Base Class: Warlock
Your patron is an ancient powerful oracle whose existence transcends the fabric of reality. They may be a powerful diviner, the spirit of a legendary seer from ages long past, or even a deity. Their knowledge of history long gone and things that have yet to happen is seemingly endless, and their wisdom is inscrutable. While their motives and methods may not always be understandable, your patron relies on you to make sure that all things happen as they should.
Oracles of such power include the Seer-Queen Arratma, Laeral Silverhand, and Apollo.
Level 3: Level 3: Minor Revelations
You learn to receive Revelations that are fueled by special dice called Oracle Dice.
Revelations. You learn two Revelations of your choice. You can use only one Revelation per turn.
You learn one additional Revelation of your choice when you reach Warlock levels 6, 10, and 14. Each time you finish a Long Rest, you can also replace one Revelation you know with a different one.
Oracle Dice. You have three Oracle Dice, which are d6s. An Oracle Die is expended when you use it. You regain all expended Oracle Dice when you finish a Short or Long Rest.
You gain an additional Oracle Die when you reach Warlock levels 6 (four dice total) and 14 (five dice total).
Saving Throws. If a Revelation requires a saving throw, the DC equals your spell save DC.
Level 3: Level 3: Revelations
The Revelations are presented in alphabetical order.
Blunder Foretold
When a creature which you can see within 60 feet succeeds on a D20 Test, you can use your Reaction to roll an Oracle Die and subtract the number rolled from the D20 Test.
Eldritch Certainty
As a Bonus Action, you can roll an Oracle Die and add half the number rolled to your spell save DC for the next spell you cast.
Farsighted
When a creature which you can see within 60 feet rolls Initiative, you can use your Reaction to roll an Oracle Die and add or subtract the number rolled to or from the check.
Glimpse Beyond
When you fail a D20 Test, you can roll an Oracle Die and add the number rolled to the check.
Inevitable Strike
When a creature which you can see within 60 feet fails an attack roll, you can use your Reaction to roll an Oracle Die and add the number rolled to the attack.
Insightful Harm
When you roll damage for a spell, you can roll an Oracle Die. You gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Lessons From Tomorrow
As an action, choose one creature which you can see within 60 feet and roll an Oracle Die. For a number of hours equal to your Charisma modifier, that creature can add the number rolled to ability checks and saving throws which use one ability of your choice.
Prescient Departure
When a Hostile creature moves within 5 feet of a Friendly creature within 60 feet of you which you can see, you can roll an Oracle Die. The Friendly creature can then use its Reaction to move a number of feet equal to 5 times the number rolled without provoking [Tooltip Not Found]s, provided its speed is not 0.
Punishment Foreseen
As a Bonus Action, choose a creature which you can see within 60 feet and roll an Oracle Die. Every time that creature deals damage before the end of your next turn, it takes Psychic damage equal to the number rolled.
Seer's Protection
As a Bonus Action, you can roll an Oracle Die and grant one creature within 60 feet of you which you can see Temporary Hit Points equal to the number rolled + your Warlock level.
Shield of Prophecy
When a creature which you can see within 60 feet is hit with an attack roll, you can use your Reaction to roll an Oracle Die and add the number rolled to the creature's Armor Class until the start of their next turn.
Vision Unhindered
As an action, choose any number of creatures within 60 feet of you up to your Charisma modifier and roll an Oracle Die. Those creatures gain Truesight out to a distance equal to 5 times the number rolled for 1 hour.
Level 3: Oracle Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Oracle Spells table, you thereafter always have the listed spells prepared.
You can cast one of the spell on this list without expending a spell slot, and cannot do so again until you use your Magical Cunning or finish a Long Rest.
| Warlock Level | Spells |
|---|---|
| 3 | Augury, Detect Evil and Good, Detect Thoughts, Identify |
| 5 | Clairvoyance, Glyph of Warding |
| 7 | Divination, Locate Creature |
| 9 | Legend Lore, Rary's Telepathic Bond |
Level 3: Level 3: Oracular Aptitude
You are at home in what is yet to be, and enlightened as to what is. When you or a creature which you can see within 30 feet of you takes the Study action, you can use your Reaction to add your Charisma modifier to the roll.
Additionally, you are immune to Surprise, even when Incapacitated.
Level 6: Level 6: Epiphany
You receive flashes of hidden knowledge in the thick of battle. As a Bonus Action, choose one creature which you can see within 60 feet of you to make an Intelligence saving throw. On a failure, roll an Oracle die, which is not expended. You learn a number of the following of your choice equal to the number rolled:
- Armor Class
- Condition Immunities
- Damage type Resistances
- Damage type Immunities
- Damage type Vulnerabilities
- Senses
- Speeds
- Spells known or prepared
Level 10: Major Revelations
Your connection to the beyond grows. Your Oracle Die becomes a d8.
Additionally, when you roll Initiative, you can roll an Oracle Die and add the number rolled to the check. When you do so, the Oracle Die is not expended.
Level 14: Level 14: Forewarned is Forearmed
You can never be caught unaware. When you roll Initiative, you regain up to two expended Oracle Dice.
Additionally, you can exchange one revelation you know with a different one as an action. Once you have done so, you cannot do so again until you finish a Short or a Long Rest.
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