Base Class: Warlock
Your patron is a being with the ability to see into the future, or divine in some way. Whether it’s a vestige of a divine being or some ancient Eldritch being, it has bestowed upon you the power to change people’s fates. Generally the Oracle patrons want their warlocks to subtly change the course of fate, to eventually free them unlocking them from whatever cage holds them back. Depending on the patron, an Oracle Warlock can range from any of the alignments.
Expanded Spell List
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 | augury, enhance ability |
| 3rd | bestow curse, clairvoyance |
| 4th | arcane eye, divination |
| 5th | legend lore, scrying |
Bonus Cantrips
At 1st level, you learn the Guidance and Message cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Tarot Deck
Also at 1st level, your patron has gifted you a deck of magical cards with the power of prophecy. The tarot deck is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. If the deck is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous deck is destroyed if it still exists. The vessel vanishes in a burst of power.
Whenever you cast a spell with a pact slot while this deck is on your person, you may draw one of the Major Arcana from the deck. This card lasts until you discard it, use its effect or die. While you still have this card, if you cast a spell with a pact slot, you choose which card you keep, discarding the other back to your deck.
Tarot Deck Abilities
|
Major Arcana |
Ability |
|
Fool (1-6) |
Whenever an ability check, saving throw or attack roll is rolled within 30ft of you, you can use your reaction to cause the creature to reroll the die, potentially changing the result. |
|
Magician(7-14) |
As a bonus action, you may expend this card to cast a warlock spell as a part of this bonus action. |
|
Priestess (15-21) |
As a bonus action, you can cause a creature within 30ft of you to make a wisdom saving throw against your warlock spell save DC. On a failure, the creature is charmed by you for one minute. The charm ends if you target the creature with a hostile effect or the creature affected by this effect passes another wisdom saving throw at the end of each of its turns. |
|
Empress (22 - 28) |
As a bonus action, you may give a creature within 30ft of you temporary HP equal to double your charisma modifier plus your proficiency bonus. |
|
Emperor (29-36) |
As a bonus action, you can cause a creature within 30ft of you to make a charisma saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for one minute. The fear ends if you target the creature with a hostile effect or the creature affected by this effect passes another charisma saving throw at the end of each of its turns. |
|
Hierophant (37-43) |
As a bonus action, you can target a creature within 30ft that isn’t yourself, the creature regaining a number of hp equal to your charisma modifier plus your proficiency bonus. |
|
Lovers (44- 50) |
When an attack roll against a creature is made within 30ft of you, you may use your reaction to magically transfer half the damage that attack dealt to another creature within 30ft (which may include the creature that made the attack). |
|
Chariot (51- 57) |
As a bonus action, you can magically teleport up to a number of feet equal to your proficiency bonus times five. |
|
Strength (58 - 64) |
As a bonus action, you can magically curse a creature within 30ft of you. The creature must make an intelligence saving throw against your warlock spell save DC or be affected by this curse. An affected creature has a 1d4 penalty to ability checks and saving throws while this curse lasts. This curse lasts for 1 minute, until the warlock stops concentrating (as if concentrating on a spell) or the creature affected by this effect passes another intelligence saving throw at the end of each of its turns. |
|
Hermit (65 - 71) |
As a bonus action, you may give yourself advantage on intelligence, wisdom and charisma ability checks for one minute. |
|
Fortune (72- 78) |
As a bonus action, you can magically curse a creature within 30ft of you. The creature must make a constitution saving throw against your warlock spell save DC or be affected by this curse. An affected creature has disadvantage on attack rolls while this curse lasts. This curse lasts for 1 minute, until the warlock stops concentrating (as if concentrating on a spell) or the creature affected by this effect passes another constitution saving throw at the end of each of its turns. |
|
Justice (79 -85) |
As a bonus action, you may give yourself 20ft of True Sight for one minute. |
|
Hanged Man( 86 -92) |
As a bonus action, you can magically curse a creature within 30ft of you. The creature must make a strength saving throw against your warlock spell save DC or be affected by this curse. An affected creature has their speed halved, a -2 penalty to AC and makes dexterity saving throws with disadvantage while this curse lasts. This curse lasts for 1 minute or the creature affected by this effect passes another strength saving throw at the end of each of its turns. |
|
Death (93-100) |
As a bonus action, you can target a creature within 60ft of you that is making death saving throws. The targeted creature is immediately stabilised and is healed to 1hp. |
Dealer of Fate
At 6th level, your relation with the Oracle has given you more precise control over fate. When a creature within 30ft of you fails a saving throw, attack roll or skill check, you may use your reaction to make them reroll the dice, potentially succeeding the roll.
You may use this ability a number of times equal to your Charisma modifier, regaining all uses on a long rest.
Reversal
At 10th level, you’ve gained the ability to create blessings from misfortune. When a creature misses you with an attack roll, you may use your reaction to use one of the effects below.
You may use this ability a number of times equal to your Charisma modifier, regaining all uses on a long rest.
|
Suit |
Ability |
|
Wands |
The attacker must make a dexterity save against your warlock spell save DC. On a failure, it takes 2d6 plus your charisma modifier fire damage, and half as much on a successful save. |
|
Cups |
You gain a bonus to your AC equal to your Proficiency Bonus until the start of your next turn. |
|
Swords |
You and a willing creature within 30ft magically switch places. |
|
Penticals |
You gain temporary HP equal to half your warlock level. |
Hand of Fate
At 14th level, your prophetic abilities are even more powerful. When you draw a card from your Tarot Deck, you may instead draw two, choosing one to keep and the other to discard back into the deck.
Additionally, as a bonus action you can enter a state empowered by your cards. For the next minute, the ranges for effects for cards from your Tarot Deck doubles. This state ends early if you die or you are incapacitated.
You can't enter this state again until you finish a long rest.
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