The Oracle

by kingstarman

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The Oracle
Oracle
Level Proficiency Bonus Features Mystic Points Maximum Spell Level Spells Known Cantrips Known
1st +2 Fate, Mystic Magic 1 1st 2 3
2nd +2 Omens 2 1st 3 3
3rd +2 Favored 3 2nd 4 3
4th +2 Ability Score Improvement 4 2nd 5 4
5th +3 Divine Potency 5 3rd 6 4
6th +3 Fate feature 6 3rd 7 4
7th +3 - 7 4th 8 4
8th +3 Ability Score Improvement 8 4th 9 4
9th +4 - 9 5th 10 4
10th +4 Mediumship 10 5th 11 5
11th +4 Divine Font (6th level) 11 5th 12 5
12th +4 Ability Score Improvement 12 5th 12 5
13th +5 Divine Font (7th level) 13 5th 5 5
14th +5 Fate feature, Omen (3) 14 5th 13 5
15th +5 Divine Font (8th level) 15 5th 14 5
16th +5 Ability Score Improvement 16 5th 14 5
17th +6 Divine Font (9th level) 17 5th 15 5
18th +6 Fate Feature 18 5th 15 5
19th +6 Ability Score Improvement 19 5th 15 5
20th +6 Prophet 20 5th 15 5

Class Features

As an Oracle, you gain the following class features

Hit Points


  • Hit Dice:
  • Hit Points at 1st Level:
  • Hit Points at Higher Levels:

Proficiencies


  • Armor:
  • Weapons:
  • Tools:

  • Saving Throws:
  • Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Component pouch or (b) an arcane focus
  • (a) a Scholar's Pack or (b) a Priest's Pack
  • Two daggers

Mystic Magic

Mystic Points

Starting from 1st level, the divine influence that courses through you bestows you with magic. You have an innate amount of energy you can draw from called mystic points. These points are used to fuel spells, as well as class features. You restore all expended points on a short or long rest. The maximum amount of mystic points you can spend in one action is equal to your maximum power, as shown within the Maximum Power column of your Oracle Table.

Spellcasting Ability

Your ability to exert your will over magic determines how strong they are. It also determines how well you can peer into the future. Thus, you use Charisma for your spellcasting modifier. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spells known

At 1st level you know 2 spells of your choice from the oracle spell list. You learn additional spells as shown within the Spells Known column of the Oracle Table. Once a spell is learned, you can replace one known spell with another when you gain a level as an oracle.

Ritual Casting

You can cast an Oracle spell as a ritual if that spell has the ritual tag even if you don't know that spell.

Spellcasting Focus

You use oracle spellcasting focuses for your divine spells. These types of focuses are objects such as crystal balls, an incense ball, candles.

Omens

Upon reaching 2nd level, visions begin crowding your mind, giving you enigmatic whispers and images of potential futures. With your divine given power, you can pull from the pool of your visions and create an omen, aligning the future to your whim. At this level, you know 3 omens of your choice. You learn additional omens as you gain levels as an oracle as shown within the Omens Known column of the Oracle Table. When you finish a long rest, you can change which omens you have prepared. Each omen has an effect, but a creature or object can only have one omen bestowed upon it at any given time.


You may use this feature a number of times equal to your Charisma modifier per long rest. Alternatively, you can expend 1 mystic point to immediately use this feature again. You may only cast one omen each turn.

Favored

Starting from 3rd level, the gods further influence your life, turning ill fated luck into a boon. Whenever you roll an attack roll, ability check, or saving throw equal to or lower than your Charisma modifier, and you do not have a disadvantage with it, you can roll the die again, but the new result must be used. A die rolled this way can't be rolled again by any means.

Mystical Potency

When you reach 5th level, your connection with divinity empowers cantrips you cast. You deal a bonus 1d8 damage once a turn when you successfully harm a target using a cantrip.

Mediumship

As you continue your journey, the divine energy granted to you suffuses further into your being at 10th level. You gain the following benefits.

  • You add your Charisma modifier to your initiative rolls.
  • No attack can have an advantage against you as long as you are conscious.
  • You and any ally that can hear you can't be surprised, even while you sleep.

Divine Font (6th level)

Starting from 11th level, you can dip yourself into the powerful divine energy coursing through you, briefly becoming a font of divinity. Choose one 6th level as this font.


You can cast your font once a day without expending a spell slot using this feature. Alternatively, you can use this font to cast a spell of 5th level or lower as a 6th level spell.


Once you use this feature, you must finish a long rest before using it again.

Divine Font (7th level)

At 13th level, you gain an additional use of Divine Font in the form of a 7th level spell slot. Choose a 7th level spell as this font. You may use this feature to cast a lower level spell as a 7th level spell slot.


Once you use this feature, you must finish a long rest before using it again.

Divine Font (8th level)

At 15th level, you gain an additional use of Divine Font in the form of a 8th level spell slot. Choose an 8th level spell as this font. You may use this feature to cast a lower level spell as an 8th level spell slot.


Once you use this feature, you must finish a long rest before using it again.

Divine Font (9th level)

At 17th level, you gain an additional use of Divine Font in the form of a 9th level spell slot. Choose a 9th level spell as this font. You may use this feature to cast a lower level spell as a 9th level spell slot.


Once you use this feature, you must finish a long rest before using it again.

Prophet

At 20th level, you can use your Omens an unlimited number of times.

Omens

Blunder

This omen can be used in reaction to being the target of an attack. The attacker has disadvantage with all attacks made against you until the end of their current turn.

Oracle's Foresight

As an action, you awaken sights of the future into a target of your choice within 60 feet. It adds 1d4 to attack rolls and saving throws it makes for 1 minute.

Vulnerable

As an action, you expose the defense of a hostile creature within 60 feet. Attacks against the creature ignores all sources of disadvantage for 1 minute.

Exposure

As an action, you expose the resistance of a hostile creature within 60 feet. Weapon attacks and cantrip damage ignores resistances for 1 minute.

Guiding Vision

As a bonus action, choose a friendly creature within 60 feet of you, granting it insight. It can use its bonus action to move 10 feet without provoking opportunity attacks until the end of its next short rest.

Marked Soul

As an action, you place an invisible marker onto a creature within 60 feet of you. You always know it's location as long as it remains within 1 mile of you. This omen doesn't provide an exact location, but will lead you within 120 feet of your target. This effect lasts for 1 hour, you dismiss it (no additional action), or the creature dies.

Oracle's Eye

As an action, you place an invisible sensor onto a willing creature within 30 feet. The eye occupies the same space as your target and travels in with them. As a bonus action, you can peer through the eye as long as it's on the same plane of existence. While you do so, you are blind to the surroundings of your body. This feature lasts for 1 hour.

Cursed Fate

You have been cursed by a dark god, or your curse was bestowed upon you as a punishment. While the curse hinders your daily life, it also grants you a boon.

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st eldritch blast, bane
3rd hold person
5th bestow curse
7th banishment
9th contagion

Curse

Starting from 1st level, you have been blighted by a curse from the gods. You choose how this curse takes form from the list below. Your curse has both a negative and a benefit. Each curse has a passive effect and an active effect. Each active effect can only be used once per short rest.

Clouded Eyes: Your eyes have grown white or milky. You gain a blindsight out to 10 feet from you, and can see invisible creatures within the area unless they successfully hide from you. However, the weave blocks your vision - you see a white mist 30 feet from you. You have a disadvantage with any skill checks that requires you to see beyond that point.

Active: As a bonus action, one creature you see within 30 feet becomes blind until the end of its current turn.

Emaciated: You are frail and thin, incapable of gaining weight. Your hit point maximum is reduced by your oracle level. However, whenever you reduce a creature's hit points to 0 you sup from its vitality, gaining an amount of temporary hit points equal to your oracle level + your Charisma modifier.

Active: In reaction to a creature recovering hit points within 60 feet of you, you can reduce the healing by 5 times your oracle level and restore that many hit points to yourself.

Mute: You have lost the ability to speak with your voice. You communicate by using hand signals or writing. However, spells you cast do not require vocal components, however you require somatic components even if a spell does not require it.

Active: As a bonus action, you can target one creature within 30 feet of you. The creature makes no sound until the start of your next turn.

Dark Omens

At 6th level, when you expend an omen die, one creature within 120 feet of you that you can see or hear then takes 2d8 + your Charisma modifier as necrotic damage. If this damage reduces the target to an amount of hit points equal to or lesser than your oracle level, the creature is then immediately reduced to 0 hit points.

Malediction

Upon reaching 14th level, the curse placed upon you at the start of your journey suffuses into the magic you cast. You may cast the bestow curse spell with a range of 30 feet. Additionally, the curse can’t be removed unless a creature casting wish or remove curse first succeeds in a skill check using their spellcasting modifier equal to your spell save DC.

When you succeed in bestowing a curse, you may choose to have its duration permanent. Creating a permanent curse on a new target removes the curse from the last target.

Improved Curse

When you reach 18th level, the curses bestowed upon you at 1st level grow in power.

Clouded Eyes: Your clouded vision grows to 60 feet. Additionally, your blindsight increases to 30 feet and spreads around corners. Lastly, you gain truesight out to 10 feet.

Emaciated: You become immune to effects which reduces your hit point maximum, and you can no longer gain levels of exhaustion. Whenever you finish a short rest and you still have temporary hit points, you heal the amount, up to your oracle level + your Charisma modifier. You retain any temporary hit points if you heal above your hit point maximum.

Mute: Whenever you finish a short rest, you can touch up to 8 people and forge a telepathic bond. The chosen creatures must be able to speak at least one language, but you do not need to share a language to understand each other. Any bonded creature can share a telepathic message as long as the recipient is in the same plane of existence, regardless of distance.

Holy Fate

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st produce flame, heroism
3rd lesser restoration
5th phantom steed
7th death ward
9th holy weapon

Chosen

At 1st level, your fate grants you innate knowledge of how to protect yourself. Your AC is equal to 13 + your Dexterity modifier while you are unarmored. Additionally, your hit point maximum increases by an amount equal to your oracle level.

Retribution

The gods grant you the power to punish those who dare harm you. In reaction to being the target of an attack, you can force the creature to make a Wisdom save. During their save, they feel an imminent danger should they strike you. On a failed save, it must choose a new target. On a successful save, it may continue to target you, but it suffers 1d8 radiant damage each time it harms you until the end of its current turn.

Once you use this feature, you must finish a short rest before using it again. Alternatively, you can expend 1 mystic point to immediately use this feature again.

Blessed Omens

At 6th level, light fills your omens when you grant it to a friendly creature. When you expend an omen die, one creature within 120 feet of you restores an amount of hit points equal to 2d8 + your Charisma modifier. Any restored hit points that exceed their hit point maximum becomes temporary hit points.

Shared Fate

At 14th level, you can forge a connection with an ally. After finishing a long rest, touch one creature. The creature chooses one saving throw you are proficient with, and you choose one of theirs. If both you and your chosen creature share a saving throw, you both may choose any instead.

While bonded, any healing created by a bonded creature to the other receives the maximum healing instead of rolling. Additionally, you may use your Retribution feature in reaction to any ally being targeted within 30 feet of you.

Empyrean

Upon reaching 18th level, casting spells evokes the power of the gods. Immediately before or after you cast a spell, you grant yourself or another creature within 30 feet of you flight equal to their current speed until the end of their turn.

Fate of Flame

You were blessed by flame and light, being given the precoursors fire to protect yourself and allies. You are the beacon of light which drives away the uninvited.

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st create bonfire, sanctuary
3rd pyrotechnics
5th crusader's mantle
7th wall of fire
9th dawn

Precursors Flame

Starting from 1st level, you can create a flame which protects you and anyone within it. You can spend 10 minute preparing this fire, or you may expend 1 mystic point to immediately create the fire. The fire sheds up to a 30 foot bright light and a 30 foot dim light after. You may choose the level of light. When you create the fire, you may choose to include or exclude any number of creature types to be affected. A chosen creature type can't willingly enter the area, and it can't attack or cast spells at creatures within its area. To do so, it must first pass a Charisma saving throw. On a failed save, it must wait 24 hours before attempting again. The effects of the fire end immediately if a creature inside takes a hostile action.

You may exclude specific entities from being affected by the fire, such as a wizards feline familiar, or all familiars.

The fire lasts for a number of hours equal to your oracle level, or when there are no creatures within the light.

Watcher

Additionally at 1st level, you no longer need sleep. The fire deep within you burns bright, giving you the necessary energy to remain awake. During this time, you perform light activity only. This effect does not protect you from spells which forces you to sleep.

Pyromancy

Starting from 6th level, you can use your omens as a part of a ritual at the start of the day. As a part of this ritual, you burn a candle, incense, or a small bowl of fire, reading the smoke or ashes.

Luminous

Upon reaching 14th level, you can’t become unconscious unless you are willing to do so, and you gain resistance to both fire and radiant damage. More to come

18th level feature

Fate of Stardust

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st sacred flame, faerie fire
3rd moonbeam
5th beacon of hope
7th fabricate
9th creation

Nebula Field

At 1st level, as an action, you can project the image of the beauty of creation in an area 15ft around you and moves with you. The field sheds a bright light up to 30ft and cuts through magical darkness and fog. When a hostile creature is hit for the first time each turn with a weapon attack within this field they take an additional 1d6 radiant damage. You can summon this field a number of times equal to your Charisma modifier and regain all uses after finishing a long rest.

In the Stars

Additionally, at 1st level, you gain proficiency in the Insight skill if you do not already have so and you double your proficiency bonus for the Insight skill. Additionally, you gain proficiency in Cartographer's tools.

Starbirth

At 6th level, as a bonus action, you can spend 2 Mystic Points while your Nebula Field is active to gather the dust together and form a star for 1 hour. This star follows you closely and grants you +1 to your AC, you can cause a star to follow an ally within 60ft of you and grant them the benefit. You can have a number of stars active equal to your Charisma modifier.

Starmap

At 14th level, you can no longer become lost except by magical means and can always discern north. Additionally you gain resistance to radiant damage and you can communicate telepathically with any other creature with a star regardless of distance and know their location.

Gift of the Constellations

At 18th level, you always have 1 star from your Starbirth Omens feature active at a time, this does not count against the amount of stars you can have active. additionally, when you and at least 1 star following you you gain the following benefits while 1 other creature also has a star;

  • Creatures with stars have resistance to radiant damage.
  • Your weapon attacks and Oracle spells deal additional radiant equal to the amount of stars you have active.
  • You can expend a star to grant an ally an increase to their next attack roll or saving throw equal to your proficiency bonus.

Fate of the Knights Ward

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st green-flame blade, arcane weapon
3rd warding bond
5th haste
7th aura of purity
9th holy weapon

My Knight I Serve

At 1st level, is flexible, but is generally defensive in nature. Often includes some sort of proficiency or proficiency level feature.

1.

Additionally, at 1st level,

6th level

At 6th level, feature is defensive, and expands on the use of omens without costing additional points

14th level

At 14th level, is any feature

18th level

At 18th level, feature is any feature, but shouldn't cost anything extra, or the cost should be very minor.

Echoed Fate

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st mage hand, unseen servant
3rd mirror image
5th slow
7th banishment
9th legend lore

1.

At 1st level, is flexible, but is generally defensive in nature. Often includes some sort of proficiency or proficiency level feature.

1.

Additionally, at 1st level,

6th level

At 6th level, feature is defensive, and expands on the use of omens without costing additional points

14th level

At 14th level, is any feature

18th level

At 18th level, feature is any feature, but shouldn't cost anything extra, or the cost should be very minor.

Oracle Spells

Cantrips (0 Level)
  • Guidance
  • Light
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
  • Word of Radiance
1st Level
  • Alarm
  • Bane
  • Beast Bond
  • Bless
  • Ceremony
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Healing Word
  • Identify
  • Illusory Script
  • Locate Liquid
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Speak with Animals
  • (To be named)
  • Shield of Faith
2nd Level
  • Aid
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Continual Flame
  • Detect Thoughts
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Mind Spike
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Feign Death
  • Glyph of Warding
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Speak with Plants
  • Spirit Guardians
  • Tongues
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Summon Celestial
6th Level
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Mind Blank
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Heal
  • True Resurrection

Additional Spells

Spell Name

1st-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Self (120 feet)
  • Components: V, S, M (a pinch of powder and a brush)
  • Duration: 1 minute

Upon casting this spell, magic spreads from the location it was cast from. A glowing effect is created on any footprints within the area that were created within the past 12 hours. Newer footprints glow more brightly than older ones. A footprint can be touched to learn how many hours ago it was created, but not minutes. The shape and any details are shown by the glow, but the spell does not grant any additional details beyond the footprint that was created, and does not reveal the identity of the creature that created them.


Alternatively, this spell can be used to hide any new footprints created within the area of this spell, and prevents any new prints being created. If this spell is cast within the same location for 1 month, the effect becomes permanent.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the amount of hours this spell detects footprints by an additional 12 hours for each slot level above 2nd.


Classes: Ranger, Druid, Oracle, Wizard

Locate Liquid

1st-level Divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two rods made of metal or wood)
  • Duration: Concentration, up to 1 hour

Describe a liquid that you are familiar with. You sense a direction to the nearest source that isn't behind total cover that is within 1,000 feet of you. This spell also discerns currents if there are any within the liquid as long as you can see the body of liquid - you can determine the direcion and strength of the currents. Applicable liquids are any material which is not solid, such as water, alcohol, or even lava.


Classes: Ranger, Druid, Oracle, Wizard

Patch Notes

12/8/20

Patch notes creation

General

  • Class core reworked. No longer uses pact slot, but short rest spell points
  • Nerfed known omen amount to 5 at most, but made omens prepared at the start of the day
  • Omens can be used Cha modifier per long rest, then costs 1 point after.
  • Added spells known
  • Added core feature: Mediumship
  • Added core subclass feature: Expanded spell list. Always increases known spells by 1 for each spell level, plus one offensive cantrip usually not known by the class.

Subclass Structure:

  1. 1st level is flexible, but is generally defensive in nature. Often includes some sort of proficiency or proficiency level feature.
  2. 6th level feature is defensive, and expands on the use of omens without costing additional points
  3. 14th level is any feature
  4. 18th level feature is any feature, but shouldn't cost anything extra, or the cost should be very minor.

Omen Structure:

Omens Should only ever require an oracle level. Omens should be available to all subclasses.

Spells

  • Added the following spells: (unnamed) and Locate Liquid

Cursed Fate

  • Removed umbral shroud, added dark omen
  • Added Malediction

Holy Fate

  • Shared Fate moved to 14th level
  • Added Blessed Omens to 6th level.

12/9/20

General

  • Mystical Potency has been moved to 5th level and grants damage only once. The previous version had too much damage. This feature is supposed to help thye oracle keep up with damage.

Core Structure

Fate Spell List

The following spells are automatically added when you reach the shown levels as an oracle. These spells do not count towards your known spell maximum.

Oracle Level Spell
1st -
3rd -
5th -
7th -
9th -

Omen

Prerequisites: (If any)

As an action, you see into the future, producing a new omen effect.

 

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