Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
space_mage_by_axl99-d6ru3ej

Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

EXISTING HIGH TECHNOLOGY ITEMS

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

Grade Three Hemochem
Pharmaceutical, Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Grade three Hemochem heals 3 hit points per round.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

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Casting Call – Survivor – Out of Time 14th Level Android Oracle

ALL THE VESSELS OF THE DIVINE – The Complete Rules for Oracles in 5th Edition Dungeons & Dragons

The following is a compilation of all the previous material I have posted for my conversion of the Pathfinder RPG Oracle class to 5th Edition Dungeons & Dragons.  You can find discussion of these conversion here, in my initial post on the Oracle class.

Alahazra

ORACLE CLASS FEATURES
As an oracle, you gain the following class features.

HIT POINTS
Hit Dice:
1d8 per oracle level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st.

PROFICIENCIES
Armor:
Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from History, Insight, Medicine, Persuasion, and Religion

EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol
THE ORACLE                        
Level Proficiency Features Revelations Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Curse, Mystery 4 2 2
2 +2 Revelation 1 4 3 3
3 +2 Revelation 2 4 4 4 2
4 +2 Ability Score Improvement 2 5 5 4 3
5 +3 Curse feature 2 5 6 4 3 2
6 +3 Revelation 3 5 7 4 3 3
7 +3 3 5 8 4 3 3 1
8 +3 Ability Score Improvement 3 5 9 4 3 3 2
9 +4 3 5 10 4 3 3 3 1
10 +4 Revelation 4 6 11 4 3 3 3 2
11 +4 Curse feature 4 6 12 4 3 3 3 2 1
12 +4 Ability Score Improvement 4 6 12 4 3 3 3 2 1
13 +5 4 6 13 4 3 3 3 2 1 1
14 +5 Revelation 5 6 13 4 3 3 3 2 1 1
15 +5 Curse feature 5 6 14 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 5 6 14 4 3 3 3 2 1 1 1
17 +6 5 6 15 4 3 3 3 2 1 1 1 1
18 +6 Revelation 6 6 15 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 6 6 15 4 3 3 3 3 2 1 1 1
20 +6 Final Revelation 6 6 15 4 3 3 3 3 2 2 1 1

SPELLCASTING
You are a divine vessel, granted power without your choice, selected by providence to wield powers that even you do not fully understand. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the divine spell list.

CANTRIPS
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels as shown in the Cantrips Known column of the Oracle table.

SPELL SLOTS
The Oracle table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st level spells of your choice from the cleric spell list.

The Spells Known column of the Oracle table shows when you learn more cleric spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose to replace one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.

POWER TO HEAL OR HARM
In addition to the other spells you know at 1st level, you learn either the cure wounds spell or inflict wounds spell. You can use one of your choices of Spells Known to learn whichever spell you don’t pick, if you want to learn both spells.

SPELLCASTING ABILITY
Charisma is your spellcasting ability for your oracle spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

SPELLCASTING FOCUS
You can use a divine focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your cleric and mystery spells.

CURSE
At 1st level, you suffer a curse that come with a benefit, as well as a hindrance. Your curse cannot be removed or dispelled without the aid of a God. Choose one of the following options.

Clouded Vision
Your eyes are obscured, making it difficult for you to see. Starting at 1st level, you cannot see anything beyond 30 feet, but you gain darkvision to that range. At 5th level, the range of your darkvision extends to 60 feet. At 11th level, you gain blindsight out to a range of 30 feet. Starting at 15th level, you gain the ability to cast true seeing without expending a spell slot, though you must complete a short rest before using this ability again.

Deaf
Starting at 1st level, you cannot hear and suffer all the usual penalties for being deafened, though your spells no longer require a verbal component. At 5th level, you gain advantage on any Wisdom (Perception) ability checks that don’t involve hearing. Beginning at 11th level, you gain tremorsense to a range of 30 feet. Starting at 15th level, you gain the ability to cast detect thoughts at will, without casting a spell slot.

Haunted
Starting at 1st level, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the mage hand and minor illusion cantrips. At 5th level, you add levitate and silent image to your list of known spells. When you reach 11th level, you add the telekinesis spell to your list of known spells. It does not count against the number of spells you know. At 15th level, you add the reverse gravity spell to your list of known spells. None of these spells count against the number of spells you know.

Lame
At 1st level, one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. At 5th level, you gain advantage on all Constitution saving throws. When you reach 11th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. At 15th level, you become immune to exhaustion and do not gain exhaustion levels.

Tongues
Starting at 1st level, in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. At 5th level, you learn another language of your choice. When you reach 11th level, you gain the ability to understand all languages. At 15th level, you gain the ability to speak and understand all languages.

Wasting
At 1st level, your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage on all Constitution saving throws against disease. At 5th level, you become immune to all diseases. When you reach 11th level, you gain immunity to poisons and the poisoned condition. Starting at 15th level, you gain the ability to cast regenerate without expending a spell slot, though you must complete a long rest before using this ability again.

MYSTERY
At 1st level, you choose a mystery related to your deity: Ancestors, Battle, Bones, Dark Tapestry, Flame, Heavens, Life, Lore, Lunar, Metal, Nature, Solar, Stone, Time, Waves, Wind, and Wood. Each mystery is detailed at the end of the class description. Your choice grants you mystery abilities, mystery spells, and additional abilities called revelations, at level. The tradition you choose grants you features at 1st level and again at 2nd, 3rd, 6th, 10th, 14th, and 18th level.

DIVINE REVELATIONS
At 2nd level, you gain one revelation of your choice, selected from the revelations available in your chose mystery. The revelations are detailed at the end of the class description. When you gain certain oracle levels, you gain additional revelations of your choice, as shown in the Revelations Known column of the Oracle table.

Additionally, when you gain a level in this class, you can choose one of the revelations you know and replace it with another revelation that you could learn at that level.

FINAL REVELATION
At 20th level, you become an avatar for your deity, gaining a new ability determined by the mystery you chose.

ORACULAR MYSTERIES
Each mystery’s description includes the spells you learn at each level and the revelations you can choose.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

BATTLE
130572-male-human-cleric
When you choose this mystery at 1st level, you gain proficiency in your choice of heavy armor or martial weapons.

BATTLE MYSTERY SPELLS
Oracle Level Spells
2 fog cloud
4 enlarge/reduce
6 crusader’s mantle
8 wall of fire
10 destructive wave
12 hero’s feast
14 fire storm
16 earthquake
18 storm of vengeance

BATTLE REVELATIONS
As an oracle with the Battle Mystery, you can choose from the following revelations.

Battlecry
You gain the ability to rally others with an inspiring battlecry. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Battle Inspiration die, a d6.

Once, within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Battle Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Battle Inspiration die is rolled, it is lost. A creature can have only one Inspiration die, or any kind, at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Battle Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 14th level, and a d12 at 18th level.

Battlefield Clarity
You gain the ability to reroll a failed saving throw as a reaction. You may wait until after you roll the saving throw, but must decide before the DM says whether the roll succeeds or fails. Once you use this ability, you must finish a long rest before using it again. You can use this ability twice per long rest at 10th level, and once per short rest at 18th level.

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.

Iron Skin
Prerequisite: 10th level
You gain the ability to cast the stoneskin 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.

Maneuver Master
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (at page 73 of the Player’s Handbook). If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throws DC equals 8 + your proficiency bonus + your Strength or Dexterity modifiers (your choice).

You have two superiority dice which are used to fuel that maneuver. This superiority dice is a d8. You may use superiority dice you gained from other classes to fuel these maneuvers. As a bonus action, you may convert spell slots into maneuver points, as in the table below, but you may not use the superiority dice generated from your spell points to fuel any other maneuvers. These maneuver points last until you complete a long rest.

Spell Slot Level Maneuver Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

Resiliency
You gain advantage on all death saving throws.

Skill at Arms
You gain proficiency in heavy armor or martial weapons.

Surprising Charge
You gain the ability to move up to your speed as part of an Attack action. Once you use this ability, you must complete a short rest or long rest before using it again. You can use this ability twice per short rest at 10th level, and three times per short rest at 18th level.

War Sight
You gain advantage on initiative rolls. Starting at 18th level, you can roll three d20s when rolling for initiative and keep the highest.

Weapon Mastery
Choose one weapon with which you are proficient. You gain the ability to score a critical hit on a roll of 19 or 20 with that weapon. Starting at 18th level, you score a critical hit with your chosen weapon on a roll of 18-20.

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

  • Whenever you make an Attack action, you can attack three times, instead of once.
  • You gain resistance to bludgeoning, slashing, and piercing weapons.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

DARK TAPESTRY
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When you choose this mystery at 1st level, you gain the vicious mockery cantrip, if you don’t know it yet.

DARK TAPESTRY MYSTERY SPELLS
Oracle Level Spells
2 dissonant whispers
4 crown of madness
6 tongues
8 Evard’s black tentacles
10 contact other plane
12 planar ally
14 reverse gravity
16 Feeblemind
18 gate

DARK TAPESTRY REVELATIONS
As an oracle with the Dark Tapestry Mystery, you can choose from the following revelations.

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).

Cloak of Darkness
You gain the ability to conjure a cloak of shadowy armor that grants you an AC bonus equal to your proficiency bonus if you are not wearing armor and advantage on all Stealth checks. This ability has a duration of Concentration.

Dweller in Darkness
Prerequisites: 10th level
You gain the ability to cast the phantasmal killer spell without expending a spell slot. Once you use this ability, you cannot use it again until you complete a long rest. At 18th level, you can use this ability to cast the weird spell instead of phantasmal killer.

Gift of Madness
You gain the ability to use your action to cause a single creature within 60 feet to make a Wisdom saving throw or be affected by a confusion spell until the start of your next turn on a failed save. Starting at 14th level, a target that fails the Wisdom saving throw is affected by the confusion spell for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw. On a successful saving throw, the effect ends.

Interstellar Void
You gain the ray of frost cantrip.

Many Forms
Prerequisites: 6th level
You gain the ability to cast the alter self spell without expending a spell slot. Once you use this ability you cannot use it again until you complete a long rest. At 10th level, you can use this ability to cast the polymorph spell instead of alter self. At 18th level, you can use this ability to cast the shapechange spell instead of polymorph or alter self.

Piercing the Veil
You gain darkvision with a range of 60 feet. At 10th level, this ability allows you to see through any kind of darkness, including the effect of a darkness spell.

Read the Tapestry
Prerequisites: 10th level
You gain the ability to cast the contact other plane spell without expending a spell slot. Once you use this ability, you can’t use it again until you complete a long rest.

Touch of the Void
You gain the chill touch cantrip.

Wings of Darkness
Prerequisites: 10th level
You gain the ability to cast the fly spell without expending a spell slot. For the duration of the spell, you manifest a shadowy aura that makes the light in a 20-foot radius of you one degree darker (bright light become dim, dim light becomes darkness). Once you use this ability, you cannot use it again until you complete a long rest.

FINAL REVELATION OF DARK TAPESTRY
You gain damage reduction to all nonmagical weapon attacks, you are immune to acid and poison damage, and you are immune to the poisoned condition. In addition, you can gain the ability to cast the shapechange spell without expending a spell slot or material components. Once you use this ability, you cannot use it again until you complete a long rest.

FLAME
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When you choose this mystery at 1st level, you gain the control flame cantrip, if you don’t know it yet.

FLAME MYSTERY SPELLS
Oracle Level Spells
2 burning hands
4 Agonazar’s scorcher
6 fireball
8 wall of fire
10 conjure elemental (only fire)
12 investiture of flame
14 fire storm
16 incendiary cloud
18 meteor swarm

FLAME REVELATIONS
As an oracle with the Flame Mystery, you can choose from the following revelations.

Burning Magic
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames. The DC for this check is equal to your spellcasting save DC.

Cinder Dance
Your speed is increased by 10 feet while you aren’t wearing heavy armor.

Fire Breath
You can use your action to exhale a 15 foot cone of flames. Each creature in the area must make a Dexterity saving throw against a DC equal to your spellcasting save DC. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage is increased to 3d6 at 6th level, 4d6 at 10thlevel, and 5d6 at 14th level. Once you use this ability, you must complete a short or long rest.

Fire Bolt
You learn the fire bolt cantrip.

Form of Flame
Prerequisite: 10th level
You use your action to magically assume the shape of a fire 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.

Gaze of Flame
You gain the ability to see through fire, fog, and smoke without penalty. At 6th level, you gain the ability to cast the clairvoyance spell without expending a spell slot, though to do so, you must have a source of flame at least as large as a campfire. You can use this ability once per long rest. Starting at 14th level, you gain the ability to use this ability twice per long rest. Starting at 18th level, you gain the ability to use this ability three times per long rest.

Heat Aura
You gain the ability to use a bonus action to cause waves of heat to radiate from your body. All creatures in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage. On a successful save, the creature takes half as much damage. Further, until the start of your next turn, enemies suffer disadvantage on all attacks against you. Once you use this ability, you must complete a short rest before using it again. Starting at 10th level, all creatures who fail their saving throw are blinded until the start of your next turn. Starting at 18th level, all creatures who fail their saving throw gain 1 level of exhaustion.

Molten Skin
You gain resistance to fire. Starting at 14th level, you gain immunity to fire.

Touch of Flame
You gain the ability to make a melee spell attack against a single target. On a hit, the target takes 1d8 fire damage. This ability’s damage increases by 1d8 when you reach 6th level (2d8), 14th level (3d8), and 18th level (4d8). Starting at 10th level, this ability can be used with a melee weapon attack, adding the damage of the weapon to the damage of this ability. This ability counts as a spell for the purpose of the burning magic revelation.

Wings of Fire
Prerequisites: 10th level
You gain the ability to cast the fly spell without expending a spell slot. For the duration of the spell, you manifest flaming wings that shed bright light in a 20-foot radius and dim light for an additional 20 feet. Once you use this ability, you cannot use it again until you complete a long rest.

FINAL REVELATION OF FLAME
As an action you can become an avatar of flame. For 1 minute bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that, you gain the following benefits:

  • Whenever an enemy starts its turn within 30 feet of you, it takes 10 fire damage.
  • Targets have disadvantage on saving throws against your fire spells.

Once you use this feature, you can’t use it again until you finish a long rest.

HEAVENS
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When you choose this mystery at 1st level, you gain the sacred flame cantrip, if you don’t know it yet.

HEAVENS MYSTERY SPELLS
Oracle Level Spells
2 color spray
4 phantasmal force
6 hypnotic pattern
8 confusion
10 teleportation circle
12 chain lightning
14 prismatic spray
16 sunburst
18 meteor swarm

HEAVENS REVELATIONS
As an oracle with the Heavens Mystery, you can choose from the following revelations.

Awesome Display
You gain the ability to use your bonus action to impose disadvantage on all saving throws against your illusion spells until the start of your next turn. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability once per short rest.

Coat of Many Stars
You gain the ability to conjure armor of starry radiance that functions as the mage armor spell as a bonus action. At 14th level, the armor also provides resistance to slashing weapon damage.

Dweller in Darkness
Prerequisite: 10th level
You gain the ability to cast the phantasmal killer spell without expending a spell slot. Once you use this ability, you cannot use it again until you complete a long rest. At 18th level, you can use this ability to cast the weird spell instead of phantasmal killer.

Guiding Star
You gain the ability to learn your precise location, whenever you can see the open sky at night. Further, whenever you can see the night sky, you can add your Charisma modifier to all Wisdom (Perception) checks. Finally, you gain the ability to cast a cantrip or spell without any somatic or verbal components. Once you use this ability, you must complete a long rest before using it again.

Interstellar Void
You learn the chill touch cantrip.

Lure of the Heavens
You gain the ability to leave no tracks. At 6th level, you gain the ability to hover six inches off the ground at will. At 10th level, you gain the ability to cast the fly spell without using a spell slot. One you cast fly in this manner, you cannot do so again until you complete a long rest.

Mantle of Moonlight
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 doing so again. At 6th level, you can affect three targets with this ability, at 10th level, you can affect five targets, at 14th level, you can affect seven targets, and at 18th level, you can affect any number of targets within 30 feet.

Moonlight Bridge
You gain the ability to summon a bridge of shimmering moonlight which is 10 feet wide and up to 100 feet long. The bridge persists until you dispel it as a bonus action or until you complete a long rest or until you use it again. Once you use this ability, you must complete a short rest before using it again.

Spray of Shooting Stars
You learn the acid splash cantrip, only this version does radiant damage instead of acid damage.

Star Chart
Prerequisite: 10th level
You add the commune spell to your list of spells known. This does not count towards your limit of spells known.

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

  • You are immune to fear effects and do triple damage on all critical hits.
  • If you die, you are reborn 3 days later as if the reincarnation spell had been cast on you.
  • You add your Charisma modifier to all saving throws.

Once you use this feature, you can’t use it again until you finish a long rest.

LIFE
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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.

Once you use this feature, you can’t use it again until you finish a long rest.

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. 

Once you use this feature, you can’t use it again until you finish a long rest.

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

LUNAR MYSTERY SPELLS
Oracle Level Spells
2 Tasha’s hideous laughter
4 darkness
6 blinding smite
8 confusion
10 seeming
12 eyebite
14 mirage arcane
16 incendiary cloud
18 foresight

LUNAR REVELATIONS
As an oracle with the Lunar Mystery, you can choose from the following revelations. 

Form of the Beast
Prerequisite: 10th level
You gain the ability to use the Wild Shape ability as if you were a druid with a number of druid levels equal to your oracle levels. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

Eye of the Moon
You gain darkvision to 60 feet, if you do not have darkvision. If you do have darkvision you now see 60 feet further with darkvision. At 14th level, you gain the ability to cast true seeing without using a spell slot. Once you cast true seeing in this manner, you must complete a long rest before using it again.

Gift of Claw and Horn
You gain the ability use a bonus action to transform your hands into a pair of vicious claws which last for as long as you maintain concentration. They are melee weapons with which you are proficient that do 1d4 slashing damage. At 6th level, they do 1d6 slashing damage, at 14th level, they do 1d8 slashing damage, and at 18th level, they do 1d10 slashing damage.

Mantle of Moonlight
You learn the dancing lights cantrip. You are also immune to lycanthropy and cannot become a lycantrope for any reason. At 14th level, you gain advantage on all saving throws against spells and effects that would change your shape.

Moonbeam
You learn the firebolt cantrip, only it does radiant damage instead of fire damage.

Moonlight Script
You add the augury spell to your list of spells known. This does not count towards the total number of spells you can learn.

Primal Companion
Prerequisite: 6th level
You gain an animal companion that is functionally identical to the Ranger’s Companion ability found on page 93 of the Player’s Handbook.

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

Touch of the Moon
You gain the ability to cause a target hit by one of your spells or cantrips to make a Wisdom saving throw or be affected by a confusion spell until the start of your next turn on a failed save. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

FINAL REVELATION OF LUNAR
As an action you can become a lunar avatar. For 1 minute, you gain the following benefits:

  • You gain the abilities of type of lycanthrope of your choice
  • You are immune to charm effects

Once you use this feature, you can’t use it again until you finish a long rest.

METAL
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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.

Once you use this feature, you can’t use it again until you finish a long rest.

NATURE
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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.

Once you use this feature, you can’t use it again until you finish a long rest.

SOLAR
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When you choose this mystery at 1st level, you learn the sacred flame cantrip, if you don’t know it yet.

SOLAR MYSTERY SPELLS
Oracle Level Spells
2 faerie fire
4 flaming sphere
6 daylight
8 dimension door
10 immolation
12 investiture of flame
14 fire storm
16 sunburst
18 prismatic wall

SOLAR REVELATIONS
As an oracle with the Solar Mystery, you can choose from the following revelations.

Astral Caravan
Prerequisite: 14th level
You add the teleport spell to your list of spells known. This does not count towards the total number of spells you can learn.

Blistered Caress
You learn the fire bolt cantrip.

Luminous Form
Prerequisite: 6th level
You gain the ability to use your action to transform yourself into a form of churning light for as long as you maintain your concentration. While in this form, you gain the benefits of the blur spell and you give off light as a lantern. At 10th level, you gain the ability to use your action to flash while in this form and cause all targets adjacent to you to make a Dexterity saving throw or be blinded for 1 minute. Each effected target can repeat the saving throw at the end of each of its turns.

Many Roads
You gain proficiency in the Survival skill and learn three languages.

Serpent in the Sun
So long as you are exposed to at least four hours of sunlight per day, you no longer need to eat or drink to survive and you gain advantage on all saving throws against disease. At 10th level, you become immune to all diseases and poisons.

Solar Wind
You learn the gust cantrip.

Starlight Agility
You may use the Dodge action as a quick action. Once you use this ability you must complete a short or long rest before using it again. At 10th level, you can use this ability twice per rest.

Sun Stride
Prerequisite: 10th level
You can cast the dimension door without using 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 twice per long rest.

Sungazer
Prerequisite: 6th level
You gain the ability to cast the clairvoyance spell without expending a spell slot, though you can only detect places touched by sunlight. You can use this ability once per long rest. Staring at 10th level, you can use this ability to cast the scrying spell without expending a spell slot, though you can still only detect places touched by sunlight. Starting at 14th level, you can use this ability twice per long rest. Starting at 18th level, you can use this ability three times per long rest.

Torch Touch
Prerequisite: 3rd level
You gain the ability to cast the darkness spell without expending a spell slot. Once you use this ability you must complete a long rest before using it again. You can also cause a light source within 60 feet to either double or halve the radius it illuminates.

FINAL REVELATION OF SOLAR
As an action you can become a solar avatar. For 1 minute, you gain the following benefits:

  • You suffer no penalties from aging and cannot be magically aged.
  • Targets have disadvantage on saving throws against your fire, light, and sun spells.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

Once you use this feature, you can’t use it again until you finish a long rest.

MULTICLASS ORACLE
For characters who wish to multiclass as an oracle, the minimum ability scores to multiclass as an oracle is Charisma 13.

Further, when you multiclass into the oracle class you gain proficiency in light armor, medium armor, and shields.

Finally, when calculating the spell slots available to a multiclass character with levels in the oracle class, you include all levels in magus, when calculating your Multiclass Spellcaster spell slots.  See pages 163 and 164 of the Player’s Handbook for more information on multiclassing in 5E.

ALL THE VESSELS OF THE DIVINE – The Complete Rules for Oracles in 5th Edition Dungeons & Dragons

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

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
WallpaperFusion-rise-of-the-runesmiths-chronomancer-400x400
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
KNOWLEDGE OF THE PAST: The Bone, Lore, and Time Oracular Mysteries for 5th Edition Dungeons & Dragons

AVATARS OF NIGHT AND DAY: The Lunar and Solar Oracular Mysteries for 5th Edition Dungeons & Dragons

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

LUNAR
shifter_moon-1

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

LUNAR MYSTERY SPELLS
Oracle Level Spells
2 Tasha’s hideous laughter
4 darkness
6 blinding smite
8 confusion
10 seeming
12 eyebite
14 mirage arcane
16 incendiary cloud
18 foresight

LUNAR REVELATIONS
As an oracle with the Lunar Mystery, you can choose from the following revelations. 

Form of the Beast
Prerequisite: 10th level
You gain the ability to use the Wild Shape ability as if you were a druid with a number of druid levels equal to your oracle levels. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

Eye of the Moon
You gain darkvision to 60 feet, if you do not have darkvision. If you do have darkvision you now see 60 feet further with darkvision. At 14th level, you gain the ability to cast true seeing without using a spell slot. Once you cast true seeing in this manner, you must complete a long rest before using it again.

Gift of Claw and Horn
You gain the ability use a bonus action to transform your hands into a pair of vicious claws which last for as long as you maintain concentration. They are melee weapons with which you are proficient that do 1d4 slashing damage. At 6th level, they do 1d6 slashing damage, at 14th level, they do 1d8 slashing damage, and at 18th level, they do 1d10 slashing damage.

Mantle of Moonlight
You learn the dancing lights cantrip. You are also immune to lycanthropy and cannot become a lycantrope for any reason. At 14th level, you gain advantage on all saving throws against spells and effects that would change your shape.

Moonbeam
You learn the firebolt cantrip, only it does radiant damage instead of fire damage.

Moonlight Script
You add the augury spell to your list of spells known. This does not count towards the total number of spells you can learn.

Primal Companion
Prerequisite: 6th level
You gain an animal companion that is functionally identical to the Ranger’s Companion ability found on page 93 of the Player’s Handbook.

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

Touch of the Moon
You gain the ability to cause a target hit by one of your spells or cantrips to make a Wisdom saving throw or be affected by a confusion spell until the start of your next turn on a failed save. Once you use this ability, you must complete a long rest before using it again. At 14th level, you can use this ability to use this ability twice per long rest. At 18th level, you can use this ability three times per long rest.

FINAL REVELATION OF LUNAR
As an action you can become a lunar avatar. For 1 minute, you gain the following benefits:

  • You gain the abilities of type of lycanthrope of your choice
  • You are immune to charm effects

SOLAR
Priest_preview
When you choose this mystery at 1st level, you learn the sacred flame cantrip, if you don’t know it yet.

SOLAR MYSTERY SPELLS
Oracle Level Spells
2 faerie fire
4 flaming sphere
6 daylight
8 dimension door
10 immolation
12 investiture of flame
14 fire storm
16 sunburst
18 prismatic wall

SOLAR REVELATIONS
As an oracle with the Solar Mystery, you can choose from the following revelations.

Astral Caravan
Prerequisite: 14th level
You add the teleport spell to your list of spells known. This does not count towards the total number of spells you can learn.

Blistered Caress
You learn the fire bolt cantrip.

Luminous Form
Prerequisite: 6th level
You gain the ability to use your action to transform yourself into a form of churning light for as long as you maintain your concentration. While in this form, you gain the benefits of the blur spell and you give off light as a lantern. At 10th level, you gain the ability to use your action to flash while in this form and cause all targets adjacent to you to make a Dexterity saving throw or be blinded for 1 minute. Each effected target can repeat the saving throw at the end of each of its turns.

Many Roads
You gain proficiency in the Survival skill and learn three languages.

Serpent in the Sun
So long as you are exposed to at least four hours of sunlight per day, you no longer need to eat or drink to survive and you gain advantage on all saving throws against disease. At 10th level, you become immune to all diseases and poisons.

Solar Wind
You learn the gust cantrip.

Starlight Agility
You may use the Dodge action as a quick action. Once you use this ability you must complete a short or long rest before using it again. At 10th level, you can use this ability twice per rest.

Sun Stride
Prerequisite: 10th level
You can cast the dimension door without using 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 twice per long rest.

Sungazer
Prerequisite: 6th level
You gain the ability to cast the clairvoyance spell without expending a spell slot, though you can only detect places touched by sunlight. You can use this ability once per long rest. Staring at 10th level, you can use this ability to cast the scrying spell without expending a spell slot, though you can still only detect places touched by sunlight. Starting at 14th level, you can use this ability twice per long rest. Starting at 18th level, you can use this ability three times per long rest.

Torch Touch
Prerequisite: 3rd level
You gain the ability to cast the darkness spell without expending a spell slot. Once you use this ability you must complete a long rest before using it again. You can also cause a light source within 60 feet to either double or halve the radius it illuminates.

FINAL REVELATION OF SOLAR
As an action you can become a solar avatar. For 1 minute, you gain the following benefits:

  • You suffer no penalties from aging and cannot be magically aged.
  • Targets have disadvantage on saving throws against your fire, light, and sun spells.

DUNGEON MUSER’S NOTES
Earlier this week one of my WordPress buddies, the talented Dr. Necrotic, requested that I turn my attention to the two mysteries I have featured this week.

Of the two, the Lunar Mystery proved to be the more challenging conversion, largely due to the fact that the “mystery spells” in its Pathfinder version were all unique Pathfinder spells. I tried to maintain the “lunacy” theme that the Pathfinder version in the spells I selected for the 5E version, but I will leave it to the good Doctor to tell me if I maintained the flavor of Pathfinder version. 

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 THE SUN AND MOON
Ok, stop me if you think you’ve heard this one before, but…next week we return to my Iron Gods conversions.

Until next time, I remain;

  • THE DUNGEON MUSER
AVATARS OF NIGHT AND DAY: The Lunar and Solar Oracular Mysteries for 5th Edition Dungeons & Dragons

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

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