Apollyon (5e Class)
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- 1 The Apollyon
- 1.1 Creating an Apollyon
- 1.2 Class Features
- 1.3 Death Knight
- 1.4 Overlord
- 1.5 Multiclassing
A scenario involving an Apollyon likely features the death of either side, for the Apollyons are relentless destroyers who utilize their immense power to carve their own path in life, typically one filled with blood and sacrifice. Not all Apollyons are evil, of course, but to uncover one with mercy remaining within their heart would be exceedingly fortunate. An Apollyon takes the role of judge, jury, and executioner; they would slaughter those that they personally deem deserving of slaughter. Apollyons do not kill for entertainment, but ofttimes, their motivation is hardly more justified.
Creating an Apollyon
When creating an Apollyon, consider what motivates you to pursue this path of destruction. Do you seek to rescue your kidnapped daughter, disallowing anything from obstructing your mission? Were you ordered by your deity to seek out and obliterate all evil within the world? Perhaps you merely desire revenge against a noble who ruined the lives of you and your family? An Apollyon is led by an intense desire or belief, so ensure to elucidate upon your motivations thoroughly.
- Quick Build
You can make an Apollyon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose the martial melee weapon, the splint mail, and the explorer's pack.
As a Apollyon you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple and Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any martial melee weapon or (b) Two handaxes
- (a) Splint mail or (b) Leather armor, a longbow, and 20 arrows
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 3d4 × 10 in funds.
|1st||+2||Power Without Limits, Death Surge|
|3rd||+2||Eidolon of Might|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Eidolon of Might feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Eidolon of Might feature|
|11th||+4||Deadly Succession (×2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Knowledge of the Fallen|
|15th||+5||Eidolon of Might feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Eidolon of Might feature|
|19th||+6||Ability Score Improvement|
Power Without Limits
Your strength grows ceaselessly, enabling the exertion of force once believed to be impossible. Starting at 1st Level, your Strength score no longer has a maximum. Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Starting at 1st Level, you gain a Soul Counter indicating how many creatures you have destroyed, which starts at 0. To fill the Soul Counter, you must slay a creature that has shown to be of a threat or danger to you. Slain creatures that have shown no capacity to hurt you or threaten you would not fill the Soul Counter, as their souls are too weak to fuel your abilities.
You can draw upon the souls of those you have slain to act swiftly. Starting at 2nd level, on your turn, you can subtract 1 soul from your Soul Counter to gain an additional 20ft of movement speed.
Eidolon of Might
Your strength is growing rapidly, but to bolster your destructive capabilities, you must emulate an eidolon of might. Choose between the Death Knight and the Overlord, 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 6th, 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. You cannot increase an ability score other than Strength above 20 using this feature.
You can strike rapidly in mere moments. Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. Additionally, you can now spend 5 souls from your Soul Counter to make an additional attack.
The number of attacks increases to three at 11th level.
You swing, and your unfortunate adversaries collapse before you. Starting at at 9th level, as an action, you can make one melee weapon attack against a creature within your reach. On a hit, you can spend 2 souls from your Soul Counter to add a bonus 1d8 to your weapon damage. A creature reduced to 0 hit points by this feature is instantly killed, and their soul is destroyed utterly, preventing them from resurrecting by any means.
You can use this feature a number of times equal to your Strength modifier, regaining all uses upon finishing a long rest.
Knowledge of the Fallen
You have come to render the knowledge from the souls you slain. Starting at 13th level, you can now spend 2 souls from your Soul Counter to gain Proficiency or 4 souls to gain Expertise of a skill of your choosing. This bonus would last for 24 hours before finally dissipating.
An Apollyon's belief in one's own Strength and self are important parts of what makes them a force to be dealt with. Beginning at 14th level, you now have Advantage against being Frightened and your Strength score can never be lowered by any kind of effect.
Not even the gods are safe from your destructive force. Starting at 17th level, you are immune to divine intervention and other divine effects unless you choose to be affected. Additionally, deities and outsiders are vulnerable to your melee weapon attacks, and if they are reduced to 0 hit points by your melee weapon attack, they are instantly killed and cannot resurrect by any means, including intervention by more powerful deities.
Furthermore, creatures cannot prevent you from reducing them to 0 hit points by means of features, spells, or magical effects.
You have unlocked your true power, shattering any limiters once present. Starting at 20th level, you can now add half your Strength modifier rounded down to all rolls.
Wielding the souls of those slain, the death knight delivers destruction to those who would oppose them. They are fearsome, supremely powerful, and difficult to destroy, truly a menace to their adversaries. The more a death knight slaughters, the more powerful they become.
- Soul Armor
You have forged a protective shell of death. Starting at 3rd level, you gain a bonus of +1 to your AC. Additionally, when you are subjected to a saving throw, you can subtract 3 from your counter to gain advantage in a saving throw. You can only use this feature three times, regaining all uses after a long rest.
You can locate the unslain. Starting at 7th level, you are aware of the presence and location of living creatures within 30ft, even when they are hidden by magic or other effects. Within 60ft, you may still feel their presence, but would not know their exact location.
- To the Blade
You can execute your adversaries on a whim. Starting at 10th level, you can subtract 3 from your counter to make an attack against a creature within your reach with advantage.
You can use this feature three times, regaining all uses upon finishing a long rest.
You have delivered so much death that you can resist its effects. Starting at 15th level, you no longer require air, food, water, and your body stops aging.
Additionally, when you are reduced to 0 Hit Points but not killed outright, you can spend 5 souls from your counter drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
- A Party of Death
With your influence, your companions have become emissaries of death themselves. Starting at 18th level, whenever a party member reduces a creature to 0 hit points within a 120 ft of you, you now gain 1 soul to your Soul Counter.
A master of widespread devastation, the overlord obliterates entire armies with eruptions of unbridled power, requiring but one strike to remove all obstacles before them. The overlord believes in strength above all, for the greater one's power, the greater one's influence.
- Explosion of Power
Your strikes release your raw power, crushing nearby foes. Starting at 3rd level, as an action, you can make a single melee weapon attack against a target. If it hits, every creature except you within 5ft of the target must make a DC15 Dexterity saving throw or take the same amount of damage the target took, half damage on a success.
You may use this feature an amount of times equal to your Strength modifier, regaining all uses after a long rest.
- Mighty Influence
Your strength speaks for itself. Starting at 7th level, you can substitute Charisma for Strength in Intimidation and Persuasion rolls.
- Force Unleashed
Your exceeding power extends your strikes. Starting at 10th level, all weapons that you wield are considered to have the Reach property, as they burst with pure energy.
- Overwhelming Puissance
Your immense strength bolsters itself. Starting at 15th level, your melee weapon attacks deal a further additional damage equal to your Strength modifier.
With your blade, the mightiest shall fall. Starting at 18th level, as an action, you can create a wave of unbridled destruction in a 60ft radius centered on yourself. Any creature, object, or structure within the radius other than yourself and creatures of your choice must make a DC18 Constitution saving throw or suffer 10d10 Force damage, halved on a successful save. Anything that is reduced to 0 hit points by this feature is removed from existence and cannot be resurrected.
You can use this feature once, regaining use upon finishing a long rest.
Prerequisites. To qualify for multiclassing into the apollyon class, you must meet these prerequisites: Strength 15
Proficiencies. When you multiclass into the apollyon class, you gain the following proficiencies: Light armor, Medium armor, Heavy armor, Shields, Simple and Martial Weapons.