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Become a Patron!
# 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. \pagebreak
## 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. \columnbreak #### 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