Apprentice Oracle Image

A chance meeting, a twist of fate, your life, and your very body, forever changed by this encounter. What started out as a peculiar power you are given, will quickly prove to be a prelude to a even greater powers that will awaken with in you in time. You were given the power to catch glimpses of future events, far off places, or past events that you would otherwise have no earthly way of knowing. For some, this power comes from an innate psychic ability, For others their power is gifted to them from otherworldly beings. Some people may view your abilities as a remarkable gift to benefit the world, whereas others may view you as the cause of the misfortunes. But you cannot choose what you see, nor are you responsible for making them happen. What matters the most is what you will do with these new found powers as they might intrigue or even frighten you.

 

 
Skill Proficiencies: Arcana, History, Insight, Religion, Performance
Tool Proficiencies: Calligrapher's Supplies, Navigator's Tools
Languages: Two of your choice
Equipment:  bottle of black ink, quill[, robes, book of research notes, wooden staff,  pouch containing 15 gp,  set of tarot cards
 
Source of Visions

Visions, while mystical in appearance, can come from many different sources. Select one from the table below, or consult your DM about other possible sources that could be giving your character these abilities.

d8 Source of Visions
1 Far Realm
2 Feywild
3 Shadowrealm
4 Astral Plane
5 The Abyss
6 Nine Hells
7 Dal Quor
8 Natural Psychic Power

d8 Source of Visions
1 Alchemist
2 Astronomer
3 Discredited academic
4 Librarian
5 Professor
6 Researcher
7 Wizard’s apprentice
8 Scribe
 
Feature: awakening the Oracle

As you level up, more powers of the Oracle will awaken with in you.

 Level 1

Compass of the stars

one of your hands are now imbued with magic forming a compass like item that glows on the back side of your hand.  When you attempt to learn a piece of lore , if you do not know that information, the compass on your hand may point you to where and from whom you can obtain it. Usually, this information can comes from a library, scriptorium, university, or a sage or other learned person or creature. However, when in times where you have exhausted all other options it may point you in the direction. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

 Level 3 

Prophetic Vision
When you enter a new settlement, interact with an individual, or uncover something unknown to you, you can be given a sudden and very forceful vision by the dm. It can be as vague or as detailed as the DM wants. Through your power, you may see horrible visions of death and destruction, great heroes rising up and defending the people, or simply learn what your friend will be having for lunch next weekend depending on a roll of a D20. A prophetic vision choose whether to give you past or present relevant information, but does not have to divulge when the event has or will occur. furthermore, As you settle down for a long-rest, roll a d10. On a role of 9 or higher, the DM will give you one piece of information about the coming day. This can either be vague or specific

Level 6

Gift of knowledge

your intelligence score increases by +1. You also have been given practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the "secrets of life" and the connections between different plants and animals. These observations may occasionally even be ingredients of a subtle omen, or may be your imagination. Work with your DM to determine the details and the importance of these observations and their potential impact on events in your campaign.

 Level 9

Lost knowledge

your powers have grown to new levels. When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information or to find something out about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience visions of the past connected to the object or location. You can now also recall previous visions to see if they may be connected to current events with full clarity as a flashback sequence.

Level 10

Point of no return: The transformation

Starting at 10th level, the magic of the Oracle suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your INTELLIGENCE modifier (minimum of +1).

The arcane Band

At 10th level, when you damage a creature with a weapon,  you can channel magic to sear an arcane brand into that creature (no action required). Do to your compass, You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your  INTELLIGENCE modifier (minimum of 1).

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your level (maximum 9th level).

Level 12

Foretelling rolls

 Before a long rest, you may perform a 10 minute ritual with a willing creature other than yourself. That creature can roll one d20 and record the number rolled. They can replace any attack roll, saving throw, or ability check they make or a creature with whom they are engaged or is targeting/targeted by them in combat with one of these foretelling rolls. They must choose to do so before the roll, and they can replace a roll in this way up to 2 times. Any one creature can only have one of these foretelling rolls any given time.

 

 

 
Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my secrets.
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, or monastery.
4 My life’s work is a series of tomes related to a specific field of lore.
5 I’ve been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge. I hope to do great deeds and win it back.
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.
 
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