Base Class: Sorcerer
Arcane Oracles can gain their powers in many ways, but often are cursed by or the spawn of a hag and another species. Despite this, there have been reports of Oracles from many other lineages, from Aboleths to Wraiths.
Oracles are often shrouded in mystery, and are known for their ability to see the future. Thanks to this ability, they are feared as near unbeatable tacticians, and often travel to advise those who need it most. A king may keep an Oracle by his side, but if the king is to fall, or even if the Oracle simply chooses to, they may leave to seek out other fates.
Appearance and Backstory
Oracles often wear clothes with ceremonious meaning, such as a blindfold, or a pure white cloak. When an Oracle uses their power, or as a result of using it often, some have reported effects such as pure white hair and irises, glowing eyes, even lines of light on their skin. The Oracle may have markings, tattoos, or jewelry that denote their power or lineage, such as a symbol on their forehead, or a single crystal earring carved in an insignia.
Oracles can be born, but can also be made, or make themselves. A strong divination wizard is often indistinguishable from an Oracle by anyone not intimately aware with one or the other, and indeed, some may even become Oracles through their exposure to the magic. Apart from that, there are those touched by monsters or gods, capable of channeling their power, or those who have received their power through their parentage.
Some Oracles experience time normally, and simply have premonitions or even instinctual reactions to the future, while others may simply be able to see what an action with affect, while still others experience living through time, and simply snap backwards in time knowing what will happen because they lived it. Those in the last category often go insane, and many wonder if it really is foretelling, and not some other form of temporal magic.
Because Oracles see the future, that may have some impact on how they live. Some are seemingly reckless, knowing they'll survive, while others are cautious, knowing the dangers that may arise. Still others seem to view it as a burden, a divine calling to set the world on the right path, and some see it as the ultimate curse, knowing their actions are predetermined, going through the same experience again and again and again, unable to escape their torment.
Regardless of an Oracle's origin, appearance, or power, they are almost always seen as outcasts from their society for their unusual powers, and blamed for bad events. An Oracle can deal with this in many ways, such as hiding their power, trying to please those who see them as lesser, or even using their power for revenge. Their motivation for their journey may be as simple as wishing to see more futures, to something as dire as preventing a foreseen apocalypse.
As an Oracle, whether you are born or made, mad or sane, cowardly or foolhardy, or young or old, the future is open to you.
Divination Adept
At 1st level, when you pick this subclass, you gain the guidance cantrip without it counting as a known spell, as well as some additional spells available to pick from when preparing spells. These include:
| Level | Spells |
|---|---|
| 1st | detect evil and good, identify |
| 2nd | augury, find traps |
| 3rd | clairvoyance |
| 5th | scrying, contact other plane |
| 9th | foresight |
Major Readings
Starting at 1st level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You may choose to do so before or after the roll, but you must do it before it takes effect, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Minor Readings
Starting at 1st level, you gain a sense of future events when you channel your power. Once per short rest, upon casting a divination spell, you may choose to gain advantage on your next attack roll or saving throw.
At 2nd level and above, you may also choose to expend a sorcery point to recharge this feature a number of times equal to your CHA modifier (Minimum of 1) per long rest.
Third Eye
Starting at 6th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.
Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Future Clarity
At 14th level, your affinity for the future has increased greatly. Your fortellings now reset and reroll on every short rest, and you may use as many on one turn as you wish. You also gain two more, for a total of five.
Fate Weaving
Starting at 18th level, you gain the ability to pluck at the threads of fate. As a bonus action, you can spend any amount of sorcery points to increase or decrease the result of any d20 roll by half of the points spent, rounded down.
Previous Versions
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