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Earth Oracle


Hit Points

Hit Dice: d8 per Earth Oracle level
Hit Points at first Level: 1D8 (or 5) + your constitution modifier.
Hit Points at Higher Levels: 1D8 (or 5) + your constitution modifier per oracle level after 1st.

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple Weapons, Martial Weapons.
Tools: None
Saving Throws: Wis,Dex
Skills: Choose any 2 skills.

Overview & Creation

A descendant of a spellcaster of immense power from a time long forgotten, an immeasurable stream of magical energy surges through your being. A power such as this is not bestowed upon just anyone, however. A power of this magnitude is meant for something more, something.... Greater. This boundless magical prowess may just be the key to saving this realm from damnation.


Class Features

Power over Earth   As an earth oracle, you can shape nearby earth to your whim. As a bonus action you can shake the earth beneath your feet, knocking an enemy prone. As an action, You can also pull dense earth from underneath your feet and fire it towards a foe to deal 1D6 force damage. This damage increases to 2D6 at 6th level, and 3D6 at 11th level.   Stone Durability   Starting at 1st level, you have the ability to infuse objects with the power of the earth itself. You can choose either one bladed weapon choice, or one piece of armor, and infuse it with an earthly energy. If you choose a bladed weapon, You have a +1 bonus to attack and damage rolls made with this magic weapon. If you choose a piece of armor, that armor grants the wearer an additional +1 to their AC. You can only choose one item to gain this benefit at any one time, and the item loses this ability if you lose consciousness or are otherwise incapacitated.   Underground Railroad   At 2nd level, you can absorb yourself into the earth itself, and tunnel underground. You gain a burrow speed of 30 feet.   Terra Shield   The earth itself moves to protect you. If an enemy makes a melee or ranged spell attack against you, you can use you reaction to shield yourself with a wall of stone, and halve the damage taken from that attack. You can only use this ability once per long rest. This increases to twice per long rest at 10th level, and three times per long rest at 20th level.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Earthly Sense   At 5th level, you gain an understanding of the earth around you, how it moves, and how it reacts to movement. You can sense the movement of creatures moving within 60 feet of you who are in contact with the ground, and any creature in that range has disadvantage on stealth checks when hiding from you.   Natural Remedy   Beginning at 7th level, you can absorb the earth into the body to heal injuries. As an action, you can expend one spell slot of any level to give yourself or an ally within 30 feet of you 1D8 x the level of spell slot hit points. You can only use this feature once per long rest. At 14th level, this increases to twice per long rest.   Stone Prison   At 9th level, you can shape the earth into a makeshift prison to capture a creature as an action. Any captured creature must make a DEX saving throw against your spell save DC. If they fail, they are restrained until their next turn. At the beginning of their turn, they can repeat this saving throw if they wish. If they succeed, they are free, and are not restrained.   Metal Bending   Beginning at 13th level, you can take advantage of the earthly elements of impure metals. Choose a metal object that you can see. As a bonus action you can manipulate that metal as if it were earth itself. If the metal is a piece of armor worn by an enemy, you can use this ability to cause them to take 3D8 Force damage. The object that you control cannot be a highly refined metal, or weigh over 100 pounds.   Earthly Immortality   Beginning at 17th level, when you fall unconscious while in contact with the earth, you can choose to be absorbed by the earth. While within the earth, enemies have disadvantage on attacks against you, and you have advantage on death saving throws.        
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • A family Heirloom that serves as your arcane focus.   • (a) Leather armor and any martial weapon (b) Studded leather armor   • (a) A light crossbow and 20 bolts or (b) any simple weapon   • (a) An explorer's pack, or (b) a dungeoneer's pack


Spellcasting

Cantrips   You know two cantrips of your choice from the Earth Oracle spell list. You learn additional Earth Oracle cantrips of your choice at higher levels, as shown in the cantrips known column of the Earth Oracle table.   Spell Slots   The Earth 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 spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and 2nd level spell slot available, you can cast cure wounds using either slot.   Spells known of a 1st level or higher   You know four 1st-level spells of your choice from the Earth Oracle spell list. The Spells Known column of the Earth Oracle table shows when you learn more Earth Oracle spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 one of the Earth Oracle spells you know and replace it with another spell from the Earth Oracle spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability   Wisdom is your spell casting ability for your Earth Oracle Spells. Your magic comes from an ancestor long ago, one with unimaginable power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Earth Oracle spell you cast and when making an attack roll with one.  

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier  
Ritual Casting   You can cast any Earth Oracle spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus   You can use any family heirloom or item associated with your ancestors as a spellcasting focus for your Earth Oracle Spells.


Created by

Zelew1.

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