WCAG 3.5e Oracle Class

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Warriors Adventure Game 3.5e

Oracle Class

Alignment

Any lawful alignment.

Hit Dice

1d6

Class Skills

The oracle’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge: Arcana, Religion, & The Planes (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).


Skill Points at 1st Level

(8 + Int modifier) × 4


Skill Points at Each Additional Level

8 + Int modifier


Bonus Languages

An oracle also knows Othermew, a secret language known only to oracles, which they learn upon becoming a 1st-level oracle. Othermew is a free language for a oracle; that is, they know it in addition to their regular allotment of languages and it doesn’t take up a language slot. Oracles are forbidden to teach this language to nonoracles.

Oracle Class Table
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Animal Companion
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Divine Health
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12
Oracle Spells per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 4
3rd 6 5
4th 6 6 3
5th 6 6 4
6th 6 6 5 3
7th 6 6 6 4
8th 6 6 6 5 3
9th 6 6 6 6 4
10th 6 6 6 6 5 3
11th 6 6 6 6 6 4
12th 6 6 6 6 6 5 3
13th 6 6 6 6 6 6 4
14th 6 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 6 5 3
17th 6 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Oracle Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 4 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Spells

An oracle casts divine spells, which are drawn from the oracle spell list. However, their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An oracle must choose and prepare their spells in advance.

To learn, prepare, or cast a spell, an oracle must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell level + the oracle’s Wisdom modifier.

Like other spellcasters, an oracle can cast only a certain number of spells of each spell level per day. their base daily spell allotment is given on Table: Oracle Spells Known. In addition, they receives bonus spells per day if they have a high Wisdom score. An oracle also gets one domain spell of each spell level he can cast, starting at 1st level. When an oracle prepares a spell in a domain spell slot, it must come from one of their two domains.

Oracles meditate or pray for their spells. Each oracle must choose a time at which they must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether an oracle can prepare spells. An oracle may prepare and cast any spell on the oracle spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

Deity, Domains, and Domain Spells

An oracle’s deity influences their alignment, what magic they can perform, their values, and how others see them. An oracle chooses two domains from among those belonging to their deity. An oracle can select an alignment domain (Chaos, Evil, Good, or Law) only if their alignment matches that domain.

If an oracle is not devoted to a particular deity, they still select two domains to represent their spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the oracle access to a domain spell at each spell level they can cast, from 1st on up, as well as a granted power. The oracle gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, an oracle prepares one or the other each day in his domain spell slot. If a domain spell is not on the oracle spell list, an oracle can prepare it only in his domain spell slot.

Oracle Domain Spell Slots
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1
2nd 1
3rd 1 1
4th 1 1
5th 1 1 1
6th 1 1 1
7th 1 1 1 1
8th 1 1 1 1
9th 1 1 1 1 1
10th 1 1 1 1 1
11th 1 1 1 1 1 1
12th 1 1 1 1 1 1
13th 1 1 1 1 1 1 1
14th 1 1 1 1 1 1 1
15th 1 1 1 1 1 1 1 1
16th 1 1 1 1 1 1 1 1
17th 1 1 1 1 1 1 1 1 1
18th 1 1 1 1 1 1 1 1 1
19th 1 1 1 1 1 1 1 1 1
20th 1 1 1 1 1 1 1 1 1

Oracle Spell List

0 Level Oracle Spells
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1st Level Oracle Spells
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2nd Level Oracle Spells
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3rd Level Oracle Spells
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4th Level Oracle Spells
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5th Level Oracle Spells
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6th Level Oracle Spells
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7th Level Oracle Spells
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8th Level Oracle Spells
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9th Level Oracle Spells
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Class Features

Weapon and Armor Proficiency

Oracles are proficient with all simple weapons. They are not proficient with any type of armor. Armor of any type interferes with an Oracle’s gestures, which can cause their spells with somatic components to fail.


Animal Companion (Ex)

An oracle may begin play with an animal companion selected from the following list: insect (like beetles), spider, mouse, rabbit, small bird (like small owls, crows, ect), frog/toad, small snake, lizard, and any other small animal. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: small fish and squid. This animal is a loyal companion that accompanies the oracle on their adventures as appropriate for its kind.

A 1st-level oracle’s companion is completely typical for its kind except as noted below. As an oracle advances in level, the animal’s power increases as shown on the table. If an oracle releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.


Divine Health (Ex)

At 3rd level, an oracle gains immunity to all diseases, including supernatural and magical diseases.

Animal Companion Bonuses
Class Level Bonus Hit Dice Natural Armor Adjustment Str/Dex Adjustment Bonus Tricks Special
1st-2nd 0 0 +0 1 Link, Share Spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5
15th-17th +10 +10 +5 6 Improved Evasion
18th-20th +12 +12 +6 7
Animal Companion Saves
Level Fort Save Ref Save Level Fort Save Ref Save
1st +2 +2 11th +7 +7
2nd +3 +3 12th +8 +8
3rd +3 +3 13th +8 +8
4th +4 +4 14th +9 +9
5th +4 +4 15th +9 +9
6th +5 +5 16th +10 +10
7th +5 +5 17th +10 +10
8th +6 +6 18th +11 +11
9th +6 +6 19th +11 +11
10th +7 +7 20th +12 +12

Class Level

The character’s oracle level. The oracle’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities.


Bonus Hit Dice

Extra Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a oracle of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.


Natural Armor Adjustment

The number on the table is an improvement to the animal companion’s existing natural armor bonus.


Str/Dex Adjustment

Add this value to the animal companion’s Strength and Dexterity scores.


Bonus Tricks

The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the oracle might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The oracle selects these bonus tricks, and once selected, they can’t be changed.


Link (Ex)

An oracle can handle their animal companion as a free action, or push it as a move action, even if they don’t have any ranks in the Handle Animal skill. The oracle gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the oracle’s option, they may have any spell (but not any spell-like ability) they cast upon themself also affect their animal companion. The animal companion must be within 5 feet of them at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the healer before the duration expires.

Additionally, the oracle may cast a spell with a target of "You" on their animal companion (as a touch range spell) instead of on themself. An oracle and their animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).


Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Devotion (Ex)

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.


Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Warriors Adventure Game 3.5e

Lily's Bites

This is a homebrew of D&D 3.5e, falling under the OGL. This is not official from Wizards of the Coast.

Dungeons and Dragons, as well as the d20 system, is property of Wizards of the Coast.

Warriors is property of Erin Hunter.

This supplement is a fan project to recreate the Warriors Adventure Game, but as a supplement to the 3.5th edition of Dungeons and Dragons.

This is only a single class document and not a full supplement. A full supplement will be released in the future.

If you enjoy this, please follow @wc-adventure-game-35e on tumblr to see more information!


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