My friend is starting a MOoT campaign - and I cannot commit to regular play, but have agreed as to play as a playable character that joins the main party here and there. I originally wanted to play a character that was heavily inspired by the Oracles of Ancient Greece. A seer/prophet type that could help them connect with the Gods, but also have an uncanny knack for showing up at the right place at the right time. So I was originally going to go VHuman - Divination Wizard with the Oracle Super Natural Gift who worships Kruphix.
However there is a Wizard in the group already - and I didn't want to step on any one's toes. The main group will be made up of Triton Cleric, VHuman Paladin, Minotaur Fighter and Leonin Wizard.
What class/subclass options would you use for an Oracle of Kruphix?
For my MOoT inspired campaign I have an NPC Oracle Divination Wizard who helps the party every so often. She is built to have any spells that could be imagined as "Seeing" (Locate Object, Darkvision, Detect Magic, Identify, etc) That way she is useful but is mostly things that a combat-centic wizard wouldn't memorize. I also fleshed out the oracle angle with Lucky and use it like a combat divination (homebrewing a bit allowing her to use it for other characters as well).
We have a wizard that feels that they are both two very different and useful aspects of the group when she is around.
I chose to make the druid because 1: homebrew appeals to me and 2: in ancient greece, oracles were more like clerics, and in 1e druids were a subclass of cleric.
Honestly, I'd just talk to the other Wizard and get a feel for what they are going to bring to the table spell wise. Even if they went divination, there wouldn't be much worry about stepping on toes with features which would just mean choosing spells that compliment the ones that they are choosing. Likewise, you can be certain that the knowledge skills will be covered. There are some spells that are fine in duplicate within the group, but making sure that you have options that they don't have will bring some good diversity.
With the Cleric and Paladin, healing is covered. With the cleric and wizard control/buffs/debuffs *can* be covered if either of those 2 actually pick support spells, they could decide to just go pure damage.
See what sublcass/playstyle the cleric and the wizard both play. If theyre like tempest and evocation you still have the roll of support. Even if they are support, reading what Dakeal said, you can go PURE support cuz even 'support' companions tend to go offensive as well.
In addition to divination wizard, you can also choose to go druid; Circle of Dreams for healing, Circle of shepherd for summon support Circle of Stars UA is actually very fitting to Theros setting and Im actually REALLY surprised that it wasn't included. You can also go Bard as a cool little Dandelion/Jaskier tag-a-long support that comes by every so often but not always.
Another option, depending on how 'optimized' or strong the PCs actually are, you can be like their 'secret weapon' type, be pure DPS like sorcerer, buffed ranger, barbarian or literally any class. Let the DM stack you up every few appearances with magical items to further prove your 'eliteness' or something and you'll appear right at the start of a really hard dungeon or really hard boss and pretty much Captain Marvel it. Appear out of nowhere, decimate the conflict then vanish again :) like when all else fails they call in the cavalry
Might be a little annoying but a funny approach to your cameos
What’s funny OrtanFang and Noxx89 - I was considering Druid (WildFire, Dreams or Star). Star or Dreams felt the most appropriate for synergy with Kruphix. I want to avoid too much healing unless in a pickle. I think field control, crowd control, utility is what the group needs.
They are picking - Tempest Cleric & Evocation Wizard.
I definitely think I might stick true to my Divine Wizard option or go Druid.
Astral Self monk was on the table, but someone got in my ear that Monks aren’t all that great and every time I play one I’m disappointed.
Thanks for the help everyone! After some thought - I've decided to stick with my original plan and go Divination Wizard and go full in on crowd control/utility. I have up to level 5 planned out in terms of spell selection per level - and only one offensive spell chosen. Everything else is protection, utility/divination or crowd control. I will let the other Wizard be the 'blaster' of the group.
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My friend is starting a MOoT campaign - and I cannot commit to regular play, but have agreed as to play as a playable character that joins the main party here and there. I originally wanted to play a character that was heavily inspired by the Oracles of Ancient Greece. A seer/prophet type that could help them connect with the Gods, but also have an uncanny knack for showing up at the right place at the right time. So I was originally going to go VHuman - Divination Wizard with the Oracle Super Natural Gift who worships Kruphix.
However there is a Wizard in the group already - and I didn't want to step on any one's toes. The main group will be made up of Triton Cleric, VHuman Paladin, Minotaur Fighter and Leonin Wizard.
What class/subclass options would you use for an Oracle of Kruphix?
For my friend's greek-themed game I homebrewed a Circle of Oracles Druid. It's mostly just divination wizard, but for druid.
I haven't put it on DDB yet, but I can if you want
In said game one of my other friends has one as a character, and it doesn't seem broken (or any more broken than real divination wizards)
Proud poster on the Create a World thread
For my MOoT inspired campaign I have an NPC Oracle Divination Wizard who helps the party every so often. She is built to have any spells that could be imagined as "Seeing" (Locate Object, Darkvision, Detect Magic, Identify, etc) That way she is useful but is mostly things that a combat-centic wizard wouldn't memorize. I also fleshed out the oracle angle with Lucky and use it like a combat divination (homebrewing a bit allowing her to use it for other characters as well).
We have a wizard that feels that they are both two very different and useful aspects of the group when she is around.
I chose to make the druid because 1: homebrew appeals to me and 2: in ancient greece, oracles were more like clerics, and in 1e druids were a subclass of cleric.
Proud poster on the Create a World thread
Honestly, I'd just talk to the other Wizard and get a feel for what they are going to bring to the table spell wise. Even if they went divination, there wouldn't be much worry about stepping on toes with features which would just mean choosing spells that compliment the ones that they are choosing. Likewise, you can be certain that the knowledge skills will be covered. There are some spells that are fine in duplicate within the group, but making sure that you have options that they don't have will bring some good diversity.
With the Cleric and Paladin, healing is covered. With the cleric and wizard control/buffs/debuffs *can* be covered if either of those 2 actually pick support spells, they could decide to just go pure damage.
See what sublcass/playstyle the cleric and the wizard both play. If theyre like tempest and evocation you still have the roll of support. Even if they are support, reading what Dakeal said, you can go PURE support cuz even 'support' companions tend to go offensive as well.
In addition to divination wizard, you can also choose to go druid; Circle of Dreams for healing, Circle of shepherd for summon support Circle of Stars UA is actually very fitting to Theros setting and Im actually REALLY surprised that it wasn't included. You can also go Bard as a cool little Dandelion/Jaskier tag-a-long support that comes by every so often but not always.
Another option, depending on how 'optimized' or strong the PCs actually are, you can be like their 'secret weapon' type, be pure DPS like sorcerer, buffed ranger, barbarian or literally any class. Let the DM stack you up every few appearances with magical items to further prove your 'eliteness' or something and you'll appear right at the start of a really hard dungeon or really hard boss and pretty much Captain Marvel it. Appear out of nowhere, decimate the conflict then vanish again :) like when all else fails they call in the cavalry
Might be a little annoying but a funny approach to your cameos
Loving the insight here everyone!
What’s funny OrtanFang and Noxx89 - I was considering Druid (WildFire, Dreams or Star). Star or Dreams felt the most appropriate for synergy with Kruphix. I want to avoid too much healing unless in a pickle. I think field control, crowd control, utility is what the group needs.
They are picking - Tempest Cleric & Evocation Wizard.
I definitely think I might stick true to my Divine Wizard option or go Druid.
Astral Self monk was on the table, but someone got in my ear that Monks aren’t all that great and every time I play one I’m disappointed.
Thanks for the help everyone! After some thought - I've decided to stick with my original plan and go Divination Wizard and go full in on crowd control/utility. I have up to level 5 planned out in terms of spell selection per level - and only one offensive spell chosen. Everything else is protection, utility/divination or crowd control. I will let the other Wizard be the 'blaster' of the group.