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You start with the following items, plus anything provided by your background.
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, shields
Lv CK SK 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1 2
2 3 2 3
3 3 3 4 2
4 4 4 4 3
5 4 5 4 3 2
6 4 6 4 3 3
7 4 7 4 3 3 1
8 4 8 4 3 3 2
9 4 9 4 3 3 3 1
10 5 10 4 3 3 3 2
11 5 11 4 3 3 3 2 1
12 5 11 4 3 3 3 2 1
13 5 12 4 3 3 3 2 1 1
14 5 12 4 3 3 3 2 1 1
15 5 13 4 3 3 3 2 1 1 1
16 5 13 4 3 3 3 2 1 1 1
17 5 14 4 3 3 3 2 1 1 1 1
18 5 14 4 3 3 3 3 1 1 1 1
19 5 14 4 3 3 3 3 2 1 1 1
20 5 14 4 3 3 3 3 2 2 1 1
(CK <=> Cantrips Known)
(SK <=> Spells Known)
As a vessel of divine portent, you can cast oracle spells. See chapter 10 of the PHB for the general rules of spellcasting, and see the bottom of this page for a selection of oracle spells.
At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known (CK) column of the Oracle table.
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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
You know one 1st-level spells of your choice from the sorcerer spell list. In addition, you know either (a) cure wounds or (b) inflict wounds. This does not count against your number of spells known. (If you choose cure wounds, you may choose to learn inflict wounds with your free spell choice at level 1, and vice versa.)
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your oracle spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever an oracle spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a oracle spell you cast and when making an attack roll with one.
You can cast an oracle spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy reliquary as a spellcasting focus for your oracle spells.
When designing your oracle, consider how they may appear when casting these spells. They should look less `professional', for want of a better word, than a cleric or wizard. They may appear as a mad prophet calling down the fury of their divine patron as they variously demand and beg for their aid, or they may appear to change in their demeanour when they cast their spells, as though possessed by some otherworldly force. Consider also the form of their reliquary. Rather than the traditional golden holy symbol, perhaps it is a bizarre scrawling on some strange-feeling parchment, or the scrimshawed bone of a holy man.
Choose one curse from the list of available curses which relates to your character. Each curse is detailed in its own feature. Your choice grants you curse spells and other features when you choose it at 1st level. It also grants additional features at 5th, 9th, 13th, 17th and 20th level.
Each curse has a list of spells--its curse spells--which you gain at the oracle levels noted in the curse description. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Be very careful when selecting your curse, as each one will present major obstacles for your character throughout their life and career, but will also provide substantial boons as your character gains levels. The drawback which appears at 1st level will never be mitigated, but new opportunities will be opened up to work within your limitations.
Your connection to the transmundane world has given you access to occult mysteries, weird rites which allow you to harness divine power in new ways.
At 2nd level, you gain one occult mystery of your choice. A list of the available options can be seen lower down on this page. When you reach 6th, 10th, 14th and 18th level, you gain additional mystery of your choice.
Additionally, when you gain a new mystery, you can choose one of the mysteries you know and replace it with another mystery that you could learn at that level.
If an occult mystery has prerequisites, you must meet them to learn it. You can learn the mystery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Much like Eldritch Invocations, these abilities give you a great deal of versatility in building your character the way you see fit. Each mystery has a flavour all its own, but you should make sure to plan ahead for any prerequisites required for higher level options.
When you reach 4th level, and then again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
You are permanently afflicted with clouded vision, and as such cannot see beyond 30'. You are incapable of targeting anything beyond this range unless you can detect it by other means, such as Detect Magic, Tremorsense, or other such senses. You gain proficiency in the Perception skill, and have advantage on perception checks not based on sight.
You gain expertise in the Perception skill, and as such can add twice your proficiency bonus to perception checks.
You can cast Detect Magic as an action at will, out to a range of 30'.
You gain Tremorsense out to a range of 30'.
You gain Truesight out to a range of 30'.
Your Oracle hit die is changed to 1d4. Your starting hit points are changed to 4 plus your constitution modifier, if your first level is in the Oracle class, and at higher levels gain1d4 (or 3) hit points per Oracle level. You have resistance to poison damage, and are immune to disease.
You gain proficiency in constitution saves.
When you cast a spell which heals one or more characters for a number of hit points, you may also grant each character a number of temporary hit points equal to the number of hit points regained.
You have immunity to poison damage and the poisoned condition.
Prerequisite: 6th level
You may add your Wisdom modifier to the damage roll of any cantrip you cast.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Prerequisite: 14th level
Once per long rest, you may cast Magic Jar without expending a spell slot.
Prerequisite: 6th level
You can cast Blinding Smite once per short rest, without expending a spell slot.
You gain proficiency in three martial weapons of your choice.
Prerequisite: 6th level
You can attack twice, instead of once, whenever you take the Attack action on your turn. The damage from your second attack has a penalty of -2. At 10th level, this penalty decreases to -0.
You can make a battlefield resemble the apocalypse itself. Once per long rest you can cause all terrain within 30' to become difficult terrain.
You gain proficiency in the Religion and History skills.
Notice that the spells here fall into a few rough thematic groups: healing/blessing magic, divination, impressive miracles, and natural disasters. The oracle is a wild and erratic creature, with a spell list rife with opportunities to show all facets of its being.