The Oracle

by DanDraco

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The Oracle

The Oracle

Out in the fields, a fighter falls from a cultist's blade. The Wizard fails to cast a spell that would turn the tide as a hero finds his chest. The Rogue was caught and seperated from the party before the traitor knight finishes him off with a sword to the chest.

The Orcale stands in pure fear. She cannot see but can feel the fear, feel the horror, feel the despair. She can feel the lich completing the ritual. She is the only one alive because he willed it. He says "Eli, wake up!"

The Elven Oracle taken back to the campfire the day before. Theodoric Acton, the fighter who died, put his hands on her shoulder. "Are you ok? What did you see?"

The Oracle would recount tomorrow, their final mission to her party. They would improve their previous plan. Set out an alternate route. The Rogue has returned citing a strengthen patrol routes. Tomorrow, victory will be obtained.

The Oracles can see all the paths, all the potiental futures. But only so many pathways can be work. Often many stick to the old ways and stuck in the same old pathways. The truly powerful forge their own path to a future they desire.

Cursed to be Blessed

Oracles are blessed with the ability to see beyond their eyes. To see the future and prophecy. For a multitude of reasons; perhaps the curse was done so by a hag that went wrong to a god selected a person to forsee a disaster.

This curse may completely irrepasrably damage their body and or souls, but in turn, it gives them strength. Divine power without the complete aid of a deity. Oracles who embrace their curse, find strength with it.

Pathstriders to the Future

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

Many oracles are accompanied by a "Mystery". They gain a question that needs to be answered. While many may not care to answer it, others must find out what it means.

Its not uncommon to find or hear of a oracle out in the woods who can tell your future. Many get confused with witches or hags. As some will hide out in secluded places away from the burdens of their curse. Those who set out on adventure, will find themselves company of adventurers. Who are also outcasts in their own right. A oracle will always be at peace with one such party. Their skills to fortell danger is always vauiable.

Creating an Oracle

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

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

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

Quick Build

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

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

Class Features

As a 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: None
  • Weapons: Simple weapons
  • Tools: A gaming set or musical instrument of your choice, likely connected to or used in your oracular divination

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

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an oracular focus
  • Leather armor and two daggers
  • The gaming set or musical instrument you chose proficiency in

Spellcasting

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

Cantrips

At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.

Spell Slots

The Oracle table shows how many spell slots you have to cast your Oracle spells of 1st level and higher. To cast one of these Oracle spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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. 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, since the power of your magic relies on your ability feel the divine weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a 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

Spellcasting Focus

You can use a divine focus for spellcasting.

Curse 1st level

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance and is the source of their power. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. Each oracle must choose one of the following curses.

Each curse has a Malus, its downside. But oracles are capible of adapting to it. Those who figure out how to work around their curse benefit from it, their Bonus.

Any spells granted by the curse don't count against the number of your known spells.

Blackened

Malus. Your hands and forearms are blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You have disadvantage on all weapon attacks and strength rolls

Bonus. You add Produce Flames & burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known. In addition, all fire spells you cast can add your wisdom modifier to damage rolls once per turn.

At 10th level, add wall of fire to your list of spells known.

At 15th level, add delayed blast fireball to your list of spells known. You also are immune to fire damage.

Clouded Vision

Malus. Your eyes are obscured, making it difficult for you to see. You have disadvantage on perception checks involving sight. You cannot see anything beyond 30 feet. This sight doesn't impede your spellcasting.

Bonus. By using all your movement, you can focus your divine sight. During this time, you can see all those within 120ft of you as if you have truevision, then target one creature. After the end of this effect, you know the location of that one creature you chose until the end of your next turn, that creature does not benefit from the effects of any cover. When you use your Epiphany feature to assist your allies, they can see this creature you chose.

At 5th level, you have blindsight to a distance of 30ft. As part of the bonus, you can select one more creature.

At 10th level, you gain the ability to cast detect magic at will, without expending a spell slot.

At 15th level, you gain truesight out to a range of 30ft. As part of the bonus, you can select one more creature.

Cold-blooded

Malus. Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. You have disadvantage on saving throws to reduce cold damage. You have disadvantage on saving throws to resist extreme cold, and wearing cold weather gear does not grant an automatic success for you.

Bonus. You are immune to fire damage. When you would be subject to fire damage, you gain 15ft of movement until the end of your next turn. If you are in a warm environment such a desert or area with lava, you have this benefit permanently.

At 5th level, poisons and diseases last for half the duration and have advantage on saves against the poison condition or damage.

At 10th level, whenever you take a readied action to perform a melee attack or spell, you can move up to half your speed as part of the attack.

At 15th level, you can take the Dash action as a bonus action a number of times equal to your Wisdom modifier. These uses are restored after completing a long rest.

Deaf

Malus. You cannot hear and suffer all of the usual penalties for being deafened. You automatically fail perception checks that rely on sound.

Bonus. You cast all of your spells without needing verbal components.

At 5th level, you have advantage on Perception checks that do not rely upon hearing.

At 10th level, you can no longer be surprised while you are conscious.

At 15th level, you gain tremorsense out to a range of 30 feet.

Haunted

Malus. Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires an action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Bonus. You gain the mage hand and minor illusion cantrips.

At 5th level, add levitate to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Lame

Malus. One of your legs is permanently wounded, reducing your base land speed by 10 feet.

Bonus. You are immune to effects that reduce speed except via the grappled, restrained, and incapacitated conditions.

At 5th level, you deal additional damage to your wisdom modifier if the target(s) are slowed by any effect.

At 10th level, your speed is never reduced by difficult terrian

At 15th level, you are immune to the exhausted condition.

Aranceic

Malus. Your body is weaker than normal. You lose -1 hit points and lose -1 hit points on each level up. But you are far stronger in your spellcasting. When you use channel curse with this curse, the target loses their max hit points equal to your oracle level.

Bonus. You gain +1 to spell attacks and spell save DC.

At 5th level, once per turn, you can add your wisdom modifier to the damage rolls of your spells.

At 10th level, you gain +2 to both.

At 15th level, you gain +3 to both.

Wasting

Malus. Your body is slowly rotting away. You have disadvantage on Deception, Performance, and Persuasion ability checks based on Charisma.

Bonus. You have advantage on Intimidate checks. When you touch, use a touch spell, or melee attack, once per turn, the target must succeed a Constitution check to your Spell Save DC or be poisoned. Target can repeat the save at the end of their turn.

At 5th level, you are immune to the poisoned condition. You also add the spell Vampiric Touch to your list of spells known.

At 10th level, you gain immunity to acid and poison damage. You also add the spell Contagion to your list of spells known.

At 15th level, you gain immunity to exhaustion. You also add the spell Power Word: Pain to your list of spells known.

Unlucky

Malus. You are very unlucky. A aura of unluck is all about you and plagues you. If you roll on a 1-2 it is considered a critical fail. When you critically fail, roll on the unluck surge table.

Bonus. You know the spell hex. However, you do not need to concentration on it. However, you still only have one instance of hex up at a time on a creature.

At 5th level, you have a aura of 5ft that can't be canceled. Those in that area that is in that area, also fail on a 1-2 roll.

At 10th level, You are now able to adapt to your unluck and per times your wisdom mod, can reroll your d20 if you land on a 1-2

At 15th level, when you suffer from a critical fail, you can use your reaction to transfer the target of the fail to a creature you can see within 60ft and they suffer the bad rolls outcome and the unluck surge.

d20 Effect
1 Ability checks, saves, and attacks are reduced by 1d4 for 1 minute.
2 Subtract 5 from the next d20 roll
3 You lose some money on you -5 of any of your currency.
4 You drop a object you were holding
5 You start uncontrollably sneezing. You can't use your bonus action for 1 turn.
6 You step in something awful. You have a smell on you that stays until clean. You have disadvantage on stealth (dex) or Persuasion (Charisma) check But advantage on Imtimidation (Charisma) checks.
7 A rainstorm forms locally on you... Somehow. If you are indoors, there are leaks in the ceiling. The rainstorm lasts for 1d12 minutes.
8 The next time a mundane tool is used, it breaks completely
9 You somehow trip and fall prone.
10 A creature lightly burns themselves by accident, taking 1 point of fire damage.
11 Birds bother you for 1d4 hours. Stealth is made at disadvantage as long as they are around
12 You get a cramp in your leg. Your movement speed is halfed for 1 round.
13 Something gets in your eye. You are blinded for 1 round.
14 A rodent is mad at you for some strange reason. The rodent will attempt to grapple you and make 1 slashing damage at you until you use an action, bonus action, reaction, or 10ft of your movement to get it off.
15 Your defenses are weakened in some way. Your AC is reduced by half of your wisdom modifier (Round down, minimum of 1).
16 You can't get any sleep. Treat the next Long Rest as a Short Rest.
17 You find a gold piece on the ground! It takes an action to get as it tries to get away.
18 You get sick. You gain one level of exhaustion
19 The next time you attempt to work, interact or fix something non-magical it completely breaks.
20 The curse is lifted for 1 day.

Channel Curse 1st level

You can channel your curse and inflect it upon your foes. As a action, you can force your target within 60ft. They must make a Wisdom Save to your spell Save DC. On a failed save, you inflict your curse unto a target until the start of your next turn, but they cannot use any of its benefits.

Also on the failed save, it takes 1d8 radiant damage. At certain oracle levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).

Unarmored Defense 1st level

With your foresight, you know of danger when it comes to you. When you are not wearing armor and don't use a shield, your AC equals 10 + Dexterity Mod + Wisdom Modifier.

Revelations 2nd level

You channel the power of the potiental futures for good or bad and inflect it upon your foes. You gain two Revelations of your choice. Revelations detailed at the end of the section. When you level up in the Oracle table you may learn new Revelations, when you gain a level, you can replace one revelation with another.

Each of your Mysteries also have a list of their own revelations that only they can pick.

Additionally, when you gain a level in this class, you can choose one of the revelations you know and replace it with another revelation that you could learn at that level.

Mystery 3rd level

You have gained a vision that seems to be a message; A question. Many oracles cannot resist this vision and set out to adventure to find their answer.

At this level, select a Mystery to pursue, from Mystery of Flame, Death, Life, War, Nature, Mind, Darkness, or Stars

Epiphany 3rd, 7th, 13th level

Your natural ability to foresee knowledge manifests. Once per day, you may cast the spell augury as a ritual. This represents a sudden flash of knowledge bestowed by some divine source. Spells cast this way do not require expending a spell slot or using material components.

Beginning at 7th level, you may cast divination in place of augury.

Beginning at 13th level, you may cast commune instead.

These spells are added to your spells known and do not count towards your spells known when you have the spell slots.

Once per long rest or after using the spells from this feature, you can roll and record 3 rolls of a d6. Using your reaction, you can replace any d20 roll using those rolls or you can add to any d20 roll. You lose these recorded rolls when you use this feature to gain new ones or during a long rest.

Ability Score Improvement 4th, 8th, 12th, 16th, 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. You can’t increase an ability score past 20 with this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

The Answer 20th level

You know how it will all end, you know all the paths. Now pick the right one. Or forge ahead to a new one. You are able to use a bonus action or reaction to a d20 roll to quickly cast any of your spells of your Ephihany feature, asking one question and regain uses of your recorded d6 rolls and use one of those at the moment of the casting.

Mystery of Flame

"Where does your fire burn?"

Is a question that comes to these Oracles. Where fire is the source of their power. Fire is unpreditable for many, but you are able to control where it goes, and where you want it go.

Many of these oracles receive their predictions through open flames.

Oracle Level Spells
1st Burning Hands, Hellish rebuke
3rd Continual Flame, Flaming Sphere
5th Daylight, Fireball
7th Fire Shield, Wall of Fire
9th Dawn, Wall of Light

Flame Reading 3rd level

You can ritual cast the spells from your Epiphany ignoring material components if you are using open flame of any kind as a component replacing it. You can cast it this way number of times per wisdom modifier per long rest.

Channel Curse: Journey of Flame 3rd level


Your channel curse deals fire damage instead of radiant. If a target failed their Channel Curse Save, if they have fire or radiant resistance, that resistance is removed until the start of their next turn.



























Truth of Fire 6th level

Your powers draw flames all around you. When you cast a spell of 1st level or higher that deals fire or radiant damage, you can shroud yourself in flames until the start of your next turn. You gain half cover and any creature that strikes you with a melee attack or ends their turn within 5 feet of you takes 1d6 fire damage. At the start of your next turn, you take 1d6 fire damage.

Wings of Fire 14th level

While Flames are wrapped around you, nothing chains you. When you trigger Truth of Fire, for the duration, you gain wings of fire that give you a flying speed equal to your walking speed.

You also permanently gain a resistance to fire damage.

The Answer to Fire 18th level

Once per long rest, you can transform your body into violently churning fire. As a bonus action, you can trigger your Truth of Fire feature on your own.

When the feature is triggered, it grants you the effects of the spell blur and causing your body to shed bright light for a range of 30 feet and dim light an additional 30 feet.

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

Flame Mystery Revelations

Burning Magic

Whenever a creature fails a saving throw and takes fire damage from one of your spells or Channel Curse, it catches on fire. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames. The DC for this check is equal to your spellcasting save DC.

Cinder Dance

Your speed is increased by 10 feet while you aren’t wearing heavy armor.

Fire Starter

You learn the Fire Bolt Cantrip

Fire Breath

You can use your action to exhale a 15 foot cone of flames. Each creature in the area must make a Dexterity saving throw against a DC equal to your spellcasting save DC. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage is increased to 3d6 at 6th level, 4d6 at 10thlevel, and 5d6 at 14th level. Once you use this ability, you must complete a short or long rest.

Discovery through Fire

Requires 6th level

When you use Truth of Fire and use your 1st spell slot, you can add the level of the spell slot used to your spell damage rolls of your oracle spells once per turn as long as your Truth of Fire is active

Form of Flame

Prerequisite: 10th level

You use your action to magically assume the shape of a fire elemental. You can stay in this form for 1 hour, Once you use this ability, you must complete a long rest before using it again.

Mystery of Death

"At one point does death start?"

Is a question that comes to those who travel the Mystery of Death. Those who attempt to answer the question will have the ability to have the departed guide them in their clairyvonce.

Oracle Level Spells
1st false life, arms of Hadar
3rd gentle repose, darkvision
5th animate dead, vampiric touch
7th blight, death ward
9th raise dead, insect plague

Bone Reading 3rd level

You can ritual cast the spells from Ephihany ignoring material components if you use undead material as the component replacing it. Such as bones, undead flesh, etc.

Channel Curse: Soulburn 3rd level

Channeling your curse will also deal necrotic damage instead of radiant. Using this on undead will heal you the amount of damage inflicted per times your wisdom modifier per long rest.

Journey of Souls 3rd level

The souls of the departed are all around and they are attracted to you. When you cast a spell of 1st level or higher, you can conjure a medium sized benevolent or tormented spirit to an empty space you can see within 30 ft.

The creature can takes its action after yours, but can only use the dodge action unless you use your bonus action to make a command for it.

Voice of the Grave 6th level

You add speak with dead to your list of spells known if you don’t already know it. You gain the ability to cast speak with dead as a ritual.

Additionally, you can manipulate negative energy. When you cast a spell that deals cold or necrotic damage, you can add your Wisdom modifier to one damage roll of that spell.

Discovery of Death 14th level

You can see the lines of fate, and detect when one of them is about to snap. When an you or ally that can see or hear you would drop to 0 hit points as a result of taking damage, as a reaction you can manipulate their fate with a cryptic warning, causing them to narrowly avoid their demise, instead dropping to 1 hit point.

The Answer to Death 18th level

As an action you can enter the Ethereal Plane. While in this form, you can move in any direction and through any object (except for those made of force).

After a number of rounds equal to your Wisdom modifier (minimum 1), you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. You can end this effect prematurely as an action or bonus action. While in the Ethereal Plane, you gain the following

  • You can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. Creatures that aren’t there can see you as a spirit form but can't interact with you, unless they have the ability to do so.
  • You do not need components to cast your spells, which can affect targets in both the Ethereal plane and the one you came from.


Spirit

Medium


  • Armor Class 11 + level of the spell
  • Hit Points 10 + 10 per level of spell
  • Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

  • Damage Resistances Necrotic, Poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge Matches the Spell Level

Healing Aura (Benevolent). Allies that enter the spirit's space within 5ft or end their turn within the spirit's space gains a number of hit points equal to 1d4 + the level of the spell

Tormented Aura (Tormented). Any creature, other than you, that starts its turn within 5ft of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Incorporeal Passage. The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down, minmum of 1).

Deathly Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.

Shadow Bolt. Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.

Death Mystery Revelations

Armor of Bones

You gain the ability to conjure armor made of bones that functions as the mage armor spell as a bonus action. At 14th level, the armor also provides resistance to bludgeoning weapon damage.

Bleeding Magic

Whenever a creature fails a saving throw and takes necrotic damage from one of your spells, it begins to bleed. The target takes 1d4 damage at the start of each of its turns. A creature can end this damage by using its action to make an Intelligence (Medicine) check to bind its wounds. The DC for this check is equal to your spellcasting save DC.

Death’s Touch

You learn the ray of frost cantrip.

Near Death

Requires: 10th level

You gain the ability to reroll a failed death saving throw. Once you reroll a failed death saving throw in this manner, you may not do so again until you complete a long rest.

Intermission of Planes

You use a bonus action to become ghostly and translucent, gaining a flying speed of 20 feet and cast pass through objects less than a foot thick, as well as through creatures, and ignore all difficult terrain for 1 minute

Virtuous Undead

You learn Turn Undead channel divinity feature from the cleric class and can use it as a cleric does.

Sent to Beyond

As an action, if your spirit is summoned, you can use a 1st level spell slot or higher to cause it to explode causing it to erupt in dark flame. A creatures within 10ft of the spirit must make a Dexterity Save to your Spell Save DC or take 1d8 necrotic damage or half on a success. This damage can increase by 1 die for each spell slot used higher than 1st.

Or instead of damage, you can send the spirit to move on from the material plane. Instead of damage, you can cause those in that 10ft area to heal.

Discovery of Death

When you use Journey of Souls from using a spell slot, You can add that level of the spell slot spent to your saving throws for the duration it is out.

Mystery of Life

"Why does life slumber?"

Those of the Mystery of life receive this question. Those following this path often have the ability to weave the energies of life itself.

Life Mystery Spells

Oracle Level Spells
1st Cure Wounds, Sanctuary
3rd Aid, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of life, Death ward
9th Greater restoration, Mass cure wounds

Journey of Life 3rd level

Your powers are tied to the nature of life and its ever shifting balance. When you cast a spell of 1st level or higher that restores hit points or grants temporary hit points, you can heal a creature other than yourself within 30 feet for a number of hit points equal to your Oracle level. Your current hit points are reduced by half as many hit points as you restore with this feature.

You can only use this ability on creatures that have vibrant life pulsing within them. This revelation does not work on undead, constructs, or creatures at zero hit points.





























Life Reading 3rd level

You can ritual cast the spells from Ephihany ignoring material components if you bond with a living creature, using it this way can be done per times your wisdom modifier per long rest. When you cast this with an ally, the spell relates to their fate.

Performing this with an ally marks them as your bonded ally. whenever your ally takes damage, you take the damage instead as long as you are conscious and have at least 1 hit point. Similarly, whenever you take damage, your bonded ally takes the damage instead as long as he is conscious and has at least 1 hit point. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds 1 mile, or you end it as a bonus action or action. Both of you notice instantly when the bond is broken. Any creature may only be linked to one other creature at any given time.

Truth of Life 14th level

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

The Answer to Life 18th level

You become a perfect channel for life energy. When you cast a spell that requires an action, you may become a beacon of pure healing energy. Once per round, while in this form, a creature that begins its turn within 5 feet of you or moves to within 5 feet of you automatically heals a number of hit points equal to 1d12 plus your Wisdom modifier, without requiring an action. When a creature is healed this way, you also heal the same number of hit points. You become immune to necrotic damage, poison damage, exhaustion, and fatigue. Ability damage and drain cannot reduce you below 1 in any ability score.

Death may come but not today. When a creature dies within 60 feet of you, you can use your reaction to transfer some of that dispersing life force to another creature within 60 feet of you (including yourself). The target creature gains hit points equal to your Wisdom modifier, or the maximum hit points of the creature (whichever was lower).

Life Mystery Revelations

Combat Healer

Requires: cure wounds spell

You gain the ability to cast the cure wounds spell as a bonus action by using a spell slot one higher than the effect level. For example, you could cast cure wounds as a bonus action using a 3rd level spell slot to heal the target for 2d8 + your spellcasting ability modifier.

Enhanced Cures

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Healing Hands

Requires: lesser restoration spell

Whenever you cast the lesser restoration spell, you can affect two targets.

Safe Curing

Whenever you cast a healing spell of 1st level or higher that restores hit points to a creature other than you, you regain half of the points healed.

Mystery of War

"Will you win your war?"

Those of the Mystery of War are gifted with the ability to use their foresight in battle. Things like seeing attacks before they strike, seeing their enemy's weak points.

The War Oracles are often mystical in status. Every soldier will often have a tale about seeing a woman in elegant robes. By herself with nothing but a sword against an army.

War Mystery Spells

Oracle Level Spells
1st Divine Favor, Wrathful Smite
3rd Blur, Spiritual Weapon
5th Crusader's Mantle, Conjure Barrage
7th Raulothim's Psychic Lance, Staggering Smite
9th Holy Weapon, Steel wind strike

Journey of War 3rd level

Your extra sight has gifted you to channel your power into your weapons. You can perform a ritual with a weapon of your choice. You have proficiency with this weapon. You call it to your hands as a bonus action. You also can use your wisdom modifier for attack and damage rolls.

You also gain proficiency with medium armor and your Journey of War weapon can be used a spell casting focus.

























Visions of Victory 3rd level

In battle, you can see the flow of battle to assist your allies. When you make an attack, you can make it from the space of a ally you can see within 30ft in their place as if you were in their spot. And your allies can do the same with you and vice versa.

Extra Attack 6th level

You gain the ability to better weave your spellcasting and fighting. If you cast a oracle spell or use channel curse you can make a weapon attack as a bonus action. You can also use one in place of an attack.

When you attack with your Journey of War Weapon, you can attack twice.

Truth of War 14th level

The more war changes, the more it stays the same. Once per turn, before making an attack, you can use a spell slot to embed it into your strike. When you hit a target, not only does your target take 1d4 radiant damage per spell slot level used, you can apply a condition to the attack dependent on the level used. You must declare you are using this feature before you make the attack roll.

Spell Slot Condition
1st Prone
2nd Poisoned
3rd Frightened
4th Blinded
5th Restricted
6th+ Stunned

Answer to War 18th level

You are a danger on the battlefield. When you use the move and/or dash actions, at the end of your moving and stopping, you can make one free attack with your Journey of War weapon.

You are also resistant to slashing, bludgeoning and piercing damage from non-magical weapons.

War Mystery Revelations

Counter

When a hostile creature attacks you or an ally within 30ft you can see and misses, you can use your reaction to reply to the miss with an attack, you or an ally that can hit the attacker.

Rite of Prowess

You can select one fighting style from Dueling, Great Weapon Fighting, or Two-Weapon Fighting.

Battlefield Clarity

You gain the ability to reroll a failed saving throw as a reaction. You may wait until after you roll the saving throw, but must decide before the DM says whether the roll succeeds or fails. Once you use this ability, you must finish a long rest before using it again. You can use this ability twice per long rest at 10th level, and once per short rest at 18th level.

Combat Healer

You gain the ability to cast the cure wounds spell as a bonus action by using a spell slot one higher than the effect level. For example, you could cast cure wounds as a bonus action using a 3rd level spell slot to heal the target for 2d8 + your spellcasting ability modifier.

Iron Skin

Requires: 6th level

When your ally takes an attack within 10ft, you can use your reaction to protect them. You jump to their spot and push them 10ft away and become the new target of the attack. You also gain +2 AC during this until the end of the attackers turn.

Two-Proned Attack

Requires: 6th Level

When you use the effect of Visions of Victory and the attack target is within range of both you and your ally, you both can make an attack in the same action.

Eye for Weakness

Requires: 14th level

Your Journey of War weapon can score a critical on a roll of 19 or 20.

Mystery of Nature

Nature is where all things begin and all things is
determined. The eyes of nature see all throughout
where it spreads. Those attuned to nature are
often told of these dangers.

Weither its because of the trees telling a
story, or the eyes of a predator in the trees
knowing the intensions of a bandit camp.
Nature knows all, and they need someone
to be their vessel.

Nature Mystery Spells

Oracle Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, speak with plants
7th conjure woodland beings, grasping vine
9th awaken, commune with nature

Natura Reading 3rd level

You automatically know the spells granted by your Ephaniny Feature. You can ritual cast the spell ignoring material components if you use materials of nature. Such as beside a tree, plant, etc as nature warns of you of a potiental danger. After doing so you can add or subtract your wisdom modifier to any roll before your next long rest twice



























Lay of the Land 3rd level


Your foresight comes from nature and it gifts you power. Choose one of the land types below. This choice grants you a boon. First you gain one of the following.

Artic. Resistance to Cold damage. Channel Curse becomes Cold damage and lowers targets speed by 10ft if it failed its save.

Desert. Resistance to Fire Damage. Channel Curse becomes Fire Damage and the Channel Curse's radius increases by 10ft.

Forest. Resistance to Bludgeoning. Channel Curse becomes magical Bludgeoning damage and Channel Curse can knock targets prone if they fail the save.

Grassland. Resistance to Lightning. Channel Curse becomes Lightning damage and Channel Curse can move targets an additional 5ft in any direction if they fail a save.

Mountain. Resistance to Thunder. Channel Curse becomes Thunder Damage and Channel Curse's damage die becomes a d12

Swamp. Resistant to Psychic. Channel Curse becomes Psychic Damage and Channel Curse can cause targets to be restrained by vines until the start of their next turn.

Underdark. Resistance to Necrotic. Channel Curse can inflict Blindness on a target if they fail the save until the start of their next turn.

As a 10 minute ritual, you can swap from one land for another. You can select another land to attune to at 7th level and 14th level.

Nature's Whispers 6th level

Nature will keep you from danger and warn you of threats. You cannot be surprised while conscious and you gain a bonus to your initative rolls equal to your Wisdom modifier (minimum of 1).

Truth to Nature 14th level

When you use spells from your Ephinany and Natura Reading, you gain 3 uses to add or subtract any roll with your wisdom modifier.

Answer from Nature 18th level

You have become part of the nature that has gifted you its strength. As a bonus action, you can channel that gift into you and make it part of you for 1 minute. You can select which creature type to take: Plant or animal.

Plant

  • You are the Plant creature type.
  • You are cleanse of poisons and disceases and immune to such.
  • When you hit a target with a spell or attack, you can restrain them with your vines.
  • You are resistant to bludgeoning, piercing, thunder, force, and lightning

Animal

  • You are considered a beast creature type.
  • Upon transformation, you can change your size to small, medium or large.
  • Your AC is under the constant effect of Barkskin
  • Your melee attacks are 2d10s and unarmed attacks and use your wisdom modifier to attacks and damage rolls.

Nature Mystery Revelations

Bounded Mount

Requires: 3rd level

You add the find steed spell to the list of spells you know. This does not count towards your limit of spells known.

Erosion Touch

You learn the Primal Savergy cantrip. It deals acid damage instead of necrotic.

Wood Armor

You learn Mage Armor. The spell looks like wood
and bark is covering you and you gain a resistance to
4slashing damage when it is active.

Life Leach

You gain the ability to heal half the damage you
inflict with your Channel Curse. You can only do
this twice per long rest.

Undo Artifice

Requires: 10th level

You add the transmute rock spell to the list of spells you know. This does not count towards your limit of spells known.

Mystery of Mind

Oracles of the mind are cursed with the ability to peer into the minds of people and their own mind. This is often driven them to madness. Their Journey is made to cope with this ability to hone themselves to control this.

Mind Mystery Spells

Oracle Level Spells
1st Catapult, Dissonant Whispers
3rd Kinetic Jaunt, Levitate
5th Slow, haste
7th Raulothim's Psychic Lance, Resilient Sphere
9th Synaptic Static, Telekinesis

Telepathy 3rd level

You can communicate to others through their minds. You can set up up to creatures including yourself with your wisdom modifer. All selected creatures are capable of hearing each other's thoughts as long they are within 300ft of you. Creatures linked to you are counted as "seen" and "hear" for the purposes of abilities, features or spells that require sight

Method to the Madness 6th level

You can subject to creatures your madness. As many times as your profiency bonus, when you hit a creature with your Channel Curse, you can make them roll on the short term madness table below. The same target cannot be afflicted with madness again for 48 hours. You can inflict this madness per times your wisdom modifier per long rest.

d100 Effects (lasts 1d10 minutes)
01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting.
51-60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells them to do that isn't obviously self-destructive.
76-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

Telekinetic Shove 6th level

When you strike an enemy with a spell, channel curse or attack that deals psychic damage, you can shove that creature in any direction 10ft. You can do this as many times as your wisdom modifer per long rest.

Telekinetic Flight 14th level

The psionic power of your mind has suffused every fiber of your physical form, allowing you to subvert the laws of nature. You gain a flying speed equal to your walking speed. While flying in this way you can hover in place. While you fly in this way, the air immediately around you shimmers with your psionic power, and rocks, dirt, and other small loose objects rise from the ground to float around you.

The Answer to the Mind 18th level

you can briefly unleash your mind and take on an Ascended Form. As a bonus action, you can transform your physical body into pure psionic energy and gain the benefits below:

  • You gain resistance to all damage.
  • You can cause short term madness to creatures with spells that cause psychic damage.
  • You can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.

You can remain in your Ascended Form for 1 minute. It ends early if you are incapacitated or you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. If you have no uses of this feature remaining, you can expend 5 Psi Points to transform again.

Mind revelations

Brain Drain

You gain the ability to violently probe the mind of a single intelligent enemy when a target fails a save from your channel curse, you learn its surface thoughts. You can also make one Intelligence skill check with proficiency in a Skill the target has.

Whispers of the Mind

You are able to read the subconscious thoughts of those around you. If you spend at least 1 minute observing or interacting with another creature outside of combat, you learn one of the following about its capabilities.

  • One of its secrets, fears, or sources of shame.
  • One of its bonds, desires, or sources of pride.
  • Whether or not it knows a creature you are thinking of.

The answer you seek might be shrouded in cryptic or riddled wording. You may only ever use this feature once on any given creature.

Beyond Understanding

Requires: 10th level

You gain the ability to cast the contact other plane spell without expending a spell slot. Once you use this ability, you can’t use it again until you complete a long rest.















Mystery of Darkness

The darkness is a common fear. This fear keeps people back when in reality, there is nothing to be afraid of. Those understanding the mystery of darkness know that the common fears of the dark are not as widespread as believed.

There isn't always a monster hiding in wait, there isn't always a ghost watching you. Very often there is merely someone hiding; they are as scared as you.

Mystery Spells

Oracle Level Spells
1st Sleep, Dissonant Whispers
3rd Darkness, Moonbeam
5th Fear, Gaseous Form
7th Banishment, Confusion
9th Enervation, Far Step


















Reading in the Dark 3rd level

You can ritual cast the spells from your Ephihany feature ignoring material components if you are in complete darkness as you see visions in the darkness.

Journey of Darkness 3rd level

You understand that darkness is all encompassing, interrupted only by tenuous motes of light. When you cast a spell of 1st level or higher, it creates non-magical darkness that obscures you from the vision of one or more creatures much like the darkness spell. It can spawn at the point of the cast or on yourself.

Also any darkvision or blindsight you have is doubled in range, up to a maximum of 120 ft. If you have neither, you gain a darkvision of 30 ft, which is doubled by this feature to 60 ft. You can see normally in dim light and darkness.

Truth of Darkness 6th level

Be afraid not of the dark, if you hit a creature with a single target oracle spell in dim light or darkness, As a bonus action, you can magically teleport up to 60 ft to an unoccupied space you can see that is in dim light or darkness. You must have line of sight to the destination. Magical Darkness cannot blind you.

Fear Not The Night 14th level

You let the dark naturally protect you. While in dim light and darkness, you are resistant to non magical weapon attacks and immune to acid and poison damage and immune to the poisoned condition.

Answer to Darkness 18th level

You automatically learn Maddening Darkness and doesn't count towards your spells known and counts of oracle spell for you. When you use Journey of Darkness, it can cast Maddening Darkness instead as a bonus action. You can only have one instance of this darkness still.

Darkness Mysteries

The Cold

You gain the ray of frost cantrip.

Cloak of Darkness

You learn mage armor as a oracle spell. Casting it conjures a cloak of shadowy armor if you are not wearing armor and advantage on all Stealth checks.

Light of the Moon

In the darkness, the moon is your only light, drawing its light. You learn the spells faerie fire and moonbeam. When you cast either of this spells, allied creatures of your choice within the area of effect are not affected, and instead gain temporary hit points equal to your Wisdom modifier.

Gift of Fear

Prerequisites: 5th level

You cause people in darkness to be truely afraid. You learn the fear Spell. Those that fail your Channel Curse are afraid of you until the start of your next turn on a failed save.

Tricks in the Dark

Prerequisites: 6th level

You learn the alter self spell. At 10th level, you can use this ability to cast the polymorph spell. At 18th level, You learn the Shapechanger spell. You can cast each of these spells once without a spell slot once per long rest.

Dweller in Darkness

Prerequisites: 10th level

You gain the phantasmal killer spell.

Mystery of Stars

Those under the Mystery of Stars will gain their power from the night sky. For as long as they can gaze under the stars, they get their future from the constellations of the past. Often using the Zodaic of the birth months.

Mystery Spells

Oracle Level Spells
1st Armor of Agathys, Bless
3rd Moonbeam, Nystul's Magic Aura
5th Hypnotic Pattern, Pulsewave
7th Dimension Door, Gravity Sinkhole
9th Control Winds, Dawn

Astronomer's Proficiency 3rd level

You gain proficiency with navigator’s tools, which you may use as an arcane focus for your Oracle spells, and you also gain proficiency in the Survival skill.

Additionally, you and a number of allies equal to your wisdom modifier cannot become lost, save by magical means, while you are traveling in sight of the stars, and you can gain the benefits of traveling slowly at a normal pace.

Zodiac Manifestation 3rd level

Your attunement to cosmic magic surrounds you with small motes of starlight. You gain a maximum number of motes equal to your Wisdom modifier, which hover closely about your person.

By default, the motes shine brightly, and you may choose to dim or brighten them as a bonus action, and you may choose whether to affect all the motes or just some in this way. The motes must be shining for you to use them. Once you have expended a mote, you must complete a long rest to gain it back.

You shed bright light in a radius equal to 5ft times the number of shining motes, and dim light for an equal radius beyond that.

When you damage a creature with a oracle spell, heal a creature with a oracle spell or as a reaction when you or an ally is attacked, you may expend a single mote to deal additional radiant damage or heal to that creature equal to d10 + your Wisdom modifier. The number of dice equal to your proficency bonus

Alternatively, you may expend a mote as a reaction when you are targeted with an attack roll, causing it to flash brightly, imposing disadvantage on the attack roll and all future attack rolls against you until the start of your next turn.

Celestial Alignment 6th level

Your studies of cosmic geometry allow you to capitalise on perfectly lined-up shots. When you target a single creature with a spell, you may choose to apply the same effects of the spell to one creature of your choice within 5ft of the target.

If the spell requires a saving throw, both creatures roll independently; similarly, if the spell requires an attack roll, you must make two separate attack rolls.

Nortunal Sect 14th level

You can gift or curse enemies with your starlight. When you use a mote on an ally, you can grant them advantage on the next attack or skill roll.

If you use it to impose disadvantage on an attack of a enemy or attack an enemy, they take your Curse as if you used your Channel Curse until the start of their next turn.

Answer to Stars 18th level

You have mastered the stars orbiting you. As a bonus action, you can enhance your motes. You enter one of three states and can swap between them as an bonus action.

  • Yellow Star: You radiate starlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.

  • Red Star: You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack or cast a spell.

  • White Dwarf: You can magically teleport to an unoccupied space you can see within 60ft of yourself. You can bring along one willing creature you can see within 5ft of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5ft of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.

























Stars Mystery Revelations

Mantle of Moonlight

You learn the heroism spell and can target two targets.

Moonlight Bridge

You gain the ability to summon a bridge of shimmering moonlight which is 10 feet wide and up to 100 feet long. The bridge persists until you dispel it as a bonus action or until you complete a long rest or until you use it again. Once you use this ability, you must complete a short rest before using it again. However, this counts as you concentrating on a spell.

Touched by the Heavens

You know the spell levivate. At 10th level, you then learn the fly spell.

Bright Mote

When you use your Zodiac Manifestation on a target, if they are hit or failed a saving throw by the spell that used Zodiac Manifestation, they are also blinded until their next turn.

General Revelations

Below are all the revelations that a oracle can learn as they level up. Some Revelations have requirements that requirements in order to use them. You can only use an effect of a Revelation on a spell or class feature once.

Curse Spread

Requires: level 5

Your Channel Curse can affect creatures you choose in a 10ft radius.

Curse Master

Requires: level 10, curse spread revelation

Your Channel Curse can affect creatures in a 20ft range.

Curse of Omens

You learn the spell Hex. It's a oracle spell for you and doesn't count towards your spells known. When a creature fails your saving throw against your channel curse, you may also instantly affect them with Hex.

Bad Karma

When you are struck by an attack, you can use your reaction to struck back using your curse. Your attacking target takes damage from your Channel Curse and suffers your curse's effects.

Curse of Mire

When you hit a creature with Channel Curse, its speed is reduced by 10ft.

Curse Melter

When you hit a creature with Channel Curse, that creature cannot take reactions until the start of your next turn.

Bearer of the Curse

(You can select this revelation multiple times.)

You can select another curse to take on. When you use channel curse, you can affect that creature with all your curses.

Doom Curse

Requires: 5th Level

When a creature fails against your channel curse, it is doomed. The next attack on it becomes a critical hit.

Vision of weakness

Requires: level 10

When you replace a d20 roll on a enemy due to Ephihany, the next hit on them becomes a crit.

Hindsight

You can decide to reroll one d20 roll of your Ephihany feature when you gain your recorded d20 rolls.

Relaxed Vision

Requires: Level 3

When you replace an ally's d20 roll with a recorded d20 roll, they can be healed by a roll of your hitdie.

Oracle Magic

(You can take this Revelation multiple times)

Your Oracle spells known increases by one. You can select this Revelation multiple times.

Preveseration of Life

When you restore hit points to another creature, they gain temporary hit points equal half the hit points restored.

Devout Learner

You can choose to learn any 1 channel divinity feature from the cleric domains. Any mentions of cleric levels use your oracle levels instead.

Future Cast

You send your spell into the future. You can cast a oracle spell you know as a bonus action, but delay it to your next turn, up to 3 rounds (or up to 10 minutes.)

For every round that passes, the spells level is upcasted by 1 (no further slots from you). When you decide, you can activate the spell (or cancel) at the very start of your turn without any action from you.

Familiar Vision

You learn the spell Find Familiar. It's a oracle spell for you and doesn't count against your spells know. You can ritual cast it without material components. You are always able to see through your familiar eyes without any action needed. You can also make your familiar attack as a bonus action.

Revelation of Power

You can add your wisdom modifier to your one damage roll of your channel curse or spells.

All Seeing

Requires: 7th level

You can focus all of your sight, physical or magical, as you concentrate on spells. When you are concentrating on a spell, you can enter a state of focused concentration. You gain advantage on attack rolls and creatures have disadvantage on saving throws for your spells and channel curse for 1 minute, or until you end your concentration on this state of focus.

Doom Spiral

Your Oracle spells that force the target to make a saving throw gain the ability to critical strike when the creature making the save rolls a 1. When the spell critical strikes, additional dice equal to half the spell's damage dice (rounded up) are added to the damage roll.

Shape Spell

You can forsee the complications or unintended successes to manipulate other spells including your own. When a spell is cast, as a reaction you can reduce or increase its area of effect by 10ft

Upcast spell

Sometimes just a little more is needed to join the path that is needed. When a spell is cast, you can use your reaction to upcast by 1 at the cost of one of your spell slots

Lost Ritual

you learn of a ritual lost to time. Select an Oracle spell you know of 5th level or lower. This spell gains the ritual tag. You can cast this spell as a ritual once, and must complete a short or long rest before casting it as a ritual again.

Tattoos of Defense

You mark yourself with magical symbols and patterns, protecting you from harm. While you are not wearing any armor, your AC becomes 10 + your Wisdom modifier + Strength/Dexterity modifier. You can use a shield and still gain this benefit.

Predictable

Requires: Level 11

Opporunity attacks against you automatically miss.

Weever

Requires: Level 11

Whenever you are missed by an attack, you gain a +1 bonus to your attack rolls. This stacks up to +3. This bonus ends whenever you finish a short or long rest.

Piercing the Veil

You gain darkvision with a range of 60 ft. At 10th level, this ability allows you to see through any kind of darkness, including the effect of a darkness spell.

Diverant Paths

Can be selected twice

You can use this Revelation to select another Revelation of another Oracle Mystery as long as you met the other requirements for them.

Private Reading

You learn the warding bond spell. It is an Oracle spell for you, but does not count against your spells known. Warding Bond can be casted as a ritual for you.

When you cast warding bond, if the bonded creature makes an Intelligence, Wisdom, or Charisma saving throw, both creatures make the save. If either succeeds on the saving throw, both succeed, but if both fail, both are affected by the condition being saved against, even if only one was targeted. If both creatures are saving against the same effect, they do not roll twice, but both succeed if either succeeds on the saving throws and only fail if both fail the saving throw.

Oracle Spell List

Cantrips (0 Level)
  • Chill Touch
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Guidance
  • Gust
  • Infestation
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Sacred Flame
  • Shape Water
  • Spare The Dying
  • Thaumaturgy
  • Toll the Dead
  • Word of Radiance
1st Level
  • Alarm
  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Burning Hands
  • Catapult
  • Cause Fear
  • Ceremony
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Good & Evil
  • Detect Poison & Disease
  • Dissonant Whispers
  • Distort Value
  • Divine Favor
  • Earth Tremor
  • Faerie Fire
  • False Life
  • Fog Cloud
  • Gift of Alacrity
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Magic Missile
  • Protection from Good or Evil
  • Pulse Wave
  • Purify Food & Drink
  • Ray of Sickness
  • Sanctuary
  • Sheild of Faith
  • Silent Image
  • Slivery Barbs
  • Sleep
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Aid
  • Animal Messager
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Flaming Sphere
  • Flock of Famiiliars
  • Fortune's Favor
  • Gentle Repose
  • Gift of Gab
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Nathair's Mischief
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • Rope Trick
  • See Invisibility
  • Shadow Blade
  • Silence
  • Skywrite
  • Suggestion
  • Warding Bond
  • Warding Wind
  • Warp Sense
  • Wither & Bloom
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Beacon of Hope
  • Blink
  • Clairvoyance
  • Counterspell
  • Call Lightning
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Plant Growth
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Spirit Guardians
  • Spirit Shroud
  • Vampiric Touch
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Aura of Life
  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Blight
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Elemental Bane
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Raulothim's Psychic Lance
  • Secret Chest
  • Wall of Fire
5th Level
  • Animate Objects
  • Awaken
  • Beacon of Hope
  • Bestow Hope
  • Cloudkill
  • Commune with Nature
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Creation
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Temporal Shunt
  • Wall of Light
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Soul Cage
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
  • Word of Recall
7th Level
  • Crown of Stars
  • Divine Word
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Symbol
  • Teleport
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Dominate Monster
  • Holy Aura
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
  • Reality Break
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Kill
  • Prismatic Wall
  • Time Stop
  • Time Ravage
  • True Resurrection
  • Weird
  • Wish

The Oracle

The path of the Oracle is following what is told of them, the answer you find is up to you but you must ultimately find your own path, future seer.

Artist Credits
Cover, Pages 16, 18, 19, 20, backcover All done by DanDraco
Page 1 - Daemancer Art by Y - Mir
Page 7 - Onmyoji - Art by Suzuhiko Hime
Page 8 - Crackle with Power by Micah Epstien
Page 9 - Chandra, Flame's Catalyst by Grzegorz Rutkowski
Page 10 - Marcille Donato Art by Eilene Cherie
Page 12 - Relentless Pursuit Art by Magali Villeneuve
Page 13 - Guilty Gear Strive Dizzy Promo Art
Page 14 - War Oracle Art by Steve Prescott
Page 15 - DragonFall Puzzles Golden Armor Knight by Edward Chee
Page 17 - Oracle From Pathfinder
Page 21 - Gaia Render from Final Fantasy XIC by Tetsuya Nomura

Page 22 - Divination from Born of the Gods. Art by Willian Murai.
Page 23 - Hand of the Gods: prescience by Eksafael
Page 24 - Oracle’s Insight from Born of the Gods. Art by Raymond Swanland.
Page 25 - Sea Gate Oracle Art by Daniel Ljunggren

 

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