DIVINE MYSTERIES OF LIFE, WAVES, AND WOOD – More Oracular Mysteries for 5th Edition Dungeons & Dragons

MYSTERIES OF LIFE, WAVES, AND WOODS

These oracular mysteries are designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

LIFE
high_priest_by_goldendaniel-d5einnm
When you choose this mystery at 1st level, you gain proficiency with the Medicine skill and you gain the spare the dying cantrip, if you don’t know it yet.

LIFE MYSTERY SPELLS
Oracle Level Spells
2 detect good & evil
4 lesser restoration
6 mass healing word
8 death ward
10 greater restoration
12 heal
14 regenerate
16 holy aura
18 true resurrection

LIFE REVELATIONS
As an oracle with the Life Mystery, you can choose from the following revelations.

Combat Healer
Prerequisite: cure wounds spell
You gain the ability to cast the cure wounds spell as a bonus action by using a spell slot one higher than the effect level. For example, you could cast cure wounds as a bonus action using a 3rd level spell slot to heal the target for 2d8 + your spellcasting ability modifier.

Delay Affliction
You gain the ability to use your reaction to ignore the effect of a disease or poison for 8 hours. Once you use this ability, you can’t use it again until you complete a short or long rest. At 6th level you can use this ability twice between rests, and at 14th level, you can use this ability three times between rests. At 18th level, you gain immunity to all diseases and poisons.

Energy Body
You gain the ability to use your action to transform yourself into a creature of pure radiant energy. You can maintain this form up to 1 minute or as long as you maintain concentration.

While in this form, whenever you strike an undead target with a melee spell attack, or whenever you are hit by a melee weapon attack by an adjacent undead enemy, the undead creature takes 1d8 radiant damage. This damage increases by 1d8 when you reach 6th level (2d8), 14th level (3d8), and 18th level (4d8).

While in this form you can use your action to infuse an adjacent ally with healing power, restoring 1d4 + your Charisma modifier in hit points. The amount of hit points you heal with this ability increases by 1d4 when you reach 6th level (2d4 + your Charisma modifier), 14th level (3d4 + your Charisma modifier), and 18th level (4d4 + your Charisma modifier).

Enhanced Cures
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Healing Hands
Prerequisite: lesser restoration spell
Whenever you cast the lesser restoration spell, you can affect two targets.

Life Link
When you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Lifesense
As an action, you can open your awareness to detect living creatures. Until the end of your next turn, you know the location of any living creature within 60 feet of you. Once you use this ability, you can’t use it again until you complete a short or long rest. At 6th level you can use this ability twice between rests, and at 14th level, you can use this ability three times between rests. At 18th level, you gain immunity to all diseases and poisons.

Safe Curing
Whenever you cast a healing spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for 1 minute as temporary hit points.

Turn Undead
You gain the ability Turn Undead, as a cleric of your level. Once you use this ability, you can’t use it again until you complete a short or long rest. Beginning at 6th level, you can use this ability twice between rests, and beginning at 18th level, you can use it three times between rests.

FINAL REVELATION OF LIFE
As an action you can become an avatar of life. For 1 minute, you gain the following benefits:

  • You cannot die for any reason. If you are reduced to less than 1 hit point by an attack or effect, you are immediately restored to 1 hit point.
  • Your healing spells restore an extra 1d6 hit points when cast.

WAVES
ElementalEvil_Mosaic_Prophet_Water
When you choose this mystery at 1st level, you gain the shape water cantrip, if you don’t know it yet.

WAVES MYSTERY SPELLS
Oracle Level Spells
2 create/destroy water
4 Snilloc’s snowball swarm
6 water breathing
8 watery sphere
10 conjure elemental (water only)
12 wall of ice
14 whirlwind
16 Abi-Dalzim’s horrid wilting
18 storm of vengeance

WAVES REVELATIONS
As an oracle with the Waves Mystery, you can choose from the following revelations.

Blizzard
Prerequisites: 10th level
You gain the ability to cast the ice storm spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 14th level.

Fluid Nature
You gain the ability to take the Dodge action as a bonus action.

Fluid Travel
You gain the ability to walk on liquid as if it were a solid surface. Walking on the liquid in this manner does not harm you, even if it is a normally harmful substance, like acid or lava. At 6th level, you gain the ability to cast the water breathing spell without using a spell slot, though you are the only target effected.

Freezing Spells
Whenever a creature fails a saving throw and takes cold damage from one of your spells, the target has its speed reduced to half, rounding down. The target can end this effect by using its action to make a Strength check to break the icy coating.

Ice Armor
You gain the ability to conjure armor of ice that functions as the mage armor spell as a bonus action. At 14th level, the armor also provides resistance to piercing weapon damage.

Icy Skin
You gain resistance to cold. At 14th level, you gain immunity to cold.

Punitive Transformation
Prerequisites: 10th level
You gain the ability to cast the polymorph spell without using a spell slot, but you can only transform the target into a harmless form, such as a frog or a mouse. Once you use this ability, you must complete a long rest before using it again. At 14th level you can use this ability twice per long rest.

Water Form
Prerequisite: 10th level
You use your action to magically assume the shape of a water elemental. You can stay in this form for 1 hour, but otherwise functions like the druid class’ Wild Shape ability, as described on pages 66-67 of the Player’s Handbook. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 14th level, and three times per long rest at 18th level.

Water Sight
You gain the ability to see through fog and mist without any penalty. At 10th level, you gain the ability to use a calm pool of water at least 1 foot in diameter to cast the scrying spell without using a spell slot. Once you use this scrying ability, you must complete a long rest before using it again. At 18th level, you can use this scrying ability at will.

Wintry Touch
You learn the chill touch cantrip.

FINAL REVELATION OF WAVES
As an action you can become an avatar of waves. For 1 minute, you gain the following benefits:

  • Whenever you cast a spell with that does cold damage or that has water in the name, you can apply one of the following metamagic effects, as if you were a Sorcerer, without spending sorcery points: Empowered Spell, Extended Spell, or Subtle Spell.
  • You gain a swim speed of 90 feet.

WOOD
the_druid_by_josheiten-d55n92i
When you choose this mystery at 1st level, you gain the thorn whip cantrip, if you don’t know it yet.

WOOD MYSTERY SPELLS
Oracle Level Spells
2 entangle
4 barkskin
6 plant growth
8 grasping vine
10 tree stride
12 wall of thorns
14 reverse gravity
16 control weather
18 storm of vengeance

WOOD REVELATIONS
As an oracle with the Wood Mystery, you can choose from the following revelations.

Bend the Grain
Prerequisite: 6th level
You gain the ability to cast the fabricate spell without using as spell slot, though you can only affect wooden objects. Once you use this ability, you must complete a long rest before using it again. When you reach 10th level, you can use this ability to reshape wood as an action. This functions as a move earth spell that targets wood instead of earth.

Lignification
Prerequisite: 14th level
You gain the ability to cast the flesh to stone spell without using a spell slot, though the target transforms into wood instead of stone. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 18th level.

Speak with Wood
Prerequisite: 10th level
You gain the ability to speak with wood and learn what it knows. You must spend 1 minute meditating and communing with the wood and then you gain knowledge as if you had successfully cast the legend lore spell. Once you use this ability, you must complete a long rest before using it again.

Thorn Burst
You can use your action to create a burst of wooden splinters from your body. Each creature other than you within 5 feet must make a Dexterity saving throw against your spell save DC or suffer 1d6 piercing damage. The ability’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tree Form
Prerequisite: 10th level
You gain the ability to cast the polymorph spell without using a spell slot, though you can only transform into plant creatures, instead of beasts. Once you use this ability, you must complete a long rest before using it again.

Wood Armor
You gain the ability to conjure armor of wood that functions as the mage armor spell as a bonus action. At 14th level, the armor also provides resistance to slashing weapon damage.

Wood Sight
You gain the ability to use a bonus action to alter your vision for 1 minute so as to see through underbrush and plant growth that would normally grant concealment. Once you use this ability, you must complete a long rest before using it again. Beginning at 7th level, this ability improves such that you can see through wood and other plant material as if it was transparent glass. You can use this ability twice per long rest at 14th level, and three times per long rest at 18th level.

Wooden Weapon
You learn the shillelagh cantrip.

Woodland Stride
You gain the ability to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed without taking damage or suffering any other impairment.

FINAL REVELATION OF WOOD
As an action you can become an avatar of wood. For 1 minute, you gain the following benefits:

  • You gain an AC of 13 + your Dexterity bonus.
  • Any creatures that strike you with melee attacks suffer 1d6 piercing damage from the thorns that cover your body.
  • You are immune to poison damage, and the petrified and poisoned condition.

DUNGEON MUSER’S NOTES
For this week, I elected to pick two of the seemingly most popular mysteries (Life and Wood) and one that a friend is playing in a Pathfinder RPG campaign that I am trying to convince the DM to convert to 5E (Waves).

RESOURCEFUL RESKINNING
These mysteries are each designed to fit specific themes and, as such, it is unlikely that they could be easily reskinned.

THREE MORE MYSTERIES AWAIT
Next week I will add three more oracular mysteries for use with the 5E oracle rules.

Until next time, I remain;

  • THE DUNGEON MUSER
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DIVINE MYSTERIES OF LIFE, WAVES, AND WOOD – More Oracular Mysteries for 5th Edition Dungeons & Dragons

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