Base Class: Warlock
The Oracle's knowledge beams through your mind filling the seems with information beyond this own mortal coil. You will unlock abilities to learn the un-learnable and defeat your enemies by destroying their minds instead of their bodies.
Intuitive Intellect
Starting at 1st level, Whenever you gain a spell for the warlock class, you can instead choose to take a spell from the Wizard spell list. This does not apply to your mystic arcanum. Additionally, you can use your intelligence as your spellcasting modifier.
Esoteric Entrancement
At 1st level, you gain the knowledge of days gone by. You gain proficiency in intelligence (history) checks if you did not already have it. Additionally, you gain the ability to analyze your enemies with unfailing accuracy. As an action, you can target a creature you can see and make an intelligence (history) check against a contested ability check of their choice that requires Wisdom, Intelligence, or Charisma. On a successful check roll a d4, and subtract that from the target's armor class. This effect lasts for one minute (concentration). A creature that succeeds against this check is immune to its effects for 24 hours. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest.
Crooked Tongue
Starting at 6th level, you are empowered with eldritch enhancements to tap your mind into the hidden knowledge of the universe. As an action, you can begin a ritual to entreat your patron to gain the answer to a single question you secretly ask the DM behind the screen. The DM must answer truthfully but may answer in a cryptic manner, such as in Rhyme, limerick, or riddle. You may not share the answer with anyone else unless you succeed an intelligence saving throw equal to your spell save dc. If you fail this saving throw you take an amount of d4 psychic damage equal to your warlock level +5. You cannot do so again until 1d6 + 1 days have passed since your last question was answered.
Mind of the Stilled Tongue
Starting at 10th level, you gain resistance to psychic damage. Additionally, whenever you complete a long rest you may choose a skill you do not have proficiency in and gain proficiency in that skill until the end of your next long rest.
Mercurial Mind
Starting at 14th level, you gain immunity to psychic damage. Additionally, when you reduce a creature to zero hit points with a spell that deals psychic damage, if that creature were to become unconscious and make death-saving throws they instead die. When you kill a creature in this way you regain a pact slot.
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