>[!quote]+ The last words of [[Orazio Aster, The Magnificent Apostle of Storms, First King of Apollyon, Founder of the Grand Reserve, and Original Wielder of the Crown of Vaka†]] > *“When you've lived as long as I have, you're bound to have a few regrets. I've had a full life, a wonderful life, so those regrets are few and far between, and yet..... I regret not being able to protect my Goddess. I regret Sunfall. I regret not spending more time with my son. But here, at the end of it all, the thing I regret most is not being able to say goodbye. Deliver a message for me, will you? Tell Naran that he was the best friend I could've ever asked for. Tell my son that I love him, and that I'm sorry. And tell Threaven: your time is coming too. Judgement comes for us all, especially those most deserving of it.”* ## Introduction Only wielded by two people in all of history, the *Apostle of Storms* is one of the most feared beings all around Valakadyn. Capable of lighting fast destruction on a cataclysmic scale, the two of them have been on the winning side of every conflict they've participated in, in the end. Originally bestowed upon **Orazio Aster, First Apostle of Storms,** he alone wielded this incredible power for over seventeen-hundred years. In concert with both the **Belt and Crown of Vaka** (and the **Bracers**, for a time), he defeated countless enemies in his centuries of battle, god and mortal alike. In 966 RE, **Orazio** was struck down by [[The Divine Executioners]] at the behest of the **Mad King**, and he passed his powers on to his son, the adolescent **Djin Aster**. After being whisked away to northern Apollyon in the wake of his father's death, **Djin** trained his entire childhood in order to avenge his predecessor. Eventually, the young *Apostle*, believing himself ready, stormed the city of **Ljustad**, only to be defeated nearly instantly by the Mad King's Right Hand, **Thordak Cinder** (who was eventually revealed to by the one and only **Ergeaux Lyon, The Harbinger of Illusion**). **Djin** was imprisoned, where he encountered the young **Kallus Aulani, Seventh Apostle of the Dark.** They immediately recognized the chance the other posed, and used their combined power to break out of prison, freeing the other inmates and beginning a revolution to take down the **Mad King**. After ten long years, they were victorious. **Kallus** stood at the throne, with **Djin** at his side. Since the end of the war, **Djin** has been the head of the **Apollyonic Grand Reserve,** serving as it's only member. That is, until a certain group of misfits came along. In 990 RE, as the **Festival of Liberation** celebrating **New Apollyon's** victory raged on, the capital city of **Mavella** was suddenly attacked. **[[Bellator, The Crowned Blade or Qitāl, Breaker of Chains or Sif, The Warlit Flame]], [[Nixea, Frostwarden† or Thaljān, The Still Breath† or Ullr, Winter's Edge†]], and the revealed [[Ergeaux Lyon, The Betrayer Harbinger of Illusion and Wielder of the Blade of Vaka]]** struck down the Kings, nearly killing them in an attempt to steal the [[Crown of Vaka]]. In his final moments, [[King Kallus Aulani, Seventh Apostle of Shadows†]] sacrificed himself to save his husband, protect the **Stand-Ins,** and keep the **Crown** from the clutches of the **Fallen**. In the aftermath, **Djin** carries the weight of **Kallus'** death as an anchor in a storm, hellbent on vengeance against those who destroyed his home. Now, after pleading with [[Threaven Wranris, The Provident Harbinger of Life, President of the Grand Reserve and Original Wielder of the Shroud of Vaka|Threaven Wranris, The Harbinger of Life]] for his help on this quest and being denied, he has withdrawn **New Apollyon** from the **Grand Reserve**, determined to seek revenge, no matter who or what stands in his way. # Elemental Empowerment - Apostle of Storms: The Storm King ## Overview and Proficiencies The *Apostle* is a power system designed to work alongside your standard class, augmenting your abilities as you level up. Your *Apostle* Level starts at 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, your *Apostle* Level increases twice as fast as your Character Level until the two are equal. If your character **Ascends** to godhood and becomes a ***Harbinger*** or ***Seraph***, both your *Apostle* Level and Character Level instantly increase to 20. As an *Apostle*, you are granted additional proficiencies and the ability to cast spells. When playing a spellcaster class (Bard, Cleric, Druid, Sorcerer, 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: ### Tables #### Apostle Table | **Level** | Features | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Total Slot Number | | ------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :---------------: | | **1** | Spellcasting; Elemental Affinity; Apostolic Dissonance: Level III; Elemental Resistance & Vulnerability; Tribulation; Elemental Friendship; Immortalic Vows | +2 | 2 | 2 | 2 | -- | -- | -- | -- | -- | -- | -- | -- | 2 | | **2** | Elemental Epiphany; Apostolic Dissonance: Level II | +2 | 2 | 3 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | 3 | | **3** | Beacon of the Elements; Apostolic Dissonance: Level I | +2 | 2 | 4 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | 8 | | **4** | Elemental Fortification; Epiphany | +2 | 3 | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- | 10 | | **5** | Tribulation Feature | +3 | 3 | 6 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | 16 | | **6** | Epiphany | +3 | 3 | 7 | 4 | 3 | 3 | -- | -- | -- | -- | -- | -- | 19 | | **7** | Elemental Mastery | +3 | 3 | 8 | 4 | 3 | 3 | 1 | -- | -- | -- | -- | -- | 23 | | **8** | Family Ties Epiphany; Fortification: CON +2 | +3 | 3 | 9 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | 27 | | **9** | -- | +4 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | -- | -- | -- | -- | 36 | | **10** | Elemental Resonance; Elemental Immunity; Epiphany; Friendship: Size Increase; Fortification: Tough Feat | +4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | -- | -- | -- | -- | 41 | | **11** | Tribulation Feature | +4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **12** | Epiphany; Fortification: CON +3 | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **13** | -- | +5 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **14** | Epiphany; Mastery: Auto Success | +5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **15** | Elemental Vigor; Tribulation Feature; Elemental Resonance: +1 Use | +5 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **16** | Epiphany; Fortification: CON +4 | +5 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **17** | -- | +6 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 71 | | **18** | Epiphany | +6 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 76 | | **19** | -- | +6 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 82 | | **20** | Divine Resonance; Epiphany; Fortification: CON +6; Mastery: Immunity | +6 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Harbinger: Prestige Level 1** | Divine Providence | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 2** | Divine Durability | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 3** | Divine Speed; Divine Aether | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 4** | Divine Resistance | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 5** | Divine Domain; Elemental Absorption, Primordial Resistance; Elemental Resonance: +1 Use; Elemental Epiphany Effects Increase; Elemental Vigor Effects Increase | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Seraph: Prestige Level 6** | Seraphic Might; Seraphic Transformation: Dragon Form | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 7** | Seraphic Durability | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 8** | Seraphic Speed | +9 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 9** | Seraphic Resistance | +9 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 10** | Seraphic Aether; Seraphic Will: Wish; Seraphic Transformation: Titan Form; Elemental Epiphany Effects Increase; Elemental Vigor Effects Increase | +10 | 6 | ∞ | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 136 | #### Damage Type Table | Apostolic Element | Divine Element Family | Class | Damage Type | Opposing Damage Type | Primordial Damage Type | Wielder | Deity (Vyran/Vakan/Common) | | :---------------: | :-------------------: | :--------: | :---------------: | :------------------------------: | :--------------------: | :-----------------: | :--------------------------------------------------: | | **Air** | Elemental | Apostle | Wind | Water | ***Order*** | Haika Windfeather | Aeralis / Riyah / Aegir | | **Annihilation** | Primordial | Herald | Void | -- | ***Void*** | Renmus Canadensis | Nihilra / Khafūn / Vur | | **Ashes** | Elemental | Hierophant | Death & Flame | Life & Frost | ***Void*** | -- | Moritaea & Pyraeon / Fānīyah & Jahim / Hela & Surtr | | **Beasts** | Natural | Seraph | Life & Earth | Death & Lightning | ***Void*** | Syzygys | Bestara / Alraaei / Frigg | | **Blood** | Fundamental | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Chaos*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Control** | Conceptual | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Void*** | Falynn Tekundri | Amoros / 'Ishqad / Freyr | | **Creation** | Primordial | Herald | Chaos | Order | ***Chaos*** | -- | Ignara / Naqarah / Vaka | | **Death** | Fundamental | Apostle | Death | Life | ***Order*** | Eldric Morvane | Moritaea / Fānīyah / Hela | | **Earth** | Elemental | Harbinger | Earth | Lightning | ***Order*** | Oglax Stoneslab | Terraneon / Arḍīn / Skaði | | **Entropy** | Primordial | Herald | Order | Chaos | ***Order*** | Ulesis Avelane | Structa / Saṭira / Vyra | | **Flame** | Elemental | Harbinger | Flame | Frost | ***Chaos*** | Naran Landau | Pyraeon / Jaḥim / Surtr | | **Frost** | Elemental | Harbinger | Frost | Flame | ***Order*** | Bresari Xeadas | Nixea / Thaljān / Ullr | | **Gravity** | Fundamental | Harbinger | Force | Song | ***Chaos*** | Mariposa Karavala | Graviris / Thaqil / Hermod | | **Illusion** | Conceptual | Harbinger | Mind & Physical | (No Resistance or Vulnerability) | ***Chaos*** | Ergeaux Lyon | Velumea / Makir / Loki | | **Justice** | Conceptual | Apostle | Mind & Physical | (No Resistance or Vulnerability) | ***Order*** | Nylora Wranris | Equitas / Tawazun / Forsetti | | **Knowledge** | Conceptual | Apostle | Mind | Physical | ***Order*** | Yarmin Smalltooth | Logion / 'Aqlun / Odin | | **Life** | Fundamental | Harbinger | Life | Death | ***Chaos*** | Threaven Wranris | Vitala / Hayah / Iðunn | | **Light** | Celestial | Harbinger | Light | Dark | ***Chaos*** | Ignea Arcturus | Luxaris / Nurad / Baldr | | **Metal** | Elemental | Hierophant | Lightning & Earth | (No Resistance or Vulnerability) | ***Order*** | 2B0RN072B | Fulmir & Terraneon / Rāʿid & Arḍīn / Thor & Skaði | | **Moons** | Celestial | Apostle | Light & Frost | Dark & Flame | ***Chaos*** | Libara Starseeker | Selunea / Qamarāt / Máni | | **Nature** | Natural | Harbinger | Life & Earth | Death & Lightning | ***Chaos*** | Leonidas Silverhand | Naturis / Ḥayrah / Freyja | | **Shadows** | Celestial | Apostle | Dark | Light | ***Order*** | Elstrith Traxalim | Tenebris / Zulmah / Höðr | | **Song** | Fundamental | Seraph | Song | Force | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi | | **Stars** | Celestial | Apostle | Light & Force | Dark & Song | ***Void*** | Polaris Neveron | Luxaris & Graviris / Nurad & Thaqil / Baldr & Hermod | | **Storms** | Elemental | Apostle | Lightning | Earth | ***Chaos*** | Djin Aster | Fulmir / Rāʿid / Thor | | **Sun** | Celestial | Apostle | Light & Flame | Dark & Frost | ***Order*** | Halcyon Starseeker | Solaris / Wahhāj / Sól | | **Time** | Fundamental | Seraph | Temporal | -- | ***All*** | Karnatis Seradz | Chronaris / Alkhulud / Tyr | | **Twilight** | Celestial | Hierophant | Light & Dark | (No Resistance or Vulnerability) | ***Void*** | -- | Luxaris & Tenebris / Nurad & Zulmah / Baldr & Höðr | | **Undeath** | Fundamental | Hierophant | Life & Death | (No Resistance or Vulnerability) | ***Void*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Vengeance** | Conceptual | Hierophant | Physical & Death | Mind & Life | ***Void*** | -- | Bellator & Moritaea / Qital & Fānīyah / Sif & Hela | | **War** | Conceptual | Apostle | Physical | Mind | ***Chaos*** | Ajax | Bellator / Qital / Sif | | **Water** | Elemental | Apostle | Water | Wind | ***Chaos*** | Xanaphia Stormwind | Nerion / Nahrayn / Njord | ### Proficiencies #### Saving Throws Constitution #### Skills Arcana #### Languages You learn *Auralis Primordium,* commonly known as Primordial when you become an *Apostle*. ## Spellcasting Rules You are a vessel of elemental energy, granted power 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. ### 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). ### 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 at the bottom of the class description. ### 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 [[Apostle Class Description#Damage Type Table|Damage Type Table]] below), 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. ## Granted Spells You learn certain spells at their corresponding levels, as shown below. None of these spells count against your limit of spells known. In addition to the spells listed in the table, you learn both the *Cure Wounds* and the *Inflict Wounds* spells at **Level 1,** and *Counterspell* and *Dispel Magic* at **Level 5.** >[!spell-red]- Spark - Cantrip (Level 1) >**Evocation Cantrip** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** Spell Attack >**Damage/Effect:** Lightning > >A spark of bright light arcs from you to a creature within range. Make a Ranged Spell Attack against the target. On a hit, the target takes **1d8 Lightning damage.** On a critical hit, the target is also **Blinded** until the end of its next turn. >>[!spell-effect] ***At Higher Levels:*** The spell creates more than one spark when you reach higher levels: two sparks at Level 5, three sparks at Level 11, and four sparks at Level 17. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark. >[!spell-orange]- Cure Wounds - 1st Level (Level 1) >**1st Level Abjuration** >**Casting Time:** 1 Action >**Range:** Touch >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >A creature you touch regains a number of Hit Points equal to **2d8 plus your spellcasting ability modifier**. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by **2d8** for each spell slot level above 1. >[!spell-yellow]- Inflict Wounds - 1st Level (Level 1) >**1st Level Necromancy** >**Casting Time:** 1 Action >**Range:** Touch >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Death (Necrotic) > >A creature you touch makes a Constitution saving throw, taking **2d10 Death (Necrotic) damage** on a failed save or half as much damage on a successful one. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by **1d10** for each spell slot level above 1. >[!spell-green]- Witch Bolt - 1st Level (Level 2) >**1st Level Evocation** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic, Material* (a twig struck by lightning) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** Spell Attack >**Damage/Effect:** Lightning Damage > >A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against it. On a hit, the target takes **2d12 Lightning damage.** > >On each of your subsequent turns, you can take a Bonus Action to deal **1d12 Lightning damage** to the target automatically, even if the first attack missed. > >The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. >>[!spell-effect] Using a Higher-Level Spell Slot: The initial damage increases by 1d12 for each spell slot level above 1. >[!spell-blue]- Jolt of Pain - 2nd Level (Level 4) >**2nd Level Evocation** >**Casting Time:** 1 Action >**Range:** 30 ft. >**Components:** Verbal, Somatic, Material* (a blue amber worth at least 150gp) >**Duration:** Instantaneous >**Attack/Save:** Spell Attack >**Damage/Effect:** Lightning Damage > >A bolt of white lightning infused with magical pain jumps from your outstretched finger to strike one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes **5d8 lightning damage** and can't take reactions until the end of your next turn. > >If damage from this spell forces the target to make a saving throw to maintain concentration, it has disadvantage on the saving throw, and the DC is increased by an amount equal to your spellcasting modifier (minimum +1). >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. >[!spell-purp]- Counterspell - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Reaction* (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components) >**Range:** 60 ft. >**Components:** Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Negation >You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. >>[!spell-effect] ***Using a Higher-Level Spell Slot***: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. >[!spell-pink]- Dispel Magic - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Action >**Range:** 120 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** n/a >**Damage/Effect:** Negation >Choose one creature, object, or magical effect within range. Any ongoing spell of 3rd-level or lower on the target ends. For each ongoing spell of 4th-level or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. > >>[!spell-effect] ***Using a Higher-Level Spell Slot***: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. >[!spell-white]- Lightning Bolt - 3rd Level (Level 6) >**3rd Level Evocation** >**Casting Time:** 1 Action >**Range:** Self (100 ft. line) >**Components:** Verbal, Somatic, Material* (a bit of fur and a crystal rod) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning damage > >A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity Saving Throw, taking **8d6 Lightning 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 1d6 for each spell slot level above 3. >[!spell-brown]- Storm Sphere - 4th Level (Level 8) >**4th Level Evocation** >**Casting Time:** 1 Action >**Range:** 150 ft. (20 ft. Sphere) >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** STR Save >**Damage/Effect:** Physical and Lightning Damage > >A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength Saving Throw or take **2d6 Physical (Bludgeoning) damage.** The sphere’s space is difficult terrain. > >Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a Ranged Spell Attack. You have Advantage on the attack roll if the target is in the sphere. On a hit, the target takes **4d6 Lightning damage.** > >Creatures within 30 feet of the sphere have Disadvantage on Wisdom (Perception) checks made to listen. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. >[!spell-black]- Fingers of Lightning - 5th Level (Level 10) >**5th Level Evocation** >**Casting Time:** 1 Action >**Range:** Self (100 ft. Line) >**Components:** Verbal, Somatic, Material* (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning Damage > >Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you. > >Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes **7d6 lightning damage plus 1d6 lightning damage** for each line area that they are within. On a successful save, a creature takes half as much damage. > >The lightning ignites flammable objects in the area that aren’t being worn or carried. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th. > [!spell-red]- Chain Lightning - 6th Level (Level 12) >**6th Level Evocation** >**Casting Time:** 1 Action >**Range:** 150 ft. >**Components:** Verbal, Somatic, Material* (three silver pins) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning Damage > >You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. > >Each target makes a Dexterity saving throw, taking **10d8 Lightning damage** on a failed save or half as much damage on a successful one. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** One additional bolt leaps from the first target to another target for each spell slot level above 6. >[!spell-orange]- Arcanomagnetic Storm - 7th Level (Level 14) >**7th Level Evocation** >**Casting Time:** 1 Action >**Range:** 150 ft. (10 ft. Cube) >**Components:** Verbal, Somatic, Material* (a piece of bismuth) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** DEX Save >**Damage/Effect:** Lighting Damage > >A storm made of crackling lightning and arcanomagnetic winds appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish and last until the spell ends. Each cube must have at least one face adjacent to the face of another cube. As a bonus action at the start of each of your turns, you can remove one 10-foot cube, and place another 10-foot cube adjacent to the face of another cube. > >Each creature that starts its turn in the area or enters the area for the first time on its turn must make a Dexterity saving throw, taking 4d8 lightning damage on a failure, or half as much damage on a success. Each creature that ends its turn in the area must make a Strength saving throw, taking 4d8 force damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature made of ferrous metal or wearing ferrous armor has disadvantage on this Strength saving throw. > >The area is difficult terrain for any creatures made of ferrous metal or wearing ferrous armor. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th level or higher, the lightning and force damage both increase by 1d8 for each slot level above 7th. >[!spell-yellow]- Electric Interdiction - 8th Level (Level 16) >**8th Level Evocation** >**Casting Time:** 1 Reaction (taken when a creature within range moves, uses an action, bonus action, reaction, or legendary action, or interacts with an object) >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** DEX & CON Save >**Damage/Effect:** Lightning Damage > >Just before the event can occur, you blast the triggering creature with lightning, forcing it to make a Dexterity Saving Throw. On a failed Saving Throw, the target takes **10d8 Lightning damage** and must make a Constitution Saving Throw. On a successful Dexterity Saving Throw, the target takes half damage and no other effects. > >If the target fails the Constitution Saving Throw, the action or effect that triggered this spell is foiled. Any spell slots or abilities that the target would have expended are still expended. Its speed is reduced to 0 feet for the rest of the turn, and if it is the target's turn, the turn ends immediately. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 9th level, the damage dealt increases by 2d8. >[!spell-green]- Plasma Coil - 9th Level (Level 18) >**9th Level Evocation** >**Casting Time:** 1 Bonus Action >**Range:** 30 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning damage > >You evoke a whip-like cord of writhing magical energy in your free hand. The plasma whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and it lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a Bonus Action. > >You can use your action to lash out with the whip, which stretches and weaves between foes. Up to five targets of your choice that you can see within range must make a Dexterity Saving Throw. A target takes **5d8 Lightning damage and 5d8 Gravitic (Force) damage** on a failed save, or half as much on a success. Objects automatically fail the Saving Throw. > >Damage from this spell ignores **resistance**, and it ignores immunity to Lightning damage when dealing damage to objects. ## Elemental Affinity - Level 1 **At Level 1,** your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence and rejecting all others. Choose one of the following options, which are further detailed in each subclass's individual description: **Air, Beasts, Control, Death, Earth, Flame, Frost, Gravity, Illusion, Justice, Knowledge, Life, Light, Moons, Nature, Shadows, Song, Stars, Storms, Sun, Time, War,** or **Water.** You may also, with the permission of your DM, create a new Apostolic element to wield, making yourself a *Hierophant*. Current *Hierophants* include: **Ashes, Blood, Metal, Twilight, Undeath, and Vengeance.** To create a new *Hierophant,* see [[Forging Divinity - How To Create An Apostle]]. Additionally, at your DM's discretion, you have access to three additional Apostolic abilities: the **Herald of Annihilation (Void), the Herald of Entropy (Order),** and the **Herald of Creation (Chaos).** These powers are bestowed by the Primordial Deities (Vaka, Vyra, or Vur) and can overwhelm even the strongest *Apostle*. These powers are incredibly strong when wielded correctly, and can quickly overpower all other available subclasses. Speak with your DM if you'd like to use any of these options. %% **DM Note:** These classes are best played as NPCs that travel with the party or as antagonists to be overcome, rather than by a player. Give these abilities to a player at your discretion.%% > *Your choice grants you elemental abilities, elemental spells, and additional abilities called **Epiphanies,** which you gain every other level (2nd, 4th, 6th...). There can only be one Apostle of each Element, so coordinate with your party and your DM to ensure no one has the same element. This power system was made to be easy to expand, so work with your DM to build a brand-new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters that possess any of the original twenty-three powers created by Vaka are known as **Apostles.** Apostles that have attained Divinity by dethroning their corresponding **Deity** are known as **Harbingers.** Elemental powers created through the [[The Apostolic Rituals#The Ritual of Convergence|Ritual of Convergence]] are known as **Hierophants.** The few characters bestowed with the powers of the Primordial Elements themselves (by providence, ritual, or other means) are known as **Heralds.** Finally, Apostles that merged with their Deity, combining Divine power with Mortal adaptability, are known as **Seraphim.*** > [!container-blue]- Valakadyn's Damage Types and Elements > In ***The Grand Game,*** some of the familiar D&D damage types have been renamed. See the list below for changes: >> **Death** = Necrotic >> **Earth** = Acid >> **Flame** = Fire >> **Frost** = Cold >> **Light** = Radiant >> **Mind** = Psychic >> **Thunder** = Song >> **Force** = Gravitic > > Additionally, the magical weapon damage types have been condensed: >> Magical Bludgeoning, Piercing, and Slashing = **Physical** Damage > > ***The Grand Game*** also utilizes several unique damage types. For the purposes of *Elemental Resistance and Vulnerability*, as well as spell damage types, consult the following list: >> **Dark** ≈ Poison >> **Life** ≈ Healing (Can be weaponized) >> **Water** ≈ Magical Piercing >> **Wind** ≈ Magical Slashing > > Finally, ***The Grand Game*** has three *Primordial* damage types. All other Elements descend from these original three. >> **Chaos** = Creation ≈ Wild Magic >> **Order** = Destruction ≈ Standard Magic >> **Void** = Nothingness ≈ Anti-Magic ### Rejection, Resistance, and Vulnerability When you become an *Apostle,* your body and spirit become infused with the Element of your choice. Your body evolves, changing your natural Aether output to that of your Element and granting you unmatched control over it. As a consequence, your body becomes incapable of channeling other types of Aether, making you weak to your Element's natural opposite. **While you are an *Apostle,* you are unable to cast spells that deal damage with any Element except your own.** **At Level 1,** you gain **Resistance** to your damage type, and **Vulnerability** to its opposing damage type. **At Level 10,** you gain **Immunity** to your damage type. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you **Absorb** your damage type, and gain **Resistance** to your *Primordial Damage Type.* The damage types and their opposites are listed in the table above. ### Elemental Dissonance and Tribulation As a consequence of the strain placed on your body by becoming an *Apostle,* your physical and spiritual form is weakened while it acclimates to the raw Elemental Aether now infused within it, and part of your body is permanently damaged in the process. #### Dissonance As your body acclimates to its newfound Divinity, you are subject to the extreme effects of Aether exposure, detailed below. As your *Apostle Level* increases, your *Dissonance* decreases, fully abating when you reach *Apostle Level 4.* >[!spell-purp]- Level III - Discord >At *Apostle Level 1,* you suffer the following effects: >- Your Strength, Dexterity, and Constitution are reduced by 5, to a minimum of 8. >- Your HP and movement speed are halved. >- You are unable to add your Dexterity Modifier to your Armor Class. >- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100, triggering an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 3rd level. >[!spell-pink]- Level II - Divergence >At *Apostle Level 2,* you suffer the following effects: >- Your Strength, Dexterity, and Constitution are reduced by 2, to a minimum of 10. >- Your HP and movement speed are reduced by one-quarter. >- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 31 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 4th level. >[!spell-white]- Level I - Dissonance >At *Apostle Level 3,* you suffer the following effects: >- Your Strength, Dexterity, and Constitution are reduced by 1, to a minimum of 12. >- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 61 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >- You are unable to cast spells greater than 5th level. #### Tribulations As a consequence of the strain placed on your body by becoming an *Apostle,* part of your physical or spiritual form is permanently damaged. **At Level 1,** you suffer a Tribulation that comes with both a benefit and a hindrance. Your Tribulation cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*. [[King Djin Aster, Second Apostle of Storms and Monarch of New Apollyon]] selects the *Hobbled Tribulation.* >[!container-orange]- Hobbled >**At Level 1,** one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. >**At Level 5,** you gain Advantage on all Constitution Saving Throws. >**When you reach Level 11,** you can choose one damage type when you finish a Short or Long Rest. You gain **Resistance** to that damage type until you choose a different one with this feature. >**At Level 15,** you become **Immune** to **Exhaustion** and cannot gain levels of **Exhaustion.** ### Elemental Friendship **At Level 1,** when choosing your Element, you also gain a unique version of the spell *Find Familiar*. >[!spell-blue]- Find Familiar (Apostle) >**1st Level Conjuration** >**Casting Time:** 1 Action >**Range:** 10 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Summoning > >You gain the service of a familiar, a spirit that can take any animal form of your choice. Regardless of its chosen form, your familiar's size is *tiny.* Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial instead of a Beast. Your familiar acts independently of you, but it obeys your commands. > >**Size Increase and Fly Speed.** When you reach Apostle Level 10, you may increase the size of your familiar to *small* or *medium* at will. When *small* or *medium,* you may mount your familiar for travel or combat. It gains a Walking & Fly Speed of 60 ft. > >**Telepathic Connection.** While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. > >Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. > >**Combat.** The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other Actions as normal. > >**Disappearance of the Familiar.** When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic Action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic Action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. > >**One Familiar Only.** You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form. ## Universal Effect: Storms - Level 1 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,** the weather in a 1 mile radius around you begins to reflect your mood. When you are sad or upset, storm clouds begin to manifest above you over ten minutes. When you are angry or when you enter combat, a fierce lightning storm quickly manifests over one minute. If any of your Lightning spells gain additional effects in stormy weather, you gain the benefits of those effects. **At Level 10,** **At Level 20,** **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** the *Storm of Vengeance* spell automatically takes effect above you when you enter combat. This does not consume a spell slot. ## Elemental Epiphanies - Level 2+ *Epiphanies* are abilities unique to the *Apostle*. As your *Apostle* Level increases, your understanding of your chosen Element grows. **At Level 2,** you gain the *Lightning Thief* Epiphany and gain additional *Epiphanies* every other level (4th, 6th, 8th, etc.). The *Epiphanies* are detailed below. ### Lightning Thief - Level 2 You gain the ability to pull a Lightning Bolt from thin air to use as a weapon. >[!item-purp]- Lightning Bolt (Djin Level 20: 5ft melee, 60/120ft thrown; +24 to hit; 3d12+3 Lightning damage; Crit. Threshold: 17) >**Martial Melee Weapon** >**Weapon Properties:** Light, Thrown (60/120), Returning >**Mastery Properties:** None >**Attack Bonus:** Strength Bonus + Proficiency Bonus + Spell Attack Modifier (+1 at Level 6, +2 at Level 14, +3 at Level 18, +4 at Prestige Level 5) >**Damage:** 1d12 Lightning Damage (2d12 + 1 at Level 6; 3d12 + 2 at Level 14; 3d12 + 3 at Level 18; 4d12 + 4 at Prestige Level 5) > >As a Magic Action, you reach to the sky as a bolt of Lightning strikes you, crystallizing within your grasp. This is a martial melee weapon with the **thrown** property (60/120) that deals **1d12 Lightning damage** on hit. When attacking with this weapon, **you deal triple damage on all Critical Hits.** You may make a standard weapon attack as part of the Action used to summon this weapon. > >**At Level 6,** this becomes a +1 weapon, and deals **2d12 Lightning Damage.** >**At Level 10,** your Critical Threshold with this weapon increases by 1 (Critical Hit on a 19 or 20). >**At Level 14,** it becomes a +2 weapon, and deals **3d12 Lightning Damage.** >**At Level 18,** it becomes a +3 weapon, and your Critical Threshold with this weapon increases by 1 (Critical Hit on an 18 or higher). >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** this becomes a +4 weapon, **deals 4d12 damage,** and your Critical Threshold with this weapon increases by 1 (Critical Hit on a 17 or higher). ### Storm Surge - Level 4 The power of the storm surges within you, allowing you to externalize it and manifest *motes* of pure electric Aether. You gain the *Storm Motes* ability. >[!container-pink]- Storm Motes >As a Bonus Action, you summon five *Storm Motes* that orbit you. A *Storm Mote* is a sphere of pure electricity that occupies a 1-foot-radius space. > >When a *mote* is launched at a creature or point you can see within 60 feet, it remains there for 1 minute unless it is **discharged,** absorbed, or otherwise destroyed. A *mote* attached to a creature moves with it for the duration. > >When a *mote* is **discharged**, it bursts with electricity. Each creature within 10 feet of it must make a Dexterity Saving Throw, taking **3d4 Lightning damage** on a failed save, or half as much on a successful one. If the *mote* is discharged after being struck by one of your Lightning spells, the damage instead becomes **4d4 Lightning damage**. > >You can use your *Storm Motes* in the following ways: >- **Launch.** As an Action, you launch one or more *motes* at creatures or points you can see within 60 feet. > - If you launch a *mote* at a creature, make a Ranged Spell Attack for each *mote* launched. On a hit, the *mote* attaches to that creature. > - If you launch a *mote* at a point in space, it hovers there for the duration. >- **Chain.** When you cast a Lightning spell, you can target one of your *motes* within the spell’s range. When you do, the spell passes through that *mote*, and you can choose a new target for the spell within its normal range, as though the spell originated from the *mote*. A spell can pass through multiple *motes* in this way, but can pass through each *mote* only once. The chain ends when you choose a creature as the spell’s final target or when no further valid target is available. > - For each *mote* a spell passes through in this way, the spell deals **one additional die of Lightning damage.** > - If a spell passes through all of your currently existing *motes* as part of the same casting, the spell’s damage is maximized after passing through the final *mote*. If even one of your currently existing *motes* is not included in the chain, this effect does not occur. > - For example, if you cast *Witch Bolt* and pass it through one *mote*, its damage increases from **2d12** to **3d12**. If it passes through three *motes*, it deals **5d12** damage. If it passes through all five of your currently existing *motes*, it instead deals **84 Lightning damage (7d12).** > - When a *mote* has been struck by spells whose combined levels equal 9 or higher, it is immediately **discharged**. Cantrips count as level 1 for this purpose. >- **Discharge.** As a Bonus Action, you can **discharge** one *mote* within 60 feet of you. Additionally, if two *motes* ever come within 10 ft. of each other, they automatically **discharge.** >- **Absorb.** As a Reaction when you take damage, you can absorb one *mote* within 60 feet of you, destroying it and gaining **3d4 Temporary Hit Points**. > >**At Level 8,** the **Lightning damage** inflicted when you **discharge** a *mote* increases to **3d6.** >**At Level 12,** you gain an additional *mote* for a total of six. >**At Level 16,** the **Lighting damage** inflicted when you **discharge** a *mote* increases to **3d8.** >**At Level 20,** you gain an additional *mote* for a total of seven. >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you gain two additional *motes* for a total of nine, and the **Lighting damage** inflicted when you **discharge** a *mote* increases to **3d10.** ### Lightning Fast - Level 6 As your attunement to the storm grows, it enhances your body with electricity, making you faster and granting you the power of flight. **At Level 6,** your Speed increases by 10 ft., and you gain the ability to hover six inches off of the ground at will. **At Level 10,** your Speed increases by a further 10 ft., and you gain a permanent Fly Speed equal to your Walking Speed. If you already have the ability to Fly, your Fly Speed is instead increased by 10 ft. Additionally, you may use a Bonus Action to grant yourself and a number of allies equal to your Proficiency Bonus an additional 15ft of Speed for one minute. **At Level 14,** your Speed increases by a further 10 ft. **At Level 18,** your Fly Speed becomes equal to double your Walking Speed, and your Speed increases by a further 10 ft. **At Level 20,** you gain the *Epic Boon: **Boon of Speed**.* >[!feat-blue]- Epic Boon: Boon of Speed - Level 20 >You gain the following benefits: >- _**Ability Score Increase.**_ Increase one ability score of your choice by 1, to a maximum of 30. >- _**Escape Artist.**_ As a Bonus Action, you can take the Disengage action, which also ends the Grappled condition on you. >- _**Quickness.**_ Your Speed increases by 30 feet. **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** your Speed doubles. ### Elemental Family: Self-Embodiment (Family Ties) - Level 8 As *Deities* are organized and empowered by their "Element Families," so too are the *Apostles.* You gain access to an ability that you share with other *Apostles* in your *Element Family* (Celestial, Conceptual, Elemental, Fundamental, Natural, or Primordial). **At Level 8,** this ability awakens, granting you the following benefits: #### Transformation: Lightning Elemental As an Action, you may summon the pure manifestation of your Element: a *Lightning Elemental*. The *Elemental* obeys your commands, but otherwise acts of it's own accord. It takes it's turn immediately after yours. **At Level 8,** you summon the *Essence of Storms* (Source: Flee, Mortals! by MCDM Productions; page 92). **At Level 10,** after summoning the Elemental, you may use a Bonus Action to merge with it and activating and empowering your *Elemental Resonance*. You gain a number of Temporary Hit Points equal to the *Essence's* Hit Point total. Your game statistics are replaced by the Essence’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 Elemental’s stat block is higher than yours, use the one in the stat block. While in this form, you retain your ability to cast spells and use any Magic Items you might be wielding when you transform. **At Level 12,** you may instead summon a *Lightning Hulk* (Source: *Bigby Presents: Glory of the Giants*; pg. 158). **At Level 16,** you may instead summon an *Oracle of Storms* (Source: *Flee, Mortals!* by MCDM Productions; page 97). **At Level 20,** you may instead summon *Xaantikorijek* (Source: *Flee, Mortals!* by MCDM Productions; page 83). **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you may instead summon the *Scion of Stronmaus* (Source: *Bigby Presents: Glory of the Giants*; pg. 171) **When you reach *Prestige Level 10,*** you may instead summon *[[Fulmir, Lord of the Storm or Ra’dān, The Unerring Arc or Thor, Fist of the Creator]]*. ##### Stat Blocks ###### Essence of Storms - Level 8 ![[essence of storms.png]] ###### Lightning Hulk - Level 12 ![[lightning hulk.png]] ###### Oracle of Storms - Level 16 ![[oracle of storms.png]] ###### Xaantikorijek - Level 20 ![[xaantikorijek - dragon.png]] ###### Scion of Stronmaus - Harbinger: Prestige Level 5 ![[scion of stronmaus.png]] ###### Fulmir, Lord of the Storm or Ra'dān, The Unerring Arc or Thor, Fist of the Creator - Seraph: Prestige Level 10 #### Innate Knowledge: Storm Spells As your attunement to your element is strengthened, you learn additional ways to manipulate it. **Beginning at Level 8,** you learn the following spells at their corresponding levels, none of which count towards your limit of known spells: >[!spell-white]- Rageful Nimbus - 2nd Level (Level 8) >**2nd Level Evocation** >**Casting Time:** 1 Bonus Action >**Range:** 60 ft. >**Components:** Verbal, Somatic, Material* (a drop of water) >**Duration:** 1 Minute >**Attack/Save:** Spell Attack >**Damage/Effect:** Lightning Damage > >Choose a creature within range, which can be yourself. A pristine, fluffy white cloud appears above the target and follows them for the duration. If the target takes damage from a hostile creature you can see, you can use your Reaction to make a Ranged Spell Attack from the cloud, provided that creature is within 60 feet of the target. On a hit, the creature takes **2d8 Lightning damage.** >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. >[!spell-white]- Call Lightning - 3rd Level (Level 8) >**3rd Level Evocation** >**Casting Time:** 1 Action >**Range:** 120 ft. (60 ft. Cylinder) >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning Damage > >A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. > >When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity Saving Throw, taking **3d10 Lightning damage** on a failed save or half as much damage on a successful one. > >Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. > >If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d10 for each spell slot level above 3. >[!spell-brown]- Lightning Arrow - 3rd Level (Level 10) >**3rd Level Transmutation** >**Casting Time:** 1 Bonus Action* (which you take immediately after hitting or missing a target with a ranged attack using a weapon) >**Range:** Self >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning damage > >As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes **4d8 Lightning damage** on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity Saving Throw, taking **2d8 Lightning damage** on a failed save or half as much damage on a successful one. > >The weapon or ammunition then returns to its normal form. > >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage for both effects of the spell increases by 1d8 for each spell slot level above 3. >[!spell-brown]- Ride the Rifts (The Grand Game Variant) - 3rd Level (Level 10) >**5th Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self (60 ft. Line) >**Components:** Verbal, Somatic, Material* (an Aether Ingot worth 100 gp, which the spell consumes) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning Damage > >You gain one point of *Touch of the Void* when you cast this spell. > >A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity Saving Throw. A creature takes **10d6 Lightning damage** on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line’s area. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. >[!spell-black]- Ride the Lightning - 4th Level (Level 12) >**4th Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self (5 ft. Line) >**Components:** Verbal, Somatic, Material* (a length of copper wire) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning damage > >You transform yourself into a bolt of lightning, creating a 5-foot-wide Line between your current space and an unoccupied space within 60 feet of you. Each creature in the Line makes a Dexterity Saving Throw, taking **4d6 Lightning damage** on a failed save or half as much damage on a successful one. You then reappear in the chosen space. > >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by 1d6 for each spell slot level above 4. In addition, the maximum length of the line increases 10 feet for each spell slot level above 4. >[!spell-black]- Storm Door - 4th Level (Level 12) >**4th Level Conjuration** >**Casting Time:** 1 Action >**Range:** Sight, 120 ft. >**Components:** Verbal, Somatic, Material* (a fulgurite) >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning damage > >Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a Dexterity Saving Throw. A creature takes **1d12 Lightning damage** on a failed save or half as much damage on a successful one. > >On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a *storm door* again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you. Under such conditions, the spell’s damage increases to **2d12,** and you can teleport up to 240 feet. > >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the *storm door* with you. Accompanying creatures do not suffer the Lightning damage. >[!spell-red]- Blazing Thunderbolt Strike - 5th Level (Level 14) >**5th Level Evocation** >**Casting Time:** 1 Bonus Action >**Range:** Self >**Components:** Verbal >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** CON Save >**Damage/Effect:** Lightning, Fire Damage > >The next time you hit a creature with a melee weapon attack during this spell’s duration, a bolt of flaming lightning streaks down from the sky and strikes the target at the same moment. The attack deals an extra **2d8 Lightning damage and 3d6 Flame damage** to the target, and the target must make a Constitution Saving Throw. It has disadvantage on the Saving Throw if it is wearing armor made of metal. > >On a failed Saving Throw, the target is knocked prone, can't take reactions until the start of your next turn, and is lit ablaze. Until someone takes an action to douse the fire, it takes **1d10 Flame damage** at the start of each of its turns. This fire continues even after the spell ends. > >If you are outdoors in stormy conditions when you hit with the attack, the Lightning damage increases by **1d8.** If the target is already ablaze when you hit with the attack, the Flame damage increases by **2d6.** > >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th. > [!spell-red]- Storm of Contamination (The Grand Game Variant) - 6th Level (Level 14) >**6th Level Evocation** >**Casting Time:** 1 Action >**Range:** 150 ft. >**Components:** Verbal, Somatic, Material* (an Aether Ingot worth 100 gp, which the spell consumes) >**Duration:** Instantaneous >**Attack/Save:** DEX Save >**Damage/Effect:** Lightning Damage > >When you cast this spell, you gain one point of *Touch of the Void.* > >You create an arcing bolt of eldritch lightning that strikes a target of your choice that you can see within range. Multiple bolts then leap from that target to up to five other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. > >A target must make a Dexterity Saving Throw. The target takes **10d12 Lightning damage** on a failed save, or half as much damage on a successful one. In addition, a target which fails the saving throw gains one point of *Touch of the Void.* >[!spell-orange]- Storm God's Haste - 7th Level (Level 16) >**7th Level Transmutation** >**Casting Time:** 1 Action >**Range:** Touch >**Components:** Verbal, Somatic, Material* (a coil of copper) >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** None >**Damage/Effect:** Lighting > >You touch a willing creature and invest it with the crackling power of lightning speed. Until the spell ends, the target’s speed is tripled, it gains a +3 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains two additional Actions on each of its turns. These actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. > >For the duration, the target also has **resistance** to Lightning damage, has Advantage on weapon attack rolls, and deals 1d6 bonus Lightning damage when it hits with a weapon attack. In addition, it can use a Bonus Action on its turn to teleport in a flash of lightning up to 15 feet to an unoccupied space that it can see. > >When the spell ends, the target falls **prone** and is both **stunned** and **paralyzed** until the end of its next turn, as a wave of lethargy and electric pain sweeps over it. A creature affected by this spell gains no benefit from the *Haste* spell. >[!spell-orange]- Storm Spear - 7th Level (Level 16) >**7th Level Evocation** >**Casting Time:** 1 Action >**Range:** 120 ft. >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** CON Save >**Damage/Effect:** Lightning Damage > >You form lightning into a crackling spear of energy, which you use to either make one melee spell attack against a target within 5 feet of you or one ranged spell attack against a target that you can see within range. Then the spear vanishes. > >On a hit, the target takes **6d8 + 20 Lightning damage,** and if it isn't **immune** to the damage, it must make a Constitution Saving Throw. On a failure, it falls **prone** and becomes **paralyzed** and **stunned** for the duration. It repeats the Saving Throw at the end of each of its turns, ending the effect on a success. On a miss, the target takes half as much damage and suffers no other effects from the spell. > >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 2d8 for each slot level above 7th. >[!spell-yellow]- Storm of Vengeance - 9th Level (Level 18) >**9th Level Conjuration** >**Casting Time:** 1 Action >**Range:** 1 Mile >**Components:** Verbal, Somatic >**Duration:** Concentration, up to 1 Minute >**Attack/Save:** DEX, CON Save >**Damage/Effect:** Thunder, Water, Lightning, Physical (Bludgeoning), Frost damage; Deafened, Difficult Terrain, Heavily Obscured > >A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution Saving Throw or take **2d6 Thunder damage** and have the **Deafened** condition for the duration. > >At the start of each of your later turns, the storm produces different effects, as detailed below. > >**Turn 2.** Acidic rain falls. Each creature and object under the cloud takes **4d6 Water damage.** > >**Turn 3.** You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity Saving Throw, taking **10d6 Lightning damage** on a failed save or half as much damage on a successful one. > >**Turn 4.** Hailstones rain down. Each creature under the cloud takes **2d6 Physical (Bludgeoning) damage.** > >**Turns 5–10.** Gusts and freezing rain assail the area under the cloud. Each creature there takes **1d6 Frost damage.** Until the spell ends, the area is **Difficult Terrain** and **Heavily Obscured,** ranged attacks with weapons are impossible there, and strong wind blows through the area. ### Storm Specialty (Feats) - Level 10 You gain the *Divine Elementalist* and *Energy Specialist* feats. >[!feat-green]- Feat: Divine Elementalist (Apostle Exclusive) >*Your attunement to the Elements allows you to channel your damage type into your attacks. You gain the following features:* >- You increase an Ability Score of your choice by 1. >- Your Critical Threshold for melee and spell attacks that deal your damage type is reduced by one. >- When you strike a creature with a melee or spell attack, you may focus your Aether through your weapon, changing the weapon's damage type to match that of your Element. This feature may be used in conjunction with any ability you possess that allows you to modify your Element's damage, such as the *11th Epiphany, Destructive Wrath.* You must declare all uses of this feature before you roll to determine if you hit a target. You may use this feature a number of times equal to your Proficiency Bonus per Long Rest. >[!container-blue]- Feat: Energy Specialist (Apostle Variant) >*As an Apostle, you may only take this feat once, and may only gain the benefits associated with your own damage type.* >- You apply half your Proficiency Bonus to spell damage rolls of your damage type. >- Whenever a creature rolls a 1 on the d20 for a Saving Throw from a spell you cast or you score a Critical Hit on a creature with a weapon or spell attack that deals your damage type, a special effect is inflicted on the target. The special effect depends on the damage type, as shown in the table below: > >| Damage Type | Special Effect | >| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | >| Life (Healing) | The target takes double damage until the end of its next turn. | >| Death (Necrotic) | The target can't regain Hit Points until the end of its next turn, and you gain Temporary Hit Points equal to your Proficiency Bonus. | >| Light (Radiant) | The target is **blinded** and is emblazoned with a **Rune of Reflection.** | >| Dark | The target is **blinded** and can act as the source of any Dark damage spells until the end of its next turn. | >| Physical | The target is considered **grappled**, and melee attacks made against them have advantage until the end of its next turn. | >| Mind (Psychic) | The target is **frightened** of you or **charmed** by you (your choice) until the end of its next turn. | >| Force | The target is knocked **prone** and takes an additional die of damage from the affecting spell. | >| Vibration (Thunder) | The target is **deafened** until the end of its next turn, and you can choose to push the target up to 15 feet away from you. | >| Temporal (Time) | The target is **stunned** until the end of its next turn, and gain disadvantage on Saving Throws against your Temporal spells for one minute. | >| Earth (Acid) | The target grants enemies advantage on Attacks made against it until the end of its next turn, and if it wears nonmagical armor, that armor is corroded and loses 3 AC permanently. | >| Electric (Lightning) | The target is **paralyzed** until the end of its next turn, and your spell arcs through them to target one additional creature, dealing half damage to them. | >| Water | The target is considered to be **drowning** until the end of its next turn. | >| Air | The target is **restrained** and held aloft (5ft) until the end of its next turn. | >| Frost (Cold) | The target is **restrained** until the start of its next turn, and has its speed reduced by half until the end of its next turn. | >| Flame (Fire) | The target is lit ablaze. It takes Flame damage equal to your Proficiency Bonus at the start of each of its turns until a creature takes an Action to douse the fire. | >| Chaos (Wild) | The target takes an additional damage die from all spell attacks and effects until the end of its next turn. | >| Order (Pure) | The target automatically fails all Saving Throws against spell effects until the end of its next turn. | >| Void (Anti-Magic) | The target is unable to cast spells until the end of their next turn. | ### Lightning Wreathed - Level 12 The power of the storm galvanizes your form, strengthening your body against external attacks and damaging those who dare strike against you. While not wearing armor, your base Armor Class equals 10 + your Constitution modifier + your Dexterity modifier. Additionally, you constantly arc with electric Aether, causing creatures that attack you to take **1d6 Lightning damage on a successful hit, and 1d4 Lightning damage on a miss.** **At Level 16,** your base Armor Class becomes 12 + CON + DEX, and the damage dealt to creatures that attack you increases to **1d10 Lightning damage on a successful hit, and 1d8 Lightning damage on a miss.** Additionally, you gain the ability to erupt with electricity when you are struck with an overwhelming attack. When you are struck by a Critical Hit, you **discharge** with shocking Aether, causing all creatures within a 15 ft. radius of you to make a Dexterity Saving Throw or take **3d8 Lightning damage** on a failed Saving Throw, or half as much on a successful one. **At Level 20,** your base Armor Class becomes 14 + CON + DEX, and the damage dealt to creatures that attack you increases to **2d8 Lightning damage on a successful hit, and 2d6 Lightning damage on a miss.** **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** your base Armor Class becomes 16 + CON + DEX, and the damage dealt to creatures that attack you increases to **2d12 Lightning damage on a successful hit, and 2d10 Lightning damage on a miss.** Additionally, the **discharge** damage you deal when you are struck by a Critical Hit increases to **3d10 Lightning damage.** ### Conductive - Level 14 **At Level 14,** your attunement to the storm has now increased to a level where you can sense any and all Lightning Aether around you, granting you the ability to nullify or redirect it at will. As a Reaction when another creature within 60 ft. activates an ability or casts a spell that deals Lightning damage, choose one of the following options: - **Nullify.** You cancel the spell altogether, as if you had cast *Counterspell.* - **Redirect.** You choose a new target for the spell. The new target must be within the spell’s original range from the caster. - **Absorb.** You draw the energy within you, granting you a number of Temporary Hit Points equal to the spell’s level. If the Lightning was generated by an ability or class feature, you instead gain a number of Temporary Hit Points equal to half the level required to activate that ability. If the Lightning was generated by a magic item, you gain a number of Temporary Hit Points based on the rarity of the item (Common = 2; Uncommon = 4; Rare = 6, Very Rare = 8, Legendary = 10; Artifact = 15; Primordial Artifact = 20). You may use this ability a number of times equal to your Proficiency Bonus per Long Rest. **At Level 20,** you may now expend a spell slot of an equivalent or greater level to use this ability. If the Lightning was generated by an ability or class feature, you expend a spell slot equal to half the level required to activate that ability. If the Lightning was generated by a magic item, you must expend a spell slot based on the rarity of the item (Common = 1; Uncommon = 2; Rare = 3, Very Rare = 5, Legendary = 7; Artifact = 9). You are unable to use a spell slot to **absorb, nullify,** or **reflect** Lightning damage generated by a ***Primordial Artifact*** without wielding one yourself. ### Blessing of the Storm (Feats + Boon) - Level 16 You gain the *Lightning Caster feat*, as well as one of the following feats: *Capable, Destined, Spell Sniper,* or *War Caster*. In addition, you gain an *Epic Boon:* *Boon of the Furious Storm*. >[!feat-purp]- Feat: Lightning Caster >Your rapid-fire style of casting Cantrips allows you to weave magic with uncanny speed. You gain the following benefits: >- **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. >- **Dual Target.** When you cast a Cantrip with a casting time of an Action that targets a single creature, you can use a Bonus Action to target a second creature within the Cantrip’s range. >- **Immediate Response.** When you cast a spell as a Reaction, that spell doesn’t expend a spell slot. Once you use this benefit, you can’t use it again until you finish a Long Rest. >[!feat-pink]- Feats - Pick One (Djin and Orazio select *Spell Sniper*) >>[!feat-white]- Feat: Spell Sniper >>You gain the following benefits: >>- ***Ability Score Increase.*** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. >>- ***Bypass Cover.*** Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. >>- ***Casting in Melee.*** Being within 5 feet of a creature doesn't impose Disadvantage on your attack rolls with spells. >>- ***Increased Range.*** When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet. >[!feat-white]- Epic Boon: Boon of the Furious Storm >*You gain the following benefits:* >- **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. >- **Eye of the Storm.** You have Resistance to Lightning and Thunder damage. While you are Bloodied, you have Immunity to Lightning and Thunder damage. >- **Storm's Strength.** Creatures have Disadvantage on saving throws against your spells that deal Lightning or Thunder damage. ### Protection of the Thunder God (Legendary Resistance) - Level 18 You gain one **Legendary Resistance.** Expended **Legendary Resistance** regenerates when you finish a Long Rest. ### Kaminari - Level 20 You learn the spell *Cataclysm* and gain the ability to cast it without expending a spell slot once per Long Rest. >[!spell-brown]- Cataclysm - 9th Level >**9th Level Evocation** >**Casting Time:** 1 Action >**Range:** Sight (60 ft. Cylinder) >**Components:** Verbal, Somatic, Material* (Divine Blood or a Primordial Artifact) >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Lightning, Chaos > >You summon an enormous, devastating lightning bolt that descends from the skies and vaporizes a point you can see. All creatures within a 60ft radius must make a Constitution Saving Throw. On a failed save, targets take **10d10 Lightning and 10d10 *Chaos damage*** as the bolt instantly vaporizes everything within the area. On a successful Saving Throw, creatures take half damage only. ### Bolt From The Blue (Destructive Wrath) - Harbinger, Herald, or Seraph When you hit with an attack or spell that deals your Element's damage, you may choose to deal maximum damage instead of rolling. You may use this ability twice per Long Rest. When you reach ***Prestige Level 5,*** you may use this ability three times per Long Rest. When you reach ***Prestige Level 10,*** you may use this ability four times per Long Rest. ## Beacon of the Elements - Level 3 **At Level 3,** you gain the ability to solidify purified Aether into a token of your Divinity. As an Action, you may focus a 1st-level (or your lowest level) spell slot into a mote of energy: a coin with a symbol of your choice on one side, and the Rune of your Apostolic Element on the other. When given to an ally, the beacon acts as a communication device, allowing you to send and receive messages using the coin as a focus. Additionally, you may teleport to the coin by expending a spell slot of 5th-level or higher and casting *Teleport,* targeting the coin. When cast in this way, *Teleport* has a 100% success rate. The beacon must be in the possession of another creature to use this ability. ## Elemental Fortification - Level 4+ As your body acclimates to the overwhelming power of the Apostolic Elements, it becomes more resilient. Your growing mastery over your chosen Element bolsters your body, allowing you to channel larger amounts of Aether and withstand greater harm. **At Level 4,** you gain +1 to your Constitution Score, and your Constitution Score can now exceed the maximum of 20. At higher levels, the bonus increases to **+2 (Level 8), +3 (Level 12), and +4 (Level 16).** **At Level 10,** you gain the *Tough* feat. **At Level 20,** as you reach the pinnacle of your Apostolic ability, your body becomes a focus for magic itself, increasing your Constitution Score by another +2 (for a total of +6 from your base Constitution Score). >[!feat-black]- Feat: Tough Your Hit Point maximum increases by an amount equal to twice your Character Level when you gain this feat. Whenever you gain a Character Level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. ## Elemental Mastery - Level 7+ **Beginning at Level 7,** you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures you can see, you can choose a number of creatures equal to your Proficiency Bonus to gain advantage on Saving Throws against your spells. **At Level 14,** creatures you designate automatically succeed on their Saving Throws against your spells. **At Level 20,** creatures you designate now take no damage from your spells if they would normally take half damage on a successful save. ## Elemental Resonance: Jupiter’s Ascension **At Level 10,** your body now resonates with your Apostolic Element, increasing your affinity and giving you the ability to activate a state of *Elemental Resonance.* As a Bonus Action, you may 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 ft. > **Empowered.** While in this form, whenever you make an attack or cast a spell, the target takes an additional 1d8 damage of your associated Element. This damage increases by 1d8 when you reach **Level 14** (2d8), and **Level 18** (3d8). > **Apostolic Providence.** You activate your *Storm Surge* ability when you enter this form. If *Storm Surge* is already active when you activate your *Resonance,* you gain three additional *Storm Motes.* 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.*** ## Elemental Vigor - Level 15 **At Level 15,** you gain a major feature from another class, designed to complement and enhance your chosen **main class**. **Djin and Orazio Select: *Vigor of Martial Prowess.*** >[!container-orange]- Vigor of Martial Prowess *(Bonus Feature: Fighter)* >**At Level 15,** you gain the Fighter's *Action Surge* feature, and may now use it to take a Magic Action. If you are at least *Fighter Level 10,* you gain an additional usage of *Action Surge* per Short or Long Rest. >>[!feat-white]- Action Surge (Apostle Variant) >>You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action, *including* the Magic Action. >>Once you use this feature, you can’t do so again until you finish a Short or Long Rest. >>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain an additional usage of *Action Surge* before a rest, but you may only use it once on a turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may make one additional attack per Attack Action when you use *Action Surge.* If you are at least *Fighter Level 15,* you gain one additional attack whenever you take the Attack action on your turn. ### All Elemental Vigors >[!container-purp]- Vigor of Virtuosity *(Bonus Feature: Artificer)* >**At Level 15,** you gain the Artificer's *Flash of Genius* feature. If you are at least *Artificer Level 10,* you double your Intelligence Modifier when using *Flash of Genius.* >>[!spell-effect]- Flash of Genius (Apostle Variant) >>When you or a creature you can see within 30 feet of you fails an Ability Check or a Saving Throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence Modifier (minimum of +1). >> >>You can take this Reaction a number of times equal to your Intelligence Modifier (minimum of once). When you finish a Short Rest, you regain one expended use of your Flash of Genius feature. You regain all expended uses when you finish a Long Rest. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may attune to an additional magic item. If you are at least *Artificer Level 15,* you may attune to two additional magic items. >[!container-pink]- Vigor of Fury *(Bonus Feature: Barbarian)* >**At Level 15,** you gain the Barbarian's *Rage* feature. If you are at least *Barbarian Level 10,* you add an additional +2 to your *Rage Damage bonus.* >>[!spell-effect]- Rage (Apostle Variant) >>You can imbue yourself with a primal power called *Rage*, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. >> >>You can enter your *Rage* a number of times equal to your Proficiency Bonus. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. >> >>While active, your *Rage* follows the rules below. >>- ***Damage Resistance.*** You have Resistance to Physical damage. >>- ***Rage Damage.*** When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as an Apostle. When you take this *Vigor* at **Level 15,** your *Rage Damage Bonus* is +3. This increases to **+4 at Level 20,** **+5 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **+6 when you reach Prestige Level 10.** >>- ***Strength Advantage.*** You have Advantage on Strength checks and Strength Saving Throws. >>- ***No Spellcasting.*** You can’t cast spells, but entering *Rage* doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast. >>- ***Duration*.** The *Rage* lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your *Rage* is still active on your next turn, you can extend the *Rage* for another round by doing one of the following: >> - Make an attack roll against an enemy. >> - Force an enemy to make a Saving Throw. >> - Take a Bonus Action to extend your *Rage*. >> >>Each time the *Rage* is extended, it lasts until the end of your next turn. You can maintain a *Rage* for up to 10 minutes. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** your *Rage Damage bonus* doubles when you maintain your *Rage* for three rounds. If you are at least *Barbarian Level 15,* you double your *Rage Damage bonus.* >[!container-white]- Vigor of the Muse *(Bonus Feature: Bard)* >**At Level 15,** you gain the Bard's *Bardic Inspiration* feature. If you are at least *Bard Level 10,* you instead gain *Expertise* in two additional skills of your choice. >>[!spell-effect]- Bardic Inspiration (Apostle Variant) >>You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. >> >>***Using Bardic Inspiration.*** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. >>Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled. >> >>***Number of Uses.*** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. >> >>***At Higher Levels.*** Your Bardic Inspiration die changes when you reach certain Bard levels. The die becomes **a d8 at Level 20,** **a d10 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **a d12 at Prestige Level 10.** >> >>***Font of Inspiration.*** You regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the Bard's *Jack of All Trades* feature. If you are at least *Bard Level 15,* your *Bardic Inspiration* die becomes a d20. >>[!spell-effect]- Jack of All Trades (Apostle Variant) >>You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus. >> >>For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check. >[!container-brown]- Vigor of Effluence *(Bonus Feature: Blood Hunter)* >**At Level 15,** you gain the Blood Hunter's *Blood Maledict* feature. If you are at least *Blood Hunter Level 10,* you gain an additional *Blood Curse,* as well as access to an additional *Crimson Rite* of your choosing. >>[!spell-effect]- Blood Maledict (Apostle Variant) >>Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section below. You learn one additional blood curse of your choice at **Level 20,** **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and when you reach **Prestige Level 10.** Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. >> >>Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking Life damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. >> >>Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at **Level 20,** three times **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and four times when you reach **Prestige Level 10.** >>>[!spell-black]- Blood Curse Descriptions >>>>[!spell-red]- Blood Curse of the Anxious >>>>As a Bonus Action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have Advantage. >>>>***Amplify.*** The next Wisdom Saving Throw the cursed creature makes before this curse ends has Disadvantage. >>> >>>>[!spell-orange]- Blood Curse of Binding >>>>As a Bonus Action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength Saving Throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn. >>>>***Amplify.*** This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the Saving Throw at the end of each of its turns, ending the curse on itself on a success. >>> >>>>[!spell-yellow]- Blood Curse of Bloated Agony >>>>As a Bonus Action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has Disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn. >>>>***Amplify.*** This curse lasts for 1 minute. The cursed creature can make a Constitution Saving Throw at the end of each of its turns, ending the curse on itself on a success. >>> >>>>[!spell-green]- Blood Curse of Exposure >>>>When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). >>>>***Amplify.*** The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn. >>> >>>>[!spell-blue]- Blood Curse of the Eyeless >>>>When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. >>>>***Amplify.*** You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack. >>> >>>>[!spell-purp]- Blood Curse of the Fallen Puppet >>>>When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range. >>>>***Amplify.*** You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1). >>> >>>>[!spell-pink]- Blood Curse of the Marked >>>>As a Bonus Action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. >>>>***Amplify.*** The next attack roll you make against the target before the end of your turn has Advantage. >>> >>>>[!spell-white]- Blood Curse of the Muddled Mind >>>>As a Bonus Action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has Disadvantage on the next Constitution Saving Throw it makes to maintain concentration before the end of your next turn. >>>>***Amplify.*** The cursed creature has Disadvantage on all Constitution Saving Throws made to maintain concentration until the end of your next turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Dark Augmentation.* If you are at least *Blood Hunter Level 15,* you instead gain another *Blood Curse* and *Crimson Rite* of your choosing. >> [!spell-effect]- Dark Augmentation (Apostle Variant) >> The magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you gain a bonus to Strength, Dexterity, and Constitution Saving Throws equal to your hemocraft modifier (minimum of +1). >[!container-black]- Vigor of Divinity *(Bonus Feature: Cleric)* >**At Level 15,** you gain the Cleric's *Channel Divinity* feature, and one effect appropriate for your Apostolic Element. If you are at least *Cleric Level 10,* you gain an additional usage of *Channel Divinity* per Short or Long Rest. >>[!spell-effect]- Channel Divinity (Apostle Variant) >>You can channel divine energy directly from the Elements themselves to fuel magical effects. You start with two such effects: *Divine Spark* and *Turn Undead*, each of which is described below. Each time you use this class’s *Channel Divinity*, choose which *Channel Divinity* effect to create. >> >>You can use *Channel Divinity* twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain *Apostle Levels.* You have **three uses at Level 20,** **four uses when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **five uses when you reach Prestige Level 10.** >> >>If a *Channel Divinity* effect requires a Saving Throw, the DC equals your Spell Save DC. >> >>***Divine Spark.*** As a Magic Action, you expend one use of your *Channel Divinity* as you point at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom Modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution Saving Throw. On a failed save, the creature takes your Element's damage equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach **Level 20 (2d8), Prestige Level 5 (3d8),** and **Prestige Level 10 (4d8).** >> >>***Turn Undead.*** As a Magic Action, you expend one use of your *Channel Divinity* and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom Saving Throw. If the creature fails its save, it has the **Frightened** and **Incapacitated** conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the **Incapacitated** condition, or if you die. >>>[!container-black]- Additional Channel Divinity Effects >>>>[!spell-red]- Doom Song (Apocalypse Domain) >>>>You can use your *Channel Divinity* to hasten a creature’s doom. As a Bonus Action, you can expend one use your *Channel Divinity* to choose a creature you can see within 120 feet of yourself. For 10 minutes, attack rolls against the creature can score a Critical Hit on a roll of 19 or 20 on the d20. >>> >>>>[!spell-orange]- Create Void (Astral Domain) >>>>As a Bonus Action, you can expend a use of your *Channel Divinity* to open a planar tear at a point you can see within 60 feet of you, creating a powerful vacuum in a 15-foot-radius Sphere centered on that point. Each creature in the area must make a Dexterity Saving Throw. On a failed save, a creature takes **Gravitic (Force) damage equal to 1d8 plus your *Apostle Level*** and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much Gravitic damage only. The tear then vanishes. >>> >>>>[!spell-yellow]- Blood Puppet (Blood Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom Saving Throw against your Spell Save DC or become **charmed** by you. An **unconscious** creature automatically fails its Saving Throw, and isn’t **incapacitated** while you control its Actions. A corpse targeted by this effect gains a semblance of life that you control. On the affected creature or animated corpse’s turn, you can command it (no Action required) to move up to half its speed and use its Action to Interact with an object, make a single Attack, or do nothing. >>>> >>>>An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take Actions unless you command it to do so. Its game statistics are the same as when it was alive or conscious. >>>> >>>>An affected living creature makes a new Saving Throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your Concentration is broken (as if concentrating on a spell). >>> >>>>[!spell-green]- Community Watch (Community Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom Modifier (minimum of 1), a boon from your *Deity*. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a d6, adding the result to a Skill Check, Saving Throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom Modifier (minimum of 1 round). A creature can only benefit from this effect if it can see at least one of its allies. >>> >>>>[!spell-blue]- Touch of Death (Death Domain) >>>>When you hit a creature with a melee attack, you can expend one use of your *Channel Divinity* to deal extra Death (Necrotic) damage to the target. **The damage equals 5 + twice your *Apostle Level.*** >>> >>>>[!spell-purp]- Create Healing Draught (Festus Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to create a small and magically concentrated potion called a *healing draught*. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a Bonus Action to drink this potion regains a number of Hit Points equal to **2d6 + your *Apostle Level*.** The bottle and any undrunk *healing draught* turns to dust and is lost when you finish a Short or Long Rest. >>> >>>>[!spell-pink]- Path to the Grave (Grave Domain) >>>>As a Magic Action, you choose one creature you can see within 30 feet of you and expend one use of your *Channel Divinity*, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has **Vulnerability** to all of that attack’s damage, and then the curse ends. >>> >>>>[!spell-white]- Bountiful Harvest (Harvest Domain) >>>>As a Magic Action, you can expend a use of your *Channel Divinity* to invoke the spirit of the harvest. Up to six creatures of your choice within 60 feet of you gain *Heroic Inspiration.* A creature must finish a Long Rest before it can gain *Heroic Inspiration* from this feature again. Additionally, you grant all targets one of the following benefits: >>>>- **Sowing.** A target gains a number of Temporary Hit Points equal to your Proficiency Bonus plus your Wisdom Modifier. >>>>- **Growing.** Until the end of your next turn, when a target makes an attack roll or ability check, it adds (1d4) to the total. >>>>- **Reaping.** A target deals extra damage of your Element equal to your Proficiency Bonus the first time it damages a creature before the end of your next turn. >>> >>>>[!spell-brown]- Honed Instincts (Hunt Domain) >>>> You can expend a use of your *Channel Divinity* to gain preternatural insights into one creature you can see within 120 feet of you (no Action required). You can choose one of the following lists of information to learn about the target when you use this *Channel Divinity*: >>>>- **Proficiencies.** You learn the Saving Throws and Skills with which the creature is proficient. >>>>- **Physiology.** You learn the creature’s damage **Resistances, Immunities,** and **Vulnerabilities**, as well as its **Condition Immunities.** >>>> >>>>In addition, the next time you hit the target with a weapon attack within the next minute, you deal the attack’s maximum damage instead of rolling. >>> >>>>[!spell-black]- Spell Shield (Inquisition Domain) >>>>As a Bonus Action, you can expend one use of your *Channel Divinity* to bestow a temporary resilience against arcane harm for 10 minutes. Choose a creature you can see (including yourself ) within 30 feet of yourself. The chosen creature gains Temporary Hit Points equal to 1d10 plus your *Apostle Level*. While a creature has Temporary Hit Points granted by your Spell Shield, the creature has Advantage on Saving Throws against spells, and it has **Resistance** to the damage of spells. If any of these Temporary Hit Points remain when Spell Shield ends, they vanish. >>> >>>>[!spell-red]- Divine Initiative (Keeper Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and choose a number of creature that you can see and that can see you within 60 ft. of you, up to a number equal to your Wisdom Modifier (minimum of one). Each creature gains 5 Temporary Hit Points. When a target gains these Temporary Hit Points, they can immediately use their Reaction to make one weapon attack. The number of Temporary Hit Points increases to **8 when you reach Level 20, 11 when you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** and **14 when you reach Prestige Level 10.** >>> >>>>[!spell-orange]- Mind Magic (Knowledge Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to manifest your magical knowledge. Choose one of the following spells: *Comprehend Languages, Detect Magic, Detect Thoughts, Identify, Mind Spike, Tongues, Arcane Eye, Legend Lore, or Scrying.* As part of that Action, you cast that spell without expending a spell slot or needing Material components. >>> >>>>[!spell-yellow]- Preserve Life (Life Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to evoke healing energy that can restore a number of Hit Points equal to five times your *Apostle Level*. Choose **Bloodied** creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point Maximum. >>> >>>>[!spell-green]- Radiance of the Dawn (Light Domain) >>>>As a Magic Action, you can expend one use of your *Channel Divinity* to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution Saving Throw, taking **Light damage equal to 2d10 plus your *Apostle Level*** on a failed save or half as much damage on a successful one. >>> >>>>[!spell-blue]- Psychic Feedback (Mind Domain) >>>>When a creature you can see within 30 feet of yourself succeeds on a Wisdom Saving Throw, you can take a Reaction and expend a use of your *Channel Divinity* to impose Disadvantage on the Saving Throw, prying into their mind before they succeed or fail. >>> >>>>[!spell-purp]- Blessing of the Full Moon (Moon Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and instill a willing creature of your choice within 30 feet of you that you can see with one of the following **blessings** of your choice: >>>>- **Blessing of Hvitmár.** For 1 hour, the **blessed** creature’s speed increases by 10 feet, and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature. >>>>- **Blessing of Noxaris.** For 10 minutes, the **blessed** creature has Advantage on attack rolls against a target if at least one of the **blessed** creature’s allies is within 5 feet of the target and the ally isn’t **incapacitated**. >>>>- **Blessing of Dam'qari.** For 1 minute, the **blessed** creature deals an additional **1d6 Chaos damage** on all Melee and Ranged Attacks. >>> >>>>[!spell-pink]- Charm Animals and Plants (Nature Domain) >>>>As a Magic Action, expend one use of your *Channel Divinity*. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom Saving Throw. If the creature fails its Saving Throw, it is **charmed** by you for 1 minute or until it takes damage. While it is **charmed** by you, it is friendly to you and other creatures you designate. >>> >>>>[!spell-white]- Invocation of Night (Night Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity*, causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution Saving Throw. A creature who fails the Saving Throw is **blinded** for a number of rounds equal to your *Apostle Level*. A creature **blinded** in this way may repeat the Saving Throw at the end of each of their turns to remove the effect. A creature that has total cover from you is not affected. >>> >>>>[!spell-brown]- Order's Demand (Order Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity*, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom Saving Throw or be **charmed** by you until the end of your next turn or until the **charmed** creature takes any damage. You can also cause any of the **charmed** creatures to drop what they are holding when they fail the Saving Throw. >>> >>>>[!spell-black]- Balm of Peace (Peace Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and move up to your speed without provoking Opportunity Attacks. When you move within 5 feet of any other creature during this Action, you can restore a number of Hit Points to that creature equal to **2d6 + your Wisdom Modifier (minimum of 1 Hit Point).** A creature can receive this healing only once whenever you take this Action. >>> >>>>[!spell-red]- Unclean Brand (Purification Domain) >>>>When you hit a creature with a Melee weapon attack or Unarmed Strike, instead of dealing the strike’s normal damage, you can expend one use of your *Channel Divinity* to sear a symbol into the creature’s flesh, marking it with a glowing brand for 1 minute. During that time, the creature has Disadvantage on Saving Throws against your spells. Additionally, the creature gains **Vulnerability** to Flame damage you deal, even if it normally has **Resistance** or **Immunity** to Flame damage. >>> >>>>[!spell-orange]- Shadow Grasp (Shadow Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* to turn a creature's shadow against them. Choose one creature you can see within 30 ft. of you. That creature must make a Strength Saving Throw. If the creature fails, it is **restrained** by its shadow until the end of your next turn. If the creature succeeds, it is **grappled** by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow. >>>>Invoke Duplicity (Trickery Domain) >>>>As a Bonus Action, you can expend one use of your *Channel Divinity* to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn’t occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no Action required) or have the **Incapacitated** condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits: >>>>- **Cast Spells.** You can cast spells as though you were in the illusion’s space, but you must use your own senses. >>>>- **Distract.** When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target. >>>>- **Move.** As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself. >>> >>>>[!spell-yellow]- Twilight Sanctuary (Twilight Domain) >>>>As a Magic Action, you expend one use of your *Channel Divinity* and create a 30 ft. Emanation of twilight that is filled with Dim Light. This Emanation last for one minute, until you are **Incapacitated**, or you die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of the following benefits: >>>>- **Sunrise.** You grant the creature Temporary Hit Points equal to 1d6 plus your *Apostle Level.* >>>>- **Sunset.** You end one effect on the creature causing it to be **charmed** or **frightened**. >>> >>>>[!spell-green]- Guided Strike (War Domain) >>>>When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your *Channel Divinity* and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain an additional *Channel Divinity* effect of your choice. >[!container-red]- Vigor of the Shapeshifter *(Bonus Feature: Druid)* >**At Level 15,** you gain the Druid's *Wild Shape* feature. If you are at least *Druid Level 10,* the maximum Challenge Rating of Beast you can transform into increases to CR 2 (Level 16), CR 3 (Level 18), and CR 4 (Level 20). >>[!spell-effect]- Wild Shape (Apostle Variant) >>The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your *Apostle Level* or until you use *Wild Shape* again, have the **Incapacitated** condition, or die. You can also leave the form early as a Bonus Action. >> >>***Number of Uses.*** You can use *Wild Shape* twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. >> >>You gain additional uses when you reach certain *Apostle Levels*. When you reach **Level 20,** you may use *Wild Shape* three times before Resting. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may use *Wild Shape* four times before Resting. >> >>***Known Forms.*** You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/2 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. >> >>When you reach certain *Apostle Levels*, your number of known forms and the maximum Challenge Rating for those forms increases. **At Level 20,** you know six total forms, the maximum Challenge Rating of them increases to 1, and you can now adopt a form that has a Fly Speed. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you know eight total forms, and the maximum Challenge Rating of them increases to 2. **At Prestige Level 10,** you know ten total forms, and the maximum Challenge Rating of them increases to 4. >> >>When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so. >> >>>[!apostle-white]- Rules While Shape-Shifted >>>While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: >>> >>>***Temporary Hit Points.*** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your *Apostle Level.* >>> >>>***Game Statistics.*** Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma Scores; Class Features; Languages; and Feats. You also retain your Skill and Saving Throw Proficiencies and use your Proficiency Bonus for them, in addition to gaining the Proficiencies of the creature. If a Skill or Saving Throw Modifier in the Beast’s stat block is higher than yours, use the one in the stat block. >>> >>>***No Spellcasting.*** You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast. >>> >>>***Objects.*** Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Archdruid* ability. If you are at least *Druid Level 15,* the maximum Challenge Rating of Beast you can transform into increases to CR 8 at **Prestige Level 5** and CR 10 at **Prestige Level 10.** >>[!spell-effect]- Archdruid (Apostle Variant) >>The vitality of nature constantly blooms within you, granting you the following benefits: >>- ***Evergreen Wild Shape.*** Whenever you roll Initiative and have no uses of *Wild Shape* left, you regain one expended use of it. >>- ***Nature Magician.*** You can convert uses of *Wild Shape* into a spell slot (no Action required). Choose a number of your unexpended uses of *Wild Shape* and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of *Wild Shape,* you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. >[!container-orange]- Vigor of Martial Prowess *(Bonus Feature: Fighter)* >**At Level 15,** you gain the Fighter's *Action Surge* feature, and may now use it to take a Magic Action. If you are at least *Fighter Level 10,* you gain an additional usage of *Action Surge* per Short or Long Rest. >>[!feat-white]- Action Surge (Apostle Variant) >>You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action, *including* the Magic Action. >>Once you use this feature, you can’t do so again until you finish a Short or Long Rest. >>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain an additional usage of *Action Surge* before a rest, but you may only use it once on a turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may make one additional attack per Attack Action when you use *Action Surge.* If you are at least *Fighter Level 15,* you gain one additional attack whenever you take the Attack action on your turn. >[!container-yellow]- Vigor of Chance *(Bonus Feature: Gunslinger)* >**At Level 15,** you gain the Gunslinger's *Risk* feature. If you are at least *Gunslinger Level 10,* you gain one additional *Risk Die.* >>[!spell-effect]- Risk (Apostle Variant) >>You can perform incredible feats of daring fueled by special dice called *Risk Dice.* >> >>**Risk Dice.** You have four *Risk Dice*, which are d8s. A *Risk Die* is expended when you use it. You regain all expended *Risk Dice* when you finish a Short or Long Rest. Your *Risk Die* changes and more *Risk Dice* become available as you level up. **At Level 20,** you have 5d8 *Risk Dice*. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you have 6d10 *Risk Dice*. When you reach **Prestige Level 10,** you have 6d12 *Risk Dice.* >> >>**Maneuvers.** You can expend Risk Dice to perform maneuvers. Your maneuver options are detailed below. >> >>**Saving Throws.** If a maneuver requires a Saving Throw, the DC equals 8 plus your Dexterity Modifier and Proficiency Bonus. >>>[!feat-black]- Risk Maneuvers >>>***Bite the Bullet.*** As a Bonus Action, you can expend one *Risk Die* to gain Temporary Hit Points equal to the number rolled on the die plus your *Apostle Level*. >>> >>>***Blindfire.*** You can use a Bonus Action and expend one *Risk Die* to gain **Blindsight** with a range of 30 feet until the end of your turn. >>> >>>***Dodge Roll.*** You can expend one *Risk Die* as a Bonus Action to move up to 15 feet and **reload** any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and ignores **Difficult Terrain**. >>> >>>***Grazing Shot.*** When you miss with a ranged attack roll, you can expend one *Risk Die* (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity Modifier (minimum of 1). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only deal this damage once per turn. >>> >>>***Maverick Spirit.*** When you fail an Intelligence, Wisdom, or Charisma Ability Check or Saving Throw, you can expend one *Risk Die* to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn. >>> >>>***Skin of Your Teeth.*** When a creature you can see hits you with an attack roll, you can take a Reaction and expend one *Risk Die* to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Dire Gambit.* If you are at least *Gunslinger Level 15,* your total of *Risk Dice* increases 6d20. >>[!spell-effect]- Dire Gambit (Apostle Variant) >>Whenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die. >[!container-green]- Vigor of the Vengeful *(Bonus Feature: Illrigger)* >**At Level 15,** you gain the Illrigger's *Baleful Interdict* and *Interdiction* features. If you are at least *Illrigger Level 10,* your *Seal* damage die increases to a d8, and you can place one additional *Seal* before resting. >>[!spell-effect]- Baleful Interdict (Apostle Variant) >>You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical *Seal* on a creature within 30 feet of you. You can either place this *Seal* when you hit that target with a weapon attack (no Action required), or you can use a Bonus Action to place this *Seal* on a target you can see within range. This *Seal* lasts for 1 minute or until **burned** (see “*Burning Seals*” below). A creature with one or more of your *Seal*s is referred to as an **Interdicted** creature. *Seal*s you place are **invisible** to other creatures, and when you can see an **Interdicted** creature, the *Seal*s appear to you as glowing glyphs on the creature’s body. >> >>You can only place a limited number of *Seals* before resting, and you regain all *Seals* when you finish a Short or Long Rest. The number of *Seals* you can place increases as you gain *Apostle Levels.* When you take this ability at **Level 15,** you can place 4 *Seals* before a Rest. **At Level 20,** you can place 5. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you can place 6. **At Prestige Level 10,** you can place 7. >> >>If an **Interdicted** creature dies, you can use a Bonus Action on your turn to move all *Seals* placed on them to a new creature you can see within 30 feet of them. Each *Seal’s* duration continues to elapse when an **Interdicted** creature dies and when that *Seal* is moved to a new creature. >> >>***Burning Seals.*** When an **Interdicted** creature you can see within 30 feet of you takes damage from any source other than a *Seal* **burned** by an *Illrigger*, you can burn any number of *Seals* you placed on them to deal 1d6 Flame or Death damage (your choice) to that creature per *Seal* **burned**. You deal this damage immediately after the triggering damage. **Burning** a *Seal* doesn’t require an Action from you, but you can’t do so while **incapacitated**. >> >>Once a *Seal* is **burned**, it immediately vanishes. The damage of each *Seal* increases by 1d6 when you reach **Level 20** (for a total of 3d6), **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5** (for a total of 4d6), and when you reach **Prestige Level 10** (for a total of 5d6). >> >>***Interdict Save.*** Class features you gain later can add additional effects to your *Baleful Interdict* and require your target to make a Saving Throw to resist them. The Saving Throw DC for these effects uses your Interdict Save DC, which is calculated as follows: >> >>***Interdict Save DC = 8 + your Proficiency Bonus + your Charisma Modifier*** > >>[!spell-effect]- Interdiction (Apostle Variant) >>You can infuse your *Seals* with hellish magical power, enhancing their effects. >> >>**Interdict Boons Known.** You learn one *Interdict Boon* of your choice from the “*Interdict Boons*” section. As you gain *Apostle Levels*, you gain additional *Boons* of your choice. Each new *Boon* must be of a level you can learn. **When you reach Level 20,** you learn one new *Boon* of Level 20 or lower. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you learn one new *Boon* of Prestige Level 5 or lower. **At Prestige Level 10,** you learn one new *Boon* of any level. >> >>Whenever you gain an *Apostle Level*, you can choose a *Boon* you know and replace it with another *Boon* you can learn. >> >>**Using Interdict Boons.** Some *Boons* allow you to expend unplaced *Seals* to fuel abilities, while others empower all your *Seals* or grant you benefits against **Interdicted** creatures. >> >>The *Boons* that grant passive (or “always on”) benefits, such as the 2nd-level *Swift Retribution Boon*, are marked with a “Passive” tag. You don’t need to expend a *Seal* or take an Action to benefit from the passive *Boons* you know. All other *Boons*, such as the 2nd-level *Abating Seal Boon*, must be activated on a turn (for example, by expending a seal). You can activate only one non-passive *Boon* per turn, regardless of how many you know. >>>[!container-white]- Interdict Boons >>>>[!apostle-white]- Level 15 Interdict Boons >>>>>[!feat-red]- Abating Seal >>>>>When a creature you can see damages you or an ally within 30 feet of you, you can expend a *Seal* as a Reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your *Apostle Level* (rounded down). >>>> >>>>>[!feat-orange]- Bedevil >>>>>When you burn a *Seal* on an **Interdicted** creature, you can activate this *Boon* (no Action required). The target must subtract a number equal to your Proficiency Bonus from the result of the next Saving Throw they make before the end of their next turn. >>>> >>>>>[!feat-yellow]- Soul Eater >>>>>When you burn a *Seal* on an **Interdicted** creature, you can activate this *Boon* (no Action required) to gain Temporary Hit Points equal to your *Apostle Level*. >>>> >>>>>[!feat-green]- Styx's Apathy >>>>>When you burn a *Seal* on an **Interdicted** creature, you can use your Reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take Reactions. >>>> >>>>>[!feat-blue]- Swift Retribution (*Passive*) >>>>>When an **Interdicted** creature provokes an Opportunity Attack from you, you can make that attack without using your Reaction, provided you’re not **Incapacitated**. Once you benefit from this *Boon*, you can’t do so again until the start of your next turn. >>> >>>>[!apostle-white]- Level 20 Interdict Boons >>>>>[!feat-purp]- Acheron's Chain >>>>>When you use a Bonus Action to place or move a *Seal* on a Large or smaller creature, you can activate this *Boon* (no Action required). You conjure infernal chains to grasp the target, forcing them to make a Strength Saving Throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be grappled until the end of your next turn (escape DC equal to your interdict save DC). >>>> >>>>>[!feat-pink]- Conflagrant Channel >>>>>You can expend a *Seal* as a Bonus Action to teleport up to 60 feet to an unoccupied space you can see. >>>> >>>>>[!feat-white]- Eyes of the Gate >>>>>As a Magic Action, you can expend one or more *Seals* to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom Saving Throw; they can willingly fail this save. On a failed save, you are bound to the target’s awareness for a number of hours equal to the number of *Seals* you expended, or until you use this *Boon* on another creature. For the duration, while the target is within 300 feet of you, you can use an Action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your Action to return to your normal senses. While perceiving through the target’s senses, you are deaf and blind with regard to your own senses. >>>>> >>>>>Additionally, for the duration, you can place *Seals*, burn them, and use *Interdict Boons* as if you were in the creature’s space, but doing so makes the creature aware of this bond. An aware creature can use their Action to repeat the Saving Throw, ending the effects of this *Boon* on a success. >>>> >>>>>[!feat-brown]- Shadow Shroud >>>>>You can expend a *Seal* as a Bonus Action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute. >>>> >>>>>[!feat-black]- Unleash Hell >>>>>When you burn one or more *Seals* on an **Interdicted** creature, you can use your Reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity Saving Throw. On a failed save, a creature takes the same amount and type of damage as the *Seals* dealt to the **Interdicted** creature. On a successful save, a creature takes half as much damage. >>>> >>>>>[!feat-red]- Vengeful Shot >>>>>When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a *Seal* as a Reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your *Apostle Level* (rounded down). >>> >>>>[!apostle-white]- Prestige Level 5 Interdict Boons >>>>>[!feat-orange]- Dis's Onslaught (*Passive*) >>>>>Each time you use a Bonus Action to place or move a *Seal*, you can make one weapon attack as part of the same Bonus Action. >>>> >>>>>[!feat-yellow]- Flash of Brimstone >>>>>When you place or move a *Seal*, you can activate this *Boon* (no Action required) to magically teleport to an unoccupied space you can see within 5 feet of the target. >>>> >>>>>[!feat-green]- Hellish Frenzy >>>>>When you start your turn within 30 feet of an **Interdicted** creature, you can expend a *Seal* to become **frenzied** by the power of Hell until the start of your next turn. While **frenzied**, your Movement Speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack Action. >>>> >>>>>[!feat-blue]- Hellsight >>>>>You can expend a *Seal* as a Magic Action to gain **Truesight** out to 60 feet for 1 hour. >>>> >>>>>[!feat-purp]- Impaling Shot >>>>>When you hit an **Interdicted** creature with a ranged weapon attack, you can expend a *Seal* as a Bonus Action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your Proficiency Bonus. >>>> >>>>>[!feat-pink]- Iron Gaol >>>>>As a Magic Action, you can touch a creature and expend four *Seals* to attempt to send that creature to Hell. The target must succeed on a Charisma Saving Throw or be pulled through a rift into the prisons of your archfiend’s infernal city. >>>>> >>>>>If the target is native to Hell, or if their level or Challenge Rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the Saving Throw at the end of each of their turns, ending the effect early on a success. >>>> >>>>>[!feat-white]- Last Word >>>>>When you are reduced to 0 Hit Points and have unplaced *Seals* remaining, the hellfire in you refuses to die. You can expend up to 3 *Seals* and release an explosion around you (no Action required). Roll 3d6 per *Seal* expended. Each creature of your choice within 30 feet of you must make a Dexterity Saving Throw. On a failed save, a creature takes Flame damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of Hit Points equal to the total you rolled. >>>> >>>>>[!feat-brown]- Soul's Doom >>>>>When you use a Bonus Action to place or move a *Seal*, you can scorch the *Seals* into the target’s soul. For 1 minute, whenever that **Interdicted** creature takes damage, they take extra damage equal to your Proficiency Bonus. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Superior Interdict*. If you are at least *Illrigger Level 15,* your *Seal* damage die increases to a d10, and you can place two additional *Seals* before resting. >>[!spell-effect]- Superior Interdict (Apostle Variant) >>Damage from your *Seals* ignores any **Resistances** the target has. >> >>In addition, you can use a Bonus Action to regain a *Seal* if you have none remaining. Once you regain a *Seal* in this way, you can’t do so again until you finish a Long Rest. >[!container-blue]- Vigor of Martial Technique *(Bonus Feature: Monk)* >**At Level 15,** you gain the *Monk's Focus* feature from the Monk class. If you are at least *Monk Level 10,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down), and one additional *Focus Point* every other Level thereafter. >>[!spell-effect]- Monk's Focus (Apostle Variant) >>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by *Focus Points.* You have a number of *Focus Points* equal to your *Apostle Level.* >> >>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: *Flurry of Blows, Patient Defense,* and *Step of the Wind,* each of which is detailed below. >> >>When you expend a *Focus Point,* it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >> >>Some features that use *Focus Points* require your target to make a Saving Throw. The Save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. >> >>***Flurry of Blows.*** You can expend *1 Focus Point* to make two Unarmed Strikes as a Bonus Action. >> >>***Patient Defense.*** You can take the Disengage action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and the Dodge actions as a Bonus Action. >> >>***Step of the Wind.*** You can take the Dash action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Perfect Focus* ability. If you are at least *Monk Level 15,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down). >>[!spell-effect]- Perfect Focus (Apostle Variant) >>When you roll Initiative, you regain expended Focus Points until you have 4 if you have 3 or fewer. >[!container-purp]- Vigor of Adept Strikes *(Bonus Feature: Monster Hunter)* >**At Level 15,** you gain the Monster Hunter's *Studied Response* and *Expert Strike* features. If you are at least *Monster Hunter Level 10,* you may add *Immortals* to your *Grimoire.* *Immortals* are **Immune** to the instant kill effect of your *Grave Strike* ability. Instead, when you target an *Immortal* with *Grave Strike* and they fail the Constitution Saving Throw, the damage dealt by your Critical Hit is doubled. >>[!spell-effect]- Studied Response (Apostle Variant) >>You have learned the most effective way to slay a monster is to strike its most vulnerable area at the right moment. Too early, and your attack glances away. Too late, and the monster may eviscerate you. >> >>When a creature you can see within 60 feet of you targets you or another creature with a melee or ranged attack, you can take a Reaction before the attack roll to make one attack with a weapon or an Unarmed Strike against that creature. >> >>If the attack misses, you regain the use of your Reaction. > >>[!spell-effect]- Expert Strike (Apostle Variant) >>You learn the weaknesses of monsters so that you know exactly where to strike to inflict the most damage. You can add your Intelligence Modifier to the attack and damage rolls of your weapons and Unarmed Strikes. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Slayer's Aid.* If you are at least *Monster Hunter Level 15,* you instead gain an additional Reaction. >>[!spell-effect]- Slayer's Aid (Apostle Variant) >>You're able to coordinate with your allies to quickly slay dangerous monsters. When you use *Studied Response,* choose a Friendly creature that can see or hear you. That creature can use its Reaction to make one attack with a weapon or Unarmed Strike against the creature that triggered your *Studied Response*. If the ally does not have their Reaction, they regain it but then must use it to make the attack. Your ally's attack occurs after yours but before the target creature rolls its own attack. This ability refreshes at the start of your turn. >[!container-pink]- Vigor of Purification *(Bonus Feature: Paladin)* >**At Level 15,** you gain the Paladin's *Lay On Hands* feature. If you are at least *Paladin Level 10,* your *Lay On Hands* total increases to be seven times your *Apostle Level.* >>[!spell-effect]- Lay On Hands (Apostle Variant) >>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your *Apostle Level.* >> >>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. >> >>When you use your *Lay On Hands* on a creature, you can also remove one or more of the following conditions from the creature: **Blinded, Charmed, Deafened, Frightened, Paralyzed,** or **Stunned.** You must expend 5 Hit Points from the healing pool of *Lay On Hands* for each of these conditions you remove; those points don't also restore Hit Points to the creature. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** your *Lay On Hands* total increases to be seven times your *Apostle Level.* If you are at least *Paladin Level 15,* your *Lay on Hands* total increases to be equal to your Maximum Hit Points. >[!container-white]- Vigor of the Battle Hardened *(Bonus Feature: Pugilist)* >**At Level 15,** you gain the Pugilist's *Fisticuffs* and *Moxie* features. If you are at least *Pugilist Level 10,* you gain three additional *Moxie Points.* >>[!spell-effect]- Fisticuffs (Apostle Variant) >>Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons (Simple Melee weapons and Improvised weapons). >> >>You gain the following benefits while you are unarmed or wielding only Pugilist weapons and you are wearing Light or no armor and are not wielding a shield: >>**Bonus Unarmed Strike.** You can make an Unarmed Strike as a Bonus Action. >> >>**Fisticuffs Die.** You can roll 1d10 in place of the normal damage of your Unarmed Strike or Pugilist weapons. This die increases as you gain *Apostle Levels,* increasing to 1d12 at **Level 20**, and 2d6 **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5.** >> >>**Improved Improvisation.** Your talent for turning everything into a weapon allows you to use the Mastery Properties of Improvised weapons. All Improvised weapons count as having the *Sap* Mastery Property for you. > >>[!spell-effect]- Moxie (Apostle Variant) >>Your experiences of beating the odds have given you a moxie you can channel in the midst of battle. This swagger is represented by a number of *Moxie Points*. Your *Apostle Level* determines the maximum number of *Moxie Points* you have. **When you gain this feature at *Apostle Level 15***, you have 6 *Moxie Points*. **At Level 20,** you have 8 *Moxie Points.* **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you have 10 *Moxie Points*. >> >>You can spend these points to enhance or fuel certain Pugilist features. You start knowing three such features: *Brace Up, One-Two Punch,* and *Stick and Move,* each of which is detailed below. >> >>When you expend a *Moxie Point*, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >> >>**Brace Up.** You can use a Bonus Action and expend 1 *Moxie Point* to brace for attacks. When you do so, roll your Fisticuffs die, and gain a number of Temporary Hit Points equal to the number rolled plus your *Apostle Level* and your Constitution Modifier. These Temporary Hit Points vanish if any remain after 10 minutes. >> >>**One-Two Punch.** You can expend 1 *Moxie Point* to make two Unarmed Strikes as a Bonus Action. >> >>**Stick and Move.** You can use a Bonus Action and expend 1 *Moxie Point* to make an Unarmed Strike and take the Dash or Disengage action. >> >>**Moxie-Fueled Fists.** Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, you can expend 1 *Moxie Point* to change the damage type to your Element. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Haymaker* ability. If you are at least *Pugilist Level 15,* your total number of *Moxie Points* increases to 20. >>[!spell-effect]- Haymaker (Apostle Variant) >>When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 *Moxie Point* to swing with wild abandon. On a hit, you regain the expended *Moxie Point* and deal maximum damage with that attack. >[!container-brown]- Vigor of the Hunter *(Bonus Feature: Ranger)* >**At Level 15,** you gain the Ranger's *Favored Enemy* feature and a unique version of *Hunter's Mark* that does not require *Concentration.* If you are at least *Ranger Level 10,* you no longer have to expend a spell slot to cast *Hunter's Mark.* >>[!spell-effect]- Favored Enemy (Apostle Variant) >>You always have the *Hunter's Mark* spell prepared. You can cast it five times without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. >>>[!spell-white]+ Hunter's Mark (Apostle) - 1st Level >>>**1st Level Divination** >>>**Casting Time:** 1 Bonus Action >>>**Range:** 90 ft. >>>**Components:** Verbal >>>**Duration:** 1 Hour >>>**Attack/Save:** None >>>**Damage/Effect:** Varies >>> >>>You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 of your Element's damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. >>> >>>If the target drops to 0 Hit Points before this spell ends, you can move the mark to a new creature you can see within range (no Action required). >>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The duration of this spell is increased by casting it with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours). > >**At Level 20,** you gain Advantage on attack rolls against a creature currently marked by your *Hunter’s Mark.* > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the damage die of your *Hunter's Mark* increases to a d10. If you are at least *Ranger Level 15*, the damage die of your *Hunter's Mark* increases to a d12 instead. > >**When you reach Prestige Level 10,** you may cast *Hunter's Mark* on two targets at once. >[!container-black]- Vigor of the Fleet-Footed *(Bonus Feature: Rogue)* >**At Level 15,** you gain the Rogue's *Cunning Action* feature. If you are at least *Rogue Level 10,* your speed is doubled until the end of your turn when you use a *Cunning Action.* >>[!spell-effect]- Cunning Action (Apostle Variant) >>Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: *Dash, Disengage,* or *Hide.* > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain *Uncanny Dodge.* If you are at least *Rogue Level 15,* you gain an additional Reaction per turn. >>[!spell-effect]- Uncanny Dodge (Apostle Variant) >>When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down). >[!container-red]- Vigor of Aether Manipulation *(Bonus Feature: Sorcerer)* >**At Level 15,** you gain the Sorcerer's *Font of Magic* and *Metamagic* features. If you are at least *Sorcerer Level 10,* you gain an additional number of *Sorcery Points* equal to half your *Apostle Level* (rounded down), and one additional *Sorcery Point* every other Level thereafter. >>[!spell-effect]- Font of Magic (Apostle Variant) >>You can tap into the wellspring of magic within yourself. This wellspring is represented by *Sorcery Points*, which allow you to create a variety of magical effects. >> >>You have *10 Sorcery Points,* and you gain one additional *Sorcery Point* each time you gain an *Apostle Level*. You can’t have an amount of *Sorcery Points* greater than your *Apostle Level*. When you finish a Short Rest, you regain a number of expended *Sorcery Points* equal to half your *Apostle Level* (round down). Once you use this feature, you can’t do so again until you finish a Long Rest. You regain all expended *Sorcery Points* when you finish a Long Rest. >> >>You can use your *Sorcery Points* to fuel the options below, along with other features, such as *Metamagic*, that use those points. >> >>**Converting Spell Slots to *Sorcery Points.*** You can expend a spell slot to gain a number of *Sorcery Points* equal to the slot’s level (no action required). >> >>**Creating Spell Slots.** As a Bonus Action, you can transform unexpended *Sorcery Points* into one spell slot. The *Creating Spell Slots table* shows the cost of creating a spell slot of a given level, and it lists the minimum *Apostle Level* you must be to create a slot. You can create a spell slot no higher than level 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. >> >>The level of spell slots you can create with *Sorcery Points* increases at higher *Apostle Levels.* **At Level 20,** you may now create spell slots up to level 6. **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may now create spell slots up to level 7. **When reach Prestige Level 10,** you may now use *Sorcery Points* to create spell slots up to level 8. >>>[!container-black]- Creating Spell Slots (Table) >>>|Spell Slot Level|Sorcery Point Cost|Min. Apostle Level| >>>|---|---|---| >>>|1|2|15| >>>|2|3|15| >>>|3|5|15| >>>|4|6|15| >>>|5|7|15| >>>|6|8|20| >>>|7|9|P5| >>>|8|10|P10| > >>[!spell-effect]- Metamagic (Apostle Variant) >>Because your magic flows from within, you can alter your spells to suit your needs; you gain a unique version of the *Transmuted Spell* *Metamagic* option, as well as two additional *Metamagic* options of your choice from the *“Metamagic Options”* below. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of *Sorcery Points* that it costs. >> >>You can use only one *Metamagic* option on a spell when you cast it unless otherwise noted in one of those options. >> >>Whenever you gain an *Apostle Level*, you can replace one of your *Metamagic* options with one you don’t know. You gain two more options at **Level 20** and two more **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5**. >> >>**Transmuted Spell (*Apostle*). (1 *Sorcery Point*)** >>When you cast a spell that deals a type of damage different than your Element, you can spend 1 *Sorcery Point* to change that damage type to match your Element. Alternatively, you can spend 2 *Sorcery Points* to change the spell's damage type to one of the following Elements: *Dark, Death, Earth, Flame, Frost, Gravitic, Life, Light, Lightning, Mind, Physical, Song, Water, Wind.* >> >>Additionally, you can spend a number of *Sorcery Points* equal to the spell's level to change it's damage to one of the ***Primordial Damage Types: Chaos, Order, or Void.*** >>>[!container-black]- Metamagic Options >>>**Careful Spell. (1 *Sorcery Point*)** >>>When you cast a spell that forces other creatures to make a Saving Throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 *Sorcery Point* and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its Saving Throw against the spell, and it takes no damage if it would normally take half damage on a successful save. >>> >>>**Distant Spell. (1 *Sorcery Point*)** >>>When you cast a spell that has a range of at least 5 feet, you can spend 1 *Sorcery Point* to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 *Sorcery Point* to make the spell’s range 30 feet. >>> >>>**Empowered Spell. (1 *Sorcery Point*)** >>>When you roll damage for a spell, you can spend 1 *Sorcery Point* to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. >>> >>>You can use *Empowered Spell* even if you’ve already used a different *Metamagic* option during the casting of the spell. >>> >>>**Extended Spell. (1 *Sorcery Point*)** >>>When you cast a spell that has a duration of 1 minute or longer, you can spend 1 *Sorcery Point* to double its duration to a maximum duration of 24 hours. >>> >>>If the affected spell requires Concentration, you have Advantage on any Saving Throw you make to maintain that Concentration. >>> >>>**Heightened Spell. (2 *Sorcery Points*)** >>>When you cast a spell that forces a creature to make a Saving Throw, you can spend 2 *Sorcery Points* to give one target of the spell Disadvantage on saves against the spell. >>> >>>**Quickened Spell. (2 *Sorcery Points*)** >>>When you cast a spell that has a casting time of an action, you can spend 2 *Sorcery Points* to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. >>> >>>**Seeking Spell. (1 *Sorcery Point*)** >>>If you make an attack roll for a spell and miss, you can spend 1 *Sorcery Point* to reroll the d20, and you must use the new roll. >>> >>>You can use *Seeking Spell* even if you’ve already used a different Metamagic option during the casting of the spell. >>>**Subtle Spell. (1 *Sorcery Point*)** >>>When you cast a spell, you can spend 1 *Sorcery Point* to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. >>> >>>**Twinned Spell (5th Edition). (1+ *Sorcery Points*)** >>>When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of *Sorcery Points* equal to the spell’s level to target a second creature in range with the same spell (1 *Sorcery Point* if the spell is a cantrip). >>> >>>To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, *Magic Missile* and *Scorching Ray* aren’t eligible, but *Ray of Frost* and *Chromatic Orb* are. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Absorb Spells* ability. If you are at least *Sorcerer Level 15,* you gain an additional number of *Sorcery Points* equal to half your *Apostle Level* (rounded down). >>[!spell-effect]- Absorb Spells (Apostle Variant) >>Whenever a target fails the Saving Throw against a *Counterspell* you cast, you regain 1d4 *Sorcery Points.* >[!container-orange]- Vigor of the Unknowable *(Bonus Feature: Warlock)* >**At Level 15,** you gain the Warlock's *Eldritch Invocation* feature. If you are at least *Warlock Level 10,* you gain two additional *Invocations* of your choice. >>[!spell-effect]- Eldritch Invocation (Apostle Variant) >>You have unearthed *Eldritch Invocations*, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain five *Invocations* of your choice, such as Pact of the Tome. *Invocations* are described in the “Eldritch Invocation Options” section below. >> >>**Prerequisites.** If an *Invocation* has a prerequisite, you must meet it to learn that *Invocation*. For example, if an *Invocation* requires you to be a Level 20+ *Apostle*, you can select the *Invocation* once you reach *Apostle Level 20*. >> >>**Replacing and Gaining Invocations.** Whenever you gain an *Apostle Level*, you can replace one of your *Invocations* with another one for which you qualify. You can’t replace an *Invocation* if it’s a prerequisite for another *Invocation* that you have. >> >>When you gain certain *Apostle Levels*, you gain more *Invocations* of your choice. **At Level 20,** you gain two additional *Invocations.* **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain two more *Invocations.* **When you reach Prestige Level 10,** you gain a final two *Invocations* of your choice. >> >>You can’t pick the same Invocation more than once unless its description says otherwise. >>>[!container-black]- Eldritch Invocation Options >>>>[!feat-red]- Agonizing Blast >>>>Choose one of your cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-orange]- Armor of Shadows >>>>You can cast *Mage Armor* on yourself without expending a spell slot. >>>>>[!spell-black]- Mage Armor - 1st Level >>>>>**1st Level Abjuration** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (a piece of cured leather) >>>>>**Duration:** 8 Hours >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** AC Increase >>>>> >>>>>You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. >>> >>>>[!feat-yellow]- Ascendant Step >>>>You can cast *Levitate* on yourself without expending a spell slot. >>>>>[!spell-orange]- Levitate - 2nd Level >>>>>**2nd Level Transmutation** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 60 ft. >>>>>**Components:** Verbal, Somatic, Material* (a metal spring) >>>>>**Duration:** Concentration, up to 10 Minutes >>>>>**Attack/Save:** CON Save >>>>>**Damage/Effect:** Movement >>>>> >>>>>One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. >>>>> >>>>>The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. >>>>> >>>>>When the spell ends, the target floats gently to the ground if it is still aloft. >>> >>>>[!feat-green]- Devil's Sight >>>>You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. >>> >>>>[!feat-blue]- Devouring Blade (_Prerequisite: Thirsting Blade Invocation_) >>>>The Extra Attack of your Thirsting Blade *Invocation* confers two extra attacks rather than one. >>> >>>>[!feat-purp]- Eldritch Mind >>>>You have Advantage on Constitution saving throws that you make to maintain Concentration. >>> >>>>[!feat-pink]- Eldritch Smite (_Prerequisite: Pact of the Blade Invocation_) >>>>Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Elemental damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the **Prone** condition if it is Huge or smaller. >>> >>>>[!feat-white]- Eldritch Spear >>>>Choose one of your cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your *Apostle Level*. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-brown]- Fiendish Vigor >>>>You can cast *False Life* on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die. >>>>>[!spell-black]- False Life - 1st Level >>>>>**1st Level Necromancy** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Self >>>>>**Components:** Verbal, Somatic, Material* (a drop of alcohol) >>>>>**Duration:** Instantaneous >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Buff >>>>> >>>>>You gain 2d4+4 Temporary Hit Points. >>>>>>[!spell-effect] ***At Higher Levels:*** You gain 5 additional Temporary Hit Points for each spell slot level above 1. >>> >>>>[!feat-black]- Gaze of Two Minds >>>>You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way. >>>> >>>>While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other. >>> >>>>[!feat-red]- Gift of the Depths >>>>You can breathe underwater, and you gain a Swim Speed equal to your Speed. >>>> >>>>You can also cast *Water Breathing* once without expending a spell slot. You regain the ability to cast it in this way again when you finish a Long Rest. >>>>>[!spell-black]- Water Breathing - 3rd Level >>>>>**3rd Level Transmutation** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 30 ft. >>>>>**Components:** Verbal, Somatic, Material* (a short reed) >>>>>**Duration:** 24 Hours >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Buff >>>>> >>>>>This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. >>> >>>>[!feat-orange]- Gift of the Protectors *(Prerequisite: Pact of the Tome Invocation)* >>>>A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an Action to write its name on that page, which can contain a number of names equal to your Charisma Modifier (minimum of one name). >>>> >>>>When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. >>>> >>>>As a Magic Action, you can erase a name on the page by touching it. >>> >>>>[!feat-yellow]- Investment of the Chain Master *(Prerequisite: Pact of the Chain Invocation)* >>>>When you cast *Find Familiar,* you infuse the summoned *familiar* with a measure of your eldritch power, granting the creature the following benefits: >>>>- **Aerial or Aquatic.** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. >>>>- **Quick Attack.** As a Bonus Action, you can command the *familiar* to take the Attack Action. >>>>- **Death or Light Damage.** Whenever the *familiar* deals Physical damage, you can make it deal Death or Light damage instead. >>>>- **Your Save DC.** If the *familiar* forces a creature to make a Saving Throw, it uses your Spell Save DC. >>>>- **Resistance.** When the *familiar* takes damage, you can take a Reaction to grant it **Resistance** against that damage. >>> >>>>[!feat-green]- Lessons of the First Ones >>>>You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-blue]- Lifedrinker *(Prerequisite: Pact of the Blade Invocation)* >>>>Once per turn when you hit a creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point). >>> >>>>[!feat-purp]- Mask of Many Faces >>>>You can cast *Disguise Self* without expending a spell slot. >>>>>[!spell-black]- Disguise Self - 1st Level >>>>>**1st Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Self >>>>>**Components:** Verbal, Somatic >>>>>**Duration:** 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Shapechanging >>>>> >>>>>You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. >>>>> >>>>>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. >>>>> >>>>>To discern that you are disguised, a creature must take the Study Action to inspect your appearance and succeed on an Intelligence (Investigation) Check against your Spell Save DC. >>> >>>>[!feat-pink]- Master of Myriad Forms >>>>You can cast *Alter Self* without expending a spell slot. >>>>>[!spell-black]- Alter Self - 2nd Level >>>>>**2nd Level Transmutation** >>>>>**Casting Time:** 1 Action >>>>>**Components:** Verbal, Somatic >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Shapechanging >>>>> >>>>>You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic Action to replace the option you chose with a different one. >>>>> >>>>>**Aquatic Adaptation.** You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. >>>>> >>>>>**Change Appearance.** You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic Action to change your appearance in this way again. >>>>> >>>>>**Natural Weapons.** You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your Spellcasting Ability Modifier for the attack and damage rolls rather than using Strength. >>> >>>>[!feat-white]- Misty Visions >>>>You can cast *Silent Image* without expending a spell slot. >>>>>[!spell-black]- Silent Image - 1st Level >>>>>**1st Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 60 ft. (15 ft. Cube >>>>>**Components:** Verbal, Somatic, Material* (a bit of fleece) >>>>>**Duration:** Concentration, up to 10 Minutes >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Control >>>>> >>>>>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. >>>>> >>>>>As a Magic Action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. >>>>> >>>>>Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image. >>> >>>>[!feat-brown]- One with Shadows >>>>While you’re in an area of Dim Light or Darkness, you can cast *Invisibility* on yourself without expending a spell slot. >>>>>[!spell-black]- Invisibility - 2nd Level >>>>>**2nd Level Illusion** >>>>>**Casting Time:** 1 Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (an eyelash in gum arabic) >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Invisible >>>>> >>>>>A creature you touch has the **Invisible** condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. >>>>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 2. >>> >>>>[!feat-black]- Otherworldly Leap >>>>You can cast *Jump* on yourself without expending a spell slot. >>>>>[!spell-black]- Jump - 1st Level >>>>>**1st Level Transmutation** >>>>>**Casting Time:** 1 Bonus Action >>>>>**Range:** Touch >>>>>**Components:** Verbal, Somatic, Material* (a grasshopper's hind leg) >>>>>**Duration:** 1 Minute >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Movement >>>>> >>>>>You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. >>>>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** You can target one additional creature for each spell slot level above 1. >>> >>>>[!feat-red]- Pact of the Blade (*Prerequisite: Prestige Level 1*) >>>>As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have Proficiency with the weapon, and you can use it as a Spellcasting Focus. >>>> >>>>Whenever you attack with the bonded weapon, you can use your Charisma Modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Death, Mind, or Light damage or its normal damage type. >>>> >>>>Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. >>> >>>>[!feat-orange]- Pact of the Chain (*Prerequisite: Prestige Level 1*) >>>>You can cast *Find Familiar* as a Magic Action without expending a spell slot. >>>> >>>>When you cast the spell, you can choose the normal form your *familiar* or one of the following special forms: *Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.* >>>> >>>>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your *familiar* to make one attack of its own with its Reaction. >>> >>>>[!feat-yellow]- Pact of the Tome (*Prerequisite: Prestige Level 1*) >>>>Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. >>>> >>>>**Cantrips and Rituals.** When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. >>>> >>>>**Spellcasting Focus.** You can use the book as a Spellcasting Focus. >>> >>>>[!feat-green]- Repelling Blast >>>>Choose one of your cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you. >>>> >>>>**Repeatable.** You can gain this *Invocation* more than once. Each time you do so, choose a different eligible cantrip. >>> >>>>[!feat-green]- Thirsting Blade (*Prerequisite: Pact of the Blade Invocation*) >>>>You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. >>> >>>>[!feat-green]- Visions of Distant Realms >>>>You can cast *Arcane Eye* without expending a spell slot. >>>>>[!spell-black]- Arcane Eye - 4th Level >>>>>**4th Level Divination** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 30 ft. >>>>>**Components:** Verbal, Somatic, Material* (a bit of bat fur) >>>>>**Duration:** Concentration, up to 1 Hour >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Detection >>>>> >>>>>You create an **Invisible**, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has **Darkvision** with a range of 30 feet. >>>>> >>>>>As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. >>> >>>>[!feat-green]- Whispers of the Grave >>>>You can cast *Speak with Dead* without expending a spell slot. >>>>>[!spell-yellow]- Speak with Dead - 3rd Level >>>>>**3rd Level Necromancy** >>>>>**Casting Time:** 1 Action >>>>>**Range:** 10 ft. >>>>>**Components:** Verbal, Somatic, Material* (burning incense) >>>>>**Duration:** 10 Minutes >>>>>**Attack/Save:** None >>>>>**Damage/Effect:** Communication >>>>> >>>>>You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. >>>>> >>>>>Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. >>> >>>>[!feat-green]- Witch Sight (*Prerequisite: Prestige Level 1*) >>>>You have **Truesight** with a range of 30 feet. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Mystic Arcanum* ability. If you are at least *Warlock Level 15,* you gain an additional *Mystic Arcanum* (level 9 spell) of your choice. >>[!spell-effect]- Mystic Arcanum (Apostle Variant) >>Your patron grants you a magical secret called an *arcanum*. Choose one level 6 Warlock spell as this *arcanum*. >> >>You can cast your *arcanum* spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. >> >>You gain another Warlock spell of your choice that can be cast in this way when you reach ***Apostle Level 20* (level 7 spell), *Prestige Level 5* 15 (level 8 spell), and *Prestige Level 10* (level 9 spell).** You regain all uses of your Mystic Arcanum when you finish a Long Rest. >> >>Whenever you gain an *Apostle Level*, you can replace one of your *arcanum* spells with another Warlock spell of the same level. >[!container-yellow]- Vigor of Aetheric Restoration *(Bonus Feature: Wizard)* >**At Level 15,** you gain the Wizard's *Arcane Recovery* feature. If you are at least *Wizard Level 10,* the level of spell slots you can regain increases to equal your *Apostle Level.* >>[!spell-effect]- Arcane Recovery (Apostle Variant) >>You can regain some of your magical energy by drawing on the Weave. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your *Apostle level* (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. >> >>Once you use this feature, you can’t do so again until you finish a Long Rest. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the level of spell slots you can regain increases to equal your *Apostle Level,* and you can now regain spell slots up to level 7. If you are at least *Wizard Level 15,* the level of spell slots you can regain increases to one and a half times your *Apostle Level,* and you can now regain spell slots up to level 8.* ## Divine Resonance: Raijin’s Fury - 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. As an Action, you may activate this transformation for 1 minute, granting you all the effects of your *Elemental Resonance* ability, as well as the following benefits: > **Immortality In Action.** The first time you reach zero Hit Points while in this form, you heal 1 HP and remain conscious. > **Immunity Actualized.** You gain **Immunity** to all nonmagical damage and **Resistance** to all other damage, with the exception of ***Primordial Damage.*** > **Freebie.** You gain the ability to cast any spell related to your Element without expending a spell slot once. > **Taste of Divinity.** You activate your *Storm Surge* ability when you enter this form, and you double your total number of *Storm Motes* while your *Divine Resonance* is active. Once you use this feature, you can’t use it again until you finish a long rest. # Prestige Class: Harbinger of Storms - Taranis Awakened The ultimate feature of the *Apostle:* Godhood. *Divinity* is the pinnacle of power that an *Apostle* can attain. By dethroning or killing the *Deity* of their chosen Element, the *Apostle* assumes their place in the pantheon, becoming a ***God*** themselves. They are granted unimaginable power in the process; gaining *Prestige Class: Harbinger.* A *Harbinger* is something to be in awe of, and something to be feared. When you become a *Harbinger,* you gain the following abilities at their corresponding *Prestige Levels*: ## Divine Providence: Will of Indra- Prestige Level 1 You gain the ability to cast *Control Weather* at will, with a casting time of Instantaneous. The effects of your choice in weather take effect immediately. Additionally, when it is stormy, all Lightning damage you deal is increased by two damage dice. You gain the ability to cast the spell *Call Lightning* at 9th-level as a Bonus Action without consuming a spell slot. You may use this ability once per Short Rest. ## Divine Durability - Prestige Level 2 You gain one additional **Legendary Resistance**, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). ## Divine Speed - Prestige Level 3 You gain an additional Action per turn. ## Divine Aether - Prestige Level 3 You gain one additional spell slot of 6th, 7th, and 8th Level. ## Divine Resistance - Prestige Level 4 You gain Advantage on Saving Throws against all magical effects. ## Divine Domain: Ishkur's Wrath - Prestige Level 5 Once per Long Rest, invoke the pinnacle of your power as the *God* of Storms. As an Action and a Bonus Action, you expend one half of your total Hit Points and gain the ability to summon an enormous dark cloud that launches a barrage of Lightning towards all targets within a 30 ft. radius of a point you can see. Creatures must make a Constitution Saving Throw, taking **15d8 Lightning and 15d8 Chaos damage** on a failed Saving Throw or half as much on a success. At the start of each of your subsequent turns, the Lightning strikes again at a point you choose. The storm remains for as long as you can concentrate, up to one minute. If another *Deity, Harbinger,* or *Seraph* casts their Divine Domain while yours is active, you begin a *Domain Contest*. Roll a d20 and add your Spellcasting Modifier. Whichever creature rolls higher succeeds on casting their Domain, while the other's is expended. # Prestige Class: Seraph of Lightning - Vak’rel’os While *Harbingers* are the peak of Apostolic ability, standing over mortalkind as their new Gods in place of their original Deity, the *Seraphim* are the answer to a question posed by existence itself: What happens when divine will is merged with mortal perspective to create something more - something greater? Borne from the fusion of an *Apostle* with their corresponding *Deity,* a *Seraph* is the absolute pinnacle of Divinity, embodying their Element and suffusing the multiverse itself with their existence. Becoming a *Seraph* is no small feat, as it requires complete agreement and cooperation from both the *Apostle* and the *Deity* in order to succeed. This alone is a task greater than most are capable of, as many *Deities* have fallen before they could **ascend** alongside their *Apostle.* Aside from the merging itself, only one thing is required to become a *Seraph* - the acceptance of the heaviest task: ensuring the survival of Valakadyn, at all costs. Only three *Seraphim* currently exist on Valakadyn - ***Syzygys, The Seraph of Beasts***, Shepherd of the Flock, The Untamed, Mother and Father of All Vakans; ***Isseon Bragisson, The Seraph of Song***, The Unsung Note, Valakadyn's Muse, Watcher of the Luminous Score; and ***Karnatis Seradz, The Seraph of Time***, Fate's Guardian, Keeper of Clepsydra, Warden of the Eternal Garden. Each of these figures is legendary across the multiverse, feared and respected in equal measure. Second in power only to Vaka and Vyra themselves, *Seraphim* are not just *Gods* or *Deities*; they are ontological concepts. Universal constants. If you seek to join their ranks, you must prove your worthiness: not just to yourself, your God, or to them, but to existence itself. ***If*** you become a *Seraph,* you gain *Prestige Class: Seraph*. When you become a *Seraph,* you must unlock all *Prestige Class: Harbinger* abilities before you are able to unlock the following abilities at their corresponding *Prestige Levels*: ## Seraphic Might - Prestige Level 6 One Ability Score of your choice increases to 30. ## Seraphic Transformation: Dragon Form - Prestige Level 6 You gain the ability to take on the *True Form* of a *Deity: a Greatwyrm.* This transformation affects you down to your very soul, enabling you to embody and wield the power of your Element with unmatched skill. As an Action, you may assume this form, gaining the stats and abilities of the *Greatwyrm* that corresponds to your Element. Additionally, this transformation automatically takes hold when you would drop below zero Hit Points for the first time, effectively giving you a “second phase” in combat. If you are within your *Divine Resonance,* this transformation replaces the ***Immortality In Action*** feature. If you choose to transform as an Action, the automatic transformation effect is disabled. When you drop to zero Hit Points while in this form, you return to your humanoid form with half of your total Hit Points, regardless of your Hit Point total when you entered this transformation. Consult the table below to determine which type of *Greatwyrm* you are capable of transforming into. ## Seraphic Durability - Prestige Level 7 You gain an additional **Legendary Resistance**, for a total of four (or five, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). ## Seraphic Speed - Prestige Level 8 You gain one *Legendary Action,* which you can take at the end of another creature's turn during Initiative. You also gain an additional Reaction. ## Seraphic Resistance - Prestige Level 9 You become **Resistant** to all damage except that which you are **Vulnerable** to. You **Reflect** and **Absorb** your Element. ## Seraphic Aether - Prestige Level 10 You gain the ability to control your Element to unparalleled degree. You learn all spells relating to your Element. Outside of combat, you may cast spells without expending spell slots. In combat, you gain additional 1st, 2nd, 3rd, 4th, and 9th-level spell slots. Additionally, you now roll with Advantage when you enter a *Domain Contest* with another *Deity, Harbinger* or *Seraph*. ## Seraphic Will - Prestige Level 10 You gain the ability to cast the spell *Wish* once per day. You cannot lose the ability to cast this spell. ## Seraphic Transformation: Titan Form - Prestige Level 10 The pinnacle of *Godhood.* As an Action, you may activate this form, growing in size until you dwarf everything around you. While transformed, your size increases to *Titanic*, your AC is reduced to 1, and your Maximum Hit Points and damage dealt are multiplied by five. Additionally, you gain the effects of your *Divine Resonance*. You may choose to end this transformation as an Action. When you choose to end this transformation, or the first time you would drop below zero Hit Points while in this form, your size, AC, Maximum Hit Points, and damage dealt return to normal, and you heal half of your Maximum Hit Points. Due to the extreme amount of Aether channeled through your body in this form, you gain two levels of **Exhaustion** and three Levels of **Elemental Dissonance.** The **Dissonance** gained from ending this transformation decreases by one level at the end of each of your subsequent turns. Once you activate this transformation, you may not do so again until you have completed a Long Rest. # History ## Wielders 1.