The Oracle

by Bamstacks

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The Oracle

Each oracle is their own when it comes to what themes consistently arrive in their sights and dreams. Some might have their minds focused on prophecies of death and decay, others with pure destruction and cataclysm, and some further with abject, incomprehensible visions. All Oracles share their common ability to rewrite the future to some degree.

Other Changes

This class is intended to go along with the other changes, like class proficiency bonuses, detailed here.

The Oracle v1.1

A noble triton strides confidently forward amidst an explosion of fire, the fire miraculously sculpting itself to avoid him. The third eye on his forehead glows with the light of the weave he can so uniquely see through. He looks through the future, and sees another explosion in the near future, and he directs that explosion to the invading skeletons in front of him. Six seconds later, those skeletons are blown to bits by, to an uninformed mind, a totally unexpected explosion.

Oracles are those uniquely gifted or trained in the arts of seeing into the Weave and seeing the patterns and their inevitable conclusions. Varied in their focuses, most oracles strive to seek knowledge of the future, and use that knowledge to break it and reform it to their ideals. Their magic does not flow from them, but from the thrums and twangs of the strings of the fate as the oracle tunes and plays, the world forcing itself to align with their predictions.

Weavers of Time

Most Oracles are born uniquely talented in the art of seeing into the future, as the gift of seeing the Weave for what is is outside the range of ability for most. The rare few can be trained by other talented oracles. There is no turning off this ability for Oracles, much like most see suns or stars, an Oracle can easily see aspects of the future.

The magic of Oracles is arcane in nature, but comes about not through study of books or rituals, nor through a birthright or bloodline, but instead by pulling the threads of the Weave, manipulating them, and predicting the consequences. Most oracles have built their oracular talents on their wisdom and knowledge of how the world works.

The spells that oracles predict into being evoke certainty, illusion, enchantment, and often natural phenomena gone wrong, all things that could potentially be explained away as bizarre coincidence. Those knowledgeable about oracles, however, know that these phenomena are caused by the predictions of such oracles coming into fruition at the right times.

Inheritors of Knowledge

Not everyone who practices the arts of augury or divination is an oracle. Other beings who can access magic can use their strengths and magical capabilities to emulate a portion of what oracles can do. But oracles are the undisputed masters of this art.

Most oracles will take up the life of an adventurer in order to stop or alter a future they have seen. They have considered what threads they need to reweave in order to prevent such an outcome from occuring. Other adventuring oracles might see a future that was stable and good be suddenly altered by the machinations of some entity interfering with the natural flow of things. Regardless, oracles protect the sanctity of time, but most see fate as the alterable and moldable entity that it is, and aim to use their unique mastery of this reality to their advantage.

Creating your Oracle

As you build your Oracle, consider four elements of your character. Were you born an Oracle, destined to always see into the future? Were these methods passed down to you by a deep ancestry rooted in these practices? Thirdly, what did you do with these powers before you embarked on your quest? Finally, what was the sight, the vision, the prophecy that catapulted you into action?

In addition, what is your character's perspective on fate? As an oracle, you can change the fate of small events near you with ease. Do you believe that the fates you see are inevitable regardless of your tweaks? Or do you believe that the sum of small changes can turn the tides of even planetary events?

Quick Build

You can make an oracle quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity and Constitution. Pick the Strike Prediction and Stiff Joints cantrips, and pick Bless and Decision Paralysis for your 1st-level spells.

The Oracle
Level Proficiency Bonus Features Fate Dice Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fate Dice, Knowledge of the Ages, Spellcasting 2 2 4 2 - - - - - - - -
2nd +2 Oracle's Tenor, Curse of Future Sight 2 2 5 3 - - - - - - - -
3rd +2 Flow of Knowledge, Expert Auger 2 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 3 7 4 3 - - - - - - -
5th +3 3 3 8 4 3 2 - - - - - -
6th +3 Oracle's Tenor Feature 3 3 9 4 3 3 - - - - - -
7th +3 Expert Diviner 3 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 3 11 4 3 3 2 - - - - -
9th +4 Question the Weave 4 3 12 4 3 3 3 1 - - - -
10th +4 Oracle's Tenor Feature 4 4 14 4 3 3 3 2 - - - -
11th +4 4 4 15 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 15 4 3 3 3 2 1 - - -
13th +5 5 4 16 4 3 3 3 2 1 1 - -
14th +5 Precognition 5 4 18 4 3 3 3 2 1 1 - -
15th +5 5 4 19 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 19 4 3 3 3 2 1 1 1 -
17th +6 6 4 20 4 3 3 3 2 1 1 1 1
18th +6 Oracle's Tenor Feature 6 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 22 4 3 3 3 3 2 1 1 1
20th +6 Fate Break 6 4 22 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: None
  • Weapons: Simple weapons
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Animal Handling, Arcana, Insight, Investigation, Medicine, Perception, or Religion.

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a timepiece, spellcasting focus, or 5 lb of sand

Alternatively, you may start with 2d4 x 10 gp and then buy the equipment you start with.

Oracle Multiclassing

Oracles follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom or Charisma score of 15 to take a level in this class, or to take a level in another class if you are already an oracle.

Spell Slots. Add all your levels in the oracle class to the appropriate levels from other classes to determine your available spell slots.

Oracle Proficiency Bonus. When multiclassed, any oracle class feature that refers to your oracle proficiency bonus refers to what your proficiency bonus would be if only taking your oracle levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Oracle Class Table in the Proficiency Bonus column for what your oracle proficiency bonus is.

Fate Dice

Starting at 1st level, you have a number of fate dice, which are d20s, equal to your oracle proficiency bonus. You can also gain Fate Dice through casting your oracle spells, as described in your Predictive Magic section of your Spellcasting feature. You regain all expended Fate Dice when you finish a long rest.

At the start of each of your turns, you can expend a fate die and roll it, provided you aren't incapacitated (no action required). You can then designate a creature you can see within 60 feet of you. The next time that creature rolls a d20, it ignores the roll and must take your roll instead.

Knowledge of the Ages

Starting at 1st level, your attunement with time and the weave allows you skill with memory and knowledge. Whenever you make an Intelligence ability check, you can use Wisdom instead of Intelligence for the check. You also gain proficiency in History, and you add double your proficiency bonus to checks you make with it.

Spellcasting

At 1st level, your oracular power manifests in your ability to read and manipulate the flow of time, allowing you to cast spells.

Cantrips

At 1st level, 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. You can replace one of your Cantrips Known with another Cantrip from the oracle spell list every time you take a level in this class that grants the Ability Score Improvement feature.

Spell Slots

The Oracle table shows how many spell slots you have to cast your oracle spells of 1st level and higher. To cast one of these 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and 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 oracle spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Oracle spells. Your ability to manipulate the flow of time comes from your fundamental understanding of how the natural world and people in general function.

You use your Wisdom modifier whenever a 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

Predictive Magic

As an oracle, your magic doesn't typically manifest immediately; instead, it tends to flow forward in time to manifest later. You cannot cast oracle spells with casting times of 1 action that are not divination spells on your turn. Instead, to cast such a spell, you must take the Ready action.

When you take the Ready action to cast an Oracle spell, taking the Ready action does not use your reaction or require your concentration. Furthermore, if you do not use the trigger to cast the spell, the spell slot is not expended, and you may cast the spell as a bonus action on your next turn.

When you cast an Oracle spell in this way, take the difference between your initiative count and the initiative at which your Ready action was triggered. If the difference is 10 or greater, you can regain 1 expended fate die.

Ritual Casting

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

Spellcasting Focus

You can use your voice, a timepiece, a handful of sand, or an arcane focus as a spellcasting focus for your oracle spells.

Curse of Future Sight

Starting at 2nd level, your sight into the future has affected you in some deep way. You can choose to accept a Curse of Future Sight, and then gain its respective benefits. You may also choose to accept no curses, but either way, your choice is final. Your character does not make this choice consciously.

Cassandra's Truth

You are cursed with the knowledge that most will never believe your prophecies. You suffer Disadvantage on Charisma checks. That focus inwards bolsters yourself, and your prophecies become even more prophetic, and your spell attack modifier and spell save DC for your oracle spells increase by 1.

Ophelia's Babble

Your voice constantly bubbles out incoherent thoughts, even when you wish you could stay quiet. You make Charisma and Dexterity (Stealth) checks with Disadvantage as long as you can speak. These words are tinged with truth, however, and those that start their turn within 5 feet of you must make a Wisdom saving throw against your oracle spell save DC or else be Frightened of you until the start of your next turn.

Seer's Sight

Your eyes are visibly unsettling, whether they are cataracted, or by the presence of a Third Eye. You are blind, at least in the typical way of understanding the term. You have Blindsight out to a radius of 5 times your maximum number of Fate Dice, but are considered Blinded beyond that radius. For the purposes of spells and abilities, you can see all creatures within 120 feet of you, passing through any nonmagical barriers.

Oracle's Tenor

All oracles predict the future, but every oracle has had some central concept that informs their visions. Some are fed divine relevation, others are fed visions of apocalypse, others are granted visions of beauty and well being. Your tenor grants you features at 2nd, 6th, 10th, and 18th level.

Tenor Spells

Each Oracle Tenor has a collection of arcane knowledge and specialization related to their specific dreams and visions. You learn additional spells when you reach certain levels in this class, as shown on each Tenor's Tenor Spells table. Each of these spells counts as an oracle spell for you, but it doesn't count against the number of oracle spells you know.

Foretell

Each tenor gains specific benefits when they set certain triggers for casting an oracle spell of 1st level or higher with the Ready Action. One of those benefits common to all oracles is that whenever their special trigger occurs, they regain 1 additional expended Fate die.

Flow of Knowledge

Beginning at 3rd level, you have learned to interpret the random bits of knowledge that float through the cosmos. When you make an Intelligence or Wisdom ability check, before you roll, you can choose to get a 15 on the d20 instead of rolling. You can use this feature a number of times equal to your Oracle Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Expert Auger

Starting at 3rd level, your knack at reading the future becomes apparent. You know the Augury spell, and it doesn't count against your Spells Known.

When you cast Augury, you can choose for the intended course of action to be up to 8 hours in the future instead of 30 minutes, you can ignore the material components of the spell, and the chance of random readings after the first attempt is reduced to 10%.

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, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Expert Diviner

Starting at 7th level, your expertise in interpreting the future becomes unparalleled. You know the Divination spell, it doesn't count against your Spells Known, and you can cast it once without expending a spell slot, regaining the ability to do so when you finish a Long Rest.

When you cast the spell, you can consult time and the weave directly instead of consulting a god or one of its servants. Therefore, there is greater opportunity to learn what is in store. In addition to your original question, you can also provide one action that you might take. That action must pertain to the original question. The spell will then provide two answers; one regarding the initial question if you do take the listed action, and one regarding the question if the listed action is not taken.

Question the Weave

Beginning at 9th level, you have learned to ask questions to the weave itself. You know the Commune spell, it doesn't count against your Spells Known, and you can cast it once without expending a spell slot, regaining the ability to do so when you finish a Long Rest.

When you cast the spell, you do not ask questions to a deity, instead you ask them to the weave itself and interpret the answers yourself. When you cast the spell, you can ask five questions instead of 3. In addition, the source from which you draw the answers is omniscient.

Precognition

Beginning at 14th level, your visions are more easily interpretable in the moment, and you can focus in on one creature in particular. As a Bonus Action, you can choose one creature you can see. Their actions they will take within the next minute become crystal clear to you, and the creature suffers Disadvantage on all attack rolls it makes against you, and you have Advantage on any saving throws it provokes.

Once you use this feature, you can't do so again until you finish a Long Rest.

Fate Break

Starting at 20th level, you can reach into the threads of fate and guarantee success and failure yourself. Your pool of Fate Dice increases in size by three, and when you roll to determine the value of these three Fate Dice, you can instead choose to force the value to be either 1 or 20.

Deathteller

Every life has an end. Typically this point is unknown, but you and your visions and dreams focus around knowing exactly when, where, and how creatures will die.

Deathteller Spells

Oracle Level Spells
2nd Ray of Sickness
3rd Enfeebling Dirge
5th Vampiric Touch
7th Blight
Oracle Level Spells
9th Cloudkill
11th Blood Doll
13th Finger of Death
15th Death Chime
17th All Time Low

A Skull's Knowledge

2nd-level Deathteller Tenor feature

You have seen and continue to see people die, and you have learned more than most the core of Necromancy magic. When you learn your oracle spells, you can also select your spells from any spell list, as long as the spell is a Necromancy spell. These spells count as Oracle spells for you.

Foretell: a Knock on Death's Door

2nd-level Deathteller Tenor feature

When you use the Ready Action to cast an Oracle spell, you gain additional benefits if the trigger you set is of death and decay. If the trigger is activated by a creature falling to 0 hit points or failing a saving throw against a Necromancy spell or an effect or attack that deals Necrotic damage, you gain the following benefits:

  • The spell brings the target closer to death. One target of the spell takes additional Necrotic damage equal to 3 plus your oracle level. The spell also ignores resistance to any of its damage types, and treats immunity as resistance.
  • If the spell requires Concentration, the dead flock to your certain predictions and protect you. You can add 2d4 to any Concentration check you make to maintain Concentration on the spell.

It is Not Your Time

6th-level Deathteller Tenor feature

You have seen the omens, and you know that it is not your time. It is not the time of your allies either. When a creature you can see, including yourself, drops to 0 hit points, you can choose to have the creature drop to 1 hit point instead.

You can use this feature three times, and you regain all expended uses when you finish a Long Rest.

Starting at 18th level, you can use this feature At-Will.

Requiem

10th-level Deathteller Tenor feature

You can force creatures to relive the nightmares you bring to match your prophecies. If a creature fails a saving throw against one of your oracle spells, you can force them to reroll the saving throw with Disadvantage.

You can use this feature three times, and you regain all expended uses when you finish a Long Rest.

For Whom the Bell tolls

18th-level Deathteller Tenor feature

The bell tolls for everyone, and much quicker for creatures of whose deaths you have prophesized. Whenever a creature that you can see drops to 0 hit points or dies, you can choose for one different creature within 30 feet of that creature and who you can see to lose hit points equal to twice your oracle level.

This feature can chain off of itself. Creatures who die from this feature often fall to bizarre twists of fate.

Harbinger

These oracles are often born in extremes; either extreme wealth and the easiest lives, or in sheer desperation, with every day a struggle to survive amid everyday horrors. Their dreams and visions are filled with utter destruction of life and society. Do you give in to these visions of the future and help them come about, in the knowledge that doing otherwise is futile? Or do you aim to oppose the fate you see with all your might?

Harbinger Spells

Oracle Level Spells
2nd Burning Hands
3rd Shatter
5th Fireball
7th Ice Storm
9th Cone of Cold
Oracle Level Spells
11th Eruption
13th Fire Storm
15th Earthquake
17th Meteor Swarm

Learned Catastrophe

2nd-level Apocalyptic Tenor feature

When you learn your oracle spells, you can also select your spells from any spell list, as long as the spell is an Evocation spell that deals damage. These spells count as Oracle spells for you.

Foretell: Visions of Destruction

2nd-level Apocalyptic Tenor feature

When you use the Ready Action to cast an Oracle spell, you gain additional benefits if the trigger you set is of utter destruction. If the trigger is activated by a creature failing a Dexterity saving throw or falling Prone, or an object being destroyed, you gain the following benefits:

  • If the spell deals damage, you may choose one target of the spell. If the spell involves an attack roll, you have Advantage on your attack rolls involving the spell. If the spell forces at least one saving throw, you can roll a d10. You can subtract the result from one target of the spell's saving throw.

Disaster Shape

6th-level Apocalyptic Tenor feature

Disaster happens all around you at all times, and you've grown to be able to predict and alter the trajectories of those disasters to avoid you. When you are the target of an effect that forces a Dexterity saving throw, you can choose to use your Reaction to shape the effect to exclude you.

For example, if you are a target of a Fireball spell, you can choose to carve out your location from the area of effect. If a cliff crumbles underneath you, a portion of the cliff remains underneath you. If another creature is also in your space, they are also spared from the area of effect.

Once you use this ability, you can't do so again until you finish a Short or Long Rest.

Reverberating Cataclysm

10th-level Apocalyptic Tenor feature

The disasters you bring about have no end in sight. When you cast an Evocation spell of 8th level or lower that deals damage and doesn't require Concentration, you can modify the spell to require Concentration. If you do so, as long as you maintain Concentration, you can use the Ready Action to cast the spell again on your next turn without expending a spell slot. The spell then ends.

Prophesized Calamity

18th-level Apocalyptic Tenor feature

The destruction you portend has no end, and those who would get swept up in your destruction are doomed. If a creature fails its saving throw against one of your spells that deals damage by more than 5, it takes double the damage it would normally take.

Lucid

Most dreams are hard to understand and comprehend, and yours are doubly so. Like an abstract painting, what you most often get from your visions is an unordered, absurdist, unpredictable series of events. Your predictions are similarly strange... to all but you. You understand it all. And why is that so goddamn funny!?

Lucid Spells

Oracle Level Spells
2nd Chaos Bolt
3rd Enlarge/Reduce
5th Blink
7th Confusion
9th Animate Objects
Oracle Level Spells
11th Scatter
13th Chaos Release
15th Maddening Darkness
17th Weird

Pulling Strings

2nd-level Lucid Tenor feature

The weave is unpredictable, but you know how to try and play the odds to learn and succeed. When you make an ability check, you can use your Reaction to roll a d20. On a 10 or higher, you can add your proficiency bonus to the check, if you didn't add it already.

Foretell: Nothing and Everything

2nd-level Lucid Tenor feature

Your predictions are seemingly random. You predict that a soldier will trip over a rock. Everyone laughs at the young oracle... until the dragon shows up, destroying the entire tavern except for her, with the faint cloud of dust kicked up by the soldier's trip obscuring her from the dragon's vision enough to save her life.

Pick four results on the d20. If you set a trigger for the Ready Action to a creature rolling one of those results on any d20 (both results from Advantage/Disadvantage are candidates, for example), you gain the following benefits:

  • You have resistance to all damage until the end of your next turn as random events occur to protect you.
  • You can choose for one creature you can see within 30 feet of you to teleport to an unoccupied space within 15 feet of it.

Dream of Madness for Me

6th-level Lucid Tenor feature

The madness you see every night in your dreams allows you the mental strength you need to subvert the mental control of others, and you can also share that madness. If you would become Charmed or Frightened, you can choose to immediately take 1d6 Psychic damage and end the condition.

You can also use a Magic Action to touch a willing creature, deal 1d6 Psychic damage to it, and end any Charmed or Frightened conditions on it. If the target is unwilling, it must first make a Wisdom saving throw against your spell save DC or else take 2d6 + your Wisdom modifier Psychic damage and end any Charmed or Frightened conditions on it.

When you use this ability on an unwilling creature, the damage increases by 1d6 when you reach 10th level in this class (3d6), 14th level (4d6), and by 2d6 at 18th level (6d6).

Fortean Events

10th-level Lucid Tenor feature

Your presence and predictions foretell inexplicable phenomena that only you can grasp. Any creatures affected by one of your spells or that start their turn within 5 feet of you are immediately teleported to an unoccupied space within 5 feet of them (your choice).

In addition, any Divination spell or magical effect that attempts to divine anything about you or a creature within 10 feet of you returns incomprehensible results.

What?

18th-level Lucid Tenor feature

When a creature you can see makes an attack roll, ability check, or saving throw, you can use your Reaction to have that creature immediately teleport 60 feet to an unoccupied space you can see and fall Prone. The creature must also make a Wisdom saving throw against your spell save DC or else be Incapacitated until the end of its next turn, utterly baffled and confused as to what just happened.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Prophet

Many mistake these powerful orators for clerics, but their magic is far from the same. Patient and sure, whereas a cleric's is immediate and powerful. If such a prophet has predicted your demise, they have set in motion a divine flow of events that most will succumb to.

Prophet Spells

Oracle Level Spells
2nd Healing Word
3rd Prayer of Healing
5th Daylight
7th Guardian of Faith
Oracle Level Spells
9th Holy Weapon
11th Sunbeam
13th Conjure Celestial
15th Sunburst
17th Cataclysm

Divine Conduit

2nd-level Prophet Tenor feature

You have built a unique and strong connection to a god or pantheon, and have used that connection to your benefit. You gain proficiency in Religion, and you add double your proficiency bonus to checks you make with it. In addition, when you select your oracle spells, you can also select your spells from the cleric spell list. These spells count as Oracle spells for you.

Foretell: Divine Revelation

2nd-level Prophet Tenor feature

Your predictions channel divine will, and when they come true, you bring forth divine light and radiance. When you roll initiative, choose one creature you can see to become the target for your judgement. If you set a trigger for the Ready Action to be when that creature takes a specific action, you gain the following benefits:

  • You emanate bright light to a radius of 20 feet, and dim light for an additional 20 feet until the end of your next turn. Any magical darkness of a level equal to or less than your Oracle Proficiency Bonus within the area of the bright light is immediately dispelled. This light lasts for 1 minute, or until you end it (no action required).
  • Choose up to 3 creatures within the area of bright light, or 2 such creatures and the target of your judgement. Those creatures either regain an amount of hit points equal to 3 plus your oracle level, or they take Radiant damage equal to 3 plus your oracle level, your choice.

Veil of Heaven

6th-level Prophet Tenor feature

When your Divine Revelation feature activates, you can choose to enhance it with blinding divine light. When you do so, you are near impossible to focus on while the light shines. In order to target you with an attack or spell, a creature must first succeed on a Constitution saving throw against your spell save DC or else be forced to pick a different target. You may still be included in area of effects. This effect ends when the light from your Divine Revelation ends.

Once you enhance your Divine Revelation in this way, you can't do so again until you finish a Short or Long Rest.

Pious Healing

10th-level Prophet Tenor feature

You have built enough of a bond to your god to trust it with the wellness of your allies. When you use the Ready Action to ready a spell that restores hit points, the healing is increased by an amount equal to the difference in initiative between your turn and the turn at which the healing occurs, plus your Wisdom modifier.

You are Judged Already

18th-level Prophet Tenor feature

The creature you judge through your Divine Revelation feature might think it can escape its fate. But you have the divine on your side. You can cast Sunbeam centered on the creature once without expending a spell slot, and it automatically fails its saving throw against this spell, though a legendary resistance can override this failure. When you cast Sunburst in this way, you can choose to have any creatures of your choice that you can see automatically succeed their saving throw and take no damage from the spell.

Once you cast Sunburst using this feature, you can't do so again until you finish a Long Rest.

Purveyor

Purveyors of order, these oracles are often born in strictly ordered societies. Maybe you were a servant of the modrons, using your power of foresight to help ensure order is achieved, to avoid chaos and to ensure stability. Your visions focus on reorientation, on stabilization of a world on the brink of tipping.

Purveyor Spells

Oracle Level Spells
2nd Command
3rd Hold
5th Slow
7th Otiluke's Resilient Sphere
Oracle Level Spells
9th Wall of Force
11th Contingency
13th Forcecage
15th Antimagic Field
17th Time Stop

Learner of Society

2nd-level Purveyor Tenor feature

You are a member and agent of civilization and order, having spent time with enough individuals to have gained a strong desire to uphold stability. You learn one language of your choice and gain proficiency in two sets of artisan's tools. In addition, you always know the local customs of any place you are in.

Foretell: Solace of Stability

2nd-level Purveyor Tenor feature

Your words of the future bring hope and relief, as waves of stability and the knowledge of preservation emanate from you. If you set a trigger for the Ready Action to be a creature succeeding on a saving throw or a creature ending its turn without having moved from where it was at the start of its turn, you gain the following benefits:

  • All creatures of your choice within 10 feet of you gain temporary hit points equal to your Oracle level plus your Wisdom modifier.
  • All creatures of your choice within 10 feet of you that are under the effects of a condition that forces a saving throw to end the effect may immediately make a saving throw against the effect.

Ward of Future Times

6th-level Purveyor Tenor feature

You have learned to create a magical barrier, using the innate order of the patterns within the weave to stop harm and chaos in its tracks. You manifest a ward that surrounds you for a radius of 10 feet. The ward has an amount of hit points equal to 4 times your oracle level. Whenever a creature within the ward takes damage, you can choose for the ward to take the damage instead. Your ward disappears once it loses all of its hit points, and it reforms and regenerates all lost hit points when you finish a Long Rest.

Bastions of Order

10th-level Purveyor Tenor feature

You can bring the pure magical ideas of comfort and protection into being alongside your spells. Whenever you cast an Oracle spell of 3rd level or higher that triggers your Solace of Stability feature, you can designate a 10 foot sphere that you can see to become a Bastion of Order for 1 minute. Any creature of your choice within a Bastion of Order is considered to have half cover, and has Advantage on any saving throws it makes against being Charmed or Frightened.

Any Bastions of Order disappear if you become Incapacitated or lose hit points greater than twice your Oracle level from a single source. You can also choose to dissolve a Bastion of Order as a Bonus Action to regenerate 10 of your Ward of Future Time's hit points.

Immovable

18th-level Purveyor Tenor feature

You are the future of civilization, and you carry its hopes and dreams of better futures with you. These people's ideas and wishes to live their lives unhampered infuse you with resolution. You are immune to being Charmed or Frightened, and you can choose to be immune to any spells of 3rd level or lower.

Oracle Spell List

Notes:

All spells available to oracles when they learn their spells are shown below. Spells with an asterisk (*) by them have been modified by some way by me. All spell changes are found here.

Cantrips (0 Level)
  • ArcanesthesiaOracle
  • Blade Ward*
  • Booming Blade*
  • Call MeteoriteHB
  • Control Flames*
  • Coughing FitOracle
  • Create Bonfire
  • Dancing Lights*
  • Friends*
  • Frostbite
  • Green-Flame Blade*
  • Gust*
  • Infestation*
  • Light*
  • Mage Hand*
  • Mending*
  • Message*
  • Mind Sliver
  • Minor Illusion*
  • Mold Earth*
  • Painful CrampOracle
  • Prestidigitation*
  • Produce Flame*
  • Shape Water*
  • Spare the Dying*
  • Speak TrueHB
  • Spectral Hand*
  • Stiff JointsOracle
  • Strike PredictionOracle
  • Temporal BeatHB
  • Thunderclap*
  • Toll the Dead
  • TripHB
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Bless
  • Catapult
  • Ceremony
  • Charm*
  • Chromatic Orb*
  • Color Spray*
  • Command
  • Comprehend Languages
  • Decision ParalysisOracle
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Faerie Fire*
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud*
  • Grease
  • Harm*
  • Heal*
  • Healing Word*
  • Identify
  • Jump*
  • Longstrider
  • Mage Armor
  • Magic Missile*
  • Magnify Gravity
  • Protection from Evil and Good
  • Ray of Sickness*
  • Sanctuary
  • Shield*
  • Silent Image
  • Sleep
  • Thunderwave
  • Witch Bolt*
2nd Level
  • Aid
  • Alter Self*
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Blood RainHB
  • Blur*
  • Borrowed Knowledge*
  • Calm Emotions
  • Crown of Madness*
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dust Devil*
  • Earthbind
  • Enhance Ability
  • Fortuity ConfluxHB
  • Fortune's Favor
  • Gentle Repose*
  • GeyserHB
  • Gust of Wind
  • Immovable Object
  • Hold
  • Kinetic Jaunt
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon*
  • Mental BarrierUA
  • Mind Spike
  • Mirror Image
  • Nathair's Mischief
  • Phantasmal Force*
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Spell FluxHB
  • Spider Climb
  • Storming GaleHB
  • Suggestion
  • Tasha's Mind Whip
  • Tick of the ClockHB
  • Warding Wind
  • Wither and Bloom*
3rd Level
  • Banner of StarsHB
  • Bestow BlessingHB
  • BirdsightHB
  • Call Lightning*
  • Catnap*
  • Clairvoyance
  • Conjure ScalesHB
  • Counterspell
  • Create BogHB
  • Daylight*
  • Detect PastHB
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear*
  • Funeral PyreHB
  • Glyph of Warding*
  • Haste
  • Hypnotic Pattern*
  • Incite Greed
  • Lightning Bolt
  • Major Image
  • Meld Into Stone*
  • Melf's Minute Meteors
  • Moment of StrengthOracle
  • Nondetection
  • Protection from Energy*
  • Remove Curse
  • Revivify*
  • Seer of the WindowHB
  • Sending
  • SightfireHB
  • Sleet Storm
  • Slow*
  • Thunder Step
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Abeyed DischargeHB
  • Arcane Eye
  • Banishment
  • Blight*
  • Confusion*
  • Control Water
  • Deafening DarknessHB
  • Dimension Door
  • Divination
  • Dominate*
  • Echoing LanceHB
  • Freedom of Movement
  • Gravity Sinkhole
  • Ice Storm*
  • Long Way DownHB
  • Old World's RestHB
  • Polymorph
  • Raulothim's Psychic Lance*
  • Sickening Radiance
  • Spatial AnchorHB
  • SpellcrushHB
  • Snap FreezeHB
  • Sticks to SnakesHB
  • Stoneskin*
  • Walk the GroundHB
5th Level
  • Acid RainHB
  • Animate Objects*
  • Arcane RedirectionHB
  • Awaken
  • Blink of GravityHB
  • Commune
  • Contact Other Plane
  • Control Winds
  • Cover of MoonlightHB
  • Dawn*
  • Dream*
  • Far Step
  • FissureHB
  • Insect Plague*
  • Lady of the LakeHB
  • Legend Lore*
  • Modify Memory
  • Passwall
  • Rary's Telepathic Bond
  • Reincarnate*
  • Scrying
  • Seeming
  • Skill Empowerment
  • Smoky ShapesHB
  • SuperheroismHB
  • Synaptic Static*
  • Telekinesis
  • Teleportation Circle
  • TornadoHB
  • Wall of Light
6th Level
  • Arcane Gate
  • Aura of SilenceHB
  • Contingency
  • Death of the AuthorHB
  • EruptionHB
  • Eye of SixHB
  • Eyebite
  • Find the Path
  • ForecastHB
  • Investiture of MirageHB
  • Investiture of TimeHB
  • Investiture of Wind*
  • Magic Jar*
  • Mass Suggestion
  • Move Earth*
  • Planar Ally
  • Psychic CrushUA
  • Scatter
  • Temporal WitnessHB
  • Trojan FocusHB
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Finger of Death*
  • Flower MoonHB
  • MoulderHB
  • Plane Shift
  • Power Word Pain*
  • Prismatic Spray
  • Project Image
  • Regenerate*
  • Reverse Gravity
  • Sensory DeprivationHB
  • Sequester
  • Symbol*
  • Whirlwind
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Coldsnap/HeatwaveHB
  • Control Weather*
  • Death ChimeHB
  • Discern LocationHB
  • Earthquake*
  • Feeblemind
  • Maximize/Minimize
  • Maze
  • Mind Blank
  • Power Word Stun*
  • Telepathy*
9th Level
  • All Time LowHB
  • Aurora OccidensHB
  • CataclysmHB
  • EpidemicHB
  • Foresight
  • Gate*
  • Imprisonment*
  • Invulnerability
  • Mass Awaken
  • Meteor Swarm
  • NovaHB
  • Orb of ChaosHB
  • Power Word Heal*
  • Power Word Kill*
  • Seal FateOracle
  • Spell VoidHB
  • Storm of Vengeance*
  • Time Stop*
  • True Resurrection*
  • Wish

New Spells

Cantrips

Arcanesthesia

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: 1 Round

You sense the flow of arcane magic through the battlefield and predict that it will manifest, focusing on identifying and reacting to this flow. Until the end of your next turn, you have advantage on any ability checks made to identify, counter, or otherwise react to spellcasting.

Coughing Fit

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Round

You see a creature and envision them entering in a fit of coughs and wheezes or similar bodily function. At the start of the creature's turn, it enters into a coughing fit. A creature in a coughing fit must make a Constitution saving throw each time it attempts to speak before the spell ends or else fail in the attempt.

Painful Cramp

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Round

You look at a creature's body and magically predict that it will undergo severe cramps, weakening its resolve. The creature has disadvantage on the next Constitution saving throw it makes before the spell ends. Once the target makes a Constitution saving throw, the spell ends.

Stiff Joints

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Round

You look at a creature's body and magically predict that it will experience unexpected stiffness in its joints. The creature has disadvantage on the next Dexterity saving throw it makes before the spell ends. Once the target makes a Dexterity saving throw, the spell ends.

Strike Prediction

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Round

You look into the near future and choose a creature within range. Once before the start of your next turn when a creature who can hear you makes an attack against the chosen creature, you can grant the attack roll a bonus equal to your spellcasting ability modifier. If the attack hits, it deals an additional 1d4 damage.

The spell’s additional damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Trip

Divination Cantrip


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: 1 Round

You predict that a creature will trip over itself when it next moves. When the creature next moves during the spell's duration, it falls prone. Once it falls prone, the spell ends.

1st-level Spells

Decision Paralysis

1st level Enchantment


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You flood a creature's mind within range with the massive, mind-boggling breadth of options available to it. The target must make a Wisdom saving throw. On a failed save, a creature becomes debilitatingly unsure of itself. On it's next turn, it can use either an Action, Bonus Action, or its movement, not all of them. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. On a successful save, a creature shakes off the decision paralysis, but it's speed is still reduced by half until the end of it's next turn as it had to stop for a few moment to collect its thoughts.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends.

3rd-level Spells

Conjure Scales

3rd level Conjuration


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

You bring into being cosmic balance, attaching two creatures you can see within range to each other in harmony. For the duration, when either creature takes damage, you can cause the other attached creature to immediately take the same damage. Similarly, when either creature is healed, you can cause the other attached creature to heal for the same amount. If both creatures took the same damage or healed for the same amount from the same source, you cannot increase the damage or healing.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you can attach one more creature in this way for every slot level above 3rd. When you choose to increase the damage or healing, pick one of the other attached creatures to receive it.

Moment of Strength

3rd level Divination


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 1 Minute

You prophesize a moment of herculean strength for a creature you can see within range. That creature gains a moment of strength, which it can decide to use at the beginning of one of its turns during the spell's duration, no action required. When a creature uses it, and until the end of its turn, it rolls a natural 20 on all d20 rolls it makes. Once the creature's turn ends where it uses the moment of strength, the spell ends.

5th-level Spells

Lady of the Lake

5th level Transmutation


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: Self (20-Foot Radius)
  • Components: V, S, M (rock from an meteorite)
  • Duration: 1 Hour

You conjure a mythical lake around you, which immediately surrounds you to a radius of 30 feet and to a depth of 20 feet, though you stand effortlessly atop it and can move as normal as if on solid ground. You can also use a Bonus Action on your turn to submerge yourself 10 feet into the water, granting yourself full cover against creatures who are not in the water. You can also use a bonus action when submerged in this way to immediately rise to the top of the lake. You have Advantage on ability checks and saving throws you make to avoid being Grappled, moved, or teleported out of the lake.

As part of the casting of the spell, you form the material components for the spell into a melee weapon of your choice, called the Lady of the Lake. The weapon can take any form, and it gains a +2 bonus to attack and damage rolls its wielder makes with it, and deals an additional 1d6 Force damage on a hit. One creature of your choice that enters the lake can immediately walk on the lake's water as if it were solid ground, and if it comes within 5 feet of you while you are not submerged, you can use your reaction to give them the Lady of Lake, at which point the Lake disappears, though the Lady of the Lake retains its benefits for the duration.

The wielder of the Lady of the Lake and any other creature of your choice within 10 feet of the wielder gains a +2 bonus to saving throws they make while they wield it.

Once the spell ends, the Lady of the Lake crumbles into rock.

9th-level Spells

Seal Fate

9th level Divination


  • Spell Lists: Oracle
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a thread of spun gold and a set of shears)
  • Duration: 10 Minutes

You seize control of the destiny of a creature you can see within range.

Whenever the target makes an ability check, attack roll, or saving throw other than a saving throw against this spell for the duration, you can choose whether the roll succeeds or fails, instead of allowing the creature to roll. A creature can expend a use of legendary resistance to override this failure. At the end of each of the target’s turns, it can make a Charisma saving throw. After the target succeeds on three saving throws against this spell, the spell ends. The successes do not need to be sequential.

Art Credits

Art (Cover): SaraForlenza: Nyx (Link)
Art (Page 2): Alicechan: Oracle (Link)
Art (Page 3): Pedro Yapor: Oracle (Link)
Art (Page 4): Anato Finnstark: A kind of magic... (Link)
Art (Page 5): Pierre Droal: Thya, the Path of the Oracle (Link)
Art (Page 6): Pierre Droal: Thya, Path of the Oracle - Book #2 (Link)
Art (Page 7): Dork Age Doodles: Thing I doodled... (Link)
Art (Page 8): Micah Epstein: Introduction to Prophecy (Link)
Art (Page 9): Beatriz F. Valverde | Aszith: The oracle's duty (Link)
Art (Page 10): Vadim Sadovski: Really hot summer (Link)
Art (Page 11): Chris Rallis: Mnemonic Deluge (Link)
Art (Page 12): Forem: Oracle (Link)
Art (Page 13): Magali Villeneuve: Seraph of the Scales (Ravnica Allegiance) (Link)
Art (Page 14): uildrim: Where darkness meets the Light (Link)

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