The Oracle - A Fullcaster Class

by Dragonshard

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The Oracle

Oracle

A young woman, clutching her walking stick for support, wanders a lonely road. She hears snarling some distance behind her and turns to see a wolf pack beginning to circle. Unhurried, she extends her hand as a barrage of ghostly figures assaults the pack. Turning back around, she continues on her way.

A dwarvish man with clouded eyes stands amongst his adventuring companions as they wait to see his magic. He looks to the sun, his eyes now glowing brightly as the vision begins. A moment passes, his eyes fade and he nods to his crew pointing further down the path in the direction of their quarry.

As a furious mob rounds the corner, a fleeing elf with impossibly pale almost transparent skin weaves a spell. In an instant, she disappears from sight amongst the darkness.

Oracles are granted great power from divine sources, but this power is given against their will. In return for their divine abilities, oracles pay the price as their mortal forms are cursed by this same divine power. Desiring to understand their newfound magic and curse, oracles are driven to seek out hidden knowledge of divine mysteries and are granted increased power as they do so.

Divine Curse

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 wield powers that even they do not fully understand. This power comes at a cost, however, and their body and spirit are irreparably cursed. Unlike a cleric, who draws magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. 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.

Mystery Seekers

Oracles are a rare sight in civilized society as their curse and strange powers make it difficult to live an ordinary life. At best, oracles are revered as blessed individuals, looked
up to for their divine abilities. At worst, they are feared
and cast out by those who don't trust their cursed
state.

Oracles 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. They typically use their spells and
revelations to further their understanding of their
mystery, be it through fighting mighty battles, tending
to the poor and sick, or uncovering lost lore. In an adventuring party, oracles provide a powerful
connection to a variety of divine sources to
support their allies and afflict their foes.

Creating an Oracle

To create an oracle, look at your choices in the Oracle Curses section and consider the relationship between your curse and your magical abilities. Does same power that fuels your spells also overwhelm and debilitate your physical body? Or instead, perhaps you are under obligation to a divine being or pantheon of beings and they maintain the curse to exert some control?

Determine your mystery and why you are pursuing that particular knowledge. Does it relate to your curse or do you have some other personal stake in acquiring that knowledge? Or maybe you have always been infatuated with your chosen mystery independent of becoming an oracle?

Lastly, determine why you have chosen the life of an adventurer? Will it get you closer to your goal of obtaining knowledge about your mystery? Were you ostracized by your homeland and forced to follow a transient life? Or did you find it difficult to keep your magic dormant and needed an outlet for your divine power?

Quick Build

You can make an oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the acolyte background and the clouded curse. Third, choose the guidance, light, and toll the dead cantrips,
along with the 1st-level spells bless and
detect magic.

The Oracle Table
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Oracle's Curse 3 2 2
2nd +2 Mystery, Epiphany (Augury) 3 3 3
3rd +2 Curse Feature 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 4 6 4 3 2
6th +3 Mystery Feature 4 7 4 3 3
7th +3 Epiphany (Divination) 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Mystery Feature, Curse Feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Epiphany (Commune) 5 13 4 3 3 3 2 1 1
14th +5 Mystery Feature 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Curse Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Mystery Feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Revelation 5 15 4 3 3 3 3 2 2 1 1

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: Light armor
  • Weapons: Simple weapons
  • Tools: A gaming set or musical instrument of your choice, likely connected to or used in your oracular divination

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, History, Insight, Intimidation, Nature, Perception, Persuasion and Religion

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 priest's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an oracular focus
  • Leather armor and two daggers
  • The gaming set or musical instrument you chose proficiency in

Spellcasting

Beginning at 1st level, you cast spells drawn from a multitude of divine sources.

Cantrips

At 1st level, you know three 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 to cast your spells of 1st
level and higher. To cast one of these Oracle spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the oracle spell list. The Spells Known column of the Oracle table shows when you learn more oracle 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.

Additionally, when you gain a level in this class, you can choose one of the oracle spells you know from this feature and 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.

Spellcasting Ability

Charisma is your spellcasting ability for your oracle spells. You use your charisma whenever a spell refers to your spellcasting ability. 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

Ritual Casting

You can cast an oracle spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an oracular focus as a spellcasting focus for your oracle spells.

Oracle's Curse

Each oracle is bound by some curse, but this curse comes with benefits as your powers grow.

At 1st level, you choose a curse from the list of Oracle's curses. This curse cannot be removed or dispelled without the aid of a deity. Your choice of curse grants you additional features at levels 3, 10, and 18.

Epiphany

Beginning at 2nd level, you have an inherent inclination towards divining hidden secrets and lost knowledge. Once per long rest, you may cast the spell augury as a bonus action. This represents a sudden flash of knowledge bestowed by some divine source, and it only takes the duration of your bonus action to ask your question and receive an answer from the spell. Spells cast this way do not require expending a spell slot or using material components.

Beginning at 7th level, you may cast divination in place of augury. Beginning at 13th level, you may cast commune instead. When you cast commune this way, you may only ask one question during the initial bonus action. However, you may use your bonus action on subsequent turns to ask your remaining questions until the spell ends.

Mystery

At 2nd level, you dedicate yourself to a divine mystery to explore and understand. The mystery you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen mystery at the appropriate oracle levels. Each of these spells counts as an oracle spell for you, but do not count against the number of oracle spells you know.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Revelation

At 20th level, your ability to reveal deep lore and ancient secrets is unmatched. When you cast the spells augury, divination, or commune, you may ask one additional question as part of the spell.

With the epiphany feature, your additional question is asked as part of the initial bonus action, regardless of the spell used.

Oracle Curses

Each oracle must choose one of the following curses. These represent an incurable magical condition that is tied to your oracle abilities. As your oracle powers grow, your curse grants you additional abilities.

If your curse grants you a spell, it counts as an oracle spell for you and normally cannot be replaced. However, if your mystery and your curse grant you the same spell, you may choose another spell from the oracle spell list.

Accursed

You are cursed such that magic seems to distort around you and cause frequent mishaps.

  • Beginning at 1st level, once per short rest, you may choose to roll a saving throw against a spell with advantage.
  • At 3rd level, you add hex to your known spells.
  • At 10th level, you add bestow curse to your known spells.
  • Beginning at 17th level, once per long rest, when you fail a saving throw against a magical spell or effect, you may choose to succeed instead.

Blackened

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

  • At 1st level, you add burning hands to your known spells.
  • At 3rd level, you add flaming sphere to your known spells.
  • At 10th level, you add fireball to your known spells.
  • At 17th level, you add fire storm
         to your known spells.

Clouded

Your eyes are clouded as if you had severe cataracts. You struggle to see fine details.

  • At 1st level, you gain darkvision to a range of 60 feet (if you already have darkvision, its range extends by 30 feet).
  • At 3rd level, your darkvision extends by 30 feet.
  • At 10th level, you gain blindsight out to 15 feet.
  • At 17th level, your blindsight becomes true sight.

Consumed

Your connection to the Abyss and the demons that call it home has left you diminished but still able to scorn many mortal frailties.

  • Beginning at 1st level, once per long rest, when you become incapacitated, you may choose to have advantage on death saving throws for one minute.
  • Beginning at 3rd level, you have advantage on checks and saving throws to resist poison or disease.
  • Beginning at 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any negative effects.
  • Beginning at 17th level, each time a creature within 30 feet takes damage, you gain 1 temporary hit point. These can be added to themselves but disappear after 1 hour. You can have a number of temporary hit points from this feature equal to your charisma modifier.

Deaf

Your sense of hearing is dull, forcing you to rely on other senses.

  • Beginning at 1st level, when you cast a spell, you do so without any verbal components it normally requires.
  • Beginning at 3rd level, you have advantage on perception checks that do not rely on hearing.
  • At 10th level, you gain tremorsense out to 20 feet.
  • At 17th level, you gain tremorsense out to 40 feet.

Deep One

                                The lure of the ocean tugs at your soul.

  • At 1st level, you gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
  • At 3rd level, you gain a +1 bonus to AC as your skin thickens with aquatic scales.
  • Beginning at 10th level, you have advantage on attacks rolls and enemies have disadvantage on saving throws
    against your spells and abilities while in
      rain or underwater.
  • Beginning at 17th level, you gain the benefits of the freedom of movement spell while underwater, and you can breathe underwater.

Elemental Imbalance

Your physical form manifests elemental power. For example, your skin might crackle with electricity if you choose air. Choose air, earth, fire, or water.

  • At 1st level, depending on your choice of element, you add one of the following to your spells known: feather fall (air), grease (earth), burning hands (fire), or create or destroy water (water).
  • At 3rd level, you add gust of wind (air), maximillian's earthen grasp (earth), scorching rays (fire), or rime's binding ice (water) to your spells known.
  • At 10th level, you add control winds (air), transmute rock (earth), flame strike (fire), or cone of cold (water) to your spells known.
  • At 17th level, you add whirlwind (air), flesh to stone (earth), fire storm (fire), or freezing sphere (water) to your spells known.

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).

  • At 1st level, you add mage hand and thaumaturgy to your list of cantrips known.
  • At 3rd level, you add levitate to your list of spells known.
  • At 10th level, you add telekinesis to your list of spells known.
  • At 17th level, you add reverse gravity to your list of spells known.

Hellbound

Infernal influence grants you profane insight but weighs on your soul causing good-attuned creatures to instinctively distrust you.

  • At 1st level, you gain proficiency in persuasion or deception checks (your choice).
  • Beginning at 3rd level, you have advantage on saving throws to resist charm effects.
  • At 10th level, you gain resistance to fire.
  • At 17th level, you are immune to the charmed condition and spells that charm.

Infested

Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

  • At 1st level, you add infestation to your list of cantrips known.
  • Beginning at 3rd level, you have advantage on saving throws against insects and similar creatures (e.g.
    spiders).
  • At 10th level, you add giant insect and insect plague to your list of spells known. Choose one of the creatures listed in the giant insect spell, you are always infested by the small version of that creature and have it available for casting the spell.
  • Beginning at 17th level, you can
    condense part of your infestation
    into a focused mass that lifts you up. Once per short rest, as a bonus action, you gain a flying speed equal to your current speed. This effect lasts for 1 minute, until you choose to end the effect as a bonus action, or until you are incapacitated.

Lame

One or both of your legs are deformed, giving you a noticeably altered gait.

  • Beginning at 1st level, your speed can never be reduced unless specifically reduced to 0 feet.
  • Beginning at 3rd level, you suffer no effect from the first or second levels of exhaustion.
  • At 10th level, you add haste to your list of spells known.
  • At 17th level, you add misty step and far step to your list of spells known.

Plagued

You suffer indefinitely from a variety of diseases and conditions. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

  • Beginning at 1st level, you can still be poisoned but the condition has no effect on you.
  • At 3rd level, you add ray of sickness to your list of spells known.
  • At 10th level, you add contagion to your list of spells known.
  • At 17th level, you become immune to the effects of disease and infestations, although you remain a carrier for such.

Possessed

Another mind shares your body, interfering with your control.

  • Beginning at 1st level, you have advantage on saving throws to resist being possessed or dominated.
  • Beginning at 3rd level, once per short rest, you may reroll a failed constitution saving throw to maintain concentration on a spell.
  • At 10th level, you add dominate person to your list of spells known.
  • At 17th level, you add dominate monster to your list of spells known.

Reclusive

You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

  • Beginning at 1st level, spells you cast that target only yourself are treated as if they were one level higher.
  • Beginning at 3rd level, any spells you cast that target only yourself have double their normal duration.
  • At 10th level, you have advantage on saving throws to resist being charmed.
  • At 17th level, you become immune to the charmed condition.

Shadowbound

Your pigmentation is oddly colorless, and your eyes are sensitive to light.

  • At 1st level, you gain darkvision to a range of 60
    feet (or the range of your darkvision increases
    by 30 feet),
  • At 3rd level, you add invisibility to your
    spells known.
  • At 10th level, you add greater
    invisibility to your spells
    known.
  • At 17th level, you are
    invisible while
    in darkness.

Tongues

In times of stress or unease, you speak in tongues.

  • At 1st level, you learn how to speak and understand one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan (your choice).
  • At 3rd level, you learn an additional language of your choice from the provided list.
  • At 10th level, you can understand (but not necessarily speak) any spoken language, as if under the effects of tongues.
  • At 17th level, you can speak and understand any language.

Undeath

Somehow you have entered into a state of undeath against your will.

  • At 1st level, you gain resistance to necrotic damage.
  • At 3rd level, add false life to your list of spells known.
  • At 10th level, add negative energy flood to your list of spells known. You count as undead if you target yourself with the spell.
  • At 17th level, you gain immunity to necrotic damage.

Multiclassing

Prerequisites. To qualify for multiclassing with the Oracle class, you must meet these prerequisites: 13 Charisma. Proficiencies. When you multiclass into the Oracle class, you gain the following proficiencies: Simple weapons, light armor.
Spell Slots. You add all your Oracle levels for the purposes of determining multiclass spell slots.

Oracle Mysteries

Oracles grow their divine power as they uncover deeper knowledge about a chosen mystery. This mystery can represent dedication to one ideal, devotion to deities that support your mystery, or a natural calling to champion a cause.

Ancestor Mystery

Oracles that pursue an ancestor mystery develop a close connection to ancestral spirits. These benevolent spirits assist the oracle in a variety of ways including granting advice or protecting them from harm.

Ancestor Mystery Spells

Oracle Level Spells
2nd Unseen Servant, Heroism
3rd Spiritual Weapon, Augury
5th Spirit Guardians, Speak with Dead
7th Guardian of Faith, Divination
9th Telekinesis, Commune

Ancestral Weapon

                         At 2nd level, you learn the cantrip green-flame
                           blade or booming blade (your choice). In
                             addition, you learn to summon a melee
                             weapon from your ancestral history without
                           using an action. This weapon deals 1d8
                        bludgeoning, piercing, or slashing damage (your
                     choice) and has a 5 foot range. You may use your
                 charisma modifier on attack and damage rolls with
             the weapon, and you are considered proficient with it.

       You can summon your weapon a number of times per
        day equal to your charisma modifier. The weapon
       disappears after 1 minute, after 1 round if it leaves your
       grasp, or when you dismiss it as a bonus action.

Sacred Council

        Beginning at 6th level, as an action, you can call upon
          your ancestors to provide council. This advice grants
           you advantage on your next ability check within one
           minute. You can use this ability a number of times per
         long rest equal to your charisma modifier.

Warrior Spirit

At 10th level, you have developed a close relationship with a warrior ancestor whom you can summon to subtly guide and protect you in combat, granting you the following benefits:

  • Once per short rest, when you fail a saving throw, you can choose to reroll and take the new result.
  • Once per long rest, as a bonus action, you can call the warrior ancestor to protect you. For the next minute, attacks targeting you have disadvantage.

Spirit Walk

Beginning at 14th level, once per long rest, as an action, you can become incorporeal and invisible. While in this form, you can move in any direction, pass through solid objects, and are resistant to nonmagical damage, but cannot perform actions, bonus actions, or reactions. You remain in this form for up to one minute or until you use your action to end the effect.

Blood of Heroes

Beginning at 18th level, the spirits of your ancestors surround you, assisting in every strike and spell against your foes. You gain a bonus to damage rolls equal to your charisma modifier. In addition, creatures within five feet have disadvantage on saving throws to resist your spells.

Dragon Mystery

Oracles seeking the mysteries of the dragons learn to become more like the majestic creatures. Channeling draconic power, an oracle may learn to take flight, breathe magical energy, or shrug off attacks with scaled skin.

Dragon Mystery Spells

Oracle Level Spells
2nd Absorb Elements, Cause Fear
3rd Dragon's Breath, Augury
5th Fly, Protection from Energy
7th Freedom of Movement, Divination
9th Summon Draconic Spirit, Commune

Draconic Resistance

Beginning at 2nd level, like the great dragons, you are not easily harmed or injured. You gain resistance to a chosen damage type (either acid, cold, fire, lightning, or poison). In addition, you have advantage on constitution saving throws against magic.

Dragon Senses

At 6th level, your senses take on a keen draconic edge. You gain darkvision with a range of 60 feet (or increase the range of your darkvision by 30 feet). In addition, you have advantage
            on perception checks involving sight.

Imbued Magic

At 10th level, the primal power of dragonkind seethes within you imbuing your magic with destructive or protective draconic energy. When you cast a non-cantrip spell, you may choose one of the two following options:

  • You deal damage equal to half your oracle level (rounded down) plus your charisma modifier to one creature of your choice that is hit by the spell or in its area of effect. The damage is the type chosen for the "draconic resistance" feature.
  • Choose one creature of your choice that is targeted by the spell or in its area of effect. That creature gains temporary hit points equal to half your oracle level (rounded down) plus your charisma modifier.

Dragon Wings

Beginning at 14th level, like the great dragons, you can take to the skies and terrorize opponents from above. As a bonus action, you can manifest leathery dragon wings that grant you a flying speed equal to your current speed. They last until you dismiss them as a bonus action.

Draconic Presence

Beginning at 18th level, those who would oppose are struck with terror at your draconic majesty. Once per long rest, as a bonus action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration
                   spell), each hostile creature that starts its turn in
                        this aura must succeed on a Wisdom saving
                                    throw or be charmed (if you chose awe)
                                            or frightened (if you chose fear)
                                                                         until the aura ends.

Life Mystery

Oracles that pursue the mysteries of life itself gain the power to heal and restore themselves and allies. They become so attuned with the essence of life they can detect the presence of living creatures, prevent disease, and direct the flow of damage and healing in combat.

Life Mystery Spells

Oracle Level Spells
2nd Cure Wounds, Healing Word
3rd Lesser Restoration, Augury
5th Aura of Vitality, Revivify
7th Aura of Life, Divination
9th Greater Restoration, Commune

Health Bond

Beginning at 2nd level, as a bonus action, you may create a bond between yourself and another willing creature. At the start of your turn, if the bonded creature has taken damage since the beginning of your last turn, it heals an amount of hit points equal to half the damage taken. You then take necrotic damage equal to half the amount of hit points healed, which ignores resistance or immunity.

You may have one bond active at a time. This bond continues until you or the bonded creature are reduced to 0 hit points or you choose to end it (requires no action).

Purifying Aura

   Beginning at 6th level, allied creatures (including yourself) within 20 feet of you have advantage on saving throws to resist disease or poison.

Life Given and Taken

At 10th level, you learn to draw the life energy out of your foes and into your allies. When you heal a creature through a spell or the health bond feature, you also deal necrotic damage equal to half your oracle level (rounded down) plus your charisma modifier to all creatures of your choice within 5 feet of the healed target.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Healing Spirit

Beginning at 18th level, once per long rest, when you cast a spell that requires an action, you may become a beacon of pure healing energy. Once per round, while in this form, a creature that begins its turn within 5 feet of you or moves to within 5 feet of you automatically heals a number of hit points equal to 1d12 plus your charisma modifier, without requiring an action. When a creature is healed this way, you also heal the same number of hit points.

You may choose not to heal a creature, and you choose which creature (if any) is healed if there are multiple applicable targets at one time. You remain in this form for 1 minute, until you are incapacitated, or until you use a bonus action to end the effect.

Solar Mystery

Aimless wanderers and restless nomads, oracles of the solar mystery uncover meaning in the ever-changing positions of the sun and the stars in the sky. They draw power from the lights in the firmament to magically travel, enlighten hidden secrets, and burn their foes.

Solar Mystery Spells

Oracle Level Spells
2nd Faerie Fire, Guiding Bolt
3rd Flaming Sphere, Augury
5th Daylight, Fireball
7th Dimension Door, Divination
9th Dawn, Commune

Blistered Caress

At 2nd level, you learn to channel the hostile, unforgiving heat of the sun into your magic. You learn the cantrip fire bolt, which does not count against your oracle cantrips known.

In addition, spells you cast of 1st level or higher deal additional fire damage equal to your charisma modifier to creatures of your choice affected by the spell.

Sungazer

Beginning at 6th level, you can study the sun and gaze upon any place light touches. Once per short rest, you may cast the spell clairvoyance, but only for visual observation and you can only place your sensor in places currently being touched by bright light.

At 10th level, you may use the spell scrying to observe a creature or location touched by bright light instead.

If a spell cast with this feature fails due to the target not being in bright light, your use of this ability is not expended.

Starlight Agility

                 Beginning at 10th level, you effortlessly weave
                      and dodge like light from a flickering flame. If
                       you move at least 15 feet in a straight line
                      during your turn, creatures have disadvantage on
                      attack rolls against you until the beginning of
                       your next turn.

Sun Stride

                          Beginning at 14th level, you can travel
                          between areas of bright light, granting you the
                                 following benefits:

  • As a bonus action, you may teleport to a location with bright light, bringing along objects or a willing creature (following the requirements of the dimension door spell). You can sun stride a number of feet per long rest equal to 20 times your charisma score (not modifier).
  • You gain the ability to sense locations of bright light within 100 feet.

Luminous Form

                                              Beginning at 18th level, once per
                                             long rest, you can transform your
                                             body into violently churning light as
                                            a bonus action, granting you the
                                             effects of the spell blur and causing
                                           your body to shed bright light for a
                                              range of 30 feet and dim light an
                                                   additional 30 feet.

                                                    Creatures that end their turn
                                                   within 10 feet of your luminous
                                                  form must make a constitution
                                               saving throw against your spell
                                                 save DC or be blinded for 1d4
                                             rounds. This form lasts for one
                                           minute or until you end it as a bonus
                                           action or fall unconscious.

Lunar Mystery

Individuals whose mysterious, divine powers are intimately linked to the moon, dreams, and madness, lunar oracles find inspiration and insight in lunar light.

Lunar Mystery Spells

Oracle Level Spells
2nd Sleep, Hideous Laughter
3rd Moonbeam, Augury
5th Enemies Abound, Crown of Madness
7th Confusion, Divination
9th Dream, Commune

Touch of Mania

                              Beginning at 2nd level, through subtle
                             enchantment, your spells seem particularly
                             effective to your allies but only in their mind.
                             Once per round, when you cast a spell, you
                               may choose a creature that was targeted by
                                 the spell or in its area of effect. That
                                  creature gains a number of temporary
                                  hitpoints equal to twice the spell's level. If
                               the spell deals damage, the temporary hit
                             points are applied after the damage is taken.
                             These temporary hit points expire after 1
                           minute.

                     Only one creature may benefit from these
                        temporary hit points at a time. If you grant
                        temporary hit points to a second creature, the
                         first loses theirs.

Nocturnal Companion

                                   At 6th level, you gain the service of a
                                   faithful animal of the night. As an action,
                                 you can cast the spell find familiar without
                              material components to summon this
                            companion, which takes the form of a
                          nocturnal animal (your choice upon casting),
                         has the stats of a creature of your choice in the
                       find familiar spell, and is fey.

                 As an action, when your familiar is in dim light or
                       darkness, you can cause it to become invisible.
                     The invisibility lasts until the familiar enters an
                     area of bright light. Your familiar has proficiency
                    in stealth checks and uses your charisma modifier
                   for them in place of dexterity.

Moonlight Mantle

         Beginning at 10th level, like the moon itself, you
       illusively reflect light to illude your foes. Once per short
     rest, as a bonus action, you can cause the effects of the mirror image spell on a willing creature that you can see, without expending a spell slot or requiring concentration.

Moonlit Script

Beginning at 14th level, during each long rest, while you sleep or trance, your hands produce mysterious writing that pertains to the future. This takes the form of a divination spell with two available questions. Both questions are asked before an answer to either has been received.

Lunacy

Beginning at 18th level, your spells carry with them the taint of madness. Once per round, when you cast a non-cantrip spell, you may choose one creature that was hit by the spell or in its area of effect to make a wisdom saving throw against your spell save DC. If a creature fails a saving throw to resist the spell, it automatically fails this wisdom saving throw.

On a failed save, that creature suffers the effects of the confusion spell and may attempt a wisdom saving throw at the end of each of its turns to end the effect. On a successful save to resist or end the effect, the creature is immune to this ability for 24 hours.

Bone Mystery

Oracles of bone study death and undeath to grant themselves greater power over the mysteries of life, especially its end. Like life oracles, bone oracles seek to fathom life but do so to manipulate death rather than bestow health.

Bone Mystery Spells

Oracle Level Spells
2nd Cause Fear, False Life
3rd Ray of Enfeeblement, Augury
5th Animate Dead, Speak with Dead
7th Blight, Divination
9th Danse Macabre, Commune

Undead Servant

At 2nd level, you animate a humanoid corpse with undeath to serve you. This servant grows in power as you do. If your servant dies, you can spend your downtime during a long rest to reanimate it. Your servant is dismissed if you die.

Your undead servant uses the stat block on this page, which uses your proficiency bonus (PB) in several places.


Undead Servant

Medium undead, unaligned


  • Armor Class 13 + PB
  • Hit Points 2 + your Charisma modifier + five times your oracle level (the servant has a number of hit dice [d8s] equal to your oracle level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10 (+0)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses passive Perception 9
  • Languages understands its oracle
  • Proficiency Bonus (PB) equals your bonus

  • Servant's Bond. You add your PB to any ability check or saving throw that your servant makes.

Actions

Touch of Death. your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage. On hit, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of both you and your servant until the beginning of your next turn.

In combat, the undead servant shares your initiative count, but it takes its turn immediately after yours. Unless commanded otherwise, the servant approaches and attacks the nearest hostile creature that it has a clear path to (if two or more enemies are an equal distance away, you choose which your servant approaches).

You may use your bonus action to mentally command the servant to perform a different simple task, such as attacking a different target, taking the dodge action, dashing in a certain direction, or following you or another creature.

Voice of the Grave

Beginning at 6th level, once per long rest, you can use your action to cast the spell Speak With Dead without expending a spell slot. When cast this way, you may ask a number of questions equal to your charisma modifier.

Armor of Bones

Beginning at 10th level, you can use the bones of a dead medium or larger creature to conjure bone armor onto your body as an action. Bone armor has the same characteristics as scale mail, but counts as light armor for the purposes of proficiency, does not give disadvantage to stealth checks, and weighs 15 pounds. When removed, this armor falls apart into the original set of bones used in its creation.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Champion of the Undead

Beginning at 18th level, you can have two undead servants animated at a time. The servants continue to take their turn immediately following yours and you choose which servant acts first. When you use your bonus action to mentally command them, you can give each separate commands.

In addition, creatures can be frightened by
your undead servants' touch of death
attack even if they are
immune to the
frightened
condition.

Winter Mystery

Winter oracles draw upon the powers of cold and snow in their spells and abilities. Their magic is as debilitating as freezing northern winters, slowing and blinding the oracle's foes to protect themselves and their allies.

Winter Mystery Spells

Oracle Level Spells
2nd Frost Fingers, Ice Knife
3rd Rime's Binding Ice, Augury
5th Sleet Storm, Slow
7th Ice Storm, Divination
9th Cone of Cold, Commune

Snow Flurry

At 2nd level, your learn to manipulate cold and snow. You learn the cantrip ray of frost, which does not count against your oracle cantrips known.

In addition, once per round, when you target a creature with a spell, you may choose to create a flurry of snow around them that lasts until the beginning of your next turn. Creatures affected by the snow flurry are lightly obscured, and ranged attacks against those
creatures are made with
disadvantage.

Commune with Winter

At 6th level, you learn to draw knowledge and insight from snowfall and ice. Once per long rest, in icy or snowy terrain, you may cast the spell commune with nature as an action without expending a spell slot. You may alternatively perform this feature in other terrain types, but you only learn one fact of your choice from those listed in the spell.

Icy Armor

Beginning at 10th level, you can freeze water around yourself to gain a layer of icy protection. Once per long rest, as an action, you can summon this ice armor which can be worn on top of regular armor and lasts for 1 hour. While wearing the armor, you gain a +2 bonus to AC and resistance to fire damage.

If you take at least 20 points of fire damage at one time (before resistance), the armor melts and must be recreated to receive its benefits again. You still have resistance to the instance of fire damage that melted it.

Blizzard Soul

At 14th level, you become one with cold and winter, granting you the following benefits:

  • Both magical and nonmagical fog, clouds, sleet, rain, snow, etc. do not obscure or block your sight.
  • You gain resistance to cold damage.
  • You do not suffer any negative effects caused by a cold environment.

Freezing Magic

At 18th level, your wintry magic becomes extremely cold and
  debilitating. When a creature fails a saving throw against
  one of your spells that deals cold damage, it automatically
    suffers the effects of the slow spell until the beginning of
        your next turn.

          Similarly, when you hit a creature with a spell that
                  deals cold damage, that creature must make a
                       constitution saving throw against your spell
                               save DC. On a failure, the creature
                                                   experiences the same slowing
                                                      effects until the beginning of
                                                              your next turn.

Oracle Spell List

Cantrips

Chill Touch
Dancing Lights
Guidance
Infestation
Light
Mending
Message
Minor Illusion
Prestidigitation
Resistance
Sacred Flame
Sapping Sting
Spare the Dying
Thaumaturgy
Toll the Dead
True Strike
Word of Radiance

1st Level

Absorb Elements
Bane
Bless
Chaos Bolt
Chromatic Orb
Color Spray
Command
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Gift of Alacrity
Guiding Bolt
Healing Word
Identify
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Silent Image
Sleep

2nd Level

Aid
Alter Self
Augury
Blindness/Deafness

Blur
Borrowed Knowledge
Calm Emotions
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Object
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Prayer of Healing
Protection from Poison
See Invisibility
Silence
Spider Climb
Spiritual Weapon
Suggestion
Warding Bond
Web
Wither and Bloom
Zone of Truth

3rd Level

Animate Dead
Beacon of Hope
Bestow Hope
Blink
Catnap
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Enemies Abound
Fast Friends
Fear
Feign Death
Fly
Glyph of Warding
Hypnotic Pattern
Incite Greed
Life Transference
Magic Circle
Major Image

Mass Healing Word
Meld into Stone
Motivational Speech
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Spirit Shroud
Tongues
Water Breathing
Water Walk

4th Level

Banishment
Blight
Charm Monster
Confusion
Control Water
Death Ward
Dimension Door
Divination
Freedom of Movement
Greater Invisibility
Guardian of Faith
Locate Creature
Sickening Radiance
Stoneskin

5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Contagion
  • Creation
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Wall of Light
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes' Feast
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Crown of Stars
  • Divine Word
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Symbol
  • Teleport
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Dominate Monster
  • Holy Aura
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Kill
  • Prismatic Wall
  • True Resurrection

The Oracle

A full-caster class for those who like to know what's going on. Petition a pantheon of divine sources to fuel powerful magic and uncover deep secrets from seven Oracle mysteries: Ancestor, Dragon, Life, Solar, Lunar,
Bone, and Winter.