>[!quote]+ [[Ignea Arcturus, The Luminous Harbinger of Light and Lucent Archon of Adar]] on her ex-husband, [[Threaven Wranris, The Provident Harbinger of Life, President of the Grand Reserve and Original Wielder of the Shroud of Vaka]] >*“Threaven is as unyielding as life itself. He is an old and stubborn man who would do anything in the name of justice and stability. He holds the power of creation in one hand and annihilation in the other. He wields this power with the confidence of someone who believes they deserve Godhood, control, and mundanity at once. As a father he is tender and stern, as a friend he is blunt and supportive, and as an enemy **he is simply terrifying.**”* #### Introduction *Born in the small village of Lakius over 1500 years ago, Threaven Wranris is **the** Harbinger of Life. Originally gifted the power by [[Vaka, Creator Goddess of Chaos† or Ignara, The First Flame† or Albariya, The Unbound Spark†|Vaka, Creator Goddess of Chaos†]] after the Oracular Order's plea, he alone has wielded this ultimate power over life and death for millennia. As the leader of the Grand Reserve, a worldwide peacekeeping organization and governmental alliance of Immortals, he is one of the most important people on Valakadyn, his decisions directly influencing day to day life for mortalkind. A founder of Newbiggin, one of [[The Nine]], and the original owner of the [[Devotion, The Shroud of Vaka]], he bears the weight of the world upon his shoulders; constantly grappling with whether to use he and the other Apostle’s powers to improve the world or continue the status quo.* # Imbued by the Elements: The Apostle of Life ## Overview and Proficiencies ### Leveling Up The *Apostle* is a power system designed to work alongside your standard class, augmenting your abilities as you level up. Your *Apostle* Level starts at 1 when you become an *Apostle*, whether you are born with the power or gifted it. Generally, your *Apostle* Level corresponds to your Character Level, and you gain an *Apostle* Level when you level up in your main class. **If you become an *Apostle* above Character Level 1 when using an Experience-based Leveling System (XP), your *Apostle* Level increases twice as fast as your Character Level until the two are equal.** If you become an *Apostle* above Character Level 1 when using a Milestone-based Leveling System, your DM should increase your *Apostle* Level **at least** twice before increasing your Character Level. If your character *Ascends* to godhood and becomes a *Harbinger* or *Seraph*, you suffer the effects of **Elemental Dissonance** until you reach *Prestige Level 1*. The level of **Dissonance** you are subjected to is equal to twenty-one minus your current *Apostle* Level, divided by 3 (rounded up). ### Proficiencies As an *Apostle*, you are granted additional proficiencies and the ability to cast spells. When playing a spellcaster class (Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) or a martial class (Barbarian, Blood Hunter, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Pugilist, or Rogue), you use the *Apostle* spellcasting rules. When playing a partial-caster class (Artificer, Paladin, or Ranger), you use the *Apostle* spellcasting rules when casting *Apostle* spells, and your class's spellcasting rules when casting other spells. You gain the following features: **Saving Throws**: Constitution **Skills**: Arcana (*Expertise, Level 14*) **Languages**: You learn *Auralis Primordium*, commonly known as Primordial, when you become an *Apostle*. ### Immortality The awesome power you wield grants you myriad benefits, the least of which is *Immortality*. >[!god-gold]- Passive Effect: Immortality >When you become an *Apostle* at Level 1, the infusion of pure Aether into your form destroys your body completely, reducing you to pure atomic dust. Then, as the *Weave* reacts to and accepts your newfound providence, your body is rebuilt, cell by cell, into what your subconscious considers your "peak form." > >**Your body no longer ages.** > >Any **Conditions**, **Curses**, or **Diseases** you might have been afflicted with are cured, and any missing body parts or limbs are regrown. Any effects gained or limbs lost through acts of Divine violence, birth, or that you would prefer to remain are unaffected. If you are born as an *Apostle,* your power begins to manifest in adolescence around age three and fully awakens by age twelve. Your body ages as normal until you reach full maturity. This age varies between Species, but most *Apostles* have the appearance of being in their mid-30s to early 40s. Naturally, your character may take on any appearance you see fit. ### Tables #### Apostle Table | **Level** | Features | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Total Slot Number | | ----------------------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :---------------: | :------------: | :----------: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :---------------: | | **1** | Proficiencies, Spellcasting, Immortality, Elemental Damage Restriction, Elemental Resistance & Vulnerability, Dissonance Level 3: Discord, Elemental & Primordial Tribulation, Elemental Friendship, Universal Effect | +2 | 2 | 2 | 2 | -- | -- | -- | -- | -- | -- | -- | -- | 2 | | **2** | Elemental Epiphany, Dissonance Level 2: Divergence | +2 | 2 | 3 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | 3 | | **3** | Dissonance Level 1: Drift, 2nd level Spells, Beacon of the Elements | +2 | 2 | 4 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | 8 | | **4** | Elemental Epiphany | +2 | 3 | 5 | 4 | 3 | -- | -- | -- | -- | -- | -- | -- | 10 | | **5** | 3rd level Spells, Tribulation Effects, Aetheric Fortification: +1 CON | +3 | 3 | 6 | 4 | 3 | 2 | -- | -- | -- | -- | -- | -- | 16 | | **6** | Elemental Epiphany, Blessed: Divine Blessing | +3 | 3 | 7 | 4 | 3 | 3 | -- | -- | -- | -- | -- | -- | 19 | | **7** | Elemental Mastery: Advantage, 4th level Spells | +3 | 3 | 8 | 4 | 3 | 3 | 1 | -- | -- | -- | -- | -- | 23 | | **8** | Elemental Epiphany: Family Ties, Aetheric Fortification: +2 CON | +3 | 3 | 9 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- | 27 | | **9** | 5th level Spells, Elemental Adept: Divine Elementalist & Energy Specialist Feats | +4 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | -- | -- | -- | -- | 36 | | **10** | Elemental Immunity, Tribulation effects, Universal Effect upgrade, Elemental Epiphany (Unique Action), Aetheric Fortification: Tough Feat, Elemental Resonance | +4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | -- | -- | -- | -- | 41 | | **11** | 6th level Spells, Aetheric Fortification: +3 CON | +4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **12** | Elemental Epiphany, Element’s Chosen: Divine Blessing | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | -- | -- | -- | 47 | | **13** | 7th level Spells | +5 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **14** | Arcana Expertise, Elemental Epiphany, Aetheric Fortification: +4 CON, Elemental Mastery: Automatic Success | +5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | -- | -- | 54 | | **15** | 8th level Spells, Tribulation Effects, Elemental Resonance: Damage increase & +1 use, Elemental Vigor | +5 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **16** | Elemental Epiphany (Feat, Epic Boon, Greater Divine Blessing) | +5 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -- | 62 | | **17** | Aetheric Fortification: +5 CON, 9th level Spells | +6 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 71 | | **18** | Elemental Epiphany, Maestro of the Elements: Feat & Epic Boon | +6 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 76 | | **19** | Apostolic Defiance | +6 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 82 | | **20** | Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Aetheric Fortification: +6 CON, Elemental Mastery: No Damage, Elemental Resonance: Damage increase, Elemental Vigor effect, Divine Resonance | +6 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | *Harbinger: Prestige Level 1* | Elemental Epiphany, Divine Fortification: Boon of Divine Fortitude, Wrath of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 2** | Divine Providence, Defiance of the Gods | +7 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 89 | | **Prestige Level 3** | Elemental Epiphany, Aetheric Fortification: +7 CON, Wrath of the Gods: +1 use | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 4** | Might of the Gods, Master of Aether | +7 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 5** | Elemental Absorption, Primordial Tribulation effect, Universal Effect upgrade, Elemental Epiphany, Elemental Resonance: Damage increase & +1 use, Elemental Vigor effect, Wrath of the Gods: +1 use, Divine Domain | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | *Seraph: Prestige Level 6* | Elemental Epiphany, Aetheric Fortification: +8 CON, Ultimate Resonance: Dragon Form | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 7** | Wrath of the Gods: +1 use, Seraphic Defiance, Weave Resistant | +8 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 8** | Elemental Epiphany, Perfection of the Gods | +9 | 6 | 20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 9** | Seraphic Fortification: Boon of Seraphim’s Resistance, Grandmaster of Aether | +9 | 6 | ∞ | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 112 | | **Prestige Level 10** | Elemental Reflection, Primordial Resistance, Primordial Tribulation effect, Elemental Epiphany, Vigor Effect, Wrath of the Gods: +1 use, Seraph’s Will, Ultimate Resonance: Titan Form | +10 | 6 | ∞ | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 131 | #### Damage Type Table | Apostolic Element | Divine Element Family | Class | Damage Type | Opposing Damage Type | Primordial Damage Type | Wielder | *Deity* (Vyran/Vakan/Common) | | :---------------: | :-------------------: | :--------: | :---------------: | :------------------------------: | :--------------------: | :-----------------: | :--------------------------------------------------: | | **Air** | Elemental | *Apostle* | Wind | Water | ***Order*** | Haika Windfeather | Aeralis / Riyah / Aegir | | **Annihilation** | Primordial | *Herald* | Void | -- | ***Void*** | Renmus Canadensis | Nihilra / Khafūn / Vur | | **Ashes** | Elemental | *Hierophant* | Death & Flame | Life & Frost | ***Void*** | -- | Moritaea & Pyraeon / Fānīyah & Jahim / Hela & Surtr | | **Beasts** | Natural | *Seraph* | Life & Earth | Death & Lightning | ***Void*** | Syzygys | Bestara / Alraaei / Frigg | | **Blood** | Fundamental | *Hierophant* | Life & Death | (No Resistance or Vulnerability) | ***Chaos*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Control** | Conceptual | *Apostle* | Mind & Physical | (No Resistance or Vulnerability) | ***Void*** | Falynn Tekundri | Amoros / 'Ishqad / Freyr | | **Creation** | Primordial | *Herald* | Chaos | Order | ***Chaos*** | -- | Ignara / Naqarah / Vaka | | **Death** | Fundamental | *Apostle* | Death | Life | ***Order*** | Eldric Morvane | Moritaea / Fānīyah / Hela | | **Earth** | Elemental | *Harbinger* | Earth | Lightning | ***Order*** | Khoran Edras | Terraneon / Arḍīn / Skaði | | **Entropy** | Primordial | *Herald* | Order | Chaos | ***Order*** | Ulesis Avelane | Structa / Saṭira / Vyra | | **Flame** | Elemental | *Harbinger* | Flame | Frost | ***Chaos*** | Naran Landau | Pyraeon / Jaḥim / Surtr | | **Frost** | Elemental | *Harbinger* | Frost | Flame | ***Order*** | Bresari Xeadas | Nixea / Thaljān / Ullr | | **Gravity** | Fundamental | *Harbinger* | Gravitic | Song | ***Chaos*** | Mariposa Karavala | Graviris / Thaqil / Hermod | | **Illusion** | Conceptual | *Harbinger* | Mind & Physical | (No Resistance or Vulnerability) | ***Chaos*** | Ergeaux Lyon | Velumea / Makir / Loki | | **Justice** | Conceptual | *Apostle* | Mind & Physical | (No Resistance or Vulnerability) | ***Order*** | Nylora Wranris | Equitas / Tawazun / Forsetti | | **Knowledge** | Conceptual | *Apostle* | Mind | Physical | ***Order*** | Yarmin Smalltooth | Logion / 'Aqlun / Odin | | **Life** | Fundamental | *Harbinger* | Life | Death | ***Chaos*** | Threaven Wranris | Vitala / Hayah / Iðunn | | **Light** | Celestial | *Harbinger* | Light | Dark | ***Chaos*** | Ignea Arcturus | Luxaris / Nurad / Baldr | | **Metal** | Elemental | *Hierophant* | Lightning & Earth | (No Resistance or Vulnerability) | ***Order*** | 2B0RN072B | Fulmir & Terraneon / Rāʿid & Arḍīn / Thor & Skaði | | **Moons** | Celestial | *Apostle* | Light & Frost | Dark & Flame | ***Chaos*** | Libara Starseeker | Selunea / Qamarāt / Máni | | **Nature** | Natural | *Harbinger* | Life & Earth | Death & Lightning | ***Chaos*** | Leonidas Silverhand | Naturis / Ḥayrah / Freyja | | **Shadows** | Celestial | *Apostle* | Dark | Light | ***Order*** | Elstrith Traxalim | Tenebris / Zulmah / Höðr | | **Song** | Fundamental | *Seraph* | Song | Gravitic | ***Order*** | Isseon Bragisson | Sonaris / Naghmah / Bragi | | **Stars** | Celestial | *Apostle* | Light & Gravitic | Dark & Song | ***Void*** | Polaris Neveron | Luxaris & Graviris / Nurad & Thaqil / Baldr & Hermod | | **Storms** | Elemental | *Apostle* | Lightning | Earth | ***Chaos*** | Djin Aster | Fulmir / Rāʿid / Thor | | **Sun** | Celestial | *Apostle* | Light & Flame | Dark & Frost | ***Order*** | Halcyon Starseeker | Solaris / Wahhāj / Sól | | **Time** | Fundamental | *Seraph* | Temporal | -- | ***All*** | Karnatis Seradz | Chronaris / Alkhulud / Tyr | | **Twilight** | Celestial | *Hierophant* | Light & Dark | (No Resistance or Vulnerability) | ***Void*** | -- | Luxaris & Tenebris / Nurad & Zulmah / Baldr & Höðr | | **Undeath** | Fundamental | *Hierophant* | Life & Death | (No Resistance or Vulnerability) | ***Void*** | -- | Vitala & Moritaea / Hayah & Fānīyah / Iðunn & Hela | | **Vengeance** | Conceptual | *Hierophant* | Physical & Death | Mind & Life | ***Void*** | -- | Bellator & Moritaea / Qital & Fānīyah / Sif & Hela | | **War** | Conceptual | *Apostle* | Physical | Mind | ***Chaos*** | Ajax | Bellator / Qital / Sif | | **Water** | Elemental | *Apostle* | Water | Wind | ***Chaos*** | Xanaphia Stormwind | Nerion / Nahrayn / Njord | ## Elemental Affinity ### Apostolic Element & Damage Type — Level 1 Features ##### Description **At Level 1,** your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence and rejecting all others. Choose one of the following options, which are further detailed in each subclass's individual description: **Air, Beasts, Control, Death, Earth, Flame, Frost, Gravity, Illusion, Justice, Knowledge, Life, Light, Moons, Nature, Shadows, Song, Stars, Storms, Sun, Time, War,** or **Water.** You may also, with the permission of your DM, create a new Apostolic Element to wield, making yourself a *Hierophant*. Current *Hierophants* include **Ashes, Blood, Metal, Twilight, Undeath, and Vengeance.** To create a new *Hierophant*, see *[[Forging Divinity - How To Create An Apostle]]*. The story and lore implications of your existence as a *Hierophant* are enormous, so ensure you consult your DM before creating a new Element. Additionally, at your DM's discretion, you have access to three additional Apostolic abilities: the *Herald of Annihilation (Void)*, *Herald of Entropy (Order)*, and the *Herald of Creation (Chaos)*. These powers are bestowed by the Primordial *Deities* (***Vaka***, ***Vyra***, or ***Vur***) and can overwhelm even the strongest *Apostle*. These powers are incredibly strong when wielded correctly, and can quickly overpower all other available subclasses. Speak with your DM if you'd like to use any of these options. %% **DM Note:** These classes are best used as NPCs that travel with the party or as antagonists to be overcome, rather than as player characters. Give these abilities to a player at your discretion. %% >*Your choice grants you elemental abilities, elemental spells, and additional abilities called Epiphanies, which you gain every other level (2nd, 4th, 6th...). There can only be one **Apostle** of each Element, so coordinate with your party and your DM to ensure no one has the same element. This power system was made to be easy to expand, so work with your DM to build a brand-new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters who possess any of the original twenty-three powers created by **Vaka and Vyra** are known as **Apostles**. Apostles who have attained Divinity by dethroning their corresponding Deity are known as **Harbingers**. Elemental powers created through the [[The Apostolic Rituals#The Ritual of Convergence|Ritual of Convergence]] are known as **Hierophants**. The few characters granted the powers of the Primordial Elements themselves (by providence, ritual, or other means) are known as **Heralds**. Finally, Apostles who have merged with their Deity, combining Divine power with Mortal adaptability, are known as **Seraphim**.* >[!container-blue2]- Valakadyn's Damage Types and Elements >>[!apostle-purp] In The Grand Game, some of the familiar D&D damage types have been renamed. See the list below for changes: >>**Death** = Necrotic >>**Earth** = Acid >>**Flame** = Fire >>**Frost** = Cold >>**Light** = Radiant >>**Mind** = Psychic >>**Song** = Thunder >>**Gravitic** = Force > >>[!item-black] Additionally, the magical weapon damage types have been condensed: >>Magical Bludgeoning, Piercing, and Slashing = **Physical** Damage > >>[!moon-white] The Grand Game also utilizes several unique damage types. For the purposes of Elemental Resistance and Vulnerability, as well as spell damage types, consult the following list: >>**Dark** ≈ Poison >>**Life** ≈ Healing (Can be weaponized) >>**Water** ≈ Magical Piercing >>**Wind** ≈ Magical Slashing > >>[!ult-gold] Finally, The Grand Game has three Primordial damage types. All other Elements descend from these original three. >>**Chaos** = Creation ≈ Wild Magic >>**Order** = Destruction ≈ Standard Magic >>**Void** = Nothingness ≈ Anti-Magic #### Rejection, Resistance, and Vulnerability When you become an *Apostle,* your body and spirit become infused with the Element of your choice. Your body evolves, changing your natural *Aether* output to that of your Element and granting you unmatched control over it. As a consequence, your body becomes incapable of channeling other types of *Aether*, making you weak to your Element's natural opposite. The damage types and their opposites are listed in the table above. **While you are an *Apostle,* you are unable to cast spells that deal damage with any Element except your own.** Additionally, you gain the following effects: >[!god-grey]- Passive Effect: Resistance and Vulnerability >**At Level 1,** you gain **Resistance** to Life Damage and **Vulnerability** to Death Damage. >*** >**At Level 10,** you gain **Immunity** to Life Damage. >*** >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you **Absorb** Life Damage. >*** >**When you become a *Seraph* and reach *Prestige Level 10*,** you **Reflect** Life damage and gain **Resistance** to ***Chaos*** Damage. #### 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*. The effects of *Dissonance* are listed below. >[!god-white]- Condition: Dissonance >>[!spell-effect-gold]+ Dissonance Level III: Discord >>You suffer the following effects: >>- Your Strength, Dexterity, and Constitution are reduced by 5, to a minimum of 8. >>- Your HP and movement speed are halved. >>- You are unable to add your Dexterity Modifier to your Armor Class. >>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100, triggering an effect from the *Aether Surge* table. >>- You are unable to cast spells higher than 3rd level. > >>[!spell-effect-silver]+ Dissonance Level II: Divergence >>You suffer the following effects: >>- Your Strength, Dexterity, and Constitution are reduced by 2, to a minimum of 10. >>- Your HP and movement speed are reduced by one-quarter. >>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 31 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >>- You are unable to cast spells higher than 4th level. > >>[!spell-effect-bronze]+ Dissonance Level I: Drift >>You suffer the following effects: >>- Your Strength, Dexterity, and Constitution are reduced by 1, to a minimum of 12. >>- When you attempt to utilize an ability from your *Apostolic Element* or cast a spell of 1st level or higher, roll a d100. On a roll of 61 to 100, roll another d100 as you trigger an effect from the *Aether Surge* table. >>- You are unable to cast spells higher than 5th level. #### Tribulations In addition to the temporary *Dissonance* you suffer when you become an *Apostle*, part of your physical and spiritual form is permanently damaged when you are reborn. You gain an *Elemental Tribulation* appropriate for your Element and a *Primordial Tribulation* based on your *Primordial Damage Type*. ##### Elemental Tribulation **At Level 1,** you suffer an *Elemental Tribulation* that comes with both a benefit and a hindrance. Your *Elemental Tribulation* cannot be removed or dispelled without becoming a *Harbinger* or *Seraph*. ***The Apostle of Life is restricted to Tribulation: Decaying.*** >[!trib-green]- Tribulation: Decaying (Beasts, Blood, Life, Nature) >*Your body begins slowly rotting away.* > >**At Level 1,** you suffer Disadvantage on all Charisma ability checks, except for Charisma (Intimidation) checks. However, you also gain Advantage on all Constitution Saving Throws against disease. > >**At Level 5,** you become **Immune** to all diseases. > >**When you reach Level 10,** you gain **Immunity** to Poison damage and the **Poisoned** Condition. > >**Starting at Level 15,** you learn the *Regenerate* spell and gain the ability to cast it without expending a spell slot once per Long Rest. >>[!spell-7]- Regenerate - 7th Level >>**7th Level Transmutation** >>**Casting Time:** 1 Minute >>**Range:** Touch >>**Components:** Verbal, Somatic, Material *(a prayer wheel)* >>**Duration:** 1 Hour >>**Attack/Save:** None >>**Damage/Effect:** Healing >> >>A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes. ##### Primordial Tribulation Additionally, you suffer a *Primordial Tribulation* based on your *Primordial Damage Type.* Your *Primordial Tribulation* cannot be removed or dispelled without becoming a *Herald* or *Seraph* and reaching *Prestige Level 10*. >[!moon-gold]- Primordial Tribulation: Chaos Marked >*Your rebirth left the Weave around you unstable and your Aether volatile. Now, every act of magic you undertake carries the chance of becoming something you never intended.* > >**Starting at Level 1,** whenever you cast a spell of 1st level or higher or activate an Apostolic ability, roll a d20. On a 1, you trigger an ***Aether Surge***. > >If the spell or ability would trigger a ***Wild Magic Cascade***, roll twice on the ***Aether Surge*** table and resolve both results. >*** >**At Level 5,** you gain *Fortune’s Fracture*. >>[!apostle-pink]- Ability: Fortune’s Fracture >>When a creature you can see within 60 feet rolls a die, you can use your Reaction to force it to reroll one die. The new result must be used. >> >>You can use this ability a number of times equal to your Proficiency Bonus per Long Rest. >*** >**At Level 10,** your spells of 5th level or lower and Apostolic abilities gained before you reached Level 10 no longer trigger an ***Aether Surge*** from this *Tribulation*. > >Additionally, when an ***Aether Surge*** or ***Wild Magic Cascade*** is triggered within 60 feet of you but before its effects resolve, you can use your Reaction to choose one of the following effects: >- Reroll the result on the *Surge* or *Cascade* table. >- Move the effect’s point of origin up to 30 feet to another point you can see. >- If the effect randomly selects one or more targets, choose its targets from among the eligible creatures instead. >- If the ***Aether Surge*** was triggered by you, you can **Suppress** it entirely. > >You can alter a ***Surge*** or ***Cascade*** in this way once per Long Rest. > >Additionally, if you would cause a ***Wild Magic Cascade*** to ***Bloom***, you may expend your use of this ability and gain one level of **Dissonance** to **Suppress** the ***Cascade Bloom***. **Dissonance** gained in this way dissipates upon completion of a Long Rest. >*** >**At Level 20,** whenever dice or a random table determine the effect, damage, healing, targets, or area of one of your spells or abilities, you can roll twice and choose which result occurs. > >When you use *Fortune’s Fracture*, you can reroll up to two dice from the same roll instead of one. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*,** you gain *Master of Possibility*. >>[!apostle-pink]- Ability: Master of Possibility >>When you use *Fortune’s Fracture*, you can expend two uses of that ability to replace the chosen die with any result that could normally be rolled instead of rerolling it. >> >>Additionally, you can choose whether an ***Aether Surge*** or ***Wild Magic Cascade*** originating from or triggered by you affects you. If the ***Cascade*** is of Severity 2 or lower, this effect is nullified and you become subject to its effects. #### Spellcasting You are a vessel of elemental energy, granted power beyond mortal ability, selected by providence to wield powers that even you do not fully understand. See Chapter 10 of the _Player's Handbook_ for the general rules of spellcasting, and see below for the Elemental spell list. The Life 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: Renewal - Cantrip (Level 1) >**Transmutation Cantrip** >**Casting Time:** 1 Minute >**Range:** Touch >**Components:** Verbal, Somatic, Material* (clean water and dressing) >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >You gently apply vital magic to one creature that you touch, causing its body to accelerate its natural healing. The target can expend hit dice and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from each hit die expended this way equals your Spellcasting modifier. > >The maximum number of hit dice a creature can expend through this spell before it finishes a long rest is equal to its Constitution modifier (minimum of 1), no matter how many times the spell is cast or who casts it. >>[!spell-effect] ***At Higher Levels:*** **At Level 5,** the limit on hit dice expended per long rest is increased by one hit dice. At **Level 11** it is increased by one more hit dice, and at **Level 17** it is again increased by one. >[!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: Healing Word - 1st Level (Level 2) >**1st Level Abjuration** >**Casting Time:** 1 Bonus Action >**Range:** 60 ft. >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 2d4 for each spell slot level above 1. >[!spell-2]- Spell: Prayer of Healing - 2nd Level (Level 4) >**2nd Level Abjuration** >**Casting Time:** 10 Minutes >**Range:** 30 ft. >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d8 for each spell slot level above 2. >[!spell-3]- Spell: Counterspell - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Reaction* (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components) >**Range:** 60 ft. >**Components:** Somatic >**Duration:** Instantaneous >**Attack/Save:** CON Save >**Damage/Effect:** Negation > >You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution Saving Throw. On a failed Save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended. >[!spell-3]- Spell: Dispel Magic - 3rd Level (Level 5) >**3rd Level Abjuration** >**Casting Time:** 1 Action >**Range:** 120 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** n/a >**Damage/Effect:** Negation > >Choose one creature, object, or magical effect within range. Any ongoing spell of 3rd level or lower on the target ends. For each ongoing spell of 4th level or higher on the target, make an Ability Check using your Spellcasting Ability (DC 10 plus that spell's level). On a successful check, the spell ends. > >>[!spell-effect] Using a Higher-Level Spell Slot: You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. >[!spell-3]- Spell: Mass Healing Word - 3rd Level (Level 6) >**3rd Level Abjuration** >**Casting Time:** 1 Bonus Action >**Range:** 60 ft. >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d4 for each spell slot level above 3. >[!spell-4]- Spell: Aura of Life - 4th Level (Level 8) >**4th Level Abjuration** >**Casting Time:** 1 Action >**Range:** Self (30 ft. Sphere) >**Components:** Verbal >**Duration:** Concentration, up to 10 Minutes >**Attack/Save:** None >**Damage/Effect:** Healing > >An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point Maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point. >[!spell-5]- Spell: Mass Cure Wounds - 5th Level (Level 10) >**5th Level Abjuration** >**Casting Time:** 1 Action / 1 Bonus Action / 1 Reaction / 1 Minute / 1 Hour >**Range:** 60 ft. (30 ft. Sphere) >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 1d8 for each spell slot level above 5. >[!spell-6]- Spell: Heal - 6th Level (Level 12) >**6th Level Abjuration** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing > >Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the **Blinded, Deafened,** and **Poisoned** conditions on the target. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** The healing increases by 10 for each spell slot level above 6. >[!spell-7]- Spell: Rescue the Dying - 7th Level >**7th Level Evocation** >**Casting Time:** 1 Reaction* (which you take when another creature within range is reduced to 0 Hit Points or rolls a Death Saving Throw) >**Range:** 90 ft. >**Components:** Verbal >**Duration:** 1 Round >**Attack/Save:** None >**Damage/Effect:** Healing > >With a word, you call positive energy into the target's body to heal and ward it. The target regains a number of Hit Points equal to **4d10+30**. It also gains Temporary Hit Points equal to half that amount and **Resistance** to all damage, both lasting until the end of your next turn. > >This spell has no effect on undead or constructs. >>[!spell-effect] ***Using a Higher-Level Spell Slot:*** When you cast this spell using a spell slot of 8th Level or higher, the healing increases by 2d10 for each slot level above 7th. >[!spell-8]- Spell: Vertigo - 8th Level (Level 16) >**8th Level Necromancy** >**Casting Time:** 1 Action >**Range:** 60 ft. >**Components:** Verbal, Somatic >**Duration:** 10 Minute >**Attack/Save:** CON >**Damage/Effect:** Prone, Speed Reduction > >You cause a swirl of magic that affects the sense of balance of up to four creatures that you can see within range. Each target must succeed on a Constitution Save or suffer the following effects until the spell ends: > >- It has Disadvantage on attack rolls, Dexterity Checks and Saving Throws, and Wisdom (Perception) checks. >- Its speed is reduced to no more than 10 feet, and it cannot fly or climb, regardless of its abilities. >- It cannot make more than one weapon attack each turn, regardless of its abilities. >- It takes maximum damage from falls instead of rolling. >- Attacks made against it have Advantage, and score a Critical Hit on a roll of 18–20 instead of only on a 20. >- At the end of each of the creature's turns, if it isn't prone, it must succeed on a Dexterity Saving Throw or it falls prone. > >Each affected creature must repeat the Constitution Saving Throw at the end of each of its turns, ending the spell's effects on itself on a success. Undead and constructs are **Immune** to the spell. >[!spell-9]- Spell: Torch of Life - 9th Level (Level 18) >**9th Level Evocation** >**Casting Time:** 1 Action >**Range:** 60 ft. (30 ft. Sphere) >**Components:** Verbal, Somatic, Material* (a flame) >**Duration:** Concentration, Up to 1 Minute >**Attack/Save:** None >**Damage/Effect:** Healing, Exhaustion > >You ignite a powerful storm of life energy within the soul of one creature that you can see within range. While the spell lasts, at the end of each of your turns while you are within range of the target, you restore Hit Points to the target equal to half of its Maximum Hit Points and restore 4d8 Hit Points to up to six other creatures of your choice within 30 feet of the target. > >In addition, until the spell ends, the target does not lose consciousness or become **incapacitated** for reaching 0 Hit Points. This does not prevent death. #### Beacon of Life Additionally, you gain the ability to solidify purified *Aether* into a token of your Divinity. **At Level 3,** you gain the following ability: >[!god-silver]- Ability: Beacon of Life >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 Life, it becomes more resilient. >[!god-gold]- Ability: Aetheric Fortification >Your growing mastery over your Element bolsters your body, allowing you to channel larger amounts of *Aether* and withstand greater harm. > >Your **Constitution Score** increases by 1, and your **Constitution Score** can now exceed the maximum of 20. > >At higher levels, your resilience continues to improve as you draw upon greater amounts of *Aether* with each new ability granted to you. > >Your **Constitution Score** further increases by 1 at **Level 8, Level 11, Level 14, Level 17, Level 20, Prestige Level 3,** and **Prestige Level 6**. >*** >When you unlock the first of your most powerful abilities, *Elemental Resonance: Lifegiver* and *Threaven’s Epiphany of Life: Stand Behind Me*, 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 Iðunn*. >[!feat-gold]- Divine Blessing of Iðunn >*You gain the following benefits:* >- ***Ability Score Increase.*** Increase your Constitution or Wisdom score by 1, to a maximum of 30. >- ***Vital Impetus.*** Once per turn, when one or more other creatures regain Hit Points from a spell or ability you use, you may quicken one of those creatures. You may quicken a creature in this way a number of times equal to your Proficiency Bonus per Long Rest. The creature can use its Reaction to choose one of the following responses: > - Move up to half its Speed without provoking Opportunity Attacks. > - Stand from **Prone** without expending movement. > - Make one weapon attack. > - Cast a Cantrip with a casting time of one Action. > - Take the Help or Utilize action. **At Level 12,** your increasing mastery over Life 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 Iðunn*. >[!feat-silver]- Greater Divine Blessing of Iðunn >*You gain the following benefit:* > >***Life Unbound.*** When a creature benefits from your ***Vital Impetus***, it can immediately choose one of that feature’s normal responses or one of the following additional responses, without expending its Reaction. >- It may move up to its full Speed instead of half its Speed, and the Actions it can take are expanded to include the Dash, Disengage, Dodge, Help, Search, Study, and Utilize Actions. If it takes the Attack Action, it can still make only one attack. >- Alternatively, the creature may immediately make a Saving Throw against one **Condition** currently affecting it, ending that **Condition** on a success. It can make this Saving Throw even if the **Condition** would ordinarily prevent it from taking Actions or Reactions. > >A creature can benefit from ***Life Unbound*** no more than once per round. **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 *Death Defier feat*. >[!feat-bronze]- Feat: Death Defier >*When the hand of death reaches for your soul, you have found a way to reject its call.* > >*You gain the following benefits:* >- _**Ability Score Increase.**_ Increase your Constitution score by 1, to a maximum of 20. >- _**Cling to Life.**_ You add your Constitution modifier (minimum of 1) to Death Saving Throws. >- _**Enduring Vitality.**_ If an effect would kill you outright without Death Saving Throws or would reduce you directly to 0 Hit Points without dealing damage, you are instead reduced to a number of Hit Points equal to your level. You can’t use this benefit again until you finish a Long Rest. Additionally, you gain *Epic Boon: Boon of Fortitude*. >[!feat-divine]- Epic Boon: Boon of Fortitude >*You gain the following benefits:* >- ***Ability Score Increase.*** Increase one Ability Score of your choice by 1, to a maximum of 30. >- ***Fortified Health.*** Your Hit Point maximum increases by 40. In addition, whenever you regain Hit Points, you can regain additional Hit Points equal to your Constitution Modifier. Once you’ve regained these additional Hit Points, you can’t do so again until the start of your next turn. ### Mastery Over Life — Level 7+ **At Level 7,** you can create pockets of relative safety within the effects of your spells. >[!god-gold]- Ability: Safe Haven >When you cast a spell that affects other creatures you can see, you can choose a number of creatures equal to your Proficiency Bonus to gain advantage on Saving Throws against your spells. >*** >**At Level 14,** creatures you designate automatically succeed on their Saving Throws against your spells. >*** >**At Level 20,** creatures you designate now take no damage from your spells if they would normally take half damage on a successful save. **At Level 10,** you learn how to tap into the essence of your Element, enabling you to infuse your attacks with its power and inflict special effects in moments of great triumph. You learn the *Divine Elementalist* and *Energy Specialist Feats*. >[!feat-silver]- Feat: Divine Elementalist (*Apostle Exclusive*) >*Your attunement to the Elements allows you to channel your damage type into your attacks.* > >*You gain the following benefits:* >- ***Empowered.*** You increase an Ability Score of your choice by 1. >- ***Hard Hitter.*** Your Critical Threshold for melee and spell attacks that deal your damage type is reduced by one. >- ***Might of the Apostle.*** When you strike a creature with a melee or spell attack, you may focus your *Aether* through your weapon, changing the weapon's damage type to match that of your Element. **You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.** > - This feature may be used in conjunction with any ability you possess that allows you to modify your Element's damage, such as the *Harbinger Ability: Wrath of the Keeper.* > - You must declare all uses of this feature before you roll to determine if you hit a target. >[!feat-bronze]- Feat: Elemental Specialist (Apostle Variant) >*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 Life.*** You apply half your Proficiency Bonus to spell damage rolls of your damage type. >- ***Critical Effect.*** 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: Temporary Vulnerability >>When you score a Critical Hit that deals **Life damage** or a creature rolls a 1 on the d20 for a Saving Throw from a spell you cast, the target must make a **Constitution** Saving Throw. On a failed Save, the target takes double damage from all sources until the end of its next turn. On a success, the target is unaffected. > >The rest of the special effects for each damage type are listed in the table below: >>[!god-silver]- 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**. Pick one of the following options: **Threaven (Past) Selects:** *Vigor of the Battle Hardened*. >[!container-purp]- Vigor of the Battle-Hardened (Bonus Feature: Pugilist) >**At Level 15,** you gain the Pugilist's *Fisticuffs* and *Moxie* features. If you are at least *Pugilist Level 10,* you gain three additional *Moxie Points.* >>[!spell-effect-gold]- Pugilist: Fisticuffs (Apostle Variant) >>Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons (Simple Melee weapons and Improvised weapons). >> >>You gain the following benefits while you are unarmed or wielding only Pugilist weapons and you are wearing Light or no armor and are not wielding a shield: >>>*Bonus Unarmed Strike*. You can make an Unarmed Strike as a Bonus Action. >>> >>>*Fisticuffs Die*. You can roll 1d10 in place of the normal damage of your Unarmed Strike or Pugilist weapons. This die increases as you gain *Apostle Levels,* increasing to 1d12 at **Level 20**, and 2d6 **when you become a *Harbinger* or *Seraph* and reach Prestige Level 5.** >>> >>>*Improved Improvisation*. Your talent for turning everything into a weapon allows you to use the Mastery Properties of Improvised weapons. All Improvised weapons count as having the *Sap* Mastery Property for you. > >>[!spell-effect-silver]- Pugilist: Moxie (Apostle Variant) >>Your experiences of beating the odds have given you a moxie you can channel in the midst of battle. This swagger is represented by a number of *Moxie Points*. Your *Apostle Level* determines the maximum number of *Moxie Points* you have. **When you gain this feature at *Apostle Level 15***, you have 6 *Moxie Points*. **At Level 20,** you have 8 *Moxie Points.* **When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you have 10 *Moxie Points*. >> >>You can spend these points to enhance or fuel certain Pugilist features. You start knowing three such features: *Brace Up, One-Two Punch,* and *Stick and Move,* each of which is detailed below. >> >>When you expend a *Moxie Point*, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >>>*Brace Up*. You can use a Bonus Action and expend 1 *Moxie Point* to brace for attacks. When you do so, roll your *Fisticuffs* die and gain a number of Temporary Hit Points equal to the number rolled plus your *Apostle Level* and your Constitution Modifier. These Temporary Hit Points vanish if any remain after 10 minutes. >>> >>>*One-Two Punch*. You can expend 1 *Moxie Point* to make two Unarmed Strikes as a Bonus Action. >>> >>>*Stick and Move*. You can use a Bonus Action and expend 1 *Moxie Point* to make an Unarmed Strike and take the Dash or Disengage Action. >>> >>>*Moxie-Fueled Fists*. Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, you can expend 1 *Moxie Point* to change the damage type to your Element. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Haymaker* ability. If you are at least *Pugilist Level 15,* your total number of *Moxie Points* increases to 20. >>[!spell-effect-bronze]- Pugilist: Haymaker (Apostle Variant) >>When you make an attack with an Unarmed Strike or a Pugilist weapon, you can expend 1 *Moxie Point* to swing with wild abandon. On a hit, you regain the expended *Moxie Point* and deal maximum damage with that attack. **Threaven (Present) Selects:** *Vigor of Martial Technique*. >[!container-divine]- Vigor of Martial Technique (Bonus Feature: Monk) >**At Level 15,** you gain the *Monk's Focus* feature from the Monk class. If you are at least *Monk Level 10,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down), and one additional *Focus Point* every other Level thereafter. >>[!spell-effect-gold]- Monk: Monk's Focus (Apostle Variant) >>Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by *Focus Points.* You have a number of *Focus Points* equal to your *Apostle Level.* >> >>You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: *Flurry of Blows, Patient Defense,* and *Step of the Wind,* each of which is detailed below. >> >>When you expend a *Focus Point,* it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. >> >>Some features that use *Focus Points* require your target to make a Saving Throw. The Save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. >> >>>*Flurry of Blows*. You can expend *1 Focus Point* to make two Unarmed Strikes as a Bonus Action. >>> >>>*Patient Defense*. You can take the Disengage Action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and the Dodge Actions as a Bonus Action. >>> >>>*Step of the Wind*. You can take the Dash Action as a Bonus Action. Alternatively, you can expend *1 Focus Point* to take both the Disengage and Dash Actions as a Bonus Action, and your jump distance is doubled for the turn. > >**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you gain the *Perfect Focus* ability. If you are at least *Monk Level 15,* you gain an additional number of *Focus Points* equal to half your *Apostle Level* (rounded down). >>[!spell-effect]- Monk: Perfect Focus (Apostle Variant) >>When you roll Initiative, you regain expended *Focus Points* until you have 4 if you have 3 or fewer. ## Epiphanies of Life *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 Life: Full of Life* as uncontrollable manifestations of your newfound power begin to affect the world around you. >[!moon-white]- Epiphany of Life: Universal Effect >**At Level 1,** wherever you go, life flourishes around you. All creatures within 30 ft. of you feel healthier and gain one additional Hit Die. >*** >**At Level 10,** disease and illness disappear when you are near. While out of combat, any **Diseases** or **Conditions** inflicting creatures within 30 ft. of you are temporarily suppressed. >*** >**At Level 20,** you naturally enhance the healing of creatures around you. All creatures within 30 ft. of you regain the maximum possible amount of Hit Points when expending Hit Dice during a Short Rest. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** all creatures that drop to zero Hit Points within 30 ft. of you automatically stabilize at zero Hit Points. >*** >**At Prestige Level 10,** when a creature within 30 ft. of you drops to zero Hit Points, you may use your Reaction to cause them to regain a number of Hit Points equal to your *Apostle Level*. A creature may only benefit from this ability once per Long Rest. **At Level 2,** you gain *Epiphany of Life: Epiphany 1* and additional *Epiphanies* every other level (4th, 6th, 8th, etc.). The *Epiphanies* are detailed below. ### Full of Life — Level 2 *As your Element takes root within your being, you begin to naturally regenerate health.* >[!apostle-red]- Epiphany of Life: Full of Life >**At Level 2,** at the start of each of your turns, you regain a number of Hit Points equal to **1d8 + your Spellcasting Modifier.** >*** >**At Level 5,** the health you regain at the start of your turn increases to **2d6 + your Spellcasting Modifier.** When your Hit Points are full, you instead gain Temporary Hit Points. >*** >**At Level 10,** the health you regain at the start of your turn increases to **2d8 + your Spellcasting Modifier.** Temporary Hit Points granted by this *Epiphany* now stack up to a total equal to half of your Maximum Hit Points. Your Hit Die increases to a d12. >*** >**At Level 15,** the health you regain at the start of your turn increases to **2d10 + your Spellcasting Modifier.** Additionally, any status effects that you might be affected by are automatically expunged when you exit combat. >*** >**At Level 20,** the health you regain at the start of your turn increases to **2d12 + your Spellcasting Modifier + your Constitution Bonus.** Additionally, all creatures you designate within 15 ft. of you now regain an amount of Hit Points equal to **half your *Apostle Level* (rounded down) + your Proficiency Bonus** at the start of each of your turns. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** the health you regain at the start of your turn increases to **30 + your Spellcasting Modifier + your Constitution Bonus.** Additionally, Temporary Hit Points granted by this *Epiphany* now stack up to a total equal to your Maximum Hit Points. >*** >**When you reach *Prestige Level 10,*** the health you regain at the start of your turn increases to **50 + your Spellcasting Modifier + your Constitution Bonus.** Additionally, the amount of Hit Points all creatures you designate within 15 ft. of you regain increases to **30 + your Proficiency Bonus** at the start of each of your turns. ### Healing Touch — Level 4 *Your Element has begun to flourish within you, allowing you to externalize your natural healing ability.* >[!apostle-orange]- Epiphany of Life: Healing Touch >**At Level 4,** you gain a special version of the *Lay On Hands* feature from the Paladin class. >>[!apostle-red]- Lay On Hands (Apostle of Life Variant) >>Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your *Apostle Level.* >>*** >>As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. >> >>When you use your *Lay On Hands* on a creature, you can also remove one or more of the following conditions from the creature: **Blinded, Charmed, Deafened, Frightened, Paralyzed,** or **Stunned.** You must expend 5 Hit Points from the healing pool of *Lay On Hands* for each of these conditions you remove; those points don't also restore Hit Points to the creature. >>*** >>**At Level 12,** the pool of healing granted by *Lay On Hands* increases to be equal to your Maximum Hit Points. >>*** >>**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** the pool of healing granted by *Lay On Hands* increases to be equal to one and a half times your Maximum Hit Points. Additionally, you may now expend half of your total pool of healing to remove one level of [[The Void#Touch of the Void|Touch of the Void]] from a creature; those points don't also restore Hit Points to the creature. >*** >**At Level 8,** you gain the *Flux* ability. >>[!apostle-orange]- Apostle of Life: Flux >>Your power over the Element of Life allows you to convert life energy into restoration or ruin. You have a pool of ten **Flux** that can be used to **invert** a spell, turning healing into harm or harm into healing. You regain 1d6 **Flux** when you finish a Short Rest, and all expended **Flux** when you finish a Long Rest. You may use **Flux** in the following ways: >>- When you cast a spell that would restore Hit Points to a creature, you can expend **1 Flux** to **invert** it, causing the spell to deal **Life damage** to that creature instead of restoring Hit Points. The damage equals the amount of healing the spell would have restored. >>- When you cast a spell that would deal **Life damage** to a creature, you can expend **1 Flux** to **invert** it, causing the spell to restore Hit Points to that creature instead of dealing damage. The Hit Points restored equal the amount of damage the spell would have dealt. >>- When you roll to determine the amount of healing restored by one of your features or spells, you can expend **3 Flux** to use the maximum result instead. >>*** >>**At Level 12,** your pool of **Flux** increases to 15, and the amount of **Flux** you regain when you finish a Short Rest increases to 1d8. Additionally, when you use **Flux** to restore Hit Points to a creature, you regain the same amount of Hit Points. >>*** >>**At Level 16,** when you use **Flux** to invert a healing spell, you may expend an amount of **Flux** equal to the spell's level to have the spell deal the maximum possible damage instead of rolling. >>*** >>**At Level 20,** your pool of **Flux** increases to 20. The amount of **Flux** you regain when you finish a Short Rest increases to 1d12. >>*** >>**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** your pool of **Flux** increases to 25. Additionally, when you roll to determine the amount of healing restored by one of your features or spells, you now always use the highest number possible for each die without expending **Flux.** >>*** >>**When you reach *Prestige Level 10,*** your pool of **Flux** increases to 30, and the amount of **Flux** you regain when you finish a Short Rest increases to **1d20**. Additionally, as an Action, you can expend **15 Flux** to grant one creature miraculous restoration. That creature regains all lost Hit Points, ends all levels of Exhaustion, and regains all expended uses of its features that recharge on a Long Rest, except for spell slots. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** you may cast either the *Power Word: Heal* spell or the *Mass Heal* spell without expending a spell slot once per Long Rest. >>[!spell-9]- Spell: Power Word: Heal - 9th Level >>**9th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Healing >> >>A wave of healing energy washes over one creature you can see within range. **The target regains all its Hit Points**. If the creature has the **Charmed, Frightened, Paralyzed, Poisoned,** or **Stunned** condition, the condition ends. If the creature has the **Prone** condition, it can use its Reaction to stand up. > >>[!spell-9]- Spell: Mass Heal - 9th Level >>**9th Level Abjuration** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal, Somatic >>**Duration:** Instantaneous >>**Attack/Save:** None >>**Damage/Effect:** Healing >> >>A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the **Blinded, Deafened,** and **Poisoned** conditions removed from them. ### Bastion — Level 6 *Your body begins reacting to the overflowing life within you, growing in strength at a rapid pace.* >[!apostle-gold]- Epiphany of Life: Bastion >**At Level 6,** your **Constitution Score** increases by 1, and you gain the **Immutable** trait. >>[!apostle-green] Trait: Immutable >>You gain the following effects: >>- Your form cannot be altered or transformed unwillingly. >>- You cannot be aged magically. >>- You are **Immune** to all **Disease** and the effects of **Exhaustion**. >*** >**At Level 10,** your **Constitution Score** increases by 2, and you gain Advantage on all Constitution Checks and Saving Throws. >*** >**At Level 15,** your **Constitution Score** increases by 3, and you gain *Superior Advantage (three d20s)* on all Constitution Checks and Saving Throws. >*** >**At Level 20,** your **Constitution Score** increases by 4, and you gain Advantage on all Strength and Dexterity Checks and Saving Throws. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** your **Constitution Score** becomes 25, and you automatically succeed on all **Constitution** Saving Throws. Additionally, you gain *Superior Advantage (three d20s* on all **Strength** and **Dexterity** Checks and Saving Throws. >***Special Note:*** *If your **Constitution Score** is 25 or higher when you reach Prestige Level 5, you gain no additional bonus from this Epiphany.* >*** >**When you reach *Prestige Level 10,*** your **Constitution Score** becomes 30, you automatically succeed on all **Constitution**, **Strength**, and **Dexterity** Saving Throws, and you gain Advantage on all other Saving Throws. >***Special Note:*** *If your **Constitution Score** is 30 when you reach Prestige Level 10, you gain no additional bonus from this Epiphany.* ### Fundamental Family Ties: Overwhelming Aether — Level 8 *Blood runs thicker than water.* >[!apostle-green]- Epiphany of Life: Fundamental Family Ties - Overwhelming Aether >*As **Deities** are organized and empowered by their Elemental Families, so too are the **Apostles**.* > >**At Level 8,** you gain access to an ability that you share with other *Apostles* in your *Elemental Family*, granting you the following benefits: >>[!moon-blue2]+ Fundamental Secret: Rebound >>You gain the ability to imbue your Life spells with a unique special effect: *Rebound*. You may imbue spells with this effect a number of times equal to your Proficiency Bonus per Long Rest. Unless otherwise noted, you may declare all uses of this ability after the creature makes their Saving Throw against the affected spell, but before you know if they succeed or fail. >> >>>[!spell-effect] Spell Effect: Rebound (Life) >>>When a creature would take damage from an ability or spell with this effect, compare the damage rolled to the creature’s missing Hit Points. If the damage rolled is greater than the creature’s missing Hit Points, the creature instead takes damage equal to the difference and is **Stunned** until the end of their next turn. Otherwise, the creature takes damage as normal. >>*** >>**When you become a *Harbinger* or *Seraph* and reach Prestige Level 5,** you may use this ability a number of times equal to twice your Proficiency Bonus per Long Rest. >>*** >>**When you reach Prestige Level 10,** your Life spells always have the *Rebound* special effect. > >>[!moon-purp]+ Unique Spell: Infectious Positivity >>You learn the spell *Infectious Positivity* and gain the ability to cast it without expending a spell slot once per Long Rest. This increases to two uses at **Level 14,** three uses at **Level 20,** and four uses **when you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*.** >> >>The level at which you can cast this spell without expending a spell slot increases at the following *Apostle Levels:* 4th-level **(Level 10),** 5th-level **(Level 12),** 6th-level **(Level 14),** 7th-level **(Level 16),** 8th-level **(Level 18),** 9th-level **(Level 20).** >> >>Any time you cast *Infectious Positivity* without expending a spell slot, such as within your *Elemental Resonance: Lifegiver* or *Divine Resonance: Embodiment of Vitality*, you cast it at the levels listed above. >>>[!spell-3]- Spell: Infectious Positivity - 3rd Level >>>**3rd Level Biomancy** >>>**Casting Time:** 1 Bonus Action* (which you take when you strike a target with a melee attack) >>>**Range:** Touch >>>**Components:** Somatic >>>**Duration:** 3 Rounds >>>**Attack/Save:** Spell Attack >>>**Damage/Effect:** Debuff, Healing, Rebound >>> >>>You cover your palm or weapon in pure positive Aether, striking a creature to heal or harm. As a Bonus Action when you hit a creature with a melee attack, you expend a number of your unspent Hit Dice of your choice and force its body to begin the self-healing process. >>> >>>If the target is an ally, it may immediately roll any number of those expended Hit Dice and regain Hit Points equal to the total rolled. On each of its subsequent turns for the duration, it may roll any number of the remaining expended Hit Dice, requiring no Action, and regain Hit Points equal to the total rolled. >>> >>>If the target is an enemy, you choose how many of those expended Hit Dice are applied to the initial hit and roll them. The target takes Life damage equal to the total rolled. At the beginning of each of the target’s subsequent turns for the duration, you may roll any number of the remaining expended Hit Dice. The target takes Life damage equal to the total rolled. >>> >>>Each expended Hit Die can be rolled only once during the spell’s duration, and the spell ends early if all expended Hit Dice have been rolled. >>> >>>When the spell ends, the target regains Hit Points or takes Life damage, as appropriate, equal to the maximum possible result of all Hit Dice expended to cast this spell. The energy then erupts in a 10-foot radius from the target. Each ally of yours in the area regains the same number of Hit Points. Each enemy of yours in the area must make a Constitution Saving Throw, taking the same amount of Life damage on a failed save, or half as much damage on a successful one. >>> >>>This spell always has the *Rebound* effect. >>>>[!spell-effect] ***Using a Higher-Level Spell Slot:*** For each slot level above 3rd, add one of the target’s Hit Dice to the total used to determine the final burst. These additional Hit Dice are not rolled during the spell’s duration and apply only to the final burst. In addition, the radius of the final burst increases by 5 feet for every two slot levels above 3rd. ### Inspired by Life: Threaven Wranris — Level 10 *As you finally begin to feel at one with your Element, your knowledge of how to manifest its power grows.* >[!apostle-blue]- Threaven’s Epiphany of Life: Stand Behind Me >>*“Don’t worry, I can take it.”* > >***Prerequisite: None. Threaven and the other members of the Oracular Order become Apostle Level 20 when they first receive their power from the Creator Goddesses.*** > >When an ally you can see within 30 feet takes damage, you can use your Reaction to move a number of feet up to your Speed towards your ally without provoking Opportunity Attacks. If you end this movement within 5 feet of your ally, you may choose to take any amount of that damage, reducing the damage dealt to the ally by that amount. You then gain Temporary Hit Points equal to the damage you took. > >You can use this Reaction a number of times equal to your Proficiency Bonus per Long Rest. >*** >**At Level 20,** you may use this feature a number of times equal to your Constitution Modifier per Long Rest instead. ### Death Proof — Level 12 *Your body rejects the feeling of death, enabling you to resist it’s effects.* >[!apostle-purp]- Epiphany of Life: Death Proof >**At Level 12,** you gain Advantage on Death Saving Throws and begin your Death Saving Throws with one success. > >Additionally, all creatures you designate within 15 ft. of you gain Advantage on Death Saving Throws. >*** >**At Level 16,** the first time you would drop below zero Hit Points, you instead regain a number of Hit Points equal to one-quarter of your Maximum Hit Points and gain a number of Temporary Hit Points equal to half of your Maximum Hit Points. > >Additionally, you gain *Superior Advantage* on Death Saving Throws and begin your Death Saving Throws with two successes. > >Finally, upon death, you gain the effects of the *Resurrection* spell. You do not suffer the negative penalties of resurrection when you are revived. Once you are revived in this way, you may not do so again for one week. >>[!spell-7]- Spell: Resurrection - 7th Level >>**7th Level Necromancy** >>**Casting Time:** 1 Hour >>**Range:** Touch >>**Components:** Verbal, Somatic, Material* (a diamond worth 1,000+ GP, which the spell consumes) >>**Duration:** Instantaneous >>**Attack/Save:** None >>**Damage/Effect:** Healing >> >>With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't **Undead** when it died. >> >>The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. >> >>Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. >> >>Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests. >*** >**At Level 20,** the first time you would drop below zero Hit Points, you instead regain a number of Hit Points equal to half of your Maximum Hit Points and gain a number of Temporary Hit Points equal to your Maximum Hit Points. > >Additionally, when you would begin making Death Saving Throws, you automatically stabilize at zero Hit Points. > >Finally, upon death, you gain the effects of the *True Resurrection* spell. If you have been revived via *True Resurrection* within the last week, you instead gain the effects of the *Resurrection* spell. You do not suffer the negative penalties of *Resurrection* when you are revived. Once you are revived in this way, you may not do so again for one week. >>[!spell-9]- Spell: True Resurrection - 9th Level >>**9th Level Necromancy** >>**Casting Time:** 1 Hour >>**Range:** Touch >>**Components:** Verbal, Somatic, Material* (diamonds worth 25,000+ GP, which the spell consumes) >>**Duration:** Instantaneous >>**Attack/Save:** None >>**Damage/Effect:** Healing >> >>You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. >> >>This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any **curses** affecting the creature when it died. The spell replaces damage or missing organs or limbs. If the creature was **Undead,** it is restored to its non-Undead form. >> >>The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5*,** the first time you would drop below zero Hit Points, you instead regain all your Hit Points and gain a number of Temporary Hit Points equal to your Maximum Hit Points. > >Additionally, all creatures you designate within 15 ft. of you gain *Superior Advantage* on Death Saving Throws. >*** >**When you reach *Prestige Level 10,*** the first time you would drop below zero Hit Points, you instead gain the effects of a Long Rest and gain a number of Temporary Hit Points equal to twice your Maximum Hit Points. ### Words of Affliction — Level 14 *Your connection to Life itself grants you forbidden knowledge, giving you the ability to alter the bodies of those around you.* >[!apostle-pink]- Epiphany of Life: Words of Affliction >**At Level 14,** you learn the following spells at the corresponding levels. None of these spells count towards your total number of known spells. > >>[!spell-7]- Level 14 - Spell: Power Word: Maim - 7th Level >>**7th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** CON Save >>**Damage/Effect:** Necrotic (Death) >> >>You command the body of a creature to twist and warp. If the target has 125 Hit Points or fewer, it takes 8d10 Necrotic damage, and gains the **Prone** condition. Otherwise, its Speed is 0 until the start of your next turn. The **Prone** target makes a Constitution Saving Throw at the end of each of its turns, ending the condition on itself on a success. > >>[!spell-7]- Level 15 - Spell: Power Word: Fortify - 7th Level >>**7th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Buff >> >>You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. > >>[!spell-8]- Level 16 - Spell: Power Word: Pain - 8th Level >>**8th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Debuff >> >>You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 Hit Points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being **charmed**. >> >>While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has Disadvantage on attack rolls, Ability Checks, and Saving Throws, other than Constitution Saving Throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution Saving Throw, or the casting fails and the spell is wasted. >> >>A target suffering this pain can make a Constitution Saving Throw at the end of each of its turns. On a successful save, the pain ends. > >>[!spell-8]- Level 17 - Spell: Power Word: Petrify - 8th Level >>**8th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** CON Save >>**Damage/Effect**: Restrained, Petrified >> >>You speak a word of power that causes the body of one creature you can see within range to stiffen, becoming rocky and cracked. If the target has less than 75 Hit Points, it begins to turn to stone and is **restrained**. >> >>The **restrained** target must make a Constitution Saving Throw at the end of its next turn. On a success, the effects of this spell end. On a failure, the target is **petrified** until the effect is removed by *Greater Restoration* or similar magic. If the creature is physically broken while **petrified,** it suffers from similar deformities when it reverts to its original state. > >>[!spell-8]- Level 18 - Spell: Power Word: Stun - 8th Level >>**8th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Stunned >> >>You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the **Stunned** condition. Otherwise, its Speed is 0 until the start of your next turn. >> >>The **Stunned** target makes a Constitution Saving Throw at the end of each of its turns, ending the condition on itself on a success. > >>[!spell-9]- Level 19 - Spell: Power Word: Kill - 9th Level >>**9th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Death (Necrotic) >> >>You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, **it dies**. Otherwise, it takes **12d12 Death (Necrotic) damage**. > >>[!spell-9]- Level 20 - Spell: Power Word: Heal - 9th Level >>**9th Level Enchantment** >>**Casting Time:** 1 Action >>**Range:** 60 ft. >>**Components:** Verbal >>**Duration:** Instantaneous >>**Attack/Save:** n/a >>**Damage/Effect:** Healing >> >>A wave of healing energy washes over one creature you can see within range. **The target regains all its Hit Points**. If the creature has the **Charmed, Frightened, Paralyzed, Poisoned,** or **Stunned** condition, the condition ends. If the creature has the **Prone** condition, it can use its Reaction to stand up. ### “I’m The President of the Godsdamned World!” — Level 16 *Your presence sustains and inspires those around you.* >[!apostle-grey]- Epiphany of Life: Aura of the Lifegiver >**At Level 16,** you begin projecting an aura of Life out to a range of 30 feet. >>[!god-gold]+ Apostle of Life: Presidential Privilege >>While within your *Aura of the Lifegiver*, all creatures you designate as your allies gain the following benefits: >>- Advantage on Death Saving Throws. >>- Advantage on Saves against being **Frightened**, **Poisoned**, or **Diseased**. >>- Whenever they start their turn below half their maximum HP, they regain HP equal to your **Constitution** modifier. >>- While you are conscious, allies within your Aura do not suffer any reductions to the Maximum Hit Points. >*** >**At Level 20**, you gain the following ability: >>[!god-silver]+ Apostle of Life: "Not Yet." >>When an ally within your *Aura of the Lifegiver* would be reduced to zero Hit Points, you may use your Reaction to infuse them with a burst of Life energy. They regain 1 Hit Point, immediately stand up, and can move a distance equal to half their Speed without provoking Opportunity Attacks. >> >>You then take **Death Damage** equal to your *Apostle Level*. This damage ignores all **Resistances** and **Immunities**. >> >>You may use this feature a number of times equal to your Proficiency Bonus per Long Rest. Once an ally has benefited from this ability, they may not do so again until they have completed a Long Rest. >*** >**At Prestige Level 4,** you gain the ability to grant those within your aura the following benefits: >>[!god-bronze]+ Apostle of Life: Borrow My Strength >>As a Bonus Action, choose any number of allies within your *Aura of the Lifegiver*. each chosen ally within your aura can use your **Constitution** Modifier in place of any of their own Ability Modifiers for **Attack rolls, Damage rolls, Saving Throws, and Ability Checks** until the beginning of your next turn. >> >>If one of your allies fails an Ability Check or Saving Throw while this ability is active, you can use your Reaction to allow them to reroll it. >> >>You can use this ability a number of times equal to your Constitution Modifier per Long Rest. ### Speak Softly And Carry A Big Fist — Level 18 *Your mastery over Life allows you to redistribute vitality between creatures as easily as another warrior throws a punch.* >[!apostle-white]- Epiphany of Life: Speak Softly And Carry A Big Fist >**At Level 18,** once per turn whenever you hit a creature with an Unarmed Strike, choose one other creature you can see within 60 feet of you. > >You can transfer vitality between the two creatures in one of the following ways: >- ***Mend.*** The chosen creature regains HP equal to the damage dealt by your Unarmed Strike. >- ***Drain.*** The chosen creature takes Life damage equal to the damage dealt by your Unarmed Strike, and you regain HP equal to the amount dealt. >- ***Share.*** You and the chosen creature each gain Temporary Hit Points equal to the damage dealt by your Unarmed Strike. >- ***Purify.*** The chosen creature can immediately end one of the following **Conditions** affecting it: **Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained,** or **Stunned**. >*** >**At Prestige Level 5,** you gain the following effect: >- ***Life Has No Owner.*** When you hit a creature with an Unarmed Strike and activate one of the above effects, you can choose two additional creatures within 60 feet. They receive the same effect. You may use this ability a number of times equal to your Proficiency Bonus per Long Rest. ### Health Suppressant — Level 20 *Your mastery over the Element of Life reaches its pinnacle, allowing you to control and staunch the flow of it within others.* >[!apostle-divine]- Epiphany of Life: Health Suppressant >**At Level 20,** once per turn when you deal Life damage to a creature, you temporarily reduce their Maximum Hit Points by an amount equal to half the damage dealt until they complete a Long Rest. > >Additionally, creatures affected by this *Epiphany* gain Disadvantage on Death Saving Throws while their Maximum Hit Points are reduced. Creatures that die while affected by this *Epiphany* turn to ash, as if affected by the *Disintegrate* spell. >*** >**When you become a *Harbinger* or *Seraph* and reach *Prestige Level 5,*** the Maximum Hit Point reduction from this *Epiphany* lasts until you choose to dispel it. >*** >**When you reach *Prestige Level 10,*** creatures affected by this *Epiphany* automatically fail two Death Saving Throws when they drop below zero Hit Points. ## Resonating With Life *Insert description here.* ### Elemental Resonance: Lifegiver — Level 10+ **At Level 10,** your body now resonates with the Element of Life, increasing your affinity and giving you the ability to activate a state of *Elemental Resonance.* >[!ult-bronze]- Elemental Resonance: Lifegiver >*After all this time, you finally get it: you're not channeling Life—you **are** Life.* > >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***. You regain all expended Hit Dice. When you activate your *Elemental Resonance,* you may cast *Infectious Positivity* without expending a spell slot. While within your *Elemental Resonance,* *Infectious Positivity* can now be cast by making a Ranged Spell Attack against a creature you can see within 30 ft. > >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: Embodiment of Vitality — Level 20 **At Level 20,** your control over Life has reached its pinnacle, allowing you to channel it through your form and transform into an avatar of destruction. >[!ult-silver]- Divine Resonance: Embodiment of Vitality >*Become one with Life.* > >As an Action, you may activate this transformation for 1 minute, granting you all the effects of your *Elemental Resonance: Lifegiver* 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***. When you enter this form, you may make a Ranged Spell Attack against a number of targets you can see equal to your Proficiency Bonus. On a successful hit, they are inflicted with *Infectious Positivity.* This does not expend a spell slot. > >Once you use this feature, you can't use it again until you finish a Long Rest. *** # Prestige Class: Harbinger of Life - Lifebringer #### 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 Life: Golden Harvest ***Apple!*** >[!apostle-pink2]- Epiphany of Life: Golden Harvest >**When you become a *Harbinger* and reach *Prestige Level 1*,** you gain the ability to manifest a number of divine *Golden Apples* equal to your Proficiency Bonus when you complete a Long Rest. These *Apples* retain their magic until you finish your next Long Rest, at which point any uneaten apples wither into golden dust. > >As a Bonus Action, a creature can consume one of these *Apples* or feed one to a willing creature within its reach. A creature can benefit from only one *Golden Apple* at a time and cannot benefit from another until it finishes a Long Rest. > >For 8 hours after consuming the *Apple*, the creature gains the following benefits: >- Its Current and Maximum Hit Points increase by an amount equal to your *Apostle Level*. >- Its Ability Scores, Speed, and Maximum Hit Points cannot be reduced by any means. >- It gains the **Immutable** Trait. >>[!apostle-green] Trait: Immutable >>You gain the following effects: >>- Your form cannot be altered or transformed unwillingly. >>- You cannot be aged magically. >>- You are **Immune** to all **Disease** and the effects of **Exhaustion**. > >***When the effect ends, the creature’s Current and Maximum Hit Points decrease by the amount granted by this feature. Its Current Hit Points cannot be reduced below 1 in this way.*** >*** >**At *Prestige Level 6*,** your *Golden Apples* become more powerful. > >***Eternal Harvest.*** The *Golden Apples* created by *Epiphany of Life: Golden Harvest* no longer wither when you finish a Long Rest. You can maintain a number of *Apples* equal to your Proficiency Bonus at one time. If you create an *Apple* beyond this limit, the oldest remaining *Apple* immediately withers into golden dust. Additionally, the increase to a creature’s Current and Maximum Hit Points from this ability becomes equal to twice your *Apostle Level*. > >***The Unfading Bloom.*** A creature benefiting from one of your *Golden Apples* carries a divine reserve of life. The first time during the *Apple’s* duration that the creature would be reduced to 0 Hit Points or killed outright without first being reduced to 0 Hit Points, it instead remains alive and conscious, and its Current Hit Points become equal to twice your *Apostle Level*. Any destruction of its body caused by the triggering effect is also prevented. > >***Fruit at the Final Hour.*** When a willing creature you can see within 60 feet of you would be reduced to 0 Hit Points or killed outright, you can use your Reaction to cause one *Golden Apple* you created to disappear and immediately bestow its benefits upon that creature. The protection granted by *The Unfading Bloom* activates against the triggering effect. > >**An effect that targets a creature and explicitly states *“its death cannot be prevented”* ignores the benefits granted by *The Unfading Bloom* and *Fruit at the Final Hour*.** ### Divine Fortification **When you become a *Harbinger* or *Seraph* and reach *Prestige Level 1*,** you gain *Epic Boon: Boon of Divine Fortitude*. >[!feat-purp]- Epic Boon: Boon of Divine Fortitude >*You gain the following benefits:* >- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30. >- *Fortified Health*. Your Hit Point maximum increases by 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 Keeper *Strike with the fury of the Gods.* >[!god-blue2] 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: Unmake *The God of Life rises again.* >[!god-orange]- Divine Providence: Unmake >**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 following ability: >>[!apostle-white]- Power Word: Unmake >>As an Action, you point your finger at a target you can see and utter a Word of Power that rends their existence from the Weave. If the target has less than 200 Hit Points, they die instantly, their body disintegrates, and they may only be revived with the use of the *True Wish* spell. >> >>If the target has more than 200 Hit Points, they instead make a Constitution Saving Throw against your Spell Save DC. On a success, the target is unaffected. On a failure, the target’s current Hit Points are reduced by half of their current total, and their Maximum Hit Points are reduced by one quarter. >> >>You may use this ability twice per Long Rest. While outside of combat, you may use this ability at will against targets whose Maximum Hit Points are less than one-quarter of yours. ### Defiance of the Gods You gain one additional *Legendary Resistance*, for a total of two (or three, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). >[!feat-divine]- Feature: Legendary Resistance >If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. Expended **Legendary Resistance** regenerates upon completion of a Long Rest. ## Prestige Level 3: Life’s Paragon ### Epiphany of Life: Life Finds A Way **When you reach Prestige Level 3,** you gain the ability to extend your protection from harm to your allies. >[!apostle-orange]- Epiphany of Life: Life Finds A Way >As a Bonus Action, choose one damage type aside from the Primordial damage types and one of the following **Conditions**: **Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained**, or **Stunned**. > >For one minute, you emit a 30 foot Emanation of adaptive Life energy. You and creatures of your choice within the Emanation gain **Resistance** to the chosen damage type and Advantage on Saving Throws made to avoid or end the chosen **Condition**. > >You may manifest this Emanation a number of times equal to your Proficiency Bonus per Long Rest. If you manifest this Emanation again, the previous Emanation immediately ends. >*** >**At Prestige Level 7,** you may now choose two damage types and two Conditions instead of one each. > >While within the Emanation, you have **Immunity** to the chosen damage types and **Conditions**. Other creatures of your choice continue to gain **Resistance** to the chosen damage types and Advantage on Saving Throws against the chosen **Conditions**. > >Additionally, when a creature of your choice within the Emanation would take damage of a type you did not choose, you can use your Reaction to replace one of your chosen damage types with the triggering damage type. The new **Resistance** applies against the triggering damage. > >You can use the same Reaction when a creature of your choice within the Emanation would make a Saving Throw against one of the listed **Conditions** you did not choose, replacing one of your chosen **Conditions** before the Saving Throw is made. ### Deific Speed You now take two Actions per turn, rather than one. ## Prestige Level 4: Elemental Exemplar ### Hayah'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 Life: Shared Suffering **When you reach Prestige Level 5,** you can now bind the essence of those you deem your allies. >[!apostle-blue]- Epiphany of Life: Shared Suffering >As a Bonus Action, choose two willing creatures you can see within 60 feet of you. You may choose yourself as one of these creatures. For 1 minute, the creatures’ life forces beat in harmony. > >Once per turn, when either creature takes damage or regains Hit Points, you may redistribute up to half of that damage or healing to the other creature. > >Damage is calculated against the original target before it is redistributed. Redistributed damage retains its original damage types and cannot be reduced, prevented, or redirected again. Redistributed healing cannot increase a creature above its Maximum Hit Points. > >The connection ends early if the creatures are ever more than 60 feet apart. > >You may use this ability a number of times equal to your Proficiency Bonus per Long Rest. You can maintain only one connection created by this ability at a time. If you use this ability again, the previous connection ends. >*** >**At Prestige Level 10,** you may now connect a number of willing creatures equal to your Proficiency Bonus. Every connected creature must be within 60 feet of every other connected creature when the connection is formed. > >Whenever a connected creature takes damage or regains Hit Points, you may redistribute any amount of that damage or healing among the connected creatures, rather than only half of it. You determine how much each creature receives. > >Additionally, when a connected creature would be reduced to 0 Hit Points, you may use your Reaction to draw vitality from the other connected creatures to reduce the damage taken and leave the target with 1 Hit Point instead. Reduce the Current Hit Points of the other connected creatures by a total amount equal to the Hit Points required to leave the triggering creature at 1 Hit Point, divided among them as you choose. > >This loss of Hit Points is not damage, cannot be reduced or prevented, and cannot reduce a contributing creature below 1 Hit Point. Each connected creature can be preserved in this way only once each time you use *Epiphany of Life: Shared Suffering*. ### Divine Domain: Fear The Reaper Once per Long Rest, invoke the pinnacle of your power as the *God* of Life. As an Action and a Bonus Action, you expend one half of your total Hit Points and gain the ability to control the essence of life itself. >[!god-purp]- Divine Domain: Fear The Reaper >As an Action and a Bonus Action, you expend one half of your total Hit Points and gain the ability to create a 60 ft. *Emanation* of pure Life energy. > >While your *Divine Domain* is active, you gain the ability to control a pool of 500 *Life Points.* By expending points from this pool, you may add or subtract Hit Points from any creatures within your *Domain’s* range at the cost of 1 Hit Point per *Life Point* spent. Additionally, you may remove any **Conditions** currently inflicted on any creature within your *Domain* by expending a number of *Life Points* equal to two times the affected creature’s level. Alternatively, you may inflict a **Condition** of your choice on a target by expending a number of *Life Points* equal to three times the target’s level. For the purposes of targeting creatures within your *Domain,* if the target is a *Harbinger* or *Seraph,* each *Prestige Level* they posses is equal to two *Apostle Levels*. > >When subtracting Hit Points from or inflicting **Conditions** upon a target, they must make a Constitution Saving Throw against your Spell Save DC or be affected. There is no effect if the target succeeds. If a target is killed while under an effect from your *Domain,* their body disintegrates and they may only be revived with the use of the *True Wish spell.* 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 Life - Vak’len’oth #### 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 Life: Undo **When you become a *Seraph* and reach *Prestige Level 6*,** you gain the ability to command the living essence within a creature to reject harm and restore its intended form. >[!apostle-blue2]- Epiphany of Life: Undo >When you or another living creature you can see within Sight takes damage, gains a **Condition** or **Status Effect**, has one or more of its Ability Scores, movement speeds, or Maximum Hit Points reduced, or is transformed against its will, you can use your Reaction to restore it to its original state. > >After the triggering effect resolves, the target gains the following benefits: >- It regains all Hit Points lost as a result of the triggering effect. >- Any damage or destruction dealt to its body by the triggering effect is repaired, including destroyed organs and severed body parts. >- Any **Conditions, Status Effects**, transformations, or reductions imposed by the triggering effect immediately end. >- If the triggering effect would reduce the creature to 0 Hit Points or kill it outright, the creature does not die before this restoration occurs. > >This ability restores only harm caused by the triggering effect. It does not reverse movement, restore expended spell slots, Hit Dice, or uses of abilities, reestablish lost Concentration, or undo Actions taken by the target or other creatures. > >You may use this ability twice per Long Rest. ### Ultimate Resonance: Dragon Form *Become what you were destined to be.* >[!ult-gold]- Ultimate Resonance: Dragon Form >You gain the ability to take on the *True Form* of your *Deity: a Copper 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: Copper Greatwyrm >>![[copper greatwyrm.png]] ## Prestige Level 7: Heir of Iðunn ### Seraphic Defiance You gain an additional *Legendary Resistance*, for a total of three (or four, if you are wielding a *Purified* or *Defiled* **Primordial Artifact**). >[!feat-divine]- Feature: Legendary Resistance >If you fail a Saving Throw, you can choose to succeed instead. This does not require a Reaction. You regain all expended uses of *Legendary Resistance* when you finish a Long Rest. ### Weave Resistant You gain Advantage on Saving Throws against all magical effects. ## Prestige Level 8: Aspect of the Keeper ### Epiphany of Life: Apex Predator **When you reach Prestige Level 8,** you gain the ability to empower a living creature far beyond their normal capability. >[!apostle-purp]- Epiphany of Life: Apex Predator >As a Magic Action, touch one willing creature and choose three of the adaptations below. You may choose yourself. These adaptations last until the target dies, you use this ability on another creature, you dismiss them as a Magic Action, or they are removed by the *True Wish* spell. A creature cannot benefit from more than one use of this ability at a time. >>***Apex Physiology.*** Increase one of the target’s Ability Scores by 4, to a maximum of 30. >> >>***Colossal Vitality.*** The target’s Maximum Hit Points increase by 100. Its Current Hit Points increase by the same amount when it gains this adaptation. >> >>***Adaptive Hide.*** Choose one non-Primordial damage type. The target gains **Immunity** to that damage type. Alternatively, choose three non-Primordial damage types. The target gains **Resistance** to those damage types. >> >>***Unfailing Biology.*** The target gains **Immunity** to disease, the **Poisoned** condition, and **Exhaustion**. In addition, choose three of the following **Conditions**: **Blinded, Charmed, Deafened, Frightened, Paralyzed, Restrained**, or **Stunned**. The target is **Immune** to the chosen **Conditions**. >> >>***Regenerative Cycle.*** At the start of each of its turns, provided it has at least 1 Hit Point, the target regains 30 Hit Points. Severed or destroyed body parts regrow at the end of its next turn. >> >>***Unbound Movement.*** Choose a Climb, Burrow, Fly, or Swim Speed. The target's gains the chosen movement speed equal to twice its Walking Speed. If you grant a Fly Speed, the target can hover. >> >>***Perfected Awareness.*** The target gains *Truesight* to 120 feet and *Blindsight* to 60 feet. It cannot be **Surprised** while conscious. >> >>***Accelerated Response.*** The target gains one additional Reaction each round, though it cannot take more than one Reaction during the same turn. It also gains Advantage on Initiative Checks and Dexterity Saving Throws. > >Once you use this ability, you cannot use it again until you finish a Long Rest. ### Vitala's Perfection One Ability Score of your choice increases to **30.** ## Prestige Level 9: Seraph ### Seraphic Fortification **At Prestige Level 9,** you gain *Epic Boon: Boon of Seraphim’s Resilience*. >[!feat-pink]- Epic Boon: Boon of Seraphim’s Resilience >*You gain the following benefits:* >- *Ability Score Increase*. Your **Constitution Score** increases by 1, to a maximum of 30. >- *Defense of Body and Mind*. While you are **Bloodied,** you have **Resistance** to every damage type except ***Chaos, Order***, and ***Void***. ### Grandmaster of Aether You gain the ability to control your Element to an unparalleled degree. **You learn all spells relating to your Element.** Outside of combat, you may cast spells of 4th level or lower without expending spell slots. In combat, you gain one additional spell slot of each of the following levels: 1st, 2nd, 3rd, 4th, and 9th. ## Prestige Level 10: Vak’len’oth ### Final Epiphany of Life: Echo of the First Heartbeat **When you reach Prestige Level 10,** all the mysteries of your Element are revealed to you as you reach the pinnacle of your power. You learn the ***Epic Magic*** spell *Echo of the First Heartbeat*. >[!spell-epic]- Spell: Echo of the First Heartbeat - Epic Magic >**Epic Level Biomancy and Necromancy** >**Casting Time:** 1 Minute >**Range:** 1 Mile Emanation >**Components:** Verbal, Somatic, Material* (A **Sanctified** or **Desecrated** ***Primordial Artifact***) >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Healing, Resurrection, Restoration > >You draw *The Weave* itself within your ***Artifact***, pushing magic to its breaking point and triggering a *Cascade* ***Bloom*** that you channel into the Primordial Aspect of Life. > >You call upon the first heartbeat that ever echoed through _The Weave_, causing a wave of brilliant Life Aether to spread outward from you. > >Each living creature of your choice within range receives the following benefits: >- It regains all lost Hit Points. >- Its Maximum Hit Points and Ability Scores are restored to their normal values. >- All **Conditions**, diseases, poisons, curses, and levels of **Exhaustion** affecting it end. >- All missing or destroyed body parts are restored. >- It regains all expended Hit Dice, spell slots, and uses of features that normally return after a Long Rest. > >Each willing dead creature of your choice within range that died within the last year returns to life with all its Hit Points. The spell creates a new body for a creature if its original body was destroyed, provided its soul is free and willing to return. > >Creatures restored to life by this spell retain their memories, statistics, abilities, and identity. They suffer no penalty for returning from death. > >This spell cannot return an **_Immortal_**, _Deity, Apostle, Harbinger, Herald, Hierophant,_ or _Seraph_ to life. It also cannot restore a creature whose death or destruction explicitly states that it can be reversed only by the **_True Wish_** spell. > >Finally, all non-magical plant and animal life within range that was destroyed within the last year is restored. Barren soil becomes fertile, poisoned water becomes clean, natural diseases disappear, and damaged ecosystems begin flourishing immediately. This restoration does not recreate buildings, manufactured objects, or creatures that were never native to the affected environment. > >***Once you cast this spell, you cannot cast it again for one year.*** ### Seraph's Will You gain the ability to cast the spell *Lesser Wish* once per day. You cannot lose the ability to cast this spell. >[!spell-9]- Spell: Lesser Wish - 9th Level >**9th Level Conjuration** >**Casting Time:** 1 Action >**Range:** Self >**Components:** Verbal >**Duration:** Instantaneous >**Attack/Save:** None >**Damage/Effect:** Various > >The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. > >Alternatively, you can create one of the following effects of your choice: >- *Object Creation*. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. >- *Instant Health*. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the *Greater Restoration* spell. >- *Resistance*. You grant up to ten creatures that you can see **Resistance** to one damage type that you choose. This **Resistance** is permanent. >- *Spell Immunity*. You grant up to ten creatures you can see **Immunity** to a single spell or other magical effect for 8 hours. >- *Sudden Learning*. You replace one of your *Feats* with another *Feat* for which you are eligible. You lose all the benefits of the old *Feat* and gain the benefits of the new one. You can’t replace a *Feat* that is a prerequisite for any of your other *Feats* or features. >- *Roll Redo*. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. > >The stress of casting *Lesser Wish* to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take **1d10 Primordial damage** per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. ### Ultimate Resonance: Titan Form *The pinnacle of Godhood.* >[!ult-white]- Ultimate Resonance: Titan Form >As an Action, you may activate this form, growing until you dwarf everything around you. Your Size becomes **Titanic**, your worn and carried equipment grows with you, and your AC becomes **1**. You must have sufficient space to assume a **Titanic** form; otherwise, the activation fails without expending its use. > >While transformed, your **Current Hit Points**, **Maximum Hit Points**, and **all damage you deal** are multiplied by **five**. Changes to your Maximum Hit Points during this transformation are subject to the same multiplier. Any healing received is not multiplied by this ability. > >You also gain the effects of your *Divine Resonance* without expending one of its uses. > >You may end this transformation as an Action. It also ends the first time you would be reduced to 0 Hit Points. If an ability would leave you at 1 Hit Point, that ability does not preserve your *Titan Form*. > >When the transformation ends, your Size, AC, current Hit Points, Maximum Hit Points, and damage return to normal. You then regain a number of Hit Points equal to half your Maximum Hit Points. Additionally, you gain two levels of **Exhaustion** and three levels of **Elemental Dissonance**. The **Elemental Dissonance** gained from this ability is reduced by one level at the end of each of your subsequent turns. # Appendix of Life: All Abilities, Actions, Feats, and Spells Links below return to the feature’s full rules. Entries include optional choices and features gained at later levels; the linked rules determine what you actually gain. ## Passive Effects - [[#Immortality|Passive Effect: Immortality]] - [[#Rejection, Resistance, and Vulnerability|Passive Effect: Resistance and Vulnerability]] - [[#Dissonance|Condition: Dissonance]] - [[#Dissonance|Dissonance Level III: Discord]] - [[#Dissonance|Dissonance Level II: Divergence]] - [[#Dissonance|Dissonance Level I: Drift]] - [[#Elemental Tribulation|Tribulation: Decaying (Beasts, Blood, Life, Nature)]] - [[#Primordial Tribulation|Primordial Tribulation: Chaos Marked]] - [[#Epiphanies of Life|Epiphany of Life: Universal Effect]] ## Abilities ### Actions - [[#Beacon of Life|Ability: Beacon of Life]] - [[#Healing Touch — Level 4|Flux (Apostle of Life)]] - [[#Divine Resonance: Embodiment of Vitality — Level 20|Divine Resonance: Embodiment of Vitality]] - [[#Divine Providence: Unmake]] - [[#Divine Domain: Fear The Reaper|Divine Domain: Fear The Reaper]] - [[#Ultimate Resonance: Dragon Form|Ultimate Resonance: Dragon Form]] - [[#Epiphany of Life: Apex Predator|Epiphany of Life: Apex Predator]] - [[#Ultimate Resonance: Titan Form|Ultimate Resonance: Titan Form]] ### Bonus Actions - [[#Healing Touch — Level 4|Lay On Hands (Apostle of Life Variant)]] - [[#“I’m The President of the Godsdamned World!” — Level 16|Epiphany of Life: “I’m The President of the Gods Damned World!”]] - [[#Elemental Resonance: Lifegiver — Level 10+|Elemental Resonance: Lifegiver]] - [[#Epiphany of Life: Golden Harvest|Epiphany of Life: Golden Harvest]] - [[#Epiphany of Life: Life Finds A Way|Epiphany of Life: Life Finds A Way]] - [[#Epiphany of Life: Shared Suffering|Epiphany of Life: Shared Suffering]] ### Reactions - [[#Primordial Tribulation|Ability: Fortune’s Fracture]] - [[#Inspired by Life: Threaven Wranris (Unique Ability) — Level 10|Epiphany of Life: Stand Behind Me]] - [[#Epiphany of Life: Golden Harvest|Epiphany of Life: Golden Harvest]] - [[#Epiphany of Life: Life Finds A Way|Epiphany of Life: Life Finds A Way]] - [[#Epiphany of Life: Shared Suffering|Epiphany of Life: Shared Suffering]] - [[#Epiphany of Life: Undo — Prestige Level 6|Epiphany of Life: Undo]] ### Free Actions - [[#Primordial Tribulation|Ability: Master of Possibility]] - [[#Otherworldy Resilience — Level 5+|Ability: Aetheric Fortification]] - [[#Otherworldy Resilience — Level 5+|Feature: Legendary Resistance]] - [[#Mastery Over Life — Level 7+|Ability: Safe Haven]] - [[#Full of Life — Level 2|Epiphany of Life: Full of Life]] - [[#Healing Touch — Level 4|Epiphany of Life: Healing Touch]] - [[#Bastion — Level 6|Epiphany of Life: Bastion]] - [[#Bastion — Level 6|Trait: Immutable]] - [[#Fundamental Family Ties: Overwhelming Aether — Level 8|Epiphany of Life: Fundamental Family Ties - Overwhelming Aether]] - [[#Fundamental Secrets - Rebound|Spell Effect: Rebound (Life)]] - [[#Death Proof — Level 12|Epiphany of Life: Death Proof]] - [[#Words of Affliction — Level 14|Epiphany of Life: Words of Affliction]] - [[#Speak Softly, and Carry a Big Fist — Level 18|Epiphany of Life: Speak Softly, and Carry a Big Fist]] - [[#Health Suppressant — Level 20|Epiphany of Life: Health Suppressant]] ## All Learned Feats - [[#Otherworldy Resilience — Level 5+|Feat: Tough]] - [[#Blessings From Beyond — Level 6+|Feat: Death Defier]] - [[#Mastery Over Life — Level 7+|Feat: Divine Elementalist]] - [[#Mastery Over Life — Level 7+|Feat: Elemental Specialist]] - [[#Blessings From Beyond — Level 6+|Divine Blessing of Iðunn]] - [[#Blessings From Beyond — Level 6+|Greater Divine Blessing of Iðunn]] - [[#Blessings From Beyond — Level 6+|Epic Boon: Boon of Fortitude]] - [[#Divine Fortification|Epic Boon: Boon of Divine Fortitude]] - [[#Seraphic Fortification|Epic Boon: Boon of Seraphim’s Resilience]] ## All Known Spells #### Cantrips - [[#Granted Spells|Spell: Renewal - Cantrip (Level 1)]] #### 1st Level - [[#Elemental Friendship|Spell: Find Familiar (Apostle) - 1st Level]] - [[#Granted Spells|Spell: Cure Wounds - 1st Level]] - [[#Granted Spells|Spell: Inflict Wounds - 1st Level]] - [[#Granted Spells|Spell: Healing Word - 1st Level]] #### 2nd Level - [[#Granted Spells|Spell: Prayer of Healing - 2nd Level]] #### 3rd Level - [[#Granted Spells|Spell: Counterspell - 3rd Level]] - [[#Granted Spells|Spell: Dispel Magic - 3rd Level]] - [[#Granted Spells|Spell: Mass Healing Word - 3rd Level]] - [[#Unique Spell: Infectious Positivity|Spell: Infectious Positivity - 3rd Level]] #### 4th Level - [[#Granted Spells|Spell: Aura of Life - 4th Level]] #### 5th Level - [[#Granted Spells|Spell: Mass Cure Wounds - 5th Level]] #### 6th Level - [[#Granted Spells|Spell: Heal - 6th Level]] #### 7th Level - [[#Elemental Tribulation|Spell: Regenerate - 7th Level]] - [[#Death Proof — Level 12|Spell: Resurrection - 7th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Maim - 7th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Fortify - 7th Level]] #### 8th Level - [[#Granted Spells|Spell: Vertigo - 8th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Pain - 8th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Petrify - 8th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Stun - 8th Level]] #### 9th Level - [[#Granted Spells|Spell: Torch of Life - 9th Level]] - [[#Healing Touch — Level 4|Spell: Power Word: Heal - 9th Level]] - [[#Healing Touch — Level 4|Spell: Mass Heal - 9th Level]] - [[#Death Proof — Level 12|Spell: True Resurrection - 9th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Kill - 9th Level]] - [[#Words of Affliction — Level 14|Spell: Power Word: Heal - 9th Level]] - [[#Seraph's Will|Spell: Lesser Wish - 9th Level]] #### Epic Magic - [[#Final Epiphany of Life: Echo of the First Heartbeat|Spell: Echo of the First Heartbeat - Epic Magic]]