Base Class: Sorcerer
Your innate magic has the same source as that which allows seers, prophets, and diviners to glimpse the unwritten possibilities of the future. Perhaps your powers were a gift from a divine being who ordained you at birth as a messenger of fate, or else your bloodline might be naturally imbued with prophetic power. Regardless, you have the ability to do what few others can: touch the flow of destiny.
Oracular sorcerers often serve as seers, soothsayers, or prophets, offering their talents to religious orders, the powerful, or anyone with gold enough to spare. However, their magic can be unpredictable, revealing things far beyond the scope of what is sought, and oracles must learn to live with cryptic visions that come unbidden, often leaving one with more questions than answers.
Prophetic Gift
Your talent for reading the paths of fate allows you to cast a variety of divination spells. Starting at 1st level, choose any two 1st-level spells from the divination school of magic. These spells can come from any class, but they become sorcerer spells for you, and Charisma is your spellcasting ability for them. You can then cast these spells at will, without expending a spell slot.
Additionally, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you may choose a divination spell from any class. It then becomes a sorcerer spell for you. If the spell is a 1st-level divination, you can cast it at will, without expending a spell slot.
Revelation
Starting at 1st level, glimpses of the future can unexpectedly flash before your awareness. At any time, in response to a certain event, your DM can have you roll on the Revelations table. The exact nature of the revelation is at the DM’s discretion to decide, as is the occurrence that triggers it. Some possible examples of such events are the following:
- You take a long rest, fall unconscious, or otherwise fall into a sleep-like state.
- You become poisoned, drunk, or otherwise affected by a mind-altering substance.
- You suffer an effect, such as a spell or extreme exhaustion, that would cause you to hallucinate.
- You cast a divination spell.
Work with your DM to determine how frequently these events should occur and what bearing they will have on the campaign as a whole.
Premonition
Beginning at 6th level, you receive small glimmers of fate that can alert you to coming dangers. As a reaction when you are targeted by an attack or forced to make a saving throw, you can impose disadvantage on the attack roll or gain advantage on the saving throw. You regain the use of this ability when you finish a short or long rest.
Additionally, you can never be surprised, and unseen attackers do not gain advantage on attack rolls against you as a result of being hidden.
Guided Revelation
At 14th level, you can attempt to direct your dreams and omens towards a particular path. Whenever you would roll on the Revelations table, you can instead make a DC 20 Charisma check. On a success, you may choose which type of revelation to receive. On a failure, the DM decides.
Impart Vision
Starting at 18th level, you gain the ability to transmit your greatest divinations directly into the minds of others. As an action, you can spend 6 sorcery points to target one creature that you can see. The target must succeed on a Wisdom saving throw or be subjected to one of the following effects of your choice, as appropriate to the nature of the vision.
- Hope. Rallied by a glorious vision of the future, the target gains 8d10 temporary hit points and regains the maximum possible value from any healing until its next long rest. A creature can choose to fail this saving throw.
- Rapture. The target is filled with longing for the image of perfection you imparted. Convinced that you will help this dream come to pass, the creature is charmed by you until its next long rest. If the target is immune to being charmed, it instead becomes friendly to you.
- Fear. The target is stricken with terror from the nightmarish future you foretold, taking 8d10 psychic damage and becoming frightened of you for 1 hour.
- Despair. You share a vision of utmost loss and desolation. Consumed with hopelessness and apathy for the next hour, the creature must roll 1d4 on the start of each of its turns. On a 1, the target spends that turn doing nothing.
Any event that may cause the target’s faith to be shaken (such as a creature affected by Rapture being attacked or witnessing its allies attacked by you) allows the target to repeat the Wisdom saving throw, ending the effect on a success.
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