The Oracle
A kindly dwarven man sits at the center of a small village, offering insights into how best to plant the fields and what the villagers can expect in the coming days. A woman rushes forward, her sick child cradled in her arms, and the dwarf steps to meet her, mist trailing from his eyes as he peers into the future. He sees the child hale and hearty, and with a soft touch, he dispels the child's ailment.
An armored half-orc advances across the field of battle with her company. As their enemies draw near, she puts her hand on her comrade's shoulder, sharing with them a vision of their glorious victory. With a surge of strength, they crash into the enemy line, victory at hand.
An elderly human man shouts to any who will listen about the coming of the end times. They avoid him, thinking him mad, for they cannot have seen what he has. A pair of guards approach, ready to clear the man off, but before they can reach him, they're struck down by bolts of lightning. Despite the gruesome scene, the man keeps on calling to those around him, his voice only growing louder and firmer.
Oracles are individuals with a connection to a higher power, one that grants them visions of potential futures that could come to pass. An oracle must confront the futures they foresee, and the very nature of the universe around them, and ultimately decide what future they think is right.
Immeasurable Sight
An oracle's defining trait is their sight: they hold within them the power to see beyond themselves, catching glimpses of the inner workings of reality and time. However, the source of an oracle's sight is quite varied.
Some oracles receive visions from the deity they follow, while others may have made a bargain with a powerful fey or fiend for great knowledge. Perhaps in an auspicious accident, an oracle walked away from an arcane accident with a newfound connection to the Weave or other source of magic, which allows them perceive things that few others can.
Regardless of its source, an oracle's sight is just the beginning, a seed that has been planted. It is up to the individual oracle to cultivate their sight, for the more they grow, the more truths they will uncover.
Blessing and Curse
Despite the great boons that future sight can grant, it is not without its banes. Often, an oracles gift is foisted upon them, and it is left in their hands to acclimate, with little to no guidance. Their visions are often harrowing, showing them potential futures that are bleak enough to drive others to inaction or nihilism. It is up to the oracle if they wish to guide the world towards that future, or fight back against it.
Oracles have many reasons for taking to a life of adventure. Many seek ancient knowledge, so they may better understand the futures they see. Others hope to use their gifts in service of the people around them, or for their own benefit. A small portion of others seek a way to rid themselves of their visions, wishing to return to their life before their sight was expanded.
Creating an Oracle
The most important question to consider when creating your oracle is the origin of your sight. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with foresight? Did you strike a bargain with a powerful magical entity for knowledge? Or have you been given a mission by the deity you follow, tasked to bring about a certain future?
How do you feel about your gift of sight? Do you embrace it, try to master it, or revel in its power? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you've been given this power for some lofty purpose.
Quick Build
You can make an oracle quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the sage or hermit background.
The Oracle
| Level | Proficiency Bonus | Features | Secrets Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Omen (d4), Spellcasting | — | 2 | 2 | — | — | — | — |
| 2nd | +2 | Oracular Secrets | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Oracle's Eyes, Oracular Vocation | 2 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 3 | — | — | — | — |
| 5th | +3 | Oracular Vocation Feature | 2 | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Omen (d6), Oracular Insight | 3 | 2 | 4 | 2 | — | — | — |
| 7th | +3 | Shared Vision | 3 | 2 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 2 | 4 | 3 | — | — | — |
| 9th | +4 | Oracular Vocation Feature | 3 | 2 | 4 | 3 | 2 | — | — |
| 10th | +4 | First Revelation | 4 | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | Hastened Omens, Omen (d8) | 4 | 3 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Second Revelation | 5 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Oracular Vocation Feature | 5 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement, Omen (d10) | 5 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Third Revelation | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Sight Untethered | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
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: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Perception, Performance, Persuasion, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- a light crossbow and 20 bolts
- (a) an explorers pack or (b) a priest's pack
- leather armor and a dagger
Omen
At 1st level, you've begun seeing brief glimpses of potential futures. When another creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you may use your reaction to roll an Omen die, a d4, and add the number rolled to the roll's total. You can choose to use this feature after the creature makes its roll, but before any effects of the roll occur.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) plus half your proficiency bonus (rounded down). You regain all expended uses when you finish a long rest. In addition, by spending an hour receiving visions, you can regain a number of uses of this feature equal to half your proficiency bonus (rounded down). This can be done as part of a short rest. Once you've recovered uses in this way, you cannot do so again until you finish a long rest.
Your Omen die changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8 at 11th level, and a d10 at 16th level.
Spellcasting
At 1st level, the connection that grants you your foresight has also manifested within you the ability to cast spells.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the oracle spell list, included at the end of this document. At higher levels, you learn additional oracle cantrips of your choice, as shown in the Cantrips Known column of the Oracle table.
When you gain a level in this class, you can replace one of the oracle cantrips you know with another cantrip from the oracle spell list.
Preparing and Casting Spells
The Oracle table shows how many spell slots you have to cast your oracle spells. To cast one of your oracle spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of oracle spells that are available for you to cast, choosing from the oracle spell list. When you do so, choose a number of oracle spells equal to your Wisdom modifier + half your oracle level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level oracle, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of oracle spells requires time spent meditating and tapping into the connection that grants you your magic: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your oracle spells; your connection to a higher power, and the sight it grants you, allow you to wield these spells. You use your Wisdom whenever an oracle spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Oracular Secrets
In your study of the past, present, and future, you have unearthed Oracular Secrets, fragments of knowledge and insight from your visions or your connection that imbue you with extra power.
At 2nd level, you gain two oracular secrets of your choice, found at the end of the class description. When you gain certain oracles levels, you gain additional secrets of your choice, as shown in the Secrets Known column of the Oracle table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the secrets you know and replace it with another secret that you could learn at that level.
Oracle's Eyes
At 3rd level, your sight has improved, letting you innately see things others cannot. You gain access to additional spells when you reach certain levels in this class, as shown in the Oracle's Eyes Spells table. Once you gain one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Oracle's Eyes Spells
| Oracle Level | Spell |
|---|---|
| 3rd | Detect Magic |
| 5th | See Invisibility |
| 9th | Clairvoyance |
| 13th | Arcane Eye |
| 17th | Scrying |
You can cast each of these spells once without expending a spell slot. When you cast a spell in this way, you can cast it without material components. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Oracular Vocation
At 3rd level, the visions you receive begin to portend a particular future, be it good or ill. Choose the Desolation Seer, Life Augur, or War Herald, all detailed at the end of the class description. Your choice grants you features at 5th level and again at 9th and 15th level.
Ability Score Improvement
When you reach 4th level, 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.
Oracular Insight
By 6th level, your enhanced eyesight has also elevated your ability to understand and perceive the mundane. Choose Insight or Perception. Whenever you make a check with the chosen skill, you gain a bonus to the roll. The bonus is equal to one roll of your Omen die.
First Revelation
At 10th level, all that you have seen has awakened a new understanding within you about the nature of your fellow mortals. You gain one of the following features of your choice.
-
Insidious. You believe that mortals are naturally malicious and conniving creatures, and you channel that through your magic. You always have the Dissonant Whispers spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, its damage dice uses your Omen die, instead of d6s.
-
Generous. You believe that mortals are naturally loving and giving creatures, and you channel that through your magic. You always have the Bless spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, each creature targeted by the spell regains a number of hit points equal to two rolls of your Omen die. You do not gain this benefit if you target yourself.
Hastened Omen
At 11th level, your visions come at a heightened speed. You gain an additional reaction each round. This reaction can only be used to use your Omen feature.
Second Revelation
At 14th level, all that you have seen has awakened a new understanding within you about the nature of the world around you. You gain one of the following features of your choice.
-
Chaos. You believe that the world is in constant shift, uncontrolled by anyone, and channel that through your magic. You always have the Enemies Abound spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, a creature that is immune to the frightened condition doesn't automatically succeed on its saving throw.
-
Order. You believe that the world is changing according to a preset path, and channel that through your magic. You always have the Dispel Magic spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, you can give yourself a bonus to the spellcasting ability check equal to one roll of your Omen die.
Third Revelation
At 18th level, all that you have seen has awakened a new understanding within you about the very nature of the universe. You gain one of the following features of your choice.
-
Decay. You believe that the universe is in a constant state of decay, and channel that through your magic. You always have the Contagion spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, the spell ignores immunity to poison.
-
Growth. You believe that the universe is in a constant state of growth, and channel that through your magic. You always have the Greater Restoration spell prepared and it doesn't count against the number of oracle spells you can prepare. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. When you do, you can cast it without material components.
Sight Untethered
When you reach 20th level, your sight transcends all barriers. You have truesight out to a range of 30 feet. Additionally, whenever you use your Omen feature, you can choose to use a d6, instead of expending one of its uses.
Oracular Vocations
Different oracles receive different visions of the future. Your Vocation reflects the types of futures you see.
Desolation Seer
Scorched lands. Empty cities. The future you see is one of true horror: the end of things. Be it as small as the desolation of a single city, or as large as the end of the universe, your visions always show you destruction. Whether you choose to hasten its arrival, or fight back against it, is up to you.
Desolation Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Desolation Spells table. These spells count as oracle spells for you, but they don’t count against the number of oracle spells you prepare.
Desolation Spells
| Oracle Level | Spell |
|---|---|
| 3rd | Arms of Hadar, Inflict Wounds |
| 5th | Flaming Sphere, Shatter |
| 9th | Call Lightning, Hunger of Hadar |
| 13th | Blight, Sickening Radiance |
| 17th | Cloudkill, Insect Plague |
Fell Omen
At 3rd level, your visions of the future spell doom for those around you. You gain a new way to use your Omen feature. When you use Omen, you can choose to apply your Omen die as a penalty to a roll, instead of a bonus.
Lay Waste
At 5th level, the spells you cast inflict greater damage, drawing things closer to their end. Whenever you roll damage for an oracle spell you cast using a spell slot of 1st level or higher, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1). If the spell you cast is from your Desolation Spells feature, the bonus to the damage roll is instead equal to your proficiency bonus plus your Wisdom modifier (minimum of +1).
Portent of Demise
Starting at 9th level, you can inflict a creature with a vision of its own impending death, helping it come to pass. When a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to expend two uses of your Omen feature to force the creature to make a Wisdom saving throw against your oracle spell save DC. On a failure, the creature has vulnerability to all of that attack's damage.
Wrath and Ruin
By 15th level, the spells you unleash can carry incredible destructive power. When you cast a spell from your Desolation Spells feature, you can choose to deal maximum damage with that spell, instead of rolling.
Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend three uses of Omen to use it again.
Life Augur
The futures you see are those of growth and healing. Whether it's a fertile crop season or someone's miraculous recovery, your presence and magic help all of those around you live better lives.
Life Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Life Spells table. These spells count as oracle spells for you, but they don’t count against the number of oracle spells you prepare.
Life Spells
| Oracle Level | Spell |
|---|---|
| 3rd | Cure Wounds, Entangle |
| 5th | Prayer of Healing, Spike Growth |
| 9th | Aura of Vitality, Plant Growth |
| 13th | Death Ward, Grasping Vine |
| 17th | Circle of Power, Mass Cure Wounds |
Preserving Omen
At 3rd level, your visions of the future show the rapid recovery of your allies. You gain a new way to use your Omen feature. Immediately after a creature you can see within 30 feet of you takes damage, you can use your reaction to cause the creature to regain hit points equal to one roll of your Omen die plus your Wisdom modifier (minimum of +1). You cannot use this feature if the damage reduces the creature to 0 hit points.
Life Bringer
At 5th level, the spells you cast to heal others are empowered. Whenever you roll healing for an oracle spell you cast using a spell slot of 1st level or higher, you gain a bonus to one roll of the spell. The bonus is equal to your Wisdom modifier (minimum of +1). If the spell you cast is from your Life Spells feature, the bonus to the healing roll is instead equal to half your proficiency bonus (rounded down) plus your Wisdom modifier (minimum of +1).
Portent of Regrowth
Starting at 9th level, you can share with a creature a vision of its own miraculous recovery, helping it come to pass. When another creature you can see within 30 feet of you is reduced to 0 hit points, but not killed outright, you can use your reaction to expend two uses of your Omen feature to cause it to regain hit points equal to two rolls of your Omen die plus your Wisdom modifier (minimum of +1).
Heal and Preserve
By 15th level, the spells you unleash can carry incredible restorative power. When you cast a spell from your Life Spells feature, you can choose to use the highest number possible for each die, instead of rolling.
Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend three uses of your Omen feature to use it again.
War Herald
The futures you see are ones of blood soaked fields and clashing blades. You foresee war, be it a despot conquering another nation, revolutionaries rising up against their tyrannical rulers, or a battle for much higher stakes, on a much grander scale. Regardless of its magnitude, you prepare yourself for battle, observing the talents and techniques of warriors, many of whom you are yet to meet.
War Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the War Spells table. These spells count as oracle spells for you, but they don’t count against the number of oracle spells you prepare.
War Spells
| Oracle Level | Spell |
|---|---|
| 3rd | Divine Favor, Thunderous Smite |
| 5th | Branding Smite, Spiritual Weapon |
| 9th | Blinding Smite, Crusader's Mantle |
| 13th | Staggering Smite, Freedom of Movement |
| 17th | Banishing Smite, Conjure Volley |
Visions of Battle
When you reach 3rd level, your visions of conflict have granted you new knowledge, providing the following benefits:
-
You gain proficiency with medium armor, shields, and martial weapons
-
Choose a type of weapon that you're proficient with (such as longswords or shortbows). You may use your Wisdom modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls using that type of weapon. You can change the weapon type you chose by spending an hour experiencing visions of its usage. This can be done as part of a short or long rest.
Bloodshedding Omen
At 3rd level, your visions of the future show the clash of weapons and the felling of foes. You gain a new way to use your Omen feature. When you use Omen, you can choose to apply your Omen die as a bonus to another creature's damage roll.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Portent of Brutality
Starting at 9th level, you can share with a creature a vision of its own surging wrath, helping it come to pass. When another creature you can see within 30 feet of you takes the Attack action, you can use your reaction to expend two uses of your Omen feature to let the creature make an additional attack as part of its action.
Fight and Kill
By 15th level, the spells you unleash can carry a burst of adrenaline. When you cast a spell from your War Spells feature, you can immediately give yourself an additional action. This action can only be used to take the Attack action.
Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend three uses of your Omen feature to use it again.
Oracular Secrets
If an oracular secret has prerequisites, you must meet them to learn it. You can learn the secret at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.
Breath of Life
Prerequisite: Life Augur Vocation, 18th level
You can channel your visions of life and growth into powerful magic. You can cast Heal without expending a spell slot and without preparing the spell. Once you cast this spell, you can't cast it again until you finish a long rest.
Destruction Bringer
Prerequisite: Desolation Seer Vocation, 6th level
Immediately after you use your action to cast an oracle spell of 1st level or higher, you may use your bonus action to cast a cantrip you know with a casting time of 1 action. The cantrip must include a damage roll.
Once you've used this feature, you cannot do so again until you finish a short or long rest, unless you expend a use of your Omen feature to use it again.
Distant Visions
When you use your Omen ability, its range is increased to 60 feet.
Enhanced Oracle's Eyes
Your eyes are suffused with latent magic. You gain darkvision with a range of 120 feet. If you already have darkvision, its range is increased by 60 feet.
Final Desolation
Prerequisite: Desolation Seer Vocation, 18th level
You can channel your visions of destruction into powerful magic. You can cast Circle of Death without expending a spell slot, without preparing the spell, and without providing the material component. Once you cast this spell, you can't cast it again until you finish a long rest.
Flooding Vision
Prerequisite: 14th level
When you harm a creature, you can flood its psyche with your visions, tormenting it with the discordant information. Once per turn, when you hit a creature with an attack, or it fails its saving throw against an oracle spell you cast that includes a damage roll, you may expend uses of your Omen feature, up to a maximum of three, to deal additional psychic damage to it. You deal an additional 2d6 psychic damage for each use of Omen expended. If the spell targets multiple creatures, you choose which creature takes the damage.
Grand Bloodshedding
Prerequisite: War Herald Vocation, 18th level
You can channel your visions of conflict and battle into powerful magic. You can cast Blade Barrier without expending a spell slot and without preparing the spell. Once you cast this spell, you can't cast it again until you finish a long rest.
Ideal Future
Prerequisite: 18th level
You can share with a creature a vision of an ideal future, at a cost to yourself. As an action, you may touch a creature and cast foresight on it, except its duration is 10 minutes. Immediately after casting the spell, you suffer 1 level of exhaustion.
Once you've used this feature, you cannot do so again until you finish 1d4 long rests.
Insightful Healing
Prerequisite: Life Augur Vocation, 6th level
By looking into the future, you can ensure you heal a creature's most grievous wounds first. Whenever you roll to restore hit points to a creature with an oracle spell or ability you can choose to reroll any number of the dice. You must use the new rolls.
Once you've used this feature, you cannot do so again until you finish a short or long rest, unless you expend a use of your Omen feature to use it again.
Involuntary Visions
Prerequisite: 14th level
You can force a creature to experience the visions you do, but with none of your ingrained defenses. As an action, you can expend two uses of your Omen feature and force a creature you can see within 30 feet of you to make a Wisdom saving throw against your oracle spell save DC. On a failure, it is stunned for 1 minute, as it reels from the torrent of information. A stunned creature can repeat its saving throw at the end of each of its turns, ending the condition on a success.
Once you've used this ability, you cannot do so again until you finish a long rest.
Linguistic Insight
Through your visions, you've seen and heard dozens of different languages, and have retained all of them. You understand the literal meaning of any spoken language that you hear and you can read all writing.
Additionally, you always have the spell Speak with Animals prepared, and may cast it at will.
Omnipresent Sight
You're sight allows you to sense things you cant directly perceive. You have blindsight to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see invisible creatures within that range, unless the creatures successfully hide from you.
Omen of Death
Prerequisite: Desolation Seer Vocation
Creature's suffer when they hear the omens you bring, fearing their outcome. When you use Fell Omen and the creature fails its attack roll, ability check, or saving throw, it takes psychic damage equal to your Wisdom modifier (minimum of 1).
Omen of Shielding
Prerequisite: Life Augur
Your omens provide your allies with additional comfort, knowing that someone is looking out for their future. When you use Preserving Omen, the creature also gains temporary hit points equal to your Wisdom modifier (minimum of 1), which last until the start of their next turn.
Omen of Slaughter
Prerequisite: War Herald Vocation
Your omens fill your allies with strength, allowing them to carry on in battle. When you use Bloodshedding Omen and the creature making the attack reduces its target to 0 hit points, it regains a number of hit points equal to your Wisdom modifier (minimum of 1).
Oracular Knowledge
Prerequisite: 6th level
You've retained much of the information you have seen in visions, expanding your own knowledge. Choose Arcana, History, Nature, or Religion. Whenever you make a check with the chosen skill, you gain a bonus to the roll. The bonus is equal to one roll of your Omen die.
Oracular Presence
Prerequisite: 6th level
You've studied those around you and those you see in visions, learning to present yourself in a manner most befitting a specific situation. Choose Deception, Intimidation, Performance, or Persuasion. Whenever you make a check with the chosen skill, you gain a bonus to the roll. The bonus is equal to one roll of your Omen die.
Perfect Strike
Prerequisite: War Herald Vocation, 6th level
You've learned to use your sight to strike with devastating precision. Once per turn, when you hit a creature with a weapon attack using your Wisdom modifier, you can expend an oracle spell slot to deal an extra 1d8 damage to the target, plus another 1d8 per level of the spell slot. The next attack roll made against this target before the end of your next turn has advantage, due to the opening you create.
Once you've used this feature, you cannot do so again until you finish a short or long rest, unless you expend a use of your Omen feature to use it again.
Persistent Omen
Prerequisite: 10th level
When you add one of your Omen dice to a creature's ability check, attack roll, or saving throw and the roll fails, the creature can add the Omen die to its next roll of the same type within 10 minutes.
Unhindered Defense
By not wearing armor, you allow yourself to more nimbly dodge the attacks you see coming in the future. While you're not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Vision Trance
Prerequisite: 10th level
You can channel magic through your body to force yourself to experience new visions. As an action, you may expend an oracle spell slot, and recover a number of expended uses of your Omen feature equal to the slot's level. You suffer 1d6 psychic damage for each use of Omen you recover. This damage cannot be reduced or prevented in any way.
Once you've used this feature, you cannot do so again until you finish a long rest.
Oracle Spell List
Cantrips (0 Level)
- Blade Ward
- Chill Touch
- Dancing Lights
- Friends
- Guidance
- Light
- Mending
- Message
- Resistance
- Sacred Flame
- Spare the Dying
- Thaumaturgy
- Toll the Dead
- Word of Radiance
1st Level
- Bane
- Bless
- Cause Fear
- Ceremony
- Charm Person
- Command
- Cure Wounds
- Detect Evil and Good
- Detect Poison and Disease
- Guiding Bolt
- Healing Word
- Heroism
- Identify
- Protection from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield of Faith
- Sleep
2nd Level
- Aid
- Animal Messenger
- Augury
- Blindness/Deafness
- Borrowed Knowledge
- Calm Emotions
- Darkvision
- Enhance Ability
- Gentle Repose
- Find Traps
- Healing Spirit
- Hold Person
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Mind Spike
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Silence
- Warding Bond
- Zone of Truth
3rd Level
- Aura of Vitality
- Beacon of Hope
- Bestow Curse
- Daylight
- Dispel Magic
- Fear
- Feign Death
- Life Transference
- Magic Circle
- Mass Healing Word
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Spirit Shroud
- Tongues
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Control Water
- Death Ward
- Divination
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Phantasmal Killer
- Stone Shape
5th Level
- Commune
- Contact Other Plane
- Dream
- Flame Strike
- Geas
- Greater Restoration
- Legend Lore
- Mass Cure Wounds
Multiclassing
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.
Multiclassing Prerequisites
| Class | Ability Score Minimum |
|---|---|
| Oracle | Wisdom 13 |
Proficiencies
When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
Multiclassing Proficiencies
| Class | Proficiencies Gained |
|---|---|
| Oracle | - |