Apostle (5e Class)
Apostle
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
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 | Demonic Transformation |
2nd | +2 | — |
3rd | +2 | Sadism |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Sadism |
7th | +3 | Impenetrable Armor |
8th | +3 | Ability Score Improvement |
9th | +4 | Demonic Transformation |
10th | +4 | Extra Attack |
11th | +4 | Enhanced Senses |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Enhanced Senses |
15th | +5 | Extra Attack |
16th | +5 | Ability Score Improvement |
17th | +6 | Demonic Transformation |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Demonic Transformation |
Demonic Transformation
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.
Sadism
At 3rd level, when you attack a creature, you can choose to make a DC 22 Wisdom saving throw. On a success, you gain 1d6+your Proficiency bonus temporary hit points. You can succeed up to 5 times. You regain all uses of this feature at the end of a long rest. At 6th level, this feature’s DC is decreased to 18.
Ability Score Increase
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
At 5th level you gain an extra attack. You gain another at 10th level(2) and 15th level(3).
Impenetrable Armor
At 7th level, you become resistant to non-magical blugeoning, slashing, and piercing damage.
Enhanced Senses
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.
Nosferatu
“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 transformed, 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. 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 restore 2d20 hit points. You regain use of this feature at the end of a long rest.
Archer
“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, all ranged attack rolls and damage rolls are increased by +1 and both of their ranges are increased by 10 feet.
- Demonic Form
At 9th level, you can transform into your true form as an action at the cost of your movement speed. 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 burst fire(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. Ranged attack and damage rolls are increased by an additional +2.
Fae
“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 cap is increased to 22. 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. 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 +5 to its damage and attack rolls. You regain use of this feature at the end of a long rest.
Dragon
"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. 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 short rest before using it again.
- Dragon’s Breath
At 17th level, while transformed, you gain access to the dragonborn’s breath weapon feature. You decide this attack’s type when making the attack. Using this feature uses your movement speed for the turn and decreases your transformation’s length by 30 minutes.
- Corundum Skin
At 20th level, while transformed, your AC increases by +3 and you can not become charmed, frightened, or paralyzed.
Cloak
"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 -5 feet.
Struggler
“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 regain use of this feature 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
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.
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