Oracle Unchained
By Sage Young (Ser Nurp) and Sithums, reviewed by RedHeron and Spoons
Special thanks to: Cjthedjdolphin, Ealobe, Syncus and many more for their feedback
Version: 2.0
Oracles are vessels for the divine, granted strength through their curse so that they may wield powers to peer into the branches of prophecy and pull at the threads of fate itself. These powers are often shrouded in mystery fueled by their divine connection to the patron that cursed them. Drawing their magic through internal strength and the divine energy that saturates their body in the form of curse and precognition, oracles rarely venerate divinity, seeing the powers bestowed upon them as a curse, though there are those still that view it as a gift that changes them for the better.
Special thanks to: Cjthedjdolphin, Ealobe, Syncus and many more for their feedback
Version: 2.0
Oracles are vessels for the divine, granted strength through their curse so that they may wield powers to peer into the branches of prophecy and pull at the threads of fate itself. These powers are often shrouded in mystery fueled by their divine connection to the patron that cursed them. Drawing their magic through internal strength and the divine energy that saturates their body in the form of curse and precognition, oracles rarely venerate divinity, seeing the powers bestowed upon them as a curse, though there are those still that view it as a gift that changes them for the better.
Creating an Oracle
When creating an oracle, think about your life, what transpired to activate the curse within? Was it the divine that cursed you with the power that you now wield? Were you born with the curse? Do you wield it for good or ill? Do you heed the call of the divine or do you spurn them? Did you seek out what caused your curse, or did it find you? These are all questions that should come to mind when making an oracle. Work with your DM to determine how big an impact your curse and the patron that cursed you will play in your character's adventure. Your patron might drive you to adventure, or perhaps they merely ask for small favors throughout the course of play. What kind of relationship do you have with your patron? Is it friendly? Do you hate the curse that was laid upon you but more than that, revile the being that cursed you, doing their work out of necessity rather than desire?The Oracle Table
Guide and Healers
Oracles are often viewed as spiritual council and guides into the unknown. Rarely are oracles tied to a church or other religious organization, their gifts are theirs alone to wield, but there are still those who call a particular faith home or are bound by the shackles of their curse to work within to provide what council they can.Quick Build
You can make an oracle by quickly following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the sage background.Multiclass
To multiclass into or from the Oracle class, you need to meet the following prerequisites:- Ability Score Multiclass Requirements: Charisma 13
- Multiclass Proficiencies Gained: Light Armor, Medium Armor.
- Multiclass Spell Progression: Your oracle levels count as full levels for spell slot progression.
Class Features
As an Oracle, you gain the following class featuresHit 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 and medium armor
- Weapons: All simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Deception, Gossip, History, Insight, Investigation, Linguistics, Medicine, Persuasion, Religion, and Tactics.
Equipment
You begin the game with a coin pouch containing 75 gp; you can spend this coin, along with your starting wealth from other traits and features, to purchase your starting equipment from the options found within the equipment guide. Alternatively, if you are starting in a non-Living World game, and your DM allows, you can choose to instead start with the following equipment, in addition to the equipment granted by your other traits and features:- (a) a mace or (b) a warhammer (if proficient)
- (a) scale maille, (b) leather armor, or (c) chain maille (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol.
Curse
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Starting at 1st level, you suffer from a curse, and though you are hindered in some way by this curse, it comes with a benefit as well. This curse cannot be removed or dispelled without the aid of a deity. The strength of the curse is based upon your level in this class. As you grow stronger, so too does your connection with this curse and gift. When you first gain a level in the oracle class, you gain a curse from the following list: Accursed, Clouded Vision, Deaf, Haunted, Lame, Plagued, Powerless Prophecy, Reclusive, Tongues, or Wasting.
Accursed
You have been cursed with a life of misfortune and sorrow. A grim path to walk, where you go misery is not far behind.- Starting at 1st level, you cannot benefit from Luck or Morale type bonuses. You have advantage on saves against curse effects.
- At 3rd level, whenever you are given the benefits of the Help action you can roll three times and take the highest result.
- At 9th level, whenever you would succeed on a saving throw against a curse effect, you can as a Reaction cast the same spell back at the original caster, using your spell DC as the DC for the spell, you can use this ability once, regaining its use after a Short or Long Rest.
- At 15th level, a hostile creature within 30 feet of you that is suffering from Disadvantage must roll three times and take the lowest result.
Clouded Vision
Your curse has formed as an obscurement to your eyes blocking your vision, making it difficult for you to see.- Starting at 1st level, you cannot see anything beyond 30 feet, but you can see out to this range as if you had Devilsight.
- At 3rd level, the range of your Devilsight extends to 60 feet.
- At 9th level, you gain blindsight out to a range of 30 feet and you gain Advantage on saving throws against being Charmed or Frightened by creatures you cannot see.
- At 15th level, you gain the ability to cast the spell True Seeing once without expending a spell slot, regaining its use after a Short or Long Rest.
Deaf
Your curse manifests so that you are deaf, unable to hear the world around you.- Starting at 1st level, you cannot hear and suffer from the Deafened condition and all that comes with it. You can read lips, and you no longer suffer a modifier to a spell when casting it silently through Subtle Casting.
- At 3rd level, you gain advantage on any Wisdom (Perception) checks that you make that do not rely on hearing.
- At 9th level, you gain Tremorsense out to 30 feet.
- At 15th level, you can the ability to cast Detect Thoughts at will, without expending a spell slot.
Haunted
You are cursed by malevolent spirits that are tied to your very existence, following you, causing mishaps and strange occurrences wherever you go.- Starting at 1st level, retrieving any stored item using that normally requires an item interaction now requires a bonus action or action, and retrieving any stored item using the Use an Object action now requires both an action and bonus action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. You add the Mage Hand and Minor Illusion cantrips to your cantrips known. The weight limit on your mage hand is doubled.
- At 3rd level, you add the Levitate and Silent Image spells to your spells known and can cast one of them once without expending a spell slot, regaining this use after a long rest.
- At 9th level, you add the Major Image and Telekinesis spells to your spells known and can cast one of them once without expending a spell slot, regaining this use after a long rest.
- At 15th level, you add the Reverse Gravity spell to your spells known and can cast it once without expending a spell slot, regaining this use after a long rest.
Lame
Your limbs have been wracked by the curse that flows through you, causing one of your legs to become lame.- Starting at 1st level, you reduce all movement types that you possess by 10 feet. Your speed cannot be reduced below 20 feet by this or by wearing armor or encumbrance.
- At 3rd level, you can choose one physical damage type whenever you complete a short or long rest, you gain resistance to that damage type until your next short or long rest, this resistance is bypassed by cold iron or silver weaponry.
- At 9th level, you gain advantage on all Constitution saving throws.
- At 15th level, you gain an extra step on the exhaustion chart, this step has no negative effects. You restore two exhaustion levels whenever you would normally restore one.
Plagued
You have been cursed with a sickly nature. You have struggled with minor ailments and sicknesses since this curse manifested, although you have grown accustomed to the pain.- Starting at 1st level, you suffer disadvantage on any saving throw made against a disease effect but are immune to the sickened and poisoned conditions from non-poisoned sources.
- At 3rd level, you add the Pox Pustules spell to your spells known and can cast it once without expending a spell slot, regaining this use after a long rest.
- At 9th level, you increase the DC of any disease or poison spell that you cast by one, and when casting a poison damage dealing spell, you add your spellcasting ability to the damage dealt.
- At 15th level, you are immune to the effects of diseases, instead you gain the infectious condition whenever you are suffering from a disease. If the disease already has the infectious condition, you can choose to suppress or enable the condition as a bonus action.
Powerless Prophecy
Your curse manifests into minor flashes of foresight that show dangerous situations in your future, but too late for you to prevent it.- Starting at 1st level, you gain advantage on Initiative checks; however, whenever you are surprised you suffer from the stunned condition until the surprise round ends. If you are in a surprise round but not surprised, you can only take an action or bonus action, not both. In the absence of a surprise round, during the first round of combat you suffer from the Fatigued condition.
- At 3rd level, you gain proficiency in the Perception skill if you are not already. If you already have proficient in the Perception skill you instead gain Expertise.
- At 9th level, you gain the ability to as a reaction whenever an attack that you can see would hit you with an attack, reduce the damage suffered by half.
- At 15th level, during a surprise round, your armor class is increased by four, and you gain advantage on any saving throw that you must make.
Reclusive
Your curse has strengthened your reclusivity and paranoia to the point that even your allies find it difficult to help you in times of stress or unease.- Starting at 1st level, whenever you are in combat, your allies must successfully hit your AC when casting a touch range spell against you for the effects of the spell to be applied, and you cannot benefit from the help action. Beneficial spells with a range of personal that you cast on yourself have their Duration doubled.
- At 3rd level, you gain advantage on any spell or effect that causes the Charmed condition.
- At 9th level, whenever you cast a spell with a range greater than personal, you can enhance it, doubling its range. You can use this ability a number of times up to one-half of your Proficiency bonus, regaining its uses after a long rest.
- At 15th level, whenever a creature moves within 5 feet of you, you can expend your reaction to move up to your speed away from that creature. Reactions caused by this movement are made at disadvantage.
Tongues
In times of stress or unease your curse manifests into your mind causing you to speak in tongues.- Starting at 1st level, pick one planar language; whenever you are in combat, you can only speak and understand the selected language. This does not interfere with your spellcasting, but it does apply to all spells that are language dependent. You learn the chosen language.
- At 3rd level, you learn another language of your choice.
- At 9th level, you gain the ability to understand all languages.
- At 15th level, you gain the ability to speak and understand all languages.
Wasting
Your body has been touched by the curse that haunts you, causing it to slowly rot away.- Starting at 1st level, you suffer disadvantage on all Charisma ability checks, except for Charisma (Intimidation) checks; however, you also gain advantage on all Constitution saving throws made against disease.
- At 3rd level, you gain immunity to all non-magical diseases, as well as the sickened and nauseated conditions.
- At 9th level, you gain resistance to poison damage and immunity to the poisoned condition.
- At 15th level, you add the Regenerate spell to your spells known and can cast it once without expending a spell slot, regaining this use after a long rest. You still must expend costly material components when casting this spell on anyone other than yourself.
Devotion
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The curses and blessings associated with being an Oracle cannot be easily given up. You cannot retrain out of this class once attained without proper research or divine intervention.
Mystery
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Your powers are drawn from a divine mystery that fuels your abilities and sparks your inner strength. Choose a mystery from the choices below, this mystery is the source of your innate magical power. Your choice grants you features at 1st level, 2nd level, 5th level, 10th, 15th, and 20th level; additionally, your mystery grants you additional features as per your Revelations feature.
Spellcasting (Ma)
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A curse laid upon you or your bloodline whether in the past or present has left an indelible mark on you, infusing you with divine magic. This divine connection of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the oracle spell list. Oracles derive their spells from the Cleric spell list.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.
Cantrips
At 1st level, you know four 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 oracle 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.For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and 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. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. 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
Power to Heal or Harm
In addition to the other spells that you know at 1st level, you learn either the cure wounds spell or the inflict wounds spell.Spellcasting Focus
You can use an arcane focus, druidic focus, or holy symbol (see the Adventuring Gear section) as a spellcasting focus for your oracle spells.Epiphany
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Beginning at 2nd level, you develop an inherent inclination towards divining hidden secrets and lost knowledge.
With a sudden flash of knowledge bestowed by some divine source, you can cast the spell Augury as a Bonus Action, receiving your answer in the same time frame, you may do so once, regaining spent uses after you complete a Long Rest. Spells cast in this way do not consume a spell slot, nor do they require costly material components. You can instead choose to spend a number of Thread dice equal to the level of the spell being cast to activate this ability.
Beginning at 7th level, you can cast the Divination spell in place of Augury, and may use this feature twice, instead of once. Beginning at 13th level, you can cast the Commune spell instead, and gain a 3rd use of this feature. When you cast Commune in this way, you can only ask one question during the initial Bonus Action; however, you can use your Bonus Action on subsequent turns to ask your remaining questions until the spell ends.
Mystery Spells
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Each mystery has a list of spells — its mystery spells — that you gain at the oracle levels noted in the mystery description. Once you gain a mystery spell, you always have it prepared, and it does not count against the number of spells you can have known.
If you have a mystery spell that doesn’t appear on the oracle spell list, the spell is nonetheless an oracle spell for you.
Threads of Fate
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Starting at 2nd level, your oracular channeling awakens within you, granting you the ability to perceive and harness destiny by manipulating the threads of fate. You gain a pool of Thread Dice that represent your ability to look into the near future and perceive the trials you may face along the way. This pool of dice is equal to your Oracle Spellcasting Ability Modifier + your Proficiency bonus, which you regain any expended uses upon completion of a Long Rest.
At 1st level, your understanding of the threads of fate grants you the Daily Omen and Twist of Fate features, as given below; additionally, you gain a special feature known as a Weave, that allow you to grow in power as you level in this class. You know one Weave of your choice that you qualify for at 2nd level and gain an additional Weave of your choice at 4th level, and every two levels thereafter. Most Weaves require you to expend Stamina or Thread Dice to function. The saving throw of any weave feature that you use is equal to your Oracle Spell Save DC.
* This includes non-skill ability checks, spellcasting ability checks, Initiative, Death Saves, and even Fate checks; however, Fate checks receive only half of the bonus from a Thread Die, rounding down (minimum 0).
Daily Omen (Ex)
Once per day, when you would complete a Long Rest, you catch a glimpse of a possible future. Roll a 1d6 and consult the Daily Omen table below to determine what omen you are shown, and thus the effects of your foresight. At any time until 24-hours have passed, you are able to expend a Thread Die to grant yourself or an ally within 30 feet of you Advantage on any d20 roll associated with the omen, should the target already possess Advantage on the given d20 roll, they instead add your Thread Die as a Fate bonus on their check. You may do so even when it is not your turn, and may do so at any time, so long as you are not Incapacitated. You may not use this feature for DtD activities.Table: Daily Omen
| D6 (Omen) | Associated Check |
|---|---|
| 1 (Blade) | Attack rolls |
| 2 (Gauntlet) | Strength and Dexterity saving throws |
| 3 (Aegis) | Constitution and Charisma saving throws |
| 4 (Quill) | Skill checks |
| 5 (Owl) | Intelligence and Wisdom saving throws |
| 6 (Crown) | All other checks* |
Twist of Fate (Ex)
Your abilities of precognition have become tuned into moments of incoming danger. Whenever you would be critically hit, fail a saving throw, or are subject to a reactionary effect, such as a Counterspell, you can expend your Reaction as well a Thread Die to alter the triggering effect. If you do so, you are unable to use your Daily Omen or this feature until you complete a Long Rest. When altering a critical hit, it is downgraded into a normal hit, a failed saving throw is instead passed, a reactionary effect without a roll tied to it, forces the triggering creature to make a Concentration saving throw, DC equal to your Oracle spell save DC or lose the action, while a reactionary effect that has a roll tied to its success must roll again to determine if its effects trigger.Weaves
Upon gaining a new level in Oracle, you can exchange 1 weave you currently possess for another you meet the prerequisites for. Given below is a list of Weaves available to the Oracle class:
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Cantrip Expansion
You learn two additional Oracle cantrips of your choice.Demand Obedience
You can spend 1 point of Stamina and an action to bring forth the will and mind of a creature under a Charm effect to remind them of their path in life. For the next minute that creature receives Advantage on all saves and checks made to Charm or Possession. If the target is already under a Charm effect, it receives a new save to end this effect.Devastating Strike
When you hit a target with a melee martial attack, you can expend 2 points of Stamina to cause the attack to deal an additional 5 + your Oracle level in Necrotic or Radiant damage.Piety
The Oracle gains one feat from the Divine Feats category as a bonus feat. You can select this blessing multiple times. Its effects do not stack. Each time, select a new Divine Feat to be tied to this blessing.Divine Anchor
You can spend 1 point of Stamina to unleash a burst of divine energy as a Bonus Action. Choose a point within 120 feet, you produce a 10-foot burst of necrotic or holy energy that causes all creatures within its area to make a Constitution saving throw against your Oracle Spell Save DC or suffer 2d8 + your Charisma modifier points of Necrotic or holy damage (choosen upon gaining this feature), and the Anchored condition for 1 minute, save for half and negating the Anchored condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d8 whenever your Proficiency bonus would increase above +2.Divine Light
You can spend 1 point of Stamina to unleash an arc of Divine lightning as a Bonus Action. Produce a 5-foot wide, 30-foot long line of necrotic or holy energy that causes all creatures within its area to make a Dexterity saving throw against your Oracle Spell Save DC or suffer 1d10 + your Charisma modifier points of Necrotic or holy (choosen upon gaining this feature) damage, and the Aflamed (1d10 Necrotic/Radiant) condition for 1 minute, save for half and negating the Aflamed condition. A creature that fails this save receives a new save to end this condition early at the end of each of their turns. The base damage of this blessing increases by 1d10 whenever your Proficiency bonus would increase above +2.Divine Radiance
You can spend 1 point of Stamina to unleash a burst of Divine energy as a Bonus Action. Make a ranged spell attack using your Oracle spell attack bonus against the Ballistic AC of a target within 60/180 ft., on a hit, your target suffers 2d8 + your Charisma modifier points of Necrotic or Holy damage (choosen upon gaining this feature). With an additional 1d8 points of Necrotic/Radiant damage whenever your Proficiency bonus would increase above +2. Additionally, should your target be hit, they must make a Constitution saving throw against your Oracle Spell Save DC, or suffer from the Blind condition for 1 round.Divine Ward
- Prerequisite: Oracle 4
Empowered Faith
- Prerequisite: Oracle 4
Empowered Healer
You can spend 4 points of Stamina whenever you would cast a spell that restores Hit Points to a creature, that spell heals the target for an additional 50 percent of the base healing granted by the spell. Alternatively, you can spend 3 points of Stamina to instead heal for the maximum amount allowed for that spell.Energy Barrier
You can spend 1 point of Stamina as an Action to form a shield of protection around yourself or a creature that you touch within 5 feet of you. Your target gains DR 5 against a single non-Physical damage type of your choice for 1 minute.Foresight
Your visions expand, granting you brief glimpses of the future and the dangers therein. While you are not wearing any armor, you have an Armor Class equal to 10 + your Charisma modifier, you can use a shield and still gain this benefit.Glorious Presence
You can spend 2 points of Stamina and an action to lay a protective aura around a creature touched. For 1 minute, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends against that target only.Healing Light
You can spend 1 point of Stamina as an Action to infuse yourself or a creature touched with positive energy, healing the target. Your target gains Fast Healing equal to your Proficiency bonus for 1 minute.Hexing Mark
- Prerequisite: Oracle 4
Practiced Physician
The Oracle gains the Healer feat as a bonus feat. Should you already possess this feat, you instead increase the number of Medicinal Reagents you possess by your Charisma modifier, and through your clever use of magic, you are able to extend the number of charges a healer’s kit can hold by 5 for a total of 15 charges per kit.Prayer Shield
- Prerequisite: Oracle 4
Preach the Faith
- Prerequisite: Oracle 4
Zephyr’s Gift
- Prerequisite: Oracle 4
Revelations
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The powers of your mystery manifest in the form of revelations. Some Revelations are spell-like abilities while others are passive effects. Unless otherwise noted, using a Revelation that has an associated Action, Bonus Action, Reaction or Free Action costs 1 Thread Die to use or activate. As an Oracle, you can choose from either the Shared revelations or your Mystery-specific revelations, gaining two at 2nd level, and another every three levels thereafter. Upon gaining a new level in Oracle, you can exchange 1 revelation you currently possess for another you meet the prerequisites for.
Divine Covenant (Su)
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Starting at 3rd level, you can use your ties to the threads of fate to infuse your magic and body. When making an action, activating a revelation, or when rolling a Thread Die, you can expend another Thread Die to gain the benefit of your Daily Omen listed in the table below. Then roll a 1d6, the next time you activate this feature you additionally gain the benefit of the corresponding omen. If your Daily Omen and d6 omen match, you can choose to gain the empowered effect immediately or the next time you use this feature. If you do not use this feature, the bonus fades after 1 minute.
Additionally, you can spend 10 minutes in meditation to regain all expended Thread Die. You can use this feature once, regaining this use after completing a Long Rest.
| D6 (Omen) | Effect |
|---|---|
| 1 (Blade) | The force of your attack is enhanced. If you dealt damage to an enemy when you activated this feature, they take additional Force damage equal to 1 roll of your Thread Die. If multiple creatures were damaged, only one receives this additional damage. If your Daily Omen and d6 were both the Blade, they take 2 rolls of your Thread Die instead. |
| 2 (Gauntlet) | You perceive your own weakness and focus your intent towards self-preservation. Until the end of your next turn, you gain half (rounding up to a minimum of 1) of one roll of your Thread Die to your AC or Saving Throws as an Insight bonus to the given statistic. If your Daily Omen and d6 was the Gauntlet, you gain this bonus to both AC and Saving Throws. |
| 3 (Aegis) | Your magic repairs damage to your form. If you casted a spell or activated a revelation, you restore HP to yourself equal to 2d6 + your Proficiency Bonus. If your Daily Omen and d6 was the Aegis, you restore 4d6 + twice your Proficiency Bonus instead. |
| 4 (Quill) | Your manipulation of fate gives you greater insight into your current conflict. You can make a free knowledge check against a target of your choice within line of sight using your spell attack roll to make the check. If your Daily Omen and d6 was the Quill, you gain a bonus to this check equal to 1 roll of your Thread Die |
| 5 (Owl) | Your magics bolster and infuse your allies. If you casted a spell or activated a revelation, choose an ally within 30 feet ignoring line of sight, the creature restores hit points equal to 2d6 + your Proficiency Bonus. If your Daily Omen and d6 was the Owl, the target also receives an Insight bonus to their saving throws equal to half (rounding up to a minimum of 1) of one roll of your Thread Die. |
| 6 (Crown) | Your concentration is fortified. The next time you make a Concentration check, you gain a bonus to the result equal to 1 roll of your Thread die. If your Daily Omen and d6 were both the Crown, you additionally reduce the next Concentration DC of any Empowered Casting or Subtle Spellcasting check by 5. |
Soothsaying (Ex)
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Starting at 3rd level you gain the ability to enter a state of premonition as a Bonus Action that lasts for 1 minute. This state grants you the following effects for up to 1 minute:
You can enter or shift methods a number of times equal to your Spellcasting Ability Modifier, regaining spent uses after completing a Short or Long Rest.
- You gain 1 roll of your Thread Die to any Wisdom-based knowledge checks and tactics.
- You gain Advantage against Charm and Fear effects.
- You cannot lose Sanity except by self-inflicted abilities such as Revelations or Sigil Magic
- Entrails: You reduce your Maximum Hit Points by 5 x half of your Proficiency bonus rounded down (Minimum 1) until this state ends. You gain +1 Fate bonus on Attack rolls and a Fate bonus equal to your Spellcasting ability modifier on attack-based damage rolls made on your turn. If you critically hit a creature, you inflict the Doomed condition. At the end of each of that creature's turns, your target can make a Charisma saving throw against your Oracle spell save DC. When your target makes a successful save or when your Soothsaying ends, the Doomed condition ends on your target.
- Birds: Your Armor Class is reduced by half of your Proficiency bonus until this state ends. You increase your Maximum Hit Points by an amount equal to your Oracle level. When you drop below half of your Maximum Hit Points, you gain Fast Healing equal to your Proficiency bonus which persists until this state ends or your Hit Points increase above half of your maximum. Healing given or received on your turn gains a bonus equal to your level once per turn. Your fast healing does not benefit from this.
- Bones: You suffer a -1 penalty on all Attack roll and on your Spell Save DCs; however, your AC gains a Fate bonus equal to half of your Proficiency bonus. While Soothsaying, if an allied creature within 30 feet is hit by an attack while under the effect of an AC boosting Reaction (such as Shield, Guardian, Gift of the Metallic Dragon, etc.) that ally gains Temporary Hit Points equal to your Oracle level. These temporary hit points are applied prior to taking the damage and stack with other sources of temporary hit points, but not with temporary hit points from this ability. These temporary hit points fade at the end of combat.
You can enter or shift methods a number of times equal to your Spellcasting Ability Modifier, regaining spent uses after completing a Short or Long Rest.
Ability Score Improvement
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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 cannot 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.
Miracle Weave (Ma)
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Starting at 5th level, your connection with your curse-drawn powers strengthens, granting you expanded access to the miraculous knowledge it bestows upon you. After casting a leveled spell using your action, you can cast any Cantrip that requires an Action to cast as a Bonus Action on the same turn.
Share Burden (Su)
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Starting at the 5th level, you learn how to use your curse to shoulder and share the burden and afflictions of others. Whenever an allied creature within 30 feet of you would be afflicted by a negative condition as listed under the conditions expanded page and you are not immune to that condition, you can expend your Reaction to suffer that condition instead. While you possess a shared condition, allied creatures within 20 feet of you cannot have the same condition applied to them, though if they are already suffering from such a condition, this does not negate its effects. This does not apply to Exhaustion or Fogged effects or conditions gained from your Oracular curse.
Prediction
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Starting at 6th level, your potential has awoken to the future and all that it holds. Your Thread Dice pool is again increased by your Proficiency bonus, Additionally, you learn two Predictions from the list below. You learn one more at 10th and 14th level. You can activate any Prediction that you know by expending a Thread Die.
You can instead choose to perform Divine Motive as an Action instead. When doing so, you expend an additional Thread Die and the target instead makes a Charisma saving throw against your Spell Save DC. On failure, you learn what they will do on their turn and they must perform their turn as described. If they are unable, they perform it to the best of their ability and lose any remaining actions.
If you use Divine Motive while out of combat, at your GM’s discretion you can instead learn about the target’s motives in roleplay using the same Charisma-based knowledge check with Proficiency.
Blessed Omen
As a Bonus Action you select a creature and bestow a good portent upon them. Choose attack rolls, saving throws or skill checks. The next time that creature rolls the target check, they roll it at Absolute Advantage.Divine Motive
You glimpse into a target’s mind. As a Bonus Action, select a creature and make a Spellcasting ability check, adding your Proficiency, against the Tactics DC of your target. On success, you gain knowledge of what that creature will do on its next turn under current battlefield conditions.You can instead choose to perform Divine Motive as an Action instead. When doing so, you expend an additional Thread Die and the target instead makes a Charisma saving throw against your Spell Save DC. On failure, you learn what they will do on their turn and they must perform their turn as described. If they are unable, they perform it to the best of their ability and lose any remaining actions.
If you use Divine Motive while out of combat, at your GM’s discretion you can instead learn about the target’s motives in roleplay using the same Charisma-based knowledge check with Proficiency.
Foreseen Failure
When you cast a spell or use a revelation and every target creature succeeds against the saving throw, you can choose to negate your casted spell and all its effects. If you do, the resource used to cast that spell is still expended, but you regain the Action spent to cast, and are able to cast a spell or revelation as normal as if you had not already cast a spell this turn. If you choose to cast another spell or use another ability, it must be different from the original spell or ability. You can use this feature once, regaining spent uses after completing a Long Rest.Foresee Peril
You glimpse into the near future. As an Action, you can predict whether a 30 foot cubed area within 1000 feet of you that you designate contains creature's with a Challenge Rating. If there are creatures within this area, you know the relative CR of the creatures compared to your level, the number of creatures, and basic information on the actions that they are performing, such as hiding, talking, working, etc. You do not learn any additional information beyond this.Ill Omen
As a Bonus Action you select a creature and bestow a bad portent upon them. Choose attack rolls, saving throws or skill checks. The next time that creature rolls the targeted check, they roll it at Absolute Disadvantage.Impose Order
As a Bonus Action, you can impose order on the chaos of the universe. Instead of rolling damage or healing dice, treat all die results as average, rounding up, instead. You can choose to target yourself or an ally within touch distance with this ability, the effect persists until the start of your next turn.Predict Allegiance
You can use an Action to predict whether a creature that you can see and have yet to meet would be a likely ally to you, its current attitude towards you, and whether a single suggested action involving this creature would have good, bad, or neutral results.Predictive Preparation
You evaluate the future before you. When you roll Initiative at the start of combat, you can expend your Reaction to perform an Action. This can be any Action you have normally available to you with your available resources, such as making an attack, casting a spell, making skill check, etc. You store this action as a free action and at any point during the encounter you can expend another Thread Die to use this stored action at what you believe to be the most opportune time. The ability resolves as normal and consumes resources as normal. If you do not use this stored action before the end of combat, you lose the action and any resources consumed by it.Vision of Weakness
You glimpse the weakness of a target creature. As an action, select a creature within 60 feet that you can see. If that creature has any vulnerabilities, you learn them. You also learn which of its saving throws is the lowest. The next attack against the targeted creature receives a bonus to their damage roll equal to one roll of your Thread Die.Conduit (Ex)
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Starting at the 7th level, while under the effect of Soothsaying, you can spend 2 stamina to cast a spell of up to 2nd level without expending a spell slot, you may do so a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest. The maximum spell level for this ability increases at 11th level (3rd), 15th level (4th) and 19th level (5th).
Additionally, you gain an additional Reaction you can use every round. This reaction can only be used to activate revelation or class abilities.
Additionally, you gain an additional Reaction you can use every round. This reaction can only be used to activate revelation or class abilities.
Potent Cantrips (Su)
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Starting at 9th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. In addition, you do not have Disadvantage when casting spell attack cantrips if you are within 5 feet of a hostile creature.
Architect of Fate (Su)
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Starting at the 11th level, when preparing your Daily Omen, you can instead roll 1d6 twice and take your preferred result. If you roll the same result on both d6’s you instead gain Absolute Advantage when triggering rerolls with your Daily Omen.
Additionally, if you do not have an active Daily Omen, you can divine a new one as part of a Short Rest. You can do this once regaining this use after completing a Long Rest.
Additionally, if you do not have an active Daily Omen, you can divine a new one as part of a Short Rest. You can do this once regaining this use after completing a Long Rest.
Purge of Moments (Su)
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Starting at the 18th level, you can bring prophecy to reality all the sooner. You can as an Action accelerate the passage of time. Five rounds of time pass for all creatures within 15 feet of you. None of these creatures, including you, can act for these five rounds; however, buffs, debuffs and other persistent effects run as normal. For example, if a creature was burning, they would burn for 5 rounds instantly after these 5 rounds of time passage end. You can use this ability once, regaining its use after completing a Long Rest.
Divine Revelation (Su)
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At the 20th level, you gain an additional revelation and access to the ultimate revelation from your selected mystery. You can use this revelation to select any revelation you have access to including any revelation that requires the Divine Revelation feature. You cannot possess more than one Divine Revelation at a time.
Mysteries
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When your curse first manifests itself, it also unlocks hidden mysteries that fuel the magic that surrounds you. As you grow into your new curse so too does the revelations revealed as you develop as an oracle.
Ancestry
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Your powers have manifested as a connection to the ancestral ties of your curse and bloodline, fueling you with the abilities of heroes of ages past.
Your ancestral weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your ancestral weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your ancestral weapon thereafter. You can’t dismiss an artifact or a sentient weapon in this way. The weapon ceases being your ancestral weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You can do so once for free, or by expending 2 Thread Die, and only carry one object at a time. You regain this free use upon completing a Long Rest.
ACTIONS
On subsequent turns, you can move this area up to 30 feet within range using a Bonus Action. Creatures that start their turn in the area must make the save as above but are only Shaken instead of Frightened on failure. The damage increases by 1d4 for both Necrotic and Psychic damage for every two Oracle levels you possess above 9th level.
If you already know Spirit Tongue when you gain this feature, you can choose another language of your choice.
Ancestry Boon (Su)
Starting at 1st level, you develop the means of gazing into those who once lived and seeing through their own eyes, you gain the ability to draw from their skills. Choose two of the following to gain proficiency in: heavy armor, all martial weapons, a single exotic weapon, or shields. Additionally, you gain 20 feet of Ethereal Sight. If you already had Ethereal Sight, this increases your range by 10 feet.Ancestry Revelations
Starting at 2nd level, as an oracle with the Ancestry Mystery, you can choose from the following revelations, gaining your first two at 2nd level, and another every three levels thereafter.Ancient Bulwark (Ma)
As a Bonus Action you can spend a Thread Die to call forth your ancestors to form a barrier. The ghostly guardians form a piece of stationary ¾ cover to one facing of your space. This cover is considered to have a Hardness of 4, an AC of 14 and 10 hit points with an additional 5 HP for every level in Oracle that you possess. You can alter the location of this cover at the start of each of your turns, for as long as this cover remains, or as a Bonus Action on your turn. You can do so as a Reaction if you expend 1 Thread Die. This ability remains for 1 minute or until destroyed.Ancients’ Counsel (Su)
When casting the Guidance cantrip, you are provided additional counsel by the ancients. Your Guidance cantrip improves to 1d6 and increases to 1d8 at 11th level.Ancestral Weapon (Su)
You have gained a bond with an ancestral weapon, choose one weapon with which you are proficient in, this is the form that your ancestral weapon takes, the physical details of the weapon are up to you. As an action you can summon your ancestral weapon to your hand. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Your ancestral weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your ancestral weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your ancestral weapon thereafter. You can’t dismiss an artifact or a sentient weapon in this way. The weapon ceases being your ancestral weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Blood of Heroes (Ma)
As a Bonus Action, you can call upon your ancestors to grant you strength and bravery in battle. You add a d4 Morale bonus to all attack rolls, damage rolls, and saves against fear that you make for the next minute. You can use this ability by expending a Thread Die. The die increases to a d6 at 8th level, and a d8 at 15th level.Guiding Hand (Ma)
You add the Mage Hand to the list of cantrips that you know, this does not count against your Oracle cantrips known limit and is considered an Oracle spell for you. Additionally, Mage Hand’s range increases to 60ft and when you cast the Mage Hand cantrip, you can make the spectral hand invisible. As an action you can spend a Thread Die and choose to perceive visually through the spectral hand for the next 10 minutes. While doing so, you become blind. On subsequent turns to maintain your vision you must expend either an Action or Bonus Action.Phantom Touch (Su)
As part of a melee attack. after hitting a creature, you can call upon your ancestors to frighten your foes. The target takes additional Psychic damage equal to your Thread Die and must make a Charisma saving throw or become Shakened. If they fail this saving throw by 5 or more, they instead become Frightened. The fear effect lasts 1d3+1 rounds. The bonus Psychic damage from this ability increases by an additional Thread Die at 6th level and again at 13th level. A creature under the effects of fear by this ability can make another save at the end of each of their turns.Place Beyond Sight (Su)
- Prerequisite: 5th level
You can do so once for free, or by expending 2 Thread Die, and only carry one object at a time. You regain this free use upon completing a Long Rest.
Reborn Ancestor (Ma)
- Prerequisite: 11th level
Reborn Ancestor
- Multiattack: The reborn ancestor can make two ancestral touch attacks in a single attack action. Ancestral Touch: melee martial attack (Atk equal to your Spell attack modifier, reach 5 ft., one target, 1d8+3+your spellcasting ability modifier Necrotic damage.)
- Turn Defiance: The reborn ancestor has Advantage on saving throws against effects that turn undead.
Spirit of the Warrior (Ma)
- Prerequisite: 11th level
Spirit Shield (Ma)
As a Reaction to being attacked, you can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks. You increase your Armor class against the triggering attack by double your Proficiency bonus, and until the start of your next turn you armor class is increased by two. You can activate this feature by expending a Thread Die.Storm of Souls (Ma)
- Prerequisite: 8th level
On subsequent turns, you can move this area up to 30 feet within range using a Bonus Action. Creatures that start their turn in the area must make the save as above but are only Shaken instead of Frightened on failure. The damage increases by 1d4 for both Necrotic and Psychic damage for every two Oracle levels you possess above 9th level.
Soul Read (Ma)
- Prerequisite: 8th level
Voice of the Grave (Su)
You add the Speak with Dead spell to your spells known and can cast it once without expending a spell slot, regaining this use after you complete a Long Rest. Additionally, whenever you would cast this spell, the first question asked does not cause detrimental effects, instead the 2nd and subsequent questions act as normal, up to 10 questions asked.Mystery Spells (Ma)
Starting at 2nd level you gain mystery spells at the oracle levels listed in the Ancestry Spells table. See the Mystery class feature for how mystery spells work.Ancestry Spells
| Level | Spells |
|---|---|
| 2nd | False Life, Unseen Servant |
| 4th | Gentle Repose, Spiritual Weapon |
| 6th | Beacon of Hope, Spirit Guardians |
| 8th | Guardian of Faith, Kiss of Death |
| 10th | Antilife Shell, Telekinesis |
| 12th | Heroes' Feast |
| 14th | Tether Essence |
| 16th | Telepathy |
| 18th | Astral Projection |
Spirit Walk (Su)
Starting at 5th level, as a Bonus Action you can enter into an Ethereal state and remain in this state until the end of your next turn. For the duration of this ability, you gain the following benefits:- You are under the effects of the Incorporeal condition.
- You are immune to any of the Held conditions that does not originate from an Ethereal state.
- You can move through creatures and solid objects as if they were Difficult Terrain. If you end your turn in a solid object, you take 1d10 points of Force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 points of Force damage for every 5 feet traveled.
- You can perform this action by expending a Thread Die. Additionally, starting at 11th level, the duration of this feature increases to 1 minute, and you become Invisible while under the effects of Spirit Walk; however, if you would break invisibility, as per the spell, at any point after the 1st round of Spirit Walk, your Spirit Walk ends early.
Primeval Esoterica (Ex)
Starting at 10th level, through the shared knowledge and understanding of you and your ancestors you are able to better decipher archaic or enigmatic texts. You gain Spirit Tongue and two additional languages of your choice. Additionally, you gain advantage on checks to identify languages even if you cannot understand them and after completing a Long Rest, you can choose one tool of your choice to gain Proficiency in until your next Long Rest.If you already know Spirit Tongue when you gain this feature, you can choose another language of your choice.
Unified Defense (Su)
Starting at 15th level, you are able to spread the benefits of your ancestors to your allies. When an allied creature within 30 feet of you is subjected to a spell or ability that requires a saving throw, you can expend your Reaction to grant them a Deflection bonus to a relevant save equal to your Charisma modifier.True Revelation of Ancestry (Su)
Starting at 20th level, you become one with the spirits of your ancestors. You gain a bonus to one saving throw of your choice equal to your Charisma modifier. Whenever you finish a Short or Long Rest you can change the designated save; in addition, you gain Blindsight out to 60 feet. Finally, whenever you enter Spirit Walk, you gain the following additional effects:- You increase or decrease your size category by one step, as if subjected to the Enlarge/Reduce spell, if you so choose.
- Your critical threat range is increased by 1 for all attacks that you make.
- You gain Resistance to Physical damage and Immunity to nonmagical Physical damage.
- Your martial attacks are considered to possess the Superior (Very Rare) Ghost Touch magical enchantment.
- You gain the ability to hover, preventing you from falling when knocked Prone.
- Your invisibility in Spirit Walk is considered Greater Invisibility.
Battle
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Your powers have manifested in skills of battle and command.
You have two superiority dice which are used to fuel that maneuver. These superiority dice are d6s. At 7th level, and every three levels thereafter, your superiority dice increases by one die size, d6 > d8 > d10 > d12. You can use superiority dice you gained from other classes to fuel these maneuvers. As a Bonus Action, you can convert spell slots into maneuver points, as in the table below, but you cannot use the superiority dice generated from your spell points to fuel any other maneuvers. These maneuver points last until you complete a Long Rest. You may convert them an amount of times equal to your proficiency bonus.
Additionally, for the next minute after leaping in this way, you enter into a battle trance, while in this trance, you gain the following benefits:
Battle Boon
Starting at 1st level, you who bear witness to blood soaked earth given as tribute and biting blade that seeks soft flesh, become overcome with the beautiful visage of battle. You gain proficiency in one skill of your choice and proficiency in either heavy armor, martial weapons, a number of exotic weapons equal to your Proficiency bonus, or shields. Additionally, you may use your Bonus Action to make a weapon attack whenever you would take the Attack or Spellcasting Action.Battle Revelations
Starting at 2nd level, as an oracle with the Battle Mystery, you can choose from the following revelations, gaining your first two at 2nd level, and another every three levels thereafter.Battlecry (Ex)
Your powerful voice echoes through the battlefield. You gain the Warcry feat as a bonus feat.Battlefield Clarity (Ex)
You gain the ability to reroll a failed saving throw at Absolute Advantage as a Reaction. You must use the new roll. Once you use this ability, you must finish a Short or Long Rest before using it again. You can use this ability an additional time at 10th level. You can use this feature without expending a use by expending 2 Thread Dice.Battle Mastery (Ex)
Choose either all Martial weapons or one Exotic weapon with which you are proficient in. You improve the Critical Threat Range of the chosen weapon(s) by 1. This stacks with similar effects.Combat Healer (Ex)
You are an able medic and capable healer. You gain the Healer feat as a bonus feat. In addition, a creature that is within 10ft of you being healed by you through the Medic feat or through Spellcasting can stand up from Prone as part of the action that healed them, they may do so without using their Reaction.Iron Skin (Ex)
- Prerequisite: 8th level
Maneuver Master (Ex)
- Prerequisite: 5th level
You have two superiority dice which are used to fuel that maneuver. These superiority dice are d6s. At 7th level, and every three levels thereafter, your superiority dice increases by one die size, d6 > d8 > d10 > d12. You can use superiority dice you gained from other classes to fuel these maneuvers. As a Bonus Action, you can convert spell slots into maneuver points, as in the table below, but you cannot use the superiority dice generated from your spell points to fuel any other maneuvers. These maneuver points last until you complete a Long Rest. You may convert them an amount of times equal to your proficiency bonus.
| Creating Maneuver Points | |
|---|---|
| Spell Slot Level | Maneuver Points |
| 1st | 1 |
| 2nd | 2 |
| 3rd | 3 |
Readied Strike (Ex)
You gain Advantage on Initiative rolls. Starting at 18th level, you can roll three d20s when rolling for initiative and keep the highest. Additionally, during the first round of combat, you gain Advantage on the first attack you make against an individual who has not yet gone in the turn order.Resiliency (Su)
- Prerequisite: 5th level
Skill at Arms (Ex)
You gain Proficiency in two of the following: Martial Weapons, a single Exotic Weapon, Heavy Armor, or Shields. Additionally, you gain Expertise in a single skill of your choice that you are proficient in.Steadfast Bulwark (Ex)
As a Reaction to being attacked, you maximize your defensive capabilities to form a shield around you that blocks incoming attacks. You increase your Armor class against the triggering attack by double your Proficiency bonus, and until the start of your next turn you armor class is increased by two. You can activate this feature by expending a Thread Die.Surprising Charge (Ex)
- Prerequisite: 11th level
Tactical Acumen (Su)
You gain proficiency in the Tactics skill. If you already have proficiency you gain expertise instead. Additionally, if you make a successful Tactics check against a hostile creature, you can expend a Thread Die to expose the target’s weakness to the next attack that hits them. The next attack that hits the target gains Penetration 5. This ability cannot stack with itself.Mystery Spells
Starting at 2nd level you gain mystery spells at the oracle levels listed in the Battle Spells table. See the Mystery class feature for how mystery spells work.Battle Spells
| Level | Spells |
|---|---|
| 2nd | Armor of Agathys, Compelled Duel |
| 4th | Enlarge/Reduce, Find Steed |
| 6th | Crusader's Mantle, Haste |
| 8th | Freedom of Movement, Wall of Fire |
| 10th | Destructive Wave, Steel Wind Strike |
| 12th | Heroes' Feast |
| 14th | Fire Storm |
| 16th | Earthquake |
| 18th | Invulnerability |
Extra Attack (Ex)
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.Battlefield Persistence (Ex)
Starting at 10th level, you become increasingly hard to remove from the battlefield. You have Advantage on saves that would cause you to become Held, Paralyzed, or Stunned, checks to escape any of the Held conditions, and your movement is unaffected by Difficult Terrain. You are immune to effects that would cause you to become Incapacitated during combat unless it is caused by your Oracular curse, or is derived from another condition, such as Stunned.Boundless Reprisals (Ex)
Starting at 15th level, you gain the ability to quickly react to any situation as required. At the start of each hostile creature’s turn, you gain a Reaction you can only use during that turn on hostile creature’s that provoke Reactionary attacks from you. This can be any Reaction that is not otherwise limited in your daily uses.True Revelation of Battle (Su)
Starting at 20th level, battle calls and you answer. As a Bonus Action, choose an unoccupied space within 120 feet of you. You leap forward as an unstoppable force, this movement does not trigger Reactionary attacks and you become immune to any conditions that would stop or hinder this movement, such as Slow or Fear. All creatures within 20 feet of where you land must make a Strength Saving Throw against your Oracle Spell Save DC or take a number of d12s in Force damage equal to your Proficiency bonus and be knocked Prone. A successful save halves the damage and negates the Prone condition.Additionally, for the next minute after leaping in this way, you enter into a battle trance, while in this trance, you gain the following benefits:
- When you take the Attack action, you can attack three times instead of twice.
- You become resistant to Physical damage.
- Your Critical Threat Range increases by 1.
Dark Tapestry
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Your powers have manifested as a connection to the great tapestry of the astral sea. Your curse fueling you with the abilities of the unknown.
Upon failure the target moves towards the spirit by the shortest and most direct route on their turn without putting themselves into harm's way. If the creature willingly moves within 5 feet of the spirit they suffer from the Decayed condition until the end of their next turn. You can use this ability once without expending a Thread Die, regaining this use after completing a Long Rest.
Whenever an enemy fails a save of your Dissonant Whispers, Crown of Madness or Feeblemind spells, you may inflict a Madness Effect on them. Additionally, Whenever an enemy fails a save of your Black Tentacles or Miasma spells, you may choose to forgo doing damage to them, if you do, inflict a Madness Effect on them.
You also no longer draw distinction between the real and the absurd. Your Soothsaying state has an unlimited duration and no longer requires an Action to enter. You can also act as normal while unconscious so long as you have more than 0 hit points.
The madness within you spreads outwards for the world to witness as boundaries break. As a reaction to you taking Sanity damage, you may force up to your Proficiency bonus targets within 60 feet of you to make a Wisdom Saving Throw or take Psychic damage equal to your missing Sanity, half on a save. On a failure, a target must incur a Madness as per the Dark Tapestry Madness Table.
Dark Tapestry Boon
Starting at 1st level, the barking madness of that which lies beyond the veil of comprehension, bestows upon you a small tiding. You gain the Chill Touch and Vicious Mockery cantrips to the list of cantrips that you know, these cantrips do not count against your Oracle cantrips known limit and are considered Oracle spells for you. Additionally, if you attempt and fail at Antagonizing or Demoralizing an enemy through the Intimidation skill, you may attempt again on a different enemy as part of the same skill check. Finally, whenever you succeed at Antagonizing or Demoralizing a target, you can expend a Thread Die to roll on the Dark Tapestry Madness table and give one target of the Intimidate check the rolled madness.Dark Tapestry Madness Table
Dark Tapestry features marked with the [Madness] tag involve this table.| D10 | Madness Effect |
|---|---|
| 1 | The victim is stricken with fits of laughter. Concentration checks made by the victim are made at Disadvantage until the end of their next turn. |
| 2 | The mind plays tricks on the victim’s body, believing them to sink into the ground they stand on. The creature is considered Burdened until the end of their next turn. |
| 3 | A compulsion overcomes the victim. They become anxious over the details of their surroundings. On their next turn, they must spend one action of their choice on your turn to investigate the area. This may only be a Bonus Action, Action, or Reaction. |
| 4 | Nowhere is safe. The victim perceives a single location where they can remain safely. Until the end of their next turn, they must move their full movement in one randomly decided location. |
| 5 | Drunken revelry and stupor overtakes the victim. They become Drunk as per Intoxication, however they do not gain the benefit against Fear effects. This lasts until the end of their next turn. |
| 6 | The victim’s eyes are less trustworthy than the enemies around them, leaving shadows in the corners of their vision. They have Disadvantage on Insight and Perception checks until the end of their next turn. |
| 7 | An aversion overcomes the victim. They believe their main weapon or spellcasting focus is covered with a strange parasitic flesh. At the beginning of their next turn, they must drop the weapon or foci they have in hand, unable to pick it up until the end of their next turn. |
| 8 | Visions of vicious and ghostly enemies plague the victim. They believe themselves to be Surrounded until the end of their next turn. |
| 9 | An itch of the throat, the crawl of the skin- a twitch overcomes the victim. They have Disadvantage on Stealth and Sleight of Hand checks until the end of their next turn. |
| 10 | The victim becomes obsessed with one random enemy within 60 feet, choosing them for last. Until the end of their next turn, they cannot knowingly harm this creature in any way, including by Area of Effects. |
Dark Tapestry Revelations
As an oracle with the Dark Tapestry Mystery, you can choose from the following revelations, gaining your first at 2nd level, and another every three levels thereafter.Brain Drain (Su)
You can as a Bonus Action spend a Thread Die to violently probe the mind of a single enemy within 90 feet that has an intelligence of 4 or higher. The target must make an Intelligence saving throw. On a failure, the target suffers Psychic damage equal to a roll of your Thread Die, and you learn its surface thoughts. A successful save halves the damage. Whether the target succeeds the saving throw or not, the target knows that you are probing its mind. Upon reaching 6th level you increase the damage from this ability by 1 additional roll of your Thread Die, and again at 14th level and 18th level.Cloak of Darkness (Su)
You gain the ability to conjure a cloak of shadowy armor as an Action. For the next 8 hours, while not wearing armor, this cloak grants you a base AC of 10 + your Dexterity modifier + your Charisma modifier; in addition, you gain Advantage on all Stealth checks that you would make while the cloak is active. You can conjure this cloak once, regaining its use after you complete a Short or Long Rest. You gain an additional use at 8th level and again at 15th level.Dweller in Darkness (Ma)
Prerequisites: 11th level You gain the ability to cast the Phantasmal Killer spell without expending a spell slot, you add this spell to your oracle spell list and your list of oracle spells known. Once you use this ability, you cannot use it again until you complete a Long Rest. At 18th level, you can use this ability to cast the weird spell instead of phantasmal killer.Eldritch Angler (Ma)
You can as an Action spend a Thread Die to conjure a spirit visible only to a single creature you can see within 120 feet of your position. The spirit appears in a random direction from the target creature. The target must succeed on a Wisdom saving throw against your Oracle Spell Save DC or become Charmed and follow the spirit on its next turn. The spirit has no effect if the target is unable to see it, has immunity to charm effects, or sees through illusions.Upon failure the target moves towards the spirit by the shortest and most direct route on their turn without putting themselves into harm's way. If the creature willingly moves within 5 feet of the spirit they suffer from the Decayed condition until the end of their next turn. You can use this ability once without expending a Thread Die, regaining this use after completing a Long Rest.
Gift of Madness (Ma)
You can as an Action spend a Thread Die to subject creatures to share your maddening thoughts. Choose one creature within 30 feet of you and up to one other creature within range of your initial target. You either place a pleasant thought or a terrifying one in your targets minds.- Pleasant Thought: The target(s) gain temporary HP equal to 1 roll of your Thread Die, lasting 1 minute.
- Terrifying Thought: The target(s) must attempt a Wisdom saving throw. On failure they become Frightened and if they fail the save by 5 or more they become Panicked instead. On success, they are immune to this effect for 1 minute. At the end of each of its turns, the target creatures can make another Wisdom saving throw. On a success, they are no longer Frightened or Panicked. The temporary hit points granted by this ability increases by 1 additional roll for every 2 Oracle levels beyond 9th.
Hive Probe (Su)
You gain the ability to connect your mind to others. As a Bonus Action you can expend a Thread Die to select a creature within 60 feet of your position. For the next 10 minutes or until you end it early, you become telepathically connected to this creature so long as you are both are on the same plane of existence.Incomprehensible Fellowship (Su)
- Prerequisites: 11th level
Many Forms (Ma)
- Prerequisites: 5th level
Mass Hysteria (Ma)
- Prerequisites: 5th level
- Tag: [Madness]
Piercing the Veil (Ex)
You gain Devilsight out to a range of 60 feet. At 10th level, this ability enhances to allow you to also see through fog and smoke, and its range is doubled to 120 feet.Touch of the Void (Ex)
You gain Resistance to Cold or Necrotic damage. Additionally, after gaining this revelation your thoughts cannot be read by Telepathy or other means unless you allow it. A creature forcefully trying to enter your mind to read your thoughts can attempt to do it by making a relevant ability check as determined by the GM versus your Oracle spell save DC.Whisper of Terror (Ma)
- Prerequisite: 5th Level
- Tag: [Madness]
Wings of Darkness (Ma)
- Prerequisites: 11th level
Mystery Spells
- Tag: [Madness]
Dark Tapestry Spells
| Level | Spells |
|---|---|
| 2nd | Dissonant Whispers, Hex |
| 4th | Crown of Madness, Dark Whispers |
| 6th | Deflect Blame, Tongues |
| 8th | Black Tentacles, Miasma |
| 10th | Dream, Modify Memory |
| 12th | Planar Ally |
| 14th | Reverse Gravity |
| 16th | Feeblemind |
| 18th | Gate |
Non-Euclidean Mind (Su)
Starting at 5th level, you learn how to push your mind and body towards madness to hear whispers of secrets untold. You may cast spells with your Sanity instead of spell slots so long as it is a spell youknow up to a level equal to half your proficiency bonus rounded up, each one costing 1d4 per spell level in Sanity damage. You risk madness as normal by doing so. You can do this up to your Proficiency bonus times, regaining expended uses after you complete a Long Rest.Revealed Truth (Su)
- Tag: [Madness]
Delirium (Ex)
- Tag: [Madness]
You also no longer draw distinction between the real and the absurd. Your Soothsaying state has an unlimited duration and no longer requires an Action to enter. You can also act as normal while unconscious so long as you have more than 0 hit points.
True Revelation of Dark Tapestry
- Tag: [Madness]
The madness within you spreads outwards for the world to witness as boundaries break. As a reaction to you taking Sanity damage, you may force up to your Proficiency bonus targets within 60 feet of you to make a Wisdom Saving Throw or take Psychic damage equal to your missing Sanity, half on a save. On a failure, a target must incur a Madness as per the Dark Tapestry Madness Table.
Flame
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Your powers have manifested as a burning ember that rises up like a raging inferno whenever your cursed magic is called upon.
Additionally, choose when you depart or when you arrive. Each creature within 5 feet of your selected area must make a Dexterity saving throw or suffer 2d6 points of Fire damage. This damage increases to 3d6 at 16th level and 4d6 and 19th level.
You can choose to suffer 1d8 points of unmitigable Fire damage to empower the aura, causing an additional 2d8 fire damage. Starting at 10th level, all enemies who fail their saving throw are Blinded until the start of your next turn. Starting at 18th level, all enemies who fail their saving throw gain 1 level of Exhaustion.
If a hostile creature targets a creature currently affected by this revelation, roll a die equal in size to the number of duplicates affecting the creature +1. On a result of 1, the attack hits the target and the attack is resolved as normal. On any other roll, the attack hits a duplicate instead. If the attack hits the duplicate’s AC (10 + your spellcasting modifier) it is destroyed, otherwise it misses. An attacker must be able to see the figments to be fooled. If your target is invisible or the attacker is blind, the ability has no effect.
You can use this ability once, regaining expended uses after you complete a Long Rest. If you died and were reborn, at the end of combat you take 1d3 levels of Exhaustion and cannot use the revival feature until the next dawn.
Flame Boon
Starting at 1st level, borne of ember and burning effigy, you find that the fire heeds your call. You gain the Control Flames and Firebolt cantrips to the list of cantrips that you know, these cantrips do not count against your Oracle cantrips known limit and are considered Oracle spells for you. Additionally, whenever a creature other than you deals Fire damage to you, you can use your Reaction to redirect half of the intended damage to a creature within 30 feet of you of your choice.Flame Revelations
As an oracle with the Flame Mystery, you can choose from the following revelations, gaining your first at 2nd level, and another every three levels thereafter.Cinder Dance (Ma)
- Prerequisites: 11th level
Additionally, choose when you depart or when you arrive. Each creature within 5 feet of your selected area must make a Dexterity saving throw or suffer 2d6 points of Fire damage. This damage increases to 3d6 at 16th level and 4d6 and 19th level.
Consume Fire (Ex)
As a reaction to you or an allied creature within 15 feet being dealt fire damage, you can grant the triggering creature resistance to fire damage. If the source of this damage was Aflame (Fire), the condition ends. Additionally, before the end of your next turn you can use your Bonus Action to exhale a puff of smoke that fills a 5-foot radius, centered on a point you choose within 30 feet. This smoke lasts for 1 minute. Upon reaching 14th level, the triggering creature gains Immunity to Fire instead of Resistance. If they are already immune to Fire, you absorb the fire and gain Fast Healing for half of your Proficiency bonus during this ability’s duration.Divination of Flame (Ex)
You gain an additional method you can use while soothsaying.- Smoke and Flame: You suffer 1 unmitigable Fire damage at the start of each of your turns. Fire damage dealt by revelations can ignore Resistance. Additionally, any revelation ability you use that deals Fire damage, deals an additional 1 point of damage per die, or by 2 if it is a flat number.
Fire Breath (Su)
You can spend a Thread Die to use your Action to exhale a 15 foot cone or a 30 foot line of flames. Each creature in the area must make a Dexterity saving throw or suffer 3d6 points of Fire damage on a failed save, and half as much damage on a successful one. The damage is increased to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level. You can use this ability twice without expended a Thread Die, regaining spent uses after completing a Long Rest.Flaming Fusillade (Ma)
- Prerequisites: 11th level
Form of Flame (Ma)
- Prerequisite: 8th level
Heat Aura (Su)
You can spend a Thread Die to as a Bonus Action cause waves of heat to radiate from your body. For the next minute, you exude a 10 foot aura. Enemies that start their turn or enter the aura for the first time in a round must make a Dexterity saving throw against your spell save DC or take 2d8 points of Fire damage, or half on success. On failure, enemies suffer from Disadvantage to attacks made against you until the end of their next turn.You can choose to suffer 1d8 points of unmitigable Fire damage to empower the aura, causing an additional 2d8 fire damage. Starting at 10th level, all enemies who fail their saving throw are Blinded until the start of your next turn. Starting at 18th level, all enemies who fail their saving throw gain 1 level of Exhaustion.
Living Pyre (Ma)
As a Bonus Action you can spend a Thread Die to make a spell attack against an enemy within 60 feet of you. On hit, you inflict 2d6 points of Fire damage to the target and cause them to become one step closer to vulnerable to fire damage. (Immune -> Resistant -> Normal -> Vulnerable) until the start of their next turn. A creature may only be affected by one instance of Living Pyre at a time.Molten Skin (Su)
You gain resistance to Fire damage. Starting at 9th level, you gain DR 5 to fire damage.Smoke and Mirrors (Ma)
As a Bonus Action you can spend a Thread Die to make an illusory duplicate appear in your space or that of an allied creature’s space. This illusory duplicate lasts until your next Short or Long Rest. You can activate this ability multiple times to conjure up to your Proficiency bonus in smokey duplicates. These images remain in the targeted creature’s space and move with them, mimicking their sounds and actions. You can use your Bonus Action to dismiss the illusory duplicate.If a hostile creature targets a creature currently affected by this revelation, roll a die equal in size to the number of duplicates affecting the creature +1. On a result of 1, the attack hits the target and the attack is resolved as normal. On any other roll, the attack hits a duplicate instead. If the attack hits the duplicate’s AC (10 + your spellcasting modifier) it is destroyed, otherwise it misses. An attacker must be able to see the figments to be fooled. If your target is invisible or the attacker is blind, the ability has no effect.
Smoldering Gaze (Ex)
You gain the ability to see through fire, fog, and smoke without penalty. You can also attempt to Hide within those same sources as a Bonus Action.Touch of Flame (Ma)
You can spend a Thread Die to release a burst of flame upon a creature touched. A creature within 5 feet of you must make a Dexterity saving throw or suffer 2d4 points of Fire damage and suffer from the Aflame (1d6 Fire) condition until the end of your next turn. On success, your target suffers half damage and they negate the Aflame condition. The damage of this ability increases by 2d4 Fire damage for every 2 Oracle levels beyond 1st level.Wings of Fire (Ma)
- Prerequisites: 5th level
Mystery Spells
Starting at 2nd level, you gain mystery spells at the oracle levels listed in the Flame Spells table. See the Mystery class feature for how mystery spells work.Flame Spells
| Level | Spells |
|---|---|
| 2nd | Burning Hands, Faerie Fire |
| 4th | Aganazzar’s Scorcher, Heat Metal |
| 6th | Fireball, Ashardalon's Stride |
| 8th | Wall of Fire, Volcanic Storm |
| 10th | Fire Snake, Immolation |
| 12th | Investiture of Flame |
| 14th | Fire Storm |
| 16th | Incendiary Cloud |
| 18th | Meteor Swarm |
Burning Magic (Su)
Beginning at 5th level, you learn to keep the fire raging upon your foes. After dealing Fire damage through a successful spell attack, spell saving throw, or flame revelation, you cause the creature to catch fire. The creature becomes Aflamed (Fire) with a value equal to your Thread Die (eg. at level 5 they would be Aflame (1d6) fire).Rejuvenating Flame (Su)
Starting at 10th level, you better understand the flames and their dual nature. You gain the ability to treat injury through flame and can now use Charisma instead of Wisdom when attempting Medicine checks to treat creatures. Additionally, when making a Medicine check this way you can attempt to counteract one poison or non-curse effect affecting the target by making a Medicine check versus the effects DC. This DC is usually 10 + double the spell or effect’s level or otherwise determined by the GM.Blazing Absorption (Su)
Starting at 15th level, your resilience against Fire damage improves by one step up to Immunity. You also gain the ability to pull fire into yourself. As an Action, choose any number of creatures within 60 feet of you that are suffering from the Aflame (Fire) condition, these targets remove this condition. For every creature you remove this condition from you gain 1 Thread Die of temporary HP. You can perform this action twice, regaining expended uses on completion of a Long Rest.True Revelation of Flame (Su)
Starting at 20th level, your form ignites, as if reborn again in the flames. As an Action, for the next minute you become immune to Fire damage and resistant to Lightning and Cold damage. While in this state, you shed bright light out to 20 feet and dim light 40 beyond that. This bright light is capable of dispelling Darkness effects level 6 and below or up to level 9 by expending an Action. Additionally, your weapon and spell damage inflicts Aflame (Fire) equal to your Proficiency bonus. The first time you die in this state, your form erupts in flames and disintegrates, burning hostiles for unmitigable Fire damage equal to your level and knocking them back 10 feet. You rise fully reborn as you were prior to being harmed with all your gear worn and buffs in place, healing half of your maximum HP and removing any status effect debuffs.You can use this ability once, regaining expended uses after you complete a Long Rest. If you died and were reborn, at the end of combat you take 1d3 levels of Exhaustion and cannot use the revival feature until the next dawn.
Life
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Your powers have manifested as a radiant embrace of life and positive energy.
You may only have one life link active at any time. This ability ends immediately if you fall Unconscious. You can increase the number of targets affected by this ability by one at levels 5, 13, and 17. You also increase the initial healing at those same levels to 3d4, 6d4 and 9d4 respectively. The amount of damage reduced and the amount of damage you take increases by 1d6 and 3 respectively at the same levels.
The damage increases to 8d8 radiant and Aflame (2d8 Radiant) at level 15. Additionally, targets remain wreathed in light for an additional 1d4 rounds after the Aflame condition from this ability ends.
Life Boon
Starting at 1st level, from that which roots itself deep within the earth and decays to give back to the land, to that which brushes its fingertips against the sky, life is found in all things. You gain access to one skill of your choice and you add both the Druidcraft and Spare the Dying cantrips to the list of cantrips that you know, these cantrips do not count against your Oracle cantrips known limit and are considered Oracle spells for you. Additionally, when moving in a direction towards an ally under half their maximum HP, your movement increases by 20 feet.Life Revelations
As an oracle with the Life Mystery, you can choose from the following revelations, gaining your first at 2nd level, and another every three levels thereafter.Breath of Life (Ma)
- Prerequisite: 11th level
Channel Positive Energy (Su)
As an Action you can spend a Thread Die to channel the life giving energies of the positive energy sphere into all living creatures of your choice within 30 feet of your position. All targets are healed for 1d6 points of HP. This healing increases by 1d6 for every 2 Oracle levels that you have attained beyond 1st level. Additionally, creatures healed by this effect deal an additional 1d4 points of Radiant damage to undead and fiends until the end of their next turn. You can choose to spend an additional Thread Die to use this ability as a Bonus Action. You may use this ability a number of times equal to your proficiency bonus, regaining spent uses on a long rest.Effective Healer (Su)
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Additionally, if you would trigger a Reactionary action due to casting a Healing spell, you can spend a Thread Die to negate that Reaction, this can be resisted by the attacker through making a successful Charisma saving throw against your Oracle save DC.Delay Affliction (Ma)
As an Action, you can spend a Thread Die to push back against an affliction threatening a target and grant a small amount of healing. Choose a creature within 30 feet of you, your target heals for 3d8 HP. Additionally, you can attempt a Spellcasting Ability check versus any one affliction that you are aware of afflicting your target, suspending its effects for 1 hour per Oracle level you possess upon success rather than removing it. Your target is then temporarily immune to this ability for 1 day. The Spellcasting Ability check made against the affliction has a DC of 10 + double the ability or spell’s level.Life Infusion (Su)
As a Bonus Action, you can spend a Thread Die to lay your hands on a creature to infuse them with life energy. If your target is a living creature they heal for 6 HP and gain a +2 Morale bonus to AC until the end of your next turn. If the target is undead they instead suffer 1d6 points of Radiant damage and they must make a Dexterity saving throw or suffer a -2 penalty to AC until the end of your next turn. The amount of Healing provided or Radiant damage dealt increases by 6 and 1d6 respectively for every 2 Oracle levels that you possess beyond the first.Life Link (Su)
As a Bonus Action, you can spend a Thread Die to forge a connection between yourself and another creature within 30 feet of your position. When you first use this ability, your target is healed for 1d4 HP. The first time each round that the target would take damage, you reduce the damage your target suffers by 1d6 (to a minimum of 0 damage). This damage reduction is applied after all resistances and DR the target has. You then suffer Unmitigatable damage equal to the total damage dealt up to a maximum of 3.. This damage does not cause you to lose Concentration on other spells or abilities.You may only have one life link active at any time. This ability ends immediately if you fall Unconscious. You can increase the number of targets affected by this ability by one at levels 5, 13, and 17. You also increase the initial healing at those same levels to 3d4, 6d4 and 9d4 respectively. The amount of damage reduced and the amount of damage you take increases by 1d6 and 3 respectively at the same levels.
Lifesense (Su)
- Prerequisite: 5th level
Overgrowth (Ma)
- Prerequisite: 8th level
- Flora: The vegetation in the nearby area begins to rapidly expand and bloom to aid you. The area around you is filled with flowers surrounded by briars and vines. You radiate an aura of rapid growth, causing all plant life within 30 feet of your position to become Difficult Terrain for everyone besides you and your allies. If any of this growth is enclosed into a smaller space and has range remaining, it begins to crawl up the walls, making it impossible to traverse. This also improves the Hardness of surrounding material such as stone and wood by 2.
- Fauna: Creatures and animals pour out from cracks and crevices- whether rats from between the planks of a ship, or locust swarms from desert sands. A swarm of small and tiny creatures begins to infest a 20 foot cube of your choice within 60 feet of you. Any creatures in this space become Blinded, bypassing blind sight and other forms of vision with hundreds to billions of tiny corporeal bodies. When a creature starts their turn in this space, they take magical Piercing damage equal to a roll of your Thread Die, and they must make a Strength saving throw against your Oracle Spell Save DC or be unable to move beyond the cube. For every subsequent turn spent inside the cube, the magical Piercing damage increases by one Thread Die.
Radiant Pulse (Ma)
- Prerequisite: 8th level
The damage increases to 8d8 radiant and Aflame (2d8 Radiant) at level 15. Additionally, targets remain wreathed in light for an additional 1d4 rounds after the Aflame condition from this ability ends.
Restore Form (Ma)
As a Reaction to a creature being subjected to an attack roll or saving throw, you can spend a Thread Die to choose to heal an allied creature within 30 feet, including yourself. This healing is equal to a single roll of your largest Hit Die, plus a roll of your Thread Die.Return of Spring (Ma)
- Prerequisite: 8th level
Cloak of Life (Su)
As an Action, you can spend a Thread Die to shield your form in a protective layer of magical life energy for the next 8 hours. While this effect is active your base AC becomes 10 + your Dexterity modifier + your Charisma modifier. You gain Resistance to Radiant damage as well as DR 2 to physical damage while this cloak is active.Mystery Spells
Starting at 2nd level you gain mystery spells at the oracle levels listed in the Life Spells table. See the Mystery class feature for how mystery spells work.Life Spells
| Level | Spells |
|---|---|
| 2nd | Healing Word, Sanctuary |
| 4th | Healing Spirit, Lesser Restoration |
| 6th | Aura of Vitality, Plant Growth |
| 8th | Aura of Life, Polymorph |
| 10th | Raise Dead, Wrath of Nature |
| 12th | Heal |
| 14th | Regenerate |
| 16th | Holy Aura |
| 18th | Power Word: Heal |
Suffusion of Vitalitae (Ma)
Starting at 5th level, your presence manipulates positive energy around you. As a Reaction to an enemy gaining hit points or temporary HP, you can redirect part of this healing to a 30-foot-radius sphere within 30 feet of you. The creature instead only heals for up to half the healing. Any other healing gained is suffused into the point you chose. Creatures standing in this sphere can gain the following benefits based on the amount of healing redirected:- 10: Choose a number of creatures within the sphere equal to your Proficiency bonus. The creatures chosen gain Fast Healing 1 for the next minute or until they are next healed by a non-Fast Healing effect.
- 30: In addition to 10 HP effect’s Fast Healing triggering, regrowth occurs, the Fast Healing increases to Fast Healing 2, and the area reverses the effects of desecration caused by spells such as Speak with Dead, up to level 3.
- 50: In addition to the previous effect, the area becomes Consecrated as per the Hallow spell minus the extra effect, and the Fast Healing increases to Fast Healing 4. You can move this sphere as a Bonus Action. Once 50 hit points are restored, you can no longer control the sphere. You can choose to begin a new sphere if you do not currently control a sphere. You can use this Reaction up to your Proficiency bonus, regaining spent uses after you complete a Long Rest.
Rebuke Death (Su)
Starting at 10th level, as a Bonus Action you can grant yourself the temporary ability to deny death. Until the end of your next turn, any healing you do cannot be reduced or converted, bypassing effects such as the Decayed and Doomed conditions as well as effects like the chill touch cantrip. This does not stop healing spells from being counterspelled or otherwise negated. Any creature healed by you during this time can expend their Reaction to stand up from Prone without provoking Reactionary attacks. You can perform this Action a number of times equal to half of your Proficiency bonus, regaining expended uses upon completion of a Long Rest.Moment of Renewal (Su)
Starting at 15th level, you channel prophecy into the positive energies that flow through you. As an Action, you focus on a single creature other than yourself and let them experience hours’ worth of recovery in an instant. The target gains the benefit of a Short Rest instantly and can expend HD to heal and regain any class resources provided to them on a Short Rest. After receiving this benefit, a creature is immune to this ability for 24 hours. You can perform this action once, regaining spent uses after you complete a Long Rest.True Revelation of Life
Starting at 20th level, you can as a Bonus Action transform your body into a beacon of healing energy for 1 minute. Your body exudes bright light like a torch and you increase your Resistance to Radiant damage by one step and gain immunity to Bleed, Exhaustion, Nauseated and Sickened. Additionally, when you would suffer ability or max HP loss, you reduce the drained value by half (rounding down to a minimum of 1). While in this form, you can touch a living creature as an Item Interaction to restore 10d8 HP to them, or if that creature touches you using its Item Interaction, it gains the same healing. They are then immune to this effect for 1 minute. Any creature of your choice that touches you or damages you with a natural attack or non-reach melee weapon takes 6d4 points of Radiant damage and does not become immune. You can use this ability once, regaining expended uses after you complete a Long Rest.Waves
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Your powers have manifested in command over the water, sea, and ice.
As a Bonus Action while you are concentrating on this ability, you can extend the range of this barrier by an additional 5-feet until the start of your next turn.
Waves Boon (Ex)
You find yourself at home amongst the waves, following their natural currents as they flow about the world. You add the Ray of Frost and Shape Water cantrips to the list of cantrips that you know, these cantrips do not count against your Oracle cantrips known limit and are considered Oracle spells for you. Additionally, you gain a Swim speed of 30 feet, or increase an already existing Swim speed by 30 feet.Waves Revelations
Starting at 2nd level, as an oracle with the Waves Mystery, you can choose from the following revelations, gaining your first two at 2nd level, and another every three levels thereafter.Barrier of Waves (Su)
- Prerequisites: 14th level
As a Bonus Action while you are concentrating on this ability, you can extend the range of this barrier by an additional 5-feet until the start of your next turn.
Blizzard (Ma)
As an Action, you can spend a Thread Die to create a storm of snow and ice. Choose a point within 90 feet of your position, you produce a number of 10-foot blizzard cubes of equal to your Proficiency bonus to appear in a pattern of your choosing while remaining adjacent to one another. Any creature that enters the area of a cube for the first time or starts their turn in the area of a blizzard must make a Dexterity saving throw or suffer 1d4 Cold damage, or half as much on success. The cubes are considered difficult terrain and all creatures within are heavily obscured as if by fog. These cubes last for 1 minute. The Cold damage increases by 1d4 for every 2 Oracle levels you possess beyond 1st level.Cold Snap (Su)
Prerequisites: 8th level Your cold spells are powerful enough to freeze your foes solid. When making a spell attack or spell save that deals Cold damage against a creature with the Slow condition or when their movement is being reduced by a cold spell, if you hit them or they fail their save you can spend a Thread Die to cause them to become Restrained in place as ice forms around their feet. A creature can attempt to escape this effect by making a successful Athletics check as an action against your spell save DC. The effect otherwise ends naturally after 1d3+1 rounds.Fluid Nature (Ex)
Your natural attunement grants you greater ease in escaping your enemies. You gain proficiency in the Acrobatics skill. If you were already proficient, you instead gain Expertise. Additionally, you gain the ability to see through mist and fog without penalty.Ice Armor (Ma)
As an Action, you can spend a Thread Die to shield your form in a protective layer of magical ice for the next 8 hours. While this effect is active your base AC becomes 10 + your Dexterity modifier + your Charisma modifier. You gain Resistance to Cold damage, and any unarmed or non-reach melee martial attack that hits you reduces the triggering creature’s speeds by 10 ft. until the end of your next turn. This movement speed penalty stacks with other similar effects but cannot reduce a target’s movement to 0.Misty Form (Ma)
You are able to protect yourself by taking the form of mist. You can cast the Gaseous Form spell once without expending a spell slot, regaining this use after you complete a Long Rest, alternatively, you can do so by expending two Thread Dice. When casting Gaseous Form this way, the spell only lasts 10 minutes unless you are 5th level, where it then acts as normal.Purifying Veil (Ma)
- Prerequisites: 8th Level
Slipstream (Ma)
As a Bonus Action, you can spend a Thread Die to summon forth a wave of water that carries a creature you touch along the surface or ground. The target creature increases their Walk speed by 10 feet and gains or increases their Swim speed by 20 feet for the duration. This ability lasts for 10 minutes. The target creature increases all their movement speeds when affected by this ability by 5 feet at 5th level, another 5 feet at 11th level, and again at 17th level.”Tempest Touch (Ma)
You can spend a Thread Die to release a shocking chill within the bones of a creature touched. A creature within 5 feet of you must make a Strength saving throw or suffer 1d4 Lighting and 1d4 Cold damage and suffers a 10 foot penalty to all forms of Movement until the end of your next turn. On success, your target suffers half damage and their speed is not is not reduced. Movement penalties from this feature stack with other similar effects but cannot reduce a target’s movement to 0. The damage of this ability increases by 1d4 Lighting and Cold damage for every 2 Oracle levels beyond 1st level.Whirlpool (Ma)
- Prerequisites: 11th level
Mystery Spells
Starting at 2nd level, you gain mystery spells at the oracle levels listed in the Waves Spells table. See the Mystery class feature for how mystery spells work.Waves Spells
| Level | Spells |
|---|---|
| 2nd | Fog Cloud, Ice Knife |
| 4th | Binding Ice, Invisibility |
| 6th | Water Breathing, Slow |
| 8th | Control Water, Elemental Bane |
| 10th | Cone of Cold, Mislead |
| 12th | Wall of Ice |
| 14th | Regenerate |
| 16th | Tsunami |
| 18th | Storm of Vengeance |
Freezing Cold (Su)
Starting at 5th level, you gain the ability to better impair your enemies. When a creature fails a saving throw against one of your cold spells, you can Slow (as per the slow spell) the affected creature for 1 round. You can do this a number of times equal to your Proficiency bonus, regaining expended uses upon completing a Long Rest. Upon reaching 11th level, the Slowed condition lasts for 1d4+1 rounds instead.Cold Step (Su)
Starting at 10th level, you gain the ability to traverse water easily. As a Bonus Action, you can grant yourself the ability to walk on liquid as if it were a solid surface. Walking on liquid does not harm you as the area below you magically freezes; you can walk on acid or lava and take no damage from touching it though you may still suffer damage from being in close proximity to it. This area stays frozen for one round after you pass. This effect lasts for 10 minutes. You can activate this ability up the three times, regaining expended uses upon completing a Long Rest. Upon reaching 13th level, this effect lasts for 1 hour.Rejuvenating Cascade (Su)
Starting at 15th level, your mastery of the waves has granted you the ability to cleanse yourself with them. As a Bonus Action or a Reaction to taking damage or suffering from a condition, you can cleanse your form of all negative status except for that of Exhaustion or Fogged. You can perform this action once, regaining this use upon completing of a Long Rest.True Revelation of Waves (Su)
Starting at 20th level, the waves become second nature to you, and you understand how to gain total control of them for a limited time, usurping even the moon. As an Action, choose an area 50 feet long by 50 feet wide within 500 feet of your position, and choose two different effects from the options below. Each effect resolves in order from top to bottom:- Flood: You create a pool of pure, clean water in the area. This water must be created on a surface - not in air - and flows normally.
- Manipulate: You raise or lower the level of bodies of water in the area by 10 feet. If you control a portion of a larger body of water, the water equalizes normally.
- Temper: You create smooth ripples, making all bodies of water in the area either calm or turbulent. Making it calm allows for creatures to pass through it easily and making it turbulent makes the water difficult terrain for those with a swim speed and can sweep those without a swim speed away. If a creature does not have a swim speed and enters or starts its turn within the affected space, it must make a strength save against your Oracle save DC or be swep 5ft outside the edge of this effect in the direction of your choice.
- Slow: You chill the area of water and all creatures within must make a Constitution saving throw against your Oracle DC or become Slowed (as per the Slow spell) as long as they remain within the area and take 4d8 points of Cold damage. On a successful save, they take half damage and are not slowed. They repeat this save when they start their turn in the area or entering into the area for the first time on their turn.
Shared Revelations
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As an oracle, you can choose from the following revelations. Choosing one of these shared options replaces an option you could have otherwise selected from your specific mystery-based revelations.
This ability’s damage increases to 5d6 at 10th level and 7d6 at 15th level.
Bespell Weapon (Su)
Once per turn after casting a spell or using a revelation ability, you can infuse your next weapon attack with an element based on the school of magic that spell came from. This attack deals an amount of extra damage equal to 1 roll of your Thread Die based of a damage type tied to the spell school or effect used:- Abjuration: Force damage
- Conjuration or Transmutation: Same as the attack’s damage
- Divination, Enchantment, or Illusion: Psychic damage
- Evocation: Same as the spell’s damage
- Necromancy: Necrotic damage
- Revelation: Radiant damage
Bind Fate (Su)
You link your fate to another. As a bonus action you touch an allied creature. For the next minute if you both are required to make a saving throw against the same effect you can mitigate its effects. As long as one of you passes the saving throw, you can both choose to fail and only take half of the damage (even against save or suck abilities/spells). If the effect causes you to gain a debuff such as Frightened, you can choose between the two of you who receives it.Blind Death (Sp)
- Prerequisite: Clouded Vision Curse, level 8
Damned Omens (Sp)
- Prerequisite: Accursed Curse, level 8
Divine Plague (Sp)
- Prerequisite: Plague Curse, level 8
Foretell Doom (Sp)
- Prerequisite: 5th Level
| D6 (Omen) | Damage Type |
|---|---|
| 1 (Blade) | Fire |
| 2 (Gauntlet) | Cold |
| 3 (Aegis) | Poison |
| 4 (Quill) | Lightning |
| 5 (Owl) | Psychic |
| 6 (Crown) | Acid |
Ghostly Conduit (Sp)
- Prerequisite: Haunted Curse, level 8
Malevolent Mirror (Sp)
- Prerequisite: Wasting Curse, level 8
Occult Calling (Ex)
You gain one damaging cantrip of your choice from the sorcerer spell list. Additionally, your damaging cantrips deal an additional amount of damage equal to your Proficiency bonus.Paradoxical Mystery (Su)
- Prerequisite: 20th Level, Divine Revelation
Paranoia (Sp)
- Prerequisite: Reclusive Curse, level 8
Rewrite Possibility (Su)
You glimpse into a target's future. As an action, you select a creature within 30 feet and roll a d20. Until the end of your next turn, you can replace the result of the creature’s roll with the result of this d20. If the target creature is hostile, they can make a Charisma saving throw to resist this effect. On a successful save, the die is lost.Sentinel of Silence (Sp)
- Prerequisite: Deaf Curse, level 8
Sinful Speech (Sp)
- Prerequisite: Tongues Curse, level 8
Warp Form (Sp)
- Prerequisite: Lame Curse, level 8
Wracking Visions (Sp)
- Prerequisite: Powerless Prophecy Curse, level 8

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