The Apostle Class Description

Signified by their unique full-body tattoos, Apostles (also known as the Chosen, the Devoted, Harbingers, and Oracles) are mortals that have been elevated to near godhood, granting them immortality and unprecedented control over their respective elements, eventually passing their powers on to their chosen successors (or random children, if no successor has been chosen). At lower levels, Apostles may briefly tap into their respective cosmic power a few times a day. At the highest level, Apostles can alter the fabric of reality itself, and even challenge a god for their place in the pantheon. Created by the goddess Vaka, many have wielded this power for good, and several for evil. Which will you choose?
 

Apostle Features

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 Level 1 when you become an Apostle, whether born with the power or gifted it. Generally, your Apostle Level corresponds to your Character Level, and you gain an Apostle Level by leveling up in your main class. If you become an Apostle above Character Level 1, your Apostle Level increases twice as fast as your Character Level until the two are equal. If your character Ascends to godhood and becomes a Harbinger, both your Apostle Level and Character Level instantly increase to 20.   As an Apostle, you are granted additional proficiencies, and the ability to cast spells. When playing a spellcaster class, such as Wizard, Sorcerer, Druid, Bard, or Cleric, you use the Apostle spellcasting rules. When playing a half-caster class, such as Warlock, Paladin, or Ranger, you use the Apostle spellcasting rules when casting Apostle spells, and your classes' spellcasting rules when casting other spells.   You gain the following features:

Proficiencies

  • Saving Throws: Constitution
  • Skills: Arcana
  • Languages: You learn Primordial and Celestial when you become an Apostle.

Spellcasting

You are a vessel of elemental energy, granted power without your choice, 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 below for the divine spell list.

Cantrips

At 1st level, you know two cantrips of your choice from any classes spell lists. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Apostle table at the bottom of the class description.

Spell Slots

The Apostle table shows how many spell slots you have in order 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 classes' spell list. Spells chosen must be of your element (see Oracle Powers and Damage Types), or pure aether general purpose spells, such as Shield, Counterspell, Dispel Magic, Antimagic Field, etc.   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 3rd level, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level, you can choose to replace one of the spells you know and replace it with another spell from your spell lists, which also must be of a level for which you have spell slots.
But if that is the cost of victory? The cost of protecting you all? My Apostles, my friends? I will gladly pay it. Know this: there is not a moment spent or a decision made that I regret. When my sister and I were wandering the void, I could never have dreamt of the joys this world has brought me. That you all have brought me. Now, we must go forth. To protect this world that I have created, that you all have helped shape. For Valakadyn.
— Vaka, Goddess of Wild Magic

Power to Heal or Harm

In addition to the other spells you know at 1st level, you learn both the Cure Wounds spell and the Inflict Wounds spell.

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 1st level, arcane tattoos begin creeping up one of your arms (your choice), acting as a focus for your spells. As your Oracular powers grow, so to do the tattoos, granting you further abilities. At 20th level, the tattoos cover the entire chosen side of your body (minus the face). When an Apostle Ascends, their tattoos grow to encompass their entire body.

Apostle Spells

You learn certain spells at their corresponding levels as shown on the Elemental Spells table in each subclass' description. None of these spells count towards your limit of spells known.   Apostle Table

Elemental Affinity - [Element]

At 1st level, your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence. Choose one of the following options, which are further detailed in each subclasses individual description: Air, Ashes, Battle, Beasts, Blood, Bones, Death, Earth, Flame, Frost, Gravity, Illusion, Life, Lore, Metal, Moons, Nature, Peace, Shadow, Stars, Storms, Sun, Time, or Water.   Additionally, at your DMs discretion, you have access to two additional Apostolic abilities, the Herald of Annihilation and The Herald of Creation. These powers are an amalgamation of every other Apostle power, drawing Epiphanies from each at will. These powers are incredibly strong when wielded correctly, and can quickly overpower all other subclasses available. Speak with your DM if you'd like to use either of these classes. DM Note: These classes are best played as NPCs that travel with the party, rather than by a player. Give these abilities to a player at your discretion, but with the disclaimer that copied Epiphanies should be approved directly by you.   Apostle Power Table
 
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 type, 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 create, so work with your DM to build a brand new Apostolic Element if none of the above options sound appealing. Just remember to follow the naming scheme! Characters that possess any of the original twenty powers created by Vaka are known as Apostles. Apostles that have attained divinity by dethroning or merging with their equivalent God are known as Harbingers. Elemental powers created by the Apostle of Knowledge (or another character) in the Ritual of Apotheosis are known as Heirophants. Finally, the few characters bestowed with the powers of the Creator's themselves (by providence, ritual, or other means) are known as Heralds.

Tribulation

At 1st level, you suffer a Tribulation that comes with a benefit, as well as a hindrance. Your Tribulation cannot be removed or dispelled without Ascending. Choose one of the following options: Blindness
Blindness
Your eyes are obscured, making it difficult for you to see. Starting at 1st level, you cannot see anything beyond 30 feet, but you gain darkvision to that range. At 5th level, the range of your darkvision extends to 60 feet. At 11th level, you gain blindsight out to a range of 30 feet. Starting at 15th level, you gain the ability to cast true seeing without expending a spell slot, though you must complete a short rest before using this ability again.
Haunted
Haunted
Starting at 1st level, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the mage hand and minor illusion cantrips. At 5th level, you add levitate and silent image to your list of known spells. When you reach 11th level, you add the telekinesis spell to your list of known spells. It does not count against the number of spells you know. At 15th level, you add the reverse gravity spell to your list of known spells. None of these spells count against the number of spells you know
Hobbled
Hobbled
At 1st level, one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. At 5th level, you gain advantage on all Constitution saving throws. When you reach 11th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. At 15th level, you become immune to exhaustion and do not gain exhaustion levels.
Tongues
Tongues
Starting at 1st level, in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. At 5th level, you learn another language of your choice. When you reach 11th level, you gain the ability to understand all languages. At 15th level, you gain the ability to speak and understand all languages.
Decaying
Decaying
At 1st level, your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage on all Constitution saving throws against disease. At 5th level, you become immune to all diseases. When you reach 11th level, you gain immunity to poisons and the poisoned condition. Starting at 15th level, you gain the ability to cast regenerate without expending a spell slot, though you must complete a long rest before using this ability again.

Elemental Friendship

At 1st level when choosing your Tribulation, you also gain the spell Find Familiar, which you can cast as a bonus action. Your familiar takes whatever form you choose as a tiny creature. At 15th level, your familiars size increases up to small or medium (your choice) when prompted and can be mounted for traversal or combat with a fly/walking speed of 60ft.

Epiphanies of Element

Epiphanies are abilities unique to the Apostle. As your Apostle Level increases, your understanding of your chosen Element becomes stronger. At 2nd level, you gain the Insert Epiphany Here Epiphany from the Epiphanies available in your chosen Element, and additional Epiphanies every other level (4th, 6th, 8th, etc.). The Epiphanies are detailed below.   Show Epiphanies

Epiphany 1 - Level 2

 

Epiphany 2 - Level 4

 

Epiphany 3 - Level 6

 

Epiphany 4 - Level 8

 

Epiphany 5 - Level 10

You become resistant to your damage type. Consult the Apostolic Associations and Powers article and table to determine the damage type. At 15th level, you become immune. When you become a Harbinger, you absorb your damage type.  

Epiphany 6 - Level 12

 

Epiphany 7 - Level 14

 

Epiphany 8 - Level 16

 

Epiphany 9 - Level 18

You gain one Legendary Resistance to use at will.  

Epiphany 10 - Level 20


 
Show All Epiphanies

Beacon of the Elements

At 3rd level, you gain the ability as an action to focus a first level (or your lowest level) spell slot into a focused mote of energy: a coin with a symbol of your choice on one side, and the Rune of your chosen 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 5th level or higher spell slot 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.

Fortified

As your body acclimates to the overwhelming power of the Apostolic Elements, it becomes more resilient. Your growing mastery over your chosen Element bolsters your body, allowing you to channel larger amounts of Aether and take more damage. At 4th Level, you gain +1 to your Constitution/Body Score, and your CON/BODY Score can now exceed the maximum of 20. At higher Levels, the bonus increases to +2 (8th Level), +3 (12th Level), and +4 (16th Level). At 20th Level, as you reach the pinnacle of your Apostle status, your body becomes a focus for magic itself, increasing your Constitution/Body Score by another +2 (for a total of +6 from your base CON/BODY Score).

Master of Arcana

Beginning at 5th level, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that 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 10th Level, creatures you designate automatically succeed on their Saving Throws against your spells. At 15th Level, creatures you designate now take no damage from your spells if they would normally take half damage on a successful save. At 20th Level, you may designate any number of creatures to gain the above effects.

Elemental Incarnation - [Title]

At 10th Level, you become empowered by your element, granting you the Tough feat and giving you the ability to activate a state of Elemental Incarnation, gaining the following benefits for one minute as a bonus action once per Long Rest. This increases to two uses at 15th level, and three uses when you Ascend and become a Harbinger.
  • a) You gain a fly speed of 40 feet. If you already have a fly speed, it increases by 15ft.
  • b) 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 14th level (2d8), and 18th level (3d8).
  • c) An additional custom ability.
 
New Feat - Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Elemental Vigor

At 15th Character Level, you gain an additional benefit of the DMs choosing that synergizes with your main Class. For example, you might gain an additional use of Action Surge as a Fighter, another Eldritch Invocation as a Warlock, or the ability to use the Portent skill from the Divination school as a Wizard. Pick one of the following options:

Vigor of Quickness(Prerequisite: Martial Class)

At 15th Character Level with a Martial class, you gain the Action Surge skill from the Fighter Class. If you already have access to Action Surge, you instead gain the Rage ability from the Barbarian Class.   Action Surge

Action Surge (Oracle)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn.

Rage

Rage (Oracle)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  •  
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  •  
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   When you receive this ability, you gain one use of Rage. This increases to two uses at 17th Level, and three times at 20th Level.

Vigor of Aether(Prerequisite: Spellcaster or Half-Caster Class)

At 15th Character Level with a Spellcaster or Half-caster class, you gain the Sorcerer classes' Metamagic ability, and gain a number of Sorcery Points equal to half your character level rounded up. If you are already a Sorcerer, you double your available Sorcery Points.   Metamagic

Metamagic (Oracle)

You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 20th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.

Vigor of Shadow (prerequisite: Paladin Multiclass)

At 15th Character Level when multiclassing with the Paladin class, your Shadow Jaunt Channel Divinity is replaced by the Vow of Enmity Channel Divinity skill. Additionally, you gain the Shadow Step skill from the Monk class’s Way of Shadow.

Ultimate Incarnation - [Title]

At 20th level, you become an avatar of your element, gaining the ability to assume the form of [Insert] - [Title]. As an action, you can become an avatar of [Element]. For 1 minute, you gain all of the abilities of the Elemental Synergy ability, as well as the following benefits:
  • a) A unique, element based ability.
  • b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
  • c) Gain immunity to all nonmagical weapon attacks and resistance to spell attacks.
  • d) You gain the ability to cast any spell related to your element without expending a spell slot once.
Once you use this feature, you can’t use it again until you finish a long rest.

Ascension - Harbinger of [Element]: [Title]

The ultimate feature of the Apostle, Godhood. Upon the death or dethroning of their associated God, the Apostle of [Element] ascends and becomes a Harbinger, gaining several new abilities:  
Ascension is the pinnacle of power that an Apostle can attain. By dethroning or killing the God of their chosen Element, the Apostle assumes their place in the pantheon, becoming a God themselves, gaining unimaginable power in the process and gaining the title of Harbinger. A Harbinger is something to be in awe of, and something to be feared.

Divine Durability

You gain one additional Legendary Resistance.

Divine Speed

You gain an additional action per turn.

Divine Resistance

You gain advantage on saving throws against all magical effects.

Divine Power

You gain additional 8th and 9th level spell slots, or an additional 24 spell points.

Divine Providence - [Ability]

You gain an incredibly powerful ability upon defeating your associated God and Ascending to their position. Consult your element's Class Description, or your DM, for exact details.

Divine Domain - [Domain]

Once per day, invoke the pinnacle of your power as the Harbinger of [Element]. As an action and bonus action, you expend one half of your current hit points, and gain the ability to [INSERT DOMAIN ABILITY HERE].   If another God or Harbinger casts their Divine Domain while yours is active, make a D20 contest. You may add your Arcana proficiency or Spellcasting Modifier at the DMs discretion. Whichever caster rolls higher succeeds on casting their Domain, while the other's is expended.