GODS OF THE EARTH AND SKY: The Metal, Nature, Stone, and Wind Oracular Mysteries for 5th Edition Dungeons & Dragons

MYSTERIES OF METAL, NATURE, STONE, AND WIND
These oracular mysteries are designed for use with the 5th Edition Dungeons & Dragons Oracle class, rules for which can be found here.

METAL
lmuk
When you choose this mystery at 1st level, you gain proficiency in heavy armor and the blade ward cantrip, if you don’t know it yet.

METAL MYSTERY SPELLS
Oracle Level Spells
2 searing smite
4 heat metal
6 conjure barrage
8 staggering smite
10 creation (cannot create vegetable matter)
12 investiture of stone
14 conjure celestial
16 earthquake
18 meteor swarm

METAL REVELATIONS
As an oracle with the Metal Mystery, you can choose from the following revelations.

Armor Mastery
You gain the ability to add your Dexterity modifier to your AC, regardless of the type of armor worn.

Dance of the Blades
While wearing metal armor, your speed is increased by 10 feet.

Iron Constitution
Prerequisite: 6th level
You gain advantage on all Constitution saving throws.

Iron Skin
Prerequisite: 10th level
You add the stoneskin spell to the list of spells you know. This does not count towards your limit of spells known.

Iron Weapon
You can use your Action to create a melee simple or martial weapon made entirely of metal. You can add your proficiency bonus to attacks made with this weapon. The weapon remains for 1 minute or until you drop the weapon. At 6th level, this weapon is treated as magic. Once you use this ability, you must complete a short rest before using it again.

Riddle of Steel
Prerequisite: 10th level
You add the transmute rock spell to the list of spells you know. This does not count towards your limit of spells known.

Rusting Grasp
You gain the ability to use your Action to corrode a nonmagical ferrous metal object you hit with a melee attack within 5 feet. If the object isn’t being worn or carried, this ability destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the effect.

If the object touched is either metal armor or a metal shield being won or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object rusted is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Skill at Arms
You gain proficiency in martial weapons.

Steel Scarf
You gain the ability to use a bonus action to transform a scarf, sleeve, cloak, or other piece of clothing into something as hard as steel that stretches out to up to 30 feet. You can then make a melee spell attack against any target within 30 feet, doing 1d8 slashing damage on a hit. This ability’s damage increased by 1d8 when you reach 6th level (2d8), 14th level (3d8), and 18th level (4d8).

Vision in Iron
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 METAL
As an action you can become an avatar of metal. For 1 minute, you gain the following benefits:

  • You gain resistance to all nonmagical weapon attacks.
  • You do triple damage on any critical hits.

NATURE
bestial_druid_by_m0ai_d32p3s8
When you choose this mystery at 1st level, you gain the shillelagh cantrip, if you don’t know it yet.

NATURE MYSTERY SPELLS
Oracle Level Spells
2 speak with animals
4 barkskin
6 speak with plants
8 conjure woodland beings
10 awaken
12 primordial ward
14 whirlwind
16 animal shapes
18 shapechange

NATURE REVELATIONS
As an oracle with the Nature Mystery, you can choose from the following revelations.

Bounded Mount
Prerequisite: 3rd level
You add the find steed spell to the list of spells you know. This does not count towards your limit of spells known.

Erosion Touch
You learn the shocking grasp cantrip, only it does acid damage instead of lightning.

Friend to the Animals
Prerequisite: 6th level
You add the conjure animals spell to the list of spells you know. This does not count towards your limit of spells known.

Life Leach
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).

Natural Divination
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.

Nature’s Whispers
You may add your Charisma modifier to your AC, rather than your Dexterity.

Speak with Animals
When you cast the Speak with Animals spell, it does not expend a spell slot.

Spirit of Nature
You learn the spare the dying cantrip. At 10th level, you gain the ability to cast death ward without expending a spell slot, while you are within a natural environment. Once you use this ability you must complete a long rest before using it again.

Transcendental Bond
You learn the message cantrip. At 18th level, you add the telepathy spell to your list of spells known. This does not count towards you limit of spells known.

Undo Artifice
Prerequisite: 10th level
You add the transmute rock spell to the list of spells you know. This does not count towards your limit of spells known.

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

  • You can use the Druid’s wild shape ability as if you were a 20th level Druid with the Circle of the Moon.

STONE
stone
When you choose this mystery at 1st level, you gain the mold earth cantrip, if you don’t know it yet.

STONE MYSTERY SPELLS
Oracle Level Spells
2 earth tremor
4 earthen grasp
6 meld into stone
8 stoneskin
10 wall of stone
12 investiture of stone
14 reverse gravity
16 earthquake
18 imprisonment (burial only)

STONE REVELATIONS
As an oracle with the Stone Mystery, you can choose from the following revelations.

Acid Skin
You gain resistance to acid. Starting at 14th level, you gain immunity to acid.

Clobbering Strike
Whenever you score a critical hit against an opponent with a melee weapon attack or a spell attack (melee or ranged), the target is also knocked prone.

Crystal Sight
You can use your Action to see through stone, earth, or sand as if it were transparent glass. This lasts for as long as you maintain your concentration or up to 1 minute. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability once per short rest.

Earth Glide
Prerequisite: 10th level
You add the passwall spell to the list of spells you know. This does not count towards your limit of spells known.

Mighty Pebble
You learn the magic stone cantrip.

Rock Throwing
In your hands, rocks and stone become a lethal weapon. You can use your action to make a ranged spell attack against one target within 60 feet. On a hit the target takes 1d8 bludgeoning damage and its speed is reduced by 10 feet until the start of your next turn. This damage increases by 1d8 when you reach 6th level (2d8), 14th level (3d8), and 18th level (4d8).

Shard Explosion
You add the thunderwave spell to the list of spells you know. This does not count towards your limit of spells known.

Steelbreaker Skin
You gain the ability to use your Reaction to cause damage to melee weapons that strike you. When you are hit with a melee weapon, make a melee spell attack against your attacker. On a hit, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Once you use this ability, you must complete a short rest before using it again.

Stone Stability
You cannot be knocked prone and enemies attempting to shove you do so at disadvantage. At 10th level, you gain advantage on all attempts to shove enemies.

Touch of Acid
You learn the shocking grasp cantrip, only it does acid damage instead of lightning.

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

  • Whenever an enemy starts its turn within 30 feet of you, it must make a Constitution saving throw or be knocked prone. In addition, all land within 30 feet of you is treated as difficult terrain by your enemies.
  • Targets have disadvantage on saving throws against your earth, rock, and stone spells.

WIND
CirceloRes
When you choose this mystery at 1st level, you gain the gust cantrip, if you don’t know it yet.

WIND MYSTERY SPELLS
Oracle Level Spells
2 catapult
4 gust of wind
6 fly
8 storm sphere
10 control winds
12 investiture of wind
14 whirlwind
16 control weather
18 storm of vengeance

WIND REVELATIONS
As an oracle with the Wind Mystery, you can choose from the following revelations.

Air Barrier
You gain the ability to conjure armor made of swirling winds that functions as the mage armor spell as a bonus action. At 14th level, the armor also forces enemies to make ranged attacks against you at disadvantage.

Gaseous Form
Prerequisites: 6th level
You add the gaseous form spell to the list of spells you know. This does not count towards your limit of spells known.

Invisibility
Prerequisites: 3rd level
You add the invisibility spell to the list of spells you know. This does not count towards your limit of spells known.

Lightning Breath
You can use your action to exhale destructive lightning energy. When you use this ability, each creature within a 5 by 30 foot line must make a Dexterity saving throw or take 2d6 lightning damage. The damage increases to 3d6 at 6th level, 4d6 at 14th, and 5d6 at 18th level. Once you use this ability, you must complete a short or long rest before using it again.

Spark Skin
You gain resistance to lightning. At 14th level, you gain immunity to lightning.

Thunderburst
You add the thunderwave spell to the list of spells you know. This does not count towards your limit of spells known.

Touch of Electricity
You learn the shocking grasp cantrip.

Vortex Spells
Whenever a creature fails a saving throw and takes damage from one of your spells, it must make a Constitution saving throw or be pushed 10 feet in a random direction. You can choose to not use this ability when you attack.

Wind Sight
You ignore any penalties to Perception checks caused by blowing particles or naturally obscuring phenomena (such as fog or mist). At 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.

Wings of Air
Prerequisite: 6th level
You can cast the fly spell without expending a spell slot. Once you use this ability, you must complete a long rest before using it again. At 18th level, you may use this ability once per short rest.

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

  • Whenever an enemy starts its turn within 30 feet of you, it must make a Constitution saving throw or be pushed 10 feet away from you. In addition, all land within 30 feet of you is treated as difficult terrain by your enemies.
  • You gain a fly speed of 120 feet.

DUNGEON MUSER’S NOTES
Finally. Finally, the Oracle class is DONE!

The nice thing with seeing the end of this conversion is that I was able to use many of the abilities I had previously converted for other oracular mysteries.

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

THE FINAL MYSTERIES ARE OPEN TO YOU
Whew. With the final subclasses of the Oracle class now done, I will be free to turn my attention to something else next week.

Next week’s entry may be a short one so that I can update a few older posts (including the Alchemist and Magus classes), but we will have to see just how much energy I have.

Until next time, I remain;

  • THE DUNGEON MUSER
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GODS OF THE EARTH AND SKY: The Metal, Nature, Stone, and Wind Oracular Mysteries for 5th Edition Dungeons & Dragons

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