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Apotheosis Expansion One
Apotheosis Expansion One
Apotheosis Expansion One
CORE CONTENT
EXPANSION ONE
Credits
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FIRST EDITION
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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
Strength 1
Dexterity 2
Constitution 0
Intelligence 1
Charisma 1
• 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.
• 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.
Strength 2
Dexterity -1
Constitution 2
M
Intelligence 2 att
M
orr
Charisma 0 ow
• Size: Triffen are normally between 6.5 and 7.5 feet tall and weigh around 200 to 300 pounds. Their size
class is Medium.
• 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.
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.
_________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.
_________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.
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.
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.
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.
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
MAGIC ITEMS | 18
________UNCOMMON MAGIC ITEMS AND PROPERTIES________
Weapons Armor and Accessories
19 | MAGIC ITEMS
________RARE MAGIC ITEMS AND PROPERTIES________
Potions and Elixirs Armor and Accessories
MAGIC ITEMS | 20
_______LEGENDARY MAGIC ITEMS AND PROPERTIES_______
Wands and Staffs Weapons
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.
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.
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.
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.
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).
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).
CREATURES | 28
_________THANK YOU_________
Thank you for buying and supporting Apotheosis! We want to continue to expand and improve the
game so be sure to follow us on our social media and keep an eye out for updates!
Let the adventure begin!
31 | GM NOTES AND TIPS