Base Class: Sorcerer
**Loosely based on the God-Meddled Oracle from Pathfinder **
A Thread in the Weave
The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table. The effect resulting from this roll begins at the end of that creature’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.
| d20 | Effect |
|---|---|
| 1 | You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closes enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. The movement does not trigger attacks of opportunity |
| 2–3 | Your movement speed is halved for 1 round. |
| 4–5 | You are [condition]deafened[\condition] for 1 round |
| 6–7 | You are knocked [condition]prone[\condition] |
| 8–10 | You shrink by one size category for 1 round, as in Enlarge/Reduce |
| 11–13 | You grow by one size category for 1 round, as in Enlarge/Reduce |
| 14–15 | You have advantage on Attack Rolls and Saving Throws for 1 round. |
| 16–17 | Creatures adjacent to you are pushed 10 feet away from you |
| 18–19 | You are able to understand all languages for 1 round. |
| 20 | You gain the benefits of haste for 1 round |
Oracle of the Gods
Your divine influencer gives you glimpses of the future. Once after a long rest, you can roll 2 d20's.
You can replace any saving throw or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Divinely Touched
You gain resistance to either Radiant or Necrotic Damage.
Evil
You gain resistance to radiant damage due to being a plaything for an evil deity.
Good
You gain Resistance to Necrotic and Force Damage
Neutral
Your status of a plaything grants you resistance to Radiant and Necrotic Damage
Divine Orientation
You cannot become lost through magical means, and you are immune to being [condition] charmed [\condition]
Weave of the Gods
You begin to see the design of the Gods in the weave of magic.
You can gain true sight out to 30 feet by concentrating (as if using a concentration spell) and your ranged spell attacks ignore cover.
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