Apostle
Some people live the entirety of their life without doing anything particularly remarkable. Others, not so much. Saving an important priest's life, taking care of a particularly ancient oak, fishing in a hidden lake or just telling a really good joke. Sometimes, a small thing is all it takes for the gods to take notice.
And rarely, a god may find it interesting enough to bless whoever did it. Should they do so, a small spark of their divine being is transfered into up until now the un-suspecting mortal. How this manifests depends on the god in question, but the effects are always spectacular to behold. Regardless, with this spark comes a lot of power, though the mortal will have to learn to wield it.
These blessed ones have many names, "Wise Ones", "Blessed", "Chosen" ... or simply "Apostles".
On a Mission from God
Such a blessing comes with quite a lot of strings attached, though. While the blessed ones were usually part of the faith beforehand, or at least believers, now they have no real choice about becoming embroiled in church politics and divine machinations.
They will invariably receive signs or outright messages from their patron, requiring them to go out into the world, making them essentially preordained to become adventurers.
Balance in all Things
Apostle are adept in both the granting and taking of life. For the purposes of combat, the apostle is not a cleric or paladin, as they are not suited for front line combat or melee engagements of any sort. Clad in flowing robes, the apostle comes into their own when lending aid to their allies or reducing their god's enemies to ash with potent spellcraft.
Out of combat, things are quite different. Despite their methods differing substantially, apostles, clerics and paladins are still part of a faith. Here, the person behind the robe or armour comes to the fore and the lines between them are blurry at best.
Creating an Apostle
When creating an apostle, there are two major questions you have to ask yourself. One, which god has blessed you and why? Two, what has your character decided to do with this blessing?
All Choirs (subclasses) have some aspect of healing to them, though the Choir of Mercy has it as its primary focus. If you are more offensively-minded, choose the Choir of Justice. Should you desire more control over your enemies' actions, the Choir of Blood should serve you well.
Once you have decided on those topics, consider your relationship to your god and those of the faith, be it your god's or others. Are you a zealous believer or just someone who life led on an odd path? Do others look at you with hope, envy or other other emotions? What is your ultimate goal? Have you decided that your destiny yours to choose or do you help your god in achieving their unknowable goals?
Quick Build
You can make an apostle by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity and Constitution. Second, choose the acolyte background.
Class Features
As an apostle, you gain the following class features:
Hit Points
- Hit Dice: 1d6 per apostle level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per apostle level after the 1st
Proficiencies
- Armor: none
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: none
- Saving Throws: Constitution, Wisdom
- Skills: Religion and Insight. Additionally, choose two from Arcana, Deception, History, Investigation, Intimidation, Medicine and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) a holy symbol
- (a) an explorer's pack or (b) a scholar's pack
Alternatively, you can ignore the equipment given by your class and background, and start with 5d4x10 gp.
Optional: Alternative Main Stat
The apostle's main stat is Wisdom, but this is only one possible way of doing things. If you so choose, you can replace Wisdom with either Charisma or Intelligence, depending on the flavour of the apostle you want to play. This includes your saving throw proficiency, spellcasting ability and so on.
The Apostle Leveling Table
Character Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Divine Choir, Spellcasting, Divine Tongue | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Channel Divinity (1/rest) | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Choir feature | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | |
6th | +3 | Channel Divinity (2/rest), Choir feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | +3 | Ability Score improvement, Choir feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10th | +4 | Divine Mandate | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14th | +5 | Choir feature | 5 | 5 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Channel Divinity (3/rest), The Sky is the Limit | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Power Overwhelming | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
Beginning at 1st level, the apostle has become able to cast divine magic. Rather than channeling the energy of his god through prayer or meditation, the apostle directly draws power from the divine spark they have been blessed with.
Cantrips
At 1st level, you know three cantrips of your choice from the Apostle spell list. You learn additional Apostle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Apostle table.
Preparing and Casting Spells
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.
You prepare the list of apostle spells that are available for you to cast, choosing from the apostle list. When you do so, choose a number of apostle spells equal to your Wisdom modifier + your apostle level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level apostle, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of apostle spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your apostle spells. You use your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier and proficiency bonus for the spell save DC of a apostle spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell Attack modifier = your proficiency bonus + your Wisdom modifier.
Ritual Casting
You can cast a apostle spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your apostle spells.
Divine Choir
At 1st level, the apostle chooses a choir - comparable to a holy order a paladin might join - which they are a part of. Your choice grants you a feature at 1st, 3rd, 6th, 8th, and 14th level.
- Choir of Mercy
- Choir of Justice
- Choir of Blood
Choir Spells
Each path has a list of spells — its choir spells — that you gain at the apostle levels noted in the choir description. Once you gain a choir spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a choir spell that doesn’t appear on the apostle spell list, the spell is nonetheless a apostle spell for you.
Choir feature DC
If a choir feature requires a creature to make a saving throw, then the DC for that saving throw is the same as your apostle spell save DC.
Divine Tongue
At 1st level, you gain proficiency in one language, depending on the god that has blessed you. The regular choices would be Celestial (good), Infernal (evil) or Primordial/Druidic (nature).
Channel Divinity
Starting at 2nd level, the tiny spark of divinity that came with your god's blessing allows you to perform feats beyond the ability of ordinary men. See your Choir for the Channel Divinity options you have available to you.
When you use this ability, you select which of the two Channel Divinity options to use. You can use this feature once, regaining the ability to do so after finishing a short or long rest.
Some Channel Divinity options require the target to make a saving throw. When you use such an effect from this class, the DC equals your apostle spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use them three times between rests. When you finish a short or long rest, you regain your expended uses.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Divine Mandate
Starting at 10th level, an apostle's proficiency with the divine tongue and their inner divinity has reached new heights. They are now able to express more complex and powerful concepts - known in religious circles as "Divine Mandates" - that have a profound impact on the world around them.
When you unlock this feature, choose one of the following Divine Mandates. Your choice is permanent.
When a Divine Mandate requires the target to make a saving throw, then the DC equals your apostle spell save DC.
You can use this feature once, regaining the ability to do so after finishing a long rest.
Pax Aeterna
As an action, all creatures of your choice in a 60-foot radius around you are shielded as if by divine providence. Strikes that seemed so sure suddenly miss their targets, as your allies are shrouded in cloaks of soft light.
You can hold these shields for up to 1 minute, which requires Concentration, as if you were concentrating on a spell. When you lose Concentration, all shields immediately disappear.
A creature that is shielded this way receives temporary hit points equal to twice your apostle level. As long as a creature has any of those temporary hit points remaining, attacks against it are made with disadvantage and it has resistance to all damage.
Sol Invictus
As an action, you snap your fingers to bring down a pillar of celestial fire down upon the earth. Select a point within 150 feet of you. Creatures in a 60-foot radius around that point are forced to make a Constitution saving throw. A creature that fails this saving throw takes 7d6 radiant damage and is blinded for a number of rounds equal to your Wisdom modifier. A creature that succeeds on its saving throw takes half as much damage and isn't blinded.
The damage is increased by 1d6 each time you gain a level in this class, for a total of 17d6 at 20th level.
If an undead or ooze is making the save, they do it with disadvantage.
A blinded creature can repeat the save at the end of its turns. They aren't blinded anymore on a success.
Magical darkness in the pillar's radius is dispelled when this is cast.
The Sky is the Limit
Starting at 18th level, your spark of divinity has started to have more significant effects on your body. You can now manifest six ethereal wings at will (no actions required), granting you a flying speed of 60 feet.
Power Overwhelming
When reaching 20th level, you reach the absolute pinnacle of mortal existence. As an action you may channel the divine power within you to the absolute limit of what even your extremely strengthened body can handle. For one minute, you may cast spells of 5th level or lower at will, i.e. without consuming a spell slot.
Divine Choirs
Choir of Mercy
Apostles of the Choir of Mercy have first and foremost dedicated themselves to supporting their allies.
Choir Spells
Apostle level | Spells |
---|---|
1st | Bless, Cure Wounds |
3rd | Lesser Restoration, Healing Spirit |
5th | Daylight, Haste |
7th | Aura of Life, Otiluke’s Resilient Sphere |
9th | Far Step, Circle of Power |
Devotion’s boon
At 1st level, a mercy apostle's path has led him to gain a certain expertise in matter of healing the body. When casting a spell that grants healing, the apostle adds his proficiency bonus times the spell's level to the healing done. When a spell would heal multiple targets, the additional healing provided by this feature is only applied once.
For example, at level 5, a 3rd level spell like Mass Healing Word adds 9 to the hit points restored by said spell - and in this case only to one of the targets.
Channel Divinity - Mercy
Starting at 2nd level, you have learned to use the following Channel Divinity options:
Channel Divinity: Rejuvenate
As an action, you restore hit points equal to 3d8 + your apostle level split between creatures of your choice within 60 feet of you.
The amount healed increases by 3d8 when you reach 5th level (6d8), 11th level (9d8) and 17th level (12d8). For the purpose of Devotion's Boon, this Channel Divinity option always counts as if it were a spell of the highest level you can cast.
Channel Divinity: Saving Grace
As a reaction to you or an allied creature within 60 feet of you being forced to make a saving throw, you can bless the target. You grant the target advantage the saving throw, as well as any further saving throws against the same effect (should the same effect be applied to the target again) for 1 minute. You must to use this feature before the saving throw is made.
Cleansing touch
By 3rd level, the mercy apostle has become experienced in swiftly curing other of what ails them; Though this can be used to deprive them of boons as well. As an action, you force a creature within 30 feet of you (or yourself) to make a Wisdom saving throw. On a failure, you remove all conditions of your choice from the target. A creature may choose to automatically fail the saving throw.
You may use this feature twice, regaining the ability to do so after finishing a long rest.
Leap of Faith
Beginning at 6th level, the mercy apostle may choose to save others from a precarious situation. Select a creature within 120 feet of you. The creature sprouts incorporeal wings, and rushes toward you, landing in a spot of their choosing within 5 feet of you. This movement does not provoke reactions. An unwilling creature makes a Charisma saving throw, only being pulled on a failure.
You may use this feature once, regaining the ability to do so after finishing a long rest.
Divine Hymn
Starting at 8th level, the mercy apostle gains the ability to sing a hymn infused with divine energy. All creatures within 60 feet you are affected, including yourself. At the start of each of your turns for the duration, creatures of your choice regain hit points equal to your apostle level. All other creatures, if you consider them your enemy, that start their turn inside the radius or enter the radius for the first time on their turn are forced to make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage or half as much on a success.
The damage is increased by 1d8 when you reach 11th level (2d8), 15th level (3d8) and 17th level (4d8).
The hymn lasts for 1 minute and requires concentration, as if you were concentrating on a spell. While singing the hymn, you are unable to use spells that have a verbal component.
You may use this feature once, regaining the ability to do so after finishing a long rest.
Supreme Healing
Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
You may use this feature once, regaining the ability to do so after finishing a short or long rest. Starting at 17th level, you can use this feature an unlimited number of times.
Choir of Justice
Serving a god is not always a way that leads to peace. Apostles of the Choir of Justice - often called "justicars" - are the some of most militant, focused on enforcing their god's laws, protecting their interests and hunting down their enemies. They rarely serve in an actual military position as a cleric or paladin would, but instead they often seek positions like magistrates or inquisitors.
Choir Spells
Apostle level | Spells |
---|---|
1st | Command, Guiding Bolt |
3rd | Hold Person, Zone of Truth |
5th | Fireball, Fear |
7th | Locate Creature, Banishment |
9th | Flame Strike, Dawn |
Atonement
The justice apostle punishes those that defy him, and grants boons to those who do not. Beginning at 1st level, when the apostle deals damage with his apostle spells, abilities, or Channel Divinity, he can grant healing to a conscious creature within 30 feet of him (or himself). The creature regains hit points equal to half the damage dealt, up to a maximum number that is equal to your Wisdom modifier + your apostle level.
Channel Divinity - Justice
Starting at 2nd level, you have learned to use the following Channel Divinity options:
Channel Divinity: Barrier
As a reaction to you or an ally within 60 feet of you getting hit, you may increase the target's AC by 5 until the end of their next round, including the triggering attack.
Channel Divinity: Smite
As an action, the apostle makes a ranged spell attack against a target within 60 feet of them. On a hit, the creature takes 2d8 radiant damage, as the target is struck by a glowing fist appearing out of thin air.
When hit, the target makes a Constitution saving throw, becoming blinded for up to 1 minute on a failure. A blinded creature can repeat the save at the end of its turns. They aren't blinded anymore on a success.
The damage dealt increases by 2d8 when you reach 5th level (4d8), 11th level (6d8) and 17th level (8d8).
Divine Judgment
Starting at 3rd level, the justice apostle has learned to be very... "persuasive", when required. You may cast Command as a bonus action. This does not count towards your limit of one full spell per round.
Additionally, you may cast Command without consuming a spell slot twice, regaining all uses when you finish a long rest. You may also regain a use when finishing a short rest.
Paragon
By 6th level, the justice apostle has become an expert on hunting those who have sinned. Your body is resilient and his resolve unwavering.
You have advantage on saving throws against being charmed or frightened. If you succeed on a saving throw against being charmed or frightened, you gain temporary hit points equal to your apostle level.
Potent Spellcasting
Beginning at 8th level, the justice apostle has learned to infuse their spells with a touch of divine retribution.
You add your Wisdom modifier to the damage you deal with any apostle cantrip.
Thy Kingdom Come
Starting at 14th level, you can use your action to activate an aura of holy light around you that lasts for 1 minute or until you dismiss it using another action.
You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Choir of Blood
Choir Spells
Apostle level | Spells |
---|---|
1st | Hex, Dissonant Whispers |
3rd | Blindness/Deafness, Enhance Ability |
5th | Life Transference, Vampiric Touch |
7th | Compulsion, Stoneskin |
9th | Cloudkill, Dominate Person |
Blood is Power
Beginning at 1st level, the blood apostle has been trained in turning life into power.
As an action, you can sacrifice a number of hit points up to your apostle level. Target a creature within 60 feet of you. The target has to make a Constitution saving throw. On a failure, it takes necrotic damage equal to your Wisdom modifier + twice the number of hit points you sacrificed and is poisoned until the end of its next round. On a success it takes half that damage and isn't poisoned.
If your sacrifice has reduced you to 0 hit points (you can't sacrifice more hit points than you have) and the target is killed by the damage you dealt to it using this feature, you immediately regain 1 hit point.
Deep Reserves
Beginning at 1st level, the blood apostle's body has grown used to frequent demands on its fluid supply.
When you roll a Hit Die to regain hit points, you add double your Constitution modifier to it (minimum of 2), rather than only once.
Additionally, your hit point maximum increases by an amount equal to twice your apostle level when you gain this feature. Whenever you gain a level in this class thereafter, your hit point maximum increases by an additional 2 hit points.
Channel Divinity - Blood
Starting at 2nd level, you have learned to use the following Channel Divinity options:
Channel Divinity: Drain
As an action, the blood apostle attempts to siphon off the life force of an enemy. Make a ranged spell attack against an enemy of your choice within 60 feet of you. On a hit, the target takes necrotic damage equal to 2d8 + your Wisdom modifier and you regain hit points equal to the damage dealt.
This damage (and in turn the healing) increases by 2d8 when you reach 5th level (4d8), 11th level (5d8) and 17th level (7d8).
Channel Divinity: Corrupt
As an action, you may try to turn a creature's body against it. You force a creature within 60 feet to make a Wisdom saving throw. On a failed saving throw the creature takes psychic damage equal to 2d8 + your Wisdom modifier and is either blinded, deafened or poisoned (your choice) for 1 minute. On a success, the creature takes half as much damage and isn't affected by a condition.
The creature may make another Wisdom saving throw at the start of each of its turns, ending the condition affecting it on a success.
This damage increases by 2d8 when you reach 5th level (4d8), 11th level (5d8) and 17th level (7d8).
Blood Curse
Starting at 3rd level, you may use blood to weaken your foes. As a bonus action, while you hold at least a vial full of blood, you may use the blood to curse a creature of your choice within 60 feet. It has disadvantage on the next saving throw you force it to make.
If it is the blood of that very creature, it instead has disadvantage on all saving throws until the end of your next turn. Regardless of the blood's origin, it is consumed if you use it to activate this feature.
Blood Knowledge
By 6th level, the blood apostle has become adept at gleaning information about a creature from its blood.
If you have at least a drop of blood from a creature or a creature similar to it (e.g. same subspecies) somewhere on your person, you gain advantage on Nature, Medicine, and Survival checks made to identify and track the creature, as well as identifying its weaknesses and condition.
Foreign Aid
By 8th level, the blood apostle can use the blood of other creatures to pay the price for his abilities. As a bonus action, you may force a creature within 60 feet of you to make a Constitution saving throw.
On a failure, you may use their hit points to pay for your next use of Blood is Power. In this case, instead of their hit points just being taken, they take necrotic damage equal to the amount you want to sacrifice (the maximum is still your apostle level).
You may use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all uses after finishing a long rest.
Life Master
Starting at 14th level, the blood apostle has become a master of utilising life force. As long as you use your own hit points, you now only actually lose half the hit points you sacrifice for Blood is Power and the damage is increased to your Wisdom modifier + three times the number of sacrificed hit points. The poisoned condition caused by Blood is Power now ignores immunity to the poisoned condition.
Additionally, you gain resistance to necrotic damage.
Apostle Spell List
Should any homebrews or official materials add spells to the cleric spell list, add them to this list. This class is intended to be kind of an alternative to the Cleric, so go nuts.
Cantrips
- Blade Ward
- Chill Touch
- Control Flames
- Friends
- Guidance
- Light
- Magic Stone
- Mending
- Message
- Prestidigitation
- Resistance
- Sacred Flame
- Spare the Dying
- Thaumaturgy
- Toll the Dead
- Word of Radiance
1st Level
- Bane
- Bless
- Ceremony
- Command
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Mage Armor
- Protection from Evil/Good
- Purify Food and Drink
- Sanctuary
- SHield
- Shield of Faith
2nd Level
- Aid
- Augury
- Blindness/Deafness
- Calm Emotions
- Continual Flame
- Darkvision
- Detect Thoughts
- Enthrall
- Gentle Repose
- Hold Person
- Lesser Restoration
- Locate Object
- Mind Spike
- Prayer of Healing
- Protection from Poison
- See Invisibility
- Silence
- Suggestion
- Warding Bond
- Zone of Truth
3rd Level
- Animate Dead
- Aura of Vitality
- Beacon of Hope
- Bestow Curse
- Clairvoyance
- Create Food and Water
- Daylight
- Dispel Magic
- Fear
- Feign Death
- Glyph of Warding
- Life Transference
- Lightning Bolt
- Magic Circle
- Mass Healing Word
- Meld Into Stone
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Spirit Guardians
- Tongues
- Water Walk
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Blight
- Control Water
- Death Ward
- Divination
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Stone Shape
5th Level
- Awaken
- Commune
- Contagion
- Dawn
- Dispel Evil and Good
- Flame Strike
- Geas
- Greater Restoration
- Hallow
- Holy Weapon
- Insect Plague
- Legend Lore
- Mass Cure Wounds
- Raise Dead
- Reincarnate
- Scrying
- Wall of Light
6th Level
- Blade barrier
- Circle of Death
- Create Undead
- Find the Path
- Flesh to Stone
- Forbiddance
- Harm
- Heal
- Heroes' Feast
- Planar Ally
- Soul Cage
- Sunbeam
- True Seeing
- Word of Recall
7th Level
- Conjure Celestial
- Divine Word
- Etherealness
- Fire Storm
- Plane Shift
- Power Word Pain
- Regenerate
- Resurrection
- Symbol
- Temple of the Gods
8th Level
- Antimagic Field
- Control Weather
- Earthquake
- Holy Aura
- Mind Blank
- Power Word: Stun
- Sunburst
9th Level
- Astral Projection
- Foresight
- Gate
- Imprisonment
- Mass Heal
- Power Word: Heal
- Power Word: Kill
- True Resurrection
- Wish
Choir Effects and Descriptions
When an apostle has found their path, their body changes both in obvious and less obvious ways. Some may be small changes such as hair, or skin tone, while others grow scales or their eyes may start to glow with bright or eerie light. Based on their path, they may roll (or choose) how their path affects them. You can do so as many times as you wish.
These are just some suggestions to get you started, there are nearly infinite possibilities for you to chose from - though you should keep it appropriate to the Choir.
Should you have chosen to play an evil character or deity, an alternative name for "Choir" would be "Cabal".
Choir of Mercy
Apostles of Mercy tend to be of a good alignment, as well as good natured. They protect the innocent through their healing and protection, serving much as temple healers, but are still dangerous to their foes, especially those vulnerable to holy energies.
They protect rather than attack, and are paragons of what lawful good societies believe divine individuals should be.
Choir of Mercy Effects
Roll | Effect |
---|---|
1 | Your veins glow subtly, and your skin has a slight shine to it. |
2 | Your eyes become a bright golden yellow. |
3 | You sprout small wings. Not enough to allow you to fly, but they look really neat. |
4 | Your resounding voice puts people at ease. |
5 | Fruit you touch instantly ripens. |
6 | A dim halo floats above your head. You can hide it at will. |
Choir of Justice
Apostles of the Choir of Justice are just as their name implies: they are paragons of action in the name of justice. They punish heretics, and are commonly found on the forefront of actions against chaotic entities that destroy that which is most important: order. They therefore tend to be of a lawful disposition.
Many justice apostles are present in temples, but more as enforcement of the beliefs and ones to deal with outsiders or criminals that are committing acts against those the temples are sworn to protect. Their power lies in their ability to smite the enemies of their god, which they can use to help heal those they protect.
Choir of Justice Effects
Roll | Effect |
---|---|
1 | Your natural tone becomes more commanding. |
2 | Your eyes glow a golden yellow or fiery red. |
3 | Items you hold give off a faint glow. |
4 | You tend to accidentally interrogate people you meet. |
5 | Metal you touch grows warm. |
6 | A spiked steel halo floats above your head. You can hide it at will. |
Choir of Blood
Blood apostles are a different breed of those blessed by divinity and come in many forms. Some are sadistic, monstrous individuals that take life from the innocent to empower their own work, while some use their own life energy to save those in need. Others simply feel using life to take someone's life is a pure form of balance.
Consider what the apostle's motivation is for using life energy. Some may think it is wrong to use energy that is not purely their own or their enemies', others believe that blood and life is the most pure form of energy and power. Others may simply believe that stealing as much life as possible will grant them immortality.
Choir of Blood Effects
Roll | Effect |
---|---|
1 | You can sense when someone is nervous or injured. |
2 | Your skin is unnaturally pale. |
3 | People feel faint when they touch you. |
4 | Blood near you tends to draw toward you at a slow pace. |
5 | Non-predatory animals are afraid to go near you. |
6 | A dark copper halo floats above your head. You can hide it at will. |
Credits
Credit goes to the following people:
Sean Leath - For coming up with the "Priestess" class that this is partially based on and giving me the idea in the first place.
Ju Hee Yoon - For the cover art, which I shamelessly copied off of google