Base Class: Warlock
Some Warlocks seek power not from ancient evils, fey lord, or celestial beings, but from the enigmatic forces of fate itself. Oracles are conduits of prophecy, bound to en entity that exists beyond the confines of time - a forgotten deity of destiny, a wandering being of foresight, or even fate itself, personified. These Warlocks are blessed (or cursed) with visions of the past, present, and future, their minds forever tethered to the unseen threads of time.
Level 3: Glimpse of the Future
Starting at 3rd level, you channel the power of destiny through the pull of an Oracle Card, gaining insight and strength - or facing an omen of misfortune.
Once per long rest, you may draw an Oracle Card, gaining a benefit determined by the Oracle Card Chart below, and gain the effects until your next long rest.
| Card | effect |
|---|---|
| The Fool | You gain a number of inspiration dice (D6) equal to your Charisma Modifier. As a reaction, when a creature within 60ft makes a D20 test, you can roll an inspiration dice and add it to the roll. |
| The Magician | You gain one additional Warlock spell slot. |
| The High Priestess | You gain resistance to Radiant and Necrotic damage types. |
| The Empress | You radiate an aura that affects you and all allies within 30ft. While within this aura, allies make all saving throws with advantage. |
| The Emperor | You radiate an aura that affects you and all allies within 30ft. While within this aura, allies gain a +1 to their AC. |
| The Hierophant | When you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d4 Necrotic or Radiant damage (your choice). |
| The Lovers | Once on each turn, you can choose an ally that you can see. As a bonus action, you can choose to either teleport to an unoccupied space within 5ft of them, or cause them to teleport to an unoccupied space within 5ft of you. |
| The Chariot | Your movement speed is doubled. |
| Strength | Your Strength score is set to 19. Additionally, as a bonus action on your turn, you can attempt to shove a creature within 5ft. Roll a contested Athletics check against the target, and on a success you can choose to push the target 10ft or knock them prone. |
| The Hermit | You gain expertise in the Stealth skill. Additionally, you leave no footprints as you walk. |
| Wheel of Fortune | Roll two 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. |
| Justice | You gain the ability to cast the Command and Zone of Truth spells. You can cast each spell once without expending a spell slot, and cast at the level of your current Warlock spell slots. |
| The Hanged Man | You gain the ability to cast the Warding Bond spell without expending a spell slot. When you cast this spell, both you and the target of the spell increase your Hit Point maximum and current Hit Points by a number equal to twice your Charisma modifier. |
| Death | Whenever you bring a creature to 0 Hit Points, you gain a +1 to spell attack rolls and spell saving throw DC. This lasts for 1 minute, and can stack up to 3 times. |
| Temperance | You roll all Charisma checks with Advantage. Additionally, you can cast the Calm Emotions spell once without expending a spell slot. |
| The Devil | You gain resistance to Fire damage. Additionally, your weapon attacks deal an additional d4 of Fire damage. |
| The Tower | You roll all Wisdom checks and Saving Throws with Advantage. You are also under the effect of the Mind Blank spell. |
| The Star | You can cast the Misty Step spell at will. |
| The Moon | You can cast the Invisibility spell at will. You can only target yourself with this spell. |
| The Sun | You can cast the Enhance Ability spell at will. You can only target yourself with this spell. |
| Judgement | As a bonus action, you can mark a target you can see for one minute. For the duration, you and all allies gain advantage on attack rolls made against the target. This feature can be used once per short rest. |
| The World | As a bonus action, you can use the Study action. When used in combat, you can Study a creature to learn its resistances, immunities and vulnerabilities. |
Whenever you pull an Oracle Card, roll a d20. On a 1, you do not gain the card's benefit and instead receive an Omen. Each time you draw a card, your chance of receiving an Omen increases by 1, to a maximum of 5. This chance resets upon receiving an Omen.
Additionally, your patron grants you mystical knowledge from beyond your understanding. You gain proficiency in the Arcana and History skills, and learn the Guidance spell, which you can cast at will.
Omen. The Omen foresees darkness in your future. With each Omen drawn, the darkness gathers, and you can feel a shadow lingering behind your every step. You do not know when the Omen will come to pass, however the Omen is said to bring loss and devastation.
Level 3: Oracle Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Oracle Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Detect Thoughts, Command, Augury |
| 5 | Glyph of Warding, SendingCounterspell |
| 7 | Arcane Eye, Freedom of Movement, Locate Creature |
| 9 | Modify Memory, Legend Lore, Scrying |
Level 6: Guiding Fate
Starting at 6th level, your connection to destiny deepens, allowing for greater influence over the threads of fate.
Whenever you draw an Oracle Card, you may choose to draw two and choose which one takes effect.
At higher levels. At 14th level, you may now draw three Oracle Cards and choose which one takes effect.
Level 10: Seer's Ward
Starting at 10th level, your mastery of fate shields you from harm as your visions take shape.
Whenever you cast a spell from the Divination School of Magic and expend a spell slot, you weave a protective ward around yourself. You gain temporary hit points equal to twice your Warlock level and resistance to one damage type of your choice. These benefits last until you complete a short or long rest, or until you cast a new leveled spell from the Divination school of magic.
Additionally, creatures have disadvantage on saving throws against your Divination spells, as your foresight makes resistance futile.
Level 14: Foresight's Reckoning
Starting at 14th level, your visions of the future manifest to protect those around you, twisting fate in both blessing and curse.
When a creature within 60 feet of you fails a saving throw, you can use your reaction to alter destiny itself. The affected creature may immediately reroll the saving throw, potentially avoiding the effect. Simultaneously, the creature that caused the saving throw must endure the weight of your vision’s backlash, taking 6d6 psychic damage and suffering disadvantage on Constitution saving throws made to maintain concentration until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses when you finish a long rest. Alternatively, you can regain one expended use by expending a Warlock spell slot.
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