Oracle Quirks |
|
d6 |
Quirk |
1 |
You appear blind, your eyes glazed over and milky, yet you see clearer than anyone. |
2 |
Your voice seems to be subtly layered together from multiple other voices of various tones and lifetimes. |
3 |
You have sometimes confused past, present, and future tense when you are speaking. You didn't notice until others will point it out. |
4 |
Even under pressure you move gracefully, as if each motion is part of a choreographed dance, because it is. |
5 |
Though you cannot discern the meaning of all your insights, you are certain that each is of cosmic importance. Destiny always arrives. |
6 |
Your visions alternate between doom and salvation, and you sometimes have trouble telling them apart. You don't know if that's a good or bad thing. |
Mysterious Prophecies
At 1st level, you have had a defining prophecy or vision
of great importance. Perhaps it was the destruction of
your home, the return of a sealed evil, or a terrible natural
disaster. Work with your DM to determine the nature of
the vision you had, and how much you understand of it.
As a conduit of cosmic fate, you can speak Celestial,
and you are able to use a holy symbol as your spellcasting
focus. When your Spellcasting feature lets you learn or
replace a sorcerer cantrip or a sorcerer spell of 1st level
or higher, you can choose the new spell from any spell list
as long as the spell is of the divination school. You must
otherwise obey all the restrictions for selecting the spell,
and it becomes a sorcerer spell for you.
Arcane Visions
Starting at 1st level, you start to have brief glimpses of
the possible outcomes of the spells you cast. As a bonus
action you can determine the immediate fate of a creature
of your choice you can see, rolling a d20. If you force that
creature to make a saving throw before the end of this
turn, the target's d20 roll is replaced with yours. You can
use this feature a number of times equal to your Charisma
modifier, regaining all expended uses when you finish a
long rest.
Sudden Omens
Starting at 6th level, you begin to experience
precognitions of impending danger. You can't be surprised,
and you have advantage on Dexterity saving throws
against effects that you can see. When you are targeted by
an attack, you can spend 1 sorcery point as a reaction to
impose disadvantage on the attack roll.
Additionally, you regain all of your expended uses of
Arcane Visions when you finish a short or long rest.
Shape Destiny
Starting at 14th level, you can begin to interpret the
possibilities of fate, and follow new paths through time.
After you roll a die you can spend 2 sorcery points to reroll
it. You must use the new result, and can't use this feature
on that roll again.
Fateseer
At 18th level, you begin to experience time somewhat
non-linearly. You can spend 8 sorcery points to cast the
foresight spell targeting yourself. Once you cast the spell
with this feature, you can't do so again until you finish a
long rest.
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