Base Class: Warlock
Warlocks make pacts with otherworldly beings, many of whom are ominous and dreadful, pledging service in exchange for magical power. People with strong religious convictions do not readily make such bargains, as the power their patron holds over them conflicts with devotion to the gods.
The gifts bestowed upon you by your patron are those of foreknowledge. The Oracle is a being of prophecy and mystery, and manifests to you in ways that leave you questioning the nature of your patron. The Oracle communicates to you through whispered words that only you hear, visions that only you see, writings that only you can read, and hazy manifestations in the incense braziers and crystal balls that you use as a medium to call upon your patron. The Oracle might be a god, a fiend, or even a mortal of vast power, though you would never know it; you know only the prophecies that your patron bestows, and the arcane knowledge you are granted to conjure such visions for yourself.
Expanded Spell List
1st-level Oracle feature
The Oracle lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Oracle Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, bless |
| 2nd | detect thoughts, augury |
| 3rd | haste, slow |
| 4th | divination, arcane eye |
| 5th |
Oracular Fortune
1st-level Oracle feature
Your connection with the Oracle has opened your mind to the paths and possibilities of the past, present, and future. This supernatural insight has granted you the ability to fortell of coming events in order to bolster yourself or your allies, and to hinder your enemies. You gain the following features:
- You gain a number of Fortune die equal to your Warlock level. These die are a d4.
- You can expend a Fortune die when a single attack, saving throw, or ability check is made. When using the fortune die you can use your connection to the Oracle to quickly fortell information which will help the event succeed or fail. After the attack, saving throw, or ability check is made you can add or subtract the Fortune die from the total. In combat, you are limited to using one dice per turn.
You regain all expended uses when you finish a long rest.
Oracular Affinity
6th-level Oracle feature
Your patron’s powers have a profound effect on your mind and your place within the paths of fate. You gain resistance to Psychic Damage.
In addition, due to your ability to read the currents of events around you, you gain advantage on initiative checks and can't be surprised.
Fortune Teller
10th-level Oracle feature
Your connection to the Oracle and your study of fortunes has improved your abilities as a fortune teller. You gain the following benefits:
- Your Fortune dice increase to a d6.
- You can spend 10 minutes fortelling the future for a number of creatures up to your remaining number of Fortune die. At the end of the 10 minutes, the fortune die are expended and the creatures that listened to your telling can heed their fate by choosing one of the following options:
- Gain temporary hit points equal to your Warlock Level + the Fortune dice roll.
- Gain Magical Resistance for a number of saves equal to the roll on the Fortune die for the next hour. This specifically grants them advantage on saving throws against spells.
- Gain advantage on a number of attack rolls equal to the roll on the Fortune die until they short or long rest.
Oracular Aspect
14th-level Oracle feature
You gain the ability to assume a greater portion of the Oracle's power, opening your mind to the multiverse and the fate of all within it. As an action, your tattoo on your forehead becomes a true third eye. This grants you further sight and great ability.
Your third eye remains open for up to 1 hour or until your concentration is broken (as if concentrating on a spell).
While your third eye is open, you gain the following benefits:
- You gain an increase to your Armor Class and saving throw rolls equal to your Charisma Modifier.
- When you cast a spell of the divination or enchantment school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
- Your movement speed is doubled and moving does not invoke opportunity attacks.
- You gain an additional Attack per turn when taking the Attack action.
- Attack rolls score a critical hit on a roll of 10 or 20, instead of just 20.
- You gain 120 feet of truesight.
Once you use this feature, you can’t do so again until you finish a long rest, or unless you spend 4 Fortune die.
Previous Versions
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12/24/2023 3:27:38 PM
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12/25/2023 3:10:16 PM
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36
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