>[!quote]+ [[Empress Mariposa Karavala, The Harbinger of Gravity and Ruler of the Karavala Sovereignty]] to [[Threaven Wranris, The Provident Harbinger of Life, President of the Grand Reserve and Original Wielder of the Shroud of Vaka]] >*My son was.... troubled. I know not what possessed him to do the things he did; the lives he destroyed, the cities he burned, the Apostles he annihilated. I can never excuse what he did, and I take full responsibility for my part in it all. I have spent the entirety of the last two-hundred and fifty years trying to right his wrongs, and I will use every facet of my power to better this world until my last breath. You may hate me for birthing the most reviled figure Valakadyn has ever seen, and that is fair. But don't ever accuse me of not caring, Threaven. You of all people should know that in order to do great things, one must be willing to be a villain to some.* Created by Vaka, God of Wild Magic to harness one of the core elements of the universe, the Apostle of Gravity is one of the most powerful of the Apostolic Elements. Able to manipulate an immense amount of Aether naturally, they are gifted with magical prowess that is nearly unequalled. Passed down through generations by a single family in one timeline, and held for millennia by one tyrant in another, this power has been exposed to so much Time manipulation and Weave experimentation that it has become truly terrifying. A determined Apostle of Gravity could ostensibly end the world, if pushed far enough. Currently wielded by [[Empress Mariposa Karavala, The Harbinger of Gravity and Ruler of the Karavala Sovereignty]], she carves a path forward into the future as she attempts to right the wrongs of her son, [[Emperor Myrthos Karavala, The Tyrant Apostle of Gravity and Third Herald of Annihilation†|The Tyrant Apostle]]. | Level | Spells | | ----- | ----------------- | | 1 | Dissolution* | | 2 | Magnify Gravity* | | 4 | Dazing Blast* | | 6 | Pulse Wave* | | 8 | Gravity Sinkhole* | | 10 | Gravity Smash* | | 12 | Gravity Fissure* | | 14 | Power Word: Push* | | 16 | Dark Star* | | 18 | Ravenous Void* | ## Elemental Epiphanies - Gravity *Epiphanies* are abilities unique to the Apostle. As your Apostle Level increases, your understanding of your chosen Element becomes stronger. At Level 2, you gain the *Insert Epiphany 1 Here* Epiphany from the Epiphanies available in your chosen Element, and additional Epiphanies every other level (4th, 6th, 8th, etc.). The Epiphanies are detailed below. >*DM's Note: In general, lower level Epiphanies should be fairly tame. When creating Epiphanies 1-4, I recommend creating abilities that get stronger or gain additional effects at later levels, such as dealing an additional damage dice at Levels 4, 8, 12, 16, and 20; or granting additional uses of an ability at Levels 5, 10, 15, and 20. For Epiphanies 6 and 7, they should generally only slightly improve as the player levels up. For Epiphany 10, go crazy. Characters must be Level 20 to unlock this ability, so make it something worthy of being a capstone ability. Beneath the listing of Epiphany 10 below are several miscellaneous examples of Epiphanies to give you an idea of the power level for each one.* ### Control Gravity - Level 2 You permanently gain the effects of an altered version of the _Telekinesis_ spell. **At Level 5,** you affect this spell at 3rd Level. **At Level 10,** you affect this spell at 5th Level. **At Level 15,** you affect this spell at 7th Level. **At Level 20,** you affect this spell at 9th Level. >[!spell-purp]- Telekinesis (Apostle) >You can telekinetically manipulate objects within a 10-foot sphere with a combined weight of 50 pounds or less. Each round on your turn you can choose to either continue manipulating the same object(s) or switch to different object(s) within range as a part of your action. Objects you are manipulating automatically maintain their position relative to you unless you use your action to reposition them (move closer or further away). This means that items you are manipulating move along with you relative to your position. You also have fine motor control over the objects, allowing you to play an instrument, write with a pen, or open a lock, for example. While concentrating on this spell you can use your action to perform the following: >- Restrain a small-sized creature if you succeed on a contest of your magic ability against the target’s Strength. >- Snatch away a worn or held object if you succeed on a contest of your magic ability against the target’s Strength. >- Hurl objects or weapons you are proficient in, using your magic ability score for the attack and damage roll instead of Strength or Dexterity. >- Hurl a creature you are manipulating (treat as a proficient weapon, as above), dealing 3d6 damage to both it and the target on a successful hit. >- Pool your efforts with another caster using this spell to lift heavier objects (combine your weight limits). ##### At Higher Levels 3rd Level: Range increases to 50 feet, weight limit for objects increases to 250 pounds, medium-sized creatures can be affected, and you no longer have disadvantage on checks to snatch objects. You can also cast as your reaction when within 10 feet of the ground to avoid taking falling damage. 5th Level: Weight limit for objects increases to 1,500 pounds, and large-sized creatures can be affected. 7th Level. Weight limit for objects increases to 7,500 pounds, and huge-sized creatures can be affected. 9th Level: Weight limit for objects increases to 25,000 pounds, and gargantuan- sized creatures can be affected. ### Lighter Than Air - Level 4 You gain the ability to hover six inches off the ground at will, and gain a *Fly* speed equal to your walking speed. As a Bonus Action, you and any allies within 15ft gain an additional 5ft of movement speed while you decrease the movement speed of any enemies within range by the same amount. At Level 13, the radius of your ability increases to 60ft, the bonus increases to 10ft, and you gain the ability to grant a number of creatures equal to your Proficiency Bonus a *Fly* speed equal to their walking speed. Starting at Level 20, the radius of your ability increases to 90ft, and the bonus increases to 15ft. ### Warp - Level 6 Tear holes in the fabric of reality to move about the battlefield. You gain the ability to cast the spells *Dimension Door* and *Teleport* without using a spell slot once per Long Rest each. At subsequent levels, you may use this ability twice (Level 9), three times (Level 12), four times (Level 15), and five times (Level 18). When you become a *Harbinger* or a *Seraph,* you may use this ability at will. ### Annihilation - Level 8 You learn the spells _Eradicate_ and _Gravitic Lance._ #### Nova Bomb Throw a ravenous sphere of dunamantic energy that explodes violently upon impact. As an Action, you gain the ability to cast a *Force damage* version of the spell *Fireball* without expending a Spell Slot twice per Long Rest, increasing to thrice at Level 16, and four times at Level 20. Additionally, you may cast the spell at a higher level by using the equivalent spell slot. #### Eradicate 5th Level Evocation Range/Area: 15ft Components: Somatic Duration: Instantaneous Attack/Save: Constitution Saving Throw Damage/Effect: Force >*As an action, you create a small bead of dunamantic energy between your fingers. As you snap, you detonate the bead, evaporating everything within a 15ft radius. Creatures within range must make a CON saving throw against your spell save DC or take 6d10 force damage. If a target is within five feet of you, they make the save with disadvantage.* >*At higher levels: Deals an additional 2d10 damage for each level above 5th. At 9th Level, the damage becomes 15d10+50.* #### Gravitic Lance 3rd Level Evocation Casting Time: 1 action Range/Area: Sight Components: Somatic Duration: Instantaneous Attack/Save: Dexterity Saving Throw Damage/Effect: Force, Magical Bludgeoning >*As an action, you summon three lances of pure gravitic energy and hurl them towards up to three targets within 60 ft. Targets must make a Dexterity Saving Throw, taking 3d10 Force Damage per lance. Targets that fail the Saving Throw are knocked prone and restrained until the start of their next turn. On a successful save, targets are unaffected by this spell.* >*At higher levels: For each spell level above 3rd, the number of lances increases by one, and the damage increases by 1d10.* ### Theory of Everything - Level 10 ### Hand of Fate - Level 12 You gain the *Portent* ability from the Wizard’s *Diviner* subclass. >[!apostle-pink]- Portent (Duplicity) >***Portent (Defiled).*** Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. > >Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls. > >***Greater Portent (Desecrated).*** The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your Portent feature rather than two. > >***Ultimate Portent (Profane).*** Your visions of the future become crystal clear. Roll four d20s for your Portent feature rather than three. ### Collapsing Reality Exponentially Around Me - Level 14 You gain the ability to use your Action to transform yourself into a furious, stealthy black hole for as long as you maintain your concentration. While in this form, you gain the benefits of the blur spell and you give off magical darkness in a 10ft radius as you absorb light. You have the ability to use your action to expel all absorbed light and flash, causing all targets adjacent to you to make a Constitution saving throw or be blinded for 1 minute. Each effected target can repeat the saving throw at the end of each of its turns. Additionally, you gain the ability to run into targets while in this form, dealing massive damage to anyone who fails a Strength Saving Throw to resist the pull of Gravity and move out of the way. On a failed save, targets take 10d10 force damage. Creatures killed by this ability are destroyed as if effected by the _Disintegrate_ spell. ### Gravitic Empowerment - Level 16 Pick two of the following feats: [*insert list of ~five appropriate feats for this Element.*] In addition, choose one of the following *Epic Boons:* *Boon of Magic Resistance* or *Boon of Spell Recall*. #### Feats - Pick Two ##### Lucky You gain the following benefits. **Luck Points.** You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. **Advantage.** When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. **Disadvantage.** When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll. ##### Sentinel You gain the following benefits. _**Ability Score Increase.**_ Increase your Strength or Dexterity score by 1, to a maximum of 20. _**Guardian.**_ Immediately after a creature within 5 feet of you takes the [Disengage](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#DisengageAction) action or hits a target other than you with an attack, you can make an [Opportunity Attack](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#OpportunityAttack) against that creature. _**Halt.**_ When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn. ##### Speedy You gain the following benefits. **Ability Score Increase**. Increase your Dexterity or Constitution score by 1, to a maximum of 20. **Speed Increase**. Your Speed increases by 10 feet. **Dash over Difficult Terrain**. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. **Agile Movement**. Opportunity Attacks have Disadvantage against you. ##### Feat 4 ##### Swift Witchcraft You have honed your skills in the rituals of witchcraft and can quickly weave your magic in times of need. You gain the following benefits. _**Ability Score Increase.**_ Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. _**Swift Invocation.**_ You can use an action to cast a spell that has a casting time of 1 minute. Once you use this benefit, you can’t do so again until you finish a Long Rest. ### Protection of the Dark Star - Level 18 You gain one *Legendary Resistance* to use at will. ### Infinity - Level 20 As a result of the extensive research, testing, and experimentation by the Karavala family, the Apostle of Gravity now has a pool of 200 Temporary Hit Points that automatically refreshes at the conclusion of a Long Rest *that can only be damaged by Critical weapon damage or direct, non-AOE damage spells above 5th Level.* While this pool of Temp HP is active, you are unaffected by damaging Area of Effect spells (such as Fireball, Tidal Wave, or Meteor Swarm), and gain an AC of 35. Once this Temporary HP is depleted, your AC returns to its original amount. In addition to these abilities, you also gain the ability to turn any item you touch into an _Immovable Object._ You may have a number of objects made Immovable equal to your Proficiency Bonus. Finally, you can no longer be moved against your will, and your movement speed cannot be decreased for any reason. ## Ultimate Incarnation - Starkiller At Level 20, your control over your Apostolic Element has reached it's pinnacle, allowing you to channel it through your form and transform you into an avatar of destruction. As an Action, you may activate this transformation for 1 minute, granting you the effects of the Elemental Synergy ability, as well as the following benefits: 1. Your AC increases by 5 while in this form, and you cast the spell _Ravenous Void_ upon entering this form. 2. The first time you reach zero hit points while in this form, you heal 1HP and remain conscious. 3. Gain immunity to all nonmagical weapon attacks and resistance to spell attacks. 4. You gain the ability to cast any spell related to your element without expending a spell slot once. Once you use this feature, you can’t use it again until you finish a long rest. ## Divinity - Harbinger of Gravity: The Starscourge 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, and gain the title of *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: ## Divine Durability - Prestige Level 2 You gain one additional **Legendary Resistance**, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). ### Divine Speed You gain an additional Action per turn. ### Divine Resistance You gain advantage on Saving Throws against all magical effects. ### Divine Power You gain one additional 6th, 7th, and 8th Level spell slots. ### Divine Providence - Finality You gain the ability to cast the spells _Sublimation_, _Eradicate (9th Level)_, and _Gravitic Lance (9th Level)_ once per day without expending a spell slot. #### Sublimation 9th Level Evocation Casting Time: 1 action Range/Area: 500ft Radius Components: Divine Blood, Godhood, or and Artifact of Vaka Materials: n/a Duration: Instantaneous Attack/Save: Constitution or Strength Saving Throw, whichever is higher Damage/Effect: Force *You extend a hand towards an area in range and watch as an enormous mass of raw Aether evaporates everything within the radius of the spell. Any creature, object (magical or non-magical), or structure within the effect with less than 150HP is instantaneously destroyed down to a molecular level. Targets above the HP threshold must make a Constitution or Strength Saving Throw (whichever is higher) against your Spell Save DC or take 1d100+100 Force damage that cannot be negated or reduced in any way. On a successful save, targets take half damage that cannot be negated or reduced in any way. Targets destroyed by this spell can only be revived by the casting of a True Resurrection spell.* #### Eradicate 5th Level Evocation Range/Area: 15ft Components: Somatic Duration: Instantaneous Attack/Save: Constitution Saving Throw Damage/Effect: Force *As an action, you create a small bead of dunamantic energy between your fingers. As you snap, you detonate the bead, evaporating everything within a 15ft radius. Creatures within range must make a CON saving throw against your spell save DC or take 6d10 force damage. If a target is within five feet of you, they make the save with disadvantage.* *At higher levels: Deals an additional 2d10 damage for each level above 5th. At 9th Level, the damage becomes 15d10+50.* #### Gravitic Lance 3rd Level Evocation Casting Time: 1 action Range/Area: Sight Components: Somatic Duration: Instantaneous Attack/Save: Dexterity Saving Throw Damage/Effect: Force, Magical Bludgeoning *As an action, you summon three lances of pure gravitic energy and hurl them towards a target you can see. Targets must make a Dexterity Saving Throw or be knocked prone and restrained until the start of your next turn, taking 3d10 force or magical bludgeoning damage (your choice).* *At higher levels: For each spell level above 3rd, the number of lances increases by one, and the damage increases by 1d10.* ### Divine Domain - Singularity Once per day, invoke the pinnacle of your power as the Harbinger of Gravity. As an Action and Bonus Action, you expend one half of your current Hit Points and gain the ability to summon a black hole at a point you can see that sucks in all matter within a 1 mile radius. This lasts for as long as you can concentrate, up to one minute. Any creature, object (magical or non-magical), or structure within the effect with less than 150HP is instantaneously destroyed down to a molecular level. Targets above the HP threshold must make a Constitution or Strength Saving Throw (whichever is higher) against your Spell Save DC or take 1d100 + 300 Force damage that cannot be negated or reduced in any way. On a successful save, targets take half damage that cannot be negated or reduced in any way. Targets destroyed by this spell can only be revived by the casting of a True Resurrection spell. If another *Deity, Harbinger,* or *Seraph* casts their Divine Domain while yours is active, make a D20 contest. You may add your Arcana proficiency or Spellcasting Modifier at the DMs discretion. Whichever caster rolls higher succeeds on casting their Domain, while the other's is expended. # Wielders ## Previous Wielders 1. Lysander Karavala I, First Apostle of Gravity 2. Valerya Karavala II, Second Apostle of Gravity 3. Thoreau Karavala II, Third Apostle of Gravity 4. Mariposa Karavala, Fourth Apostle of Gravity 5. Emperor Myrthos Karavala, The Tyrant Apostle of Gravity ## Current Wielder ### [[Empress Mariposa Karavala, The Harbinger of Gravity and Ruler of the Karavala Sovereignty]] Both the Fourth and Sixth Apostle of Gravity, Mariposa is the sole Immortal to be chosen to wield a power more than once. Being given her power by her father, Thoreau, she passed it onto her son, Myrthos. After the death of his children, he designated his mother as his successor in case of his demise. Unbeknownst to him, he would die less than a month later at the [[The Grand Game/1. Story Timeline/Part 0 - Prelude/Events by Era/4. Era of Conquest (CE) 370 to 740/Battle of Sunfall]] that ended the Supremacy and established Mariposa as the head of the reformed Sovereignty for the next several hundred years.