Sorcerer
Base Class: Sorcerer

Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.

Mystery

This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

Heavens

An oracle with the heavens mystery adds arcana, perception, and survival to her list of class skills.

An oracle with the heavens mystery gains access to the following spells at the indicated level.

  • 3rd. Prayer of Healing.
  • 5th. Fly.
  • 7th. Wall of Fire.
  • 9th. Immolation.
  • 11th. Chain Lightning.
  • 13th. Prismatic Spray.
  • 15th. Sunburst.
  • 17th. Meteor Swarm.

Moon

An oracle with the moon mystery adds arcana, nature, and cartographer's tools to her list of class skills.

An oracle with the moon mystery gains access to the following spells at the indicated level.

  • 3rd. Moonbeam.
  • 5th. Hypnotic Pattern.
  • 7th. Control Water.
  • 9th. Wall of Force.
  • 11th. Freezing Sphere.
  • 13th. Symbol.
  • 15th. Dominate Monster.
  • 17th. Meteor Swarm.

Revelations

At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is an action.

Cloak of Moonlight

You conjure a cloak of shimmering moonlight, which coalesces around you, granting a +1 to AC while not wearing heavy armor. At 7th level, and every four levels thereafter, this bonus increases by +1 (+2 at 7th level, +3 at 11th, etc.).

At 13th level, this armor grants you resistance to slashing damage.

You can use the coat a number of times equal to your proficiency bonus per long rest. When activated, the coat lasts 1 hour.

Coat of Many Stars

You conjure a coat of starry radiance that makes your AC becomes 13 + your Dexterity modifier while not wearing armor. At 7th level, and every four levels thereafter, this bonus is increased by +1 (14 + dex at 7th level, 15 + dex at 11th, etc.).

At 13th level, this armor grants you resistance to bludgeoning and piercing damage.

You can use the coat a number of times equal to your proficiency bonus per long rest. When activated, the coat lasts 1 hour.

Dweller in Darkness

Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

Eyes of the Moon

You gain darkvision 60 ft.

Guiding Moon

Whenever you can see the moon, you can determine your precise location. When the moon is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom–based checks. In addition, once per night while under moonlight, you can cast one spell with the Empower Spell, Extend Spell, or Subtle Spell modifier without expending sorcery points. You must have the desired metamagic feature to use this ability.

Guiding Star

When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, or Subtle Spell metamagic option without expending sorcery points.

Incapacitating Spells

Any time you score a critical hit against an opponent with an attack spell, a split-second burst of shimmering moonlight also envelopes your target, incapacitating them for 1 round.

Interstellar Void

As an action, one target within 30 feet is cloaked in the void and takes 2d8 cold damage. A successful con save halves this damage. At 11th level, the interstellar void is so extreme that enemies who fail their saving throw gain one level of exhaustion. At the 17th level, creatures who fail their save gain two levels of exhaustion and are stunned for 1 round.

The void's damage increases by 2d8 when you reach the 5th (4d8), 11th level (6d8), and 17th level (8d8).

You can use this ability once per day plus one additional time per day at 11th level.

Lure of the Heavens

At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Moonfire

Moonfire deals 3d8 radiant damage and the target is incapacitated for 1 minute. A successful Dexterity saving throw reduces the damage by half and negates the incapacitated effect. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th. You must be 8th level to select this revelation.

Moonlight

You may illuminate an area with sparkling, silver moonlight, blinding creatures and visibly outlining hidden things. This acts as the spell faerie fire, lasts 1 round/level, and may be used a number of times equal to your Charisma modifier. You must be 8th level to select this revelation.

Moonlight Bridge

The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Moon's Favor

Once per day, you can spend 10 min. reveling in the moonlight and contemplating its mysteries, granting you the effects of divination. You must be 8th level to select this revelation.

Moon's Pull

Your connection to the moon is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-min. increments.

Spray of Shooting Stars

As an action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing 2d10 fire damage. A successful dexterity save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level, 11th level, and 17th level. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

The void's damage increases by 1d10 when you reach the 5th (3d10), 11th level (4d10), and 17th level (5d10).

Star Chart

Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Oracle's Curse

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity.

Haunted

Retrieving any stored item from your gear requires an action unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and minor illusion to your list of spells known.

At 5th level, add levitate to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Final Revelation

At 18th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery.

Final Revelation - Heavens

You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points and are immune to fear effects. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

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