Atlira Setting Oracle
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Oracle[edit]
The Oracle is a Magic user That has an uncanny arcane sense about how the weave flows. They are able to meditate when resting and attune the flowing . They are able to take advantage of these premonitions in ways that seem like they are cheating fate or simply lucky to others. Most of these Premonitions are vague visual and other such sensory clues that don't fully make sense to the oracle until he or she as at a point of criticality. It is at these points that he or she can pluck at the weave in the slightest of ways to make things land in their favor. Nearly all oracles are marked in some significant way, that makes their life more difficult. Some believe that overcoming this struggle allows them to receive their premonitions.
How did you become an Oracle?[edit]
Oracles can have a number of sources for their power. Perhaps you are a pious individual who receives their premonitions from a deity for some grander purpose. Are you haunted by an extremely perceptive creature that lingers around you for its own amusement? Perhaps a poor soul who fell victim to a chronomancy experiment gone wrong that resulted in some ...lasting effects.
- Quick Build
You can make an Oracle, quickly by following these suggestions. First,Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the City Watch, Out-lander, or Inheritor background.
Class Features
As a Oracle you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Oracle level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Oracle level after 1st
- Proficiencies
Armor: none
Weapons: Simple & Martial Weapons
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose three Skills from Arcana, Acrobatics, Animal Handling, Athletics, History, Persuasion, Insight, Intimidation, Investigation, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shield and a Heavy Sword or (b) a Heavy Crossbow and 20 bolts
- (a) a shield and Hand Crossbow and 20 bolts or (b) a halberd or (c) a Longbow and 20 arrows
- (a) holy simbol or (b) arcane focus or (c) component pouch
- (a) dungeoneer's pack or (b) burglar's pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Oracle Dice | Trance Uses | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Premonitions, Oracle Curse | 2 | - | - | — | — | — | — | — |
2nd | +2 | Oracle Path, Spellcasting, Oracle Trance | 4 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Danger Foresight | 4 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | 4 | 3 | — | — | — | — |
5th | +3 | Oracle Path feature | 6 | 3 | 4 | 4 | 2 | — | — | — |
6th | +3 | — | 6 | 4 | 5 | 4 | 2 | — | — | — |
7th | +3 | Battle Premonition | 6 | 4 | 6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 5 | 7 | 4 | 3 | — | — | — |
9th | +4 | Deeper Trance | 6 | 5 | 8 | 4 | 3 | 2 | — | — |
10th | +4 | Oracle Path feature | 8 | 6 | 8 | 4 | 3 | 2 | — | — |
11th | +4 | Mystical Spells I | 8 | 6 | 9 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 7 | 10 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 7 | 11 | 4 | 3 | 3 | 1 | — |
14th | +5 | Mystical Spells II | 8 | 8 | 12 | 4 | 3 | 3 | 1 | — |
15th | +5 | Oracle Path feature | 10 | 8 | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 9 | 13 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 9 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Retribution | 10 | 10 | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 10 | 10 | 16 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | All Seer | 12 | 11 | 16 | 4 | 3 | 3 | 3 | 2 |
Premonitions[edit]
At 1st level you Have two Oracle Dice. At the end of every long rest, make 2 d20 rolls and arrange them in any order you wish. Once you choose the order of your dice you cannot change it until you roll again at the end of a long rest. When you gain Oracle features that allow you to impose your oracle dice, you may use your reaction to impose your next oracle dice instead of having a roll be made. You gain an additional 2 oracle dice at the following levels 2, 5, 10, 15, and 20.
Additionally, you gain proficiency in your choice of perception or insight. If you already have proficiency in the chosen skill, you instead double your proficiency bonus for that skill.
You may impose one of your oracle dice under the following conditions:
- when you make an ability check that can be performed within the span of a single turn.(not something such as gleaming information from a book)
- when and enemy targets you with an attack.
Oracle Curse[edit]
Beginning at 1st level you Choose an Oracle Curse with which you are afflicted. Choose one of the below features:
- Clouded Eyes:
You only have 30 feet of vision, and are blind beyond it. At 6th level, this becomes 60 feet of Blind-Sense while In your oracle trance.
- Deaf:
You are always deafened, but can read lips perfectly. At 6th level, you can communicate with a creature within 30 feet telepathically if you share a language while in an oracle trance
- Lame:
At the end of your turn, you must make a Strength Save or fall Prone (DC = 8 + number of squares moved since the end of your last turn). if you did not use any of your moment speed at all, you do not need to make the Save. At 6th level, You only spend 5 feet of movement to stand up from prone while in an oracle trance
- Tongues:
You learn 1 additional languages, but after a short or long rest or after you fall unconscious, you forget two languages at random and learn two more random languages. At 6th level, You can choose one language that is exempt from being one of the forgotten languages. this does not always have to be the same language
- Curse of the elements.
When you roll for initiative, choose one type of damage at random (d6). {fire, cold, poison, lightning, thunder, acid} you gain vulnerability to that damage type of damage until you next roll initiative; If you have resistance against the result, they cancel out even if you have resistance from multiple sources. If you have immunity to the damage type, it becomes resistance. At 6th level, you can choose a different damage type and gain resistance to it while in an oracle trance.
Oracle Paths[edit]
At 2nd level, you chose an Oracle Path. Choose between: Battle Oracle, Spell Seeker, True Seer, Haunted Oracle
all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 10th, and 15th.
Spell Casting[edit]
Spellcasting At 2nd level, gain the ability to cast a variety of spells, you learn 2 spells and you gain additional ones as outlined on the Oracle Table.
Spells Known you learn a number of spells equal to your level. You can choose you spells from the Oracle spell list. Every time you take a long rest you can swap out one spell you know for another.
Spellcasting Ability Wisdom is your spellcasting ability for your Oracle spells. You use your Wisdom whenever a spell refers to your spell casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Spirit Bond spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus You can use an arcane focus or a holy symbol as a spellcasting focus for your Oracle spells
Ritual Caster You can cast any of your oracle spells as rituals if the spell has the ritual tag.
Oracle Trance[edit]
At 2nd level, you can use your bonus action to enter an oracle trance which requires your concentration, as if concentrating on a spell, and lasts for up to 1 minute. You may concentrate on your trance and a spell at the same time, however doing so requires concentration rolls to be made separately for each. While in your Oracle trance, you gain advantage on Dexterity Saving throws and ability checks, while in your oracle trance.
You can enter an oracle trance a number of times per day = 1 + 1/2 your level in this class, and get all expended uses after a long rest.
Danger Foresight[edit]
Beginning at 3rd level you can Foresee some events briefly before they happen, giving you the edge on reacting to them. You gain the following additional bonus:
- While you aren't wearing armor, you may use your Wisdom instead of Dexterity for your AC calculations
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Battle Premonition[edit]
Beginning 7th level you can add half your oracle level to your initiative bonus, Additionally, when you roll your Premonition dice after a long rest, you can choose to re-roll up to two dice.
Deeper Trance[edit]
Beginning 9th level, when you are in your oracle trance, you gain a +2 to your AC.
Mystical Spells I[edit]
At 11th level, choose two spells from any class's spell list for which you have spell slots. you learn these spells and they become oracle spells for you and dont count against the number of spells known. When you gain a level you may trade one of your Mystic spells for a different one.
Mystical Spells II[edit]
At 14th level, Your Mystic spells get more potent. When you cast your mystic spells, the spell effect is as though it was up-cast one level, Additionally you can cast your Mystical Spells at their lowest level by using a spell slot that is one level less than their respective level.
Retribution[edit]
Beginning at 18th level, when a creature reduces you to 0 hit points but does not kill you outright, you can lay a nefarious curse upon them. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the remove curse spell, the curse ends at the end of the creature’s next turn. Once you use this ability, you can’t use it again until you finish a long rest.
All Seer[edit]
Once you've reached 20th level, You have true sight 120 feet
Oracle Path[edit]
Battle Oracle[edit]
As a Battle Oracle, you learn the following spells at the level indicated but don't count against your Oracle spells known.
- 1.)Armor of Agathys, Divine Favor
- 2.)Flame Blade, Enhance Ability
- 3.)Blinding Smite, Crusader's Mantle
- 4.)Fire Shield, Aura of Purity
- 5.)Holy Weapon, Passwall
War Glimpses:
Starting at 2nd level, you gain the following benefits:
- You can calculate your AC as 10+(Con Mod)+(Wis Mod) while in an oracle trance.
- You gain +2 HP and an additional 1 hp every time you take a level in this class
- You can use your Wisdom instead of Strength or Dexterity for your weapon attack and damage rolls while in an oracle trance.
- You can use your oracle dice on your own weapon attack rolls.
- Your concentration checks for maintaining your oracle trances are made at advantage.
Multi-attack: Beginning 5th level, You can attack twice instead of once when you take the attack action.
Brace for the Foreseen: At 10th level, while focusing on your oracle trance, you have advantage on concentration checks and can reduce any damage you take from weapon attacks = to your Wisdom modifier. This reduction is applied after any resistances.
Fate Bender: At 15th level, you've learned to slightly bend fate. When an enemy attack hits you, you can use your reaction to make the attack instead hit a different enemy(other than the attacker) within the attackers reach or range. You can use this ability a number of times = to your Wisdom Modifier and regain all uses at the end of a long rest.
Spell Seeker[edit]
As a Spell Seeker, you learn the following spells at the level indicated but don't count against your Oracle spells known.
- 1)Absorb Elements, Mage Armor
- 2)Nystul's Magic Aura, Spiritual Weapon
- 3)Call Lightning, Dispel Magic
- 4)Elemental Bane, Hallucinatory Terrain
- 5)Dispel Evil and Good, Wall of Force
Weave Sight:
Starting at 2nd level, you gain four cantrips from the warlock or cleric spell lists. These cantrips count as oracle spells for you.
Additionally, you can impose your oracle dice on your spell attack rolls and creatures that try to save against your spells.
Weave Plucking, At 5th level, you gain 2 additional spell slots. One spell slot is always your current maximum level spell; the second is always for a spell slot that is one level higher then your maximum spell level. At 17th level, the following 6th level spells get added to your spell list:
Arcane Resonance: Once you've reached 10th level, you have resistance against the damage of spells, while focusing on your oracle trance. You also learn one additional spell for every spell slot for which you have levels.
Perfect spell prediction: At 15th level, when you cast a spell that requires multiple creatures to make a spell save, you can impose your next oracle die on all of the creatures' saves, Or if the spell requires multiple attack rolls, you may impose your next dice on all attacks made by a spell. You must choose to do so before any of the rolls and once you use this trait, you cannot use it again until the end of a short rest.
True Seer[edit]
As a True Seer, you learn the following spells at the level indicated but don't count against your Oracle spells known.
- 1)Hellish Rebuke, Mage Armor
- 2)Blur, Magic Mouth
- 3)Slow, Water Walk
- 4)Death Ward, Fabricate
- 5)Commune, Mislead
Deep Seer:
Starting at 2nd level, you gain the following benefits:
- You gain two cantrips from the warlock or cleric spell lists. These cantrips count as oracle spells for you
- You gain an additional 1 oracle dice.
- you can impose your oracle dice on your attack rolls.
- you can impose your oracle dice on creatures that try to save against your spells
Multiple Interpretations : Starting at 5th level, when you use your oracle dice, you can chose to use the first or the last dice in your dice sequence. Additionally once all of your oracle dice have been expended you automatically gain two new dice with the results of 20 and 1. you do not gain more once these are expended until you've had a long rest
Shared Visions: Beginning 10th level, you can spend your reaction to use your oracle dice on an friendly creature's attack roll or ability check, or when an enemy makes an attack roll against a friendly creature. The friendly creature must be within 60 feet of you and you must be concentrating on your oracle trance.
False Fate: Once you reach 15th level, you can retroactively apply an oracle dice once per short rest. When you do this the natural result of their d20 replaces the oracle dice expended.
Haunted Oracle[edit]
As a Haunted Oracle, you learn the following spells at the level indicated but don't count against your Oracle spells known.
- 1)Mage Armor, Unseen Servant
- 2)Phantasmal Force, Spirit Shroud
- 3)Animate Dead, Dispel Magic
- 4)Confusion, Phantasmal Killer
- 5)Danse Macabre, Legend Lore
Haunted:
Whenever your concentration ends for any reason while in initiative, you must roll a d20. If you roll a 10 or below, you trigger a Haunting Roll(1d20) to determine which haunt occurs. If your concentration was broken due to a failed save, you make this roll at disadvantage otherwise, you have advantage. Only haunt results of (1-4), (5-8), and (20) will manifest a haunt. As you gain levels in this class, more haunting roll results will manifest a haunt. At 5th level, (9-12) starts to manifest a haunt. At 10th level, (13-16) starts to manifest a haunt. At 15th level, (17-19) starts to manifest a haunt.
Additionally, you may impose your oracle dice on your concentration checks. If you are forced to make to concentration checks, it applies to both.
Haunting Bolt At 2nd level, you learn the Witch bolt spell and can cast it once for free per long rest; When you cast this spell, you do not require spell components and the range for the spell is 60ft instead of 30ft. Additionally the spell doesn't end if the target is outside of the range of the spell, but you can only deal damage if you are within the range of the spell. At higher levels the reoccurring damage is also increased.
Suspended: Starting at 5th level, you learn the levitate spell and can cast it once for free per long rest; When you cast this spell, you do not require spell components and the targeted creature makes the save at disadvantage. Additionally your free casting of witch bolt is cast at 2nd level.
Hand of the Haunted: Starting at 10th level, You learn the telekinesis spell and can cast it once for free per long rest; When you cast this spell, It gains the following Benefits:
- the range is Doubled
- You can use your action on subsequent turns to target a different creature, forfeiting the effect on the previously targeted creature.
- It can lift an object up to 3000 pounds instead of 1000.
Additionally your free casting of witch bolt is cast at 3rd level.
True Haunt Starting at 15th level, you can cast reverse gravity once per long rest without using a spell slot or spell components. When you cast this spell, you can choose to ignore the effects on yourself and you can choose to shrink the radius of the spell if you wish
Additionally You again one additional free casting of the Witch Bolt(2 total), Levitate(2 total), and Telekinesis(2 total) spells. These spells must still be cast at their lowest level when cast in this way
- Haunting roll (1d20)
- (1-4): you are pushed 10 feet in a random direction.
- (5-8): a random creature (allies included) is targeted by a witch bolt spell using your spell attack modifier.
- (9-12): you come under the effect of a levitate spell for one minute. You may make a saving throw against the spell at the start of each of your turns. On a success, you choose how you move as a free action at the start of your turn, on a failure, the DM chooses at his or her discretion. This movement does not require an action on your part.
- (13-16): you come under the effect of the telekinesis spell for one minute. You may make a saving throw against the spell at the start of each of your turns. On a success, you choose how you move using your movement to do so, on a failure, the DM chooses at his or her discretion. This movement does not require an action on your part
- (17-19): the spell effects of reverse gravity is cast centered on you, which lasts for 1 minute. the radius of this spell is only 20 feet and it travels with you if you are moved.
- (20): you may choose which haunt occurs from the available options;
Notes:
if you roll a haunt that is currently ongoing. it extends the duration of the ongoing haunt by one minute.
Oracle Spell List[edit]
You know all of the spells on the basic Oracle spell list and additional spells based on your subclass.
- 1st Level
alarm, animal friendship, bane, beast bond, bless, burning hands, ceremony, chaos bolt, charm person, command, comprehend languages, create or destroy water, detect magic, faerie fire, feather fall, guiding bolt, hunter's mark, identify, illusory script, sanctuary, silvery barbs
- 2nd Level
arcane lock, crown of madness, enhance ability, detect thoughts, calm emotions, hold person, silence, phantasmal force, summon beast, warding bond
- 3rd Level
bestow curse, counterspell, daylight, glyph of warding, haste, intellect fortress, nondetection, protection from energy, remove curse, speak with dead, summon lesser demons, summon undead, water walk
- 4th Level
arcane eye, banishment, death ward, find greater steed, phantasmal killer, summon aberration, summon elemental, summon greater demon
- 5th Level
awaken, commune, commune with nature, conjure elemental, contact other plane, dispel evil and good, dream, hold monster, modify memory, scrying, summon celestial, summon draconic spirit
Multiclassing[edit]
- Prerequisites.
To qualify for multiclassing into the Oracle class, you must meet these prerequisites: Wisdom 13
- Proficiencies.
When you multiclass into the Oracle: simple and martial weapons