Oracle 5e

by spookybo0gie

Search GM Binder Visit User Profile

Oracle

Although the gods work through many agents, perhaps none is more mysterious than the oracle.
These divine vessels are granted power without their choice, selected by providence to be a conduit of divine knowledge that even they do not fully understand.
Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs.
While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.
They do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals.
Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.






Source of Power

Unlike a Cleric, who draws their magic through devotion to a deity, Oracles are educated by divine revelations.

Creating an Oracle

When you create an Oracle, there are several things to consider besides whomever bestowed you this power.
Do you have an affinity for a portfolio?
Do you now venerate whomever bestowed this gift?
Is it even a gift?


Quick Build

You can make an Oracle quickly by following these suggestions.
First, Intelligence should be your highest ability score, followed by Strength, or Dexterity.
The background you choose depends on the Mystery & Oracle Curse you pick.

Oracle Table
Level Proficiency Bonus Features Spells Known Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mystery,Curse 4 3 2
2nd +2 Mystery Revelation 5 3 3
3rd +2 ———————————— 6 3 4 2
4th +2 Ability Score Increase 7 4 4 3
5th +3 Mystery Revelation 8 4 4 3 2
6th +3 Ability Score Increase 9 4 4 3 3
7th +3 ———————————— 10 4 4 3 3 1
8th +3 Ability Score Increase 11 5 4 3 3 2
9th +4 ———————————— 12 5 4 3 3 3 1
10th +4 Mystery Revelation 13 5 4 3 3 3 2
11th +4 ———————————— 14 5 4 3 3 3 2 1
12th +4 Ability Score Increase,Mystery Revelation 15 5 4 3 3 3 2 1
13th +5 ———————————— 16 5 4 3 3 3 2 1 1
14th +5 ———————————— 17 5 4 3 3 3 2 1 1
15th +5 Mystery Revelation 18 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 19 5 4 3 3 3 2 1 1 1
17th +6 ———————————— 20 5 4 3 3 3 2 1 1 1 1
18th +6 ———————————— 21 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 22 5 4 3 3 3 3 2 1 1 1
20th +6 Soothsayer 22 5 4 3 3 3 3 2 2 1 1

Class Features

As an Oracle, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Oracle level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Oracle level after 1st

Proficiencies


  • Armor: Light armor, Shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Insight, Investigation , Medicine, Persuasion, Religion

Equipment

You start with the following equipment, or alternatively 5d4x10gp

  • any simple weapon

  • (a) leather armor

  • (a) priest's pack or (b) explorer's pack

  • (a) spellcasting focus or (b) component pouch

Spellcasting

Oracles are divine spellcasters that learn spells from the Oracle spell list.
Intelligence is the spellcasting ability for your Oracle spells.
You use your INT modifier when setting the saving throw DC for an Oracle spell you cast & when making an attack role with one.
Typically their spellcasting focus is a scrying instrument, but it can be a holy symbol or whatever you like.

Spells Known of 1st Level or Higher


You know four 1st level spells of your choice from the Oracle spell list.
The Spells Known column of the Oracle Table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Oracle Table.

When you gain a level in this class, you can choose one of the Oracle spells you know from this feature & replace it with another spell from the Oracle spell list. The new spell must also be of a level for which you have spell slots on the Oracle Table.





Ritual Casting


You can cast spells with the ritual tag without expending a spell slot as long as you know the spell. Casting a spell this way takes 10 minutes.

Mystery

Oracles draw knowledge from divine mysteries to in order to obtain their spells & powers.
Mysteries also grant additional spells & other abilities.
They can represent a devotion to one ideal, prayers to multiple deities, actualization of fate, or hidden knowledge revealed.
Regardless of the Mystery, it manifests in a number of ways as the Oracle gains levels.

Oracles picks their mystery at their 1st level of Oracle. Once made, this choice cannot be changed.

From 2nd level until 16th level, Oracles learn an additional spell derived from their Mystery.

These spells are in addition to the number of spells given on Table:Oracle Spells Known.

They cannot be exchanged for different spells at higher levels.

Oracle Curse

Each Oracle is cursed, but this curse comes with a benefit as well as a hindrance .
This choice is made at 1st level, and once made, it cannot be changed.
The curse cannot be removed or dispelled without the aid of a deity.

Mystery Revelation:

At 2nd level, 5th level, 10th level, 12th level & 15th level,
Oracles uncover a new secret about their mystery that grants them powers and abilities.


Soothsayer

At 20th level,by paying the price in your own flesh, you experience a powerful flash of magical revelation.
As a bonus action, you can expend up to 5 Hit Dice, regaining a spell slot of a level equal to the number of Hit Dice expended. In addition, the first time that you use this feature each day, you glimpse your destiny. Once before you finish a long rest, if you fail an ability check, attack roll, or saving.

Mystery: Mistcaller

Portfolio: Illusion,Deception
Subclass Skills: (a) Deception or (b) Stealth

Bonus Spells: Silent Image (2nd) ,
Mind Spike (4th) , Major Image (6th) ,
Phantasmal Killer (8th) , Mislead (10th) ,
Dominate Person (12th) , Far Step (14th) ,
Modify Memory(16th)

2nd level Revelation: Assumed Form

Once per long rest, you can use this Revelation as an action. You cast the spell Disguise Self without using a spell slot.

At 6th level, you can choose to actually transform, which functions as the Change Appearance section of the spell Alter Self.

At 10th level, the ability lasts until you dismiss it or use it again, allowing you to even keep it active while you sleep.
At 15th level you can gain the voice of the humanoid. Your Assumed Form becomes a near perfect disguise. Creatures that make an INT(Investigation) or a WIS(Perception) check to discern this do so at disadvantage.


5th level Revelation : Call The Mist

Once per long rest, when you cast a 1st level (or higher) spell that has an area, as a bonus action you may also heavily obscure that area with an illusory mist.
It originates at the center of your spell's area, encompassing a 20ft radius.
This is an illusion.

At 8th level it becomes a 30ft radius, & you may use this Revelation an additional time per long rest.

At 12th level it becomes a 40ft radius, & you may use this Revelation an additional time per long rest

















10th Level Revelation : Mirrored Retreat

Once per long rest.

Before you move, take a bonus action, or an action, you may use this Revelation as an action. Your turn ends immediately after.

Your form ripples & releases seven illusory duplicates, and then you can move up to your speed in any direction, while the duplicates move in seven other directions.
The duplicates continue to retreat in their chosen direction, avoiding walls and other barriers but unable to open doors or interact with objects.


The duplicates last for a number of minutes equal to 1/2 your Oracle level, or until they take damage (their AC is 10 + DEX modifier).

You can use this ability an additional time per day at 14th level and every 3 levels thereafter.


12th Level Revelation: Hidden Magic

Once per long rest, you can use this Revelation as a bonus action. You may cast a spell that requires somatic & verbal components without those components.

15th Level Revelation : Occult Eye

Once per long rest, you can use this Revelation as an action.
For one hour you become a trueseer, noticing secret doors hidden by magic, seeing through illusions, and you can see into the Ethereal Plane.
You have Truesight out to a range of 60 feet.







Mystery: Apocalypse


Portfolio : Change, Storms
Subclass Skills: (a) Arcana or (b) Survival

Bonus Spells: Ray of Sickness (2nd)
Ray of Enfeeblement (4th) ,Mel's Minute Meteors (6th) , Blight (8th) , Insect Plague(10th) , Cloudkill (12th) , Destructive Wave (14th) , Contagion (16th)

2nd level Revelation: Pass the Torch

Once per long rest, you can use this Revelation as a bonus action.
You channel the energy of the apocalypse into your body, causing you to ignite.

You take 1d4 points of fire damage when you activate this ability and again at the beginning of your turn until you end the Revelation.

Any creature that begins its turn adjacent to you takes 1d6 points of fire damage as the fire spreads, plus 1 additional point of fire damage for each previous round you've had this ability active.

You can use this ability for a number of rounds equal to 1/2 your oracle level, and you can end this ability as a bonus action.

At 5th level and every 5 levels thereafter, you can use this ability one additional time per day.

5th level Revelation : Doomsayer

Once per long rest, you can use this Revelation as an action.
You utter a dire prophecy that strikes fear in your enemies.
Originating from you, creatures in a 15ft cone, that are able to hear you, make a CHA save.
On a fail they are stunned for a round.
This is an effect that relies on audible components.
At 10th level you can take this action an additional time per long rest.
At 15th level the cone increases to 30ft.














10th Level Revelation : Defy Elements

Choose one damage type (acid, cold, fire, psychic, or force). You gain resistance to the selected damage type.

At 15th level and 20th level, you can choose an additional damage type given for which to gain resistance.

12th Level Revelation : Destructive Roots

Once per long rest.
Before you move, take a bonus action, or an action, you may use this Revelation as an action. Your turn ends immediately after.

You root yourself to your current spot and cause the world around you to fall apart.

You cause the ground in a 20ft radius centered on you to crumble and rupture, becoming difficult terrain.
Creatures,other than you, in the area make a DEX saving throw or are knocked prone.
On a success they automatically pass future DEX saves caused by this ability.
As an action on subsequent rounds, you can continue to concentrate on this area as though concentrating on a spell; doing so increases the radius of difficult terrain by 5 feet (maximum 30-foot-radius).

You immediately cease concentrating if you move from the square you started in when you activated this ability.

Difficult terrain created by this ability remains for 24 hours before returning to its original state.

15th Level Revelation: Near Death

You gain a +4 bonus on saves against diseases, frightening effects, charms, and poisons.

Mystery: Life


Portfolio:Creativity,Healing
Subclass Skills: (a) Medicine or (b) Nature

Bonus Spells: Healing Word (2nd) , Daylight(4th)Fabricate(6th) , Aura of Life (8th)
Mass Cure Wounds (10th) , Reincarnate (12th)
Dispel Evil & Good (14th) , Planar Binding (16th)

2nd level Revelation: Enhanced Cures

Whenever you cast a healing spell, the target heals an additional number of hit points equal to 1/2 your oracle level.

5th level Revelation : Combat Healer

Whenever you cast a healing spell, you can cast it as a bonus action, by expending a spell slot of the same level.

You can use this ability one additional time per day for every five levels beyond 5th.


10th Level Revelation : Energy Body

Once per long rest. Before you move,take a bonus action, or an action, you may use this Revelation as an action. Your turn ends immediately after.

Your body transforms into pure life energy, resembling a golden-white fire elemental.
In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light.

Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of radiant damage + 1 point per oracle level.
Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack.

Once per round, if you pass through a living allied creature’s square or the ally passes through your square, they heal 1d6 hit points + 1 per oracle level.

You may use this ability to heal yourself as a bonus action. You choose whether or not to heal a creature when it passes through your space.

You remain in this form for a number of rounds equal to 1/2 your oracle level.

You can return to your normal form as a bonus action.




12th Level Revelation: Safe Curing

Whenever you cast a healing spell, you do not provoke attacks of opportunity for spellcasting.



15th Level Revelation : Life Sense

Once per long rest, you can use this Revelation as an action.

For 1 hour you notice and locate living creatures.
You have blindsight out to 60ft.

Curses

Oracle Curse : Tongues

Pick one of the following languages: Abyssal, Celestial, Draconic, Infernal, 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 gain the selected language as a bonus language.

At 3rd level, pick an additional language to speak in combat and add it to your list of known languages.

At 6th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 9th level, you can speak and understand any language, but your speech is still restricted during combat.



Oracle Curse : Charred

Your hands and forearms are shriveled and charred, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

You take a –4 penalty on weapon attack rolls.

At 3rd level you learn the Scorching Ray spell.

At 6th level you learn to use the spell Fireball.

Upon reaching 9th level you learn the spell Immolation.


Oracle Curse : Arcanoloth's Curse


You lose any racial trait that aids resisting charm spells(ex.Fey Ancestry) & take a -2 penalty on saving throws against charms.

If you lack such a trait you lose a racial trait regardless.

When you reach 3rd level you know the Crown of Madness spell.

At 6th level you learn the spell Fear to project the image of a yugoloth.
When you cast Fear, make a WIS save against your spell save. On a fail, you are stunned for a round.

Upon reaching 9th level you learn the spell Synaptic Static.



Oracle Curse : Haunted


Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Retrieving any stored item from your gear requires a standard action.
Any item you drop lands 10 feet away from you in a random direction.
Add mage hand and thamaturgy to your list of spells known.
At 3rd level, you learn the Levitate spell

At 6th level, you know the Phanton Steed spell

At 9th level, add Telekinesis to your list of spells known.

Oracle Spell List

Cantrips

Chill Touch
Dancing Lights
Guidance
Message
Minor Illusion
Spare The Dying
Thamaturgy
Word of Radiance

1st Level

Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Identify
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith






2nd Level

Aid
Arcanist's Magic Aura Augury
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
See Invisibility
Silence
Spiritual Weapon
Warding Bond
Zone of Truth

3rd Level

Beacon of Hope
Bestow Curse Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues

4th Level

Arcane Eye
Banishment
Death Ward
Divination
Locate Creature
Freedom of Movement
Guardian of Faith

5th Level

Commune
Contact Other Plane
Contagion
Dispel Evil and Good
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Telepathic Bond
Scrying

6th Level

Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes' Feast
Planar Ally
True Seeing
Word of Recall


7th Level

Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol

8th Level

Antimagic Field
Earthquake
Feeblemind
Holy Aura

9th Level

Astral Projection
Foresight
Gate
Mass Heal
True Resurrection


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.