Cleric
Base Class: Cleric

An Oracle is a person who can see into the future. They have been gifted this power fro some curse, blessing, or heritage bestowed upon them at birth. Oracles are widely varied int heir origins and are just as widely varied in how they practice their craft. Oracles can range from Lawful Good to Chaotic Evil. Oracles can see into the future either using some sort of ritual that they have discovered works for them or by altering their state of being with some sort of substance. 

Power of Prophecy

Oracles have a number of Prophecy Points equal to their level. These Prophecy Points can be expended to gain knowledge of an event in the future. In order to spend one of these points you must preform a ritual or be under the influence of a mind altering substance. 

State what future event you are trying to see and roll 1d20. On a 1 you receive very vague and mysterious undetectable symbols that are either relevant to the event you've state or not at all relevant. On a 2-5 you see one minor detail relevant to the event you are trying to see. On a 6-10 you see a minor detail relevant to the event and you also hear one word that is relevant to the event. On a 11-14 you see a major detail relevant to the event and you hear a few sentences of relevant talking. 15-19 you see a full blurry visage of the event (many details are hard to see but you hear everything and are mostly aware of what is going on). On a 20+ you see a full clear picture of the event and it is as if you are living the event out yourself.

Origins

Oracles have a few different ways that they can gain their powers. Most if not all oracles are born with their power or are granted them soon after birth. 

Ancestor

Your powers come from a deep connection to your ancestors. These ancestors can be normal individuals who have simply chosen you to carry out their will or are themselves past Oracles who have chosen you to carry on the family business. 

Dragon

Your powers have been granted to you based on a relationship with a dragon. This relationship can either be from a blood relation to a dragon or if you have favor from a dragon. Your powers are determined by the type of dragon you have formed this bond with. Whatever type of damage your dragon deals is the type of damage you deal.

Elemental

Your powers come from a connection to the elements themselves.

Forgotten Gods

Your powers come from a connection to Gods that have been forgotten by the masses. 

Lunar

Your powers come from a connection to the Moon itself.

Nature

Your powers come from a connections to the natural world around you.

Occult

Your powers come from a connection to the souls of the dead. 

Solar

Your powers come from a connection to the Sun itself. 

Spellscar

Your powers come from the result of a magical spell that left it's mark on you.

Whimsy

Your powers come from a connection to the fey and tricksters.

Curses

Part of being an Oracle is bearing an awful curse as payment for your prophetic powers. These curses vary as much as your powers can vary, but they are life long and have no way of being undone whatsoever. 

Accursed

You are cursed with misfortune and sorrow, and you have a -1 to all Charisma rolls.

Blackened

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

As a result you have disadvantage on all attack rolls, but you gain the spell Fire Storm.

Clouded Vision

Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 10 feet but you gain darkvision.

Deaf

You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. However, you add +3 to any Perception or Investigation rolls that don't rely on hearing.

Hellbound

Infernal influence grants you profane insight and weighs on your soul. You cannot cast spells with Good descriptors. You cannot summon good creatures. Good creatures instinctively distrust you. Evil creatures however instinctively trust you and you gain +2 to any Deception or Intimidation rolls.

Hunger

Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment. You also gain a bite attack that deal piercing damage. You begin each combat with the sickened condition until you deal damage with your bite attack.

Lame

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Site-Bound

You become bound to a particular location measuring 10,000 square yards (100 yards by 100 yards) and must remained within that site or become sickened. Everyday you spend outside this site you must make a DC 10 constitution saving throw or become nauseated until you take a long rest. In addition, every day you are outside of the site, you take 1d4 damage, no save. If you are within your site, you get +3 on attack rolls and spell casting rolls. 

Tongues

In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Deep Speech, Infernal, Primordial, Sylvan, or Undercommon. Whenever you are in combat, you can only speak and understand the selected language. This does interfere with spellcasting and unless the language is one you are proficient in you cannot cast verbal spells. 

Wasting

Your body is slowly rotting away. You have disadvantage on Charisma checks, but are immune to disease and cannot be sickened, nauseated, or poisoned. 

Seer Vision

As a bonus action you may touch an ally and give them insight into future actions. The touched ally chooses one of the following — attack roll, saving throw, ability check, or skill check — and then rolls a d20. The next time the ally would make the same type of roll before the end of the encounter, they may use the previously rolled result or opt to make a new roll. If the ally has advantage or disadvantage, only the first roll is replaced.

After using this ability you must take a short or long rest before you can use it again.

Tongue of the Oracle

You gain the ability to speak to animals have have a similar or connected history to Oracles. These creatures include buffalo, cats, chickens, oxen, snakes, spiders, and toads.This effect never ends and you will always be able to hear these animals speak, even if you don't want to.

Trust of the People

You have advantage on all checks made to get information out of someone and insight checks made against you have disadvantage. Additionally, any creature attempting to lie to or withhold information from you has disadvantage on deception checks against you, and if they do succeed the they must make a Charisma saving throw.

Celestial Body Sight

Choose either the sun or the moon. Anything that is touched by their light, you can see. 

As an action you roll 1d20. On a 1-10 you can only see the event and nothing else. 11-15 you can see and hear the event, on a 16-19 you can see/hear the event but also teleport to the event if you choose to do so.'

This lasts as long as you are concentrating on it and while you are concentrating you are blind to the events going on around your natural body.

Oracle Spells

As an Oracle you gain certain spells at certain levels.

Previous Versions

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