Sorcerer
Base Class: Sorcerer

Maybe it started with dreams, or visions when you touched another. One way or another the divination magic flowing through you awakened.

Oracle Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You learn additional spells when you reach certain levels in this class, as shown on the oracle Spells table. Each spell counts as a sorcerer spell for you, but it doesnt count against the number of sorcerer spells you know.
When you gain a level in this class, you can replace on spell for this feature with a cleric spell on the same level.

LEvel Spells
1st detect evil and good, guiding bolt
3rd augury, locate object
5th clairvoyance, [Tooltip Not Found]
7th divination, locate creature
9th commune, scrying

Innate Divination

From 1st level, you can add your charisma modifier to your innovative.

When you reach 3rd level in this class, your innate connection to the thread of destiny allows you to tap its knowledge in a natural and innate way. You can spend 2 sorcery points to cast one divination spell that has a casting of 1 minute or higher as an action and so without providing somatic or vocal component.

Foresight

At level 1, you learn the [/spell]guidance[/spell] cantrip, it counts as a sorcerer cantrip for you and doesn't count against your number of cantrips known. You also learn to speak, read, and write Celestial, the language of the Gods.

Furthermore, you may at the end of a long rest choose a number of specific circumstances equal to your proficiency bonus. 
When choosing one circumstance you also need to choose a specific action that you would take should it happen. By doing so when the specific circumstance is realized you may use your reaction to take the specific action that you chose. When one specific circumstance happens and you do not use your reaction, you lose the opportunity to use your reaction for the rest of the day.
If you choose to react with a spell, you must consume the spell slot when you phrase the circumstance. You may also apply a metamagic as normal during the casting of the spell as a reaction.

You cannot choose the same circumstance more than once on the same day.

Fateful Awareness

Your connection to the threads of fate allows you to react to immediate danger with ease Beginning at level 6 you cannot be surprised.

Also, whenever a creature within 30 feet of you able to see or hear you is hit by an attack or when it fails a saving throw, you can use your reaction too add your Charisma modifier to the creature armor class or to the saving throw, potentially changing the outcome as you either shield yourself from danger or incoming the creature of the incoming danger.

You can use this reaction a number of times equal to your Charisma modifier. You regain all expended use of this feature at the end of a long rest.

Extrasensory Perception

At level 14, you gain the ability to enter as a bonus action a heightened state of foresight for 1 minute. During this time, you gain the following benefits:

You gain a true sight with a range of 120ft.
Attack rolls against you can't benefit from advantage.
You gain a second reaction per round.
Once you use this bonus action, you cant use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Apex Seer

You have reached the peak of your oracle power. From level 18 your divination spell cannot fail anymore from overuse and the answer you gain from them are much clearer and accurate (At the DM discretion).

You also learn the Foresight spell. Furthermore, you can cast it without expending a spell slot but only targeting yourself. Once you cast the spell this way, you can't do so until you finish a long rest.

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