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Oracle


Hit Points

Hit Dice: d8 per Oracle level
Hit Points at first Level: 8+Con modifier
Hit Points at Higher Levels: 1d8+Con modifier, or 5+Con modifier

Proficiences

Armor: Light, Medium
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from: Arcana, History, Insight, Intimidation, Medicine, Persuasion, Religion

Overview & Creation

A man who hoped he would never be found is dying in the woods surrounded by stolen fortune he will never get to spend. His skin cracks, the result of this strange disease that dented his perfect escape. His cabin door blows open. He rolls over to see that it is not the authorities nor the hounds, but rather a strange woman with glowing eyes. She shows him a future that is healthy and bountiful and offers him a chance to achieve that, but in exchange, she requires one small favour.    

Business Model

  Oracles, or Oathkeepers, are created and moderated by The Scribes of Presage, an obscure company that operates in practical business methods that definitely do not mimic pyramid schemes. The company was created by The First Oracle, a gifted diviner who realized she could make pretty good money off her powers. She recruited more and more people, allowing them to access The Cloud, a demiplane of thought where all of The SoP's prophecies are stored.   Class 1 Oracle: The First Oracle   Class 2 Oracles: The six Ministers   Class 3 Oracles: Each Minister has 3 Lieutenants (secretaries?) who organize and direct those below them to make sure all the work gets done   Class 4 Oracles: High ranking Oracles with years of experience   Class 5 Oracles: Entry level Oracles   Class 6 Oracles: Interns who do paperwork and grab coffee and stuff    

Tinkerers of Fate

  Oracles tinker with fate. They glance into possibilities for the future, and contract people to make key decisions that will influence which outcome becomes real. The future Oracles construct is a complex web of requests and promises that need to be complete.  

Cursed Diviners

  When an Oracle becomes a Class 5 Oracle, they are plugged into The Cloud, giving them access to powerful divinatory abilities, but not leaving them unchanged.  

Oracle Names / Stage Names

  Each Oracle is given a name of which they operate by. It is almost always "The" followed by a noun, typically related to time, sight, or relation to an event. Some examples are: The Witness, The Watcher, The Lost.


Class Features

Oracle's Curse

  The process of exposing a creature to the threads of fate leaves something permanently dwelling in them. A chaotic, ever changing curse finds home in every Oracle.   At the end of every long rest, roll on the Oracle's Curse table below. Each curse has a positive and a negative effect that last until the end of your next Long Rest.  

Ministry

  Choose one Ministry which you work for within The Scribes of Presage. Your choice grants you department spells and other features when you choose it at 1st level. It also grants you additional ways to use Revalation when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Ministry of the Coin (Leprechauns), Ministry of Enchantment (Hags), Ministry of Manipulation (Rakshasa), Ministry of the Plague (Coldskin), Ministry of the Shield (Loxodon), Ministry of the Stars (Brak'ka'lak)  

Ministry Spells

  Each Ministry has a list of spells--its Ministry spells-- that you gain at the Oracle levels noted in the Ministry description. Once you gain a Ministry spell, you always have it prepared and it doesn't count against the number of spells you can prepare for the day.   If you have a Ministry spell that doesn't appear on your Oracle spell list, the spell is nonetheless an Oracle spell for you.  

Revelation

  At 2nd level, you gain the ability to glance into the future and exert a slight amount of influence to have a chance at shifting tides for you or others. You start with two such effects: Quest and an effect determined by your ministry. Some Ministries grant you additional effects as you advance in levels, as noted in the Ministry description.   When you use your Revelation, you choose which effect to create. You must then finish a short or long rest to use your Revelation again.  

Revelation: Quest

  You can take one minute to perform a ritual to embody a willing creature with a Quest. This is usually done as part of a contract in exchange for your divination services. In order for this to function, this Quest must be approved by your Ministry or already within The Cloud (ie, DM discretion).   If approved, you may cast a cantrip or a or expend a first level spell on the creature and state a condition on which it would activate. This is typically done as a blessing to help them achieve something(for example a buff or a heal) or as a curse to discourage them from attempting to go back on their word (for example a debuff or damaging spell). The spell will be cast from your Minister as appropriate.   Each creature can only have one Quest at a time from each Ministry. They will need to complete their Quest in order to obtain another one.   The level of spell you can cast increases as you gain levels:   Level 5 - 2nd level spell Level 8 - 3rd level spell Level 11 - 4th level spell Level 14 - 5th level spell  

Ability Score Improvement

  When you reach 4th level, and again at 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.    

Bend Fate

  Beginning at 10th level, you can call on your Minister to intervene on your behalf when your need is great.   Imploring your Minister's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Oracle level, your Minister intervenes. The DM chooses the nature of the intervention; the effect of any Oracle spell or Oracle domain spell would be appropriate. If your Oracle intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.   You can also use this in place of a spell for your Quest ability. You roll on the spot to see if assistance will be given or not. If it is, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.   At 20th level, your call for intervention succeeds automatically, no roll required.
 


Spellcasting

As an employee of the The Scribes of Presage, you can cast Oracle spells.  

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.  

Preparing and Casting Spells

  The Oracle table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these 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.   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 + your Oracle level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Oracle Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

  Wisdom is your Spellcasting Ability for your Oracle Spells. The power of your Spells comes from your devotion to your deity. 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.   Spellcasting Focus   You can use a holy Symbol (see "Equipment") as a Spellcasting focus for your Oracle Spells.    

Oracle Spell List

  Cantrips: Guidance, Light, Message, Mending, Prestidigitation, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead   Level 1: Bane, Bless, Ceremony, Command, Comprehend Languages, Cure Wounds, Detect Magic, Dispel Evil and Good, Dissonant Whispers, Find Familiar, Healing Word, Identify Inflict Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith   Level 2: Aid, Augury, Blindness/Deafness, Calm Emotions, Detect Thoughts, Enhance Ability, Find Traps, Hold Person Lesser Restoration, Levitate, Misty Step Locate Object, Phantasmal Force, Prayer of Healing, Spiritual Weapon, Suggestion Warding Bond, Zone of Truth   Level 3: Animate Dead, Beacon of Hope, Bestow Curse, Blink, Clairvoyance, Counterspell, Enemies Abound, Dispel Magic, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Summon Lesser Demons, Tongues, Water Walk,   Level 4: Arcane Eye, Banishment, Control Water, Confusion, Death Ward, Divination, Freedom of Movement, Locate Creature, Phantasmal Killer   Level 5: Commune, Contagion, Dispel Evil and Good, Dream, Far Step, Geas, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Synaptic Static, Telekinesis   Level 6: Blade Barrier, Contingency, Find the Path, Forbiddance, Heal, Heroes' Feast, Magic Jar, Planar Ally, Scatter, Soul Cage, True Seeing, Word of Recall   Level 7: Conjure Celestial, Divine Word, Etherealness, Fire Storm, Mordenkainen's Magnificent Mansion, Plane Shift, Regenerate, Symbol,   Level 8: Antimagic Field, Control Weather, Earthquake, Holy Aura   Level 9: Astral Projection, Gate, Mass Heal, Wish


Subclass Options

Ministry of the Coin

   

Ministry of the Coin Spells

  Level 1 Oracle: Expiditious Retreat, Feather Fall   Level 3 Oracle: Blur, Enlarge/Reduce   Level 5 Oracle: Conjure Animals, Blink   Level 7 Oracle: Dimension Door, Leomund's Secret Chest   Level 9 Oracle: Far Step, Teleportation Circle     Level 1 Abilitya:   Level 1 Abilityb:[/b   Revelation - :   Level 6 Ability:   Potent Cantrip: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Oracle cantrip.   Level 17 Ability:      

Ministry of Enchantment

   

Ministry of Enchantment Spells

  Level 1 Oracle: Disguise Self, Entangle   Level 3 Oracle: Enlarge/Reduce, Calm Emotions   Level 5 Oracle: Plant Growth, Speak with Plants   Level 7 Oracle: Confusion, Polymorph   Level 9 Oracle: Animate Objects, Awaken       Fey Dealings: At 1st level you become proficient in your choice of two of the following skills: Deception, Intimidation, Persuasion, Insight, or Nature. You proficiency bonus is doubled for any ability check you make that uses either of these skills.   Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.   Revelation - :   Hag Eye: Starting at 6th level, you have the ability to create a Hag Eye. These are made from a real eye coated in varnish and often fitted to a pendant or other wearable item. You can take an action to see what the Hag Eye sees if the Hag Eye is on the same plane of existence. A Hag Eye has AC 10, 1 hit point, and Darkvision with a radius of 60 feet. If you are looking through it, you can use a bonus action to have 30ft of blindsight through it, a feature which you can use a number of times equal to your wisdom modifier. If you use a spell slot to cast Clairvoyance as part of the ritual of making it, you can switch between seeing and listening.   The Hag Eye remains magical for a number of days equal to the number of consecutive hours spent on the ritual to craft it. It takes minimum one hour to craft one, and you can only have one active Hag Eye at once. If you create a new Hag Eye while one exists, the magic vanishes from the previous one. You telepathically know if the Hag Eye has the Identify spell or similar magic cast on it. If the Hag Eye is destroyed, you take 3d10 psychic damage and must make a Wisdom Saving Throw against your own spell save DC. On a failure, you are blinded. You can make a Constitution Saving Throw against your own spell save DC at the end of each of your turns to try to relieve the blindness.       Potent Cantrip: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Oracle cantrip.   Witch Sight:        

Ministry of Manipulation

   

Ministry of Manipulation Spells

  Level 1 Oracle: Disguise Self, Illusory Script   Level 3 Oracle: Suggestion, Invisibility   Level 5 Oracle: Major Image, Fly   Level 7 Oracle: Phantasmal Killer, Greater Invisibility   Level 9 Oracle: Modify Memory, Dominate Person       Level 1 Abilitya:   Level 1 Abilityb:[/b   Revelation - :   Level 6 Ability:   Arcane Strike: At 8th level, you gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Level 17 Ability:      

Ministry of the Plague

   

Ministry of the Plague Spells

  Level 1 Oracle: Armour of Agathys, Inflict Wounds   Level 3 Oracle: Ray of Enfeeblement, Spider Climb   Level 5 Oracle: Vampiric Touch, Animate Dead   Level 7 Oracle: Ice Storm, Death Ward   Level 9 Oracle: Negative Energy Flood, Cone of Cold       Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armour.   Level 1 Abilityb: When you take the attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.   Revelation - Leech: Starting at 2nd level, when you deal cold or necrotic damage, you can use your Revelation to heal half of the damage you roll for it. You can additionally add your proficiency bonus to the damage.   Channel Divinity - Frostwalker's Trance: Starting at 6th When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage and suffers the effects of the Slow spell until the end of its next turn. On a successful save it takes half the damage and suffers no additional effect.   Arcane Strike: At 8th level, you gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Level 17 Ability: You gain resistance to cold and necrotic damage.        

Ministry of the Shield

   

Ministry of the Shield Spells

  Level 1 Oracle: Armour of Agathys, Shield   Level 3 Oracle: Arcane Lock, Warding Bond   Level 5 Oracle: Counterspell, Slow   Level 7 Oracle: Aura of Purity, Otiluke's Resilient Sphere   Level 9 Oracle: Anti-Life Shell, Wall of Force     Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armour.   Level 1 Abilityb: When you take the attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.   Revelation - : Starting at 2nd level, you can use your Revelation to protect yourself or and those near you. When you and/or an ally within 30 feet of you that you can see if forced to make a Saving Throw, you can add your proficiency bonus to that saving throw. You can target a number of creatures you can see equal or up to your wisdom modifier. You must do this before any of those creatures roll their saves.   Level 6 Ability: Starting at 6th level, you have the ability to lessen blows on your allies and rebuke those who tried to harm them. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. In addition, the attacking creature takes force damage equal to the damage reduced. You can use this feature a number of times equal to your wisdom modifier and regain all expended uses when you finish a long rest.   Arcane Strike: At 8th level, you gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Spell Resistance: At 17th level you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.        

Ministry of the Stars

   

Ministry of the Stars Spells

  Level 1 Oracle: Faerie Fire, Burning Hands   Level 3 Oracle: Moonbeam, Scorching Ray   Level 5 Oracle: Clairvoyance, Fireball   Level 7 Oracle: Divination, Sickening Radiance   Level 9 Oracle: Commune with Nature, Wall of Light       Level 1 Abilitya:   Level 1 Abilityb:[/b   Revelation - :   Level 6 Ability:   Potent Cantrip: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Oracle cantrip.   Level 17 Ability:
 


RollCurseNegative EffectPositive Effect
1Aboleth(Corruption)-2 against Charm/Frighten+2 to Deception/Intimidation
2Blackened-Prof to Sleight of HandAdd Scorching Ray to your spells
3CovetousYou feel compelled to steal expensive jewelry and trinkets+Proficiency to Performance
4DeafDisadvantage on saving throws that require you to hearGain 30 feet of tremorsense
5Deep OneReduce base land speed by 5ftGain swim speed equal to land speed
6Demonic-4 penalty to persuasion against good+lawful creatures+2 bonus to Deception/Intimidation against them
7HauntedMalevolant spirits follow you causing minor mishaps
8HiveUnsightly spines and rough growths periodically emerge from your flesh
9HungerYou gain no benefits from spells or magic items that provide nourishmentYou gain a bite attack that does 1d6 damage
10LegalisticIf you break your word either purposely or unintentionally, you are poisoned until you fulfill itOnce, you can give yourself advantage on one roll while trying to fulfill a promise made to another
11LichYou take damage from healing spellsYou regain hit points from necrotic energy (excluding cantrips). Treat necrotic spells as cure wounds for the level appropriate
12FeralIn times of unease you cannot speak, can only growl like a beastYou can cast Speak with Animals and gain +4 to animal handle checks with one kind
13PlaguedDisadvantage on all saves against DiseaseAdvantage on all saves against Poisoned
14Possessed-2 to concentration checks+2 to saves against charm
15Powerless ProphecyYou are stunned for the first round of each combatYou gain Uncanny Dodge
16Pranked-2 to initiative + 25% chance of failing to retrieve own itemsCan cast Faerie Fire
17PutridPeople who drink liquids within 10 feet of you are poisoned for 1 roundYou gain advantage on saves against Poisoned
18ReclusiveAllies must succeed in a melee attack to cast touch spells on you. You must attempt saves against spells cast by anyone other than yourselfInstantaneous spells cast by yourself affect you as casted as one level higher
19ScourgeBizarre natural hazards and withering develop when you linger in a natural area for more than 10 minutesYou are unaffected by these hazards
20ShadowboundYou gain Sunlight SensitivityYou gain 60 feet of darkvision, or 60 additional feet if you already have it
21TonguesRoll a random language. When you are stressed or in combat, you can speak only that languageYou can read, read, and speak that language for the day
22ChilledYou gain vulnerability to cold damageYou can cast Armor of Agathys
23ForetoldDisadvantage on Wis saves on non-mind affecting magic (such as scrying)Subtract proficiency from Int based checks to find out about yourself
24ForgottenPeople find it difficult to remember who you are. Their memories of you are often clouded and inconsistent
25ForsakenPeople cannot take the Help action to aid you and you do not gain flanking bonuses
26MelancholyDisadvantage against wisdom savesImmune to emotion effects
27MercifulMust help enemies that ask for helpGain Lay on Hands
28Waking DreamerDisadvantage on Perception checks and saves on IllusionsCannot be charmed and immune to sleep magic

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