Base Class: Sorcerer
In the cosmic ring, oracles are born, not made. These powerful seers have existed for millennia, their prescient powers passed down from generation to generation. Their gifts for seeing the future seem tied, somehow, to otherworldly forces which bestow prophecy through visions to their distant descendants.
Sorcerers of oracle bloodline are a precious commodity to kings and other power brokers. In any world where oracles are found, all of the rulers of powerful kingdoms keep at least one oracle at the disposal of the leadership. Many oracle families live in comfortable captivity at the royal courts, and most are born into bondage under one powerful lord or another. In most great empires, any rogue oracles who wish to maintain their free status and avoid exploitation by people in power must live in secrecy or as a fugitive.
Level 3: Oracle Spells
When you reach a Sorcerer level specified in the Oracle Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Alarm, Augury, Detect Evil and Good, Detect Thoughts, Guidance |
| 5 | Clairvoyance, Nondetection |
| 7 | Arcane Eye, Divination |
| 9 | Legend Lore, Scrying |
Level 3: Spontaneous Visions
Whenever you complete a long rest, you can expend a spell slot to gain a supernatural awareness that extends into the future, alerting you of dangers yet to be. The level of the slot you expend determines how far into the future you can extend your awareness, as detailed on the Spontaneous Visions table. If, at any time during the predicted time frame, you or one of your allies within 60’ of you will be targeted by an attack or any hostile action that you or your allies do not initiate, you receive a vision of danger. After receiving this vision, you and your allies might potentially take action which prevents the expected violence. If you expend a 3rd or 5th level slot, you also gain the benefits as if you had expended the lower level slots.
If you deal damage to a dying creature, you lose access to Spontaneous Visions until you finish a long rest. Once you have expended a spell slot using this feature, you have a bonus to initiative rolls equal to your Charisma modifier until you finish a long rest.
Spontaneous Visions Table
Spell level: Time frame
1st: six seconds
3rd: two minutes
5th or higher: twelve minutes
Level 6: Bad Omen
When you roll initiative, you gain a Bad Omen if you do not already have one. Whenever a creature you see rolls a d20 test, you can use your reaction to expend your Bad Omen and impose a penalty equal to your Charisma modifier to the roll. You can use this ability before or after you know the result of the roll.
Level 14: Good Fortune
You can use a bonus action to give a creature other than you that you can see within 60’ good fortune. The target has advantage on the next attack roll, saving throw or ability check it makes before the start of your next turn.
Level 18: Ultimate Prophecy
You learn the Foresight spell. You always have this spell prepared and it does not count against your spells known. You can cast this spell without expending a spell slot once. You regain the ability to do so whenever you finish a long rest.
Previous Versions
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