Apotheosis (5e Class)
Apotheosis
An Apotheosis is a truly talented soldier, considered to be the perfect warrior who excels in all matters, be they in times of peace or times of war. While more specialized soldiers may exceed them in certain areas, one Apotheosis is capable of supporting their allies, no matter the situation.
Paragons of Balance
Apotheoses are skilled in nearly every field, both in and out of combat. Their level of expertise rivals that of artisans, and their combat prowess is comparable to experienced mercenaries. Though they may never truly master a particular skill, they take pride in being able to help with any problem.
Creating an Apotheosis
When creating an Apotheosis, consider what inspired you to train so vigorously in so many subjects. Were you taught by a warrior in combat, and a master of the arts in numerous skills? Perhaps you found an abandoned library filled with still-decipherable books on different subjects, leading you to master each skill in each book? Did you gradually learn over the duration of your travels, being taught by knowledgeable villagers you met during your journey? However you may have acquired so many skills, your dedication has earned you the honor of calling yourself an Apotheosis, a title wielded only by the universally skilled.
- Quick Build
You can make an Apotheosis quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the soldier background.
Class Features
As a Apotheosis you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Apotheosis level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Apotheosis level after 1st
- Proficiencies
Armor: All armors, Shields
Weapons: Simple weapons, martial weapons
Tools: Two of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose six from Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or (b) Leather, a longbow, and 20 arrows
- (a) A martial melee weapon and a shield or (b) Two martial melee weapons
- (a) A light crossbow and 20 bolts or (b) Three javelins
- A set of artisan's tools
- Any equipment pack
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4 × 10 gold pieces. in funds.
Level | Proficiency Bonus | Features | Trance Die | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Expertise | - | — | — | — | — | — |
2nd | +2 | Spellcasting, Vigor | - | 2 | — | — | — | — |
3rd | +2 | Quintessential Paradigm | - | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | - | 3 | — | — | — | — |
5th | +3 | Extra Attack | - | 4 | 2 | — | — | — |
6th | +3 | Trance | 1d4 | 4 | 2 | — | — | — |
7th | +3 | Quintessential Paradigm feature | 1d4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d4 | 4 | 3 | — | — | — |
9th | +4 | Grand Prowess | 1d6 | 4 | 3 | 2 | — | — |
10th | +4 | Quintessential Paradigm feature | 1d6 | 4 | 3 | 2 | — | — |
11th | +4 | Extra Attack | 1d6 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 4 | 3 | 3 | — | — |
13th | +5 | Commander's Guidance | 1d8 | 4 | 3 | 3 | 1 | — |
14th | +5 | True Mastery | 1d8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Quintessential Paradigm feature | 1d10 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 1d10 | 4 | 3 | 3 | 2 | — |
17th | +6 | Heaven's Guidance | 1d10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Quintessential Paradigm feature | 1d12 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 1d12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Exemplar | 1d12 | 4 | 3 | 3 | 3 | 2 |
Expertise
You have studied and trained in particular skills, enhancing your understanding to great levels. Choose four of your proficiencies, which can be any combination of skill proficiencies and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Spellcasting
By 2nd level, you have learned to cast spells as a means to enhance your versatility.
- Preparing and Casting Spells
The Apotheosis table shows how many spell slots you have to cast your spells. To cast one of your apotheosis spells of 1st level or higher, you must expend a slot of the spell's level or higher. If you expend a spell slot of a higher level than the spell's level, you do not gain the benefits of casting the spell at a higher level. You regain all expended spell slots when you finish a long rest.
You prepare the list of apotheosis spells that are available for you to cast, choosing from any spell list or combination of spell lists. When you do so, choose a number of spells equal to your Intelligence modifier + half your apotheosis level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. 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 apotheosis spells requires time spent memorizing the gestures and incantations of your new spells: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Intelligence is your spellcasting ability for your apotheosis spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an apotheosis spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your apotheosis spells.
Vigor
You have a spring of energy within you that can make you exceed your body's limitations. Also at 2nd level, on your turn, you can take one additional action and bonus action on top of your regular action and possible bonus action. However, upon using this feature, you suffer -2 AC and -10 speed until the end of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Quintessential Paradigm
At 3rd level, you chose a Quintessential Paradigm, a path for an apotheosis to focus their talents on. Choose between Generalist and Meister, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
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.
Extra Attack
Beginning 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 11th level.
Trance
You can reach an uncanny level of focus during your work. Beginning at 6th level, whenever you make an ability check, you can roll an additional die, whose size is determined by the number displayed under the Trance Die column of the Apotheosis table, adding the roll to the total value. You can only benefit from this feature once on any given roll.
You can use this feature a number of times equal to half of your proficiency bonus, rounded down, with a minimum of one. You regain all uses of this feature after finishing a long rest.
Grand Prowess
Your technique has improved vastly, and you can apply your knowledge of other subjects to subjects you are not skilled in. Beginning at 9th level, you add half of your proficiency bonus, rounded up, to all skills you are not proficient in. Additionally, you can add your proficiency bonus to your damage rolls.
Commander's Guidance
You can assist others in their endeavors by applying your wellspring of knowledge. Beginning at 13th level, when a creature within 10 feet of you makes an attack roll or an ability check with a skill that you are proficient in, you can expend a use of your Trance feature to grant them a bonus to their roll equal to half of the Trance Die's roll plus your proficiency bonus.
True Mastery
You have perfected one particular skill. Beginning at 14th level, choose one of your skill proficiencies or tool proficiencies. Your proficiency bonus is tripled for any ability check you make that uses the chosen proficiency. If the proficiency you chose benefits from Expertise or a similar feature that would double your proficiency bonus for that skill, that feature is removed in favor of this one.
Heaven's Guidance
Your instruction is supported by the divines themselves. Beginning at 17th level, when you use your Commander's Guidance feature, the target gains advantage on the roll as well.
Exemplar
You've knowledge of your skills equivalent to a library. Beginning at 20th level, you gain proficiency in all skills and tools, and you can choose four more skill proficiencies or tool proficiencies to benefit from your Expertise feature. Additionally, choose two saving throws that you are not proficient in. You gain proficiency with those saving throws.
Generalist
The ideal apotheosis is a master of all crafts, who excels in any situation and who can teach any subject efficiently with ease. An apotheosis should be able to wield magic as effectively as a blade, and a blade as effectively as a hammer. This is the ideal of the generalists, known also as jacks. Generalists strive to become adept in all trades, and combat is no exception.
- Artful Adept
You have grown more efficient in each of your crafts. Beginning at 3rd level, your proficiency bonus increases by 2, to a maximum of +8. Additionally, you become proficient in any combination of three skills or tools of your choice.
- Vigilance
You are constantly prepared for any situation. Beginning at 7th level, you gain a bonus to your Initiative equal to your Intelligence modifier. Additionally, you cannot be surprised while you are conscious, and other creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
- Strength of Mind
Your mind has become more resilient, and your memory has become more potent. Beginning at 10th level, you become proficient in Wisdom saving throws if you are not already. Additionally, you learn two spells of your choice from any spell list. The spells must be of a level for which you have spell slots, and they are always prepared for you. Whenever you cast one of these spells, you cannot cast it again until you finish a long rest.
- Strength of Body
Your body has become more powerful, and your hand-eye coordination has improved vastly. Beginning at 15th level, you become proficient in Strength saving throws if you are not already. Additionally, whenever you make an ability check with tools that you are proficient with, you gain advantage on the roll.
- Versatile Warrior
Your technique is nearly flawless, even in combat. Beginning at 18th level, you can take an additional bonus action on your turn. Additionally, once per turn, you can take the Attack action as a bonus action.
Meister
A truly adept soldier should excel at one particular skill above all others. While one should not grow complacent and neglect the training of their other skills, an apotheosis should swiftly master one of their talents so they always have something to fall back on. This is the ideal of the meisters, known also as virtuosos. Meisters focus their time and energy on one particular craft, believing a master of one to be better than a master of none.
- Dedication
You have mastered the use of one particular craft through copious amounts of studying and practice. Beginning at 3rd level, choose one of your tool proficiencies. Your proficiency bonus is tripled for any ability check you make that uses the chosen proficiency. If the proficiency you chose benefits from Expertise or a similar feature that would double your proficiency bonus for that skill, that feature is removed in favor of this one.
- Favored Weapon
Your technique with one weapon exceeds that of expert warriors. Beginning at 7th level, choose one weapon that you are proficient in. You gain a bonus to your attack and damage rolls made with that weapon equal to half of your proficiency bonus, rounded down, to a minimum of 1.
- Arcane Virtuosity
You can augment your prowess with magical incantations. Beginning at 10th level, when you make an ability check that does not use your Charisma, you can choose to add a bonus to the roll equal to half of your Spell Attack Bonus, rounded down. You must finish a short or long rest before you can use this feature again.
- Specialty Ensorcellment
You have mastered the use of a single spell. Beginning at 15th level, choose one of your apotheosis spells. When you cast that spell, it does not consume a spell slot. You must finish a long rest before you can use this feature again.
Additionally, if you cast the chosen spell with a spell slot whose level exceeds the spell's level, you gain the benefit of casting it at a higher level if applicable.
- Absolute Fluency
Your proficiency is nearly unparalleled with your chosen skill. Beginning at 18th level, choose one of your skill proficiencies, tool proficiencies, or weapon proficiencies. Whenever you make an ability check using the chosen skill or tool, or whenever you make an attack roll with the chosen weapon, you can treat the roll as though you rolled a 15.
Multiclassing
Prerequisites. To qualify for multiclassing into the apotheosis class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13.
Proficiencies. When you multiclass into the apotheosis class, you gain the following proficiencies: Simple weapons, light armor, medium armor, Shields
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