>[!quote] The last words of [[King Orazio Aster, The Magnificent Apostle of Storms, First King of Apollyon, Founder of the Grand Reserve, and Original Bearer of Vaka’s Covenant†]]
> *“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|Sif]], [[Nixea, Frostwarden† or Thaljān, The Still Breath† or Ullr, Winter's Edge†|Ullr†]], and the revealed [[Ergeaux Lyon, The Betrayer Harbinger of Illusion, Original Wielder of Duplicity and Bearer of Vaka's Lament|Betrayer Harbinger of Illusion]]** struck down the Kings, nearly killing them in an attempt to steal the [[Covenant, The Crown of Vaka]]. In his final moments, [[King Kallus Aulani, The Inspiring Apostle of Shadows, Warden of the North, Slayer of the Mad King and Ruler of the Kingdom of New Apollyon†]] 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.*
# Imbued by the Elements: The Apostle of Storms
## Overview and Proficiencies
### Leveling Up
The *Apostle* is a power system designed to work alongside your standard class, augmenting your abilities as you level up.
Your *Apostle* Level starts at 1 when you become an *Apostle*, whether you are born with the power or gifted it.
Generally, your *Apostle* Level corresponds to your Character Level, and you gain an *Apostle* Level when you level up in your main class. **If you become an *Apostle* above Character Level 1 when using an Experience-based Leveling System (XP), your *Apostle* Level increases twice as fast as your Character Level until the two are equal.** If you become an *Apostle* above Character Level 1 when using a Milestone-based Leveling System, your DM should increase your *Apostle* Level **at least** twice before increasing your Character Level.
If your character *Ascends* to godhood and becomes a *Harbinger* or *Seraph*, you suffer the effects of **Elemental Dissonance** until you reach *Prestige Level 1*. The level of **Dissonance** you are subjected to is equal to twenty-one minus your current *Apostle* Level, divided by 3 (rounded up).
### Proficiencies
As an *Apostle*, you are granted additional proficiencies and the ability to cast spells. When playing a spellcaster class (Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) or a martial class (Barbarian, Blood Hunter, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Pugilist, or Rogue), you use the *Apostle* spellcasting rules. When playing a partial-caster class (Artificer, Paladin, or Ranger), you use the *Apostle* spellcasting rules when casting *Apostle* spells, and your class's spellcasting rules when casting other spells.
You gain the following features:
**Saving Throws**: Constitution
**Skills**: Arcana (*Expertise, Level 14*)
**Languages**: You learn *Auralis Primordium*, commonly known as Primordial, when you become an *Apostle*.
### Immortality
The awesome power you wield grants you myriad benefits, the least of which is *Immortality*.
>[!god-gold]- Passive Effect: Immortality
>When you become an *Apostle* at Level 1, the infusion of pure Aether into your form destroys your body completely, reducing you to pure atomic dust. Then, as the *Weave* reacts to and accepts your newfound providence, your body is rebuilt, cell by cell, into what your subconscious considers your "peak form."
>
>**Your body no longer ages.**
>
>Any **Conditions**, **Curses**, or **Diseases** you might have been afflicted with are cured, and any missing body parts or limbs are regrown. Any effects gained or limbs lost through acts of Divine violence, birth, or that you would prefer to remain are unaffected. If you are born as an *Apostle,* your power begins to manifest in adolescence around age three and fully awakens by age twelve. Your body ages as normal until you reach full maturity. This age varies between Species, but most *Apostles* have the appearance of being in their mid-30s to early 40s. Naturally, your character may take on any appearance you see fit.
### Tables
#### Apostle Table
| **Level** | Features | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Total Slot Number |
| ----------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :---------------: |
| **1** | Proficiencies, Spellcasting, Immortality, Elemental Damage Restriction, Elemental Resistance & Vulnerability, Dissonance Level 3: Discord, Elemental & Primordial Tribulation, Elemental Friendship, Universal Effect | +2 | 2 | 2 | 2 | -- | -- | -- | -- | -- | -- | -- | -- | 2 |
| **2** | Elemental Epiphany, Dissonance Level 2: Divergence | +2 | 2 | 3 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | 3 |
| **3** | Dissonance Level 1: Drift, 2nd level Spells, Beacon of the Elements | +2 | 2 | 4 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | 8 |
| **4** | Elemental Epiphany | +2 | 3 | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- | 10 |
| **5** | 3rd level Spells, Tribulation Effects, Aetheric Fortification: +1 CON | +3 | 3 | 6 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | 16 |
| **6** | Elemental Epiphany, Blessed: Divine Blessing | +3 | 3 | 7 | 4 | 3 | 3 | -- | -- | -- | -- | -- | -- | 19 |
| **7** | Elemental Mastery: Advantage, 4th level Spells | +3 | 3 | 8 | 4 | 3 | 3 | 1 | -- | -- | -- | -- | -- | 23 |
| **8** | Elemental Epiphany: Family Ties, Aetheric Fortification: +2 CON | +3 | 3 | 9 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | 27 |
| **9** | 5th level Spells, Elemental Adept: Divine Elementalist & Energy Specialist Feats | +4 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | -- | -- | -- | -- | 36 |
| **10** | Elemental Immunity, Tribulation effects, Universal Effect upgrade, Elemental Epiphany (Unique Action), Aetheric Fortification: Tough Feat, Elemental Resonance | +4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | -- | -- | -- | -- | 41 |
| **11** | 6th level Spells, Aetheric Fortification: +3 CON | +4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 |
| **12** | Elemental Epiphany, Element’s Chosen: Divine Blessing | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 |
| **13** | 7th level Spells | +5 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 |
| **14** | Arcana Expertise, Elemental Epiphany, Aetheric Fortification: +4 CON, Elemental Mastery: Automatic Success | +5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 |
| **15** | 8th level Spells, Tribulation Effects, Elemental Resonance: Damage increase & +1 use, Elemental Vigor | +5 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 |
| **16** | Elemental Epiphany (Feat, Epic Boon, Greater Divine Blessing) | +5 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 |
| **17** | Aetheric Fortification: +5 CON, 9th level Spells | +6 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 71 |
| **18** | Elemental Epiphany, Maestro of the Elements: Feat & Epic Boon | +6 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 76 |
| **19** | Apostolic Defiance | +6 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 82 |
| **20** | Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Aetheric Fortification: +6 CON, Elemental Mastery: No Damage, Elemental Resonance: Damage increase, Elemental Vigor effect, Divine Resonance | +6 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 |
| *Harbinger: Prestige Level 1* | Elemental Epiphany, Divine Fortification: Boon of Divine Fortitude, Wrath of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 |
| **Prestige Level 2** | Divine Providence, Defiance of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 |
| **Prestige Level 3** | Elemental Epiphany, Aetheric Fortification: +7 CON, Wrath of the Gods: +1 use | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 4** | Might of the Gods, Master of Aether | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 5** | Elemental Absorption, Primordial Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Elemental Resonance: Damage increase & +1 use, Elemental Vigor effect, Wrath of the Gods: +1 use, Divine Domain | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| *Seraph: Prestige Level 6* | Elemental Epiphany, Aetheric Fortification: +8 CON, Ultimate Resonance: Dragon Form | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 7** | Wrath of the Gods: +1 use, Seraphic Defiance, Weave Resistant | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 8** | Elemental Epiphany, Perfection of the Gods | +9 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 9** | Seraphic Fortification: Boon of Seraphim’s Resistance, Grandmaster of Aether | +9 | 6 | ∞ | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 |
| **Prestige Level 10** | Elemental Reflection, Primordial Resistance, Primordial Tribulation effect, Elemental Epiphany, Vigor Effect, Wrath of the Gods: +1 use, Seraph’s Will, Ultimate Resonance: Titan Form | +10 | 6 | ∞ | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 131 |
#### Damage Type Table
| Apostolic Element | Divine Element Family | Class | Damage Type | Opposing Damage Type | Primordial Damage Type | Wielder | *Deity* (Vyran/Vakan/Common) |
| :---------------: | :-------------------: | :----------: | :---------------: | :------------------------------: | :--------------------: | :-----------------: | :--------------------------------------------------: |
| **Air** | Elemental | *Apostle* | Wind | Water | ***Order*** | Haika Windfeather | Aeralis / Riyah / Aegir |
| **Annihilation** | Primordial | *Herald* | Void | -- | ***Void*** | Renmus Canadensis | Nihilra / Khafūn / Vur |
| **Ashes** | Elemental | *Hierophant* | Death & Flame | Life & Frost | ***Void*** | -- | Moritaea & Pyraeon / Fānīyah & Jahim / Hela & Surtr |
| **Beasts** | Natural | *Seraph* | Life & Earth | Death & Lightning | ***Void*** | Syzygys | Bestara / Alraaei / Frigg |
| **Blood** | Fundamental | *Hierophant* | Life & Death | (No Resistance or Vulnerability) | ***Chaos*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela |
| **Control** | Conceptual | *Apostle* | Mind & Physical | (No Resistance or Vulnerability) | ***Void*** | Falynn Tekundri | Amoros / 'Ishqad / Freyr |
| **Creation** | Primordial | *Herald* | Chaos | Order | ***Chaos*** | -- | Ignara / Naqarah / Vaka |
| **Death** | Fundamental | *Apostle* | Death | Life | ***Order*** | Eldric Morvane | Moritaea / Fānīyah / Hela |
| **Earth** | Elemental | *Harbinger* | Earth | Lightning | ***Order*** | Khoran Edras | Terraneon / Arḍīn / Skaði |
| **Entropy** | Primordial | *Herald* | Order | Chaos | ***Order*** | Ulesis Avelane | Structa / Saṭira / Vyra |
| **Flame** | Elemental | *Harbinger* | Flame | Frost | ***Chaos*** | Naran Landau | Pyraeon / Jaḥim / Surtr |
| **Frost** | Elemental | *Harbinger* | Frost | Flame | ***Order*** | Bresari Xeadas | Nixea / Thaljān / Ullr |
| **Gravity** | Fundamental | *Harbinger* | Gravitic | Song | ***Chaos*** | Mariposa Karavala | Graviris / Thaqil / Hermod |
| **Illusion** | Conceptual | *Harbinger* | Mind & Physical | (No Resistance or Vulnerability) | ***Chaos*** | Ergeaux Lyon | Velumea / Makir / Loki |
| **Justice** | Conceptual | *Apostle* | Mind & Physical | (No Resistance or Vulnerability) | ***Order*** | Nylora Wranris | Equitas / Tawazun / Forsetti |
| **Knowledge** | Conceptual | *Apostle* | Mind | Physical | ***Order*** | Yarmin Smalltooth | Logion / 'Aqlun / Odin |
| **Life** | Fundamental | *Harbinger* | Life | Death | ***Chaos*** | Threaven Wranris | Vitala / Hayah / Iðunn |
| **Light** | Celestial | *Harbinger* | Light | Dark | ***Chaos*** | Ignea Arcturus | Luxaris / Nurad / Baldr |
| **Metal** | Elemental | *Hierophant* | Lightning & Earth | (No Resistance or Vulnerability) | ***Order*** | 2B0RN072B | Fulmir & Terraneon / Rāʿid & Arḍīn / Thor & Skaði |
| **Moons** | Celestial | *Apostle* | Light & Frost | Dark & Flame | ***Chaos*** | Libara Starseeker | Selunea / Qamarāt / Máni |
| **Nature** | Natural | *Harbinger* | Life & Earth | Death & Lightning | ***Chaos*** | Leonidas Silverhand | Naturis / Ḥayrah / Freyja |
| **Shadows** | Celestial | *Apostle* | Dark | Light | ***Order*** | Elstrith Traxalim | Tenebris / Zulmah / Höðr |
| **Song** | Fundamental | *Seraph* | Song | Gravitic | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi |
| **Stars** | Celestial | *Apostle* | Light & Gravitic | Dark & Song | ***Void*** | Polaris Neveron | Luxaris & Graviris / Nurad & Thaqil / Baldr & Hermod |
| **Storms** | Elemental | *Apostle* | Lightning | Earth | ***Chaos*** | Djin Aster | Fulmir / Rāʿid / Thor |
| **Sun** | Celestial | *Apostle* | Light & Flame | Dark & Frost | ***Order*** | Halcyon Starseeker | Solaris / Wahhāj / Sól |
| **Time** | Fundamental | *Seraph* | Temporal | -- | ***All*** | Karnatis Seradz | Chronaris / Alkhulud / Tyr |
| **Twilight** | Celestial | *Hierophant* | Light & Dark | (No Resistance or Vulnerability) | ***Void*** | -- | Luxaris & Tenebris / Nurad & Zulmah / Baldr & Höðr |
| **Undeath** | Fundamental | *Hierophant* | Life & Death | (No Resistance or Vulnerability) | ***Void*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela |
| **Vengeance** | Conceptual | *Hierophant* | Physical & Death | Mind & Life | ***Void*** | -- | Bellator & Moritaea / Qital & Fānīyah / Sif & Hela |
| **War** | Conceptual | *Apostle* | Physical | Mind | ***Chaos*** | Ajax | Bellator / Qital / Sif |
| **Water** | Elemental | *Apostle* | Water | Wind | ***Chaos*** | Xanaphia Stormwind | Nerion / Nahrayn / Njord |
## Elemental Affinity
### Apostolic Element & Damage Type — Level 1 Features
##### Description
**At Level 1,** your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence and rejecting all others. Choose one of the following options, which are further detailed in each subclass's individual description: **Air, Beasts, Control, Death, Earth, Flame, Frost, Gravity, Illusion, Justice, Knowledge, Life, Light, Moons, Nature, Shadows, Song, Stars, Storms, Sun, Time, War,** or **Water.** You may also, with the permission of your DM, create a new Apostolic Element to wield, making yourself a *Hierophant*. Current *Hierophants* include **Ashes, Blood, Metal, Twilight, Undeath, and Vengeance.** To create a new *Hierophant*, see *[[Forging Divinity - How To Create An Apostle]]*. The story and lore implications of your existence as a *Hierophant* are enormous, so ensure you consult your DM before creating a new Element.
Additionally, at your DM's discretion, you have access to three additional Apostolic abilities: the *Herald of Annihilation (Void)*, *Herald of Entropy (Order)*, and the *Herald of Creation (Chaos)*. These powers are bestowed by the Primordial *Deities* (***Vaka***, ***Vyra***, or ***Vur***) and can overwhelm even the strongest *Apostle*. These powers are incredibly strong when wielded correctly, and can quickly overpower all other available subclasses. Speak with your DM if you'd like to use any of these options.
%% **DM Note:** These classes are best used as NPCs that travel with the party or as antagonists to be overcome, rather than as player characters. Give these abilities to a player at your discretion. %%
>*Your choice grants you elemental abilities, elemental spells, and additional abilities called Epiphanies, which you gain every other level (2nd, 4th, 6th...). There can only be one **Apostle** of each Element, so coordinate with your party and your DM to ensure no one has the same element. This power system was made to be easy to expand, so work with your DM to build a brand-new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters who possess any of the original twenty-three powers created by **Vaka and Vyra** are known as **Apostles**. Apostles who have attained Divinity by dethroning their corresponding Deity are known as **Harbingers**. Elemental powers created through the [[The Apostolic Rituals#The Ritual of Convergence|Ritual of Convergence]] are known as **Hierophants**. The few characters granted the powers of the Primordial Elements themselves (by providence, ritual, or other means) are known as **Heralds**. Finally, Apostles who have merged with their Deity, combining Divine power with Mortal adaptability, are known as **Seraphim**.*
>[!container-silver]- Valakadyn's Damage Types and Elements
>>[!apostle-purp] In The Grand Game, some of the familiar D&D damage types have been renamed. See the list below for changes:
>>**Death** = Necrotic
>>**Earth** = Acid
>>**Flame** = Fire
>>**Frost** = Cold
>>**Light** = Radiant
>>**Mind** = Psychic
>>**Song** = Thunder
>>**Gravitic** = Force
>
>>[!item-black] Additionally, the magical weapon damage types have been condensed:
>>Magical Bludgeoning, Piercing, and Slashing = **Physical** Damage
>
>>[!moon-white] The Grand Game also utilizes several unique damage types. For the purposes of Elemental Resistance and Vulnerability, as well as spell damage types, consult the following list:
>>**Dark** ≈ Poison
>>**Life** ≈ Healing (Can be weaponized)
>>**Water** ≈ Magical Piercing
>>**Wind** ≈ Magical Slashing
>
>>[!ult-gold] Finally, The Grand Game has three Primordial damage types. All other Elements descend from these original three.
>>**Chaos** = Creation ≈ Wild Magic
>>**Order** = Destruction ≈ Standard Magic
>>**Void** = Nothingness ≈ Anti-Magic
#### Rejection, Resistance, and Vulnerability
When you become an *Apostle,* your body and spirit become infused with the Element of your choice. Your body evolves, changing your natural *Aether* output to that of your Element and granting you unmatched control over it. As a consequence, your body becomes incapable of channeling other types of *Aether*, making you weak to your Element's natural opposite. The damage types and their opposites are listed in the table above.
**While you are an *Apostle,* you are unable to cast spells that deal damage with any Element except your own.**
Additionally, you gain the following effects:
>[!god-bronze]- Passive Effect: Resistance and Vulnerability
>**At Level 1,** you gain **Resistance** to [your damage type] Damage and **Vulnerability** to [opposing damage type] Damage. If your Element's constituent damage types are opposing, you do not gain **Resistance** or **Vulnerability** to either damage type.
>***
>**At Level 10,** you gain **Immunity** to [your damage type] Damage. If your Element's constituent damage types are opposing, you instead gain **Resistance** to both damage types.
>***
>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you *Absorb* [your damage type] Damage. If your Element's constituent damage types are opposing, you instead gain **Immunity** to both damage types.
>***
>**When you become a *Seraph* and reach *Prestige Level 10*,** you *Reflect* [your damage type] damage and gain **Resistance** to ***[Primordial Damage Type]*** Damage. If your Element's constituent damage types are opposing, you instead *Absorb* both damage types.
#### Dissonance
As a consequence of the strain placed on your body by becoming an *Apostle,* your physical and spiritual form is weakened while it acclimates to the raw Elemental Aether now infused within it, and part of your body is permanently damaged in the process.
While your body acclimates to its newfound Divinity, you are subject to the extreme effects of Aether exposure. **When you become an *Apostle*,** you gain 3 Levels of *Dissonance*. As your *Apostle Level* increases, your *Dissonance* decreases, fully abating when you reach *Apostle Level 4.*
Acts of incredible magic, such as wielding ***Epic Magic*** or triggering a ***Cascade Bloom***, can cause you to regain one or more levels of *Dissonance*.
>[!god-red]- Condition: Dissonance
>>[!spell-effect-gold]+ Dissonance Level III: Discord
>>You suffer the following effects:
>>- Your Strength, Dexterity, and Constitution are reduced by 5, to a minimum of 8.
>>- Your HP and movement speed are halved.
>>- You are unable to add your Dexterity Modifier to your Armor Class.
>>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100, triggering an effect from the *Aether Surge* table.
>>- You are unable to cast spells higher than 3rd level.
>
>>[!spell-effect-silver]+ Dissonance Level II: Divergence
>>You suffer the following effects:
>>- Your Strength, Dexterity, and Constitution are reduced by 2, to a minimum of 10.
>>- Your HP and movement speed are reduced by one-quarter.
>>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 31 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table.
>>- You are unable to cast spells higher than 4th level.
>
>>[!spell-effect-bronze]+ Dissonance Level I: Drift
>>You suffer the following effects:
>>- Your Strength, Dexterity, and Constitution are reduced by 1, to a minimum of 12.
>>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 61 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table.
>>- You are unable to cast spells higher than 5th level.
#### Tribulations
In addition to the temporary *Dissonance* you suffer when you become an *Apostle*, part of your physical and spiritual form is permanently damaged when you are reborn. You gain an *Elemental Tribulation* appropriate for your Element and a *Primordial Tribulation* based on your *Primordial Damage Type*.
##### Elemental Tribulation
**At Level 1,** you suffer an *Elemental Tribulation* that comes with both a benefit and a hindrance. Your *Elemental Tribulation* cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*.
>[!trib-orange]- Tribulation: Restless (Air, Storms, Water)
>*Your Element refuses to remain still and, after your rebirth, your body has inherited its ceaseless motion.*
>
>**Starting at Level 1,** your Speed increases by 10 feet. However, while in combat, if you move fewer than 10 feet during your turn while your Speed is greater than 0, you cannot take Reactions until the start of your next turn.
>***
>**At Level 5,** when you leave a creature's reach, they cannot make an Opportunity Attack against you. This ability may trigger only once per turn.
>***
>**When you reach Level 10,** after moving at least 30 feet during your turn, you gain a +2 bonus to Armor Class and Dexterity Saving Throws until the start of your next turn.
>***
>**At Level 15,** you gain a Fly Speed equal to your Walking Speed and can hover.
##### Primordial Tribulation
Additionally, you suffer a *Primordial Tribulation* based on your *Primordial Damage Type.* Your *Primordial Tribulation* cannot be removed or dispelled without becoming a *Herald* or *Seraph* and reaching *Prestige Level 10*.
*The Apostle of Storms* suffers *Primordial Tribulation:* **Chaos Marked**.
>[!moon-gold]- Primordial Tribulation: Chaos Marked
>*Your rebirth left the Weave around you unstable and your Aether volatile. Now, every act of magic you undertake carries the chance of becoming something you never intended.*
>
>**Starting at Level 1,** whenever you cast a spell of 1st level or higher or activate an Apostolic ability, roll a d20. On a 1, you trigger an ***Aether Surge***.
>
>If the spell or ability would trigger a ***Wild Magic Cascade***, roll twice on the ***Aether Surge*** table and resolve both results.
>***
>**At Level 5,** you gain *Fortune’s Fracture*.
>>[!apostle-pink]- Ability: Fortune’s Fracture
>>When a creature you can see within 60 feet rolls a die, you can use your Reaction to force it to reroll one die. The new result must be used.
>>
>>You can use this ability a number of times equal to your Proficiency Bonus per Long Rest.
>***
>**At Level 10,** your spells of 5th level or lower and Apostolic abilities gained before you reached Level 10 no longer trigger an ***Aether Surge*** from this *Tribulation*.
>
>Additionally, when an ***Aether Surge*** or ***Wild Magic Cascade*** is triggered within 60 feet of you but before its effects resolve, you can use your Reaction to choose one of the following effects:
>- Reroll the result on the *Surge* or *Cascade* table.
>- Move the effect’s point of origin up to 30 feet to another point you can see.
>- If the effect randomly selects one or more targets, choose its targets from among the eligible creatures instead.
>- If the ***Aether Surge*** was triggered by you, you can **Suppress** it entirely.
>
>You can alter a ***Surge*** or ***Cascade*** in this way once per Long Rest.
>
>Additionally, if you would cause a ***Wild Magic Cascade*** to ***Bloom***, you may expend your use of this ability and gain one level of **Dissonance** to **Suppress** the ***Cascade Bloom***. **Dissonance** gained in this way dissipates upon completion of a Long Rest.
>***
>**At Level 20,** whenever dice or a random table determine the effect, damage, healing, targets, or area of one of your spells or abilities, you can roll twice and choose which result occurs.
>
>When you use *Fortune’s Fracture*, you can reroll up to two dice from the same roll instead of one.
>***
>**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*,** you gain *Master of Possibility*.
>>[!apostle-pink]- Ability: Master of Possibility
>>When you use *Fortune’s Fracture*, you can expend two uses of that ability to replace the chosen die with any result that could normally be rolled instead of rerolling it.
>>
>>Additionally, you can choose whether an ***Aether Surge*** or ***Wild Magic Cascade*** originating from or triggered by you affects you. If the ***Cascade*** is of Severity 2 or lower, this effect is nullified and you become subject to its effects.
#### Spellcasting
You are a vessel of elemental energy, granted power beyond mortal ability, selected by providence to wield powers that even you do not fully understand. See Chapter 10 of the _Player's Handbook_ for the general rules of spellcasting, and see below for the Elemental spell list.
The Storms Spell List, along with any spells and *Feats* you learn through *Epiphanies* or other abilities, is reproduced at the bottom of the Apostle Class Description for convenience.
##### Spellcasting Ability
**Constitution** is your spellcasting ability for your *Apostle* spells, since you learn your spells through your ability to sustain their effects. You use your **Constitution** whenever a spell refers to your spellcasting ability. In addition, you use your **Constitution** Modifier when setting the Saving Throw DC for an *Apostle* spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your **Constitution** Modifier
Spell Attack Modifier = your Proficiency Bonus + your **Constitution** Modifier
##### Spellcasting Focus
When you choose your Element at Level 1, arcane tattoos begin creeping up one of your arms (your choice), acting as a focus for your spells. As your Apostolic powers grow, so too do your tattoos, granting you further abilities. At Level 20, the tattoos cover the entire chosen side of your body, excluding the face (if you so choose). If you become a *Harbinger*, your tattoos continue to grow and begin encompassing your entire body, beginning with your torso (*Prestige Level 1*) and spreading outward over your back (*Prestige Level 2*), your arm (*Prestige Level 3*), your leg (*Prestige Level 4*), and your head (*Prestige Level 5*). If you defy the odds and challenge fate to become a *Seraph*, your tattoos begin animating themselves in accordance with your Element’s power until they become a living canvas at *Prestige Level 10*.
##### Cantrips
At Level 1, you know two Cantrips of your choice from any Class's spell list. You learn additional Cantrips of your choice at higher levels as shown in the Cantrips Known column of the *Apostle* table above.
##### Spell Slots
The *Apostle* table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the Spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
##### Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from any Class's spell list. The Spells you choose must be of your Element (see the [[The Grand Game/3. The Apostle System/Apostle Class Description#Damage Type Table|Damage Type Table]] above), or pure Aether general-purpose Spells, such as *Shield, Counterspell, and Dispel Magic*.
The Spells Known column of the *Apostle* table shows when you learn more Spells of your choice. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach Level 3, you can learn one new Spell of 1st or 2nd level.
Additionally, when you take a Long Rest, you can choose to remove one of the Spells you know and replace it with another spell of your Element. That Spell must also be of a level for which you have Spell Slots.
##### Elemental Friendship
You also gain a unique version of the spell *Find Familiar*.
>[!spell-1]- Spell: Find Familiar (Apostle) - 1st Level
>**1st Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** 10 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Summoning
>
>You gain the service of a familiar, a spirit that takes any animal form of your choice. Regardless of its chosen form, your familiar's size is *Tiny*. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
>
>*Size Increase and Fly Speed*. When you reach *Apostle* Level 10, you may increase the size of your familiar to *Small* or *Medium* at will. When *Small* or *Medium*, you may mount your familiar for traversal or combat. It gains a Walking Speed and a Fly Speed of 60 feet.
>
>*Telepathic Connection*. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
>
>Finally, when you cast a spell with a range of touch, your familiar can deliver the spell. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the spell when you cast it.
>
>*Combat*. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other Actions as normal.
>
>*Disappearance of the Familiar*. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic Action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic Action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
>
>*One Familiar Only*. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
##### Granted Spells
You learn certain Spells at their corresponding levels, as shown below. None of these Spells count against your limit of Spells Known. In addition to the Spells listed in the table, you learn both the *Cure Wounds* and the *Inflict Wounds* Spells at **Level 1,** and *Counterspell* and *Dispel Magic* at **Level 5.**
>[!spell-0]- Spell: 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-1]- Spell: Cure Wounds - 1st Level (Level 1)
>**1st Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Healing
>
>A creature you touch regains a number of Hit Points equal to **2d8 plus your spellcasting ability modifier**.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by **2d8** for each spell slot level above 1.
>[!spell-1]- Spell: Inflict Wounds - 1st Level (Level 1)
>**1st Level Necromancy**
>**Casting Time:** 1 Action
>**Range:** Touch
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Death (Necrotic)
>
>A creature you touch makes a Constitution saving throw, taking **2d10 Death (Necrotic) damage** on a failed save or half as much damage on a successful one.
>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The damage increases by **1d10** for each spell slot level above 1.
>[!spell-1]- Spell: 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-2]- Spell: 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-3]- Spell: Counterspell - 3rd Level (Level 5)
>**3rd Level Abjuration**
>**Casting Time:** 1 Reaction* (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
>**Range:** 60 ft.
>**Components:** Somatic
>**Duration:** Instantaneous
>**Attack/Save:** CON Save
>**Damage/Effect:** Negation
>You attempt to interrupt a creature in the process of casting a spell. 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-3]- Spell: Dispel Magic - 3rd Level (Level 5)
>**3rd Level Abjuration**
>**Casting Time:** 1 Action
>**Range:** 120 ft.
>**Components:** Verbal, Somatic
>**Duration:** Instantaneous
>**Attack/Save:** n/a
>**Damage/Effect:** Negation
>Choose one creature, object, or magical effect within range. Any ongoing spell of 3rd-level or lower on the target ends. For each ongoing spell of 4th-level or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
>
>>[!spell-effect] ***Using a Higher-Level Spell Slot***: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
>[!spell-3]- Spell: 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-4]- Spell: 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-5]- Spell: 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-6]- Spell: 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-7]- Spell: 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-8]- Spell: 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-9]- Spell: 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.
#### Beacon of Storms
Additionally, you gain the ability to solidify purified *Aether* into a token of your Divinity.
>[!god-green]- Ability: Beacon of Storms
>As an Action, you may focus a 1st-level (or your lowest-level) spell slot into a Mote of energy: a coin with a symbol of your choice on one side and the *Rune* of your *Apostolic Element* on the other.
>
>When given to an ally, the *Beacon* acts as a communication device, allowing you to send and receive messages using the coin as a focus.
>
>Additionally, you may teleport to the coin by expending a spell slot of 5th level or higher and casting *Teleport*, targeting the coin. When cast in this way, *Teleport* has a 100% success rate. The *Beacon* must be in the possession of another creature to use this ability.
### Otherworldy Resilience — Level 5+
**At Level 5,** as your body acclimates to the overwhelming power of Storms, it becomes more resilient.
>[!god-blue]- Ability: Aetheric Fortification
>Your growing mastery over your Element bolsters your body, allowing you to channel larger amounts of *Aether* and withstand greater harm.
>
>Your **Constitution Score** increases by 1, and your **Constitution Score** can now exceed the maximum of 20.
>
>At higher levels, your resilience continues to improve as you draw upon greater amounts of *Aether* with each new ability granted to you.
>
>Your **Constitution Score** further increases by 1 at **Level 8, Level 11, Level 14, Level 17, Level 20, Prestige Level 3,** and **Prestige Level 6**.
>***
>When you unlock the first of your most powerful abilities, *Elemental Resonance* and *Orazio’s Epiphany of the Storm: Epiphany 5*, your body surges with *Aether*, and your resilience grows beyond mortal capability.
>
>**At Level 10**, you gain the ***Tough*** *feat*.
>>[!feat-silver]- Feat: Tough
>>Your Hit Point maximum increases by an amount equal to twice your Character Level when you gain this *Feat*. Whenever you gain a Character Level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
>***
>Finally, as you near the pinnacle of your Elemental mastery, you draw upon the strength of the Universe within you, enabling you to shrug off effects that would bring most creatures to their knees.
>
>**At Level 19,** you gain one *Legendary Resistance*.
>>[!moon-bronze]- Feature: Legendary Resistance
>>If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest.
>
>You gain additional uses of *Legendary Resistance* at **Prestige Level 2** and **Prestige Level 7**.
### Blessings From Beyond — Level 6+
**At Level 6,** the Universe begins to recognize the seed of **Divinity** growing within you.
You gain the *Divine Blessing of Thor*.
>[!feat-purp]- Divine Blessing of Thor
>*You gain the following benefits:*
>- ***Gift of Strength.*** When you make a Strength check, you can add your Proficiency Bonus to the roll. If you already add your Proficiency Bonus to a Strength check, you may add it an additional time. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
>- ***Storm Magic.*** You know the *Shocking Grasp* and *Thunderclap* cantrips. You also always have the *Thunderous Smite* spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast this spell using any spell slots you have.
**At Level 12,** your increasing command over the Storm has not gone unnoticed. The Universe itself now responds to your command as the seed of **Divinity** within you begins to blossom.
You gain the *Greater Divine Blessing of Thor*.
>[!feat-pink]- Greater Divine Blessing of Thor
>*You gain the following benefits:*
>- ***Ability Score Increase.*** Increase your Strength or Constitution score by 1, to a maximum of 20.
>- ***Storm Strike.*** As a Bonus Action, you can channel the power of the god Thor for 1 minute. During that time, when you hit with a melee weapon attack, you deal extra damage of the weapon’s type equal to your Proficiency Bonus. You can deal this extra damage no more than once on each of your turns. You can channel Thor’s power in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
**At Level 18,** your body’s resonance with your Element nears its pinnacle. As it does, the Universe bequeaths forbidden knowledge upon you and allows access to the depths of your power you previously thought impossible.
You learn the *Lightning Mastery Feat*.
>[!feat-white]- Feat: Lightning Mastery
>*You gain the following benefits:*
>- ***Ability Score Increase.*** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
>- ***Thor’s Fury.*** Your Lightning spells are laced with extra power. Whenever you deal Lightning damage to a creature with a spell of at least 1st level, you can choose one of the following additional effects.
> - The creature has the **Stunned** Condition until the end of your next turn, if it failed its save against the spell.
> - The creature takes half of the Lightning damage it initially took again at the beginning of its next turn. It can make a saving throw against your Spell Saving Throw DC to negate this additional damage.
> - The creature gains **Vulnerability** to Lightning damage for 1 minute. It can make a Constitution Saving Throw (equal to your Spell Saving Throw DC) to end this effect at the end of each of its turns.
>
>You can use *Thor’s Fury* a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
Additionally, you gain *Epic Boon: Boon of the Furious Storm*.
>[!feat-divine]- 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 Song damage. While you are **Bloodied**, you have **Immunity** to Lightning and Song damage.
>- ***Storm's Strength.*** Creatures have Disadvantage on Saving Throws against your spells that deal Lightning or Song damage.
### Mastery Over The Storm — Level 7+
**At Level 7,** you can create pockets of relative safety within the effects of your spells.
>[!god-gold]- Ability: Safe Haven
>When you cast a spell that affects other creatures you can see, you can choose a number of creatures equal to your Proficiency Bonus to gain advantage on Saving Throws against your spells.
>***
>**At Level 14,** creatures you designate automatically succeed on their Saving Throws against your spells.
>***
>**At Level 20,** creatures you designate now take no damage from your spells if they would normally take half damage on a successful save.
**At Level 10,** you learn how to tap into the essence of your Element, enabling you to infuse your attacks with its power and inflict special effects in moments of great triumph.
You learn the *Divine Elementalist* and *Elemental Specialist Feats*.
>[!feat-silver]- Feat: Divine Elementalist
>*Your attunement to the Elements allows you to channel your damage type into your attacks.*
>
>*You gain the following benefits:*
>- ***Ability Score Increase.*** You increase an Ability Score of your choice by 1.
>- ***Hard Hitter.*** Your Critical Threshold for melee and spell attacks that deal your damage type is reduced by one.
>- ***Might of the Apostle.*** When you strike a creature with a melee or spell attack, you may focus your *Aether* through your weapon, changing the weapon's damage type to match that of your Element. **You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.**
> - You must declare all uses of this feature before you roll to determine if you hit a target.
> - This feature may be used in conjunction with any ability you possess that allows you to modify your Element's damage, such as the *Harbinger* Ability: *Wrath of [Deity Title]*.
>[!feat-bronze]- Feat: Elemental Specialist
>*You gain the ability to manifest unique effects when you score a Critical Hit with your damage type.*
>
>*You gain the following benefits:*
>- ***Strength of The Storm.*** You apply half your Proficiency Bonus to spell damage rolls of your damage type.
>- ***Storm Control.*** 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.
>>[!apostle-gold] Critical Effect: Effect Name
>>Effect description.
>
>The rest of the special effects for each damage type are listed in the table below:
>>[!god-silver]- Elemental Specialist: Critical Effect Table
>>| Damage Type | Special Effect|
>>| ----------- | -------------- |
>>| Life (Healing) | The target takes double damage until the end of its next turn. |
>>| Death (Necrotic) | The target can't regain Hit Points until the end of its next turn, and you gain Temporary Hit Points equal to your Proficiency Bonus. |
>>| Light (Radiant) | The target is **Blinded** and is emblazoned with a *Rune of Reflection*. |
>>| Dark | The target is **Blinded** and can act as the source of any Dark damage spells until the end of its next turn. |
>>| Physical | The target is considered **Grappled**, and melee attacks made against them have advantage until the end of its next turn. |
>>| Mind (Psychic) | The target is **Frightened** of you or **Charmed** by you (your choice) until the end of its next turn. |
>>| Gravitic | The target is knocked **Prone** and takes an additional die of damage from the affecting spell. |
>>| Song (Thunder) | The target is **Deafened** until the end of its next turn, and you can choose to push the target up to 15 feet away from you. |
>>| Temporal (Time) | The target is **Stunned** until the end of its next turn and gains Disadvantage on Saving Throws against your Temporal spells for one minute. |
>>| Earth (Acid) | The target grants enemies Advantage on Attacks made against it until the end of its next turn, and if it wears nonmagical armor, that armor is corroded and loses 3 AC permanently. |
>>| Lightning | The target is **Paralyzed** until the end of its next turn, and your spell arcs through them to target one additional creature, dealing half damage to the additional creature. |
>>| Water | The target is considered to be **Drowning** until the end of its next turn. |
>>| Wind | The target is **Restrained** and held aloft (5 feet) until the end of its next turn. |
>>| Frost (Cold) | The target is **Restrained** until the start of its next turn, and has its speed reduced by half until the end of its next turn. |
>>| Flame (Fire) | The target is lit ablaze. It takes Flame damage equal to your Proficiency Bonus at the start of each of its turns until a creature takes an Action to douse the fire. |
>>| Chaos | The target triggers an **Aether Surge** with all spell attacks and magical effects until the end of its next turn. |
>>| Order | The target becomes unable to score a Critical Hit until the end of its next turn. |
>>| Void | The target is unable to cast spells until the end of their next turn. |
### Elemental Vigor — Level 15
**At Level 15,** you gain a major feature from another class, designed to complement and enhance your chosen **main class**.
**Djin and Orazio Select: *Vigor of Martial Prowess.***
>[!container-grey]- 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.
## Epiphanies of the Storm
*Epiphanies* are abilities unique to the *Apostle*. As your *Apostle* Level increases, your understanding of your chosen Element deepens, granting you additional abilities. **At Level 1,** you gain *Epiphany of the Storm: Universal Effect* as uncontrollable manifestations of your newfound power begin to affect the world around you.
>[!storms]- Epiphany of the Storm: Universal Effect
>**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,** the weather influenced by your presence now extends to a 3-mile radius. When you enter combat, the lightning storm described at Level 1 manifests at the start of your first turn.
>
>Thunder begins to echo your voice. While outdoors, whenever you raise your voice, your words can be heard clearly up to 300 feet away, carrying through wind, rain, and thunder. This does not allow your voice to pass through solid barriers.
>
>You instinctively know the direction and intensity of wind, precipitation, and lightning within the area of your *Universal Effect*. You also sense when another magical effect begins altering that weather, though this does not reveal its source or the location of any creature.
>***
>**At Level 20,** the weather instinctively parts around those you wish to protect. You and creatures of your choice within 30 feet of you ignore penalties to sight, hearing, movement, and ranged weapon attacks caused by nonmagical wind and precipitation. This protection also applies to the ordinary wind and precipitation produced by this *Universal Effect*.
>
>Rain bends away from their faces, thunder softens around their ears, and violent gusts pass harmlessly around them. This protection moves with you and requires no Action or Concentration.
>
>The weather remains stormy for the purposes of spells and abilities that benefit from such conditions. This protection does not prevent damage or other effects caused by spells and abilities.
>***
>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** the weather influenced by your presence now extends to a 6-mile radius. Your protection reaches throughout the weather created by this *Universal Effect*.
>
>On your turn, as a Free Action, you may designate yourself and any number of creatures you can see as **Sheltered**, or end that protection for a previously designated creature. A creature remains **Sheltered** until you end its protection or it leaves the area of your *Universal Effect*.
>
>**Sheltered** creatures are unaffected by harmful weather produced by this *Universal Effect*, including its damage, imposed **Conditions**, obscuration, *Difficult Terrain*, and forced movement. This protection also applies to the *Storm of Vengeance* automatically produced by this feature at ***Prestige Level 10***.
>
>Additionally, you can cast the spell *Control Weather* with a Casting Time of *Instantaneous* at will.
>>[!spell-8]- Spell: Control Weather - 8th Level
>>**8th Level Enchantment**
>>**Casting Time:** 10 Minutes
>>**Range:** Self (5 Mile Sphere)
>>**Components:** Verbal, Somatic, Material* (burning incense)
>>**Duration:** Concentration, up to 8 Hours
>>**Attack/Save:** None
>>**Damage/Effect:** Weather Control
>>
>>You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
>>
>>When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
>>
>>When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
>>
>>>[!spell-effect-blue2] Precipitation
>>>|Stage|Condition|
>>>|---|---|
>>>|1|Clear|
>>>|2|Light clouds|
>>>|3|Overcast or ground fog|
>>>|4|Rain, hail, or snow|
>>>|5|Torrential rain, driving hail, or blizzard|
>>
>>>[!spell-effect-red] Temperature
>>>|Stage|Condition|
>>>|---|---|
>>>|1|Heat wave|
>>>|2|Hot|
>>>|3|Warm|
>>>|4|Cool|
>>>|5|Cold|
>>>|6|Freezing|
>>
>>>[!spell-effect] Wind
>>>|Stage|Condition|
>>>|---|---|
>>>|1|Calm|
>>>|2|Moderate wind|
>>>|3|Strong wind|
>>>|4|Gale|
>>>|5|Storm|
>***
>**At *Prestige Level 10*,** the *Storm of Vengeance* spell automatically takes effect above you when you enter combat. This does not consume a spell slot.
>>[!spell-9]- Spell: Storm of Vengeance - 9th Level (Universal Effect Variant)
>>**9th Level Conjuration**
>>**Casting Time:** 1 Action
>>**Range:** 1 Mile
>>**Components:** Verbal, Somatic
>>**Duration:** 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.
**At Level 2,** you gain *Epiphany of the Storm: Lightning Thief* and 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: ***Keraunos***.
>[!apostle-red]- Epiphany of the Storm: Lightning Thief
>>[!item-yellow]+ Weapon: Keraunos
>>**Martial Melee Weapon**
>>**Weapon Properties:** Light, Thrown (60/120), Returning
>>**Mastery Properties:** Sap (Level 10)
>>**Attack Bonus:** Strength 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). Additionally, this weapon gains the *Sap Weapon Mastery Property*.
>>[!item-pink]- Mastery Property: Sap
>>If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
>***
>**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 2,*** 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).
>***
>>[!spell-effect] Djin Level 20: 5ft melee, 60/120ft thrown; +24 to hit; 3d12+3 Lightning damage; Crit. Threshold: 17
### Storm Surge — Level 4
*The power of the storm surges within you, allowing you to externalize it and manifest **Motes** of pure electric Aether.*
>[!apostle-orange]- Epiphany of the Storm: Storm Surge
>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.
>
>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.
>- **Move.** As a Free Action, you may move one or more of your summoned *Motes* up to 30 ft.
>- **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.** 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.
>- **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* and the Temporary Hit Points you gain when **Absorb** a *Mote* increase 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* and the Temporary Hit Points you gain when **Absorb** a *Mote* increase 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* and the Temporary Hit Points you gain when **Absorb** a *Mote* increase 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.*
> [!apostle-yellow]- Epiphany of the Storm: Lightning Fast
> **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 Ties: Self-Embodiment — Level 8
*Blood runs thicker than water.*
>[!apostle-green]- Epiphany of the Storm: Elemental Family Ties - Self-Embodiment
>*As **Deities** are organized and empowered by their **Elemental Families**, so too are the **Apostles**. You gain access to an ability that you share with other **Apostles** in your **Elemental Family**.*
>
>***At Level 8,*** *this ability awakens, granting you the following benefits:*
>>[!spell-effect-gold]- Self-Embodiment — Transformation: Lightning Elemental
>>*Animate the inanimate. Externalize the internal.*
>>
>>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).
>>>[!container-white]- Stat Block: Essence of Storms
>>>![[essence of storms.png]]
>>***
>>**At Level 10,** after summoning the Elemental, you may use a Bonus Action to merge with it, 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).
>>>[!container-black]- Stat Block: Lightning Hulk
>>>![[lightning hulk.png]]
>>***
>>**At Level 16,** you may instead summon an *Oracle of Storms* (Source: *Flee, Mortals!* by MCDM Productions; page 97).
>>>[!container-gold]- Stat Block: Oracle of Storms
>>>![[oracle of storms.png]]
>>***
>>**At Level 20,** you may instead summon *Xaantikorijek* (Source: *Flee, Mortals!* by MCDM Productions; page 83).
>>>[!container-white]- Stat Block: Xaantikorijek
>>>![[xaantikorijek - dragon.png]]
>>***
>>**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)
>>>[!container-black]- Stat Block: Scion of Stronmaus
>>>![[scion of stronmaus.png]]
>>***
>>**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]]*.
>>>[!container-gold]- Stat Block: Fulmir, Lord of the Storm or Ra'dān, The Unerring Arc or Thor, Fist of the Creator
>>>
>
>Additionally, 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 **Absorb**, **Nullify**, or **Redirect** it at will.
>>[!spell-effect-silver]- Self-Embodiment — Primacy: Lightning
>>*Even in another’s hands, your Element remembers you.*
>>
>>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 16,** 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.
>
>Finally, you learn the following spells at their corresponding levels, none of which count towards your limit of known spells:
>>[!spell-effect-bronze]- Self-Embodiment — Innate Knowledge: Storm Spells
>>*As your attunement to your element is strengthened, you learn additional ways to manipulate it.*
>>>[!spell-2]- Spell: 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-3]- Spell: 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-3]- Spell: 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-3]- Spell: Ride the Rifts (The Grand Game Variant) - 3rd Level (Level 10)
>>>**3rd 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-4]- Spell: 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-4]- Spell: 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-5]- Spell: 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-6]- Spell: 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-7]- Spell: 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-7]- Spell: 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-9]- Spell: 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.
### Inspired by the Storm: Orazio Aster — Level 10
*As you finally begin to feel at one with your Element, your knowledge of how to manifest its power grows.*
>[!apostle-blue]- Orazio’s Epiphany of the Storm: In the Eye of the Storm (Unique Effect)
>**At Level 10,** you may use your Reaction when a creature gets within 20 feet of you to cause the Storm to swirl around you, creating *Difficult Terrain* in a 20 ft. radius until the end of your next turn.
>
>You may use this ability three times per Long Rest.
>***
>**At Level 20,** you gain a bonus to your Armor Class equal to your Constitution Modifier while this ability is active.
### 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.*
>[!apostle-purp]- Epiphany of the Storm: Lightning Wreathed
>While not wearing armor, your base Armor Class equals 10 + your Constitution modifier + your Dexterity modifier. **You do not gain any benefit from wearing Armor, unless another effect specifically allows it.**
>
>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
*You can’t break the chain.*
>[!apostle-pink]- Epiphany of the Storm: Conductive
>**At Level 14,** your Lightning flows through the world around you, turning conductive materials into extensions of your power.
>>[!spell-effect-gold]- Conductive: Rules
>>When you cast a spell or activate an ability that deals **Lightning damage**, you may route its effect through a *Conductor*: a point you can see on an exposed conductive material, such as a metal object, a metal surface, or a body of water.
>>
>>Using a *Conductor* requires no additional Action or expenditure of resources and follows these rules:
>>- ***Conducting Range.*** The *Conductor* must be within the spell or ability’s normal range of you. You then determine the effect’s range and point of origin as though it originated from the *Conductor*, rather than yourself.
>>- ***Areas of Effect.*** If the effect has a range of *Self* and produces a *Line*, *Cone*, or *Sphere*, use the area’s length or radius as the maximum distance to the *Conductor*. The area then originates from that point, retaining its normal shape and dimensions. You choose its direction when applicable.
>>- ***A Clear Path.*** The effect must have an unobstructed path from you to the *Conductor*, and from that point to its destination. Any requirement to see a target still applies to you.
>>- ***One Relay.*** You may use one *Conductor* per casting or activation. A continuous *Conductor*, such as a metal bridge or lake, does not allow the effect to emerge from a different point elsewhere on that material.
>>- ***Harmless Passage.*** Passing through a *Conductor* does not itself damage the material or a creature wearing, carrying, or touching it. Such a creature can still be affected normally if it is a target or falls within the resulting area.
>>
>>This feature does not extend the reach of melee weapon attacks, deliver effects with a range of *Touch*, relocate an ongoing aura, or transfer an effect that targets only you.
>***
>**At Level 20,** your Lightning can continue through a creature it strikes, carrying its power onward.
>>[!spell-effect-silver]- Conductive: Another Link In The Chain
>>As a Free Action once per casting or activation, when the effect first deals **Lightning damage** to one or more creatures, you may choose one of those creatures as a new point of origin and create one additional *Link*.
>>- ***Targeted Effects.*** If the triggering effect makes an attack against or directly targets a creature, choose one additional eligible target within the effect’s normal range of the new point of origin.
>>- ***Areas of Effect*.** If the triggering effect produces an area, create one additional instance of that area, measuring its range from the new point of origin. Its shape and dimensions remain unchanged. A *Line* or *Cone* begins at the chosen creature’s space and extends in a direction you choose.
>>- ***Separate Resolution.*** Resolve the additional attack roll or Saving Throws separately, using your normal attack bonus or Spell Save DC. The *Link* deals the triggering effect’s **Lightning damage** and applies any **Conditions** or other effects associated with that damage. Scoring a Critical Hit does not automatically make the additional attack a Critical Hit.
>>- ***One Passage per Creature.*** A creature affected by the original damage event or an earlier *Link* cannot be affected again by another *Link* in the same chain, even if areas overlap.
>>- ***One Effect per Link.*** If the original effect produces multiple attacks, projectiles, or separate strikes, the *Link* reproduces only one of them. It does not reproduce the entire sequence or generate another set of secondary targets.
>>
>>A *Link* reproduces the immediate offensive effect only. It does not create additional lingering effects, summoned creatures, or beneficial effects. **Conditions** applied by a *Link* use the original effect’s duration, repeat Saving Throws, and depend on the same Concentration.
>>
>>Additional *Links* are considered part of the original casting or activation and cannot trigger another use of *Epiphany of the Storm: Conductive*.
>***
>**When you become a *Harbinger* and reach *Prestige Level 5*,** when you strike a *Conductor* with a Lightning spell or ability, you may now treat it as a *Storm Mote*.
>>[!spell-effect-bronze]- Conductive: Get Moted, Idiot
>>***Chain.*** Attacks targeting a *Conductor* gain the benefits of *Storm Surge’s* **Chain** effect. The spell or ability gains **one additional die of Lightning damage** when it passes through a *Conductor*, as described in *Epiphany of the Storm: Storm Surge*. This bonus is gained only once per casting or activation and does not increase again with each additional *Link*.
>>
>>***Absorption and Discharge.*** You may **Absorb** or **Discharge** a *Conductor* you can see within 60 feet. Use each option’s normal trigger, action cost, damage, and Temporary Hit Points.
>>- After either effect resolves, the *Conductor* becomes permanently **Spent**. **Absorbing** or **Discharging** it does not automatically destroy the underlying object or material.
>>- A **Spent** *Conductor* can never again function as a *Conductor* for you or any other creature. It cannot relay your Lightning spells or abilities, grant the benefits of a *Storm Mote*, or be **Absorbed** or **Discharged** again. Moving, repairing, or reshaping the expended material does not restore its eligibility.
>***
>**When you become a *Seraph* and reach *Prestige Level 10*,** the size limit on your *Conductors* is removed.
>>[!spell-effect-divine]- Conductive: ….The Harder They Fall
>>You may designate an object, structure, or continuous section of conductive material of any size as a single *Conductor*.
>>- The material must still be conductive; this benefit does not allow otherwise unsuitable materials to function as *Conductors*.
>>- **Absorbing** or **Discharging** a larger *Conductor* uses the normal action requirements, range, and effects described in *Epiphany of the Storm: Storm Surge*. Its size does not increase the damage, Temporary Hit Points, or area of effect. A **Discharge** emanates from the entire *Conductor*.
>> - After either effect resolves, the entire object or section of material designated as the *Conductor* becomes permanently **Spent**.
>>
>>Additionally, the number of additional *Links* you may create increases from **one** to a number equal to your **Proficiency Bonus**.
>>- Resolve these *Links* in sequence. Each subsequent *Link* must originate from a creature that took **Lightning damage** from the immediately preceding *Link*. If no creature takes Lightning damage from a *Link*, the chain ends.
>>- Each *Link* follows the same range, targeting, and resolution rules described above. The chain follows a single route, and a creature cannot be affected more than once during that chain.
### DNR — Level 16
*”I say when we’re done.”*
>[!apostle-white]- Epiphany of the Storm: DNR
>**At Level 16,** the first time you reach zero Hit Points, Lightning strikes from above, coursing through your body and restarting your heart. You regain 1 Hit Point and gain a number of Temporary Hit Points equal to one-quarter of your Maximum Hit Points. Once you use this ability, you may not do so again until you have successfully completed a Long Rest.
>***
>**At Prestige Level 1,** the Lightning strike now chains from your body towards all creatures within a 15 ft. radius of you when this ability activates. Creatures must make a Dexterity Saving Throw, taking 8d6 Lightning damage on a failed Save or half as much on a successful one.
>***
>**At Prestige Level 10,** you now cast *Cataclysm* when this ability activates.
### Dually Moted — Level 18
*Shocking.*
>[!apostle-black]- Epiphany of the Storm: Dually Moted
>**At Level 18,** you gain the ability to **Discharge** all currently summoned *Storm Motes* as a Bonus Action. When you do so, each *Mote* is automatically resummoned in the same space.
>
>You may use this ability three times per Long Rest.
### Kaminari — Level 20
*Electric devastation the likes of which even the Gods have never seen.*
>[!apostle-gold]- Epiphany of the Storm: Kaminari
>You learn the spell *Cataclysm* and gain the ability to cast it without expending a spell slot once per Long Rest.
>>[!spell-9]- 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 bolt of lightning that descends from the sky and strikes a point you can see. Each creature within a 60-foot radius of that point must make a **Constitution** Saving Throw. On a failed save, a creature takes **10d10 Lightning damage** **and** ***10d10 Chaos damage*** as the bolt ravages the area. On a successful save, a creature takes half as much damage. A creature killed by this spell is vaporized and can be revived only by the *True Resurrection* spell or an equivalent or more powerful effect.
## Resonating With The Storm
*At your call, **the Storm** surges through you, swelling with each heartbeat until you let it overflow. Your tattoos awaken as power spills from your skin in whirling streams, sweeping around your body and lifting you from the ground. Within the torrent, your **Resonance** takes shape. **Aether** coils around your limbs, traces the contours of your body, and weaves itself into armor, vestments, or stranger adornments, each bearing the unmistakable imprint of the **Storm** tempered by your will. With one final surge, the torrent parts, revealing a form that could belong to no other. This is your power. This is your purpose. **The Storm** made manifest.*
### Elemental Resonance: Jupiter’s Ascension — Level 10+
**At Level 10,** your body now resonates with the Element of Storms, increasing your affinity and giving you the ability to activate a state of *Elemental Resonance.*
>[!ult-silver]- Elemental Resonance: Jupiter’s Ascension
>*After all this time, you finally get it: you're not channeling the Storm—you **are** the Storm.*
>
>As a Bonus Action, you may draw upon your Resonance, gaining the following benefits for one minute:
>> ***Airborne***. You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15 feet.
>>
>> ***Empowered***. While in this form, whenever you make an attack or cast a spell, the target takes an additional 1d8 damage of your associated Element. This damage increases by 1d8 when you reach **Level 15** (2d8), **Level 20** (3d8), and **Prestige Level 5** (4d8).
>>
>> ***Apostolic Providence***. A unique, element-based ability.
>
>You may use this ability once per Long Rest. This increases to two uses at **Level 15,** and three uses **when you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*.**
### Divine Resonance: Raijin’s Fury — Level 20
*You draw upon the deepest reaches of your power, and **The Storm** pours through you in an overwhelming tide. Your **Resonant** form emerges within it, every detail unfolding into something greater. Vestments unfurl, intricate patterns awaken, and the adornments that once marked your affinity take on the majesty of divine regalia. **Aether** gathers around your silhouette, shaping the crowning expression of your Element before settling into place with a final, thunderous pulse as **The Universe** trembles in the face of its elemental sovereign. For this brief span, those who look upon you glimpse the God you could become.*
**At Level 20,** your control over the Storm has reached its pinnacle, allowing you to channel it through your form and transform into an avatar of destruction.
>[!ult-bronze]- Divine Resonance: Raijin’s Fury
>*Become one with the Storm.*
>
>As an Action, you may activate this transformation for 1 minute, granting you all the effects of your *Elemental Resonance: Jupiter’s Ascension* ability, as well as the following benefits:
>>***Immortality In Action***. The first time you reach zero Hit Points while in this form, you regain 1 Hit Point and remain conscious.
>>
>>***Immunity Actualized***. You gain **Immunity** to all nonmagical damage and **Resistance** to all other damage, with the exception of ***Primordial Damage.***
>>
>>***Freebie***. You gain the ability to cast any spell related to your Element without expending a spell slot once.
>>
>>***Taste of Divinity***. 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
#### Mortal-born Gods
The ultimate feature of the *Apostle:* ***Godhood***. *Divinity* is the pinnacle of power that an *Apostle* can attain. By dethroning or killing the *Deity* of their chosen Element, the *Apostle* assumes their place in the pantheon, becoming a ***God*** themselves. They are granted unimaginable power in the process, gaining *Prestige Class: Harbinger.* A *Harbinger* is something to be in awe of, and something to be feared. When you become a *Harbinger,* you gain the following abilities at their corresponding *Prestige Levels*:
## Prestige Level 1: Demigod
### Epiphany of the Storm: Bolts From The Blue
*The Storm rains down.*
>[!apostle-blue2]- Epiphany of the Storm: Bolts From The Blue
>**When you become a *Harbinger* and reach *Prestige Level 1*,** you gain the ability to infuse the clouds above with the power of your *Keraunos*. As an Action while *Keraunos* is summoned, you can throw it into the sky to produce one of the following effects.
>
>The initial placement of each effect has a range of *Sight*. Each point you choose must be one you can see and must satisfy the chosen effect’s placement restrictions.
>
>If you resummon *Keraunos*, all ongoing effects created by this ability immediately end, and any *Keraunui* or *Storm Motes* created by it disappear.
>
>>[!spell-effect-gold]+ Bolts From The Blue: Reignfall
>>Choose a point that you can see. All creatures within 15 ft. of that point must make a Dexterity Saving Throw as *Keraunos* expands to a *colossal* size and falls to the earth, dealing **10d10 Lightning Damage** on a failed Save or half as much on a successful one. This damage may not be avoided or reduced in any way except a successful Saving Throw. Once *Keraunos* impacts, it embeds itself in the ground and causes lightning to strike around it. For one minute, at the start of each of your subsequent turns, lightning arcs toward a random target you can see within 90 ft. of *Keraunos*. Targets must make a Dexterity Saving Throw, taking 2d8 Lightning damage on a failed save or half as much on a successful one.
>
>>[!spell-effect-silver]+ Bolts From The Blue: Split Electron
>>Choose ten points you can see, each within 100 feet of every other chosen point. As *Keraunos* rains down, it splits into ten smaller bolts, each striking one of those points. Upon impact, each bolt crystallizes into a *Storm Mote*.
>
>>[!spell-effect-bronze]+ Bolts From The Blue: The Bigger They Are.…
>>Three smaller *Keraunui* descend and embed themselves in the ground at three points you can see, forming a triangle. Each bolt must be within 50 feet of at least one other bolt. For 1 minute, impossibly dense rain falls throughout the triangular area between them, making it *Difficult Terrain*.
>>
>>For the duration, the rain throughout this area functions as a single *Conductor*, regardless of its size. You may **Absorb** or **Discharge** this *Conductor* using the normal triggers, action requirements, range, damage, and Temporary Hit Points described in *[[#Storm Surge — Level 4|Epiphany of the Storm: Storm Surge]]*, even if you have not reached *Prestige Level 5*.
>>
>>A **Discharge** emanates from the entire rain-covered area, using its normal radius. Each creature within the resulting area is affected only once. The *Conductor’s* size does not increase the damage dealt or Temporary Hit Points gained.
>>
>>After either **Absorption** or **Discharge** resolves, the entire rain-created *Conductor* becomes **Spent** and cannot function as a *Conductor* again. The rain and *Difficult Terrain* persist for the remaining duration.
### Divine Fortification
**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 1*,** you gain *Epic Boon: Boon of Divine Fortitude*.
>[!feat-green]- Epic Boon: Boon of Divine Fortitude
>*You gain the following benefits:*
>- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30.
>- *Fortified Health*. Your Hit Point maximum increases by 50. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn.
### Wrath of the Storm King
*Strike with the fury of the Gods.*
>[!god-gold] Ability: Divine Wrath
>When you hit with an attack or spell that deals your Element's damage, you may choose to deal maximum damage instead of rolling. You may use this ability once per Long Rest.
>
>**When you reach higher Prestige Levels, you may use this ability twice (Prestige Level 3), three times (Prestige Level 5), four times (Prestige Level 7), and five times (Prestige Level 10).**
## Prestige Level 2: Godling
### Divine Providence: Will of Indra
*The God of Storms rises again.*
>[!god-orange2]- Divine Providence: Will of Indra
>**When you reach Prestige Level 2,** your body begins acclimating to your newfound Godhood, unlocking a semblance of your predecessor’s power.
>
>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.
### Defiance of the Gods
You gain one additional *Legendary Resistance*, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**).
>[!feat-red]- Feature: Legendary Resistance
>If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest.
## Prestige Level 3: Storms’ Paragon
### Epiphany of the Storm: Chain Reaction
*Brief description.*
>[!apostle-white]- Epiphany of the Storm: Chain Reaction
>**When you reach Prestige Level 3,**
### Deific Speed
You now take two Actions per turn, rather than one.
## Prestige Level 4: Elemental Exemplar
### Ra’dān's Might
One Ability Score of your choice increases to **25.**
### Master of Aether
You gain one additional spell slot of each of the following levels: 6th, 7th, and 8th.
## Prestige Level 5: Harbinger
### Epiphany of the Storm: Epiphany 13
*Brief description.*
>[!apostle-black]- Epiphany of the Storm: Epiphany 13
>**When you reach Prestige Level 5,**
### Divine Domain: Ishkur's Wrath
*Show them what kind of God you really are.*
>[!god-divine]- Divine Domain: Ishkur’s Wrath
>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 to strike your enemies with the unbridled power of the ***Storm***.
>
>Upon activation, the cloud launches a barrage of Lightning towards all targets within a 30 ft. radius of a point you can see. Targets 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 Storms - Vak’rel’os
#### The Pinnacle of Divinity
*While Harbingers are the peak of Apostolic ability, standing over mortalkind as their new Gods in place of their original Deity, the Seraphim are the answer to a question posed by existence itself: What happens when divine will is merged with mortal perspective to create something more—something greater? Born 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 beyond what 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 them, but to existence itself.*
***If*** you become a *Seraph,* you gain *Prestige Class: Seraph*. When you become a *Seraph,* you must unlock all *Prestige Class: Harbinger* abilities before you are able to unlock the following abilities at their corresponding *Prestige Levels*:
## Prestige Level 6: Wyrm
### Epiphany of the Storm: Epiphany 14
*Brief description.*
>[!apostle-red]- Epiphany of the Storm: Epiphany 14
>**When you become a *Seraph* and reach Prestige Level 6,**
### Ultimate Resonance: Dragon Form
*Become what you were destined to be.*
>[!ult-orange]- Ultimate Resonance: Dragon Form
>You gain the ability to take on the *True Form* of your *Deity: a [Prismatic/Gem/Metallic/Celestial] Greatwyrm.* This transformation affects you down to your very soul, enabling you to embody and wield the power of your Element with unmatched skill. As an Action, you may assume this form, gaining the stats and abilities of the *Greatwyrm* that corresponds to your Element. Additionally, this transformation automatically takes hold when you would drop below zero Hit Points for the first time, effectively giving you a “second phase” in combat.
>
>If you are within your *Divine Resonance,* this transformation replaces the *Immortality In Action* feature. If you choose to transform as an Action, the automatic transformation effect is disabled. When you drop to zero Hit Points while in this form, you return to your humanoid form with half of your total Hit Points, regardless of your Hit Point total when you entered this transformation.
>>[!container-gold]- Stat Block: [Prismatic/Gem/Metallic/Celestial] Greatwyrm
>>
## Prestige Level 7: Heir of Thor
### Seraphic Defiance
You gain an additional *Legendary Resistance*, for a total of three (or four, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**).
>[!feat-yellow]- Feature: Legendary Resistance
>If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest.
### Weave Resistant
You gain Advantage on Saving Throws against all magical effects.
## Prestige Level 8: Aspect of The Unerring Arc
### Epiphany of the Storm: Lightning In A Bottle
*Brief description.*
>[!apostle-blue]- Epiphany of the Storm: Lightning In A Bottle
>**When you reach Prestige Level 8,**
### Fulmir's Perfection
One Ability Score of your choice increases to **30.**
## Prestige Level 9: Seraph
### Seraphic Fortification
**At Prestige Level 9,** you gain *Epic Boon: Boon of Seraphim’s Resilience*.
>[!feat-purp]- Epic Boon: Boon of Seraphim’s Resilience
>*You gain the following benefits:*
>- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30.
>- *Defense of Body and Mind*. While you are **Bloodied,** you have **Resistance** to every damage type except ***Chaos, Order***, and ***Void***.
### Grandmaster of Aether
You gain the ability to control your Element to an unparalleled degree. **You learn all spells relating to your Element.** Outside of combat, you may cast spells of 4th level or lower without expending spell slots. In combat, you gain one additional spell slot of each of the following levels: 1st, 2nd, 3rd, 4th, and 9th.
## Prestige Level 10: Vak’rel’os
### Final Epiphany of the Storm: Epiphany 16
*Brief description.*
>[!apostle-pink]- Final Epiphany of the Storm: Epiphany 16
>**When you reach Prestige Level 10,** all the mysteries of your Element are revealed to you as you reach the pinnacle of your power.
### Seraph's Will
You gain the ability to cast the spell *Lesser Wish* once per day. You cannot lose the ability to cast this spell.
>[!spell-9]- Spell: Lesser Wish - 9th Level
>**9th Level Conjuration**
>**Casting Time:** 1 Action
>**Range:** Self
>**Components:** Verbal
>**Duration:** Instantaneous
>**Attack/Save:** None
>**Damage/Effect:** Various
>
>The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
>
>Alternatively, you can create one of the following effects of your choice:
>- *Object Creation*. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
>- *Instant Health*. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell.
>- *Resistance*. You grant up to ten creatures that you can see **Resistance** to one damage type that you choose. This **Resistance** is permanent.
>- *Spell Immunity*. You grant up to ten creatures you can see **Immunity** to a single spell or other magical effect for 8 hours.
>- *Sudden Learning*. You replace one of your *Feats* with another *Feat* for which you are eligible. You lose all the benefits of the old *Feat* and gain the benefits of the new one. You can’t replace a *Feat* that is a prerequisite for any of your other *Feats* or features.
>- *Roll Redo*. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
>
>The stress of casting *Lesser Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take **1d10 Primordial damage** per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.
### Ultimate Resonance: Titan Form
*The pinnacle of Godhood.*
>[!ult-divine]- Ultimate Resonance: Titan Form
>As an Action, you may activate this form, growing until you dwarf everything around you. Your Size becomes **Titanic**, your worn and carried equipment grows with you, and your AC becomes **1**. You must have sufficient space to assume a **Titanic** form; otherwise, the activation fails without expending its use.
>
>While transformed, your **Current Hit Points**, **Maximum Hit Points**, and **all damage you deal** are multiplied by **five**. Changes to your Maximum Hit Points during this transformation are subject to the same multiplier. Any healing received is not multiplied by this ability.
>
>You also gain the effects of your *Divine Resonance* without expending one of its uses.
>
>You may end this transformation as an Action. It also ends the first time you would be reduced to 0 Hit Points. If an ability would leave you at 1 Hit Point, that ability does not preserve your *Titan Form*.
>
>When the transformation ends, your Size, AC, current Hit Points, Maximum Hit Points, and damage return to normal. You then regain a number of Hit Points equal to half your Maximum Hit Points. Additionally, you gain two levels of **Exhaustion** and three levels of **Elemental Dissonance**. The **Elemental Dissonance** gained from this ability is reduced by one level at the end of each of your subsequent turns.
# Appendix of Storms: All Abilities, Actions, Feats, and Spells
## Passive Effects
- Universal Effect
## Abilities
### Actions
### Bonus Actions
### Free Actions
### Reactions
## All Learned Feats
- Feat: Tough (Level 10)
- Divine Blessing: Thor (Level 6)
- Feat: Divine Elementalist (Level 9)
- Feat: Energy Specialist (Level 9)
- Greater Divine Blessing: Thor (Level 12)
- Feat: [Insert a Feat appropriate to the Element] (Level 18)
- Epic Boon: [Insert an Epic Boon appropriate to the Element] (Level 18)
- Epic Boon: Boon of Divine Fortitude (Prestige Level 1)
- Epic Boon: Boon of Seraphim’s Resilience (Prestige Level 9)
## All Known Spells
%%**DM’s Note:** Delete these H3 headings after the subclass is complete.%%
### Granted Spells - Leveling
### Granted Spells - Epiphanies