Hermod, Luckbringer†

God of Gravity and Luck   Mortal form: Black dragonborn man, wielding a large warhammer, wearing bright white furs, purple accents throughout his outfit   Dragon form: Moonstone Dragon   Equivalent Oracle: Mariposa Karavala, The Oracle of Gravity   Born of Vaka, God of Wild Magic   Loyal to the Creators   Status: Dead, Killed by Mariposa Karavala, The Oracle of Gravity during the Battle of Sunfall.   Location: Unknown   Show Revelations

Revelations of Gravity

Revelations are abilities unique to the Oracle. As your Oracle Level increases, your understanding of your chosen Element becomes stronger. At 2nd level, you gain the Shedding Your Eartly Bounds Revelation from the Revelations available in your chosen Element, and additional Revelations every other level (4th, 6th, 8th, etc.). The Revelations are detailed below.  
Shedding Your Eartly Bounds - Level 2
You gain the ability to hover six inches off the ground at will. At 7th Level, you gain a permanent fly speed equal to your walking speed. At 10th Level, your fly speed doubles. At 15th Level, as an action, you can summon a sweet motorcycle powered by dunamantic energy with a speed of 80ft. Can be dispelled at will.  
Control Gravity - Level 4
You permanently gain the effects of an altered version of the Telekinesis spell. At Level 5, you affect this spell at 3rd level. At Level 10, you affect this spell at 5th level. At Level 15, you affect this spell at 7th level. At Level 20, you affect this spell at 9th level.   Telekinesis

Telekinesis

1-level Transmutation

Casting Time: 1 action
Range/Area: 35 ft
Components: Verbal (non arcane casters), Somatic
Duration: Concentration
You can telekinetically manipulate objects within a 10-foot sphere with a combined weight of 50 pounds or less. Each round on your turn you can choose to either continue manipulating the same object(s) or switch to different object(s) within range as a part of your action. Objects you are manipulating automatically maintain their position relative to you unless you use your action to reposition them (move closer or further away). This means that items you are manipulating move along with you relative to your position. You also have fine motor control over the objects, allowing you to play an instrument, write with a pen, or open a lock, for example. While concentrating on this spell you can use your action to perform the following:  
  • Restrain a small-sized creature if you succeed on a contest of your magic ability against the target’s Strength.
  • Snatch away a worn or held object if you succeed on a contest of your magic ability against the target’s Strength.
  • Hurl objects or weapons you are proficient in, using your magic ability score for the attack and damage roll instead of Strength or Dexterity.
  • Hurl a creature you are manipulating (treat as a proficient weapon, as above), dealing 3d6 damage to both it and the target on a successful hit.
  • Pool your efforts with another caster using this spell to lift heavier objects (combine your weight limits).
  • At higher levels: 3rd level or higher. Range increases to 50 feet, weight limit for objects increases to 250 pounds, medium-sized creatures can be affected, and you no longer have disadvantage on checks to snatch objects. You can also cast as your reaction when within 10 feet of the ground to avoid taking falling damage. 5th level or higher slot: Weight limit for objects increases to 1,500 pounds, and large-sized creatures can be affected.   7th level or higher. Weight limit for objects increases to 7,500 pounds, and huge-sized creatures can be affected. 9th level slot: Weight limit for objects increases to 25,000 pounds, and gargantuan- sized creatures can be affected.
    Speed Booster - Level 6
    Selectively effect the gravity of your surrounding area. As a bonus action, you and any allies you choose within 30ft gain an additional 5ft of movement speed as you decrease the gravity around them, allowing for easier traversal. At 13th level, the radius of your ability increases to 60ft, and the bonus increases to 10ft. Starting at 20th level, the bonus increases to 15ft, and you decrease the speed of all enemies within your range by the same amount. In addition, you permanently gain the gravity distortion effect of the Starkiller ability.  
    Annihilate - Level 8
    You learn the spells Eradicate and Gravitic Lance.   Eradicate

    The Grand Game

    Eradicate

    5-level Evocation

    Range/Area: 15ft
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Constitution Saving Throw
    Damage/Effect: force
    As an action, you create a small bead of dunamantic energy between your fingers. As you snap, you detonate the bead, evaporating everything within a 15ft radius. Creatures within range must make a CON saving throw against your spell save DC or take 6d10 force damage. If a target is within five feet of you, they make the save with disadvantage.
    At higher levels: Deals an additional 2d10 damage for each level above 5th. At 9th Level, the damage becomes 15d10+50.
    Available for: Oracle
    Gravitic Lance

    The Grand Game

    Gravitic Lance

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Sight
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    As an action, you summon three lances of pure gravitic energy and hurl them towards a target you can see. Targets must make a Dexterity Saving Throw or be knocked prone and restrained until the start of your next turn, taking 5d10 force or magical bludgeoning damage (your choice).
    At higher levels: For each spell level above 3rd, the number of lances increases by one, and the damage increases by 1d10.
    Available for: Oracle
    Theory of Everything - Level 10
    You become resistant to your damage type. Consult the Oracle Powers and Damage Types table to determine the damage type. At 15th level, you become immune. At 20th level, you absorb your damage type.  
    Warp - Level 12
    Tear holes in the fabric of reality to move about the battlefield. You gain the ability to cast the spell dimension door without using a spell slot twice per long rest. At subsequent levels, you may use this ability three times (Level 15), four times (Level 18), and five times (Level 20). After the meddling of the Karavala's, you are now able to cast this spell at will.  
    Nova Bomb - Level 14
    Throw a ravenous sphere of dunamantic energy that explodes violently upon impact. As an action, you gain the ability to cast a force damage version of the spell Fireball four times per long rest. Additionally, you may now cast the spell at a higher level by using the equivalent spell slot.  
    Devour - Level 16
    When you kill an enemy, you absorb their life essence, healing you for 1/3rd of your total hit points, and destroying the soul of the target.  
    Protection of the Dark Star - Level 18
    You gain one Legendary Resistance to use at will. This increases to two at 20th Level due to Karavala experimentation.  
    Collapsing Reality Exponentially Around Me (C.R.E.A.M.) - Level 20
    You gain the ability to use your action to transform yourself into a furious, stealthy black hole for as long as you maintain your concentration. While in this form, you gain the benefits of the blur spell and you give off magical darkness in a 10ft radius as you absorb light. You have the ability to use your action to expel all absorbed light and flash, causing all targets adjacent to you to make a Constitution saving throw or be blinded for 1 minute. Each effected target can repeat the saving throw at the end of each of its turns. Additionally, you gain the ability to run into targets while in this form, dealing massive damage to anyone who fails a Strength Saving Throw to resist the pull of Gravity and move out of the way. On a failed save, targets take 10d10 force damage. Creatures killed by this ability are destroyed as if effected by the Disintegrate spell.  
    Secret Revelation: Infinity - Level 20
    As a result of the extensive research, testing, and experimentation by the Karavala family, the Oracle of Gravity now has a pool of 200 Temporary Hit Points that automatically refreshes at the conclusion of a Long Rest that can only be damaged by magical weapon damage or direct, non-AOE damage spells. While this pool of Temp HP is active, you are unaffected by damaging Area of Effect spells, such as Fireball, Tidal Wave, or Meteor Swarm, and gain an AC of 35. Once this Temporary HP is depleted, your AC returns to its original amount. In addition to these abilities, you also gain the ability to turn any item you touch into an Immovable Object. You may have a number of objects made Immovable equal to your proficiency bonus. Finally, you can no longer be moved against your will, and your movement speed cannot be decreased for any reason.
     
    Starkiller

    Starkiller

    At 10th Level, you become empowered by your element, granting you the Tough feat, as well as several benefits as a bonus action for one minute once per long rest. This increases to twice at 15th level, and thrice at 20th level.
    • a) You gain a fly speed of 40 feet. If you already have a fly speed, it increases to 60ft.
    • b) While in this form, whenever you make an attack or cast a spell, the target takes an additional 2d6 damage of your associated element. This damage increases by 1d6 when you reach 14th level (3d6), and 18th level (4d6).
    • c) When you activate this form, enemies are constantly pulled towards you, making a 10ft radius around you difficult terrain, even in the air, for the duration.
    Metamagic

    Vigor of Aether(Prerequisite: Spellcaster or Half-Caster Class)

    At 15th Character Level with a Spellcaster or Half-caster class, you gain the Sorcerer classes' Metamagic ability, and gain a number of Sorcery Points equal to half your character level rounded up. If you are already a Sorcerer, you double your available Sorcery Points.   Vigor

    Metamagic (Oracle)

    You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 20th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

    Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  
    Distant Spell
    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  
    Empowered Spell
    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  
    Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  
    Heightened Spell
    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  
    Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  
    Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  
    Twinned Spell
    When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.

    Starscourge

    Final Revelation of Gravity - Soul of the Starscourge

    At 20th level, you become an avatar of your element, gaining the ability to assume the form of the force of gravity itself - The Starscourge. As an action, you can become an avatar of Gravity. For 1 minute, you gain all of the abilities of the Starkiller ability, as well as the following benefits:
    • a) Your AC increases by 5 while in this form, and you cast the spell Ravenous Void upon entering this form.
    • b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
    • c) Gain immunity to all nonmagical weapon attacks and resistance to spell attacks.
    • d) You gain the ability to cast any spell related to your element without expending a spell slot once.
    Once you use this feature, you can’t use it again until you finish a long rest.
      God Power

    Ascension - Lightbreaker

    The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of Gravity ascends, gaining several new abilities:  
    Ascension is the pinnacle of power that an Oracle can attain. By dethroning or killing the God of their chosen Element, the Oracle assumes their place in the pantheon, becoming a God themselves, gaining unimaginable power in the process. An Ascendant Oracle is something to be in awe of, and something to be feared.

    Divine Durability

    You gain one additional Legendary Resistance.

    Divine Speed

    You gain an additional action per turn.

    Divine Resistance

    You gain advantage on saving throws against all magical effects.

    Divine Power

    You gain additional 8th and 9th level spell slots, or an additional 24 spell points.

    Divine Providence - Finality

    You gain the ability to cast the spells Sublimation, Eradicate (9th Level), and Gravitic Lance (9th Level) once per day without expending a spell slot.   Sublimation

    The Grand Game

    Sublimation

    9-level Evocation

    Casting Time: 1 action
    Range/Area: 500ft Radius
    Components: Divine Blood, Godhood, or and Artifact of Vaka
    Materials: n/a
    Duration: Instantaneous
    Attack/Save: Constitution or Strength Saving Throw, whichever is higher
    Damage/Effect: force
    You extend a hand towards an area in range and watch as an enormous mass of raw Aether evaporates everything within the radius of the spell. Any creature, object (magical or non-magical), or structure within the effect with less than 150HP is instantaneously destroyed down to a molecular level. Targets above the HP threshold must make a Constitution or Strength Saving Throw (whichever is higher) against your Spell Save DC or take 1d100+100 force damage that cannot be negated or reduced in any way. On a successful save, targets take half damage that cannot be negated or reduced in any way. Targets destroyed by this spell can only be revived by the casting of a True Resurrection spell.
    Available for: Oracle
    Eradicate

    The Grand Game

    Eradicate

    5-level Evocation

    Range/Area: 15ft
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Constitution Saving Throw
    Damage/Effect: force
    As an action, you create a small bead of dunamantic energy between your fingers. As you snap, you detonate the bead, evaporating everything within a 15ft radius. Creatures within range must make a CON saving throw against your spell save DC or take 6d10 force damage. If a target is within five feet of you, they make the save with disadvantage.
    At higher levels: Deals an additional 2d10 damage for each level above 5th. At 9th Level, the damage becomes 15d10+50.
    Available for: Oracle
    Gravitic Lance

    The Grand Game

    Gravitic Lance

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Sight
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force, Magical Bludgeoning
    As an action, you summon three lances of pure gravitic energy and hurl them towards a target you can see. Targets must make a Dexterity Saving Throw or be knocked prone and restrained until the start of your next turn, taking 5d10 force or magical bludgeoning damage (your choice).
    At higher levels: For each spell level above 3rd, the number of lances increases by one, and the damage increases by 1d10.
    Available for: Oracle

    Divine Domain - Black Hole

    Once per day, invoke the pinnacle of your power as the God of Gravity. By presenting the hand sign and expending one half of your current hit points, you gain the ability to summon a black hole at a point you can see that sucks in all matter within a 1 mile radius. This lasts for as long as you can concentrate, up to one minute. Targets within the radius must make a Constitution or Strength Saving Throw, whichever is higher, or be sucked in, taking 1d100+300 force damage that cannot be reduced or resisted in any way. Alternatively, a creature may use their own Divine Domain, rendering both abilities null and void.

    Artifact Spells - Gravity

    https://www.dandwiki.com/wiki/Gravitational_Annihilation_(5e_Spell)
    Shroud of Vaka

    The Grand Game

    Shroud of Vaka - Exalted

    Wondrous Item

    Legendary

    “I’ve learned that our choices always matter, to someone, somewhere. And sooner or later, in ways we cannot always fathom, the consequences come back to us.” -Unknown   Originally wielded by Threaven Wranris, Oracle of Life. Gifted to Myrthos Karavala, Fourth Oracle of Gravity as a peace offering. Ultimately stolen and sealed within Aetheria with Aera Windfeather, Eighth Oracle of the Wind, the Shroud was unearthed during the destruction of the city, where it fell into the hands of the God of War, Sif, The Abysswalker. Making the wielder nearly invincible, the Shroud is at the pinnacle of its power, enabling feats great and terrible.

    Armor of Life: You gain three Legendary Resistances while attuned to this item. Expended resistance recharges after a long rest.

    Sacred Treasure: After you are hit by an attack for the first time, the Shroud adapts to it, imposing disadvantage on any attack rolls made against you with that damage type. If you are hit by the same attack a second time, you only take half damage, and gain resistance against it's damage type until you take a long rest. If you are hit by the same type of damage a third time, you instead take no damage, and become immune to that damage type until your next long rest.

    Enhanced Healing Factor: While attuned to this item, you naturally heal 10% of your total HP (or 30, whichever is higher) at the start of your turn. If your health is full, this is granted as Temporary Hit Points. Additonally, your Constitution score becomes 30 while wielding this item.

    The Ultimate Healer: When you cast a healing spell on a target, you may heal them the maximum amount of HP the spell allows twice per long rest. Additionally, you may cast the spell Mass Heal without expending a spell slot once per long rest.

    The Undying: While this item is equipped, you gain advantage on Death Saving Throws, and only need one success in order to stabilize at zero hit points. Additionally, when you drop to zero hit points, you are instantaneously granted the effect of a long rest, fully restoring your HP and Spell Slots, as well as any abilities that might reset during a Long Rest. Once you use this ability, you may not use it again until the following moonrise.

    Weave Expansion: Enables casting of spells greater than 9th level.

    Cost: Priceless
    Weight: 1/2 lb

    Children