The Oracle patron for Warlock

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The Oracle Patron for Warlock

Sight Beyond Sight

Your patron is an ancient powerful oracle whose existence transcends the fabric of reality. They may be a powerful diviner, or a legendary seer from ages long past. Their knowledge of history long gone and things that have yet to happen is seemingly endless, and their wisdom is inscrutable. While their motives and methods may not always be understandable, your patron relies on you to make sure that all things happen as they should. Oracles of such power include the Seer-Queen Arratma, Laeral Silverhand, and Apollo.

Subclass Features

Expanded Spell List

1st-level Oracle feature

The Oracle lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Oracle Expanded Spells

Spell level Spells
1st detect evil and good, identify
2nd augury, detect thoughts
3rd clairvoyance, glyph of warding
4th divination, locate creature
5th legend lore, Rary's telepathic bond

Oracular Aptitude

1st-level Oracle feature

You are at home in what is yet to be, and enlightened as to what is. You gain the guidance cantrip. It counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Additionally, when you roll an Intelligence check, you can add your Charisma modifier to the roll.

Finally, you cannot be surprised, even when incapacitated.

Minor Revelations

1st-level Oracle feature

You learn to receive revelations that are fueled by special dice called oracle dice.

  • Revelations. You learn two revelations of your choice, which are detailed under "Revelations" below. You learn one additional revelation of your choice at 6th, 10th, and 14th level. Each time you learn new revelations, you can also replace one revelation you know with a different one.

  • Oracle Dice. You gain three oracle dice, which are d6s. An oracle die is expended when you use it. You regain all of your expended oracle dice when you finish a short or long rest. You gain another oracle die at 6th level and one more at 14th level.

  • Saving Throws. Some of your revelations require your target to make a saving throw to resist the revelation’s effects. The saving throw DC is your spell save DC.

Epiphany

6th-level Oracle feature

You receive flashes of hidden knowledge in the thick of battle. As a bonus action, choose one creature which you can see within 60 feet of you to make a Wisdom saving throw. On a failure, you learn any two of the following of your choice about that creature:

  • Condition immunities
  • Damage type resistances
  • Damage type immunities
  • Damage type vulnerabilities
  • Senses
  • Spells known or prepared

Major Revelations

10th-level Oracle feature

Your connection to the beyond grows. Your oracle dice turn into d8s.

Additionally, when you roll initiative, you can roll an oracle die and add the number rolled to the check. When you do so, the oracle die is not expended.

Forewarned

14th-level Oracle feature

You can never be caught unawares. When you roll initiative, you regain one expended oracle die.

Additionally, you can exchange one revelation you know with a different one when you complete a long rest.

Revelations

The revelations are presented in alphabetical order

Blunder Foretold

When a creature which you can see within 60 feet succeeds on a saving throw, you can use your reaction to roll an oracle die and subtract the number rolled from the saving throw, potentially turning a success into a failure.

Eldritch Certainty

As a bonus action, you can roll an oracle die and add half the number rolled to your spell save DC for the next spell you cast.

Farsighted

When a creature which you can see within 30 feet rolls initiative, you can expend an oracle die and add the number rolled to their check.

Glimpse Beyond

When you fail an ability check, you can roll an oracle die and add the number rolled to the check.

Inevitable Strike

When a creature which you can see within 60 feet fails an attack roll, you can use your reaction to roll an oracle die and add the number rolled to the attack, potentially turning a miss into a hit.

Insightful Harm

When you roll damage for a spell, you can roll an oracle die. You gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Lessons From Tomorrow

As an action, choose one creature which you can see within thirty feet and roll an oracle die. Until your next long rest, that creature can add the number rolled to checks using one ability of your choice.

Prescient Departure

When a hostile creature moves within 5 feet of another creature which you can see, you can use your reaction to roll an oracle die. The second creature can then use its reaction to move a number of feet equal to 5 times the number rolled without provoking opportunity attacks, provided its speed is not 0.

Punishment Foreseen

As a bonus action, choose a creature which you can see within 60 feet and roll an oracle die. Any time that creature deals damage before the end of your next turn, it takes psychic damage equal to the number rolled.

Seer's Protection

As a bonus action, you can roll an oracle die and grant one creature which you can see temporary hit points equal to the number rolled + your Charisma modifier.

Shield of Prophecy

When a creature which you can see within 30 feet is hit with an attack roll, you can use your reaction to roll an oracle die and add the number rolled to the creature's AC for that attack, potentially causing the attack to miss.

Vision Unhindered

As an action, choose a number of creatures up to your Charisma modifier and roll an oracle die. Those creatures gain truesight out to a distance equal to 5 times the number rolled.


Art Credits

Oracle of Delphi Pythia by John Collier
The Oracle at Delphi by Mateusz Przeklasa

 

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