Oracle
"To see the future or hear the thoughts of others is a gift few understand — and fewer still endure without cost. For some, such power is a blessing: a beacon of clarity in a chaotic world. For others, it is a burden too heavy to bear. The Oracles of the Sisterworlds know this truth better than anyone. Across the ages, they have been chained for their visions, hunted for their insights, and silenced for the truths they could not help but speak. Yet despite this long history of suffering, the Oracles have endured. From the ashes of oppression, they have risen, shaping the very world that once tried to bury them."
The Oracle is a support class that is weaker both physically and magically, but can provide unique insight to the rest of the party. The Oracle has no physical weapon to use, and often cannot attack. Their psychic powers make them stand out, able to read the future, see the invisible, and read their allies' thoughts, helping them in their battles. Using the Oracle's powers too much or too often will cause Overreading symptoms, like becoming Dazed, Blinded or passing out entirely.
Abilities:
Glimpse – You read an enemy's next turn using your Oracle powers. Their actions, movement and more is revealed, and if they are to target an ally with an attack, they will have advantage on saving rolls against said attacks.
True Sight (Passive) – You automatically detect any hidden enemies, spells, traps, etc, within a 20ft radius.
True Sight Meditation – You enter a meditative state that will expand your True Sight reach to 60ft. This must be cancelled on any following turn but will result in you only being able to use a bonus action during said turn, otherwise the meditation will remain but you will be unable to act during your next turns.
Whispers of Foresight – You read a chosen ally's mind, buffing a spell or action that will be most useful in the current situation for their next turn.
Path Sight – You release a shockwave of oracle powers throughout the entirety of the battlefield, revealing every opposing creature's next paths of movement for 2 turns.
Shared Misfortune – During an Overreading symptom (Dazed, Blind, etc.) you unleash a large sized shockwave that will roll to inflict any nearby creature with your own symptoms.
Ultimate Ability – Rewritten Fate – For the next 2 turns, you read every enemy's next move at all times and your party prepares for them with Advantage. During these turns, you will be able to roll to use reactions that can undo an enemy's turn.