Apostle (5e Class)
Apostle[edit]
Apostles are the demonic servants of their eternal overlords. In order to become an apostle, one must be in possession of a behelit, a small, egg shaped object with scattered facial features. As slaves to fate, one can not be separated from their behelit. Even if it were to be buried under 1,000 feet of stone, or be thrown into a volcano, it will come to its “owner” in their “time of desire”. When an owner of a behelit is at their weakest moment, such as when they are on the brink of death, the behelit opens a small portal to an unknown realm of the Abyss. There, they meet 5 incredibly powerful demons known as the God Hand who offer to give them all that they desire in exchange for their humanity and the lives of those they love. Should they accept, as is inevitable by fate, they become an apostle. When transformed, apostles typically have beastial features and grow to a large size. They care little for humanity, seeing them as a food source. There is no afterlife for an apostle. Apostles do not age. Should they die, their soul enters the vortex of souls that the God Hand draws their power from. They can not be ressurected by any means or have their soul trapped while still being an apostle. Should an apostle rebel, they are constantly under attack by those that are still loyal.
Creating an Apostle[edit]
The God Hand, Kentaro Miura |
When did you become an apostle? Who did you sacrifice? Do you serve willingly, joyfully, or not at all? Are you on a mission, or simply indulging in your desire?
- Quick Build
You can make an Apostle quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Stength or Dexterity. Second, choose the Dark Lord background.
Class Features
As a Apostle you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Apostle level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Apostle level after 1st
- Proficiencies
Armor: Either light or heavy armor.
Weapons: Simple Weapons and either Martial Melee or Martial Ranged.
Tools:
Saving Throws: Constitution and Strength or Dexterity
Skills: Choose 3: Athletics, Acrobatics, Stealth, Intimidation, Persuasion, Perception, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One weapon you are proficient with.
- (a) Leather armor or (b) Plate armor.
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Apostle Transformation |
2nd | +2 | Fighting Style |
3rd | +2 | Sadism |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Sadism improvement |
7th | +3 | Impenetrable Armor |
8th | +3 | Ability Score Improvement |
9th | +4 | Apostle Transformation feature |
10th | +4 | Inhuman Power |
11th | +4 | Enhanced Senses |
12th | +4 | Ability Score Improvement |
13th | +5 | Inhuman Power improvement |
14th | +5 | Enhanced Senses improvement |
15th | +5 | Extra Attack (2) |
16th | +5 | Ability Score Improvement |
17th | +6 | Apostle Transformation feature |
18th | +6 | Impenetrable Armor improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Apostle Transformation feature |
Apostle Transformation[edit]
At 1st level, you chose a transformation. Choose between Nosferatu, Archer, Fae, Dragon, and Struggler, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 9th, 17th, and 20th.
While in your demonic transformation, as outlined in each subclass, humanoids must succeed a DC 15 Charisma saving throw or become frightened for 2d4 rounds.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Sadism[edit]
At 3rd level, when you attack a creature, you can choose to make a DC 20 Wisdom saving throw. On a success, you gain temporary hit points equal to your level + your proficiency bonus. You can use this feature a number of times equal to twice your proficiency bonus, regaining all uses of this feature at the end of a long rest.
At 6th level, this feature's DC is decreased to 16 and the temporary hit points gained are doubled.
Ability Score Increase[edit]
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.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.
Impenetrable Armor[edit]
At 7th level, as an action, your skin has grown harder and tougher. You gain resistance to bludgeoning, slashing, and piercing damage from non-magical attacks for 1 minute. You may use this feature once, regaining use at the end of a long rest.
At 18th level, this resistance is not bypassed by magical attacks.
Enhanced Senses[edit]
At 11th level, when making a Survival or Perception check, you can add your proficiency bonus an additional time. At 14th level, you can no longer be surprised.
Inhuman Power[edit]
At 10th level, your might as an apostle has increased to absurd levels. When you deal damage, you may lose your temporary hit points and deal an equal amount of additional damage.
At 13th level, if you only make 1 attack when you take the Attack action, you do not lose your temporary hit points.
Nosferatu[edit]
“Have you come to be killed?”
Nosferatu means immortal. These apostles are highly skilled warriors who live to find a real challenge, though few find one.
- Unfathomable Warrior
At 1st level, while not using Demonic Form, you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- Demonic Form
At 9th level, as a full turn action, you can transform into your true form. You can not wield one-handed or ranged weapons, but you gain natural claws and vast wings and can wield two-handed, but not heavy, weapons as if they were light. You gain a flying speed of 35 feet, and can act as a mount for up to 4 medium creatures. Your claws each deal 1d8 + your Strength modifier on a hit. This form lasts up to 10 hours, after which you can not transform again until you finish a short rest.
- The Immortal
At 17th level, while transformed, your Strength and Constitution maximum scores become 22. You can increase one of said scores by 2, or both by 1.
- Regeneration
At 20th level, as an action, you can regain 4d10 + your Constitution modifier hit points. You regain use of this feature at the end of a long rest.
Archer[edit]
“For days you continue to hunt your prey running through the wilderness. You hide alone deep in the forest, night after night, until you lose any sense of time, and then... before you know it, you yourself have become a beast as well.”
Archer apostles are masters of ranged combat. Their demonic form is similar to a tall, thin wolf with large horns and a single eye with a human torso sprouting from its hips.
- Expert Archer
At 1st level, you gain a +1 bonus to attack and damage rolls with ranged weapons, and the ranges of ranged weapons you wield are increased by 10 feet.
- Demonic Form
At 9th level, you can transform into your true form as rooting action. Your movement speed increases by +10 feet. In addition, your wolf-head's horns can be used as a Light Ballista or Composite Bow. You can be used as a mount for 1 medium creature. This form lasts up to 24 hours, after which you can not transform again until the end of a long rest.
- Quick Shot
At 17th level, while acting like a Composite Bow, your horns gain the short burst (3) property. Your Dexterity score maximum is increased by 2.
- Dead Eye
At 20th level, your Dexterity score and its maximum are increased by 2, and you gain an additional +1 bonus to attack and damage rolls with ranged weapons
Fae[edit]
“There is no paradise for you to escape to.”
Fae apostles take appearances similar to moths, making them easily mistakable for true fey. They often target small children, using them as materials to create false fairies easily mistakable as pixies, though they are much more violent.
- False Fairy
At 1st level, you are permanently in your demonic form. You gain a flying speed of 30 feet. Your Dexterity score maximum is increased by 2. Your demonic form does not frighten humanoids.
- Stinger
At 9th level, you gain use of your stinger. It deals 1d12 + your Dexterity modifier acid damage on a hit, and only one attack can be made with your stinger per turn.
- Conversion
At 17th level, you can place unconscious humanoids into pods your body creates as an action. After 2d20 hours, they become pixies. These pixies are fiends instead of fey and are under your control. You can have up to 4 pixies at a time.
- Supersonic
At 20th level, as a rooting free action, you can move up to 120 feet in one direction, but no less than 40. At the end of the movement, you make a stinger attack against every creature within 10 feet. This attack has a +5 bonus to its attack and damage rolls. You may use this feature once, regaining use at the end of a long rest.
Dragon[edit]
"To meet death in battle is every warrior's long-cherished aspiration!"
Dragon apostles are honorable warriors. Unlike Nosferatu apostles, they do not fight to bring death, but to meet it. Their demonic form resembles a crystalline dragon, reflecting their indomitable strength.
- Indomitable
At 1st level, while wearing heavy armor, you have advantage against effects that would move you against your will or frighten you.
- Demonic Form
At 9th level, as a full turn action, you enter your true form. Your size increases by 1 category to a minimum of Large. You can not wield weapons, but may make stomp and bite attacks. Your stomps deal 1d6 + your Constitution modifier bludgeoning damage and your bite deals 1d10 + your Constitution modifier fire damage. You can only make 1 bite attack per turn. Your AC becomes 16 + your Constitution modifier. This form lasts for 2 hours, after which you must complete a long rest before using it again.
- Dragon's Breath
At 17th level, while transformed, you gain access to the dragonborn’s breath weapon feature. If you already had a breath weapon feature, you gain 1 additional use. You decide this attack's type when making the attack. Using this feature reduces your movement speed to 0 until the beginning of your next turn and decreases your transformation’s length by 30 minutes.
- Corundum Skin
At 20th level, while transformed, you gain a +3 bonus to your AC and you can not become charmed, frightened, or paralyzed.
Cloak[edit]
"It's still too early to leave. We haven't yet seen blood."
Apostles of the cloak are conniving, giving their loyalty to none. They serve their masters simply out of reverence of their strength.
- Demonic Form
At 1st level, while in your demonic form, you can not wear armor and you can add your Dexterity modifier to your AC twice. This lasts up to 12 hours, regaining use at the end of a short rest.
- Amorphous Cloak
At 9th level, while transformed, you can squeeze through spaces as small as 1 inch and you gain proficiency or expertise in Stealth and Perception.
- Weaponized Transformation
At 17th level, while transformed, you can morph your hands into any melee weapon as a bonus action. These weapons can only be wielded by you, you can not be disarmed, and you must spend a bonus action to destroy the weapon to regain use of your hands.
- Light as a Feather
At 20th level, while transformed, you gain a flying speed equal to your movement speed.
Struggler[edit]
“A beast, a monster? Don't make me laugh. I am me, and nothing on earth can change me, no matter who chases me.“
A Struggler is one that has defied the God Hand, and therefore fate itself. They do not have the power of other apostles, instead drawing their strength from their humanity.
- Brand of Sacrifice
At 1st level, when you are reduced to 0 hit points, you can instead drop to 1. You may use this feature once, regaining use at the end of a long rest. You are aware of any fiends, celestials, monstrosities, undead, and aberrations that come within 200 feet of you.
- Dragonslayer
At 9th level, weapons with the heavy property gain +1 on attack and damage rolls. This increases by +2 when attacking creatures with types mentioned in Brand of Sacrifice.
- Blood and Guts
At 17th level, you can grant an enemy advantage to hit with attacks until the end of their turn. If they hit, you gain advantage against them on attack rolls or grappling checks until the end of your turn. This can be done up to 3 times against a single creature, regaining use at the end of a long rest.
- Berserk
At 20th level, you can drop to 1 hit point instead of dying or becoming unconscious 2 additional times. You have advantage against being Frightened and Charmed, and against Intimidation checks made against you.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Apostle class, you must meet these prerequisites: Constitution 16
Proficiencies. When you multiclass into the Apostle class, you gain the following proficiencies: Intimidation, Persuasion.
Back to Main Page → 5e Homebrew → Classes