LESSONS FROM THE PAST – The Ancestors Oracular Mystery for 5th Edition Dungeons & Dragons

MYSTERY OF THE ANCESTORS
This oracular mystery is designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

THE ANCESTORS
ancestor
When you choose this mystery at 1st level, you gain proficiency with the History skill and with one Language.

ANCESTOR MYSTERY SPELLS
Oracle Level Spells
2 unseen servant
4 spiritual weapon
6 spirit guardians
8 guardian of faith
10 telekinesis
12 planar ally
14 etherealness
16 trap the soul
18 astral projection

ANCESTOR REVELATIONS
As an oracle with the Ancestor Mystery, you can choose from the following revelations.

Ancestral Weapon
You gain the ability to summon a simple or martial weapon appropriate to your family’s history as a bonus action. You are proficient with this weapon. The weapon is treated as a magical weapon and remains for up to 1 minute. Once you use this ability, you must complete a long rest before using it again. At 10th level, your weapon gains the benefit as if you had cast the elemental weapon spell on it.

Blood of Heroes
You gain the ability to cast the heroism 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 10th level, and three times per long rest at 18th level.

Phantom Touch
You learn the vicious mockery cantrip.

Sacred Council
You gain the ability to cast the bless 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 10th level, and three times per long rest at 18th level.

Spirit of the Warrior
Prerequisite: 10th level
You gain the ability to cast the crusader’s mantle 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 18th level.

Spirit Shield
Prerequisite: 10th level
You gain the ability to cast the stoneskin 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 18th level.

Spirit Walk
Prerequisite: 10th level
You gain the ability to use your action to become both incorporeal and invisible. While incorporeal, you gain resistance to acid, cold, fire, lightning, thunder, as well as bludgeoning, piercing, and slashing nonmagical weapon damage, and you are immune to poison damage. While you are incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. This effect lasts for as long as you maintain your concentration, up to 1 minute. 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.

Storm of Souls
Prerequisite: 10th level
You gain the ability to cast the spirit guardians 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 18th level.

Voice of the Grave
Prerequisite: 10th level

You gain the ability to cast the speak with dead 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 18th level.

Wisdom of the Ancestors
Prerequisite: 6th level
You add the augury spell to your list of spells known. At 10th level, you add the commune and divination spells to your list of spells known. None of these spells count towards you limit of spells known.

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

  • Blindsight to 60 feet.
  • Advantage on all Wisdom saving throws.
  • Once within that 1 minute, you can cast the astral projection spell as an action.

DUNGEON MUSER’S NOTES
I moved this week and, since my time has been dominated by packing things into boxes and them removing them from said boxes, I only had time to prepare one mystery.  I also have had internet issues, which is why this entry is coming so late on Friday that it is, technically, Saturday morning.  

RESOURCEFUL RESKINNING
As with earlier mysteries, the Ancestors Mystery is designed to fit specific themes and, as such, it is unlikely that it 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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LESSONS FROM THE PAST – The Ancestors Oracular Mystery for 5th Edition Dungeons & Dragons

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