>[!quote] [[Thrivas Foxgard, The Unbreakable and Unrelenting Second Apostle of War, The Subjugator, Valakadyn’s Mortal Paramour, Founder of Kaz’ad’an, Inheritor of the Belt of Vaka and Original Wielder of Subjugation†]] >*I've spent my life chasing a scent on the wind. Peace, or some semblance of it. No matter how far I've gone, how tired I've become, I've never known it. Hell, the universe itself seems to curse us to a life of conflict in service of a power we never asked for. Peace was never in the cards, not for us.* #### Introduction *Bestowed upon [[Clad, The Undying Apostle of War and Original Wielder of the Belt of Vaka†]] by [[Vaka, Creator Goddess of Chaos† or Ignara, The First Flame† or Albariya, The Unbound Spark†|Vaka, Creator Goddess of Chaos†]] when the Oracular Order made their plea, The Apostle of War embodies the will to fight — the spirit of conflict incarnate. Through millennia, few Apostolic Elements have become more famous, or infamous. Used by Clad to battle the Fallen Gods during the Dawn War, he passed this power to the most influential Apostle in history: [[Thrivas Foxgard, The Unbreakable and Unrelenting Second Apostle of War, The Subjugator, Valakadyn’s Mortal Paramour, Founder of Kaz’ad’an, Inheritor of the Belt of Vaka and Original Wielder of Subjugation†]].* *Under his control, the Element of War came to symbolize perseverance, resilience, and unbending will through his countless battles against the forces opposing the Oracular Order and the Grand Reserve. Over four-hundred years, he defeated dozens of Deities, Apostles, and even the Heralds of Annihilation and Entropy. Defined by his **intense** relationship with [[Bellator, The Crowned Blade or Qitāl, Breaker of Chains or Sif, The Warlit Flame|Sif, The Goddess of War and Conflict]], no mortal or immortal has ever come close to rivaling his unparalleled skill in battle. His aptitude was so well known that many Immortals fled at the mere mention of his name, let alone his appearance on the battlefield.* *Even as he was finally struck down at the hands of [[Emperor Myrthos Karavala, The Tyrant Apostle of Gravity, Ruler of the Karavala Supremacy, Scourge of Valakadyn, Third Herald of Annihilation, Original Wielder of Gravitas, Bearer of Vaka's Devotion and Chosen of Abolition†|the Tyrant Apostle]], [[Solaris, Sunscourge or Wahhāj, The Burning King or Sól, The Unbounded Dawn|the Sunscourge]], and [[Ulesis Avelane, Vyra's Right Hand, The Imperative Herald of Entropy and Original Wielder of Castigation|the Imperator]], his death reflected the unbreakable will he embodied as he created [[4. Kaz'ad, The Fourth Sister|Kaz’ad, The Fourth Sister]] with his power alone, a feat of magic so great and terrible that it has never been recreated. It is said that, upon learning of his death, the Goddess of War shed a tear for the first time in Valakadyn’s history, swearing an **Immortalic Vow** to find a successor worthy of his power, if only so she could finally experience the thrill of fighting Thrivas a final time.* *After his death, none of his successors have ever managed to live up to his example, a fact made plain as each of them were struck down by Bellator. Now in the possession of Sif and Thrivas’ child, [[Ajax, The Exaltant Fifth Apostle of War, Demigod of Conflict and Inheritor of Battle’s Spirit]], the Element of War is in it’s most capable hands in centuries. Despite this, Sif believes that there is someone better suited to be her equal, and continues to search for the singular figure capable of giving her a glorious death.* # Imbued by the Elements: The Apostle of War ## Overview and Proficiencies ### Leveling Up 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 1 when you become an *Apostle*, whether you are born with the power or gifted it. Generally, your *Apostle* Level corresponds to your Character Level, and you gain an *Apostle* Level when you level up in your main class. **If you become an *Apostle* above Character Level 1 when using an Experience-based Leveling System (XP), your *Apostle* Level increases twice as fast as your Character Level until the two are equal.** If you become an *Apostle* above Character Level 1 when using a Milestone-based Leveling System, your DM should increase your *Apostle* Level **at least** twice before increasing your Character Level. If your character *Ascends* to godhood and becomes a *Harbinger* or *Seraph*, you suffer the effects of **Elemental Dissonance** until you reach *Prestige Level 1*. The level of **Dissonance** you are subjected to is equal to twenty-one minus your current *Apostle* Level, divided by 3 (rounded up). ### Proficiencies As an *Apostle*, you are granted additional proficiencies and the ability to cast spells. When playing a spellcaster class (Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) or a martial class (Barbarian, Blood Hunter, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Pugilist, or Rogue), you use the *Apostle* spellcasting rules. When playing a partial-caster class (Artificer, Paladin, or Ranger), you use the *Apostle* spellcasting rules when casting *Apostle* spells, and your class's spellcasting rules when casting other spells. You gain the following features: **Saving Throws**: Constitution **Skills**: Arcana (*Expertise, Level 14*) **Languages**: You learn *Auralis Primordium*, commonly known as Primordial, when you become an *Apostle*. ### Immortality The awesome power you wield grants you myriad benefits, the least of which is *Immortality*. >[!god-gold]- Passive Effect: Immortality >When you become an *Apostle* at Level 1, the infusion of pure Aether into your form destroys your body completely, reducing you to pure atomic dust. Then, as the *Weave* reacts to and accepts your newfound 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. Any effects gained or limbs lost through acts of Divine violence, birth, or that you would prefer to remain are unaffected. If you are born as an *Apostle,* your power begins to manifest in adolescence around age three and fully awakens by age twelve. 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. ### Tables #### Apostle Table | **Level** | Features | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Total Slot Number | | ----------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :---------------: | | **1** | Proficiencies, Spellcasting, Immortality, Elemental Damage Restriction, Elemental Resistance & Vulnerability, Dissonance Level 3: Discord, Elemental & Primordial Tribulation, Elemental Friendship, Universal Effect | +2 | 2 | 2 | 2 | -- | -- | -- | -- | -- | -- | -- | -- | 2 | | **2** | Elemental Epiphany, Dissonance Level 2: Divergence | +2 | 2 | 3 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | 3 | | **3** | Dissonance Level 1: Drift, 2nd level Spells, Beacon of the Elements | +2 | 2 | 4 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | 8 | | **4** | Elemental Epiphany | +2 | 3 | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- | 10 | | **5** | 3rd level Spells, Tribulation Effects, Aetheric Fortification: +1 CON | +3 | 3 | 6 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | 16 | | **6** | Elemental Epiphany, Blessed: Divine Blessing | +3 | 3 | 7 | 4 | 3 | 3 | -- | -- | -- | -- | -- | -- | 19 | | **7** | Elemental Mastery: Advantage, 4th level Spells | +3 | 3 | 8 | 4 | 3 | 3 | 1 | -- | -- | -- | -- | -- | 23 | | **8** | Elemental Epiphany: Family Ties, Aetheric Fortification: +2 CON | +3 | 3 | 9 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | 27 | | **9** | 5th level Spells, Elemental Adept: Divine Elementalist & Energy Specialist Feats | +4 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | -- | -- | -- | -- | 36 | | **10** | Elemental Immunity, Tribulation effects, Universal Effect upgrade, Elemental Epiphany (Unique Action), Aetheric Fortification: Tough Feat, Elemental Resonance | +4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | -- | -- | -- | -- | 41 | | **11** | 6th level Spells, Aetheric Fortification: +3 CON | +4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **12** | Elemental Epiphany, Element’s Chosen: Divine Blessing | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **13** | 7th level Spells | +5 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **14** | Arcana Expertise, Elemental Epiphany, Aetheric Fortification: +4 CON, Elemental Mastery: Automatic Success | +5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **15** | 8th level Spells, Tribulation Effects, Elemental Resonance: Damage increase & +1 use, Elemental Vigor | +5 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **16** | Elemental Epiphany (Feat, Epic Boon, Greater Divine Blessing) | +5 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **17** | Aetheric Fortification: +5 CON, 9th level Spells | +6 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 71 | | **18** | Elemental Epiphany, Maestro of the Elements: Feat & Epic Boon | +6 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 76 | | **19** | Apostolic Defiance | +6 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 82 | | **20** | Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Aetheric Fortification: +6 CON, Elemental Mastery: No Damage, Elemental Resonance: Damage increase, Elemental Vigor effect, Divine Resonance | +6 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | *Harbinger: Prestige Level 1* | Elemental Epiphany, Divine Fortification: Boon of Divine Fortitude, Wrath of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 2** | Divine Providence, Defiance of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 3** | Elemental Epiphany, Aetheric Fortification: +7 CON, Wrath of the Gods: +1 use | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 4** | Might of the Gods, Master of Aether | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 5** | Elemental Absorption, Primordial Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Elemental Resonance: Damage increase & +1 use, Elemental Vigor effect, Wrath of the Gods: +1 use, Divine Domain | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | *Seraph: Prestige Level 6* | Elemental Epiphany, Aetheric Fortification: +8 CON, Ultimate Resonance: Dragon Form | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 7** | Wrath of the Gods: +1 use, Seraphic Defiance, Weave Resistant | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 8** | Elemental Epiphany, Perfection of the Gods | +9 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 9** | Seraphic Fortification: Boon of Seraphim’s Resistance, Grandmaster of Aether | +9 | 6 | ∞ | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 10** | Elemental Reflection, Primordial Resistance, Primordial Tribulation effect, Elemental Epiphany, Vigor Effect, Wrath of the Gods: +1 use, Seraph’s Will, Ultimate Resonance: Titan Form | +10 | 6 | ∞ | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 131 | #### 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*** | Khoran Edras | 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* | Gravitic | 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 | Gravitic | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi | | **Stars** | Celestial | *Apostle* | Light & Gravitic | 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 | ## Elemental Affinity ### Apostolic Element & Damage Type — Level 1 Features ##### Description **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]]*. The story and lore implications of your existence as a *Hierophant* are enormous, so ensure you consult your DM before creating a new Element. Additionally, at your DM's discretion, you have access to three additional Apostolic abilities: the *Herald of Annihilation (Void)*, *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 used as NPCs that travel with the party or as antagonists to be overcome, rather than as player characters. 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 who possess any of the original twenty-three powers created by **Vaka and Vyra** are known as **Apostles**. Apostles who 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 granted the powers of the Primordial Elements themselves (by providence, ritual, or other means) are known as **Heralds**. Finally, Apostles who have merged with their Deity, combining Divine power with Mortal adaptability, are known as **Seraphim**.* >[!container-blue2]- Valakadyn's Damage Types and Elements >>[!apostle-purp] 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 >>**Song** = Thunder >>**Gravitic** = Force > >>[!item-black] Additionally, the magical weapon damage types have been condensed: >>Magical Bludgeoning, Piercing, and Slashing = **Physical** Damage > >>[!moon-white] 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 > >>[!ult-gold] Finally, The Grand Game has three Primordial damage types. All other Elements descend from these original three. >>**Chaos** = Creation ≈ Wild Magic >>**Order** = Destruction ≈ Standard Magic >>**Void** = Nothingness ≈ Anti-Magic #### Rejection, Resistance, and Vulnerability When you become an *Apostle,* your body and spirit become infused with the Element of your choice. Your body evolves, changing your natural *Aether* output to that of your Element and granting you unmatched control over it. As a consequence, your body becomes incapable of channeling other types of *Aether*, making you weak to your Element's natural opposite. The damage types and their opposites are listed in the table above. **While you are an *Apostle,* you are unable to cast spells that deal damage with any Element except your own.** Additionally, you gain the following effects: >[!god-gold]- Passive Effect: Resistance and Vulnerability >**At Level 1,** you gain **Resistance** to Physical Damage and **Vulnerability** to Mind Damage. If your Element's constituent damage types are opposing, you do not gain **Resistance** or **Vulnerability** to either damage type. >*** >**At Level 10,** you gain **Immunity** to Physical Damage. If your Element's constituent damage types are opposing, you instead gain **Resistance** to both damage types. >*** >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you *Absorb* Physical Damage. If your Element's constituent damage types are opposing, you instead gain **Immunity** to both damage types. >*** >**When you become a *Seraph* and reach *Prestige Level 10*,** you *Reflect* Physical damage and gain **Resistance** to ***Chaos*** Damage. If your Element's constituent damage types are opposing, you instead *Absorb* both damage types. #### Dissonance 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. While your body acclimates to its newfound Divinity, you are subject to the extreme effects of Aether exposure. **When you become an *Apostle*,** you gain 3 Levels of *Dissonance*. As your *Apostle Level* increases, your *Dissonance* decreases, fully abating when you reach *Apostle Level 4.* Acts of incredible magic, such as wielding ***Epic Magic*** or triggering a ***Cascade Bloom***, can cause you to regain one or more levels of *Dissonance*. >[!god-red]- Condition: Dissonance >>[!spell-effect-gold]+ Dissonance Level III: Discord >>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 higher than 3rd level. > >>[!spell-effect-silver]+ Dissonance Level II: Divergence >>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 higher than 4th level. > >>[!spell-effect-bronze]+ Dissonance Level I: Drift >>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 higher than 5th level. #### Tribulations In addition to the temporary *Dissonance* you suffer when you become an *Apostle*, part of your physical and spiritual form is permanently damaged when you are reborn. You gain an *Elemental Tribulation* appropriate for your Element and a *Primordial Tribulation* based on your *Primordial Damage Type*. ##### Elemental Tribulation **At Level 1,** you suffer an *Elemental Tribulation* that comes with both a benefit and a hindrance. Your *Elemental Tribulation* cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*. ***The Apostle of War is restricted to Tribulation: Bloodthirsty***. >[!trib-red]- Tribulation: Bloodthirsty (War) >>*Your rebirth and attunement to your new power has awakened a violent hunger within you that cannot be sated.* > >**Starting at Level 1,** when you damage a target with an attack or spell, you become **Bloodthirsty** until the end of combat. While **Bloodthirsty**, you cannot willingly move farther away from a hostile creature you can see, and you must move toward a creature and choose a creature as the target of your Attack or spell before the end of your turn. > >If you are unable or unwilling to deal damage to a target during your turn, make a Wisdom Saving Throw against your own Spell Save DC. On a failure, you immediately use your Reaction to move up to 30 feet towards the nearest creature and make a melee or spell attack against them. This ability is indiscriminate; regardless of whether you deal damage to an ally or a hostile creature, your **Bloodthirst** is sated until the start of your next turn. On a success, you resist your urge until the end of your next turn. > >When you reduce a creature to zero Hit Points, you gain Temporary Hit Points equal to your Constitution Modifier. >>[!spell-effect-gold] Out of Combat Effects >>*Even out of combat, your bloodthirst cannot be quenched.* >> >>When you gain this *Tribulation*, you become quick to anger, hardheaded, and you always resort to violence at the first opportunity. >> >>Creatures have Disadvantage on Charisma (Persuasion) and Charisma (Intimidation) Checks made against you. >> >>Until you spend at least 10 minutes each day completing an activity to “de-stress”, such as meditating, you have Disadvantage on Wisdom Checks and Wisdom Saving Throws. >*** >**At Level 5,** you gain Advantage on Opportunity Attacks against creatures that do not have all of their Hit Points. Additionally, you gain Advantage on Charisma (Intimidation) checks against creatures that have seen you reduce another creature to zero Hit Points within the last minute. >*** >**When you reach Level 10,** once per turn when you damage a creature that does not have all of its Hit Points, you deal additional damage equal to your Constitution Modifier. The damage of this ability is the same as the triggering Attack or Spell. Additionally, you now gain Advantage on the Wisdom Saving Throw made to resist your **Bloodthirst** if the nearest creature to you is an ally. >*** >**At Level 15,** when you reduce a hostile creature to zero Hit Points, you may immediately move up to half your Speed and make one weapon attack or cast one Cantrip with a Casting Time of one Action that targets a hostile creature. Once you use this ability, you can't do so again until the start of your next turn. >*** >**At Level 20,** while **Bloodthirsty**, you have Advantage on attack rolls against creatures that are **Bloodied**. Additionally, the Temporary Hit Points you gain when you reduce a creature to zero Hit Points now equals your *Apostle* Level + your Constitution Modifier. ##### Primordial Tribulation Additionally, you suffer a *Primordial Tribulation* based on your *Primordial Damage Type.* Your *Primordial Tribulation* cannot be removed or dispelled without becoming a *Herald* or *Seraph* and reaching *Prestige Level 10*. >[!moon-gold]- Primordial Tribulation: Chaos Marked >*Your rebirth left the Weave around you unstable and your Aether volatile. Now, every act of magic you undertake carries the chance of becoming something you never intended.* > >**Starting at Level 1,** whenever you cast a spell of 1st level or higher or activate an Apostolic ability, roll a d20. On a 1, you trigger an ***Aether Surge***. > >If the spell or ability would trigger a ***Wild Magic Cascade***, roll twice on the ***Aether Surge*** table and resolve both results. >*** >**At Level 5,** you gain *Fortune’s Fracture*. >>[!apostle-pink]- Ability: Fortune’s Fracture >>When a creature you can see within 60 feet rolls a die, you can use your Reaction to force it to reroll one die. The new result must be used. >> >>You can use this ability a number of times equal to your Proficiency Bonus per Long Rest. >*** >**At Level 10,** your spells of 5th level or lower and Apostolic abilities gained before you reached Level 10 no longer trigger an ***Aether Surge*** from this *Tribulation*. > >Additionally, when an ***Aether Surge*** or ***Wild Magic Cascade*** is triggered within 60 feet of you but before its effects resolve, you can use your Reaction to choose one of the following effects: >- Reroll the result on the *Surge* or *Cascade* table. >- Move the effect’s point of origin up to 30 feet to another point you can see. >- If the effect randomly selects one or more targets, choose its targets from among the eligible creatures instead. >- If the ***Aether Surge*** was triggered by you, you can **Suppress** it entirely. > >You can alter a ***Surge*** or ***Cascade*** in this way once per Long Rest. > >Additionally, if you would cause a ***Wild Magic Cascade*** to ***Bloom***, you may expend your use of this ability and gain one level of **Dissonance** to **Suppress** the ***Cascade Bloom***. **Dissonance** gained in this way dissipates upon completion of a Long Rest. >*** >**At Level 20,** whenever dice or a random table determine the effect, damage, healing, targets, or area of one of your spells or abilities, you can roll twice and choose which result occurs. > >When you use *Fortune’s Fracture*, you can reroll up to two dice from the same roll instead of one. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*,** you gain *Master of Possibility*. >>[!apostle-pink]- Ability: Master of Possibility >>When you use *Fortune’s Fracture*, you can expend two uses of that ability to replace the chosen die with any result that could normally be rolled instead of rerolling it. >> >>Additionally, you can choose whether an ***Aether Surge*** or ***Wild Magic Cascade*** originating from or triggered by you affects you. If the ***Cascade*** is of Severity 2 or lower, this effect is nullified and you become subject to its effects. #### Spellcasting You are a vessel of elemental energy, granted power beyond mortal ability, 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 see below for the Elemental spell list. The War Spell List, along with any spells and *Feats* you learn through *Epiphanies* or other abilities, is reproduced at the bottom of the Apostle Class Description for convenience. ##### 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 too do your tattoos, granting you further abilities. At Level 20, the tattoos cover the entire chosen side of your body, excluding the face (if you so choose). If you become a *Harbinger*, your tattoos continue to grow and begin encompassing your entire body, beginning with your torso (*Prestige Level 1*) and spreading outward over your back (*Prestige Level 2*), your arm (*Prestige Level 3*), your leg (*Prestige Level 4*), and your head (*Prestige Level 5*). If you defy the odds and challenge fate to become a *Seraph*, your tattoos begin animating themselves in accordance with your Element’s power until they become a living canvas at *Prestige Level 10*. ##### Cantrips At Level 1, you know two Cantrips of your choice from any Class's spell list. You learn additional Cantrips of your choice at higher levels as shown in the Cantrips Known column of the *Apostle* table above. ##### Spell Slots The *Apostle* table shows how many Spell Slots you have 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 Class's spell list. The Spells you choose must be of your Element (see the [[The Grand Game/3. The Apostle System/Apostle Class Description#Damage Type Table|Damage Type Table]] above), or pure Aether general-purpose Spells, such as *Shield, Counterspell, and Dispel Magic*. 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 of your Element. That Spell must also be of a level for which you have Spell Slots. ##### Elemental Friendship You also gain a unique version of the spell *Find Familiar*. >[!spell-1]- Spell: Find Familiar (Apostle) - 1st Level >**1st Level Conjuration** >**Casting Time:** 1 Action >**Range:** 10 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Summoning > >You gain the service of a familiar, a spirit that takes any animal form of your choice. Regardless of 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 traversal or combat. It gains a Walking Speed and a Fly Speed of 60 feet. > >*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 spell. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the spell when you cast it. > >*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. ##### 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-0]- Spell: Vengeful Blade - Cantrip >**Evocation Cantrip** >**Casting Time:** 1 Action >**Range:** Self >**Components:** Somatic, Material* (a melee weapon worth at least 1 GP) >**Duration:** Instantaneous >**Attack/Save:** Melee Weapon Attack >**Damage/Effect:** Physical Damage > >You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then radiates a dark aura of energy until the start of your next turn. If the target makes an attack or casts a spell before then, the target takes 1d8 necrotic damage and the spell ends. >>[!spell-effect] ***At Higher Levels:*** This spell’s damage increases when you reach certain levels. **At Level 5,** the melee attack deals an extra **1d8 Physical damage** to the target on a hit, and the damage the target takes for making an attack or casting a spell increases to **2d8**. Both damage rolls increase by **1d8** at **Level 11 (2d8 and 3d8)** and again at **Level 17 (3d8 and 4d8)**. >[!spell-1]- Spell: 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-1]- Spell: Inflict Wounds - 1st Level (Level 1) >**1st Level Necromancy** >**Casting Time:** 1 Action >**Range:** Touch >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Death (Necrotic) > >A creature you touch makes a Constitution saving throw, taking **2d10 Death (Necrotic) damage** on a failed save or half as much damage on a successful one. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by **1d10** for each spell slot level above 1. >[!spell-1]- Spell: Compelled Duel - 1st Level (Level 2) >**1st Level Enchantment** >**Casting Time:** 1 Bonus Action >**Range:** 30 ft. >**Components:** Verbal >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** WIS Save >**Damage/Effect:** Control, Debuff > >You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom Saving Throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you. > >The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target. >[!spell-2]- Spell: Spiritual Weapon - 2nd Level (Level 4) >**2nd Level Evocation** >**Casting Time:** 1 Bonus Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** Melee Spell Attack >**Damage/Effect:** Physical damage > >You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes **Physical damage equal to 1d8 plus your Spellcasting Ability Modifier**. > >As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d8 for every slot level above 2. >[!spell-3]- Spell: 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. The creature makes a Constitution Saving Throw. On a failed Save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended. >[!spell-3]- Spell: 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-3]- Spell: Conjure Barrage - 3rd Level (Level 6) >**3rd Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self (60 ft. Cone) >**Components:** Verbal, Somatic, Material* (a Melee or Ranged weapon worth at least 1 CP) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** ???? > >You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity Saving Throw, taking **5d8 Physical 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 1d8 for each spell slot level above 3. >[!spell-4]- Spell: Backlash - 4th Level (Level 8) >**4th Level Abjuration** >**Casting Time:** 1 Reaction\* (which you take in response to taking damage) >**Range:** 60 ft. >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Force Damage, Negation > >You ward yourself against destructive energy, reducing the damage taken by **4d6 plus your spellcasting ability modifier**. > >If the triggering damage was from a creature within range, you can force the creature to make a Constitution Saving Throw. The creature takes **4d6 Physical damage** on a failed save or half as much damage on a successful one. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage reduction and Physical damage from this spell both increase by **1d6** for every spell slot level above 4. >[!spell-5]- Spell: Conjure Volley - 5th Level (Level 10) >**5th Level Conjuration** >**Casting Time:** 1 Action >**Range:** 150 ft. (40 ft. Cylinder) >**Components:** Verbal, Somatic, Material* (a Melee or Ranged weapon worth at least 1 CP) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Physical Damage > >You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity Saving Throw. A creature takes **8d8 Physical damage** on a failed save or half as much damage on a successful one. >[!spell-6]- Spell: Blade Barrier - 6th Level (Level 12) >**6th Level Evocation** >**Casting Time:** 1 Action >**Range:** 90 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** DEX Save >**Damage/Effect:** Physical damage > >You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides **Three-Quarters Cover** and its space is **Difficult Terrain**. > >Any creature in the wall’s space makes a Dexterity Saving Throw, taking **6d10 Physical damage** on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn. >[!spell-7]- Spell: Bellator's Blade - 7th Level (Level 14) >**7th Level Evocation** >**Casting Time:** 1 Action >**Range:** 90 ft. >**Components:** Verbal, Somatic, Material* (a minature sword worth 250+ GP) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** Melee Spell Attack >**Damage/Effect:** Physical Damage > >You create a spectral sword that hovers within range. It lasts for the duration. > >When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes **Physical damage equal to 4d12 plus your spellcasting ability modifier**. > >On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one. >[!spell-8]- Spell: Arcane Aegis - 8th Level (Level 16) >**8th Level Abjuration** >**Casting Time:** 1 Action >**Range:** Self >**Components:** Verbal, Somatic, Material* (a star sapphire worth at least 500gp) >**Duration:** 1 Hour >**Attack/Save:** DEX Save >**Damage/Effect:** Force Damage, Negation > >You surround yourself in a shimmering, undulating layer of bristling arcane energy. Until the spell ends, attacks made against you have Disadvantage, and when you are hit by an Attack, if the attacker is within 60 feet of you, it must make a Dexterity Saving Throw. The attacker takes **5d10 Physical damage** on a failed Saving Throw, or half as much damage on a successful one. > >Once you have been hit by six attacks, the spell ends. >[!spell-9]- Spell: Blade of Disaster - 9th Level (Level 18) >**9th Level Conjuration** >**Casting Time:** 1 Bonus Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** Melee Spell Attack >**Damage/Effect:** Physical Damage > >You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes **10d6 Physical damage**. This attack scores a Critical Hit if the number on the d20 is 18 or higher. > >As a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones. > >The blade can harmlessly pass through any barrier, including ones created by spells like *Wall of Force*. #### Beacon of War Additionally, you gain the ability to solidify purified *Aether* into a token of your Divinity. >[!god-silver]- Ability: Beacon of War >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. ### Otherworldy Resilience — Level 5+ **At Level 5,** as your body acclimates to the overwhelming power of War, it becomes more resilient. >[!god-gold]- Ability: Aetheric Fortification >Your growing mastery over your Element bolsters your body, allowing you to channel larger amounts of *Aether* and withstand greater harm. > >Your **Constitution Score** increases by 1, and your **Constitution Score** can now exceed the maximum of 20. > >At higher levels, your resilience continues to improve as you draw upon greater amounts of *Aether* with each new ability granted to you. > >Your **Constitution Score** further increases by 1 at **Level 8, Level 11, Level 14, Level 17, Level 20, Prestige Level 3,** and **Prestige Level 6**. >*** >When you unlock the first of your most powerful abilities, *Elemental Resonance* and *[Character Name]’s Epiphany of War: Epiphany 5*, your body surges with *Aether*, and your resilience grows beyond mortal capability. > >**At Level 10**, you gain the ***Tough*** *feat*. >>[!feat-blue]- 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. >*** >Finally, as you near the pinnacle of your Elemental mastery, you draw upon the strength of the Universe within you, enabling you to shrug off effects that would bring most creatures to their knees. > >**At Level 19,** you gain one *Legendary Resistance*. >>[!moon-divine]- Feature: Legendary Resistance >>If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest. > >You gain additional uses of *Legendary Resistance* at **Prestige Level 2** and **Prestige Level 7**. ### Blessings From Beyond — Level 6+ **At Level 6,** the Universe begins to recognize the seed of ***Divinity*** growing within you. You gain the *Divine Blessing of Sif*. >[!feat-gold]- Divine Blessing of Sif >*You gain the following benefits:* >- ***Gift of Dexterity.*** When you make a Dexterity check, you can add your Proficiency Bonus to the roll. If you already add your Proficiency Bonus to a Dexterity check, you may add it an additional time. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest. >- ***Sif’s Prowess.*** You know the *True Strike* cantrip. Choose either the *Hunter’s Mark* or *Longstrider* spell. You always have that spell prepared. You can cast the spell 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 this spell using any spell slots you have. **Constitution** is your spellcasting ability for this feat’s spells. **At Level 12,** your increasing command over War has not gone unnoticed. The Universe itself now responds to your command as the seed of **Divinity** within you begins to blossom. You gain the *Greater Divine Blessing of Sif.* >[!feat-silver]- Greater Divine Blessing of Sif >*You gain the following benefits:* >- ***Ability Score Increase.*** Increase your Dexterity or Constitution score by 1, to a maximum of 20. >- ***Sif’s Arrow.*** As a Bonus Action, you can channel the power of the god Sif for 1 minute. During that time, when you hit with a weapon attack, you deal extra damage of the weapon’s type equal to your Proficiency Bonus. You can deal this extra damage no more than once on each of your turns. You can channel Sif’s power in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. **At Level 18,** your body’s resonance with your Element nears its pinnacle. As it does, the Universe bequeaths forbidden knowledge upon you and allows access to the depths of your power you previously thought impossible. **At Level 18,** your body’s resonance with your Element nears its pinnacle. As it does, the Universe bequeaths forbidden knowledge upon you and allows access to the depths of your power you previously thought impossible. You learn the *Sentinel feat*. >[!feat-bronze]- Feat: Sentinel >*You gain the following benefits:* >- ***Ability Score Increase.*** You increase your Strength or Dexterity Score by 1, to a maximum of 20. >- ***Guardian.*** Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. >- ***Halt.*** When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. Additionally, you gain *Epic Boon*: Boon of Irresistible Offense. >[!feat-divine]- Epic Boon: Boon of Irresistible Offense >*You gain the following benefits:* >- ***Ability Score Increase.*** Increase your Strength or Dexterity score by 1, to a maximum of 30. >- ***Overcome Defenses.*** The Physical damage you deal always ignores **Resistance**. If a target is **Immune** to Physical damage, treat any Physical damage you deal to them as if they had **Resistance** instead. >- ***Overwhelming Strike.*** When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the Ability Score increased by this feat. The extra damage's type is the same as the attack's type. ### Mastery Over War — Level 7+ **At Level 7,** you can create pockets of relative safety within the effects of your spells. >[!god-gold]- Ability: Safe Haven >When you cast a spell that affects other creatures 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. **At Level 10,** you learn how to tap into the essence of your Element, enabling you to infuse your attacks with its power and inflict special effects in moments of great triumph. You learn the *Divine Elementalist* and *Energy Specialist Feats*. >[!feat-silver]- 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:* >- ***Empowered.*** You increase an Ability Score of your choice by 1. >- ***Hard Hitter.*** Your Critical Threshold for melee and spell attacks that deal your damage type is reduced by one. >- ***Might of the Apostle.*** 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. **You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.** > - This feature may be used in conjunction with any ability you possess that allows you to modify your Element's damage, such as the *Harbinger Ability: Wrath of [Deity Title].* > - You must declare all uses of this feature before you roll to determine if you hit a target. >[!feat-bronze]- 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. | >| Gravitic | The target is knocked **Prone** and takes an additional die of damage from the affecting spell. | >| Song (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 gains 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. | >| 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 the additional creature. | >| Water | The target is considered to be **Drowning** until the end of its next turn. | >| Wind | The target is **Restrained** and held aloft (5 feet) 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. | ### 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: %% DM's Note: This feature is designed to **incentivize** single-class play by improving each class's main ability, while simultaneously improving each base class's ability usage and damage output in order to compete and keep up with Deities, Harbingers, Heralds, and Seraphim at the highest levels of play. The Vigor system is not meant to **disincentivize** multiclassing, but to alleviate the misconception that you **have** to multiclass in order to stay "meta." Don't get me wrong, these abilities are extremely strong and have the potential to catapult a "min/maxed" character even further beyond their peers, but the intention is to allow players the flexibility to play whatever class they want without being "forced" to take two levels in *Fighter* or *Sorcerer* for *Action Surge* or *Metamagic*. Change, remove, or restrict these abilities at will. Remember: it's your game, so make it how you want it! %% >[!container-red2]- 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-red]- 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-orange]- 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 during 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 *Apostle 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-orange2]- 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) >>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.** >>>[!apostle-black]- Blood Curse Descriptions >>>>[!apostle-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. >>> >>>>[!apostle-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. >>> >>>>[!apostle-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 Death 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. >>> >>>>[!apostle-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 **Immunity** to the damage types of the triggering attack or spell but has **Resistance** to those damage types until the end of its next turn. >>> >>>>[!apostle-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. >>> >>>>[!apostle-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). >>> >>>>[!apostle-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. >>> >>>>[!apostle-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-yellow2]- 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 damage of your Element 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 of 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 and is not pulled. 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 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* turn to dust and are 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 creatures that you can see and that can see you within 60 feet 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 imbue 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 Wisdom (Survival) checks that involve smell or are 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, you 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-gold]- 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 feet 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. >>> >>>>[!spell-yellow]- 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 an Emanation of twilight that extends 30 feet and is filled with Dim Light. This Emanation lasts for one minute or until you are **Incapacitated** or die. Whenever a creature (including you) ends its turn in the Emanation, 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-gold]- 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 a 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 completing a Long Rest. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may use *Wild Shape* four times before completing a Long Rest. >> >>*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 increase. **At Level 20,** you know six total forms, the maximum Challenge Rating for those forms 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 their maximum Challenge Rating increases to 2. **At Prestige Level 10,** you know ten total forms, and their maximum Challenge Rating 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 a 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 4th-level spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. >[!container-yellow]- 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-green2]- 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 of the same type as the weapon's damage, 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*, roll it, and add the number rolled to the d20, potentially turning the failure 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 number of *Risk Dice* increases to 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 *Seals* is referred to as an *Interdicted* creature. *Seals* you place are **invisible** to other creatures, and when you can see an *Interdicted* creature, the *Seals* 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 2d6), **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5** (for a total of 3d6), and when you reach **Prestige Level 10** (for a total of 4d6). >> >>*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 have the **Deafened** and **Blinded** Conditions 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-gold]- 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-gold]- 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-divine]- 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-blue2]- 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-blue]- 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 five 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-purp]- 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 a 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-purp2]- 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 Wisdom (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-pink]- 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-pink2]- 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 you 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 its damage type 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-white]- 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-gold]- 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 *Origin Feat*. >>> >>>>[!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 Death, Mind, or Light 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 >>>>>**Range:** Self >>>>>**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-gold]- 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 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 one of the normal forms for 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* (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-grey]- 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 1.5 times 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. ## Epiphanies of War *Epiphanies* are abilities unique to the *Apostle*. As your *Apostle* Level increases, your understanding of your chosen Element deepens, granting you additional abilities. **At Level 1,** you gain *Epiphany of War: Universal Effect* as uncontrollable manifestations of your newfound power begin to affect the world around you. >[!moon-blue]- Epiphany of War: Universal Effect >>*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,** your presence stirs the blood toward action. Allies within 15 feet of you gain a +1 bonus to Initiative rolls. Additionally, all creatures within range gain a +2 bonus to their attack rolls. >*** >**At Level 10,** hesitation withers around you. Allies within 15 feet of you have Advantage on Saving Throws against being **Frightened** while they can see or hear you. Additionally, all creatures within range gain a +2 bonus to their attack rolls. >*** >**At Level 20,** while near you, creature's attacks become deadlier. All creatures within 15 feet of you gain a +3 bonus to their attack rolls. >*** >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the range of the above abilities increases to 30 feet. >*** >**At *Prestige Level 10*,** the bonuses granted by the above abilities are doubled, and the range of them increases to 45 feet. **At Level 2,** you gain *Epiphany of War: Epiphany 1* and additional *Epiphanies* every other level (4th, 6th, 8th, etc.). The *Epiphanies* are detailed below. %% DM's Note: In general, lower-level *Epiphanies* should be fairly tame. When creating *Epiphanies 1 through 4,* I recommend creating abilities that get stronger or gain additional effects at later levels, such as dealing additional damage dice at Levels 4, 8, 12, 16, and 20; or granting additional uses of an ability at Levels 5, 10, 15, and 20. *Epiphany 5* should be a collaboration between you and the player as you create something that *only they can do.* *Epiphanies 6 through 9* should, generally, only slightly improve as the player levels up. For *Epiphany 10,* go crazy. Characters must be Level 20 to unlock this ability, so make it something worthy of being a capstone ability. %% ### Fighting Spirit — Level 2 *Your Fury knows no equal.* >[!apostle-red]- Epiphany of War: Fighting Spirit >**At Level 2,** you begin to learn how to control the rage and violence of your *Tribulation*, enabling you to channel it towards various effects. > >You gain the *Fury Points* ability. >>[!apostle-gold]- Ability: Fury Points >>Whenever you hit a creature with an attack, you gain 1 *Fury Point*. You can hold a maximum number of *Fury Points* equal to your *Apostle Level*. If you are a *Harbinger* or *Seraph*, your *Fury Point* maximum instead equals your *Apostle Level* + your ***Prestige Level***. >> >>When you have *Fury Points*, you may spend them in the following ways: >> - **Precision Strike**. When you miss with an attack roll, you may spend a number of *Fury Points* up to the amount needed to cause the attack to hit. For each *Fury Point* spent, increase the attack roll by 1. >> - **Deadly Strike**. When you hit a creature with a melee attack or spell attack, you may spend *Fury Points* to deal additional Physical damage. For each *Fury Point* spent, the attack deals an additional **1d4 Physical damage**. The damage per *Fury Point* of *Deadly Strike* increases when you reach higher Apostle Levels (*Level 6* - **1d6**; *Level 10* - **1d8**; *Level 14* - **1d10**; *Level 18* - **1d12**; *Prestige Level 2* - **2d8**; *Prestige Level 6* - **2d10**; *Prestige Level 10* - **2d12**). >> - **Parry Strike**. When a creature hits you with an attack roll, you may spend a number of *Fury Points* up to the amount needed to cause the attack to miss. For each *Fury Point* spent, reduce the attack roll by 1. >> - **Maneuver Dodge**. When you fail a Saving Throw, you may spend a number of *Fury Points* up to the amount needed to succeed on the save. For each *Fury Point* spent, increase the Saving Throw by 1. >> - **Enhanced Threshold**. When you make an attack roll, you may spend *Fury Points* to reduce the attack’s Critical Threshold. For every 2 *Fury Points* spent, the attack’s Critical Threshold is reduced by 1. >> - **Bonus Strikes**. At the start of your turn, you may use your Bonus Action to spend *Fury Points* to make additional attacks whenever you take the Attack Action on that turn. For every 3 *Fury Points* spent, you may make one additional attack as part of that Attack Action. >> >>You lose all unspent *Fury Points* when combat ends. >*** >**At Level 6,** you can use a Bonus Action to convert *Fury Points* into *Superiority Dice*, or convert *Superiority Dice* into *Fury Points*. Every 2 *Fury Points* equals 1 *Superiority Die*. You cannot exceed your normal maximum number of *Superiority Dice* in this way. > >If you are a *Harbinger* or *Seraph*, you can perform the minimum conversion, either 2 *Fury Points* into 1 *Superiority Die* or 1 *Superiority Die* into 2 *Fury Points*, without expending any resources. Once you use this free conversion, you cannot do so again until you finish a Long Rest. >*** >**At Level 10**, whenever you take damage from an attack, spell, or magical effect, you gain 1 *Fury Point*. You can gain *Fury Points* from each attack, spell, or magical effect only once. >*** >**At Level 14,** when you make a melee attack, you may spend *Fury Points* to apply additional *Weapon Mastery Properties* to that attack. Each additional *Weapon Mastery Property* costs 1 *Fury Point*. > >If you are a *Harbinger* or *Seraph*, you may apply one additional *Weapon Mastery Property* to a melee attack without spending a *Fury Point*. You must still spend *Fury Points* to apply more than one additional *Weapon Mastery Property*. >*** >**At Level 18,** while you are **Bloodied**, you gain 2 *Fury Points* whenever you hit a creature with an attack instead of 1. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 2*,** you gain 2 *Fury Points* whenever you hit a creature with an attack. While you are **Bloodied**, you gain 3 *Fury Points* whenever you hit a creature with an attack instead. >*** >**When you reach *Prestige Level 6*,** your *Fury Points* no longer disappear when combat ends. Instead, you lose all unspent *Fury Points* when you finish a Short or Long Rest. >*** >**When you reach *Prestige Level 10*,** whenever you roll Initiative, you gain *Fury Points* up to your maximum. ### Technically Flawless — Level 4 *As your understanding of the art of War deepens, your combat prowess grows.* > [!apostle-orange]- Epiphany of War: Technically Flawless > **At Level 4,** you gain two *Fighting Style Feats* of your choice. The feats are listed in the *[[Feats#Fighting Style Feats|Fighting Style Feats]]* section of the *[[Feats]]* Rules. > > Additionally, you gain two *Weapon Masteries*, allowing you to use the *[[Weapon Properties and Mastery Properties#Mastery Properties|Mastery Properties]]* of the weapons you choose. > > Finally, you gain access to the *[[Advanced Weapon Masteries]]* Rules from ***Ryoko's Guide to the Yokai Realms***. You are considered a Full-Martial Class for the purposes of calculating your Martial Level. **At Level 4,** you know two Tier-One Advanced Techniques. > > As your Apostle Level increases, you learn more techniques, including more powerful ones at higher tiers as shown in the *Technically Flawless Upgrade Table* below. > > **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*,** you gain access to all *Weapon Masteries* and *Advanced Weapon Masteries*. **When you reach *Prestige Level 10*,** you gain all *Fighting Style feats*. > > >[!container-white] See Also: [[Feats#Fighting Style Feats]], [[Weapon Properties and Mastery Properties]], and [[Advanced Weapon Masteries]] > #### Technically Flawless Upgrade Table > | Apostle Level | Fighting Styles | Weapon Mastery | Total Adv. Tech. Known | Maximum Adv. Tech Tier | > | :-----------: | :-------------: | :------------: | :--------------------: | :--------------------: | > | 4th | 2 | 2 | 2 | 1 | > | 6th | 2 | 3 | 3 | 2 | > | 8th | 3 | 3 | 4 | 2 | > | 10th | 4 | 4 | 5 | 3 | > | 12th | 5 | 4 | 6 | 3 | > | 14th | 6 | 5 | 7 | 4 | > | 16th | 7 | 6 | 8 | 4 | > | 18th | 8 | 6 | 9 | 4 | > | 20th | 9 | 6 | 10 | 4 | > | Prestige 2 | 10 | 7 | 15 | 4 | > | Prestige 5 | 15 | All | All | 4 | > | Prestige 7 | 20 | All | All | 4 | > | Prestige 10 | All | All | All | 4 | ### Inspired Combatant — Level 6 *You begin to understand how to control the flow of combat, and your enemies suffer for it.* >[!apostle-gold]- Epiphany of War: Inspired Combatant > **At Level 6,** you gain the *Combat Superiority* ability from the *Fighter's* ***Battle Master*** subclass. >>[!item-white]- Ability: Combat Superiority (Apostle Variant) >>Your experience on the battlefield has refined your fighting techniques. You learn *Maneuvers* that are fueled by special dice called *Superiority Dice*. >> >>***Maneuvers.*** You learn three *Maneuvers* of your choice. Many *Maneuvers* enhance an attack in some way. You can only use one *Maneuver* per attack. You learn two additional *Maneuvers* of your choice **when you reach *Apostle Levels 10, 14*,** and ***18***, and two additional *Maneuvers* **at *Prestige Levels 2, 5*,** and ***7***. **When you reach *Prestige Level 10*,** you learn all *Maneuvers*. Available *Maneuvers* are listed below. >> >>***Superiority Dice*.** You have three *Superiority Dice*, which are d6s. A *Superiority Die* is expended when you use it. You regain all expended *Superiority Dice* when you finish a Short or Long Rest. You gain additional *Superiority Dice* when you reach ***Apostle Levels 10, 14*,** and ***18***, and at ***Prestige Levels 2, 5, 7,*** and ***10.*** Your *Superiority Die* increases to a d8 at ***Apostle Level 10,*** a d10 at ***Apostle Level 18,*** a d12 at ***Prestige Level 5***, and a d20 at ***Prestige Level 10***. >> >>***Saving Throws.*** If a *Maneuver* requires a Saving Throw, the DC equals your Apostle Spell Save DC. >> >>##### Combat Superiority Table & Maneuver Descriptions >>>[!container-gold]- Combat Superiority Table >>> | Apostle Level | Maneuvers Known | Total Superiority Dice | >>> | :-----------: | :-------------: | :--------------------: | >>> | 6th | 3 | 3d6 | >>> | 10th | 5 | 4d8 | >>> | 14th | 7 | 5d8 | >>> | 18th | 9 | 6d10 | >>> | Prestige 2 | 12 | 7d10 | >>> | Prestige 5 | 15 | 8d12 | >>> | Prestige 7 | 18 | 9d12 | >>> | Prestige 10 | All | 10d20 | >> >>>[!feat-black]- Combat Superiority Maneuvers >>>>[!item-red]- Maneuver: Ambush >>>>When you make a **Dexterity (Stealth) check** or an Initiative roll, you can expend one *Superiority Die* and add the die to the roll, unless you have the **Incapacitated** condition. >>> >>>>[!item-red2]- Maneuver: Bait and Switch >>>>When you’re within 5 feet of a creature on your turn, you can expend one *Superiority Die* and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the **Incapacitated** condition. This movement doesn’t provoke Opportunity Attacks. >>>>Roll the *Superiority Die*. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. >>> >>>>[!item-orange]- Maneuver: Commander's Strike >>>>When you take the Attack Action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one *Superiority Die*. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the *Superiority Die* to the attack’s damage roll on a hit. >>> >>>>[!item-orange2]- Maneuver: Commanding Presence >>>>When you make a **Charisma (Intimidation, Performance, or Persuasion) check**, you can expend one *Superiority Die* and add that die to the roll. >>> >>>>[!item-yellow]- Maneuver: Disarming Attack >>>>When you hit a creature with an attack roll, you can expend one *Superiority Die* to attempt to disarm the target. Add the *Superiority Die* roll to the attack’s damage roll. The target must succeed on a Strength Saving Throw or drop one object of your choice that it’s holding, with the object landing in its space. >>> >>>>[!item-gold]- Maneuver: Distracting Strike >>>>When you hit a creature with an attack roll, you can expend one *Superiority Die* to distract the target. Add the *Superiority Die* roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn. >>> >>>>[!item-green]- Maneuver: Evasive Footwork >>>>As a Bonus Action, you can expend one *Superiority Die* and take the Disengage Action. You also roll the die and add the number rolled to your AC until the start of your next turn. >>> >>>>[!item-green2]- Maneuver: Feinting Attack >>>>As a Bonus Action, you can expend one *Superiority Die* to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the *Superiority Die* to the attack’s damage roll. >>> >>>>[!item-blue2]- Maneuver: Goading Attack >>>>When you hit a creature with an attack roll, you can expend one *Superiority Die* to attempt to goad the target into attacking you. Add the *Superiority Die* to the attack’s damage roll. The target must succeed on a Wisdom Saving Throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn. >>> >>>>[!item-blue]- Maneuver: Lunging Attack >>>>As a Bonus Action, you can expend one *Superiority Die* and take the Dash Action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack Action on this turn, you can add the *Superiority Die* to the attack’s damage roll. >>> >>>>[!item-purp]- Maneuver: Maneuvering Attack >>>>When you hit a creature with an attack roll, you can expend one *Superiority Die* to maneuver one of your comrades into another position. Add the *Superiority Die* roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack. >>> >>>>[!item-purp2]- Maneuver: Menacing Attack >>>>When you hit a creature with an attack roll, you can expend one *Superiority Die* to attempt to frighten the target. Add the *Superiority Die* to the attack’s damage roll. The target must succeed on a Wisdom Saving Throw or have the **Frightened** condition until the end of your next turn. >>> >>>>[!item-pink]- Maneuver: Parry >>>>When another creature damages you with a melee attack roll, you can take a Reaction and expend one *Superiority Die* to reduce the damage by the number you roll on your *Superiority Die* plus your Strength or Dexterity modifier (your choice). >>> >>>>[!item-pink2]- Maneuver: Precision Attack >>>>When you miss with an attack roll, you can expend one *Superiority Die*, roll that die, and add it to the attack roll, potentially causing the attack to hit. >>> >>>>[!item-white]- Maneuver: Pushing Attack >>>>When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one *Superiority Die* to attempt to drive the target back. Add the *Superiority Die* to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength Saving Throw or be pushed up to 15 feet directly away from you. >>> >>>>[!item-black]- Maneuver: Rally >>>>As a Bonus Action, you can expend one *Superiority Die* to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the *Superiority Die* roll plus half your *Apostle Level* (round down). >>> >>>>[!item-red]- Maneuver: Riposte >>>>When a creature misses you with a melee attack roll, you can take a Reaction and expend one *Superiority Die* to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the *Superiority Die* to the attack’s damage. >>> >>>>[!item-red2]- Maneuver: Sweeping Attack >>>>When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one *Superiority Die* to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your *Superiority Die*. The damage is of the same type dealt by the original attack. >>> >>>>[!item-orange]- Maneuver: Tactical Assessment >>>>When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one *Superiority Die* and add that die to the ability check. >>> >>>>[!item-orange2]- Maneuver: Trip Attack >>>>When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one *Superiority Die* and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength Saving Throw or have the **Prone** condition. >>> >*** > **At Level 12,** you gain *Know Your Enemy*. >>[!item-gold]- Ability: Know Your Enemy (Apostle Variant) >>As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 40 feet of yourself; you know whether that creature has any **Immunities, Resistances,** or **Vulnerabilities,** and if the creature has any, you know what they are. >> >>Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of this feature by expending one *Superiority Die* (no Action required). >*** > **At Level 18,** you gain *Relentless*. >>[!item-silver]- Ability: Relentless (Apostle Variant) >>Once per turn, when you use a *Maneuver*, you can roll 1d8 and use the number rolled instead of expending a *Superiority Die*. >*** > **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 4*,** you gain *Epic Boon: Boon of Bloodshed*. >>[!feat-bronze]- Epic Boon: Boon of Bloodshed >>*You gain the following benefits:* >>- ***Ability Score Increase.*** Increase one Ability Score of your choice by 1, to a maximum of 30. >>- ***Killer's Fortune.*** When an enemy you can see is reduced to 0 Hit Points, you gain Advantage on the next attack roll you make before the end of your next turn. >>- ***Power from Pain.*** Once per turn, when you make an attack roll while **Bloodied**, you can deal extra damage to the target equal to your Proficiency Bonus. The extra damage's type is the same as the attack's type. >*** > **When you reach *Prestige Level 10*,** you gain *Epic Boon: Boon of Combat Prowess*. >>[!feat-divine]- Epic Boon: Boon of Combat Prowess >>*You gain the following benefits:* >>- ***Ability Score Increase.*** Increase one ability score of your choice by 1, to a maximum of 30. >>- ***Peerless Aim.*** When you miss with an attack roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn. ### Conceptual Family Ties: Destined to Fail — Level 8 *Blood runs thicker than water.* %%**Apostles:** Control, Illusion, Justice, Knowledge, War. **Hierophants:** Vengeance.%% >[!apostle-green]- Epiphany of War: Conceptual Family Ties - Destined to Fail >*As **Deities** are organized and empowered by their Elemental Families, so too are the **Apostles**.* > >**At Level 8,** you gain access to an ability that you share with other *Apostles* in your *Elemental Family*, granting you the following benefits: >>[!spell-effect-gold]+ Ability: Destined To Fail >>Due to your connection to the conceptual power of ***War***, you can force failure upon creatures you target with your spells. >> >>When you cast a ***War*** spell that forces one or more creatures to make a Saving Throw, you may choose one target of the spell and force it to fail its Saving Throw. A creature may still use a *Legendary Resistance* to succeed on the Saving Throw. >> >>You may use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. >>*** >>**At Level 14,** you may force up to two targets of the spell to fail their Saving Throws. >>*** >>**At Level 20,** you may force up to three targets of the spell to fail their Saving Throws. >>*** >>**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you may force every target of the spell to fail their Saving Throws. ### Inspired by War: Thrivas Foxgard - Level 10 *"I have been truly blessed with this power and these gifts. Why not make it more fun?"* >[!apostle-blue]- Thrivas' Epiphany of War: Bigger and Better >**At Level 10,** when **Thrivas** increases his size beyond *Medium* and deals Physical damage with a weapon attack or Unarmed Strike, the attack deals an additional 1d6 Physical damage for each size category above his normal size. > >This additional damage can only be applied once per round, to the first attack on **Thrivas’** turn that deals Physical damage. >*** >**At Level 20,** the additional damage from this ability can now be applied twice per round, to the first two attacks on **Thrivas'** turn that deal Physical damage. ### Itching For A Fight - Level 12 *Always on edge.*h te  > [!apostle-purp]- Epiphany of War: Itching For A Fight > **At Level 12,** you gain the *Alert Feat*. If you already have *Alert*, you instead gain Advantage on Initiative Rolls. If you already have Advantage on Initiative Rolls from another Class or Species Feature, you instead gain a +5 bonus to Initiative. >> [!feat-gold]- Feat: Alert >>*You gain the following benefits:* >>***Initiative Proficiency.*** When you roll Initiative, you can add your Proficiency Bonus to the roll. >> >> ***Initiative Swap.*** Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the **Incapacitated** condition. > *** > **At Level 16,** you now roll with *Superior Advantage* (3d20s) when rolling for Initiative. > *** > **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 1*,** you gain *Supreme Advantage* (4d20s) when rolling for Initiative. > *** > **At *Prestige Level 5*,** you now go first in the Initiative order when you enter combat. This effect can only be superseded by the [[Covenant, The Crown of Vaka]]. ### Backed Into A Corner - Level 14 *Your martial prowess has no mortal equal.* > [!apostle-pink]- Epiphany of War: Backed Into A Corner > **At Level 14**, when you are **Bloodied**, you gain the *Action Surge* skill from the Fighter class. >>[!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. > > **At Level 17**, you gain an additional usage of *Action Surge* when you become **Severely Bloodied**. > > **At Level 20**, you regain a number of Hit Points equal to one-quarter of your Maximum Hit Points when you activate *Action Surge*. > > **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 3*,** you gain the abilities of *Vigor of Martial Prowess* as if you were Fighter Level 10. > %%DM’s Note: Two Action Surges per Rest, +1 when Bloodied, +1 when Severely Bloodied.%% >>[!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. >> >>**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. > > **At Prestige Level 6,** you now regain a number of Hit Points equal to one-half of your Maximum Hit Points when you activate *Action Surge*. > > **At Prestige Level 9,** you gain the abilities of *Vigor of Martial Prowess* as if you were Fighter Level 20. > %%DM’s Note: Two Action Surges per Rest, +1 when Bloodied, +1 when Severely Bloodied. One additional attack per Attack Action permanently, +1 attack per Attack Action when attacking via Action Surge.%% ### Malice Regulation - Level 16 *Your **Bloodlust** can't be contained, but can be focused.* >[!apostle-white]- Epiphany of War: Malice Regulation >**At Level 16,** your ***Bloodthirsty*** *Tribulation* can be targeted towards one creature of your choice. As a Bonus Action, choose one creature you can see within 30ft of you, designating them the *Target of Malice*. They remain the *Target of Malice* for 1 minute, the creature dies, you die, or you gain the **Incapacitated** condition. > >You gain the following effects: > - **Buffs**: > - When you hit the *Target of Malice*, the *Fury Points* you gain double. > - Your Critical Threshold decreases by 1 when you make an attack roll against the *Target of Malice*. > - If you have advantage on *Target of Malice*, you roll with *Superior Advantage* (3d20s) when you make a attack roll. > - You may decrease the number of *Fury Points* you spend by 1 when you activate *Deadly Strike* from *Epiphany of War: Fighting Spirit*. You may only gain this benefit once, and cannot use it again unless you select a new *Target of Malice*. > - **Debuffs**: > - You may **only** attack the *Target of Malice*. If you try attempt to target any other creature, you must make a **Wisdom** Saving Throw against your own Spell Save DC. On a failure, you immediately use your Reaction to make a melee or spell attack against the nearest creature. On a success, you make an attack roll against the new target with Disadvantage. > - All attack rolls against you are made with Advantage. > - When the creature no longer is the *Target of Malice,* you gain the **Stunned** Condition until the end of your next turn. Additionally, you regain the Disadvantage on **Wisdom** Checks and Saving Throws from *Tribulation: Bloodthirsty* until you “de-stress” again. > > You may use this ability once per Long Rest. ### Supreme Overlord - Level 18 *Bow before me.* >[!apostle-grey]- Epiphany of War: Supreme Overlord >**At Level 18,** you gain the ability to passively radiate ***War*** magic to create different effects. Spend a action to use one charge of this *Epiphany* to use one of the following options: >- ***Presence of a King.*** If you fail a d20 roll, you can spend a Reaction to add your Constitution modifier to try and make it a success. >- ***Conqueror's Roar.*** You spend a Action to release a wave of magic within a 30ft sphere centered on you, creatures of your choice needs to make a Constitution Saving Throw against your Spell Save DC. If they succeed they only have disadvantage on their next d20 roll. If they fail by 10 of your Spell Save DC (example DC 25, and rolled a 15 or higher) than the creature has the Paralyzed condition until the end of your next turn. If they fail pass 10 of your Spell Save DC (example DC 25 and rolled a 14 or less) than they are Unconscious until someone spends a action to awaken them. >- ***Ruler's Command.*** You spend a Bonus action to giveana ally within 30ft of you access to your prepared Combat Superiority Maneuvers for their next melee attack. They must use Relentless dice instead of your normal Superiority Dice. > >You can use this *Epiphany* equal to your Constitution Modifier. ### Walking Calamity - Level 20 *Turn the Weave into your blade.* > [!apostle-divine]- Epiphany of War: Walking Calamity > **At Level 20**, You learn the spell *Wrathful Slash* and gain the ability to cast it at 1st-level without expending a spell slot once per turn. > >[!spell-1]- Wrathful Slash - 1st Level > >**1st Level Evocation** > >**Casting Time:** 1 Action\* (this counts as an Attack Action for the purposes of multi-attack) > >**Range:** Within Sight or 600ft > >**Components:** Somatic, Material* (Blood of an Immortal of War) > >**Duration:** Instantaneous > >**Attack/Save:** Spell Attack > >**Damage/Effect:** Physical > > > >You gather pure Aether energy within your fingers before making a slashing motion at a target you can see, releasing a wave of magic that cuts through anything in its path. > > > >Make a Spell Attack against a target you can see. On a hit, the target takes **1d12 Physical damage**. > > > >When you hit a target with this spell, you gain 1 additional Fury Point. If you are **Bloodied**, you instead gain 2 additional Fury Points. > > > >Unlike other spells, you may expend *Superiority Dice* to apply a *Maneuver* granted by your *Inspired Combatant Epiphany* to this attack. > >>[!spell-effect] At Higher Levels: The damage increases by 1d12 for each spell slot level above 1, or by spending 1 or more Fury Points. When cast using a spell slot of 7th-level or higher, the slash can pass through magical barriers such as *Wall of Force*, cleaving through them with ease.** ## Resonating With War *Insert description here. Make it good!!* %% **DM's Note (making this public until I add the description for this section):** *Resonance,* or the "magical girl transformation," is meant to be the turning point for an *Apostle;* this is the moment they finally feel at one with their power, taking control over it, rather than vice versa, for the first time. Consider leveling your *Apostle* players up to Level 10 in the midst of a particularly difficult encounter, such as during a boss fight or in the middle of an intense RP session. If you use miniatures or tokens, this is the perfect moment to work with the player to design and prepare a *"resonant"* figure or portrait for the character in order to really drive home the weight of this triumphant milestone. Ask the player to describe in detail how the transformation takes hold of their character, how they feel, and what this means for them. This is their moment to show the world who they really are and what kind of *God* they could be, so turn up that theme song and let the character (and player) take the spotlight and shine! Conversely, you can use this moment to really drive home the danger an *Apostle* ***Villain*** poses. Perhaps the **Big Bad** is successful at completing a particularly dastardly piece of their scheme, or the villain of this story arc refuses to fall in the face of the party. If they activate their *Resonance* for the first time, what does it tell the players when the Universe itself rewards their foe with power? %% ### Elemental Resonance: Endless Fury — 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.* >[!ult-white]- Elemental Resonance: Endless Fury >*After all this time, you finally get it: you're not channeling War—you **are** War.* > >As a Bonus Action, you may draw upon your Resonance, gaining the following benefits for one minute: >>***Airborne***. You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15 feet. >> >>***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 15** (2d8), **Level 20** (3d8), and **Prestige Level 5** (4d8). >> >>***Apostolic Providence***. While transformed, you gain one additional attack per Attack Action. > >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* and reach *Prestige Level 5*.** ### Divine Resonance: Berserker — 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 into an avatar of destruction. >[!ult-gold]- Divine Resonance: Berserker >*Become one with War.* > >As an Action, you may activate this transformation for 1 minute, granting you all the effects of your *Elemental Resonance: Endless Fury* ability, as well as the following benefits: >>***Immortality In Action***. The first time you reach zero Hit Points while in this form, you regain 1 Hit Point 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***. While this form is active, you gain twice as many _Fury Points_. > >Once you use this feature, you can't use it again until you finish a Long Rest. *** # Prestige Class: Harbinger of War - The Butcher #### Mortal-born Gods 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*: ## Prestige Level 1: Demigod ### Epiphany of War: Epiphany 11 *Brief Description.* >[!apostle-pink2]- Epiphany of War: Epiphany 11 >**When you become a *Harbinger* and reach *Prestige Level 1*,** ### Divine Fortification **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 1*,** you gain *Epic Boon: Boon of Divine Fortitude*. >[!feat-purp]- Epic Boon: Boon of Divine Fortitude >*You gain the following benefits:* >- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30. >- *Fortified Health*. Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn. ### Wrath of Qitāl 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 once per Long Rest. When you reach higher Prestige Levels, you may use this ability **twice (Prestige Level 3), three times (Prestige Level 5), four times (Prestige Level 7), and five times (Prestige Level 10).** ## Prestige Level 2: Godling ### Divine Providence: Taking You With Me *The God of War rises again.* >[!god-blue]- Divine Providence: Taking You With Me >**When you reach Prestige Level 2**, your body begins acclimating to your newfound Godhood, unlocking a semblance of your predecessor’s power. > >The closer to death you are, the more damage you can deal. When you are **Bloodied**, you gain an additional attack per Attack Action. > >When you are **Severely Bloodied**, your AC increases by 3. > >**When you have fewer than 20 Hit Points,** you deal an amount of ***Chaos damage*** equal to one-quarter of your Missing Hit Points when you hit with a melee or spell attack. ### Defiance of the Gods You gain one additional *Legendary Resistance*, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). >[!feat-divine]- Feature: Legendary Resistance >If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest. ## Prestige Level 3: War’s Paragon ### Epiphany of War: Blade Barrage *Show 'em what you're made of.* > [!apostle-gold]- Epiphany of War: Blade Barrage > **When you reach Prestige Level 3,** you learn the spell *Blade Barrage*. > >[!spell-9]- Spell: Blade Barrage - 9th Level > >**9th Level Enchantment** > >**Casting Time:** 1 Action & 1 Bonus Action > >**Range:** Self (60-foot Emanation) > >**Components:** Verbal, Somatic, Material* (Divine Blood or a ***Primordial Artifact***) > >**Duration:** Instantaneous > >**Attack/Save:** STR & DEX Save > >**Damage/Effect:** Physical > > > >As a Bonus Action, you leap into the air, tearing weapons from your enemies’ hands as dozens of blades form from thin air around you. Each creature of your choice within 60 feet of you that is holding a weapon, including a magical weapon, must make a Strength Saving Throw. On a failed save, the creature is **disarmed**, and the weapon is pulled into your orbit. > > > >Then, as an Action, you launch the stolen and conjured blades at creatures around you. Each creature of your choice within 60 feet of you must make a Dexterity Saving Throw. On a failed save, a creature takes **10d8 Physical damage and 10d8 *Chaos* damage**. On a successful save, it takes half as much damage. > > > >Any magical enchantments or effects created by a weapon disarmed by this spell remain active when that weapon is launched by this spell. ### Deific Speed You now take two Actions per turn, rather than one. ## Prestige Level 4: Elemental Exemplar ### Qital's Might One Ability Score of your choice increases to **25.** ### Master of Aether You gain one additional spell slot of each of the following levels: 6th, 7th, and 8th. ## Prestige Level 5: Harbinger ### Epiphany of War: Inflict Bloodlust *Share your bloodlust with the world.* > [!apostle-silver]- Epiphany of War: Inflict Bloodlust > **When you reach Prestige Level 5,** you learn the spell *Carnage*. > >[!spell-9]- Spell: Carnage - 9th Level > >**9th Level Enchantment** > >**Casting Time:** 1 Round > >**Range:** 1 Mile > >**Components:** Verbal, Somatic, Material* (the heart of a Barbarian and the eye of a dragon, ground into a paste and consumed) > >**Duration:** Concentration, up to 1 Hour > >**Attack/Save:** WIS Save > >**Damage/Effect:** Charmed, Enraged, Control > > > >You invoke a dark enchantment that spreads a wave of bloodlust over a vast area. All creatures within a 1-mile radius of the caster must succeed on a Wisdom Saving Throw. On a failed save, they gain a special version of the **Charmed** condition: **Enraged**. For the duration, all **Enraged** creatures enter a frenzied state of violence, suffering the following effects: > >- **Enraged** creatures gain Advantage on all attacks. > >- Attack rolls against **Enraged** creatures have Advantage. > >- Whenever an **Enraged** creature reduces another creature to zero Hit Points, they gain 5 Temporary Hit Points. > >- While an **Enraged** creature has less than half its Maximum Hit Points, it has **Resistance** to Physical damage from all sources. > >- On each of its turns, the **Enraged** creature must use its Action to attack the nearest creature it can see. If no creature it can see is within its movement range, it must use all of its movement to move toward the nearest creature it can see. If it cannot see any creatures, it must use all of its movement to move toward the nearest creature it is aware of. > > > >**Enraged** creatures may repeat the Saving Throw every 10 minutes, ending the effect on itself upon success. If the creature reduced another creature to zero Hit Points during the duration of the spell, the creature makes this Saving Throw with Disadvantage. A creature that succeeds on its initial Saving Throw or that ends this effect on itself by succeeding on a later Saving Throw becomes **Immune** to this spell for 24 hours. ### Divine Domain: Death By A Thousand Cuts *Show them what kind of God you really are.* >[!god-white]- Divine Domain: Death By A Thousand Cuts >Once per Long Rest, invoke the pinnacle of your power as the *God* of War. As an Action and a Bonus Action, you expend one half of your total Hit Points and gain the ability to become briefly invincible. > >For as long as you maintain Concentration, up to one minute, you gain the following benefits: >- You **Reflect** half of all damage dealt to you back to the creature that dealt it. >- Creatures within 60 feet of you are magically compelled to attack you. > - If a creature within 60 feet of you attempts to attack a creature other than you, it must first make a Wisdom Saving Throw against your Spell Save DC. On a failed save, it must target you with its attack instead, if able. On a successful save, it may attack its original target as normal. >Additionally, when you cast this *Divine Domain*, you may deal ***Chaos damage*** equal to the total damage you have taken since the end of your most recent Short or Long Rest. You may divide this damage among any number of creatures of your choice within 60 feet of you. > >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 others is expended. # Prestige Class: Seraph of War - Vak’vor’ael #### The Pinnacle of Divinity *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*: ## Prestige Level 6: Wyrm ### Epiphany of War: Epiphany 14 *Brief description.* >[!apostle-blue2]- Epiphany of War: Epiphany 14 >**When you become a *Seraph* and reach Prestige Level 6,** ### Ultimate Resonance: Dragon Form *Become what you were destined to be.* >[!ult-white]- Ultimate Resonance: Dragon Form >You gain the ability to take on the *True Form* of your *Deity: a Sapphire 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. >>[!container-gold]- Stat Block: Sapphire Greatwyrm >> ## Prestige Level 7: Heir of Sif ### Seraphic Defiance You gain an additional *Legendary Resistance*, for a total of three (or four, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). >[!feat-divine]- Feature: Legendary Resistance >If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest. ### Weave Resistant You gain Advantage on Saving Throws against all magical effects. ## Prestige Level 8: Aspect of the Crowned Blade ### Epiphany of War: Epiphany 15 *Brief description.* >[!apostle-purp]- Epiphany of War: Epiphany 15 >**When you reach Prestige Level 8,** ### Sif's Perfection One Ability Score of your choice increases to **30.** ## Prestige Level 9: Seraph ### Seraphic Fortification **At Prestige Level 9,** you gain *Epic Boon: Boon of Seraphim’s Resilience*. >[!feat-pink]- Epic Boon: Boon of Seraphim’s Resilience >*You gain the following benefits:* >- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30. >- *Defense of Body and Mind*. While you are **Bloodied,** you have **Resistance** to every damage type except ***Chaos, Order***, and ***Void***. ### Grandmaster of Aether You gain the ability to control your Element to an unparalleled degree. **You learn all spells relating to your Element.** Outside of combat, you may cast spells of 4th level or lower without expending spell slots. In combat, you gain one additional spell slot of each of the following levels: 1st, 2nd, 3rd, 4th, and 9th. ## Prestige Level 10: Vak’vor’ael ### Final Epiphany: Death Sentence *You lose.* >[!apostle-bronze]- Final Epiphany of War: Death Sentence >**When you reach Prestige Level 10,** all the mysteries of your Element are revealed to you as you reach the pinnacle of your power. > >You learn the ***Epic Magic*** Spell *Death Sentence*. >>[!spell-epic]- Spell: Death Sentence - Epic Magic >>**Epic Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** Touch >>**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***) >>**Duration:** Instantaneous >>**Attack/Save:** Melee Spell Attack >>**Damage/Effect:** Chaos Damage >> >>You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into a creature within reach. Make a melee spell attack against the target. >> >>On a hit, the target takes ***Chaos damage*** equal to one-third of its current Hit Points, rounded down. The target’s Maximum Hit Points are permanently reduced by an amount equal to the ***Chaos damage*** dealt. >> >>On a miss, the *Cascade* backfires. You take ***Chaos damage*** equal to one-third of your Current Hit Points, rounded down, and your Maximum Hit Points are reduced by an amount equal to the ***Chaos damage*** dealt for one week. ### Seraph's Will You gain the ability to cast the spell *Lesser Wish* once per day. You cannot lose the ability to cast this spell. >[!spell-9]- Spell: Lesser Wish - 9th Level >**9th Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Various > >The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. > >Alternatively, you can create one of the following effects of your choice: >- *Object Creation*. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. >- *Instant Health*. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell. >- *Resistance*. You grant up to ten creatures that you can see **Resistance** to one damage type that you choose. This **Resistance** is permanent. >- *Spell Immunity*. You grant up to ten creatures you can see **Immunity** to a single spell or other magical effect for 8 hours. >- *Sudden Learning*. You replace one of your *Feats* with another *Feat* for which you are eligible. You lose all the benefits of the old *Feat* and gain the benefits of the new one. You can’t replace a *Feat* that is a prerequisite for any of your other *Feats* or features. >- *Roll Redo*. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. > >The stress of casting *Lesser Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take **1d10 Primordial damage** per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. ### Ultimate Resonance: Titan Form *The pinnacle of Godhood.* >[!ult-white]- Ultimate Resonance: Titan Form >As an Action, you may activate this form, growing until you dwarf everything around you. Your Size becomes **Titanic**, your worn and carried equipment grows with you, and your AC becomes **1**. You must have sufficient space to assume a **Titanic** form; otherwise, the activation fails without expending its use. > >While transformed, your **Current Hit Points**, **Maximum Hit Points**, and **all damage you deal** are multiplied by **five**. Changes to your Maximum Hit Points during this transformation are subject to the same multiplier. Any healing received is not multiplied by this ability. > >You also gain the effects of your *Divine Resonance* without expending one of its uses. > >You may end this transformation as an Action. It also ends the first time you would be reduced to 0 Hit Points. If an ability would leave you at 1 Hit Point, that ability does not preserve your *Titan Form*. > >When the transformation ends, your Size, AC, current Hit Points, Maximum Hit Points, and damage return to normal. You then regain a number of Hit Points equal to half your Maximum Hit Points. Additionally, you gain two levels of **Exhaustion** and three levels of **Elemental Dissonance**. The **Elemental Dissonance** gained from this ability is reduced by one level at the end of each of your subsequent turns. # All Learned Feats - Feat: Tough (Level 10) - Divine Blessing of Sif (Level 6) - Feat: Divine Elementalist (Level 9) - Feat: Energy Specialist (Level 9) - Greater Divine Blessing of Sif (Level 12) - Feat: Sentinel (Level 18) - Epic Boon: Boon of Irresistible Offense (Level 18) - Epic Boon: Boon of Divine Fortitude (Prestige Level 1) - Epic Boon: Boon of Seraphim’s Resilience (Prestige Level 9) # All Learned Spells # Copyable Version