Warlock
Base Class: Warlock

You have made a deal with a powerful oracle, seer, or some other prophetic being. In exchange for a service, they will grant you a portion of their infinite wisdom. Oracles are known as the mouths of the gods, the seers of the future, and prophets of divine knowledge. Their warlocks are granted a portion of this knowledge, and use it to alter the world around them.

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

comprehend languages, detect evil and good

2nd

detect thoughts, fortune's favor

3rd

clairvoyance, tongues

4th

arcane eye, divination

5th

commune, greater restoration

Foresight

Starting at 1st level, your patron gives you a glimpse of the future and determines whether it holds weal or woe. You know the Augury spell, which doesn't count against your number of spells known. You can cast it without expending a spell slot once per long rest.

Additionally, you gain proficiency in the Insight skill, if you don’t already have it. Your proficiency bonus is doubled for checks using this skill. 

Revelation

At 6th level, your patron grants you a revelation about an enemy. As a bonus action on your turn, your eyes roll back in your head and your patron speaks directly to you. You choose an enemy, and learn their Armor Class as well as any damage resistances, immunities, vulnerabilities, and condition immunities.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Glimpse

At 10th level, your patron may offer you a glimpse of the future, turning a successful hit into a miss. By using your reaction, you can turn any successful hit from a creature you can see into a miss. 

Once you use this feature, you can't use it again until you finish a short or long rest.

Trance

At 14th level, you gain the ability to enter a deep trance, speaking divine truths about the universe. As an action, you enter this trance until the end of your next turn. Choose a number of creatures you can see within 60 feet of you equal to your Charisma modifier. Each creature must make a Wisdom saving throw against your spell save DC as you speak ancient truths of the universe into their ears. On a failed save, the target takes 7d10 psychic damage and is stunned until the trance ends, or it takes damage. On a successful save, it takes half damage and isn't stunned. 

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2021 1:35:20 AM
3
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes