KNOWLEDGE OF THE PAST: The Bone, Lore, and Time Oracular Mysteries for 5th Edition Dungeons & Dragons

MYSTERIES OF THE BONES, LORE, AND TIME

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

BONES
Bones
When you choose this mystery at 1st level, you gain the chill touch cantrip, if you don’t know it yet.

BONES MYSTERY SPELLS
Oracle Level Spells
2 false life
4 ray of enfeeblement
6 animate dead
8 blight
10 contagion
12 circle of death
14 finger of death
16 Abi-Dalzim’s horrid wilting
18 power word kill

BONES REVELATIONS
As an oracle with the Bones Mystery, you can choose from the following revelations.

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

Bleeding Magic
Whenever a creature fails a saving throw and takes necrotic damage from one of your spells, it begins to bleed. The target takes 1d4 damage at the start of each of its turns. A creature can end this damage by using its action to make an Intelligence (Medicine) check to bind its wounds. The DC for this check is equal to your spellcasting save DC.

Death’s Touch
You learn the ray of frost cantrip.

Near Death
You gain advantage on saving throws against charm effects, disease, and poison. At 10th level you gain the ability to reroll a failed death saving throw. Once you reroll a failed death saving throw in this manner, you may not do so again until you complete a long rest.

Raise the Dead
Prerequisite: 6th level
You gain the Wizard class’ School of Necromancy ability, Undead Thralls, as described on page 119 of the Player’s Handbook.

Resist Life
You gain resistance to necrotic damage and advantage on all saving throws against spells and effects that do necrotic damage. Starting at 14th level, you gain immunity to necrotic damage.

Soul Siphon
You gain the ability to make a ranged spell attack against a single target within 30 feet. On a hit, the target takes 1d4 necrotic damage and you heal half as many hit points as the target takes damage (so, if the target is immune to necrotic damage, you heal nothing). This ability’s damage increased by 1d4 when you reach 6th level (2d4), 14th level (3d4), and 18th level (4d4).

Spirit Walk
Prerequisite: 14th level
You add the etherealness spell to the list of spells you know. This does not count towards your limit of spells known.

Undead Servitude
Prerequisite: 14th level
You gain the Wizard class’ School of Necromancy ability, Command Undead, as described on page 119 of the Player’s Handbook.

Voice of the Grave
Prerequisite: 6th level
You add the speak with dead spell to the list of spells you know. This does not count towards your limit of spells known.

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

  • You automatically succeed in death saving throws.
  • You can cast the animate dead spell without paying a material component cost.
  • You can cast the power word kill spell without using a spell slot once.

LORE
lore
When you choose this mystery at 1st level, you gain proficiency in your choice of two of the following skills: Arcana, History, Nature, or Religion.

LORE MYSTERY SPELLS
Oracle Level Spells
2 identify
4 locate object
6 tongues
8 locate creature
10 legend lore
12 true seeing
14 symbol
16 mind blank
18 time stop

LORE REVELATIONS
As an oracle with the Lore Mystery, you can choose from the following revelations.

Arcane Archivist
You can add one spell from the Wizard’s spell list to your list of spells known. The spell selected must be of a level equal to a spell slot which you can cast. Whenever you gain a level in the oracle class, you can swap the spell known for a new Wizard spell.

Automatic Writing
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.

Brain Drain
You gain the ability to violently probe the mind of a single intelligent enemy within 120 feet. The target makes a Wisdom saving throw and, on a failure, the target takes 1d4 psychic damage and you learn its surface thoughts. You can also make one Intelligence skill check with proficiency in a Skill the target has. Whether the target succeeds the saving throw or not, the target knows that you are probing its mind. This ability’s damage increases by 1d4 when you reach 6th level (2d4), 14th level (3d4), and 18th level (4d4).

Focused Trance
You gain the ability to use your actions for 1d6 rounds to maintain a trance. When you come out of the trance you make one Intelligence skill check and treat the result as if you had rolled a 20. Once you use this ability, you must complete a long rest before using it again. When you reach 14th level, you may use this ability twice per long rest.

Lore Keeper
You gain the ability to use your Charisma bonus in place of your Intelligence bonus when making any Intelligence skill checks.

Mental Acuity
Prerequisite: 6th level
You add +1 to your Intelligence score.

Sidestep Secret
While you are not wearing armor or carrying a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Spontaneous Symbology
Prerequisite: 14th level
You gain the ability to cast the symbol spell without using a spell slot. Once you use this ability, you must complete a long rest before using it again.

Think On It
You can gain advantage on one Intelligence ability or skill check. You may decide to use this ability after you roll. Once you use this ability, you must complete a long rest before using it again. At 10th level, you can use this ability to use this ability twice per long rest. At 14th level, you can use this ability three times per long rest. At 18th level, you can use this ability four times per long rest.

Whirlwind Lesson
Prerequisite: 6th level
When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

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

  • You gain advantage on all Intelligence skill checks.
  • You can cast the wish spell without using a spell slot once. 

TIME
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When you choose this mystery at 1st level, you gain advantage on all Initiative checks.

TIME MYSTERY SPELLS
Oracle Level Spells
2 expeditious retreat
4 gentle repose
6 slow
8 dimension door
10 legend lore
12 contingency
14 sequester
16 demiplane
18 time stop

TIME REVELATIONS
As an oracle with the Time Mystery, you can choose from the following revelations.

Aging Touch
You may make a melee spell attack against a target. On a hit, the target gains one fatigue level. Once you use this ability, whether you hit or not, you cannot use this ability again until you complete a short rest. At 10th level, you gain one extra use of this ability per short rest (2), at 14th level you can use this ability three times per short rest.

Erase from Time
You add the hold person spell to your list of spells you know. This does not count towards your limit of spells known.

Knowledge of the Ages
You can gain advantage on one Intelligence ability or skill check. You may decide to use this ability after you roll. Once you use this ability, you must complete a long rest before using it again. At 10th level, you can use this ability to use this ability twice per long rest. At 14th level, you can use this ability three times per long rest. At 18th level, you can use this ability four times per long rest.

Momentary Glimpse
You gain the Wizard class’ School of Divination ability, Portent, as described on page 116 of the Player’s Handbook.

Rewind Time
When you make an attack roll or a saving throw, you can roll a d4 and add it to the attack roll or saving throw. Once you use this ability, you must complete a long rest before using it again. At 10th level, you can use this ability to use this ability twice per long rest. At 14th level, you can use this ability three times per long rest. At 18th level, you can use this ability four times per long rest.

Speed or Slow Time
Prerequisite: 6th level
You add the haste spell to your list of spells you know. This does not count towards your limit of spells known.

Temporal Celerity
When you roll initiative, you can roll a d6 and add it to the result. Once you use this ability, you must complete a long rest before using it again. At 10th level you gain the ability to roll initiative three times and keep the highest of the results.

Time Flicker
Prerequisite: 3rd level
You add the blur spell to your list of spells you know. This does not count towards your limit of spells known.

Time Hop
Prerequisite: 14th level
You add the teleport spell to your list of spells you know. This does not count towards your limit of spells known.

Time Sight
Prerequisite: 14th level
You gain the ability to cast the true seeing spell without using a spell slot. Once you use this ability, you must complete a short rest before using it again. You can use this ability twice per short rest at 18th level and it can function as the foresight spell.

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

  • You suffer no penalties from aging and cannot be aged, magically or otherwise.
  • You are immune to disease and poison.
  • You can cast the time stop spell without using a spell slot once.

DUNGEON MUSER’S NOTES
This week brings me three mysteries closer to my goal of converting all the oracular mysteries from Pathfinder into 5th Edition D&D.  Only four more remain, which I hope to get done next week, so I can finish this task and move onto something else.

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

MYSTERIES OF BONE, LORE, AND TIME
Four more to go…

Until next time, I remain;

  • THE DUNGEON MUSER
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KNOWLEDGE OF THE PAST: The Bone, Lore, and Time Oracular Mysteries for 5th Edition Dungeons & Dragons

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