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The Apostle


Her sword a blur as it deflects an incoming hail of arrows, a

half-elf springs over a barricade and throws herself towards

her companions, surrounded by the massed ranks of

hobgoblins on the other side. She whirls among them,

knocking their blows aside and pushes them back, giving her

friends time to regroup.

Taking a deep breath, a human covered in tattoos settles

into a crouch. Finger dipped in blood he draws out a complex

sign on the ground. He turns towards the corpse and begins

to question it about its untimely death.

Moving with the silence of the night, a halfling steps into a

shadow beneath an arch and emerges from another inky

shadow on a balcony a stone’s throw away. She slides into the

room, prepared to slip a knife between the king's ribs.

Whatever their discipline, apostles are united in their

ability to harness the spiritually energy that connects the

realms. Whether channeled as a striking display of defensive

ability and speed, or with subtler rituals, this energy infuses

all that a Apostle does.


Apostles, like monks, make careful study of a magical energy

that most traditions call ki. This energy is an element of the

magic that suffuses the multiverse—specifically, the element

that flows through living bodies. Apostles harness this power

within themselves to create magical effects, empower

spiritual rituals, and exceed their bodies' physical capabilities,

and some of their special attacks can hinder the flow of ki in

their opponents. Using this energy, apostles channel uncanny

speed and strength into their movements. As they gain

experience, their martial training and their mastery of ki

gives them more power over their bodies and the bodies of

their foes.


Small walled priory dot the landscapes of the worlds of D&D,
Some apostles live apart from the surrounding population,
tiny refuges from the flow of ordinary life, where time seems
secluded from anything that might impede their spiritual
to stand still. The apostles who live there seek spiritual
progress. Others are sworn to service, spending their days
growth through lives of contemplation, service and rigorous
ministering to the commoners, supported by a noble patron,
training. Many entered the priory as children, sent to live
or some other mortal or divine power. The majority of
there when their parents died, when food couldn’t be found to
apostles don’t shun their neighbors, living amongest them or
support them, or in return for some kindness that the
making frequent visits to nearby towns or villages and
apostles had performed for their families.
exchanging their service as teachers, healers, judges, and

advisors for food and other goods. As impromptue warriors,

apostles often end up protecting their neighbors from

monsters or tyrants.

 For a apostle, becoming an adventurer means leaving a

Yes, and at some point it became something more structured, communal lifestyle to become a wanderer. This

then a simple rewrite, needing a new class title. can be a harsh transition, and apostles don’t undertake it

Consider this a sister class to the Monk focusing lightly. Those who leave their priory take their work seriously,

on defense and support instead of offense. Please approaching their adventures as personal tests of their

see the appendix at the end of class for a more in- physical and spiritual growth. As a rule, apostles care little for

depth explanation. material wealth and are driven by a desire to accomplish a

greater service than merely slaying monsters and plundering

their treasure.

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The Apostle

Proficiency Martial Deflect Rituals Maximum Spell


Level Bonus Arts Attack Known Level Features
1st +2 1d4 1 — — Tranquil Defense, Martial Arts, Self Defense
2nd +2 1d4 1 2 1st Ki, Ritual Magic, Dedicated Weapon (Optional)
3rd +2 1d4 2 2 1st Priory Tradition, Unarmored Movement
Ability Score Improvement, Slow Fall,
4th +2 1d4 2 3 1st
Quickened Healing
5th +3 1d6 2 3 2nd Ki Adept
6th +3 1d6 2 4 2nd Priory Tradition feature
7th +3 1d6 2 4 2nd Evasion, Stillness of Mind
8th +3 1d6 3 5 2nd Ability Score Improvement
9th +4 1d6 3 5 3rd Unarmoured Movement Improvement
10th +4 1d6 3 6 3rd Ki Master
11th +4 1d8 3 6 3rd Priory Tradition Feature
12th +4 1d8 3 7 3rd Ability Score Improvement
13th +5 1d8 3 7 4th Purity of Body, Purity of Spirit
14th +5 1d8 3 8 4th Diamond Soul
15th +5 1d8 3 8 4th Timeless Body
16th +5 1d8 4 9 4th Ability Score Improvement
17th +6 1d10 4 9 5th Priory Tradition Feature
18th +6 1d10 4 10 5th Empty Body
19th +6 1d10 4 11 5th Ability Score Improvement
20th +6 1d12 4 12 5th Perfect Self

 You can make a Apostle quickly by following these

suggestions. First, make Wisdom your highest ability score,


As you make your Apostle character, think about your followed by Dextarity. Second, choose the Acolyte
connection to the priory where you learned your skills and background.
spent your formative years. Were you an orphan or a child left

on the priory’s threshold? Did your parents promise you to

the priory in gratitude for a service performed by the



apostles? Did you enter this secluded life to hide from a crime As a Apostle, you gain the following class features.
you committed, or escape a great shame? Or did you choose

the spiritual life for yourself ? Consider why you left. Did the 
head of your priory choose you for a particularly important Hit Dice: 1d8 per Apostle level

mission beyond the priory? Perhaps you were cast out Hit Points at 1st Level: 8 + your Constitution modifier
because of some violation of the community’s rules. Did you
Hit Points at Higher Levels: 1d8 (or 5) + your
dread leaving, or were you happy to go? Is there something
Constitution modifier per Apostle level after 1st
you hope to accomplish outside the priory? Are you eager to

return to your home? 


As a result of the structured life of a priory community, the Armor: None
discipline required to harness ki, and the emphasis on Weapons: Simple weapons, scimitars, whips
service to the wider community, apostles are almost always

lawful good in alignment.



3
Tools: Choose two types of artisan's tools or musical

instruments

Saving Throws: Strength, Dexterity

Skills: Choose three from Acrobatics, History, Insight,

Religion, Perception, Medicine, Nature, and Stealth


You start with the following equipment, in addition to the

equipment granted by your background:

(a) two daggers or (b) any Apostle weapon

(a) a Priest's Pack or (b) a Scholar's Pack

A set of tools, or instrument related to one of your chossen

tool proficiencies


Beginning at 1st level, while you are wearing no armor and

not wielding a shield, your AC equals 13 + your Wisdom

modifier, and you may cast the Sanctuary spell as a ritual on

yourself, with no material component required. When you do

so it lasts for 8 hours, and uses your Ki saving throw. A

creature that succeeds on the save is immune to this effect

for 1 hour.

At 5th, 10th, and 15th level in this class you may add a

further +1 to the above calculation when determining your

AC.


At 1st level, your practice of Martial Arts gives you mastery of

combat styles that use unarmed strikes and Apostle weapons,

which are short swords, whips, scimitars, and any simple

melee weapons that don't have the two-handed or heavy

property. You gain the following benefits while you are

unarmed or wielding only Apostle weapons and you aren't

wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack

and damage rolls of your unarmed strikes and Apostle

weapons.

You can roll a d4 in place of the normal damage of your

unarmed strike or Apostle weapon. This die changes as

you gain Apostle levels, as shown in the Martial Arts

column of the Apostle table.

When you use the Attack action with an unarmed strike or

a Apostle weapon on your turn, you can make one

unarmed strike as a bonus action. For example, if you take

the Attack action and attack with a quarterstaff, you can

also make an unarmed strike as a bonus action, assuming

you haven't already taken a bonus action this turn.

Your unarmed attacks count as magical for overcoming

magical resistance.

Certain priories teach their apostles to use common items

as weapons. For example, you might use a club that is

strengthened walking cane, or a sharpened shovel as an axe.

Whatever you use for a Apostle weapon, you can use the

game statistics provided for the weapon on the Weapons

page.

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 
Starting at 1st level, when you are wearing no armor and not By the time you reach 2nd level, you have learned to use the
wielding a shield, you can use your reaction to assume a magical essence of ceremony and ritual to cast spells. You
defensive stance until the start of your next turn. When you gain no spell slots, but any spells gained from this class can
do so, the damage you take from an attack is reduced by your be cast as a ritual, as if it had the ritual tag, taking at least ten
Martial Arts die + dexterity modifier + your Apostle level. You minutes to cast. A spell may be cast at a higher level then
may deflect a total number of attacks per round as shown in usual taking an extra hour per spell slot level. You cannot
the Self Defense column of the Apostle table. exceed your maximum spell slot level this way.

You may extend this protection to any creature within 5 feet

of you. 
You know two 1st-level spells of your choice from the Apostle

 Ritual list. The Rituals Known column of the Apostle table

shows when you learn more Apostle Rituals of your choice.


Starting at 2nd level, your training allows you to harness the
Each of these spells must be at or lower then the value in the
mystic energy of ki. You have a number of ki points equal to
Maximum Spell Level column. Additionally, when you gain a
your wisdom modifer + half the levels in this class rounded
level in this class, you can choose one of the Apostle rituals
up.
you know and replace it with another spell from the Apostle
You can spend these points to fuel various ki features. You
spell list.
start knowing four such features: Flurry of Blows, Patient

Defense, Redirect Attack, and Step of the Wind. You learn

more ki features as you gain levels in this class and learn



Wisdom is your spellcasting ability for your Apostle spells,
priory traditions. When you spend a ki point, it is unavailable
since your magic draws on your understanding of the
until you finish a short or long rest, at the end of which you
universe and yourself. You use your Wisdom whenever a spell
draw all of your expended ki back into yourself. You must
refers to your spellcasting ability. In addition, you use your
spend at least 30 minutes of the rest meditating to regain
Wisdom modifier when setting the saving throw DC for a
your ki points, or 30 minutes of light work in service to
Apostle spell you cast and when making an attack roll with
someone else.
one.
Some of your ki features require your target to make a

saving throw to resist the feature’s effects. The saving throw

DC is calculated as follows: Spell Save DC = 8 + your proficiency bonus +


your Wisdom modifier
Ki Save DC = 8 + your proficiency bonus +
your Wisdom modifier Spell Attack = your proficiency bonus +
your Wisdom modifier
Flurry of Blows. Immediately after you take the Attack

action on your turn, you can spend 1 ki point to make two

unarmed strikes as a bonus action. You may replace any of



these attacks with shoves, adding your Martial Arts die to Also at 2nd level, you train yourself to use a variety of

your Athletics (Strength) roll. weapons as Apostle weapons, not just simple melee weapons

Patient Defense. You can spend 1 ki point to take the and scimitars. Whenever you finish a short or long rest, you

Dodge action as a bonus action on your turn. Until the end can touch one weapon, focus your ki on it, and then count

of your next turn if an enemy misses you with an attack that weapon as a Apostle weapon until you use this feature

you may immediately move 5 feet in any direction without again. The chosen weapon must meet these criteria:

taking an attack of opportunity.


The weapon must be a simple or martial weapon.
Step of the Wind. You can spend 1 ki point to take the
You must be proficient with it.
Disengage or Dash action on your turn, and your jump
It must lack the heavy and special properties.
distance becomes half your movement distance for the

turn.

Redirect Attacks. If you reduce the damage to 0 while

using your Self Defense feature, and you have at least one

hand free, once per turn you can redirect the attack into

another foe. If you catch an attack in this way, you can

spend 1 ki point to make an attack using the weapon or

piece of ammunition you just redirected, as part of the

same reaction. You make this attack with proficiency,

regardless of your weapon proficiencies, and weapon

counts as a Apostle weapon for the attack. If it was a

ranged attack, your attack has a range of 20/60.

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 
When you reach 3rd level, you commit yourself to a priory Beginning at 5th level, as you gain a greater mastery of
tradition. These traditions are described as Monastic yourself, your basic Ki features improve in the following
Traditions for the Monk class. Your tradition grants you ways:
features at 3rd level and again at 6th, 11th, and 17th level.

Flurry of Blows. The amount of unarmed strikes you can

 make increases to three whenever you use this feature.

Additionally you may now chose to grapple with any of


Starting at 3rd level, your speed increases by 10 feet while
these extra strikes.
you are not wearing armor or wielding a shield, and can
Patient Defense. The distance you move whenever
preform a high or long jump without moving 10 feet first. At
missed while using this feature increases to 10 feet.
9th level, your movement speed increases by 10 feet again,
Step of the Wind. While using this feature your
and you gain the ability to move along vertical surfaces and
maximum jump distance increases to your full movement
across liquids on your turn without falling during the move.
distance for the turn.

 Redirect Attacks. You may choose to shove the attacker

instead of redirecting its blow.

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
At 7th level, your instinctive agility lets you dodge out of the
1. As normal, you can’t increase an ability score above 20
way of certain area effects, such as a blue dragon’s lightning
using this feature.
breath or a fireball spell. When you are subjected to an effect

 that allows you to make a Dexterity saving throw to take only

half damage, you instead take no damage if you succeed on

Beginning at 4th level, you can use your reaction when you the saving throw, and only half damage if you fail.

fall to reduce any falling damage you take by an amount equal

to five times your Apostle level. By spending a Ki point you 


may extend this effect to one other creature you are gripping.
Starting at 7th level, you can use your bonus action to end


one effect on yourself that is causing you to be charmed,

stunned or frightened. Alternatively, you may touch a creature

Also at 4th level, as an action, you can spend 1 ki points and and spend a Ki point to use this feature on them.

roll a Martial Arts die. You or a creature you are touching

regain a number of hit points equal to the number rolled plus 
your proficiency bonus.
Starting at 10th level, you have mastered your Ki and taken

 the first steps on the road to becoming something greater.

You gain three more ki features:

Beginning at 5th Level, you can Attack twice, instead of once,


Tounge of sun and moon. You learn to touch the ki of
whenever you take the Attack Action on Your Turn.
other minds. You understand all spoken languages, and

any creature that can understand a language can

understand what you say.

6
Stunning Strike. You learn to touch the Ki of other

bodies. Once per turn you may convert a shove into a

stunning strike, forcing a creature to make a constitution

saving throw or be stunned until the end of your next turn.

Invoke Calm. You learn to touch the Ki of other hearts. As

an action, you may cast the Calm Emotions spell on a

creature within five feet of you without spending a spell

slot. Any creature that succeeds in its saving throw against

this feature cannot be targeted by it for 24 hours.


At 13th level, your mastery of the ki flowing through you

makes you immune to disease and poison.


At 13th level, your acceptance of your place in the world

allows you to reduce the casting time of a ritual down to one

action. This feature may be used again at the end of a short or

long rest.


Beginning at 14th level, your mastery of ki grants you

proficiency in all saving throws. Additionally, whenever you

make a saving throw and fail, you can spend 1 ki point to

reroll it and take the second result.


At 15th level, your ki sustains you so that you suffer none of

the frailty of old age, becoming something more then mortal.

You stop aging, and you can't be aged magically aged, as well

as no longer needing food, air, or water.


Beginning at 18th level, you can use your action to spend 4 ki

points to immediately cast the Astral Projection spell, without

needing material components. When you do so, you can't

take any other creatures with you. Alternatively, you may cast

this spell on a single willing or unwilling creature. If the

target is unwilling they must make a Charisma saving throw

against your Ki DC to resist the effects of the spell.

A creature other then you affected by this spell may

attempt to forcefully return to their body after 24 hours,

making a Charisma Saving throw against your Ki DC. Every

time they fail they must wait double the time they waited

since their last failed attempt.


At 20th level, you attain a mythical level of self actualization.

You become immune to the charmed, stunned, and frightened

condition, and once per short or long rest you may choose to

succeed in a saving throw, even if you had already failed it.

7

2nd Level Feign Death locate creature
Apostle Rituals:
Animal Messenger Magic Circle
5th Level
Augury, Meld Into Stone
1st level
Gentle Repose Nondetection Awaken
Animal friendship Speak with Dead Circle of power
Ceremony Immovable Object
Lesser restoration Plant Growth Commune
Command Commune with nature
Comprehend Languages Levitate
Locate Animals or Plants
4th Level Contact other planes
Detect Magic Aura of Purity Control Winds
Detect good and evil Locate Objects, Silence
Suggestion Banishment Dispel evil and good
Speak with animals Control Water Hallow
Unseen Servant Zone of truth
divination Telekinesis
Purify Food and Drink Freedom of Movement Reincarnate
3rd Level

Dispel Magic Guardian of faith

Art Credits:
 Convergence by Nipuni
While I love the fantasy of the Monk, I find the Saint Sidvela by Maradraws
mechanics often leave the class lagging behind. Portrait of a Nun by Tito Lessi
Adding more potential for damage has never felt Aasimar monk Character art by Iromonik
like a good way of "solving" the monk's problem. Meditating Monk, by cell_art
Instead, the Apostle aims to reimagine the monk Singing monk, by Gaetano Bellei
a sort of "half bard", in the same way that the
ranger and paladin fit somewhere between their
respective caster and martial influnces. To that end
the apostle translates many of the ki features into
support features such as shoves and grapples, ki Apostle: A Redux by Gentle_Tiger |1.1
features applied to other people, as well as ritual
spells for greater out-of-combat utility and
customization.
The features such as Tranquil defense and Self
Defense allow the Apostle to open up another
tactical avenue, allowing it to participate in combat
while not stepping on the offensive oriented
fighter's toes. Likewise, these features better allow
the apostle to enter into combat at its own
discretion.
Finally, the Apostle has a more reactive combat
style, and makes better use of the monks signature
speed by having more ways disengage from
combat without the feat tax of the Mobility feat.
The emphasis was placed on tactical positioning
and becoming a force multiplier for the damage
dealers.

8
 

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