends, the creature takes piercing damage equaling a number of d8s equal to your Proficiency Bonus. >> >>>[!feat-black]- Tier 3 Techniques (Level 12) >>>>[!feat-red]- Combination Strike >>>>When you take the Attack Action and attack with a Light weapon, any attack roll you make as a Bonus Action this turn with a Light weapon has advantage. >>> >>>>[!feat-orange]- Riposte >>>>When you are wielding two Light weapons and a creature within your reach misses you with a melee weapon attack, you can use your reaction to make an attack against that creature with one of the weapons. >> >>>[!feat-black]- Tier 4 Techniques (Level 14) >>>>[!feat-yellow]- Featherweight >>>>While the only weapons you are wielding are Light weapons and you aren't wearing a shield or heavy armor, you gain a +1 bonus to AC and have Advantage on Dexterity Saving Throws. >>> >>>>[!feat-green]- Swift Striker >>>>When you take the Attack Action, if the only weapons you are wielding are Light weapons, you can make on additional attack with a Light weapon as a part of that Action, but you do not add your ability modifier to the damage, unless that modifier is negative. > >>[!item-black]- Advanced Weapon Mastery: Thrown >>>[!feat-black]- Tier 1 Techniques (Level 8) >>>>[!feat-blue]- Close-Quarters Combat >>>>Being within 5 feet of a hostile creature doesn't impose Disadvantage on your ranged attack rolls made with Thrown weapons. >>> >>>>[!feat-purp]- Distant Striker >>>>The normal and long ranges of ranged attacks you make with Thrown weapons is doubled. In addition, if you make a ranged attack with a Thrown weapon while hidden, missing doesn't reveal your position. >> >>>[!feat-pink]- Tier 2 Technique, Superior Strike - Dagger: Battery Strike (Level 10) >>>With incredible dexterity and speed, you hurl numerous weapons at once. Make a number of ranged weapon attacks equal to 1 plus half your Proficiency Bonus (rounded down) against targets within the normal range of your weapon. Each attack must be against a different object or creature. You must have available weapons that have this superior strike option on your person with which to make these attacks. >> >>>[!feat-black]- Tier 3 Techniques (Level 12) >>>>[!feat-white]- Flexible Attacker >>>> If you make a melee attack with a Thrown weapon on your turn, you can make a ranged weapon attack with that same weapon as a Bonus Action that turn. >>> >>>>[!feat-brown]- Focused Strike >>>>As a Bonus Action, you can steady your body and mind to give yourself Advantage on the next attack roll you make with a Thrown weapon this turn. >> >>>[!feat-black]- Tier 4 Techniques (Level 14) >>>>[!feat-black]- Bullseye >>>>The Critical Threshold of ranged attack rolls you make using Thrown weapons is reduced by 1. If you score a Critical Hit against a creature with a ranged attack roll using a Thrown weapon, you can choose one of the following additional effects for the target to suffer: >>>>- The target is **blinded** until the start of its next turn. >>>>- The target drops one object (such as a weapon) of your choice that is is holding. >>>>- The target's speed is halved until the end of its next turn. >>> >>>>[!feat-red]- Whirling Melee >>>>After you take the Attack Action and make a melee attack against a creature on your turn, you gain Advantage on attack rolls with Thrown weapons against other creatures until the end of the turn. > >>[!feat-black]- Mastery Property Descriptions >>>[!item-orange]- Nick >>>When you make the extra attack of the Light property, you can make it as part of the Attack Action instead of as a Bonus Action. You can make this extra attack only once per turn. >> >>>[!item-yellow]- Slow >>>If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. >> >>>[!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. ### Shadow Specialization (Feats) - Level 10 **At Level 10,** you finally begin to feel at one with your Element, and your knowledge of how to manifest it’s influence grows. You gain the *Divine Elementalist* and *Energy Specialist* feats. >[!feat-blue]- 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. | ### Eternal Night - Level 12 You gain the ability to emanate *Magical Darkness* within 5 feet of yourself. Only creatures that you grant *Superior Darkvision* to through your *Piercing The Veil Epiphany* (or those who possess *Truesight*) are capable of seeing through it. You may activate this ability as a Bonus Action a number of times equal to your Proficiency Bonus per Long Rest. While you are within *Magical Darkness,* you may choose to dispel it, absorbing it into your weapon to strike a creature through their shadow. When you use this ability, you add +5 to all melee and spell attack rolls, and deal an additional **Xd6 Dark damage** with the attack, where X is equal to the spell level used to create the *Magical Darkness.* If the *Magical Darkness* was created through an *Epiphany* or ability, X is equal to half the Level at which you gain access to the ability, rounded down. Furthermore, when standing within Dim Light or Darkness, you gain the following benefits: - You deal an additional 1d6 Dark damage with all melee and spell attacks made from within Dim Light or Darkness. - You gain 10 Temporary Hit Points. - Your AC and Spell Save DC increase by +2, and enemies AC and Spell Save DC decreases by -2. Finally, you learn the the spell *Darkness* and gain the ability to cast it twice per Long Rest without expending a spell slot. >[!spell-orange]- Darkness - 2nd Level >***2nd Level Evocation*** >**Casting Time:** 1 Action >**Range:** 60 ft. (15 ft. Sphere) >**Components:** Verbal, Somatic, Material* (bat fur and a piece of coal) >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** None >**Damage/Effect:** Control, Magical Darknesss > >For the duration, *Magical Darkness* spreads from a point within range and fills a 15-foot-radius Sphere. *Darkvision* can’t see through it, and nonmagical light can’t illuminate it. > >Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. > >If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is **dispelled.** **At Level 14,** you may now grant all allies within Dim Light or Darkness the effects of this *Epiphany* for one minute while in combat. **At Level 16,** the damage die of this *Epiphany* increase by one, and the radius of your *Emanation* increases to 10 ft. **At Level 18,** you now make Attacks through this *Epiphany* with *Superior Advantage,* and your Critical Threshold is reduced by one when striking an enemy through their shadow. **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you may use this ability a number of times equal to twice your Proficiency Bonus per Long Rest, and your Critical Threshold is further reduced by one when striking an enemy through their shadow. ### Summon Shade - Level 14 You gain the *Echo Knight Fighter's Manifest Echo* ability. >[!container-pink]- Manifest Echo (Level 14) >You can use a Bonus Action to magically manifest an *Echo* of yourself in an unoccupied space you can see within 15 feet of you. This *Echo* is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a Bonus Action, until you manifest another *Echo*, or until you’re incapacitated. > >Your *Echo* has AC 14 + your Proficiency Bonus, 1 Hit Point, and Immunity to all conditions. If it has to make a Saving Throw, it uses your Saving Throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the *Echo* to move up to 30 feet in any direction (no Action required). If your *Echo* is ever more than 30 feet from you at the end of your turn, it is destroyed. > >You can use the *Echo* in the following ways: >- You can teleport, magically swapping places with your *Echo* at a cost of 15 feet of your movement, regardless of the distance between the two of you. >- When you take the Attack Action on your turn, any Attack you make with that Action can originate from your space or the *Echo's* space. You make this choice for each Attack. >- When a creature that you can see within 5 feet of your *Echo* moves at least 5 feet away from it, you can use your Reaction to make an opportunity attack against that creature as if you were in the *Echo's* space. **At Level 16,** you gain the *Unleash Incarnation* ability. >[!container-white]- Unleash Incarnation (Level 16) >You can heighten your *Echo's* fury. Whenever you take the Attack Action, you can make one additional Melee Attack from the *Echo's* position. > >You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest. **At Level 18,** you gain the *Shadow Martyr* ability. >[!container-brown]- Shadow Martyr (Level 18) >You can make your *Echo* throw itself in front of an Attack directed at another creature that you can see. Before the Attack roll is made, you can use your Reaction to teleport the *Echo* to an unoccupied space within 5 feet of the targeted creature. The Attack roll that triggered the Reaction is instead made against your *Echo*. > >Once you use this feature, you can’t use it again until you finish a Short or Long Rest. **At Level 20,** you gain the *Reclaim Potential* ability. >[!container-black]- Reclaim Potential (Level 20) >You’ve learned to absorb the fleeting magic of your *Echo*. When an *Echo* of yours is destroyed by taking damage, you can gain a number of Temporary Hit Points equal to 2d6 + your Constitution modifier, provided you don’t already have Temporary Hit Points. When you use this ability, *Devotion* becomes **empowered.** > >You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest. **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you gain the *Legion of One* ability. >[!container-red]- Legion of One (Prestige Level 5) >You can use a Bonus Action to create two *Echoes* with your *Manifest Echo* feature, and these *Echoes* can coexist. If you try to create a third *Echo*, the previous two *Echoes* are destroyed. Anything you can do from one *Echo’s* position can be done from the other’s instead. > >In addition, when you roll Initiative and have no uses of *Unleash Incarnation* left, you regain one use of it. ### Tenebrous Boon (Feats + Boon) - Level 16 You gain the *Mark of Shadow 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 Night Spirit*. >[!feat-black]- Feat: Mark of Shadow >You gain the following benefits: >- **_Cunning Intuition._** When you make a Dexterity (Stealth) or Charisma (Performance) check, you can roll 1d4 and add the number rolled to the ability check. >- **_Shape Shadows._** You know the *Minor Illusion* cantrip. You also always have the *Invisibility* spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat). >- **_Spells of the Mark._** If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to that feature’s spell list. > >>[!container-black]- Mark of Shadow Spells >>>[!spell-red]- 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-orange]- Disguise Self - 1st Level >>>**1st Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** Self >>>**Components:** Verbal, Somatic >>>**Duration:** 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Shapechanging >>> >>>You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. >>> >>>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. >>> >>>To discern that you are disguised, a creature must take the Study Action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC. >> >>>[!spell-yellow]- Silent Image - 1st Level >>>**1st Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** 60 ft. (15 ft. Cube) >>>**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]- Darkness - 2nd Level >>>**2nd Level Evocation** >>>**Casting Time:** 1 Action >>>**Range:** 60 ft. (15 ft. Sphere) >>>**Components:** Verbal, Somatic, Material* (bat fur and a piece of coal) >>>**Duration:** Concentration, up to 10 Minute >>>**Attack/Save:** None >>>**Damage/Effect:** Control >>> >>>For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. *Darkvision* can’t see through it, and nonmagical light can’t illuminate it. >>> >>>Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. >>> >>>If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled. >> >>>[!spell-blue]- Invisibility - 2nd Level >>>**2nd Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** Touch >>>**Components:** Verbal, Somatic, Material* (an eyelash in gum arabic) >>>**Duration:** Concentration, up to 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Invisible >>> >>>A creature you touch has the **Invisible** condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. >>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 2. >> >>>[!spell-purp]- Pass without Trace - 2nd Level >>>**2nd Level Abjuration** >>>**Casting Time:** 1 Action >>>**Range:** Self (30 ft. Sphere) >>>**Components:** Verbal, Somatic, Material* (ashes from burned mistletoe) >>>**Duration:** Concentration, up to 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Buff >>> >>>You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. >> >>>[!spell-pink]- Clairvoyance - 3rd Level >>>**3rd Level Divination** >>>**Casting Time:** 10 Minutes >>>**Range:** 1 Mile >>>**Components:** Verbal, Somatic, Material* (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) >>>**Duration:** Concentration, up to 10 Minutes >>>**Attack/Save:** None >>>**Damage/Effect:** Detection >>> >>>You create an **Invisible** sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. >>> >>>When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. >>> >>>A creature that sees the sensor (such as a creature benefiting from *See Invisibility* or *Truesight*) sees a luminous orb about the size of your fist. >> >>>[!spell-white]- Major Image - 3rd Level >>>**3rd Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** 120 ft. (20 ft. Cube) >>>**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 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. >>> >>>If you are within range of the illusion, you can take a Magic Action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. >>> >>>Physical interaction with the image reveals it to be an illusion, for 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, and its other sensory qualities become faint to the creature. >>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot. >> >>>[!spell-brown]- Greater Invisibility - 4th Level >>>**4th Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** Touch >>>**Components:** Verbal, Somatic >>>**Duration:** Concentration, up to 1 Minute >>>**Attack/Save:** None >>>**Damage/Effect:** Invisible >>> >>>A creature you touch has the **Invisible** condition until the spell ends. >> >>>[!spell-black]- Hallucinatory Terrain - 4th Level >>>**4th Level Illusion** >>>**Casting Time:** 10 Minutes >>>**Range:** 300 ft. (150 ft. Cube) >>>**Components:** Verbal, Somatic, Material* (a mushroom) >>>**Duration:** 24 Hours >>>**Attack/Save:** None >>>**Damage/Effect:** Control >>> >>>You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed. >>> >>>The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study Action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain. >> >>>[!spell-red]- Mislead - 5th Level >>>**5th Level Illusion** >>>**Casting Time:** 1 Action >>>**Range:** Self >>>**Components:** Somatic >>>**Duration:** Concentration, up to 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Invisible >>> >>>You gain the **Invisible** condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. >>> >>>As a Magic Action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. >>> >>>You can see through its eyes and hear through its ears as if you were located where it is. >[!feat-black]- Feats - Pick One >>[!feat-orange]- 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-purp]- Epic Boon: Boon of the Night Spirit >You gain the following benefits: >- **Ability Score Increase**. Increase one ability score of your choice by 1, to a maximum of 30. >- **Merge with Shadows**. While within Dim Light or Darkness, you can give yourself the **Invisible** condition as a Bonus Action. The condition ends on you immediately after you take an Action, a Bonus Action, or a Reaction. >- **Shadowy Form**. While within Dim Light or Darkness, you have **Resistance** to all damage except Psychic, Radiant, and ***Primordial*** damage. ### Umbral Shield (Legendary Resistance) - Level 18 You gain one **Legendary Resistance.** Expended **Legendary Resistance** regenerates when you finish a Long Rest. ### A Dark Wind Blows - Level 20 You learn the spell *Killing Wind* and gain the ability to cast it without expending a spell slot once per Long Rest. >[!spell-pink]- Killing Wind >***9th Level Evocation*** >**Casting Time:** 1 Action >**Range/Area:** Self/60ft Sphere >**Components:** Verbal, Somatic, Material (Divine Blood or an Artifact of Vaka) >**Duration:** 1 Minute (may be dispelled by caster) >**Damage/Effect:** Dark, Death (Necrotic) > >You expel a viscous, roiling cloud of dark Aether, creating *Magical Darkness* in a 60ft radius around you and causing all creatures within range to make a Constitution Saving Throw. On a failed save, targets take **10d8 Dark and 10d8 Death (Necrotic) damage** (or half as much on a success) and are considered **poisoned** as long as they are engulfed within the caustic cloud. For every turn a creature remains in the cloud, they suffer an additional **5d8 Dark or Death (Necrotic) damage** (your choice, per target), and gain one level of **Exhaustion**. > >While you or your allies are within the radius of this spell, you gain Advantage on Attack rolls made against enemies within the effect. Additionally, you and your allies deal an extra **2d8 Dark damage** to all enemies within the spell’s area when you hit with a Melee or Spell Attack. Alternatively, you may choose not to grant your allies the bonus granted by this spell, increasing the bonus damage you deal to **3d10 Dark damage** when you hit with a Melee or Spell Attack. Finally, enemies within the spells range suffer a **-5 to all Saving Throws** made to save against spell effects created by you or an ally, *other than this spell.* > >Casting this spell places a great burden on the body. If you suffer from **Exhaustion** when casting this spell, you gain one additional level at the start of each of your turns this spell remains active. If you do not currently suffer from **Exhaustion,** you gain one level upon the casting of this spell, and one additional level at the start of each of your turns this spell remains active. > >Due to the *Apostle of Shadows’* proximity to ***The Void,*** you gain one point of **Touch of the Void** when you cast this spell. If doing so would lead to you becoming **Consumed by the Void,** you instead gain another level of **Exhaustion.** ### Master of Shadow (Destructive Wrath) - Harbinger, Herald, or Seraph When you hit with an attack or spell that deals your Element's damage, you may choose to deal maximum damage instead of rolling. You may use this ability twice per Long Rest. When you reach ***Prestige Level 5,*** you may use this ability three times per Long Rest. When you reach ***Prestige Level 10,*** you may use this ability four 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 spell slot of 5th-level or higher 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-white]- 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: The Dark Within - 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 **become a *Harbinger* or *Seraph.*** > **Airborne.** You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15 ft. > **Empowered.** 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). > **Apostolic Providence.** Your *Shadebound Epiphany* costs no movement while your *Elemental Resonance* is active. ## 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-purp]- Vigor of Virtuosity *(Bonus Feature: Artificer)* >**At Level 15,** you gain the Artificer's *Flash of Genius* feature. If you are at least *Artificer Level 10,* you double your Intelligence Modifier when using *Flash of Genius.* >>[!spell-effect]- Flash of Genius (Apostle Variant) >>When you or a creature you can see within 30 feet of you fails an Ability Check or a Saving Throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence Modifier (minimum of +1). >> >>You can take this Reaction a number of times equal to your Intelligence Modifier (minimum of once). When you finish a Short Rest, you regain one expended use of your Flash of Genius feature. You regain all expended uses when you finish a Long Rest. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may attune to an additional magic item. If you are at least *Artificer Level 15,* you may attune to two additional magic items. >[!container-pink]- Vigor of Fury *(Bonus Feature: Barbarian)* >**At Level 15,** you gain the Barbarian's *Rage* feature. If you are at least *Barbarian Level 10,* you add an additional +2 to your *Rage Damage bonus.* >>[!spell-effect]- Rage (Apostle Variant) >>You can imbue yourself with a primal power called *Rage*, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. >> >>You can enter your *Rage* a number of times equal to your Proficiency Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. >> >>While active, your *Rage* follows the rules below. >>- ***Damage Resistance.*** You have Resistance to Physical damage. >>- ***Rage Damage.*** When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as an Apostle. When you take this *Vigor* at **Level 15,** your *Rage Damage Bonus* is +3. This increases to **+4 at Level 20,** **+5 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **+6 when you reach Prestige Level 10.** >>- ***Strength Advantage.*** You have Advantage on Strength checks and Strength Saving Throws. >>- ***No Spellcasting.*** You can’t cast spells, but entering *Rage* doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast. >>- ***Duration*.** The *Rage* lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your *Rage* is still active on your next turn, you can extend the *Rage* for another round by doing one of the following: >> - Make an attack roll against an enemy. >> - Force an enemy to make a Saving Throw. >> - Take a Bonus Action to extend your *Rage*. >> >>Each time the *Rage* is extended, it lasts until the end of your next turn. You can maintain a *Rage* for up to 10 minutes. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** your *Rage Damage bonus* doubles when you maintain your *Rage* for three rounds. If you are at least *Barbarian Level 15,* you double your *Rage Damage bonus.* >[!container-white]- Vigor of the Muse *(Bonus Feature: Bard)* >**At Level 15,** you gain the Bard's *Bardic Inspiration* feature. If you are at least *Bard Level 10,* you instead gain *Expertise* in two additional skills of your choice. >>[!spell-effect]- Bardic Inspiration (Apostle Variant) >>You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. >> >>***Using Bardic Inspiration.*** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. >>Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled. >> >>***Number of Uses.*** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. >> >>***At Higher Levels.*** Your Bardic Inspiration die changes when you reach certain Bard levels. The die becomes **a d8 at Level 20,** **a d10 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **a d12 at Prestige Level 10.** >> >>***Font of Inspiration.*** You regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the Bard's *Jack of All Trades* feature. If you are at least *Bard Level 15,* your *Bardic Inspiration* die becomes a d20. >>[!spell-effect]- Jack of All Trades (Apostle Variant) >>You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus. >> >>For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check. >[!container-brown]- Vigor of Effluence *(Bonus Feature: Blood Hunter)* >**At Level 15,** you gain the Blood Hunter's *Blood Maledict* feature. If you are at least *Blood Hunter Level 10,* you gain an additional *Blood Curse,* as well as access to an additional *Crimson Rite* of your choosing. >>[!spell-effect]- Blood Maledict (Apostle Variant) >>Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section below. You learn one additional blood curse of your choice at **Level 20,** **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and when you reach **Prestige Level 10.** Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. >> >>Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking Life damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. >> >>Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at **Level 20,** three times **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and four times when you reach **Prestige Level 10.** >>>[!spell-black]- Blood Curse Descriptions >>>>[!spell-red]- Blood Curse of the Anxious >>>>As a Bonus Action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have Advantage. >>>>***Amplify.*** The next Wisdom Saving Throw the cursed creature makes before this curse ends has Disadvantage. >>> >>>>[!spell-orange]- Blood Curse of Binding >>>>As a Bonus Action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength Saving Throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn. >>>>***Amplify.*** This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the Saving Throw at the end of each of its turns, ending the curse on itself on a success. >>> >>>>[!spell-yellow]- Blood Curse of Bloated Agony >>>>As a Bonus Action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has Disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn. >>>>***Amplify.*** This curse lasts for 1 minute. The cursed creature can make a Constitution Saving Throw at the end of each of its turns, ending the curse on itself on a success. >>> >>>>[!spell-green]- Blood Curse of Exposure >>>>When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). >>>>***Amplify.*** The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn. >>> >>>>[!spell-blue]- Blood Curse of the Eyeless >>>>When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. >>>>***Amplify.*** You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack. >>> >>>>[!spell-purp]- Blood Curse of the Fallen Puppet >>>>When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range. >>>>***Amplify.*** You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1). >>> >>>>[!spell-pink]- Blood Curse of the Marked >>>>As a Bonus Action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. >>>>***Amplify.*** The next attack roll you make against the target before the end of your turn has Advantage. >>> >>>>[!spell-white]- Blood Curse of the Muddled Mind >>>>As a Bonus Action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has Disadvantage on the next Constitution Saving Throw it makes to maintain concentration before the end of your next turn. >>>>***Amplify.*** The cursed creature has Disadvantage on all Constitution Saving Throws made to maintain concentration until the end of your next turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Dark Augmentation.* If you are at least *Blood Hunter Level 15,* you instead gain another *Blood Curse* and *Crimson Rite* of your choosing. >> [!spell-effect]- Dark Augmentation (Apostle Variant) >> The magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you gain a bonus to Strength, Dexterity, and Constitution Saving Throws equal to your hemocraft modifier (minimum of +1). >[!container-black]- Vigor of Divinity *(Bonus Feature: Cleric)* >**At Level 15,** you gain the Cleric's *Channel Divinity* feature, and one effect appropriate for your Apostolic Element. If you are at least *Cleric Level 10,* you gain an additional usage of *Channel Divinity* per Short or Long Rest. >>[!spell-effect]- Channel Divinity (Apostle Variant) >>You can channel divine energy directly from the Elements themselves to fuel magical effects. You start with two such effects: *Divine Spark* and *Turn Undead*, each of which is described below. Each time you use this class’s *Channel Divinity*, choose which *Channel Divinity* effect to create. >> >>You can use *Channel Divinity* twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain *Apostle Levels.* You have **three uses at Level 20,** **four uses when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **five uses when you reach Prestige Level 10.** >> >>If a *Channel Divinity* effect requires a Saving Throw, the DC equals your Spell Save DC. >> >>***Divine Spark.*** As a Magic Action, you expend one use of your *Channel Divinity* as you point at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom Modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution Saving Throw. On a failed save, the creature takes your Element's damage equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach **Level 20 (2d8), Prestige Level 5 (3d8),** and **Prestige Level 10 (4d8).** >> >>***Turn Undead.*** As a Magic Action, you expend one use of your *Channel Divinity* and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom Saving Throw. If the creature fails its save, it has the **Frightened** and **Incapacitated** conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the **Incapacitated** condition, or if you die. >>>[!container-black]- Additional Channel Divinity Effects >>>>[!spell-red]- Doom Song (Apocalypse Domain) >>>>You can use your *Channel Divinity* to hasten a creature’s doom. As a Bonus Action, you can expend one use your *Channel Divinity* to choose a creature you can see within 120 feet of yourself. For 10 minutes, attack rolls against the creature can score a Critical Hit on a roll of 19 or 20 on the d20. >>> >>>>[!spell-orange]- Create Void (Astral Domain) >>>>As a Bonus Action, you can expend a use of your *Channel Divinity* to open a planar tear at a point you can see within 60 feet of you, creating a powerful vacuum in a 15-foot-radius Sphere centered on that point. Each creature in the area must make a Dexterity Saving Throw. On a failed save, a creature takes **Gravitic (Force) damage equal to 1d8 plus your *Apostle Level*** and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much Gravitic damage only. The tear then vanishes. >>> >>>>[!spell-yellow]- Blood Puppet (Blood Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom Saving Throw against your Spell Save DC or become **charmed** by you. An **unconscious** creature automatically fails its Saving Throw, and isn’t **incapacitated** while you control its Actions. A corpse targeted by this effect gains a semblance of life that you control. On the affected creature or animated corpse’s turn, you can command it (no Action required) to move up to half its speed and use its Action to Interact with an object, make a single Attack, or do nothing. >>>> >>>>An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take Actions unless you command it to do so. Its game statistics are the same as when it was alive or conscious. >>>> >>>>An affected living creature makes a new Saving Throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your Concentration is broken (as if concentrating on a spell). >>> >>>>[!spell-green]- Community Watch (Community Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom Modifier (minimum of 1), a boon from your *Deity*. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a d6, adding the result to a Skill Check, Saving Throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom Modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies. >>> >>>>[!spell-blue]- Touch of Death (Death Domain) >>>>When you hit a creature with a melee attack, you can expend one use of your *Channel Divinity* to deal extra Death (Necrotic) damage to the target. **The damage equals 5 + twice your *Apostle Level.*** >>> >>>>[!spell-purp]- Create Healing Draught (Festus Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to create a small and magically concentrated potion called a *healing draught*. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to **2d6 + your *Apostle Level*.** The bottle and any undrunk *healing draught* turns to dust and is lost when you finish a Short or Long Rest. >>> >>>>[!spell-pink]- Path to the Grave (Grave Domain) >>>>As a Magic Action, you choose one creature you can see within 30 feet of you and expend one use of your *Channel Divinity*, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has **Vulnerability** to all of that attack’s damage, and then the curse ends. >>> >>>>[!spell-white]- Bountiful Harvest (Harvest Domain) >>>>As a Magic Action, you can expend a use of your *Channel Divinity* to invoke the spirit of the harvest. Up to six creatures of your choice within 60 feet of you gain *Heroic Inspiration.* A creature must finish a Long Rest before it can gain *Heroic Inspiration* from this feature again. Additionally, you grant all targets one of the following benefits: >>>>- **Sowing.** A target gains a number of Temporary Hit Points equal to your Proficiency Bonus plus your Wisdom Modifier. >>>>- **Growing.** Until the end of your next turn, when a target makes an attack roll or ability check, it adds (1d4) to the total. >>>>- **Reaping.** A target deals extra damage of your Element equal to your Proficiency Bonus the first time it damages a creature before the end of your next turn. >>> >>>>[!spell-brown]- Honed Instincts (Hunt Domain) >>>> You can expend a use of your *Channel Divinity* to gain preternatural insights into one creature you can see within 120 feet of you (no Action required). You can choose one of the following lists of information to learn about the target when you use this *Channel Divinity*: >>>>- **Proficiencies.** You learn the Saving Throws and Skills with which the creature is proficient. >>>>- **Physiology.** You learn the creature’s damage **Resistances, Immunities,** and **Vulnerabilities**, as well as its **Condition Immunities.** >>>> >>>>In addition, the next time you hit the target with a weapon attack within the next minute, you deal the attack’s maximum damage instead of rolling. >>> >>>>[!spell-black]- Spell Shield (Inquisition Domain) >>>>As a Bonus Action, you can expend one use of your *Channel Divinity* to bestow a temporary resilience against arcane harm for 10 minutes. Choose a creature you can see (including yourself ) within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to 1d10 plus your *Apostle Level*. While a creature has Temporary Hit Points granted by your Spell Shield, the creature has Advantage on Saving Throws against spells, and it has **Resistance** to the damage of spells. If any of these Temporary Hit Points remain when Spell Shield ends, they vanish. >>> >>>>[!spell-red]- Divine Initiative (Keeper Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and choose a number of creature that you can see and that can see you within 60 ft. of you, up to a number equal to your Wisdom Modifier (minimum of one). Each creature gains 5 Temporary Hit Points. When a target gains these Temporary Hit Points, they can immediately use their Reaction to make one weapon attack. The number of Temporary Hit Points increases to **8 when you reach Level 20, 11 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **14 when you reach Prestige Level 10.** >>> >>>>[!spell-orange]- Mind Magic (Knowledge Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to manifest your magical knowledge. Choose one of the following spells: *Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mind Spike, Tongues, Arcane Eye, Legend Lore, or Scrying.* As part of that Action, you cast that spell without expending a spell slot or needing Material components. >>> >>>>[!spell-yellow]- Preserve Life (Life Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to evoke healing energy that can restore a number of Hit Points equal to five times your *Apostle Level*. Choose **Bloodied** creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point Maximum. >>> >>>>[!spell-green]- Radiance of the Dawn (Light Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution Saving Throw, taking **Light damage equal to 2d10 plus your *Apostle Level*** on a failed save or half as much damage on a successful one. >>> >>>>[!spell-blue]- Psychic Feedback (Mind Domain) >>>>When a creature you can see within 30 feet of yourself succeeds on a Wisdom Saving Throw, you can take a Reaction and expend a use of your *Channel Divinity* to impose Disadvantage on the Saving Throw, prying into their mind before they succeed or fail. >>> >>>>[!spell-purp]- Blessing of the Full Moon (Moon Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and instill a willing creature of your choice within 30 feet of you that you can see with one of the following **blessings** of your choice: >>>>- **Blessing of Hvitmár.** For 1 hour, the **blessed** creature’s speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature. >>>>- **Blessing of Noxaris.** For 10 minutes, the **blessed** creature has Advantage on attack rolls against a target if at least one of the **blessed** creature’s allies is within 5 feet of the target and the ally isn’t **incapacitated**. >>>>- **Blessing of Dam'qari.** For 1 minute, the **blessed** creature deals an additional **1d6 Chaos damage** on all Melee and Ranged Attacks. >>> >>>>[!spell-pink]- Charm Animals and Plants (Nature Domain) >>>>As a Magic Action, expend one use of your *Channel Divinity*. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom Saving Throw. If the creature fails its Saving Throw, it is **charmed** by you for 1 minute or until it takes damage. While it is **charmed** by you, it is friendly to you and other creatures you designate. >>> >>>>[!spell-white]- Invocation of Night (Night Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity*, causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution Saving Throw. A creature who fails the Saving Throw is **blinded** for a number of rounds equal to your *Apostle Level*. A creature **blinded** in this way may repeat the Saving Throw at the end of each of their turns to remove the effect. A creature that has total cover from you is not affected. >>> >>>>[!spell-brown]- Order's Demand (Order Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity*, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom Saving Throw or be **charmed** by you until the end of your next turn or until the **charmed** creature takes any damage. You can also cause any of the **charmed** creatures to drop what they are holding when they fail the Saving Throw. >>> >>>>[!spell-black]- Balm of Peace (Peace Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and move up to your speed without provoking Opportunity Attacks. When you move within 5 feet of any other creature during this Action, you can restore a number of Hit Points to that creature equal to **2d6 + your Wisdom Modifier (minimum of 1 Hit Point).** A creature can receive this healing only once whenever you take this Action. >>> >>>>[!spell-red]- Unclean Brand (Purification Domain) >>>>When you hit a creature with a Melee weapon attack or Unarmed Strike, instead of dealing the strike’s normal damage, you can expend one use of your *Channel Divinity* to sear a symbol into the creature’s flesh, marking it with a glowing brand for 1 minute. During that time, the creature has Disadvantage on Saving Throws against your spells. Additionally, the creature gains **Vulnerability** to Flame damage you deal, even if it normally has **Resistance** or **Immunity** to Flame damage. >>> >>>>[!spell-orange]- Shadow Grasp (Shadow Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to turn a creature's shadow against them. Choose one creature you can see within 30 ft. of you. That creature must make a Strength Saving Throw. If the creature fails, it is **restrained** by its shadow until the end of your next turn. If the creature succeeds, it is **grappled** by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow. >>>>Invoke Duplicity (Trickery Domain) >>>>As a Bonus Action, you can expend one use of your *Channel Divinity* to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn’t occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no Action required) or have the **Incapacitated** condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits: >>>>- **Cast Spells.** You can cast spells as though you were in the illusion’s space, but you must use your own senses. >>>>- **Distract.** When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target. >>>>- **Move.** As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself. >>> >>>>[!spell-yellow]- Twilight Sanctuary (Twilight Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and create a 30 ft. Emanation of twilight that is filled with Dim Light. This Emanation last for one minute, until you are **Incapacitated**, or you die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of the following benefits: >>>>- **Sunrise.** You grant the creature Temporary Hit Points equal to 1d6 plus your *Apostle Level.* >>>>- **Sunset.** You end one effect on the creature causing it to be **charmed** or **frightened**. >>> >>>>[!spell-green]- Guided Strike (War Domain) >>>>When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your *Channel Divinity* and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain an additional *Channel Divinity* effect of your choice. >[!container-red]- Vigor of the Shapeshifter *(Bonus Feature: Druid)* >**At Level 15,** you gain the Druid's *Wild Shape* feature. If you are at least *Druid Level 10,* the maximum Challenge Rating of Beast you can transform into increases to CR 2 (Level 16), CR 3 (Level 18), and CR 4 (Level 20). >>[!spell-effect]- Wild Shape (Apostle Variant) >>The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your *Apostle Level* or until you use *Wild Shape* again, have the **Incapacitated** condition, or die. You can also leave the form early as a Bonus Action. >> >>***Number of Uses.*** You can use *Wild Shape* twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. >> >>You gain additional uses when you reach certain *Apostle Levels*. When you reach **Level 20,** you may use *Wild Shape* three times before Resting. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may use *Wild Shape* four times before Resting. >> >>***Known Forms.*** You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/2 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. >> >>When you reach certain *Apostle Levels*, your number of known forms and the maximum Challenge Rating for those forms increases. **At Level 20,** you know six total forms, the maximum Challenge Rating of them increases to 1, and you can now adopt a form that has a Fly Speed. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you know eight total forms, and the maximum Challenge Rating of them increases to 2. **At Prestige Level 10,** you know ten total forms, and the maximum Challenge Rating of them increases to 4. >> >>When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so. >> >>>[!apostle-white]- Rules While Shape-Shifted >>>While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: >>> >>>***Temporary Hit Points.*** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your *Apostle Level.* >>> >>>***Game Statistics.*** Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma Scores; Class Features; Languages; and Feats. You also retain your Skill and Saving Throw Proficiencies and use your Proficiency Bonus for them, in addition to gaining the Proficiencies of the creature. If a Skill or Saving Throw Modifier in the Beast’s stat block is higher than yours, use the one in the stat block. >>> >>>***No Spellcasting.*** You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast. >>> >>>***Objects.*** Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Archdruid* ability. If you are at least *Druid Level 15,* the maximum Challenge Rating of Beast you can transform into increases to CR 8 at **Prestige Level 5** and CR 10 at **Prestige Level 10.** >>[!spell-effect]- Archdruid (Apostle Variant) >>The vitality of nature constantly blooms within you, granting you the following benefits: >>- ***Evergreen Wild Shape.*** Whenever you roll Initiative and have no uses of *Wild Shape* left, you regain one expended use of it. >>- ***Nature Magician.*** You can convert uses of *Wild Shape* into a spell slot (no Action required). Choose a number of your unexpended uses of *Wild Shape* and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of *Wild Shape,* you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. >[!container-orange]- Vigor of Martial Prowess *(Bonus Feature: Fighter)* >**At Level 15,** you gain the Fighter's *Action Surge* feature, and may now use it to take a Magic Action. If you are at least *Fighter Level 10,* you gain an additional usage of *Action Surge* per Short or Long Rest. >>[!feat-white]- Action Surge (Apostle Variant) >>You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action, *including* the Magic Action. >>Once you use this feature, you can’t do so again until you finish a Short or Long Rest. >>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain an additional usage of *Action Surge* before a rest, but you may only use it once on a turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may make one additional attack per Attack Action when you use *Action Surge.* If you are at least *Fighter Level 15,* you gain one additional attack whenever you take the Attack action on your turn. >[!container-yellow]- Vigor of Chance *(Bonus Feature: Gunslinger)* >**At Level 15,** you gain the Gunslinger's *Risk* feature. If you are at least *Gunslinger Level 10,* you gain one additional *Risk Die.* >>[!spell-effect]- Risk (Apostle Variant) >>You can perform incredible feats of daring fueled by special dice called *Risk Dice.* >> >>**Risk Dice.** You have four *Risk Dice*, which are d8s. A *Risk Die* is expended when you use it. You regain all expended *Risk Dice* when you finish a Short or Long Rest. Your *Risk Die* changes and more *Risk Dice* become available as you level up. **At Level 20,** you have 5d8 *Risk Dice*. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you have 6d10 *Risk Dice*. When you reach **Prestige Level 10,** you have 6d12 *Risk Dice.* >> >>**Maneuvers.** You can expend Risk Dice to perform maneuvers. Your maneuver options are detailed below. >> >>**Saving Throws.** If a maneuver requires a Saving Throw, the DC equals 8 plus your Dexterity Modifier and Proficiency Bonus. >>>[!feat-black]- Risk Maneuvers >>>***Bite the Bullet.*** As a Bonus Action, you can expend one *Risk Die* to gain Temporary Hit Points equal to the number rolled on the die plus your *Apostle Level*. >>> >>>***Blindfire.*** You can use a Bonus Action and expend one *Risk Die* to gain **Blindsight** with a range of 30 feet until the end of your turn. >>> >>>***Dodge Roll.*** You can expend one *Risk Die* as a Bonus Action to move up to 15 feet and **reload** any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and ignores **Difficult Terrain**. >>> >>>***Grazing Shot.*** When you miss with a ranged attack roll, you can expend one *Risk Die* (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity Modifier (minimum of 1). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only deal this damage once per turn. >>> >>>***Maverick Spirit.*** When you fail an Intelligence, Wisdom, or Charisma Ability Check or Saving Throw, you can expend one *Risk Die* to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn. >>> >>>***Skin of Your Teeth.*** When a creature you can see hits you with an attack roll, you can take a Reaction and expend one *Risk Die* to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Dire Gambit.* If you are at least *Gunslinger Level 15,* your total of *Risk Dice* increases 6d20. >>[!spell-effect]- Dire Gambit (Apostle Variant) >>Whenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die. >[!container-green]- Vigor of the Vengeful *(Bonus Feature: Illrigger)* >**At Level 15,** you gain the Illrigger's *Baleful Interdict* and *Interdiction* features. If you are at least *Illrigger Level 10,* your *Seal* damage die increases to a d8, and you can place one additional *Seal* before resting. >>[!spell-effect]- Baleful Interdict (Apostle Variant) >>You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical *Seal* on a creature within 30 feet of you. You can either place this *Seal* when you hit that target with a weapon attack (no Action required), or you can use a Bonus Action to place this *Seal* on a target you can see within range. This *Seal* lasts for 1 minute or until **burned** (see “*Burning Seals*” below). A creature with one or more of your *Seal*s is referred to as an **Interdicted** creature. *Seal*s you place are **invisible** to other creatures, and when you can see an **Interdicted** creature, the *Seal*s appear to you as glowing glyphs on the creature’s body. >> >>You can only place a limited number of *Seals* before resting, and you regain all *Seals* when you finish a Short or Long Rest. The number of *Seals* you can place increases as you gain *Apostle Levels.* When you take this ability at **Level 15,** you can place 4 *Seals* before a Rest. **At Level 20,** you can place 5. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you can place 6. **At Prestige Level 10,** you can place 7. >> >>If an **Interdicted** creature dies, you can use a Bonus Action on your turn to move all *Seals* placed on them to a new creature you can see within 30 feet of them. Each *Seal’s* duration continues to elapse when an **Interdicted** creature dies and when that *Seal* is moved to a new creature. >> >>***Burning Seals.*** When an **Interdicted** creature you can see within 30 feet of you takes damage from any source other than a *Seal* **burned** by an *Illrigger*, you can burn any number of *Seals* you placed on them to deal 1d6 Flame or Death damage (your choice) to that creature per *Seal* **burned**. You deal this damage immediately after the triggering damage. **Burning** a *Seal* doesn’t require an Action from you, but you can’t do so while **incapacitated**. >> >>Once a *Seal* is **burned**, it immediately vanishes. The damage of each *Seal* increases by 1d6 when you reach **Level 20** (for a total of 3d6), **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5** (for a total of 4d6), and when you reach **Prestige Level 10** (for a total of 5d6). >> >>***Interdict Save.*** Class features you gain later can add additional effects to your *Baleful Interdict* and require your target to make a Saving Throw to resist them. The Saving Throw DC for these effects uses your Interdict Save DC, which is calculated as follows: >> >>***Interdict Save DC = 8 + your Proficiency Bonus + your Charisma Modifier*** > >>[!spell-effect]- Interdiction (Apostle Variant) >>You can infuse your *Seals* with hellish magical power, enhancing their effects. >> >>**Interdict Boons Known.** You learn one *Interdict Boon* of your choice from the “*Interdict Boons*” section. As you gain *Apostle Levels*, you gain additional *Boons* of your choice. Each new *Boon* must be of a level you can learn. **When you reach Level 20,** you learn one new *Boon* of Level 20 or lower. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you learn one new *Boon* of Prestige Level 5 or lower. **At Prestige Level 10,** you learn one new *Boon* of any level. >> >>Whenever you gain an *Apostle Level*, you can choose a *Boon* you know and replace it with another *Boon* you can learn. >> >>**Using Interdict Boons.** Some *Boons* allow you to expend unplaced *Seals* to fuel abilities, while others empower all your *Seals* or grant you benefits against **Interdicted** creatures. >> >>The *Boons* that grant passive (or “always on”) benefits, such as the 2nd-level *Swift Retribution Boon*, are marked with a “Passive” tag. You don’t need to expend a *Seal* or take an Action to benefit from the passive *Boons* you know. All other *Boons*, such as the 2nd-level *Abating Seal Boon*, must be activated on a turn (for example, by expending a seal). You can activate only one non-passive *Boon* per turn, regardless of how many you know. >>>[!container-white]- Interdict Boons >>>>[!apostle-white]- Level 15 Interdict Boons >>>>>[!feat-red]- Abating Seal >>>>>When a creature you can see damages you or an ally within 30 feet of you, you can expend a *Seal* as a Reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your *Apostle Level* (rounded down). >>>> >>>>>[!feat-orange]- Bedevil >>>>>When you burn a *Seal* on an **Interdicted** creature, you can activate this *Boon* (no Action required). The target must subtract a number equal to your Proficiency Bonus from the result of the next Saving Throw they make before the end of their next turn. >>>> >>>>>[!feat-yellow]- Soul Eater >>>>>When you burn a *Seal* on an **Interdicted** creature, you can activate this *Boon* (no Action required) to gain Temporary Hit Points equal to your *Apostle Level*. >>>> >>>>>[!feat-green]- Styx's Apathy >>>>>When you burn a *Seal* on an **Interdicted** creature, you can use your Reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take Reactions. >>>> >>>>>[!feat-blue]- Swift Retribution (*Passive*) >>>>>When an **Interdicted** creature provokes an Opportunity Attack from you, you can make that attack without using your Reaction, provided you’re not **Incapacitated**. Once you benefit from this *Boon*, you can’t do so again until the start of your next turn. >>> >>>>[!apostle-white]- Level 20 Interdict Boons >>>>>[!feat-purp]- Acheron's Chain >>>>>When you use a Bonus Action to place or move a *Seal* on a Large or smaller creature, you can activate this *Boon* (no Action required). You conjure infernal chains to grasp the target, forcing them to make a Strength Saving Throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC). >>>> >>>>>[!feat-pink]- Conflagrant Channel >>>>>You can expend a *Seal* as a Bonus Action to teleport up to 60 feet to an unoccupied space you can see. >>>> >>>>>[!feat-white]- Eyes of the Gate >>>>>As a Magic Action, you can expend one or more *Seals* to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom Saving Throw; they can willingly fail this save. On a failed save, you are bound to the target’s awareness for a number of hours equal to the number of *Seals* you expended, or until you use this *Boon* on another creature. For the duration, while the target is within 300 feet of you, you can use an Action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your Action to return to your normal senses. While perceiving through the target’s senses, you are deaf and blind with regard to your own senses. >>>>> >>>>>Additionally, for the duration, you can place *Seals*, burn them, and use *Interdict Boons* as if you were in the creature’s space, but doing so makes the creature aware of this bond. An aware creature can use their Action to repeat the Saving Throw, ending the effects of this *Boon* on a success. >>>> >>>>>[!feat-brown]- Shadow Shroud >>>>>You can expend a *Seal* as a Bonus Action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute. >>>> >>>>>[!feat-black]- Unleash Hell >>>>>When you burn one or more *Seals* on an **Interdicted** creature, you can use your Reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity Saving Throw. On a failed save, a creature takes the same amount and type of damage as the *Seals* dealt to the **Interdicted** creature. On a successful save, a creature takes half as much damage. >>>> >>>>>[!feat-red]- Vengeful Shot >>>>>When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a *Seal* as a Reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your *Apostle Level* (rounded down). >>> >>>>[!apostle-white]- Prestige Level 5 Interdict Boons >>>>>[!feat-orange]- Dis's Onslaught (*Passive*) >>>>>Each time you use a Bonus Action to place or move a *Seal*, you can make one weapon attack as part of the same Bonus Action. >>>> >>>>>[!feat-yellow]- Flash of Brimstone >>>>>When you place or move a *Seal*, you can activate this *Boon* (no Action required) to magically teleport to an unoccupied space you can see within 5 feet of the target. >>>> >>>>>[!feat-green]- Hellish Frenzy >>>>>When you start your turn within 30 feet of an **Interdicted** creature, you can expend a *Seal* to become **frenzied** by the power of Hell until the start of your next turn. While **frenzied**, your Movement Speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack Action. >>>> >>>>>[!feat-blue]- Hellsight >>>>>You can expend a *Seal* as a Magic Action to gain **Truesight** out to 60 feet for 1 hour. >>>> >>>>>[!feat-purp]- Impaling Shot >>>>>When you hit an **Interdicted** creature with a ranged weapon attack, you can expend a *Seal* as a Bonus Action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your Proficiency Bonus. >>>> >>>>>[!feat-pink]- Iron Gaol >>>>>As a Magic Action, you can touch a creature and expend four *Seals* to attempt to send that creature to Hell. The target must succeed on a Charisma Saving Throw or be pulled through a rift into the prisons of your archfiend’s infernal city. >>>>> >>>>>If the target is native to Hell, or if their level or Challenge Rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the Saving Throw at the end of each of their turns, ending the effect early on a success. >>>> >>>>>[!feat-white]- Last Word >>>>>When you are reduced to 0 Hit Points and have unplaced *Seals* remaining, the hellfire in you refuses to die. You can expend up to 3 *Seals* and release an explosion around you (no Action required). Roll 3d6 per *Seal* expended. Each creature of your choice within 30 feet of you must make a Dexterity Saving Throw. On a failed save, a creature takes Flame damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of Hit Points equal to the total you rolled. >>>> >>>>>[!feat-brown]- Soul's Doom >>>>>When you use a Bonus Action to place or move a *Seal*, you can scorch the *Seals* into the target’s soul. For 1 minute, whenever that **Interdicted** creature takes damage, they take extra damage equal to your Proficiency Bonus. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Superior Interdict*. If you are at least *Illrigger Level 15,* your *Seal* damage die increases to a d10, and you can place two additional *Seals* before resting. >>[!spell-effect]- Superior Interdict (Apostle Variant) >>Damage from your *Seals* ignores any **Resistances** the target has. >> >>In addition, you can use a Bonus Action to regain a *Seal* if you have none remaining. Once you regain a *Seal* in this way, you can’t do so again until you finish a Long Rest. >[!container-blue]- Vigor of Martial Technique *(Bonus Feature: Monk)* >**At Level 15,** you gain the *Monk's Focus* feature from the Monk class. If you are at least *Monk Level 10,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down), and one additional *Focus Point* every other Level thereafter. >>[!spell-effect]- Monk's Focus (Apostle Variant) >>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by *Focus Points.* You have a number of *Focus Points* equal to your *Apostle Level.* >> >>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: *Flurry of Blows, Patient Defense,* and *Step of the Wind,* each of which is detailed below. >> >>When you expend a *Focus Point,* it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >> >>Some features that use *Focus Points* require your target to make a Saving Throw. The Save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. >> >>***Flurry of Blows.*** You can expend *1 Focus Point* to make two Unarmed Strikes as a Bonus Action. >> >>***Patient Defense.*** You can take the Disengage action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and the Dodge actions as a Bonus Action. >> >>***Step of the Wind.*** You can take the Dash action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Perfect Focus* ability. If you are at least *Monk Level 15,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down). >>[!spell-effect]- Perfect Focus (Apostle Variant) >>When you roll Initiative, you regain expended Focus Points until you have 4 if you have 3 or fewer. >[!container-purp]- Vigor of Adept Strikes *(Bonus Feature: Monster Hunter)* >**At Level 15,** you gain the Monster Hunter's *Studied Response* and *Expert Strike* features. If you are at least *Monster Hunter Level 10,* you may add *Immortals* to your *Grimoire.* *Immortals* are **Immune** to the instant kill effect of your *Grave Strike* ability. Instead, when you target an *Immortal* with *Grave Strike* and they fail the Constitution Saving Throw, the damage dealt by your Critical Hit is doubled. >>[!spell-effect]- Studied Response (Apostle Variant) >>You have learned the most effective way to slay a monster is to strike its most vulnerable area at the right moment. Too early, and your attack glances away. Too late, and the monster may eviscerate you. >> >>When a creature you can see within 60 feet of you targets you or another creature with a melee or ranged attack, you can take a Reaction before the attack roll to make one attack with a weapon or an Unarmed Strike against that creature. >> >>If the attack misses, you regain the use of your Reaction. > >>[!spell-effect]- Expert Strike (Apostle Variant) >>You learn the weaknesses of monsters so that you know exactly where to strike to inflict the most damage. You can add your Intelligence Modifier to the attack and damage rolls of your weapons and Unarmed Strikes. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Slayer's Aid.* If you are at least *Monster Hunter Level 15,* you instead gain an additional Reaction. >>[!spell-effect]- Slayer's Aid (Apostle Variant) >>You're able to coordinate with your allies to quickly slay dangerous monsters. When you use *Studied Response,* choose a Friendly creature that can see or hear you. That creature can use its Reaction to make one attack with a weapon or Unarmed Strike against the creature that triggered your *Studied Response*. If the ally does not have their Reaction, they regain it but then must use it to make the attack. Your ally's attack occurs after yours but before the target creature rolls its own attack. This ability refreshes at the start of your turn. >[!container-pink]- Vigor of Purification *(Bonus Feature: Paladin)* >**At Level 15,** you gain the Paladin's *Lay On Hands* feature. If you are at least *Paladin Level 10,* your *Lay On Hands* total increases to be seven times your *Apostle Level.* >>[!spell-effect]- Lay On Hands (Apostle Variant) >>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your *Apostle Level.* >> >>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. >> >>When you use your *Lay On Hands* on a creature, you can also remove one or more of the following conditions from the creature: **Blinded, Charmed, Deafened, Frightened, Paralyzed,** or **Stunned.** You must expend 5 Hit Points from the healing pool of *Lay On Hands* for each of these conditions you remove; those points don't also restore Hit Points to the creature. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** your *Lay On Hands* total increases to be seven times your *Apostle Level.* If you are at least *Paladin Level 15,* your *Lay on Hands* total increases to be equal to your Maximum Hit Points. >[!container-white]- Vigor of the Battle Hardened *(Bonus Feature: Pugilist)* >**At Level 15,** you gain the Pugilist's *Fisticuffs* and *Moxie* features. If you are at least *Pugilist Level 10,* you gain three additional *Moxie Points.* >>[!spell-effect]- Fisticuffs (Apostle Variant) >>Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons (Simple Melee weapons and Improvised weapons). >> >>You gain the following benefits while you are unarmed or wielding only Pugilist weapons and you are wearing Light or no armor and are not wielding a shield: >>**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action. >> >>**Fisticuffs Die.** You can roll 1d10 in place of the normal damage of your Unarmed Strike or Pugilist weapons. This die increases as you gain *Apostle Levels,* increasing to 1d12 at **Level 20**, and 2d6 **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5.** >> >>**Improved Improvisation.** Your talent for turning everything into a weapon allows you to use the Mastery Properties of Improvised weapons. All Improvised weapons count as having the *Sap* Mastery Property for you. > >>[!spell-effect]- Moxie (Apostle Variant) >>Your experiences of beating the odds have given you a moxie you can channel in the midst of battle. This swagger is represented by a number of *Moxie Points*. Your *Apostle Level* determines the maximum number of *Moxie Points* you have. **When you gain this feature at *Apostle Level 15***, you have 6 *Moxie Points*. **At Level 20,** you have 8 *Moxie Points.* **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you have 10 *Moxie Points*. >> >>You can spend these points to enhance or fuel certain Pugilist features. You start knowing three such features: *Brace Up, One-Two Punch,* and *Stick and Move,* each of which is detailed below. >> >>When you expend a *Moxie Point*, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >> >>**Brace Up.** You can use a Bonus Action and expend 1 *Moxie Point* to brace for attacks. When you do so, roll your Fisticuffs die, and gain a number of Temporary Hit Points equal to the number rolled plus your *Apostle Level* and your Constitution Modifier. These Temporary Hit Points vanish if any remain after 10 minutes. >> >>**One-Two Punch.** You can expend 1 *Moxie Point* to make two Unarmed Strikes as a Bonus Action. >> >>**Stick and Move.** You can use a Bonus Action and expend 1 *Moxie Point* to make an Unarmed Strike and take the Dash or Disengage action. >> >>**Moxie-Fueled Fists.** Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, you can expend 1 *Moxie Point* to change the damage type to your Element. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Haymaker* ability. If you are at least *Pugilist Level 15,* your total number of *Moxie Points* increases to 20. >>[!spell-effect]- Haymaker (Apostle Variant) >>When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 *Moxie Point* to swing with wild abandon. On a hit, you regain the expended *Moxie Point* and deal maximum damage with that attack. >[!container-brown]- Vigor of the Hunter *(Bonus Feature: Ranger)* >**At Level 15,** you gain the Ranger's *Favored Enemy* feature and a unique version of *Hunter's Mark* that does not require *Concentration.* If you are at least *Ranger Level 10,* you no longer have to expend a spell slot to cast *Hunter's Mark.* >>[!spell-effect]- Favored Enemy (Apostle Variant) >>You always have the *Hunter's Mark* spell prepared. You can cast it five times without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. >>>[!spell-white]+ Hunter's Mark (Apostle) - 1st Level >>>**1st Level Divination** >>>**Casting Time:** 1 Bonus Action >>>**Range:** 90 ft. >>>**Components:** Verbal >>>**Duration:** 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Varies >>> >>>You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 of your Element's damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. >>> >>>If the target drops to 0 Hit Points before this spell ends, you can move the mark to a new creature you can see within range (no Action required). >>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The duration of this spell is increased by casting it with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours). > >**At Level 20,** you gain Advantage on attack rolls against a creature currently marked by your *Hunter’s Mark.* > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the damage die of your *Hunter's Mark* increases to a d10. If you are at least *Ranger Level 15*, the damage die of your *Hunter's Mark* increases to a d12 instead. > >**When you reach Prestige Level 10,** you may cast *Hunter's Mark* on two targets at once. >[!container-black]- Vigor of the Fleet-Footed *(Bonus Feature: Rogue)* >**At Level 15,** you gain the Rogue's *Cunning Action* feature. If you are at least *Rogue Level 10,* your speed is doubled until the end of your turn when you use a *Cunning Action.* >>[!spell-effect]- Cunning Action (Apostle Variant) >>Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: *Dash, Disengage,* or *Hide.* > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Uncanny Dodge.* If you are at least *Rogue Level 15,* you gain an additional Reaction per turn. >>[!spell-effect]- Uncanny Dodge (Apostle Variant) >>When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). >[!container-red]- Vigor of Aether Manipulation *(Bonus Feature: Sorcerer)* >**At Level 15,** you gain the Sorcerer's *Font of Magic* and *Metamagic* features. If you are at least *Sorcerer Level 10,* you gain an additional number of *Sorcery Points* equal to half your *Apostle Level* (rounded down), and one additional *Sorcery Point* every other Level thereafter. >>[!spell-effect]- Font of Magic (Apostle Variant) >>You can tap into the wellspring of magic within yourself. This wellspring is represented by *Sorcery Points*, which allow you to create a variety of magical effects. >> >>You have *10 Sorcery Points,* and you gain one additional *Sorcery Point* each time you gain an *Apostle Level*. You can’t have an amount of *Sorcery Points* greater than your *Apostle Level*. When you finish a Short Rest, you regain a number of expended *Sorcery Points* equal to half your *Apostle Level* (round down). Once you use this feature, you can’t do so again until you finish a Long Rest. You regain all expended *Sorcery Points* when you finish a Long Rest. >> >>You can use your *Sorcery Points* to fuel the options below, along with other features, such as *Metamagic*, that use those points. >> >>**Converting Spell Slots to *Sorcery Points.*** You can expend a spell slot to gain a number of *Sorcery Points* equal to the slot’s level (no action required). >> >>**Creating Spell Slots.** As a Bonus Action, you can transform unexpended *Sorcery Points* into one spell slot. The *Creating Spell Slots table* shows the cost of creating a spell slot of a given level, and it lists the minimum *Apostle Level* you must be to create a slot. You can create a spell slot no higher than level 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. >> >>The level of spell slots you can create with *Sorcery Points* increases at higher *Apostle Levels.* **At Level 20,** you may now create spell slots up to level 6. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may now create spell slots up to level 7. **When reach Prestige Level 10,** you may now use *Sorcery Points* to create spell slots up to level 8. >>>[!container-black]- Creating Spell Slots (Table) >>>|Spell Slot Level|Sorcery Point Cost|Min. Apostle Level| >>>|---|---|---| >>>|1|2|15| >>>|2|3|15| >>>|3|5|15| >>>|4|6|15| >>>|5|7|15| >>>|6|8|20| >>>|7|9|P5| >>>|8|10|P10| > >>[!spell-effect]- Metamagic (Apostle Variant) >>Because your magic flows from within, you can alter your spells to suit your needs; you gain a unique version of the *Transmuted Spell* *Metamagic* option, as well as two additional *Metamagic* options of your choice from the *“Metamagic Options”* below. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of *Sorcery Points* that it costs. >> >>You can use only one *Metamagic* option on a spell when you cast it unless otherwise noted in one of those options. >> >>Whenever you gain an *Apostle Level*, you can replace one of your *Metamagic* options with one you don’t know. You gain two more options at **Level 20** and two more **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5**. >> >>**Transmuted Spell (*Apostle*). (1 *Sorcery Point*)** >>When you cast a spell that deals a type of damage different than your Element, you can spend 1 *Sorcery Point* to change that damage type to match your Element. Alternatively, you can spend 2 *Sorcery Points* to change the spell's damage type to one of the following Elements: *Dark, Death, Earth, Flame, Frost, Gravitic, Life, Light, Lightning, Mind, Physical, Song, Water, Wind.* >> >>Additionally, you can spend a number of *Sorcery Points* equal to the spell's level to change it's damage to one of the ***Primordial Damage Types: Chaos, Order, or Void.*** >>>[!container-black]- Metamagic Options >>>**Careful Spell. (1 *Sorcery Point*)** >>>When you cast a spell that forces other creatures to make a Saving Throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 *Sorcery Point* and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its Saving Throw against the spell, and it takes no damage if it would normally take half damage on a successful save. >>> >>>**Distant Spell. (1 *Sorcery Point*)** >>>When you cast a spell that has a range of at least 5 feet, you can spend 1 *Sorcery Point* to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 *Sorcery Point* to make the spell’s range 30 feet. >>> >>>**Empowered Spell. (1 *Sorcery Point*)** >>>When you roll damage for a spell, you can spend 1 *Sorcery Point* to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. >>> >>>You can use *Empowered Spell* even if you’ve already used a different *Metamagic* option during the casting of the spell. >>> >>>**Extended Spell. (1 *Sorcery Point*)** >>>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 *Sorcery Point* to double its duration to a maximum duration of 24 hours. >>> >>>If the affected spell requires Concentration, you have Advantage on any Saving Throw you make to maintain that Concentration. >>> >>>**Heightened Spell. (2 *Sorcery Points*)** >>>When you cast a spell that forces a creature to make a Saving Throw, you can spend 2 *Sorcery Points* to give one target of the spell Disadvantage on saves against the spell. >>> >>>**Quickened Spell. (2 *Sorcery Points*)** >>>When you cast a spell that has a casting time of an action, you can spend 2 *Sorcery Points* to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. >>> >>>**Seeking Spell. (1 *Sorcery Point*)** >>>If you make an attack roll for a spell and miss, you can spend 1 *Sorcery Point* to reroll the d20, and you must use the new roll. >>> >>>You can use *Seeking Spell* even if you’ve already used a different Metamagic option during the casting of the spell. >>>**Subtle Spell. (1 *Sorcery Point*)** >>>When you cast a spell, you can spend 1 *Sorcery Point* to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. >>> >>>**Twinned Spell (5th Edition). (1+ *Sorcery Points*)** >>>When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of *Sorcery Points* equal to the spell’s level to target a second creature in range with the same spell (1 *Sorcery Point* if the spell is a cantrip). >>> >>>To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, *Magic Missile* and *Scorching Ray* aren’t eligible, but *Ray of Frost* and *Chromatic Orb* are. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Absorb Spells* ability. If you are at least *Sorcerer Level 15,* you gain an additional number of *Sorcery Points* equal to half your *Apostle Level* (rounded down). >>[!spell-effect]- Absorb Spells (Apostle Variant) >>Whenever a target fails the Saving Throw against a *Counterspell* you cast, you regain 1d4 *Sorcery Points.* >[!container-orange]- Vigor of the Unknowable *(Bonus Feature: Warlock)* >**At Level 15,** you gain the Warlock's *Eldritch Invocation* feature. If you are at least *Warlock Level 10,* you gain two additional *Invocations* of your choice. >>[!spell-effect]- Eldritch Invocation (Apostle Variant) >>You have unearthed *Eldritch Invocations*, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain five *Invocations* of your choice, such as Pact of the Tome. *Invocations* are described in the “Eldritch Invocation Options” section below. >> >>**Prerequisites.** If an *Invocation* has a prerequisite, you must meet it to learn that *Invocation*. For example, if an *Invocation* requires you to be a Level 20+ *Apostle*, you can select the *Invocation* once you reach *Apostle Level 20*. >> >>**Replacing and Gaining Invocations.** Whenever you gain an *Apostle Level*, you can replace one of your *Invocations* with another one for which you qualify. You can’t replace an *Invocation* if it’s a prerequisite for another *Invocation* that you have. >> >>When you gain certain *Apostle Levels*, you gain more *Invocations* of your choice. **At Level 20,** you gain two additional *Invocations.* **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain two more *Invocations.* **When you reach Prestige Level 10,** you gain a final two *Invocations* of your choice. >> >>You can’t pick the same Invocation more than once unless its description says otherwise. >>>[!container-black]- Eldritch Invocation Options >>>>[!feat-red]- Agonizing Blast >>>>Choose one of your cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-orange]- Armor of Shadows >>>>You can cast *Mage Armor* on yourself without expending a spell slot. >>>>>[!spell-black]- Mage Armor - 1st Level >>>>>**1st Level Abjuration** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (a piece of cured leather) >>>>>**Duration:** 8 Hours >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** AC Increase >>>>> >>>>>You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. >>> >>>>[!feat-yellow]- Ascendant Step >>>>You can cast *Levitate* on yourself without expending a spell slot. >>>>>[!spell-orange]- 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. >>> >>>>[!feat-green]- Devil's Sight >>>>You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. >>> >>>>[!feat-blue]- Devouring Blade (_Prerequisite: Thirsting Blade Invocation_) >>>>The Extra Attack of your Thirsting Blade *Invocation* confers two extra attacks rather than one. >>> >>>>[!feat-purp]- Eldritch Mind >>>>You have Advantage on Constitution saving throws that you make to maintain Concentration. >>> >>>>[!feat-pink]- Eldritch Smite (_Prerequisite: Pact of the Blade Invocation_) >>>>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Elemental damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the **Prone** condition if it is Huge or smaller. >>> >>>>[!feat-white]- Eldritch Spear >>>>Choose one of your cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your *Apostle Level*. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-brown]- Fiendish Vigor >>>>You can cast *False Life* on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die. >>>>>[!spell-black]- False Life - 1st Level >>>>>**1st Level Necromancy** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Self >>>>>**Components:** Verbal, Somatic, Material* (a drop of alcohol) >>>>>**Duration:** Instantaneous >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Buff >>>>> >>>>>You gain 2d4+4 Temporary Hit Points. >>>>>>[!spell-effect] ***At Higher Levels:*** You gain 5 additional Temporary Hit Points for each spell slot level above 1. >>> >>>>[!feat-black]- Gaze of Two Minds >>>>You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way. >>>> >>>>While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. >>> >>>>[!feat-red]- Gift of the Depths >>>>You can breathe underwater, and you gain a Swim Speed equal to your Speed. >>>> >>>>You can also cast *Water Breathing* once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest. >>>>>[!spell-black]- Water Breathing - 3rd Level >>>>>**3rd Level Transmutation** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 30 ft. >>>>>**Components:** Verbal, Somatic, Material* (a short reed) >>>>>**Duration:** 24 Hours >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Buff >>>>> >>>>>This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. >>> >>>>[!feat-orange]- Gift of the Protectors *(Prerequisite: Pact of the Tome Invocation)* >>>>A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an Action to write its name on that page, which can contain a number of names equal to your Charisma Modifier (minimum of one name). >>>> >>>>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. >>>> >>>>As a Magic Action, you can erase a name on the page by touching it. >>> >>>>[!feat-yellow]- Investment of the Chain Master *(Prerequisite: Pact of the Chain Invocation)* >>>>When you cast *Find Familiar,* you infuse the summoned *familiar* with a measure of your eldritch power, granting the creature the following benefits: >>>>- **Aerial or Aquatic.** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. >>>>- **Quick Attack.** As a Bonus Action, you can command the *familiar* to take the Attack Action. >>>>- **Death or Light Damage.** Whenever the *familiar* deals Physical damage, you can make it deal Death or Light damage instead. >>>>- **Your Save DC.** If the *familiar* forces a creature to make a Saving Throw, it uses your Spell Save DC. >>>>- **Resistance.** When the *familiar* takes damage, you can take a Reaction to grant it **Resistance** against that damage. >>> >>>>[!feat-green]- Lessons of the First Ones >>>>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-blue]- Lifedrinker *(Prerequisite: Pact of the Blade Invocation)* >>>>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point). >>> >>>>[!feat-purp]- Mask of Many Faces >>>>You can cast *Disguise Self* without expending a spell slot. >>>>>[!spell-black]- Disguise Self - 1st Level >>>>>**1st Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Self >>>>>**Components:** Verbal, Somatic >>>>>**Duration:** 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Shapechanging >>>>> >>>>>You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. >>>>> >>>>>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. >>>>> >>>>>To discern that you are disguised, a creature must take the Study Action to inspect your appearance and succeed on an Intelligence (Investigation) Check against your Spell Save DC. >>> >>>>[!feat-pink]- Master of Myriad Forms >>>>You can cast *Alter Self* without expending a spell slot. >>>>>[!spell-black]- Alter Self - 2nd Level >>>>>**2nd Level Transmutation** >>>>>**Casting Time:** 1 Action >>>>>**Components:** Verbal, Somatic >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Shapechanging >>>>> >>>>>You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic Action to replace the option you chose with a different one. >>>>> >>>>>**Aquatic Adaptation.** You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. >>>>> >>>>>**Change Appearance.** You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic Action to change your appearance in this way again. >>>>> >>>>>**Natural Weapons.** You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your Spellcasting Ability Modifier for the attack and damage rolls rather than using Strength. >>> >>>>[!feat-white]- Misty Visions >>>>You can cast *Silent Image* without expending a spell slot. >>>>>[!spell-black]- Silent Image - 1st Level >>>>>**1st Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 60 ft. (15 ft. Cube >>>>>**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. >>> >>>>[!feat-brown]- One with Shadows >>>>While you’re in an area of Dim Light or Darkness, you can cast *Invisibility* on yourself without expending a spell slot. >>>>>[!spell-black]- Invisibility - 2nd Level >>>>>**2nd Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (an eyelash in gum arabic) >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Invisible >>>>> >>>>>A creature you touch has the **Invisible** condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. >>>>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 2. >>> >>>>[!feat-black]- Otherworldly Leap >>>>You can cast *Jump* on yourself without expending a spell slot. >>>>>[!spell-black]- Jump - 1st Level >>>>>**1st Level Transmutation** >>>>>**Casting Time:** 1 Bonus Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (a grasshopper's hind leg) >>>>>**Duration:** 1 Minute >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Movement >>>>> >>>>>You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. >>>>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 1. >>> >>>>[!feat-red]- Pact of the Blade (*Prerequisite: Prestige Level 1*) >>>>As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have Proficiency with the weapon, and you can use it as a Spellcasting Focus. >>>> >>>>Whenever you attack with the bonded weapon, you can use your Charisma Modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Death, Mind, or Light damage or its normal damage type. >>>> >>>>Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. >>> >>>>[!feat-orange]- Pact of the Chain (*Prerequisite: Prestige Level 1*) >>>>You can cast *Find Familiar* as a Magic Action without expending a spell slot. >>>> >>>>When you cast the spell, you can choose the normal form your *familiar* or one of the following special forms: *Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.* >>>> >>>>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your *familiar* to make one attack of its own with its Reaction. >>> >>>>[!feat-yellow]- Pact of the Tome (*Prerequisite: Prestige Level 1*) >>>>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. >>>> >>>>**Cantrips and Rituals.** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. >>>> >>>>**Spellcasting Focus.** You can use the book as a Spellcasting Focus. >>> >>>>[!feat-green]- Repelling Blast >>>>Choose one of your cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-green]- Thirsting Blade (*Prerequisite: Pact of the Blade Invocation*) >>>>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. >>> >>>>[!feat-green]- Visions of Distant Realms >>>>You can cast *Arcane Eye* without expending a spell slot. >>>>>[!spell-black]- Arcane Eye - 4th Level >>>>>**4th Level Divination** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 30 ft. >>>>>**Components:** Verbal, Somatic, Material* (a bit of bat fur) >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Detection >>>>> >>>>>You create an **Invisible**, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has **Darkvision** with a range of 30 feet. >>>>> >>>>>As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. >>> >>>>[!feat-green]- Whispers of the Grave >>>>You can cast *Speak with Dead* without expending a spell slot. >>>>>[!spell-yellow]- Speak with Dead - 3rd Level >>>>>**3rd Level Necromancy** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 10 ft. >>>>>**Components:** Verbal, Somatic, Material* (burning incense) >>>>>**Duration:** 10 Minutes >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Communication >>>>> >>>>>You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. >>>>> >>>>>Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. >>> >>>>[!feat-green]- Witch Sight (*Prerequisite: Prestige Level 1*) >>>>You have **Truesight** with a range of 30 feet. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Mystic Arcanum* ability. If you are at least *Warlock Level 15,* you gain an additional *Mystic Arcanum* (level 9 spell) of your choice. >>[!spell-effect]- Mystic Arcanum (Apostle Variant) >>Your patron grants you a magical secret called an *arcanum*. Choose one level 6 Warlock spell as this *arcanum*. >> >>You can cast your *arcanum* spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. >> >>You gain another Warlock spell of your choice that can be cast in this way when you reach ***Apostle Level 20* (level 7 spell), *Prestige Level 5* 15 (level 8 spell), and *Prestige Level 10* (level 9 spell).** You regain all uses of your Mystic Arcanum when you finish a Long Rest. >> >>Whenever you gain an *Apostle Level*, you can replace one of your *arcanum* spells with another Warlock spell of the same level. >[!container-yellow]- Vigor of Aetheric Restoration *(Bonus Feature: Wizard)* >**At Level 15,** you gain the Wizard's *Arcane Recovery* feature. If you are at least *Wizard Level 10,* the level of spell slots you can regain increases to equal your *Apostle Level.* >>[!spell-effect]- Arcane Recovery (Apostle Variant) >>You can regain some of your magical energy by drawing on the Weave. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your *Apostle level* (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. >> >>Once you use this feature, you can’t do so again until you finish a Long Rest. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the level of spell slots you can regain increases to equal your *Apostle Level,* and you can now regain spell slots up to level 7. If you are at least *Wizard Level 15,* the level of spell slots you can regain increases to one and a half times your *Apostle Level,* and you can now regain spell slots up to level 8. ## Divine Resonance: Sovereign of Shadow - 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: > **Immortality In Action.** The first time you reach zero Hit Points while in this form, you heal 1 HP and remain conscious. > **Immunity Actualized.** You gain **Immunity** to all nonmagical damage and **Resistance** to all other damage, with the exception of ***Primordial Damage.*** > **Freebie.** You gain the ability to cast any spell related to your Element without expending a spell slot once. > **Taste of Divinity.** You cast *[[The Apostle of Shadows#Night of the Black Knives - Level 20|Killing Wind]]* without expending a spell slot when you enter this form. When activating this ability, you may choose to nullify one of the negative effects of *Killing Wind:* you may choose not to gain any points of **Exhaustion** while this casting of the spell is active, at the cost of guaranteeing a point of **Touch of the Void;** alternatively, you may choose not be affected by **Touch of the Void** while this spell is active, at the cost of gaining two levels of **Exhaustion** upon the casting of this spell. Once you use this feature, you can’t use it again until you finish a Long Rest. # Prestige Class: Harbinger of Shadows - The Umbral Emperor 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: Midnight - Prestige Level 1 You learn the spell *Midnight* and gain the ability to cast it without expending a spell slot once per Long Rest. >[!spell-pink]- Midnight - 9th Level >**9th Level Illusion** >**Casting Time:** 1 Minute >**Range/Area:** 5 Miles >**Components:** Verbal, Somatic, Material (A black opal worth at least 1000gp and the feather of an owl or raven.) >**Duration:** 8 Hours >**Damage/Effect:** Magical Darkness >You call upon the dark of deepest midnight to cover the land, affecting the entire area within range of you. For the duration, nonmagical light can't enter the area, and nonmagical light within the area is suppressed, leaving the area in nonmagical darkness except for sources of magical light, which only reach to half of their normal radii within the area. > >This *Magical Darkness* gains all of the effects of your *Eternal Night Epiphany.* > >The area extends through total cover, but twenty feet of rock or metal or one foot of lead will block it. > >In addition, you and up to six other creatures of your choice that you can see when you cast the spell have **Darkvision** out to a range of 120 feet while within the spell's area until the spell ends. ## 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: Night of the Black Knives - Prestige Level 5 Once per Long Rest, invoke the pinnacle of your power as the *God* of the Dark. As an Action and Bonus Action, you expend one half of your total hit points and gain the ability to extend a piece of the **Shadowfell** into the Material Plane. This rift is a 60 ft Sphere that is centered on you and moves with you. The area is considered to be filled with *Magical Darkness* from your *Eternal Night Epiphany.* While within the rift, the following effects take hold: - You gain all of the effects of your *Elemental* and *Divine Resonance,* as well as the *Eternal Night Epiphany.* - You automatically summon *Devotion - Empowered.* - All attacks made from within the rift are considered to be made with the *Divine Elementalist* Feat. - You gain a +5 bonus to all Melee and Spell Attack and damage rolls. - You regain all expended *Umbra Points* and reset your uses of *Unleash Incarnation.* If another *Deity, Harbinger,* or *Seraph* casts their Divine Domain while yours is active, you begin a *Domain Contest*. Roll a d20 and add your Spellcasting Modifier. Whichever creature rolls higher succeeds on casting their Domain, while the other's is expended. # Prestige Class: Seraph of Shadow - Vyr’kul’ath 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 Transformation: Dragon Form - Prestige Level 6 You gain the ability to take on the *True Form* of a *Deity: a Greatwyrm.* This transformation affects you down to your very soul, enabling you to embody and wield the power of your Element with unmatched skill. As an Action, you may assume this form, gaining the stats and abilities of the *Greatwyrm* that corresponds to your Element. Additionally, this transformation automatically takes hold when you would drop below zero Hit Points for the first time, effectively giving you a “second phase” in combat. If you are within your *Divine Resonance,* this transformation replaces the ***Immortality In Action*** feature. If you choose to transform as an Action, the automatic transformation effect is disabled. When you drop to zero Hit Points while in this form, you return to your humanoid form with half of your total Hit Points, regardless of your Hit Point total when you entered this transformation. Consult the table below to determine which type of *Greatwyrm* you are capable of transforming into. ## 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. Additionally, you now roll with Advantage when you enter a *Domain Contest* with another *Deity, Harbinger* or *Seraph*. ## 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 Transformation: Titan Form - Prestige Level 10 The pinnacle of *Godhood.* As an Action, you may activate this form, growing in size until you dwarf everything around you. While transformed, your size increases to *Titanic*, your AC is reduced to 1, and your Maximum Hit Points and damage dealt are multiplied by five. Additionally, you gain the effects of your *Divine Resonance*. You may choose to end this transformation as an Action. When you choose to end this transformation, or the first time you would drop below zero Hit Points while in this form, your size, AC, Maximum Hit Points, and damage dealt return to normal, and you heal half of your Maximum Hit Points. Due to the extreme amount of Aether channeled through your body in this form, you gain two levels of **Exhaustion** and three Levels of **Elemental Dissonance.** The **Dissonance** gained from ending this transformation decreases by one level at the end of each of your subsequent turns. Once you activate this transformation, you may not do so again until you have completed a Long Rest. # Wielders >[!container-black]- Shadows >>[!feat-black]- Deity - [[Tenebris, Umbral Guardian or Ẓulmah, The Night's Confessor or Höðr, The Shadowed Hand]] >>- Born 999 DE >>- Current > >>[!spell-white]- Apostles >>1. Upera Traxalim I, The Apostle of Shadows >> - Created by Vaka and Vyra, 741 DE >> - Born 790 DE >> - Killed by [[Gil, The Fallen Cardinal|Solaris]] and [[Selunea, Moon’s Herald or Qamarāt, The Pale Sentinel or Máni, Night's Shield|Máni]] on Hvitmár, 30 IE >>2. Serryn Anamath, Second Apostle of Shadows >> - Ritual of Succession, 30 IE >> - Killed during the Sundering, 0 IE >>3. -- >> - >> - >>4. -- >> - >> - >>5. -- >> - >> - >>6. Bre'ash Tharnic, Sixth Apostle of Shadows ( - 950 RE) >> - Ritual of Succession, >> - Killed by [[The Divine Executioners]], 17 Bluecrest 950 RE >>7. [[King Kallus Aulani, Seventh Apostle of Shadows†|King Kallus Aulani, Warden of the North and Seventh Apostle of Shadows†]] (950 RE - 990 RE) >> - Born, 17 Bluecrest 950 RE >> - Self-sacrificed to save [[King Djin Aster, Second Apostle of Storms and Monarch of New Apollyon|Djin]] and [[The Stand-Ins]], 11 Bloodfall 990 RE >>8. Krozash, The Infant Eighth Apostle of Shadows (990 RE - 990 RE) >> - Born, 11 Bloodfall 990 RE >> - Destroyed in Ritual of Apotheosis by S.P.I.D.E.R., 20 Bloodfall 990 RE >>9. [[Elstrith “Elsie” Traxalim, The Fledgling Apostle of Shadows, Acting Archon Arcanorum of the Animus Arcanum and Umbral Archon of Adar]] >> - Ritual of Apotheosis, 20 Bloodfall 990 RE >> - Current