Oracle Bloodline
You hail from a long line of oracles, once gifted with the spark of magic to help guide the living and the dead of the world who lost their path. Though able to do magic of all kind, your ancestors perfected their powers to see the future in ways a commoner couldn't even dream of. Through concentration you can see all parallel timelines and every possibility of an individual's every move, aiding you in combat and in society.
Supernatural Marks / Signs of Sorcery
| aaaad4aaaa | Mark / Sign |
|---|---|
1 |
Your eyes have a layer of white coloration on them as if you were blind. |
| 2 | You are always a bit too calm for the situation. |
3 |
When casting spells, light might become darker around you. |
4 |
Even though you see the future, you try to guess everything before looking. |
Diviner's Sorcery
You learn additional spells when you reach certain levels in this class, as shown on the Prophetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a divination spell from the sorcerer, warlock, or wizard spell list.
Any spell that might require a god or otherworldly being, you contact the spirits of the Ethereal realm instead. They answer normally as an entity would, though their knowledge might be more limited than a god's (at the DM's discretion).
Prophetic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect evil and good, identify, guidance |
| 3rd | augury, locate object |
| 5th | clairvoyance, speak with dead |
| 7th | divination, locate creature |
| 9th | legend lore, scrying |
You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.
Additionally, you learn one 1st-level spell that has the ritual tag. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell that has the ritual tag.
Easter Egg in the code
Credits
Sorcerous Origin: Oracle Bloodline v1.5 by TheRedstom
Huge thanks for balancing advice
by The Wintry Wyvern!Please support the art/artists and creators displayed in this homebrew.
Art: White Priestess by Dmitry Prozorov on ArtStation
Art: Oracle by Alicechan on DeviantArt
Clairvoyant Combatant
Starting at 1st level, you gain insight into your enemy's next move. If a hostile creature makes a weapon attack against you, you may use your reaction to roll 1d4 and subtract it from the attack roll. If the attack misses you, the attacker can't make opportunity attacks against you until the start of your next turn. At 14th level, the rolled die improves to 2d4.
You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a short or long rest.
Foresight
At 6th level, your foreseeing powers aid you in dire situations.
Whenever you roll a saving throw, you may glance into your own future to foresee and avoid the danger, adding your proficiency bonus to the roll. Once you use this feature, you can't use it again until you finish a short or long rest.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Trained mind
Beginning at 14th level, your long past of using your mind to see into other timelines has trained it to better concentrate on magic.
If you are already concentrating on a spell, you may spend 4 sorcery points before casting a different spell that requires concentration. In doing so, you may hold both concentration spells for up to half their normal duration, but you cannot cast any other spells for the time. While concentrating on both spells you have disadvantage on concentration checks. You may end concentration on either one of these spells at will and cast spells as normal, but the already changed duration doesn't revert.
Divinium Arcana
Starting at 18th level, your divining powers fully manifest, simultaneously seeing into multiple creatures' futures.
Whenever a creature within 30 feet of you is targeted by an attack or is forced to make a saving throw, you can use your reaction to aid them in avoiding danger. If the creature was targeted by an attack, you force the attacking creature to reroll the attack, using a d10 instead of a d20 for the attack roll. If the creature was forced to make a saving throw, it can add a d10 to its saving throw. If the creature was subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the save.
You may use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest.