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“Love is action.” — branded on every Agape Ring


 

Hit Die: d8

Primary Ability: Wisdom

Saves: Wisdom, Charisma

Armor: Light, medium, shields (no heavy — you need to swim)

Weapons: Simple weapons only, plus nets. No martial.

Tools: Navigator’s tools, cook’s utensils (feast days), water vehicles

Skills: Choose 3: Medicine, Nature, Survival, Insight, Persuasion, Perception


 

Core Vow (Level 1): You cannot cast or use any feature that deals damage to a creature, imposes a hostile condition, or targets an unwilling creature. If you break this, you lose all Emulation features until you complete a feast day atonement.

 

Spellcasting: Emulation

You don’t have a spell list. You have an Emulation Pool.

 

You know a number of spells = your Wisdom mod + half your Healer level (min 1). You can fill those slots with any spell from any class list of a level you can cast, provided the spell can only help: it heals, restores, removes a condition, grants temporary HP, grants movement/teleport to safety, creates food/water/shelter, grants advantage/bonus to ability checks/saves/attacks to a willing ally, or protects (AC, resistance, sanctuary).

 

Your DM has final say, but rule of thumb: if you could cast it on an enemy to hurt/control them, you can’t learn it.

 

You prepare them like a cleric after a long rest + a 10-minute feast/breaking bread roleplay moment.

 

Spell slots: Full caster progression (like Cleric).


 

LEVEL TABLE

 

1 – Deckhand: Agape Touch

As an action, touch a willing creature and transfer your vitality. Spend up to your level in HP from yourself (can’t drop you below 1), they heal twice that amount. You can also cure poison/disease at cost of 5 HP to yourself.

 

1 – Anywhere Sailor

You ignore difficult terrain on coasts, ships, and docks. You can find food/water for 6 people with 1 hour foraging, even in barren planes. You know which direction is the nearest safe haven.

 

2 – Feast Day (Short Rest)

During a short rest, if you share food and teach something (even a story), allies who spend Hit Dice heal + your Wis mod extra per die. You also can integrate 1 new emulated spell.

 

3 – White Ship Bond

Once per long rest, as a 10-minute ritual, you summon mist in the shape of a rowboat door. Up to 8 willing creatures can step through to a haven/dock/ship you’ve visited before (up to 500 miles, grows with level). Cannot be used to enter combat.

 

4 – ASI

 

5 – Man Must Know (Aristotle’s Philia)

When an ally within 30 ft makes an Intelligence/Wisdom check or save to protect knowledge (resist charm/fear to silence them, recall lore), you can use your reaction to grant them advantage + add your Wis mod. You also learn Sanctuary and Protection from Evil and Good as always-prepared, even if they wouldn’t normally qualify.

 

6 – Mist Runner

You and allies within 10 ft can move across water, mud, or hazardous ground as if it were calm deck. You can hold breath for 1 hour and grant it to touch allies.

 

7 – Second Wave Training

You gain Expertise in Medicine and Survival. Your Agape Touch now heals 2.5x (round up) the HP you spend.

 

8 – ASI

 

9 – Bigger Inside

Your White Ship Bond now holds 15 people, range 5,000 miles / any plane you’ve eaten a feast day in. The mist boat interior is warm, dry, and counts as a Tiny Hut for resting.

 

10 – Theologian’s Compassion

You can integrate emulated spells up to 5th level in half the time. Once per long rest, when an ally fails a death save, you can take the failure as 2 levels of exhaustion on yourself to let them succeed.

 

11 – Love is Transcendence (Plato’s Gift)

Once per long rest, as a reaction when a willing ally within 60 ft fails an attack, check, or save, you may let them reroll with advantage and add your proficiency bonus. Describe it as you shouldering the weight — you take psychic damage equal to your level (cannot be reduced).

 

12 – ASI

 

13 – Grand Galleon Call

Your White Ship Bond becomes 1 minute to cast and can summon a full mist-galleon visible for 1 hour. It can teleport 1 mile as a bonus action on your turn while you concentrate. Still cannot be weaponized — it automatically becomes mist if used to ram.

 

14 – Unbreakable Teamwork

Allies within 30 ft of you have advantage on saves against being frightened, charmed, or possessed while you are conscious. You can use Agape Touch at 30 ft range.

 

15 – Sage’s Bones

You can now hold extra emulated spells: your Pool = Wis mod + full Healer level. You ignore the material component cost for helpful spells under 500gp if you perform a feast day.

 

16 – ASI

 

17 – Agape De John

You craft your own copy of the Agape Ring. While wearing it, your helpful spells that target only allies are cast as if from 1 slot higher (once per turn), and Agape Touch costs you half HP (round up).

 

18 – World Citizen

You learn the languages of all willing creatures you share a feast day with (permanent). You can use White Ship Bond at will, but only to reach places of refuge.

 

19 – ASI

 

20 – Second Wave Saint

Once per long rest, for 1 minute you become an avatar of rescue: you sprout mist-sails, you can fly (60 ft), you are immune to damage from environmental hazards, and any willing creature you touch is instantly stabilized, cured of poison/disease/blindness/deafness, and teleported to the nearest safe haven of their choice if they wish. You take 1 level of exhaustion after.


 

 

 

  1. Surgeon of the Docks (Aristotle – Man Must Know)

 

You hold the docks where knowledge is defended. You don’t just heal bodies, you protect the people who protect truth.

 

3rd – Triage Eye

You can cast Detect Poison and Disease at will. As a bonus action, you can assess a willing creature and learn their current HP, conditions, and what caused them. Your Medicine checks to stabilize or cure take 1 action instead of 1 minute.

 

6th – Defend the Tellers

When a reporter, teacher, healer, or scientist ally within 30 ft is targeted by an attack or hostile spell, you can use your reaction to move up to your speed (without provoking) and interpose — you become the target instead. You have resistance to that damage. Usable Wis mod times per long rest.

 

10th – Philia Ward

You always have Aura of Purity (or Lesser Restoration mass version) prepared and can cast it without a slot once per long rest. Allies in your Feast Day short rest gain immunity to disease/poison for 24 hours.

 

14th – Quarantine Saint

As an action, create a 30-ft mist-dome for 10 minutes (concentration). Inside, no disease/poison can spread, hostile teleportation fails, and allies have advantage on saves vs. charm/fear. You can end it early to mass-cure: all willing inside are cured of poison, disease, blindness, deafness.

 

Fantasy: You’re the CDC + bodyguard. The party brings you plague villages and censored libraries.


 

  • Star-Chart Mystic (Plato – Love is Transcendence)

 

You read fate like tradewinds. You don’t heal wounds, you edit luck so wounds never happen.

 

3rd – Grant Luck

You learn to siphon your own fortune. As a reaction when an ally fails a d20 roll, spend your reaction + take 1d6 psychic (can’t reduce) to let them reroll. You can do this Wis mod times per long rest.

 

6th – Constellation Map

During a Feast Day, you can chart one ally. For the next 24 hours, they can add 1d4 to any one attack, check, or save (their choice, after seeing roll). You can have Wis mod charts active at once.

 

10th – Transcendent Swap

Once per long rest, when an ally would take damage, you can swap positions via mist as a reaction (up to 60 ft). They take 0, you take half (resistance applies). You both emerge with advantage on your next check.

 

14th – World Citizen’s Fate

Your Grant Luck becomes 2d6 cost to you, but the ally rerolls with advantage and a +5. Once per long rest, you can cast Foresight but only on another creature, and it lasts 8 hours without concentration while you’re within 1 mile.

 

Fantasy: You’re the gambler’s angel. Less HP restored, way more “holy crap we would have TPK’d” moments.


 

  • Ring-Bearer of John (John – Love is Action)

 

You wear the copy of the Agape Ring. You don’t support from the back — you walk into danger unarmed and dare it to go through you first.

 

3rd – Martyr’s Exchange

Your Agape Touch range becomes 60 ft and you can use it as a bonus action. When you heal with it, you also grant the target temporary HP equal to your Healer level until their next turn.

 

6th – White Sail Taunt

As a bonus action, you can unfurl mist-sails behind you for 1 minute. Hostile creatures within 30 ft have disadvantage on attacks against your allies (they must target you if able). You cannot attack during this, but you can dash/dodge/help. Once per short rest.

 

10th – Sacrifice That Works

When a willing ally within 30 ft drops to 0 HP, you can use your reaction to drop to 0 HP instead — they stay at 1 HP and are stabilized. You automatically succeed your first death save. Usable once per long rest.

 

14th – Agape Incarnate

For 1 minute (once per long rest), you glow with warm light. You are immune to frightened/charmed, your speed doubles, and any healing you grant to others is maximized. If you fall unconscious during this, all allies within 60 ft heal for your Healer level + Wis mod immediately.

 

Fantasy: The paladin who took “protect” literally. You will scare your DM because you want to get hit.

 

 

My take: Ring-Bearer will be the most popular (classic hero), Star-Chart will be the most talked-about (luck manipulation is addictive), and Surgeon will be the DM’s favorite (gives them plague / censorship plots to throw at you).

 

Want me to format the full class + these three as a clean 2-page PDF-ready doc you can upload to angel-haven.com?

 

 

 

I love to blog.

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