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## Oracle Eyes milky white with blindness, a young human in white linen robes smiles warmly; the lot of bones she has cast before her tell her that the deal her ally is making will lead them to great fortune. A somber tiefling watches as a goblin falls prone before him, as he had predicted. Hands wreathed in shadow, he reaches out to touch the fallen creature. The spectral form of a dwarf looks down at his unconscious corporeal body lying next to him before walking through the wall and into the keep to do the bidding of his god. Oracles are divine instruments of the gods they serve. Through visions of the future and fragments of divine magic afforded to them by their gods, oracles shape the world to meet the prophecies of those they serve. ### Seers of the Future An oracle is a direct medium for transfer of the divine magic of a god to the Material Plane. Oracles manifest this magic through both deific alteration of the weave and through omens. Oracles are rare, being directly chosen by their gods as cogs in the cosmic gears that shape the future. Truly harnessing the magic bestowed on an oracle is a nigh-impossible task. As a result, an oracle's predictions are often vague and hazy, and their ability to cast spells is limited compared to other spellcasters. However, oracles have taken up limited martial techniques and are comfortable wearing light armor, donning shields, and using simple weapons. ### Blessed and Cursed Oracles usually begin their lives outside of the religious orders of their god. They did not choose to be instruments of their god; their powers were forced upon them. As a result, oracles frequently struggle with their powers, especially soon after the moment of bestowment. Eventually, their difficulties controlling and accepting their powers lead oracles away from the ties that defined their previous lives. Oracles normally either turn to service in the religious orders of their god, or to adventuring. Oracles that adventure do so to freely follow their visions and normally look down on or are wary of the established clergy of their god. Over time, as the divine magic coursing through an oracle becomes stronger, their body becomes a consecrated vessel of their god. This process of consecration is a painful one for the oracle, as their body is visibly and signifcantly altered by the act. Depending on the oracle's views towards their powers, the marks of consecration could be hidden or proudly displayed. ### Creating an Oracle As you create an oracle, the most important question to consider is which deity you were chosen by. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. \columnbreak Once you've chosen a god, consider your oracle's relationship to that god. Prior to being chosen, did you worship the god or was the god unknown to you? How do you view the temple priests of your god: as beneficent allies, benighted simpletons, or corrupted by forces outside of your god? Has your god shared a specific goal with you or have you only received fragments of your destiny? Do you have any personal goals separate from your deity's goals? #### Quick Build You can make an oracle quickly by following these suggestions. First, Wisdom should be your highest score, followed by Dexterity or Constitution. Second, choose the Hermit background. ## 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:** Shields, light armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Charisma, Wisdom - **Skills:** Choose two from History, Religion, Insight, Medicine, and Performance #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a sling and 30 bullets *(b)* two daggers, or *(c)* any simple weapon - *(a)* a scholar's pack or *(b)* a priest's pack - leather armor, a shield, and a holy focus ### Deific Magic As an instrument of divine magic, you can cast oracle spells. See chapter 10 for the general rules of spellcasting. #### Cantrips You know two cantrips of your choice from the oracle spell list. You learn additional oracle 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. The table also shows what the level of those slots is; all oracle spell slots are the same level. To cast one of your oracle spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. \pagebreak
##### The Oracle | Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots | Slot Level | Revelations Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Revelations, Deific Magic | 2 | 1 | 1st | 2 | | 2nd | +2 | Prophetic Order | 2 | 2 | 1st | 2 | | 3rd | +2 | Consecration | 2 | 2 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 3 | 2 | 2nd | 2 | | 5th | +3 | Rapid Revelations (1/rest) | 3 | 2 | 3rd | 3 | | 6th | +3 | Prophetic Order Feature | 3 | 2 | 3rd | 3 | | 7th | +3 | - | 3 | 2 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 3 | 2 | 4th | 4 | | 9th | +4 | Rapid Revelations (2/rest) | 3 | 2 | 5th | 5 | | 10th | +4 | Prophetic Order Feature | 4 | 2 | 5th | 5 | | 11th | +4 | Divine Arcanum (6th level) | 4 | 3 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 4 | 3 | 5th | 6 | | 13th | +5 | Divine Arcanum (7th level) | 4 | 3 | 5th | 6 | | 14th | +5 | Prophetic Order Feature | 4 | 3 | 5th | 6 | | 15th | +5 | Divine Arcanum (8th level) | 4 | 3 | 5th | 7 | | 16th | +5 | Ability Score Improvement | 4 | 3 | 5th | 7 | | 17th | +6 | Divine Arcanum (9th level) | 4 | 4 | 5th | 7 | | 18th | +6 | Rapid Revelations (3/rest) | 4 | 4 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 4 | 4 | 5th | 8 | | 20th | +6 | Prophet of Destiny | 4 | 4 | 5th | 8 |
#### Preparing Spells You prepare the list of oracle spells that are available for you to cast, choosing from the oracle spell list. When you do so, choose a number of oracle spells equal to your Wisdom modifier + your oracle level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of oracle spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your oracle spells. The power of your spells comes from the connection to your deity, You use your Wisdom whenever an oracle spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier \columnbreak #### Ritual Casting You can cast an oracle spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your oracle spells. ### Revelations At 1st level, you have the ability to see briefly into the future and foretell coming events. The Oracle table shows how many revelations you know. On a bonus action during your turn, you may activate a revelation, rolling the corresponding revelation die. The revelation takes effect at the beginning of the turn corresponding to the revelation die. For example, if a 1 is rolled on the revelation die, the revelation takes effect at the beginning of your next turn, but if a 2 is rolled on the die, it takes effect at the beginning of the turn after that. Once you have activated a revelation, you must wait for its effect to end prior to activating that same revelation. \pagebreak ### Visions At 2nd level, you start to receive cryptic visions from your deity. When you take a long rest, you receive an omen concerning your future. THe nature of this omen is determined by the DM and may be related to something beneficial or detrimental to you. ### Prophetic Order At 2nd level, you have honed your divine foretelling into an art. Choose a Prophetic Order that you exemplify in your prognostication: Order of the Haruspex, Order of the Oneiromancer, Order of the Astrologer, or Order of the Sortileger, all detailed at the end of the class description. Your order grants you features at 2nd level and then again at 6th level, 10th level, and 14th level. #### Order Spells Each order has a list of spells—its order spells—that you gain at the oracle levels noted in the order description. Once you gain an order spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. These spells count as oracle spells for you. ### Ability Score Improvement When you reach 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase an ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can't increase an ability score above 20 using this feature. ### Consecration At 3rd level, your god consecrates your body to better act as a vein of his power. You gain one of the following features of your choice. #### Blind Your eyes become milky white or abyssal black. You lose your normal vision but gain blindsight out to 60 feet. #### Swarmed You are constantly beset by insects. You have disadvantage on all Charisma-based checks, but creatures within 5 feet of you are deafened. Additionally, creatures within 5 feet of you make a Constitution saving throws to maintain concentration at disadvantage. #### Consumed Your body is wasting away. You have disadvantage on all Constitution saving throws, but all ranged attacks against you are made at disadvantage. #### Addicted You have an insatiable craving for an intoxicating substance that brings you closer to your god. You gain a level of exhaustion if you do not partake in your addiction daily, but gain advantage on saves against being frightened or poisoned. \columnbreak #### Glammred You have a brilliant aura surrounding you. You have advantage on all Charisma-based checks, but gain disadvantage on Dexterity (Stealth) checks, Dexterity (Sleight of Hand) checks, aand Wisdom (Perception) checks. Additionally, Charisma saving throws against spells you cast are made at disadvantage if the target can see you. #### Immolated Your body has been caressed by flames, leaving tough scars where it was touched. You have weakness to fire damage, but non-magical bludgeoning, piercing, and slashing damage is reduced by 3. ### Rapid Revelations At 5th level, you gain the ability to make your Revelations take effect more quickly. When rolling a Revelation die, you may subtract your Wisdom modifier from the result. If the result would be less than 1, it takes effect instantaneously. Beginning at 9th level, you can use your Rapid Revelations feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. ### Divine Arcanum At 11th level, your god bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the oracle spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more oracle spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9-th level spell at 17th level. You regain all uses of your Divine Arcanum when you finish a long rest. ### Prophet of Destiny At 20th level, you become your god's avatar on the material plane. If you are killed, your soul will be transferred into a new vessel. This new vessel is normally a newborn child, which will age at 10 times its normal rate until it reaches the age of adulthood. ## Prophetic Order Different oracles use different means to access the divine foretellings of their gods. The prophetic order you choose reflects your approach. \pagebreak ### Order of the Haruspex As a haruspex, you divine the future through the transfer of life to death. A haruspex understands the strings that join life and death and plucks them to bring about their will. ##### Haruspex Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *False Life, Inflict Wounds* | | 2nd | *Gentle Repose, Ray of Enfeeblement* | | 3rd | *Feign Death, Vampiric Touch* | | 4th | *Blight, Death Ward* | | 5th | *Antilife Shell, Contagion* | #### Death's Caress Starting at 2nd level, you learn the cantrip *Chill Touch*. When you reduce a hostile creature to 0 hit points using *Chill Touch*, you gain hit points equal to your oracle level. #### Commune with Dead Starting at 6th level, you can sense locations where the dead congregate (e.g. cemeteries, battlefields, etc.). When in such a location, you may cast *Speak with Dead*, even if you do not have it prepared, without using a spell slot. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Reaper Adept Starting at 10th level, you become more practiced in bringing demise to your foes. When you attack with advantage, if both rolls would have resulted in a hit, you roll an additional damage die. Additionally, when you attack with disadvantage, if the higher roll would have resulted in a hit, you deal necrotic damage to the target equal to your Wisdom modifier. #### Ectoplasmic Leash Starting at 14th level, when a hostile humanoid is dropped to 0 hit points within 10 feet of you, you may use a reaction to cast *Create Undead* without material components. You may only target the fallen creature, but you may cast *Create Undead* in this manner during the day. When casting *Create Undead* in this manner, you create a specter instead of a ghoul. You do not have to reassert control over a specter made in this manner after 24 hours, but you may only control 3 specters with this feature. Once you use this feature, you cannot use it again until you finish a long rest. \columnbreak ### Order of the Oneriomancer As an oneiromancer, your dreams bring you prescience. An oneiromancer has extreme control over his dreams, permitting him to blur the lines between dream and reality. ##### Oneiromancer Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Alarm, Sleep* | | 2nd | *Phantasmal Force, Suggestion* | | 3rd | *Fear, Hypnotic Pattern* | | 4th | *Hallucinatory Terrain, Phantasmal Killer* | | 5th | *Dream, Modify Memory* | #### Dream Guide Starting at 2nd level, when taking a long rest, you may guide the dreams of your allies to comforting places, permitting them to regain all expended hit dice. Additionally, when taking a short rest, you may add your Wisdom modifier to total hit points regained for up to five creatures (you may include yourself). #### Spirit Walker Starting at 6th level, you may use an action to enter a dreamlike trance, allowing your spirit to travel without your body. When you do so, a ghost-like duplicate of your body visibly appears beside your body and your consciousness transfers to this duplicate. The spirit shares all physical and mental statistics with you, but has advantage on stealth checks. This spirit also has incorporeal movement, permitting movement through other creatures and objects and in the vertical axis. When doing so, movement is treated as in difficult terrain. While your consciousness is in the spirit form, your body is treated as unconscious. If the spirit ends its turn inside a solid object or if your body or spirit takes damage, the spirit disappears and your consciousness is shunted back to your body. If your spirit takes damage, the damage carries over to your body. Once you use this feature, you cannot use it again until you take a short or long rest. #### Lucid Training Starting at 10th 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. #### Empowered Ego Starting at 14th level, you gain proficiency with Charisma saving throws. Additionally, when you are attacked by a creature within 5 feet of you, you may use a reaction to retaliate against it. Your spirit lashes out at the attacker, doing 3d10 + your Wisdom modifier psychic damage to it. Once you use this feature, you cannot use it again until you take a short or long rest. \pagebreak ### Order of the Astrologer As an astrologer, you see portents in the path of celestial objects. An astrologer has tapped into the forces of the cosmos enough to partially affect the behavior or create minor duplicates of heavenly bodies. ##### Astrologer Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Chromatic Orb, Tenser’s Floating Disk* | | 2nd | *Darkness, Moonbeam* | | 3rd | *Daylight, Melf’s Minute Meteors* | | 4th | *Dimension Door, Otiluke’s Resilient Sphere* | | 5th | *Teleportation Circle, Telekinesis* | #### Charted Path Starting at 2nd level, you can disengage as a bonus action on your turn. Alternatively, you can grant an ally the ability to disengage as a bonus action on his next turn. #### Mystic Astrolabe Starting at 6th level, you have advantage on survival checks to find your way. Additionally, when you use the charted path feature, any creature within 5 feet of the path taken by the person using this feature becomes illuminated until the end of the next turn of the person using this feature. The first attack made against against any creature illuminated in this fashion are made at advantage. #### Sign of the Zodiac Starting at 10th level, you may momentarily grant your allies the power of the stars. You may cast the spell *Enhance Ability* without using a spell slot. When casting it in this way, you can apply its affects to up to five friendly creatures (which can include yourself). Once you use this feature, you cannot use it again until you take a short or long rest. #### Celestial Retrograde Starting at 14th level, you may momentarily direct the planets to reverse. At the end of your turn, you may choose to redo your turn. Any and all results of your turn are undone and you may take your turn over from the beginning. Once you use this feature, you cannot use it again until you take a long rest. \columnbreak ### Order of the Sortileger As a sortileger, you see the order of the universe reflected in the outcome of random events. A sortileger has such insight into the probabilties that it can manipulate probabilistic outcomes and the objects keyed to these outcomes. ##### Sortileger Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Catapult, Magic Missile* | | 2nd | *Cloud of Daggers, Cordon of Arrows* | | 3rd | *Blink, Conjure Barrage* | | 4th | *Confusion, Leomund’s Secret Chest* | | 5th | *Conjure Volley, Creation* | #### Reshuffle Starting at 2nd level, you may use a bonus action to swap the initiative of any two creatures in the initiative order, taking effect at the beginning of the round following use of this ability. Once you use this feature, you may not use it again until you take a short or long rest. #### Intuitive Scale Starting at 6th level, you can determine the relative value of two objects or groups of objects by holding them in your hands. You must be able to hold the objects up without support to be able to use this feature. #### Minor Arcana Starting at 10th level, you can cast *Animate Objects* without using a spell slot. Once you use this feature, you may not use it again until you take a long rest. #### Cosmic Dice Starting at 16th level, you can choose to force a reroll of any attack, saving throw, or ability check. You may choose to do so after knowing the result of the roll. Once you use this feature, you may not use it again until you take a short or long rest. \pagebreak
##### Cantrips (0 Level) - Control Flames - Guidance - Infestation - Light - Magic Stone - Mending - Resistance - Sacred Flame - Shape Water - Spare the Dying - Thaumaturgy - Toll the Dead - Word of Radiance ##### 1st Level - Bane - Bless - Cause Fear - Ceremony - Command - Comprehend Languages - Create or Destroy Water - Cure Wounds - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Dissonant Whispers - Guiding Bolt - Healing Word - Heroism - Identify - Protection from Evil and Good - Purify Food and Drink - Sanctuary - Shield of Faith ##### 2nd Level - Aid - Augury - Blindness/Deafness - Calm Emotions - Continual Flame - Darkvision - Detect Thoughts - Enhance Ability - Find Traps - Gust of Wind - Hold Person - Lesser Restoration - Levitate - Locate Object - Mind Spike - Prayer of Healing - Protection from Poison - See Invisibility - Silence - Spiritual Weapon - Warding Bond - Zone of Truth ##### 3rd Level - Beacon of Hope - Bestow Curse - Catnap - Clairvoyance - Create Food and Water - Daylight - Dispel Magic - Glyph of Warding - Life Transferrance - Magic Circle - Mass Healing Word - Protection from Energy - Remove Curse - Revivify - Sending - Speak with Dead - Spirit Guardians - Tongues - Water Walk ##### 4th Level - Arcane Eye - Banishment - Control Water - Divination - Freedom of Movement - Guardian of Faith - Locate Creature - Stone Shape ##### 5th Level - Commune - Contact Other Plane - Dawn - Dispel Evil and Good - Flame Strike - Geas - Greater Restoration - Hallow - Insect Plague - Legend Lore - Mass Cure Wounds - Planar Binding - Raise Dead - Scrying - Skill Empowerment - Wall of Light ##### 6th Level - Blade Barrier - Find the Path - Flesh to Stone - Globe of Invulnerability - Harm - Heal - Planar Ally - Sunbeam - True Seeing - Word of Recall ##### 7th Level - Conjure Celestial - Divine Word - Plane Shift - Regeneration - Resurrection - Reverse Gravity - Teleport - Temple of the Gods ##### 8th Level - Antimagic Field - Control Weather - Earthquake - Holy Aura - Sunburst - Tsunami ##### 9th Level - Astral Projection - Gate - Invulnerability - Mass Heal - Meteor Swarm - Storm of Vengeance - True Resurrection
\pagebreak ## Revelations #### Rush *1d2 rounds* Select an ally within 30 feet. When this revelation takes effect, a rush of energy will invigorate your ally, increasing their movement by 20 feet during their next turn. #### Trip *1d2 rounds* Select a creature within 60 feet. When this revelation takes effect, the target will stumble on a loose rock. The selected creature must make a Dexterity saving throw against your spell save DC or fall prone. #### Cramp *1d2 rounds* Select a creature within 60 feet. When this revelation takes effect, the target's hands will begin to cramp. The selected creature must make a Constitution saving throw against your spell save DC or drop what it is holding in its hands. #### Gale *1d4 rounds* Select a direction. When this revelation takes effect, strong winds blow in that direction. All creatures within 100 feet of you must make a Strength saving throw against your spell save DC or be pushed 20 feet in the selected direction. #### Drought *1d4 rounds* When this revelation takes effect, the air in a 20-foot-radius circle centered on point within 60 feet that you can see becomes extremely dry, sucking the moisture out of any creatures in the area. Creatures in the affected area gain vulnerability to fire damage on the next attack made against them, unless they are otherwise resistant or immune. You are immune to this effect. #### Chill *1d4 rounds* When this revelation takes effect, the air in a 20-foot-radius circle centered on point within 60 feet that you can see becomes chilling. Creatures in the affected area gain vulnerability to cold damage on the next attack made against them, unless they are otherwise resistant or immune. You are immune to this effect. #### Cough *1d4 rounds* Select a creature within 120 feet. When this revelation takes effect, the target will develop a coughing fit. The selected creature must make a Constitution saving throw. If it fails, attacks against it have advantage. The creature may repeat this save at the end of each of its turns, ending the effect on a success. #### Reorder (Requires Sortileger) *1d4 rounds* Select a creature within 100 feet. When this Revelation takes effect, you can move this creature up or down one spot in the initiative order, your choice. #### Sting *1d6 rounds* Select a creature within 60 feet. When this revelation takes effect, a poisonous insect will sting them. The selected creature must make a Constitution saving throw against your spell save DC or be poisoned. The creature may repeat this save at the end of each of its turns, ending the effect on it with a success. #### Rain *1d6 rounds* When this revelation takes effect, rain falls in a 20-foot-radius circle centered on point within 60 feet that you can see. The rain extinguishes non-magical fire and douses creatures in the area. Doused creatures gain vulnerability to lightning damage on the next attack made against them, unless they are otherwise resistant or immune. You are immune to this effect. #### Squint (Requires Astrologer) *1d6 rounds* Select a creature within 120 feet. When this revelation takes effect, the brightness of a celestial body catches the target's eyes, forcing it to squint. The selected creature must make a Constitution saving throw against your spell save DC or be blinded. The creature may repeat this save at the end of each of its turns, ending the effect on a success. #### Yawn (Requires Oneiromancer) *1d8 rounds* Select a creature within 60 feet. When this revelation takes effect, waves of sleep wash over the target, making it tired. The selected creature must make a Constitution saving throw against your spell save DC or be incapacitated. The creature may repeat this saving throw at the end of each of its turns, ending the effect on a success. #### Sorrow (Requires Haruspex) *1d10 rounds* Select a creature within 60 feet. When this revelation takes effect, you manifest in front of the target the face of every creature that was killed by it. The selected creature must make a Charisma saving throw against your spell save DC or be stunned. The creature may repeat this saving throw at the end of each of its turns, ending the effect on a success.