1. Abilities

Oracle

Oracle

Ayoung woman, clutching her walking stick for support, wanders a lonely road. She hears snarling some distance behind her and turns to see a wolf pack beginning to circle. Unhurried, she extends her hand as a barrage of ghostly figures assaults the pack. Turning back around, she continues on her way.

A dwarvish man with clouded eyes stands amongst his adventuring companions as they wait to see his magic. He looks to the sun, his eyes now glowing brightly as the vision begins. A moment passes, his eyes fade and he nods to his crew pointing further down the path in the direction of their quarry.

As a furious mob rounds the corner, a fleeing elf with impossibly pale almost transparent skin weaves a spell. In an instant, she disappears from sight amongst the darkness.

Oracles are granted great power from divine sources, but this power is given against their will. In return for their divine abilities, oracles pay the price as their mortal forms are cursed by this same divine power. Desiring to understand their newfound magic and curse, oracles are driven to seek out hidden knowledge of divine mysteries and are granted increased power as they do so.

Divine Curse

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. This power comes at a cost, however, and their body and spirit are irreparably cursed. Unlike a cleric, who draws magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.


Mystery Seekers

Oracles are a rare sight in civilized society as their curse and strange powers make it difficult to live an ordinary life. At best, oracles are revered as blessed individuals, looked
up to for their divine abilities. At worst, they are feared
and cast out by those who don't trust their cursed
state.

Oracles do not usually associate with any one
church or temple, instead preferring to strike out on
their own, or with a small group of like-minded
individuals. They typically use their spells and
revelations to further their understanding of their
mystery, be it through fighting mighty battles, tending
to the poor and sick, or uncovering lost lore. In an adventuring party, oracles provide a powerful
connection to a variety of divine sources to
support their allies and afflict their foes.


Creating an Oracle

To create an oracle, look at your choices in the Oracle Curses section and consider the relationship between your curse and your magical abilities. Does same power that fuels your spells also overwhelm and debilitate your physical body? Or instead, perhaps you are under obligation to a divine being or pantheon of beings and they maintain the curse to exert some control?

Determine your mystery and why you are pursuing that particular knowledge. Does it relate to your curse or do you have some other personal stake in acquiring that knowledge? Or maybe you have always been infatuated with your chosen mystery independent of becoming an oracle?

Lastly, determine why you have chosen the life of an adventurer? Will it get you closer to your goal of obtaining knowledge about your mystery? Were you ostracized by your homeland and forced to follow a transient life? Or did you find it difficult to keep your magic dormant and needed an outlet for your divine power?

Quick Build

You can make an oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the acolyte background and the clouded curse. Third, choose the guidance, light, and toll the dead cantrips,
along with the 1st-level spells bless and
detect magic.



The Oracle Table
LevelProficiency
Bonus
FeaturesCantrips
Known
Spells
Known
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Oracle's Curse322
2nd+2Mystery, Epiphany (Augury)333
3rd+2Curse Feature3442
4th+2Ability Score Improvement4543
5th+346432
6th+3Mystery Feature47433
7th+3Epiphany (Divination)484331
8th+3Ability Score Improvement494332
9th+441043331
10th+4Mystery Feature, Curse Feature51143332
11th+4512433321
12th+4Ability Score Improvement512433321
13th+5Epiphany (Commune)5134333211
14th+5Mystery Feature5134333211
15th+551443332111
16th+5Ability Score Improvement51443332111
17th+6Curse Feature515433321111
18th+6Mystery Feature515433331111
19th+6Ability Score Improvement515433332111
20th+6Revelation515433332211

Class Features

As an Oracle, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per oracle level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: A gaming set or musical instrument of your choice, likely connected to or used in your oracular divination

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, History, Insight, Intimidation, Nature, Perception, Persuasion and Religion


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a component pouch or (b) an oracular focus
  • Leather armor and two daggers
  • The gaming set or musical instrument you chose proficiency in

Spellcasting

Beginning at 1st level, you cast spells drawn from a multitude of divine sources.

Cantrips

At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.


Spell Slots

The Oracle table shows how many
spell slots you have to cast your spells of 1st
level and higher. To cast one of these Oracle spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the oracle spell list. The Spells Known column of the Oracle table shows when you learn more oracle spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the oracle table.

Additionally, when you gain a level in this class, you can choose one of the oracle spells you know from this feature and replace it with another spell from the oracle spell list. The new spell must also be of a level for which you have spell slots on the Oracle table.

Spellcasting Ability

Charisma is your spellcasting ability for your oracle spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.


Spell Save DC 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast an oracle spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an oracular focus as a spellcasting focus for your oracle spells.

Oracle's Curse

Each oracle is bound by some curse, but this curse comes with benefits as your powers grow.

At 1st level, you choose a curse from the list of Oracle's curses. This curse cannot be removed or dispelled without the aid of a deity. Your choice of curse grants you additional features at levels 3, 10, and 18.


Epiphany

Beginning at 2nd level, you have an inherent inclination towards divining hidden secrets and lost knowledge. Once per long rest, you may cast the spell augury as a bonus action. This represents a sudden flash of knowledge bestowed by some divine source, and it only takes the duration of your bonus action to ask your question and receive an answer from the spell. Spells cast this way do not require expending a spell slot or using material components.

Beginning at 7th level, you may cast divination in place of augury. Beginning at 13th level, you may cast commune instead. When you cast commune this way, you may only ask one question during the initial bonus action. However, you may use your bonus action on subsequent turns to ask your remaining questions until the spell ends.

Mystery

At 2nd level, you dedicate yourself to a divine mystery to explore and understand. The mystery you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen mystery at the appropriate oracle levels. Each of these spells counts as an oracle spell for you, but do not count against the number of oracle spells you know.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Revelation

At 20th level, your ability to reveal deep lore and ancient secrets is unmatched. When you cast the spells augury, divination, or commune, you may ask one additional question as part of the spell.

With the epiphany feature, your additional question is asked as part of the initial bonus action, regardless of the spell used.


Oracle Curses

Each oracle must choose one of the following curses. These represent an incurable magical condition that is tied to your oracle abilities. As your oracle powers grow, your curse grants you additional abilities.

If your curse grants you a spell, it counts as an oracle spell for you and normally cannot be replaced. However, if your mystery and your curse grant you the same spell, you may choose another spell from the oracle spell list.

Accursed

You are cursed such that magic seems to distort around you and cause frequent mishaps.

  • Beginning at 1st level, once per short rest, you may choose to roll a saving throw against a spell with advantage.
  • At 3rd level, you add hex to your known spells.
  • At 10th level, you add bestow curse to your known spells.
  • Beginning at 17th level, once per long rest, when you fail a saving throw against a magical spell or effect, you may choose to succeed instead.

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.

  • At 1st level, you add burning hands to your known spells.
  • At 3rd level, you add flaming sphere to your known spells.
  • At 10th level, you add fireball to your known spells.
  • At 17th level, you add fire storm
         to your known spells.

Clouded

Your eyes are clouded as if you had severe cataracts. You struggle to see fine details.

  • At 1st level, you gain darkvision to a range of 60 feet (if you already have darkvision, its range extends by 30 feet).
  • At 3rd level, your darkvision extends by 30 feet.
  • At 10th level, you gain blindsight out to 15 feet.
  • At 17th level, your blindsight becomes true sight.

Consumed

Your connection to the Abyss and the demons that call it home has left you diminished but still able to scorn many mortal frailties.

  • Beginning at 1st level, once per long rest, when you become incapacitated, you may choose to have advantage on death saving throws for one minute.
  • Beginning at 3rd level, you have advantage on checks and saving throws to resist poison or disease.
  • Beginning at 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any negative effects.
  • Beginning at 17th level, each time a creature within 30 feet takes damage, you gain 1 temporary hit point. These can be added to themselves but disappear after 1 hour. You can have a number of temporary hit points from this feature equal to your charisma modifier.

Deaf

Your sense of hearing is dull, forcing you to rely on other senses.

  • Beginning at 1st level, when you cast a spell, you do so without any verbal components it normally requires.
  • Beginning at 3rd level, you have advantage on perception checks that do not rely on hearing.
  • At 10th level, you gain tremorsense out to 20 feet.
  • At 17th level, you gain tremorsense out to 40 feet.


Deep One

  • At 1st level, you gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.

The lure of the ocean tugs at your soul.

  • At 3rd level, you gain a +1 bonus to AC as your skin thickens with aquatic scales.
  • Beginning at 10th level, you have advantage on attacks rolls and enemies have disadvantage on saving throws
    against your spells and abilities while in
      rain or underwater.
  • Beginning at 17th level, you gain the benefits of the freedom of movement spell while underwater, and you can breathe underwater.

Elemental Imbalance

Your physical form manifests elemental power. For example, your skin might crackle with electricity if you choose air. Choose air, earth, fire, or water.

  • At 1st level, depending on your choice of element, you add one of the following to your spells known: feather fall (air), grease (earth), burning hands (fire), or create or destroy water (water).
  • At 3rd level, you add gust of wind (air), maximillian's earthen grasp (earth), scorching rays (fire), or rime's binding ice (water) to your spells known.
  • At 10th level, you add control winds (air), transmute rock (earth), flame strike (fire), or cone of cold (water) to your spells known.
  • At 17th level, you add whirlwind (air), flesh to stone (earth), fire storm (fire), or freezing sphere (water) to your spells known.

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

  • At 1st level, you add mage hand and thaumaturgy to your list of cantrips known.
  • At 3rd level, you add levitate to your list of spells known.
  • At 10th level, you add telekinesis to your list of spells known.
  • At 17th level, you add reverse gravity to your list of spells known.

Hellbound

Infernal influence grants you profane insight but weighs on your soul causing good-attuned creatures to instinctively distrust you.

  • At 1st level, you gain proficiency in persuasion or deception checks (your choice).
  • Beginning at 3rd level, you have advantage on saving throws to resist charm effects.
  • At 10th level, you gain resistance to fire.
  • At 17th level, you are immune to the charmed condition and spells that charm.

Infested

Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

  • At 1st level, you add infestation to your list of cantrips known.
  • Beginning at 3rd level, you have advantage on saving throws against insects and similar creatures (e.g.
    spiders).
  • At 10th level, you add giant insect and insect plague to your list of spells known. Choose one of the creatures listed in the giant insect spell, you are always infested by the small version of that creature and have it available for casting the spell.
  • Beginning at 17th level, you can
    condense part of your infestation
    into a focused mass that lifts you up. Once per short rest, as a bonus action, you gain a flying speed equal to your current speed. This effect lasts for 1 minute, until you choose to end the effect as a bonus action, or until you are incapacitated.

Lame

One or both of your legs are deformed, giving you a noticeably altered gait.

  • Beginning at 1st level, your speed can never be reduced unless specifically reduced to 0 feet.
  • Beginning at 3rd level, you suffer no effect from the first or second levels of exhaustion.
  • At 10th level, you add haste to your list of spells known.
  • At 17th level, you add misty step and far step to your list of spells known.


Plagued

You suffer indefinitely from a variety of diseases and conditions. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

  • Beginning at 1st level, you can still be poisoned but the condition has no effect on you.
  • At 3rd level, you add ray of sickness to your list of spells known.
  • At 10th level, you add contagion to your list of spells known.
  • At 17th level, you become immune to the effects of disease and infestations, although you remain a carrier for such.

Possessed

Another mind shares your body, interfering with your control.

  • Beginning at 1st level, you have advantage on saving throws to resist being possessed or dominated.
  • Beginning at 3rd level, once per short rest, you may reroll a failed constitution saving throw to maintain concentration on a spell.
  • At 10th level, you add dominate person to your list of spells known.
  • At 17th level, you add dominate monster to your list of spells known.

Reclusive

You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

  • Beginning at 1st level, spells you cast that target only yourself are treated as if they were one level higher.
  • Beginning at 3rd level, any spells you cast that target only yourself have double their normal duration.
  • At 10th level, you have advantage on saving throws to resist being charmed.
  • At 17th level, you become immune to the charmed condition.

Shadowbound

Your pigmentation is oddly colorless, and your eyes are sensitive to light.

  • At 1st level, you gain darkvision to a range of 60
    feet (or the range of your darkvision increases
    by 30 feet),
  • At 3rd level, you add invisibility to your
    spells known.
  • At 10th level, you add greater
    invisibility to your spells
    known.
  • At 17th level, you are
    invisible while
    in darkness.

Tongues

In times of stress or unease, you speak in tongues.

  • At 1st level, you learn how to speak and understand one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan (your choice).
  • At 3rd level, you learn an additional language of your choice from the provided list.
  • At 10th level, you can understand (but not necessarily speak) any spoken language, as if under the effects of tongues.
  • At 17th level, you can speak and understand any language.

Undeath

Somehow you have entered into a state of undeath against your will.

  • At 1st level, you gain resistance to necrotic damage.
  • At 3rd level, add false life to your list of spells known.
  • At 10th level, add negative energy flood to your list of spells known. You count as undead if you target yourself with the spell.
  • At 17th level, you gain immunity to necrotic damage.

Multiclassing

Prerequisites. To qualify for multiclassing with the Oracle class, you must meet these prerequisites: 13 Charisma. Proficiencies. When you multiclass into the Oracle class, you gain the following proficiencies: Simple weapons, light armor.
Spell Slots. You add all your Oracle levels for the purposes of determining multiclass spell slots.



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