Base Class: Fighter
Battle Oracles - whether they arise through magical experimentation, divine intervention, or through magical bloodline, are warriors with the ability to see into the multiverse. The result is a warrior capable of seeing the most tactically sound decisions prior to a battle - and making the most effective split-second decisions for survival. However, these warriors are often driven insane after repeated use of their abilities - due to the stress of experiencing the downfall of themselves and comrades across multiple realities before finding one where they succeed. Even so, they press on - and generally terrorize any battlefield they find themselves on.
Peeking into the Multiverse
Started at level 3, your exploration with peering into alternate realities has allowed you to gain a deeper understanding of various situations. Quickly glancing at problems from different angles from various realities gives you deeper insight into the cause and effect of any given problem.
Gain Proficiency in Insight. If you already have proficiency in Insight, gain Expertise instead. If you would gain Insight proficiency through another means in the future, and you do not yet have expertise in Insight, gain expertise in Insight instead.
Starting at level 11, your abilities to find clues and cause and effect strings through multiple realities have become extremely refined. Whenever you make a Wisdom (Insight) check, you may treat a d20 roll of a 9 or less as a 10.
Reality Stacking
Starting at Level 3, the Battle Oracle is able to view a glimpse of potential other realities for the upcoming day. When finishing a long rest, roll two d20's. Record these numbers. You may replace any attack roll you make with one of these stored dice - the number you replace becomes the new number recorded by this feature, replacing the previous stored number. When you long rest, discard all remaining d20s.
(Example: John the Battle Oracle rolls a 15 and an 18 on initiative and stores them. When attacking, he rolls a 4. He uses this feature to replace the 4 with an 18. He now has effectively rolled an 18 on the d20 for that attack, with his new two stored numbers being 15 and 4.)
However, this ability comes at a cost. Seeing dreadful realities for yourself and your comrades has the chance to induce madness in even the most battle-hardened oracles. Whenever you store a roll of a 1 with this feature (or any other Battle Oracle feature), roll a Constitution Saving Throw. (DC is 5 + (Number of 1's stored this day * 5)). On a failure, gain a Short-Term Madness from the Short-Term Madness table. You cannot use this feat to replace a roll made for this Constitution Saving Throw. Failing this save 3 times in a day instead grants a Long Term Madness. Failing four times a day causes your character to fall unconscious for 8 hours, waking up with an Indefinite Madness. If you would have to roll multiple madness saves at once with this feature, you instead roll a single save, using the highest DC that those saves would have you roll. (Eg. If I rolled three 1s on the first combat of the day, instead of rolling a DC10, 15, then 20 Constitution Saving Throw, I would just roll the DC20 Constitution saving throw.)
Starting at level 14, roll 3 dice instead of two after a long rest.
Imposing Reality
Starting at level 7, when a creatures makes an attack or saving throw roll, you may use your reaction to replace their roll with one of your stored dice. The targeted creatures makes a Wisdom Saving Throw (DC: 10 + Your Proficiency Bonus + Constitution Modifier); on a failure, the specified roll is replaced with one of your stored dice - you replace the stored number with the number overridden by this feature. A creature may choose to fail the saving throw automatically.
You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short rest.
Potential Reality
Starting at level 10, you gain the ability to see potential futures depending on the actions you take. As an action, you may state a possible course of action to the DM, related to something that could occur immediately within the next minute. This action must be something that you yourself can physically undertake in the next minute. Your DM then describes the immediate consequences regarding that action - however, they are under no obligation to explain any consequences that would take place outside of the next minute. This description may be cryptic in nature, depending on the complexity of the action or consequences described.
You may use this feature once per short rest.
Reality Shuffle
Starting at level 15, Battle Oracles may quickly view new realities when a battle is approaching. Once per long rest, when you roll for initiative, you may choose any number of d20's stored by the Reality Stacking feature. Reroll them, replacing the previously recorded numbers with the new roll.
When you use this feature, regain one use of Imposing Reality if you have expended all uses of that feature.
Full-Reality Meditation
Starting a level 18, the Battle Oracle gains the ability to enter a meditative state, where they see multiple realities at once to ready themselves for any situation.
As a bonus action, gain advantage on attack rolls, ability checks, and saving throws until the start of your next turn. During this time, other creatures have disadvantage on attack rolls against you.
You may use this feature three times, regaining all expended uses on a short rest.
Previous Versions
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