Apotheosis Expansion One

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POTHEOSIS

CORE CONTENT
EXPANSION ONE
Credits

Designed by Ian Tassin


Written by Ian Tassin
Editing by Nina Skinner, Ian Tassin, and Jordan Utecht
Illustrations by Matt Morrow, Brett Neufeld, Dean Spencer, Daniel Comerci –
danielcomerci.com
Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved.
Book design by Ian Tassin
Playtested by Connor Rosillo, Heiko Greim (Akazura), Daniel Yarnell, Robert
Shallenberger, and other members of the Apotheosis community!

THE ADVENTURE BEGINS HERE!

Copyright © 2022 by Ian Tassin

All rights reserved. No text from this book may be reproduced or used in any manner without
written permission of the copyright owner except for the purpose of review.
For more information, email us at inquiries@apotheosisrpg.com

FIRST EDITION

www.apotheosisrpg.com

PREAMBLE AND INDEX | I


_________PREAMBLE_________

Thank You
Thank you for your interest in Apotheosis and for supporting its continued development! It’s
wonderful to see people playing and enjoying the game and it’s our sincere hope that the content of this
book can help to expand your adventures and create new and exciting moments in your campaigns!

Using This Book


This book is a content expansion for the Apothosis tabletop roleplaying game. This book does not
contain the core rules for game-play which can all be found in the Apotheosis core rulebook. Instead this
book contains the following:
• 2 new playable species
• 10 new backgrounds
• 18 new abilities
• 10 new weapons
• 5 new armor sets
• 15 new spells
• 16 new magic items
• 16 new creatures
• and 3 new optional rules
All of which is ready to be integrated into your Apotheosis games!

II | PREAMBLE AND INDEX


_________INDEX_________

SPECIES 1 MAGIC ITEMS 18


Kobold 1 Common Magic Items and Properties 18

Triffen 2 Uncommon Magic Items and Properties 19

BACKGROUNDS AND ABILITIES 3 Rare Magic Items and Properties 20

Strength Abilities 5 Legendary Magic Items and Properties 21

Dexterity Abilities 5 CREATURES 22


Constitution Abilities 6 Challenge 1 22

Intelligence Abilities 7 Challenge 2 23

Charisma Abilities 7 Challenge 3 24

ECONOMICS AND EQUIPMENT 8 Challenge 4 25

Melee Weapons 8 Challenge 5 26

Ranged Weapons 9 Challenge 6 27

Armor 10

SPELLS 11
0-Cost Spells 12

1-Cost Spells 13

2-Cost Spells 14

3-Cost Spells 15

4-Cost Spells 16

5-Cost Spells 16

6-Cost Spells 17

PREAMBLE AND INDEX | III


Kobold
Kobolds are small, lizard-like creatures who some believe
are distantly related to dragons. They are highly social and
almost always live among other kobolds in tight-knit
communities. Their propensity to scavenge and occasionally
steal often gets them into trouble with other species and has
given them a generally bad reputation. They tend to be rather
skittish, but have been know to perform incredible feats of
bravery, particularly in service of those they are loyal to.

As a kobold you will gain the


following initial attribute
distribution:

Strength 1
Dexterity 2
Constitution 0
Intelligence 1
Charisma 1

You also gain the following species traits:


• Aging: Kobolds can live up to around 70 years naturally and reach maturity around age 10.

• Alignment: Kobolds tend towards evil alignments.

• Size: Kobolds tend to be between 3 and 3.5 feet tall and generally weigh around 35 to 40 pounds.
Their size class is Small.

• Speed: Kobolds have an unencumbered movement speed of 30 feet.

• Resting: Kobolds need 6 hours of sleep in warm environments or 8 hours of sleep in cooler
environments to gain the benefits of a completed rest. Kobolds may not be able to gain the benefits of a
rest at all if they aren’t able to find a warm enough area.

• Scales: Kobolds have natural scales that provide them with some defense. Kobolds have a Defense of
12 while unarmored. Note, this bonus does not apply if the kobold is wearing armor.

• Pack Tactics: As a kobold, you gain +1 on attack and damage rolls against creatures who attacked a
creature other than you with their last major action.

• Bite: As a kobold, you have sharp teeth and a venomous bite attack. On a true strike, it does 1D4 + half
your Strength piercing damage and if the target is wounded by this attack they must make a Constitution
save against a DC equal to 10 + your Constitution. On a failed save, the target creature takes an
additional 1D4 poison damage. This attack has a reach of 1 foot and you have expertise with this attack.

• Language: Kobolds can learn spoken and written Draconic without it counting against their number of
known languages.

1 | SPECIES
Triffen
Triffen are tall, imposing creatures. They are often feared for their
large size and intimidating features, but they tend to be good-
natured and kind. Triffen live in small, generally self-sufficient
communities scattered around the world. They originated as
a species formed of elemental magic in a civilization now
lost to time. As such, they have some natural ability with
magic. Their connection with the elements cause triffen to
become restless and irritable if they go for long periods
of time off the ground. Because of this triffen rarely
engage in sea travel.

As a triffen you will gain the


following initial attribute
distribution:

Strength 2
Dexterity -1
Constitution 2
M
Intelligence 2 att
M
orr
Charisma 0 ow

You also gain the following species traits:


• Aging: Triffen naturally live around 90 years and mature very slowly. Triffen generally reach maturity
around age 30.

• Alignment: Triffen tend to have good alignments.

• Size: Triffen are normally between 6.5 and 7.5 feet tall and weigh around 200 to 300 pounds. Their size
class is Medium.

• Speed: Triffen have an unencumbered movement speed of 30 feet.

• Resting: Triffen need 8 hours of sleep to gain the benefits of a completed rest. Triffen cannot gain the
benefits of a completed rest if they are not touching the ground while sleeping.

• Elemental Memory: As a triffen, when you target an object with a spell in the Elements or
Transmutation domain you can make an Arcane Knowledge check with a DC set by the GM to attempt
to glean some information about the object’s history based on the nuances of how it reacts to your spell.

• Innate Magic: Triffen are normally born with some magical ability relating to their elemental origins.
As a triffen, you can choose one spell with a mana cost of 0 to learn without it counting against your
number of known spells or you can choose a spell with a mana cost of 1 that you can learn and can cast
once completed rest without expending mana. The spell you choose must be in the domain of Elements
or Transmutation.

• Language: Triffen can learn spoken and written Lithic without it counting against their number of
known languages and triffen can communicate in and understand Lithic through vibrations in the
ground.

SPECIES | 2
_________BACKGROUND_________
Once you choose from these backgrounds, you can either move on to select your alignment, stats,
and abilities or you can head to the Economic and Equipment section on page 57 to choose your starting
gear using the money you’re given in your background.

Athlete Ranger
You’ve spent time as a professional athlete. You’ve lived a life of hunting and gathering in
Possibly you were a wrestler, runner, or the wild and have gained insight into animals and
otherwise spent time training your body. the natural world.
• With an athlete background, you have +2 to • With a ranger background, you gain +1 to
Strength, and +1 to your choice of either your Strength and +2 to your Dexterity.
Dexterity or Constitution. • You start with 10 gold worth of money and
• You start with 15 gold worth of money and equipment.
equipment. • You know 1 language (written and spoken)
• You know 1 language (written and spoken) of your choice.
of your choice. • You also have expertise in Nature or
• You also have expertise in any 2 of the Survival checks and one weapon category of
following: Athletics, Grappling, Acrobatics, your choice.
or Endurance checks.
Swindler
Priest You’ve cheated, defrauded, and generally
You’ve spent time devoted to the study and deceived your way into a pretty comfortable life
worship of a god. Perhaps you were part of an with the help of a little serendipity.
organized church or had a religious experience • With a swindler background, you have +2 to
that sent you on this path. Charisma and +1 to your Luck.
• With a priest background, you have +1 to • You start with 20 gold worth of money and
Intelligence and +2 to Charisma. equipment.
• You start with 14 gold worth of money and • You know 2 languages (written and spoken)
equipment. of your choice.
• You know 3 languages (written and spoken) • You also have expertise in Deception and
of your choice or 2 languages and the runic one other Charisma check of your choice.
variant of 1 of them. • People with the Swindler background
• You also have expertise in Religion checks generally don’t have a lawful alignment.
and one other Intelligence check of your
choice.
• People with the priest background generally Traveler
choose a primary god to worship and have an You’ve spent a lot of time traveling around the
alignment similar to that of their god. world, learning, and exploring. Perhaps you lived
in a nomadic tribe or just spent time roaming the
world.
• With a traveler background, you gain +1 to
your Strength, +1 to Constitution, and +1 to
your choice of either Intelligence or Charisma.
• You start with 7 gold worth of money and
equipment.
• You know 3 languages (written and spoken)
of your choice.
• You also have expertise in 2 checks of your
choice.

3 | CHOOSING A BACKGROUND
Devoted Backgrounds (optional rule)
If you were extremely devoted to a particular path you may be able to select a devoted background
with the approval of the GM. These backgrounds indicate that your character was so consumed by their
occupation that they shirked other responsibilities to pursue their goals with single-minded focus.
Note: using a devoted background can result in a character who is not well-rounded. It is advised
that you do not use devoted backgrounds if you are a new player.

Devoted Athlete Devoted Ranger


You’ve pursued the perfection of your body You’ve always loved nature and have spent
and physical abilities at all costs. almost all of your time up to now in the wilds.
• With a devoted athlete background, you • With a devoted ranger background, you gain
have +2 to Strength, +1 to Dexterity, +1 to +1 to your Strength, +2 to your Dexterity, +1
Constitution, and -1 to your Intelligence. to your Constitution, and -1 to Charisma.
• You start with 10 gold worth of money and • You start with 8 gold worth of money and
equipment. equipment.
• You know 1 language (spoken) of your • You know 1 language (spoken) of your
choice. choice.
• You also have expertise in any 2 of the • You also have expertise in Nature and
following: Athletics, Grappling, Acrobatics, Survival checks and one weapon of your
or Endurance checks. choice.

Devoted Priest Devoted Scholar


You’ve pursued perfect understanding of your You’ve devoted your life to studying and
god and their will. You’ve spent an enormous finding knowledge.
amount of time studying and working in the • With a devoted scholar background, you
name of your god. have +3 to Intelligence.
• With a devoted priest background, you have • You start with 7 gold worth of money and
+2 to Intelligence, +2 to Charisma, and -1 to equipment.
Constitution or Strength. • You know 3 languages (written and spoken)
• You start with 8 gold worth of money and of your choice or 2 languages and the runic
equipment. variant of 1 of them.
• You know 3 languages (written and spoken) • You also have expertise in 2 Intelligence
of your choice or 2 languages and the runic checks of your choice.
variant of 1 of them.
• You also have expertise in Religion checks
and one other Intelligence check of your Devoted Thief
choice. You just love stealing, always have. Nothing
• People with the devoted priest background compares to the thrill of it. You might have been
almost always choose a primary god to caught a few times, but even in your failures you
worship and have an alignment similar to that spent the time perfecting your trade.
of their god. • With a devoted thief background, you gain
+2 to Dexterity, +1 to Intelligence, +1 to
Charisma, and -1 to Constitution.
• You start with 22 gold worth of money and
equipment.
• You know 2 languages (written and spoken)
of your choice.
• You also have expertise in Stealth and one
Charisma check of your choice.

CHOOSING A BACKGROUND | 4
_________STRENGTH ABILITIES_________
Intimidating physique Arcane Striker
(Prerequisites: a Strength of at least 3) (Prerequisites: a Strength of at least 6 and
Twice per completed rest, if you would expertise in Arcane Knowledge checks)
fail an Intimidation check, you can re-roll and You’ve learned ways to disrupt spells
add your Strength instead of Charisma to the through the precise application of large
roll. You must use the new roll total. amounts of kinetic energy.
When a spell is cast targeting you or
Weapon Specialization something within your reach and you are
(Prerequisites: a Strength of at least 3) aware that it was cast, you can expend EP
equal to 2 + 3 times the mana cost of the spell
(You can take this ability as many times as and use your reaction to make an attack roll
you want) against the spell. The spell’s Defense equals
You gain expertise with 2 weapons of your 10.
choice such as the javelin and the throwing On a true strike, the spell has its save DC,
knife or the katana and the composite damage, affected area (in feet), or duration (in
crossbow. minutes) reduced by an amount equal to the
damage of your attack.
Iron Grip Additionally, when you expend EP to use
(Prerequisites: a Strength of at least 4) this ability, you can simultaneously use the
Once per completed rest, if you would be expended EP to evade damage from the spell,
disarmed, you can instead choose to maintain assuming you made a true strike against it.
your grip. Additionally, you gain a +1 bonus For example, if you expend 8 EP to
to Grappling checks. attempt to disrupt a 1-cost spell, but the spell
still deals 10 damage even after you reduce its
damage, then you would only need to expend
Thrower 2 EP to avoid being wounded by the spell
(Prerequisites: a Strength of at least 4) since the 8 you expended to use this ability
You can treat anything as though it had the would count towards your evasion.
thrown property provided that the object’s
weight is less than half of your encumbrance
weight for objects thrown two-handed or less
than a fourth of your encumbrance for objects
thrown one-handed.
_________DEXTERITY ABILITIES_________
Quick Fingers
(Prerequisites: a Dexterity of at least 3)
Once per completed rest, if you would fail
a Sleight of Hand check you can re-roll and
add your Dexterity instead of Charisma to the
roll. You must use the new roll total.

Crossbow Master
(Prerequisites: a Dexterity of at least 4 and
expertise with crossbows)
You can add �⁄� (33%) of your Dexterity
rounded up to your damage with crossbows.

5 | STATS AND ABILITIES


Selfless Reaction Defensive Reflexes
(Prerequisites: a Dexterity of at least 4) (Prerequisites: a Dexterity of at least 5 and
Once per completed rest, when a creature expertise in Reflex checks)
you are aware of within 10 feet of you fails a Your body has learned to respond quickly
check or save, you can expend 10 feet of to danger, sometimes even before you’re able
movement and use your reaction to attempt to to comprehend what happened.
help them. Make a Reflex check against a DC Once per completed rest, when you are
equal to that of the check or save that the wounded by an attack and would make a death
creature failed. save, you can instead make Reflex check
On a success, it is as though the creature against the same DC. A success counts as a
had succeeded on their check or save. On a successful death save. A failure counts as a
failure, whatever effect would have targeted failed death save.
the creature after their failed save instead Additionally, on a successful Reflex check,
targets you. your body moves reflexively to mitigate your
For example, if your party member fails a wounds and you only take half the wound
Dexterity save to move behind cover as a damage you would otherwise.
wizard sets off an explosion, you could use
this ability to attempt to help them. On a Burst of Speed
success, you might grab them and pull them
behind a rock with you. On a failure you (Prerequisites: a Dexterity of at least 9)
might only make it to them in time to cover Once per completed rest, you can gain a
them with your body such that you take the burst of speed that lasts for 1 minute. While
brute force of the explosion instead of them. your burst of speed is active, your EP
expenditure becomes more efficient. Every EP
you expend allows you to move up to 3 feet
instead of 1.
Additionally, while your burst of speed is
active, creatures have -6 on opportunistic
attacks made against you and the damage you
take from area-of-effect spells is halved if you
use EP to avoid being wounded.

_________CONSTITUTION ABILITIES_________
Unlucky Break Unarmored Movement
(Prerequisites: a Constitution of at least 4) (Prerequisites: a Constitution of at least 5)
(You can take this ability as many times as You’ve trained your body to move fluidly
you want.) and uninhibited. Any time you expend EP to
You’ve found that sometimes you can just avoid being wounded while you are
wish bad things on people and then they unarmored, you can reduce the incoming
happen. It doesn’t always work, but it seems damage by 4. Additionally, if the damage is
like more than a coincidence. reduced to 0 and the attacker is within your
Once per completed rest, you can use a reach, you can use your reaction to either
minor action to force a creature who you can make an opportunistic attack against them or
see or picture in your mind to make a Luck attempt to disarm them.
check against a DC of 10 + your Luck.
On a failure, some tragedy of the GM’s
choice will befall the creature within the next
24 hours.
If you already have this ability and you
take it again you can use it one additional time
per completed rest and the DC of the Luck
check required of the targeted creature
increases by 2.

STATS AND ABILITIES | 6


_________INTELLIGENCE ABILITIES_________
Anatomical Grappler spell Cycle
(Prerequisites: an Intelligence of at least 4 and (Prerequisites: an Intelligence of at least 5 and
expertise in Medicine or Nature checks) a Constitution of at least 2)
You’ve learned enough about anatomy to You’ve found a way to plug your mind
know how to break it. directly into the pulse of magic in the
When you grapple a creature of your size universe, allowing you to trade arcane
class or smaller, you can use a major action to knowledge while you rest. At the end of a
attempt to target special pressure points or completed rest, you can choose to forget a
weaknesses on the creature’s body. spell you know and instead learn a different
The creature must make a Constitution spell.
saving throw against a DC equal to 1D20 + For example, if you know the 0-cost spell
half your Intelligence + half your Strength. On Basic Teleportation and complete a rest, you
a failed save, if you targeted pressure points, could forget how to cast that spell and instead
the creature is put in immense pain, causing learn to cast the 1-cost spell Adhesive Rope.
them to become dazed for 1 round. Note: you cannot make use of the
Alternatively, if you targeted weaknesses, you improved spell property for spells learned
can dislocate one of the creature’s joints, such through this ability.
as an elbow or hip, causing the associated
limb to become impaired or useless until the Brilliant Strike
joint is put back in place.
(Prerequisites: an Intelligence of at least 5)
If you are grappling a creature larger than
you, you can still use this ability, but the You’ve observed enough battle at this
creature gains a +3 bonus to their saving point to have an intuitive idea of how it flows
throw for every size class they are larger than and the strategies involved. Every now and
you if you attempt to target a pressure point or then this understanding gives you a special
+6 for every size class they are larger than you insight into a fight.
if you attempt to dislocate one of their joints. Once per completed rest, you can add your
Intelligence to an attack roll. Additionally, the
attack is considered a critically true strike if
your roll is an 18, 19, or 20.

_________CHARISMA ABILITIES_________
Sociologist Empath
(Prerequisites: a Charisma of at least 3) (Prerequisites: a Charisma of at least 4)
You have +3 on Charisma checks made (You can take this ability up to 2 times.)
against groups of creatures rather than single You have an uncanny ability to know what
individuals. others are thinking and feeling. You can use a
major action to make an Insight check against
Social Camouflage a creature you can see. The check’s DC equals
10 + the creature’s Charisma.
(Prerequisites: a Charisma of at least 4)
On a success, you know exactly how the
You know how to blend in with crowds creature is feeling and have +6 on Charisma
and fit in with just about any group. You can checks against them for the next minute.
use a major action to take the Hide action Additionally, if you succeed the check by 6 or
when you are in a crowd or other highly social more you gain insight into the creature’s
situation. Additionally, you can use your thoughts and know what they are planning to
Charisma instead of your Dexterity for Stealth do and thinking about for the next minute.
checks made in this way.
If you already have this ability and take it
again then you can now use this ability as a
minor action instead of a major action.

7 | STATS AND ABILITIES


_________ECONOMICS AND EQUIPMENT_________
Melee Weapons
Swords
• Khopesh (4 gold)
1D8 + half your Strength slashing damage. One-Handed. Weight: 4 lb. Reach: 5ft.
Specalized: this weapon deals +1 damage if you have expertise in this weapon specifically (not just the
swords category) or if you have expertise in both swords and axes.
• Hook Sword (5 gold)
1D6 + half your Strength slashing damage. One-Handed. Weight: 4 lb. Reach: 5ft.
Disarming: +1 on attempts made to disarm creatures (+3 if you are dual wielding this weapon.)
Specalized: this weapon deals +1 damage if you have expertise in this weapon specifically (not just the
swords category).

Knives
• Mambele (2 gold)
1D4 + half your Strength slashing damage. One-Handed. Weight: 2 lb. Reach: 4ft.
Specalized: this weapon deals +1 damage if you have expertise in this weapon specifically (not just the
knives category) or if you have expertise in both knives and axes.
Thrown.
• Deer Horn Knives (3 gold)
1D4 + half your Strength piercing or slashing damage. One-Handed. Weight: 2 lb.
Reach: 3ft.
Defensive: if you have expertise with this weapon you gain a +1 bonus to your Defense
while wielding it.

Axes
• Khopesh (4 gold)
1D8 + half your Strength slashing damage. One-Handed. Weight: 4 lb. Reach: 5ft.
Specalized: this weapon deals +1 damage if you have expertise in this weapon specifically
(not just the axes category) or if you have expertise in both swords and axes.
• Mambele (2 gold)
1D4 + half your Strength slashing damage. One-Handed. Weight: 2 lb. Reach: 4ft.
Specalized: this weapon deals +1 damage if you have expertise in this weapon
specifically (not just the axes category) or if you have expertise in both knives and axes.
Thrown.

Other
• Buckler Shield (3 gold)
Half your Strength (rounded up) bludgeoning damage. One-Handed. Weight: 3 lb.
Reach: 3ft.
Defensive: while wielding this weapon you gain a +2 bonus to your Defense.
• Tower Shield (6 gold)
Half your Strength (rounded up) bludgeoning damage. One-Handed. Weight: 9 lb. Reach: 3ft.
Defensive: while wielding this weapon you gain a +3 bonus to your Defense.
Cover: while wielding this weapon you can use a minor action to give a creature within 3 feet of you
½ cover for 1 round. If you target yourself with this property, you lose the defensive property bonus
from this item.

ECONOMICS AND EQUIPTMENT | 8


Ranged Weapons
Note on ranged weapon weights:
Ranged weapon weights are listed without ammunition weights. Ammunition weights have to be
accounted for separately. In general, every 10 arrows or bolts weighs 1lb.

Bows
• Stealth Bow (6 gold)
1D8 + your Strength piercing damage. Two-Handed. Weight: 3 lb. Ranged (100ft).
Silent: surprise attacks made with this weapon increase your surprise attack DC by 3.

Crossbows
• Heavy Repeating Crossbow (10 gold)
2D6 piercing damage. Two-Handed. Weight: 8 lb. Ranged (100ft).
Heavy: -3 on attack rolls unless your Strength is at least 3.
Loading: takes 1 major action to load before firing.
Repeating: can be fired up to 3 times before reloading.
• Portable Ballista (15 gold)
3D12 piercing damage. Two-Handed. Weight: 40 lb. Ranged (200ft).
Heavy: -3 on attack rolls unless your Strength is at least 5.
Loading: takes 2 major actions to load before firing.
Special Ammunition: uses javelins as ammunition.

Other
• Knife Launcher (8 gold)
2D8 piercing damage. Two-Handed. Weight: 5 lb. Ranged (100ft).
Loading: takes 1 minor action to load before firing.
Special Ammunition: uses throwing knives as ammunition.

9 | ECONOMICS AND EQUIPTMENT


Armor
Light Armor
• Concealed Armor (4 gold)
Your Defense is increased by 2 while worn. Weight: 8 lb.
Protective: while wearing this, damage against you is reduced by 1.
Disguised: this armor is designed to appear like normal clothes and conceal its protective elements. A
creature must succeed on a DC 17 Investigation check to realize that you are wearing armor and not
just clothes.
• Light Spiked Armor (6 gold)
Your Defense is increased by 1 while worn. Weight: 15 lb.
Protective: while wearing this, damage against you is reduced by 2.
Spiky: if you successfully grapple a creature while wearing this armor, the grappled creature takes
1D4-1 piercing damage.

Medium Armor
While wearing medium armor, your Dexterity bonus to your Defense
cannot be more than half your Dexterity, even if you have abilities that
allow you to add more than half your Dexterity.
• Medium Concealed Armor (4 gold)
Your Defense is increased by 4 while worn. Weight: 20 lb.
Disguised: this armor is designed to appear like normal clothes and
conceal its protective elements. A creature must succeed on a DC 14
Investigation check to realize that you are wearing armor and not
just clothes.
• Medium Spiked Armor (7 gold)
Your Defense is increased by 4 while worn. Weight: 25 lb.
Protective: while wearing this, damage against you is reduced by 1.
Spiky: if you successfully grapple a creature while wearing this armor, the
grappled creature takes 1D4 piercing damage.

Heavy Armor
While wearing heavy armor, you cannot add your Dexterity to your Defense. You must have a
Strength of at least 4 to use Heavy Armor. While wearing heavy armor, your movement speed is
reduced by 5ft.
• Heavy Spiked Armor (10 gold)
Your Defense is increased by 7 while worn. Weight: 35 lb.
Spiky: if you successfully grapple a creature while wearing this armor, the grappled creature takes
1D4 piercing damage.

ECONOMICS AND EQUIPTMENT | 10


_________SPELLS_________
Group Casting (optional rule)
If the GM allows it you can use group casting to cast more powerful spells then you would normally
be able to. This allows creatures to pool their mana and increase their expenditure limits temporarily to
cast a spell that would otherwise be beyond them. To do a group casting, multiple casters must all work
to cast the same spell simultaneously. Group casting requires the following:
• At least one of the casters must know how to cast the spell. This caster is referred to as the lead
caster. For all intents and purposes the lead caster can be treated as the true “caster” of the spell.
• All the casters must cast the spell in tandem for the entirety of the spell’s casting time.
• If the spell requires a concentration component, only the lead caster is required to maintain
concentration.
By using group casting you gain the following benefits:
• The lead caster can add the mana expenditure limits of all other casters involved to their mana
expenditure limit for the sake of casting the spell.
• All casters involved can choose to contribute as much or as little mana as they want to the spell.
The spell will consume mana from all casters in accordance with the spell’s mana cost.

Spell Books (optional rule)


You may want to integrate spell books into your game, either to give players more problem solving
options or as powerful artifacts to add tension or stakes to a campaign.
Spell books contain detailed instructions on how to cast a particular spell or set of spells. If a
creature can read the language the spell book is written in, particularly its runic variant since spell books
and magical descriptions in general are written in runic, they can use the book to cast a spell even if they
do not know that spell. However, the creature must still expend mana and components as usual to cast
the spell. Additionally, the casting time of the spell is multiplied by 5 when it is being cast from a spell
book and the creature must have the book on hand for the entirety of their casting the spell.
For example, if a creature found a spell book on how to cast the 1-cost spell Fortunate Aura, they
could cast it from the book as though they knew the spell, but the spell’s casting time would increase
from “a minor action” to “5 minor actions.”
Notes:
• Spell books can work very well in combination with the group casting optional rule.
• Spell books, especially when combined with group casting, are a great place to insert homebrewed
and powerful spells. Either putting the spell book in the hands of an evil organization bent on using
the powerful magic for their own nefarious goals, or putting the spell book in the hands of the
players, giving them a new problem solving tool as well as encouraging collaboration as they try to
find useful ways of applying the power of the item. For example, if the players come across a
powerful spell book it might cause them to problem solve and work together to give the casters time
to group cast a spell while the fighters desperately hold off enemies to give the casters time.

11 | SPELLS
_________0-COST SPELLS_________
Basic Healing Drain Energy
Components: Verbal, Somatic, Material (the blood Components: Verbal, Somatic.
of a creature besides the target [consumed]). Domains: Death, War, Arcana.
Domains: Restoration, Nature. Type: Spell attack.
Type: Single-target effect. Casting time: a major action.
Casting time: a major action. Range: 15ft.
Range: Touch. Duration: N/A.
Duration: N/A. You attempt to drain energy and stamina
You can heal some minor wounds, from a target creature within range. On a true
particularly fresh wounds. strike, the target loses 1D8 EP. On a critically
If a creature was wounded within the past true strike, the target loses an additional 1D4
1 round (6 seconds) you can heal their wounds EP but is not wounded.
by 2. If the creature was wounded within the EP drained by this spell counts as the
past 2 rounds (12 seconds) you can only heal spell’s damage for the sake of abilities or rules
their wounds by 1 instead. If the wound is which reference a spell’s damage, but this spell
more than 12 seconds old this spell has no cannot cause wound damage.
effect.
When the creature is healed they must Wizard Eye
make a DC 10 Constitution saving throw or be
dazed for 1 round due to the pain of their Components: Verbal (whispered), Somatic.
wounds rapidly healing. Domains: Mind, Guidance, Travel.
Type: Single-target effect.
Casting time: a major action.
Range: 30ft.
Duration: 1 minute.
You create a magical eye that is
incorporeal and only you or creatures who can
see magic can see it. As a minor action you can
see and hear though the eye for 1 round. While
doing so, your body is deaf and blind. Note
that while seeing/hearing though the eye, your
vision and hearing will be equivalent to that of
a human.
Additionally, you can target creatures,
objects, or places that you can see with the eye
with effects, such as spells, as though you
could see the target with your own eyes.
However, the spell or effect still originates
from your body so the target must generally be
within range of your body to be targeted.

SPELLS | 12
_________1-COST SPELLS_________
Fortunate Aura Poison Strike
Components: Verbal, Somatic. Components: Verbal.
Domains: Blessings, Fate, Curses. Domains: Curses, War.
Type: Area-of-effect/multi-target effect. Type: Single-target effect.
Casting time: a minor action. Casting time: a reaction.
Range: Touch. Range: Within reach.
Duration: 1 hour. Duration: N/A.
You touch an object and attach your Luck When you wound a creature and draw
to it. While this spell is active, the target object blood you can use your reaction when you
gains a luck aura with a value equal to your strike them to corrupt their blood as your
Luck when you cast this spell. attack touches it.
Until the spell ends, you can use a minor The target creature must make a
action to choose up to 4 creatures within 30 Constitution saving throw against a DC of
feet of the object. All chosen creatures will 1D20 + your Intelligence. On a failed save, the
have your Luck added to their Luck as long as creature is wounded for 1D6 poison damage.
they are within the affected area. If a creature The poison can act as quickly or slowly as the
exits the affected area they will no longer have caster would like.
your Luck added to theirs until they reenter the Flexible Casting: This spell can be cast
affected area. using more mana to bolster its effects. For
Flexible Casting: This spell can be cast every 1 mana over 1 that you spend to cast this
using more mana to bolster its effects. For spell the target must make an additional
every 1 mana over 1 that you spend to cast this Constitution saving throw or take an additional
spell, its duration doubles, it can be used to 1D6 poison of damage. You cannot expend
target twice as many creatures, and its affected more than 3 mana to cast this spell.
area is increased by 30 feet.

13 | SPELLS
_________2-COST SPELLS_________
Liquifying Touch Avoidant Orb
Components: Verbal, Somatic. Components: Verbal, Somatic, Concentration.
Domains: Curses, Blessings, Transmutation. Domains: Guidance, Mind, War.
Type: Single-target effect. Type: Area-of-effect/Single-target effect.
Casting time: a major action. Casting time: a major action.
Range: 30ft. Range: 30ft.
Duration: 10 minutes. Duration: up to 5 minutes.
A target creature within range is filled with You create an orb of magical energy which
magical power. Until this spell ends, anytime appears at an unoccupied point within range.
the target creature touches a solid object/ You designate a target for the orb. The orb’s
substance that is not magical, metal, or living, movement speed is 20 and it will use its full
1 cubic foot of the substance will be movement speed if possible to move in a
transformed into the material’s liquid state in a random direction away from the target every
matter of moments. round. The orb cannot move more than 10 feet
If the target creature is not willing they can off the ground and cannot move through solid
make a Constitution saving throw with a DC objects. The orb is destroyed if it takes 15
equal to 1D20 + your Intelligence to resist the damage or more from magical means or if the
effects of this spell. orb touches its target.
While the orb is not destroyed the target
creature must make an Intelligence saving
throw each round against a DC of 10 + your
Intelligence or take 2D4 psychic damage.
If the creature ever sees the orb it will
know that the orb is the source of its pain and
that destroying the orb will end the spell.
The orb’s position in initiative is
immediately after your turn.
Flexible Casting: This spell can be cast
using more mana to bolster its effects. For
every 2 mana over 2 that you spend to cast
this spell, it deals an additional 1D4 psychic
damage and the orb’s movement speed
increases by 5 feet. You cannot expend more
than 6 mana to cast this spell.

Brett Neufeld

SPELLS | 14
_________3-COST SPELLS_________
Mass Empower Emotion Basic Arcane Contagion
Components: Somatic, Concentration. Components: Verbal (whispered), Somatic.
Domains: Mind, Trickery, Fate. Domains: Blessings, Curses, Ritual.
Type: Area-of-effect/multi-target effect. Type: Single-target effect/multi-target effect.
Casting time: a major action. Casting time: a major action.
Range: 50ft. Range: 20ft.
Duration: up to 30 minutes. Duration: Special.
You target all creatures in a 20 foot radius A target object with a size class of Medium
of a point you can see within range. All or smaller within range becomes an arcane
creatures in the affected area must make a contagion. Until the spell ends, any creature
Charisma saving throw against a DC equal to who touches the object is marked by the
1D20 + your Intelligence. All creatures that arcane contagion up to a maximum of 4
fail have whatever feeling or emotions they are marked creatures. If 4 creatures have been
currently having multiplied and exaggerated so marked, then creatures who subsequently
much that they are compelled to act on those touch the arcane contagion are not marked.
emotions. If any creature who is marked is targeted
This spell does not allow you to change the by a spell, every other creature who is marked
emotions of targeted creatures, only inflame is also targeted by an identical copy of that
whatever emotions they were already having. spell simultaneously. Once this happens, the
However, you may be able to understand the spell ends causing the targeted object to no
the general emotional sate of a group or of the longer be an arcane contagion and making
individuals using an Insight check or checks every creature who was marked by this spell
beforehand. no longer marked.
Improved Spell: If you already knew For example, if you cast this spell on an
Empower Emotion when you learned this spell object that is touched by 3 creatures, and then
you can learn an additional mana cost 1 spell. one of the creatures has the spell Curse of
Doing so doesn’t count against your known Misfortune cast on them, all 3 creatures must
spells. make a save against the spell or suffer its
Flexible Casting: This spell can be cast effects.
using more mana to bolster its effects. For Note: if the spell cast targeting the
every 1 mana over 3 that you spend to cast this creatures requires Concentration, the caster
spell, its duration increases by 10 minutes and will still only be able to concentrate on one
its affected area is increased by 20 feet. copy of the spell once its been cast and would
lose concentration on their other copies.

15 | SPELLS
_________4-COST SPELLS_________
Personal Space encumbrance and you attempt to repel it, you
Components: Somatic, Concentration. are pushed back 10 feet.
Domains: Telekinesis, Protection.
Type: Area-of-effect/Single-target effect. Necrotic Syphon
Casting time: a major action. Components: Verbal (whispered), Concentration.
Range: Self. Domains: Death, War, Restoration.
Duration: up to 1 minute. Type: Single-target effect.
You begin generating a telekinetic field Casting time: a major action.
around yourself. Until the spell ends, you can Range: Touch.
attempt to repel a target creature or object Duration: up to 1 minute.
within 10 feet of you as a minor action or
reaction; or you can attempt to repel all You touch a creature and begin channeling
creatures and objects (including objects worn necrotic energy through them. Until this spell
or carried) within 10 feet of you as a free ends, every time the targeted creature wounds
action. a creature with a melee attack it can deal an
extra 1D4 necrotic damage and restore EP to
If a target weighs less than 10 times your itself and up to 1 other creature of your choice
encumbrance and you attempt to repel it, it within 20 feet equal to the amount of necrotic
may make a Strength saving throw against a damage dealt.
DC of 14 + your Intelligence. On a failed save,
it takes 1D4 force damage and is pushed back
10 feet.
If a target weighs more than 10 times your

_________5-COST SPELLS_________
Unstable Clone spell’s duration to be 8 hours and for your
Components: Verbal, Somatic. clone’s attributes to be �⁄�th of yours.
Domains: Arcana, Conjuration, Mind.
Type: Single-target effect. Command
Casting time: 1 minute. Components: Verbal, Somatic, Concentration.
Range: Self. Domains: Guidance, Mind.
Duration: 2 hours. Type: Single-target effect.
A clone of you springs forth from your Casting time: a major action.
body. Its attributes are all half of yours and has Range: 100ft.
an integrated arcane copy of your mind. Duration: up to 2 rounds (12 seconds).
It knows it’s a clone, but otherwise acts You attempt to bend a target creature
exactly how you would in its position. within range to your will. The target can make
Additionally, your clone has no more than 1 a Charisma saving throw against a DC equal to
mana when it is summoned. When the spell 1D20 + your Charisma every round until the
ends, the clone dies and its body dissolves. spell ends. On a successful save, the target
Improved Spell: If you already knew takes 1D6 psychic damage.
Illusory Clone when you learned this spell you On a failed save, you can give the target a
can learn an additional mana cost 3 spell. 1 sentence command in Phrenic that they must
Doing so doesn’t count against your known obey as soon as they are able to. If the
spells. command would cause the target direct harm,
Alternative Casting: You can cast this they can make an Intelligence saving throw
spell differently to achieve altered results. You against the spell’s save DC. On a success, they
can double this spell’s duration, but doing so take 1D6 psychic damage but do not have to
halves the attributes of the clone. This can be obey the command.
done at most 2 times which would cause this

SPELLS | 16
_________6-COST SPELLS_________
Arcane Contagion Possessive Reincarnation
Components: Verbal (whispered), Somatic. Components: Verbal, Somatic, Material (a bit of
Domains: Blessings, Curses, Ritual. blood from the creature you wish to reincarnate).
Type: Single-target effect/multi-target effect. Domains: Life, Death, Ritual.
Casting time: a major action. Type: Single-target effect.
Range: 20ft. Casting time: 1 hour.
Duration: Special. Range: 10ft.
A target object with a size class of Giant or Duration: Special.
smaller within range becomes an arcane You summon the soul of a dead creature
contagion. Until the spell ends, any creature whose name you know to take over the body
who touches the object is marked by the of a target creature within range. If the soul is
arcane contagion. If any creature who is willing it can make an Intelligence check
marked is targeted by a spell, every other against an Intelligence saving throw from the
creature who is marked is also targeted by an target creature. If the soul is successful, it is
identical copy of that spell simultaneously. able to take over the body of the target creature
Once this happens, the spell ends causing the permanently.
targeted object to no longer be an arcane The reincarnated creature will have
contagion and making every creature who was Strength, Dexterity, and Constitution of the
marked by this spell no longer marked. targeted creature’s body, but will keep the
For example, if you cast this spell on an Intelligence, and Charisma that it had before
object that is touched by 5 creatures, and then dying.
one of the creatures has the spell Curse of
Misfortune cast on them, all 5 creatures must
make a save against the spell or suffer its
effects.
Note: if the spell cast targeting the
creatures requires Concentration, the caster
will still only be able to concentrate on one
copy of the spell and would lose concentration
on their other copies.
Improved Spell: If you already knew
Basic Arcane Contagion when you learned this
spell you can learn an additional mana cost 3
spell. Doing so doesn’t count against your
known spells.

17 | SPELLS
_________COMMON MAGIC ITEMS AND PROPERTIES_________
Common magic items are easy enough to produce that they can often be purchased at stores or found
in the possession of guards or other intelligent creatures.
Potions and Elixirs Armor and Accessories

Vial of Poison Lucky Charm


Weight: 0.5 lb. Weight: Varies.
Appearance: A vial full of a green liquid. Appearance: A lucky charm of some sort.
This vial contains 2 doses of poison. Each Requires attunement
dose can be used for one of the following or Once completed rest, you can rub the lucky
for another purpose approved by the GM. charm and gain a +1 to your Luck for 1
• The dose can be applied to a melee minute.
weapon. The next 2 times the weapon is
used to wound a creature with piercing or
slashing damage within the next day, the
target must make a DC 16 Constitution Other
saving throw or be wounded for an
additional 1D8 poison damage applied Friendly Rope
over 30 seconds.
Weight: 8 lb.
• The dose can be applied to up to 4 arrows
Appearance: A good-quality rope.
or bolts. Each time a creature is wounded
by slashing or piercing damage from one Requires attunement
of those arrows or bolts within the next A friendly rope is a rope that has been
day, the target must make a DC 16 enchanted to follow and obey whoever it’s
Constitution saving throw or be wounded attuned to. Friendly ropes are often used by
for an additional 1D4 poison damage explorers and sailors to reduce their burdens.
applied over 30 seconds. Friendly ropes have a movement speed of
• The dose can be added to a food or drink. 30 and can take the Sprint action. They can be
If a creature ingests the poisoned food or used in any way that you would use a regular
drink they must make a DC 14 rope. Additionally, while attuned to the rope,
Constitution saving throw or be wounded you can use a minor action to give it a magical
for 2D8 poison damage applied over 10 command such as “tie yourself to that tree” or
minutes. “untie” and the rope will do its best to obey.
For most game rulings the friendly rope
counts as a creature of Small size class with -2
Wands and Staffs in Intelligence and Charisma and 1 in all other
attributes.
Focus Wand A given creature cannot be attuned to more
Weight: 1 lb. than one object with the Friendly property at a
Appearance: A wand with spiraling metallic inlay time.
along its length. Generally, the rope is not able to tie itself
Requires attunement to moving objects or creatures who
When you cast a spell with a range of 10 are not subdued or willing.
feet or more while holding this item and using Note: the rope cannot fly and its
it to either fulfill or add a Somatic component ability to climb depend on the
to the spell being cast, you can increase the difficulty of the climb, the
spell’s range by 10 feet. circumstances,
For example, if you use this wand when and the GM’s
casting a spell with a range of 20 feet you discretion.
could instead cast the spell as though it had a
range of 30 feet.

MAGIC ITEMS | 18
________UNCOMMON MAGIC ITEMS AND PROPERTIES________
Weapons Armor and Accessories

Ceremonial Dagger Armor of Vengeance


Weight: 1 lb. Weight: Varies.
Appearance: A dagger covered in runes and Appearance: A finely-crafted set of armor with
intricately designed. Often they are made of bone sharp geometry and a red tint.
or obsidian. Requires attunement
A ceremonial dagger can store a spell While wearing armor with this
within it. A caster can expend the casting time enchantment, once per completed rest, when
of a spell + one minute to store a spell within you are wounded by a spell you can use your
the dagger. Doing so requires the caster to reaction to cause the armor to replicate the
expend mana and resources as though they had effect and target the caster of the spell,
cast the spell normally. After this process is provided that you are aware of them. When
complete, the dagger’s runes will often glow you do this, the caster takes damage equal to
faintly or take on a metallic appearance. half the wound damage you took and of the
If the dagger is stabbed into something, the same damage type.
spell will be cast targeting or centered on
whatever the dagger was stabbed into. When
this happens the dagger’s user makes a Luck
check with a DC equal to 15 + the mana cost Other
of the spell the dagger had stored. On a failure,
the dagger breaks after being used and cannot
be used to store a spell again unless repaired. Basic Arcane Repository
Weight: 250 lb.
Appearance: Generally large crystals or crystal
arrays are used as arcane repositories.
Requires attunement
A basic arcane repository is a magical item
used to store reserves of mana. They are most
often found in the homes of powerful wizards
or at strategic defensive locations on
battlefields.
Basic arcane repositories can store up to 5
mana which can be used by creatures who are
attuned to it as an extension of their own mana
pools.
If a creature who is attuned to a basic
arcane repository is more than 50 feet from it
for 1 minute or more they become unattuned
from it and must go though the process of
attuning again before using it.
Basic arcane repositories naturally regain 1
mana per 12 hours and can have up to 3
creatures attuned to them simultaneously.

19 | MAGIC ITEMS
________RARE MAGIC ITEMS AND PROPERTIES________
Potions and Elixirs Armor and Accessories

Elixir of Portals Armor of The Hawk


Weight: 1 lb (each vial). Weight: Varies.
Appearance: A pair of vials full of a black and Appearance: A finely-crafted set of armor adorned
white liquid. with runes and decorated with metallic feathers.
When one of the vials breaks, the liquid While wearing armor with this
within it will form a puddle with a radius of up enchantment, the damage you take from
to 3 feet on the surface it broke on. The puddle falling is halved and you have resistance to
will remain there until the second vial is damage from falling. Additionally, when
broken unless it is somehow dispelled. falling, you can move up to 2 feet horizontally
When the second vial breaks, it will form a for every foot that you fall vertically.
gateway of up to a 3 foot radius on the surface
it broke on and the puddle formed by the first Cloak of Invisibility
vial will turn into the other end of that Weight: 1 lb.
gateway. For 1 minute, the spaces around
either end of the gateways are connected by Appearance: A thin sheet of shimmering,
the two gateways. Anything that goes through metallic looking fabric.
one of the gateways will come out of the other, Requires attunement
conserving its momentum when it does. After Once you have attuned to this item, you
1 minute has elapsed, the two gateways slowly can use a minor action to turn anything under
close, leaving nothing behind. the cloak invisible, provided that you are
touching the cloak. While activated, the cloak,
and anything surrounded by it are invisible to
outside observers. However, if part of
Wands and Staffs something is not covered by the cloak from the
perspective of the observer, it is fully visible.
Snake Staff For example, if a creature is of the Large
Weight: 3 lb. size class such that the cloak would not drag
the ground when worn and the creature’s feet
Appearance: A wooden staff or cane with the head
of a snake carved into its end. stuck out, the creature would be entirely
visible to anything which could see its feet, but
Requires attunement still entirely invisible to something observing
As a minor action, you can command the from above, since the angle would obscure the
snake staff to turn into a live snake such as the feet directly below the cloak.
one found on page 97 of the Apotheosis core Similarly, if the cloak were placed on a
rulebook. The snake will obey simple wall it may allow a creature to peer into the
commands that you give it, however, an other room depending on the thickness and
Animal Handling check may be required for material of the wall. If placed on the ground
more complex instructions. when activated the cloak will likely show a
The staff will remain a snake until you use black void, as though a pit were beneath it.
a minor action to command it to turn back into
a staff.
If the snake dies, roll a DC 12 Luck check.
On a failed save, the staff is broken. On a
success, the snake survives by returning to
staff form just before dying.

MAGIC ITEMS | 20
_______LEGENDARY MAGIC ITEMS AND PROPERTIES_______
Wands and Staffs Weapons

4 or 5-Cost Wand +3 or +4 Weapon


Weight: 1 lb. Weight: Varies.
Appearance: An intricately-carved, short wooden A +3 or +4 weapon is magically enchanted
stick with runes inscribed into it. to be more deadly. +3 or +4 weapons are
A 4- or 5-cost wand has 1D6+1 charges of almost invariably also masterwork.
a given 4- or 5-cost spell held within it. These Damage done by +3 or +4 weapons counts
charges can be expended to cast the specified as magical. On a true strike, a +3 or +4
spell without using mana, material weapon deals an additional 3 or 4 damage
components, or having the ability to cast respectively.
spells. Once the wand runs out of charges, it
becomes a mundane wand. A mundane wand
can be recharged with magic, though the Entangling Whip
process is not cheap. Weight: 4 lb.
Appearance: A well-made whip with a gemstone
set into its handle that glows faintly. When the
3 or 4-Cost Staff whip moves, runes glow along its length.
Weight: 3 lb. Requires bonding
Appearance: An intricately-carved, short wooden An entangling whip can retract or elongate
staff or cane with runes inscribed into it.
at the command if it’s user. Its maximum
Requires bonding length is 50 feet.
A 3- or 4-cost staff has 1D4+1 charges of a An entangling whip is a one-handed
given 3- or 4-cost spell held within it. These weapon with a reach of 20 feet. It counts as
charges can be expended to cast the specified part of the Other category of melee weapons.
spell without using mana, material As a major action, you can attack as though
components, or having the ability to cast this weapon’s reach was 50 feet.
spells. After completing a rest, while bonded
to this item, it regains 1 charge. If you have a On a true strike, it deals 1D6 + half your
mana maximum greater than 0, it regains 2 Strength + 2 slashing damage. When you make
charges instead. a true strike with this weapon, you can use
your minor action to attempt to entangle the
target with the whip. The target must make a
Arc-Cane Dexterity saving throw against a Grappling
Weight: 5 lb. check from you. If you succeed, the whip
Appearance: An intricately-decorated, metal staff wraps around part of the target and wounds it
with runes inscribed into it and gemstones set at for 1D4 slashing damage. The target must use
various points along its length. a major action to un-entangle itself or you can
Requires bonding un-entangle the target at any time as a reaction.
While bonded to an arc-cane your mana If you retract the whip while it is
maximum is increased by 4. When you cast a entangling a target, whichever is lighter, you
spell with a range of 5 feet or more while or the target, will be pulled toward the other at
holding this item and using it to either fulfill or a speed of 100 - 1 per 10 pounds of weight
add a Somatic component to the spell being being pulled over 500 to a minimum of 0.
cast, you can double the spell’s range.
Additionally, once per round, when you
wound a creature with a spell attack, you can
deal an additional 1D6 lightning damage to all
creatures within 10 feet of the wounded
creature.

21 | MAGIC ITEMS
_________CREATURES_________

_________CHALLENGE 1_________
Shark Kobold Mage
EP: 20 EP: 6
Defense: 12 Defense: 11
Attributes Attributes
Str: 3 Dex: 4 Con: 2 Int: -3 Cha: -1 Str: 1 Dex: 2 Con: 0 Int: 3 Cha: 2
Attacks (1 per turn) Attacks (1 per turn)
Bite: +5 to attack. 1D8 + 3 (7) piercing Bite: +2 to attack. 1D4 + 1 piercing damage. If a
damage. Reach: 1ft. creature is wounded by this attack they must make
a DC 10 Constitution save. On a failed save, the
Size class: Medium. target takes an addition 1D4 poison damage.
Reach: 1ft.
Movement speed: 35ft (swimming).
Alignment: Unaligned. Mana: 3
Spells
Magic Dart: Mana Cost: 0. Spell attack. +3 to
Mastiff attack. 1D6 force damage. Range: 60ft.
EP: 18 Mage Plate: Mana Cost: 1. Single-target effect.
The target unarmored creature gains a +2 bonus to
Defense: 11 its Defense and a protective property of 1. Range:
Attributes Touch.
Str: 3 Dex: 1 Con: 2 Int: -3 Cha: 2
Attacks (1 per turn) Size class: Small.
Bite: +5 to attack. 1D4 + 3 (5) piercing Movement speed: 30ft.
damage. Reach: 2ft. Equipment: Robes, 5 copper pieces.
Languages: Draconic, (sometimes Standard).
Size class: Medium. Alignment: Varies, generally evil.
Movement speed: 40ft.
Alignment: Unaligned.

CREATURES | 22
_________CHALLENGE 2_________
Hippogriff Huge Scorpion
EP: 28 EP: 34
Defense: 12 Defense: 15 (thick carapace)
Attributes Attributes
Str: 5 Dex: 4 Con: 2 Int: -3 Cha: 0 Str: 5 Dex: 2 Con: 4 Int: -3 Cha: -1
Attacks (1 per turn) Attacks (2 per turn)
Kick: +5 to attack. 1D6 + 3 (6) Claw: +5 to attack. 1D8 + 3 (7) slashing damage.
bludgeoning damage. Reach: 4ft. Reach: 6ft.
Stinger: +8 to attack. 1D6 + 5 (8) piercing damage.
Size class: Large. If a creature is wounded by this attack they must
make a DC 14 Constitution save. On a failed save,
Movement speed: 40ft, 40ft (flying).
the target takes an addition 1D8 poison damage.
Alignment: Unaligned. Reach: 6ft.
Sprinter: When this creature uses the sprint Special actions
action, it moves 3 times its movement speed
instead of 2. Burrow: In sand or lose earth, this creature can
burrow and bury itself below the earth to surprise
Description: A hippogriff is a winged horse enemies. While buried, a DC 14 Investigation check
with the head and front talons of an eagle. is required to notice this creature.

Size class: Large.


Movement speed: 30ft.
Alignment: Unaligned.

Triffen Arcane Warrior


EP: 27
Defense: 18
Attributes
Str: 5 Dex: 1 Con: 3 Int: 3 Cha: 0
Attacks (2 per turn)
Flaming Chakram (if cast): +8 to attack. 1D6 + 3 (6) fire damage. Reach: 3ft.
Khopesh: +8 to attack. 1D8 + 3 (7) slashing damage. Reach: 5ft.
Mana: 3
Spells
Flaming Chakram: Mana Cost: 1. Single-target effect. The triffnen gains a chakram made of fire.
Casting time: a minor action. Range: Self. Duration: up to 8 hours.
Shape Stone: Mana Cost: 1. Single-target effect. Up to a cubic foot of stone forms into the shape of the
triffen’s choice and moves up to 2 feet in a direction of its choice. Range: Touch.

Size class: Medium.


Movement speed: 30ft.
Equipment: Chain mail armor, khopesh, 1 gold piece.
Languages: Lithic, (sometimes Standard).
Alignment: Varies, generally good.

23 | CREATURES
_________CHALLENGE 3_________
Infernal Hound
EP: 49
Defense: 14
Attributes
Str: 8 Dex: 4 Con: 5 Int: -2 Cha: 2
Attacks (1 per turn)
Bite: +12 to attack. 1D6 + 8 (11) fire damage. Reach: 3ft.
Special actions
Breathe fire: Once per hour, the infernal hound can breathe fire in a cone in front of it. All creatures in
the affected area must make a DC 14 Dexterity saving throw. On a failed save, they take 3D12 (18) fire
damage. On a successful save, they take half damage. The cone extends a number of feet in front of the
hound equal to the damage.

Size class: Medium or Large.


Movement speed: 40ft.
Alignment: Unaligned or chaotic evil.
Immunities: Immunity to fire damage.
Vulnerabilities: Vulnerability to cold damage.
Other: Water deals cold damage to infernal hounds.
Description: Infernal hounds are demonic dogs which appear as though composed of flames and smoke.

Triffen Arcane Knight


EP: 43
Defense: 18
Attributes
Str: 7 Dex: 2 Con: 5 Int: 4 Cha: 1
Attacks (2 per turn)
Flaming Chakram (if cast): +9 to attack. 1D6 + 4 (7) fire damage. Reach: 3ft.
Khopesh: +9 to attack. 1D8 + 4 (8) slashing damage. Reach: 5ft.
Mana: 4
Spells
Flaming Chakram: Mana Cost: 1. Single-target effect. The triffnen gains a chakram made of fire.
Casting time: a minor action. Range: Self. Duration: up to 8 hours.
Shape Stone: Mana Cost: 1. Single-target effect. Up to a cubic foot of stone forms into the shape of the
triffen’s choice and moves up to 2 feet in a direction of its choice. Range: Touch.
Shocking Strike: Mana Cost: 2. Single-target effect. The triffen imbues its weapon with electrical
energy. The next true strike it makes, deals an additional 2D4 lightning damage. Casting time: a minor
action. Range: 20ft. Duration: 2 hours.

Size class: Medium.


Movement speed: 30ft.
Equipment: Splint mail armor, khopesh, 3 gold pieces.
Languages: Lithic, (sometimes Standard).
Alignment: Varies, generally good.

CREATURES | 24
_________CHALLENGE 4_________
Roc Giant Scorpion
EP: 99 EP: 70
Defense: 14 (thick skin) Defense: 20 (thick carapace)
(damage reduction: 1) Attributes
Attributes Str: 10 Dex: 5 Con: 8 Int: -3 Cha: -1
Str: 11 Dex: 6 Con: 13 Int: -1 Cha: 2 Attacks (2 per turn)
Attacks (2 per turn) Claw: +10 to attack. 1D8 + 5 (9) slashing
Bite: +11 to attack. 5 slashing damage. damage. Reach: 6ft.
Reach: 10ft. Stinger: +10 to attack. 1D6 + 10 (13)
Claw: +16 to attack. 7 bludgeoning damage. piercing damage. If a creature is wounded
Reach: 10ft. by this attack they must make a DC 16
Constitution save. On a failed save, the
Special actions target takes an addition 1D8 poison
Grab: The roc tries to grab its prey and fly damage. Reach: 6ft.
away with it. The targeted creature must make Special actions
a Strength or Dexterity saving throw against
the roc’s Grappling check with a DC of 1D20 Burrow: In sand or lose earth, this
+ 11 (21). The roc can hold up to 2 Medium or creature can burrow and bury itself below
smaller creatures or 1 Large creature. the earth to surprise enemies. While
buried, a DC 10 Investigation check is
required to notice this creature.
Size class: Giant.
Movement speed: 35ft, 65ft (flying). Size class: Giant.
Languages: (sometimes Leviathinian or Movement speed: 35ft.
Therianthropic).
Alignment: Unaligned.
Alignment: Varies, generally unaligned.

Devil Commander
EP: 64
Defense: 21
Attributes
Str: 6 Dex: 6 Con: 6 Int: 5 Cha: 4
Attacks (2 per turn)
Fire Khopesh: +9 to attack. 1D8 + 4 (8) fire damage. Reach: 5ft.
Mana: 5
Spells
Read Mind: Mana Cost: 1. Requires concentration. Single-target effect. See page 74 of the Apotheosis
core rulebook. Range: 120 feet.
Claws of Hades: Mana Cost: 3. Spell attack. +7 to attack. Claws appear and attack up to 4 target
creatures. An attack roll is made against each target creature. On a true strike, the target takes 1D8
necrotic damage. For more information, see page 81 of the Apotheosis core rulebook. Range: 40ft.

Size class: Medium.


Movement speed: 35ft.
Immunities: Immunity to fire damage.
Thermal Sight: This creature can see heat radiating off anything within 60 feet of them, even in darkness.
Equipment: Half plate armor, a flaming khopesh, 6 gold pieces.
Languages: Fiendish, (often Standard, and/or Lithic, and/or Phrenic (within 25 feet)).
Alignment: Lawful evil.

25 | CREATURES
_________CHALLENGE 5_________
Giant Skeleton Giant Warrior
EP: 68 EP: 106
Defense: 18 (bone) Defense: 17
Attributes (damage reduction: 2)
Str: 12 Dex: 2 Con: 8 Int: -2 Cha: -1 Attributes
Attacks (2 per turn) Str: 14 Dex: 4 Con: 14 Int: 0 Cha: 0
Scythe: +12 to hit. 1D12 + 12 (18) Attacks (2 per turn)
bludgeoning damage. Reach: 25ft. Sword: +21 to attack. 2D6 + 7 (14) slashing
Special actions damage. Reach: 20ft.
Arching Strike: Once per minute, the giant
skeleton can use its turn and expend 5 EP to Size class: Giant.
make a scythe attack against every creature Movement speed: 50ft.
within its reach.
Equipment: Giant heavy patchwork armor, a
Legendary resistance: Once per rest, when giant sword.
this creature fails a saving throw it can
instead choose to succeed. Languages: Leviathinian, (sometimes Standard).
Alignment: Varies.

Size class: Giant.


Movement speed: 45ft. Cyclops
Made of Bones: Giant skeletons have resistance EP: 112
against all mundane damage except bludgeoning. Defense: 14 (thick skin)
Equipment: A giant scythe. (damage reduction: 2)
Undead: This creature has +20 to death saves. Attributes
Necrotic damage restores EP to this creature
instead of dealing damage. Str: 16 Dex: 5 Con: 14 Int: -1 Cha: -1
Languages: (sometimes Leviathinian). Attacks (2 per turn)
Alignment: True evil. Club: +24 to attack. 1D12 + 8 (14)
bludgeoning damage. Reach: 20ft.
Rock Throw: +16 to hit. 1D8 + 8 (12)
bludgeoning damage. Range: 110ft.
Special actions
Legendary resistance: Once per rest, when
this creature fails a saving throw it can
instead choose to succeed.

Size class: Giant.


Movement speed: 50ft.
Equipment: Giant set of clothes, a giant club,
and a few giant rocks.
Languages: Leviathinian, (sometimes Standard).
Alignment: Varies.

CREATURES | 26
_________CHALLENGE 6_________

Dragon
EP: 107
Defense: 24 (natural armor)
(damage reduction: 4)
Attributes
Str: 12 Dex: 5 Con: 13 Int: 5 Cha: 3
Attacks (2 per turn)
Bite: +18 to attack. 1D10 + 12 (17) piercing damage. Reach: 20ft.
Claw: +18 to attack. 1D8 + 6 (10) piercing damage. Reach: 15ft.
Special actions
Breathe Fire: Once per 3 rounds (18 seconds), the dragon can use a major action to cover an area with a
cone of fire. All creatures in the affected area must make a DC 16 Dexterity saving throw. On a failed
save, they take 5D10 (25) fire damage. On a successful save, they take half damage. The cone extends a
number of feet in front of the dragon equal to the damage.
Legendary resistance: Twice per rest, when a dragon fails a saving throw it can instead choose to
succeed.
Mana: 5
Spells
Read Mind: Mana Cost: 1. Requires concentration. Single-target effect. The dragon attempts to read a
creature’s mind. The target must make a Deception check with a DC of 15. On a failure, the dragon
gains one piece of information of its choice from the creature’s mind. For more information, see page 74
of the Apotheosis core rulebook. Range: 120 feet.
Illusion: Mana Cost: 2. Requires concentration. Single-target effect. The dragon creates an illusion of
size class Giant or smaller. For more information, see page 78 of the Apotheosis core rulebook.
Range: 50 feet. Duration: up to 1 minute.
Mass Empower Emotion: Mana Cost: 3. Requires concentration. Area-of-effect. All creatures in a 20
foot radius of a point within range must make a DC 15 Charisma saving throw or be compelled to act on
their current emotions. For more information see page 15. Range: 50 feet. Duration: up to 10 minutes.
Note: the dragon will generally make an Intimidation check as a minor action to scare creatures before
casting this. The DC against the Intimidation is 1D20 + 5 (15).

Size class: Giant or Enormous.


Movement speed: 45ft, 70ft (flying).
Resistances: Resistance to all non-magical damage and fire damage.
Languages: Draconic, (often Standard, and/or Fiendish, and/or Dwarvish).
Alignment: Varies, generally evil.

27 | CREATURES
Greater Devil
EP: 84
Defense: 22
Attributes
Str: 11 Dex: 6 Con: 10 Int: 6 Cha: 6
Attacks (2 per turn)
Flame Sword: +17 to attack. 1D12 + 6 (12) fire damage. Reach: 15ft.
Special actions
Legendary resistance: Twice per rest, when a devil fails a saving throw it can instead choose to
succeed.
Mana: 8
Spells
Read Mind: Mana Cost: 1. Requires concentration. Single-target effect. The devil attempts to read a
creature’s mind. The target must make a Deception check with a DC of 16, on a failure, the devil gains
one piece of information of its choice from the creature’s mind. For more information, see page 74 of
the Apotheosis core rulebook. Range: 120 feet.
Illusion: Mana Cost: 2. Requires concentration. Single-target effect. The devil creates an illusion of size
class Giant or smaller. For more information, see page 78 of the Apotheosis core rulebook.
Range: 50 feet. Duration: up to 1 minute.
Shrink/Grow: Mana Cost: 2. Single-target effect. The devil may shrink itself to Medium size,
especially when trying to trick or make a deal with a Medium creature. While Medium size, the devil’s
Constitution and Strength are both reduced by 2 and it loses 14 EP. For more information, see page 79
of the Apotheosis core rulebook. Range: Touch. Duration: 30 minutes.
Conjure Minor Elemental (fire): Mana Cost: 3. Single-target effect. The devil creates a fire elemental
at a point within range. The fire elemental’s stat block can be found on page 103 of the Apotheosis core
rulebook. Casting time: 2 major actions. Range: 10 feet. Duration: up to 10 minutes.
Energy Bond: Mana Cost: 4. Requires concentration. Single-target effect. Range: 30ft. Duration: up to
10 minutes. A thin, blue line of light appears in the air between the devil and a creature within range.
Until the spell ends, any time the devil loses EP the target creature loses an equal amount. Additionally,
any time the target gains EP the devil gains an equal amount. For more information, see page 87 of the
Apotheosis core rulebook.
Conflagrate: Mana Cost: 4. Area-of-effect. Range: 60 feet. A target area explodes in fire, igniting
everything in the affected area. Creatures in the affected area must make a DC 16 Dexterity saving
throw. On a failed save, the creatures take 6D6 (21) fire damage. On a success they take half as much
(11).

Size class: Large.


Movement speed: 40ft.
Immunities: Immunity to fire damage.
Magic Sight: This creature can see auras around magical objects.
Thermal Sight: This creature can see heat radiating off anything within 60 feet of them, even in darkness.
Equipment: Infernal full plate armor that increases an attuned wearer’s mana maximum by 2 and deals 1D4
fire damage to the wearer per round while being worn, a great sword made of fire.
Languages: Fiendish, (often Standard, and/or Lithic, and/or Phrenic (within 100 feet)).
Alignment: Lawful evil.

CREATURES | 28
_________THANK YOU_________

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Let the adventure begin!
31 | GM NOTES AND TIPS

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