EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

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.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

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.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

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.

EVEN MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Seven
One of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way.

As I noted in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the second batch of conversions, taken from the first part of the Lords of Rust.

If you are planning on playing the Iron Gods adventure path, these monsters may represent SPOILERS!

Finally, for those who were not here last week, I should mention again that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter.

So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Lords of Rust– Part Two

CAPTAIN ANDALEN KRAKLOS
PalaSarenrae
Medium humanoid (half-elf), lawful good
Armor Class 15 (chain shirt)
Hit Points 27 (6d8)
Speed 30 ft.
STR 14 (+3) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)
Saving Throws: Wis +3, Cha +4
Skills
: Acrobatics +4, Persuasion +4, Perception +3
Senses darkvsion 60 ft., passive Perception 13
Languages: Common, Elven
Challenge 2 (450 XP)
Fey Ancestry. Captain Andalen Kraklos has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Captain Andalen Kraklos is a 3rd level spellcaster. His spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). He has the following paladin spells prepared:
1st level (3 slots): cure wounds, detect poison and disease, protection from evil and good, sanctuary, shield of faith.
ACTIONS
Multiattack.
Captain Andalen Kraklos can make one attack with his dagger and one with his scimitar.
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 6 (1d6+3) slashing damage.
Divine Smith (Recharge 6) When Captain Andalen Kraklos hits a creature with a melee weapon attack, he can spend a spell slot to do 2d8 radiant damage to the target, in addition to the weapon damage.
Lay on Hands. As an action, Captain Andalen Kraklos can restore up to a total of 15 hit points. This healing can be split between multiple uses, but he cannot heal more than 15 hit points per day.
Turn the Unholy (Recharges after a Short Rest). As an action, Captain Andalen Kraklos can present his holy symbol and speak a prayer censuring fiends and the undead. Each fiend or undead that can see him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from Captain Andalen Kraklos as it can, and it can’t move to a space within 30 feet of him. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

REZOULN, TANEA, AND SINDRE
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Medium humanoid (human), neutral good
Armor Class 18 (breastplate and shield)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 15 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 13 (+1) CHA 10 (+0)
Skills: Medicine +3, Perception +3, Survival +3
Senses passive Perception 13
Languages: Common
Challenge 1/2 (100 XP)
Second Wind (Once per Short or Long Rest).
As a bonus action, Rezouln, Tanea, or Sindre, can regain 6 (1d10+1) hit points.
ACTIONS
Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 7 (1d6+4) slashing damage.

SEVROTH
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Medium humanoid (human), chaotic neutral
Armor Class 14 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 10 (+0) CHA 12 (+1)
Skills: Acrobatics +4, Intimidation +3, Perception +2, Stealth +4
Senses passive Perception 12
Languages: Common, Hallit
Challenge 1 (200 XP)
Brawler’s Cunning (Recharge 6) Sevroth can use a bonus action when she would suffer disadvantage on her attacks on a turn to make all attacks she makes until the start of her next turn normally.
Flurry of Blows (Recharge 6) When Sevroth uses her Multiattack action, she can use a bonus action to make two unarmed attacks.
ACTIONS
Multiattack.
Sevroth makes two unarmed attacks
Unarmed Attack Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

STEEL HAWKS BRIGAND
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Medium humanoid (human), neutral evil
Armor Class 13 (leather armor)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 10 (+0)
Skills: Intimidate +2, Stealth +4
Senses passive Perception 11
Languages: Common
Challenge 1/2 (100 XP)
ACTIONS
Multiattack.
The Steel Hawks Brigand makes two melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 5 (1d8+1) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them.

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, by swapping his gear for something more religiously appropriate, Captain Kraklos could be used to represent any other low level paladin).

THE LORDS OF RUST CONTINUE TO MUSTER
Next week will mark six months of maintaining this weekly blog, so I will be using the occasion to so some reworking of older material I have posted, fix some typos that snuck into the blog, and provide a one-stop shop for all the 5th Edition D&D material that I have converted from Pathfinder to date. The following week, I will return to my conversion of the Iron Gods adventure path.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Six
One of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way. As I noted in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the first batch of conversions, taken from the first part of the Lords of Rust. If you are planning on playing the Iron Gods adventure path, these monsters may represent SPOILERS!

Finally, for those who were not here last week, I should mention again that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter. So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Lords of Rust– Part One
ALDRONARD
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Medium undead, neutral
Armor Class 15
Hit Points 97 (13d8 + 39)
Speed 0ft., fly 40 ft.
STR 7 (-2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)
Skills: Arcana +3, Perception +4, Persuasion +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 14
Languages: Common
Challenge 6 (2,300 XP)
Ethereal Sight. Aldronard can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Aldronard can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. When Aldronard is destroyed, his soul lingers. After 24 hours, his incorporeal body reforms. Aldronard is doomed to remain a ghost until either Justinia or her father Eredian forgives him – a forgiveness made much more complex, since both Justinia and Eredian have been dead for decades now.
ACTIONS
Multiattack.
Aldronard makes two melee attacks.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.
Etherealness. Aldronard enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Mournful Wail. Each non-undead creature within 60 feet of Aldronard that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Aldronard’s Mournful Wail for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Aldronard can see within 5 feet of him must succeed on a DC 14 Charisma saving throw or be possessed by Aldronard; Aldronard then disappears and the target is incapacitated and loses control of its body. Aldronard now controls the body but doesn’t deprive the target of awareness. Aldronard can’t be targeted by an attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target’s statistic, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, or Aldronard ends it as a bonus action, or Aldronard is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Aldronard reappears in an unoccupied space within 5 feet of the body. The target is immune to Aldronard’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

EWHAR “HATCHET-HAND” VRESS
Scan_20150617 (2)
Medium humanoid (human), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8+ 18)
Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Saving Throws: Str +6, Con +6
Skills
: Intimidation +5, Perception +4
Senses passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Action Surge (Recharges after a Short Rest). On Ewhar “Hatchet-Hand” Vress’ turn, he can take on additional action on top of his regular actions.
Improved Critical. Ewhar “Hatchet-Hand” Vress scores a critical hit with weapon attacks on a 19 or 20.
ACTIONS
Multiattack.
Ewhar “Hatchet-Hand” Vress makes two attacks with his handaxes or gas grenades.
Handaxe Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 7 (1d6+3) slashing damage.
Gas Grenades Ewhar “Hatchet-Hand” Vress can throw a Gas Grenade at a point up to 60 feet away. One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.
Bandit Leader (Recharges after a Short or Long Rest). For 1 minute, Ewhar “Hatchet-Hand” Vress can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Ewhar “Hatchet-Hand” Vress. A creature can benefit from only one Leadership die at a time. This effect ends if Ewhar “Hatchet-Hand” Vress is incapacitated.

SMILER
Medium humanoid (human), neutral evil
Armor Class 14 (leather)
Hit Points 27 (6d8)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 15
Languages: Common, Hallit, Orc
Challenge 1 (200 XP)
Cunning Action. On each of his turns, the Smiler can use a bonus action to take the Dash, Disengage, or Hide action.
Deadeye (Recharge 6). The Smiler can avoid suffering disadvantage on an attack roll when he attacks a target beyond normal range with a firearm.
Gunslinger Dodge (Recharge 6). When the Smiler is hit by an attack, he can use his reaction to force the attacker to reroll its attack roll and take the lower of the two results.
Sneak Attack (1/Turn).
The Smiler deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smiler that isn’t incapacitated and the Smiler doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The Smiler makes two melee attacks
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Pistol Ranged Weapon Attack: +5 to hit, range 30/90, one target. Hit: 9 (1d10+3) piercing damage, Ammunition, Loading, Misfire.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, one of the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them. For this round of conversions, I also got to use some of the rules I wrote for the D&D 5th Edition version of the Gunslinger class, which you can find here. There isn’t much else that is particularly novel from this week’s conversions

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, Aldronard could be used to represent any other ghost that is slightly more powerful than the monster found in the Monster Manual).

THE LORDS OF RUST HAVE TAKEN THE FIELD
With these conversions done, the conversion project for the second adventure in the Iron Gods adventure path, Lords of Rust, is underway! Next week, I will have more adversaries to face the intrepid heroes passing through the Iron Gods adventure path. Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters 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
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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

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.

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

MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

MORE IRON GODS TECHNOLOGY IN 5E DUNGEONS & DRAGONS
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One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

Readers can find the items found or used in Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6), here, along with full rules for using High Technology items in the 5th Edition Dungeons & Dragons game.

This entry contains all the items found in Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). With that in mind, I give warning that THE FOLLOWING CONTAINS MINOR SPOILERS FOR LORDS OF RUST and, therefore, should not be read by players who will be playing through that adventure.

With that warning out of the way, let’s get to the loot from Lords of Rust!

WEAPONS:
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Chainsaw
Weapon (melee), Rare
Damage: 3d6 slashing, Weight: 10 lbs., Properties: Ammunition, Reload (Capacity: 10, 1 charge per hour)
Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated.

You spend your Action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a Use Object Action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Dexterity (Stealth) checks. An activated chainsaw also grants the wielder Advantage on all Charisma (Intimidation) checks.

Dart Gun
Weapon (firearm), Rare
Damage: 1d8 piercing, Weight: 2 lbs., Properties: Ammunition (range 30/120), Reload (Capacity: 1 canister, 1 charge per use)
The Dart Gun makes use of nanotechnology to craft a small pointed projectile that does minimal damage on its own. Unlike other nanotech weapons, the nanites that make up a dart do not have any additional effect on the target. Instead, the Dart Gun contains a small reservoir above its handle into which a single dose of a pharmaceutical, drug, poison, or even potion can be poured as an Action. The next dart fired from the Dart Gun delivers that liquid into the target immediately upon a hit.

EMP Pistol
Weapon (firearm), Very Rare
Damage: 2d10 lightning, Weight: 2 lbs., Properties: Ammunition (range 50/200), Reload (Capacity: 10, 1 charge per use)
The EMP Pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. The EMP Pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by the EMP Pistol and takes damage from that hit must succeed on a DC 13 Constitution saving throw or suffer disadvantage on all ability checks and attack rolls until the start of the attackers next turn.

Grenade Launcher
Weapon (firearm), Rare
Damage: As Grenade, Weight: 8 lbs., Properties: Ammunition (range 100/400), Reload (Capacity: 20, 1 charge per use, 5 grenades)
The Grenade Launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate on impact or at the start of the wielder’s next turn. The Grenade Launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted.

Laser Torch
Weapon (melee), Rare
Damage: 2d10 radiant, Weight: 4 lbs., Properties: Ammunition, Reload (Capacity: 10, 1 charge per use)
The Laser Torch is a handheld tool intended to cut through objects with great speed. When activated, a laser torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attackers wielding the Laser Torch do not add their Strength modifier to damage. The beam of a Laser Torch ignores force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a Laser Torch.

Mind Burner
Weapon (firearm), Rare
Damage: 1d8 thunder, Weight: 2 lbs, Properties: Ammunition (range 25/200), Reload (Capacity: 10, 1 charge per use)
A description of the Mind Burner can be found on page 63 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). When a target is reduced to 0 hit points by a Mind Burner attack, it automatically stabilizes and does not have to make death saving throws. Further, the target suffers disadvantage on Wisdom (Perception) checks and saving throws against spells and abilities that would charm the target. This effect lasts for 1 minute, but at the end of each of its turns, the target can make a Wisdom saving throw against DC 10 to end this effect.

ARMOR:
Hard Light Shield
Armor (shield), Rare
Weight 1 lb., Properties: Reload (Capacity 20, 1 charge per minute)
This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. The Hard Light Shield produces a translucent but substantial holographic barrier when activated, which acts as a shield, providing a +2 AC bonus. As a transparent force effect, the Hard Light Shield provides no bonus against lasers. Activating or deactivating the Hard Light Shield takes an action or bonus action. When turned off, a hard light shield provides no AC bonus and does not interfere with spellcasting.

Scatterlight Suit
Light Armor, Rare
Armor Class (AC) 11 + Dexterity modifier, Weight: 5 lbs., Properties: Reload (Capacity 24, 1 charge per hour)
The Scatterlight Suit is a tight, form-fitting suit of highly reflective polymers and synthetic metal fibers. It’s designed to reflect beam weapon attacks, such as lasers and EMP beams, and provides only minimal protection against physical damage. Activating the Scatterlight Suit takes an Action; once activated, the suit diffuses and blurs light reflected on its surface, making the wearer appear hazy and indistinct.

While active, attacks made with beam weapon attacks and ray magical attacks suffer Disadvantage on attack rolls.

Spacesuit
Heavy Armor, Very Rare
Armor Class (AC) 17, Weight 35 lbs., Str: 13, Properties: Reload (Capacity 25, 1 charge per hour)
This airtight suit of synthetic polymers includes a transparent, dome-like helmet that completely covers the wearer’s head. While powered, the suit provides immunity to inhaled poisons and diseases, and provides resistance against all forms of energy except for thunder damage, as well as complete protection from all radiation and exposure to vacuum. The Spacesuit repairs damage to itself at the rate of 4d6 points of damage per charge consumed. It has AC 10 and 60 hit points.

A Spacesuit is fitted with numerous small booster jets that grant the wearer a fly speed of 20 feet in areas of zero gravity while the Spacesuit is charged. The boosters impart no benefit in areas of high, low, or normal gravity.

PHARMACEUTICALS:
Soothe
Pharmaceutical, Uncommon
A description of Soothe can be found on page 63 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). Rubbing Soothe on a wound or consuming it within 1 minute of receiving the wound heals 2d4 + 2 hit points and grants the target Advantage on all saving throws against fear for the next minute. Using Soothe after 1 minute of receiving a wound only heals 1 hit point of damage.

GEAR:
Cylex
Technological Gear, Rare
Weight: 1 lb.
Cylex is an exceptionally stable form of explosive that can be shaped at room temperature, like soft clay. Neon green in color, a single charge of cylex can be triggered to explode by using a detonator (see below) or applying 10 or more points of lightning damage to it in a single attack. When detonated, a single use of cylex explodes in a 40-foot-radius spread and deals 6d6 points of bludgeoning damage and 6d6 points of fire damage to all creatures and objects in the area of effect. A successful DC 15 Dexterity saving throw halves the damage.

Detonator
Technological Gear, Uncommon
Weight: 1 lb. Capacity 10, 1 charge per use
A detonator is a small device that can be used to trigger cranial bombs, cylex, and other explosives remotely. While an explosive is being set, the user can key the explosive to a detonator with an Action that costs the detonator one charge. Once the explosive is keyed, as an Action the user can push a button to trigger the explosive. A typical detonator has a range of 1,000 feet—though some may have a reduced range (intentionally or otherwise) and others might be enhanced by a signal booster.

Emergency Raft
Technological Gear, Rare
Weight: 10 lbs., Capacity 10, 1 charge per use
An emergency raft initially looks like a bright red plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a tough little boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with two pairs of collapsible, dense plastic oars to row with. The raft can be commanded to compact back into its portable shape at a touch of a button, as long as no foreign objects or creatures remain inside. An emergency raft only consumes charges when commanded to unfold or compact.

Emergency Shelter
Technological Gear, Very Rare
Weight: 15 lbs., Capacity 60, 1 charge per hour
An emergency shelter is a small, 2-foot-long egg-shaped device that can be activated with the touch of a button (a Use Object action). Once activated, the shelter rapidly unfolds and inflates into a 10-foot-radius hut capable of providing shelter for up to six Medium creatures. This process takes 1 minute to complete. The shelter includes pneumatic spike anchors that can attach it to any ground cover softer than metal. Several windows allow those inside to see outside. The interior contains several fluorescent lights. The shelter can withstand winds of up to 120 mph, and provides excellent insulation for those inside, maintaining a temperature between 50 and 80 degrees Fahrenheit. A small combination heater/air scrubber set on the floor near the entrance to the shelter controls the temperature and purifies any noxious external air into breathable air. The hut has immunity to fire and cold and resistance to acid. The dense plastic walls have AC 15 and 10 hit points. The hut cannot float on water. The door is self-sealing, allowing anyone inside an emergency shelter to live in inhospitable conditions with ease for as long as the power holds out. As long as no foreign objects or creatures remain inside an emergency shelter, it can be commanded at the touch of a button to compact back down into its portable shape over the course of 1 minute. After this point, the device consumes 1 charge over the course of 8 hours resetting its internal structure, limiting its deployment to 3 times a day at most.

Envoy’s Mouthpiece
Technological Gear, Rare
Weight: 1 lbs., Capacity 10, 1 charge per hour
A description of the Envoy’s Mouthpiece can be found on page 62 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). The Envoy’s Mouthpiece translates one specific language spoken within 30 feet of the wearer into Androffan. Further, any words spoken by the wearer in Androffan are translated into the same language.

Fire Extinguisher
Technological Gear, Rare
Weight: 7 lbs, Reload (10 shots), 1 charge per use
This cylindrical device has a nozzle at one end and a handle on one side. When activated as an Action, a fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a Reaction with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher’s area of effect.

At the DM’s discretion, the Fire Extinguisher can be used against a creature immune to fire 4d6 cold damage, or half on a successful Dexterity saving throw against DC 13.

Gravity Clip
Technological Gear, Rare
Weight: -, Capacity 10, 1 charge per round
The Gravity Clip is a small, disc-shaped device that can be attached to any melee weapon. Once mounted, the clip modulates the weapon’s mass on the moment of impact, via the manipulation of the gravity fields around the weapon. Each successful hit against a target consumes a charge from a gravity clip and causes 2d8 extra bludgeoning damage.

Grenade, Arc
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 lightning damage.

Grenade, Concussion
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 bludgeoning damage.

Grenade, Flechette
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 piercing damage.

Grenade, Gas
Technological Gear, Rare
Weight: 1 lb.
A description of the Gas Grenade can be found on page 62 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.

Grenade, Inferno
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 fire damage.

Grenade, Plasma
Technological Gear, Rare
Weight: 1 lb.
Deals 4d6 fire damage and 4d6 lightning damage.

Grenade, Zero
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 cold damage.

Hologram Generator
Technological Gear, Uncommon-Rare
Weight 1 lb., Capacity varies, 1 charge per round
A hologram generator is a handheld device with a long, thin barrel. It manipulates photons and sound waves to produce highly realistic images and sounds, similar in nature to those generated by figment illusions.

Before a hologram generator can generate an image, though, it must store the image in its memory. The maximum size and maximum number of images a generator can store vary according to its color, but storing an image is a Use Object action regardless of the strength of the generator. More powerful generators can store moving images and sounds, or even generate illusions that interact with their environments.

Once a hologram generator’s memory is full, additional images overwrite existing images as chosen by the user at the time of their recording.

Generating a hologram is a Use Object action. If the hologram generator is then left alone, it continues to project the image until it depletes its charges. Alternatively, the user can aim the hologram at a different location as a move action.

A hologram generator is a color-coded item, and the particulars of its abilities, including its energy capacity, the range at which it can create its holograms, and the Wisdom saving throw DC to disbelieve the hologram if it is interacted with, vary as detailed below.

Color Rarity Effect Capacity/Range/Wisdom Saving Throw DC
Brown Uncommon A brown hologram generator can create only a static, motionless image no larger than a Small creature, and can store only one such image. 10/100 feet/12
Black Uncommon A black hologram generator can create a static, motionless image no larger than a Medium creature, and can store three images. 20/200 feet/12
White Rare A white hologram generator can create a static, motionless image no larger than a Large creature, and can store five images. 30/300 feet/14
Gray Rare A gray hologram generator functions as a white hologram generator (and can store up to seven images), but can also store up to 1 minute of moving imagery as well. A moving hologram can move anywhere in range of the generator, as long as the user continues to take a move action each round to aim and direct the motion. An unattended generator’s hologram cannot leave its imagery, but it can be mobile in that area. 40/400 feet/14
Green Very Rare A green hologram generator functions as a gray one, except that it can incorporate sound as well, with all appropriate sound coming from the image. It can store up to nine images or 2 minutes of moving imagery. It can store images equal in size to a Huge or smaller creature. 50/500 feet/16
Red Very Rare A red hologram generator functions as a green one, except that it can create two images within range simultaneously. Directing these images is a free action. A red hologram generator can store up to 11 images or 3 minutes of moving imagery. 60/600 feet/16
Blue Very Rare A blue hologram generator functions as a red one, except that it can create three images simultaneously, can store up to 13 images, and can play up to 4 minutes of moving imagery. 70/700 feet/18
Orange Very Rare An orange hologram generator functions as a blue one, except that it can create up to four images simultaneously, can store up to 15 images, and can play up to 4 minutes of moving imagery. In addition, it can store images equal in size to a Gargantuan or smaller creature. 80/800 feet/18
Prismatic Legendary A prismatic hologram generator functions as an orange one. As long as only one image is created, the image is further enhanced by graviton fields, which give it the ability to interact with the environment. (Such images still last for only 4 minutes.) A barrier generated by a prismatic hologram generator has AC 20 and 50 hit points. A creature generated in this manner can be directed to attack targets as a free action. The creature can make only one attack per round regardless of its appearance, attacking with a bonus equal to the wielder’s proficiency bonus and Intelligence bonus. On a successful hit, the hologram deals 2d6+6 points of force damage, regardless of the hologram’s size. 90/900 feet/20

Magboots
Technological Gear, Rare
Weight: 6 lbs., Capacity 10, 1 charge per hour
These clunky-looking boots have powerful electromagnets built into their soles that activate and deactivate automatically as the wearer flexes her foot, allowing her to walk on a metal surface with relative ease in zero gravity. They also grant the wearer a climb rate equal to her normal speed, while scaling metal surfaces.

Trauma Pack
Technological Gear, Rare
Weight: 5 lbs., Reload (5 shots), 1 charge per use
A full trauma pack has enough supplies to be used 5 times before it is depleted. When using a trauma pack to provide healing, attempt a DC 11 Wisdom (Medicine) check as an Action. If you succeed, the pack provides 4d4 + 4 points of healing.

Trauma Pack Plus
Technological Gear, Very Rare
Weight: 5 lbs., Reload (5 shots), 1 charge per use
A full trauma pack plus has enough supplies to be used 5 times before it is depleted. When using a Trauma Pack Plus to provide healing, attempt a DC 11 Wisdom (Medicine) check as an Action. If you succeed, the pack provides 8d4 + 8 points of healing. The Trauma Pack Plus can also be used to restore a creature that has died in the last round to life, as if subject to the raise dead spell.

DUNGEON MUSER’S NOTES
To convert the high technology items from Pathfinder to 5E, I decided to write them up in the format 5E uses for magic items (including assigning a “rarity” rating, rather than a gp cost), since that seems to be how they’re presented in the Technology Guide.

You may notice that the high technology weapons have pretty long ranges, compared to the ranged weapons in the Player’s Handbook. This was a conscious design decision made to reflect the significant technological advantage these weapons have over their comparatively primitive counterparts.

RESOURCEFUL RESKINNING
As noted in the Technology Guide, you could easily reskin most of this equipment as fantasy-themed gear and still get use out of these stats. In particular, they would work really well in a steampunk-style game (like, maybe a campaign based on the awesome Battle Chasers comic from the 90s).

THE LOOT OF THE LORDS OF RUST IS HERE FOR THE TAKING
With the loot from Lords of Rust ready for use in 5th Edition Dungeons & Dragons, the next step in my Iron Gods conversion will be to begin converting the various adversaries found in and around Scrapwall, which I will be starting next week.

Until next time, I remain;

  • THE DUNGEON MUSER
MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

Vessels of the Divine – Oracles in 5th Edition Dungeons & Dragons

THE PATHFINDER ORACLE CLASS IN 5E DUNGEONS & DRAGONS

I had planned to have my 5th Edition Dungeons & Dragons conversion of the Oracle class up last week, but this project proved to be a lot more work than I expected, partly due to the fact that I decided to convert over all of the mysteries found in the Pathfinder game.

It turns out that it will be an extraordinary amount of work to get that done, as there are 15 mysteries to be converted, each with 10 revelations, making for 150 abilities that need to be converted to 5th Edition D&D equivalents. However, since I already have the key features of the basic Oracle class together, and three mysteries to choose from, I figured I would share what I have completed thus far.

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.

BATTLE
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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.

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.

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.

DUNGEON MUSER’S NOTES
The Pathfinder version of the Oracle is not so much a single class with some customizable options as it is a handful of unique classes that share some basic elements.

Most classes in 5th Edition D&D achieve this same feeling of a collection of related classes under a single category. As such, it was consistent with 5E design principles to structure the 5E version of the Oracle that way (though I think the 5E Oracle actually has more customizable options than any other 5E class, including my previous conversions of the Alchemist, Gunslinger, and Magus to 5E).

The Oracle shares many characteristics with the 5E Sorcerer, though the Curses, Revelations, and Mystery abilities should ensure that it will feel distinctly unique at the table.

Oh, and I decided to take advantage of the expanded spell list found in Wizards of the Coast’s Elemental Evil Player’s Companion, found here, to fill out some of the mystery spell lists.

RESOURCEFUL RESKINNING
For a class with more of an Arcane flavor, you could substitute the Warlock spell list, rather than the Cleric spell list. You might try using the Sorcerer or Wizard spell lists instead, though I think the more limited selection of spells provided by the Warlock list provides better balance.

THE ORACLE IS READY TO ANSWER THE CALL OF THE DIVINE
In the coming weeks, I will continue to add more oracular mysteries for use with these rules, but, for now, these options should give you enough to make some divinely-touched characters for your own campaigns.

Until next time, I remain;

  • THE DUNGEON MUSER
Vessels of the Divine – Oracles in 5th Edition Dungeons & Dragons

HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons for 5th Edition Dungeons & Dragons

NUMERIAN DISEASES AND POISONS

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In the course of preparing to run my own version of the Iron Gods adventure path, I came across the terrifying variety of high technology diseases and poisons in Paizo’s incredible Numeria, Land of Fallen Stars sourcebook. I really love the idea of player characters being exposed to exotic illnesses as they plumb the depths of millennia old starship ruins, particularly if those illnesses manifest as creepy symptoms (like circuitry-like traces spreading across a character’s scalp), and those diseases and poisons, once converted to 5E rules, will give me plenty of uniquely nasty hazards to throw at my players.

Since I will be using these hazards in my own campaign, I figured I would reproduce those rules here.

However, I won’t be reproducing any of the descriptive information found in the Numeria sourcebook relating to these diseases and hazards.

NUMERIAN DISEASES

Bluespit
When a creature comes into contact with an area or creature infected by bluespit, the creature must succeed on a DC 12 Constitution saving throw or become infected.

It takes 1d4 hours for bluespit’s symptoms to manifest in an infected creature. Symptoms include coughing up blue-tinged sputum. The infected creature suffers one level of exhaustion, and it regains only half the number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Coward’s Mark
A creature that is exposed to airborne spores or corpses of those killed by coward’s mark must succeed on a DC 12 Constitution saving throw or become infected.

One week after becoming infected, round marks on the skin appear, and the character must make a DC 12 Wisdom saving throw every time any other creature comes within 30 feet of the infected creature. If the infected creature fails this saving throw, it becomes frightened. It may repeat its saving throw at the end of each of its turns. Once it makes a successful saving throw against a specific approaching creature, it does not need to make another saving throw until it completes a long rest.

At the end of each long rest, the infected creature can make a DC 12 Constitution saving throw. On a successful save, the DC for this save and the Wisdom saving throw drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1. When it reaches DC 20, the infected creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) and only feels safe in total solitude.

Final Rest
When a creature comes into contact with an area or creature infected by final rest, the creature must succeed on a DC 14 Constitution saving throw or become infected.

It takes one week for final rest’s symptoms to manifest in an infected creature. Symptoms include lack of motivation and flatness of affect. The infected creature disadvantage on all Charisma ability checks.

At the end of each long rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Fractal Etch
A creature that is exposed to an area or creature infected by fractal etch, or who is injected with fractal etch nanites, must succeed on a DC 15 Constitution saving throw or become infected by this high technology disease.

One week after becoming infected, the creature makes a DC 15 Constitution saving throw or it takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target is cured of fractal etch. The infected creature dies if this effect reduces its hit point maximum to 0 and it cannot rise as an undead creature.

If, while infected, the creature is exposed to 10 or more points of lightning damage from a single effect, it makes a DC 15 Constitution saving throw. On a success, it is cured of fractal etch, and on a failure it is stunned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect fractal etch.

At the end of each long rest, the infected creature can make a DC 15 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from fractal etch. On a failure, the target takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken.

Shattermind
A creature that comes into physical contact with a creature infected by shattermind must succeed on a DC 14 Charisma saving throw or become infected.

Starting one day after becoming infected, the creature suffers disadvantage on Wisdom ability checks and saving throws.

At the end of each long rest, the infected creature can make a DC 14 Charisma saving throw. On a failure, the creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) until it completes a long rest. Once the infected creature succeeds on three saving throws, it is cured of shattermind.

The lesser restoration spell does not cure shattermind, it simply allows the infected creature to make another DC 14 Charisma saving throw, as if it had completed a long rest.

Soldier’s Peace
A creature that is bitten by a creature infected by soldier’s peace, or who is injected with soldier’s peace nanites, must succeed on a DC 14 Charisma saving throw or become infected by this high technology disease.

One day after becoming infected, once per round, the creature must succeed on a DC 14 Charisma saving throw the first time it attempts to attack or otherwise injure another creature. On a failure, the infected creature is incapacitated until the end of its next turn, then poisoned for another 1d4 rounds. On a success, the creature is merely poisoned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect soldier’s peace.

Soldier’s peace can only be cured by magical or high technology means.

Thought Crawlers
A creature that is bitten by a creature infected by thought crawlers, or who is injected with thought crawlers, must succeed on a DC 14 Constitution saving throw or become infected by this disease.

One day after becoming infected, the infected creature become easily influenced and treats any request as though delivered with a suggestion spell. The infected creature can resist this with a successful DC 12 Wisdom saving throw.

At the end of each long rest, the infected creature can make a DC 14 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1.

When the Wisdom save reaches DC 14, the infected creature must succeed on a Wisdom saving throw every time it is provoked or insulted. On a failure, the target must attack the provoking or insulting target for 1 round. If attacked, the target automatically responds, in kind (there is no saving throw to prevent this).

When the Wisdom save reaches DC 20, the infected creature must succeed on a DC 14 Constitution saving throw each round it is under stress (such as being in combat) or be poisoned until the end of its next turn.

NUMERIAN POISONS

Bloodbrush Extract (Inhaled)(150 gp per dose).
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or suffer disadvantage on all Wisdom (Perception) ability checks for 2 hours. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature also gains advantage on all Intelligence (Arcana) and Intelligence (Religion) checks.

Starspore (Ingested or Inhaled) (150 gp per dose).
A creature subjected to starspore must succeed on a DC 14 Constitution saving throw or gain Vulnerability to thunder damage and disadvantage on Constitution saving throws for 1 hour. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature gains blindsight with a range of 60 feet.

DUNGEON MUSERS’ NOTES

Each of these is based, in part, on one of the diseases or poisons found in the 5th Dungeon Master’s Guide. Overall, I wish there were more diseases in the DMG (wait, did that come out right?), if only to provide better guidance on how 5E diseases should be designed, but I believe that these new diseases are balanced against those found in the official 5E source.

RESOURCEFUL RESKINNING

Each of these diseases and poisons, including the high technology diseases, could easily be reskinned to be a non-technological hazard, particularly if you ignore the high technology aspects of Fractal Etch and Soldier’s Peace.

YOUR PLAYER CHARACTERS ARE LOOKING PALE

These Numerian threats more than double the number of diseases that a 5th Edition D&D DM has to throw at their players and, if nothing else, they should give the life domain clerics in their campaign something useful to do with their lesser restoration spell. Please enjoy them in good health (I made a Wisdom saving throw against making that joke, but failed…).

Until next time, I remain;

  • THE DUNGEON MUSER
HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons for 5th Edition Dungeons & Dragons