Apostate Sovereign (3.5e Prestige Class)

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Apostate Sovereign[edit]

I used to serve a god, but now I am the one who decides my fate. No longer a vessel of another’s will, I command my own destiny
—Kaelar Vryn, Elf Apostate Sovereign, Myself
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Becoming a Apostate Sovereign[edit]

Beings pursue this class to break free from divine chains, embracing self-made power. Typically former paladins, clerics, or warlocks, they value resilience, spellcasting, and unshakable willpower.

Entry Requirements
Alignment: Any
Base Attack Bonus: +3
Race: Any
Skills: N/A
Feats: N/A
Spellcasting: N/A
Patron: Any
Domains: Any
Special: Must Have A deity You use to worship ,Or a Devout Leader

Ascension Path[edit]

At the start of their journey, the Apostate Sovereign chooses one ability from any available skill tree regardless of requirements (for flavor, this could be anything from a combat ability to a mystical power). They can then choose up to 4 other abilities, but they must meet the skill point cost and any prerequisites.

Skill Trees: The skill tree is divided into seven distinct paths (called "Disciplines" for flavor):

1. Warrior Discipline (1d10 Hit Die) - - 2. Destroyer Discipline (1d20 Hit Die) -- -- 3. Assassin Discipline (1d4 Hit Die) - - 4. Tempest Discipline (1d2 Hit Die) - - 5. Enchanter Discipline (1d6 Hit Die) - - 6. Sentinel Discipline (1d8 Hit Die) - - 7. Titan Discipline (1d12 Hit Die) - - Each Discipline determines the Hit Die (ranging from 1d2 to 1d20) based on playstyle preference.

Ascension Path (Skill Point Allocation)[edit]

- For every level in any base class taken before entering the Apostate Sovereign prestige class, the character gains +10 skill points per level Up in the Apostate Sovereign class. - - - For every level in Devout Vessel, the character gains +50 skill points per level up in the Apostate Sovereign class.

Example: A Devout Vessel with 3 levels in their base class and 3 in Devout Vessel would gain **150 skill points** per level in Apostate Sovereign, allowing for quicker progression through the skill trees.

Skill Trees and Discipline Choices[edit]

Upon entering the class, you must choose a Discipline to follow. This Discipline will define your Hit Die and will offer unique abilities that can be further customized. However, if you want to select abilities outside of your Discipline, the cost is tripled.

Each Discipline has a flavor that fits different playstyles, offering combinations of abilities focused on offense, defense, magic, or speed.


Disciplines & Their Traits[edit]

- - 1. Warrior Discipline (1d10 Hit Die)

  - Focus: Physical combat, tanking, and durability.  
  - Traits: Balanced health, great for front-line fighters. Moderate skill point costs.

- - 2. Destroyer Discipline (1d20 Hit Die)

  - Focus: Unmatched offensive power at the cost of health.  
  - Traits: Massive damage output but extreme health sacrifices and high prerequisites for abilities. Unstable but incredibly deadly.

- - 3. Assassin Discipline (1d4 Hit Die)

  - Focus: Speed, stealth, and high damage.  
  - Traits: Low health, high mobility, and quick kills. Best for hit-and-run tactics.

- - 4. Tempest Discipline (1d2 Hit Die)

  - Focus: Speed and damage at the cost of survivability.  
  - Traits: High mobility, fast attacks, but very low defense. Great for overwhelming enemies quickly.

- - 5. Enchanter Discipline (1d6 Hit Die)

  - Focus: Magic, control, and utility.  
  - Traits: Moderate health, moderate damage, but strong magical abilities. Perfect for those who prefer versatility.

- - 6. Sentinel Discipline (1d8 Hit Die)

  - Focus: Defense, support, and healing.  
  - Traits: Strong defense, high health, and supportive abilities. Ideal for those who protect allies or serve as tanks.

- - 7. Titan Discipline (1d12 Hit Die)

  - Focus: Immense physical power and endurance.  
  - Traits: Exceptional health, high damage, but somewhat slower compared to the others. Perfect for those who prefer brute strength.

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Skill Point System & Tree Evolution[edit]

The skill points earned from levels in base classes and Devout Vessel allow the Apostate Sovereign to invest in a wide range of abilities from any Discipline they’ve chosen.

- Starting Tree: When you enter the class, you choose one base ability regardless of the usual prerequisites, followed by up to 4 others as long as you meet their requirements. - Skill Tree Expansion: From this point forward, you add or remove abilities as you level up, but each tree is locked once you choose it. You can still use abilities from other trees, but the cost for doing so will be tripled.





Fortitude, Reflex, and Will Saves (Based on Discipline Choice)[edit]

Each Discipline has different scaling for Fortitude (Fort), Reflex (Ref), and Will saves. These are designed to reflect the core strengths of each discipline, with the lower hit-die disciplines (like 1d2 and 1d4) focusing on survivability and the higher hit-die disciplines (like 1d20) focusing more on raw power, hence the save scaling difference.


Save Progression:


Fortitude, Reflex, and Will saves follow the discipline’s hit die and combat style, as outlined below. The max bonus any character can reach is +4, as a balance measure. 1. Warrior Discipline (1d10 Hit Die)


Fortitude: +2 per level


Reflex: +1 per level


Will: +1 per level


Rationale: The Warrior is balanced, with a slight edge in Fortitude for physical resilience and average mental fortitude. 2. Destroyer Discipline (1d20 Hit Die)


Fortitude: 0.5 per level


Reflex: 0.5 per level


Will: 0.5 per level


Rationale: The Destroyer gets 0.5 per level in all saves. This means they'll pick and choose where they allocate their 0.5 per level, giving the player some flexibility but with the trade-off of lower overall save growth. They must decide whether to focus more on defense or mental fortitude. 3. Assassin Discipline (1d4 Hit Die)


Fortitude: +4 at level 1, +2 per level thereafter


Reflex: +2 per level


Will: +1 per level


Rationale: The Assassin focuses on agility and speed, thus high Reflex saves, but compensates with strong Fortitude to avoid being easily overwhelmed. Assassins are mentally sharp but not overpowered in that area. 4. Tempest Discipline (1d2 Hit Die)


Fortitude: +2 per level


Reflex: +4 per level


Will: +1 per level


Rationale: The Tempest is incredibly quick and agile, so they get high Reflex saves. However, with low hit dice and fragile health, they need strong Fortitude to avoid getting overwhelmed in physical combat. Their Will saves remain average. 5. Enchanter Discipline (1d6 Hit Die)


Fortitude: +1 per level


Reflex: +1 per level


Will: +2 per level


Rationale: The Enchanter’s power is in their ability to control the flow of magic, so their Will saves are slightly stronger. They are moderately resilient in physical combat with a balanced Fortitude and Reflex save progression. 6. Sentinel Discipline (1d8 Hit Die)


Fortitude: +2 per level


Reflex: +1 per level


Will: +1 per level


Rationale: The Sentinel is built for defense and protection, and it shows with strong Fortitude saves. They are decent in Reflex and Will, balancing the need to resist physical and mental challenges. 7. Titan Discipline (1d12 Hit Die)


Fortitude: +3 per level


Reflex: +0.5 per level


Will: +1 per level


Rationale: Titans are durable, focused on raw physical endurance, and their Fortitude saves reflect this. While their Reflex and Will are lower than other classes, their Fortitude makes them great tanks.


Base Attack Bonus (BAB)[edit]

The Base Attack Bonus (BAB) progression is a bit more nuanced, based on the character's discipline and balancing for power.


Warrior Discipline: +1 per level (Balanced martial fighter)


Destroyer Discipline: +0.5 per level (More powerful abilities but slower attack progression)


Assassin Discipline: +3 per level (Fast, deadly attacks)


Tempest Discipline: +6 per level (Incredibly quick, focuses on speed over power)


Enchanter Discipline: +0.5 per level (Focus on magic, not physical combat)


Sentinel Discipline: +1 per level (Balanced defense and offense)


Titan Discipline: +0.5 per level (Brute strength, slower to attack but higher damage per strike)


Notes on BAB and Discipline:


Destroyer: The 0.5 BAB progression represents their overwhelming power potential at the cost of slower physical attack progression. The character will rely more on their devastating abilities than regular strikes, which are slower to grow. Overall System Flow:


Fort, Ref, and Will are governed by the chosen discipline. Higher hit-die classes get faster progression in saves, but lower hit-die classes get stronger saves to compensate for their fragility. BAB progresses in tandem with the discipline’s focus. Low hit-die classes may have slightly slower BAB but compensate with powerful abilities. Max Save Bonus: The +4 cap keeps things balanced. No character can surpass +4 for saves, ensuring no one discipline feels too dominant in one aspect of defense.


Warrior Discipline Skill Tree (Expanded)[edit]

Tier 1 (Base Abilities)[edit]

Unyielding Stance Cost: 10 SP Prerequisite: None Effect: Gain +1 to AC and +2 to Fortitude saves while not wearing heavy armor. Upgrade:


Improved Unyielding Stance: +2 to AC and +3 to Fortitude saves. Cost: 10 SP Prerequisite: Unyielding Stance Description: You refine your defensive stance, making it even harder to hit and more resilient against physical attacks.


Warrior’s Focus Cost: 10 SP Prerequisite: None Effect: Gain +2 to attack rolls and damage rolls for 1 round per level once per day. Upgrade:


Improved Warrior’s Focus: +3 to attack and damage rolls, and the duration extends to 2 rounds. Cost: 15 SP Prerequisite: Warrior’s Focus Description: Your focus sharpens further, allowing for a longer duration of enhanced combat abilities.


Crushing Blow Cost: 10 SP Prerequisite: None Effect: Your first attack in combat each day deals an additional +2 damage. Upgrade:


Devastating Blow: +4 damage on the first attack. Cost: 10 SP Prerequisite: Crushing Blow Description: You start your battles with overwhelming force, striking with precision.


Battle Awareness Cost: 10 SP Prerequisite: None Effect: Gain +2 to Perception checks and initiative rolls. Upgrade:


Heightened Reflexes: +4 to Perception checks and initiative rolls. Cost: 10 SP Prerequisite: Battle Awareness Description: Your keen senses sharpen, making you quicker to react in combat.


Tier 2 (First Expansion)[edit]

Unstoppable Force Cost: 20 SP Prerequisite: Unyielding Stance Effect: Gain +2 to damage rolls and +1 to all saves against being moved (such as being knocked back). Upgrade:


Unstoppable Charge: You can move 10 feet while making a full-attack action without provoking attacks of opportunity. Cost: 15 SP Prerequisite: Unstoppable Force Description: You become a force of nature, charging through enemies without hesitation.


Shield Bearer Cost: 20 SP Prerequisite: Unyielding Stance Effect: Gain the benefits of a Shield Bonus to AC even if you are not using a physical shield. This stacks with other AC modifiers. Upgrade:


Fortified Shield: You gain +2 to Shield Bonus and can deflect up to 5 points of damage from ranged attacks. Cost: 15 SP Prerequisite: Shield Bearer Description: Your shield mastery extends to absorbing even more damage, providing better defense from ranged combat.



Combat Reflexes Cost: 20 SP Prerequisite: None Effect: You can make an additional attack of opportunity per round. Upgrade:


Advanced Reflexes: You gain two additional attacks of opportunity per round. Cost: 20 SP Prerequisite: Combat Reflexes Description: Your reflexes in combat are so honed that you can react to multiple threats at once.


Tactical Advantage Cost: 20 SP Prerequisite: None Effect: When flanking, gain +2 to attack rolls and damage rolls. Upgrade:


Master of Flanking: Increase the bonus to +4 to attack and damage rolls when flanking. Cost: 20 SP Prerequisite: Tactical Advantage Description: Your expertise in battle tactics allows you to exploit weaknesses in your enemy’s defense.


Dreadful Roar Cost: 20 SP Prerequisite: None Effect: Once per day, you can unleash a fear-inducing roar. Enemies within 10 feet must succeed on a Will save or be shaken for 1 round per level. Upgrade:


Intimidating Howl: Enemies are frightened instead of shaken. Cost: 20 SP Prerequisite: Dreadful Roar Description: Your roar shakes the courage of your foes, making them second guess their actions.


Tier 3 (Specialized Abilities)[edit]

Relentless Strike Cost: 30 SP Prerequisite: Warrior’s Focus Effect: Once per day, when you make a melee attack, you can add your Strength modifier to the damage twice instead of once. Upgrade:


Unstoppable Strike: Double the damage on every attack made during a round when you activate Relentless Strike. Cost: 25 SP Prerequisite: Relentless Strike Description: Your relentless nature allows you to maximize the force of every strike during the focused burst.


Toughness of Steel Cost: 30 SP Prerequisite: Unyielding Stance Effect: Gain resistance to all damage types equal to half your character level (rounded up). Upgrade:


Indestructible: Gain resistance equal to your character level, and your hit points cannot be reduced by more than half in a single attack. Cost: 25 SP Prerequisite: Toughness of Steel Description: You become a walking fortress, able to shrug off damage like an unyielding juggernaut.


Warrior’s Endurance Cost: 30 SP Prerequisite: Toughness of Steel Effect: Gain +10 temporary hit points per day. Upgrade:


Enduring Might: Gain +20 temporary hit points per day. Cost: 25 SP Prerequisite: Warrior’s Endurance Description: You tap into the depths of your endurance, gaining a buffer against damage.


Focused Assault Cost: 30 SP Prerequisite: Warrior’s Focus Effect: Gain an additional +1 to attack and damage rolls for each successful attack you make on your turn. Upgrade:


Precision Strikes: The bonus increases to +2 for each attack you land. Cost: 25 SP Prerequisite: Focused Assault Description: Your attacks become more precise the longer you remain focused in combat.


Defender’s Stance Cost: 30 SP Prerequisite: Shield Bearer Effect: Gain +2 to AC and +2 to all saves against being knocked prone or pushed while holding a shield. Upgrade:


Unyielding Defender: +4 to AC and +4 to saves against being knocked prone or pushed. Cost: 25 SP Prerequisite: Defender’s Stance Description: You stand firm like an unmovable bastion, providing unmatched defense.


Tier 4 (Advanced Abilities)[edit]

Endless Endurance Cost: 40 SP Prerequisite: Unstoppable Force, Toughness of Steel Effect: You can take damage that would otherwise reduce you to 0 hit points, once per day, as though you were reduced to 1 hit point. Upgrade:


Eternal Warrior: You can use this ability twice per day, and each time you are reduced to 1 hit point, you gain temporary hit points equal to your character level. Cost: 25 SP Prerequisite: Endless Endurance Description: You tap into an endless reservoir of energy, surviving against all odds and fighting back with newfound strength.


Warrior’s Wrath Cost: 40 SP Prerequisite: Relentless Strike, Warrior’s Focus Effect: Once per day, you can deal double damage on all attacks for 1 round. Upgrade:


Fury Unleashed: You can activate this ability for 2 rounds, but each round you take -2 to your AC. Cost: 25 SP Prerequisite: Warrior’s Wrath Description: Your wrath is so powerful that it takes a toll on your defenses, but the sheer destruction you deal is worth the sacrifice.



Shield Wall Cost: 40 SP Prerequisite: Shield Bearer Effect: When you and an ally are adjacent to each other and both have shields, gain +2 to AC for each adjacent shield. Upgrade:


Impenetrable Shield Wall: Gain +4 to AC for each shield. Cost: 25 SP Prerequisite: Shield Wall Description: You form a solid defense with your allies, making it difficult for enemies to break through.


Counterstrike Cost: 40 SP Prerequisite: Relentless Strike Effect: When an enemy misses you with an attack, you can immediately make an attack of opportunity. Upgrade:


Furious Counter : Gain a second attack of opportunity when an enemy misses you. Cost: 25 SP Prerequisite: Counterstrike Description: You punish enemies who miss, turning their attack into an opportunity for you to strike back.


Reckless Assault Cost: 40 SP Prerequisite: Warrior’s Wrath Effect: When you use Warrior’s Wrath, you gain +2 to damage but -2 to AC for the duration. Upgrade:


Unhinged Fury: The damage bonus increases to +4, and the AC penalty is increased to -4. Cost: 25 SP Prerequisite: Reckless Assault Description: You throw caution to the wind and attack with abandon, increasing your power at the cost of defense.


Tier 5 (Legendary Abilities)[edit]

Titan’s Will Cost: 50 SP Prerequisite: Toughness of Steel, Warrior’s Wrath Effect: Once per day, when reduced to 0 hit points, you automatically stabilize and recover 1d10+your character level hit points at the start of your turn. Upgrade:


God’s Resolve: You can recover hit points even if you would be reduced to -1 or lower, and can act normally for 1 round. Cost: 30 SP Prerequisite: Titan’s Will Description: Your will to live is beyond mortal limits. Even the most lethal blows cannot take you down without a final fight.


Vengeful Strike Cost: 50 SP Prerequisite: Relentless Strike, Warrior’s Focus Effect: After an enemy deals damage to you, you can immediately make an attack as a free action. This attack deals +1d6 damage per 5 damage they dealt to you. Upgrade:


Vengeful Fury: You gain an additional attack per round during your vengeance strike, and the damage increases to +2d6 per 5 damage dealt. Cost: 30 SP Prerequisite: Vengeful Strike Description: Your fury knows no bounds. Each attack made in vengeance grows stronger as your enemies feel the wrath of your retaliation.



Savage Momentum Cost: 50 SP Prerequisite: Endless Endurance Effect: Once per day, when you drop an enemy to 0 hit points, you can immediately take another action as a free action. Upgrade:


Unstoppable Force: You can take two free actions instead of one after dropping an enemy. Cost: 30 SP Prerequisite: Savage Momentum Description: The thrill of combat spurs you on, allowing you to continue your onslaught without pause.


Unshakable Resolve Cost: 50 SP Prerequisite: Titan’s Will Effect: You can’t be stunned, dazed, or paralyzed, and you automatically recover from fear effects after 1 round. Upgrade:


Indomitable Will: You gain immunity to fear and can’t be hindered by paralysis or stuns for 1 minute. Cost: 30 SP Prerequisite: Unshakable Resolve Description: Your mental fortitude is unbreakable, allowing you to fight through any adversity.


Vengeful Reckoning Cost: 50 SP Prerequisite: Vengeful Strike Effect: After being damaged by an enemy, your next attack deals maximum damage and ignores damage reduction. Upgrade:


Wrath of the Fallen: You gain +2 attacks after being damaged, and all of them deal maximum damage. Cost: 30 SP Prerequisite: Vengeful Reckoning Description: Your anger empowers your strikes, allowing you to deal the maximum damage to your foes.


Warrior Discipline Passive Abilities (Expanded)[edit]

Steel Skin Cost: 15 SP Effect: +2 natural armor bonus to AC. Upgrade:


Armored Hide: Increase natural armor to +4. Cost: 15 SP Prerequisite: Steel Skin Description: Your body hardens like armor, making it more difficult to penetrate your defenses.


Battle Hardened Cost: 20 SP Effect: +2 to all Fortitude and Reflex saves. Upgrade:


Iron Will: Gain +4 to all Fortitude, Reflex, and Will saves. Cost: 20 SP Prerequisite: Battle Hardened Description: Years of training and combat have forged you into an unbreakable force of nature, with resolve against all forms of danger.


Unyielding Spirit Cost: 15 SP Effect: Gain +2 to Will saves against fear and mind-affecting effects. Upgrade:


Unbreakable Will: Gain +4 to Will saves against fear and mind-affecting effects. Cost: 15 SP Prerequisite: Unyielding Spirit Description: Your inner strength keeps you grounded and unshaken by mental attacks.


Iron Grip Cost: 15 SP Effect: Gain +2 to checks made to maintain a grapple or disarm. Upgrade:


Unyielding Hold: Gain +4 to checks made to maintain a grapple or disarm. Cost: 15 SP Prerequisite: Iron Grip Description: Your strength and determination allow you to maintain control over your opponent in close quarters.


Enduring Fortitude Cost: 20 SP Effect: Gain resistance to a specific damage type (fire, cold, acid, etc.) equal to your character level divided by 2. Upgrade:


Master of Endurance: Gain resistance to all elemental damage types equal to half your character level. Cost: 20 SP Prerequisite: Enduring Fortitude Description: Your body has become adapted to endure the harshest elements and environmental effects.


Relentless Pursuit Cost: 20 SP Effect: When you reduce an enemy to 0 hit points, you gain +10 feet of movement for 1 round. Upgrade:


Hunger for the Hunt: +15 feet of movement, and the bonus lasts for 2 rounds. Cost: 20 SP Prerequisite: Relentless Pursuit Description: Your victory drives you forward, allowing you to close in on your next target faster.


Battleborn Cost: 20 SP Effect: Gain +1 attack roll and damage for each consecutive round you remain in combat (stacking up to 3 rounds). Upgrade:


Warrior’s Momentum: Gain +2 attack and damage for each consecutive round. Cost: 20 SP Prerequisite: Battleborn Description: The longer you fight, the stronger you become, as adrenaline and experience keep you at your peak.


Savage Fortitude Cost: 20 SP Effect: You gain +2 to all Fortitude saves against poison, disease, and other physical afflictions. Upgrade:


Immortal Resilience: You gain immunity to poisons and diseases. Cost: 20 SP Prerequisite: Savage Fortitude Description: Your body is tough, resistant to toxins, and can withstand even the harshest biological threats.


Furious Charge Cost: 25 SP Effect: When you charge an enemy, you gain +2 to damage and ignore difficult terrain for that charge. Upgrade:


Indomitable Charge: You gain +4 to damage, and you can charge through allies without penalty. Cost: 25 SP Prerequisite: Furious Charge Description: You plow through everything in your path when charging, gaining unstoppable momentum.


Iron Constitution Cost: 25 SP Effect: Gain +1 hit point per level. Upgrade:


Unyielding Vitality: Gain +2 hit points per level. Cost: 25 SP Prerequisite: Iron Constitution Description: Your body has been hardened, increasing your overall health and survivability.


Shield Mastery Cost: 25 SP Effect: Gain +1 Shield Bonus to AC. Upgrade:


Perfect Shielding: Increase Shield Bonus to +2, and gain immunity to being disarmed while wielding a shield. Cost: 25 SP Prerequisite: Shield Mastery Description: Your skill with shields is unmatched, providing better protection and security in battle.


Unyielding Will Cost: 30 SP Effect: You gain +2 to Will saves to resist mind-affecting abilities and magical effects. Upgrade:


Unstoppable Mind: Gain +4 to Will saves, and you cannot be charmed or dominated. Cost: 30 SP Prerequisite: Unyielding Will Description: Your mental strength is beyond normal, making you resistant to control and manipulation.



Destroyer Discipline Skill Tree (Expanded)[edit]

Weaknesses (Mandatory)[edit]

These weaknesses reflect the unstable and self-destructive nature of the Destroyer Discipline. They start immediately upon choosing this path.

Aura of Isolation Effect: Allies within 40 feet of you suffer a -2 penalty to attack rolls, saves, and skill checks due to the oppressive energy you emit. Description: The overwhelming destructive force within you radiates hostility, sapping the resolve of those who stand too close.


Unstable Power Effect: At the start of every combat, roll a d20. On a roll of 3 or less, your destructive energy overloads, dealing 1d6 damage per level to yourself and all creatures within 30 feet. Description: The raw chaos within you is uncontrollable, often manifesting in violent and unpredictable bursts of energy.


Forsaken by Divinity Effect: If you ever attempt to worship or make a pact with any deity, you immediately cease to exist, body and soul. No resurrection is possible. Description: The Destroyer rejects all gods, relying solely on their own power. To kneel to another would erase their very existence.


Soulbound Destruction Effect: Whenever you deal damage using a Destroyer ability, take A Quarter the damage dealt (rounded down) as backlash. Description: Your power feeds on your very essence, forcing you to sacrifice yourself to fuel your destructive potential.


Greed of the Self Effect: You cannot benefit from healing spells, potions, or any form of external aid. Only self-healing effects (if gained later) apply to you. Description: By rejecting all external forces, you forgo the comfort and safety of others, standing alone in your suffering.


Heavy Price of Power Effect: All Tier 1 abilities in the Destroyer skill tree cost 75 SP. However, you gain 50 SP per level instead of 10, plus the additional SP from other disciplines. You may forgo taking a level to gain SP only. Description: The Destroyer’s abilities are immensely powerful, but unlocking them requires an enormous sacrifice.


Burden of Hatred Effect: At the end of every rest Short or Long, take 1d2 damage per level due to the destructive energy eating away at your body. This damage cannot be reduced or negated. Description: Your hatred and power are a constant weight, wearing you down even in moments of rest.


Fragile Sanity Effect: Whenever you roll a natural 1 on an attack or saving throw, become confused for 1 round (as per the Confusion spell). Description: The immense power you wield takes a toll on your mind, leading to moments of instability and doubt.



Bound by Rage Effect: You cannot take the Dodge, Help, or Disengage actions. Description: Your destructive nature refuses retreat or cooperation; you are bound to confront threats head-on, no matter the cost.


Reckless Drawback Effect: Whenever you score a critical hit, your next attack has disadvantage. Description: The overwhelming rush of destruction leaves you unbalanced and vulnerable, momentarily unable to focus.


Shattered Bonds Effect: You cannot form or maintain any bond with an animal, mount, or familiar. Attempting to do so causes the creature to flee or die within 24 hours. Description: The energy radiating from you shatters all connections with natural or magical creatures, leaving you utterly alone.


Apathy of the Forsaken Effect: You cannot receive morale bonuses, bardic inspiration, or any benefits from encouragement or team-based effects. Description: Your rejection of divine and external aid extends to all forms of camaraderie, leaving you isolated even in a group.


Warped Reality Effect: Spells and abilities with a radius of effect (friendly or hostile) treat you as the center of the effect, even if you are not the target. Description: Your unstable energy warps reality around you, drawing all effects inward regardless of intent.


Mark of the Outcast Effect: Whenever you enter a settlement, your presence incites fear and hostility. NPCs are automatically unfriendly Or Neutral (But Never Friendly) , and merchants charge you double. Description: The energy you exude brands you as a pariah, unwelcomed and feared by society.


Fragile Mortality Effect: Your maximum HP is reduced by 1 per level while you are alive. If this reduction would lower your HP to 0, you die instantly and cannot be revived. Description: The destructive power within you eats away at your very essence, leaving you closer to death with each passing moment.


Campaign Information[edit]

Playing an Apostate Sovereign[edit]

Combat: The Apostate Sovereign is a flexible combatant, capable of adapting to any situation. They typically focus on dealing high damage, but their real strength lies in their versatility. They can be a tank, a glass cannon, or even a support character depending on their chosen discipline, making them unpredictable in battle.


Advancement: Apostate Sovereigns typically advance through their chosen discipline's skill tree, improving their combat abilities and gaining versatile powers. Multiclassing into other classes that enhance their chosen discipline's focus is highly beneficial. For example, combining with martial classes like Fighter or Barbarian will increase their durability, while combining with spellcasting classes like Sorcerer or Wizard can augment their magical abilities. Multiclassing with other divine classes can give a rich backstory and increase their lore or abilities.


Resources: Apostate Sovereigns are often lone wanderers, rejecting any traditional structure, including divine power, but they can form alliances with other outcasts or rebels. Organizations might offer them resources in exchange for their abilities, though these alliances are often temporary or tenuous. The Sovereign might also encounter rogue cults or secretive societies that have similarly turned away from their original divine masters, offering support, but often with ulterior motives.

Apostate Sovereign in the World[edit]

“Once, I was bound by the will of gods, but now, I shape my own fate."

Apostate Sovereigns stand in opposition to the divine powers, rejecting traditional orders or divine mandates. They typically fit into the world as outcasts or rebels, standing against divine oppression. They may be feared for their defiance, or viewed with distrust by those still bound to religious dogma. Their powers are unique, and those with knowledge of them often see them as dangerous, unpredictable, and immensely powerful.


NPC Reactions: - Friendly NPCs: May be wary but respect the Apostate Sovereign's power and independence.


- Hostile NPCs: Often view them as dangerous traitors or heretics, sometimes attacking on sight, especially if they are followers of the same god the Sovereign once served.


- Neutral NPCs: Likely to be skeptical but may ally with the Sovereign if their goals align.

Apostate Sovereign Lore[edit]

Characters with ranks in Religion, Knowledge (Arcana), or Knowledge (History) can research Apostate Sovereign to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Checks
DC Result
11 The Apostate Sovereign is a rare figure, often an individual who has turned away from a divine order, rejecting their god and taking control of their own fate.
16 Apostate Sovereigns are known to have rejected their divine patrons for a variety of reasons, often leading to their expulsion from religious circles. They gain power from this rejection, accessing abilities that allow them to manipulate both divine and arcane energies.
21 Their abilities are often seen as forbidden, and some say that they are haunted by the gods they rejected. Others claim they are the chosen of some unknown force that desires to dethrone the divine.
26 Some say that Apostate Sovereigns are the remnants of ancient religious orders that were destroyed. They could hold knowledge of forbidden secrets that have long been hidden, making them both a threat and a valuable asset to those who seek power.

Apostate Sovereign in the Game[edit]

The Apostate Sovereign can serve a variety of roles in the game. As an NPC, they might be a powerful and enigmatic figure whose allegiance is uncertain. As a PC, they offer flexibility, adapting to combat or social challenges as needed. Their unique ability to pick and choose powers from different skill trees makes them versatile and unpredictable. They can be both a formidable foe or a useful ally, depending on their chosen path.


Adaptation: Integrating Apostate Sovereigns into a campaign offers many possibilities. They could serve as a central figure in a plot about divine rebellion, or they might be a lone wanderer with a past they wish to leave behind. Their rejection of the divine can be a major plot point, either as a source of power or a burden that haunts them.


Sample Encounter: EL 10: Zarek Thorn, an Apostate Sovereign, is tracking down a divine artifact he once guarded as a Devout Vessel. He seeks it now to use its power against the very gods that once controlled him. The party may be hired by a religious order to stop him, or they might find themselves in an uneasy alliance, depending on their own relationship with the divine.


Zarek Thorn (Human Apostate Sovereign)


- CR: 10


- HP: 85 (10d6+40)


- AC: 19 (+4 armor, +1 Dex, +4 deflection)


- Attack: +7/+2 melee (Longsword)


- Save: Fort +6, Ref +5, Will +9


- Abilities: Str 14, Dex 16, Con 18, Int 12, Wis 10, Cha 14


- Skills: Knowledge (Religion) +12, Knowledge (Arcana) +9, Bluff +8, Intimidate +10


- Feats: Power Attack, Improved Initiative, Weapon Focus (Longsword)


- Abilities: Energy Drain (can siphon life force from enemies as a bonus action)