Sorcerer
Base Class: Sorcerer

Your magic comes from your connection to the grand tapestry that holds existence together. You are capable of gazing at it and seeing things that you shouldn’t be able to, and things that have not happened yet. Oracles commonly have dreams that prophesize specific events, they often dream as if they are other people, their nights plagued with visions of unfolding and unseen events. 

Being an Oracle is far from an easy task, as people often avoid and chase them, believing that their mere presence attracts woe and devastation, instead of just being able to foresee it. It’s a lonely path most would want no part in, and yet…it’s something that will be with you till the end of your days. And you know that as an absolute certainty.

Note: Regardless of mechanical aspects, DMs may want to include roleplaying moments for their Oracle players, prophetic dreams of…well, DM’s discretion.

Oracle Spells

You learn additional spells when you reach certain levels in this class, as shown on the Oracle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or abjuration spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level

Spell

1st

guidance, detect magic, identify

3rd

augury, detect thoughts

5th

sending, speak with dead

7th

arcane eye, divination

9th

commune, legend lore

Prophetic Sight

Beginning when you choose this bloodline at 1st level, your sight is permanently enhanced by your magic. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

At 6th level, you can see normally in darkness, both magical and nonmagical, to a distance equal to your darkvision. When you reach 10th, you gain [Tooltip Not Found] at a range of 15 feet, and at 14th level, you gain truesight at a range of 10 feet.

Turn of Fate

Also at 1st level, you may quickly consult on the immediate future to cause both joy and woe. Whenever a creature within 60 feet of you makes an attack roll, ability check or saving throw, you can use your reaction to alter the result of it. You may subtract or add your Charisma modifier from the result. If you choose to subtract from a saving throw, you instead subtract from the roll an amount equal to half your Charisma modifier (rounded down).

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Fabled Prophet

Starting at 6th level, your magic becomes more powerful. You gain the following benefits:

  • Scrutinizing Magic. Whenever you use a Metamagic option on a spell, choose a creature you can see within 60 feet of you (no action required). They must succeed on a Charisma saving throw against your spell save DC. On a failed save, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. 
  • Improvisational Oracle. Whenever you cast a Divination spell, you may instead cast it by expending sorcery points equal to the spell’s level. When you do so, it is cast as an action and it takes no components, unless they are consumed by the spell.

Destiny Weaver

At 14th level, your connection to the weave that holds past, present and future together strengthens, allowing you to display a grander array of prophetic magic. You gain the following benefits: 

  • Eyes of Fate. As a bonus action, choose one of your senses. You may spend any amount of sorcery points to enhance them. Their range increases by 10 feet for each sorcery point spent this way.
  • Improved Improvisational Oracle. Whenever you cast a Divination spell that has a chance to fail, such as commune, decrease their chance of failing by 25%. Additionally, whenever you use a Metamagic option on a divination spell, the amount of sorcery points you need to spend is reduced by 1 (minimum of 0).

Arcane Overseer

By the time you’ve reached 18th level, you can temporarily unleash the full potential of the magic within you, and tap into the actions of others instants before they happen. As an action, you may activate this feature, and when you do so, you regain one use of your Turn of Fate feature, and for the next minute, you gain the following benefits:

  • You make all attack rolls, ability checks and saving throws with advantage.
  • You gain a flying speed of 60 feet. 
  • Whenever a creature makes an attack roll against you, it does so with disadvantage.
  • All allies within 10 feet of you make all saving throws with advantage. 

You can use this feature once, regaining the ability to use it again when you finish a long rest, unless you expend 9 sorcery points to use it again.

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