Oracle (5e Class)
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Oracle
A tiny halfling mutters an unintelligible series of phrases and casts bones from her hand, foretelling events yet to unfold.
With a spearhead pointed to the heavens, an aasimar chants a warsong, imbuing herself with divine energy and in the blink of a single strike against a foe out of reach, it vanishes to another realm, to be questioned by its own gods.
Oracles are divine agents who call no singular god, oath or cause their own. The connection they have with other planes is unparalleled, as somewhere out in the void their spiritual self drifts. As an oracle gains power, their second half awakens until they are a perfect parallel to each other. This ethereal essence is where they draw their power, whether this half beckons otherworldly creatures for power or acts as a gateway between the unfiltered power of one plane to another is up to the alignment and personality of that oracle. Though to draw upon such power unfiltered by god or pact is clumsy and damns those too weak to contain it.
Creating an Oracle
As you create an oracle, think about what kind of journey your character took that made them aware of this other half. Perhaps an astral being blessed this empty vessel with power, your character's soul became trapped in the Astral plane, it is an innate feature buried within a bloodline of guardians to a forgotten deity or even one of a long line of rebirths of a folk-hero. If your setting uses Roman mythology, Janus would be an important figure for any oracle and likely where such power stemmed from.
It is important to distinguish that this connection is not divine, it is not a power granted by upholding a god's cause or ideal, this power is drawn by their own personal connection to the Astral plane. Perhaps your character had a dramatic experience in the Ethereal plane, seeing the ghosts of ancestors. Perhaps at some point in this character's life it was touched by a divine being or cursed by a powerful creature to be forever bound to the Astral plane, with the character's soul-self taken into servitude or taken as a conduit of energy from the Prime plane to the Astral void.
Why does your character have an astral half at all? Who is that soul-self? (Example: Harry nearly died but through magical protection, his killed instead became a source of power while simultaneously becoming banished.)
Is your other half a piece of you or an entirely other entity bound to you? (Example: Aang experiences a rebirth at the end of his live but is forever tethered by an astral anchor he earned by upholding balance while Korra has a bond with the astral entity Kava which lends its spiritual power to her.)
How did this power first awaken? (Example: Luke uses a mysterious Force that he was taught to use by an old monk, once that gift was spotted within him.)
Class Features
As a Oracle, Variant you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Oracle, Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Oracle, Variant level after 1st
- Proficiencies
Armor: Light armor
Weapons: All simple melee weapons, sling
Tools: Two types of gaming sets
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from: Deception, Insight, Investigation, Persuasion, Religion, Slight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger and quarterstaff or (b) a mace and two spears
- (a) Studded armor or (b) chain shirt or (c) ring mail (if proficient)
- (a) Sling and 20 bullets or (b) two light hammers or (c) shield (if proficient)
- (a) Priest's pack or (b) Explorer's pack and clothes, traveler's
- A gaming set of your choice and a holy symbol
- If you are using starting wealth, you have 2d4 × 10 gp in funds.
Level | Proficiency Bonus | Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Astral Personification, Divine Curse | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Revelation (1/long) | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Astral Feature, Divine Curse | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Omen(1) | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Revelation (2/long) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Astral Feature, Divine Curse | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Omen(2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Omen(3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Astral Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Omen(4) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Revelation (3/long) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Astral Feature | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
You draw upon the power of the Astral Sea to cast your miracles. Whether this power is freely given by the myriad of entities that lurk there or is forcefully taken by uttering the words of the gods is up to your character and the DM.
Cantrips: At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips at 4th level and at 10th level.
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 Charisma modifier + your oracle level. 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.
Spellcasting Ability
Charisma is your spellcasting ability since your power comes from your prayers in enticing a portion of celestial beings to aid you. You use your Charisma whenever an ability refers to your spellcasting modifier. In addition, you use your Charisma 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 Charisma modifier.
Spell Attack Modifier: Your proficiency bonus + your Charisma modifier.
- Ritual Casting: You can cast an oracle spell as a ritual if that spell has the ritual tag. You must have the spell prepared.
- Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your oracle spells.
Divine Curse
Manifesting unfiltered astral energy into a physical form is difficult and imperfect. For an experienced oracle, that excess energy can be forcefully harnessed but takes a toll on the body and sometimes, the mind as spells currently in use are temporarily forgotten. But at a certain point of mastery, that energy changes the oracle into more and more of a reflection of their higher self, able to deflect unwanted spells from even beyond their own perception.
Starting at 1st level, each time you cast a spell you must roll a d20. If the result is equal or lower than 14, the spell is successful but if the result is equal to or higher than 15, the spell failed. The casting time and materials are all wasted but you do not expend the spell slot that would have been used. At 5th level, you can choose to take radiant damage equal to twice the spell's level in order to successfully cast it. At 10th level, you can choose to use this feature when targeted by a spell to ignore any initial damage or conditions the spell would have inflicted, if the result you rolled lead to spell failure. Any subsequent effects from the spell in later turns affect you normally, however.
Revelation
Beginning at 2nd level, once per day you can spend 10 minutes reading the fortunes of another creature. You must specify the target beforehand. Roll an Investigation check and keep that number. Anytime the target rolls a d20, you may swap the results of that test with the number you rolled. You gain an additional use at 6th and 18th level.
Omen
Beginning at 6th level, you gain the ability to concentrate on two spells simultaneously. At 11th level this increases to three, at 14th to four and at 17th to five. You cannot have more than one of your concentration spells active on any single object, character or monster at the same time nor can you have duplicate concentration spells active even if they were cast at different levels. Casting a second concentration spell on the same target will override its previous effect. You make a saving throw to maintain concentration on each active spell.
Fateweaver
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared. These spells are an exception to your Oracle Curse spell failure chance.
1st Level: dissonant whispers, guiding bolt
3rd Level: gentle repose, hold person
5th Level: blink, spirit guardians
7th Level: death ward, polymorph
9th Level: bigby's hand, dominate person
1st Level: Bonus Cantrips When you choose this personification at 1st level, you learn eldritch blast and mage hand.
1st Level: Armor of Foresight Also at 1st level, while you are concentrating on a spell, you gain a bonus to your AC equal to half of the spell's level (rounding up) but will not increase your AC beyond 20. You can only gain this bonus from the highest level spell you are concentrating on.
5th Level: Intuitive Spell At 5th level, once per long rest, you can cast a spell that would normally require an action as a bonus action but must cast it at a higher spell slot. You can do so even if you have already cast a spell this turn. You gain an additional use at 10th, 15th and 20th level.
10th Level: Fortunes Favored At 10th level, friendly creatures under your concentration spells heal the maximum amount on any hit points regained.
15th Level: Bloody Fates At 15th level, you can spend hit die to recover spell slots equal to the dice rolled.
20th Level: Curse of Ages At 20th level, once per short rest when a hostile creature saves against one of your effects, you can reapply that effect as if the creature had failed its save.
Orator of the Occult
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared. These spells are an exception to your Oracle Curse spell failure chance.
1st Level: arms of hadar, hex
3rd Level: misty step, ray of enfeeblement
5th Level: fear, hunger of hadar
7th Level: blight, greater invisibility
9th Level: contagion, insect plague
1st Level: Forbidden Knowledge When you choose this personification at 1st level, you learn two languages of your choice. You also become proficient in Investigation and Religion and your proficiency bonus is doubled for any ability checks you make using those skills.
1st Level: Quick Thinking Also at 1st level, your concentration checks add your Dexterity modifier.
5th Level: Fast Caster Once per long rest, you can cast a bonus action spell as a free action. You gain an additional use at 10th, 15th and 20th level.
10th Level: Calamitous Ordain Your Revelation can be used to subtract to a result instead of replacing it.
15th Level: Arcane Pariah At 15th level, if the oracle's curse causes a spell to miss, the caster takes psychic damage equal to twice the spell's level.
20th Level: Misfortune Personified Enemies have disadvantage to attack rolls and saving throws while being under the effects of your concentration spells.
Prophet of Valor
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared. These spells are an exception to your Oracle Curse spell failure chance.
1st Level: compelled duel, thunderous smite
3rd Level: blindness/deafness, branding smite
5th Level: beacon of hope, crusader's mantle
7th Level: banishment, guardian of faith
9th Level: banishing smite, hallow
1st Level: Bonus Proficiency When you choose this personification at 1st level, you gain proficiency in medium armor and martial weapons.
1st Level: Indomitable Challenge Also at 1st level, against creatures you've targeted with a melee attack during your last turn, you automatically pass any concentration saving throws from damage dealt by that creature.
5th Level: None Beyond Approach Once per short rest, you can extend the reach of your weapon by 5 feet and may choose to pull or push the target up to 10 feet for one attack roll. You gain an additional use at 10th, 15th and 20th level.
10th Level: Astral Strike Your melee weapon attacks deal additional radiant damage equal to your Constitution modifier and you regain hit points equal to that amount.
15th Level: Angel's Scorn All saving throws made to resist being banished by your spells are at disadvantage.
20th Level: Stalwart Guardian You no longer feel the effects of aging and are resistant to fire, necrotic and radiant damage.
Zodiac Warrior
Bonus Spells: At each of the following spell levels you gain 2 bonus spells of that level. These spells are considered to always be prepared and do not count against your number of spells prepared. These spells are an exception to your Oracle Curse spell failure chance.
1st Level: false life, wrathful smite
3rd Level: darkvision, moonbeam
5th Level: blinding smite, haste
7th Level: staggering smite, stoneskin
9th Level: circle of power, wall of force
1st Level: Bonus Proficiency When you choose this personification at 1st level, you gain proficiency in medium armor, heavy armor and shields.
5th Level: Astral Body Once per short rest, as a reaction you can gain resistance to a damage type of your choice until the end of turn. You gain an additional use at 10th, 15th and 20th level.
10th Level: Twilight's Call When you use your revelation, you can immediately cast a 1st or 2nd level spell at your highest level of spell slot without consuming that slot.
15th Level: Radiant Starlight Each time you cast a spell, you gain temporary hit points equal to that spell's level.
20th Level: Starchild If you are killed, in 1d4 days you are reincarnated, as long as all the conditions are met for the reincarnate spell. When reincarnated, your age is that of an adult of that race.
Spell List
Cantrips: dancing lights, friends, guidance, mending, message, produce flame, sacred flame, spare the dying, thaumaturgy, true strike
1st: animal friendship, armor of agathys, bane, bless, charm person, color spray, comprehend languages, create or destroy water, cure wounds, detect evil and good, divine favor, faerie fire, heroism, identify, protection from evil and good, sanctuary, shield of faith, unseen servant
2nd: aid, augury, beast sense, calm emotions, crown of madness, detect thoughts, find traps, gust of wind, lesser restoration, levitate, locate object, phantasmal force, prayer of healing, see invisibility, spiritual weapon, suggestion, warding bond, zone of truth
3rd: aura of vitality, bestow curse, call lightning, clairvoyance, create food and water, feign death, fly, glyph of warding, hypnotic pattern, lightning arrow, nondetection, remove curse, sending, slow, speak with dead, tongues
4th: aura of life, aura of purity, black tentacles, confusion, control water, dimension door, divination, freedom of movement, locate creature
5th: animate objects, antilife shell, commune, contact other plane, destructive wave, dispel evil and good, dream, greater restoration, legend lore, mass cure wounds, modify memory, reincarnate, scrying, telekinesis, telepathic bond, teleportation circle
6th: circle of death, eyebite, forbiddance, heroes' feast, magic jar, mass suggestion, planar ally, true seeing, word of recall
7th: conjure celestial, etherealness, prismatic spray, regenerate, resurrection, sequester, teleport
8th: antipathy/sympathy, holy aura, mind blank, power word stun
9th: astral projection, foresight, time stop, wish
Multiclassing
Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Charisma 15 and Constitution 13.
Proficiencies. When you multiclass into this class, you gain the following proficiencies: Simple melee weapons.
Spell Failure Added Rules
If your DM does not approve of this class, here are some added effects a spell failure can cause your character. These should only be used if the character is over-performing or lacks any sense of urgency out of combat, as playing this class is already somewhat taxing to keep track of to the player. Feel free to mix the effects until you get something that works for your game, especially if your game does not use the exhaustion rules.
When a spell of equal or higher level than the highest level spell slot you can cast has been nullified by spell failure, you lose a hit die. This does not affect spells which you have successfully cast by taking radiant damage but it does affect spells targeting you which have failed. or When a spell has been nullified by spell failure while already concentrating on another spell, you gain a point of fatigue (pg 107 of the basic rules). This does not affect spells which you have successfully cast by taking radiant damage but it does affect spells targeting you which have failed.
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