Oracle (5e Class)
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Oracle
A tiny halfling mutters an unintelligible series of phrases and casts bones from her hand, foretelling events yet to unfold.
With a spearhead pointed to the heavens, an aasimar chants a warsong, imbuing herself with divine energy and in the blink of a single strike against a foe out of reach, it vanishes to another realm, to be questioned by its own gods.
Oracles are divine agents who call no singular god, oath or cause their own. The connection they have with other planes is unparalleled, as somewhere out in the void their spiritual self drifts. As an oracle gains power, their second half awakens until they are a perfect parallel to each other. This ethereal essence is where they draw their power, whether this half beckons otherworldly creatures for power or acts as a gateway between the unfiltered power of one plane to another is up to the alignment and personality of that oracle. Though to draw upon such power unfiltered by god or pact is clumsy and damns those too weak to contain it.
Creating an Oracle
As you create an oracle, think about what kind of journey your character took that made them aware of this other half. Perhaps an astral being blessed you with power, your soul became trapped in the Astral Plane, you were a member of a bloodline of guardians to a forgotten deity granted power by that enigmatic entity, or even one of a long line of rebirths of a folk hero. If your setting uses Roman mythology, Janus would be an important figure for any oracle and likely where such power stemmed from.
It is important to distinguish that this connection is not divine, it is not a power granted by upholding a god's cause or ideal, this power is drawn by your own personal connection to the Astral Plane. Perhaps you had a dramatic experience in the Ethereal Plane, seeing the ghosts of ancestors. Perhaps at some point in your life you were touched by a divine being or cursed by a powerful creature to be forever bound to the Astral Plane, with your soul-self taken into servitude or taken as a conduit of energy from the Material Plane to the Astral Plane. Why do you have an astral half at all? Who is that soul-self? Is your other half a piece of you or an entirely other entity bound to you? How did this power first awaken?
- Quick Build
You can make an oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit 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: Light armor
Weapons: Simple weapons
Tools: Choose two types of gaming sets
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Investigation, Persuasion, Religion, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple melee weapon
- (a) leather armor or (b) scale mail (if proficient) or (c) ring mail (if proficient)
- (a) a sling and 20 bullets or (b) two light hammers or (c) shield (if proficient)
- (a) priest's pack or (b) explorer's pack
- a gaming set of your choice and a holy symbol
- If you are using starting wealth, you have 2d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Astral Personification, Divine Curse | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Revelation (1/rest) | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Astral Personification feature, Divine Curse improvement | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Omen (two spells) | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Revelation (2/rest) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Astral Personification feature, Divine Curse improvement | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Omen (three spells) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Omen (four spells) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Astral Personification feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Omen (five spells) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Revelation (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Astral Personification feature | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
You draw upon the power of the Astral Plane to cast your miracles. Whether this power is freely given by the myriad of entities that lurk there or is forcefully taken by uttering the words of the gods is up to you and your DM.
- Cantrips
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 column of the Oracle table.
- Preparing and Casting Spells
The Oracle table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
You prepare the list of oracle spells that are available for you to cast, choosing from the Oracle Spell List. When you do so, choose a number of oracle spells equal to your Charisma modifier + your oracle level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level oracle, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of oracle spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells. The power of your spells comes from your connection to your the Astral Plane. You use your Charisma whenever an oracle 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
- Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your oracle spells.
Astral Personification
Choose one personification related to your connection to the Astral Plane: Fateweaver, Orator of the Occult, Prophet of Valor, or Zodiac Warrior. Each personification is detailed at the end of the class description. Your choice grants you personification spells and other features when you choose it at 1st level. It also grants you benefits at 5th, 10th, 15th, and 20th levels.
- Personification Spells
Each personification has a list of spells–its personification spells–that you gain at the oracle levels noted in the personification description. Once you gain a personification spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a personification spell that doesn't appear on the oracle spell list, the spell is nonetheless an oracle spell for you.
Astral Personification features
Divine Curse
Manifesting unfiltered astral energy into a physical form is difficult and imperfect. For an experienced oracle, that excess energy can be forcefully harnessed but takes a toll on the body and sometimes, the mind as spells currently in use are temporarily forgotten. But at a certain point of mastery, that energy changes the oracle into more and more of a reflection of their higher self, able to deflect unwanted spells from even beyond their own perception.
Starting at 1st level, each time you cast a spell you must roll a d20. If the result is equal or higher than 5, the spell is successful but if the result is equal to or lower than 4, the spell fails. The casting time and materials are all wasted but you do not expend the spell slot that would have been used. At 5th level, when you fail to cast a spell, you can choose to take radiant damage equal to twice the spell's level in order to successfully cast it. This damage ignores resistance and immunity. At 10th level, you can choose to use this feature when targeted by a spell to ignore any initial damage or conditions the spell would have inflicted, if the result you rolled lead to spell failure. Any subsequent effects from the spell in later turns affect you normally, however.
Revelation
Beginning at 2nd level, you can spend 10 minutes reading the fortunes of another creature. You must specify the target beforehand. Roll a d20 and record the number rolled. If you can see the target, you can replace any attack roll, saving throw, or ability check made by the target with the revelation roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each revelation roll can be used only once. When you finish a long rest, you lose any unused revelation rolls.
Once you use this feature, you can't use it again until you finish a long rest. Beginning at 6th level, you can use your Revelation twice between rests, and beginning at 18th level, you can use it three times between rests.
Ability Score Improvement
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.
Omen
Beginning at 6th level, you gain the ability to concentrate on two spells simultaneously. At 11th level this increases to three, at 14th to four and at 17th to five. You cannot have more than one of your concentration spells active on any single object, character or monster at the same time nor can you have duplicate concentration spells active even if they were cast at different levels. Casting a second concentration spell on the same target will override its previous effect. You make a saving throw to maintain concentration on each active spell.
Astral Personifications
Fateweaver
Oracle Level | Spells |
---|---|
1st | dissonant whispers, guiding bolt |
3rd | gentle repose, hold person |
5th | blink, spirit guardians |
7th | death ward, polymorph |
9th | arcane hand, dominate person |
- Bonus Cantrips
When you choose this personification at 1st level, you learn the eldritch blast and mage hand cantrips if you don't already know them.
- Armor of Foresight
Also at 1st level, while you are concentrating on a spell, you gain a bonus to your AC equal to half of the spell's level (rounding up) but will not increase your AC beyond 20. You can only gain this bonus from the highest level spell you are concentrating on.
- Intuitive Spell
Starting at 5th level, once per long rest, you can cast a spell that would normally require an action as a bonus action but must cast it at a higher spell slot. You can do so even if you have already cast a spell this turn. You gain an additional use at 10th, 15th and 20th level.
- Fortunes Favored
Starting at 10th level, friendly creatures under your concentration spells heal the maximum amount on any hit points regained.
- Bloody Fates
Starting at 15th level, you can spend hit die to recover spell slots equal to the dice rolled.
- Curse of Ages
Starting at 20th level, once per short rest when a hostile creature saves against one of your effects, you can reapply that effect as if the creature had failed its save.
Orator of the Occult
Oracle Level | Spells |
---|---|
1st | arms of Hadar, hex |
3rd | misty step, ray of enfeeblement |
5th | fear, hunger of Hadar |
7th | blight, greater invisibility |
9th | contagion, insect plague |
- Forbidden Knowledge
When you choose this personification at 1st level, you learn two languages of your choice. You also become proficient in Investigation and Religion and your proficiency bonus is doubled for any ability checks you make using those skills.
- Quick Thinking
Also at 1st level, your concentration checks add your Dexterity modifier.
- Fast Caster
Starting at 5th level, once per long rest, you can cast a bonus action spell as a free action. You gain an additional use at 10th, 15th and 20th level.
- Calamitous Ordain
Starting at 10th level, your Revelation can be used to subtract to a result instead of replacing it.
- Arcane Pariah
Starting at 15th level, if the oracle's curse causes a spell to miss, the caster takes psychic damage equal to twice the spell's level.
- Misfortune Personified
Starting at 20th level, enemies have disadvantage to attack rolls and saving throws while being under the effects of your concentration spells.
Prophet of Valor
Oracle Level | Spells |
---|---|
1st | compelled duel, thunderous smite |
3rd | blindness/deafness, branding smite |
5th | beacon of hope, crusader's mantle |
7th | banishment, guardian of faith |
9th | banishing smite, hallow |
- Bonus Proficiency
When you choose this personification at 1st level, you gain proficiency in medium armor and martial weapons.
- Indomitable Challenge
Also at 1st level, against creatures you've targeted with a melee attack during your last turn, you automatically pass any concentration saving throws from damage dealt by that creature.
- None Beyond Approach
Starting at 5th level, once per short rest, you can extend the reach of your weapon by 5 feet and may choose to pull or push the target up to 10 feet for one attack roll. You gain an additional use at 10th, 15th and 20th level.
- Astral Strike
Starting at 10th level, your melee weapon attacks deal additional radiant damage equal to your Constitution modifier and you regain hit points equal to that amount.
- Angel's Scorn
Starting at 15th level, all saving throws made to resist being banished by your spells are at disadvantage.
- Stalwart Guardian
Starting at 20th level, you no longer feel the effects of aging and are resistant to fire, necrotic and radiant damage.
Zodiac Warrior
Oracle Level | Spells |
---|---|
1st | false life, wrathful smite |
3rd | darkvision, moonbeam |
5th | blinding smite, haste |
7th | staggering smite, stoneskin |
9th | circle of power, wall of force |
- Bonus Proficiency
When you choose this personification at 1st level, you gain proficiency in medium armor, heavy armor and shields.
- Astral Body
Starting at 5th level, Once per short rest, as a reaction you can gain resistance to a damage type of your choice until the end of turn. You gain an additional use at 10th, 15th and 20th level.
- Twilight's Call
Starting at 10th level, when you use your revelation, you can immediately cast a 1st or 2nd level spell at your highest level of spell slot without consuming that slot.
- Radiant Starlight
Starting at 15th level, each time you cast a spell, you gain temporary hit points equal to that spell's level.
- Starchild
Starting at 20th level, if you are killed, in 1d4 days you are reincarnated, as long as all the conditions are met for the reincarnate spell.
Oracle Spell List
You know all of the spells on the basic oracle spell list and additional spells based on your subclass.
- Cantrips
dancing lights, friends, guidance, mending, message, produce flame, sacred flame, spare the dying, thaumaturgy, true strike
- 1st Level
animal friendship, armor of Agathys, bane, bless, charm person, color spray, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, divine favor, faerie fire, heroism, identify, protection from evil and good, sanctuary, shield of faith, unseen servant
- 2nd Level
aid, augury, beast sense, calm emotions, crown of madness, detect thoughts, find traps, gust of wind, lesser restoration, levitate, locate object, phantasmal force, prayer of healing, see invisibility, spiritual weapon, suggestion, warding bond, zone of truth
- 3rd Level
aura of vitality, bestow curse, call lightning, clairvoyance, create food and water, dispel magic, feign death, fly, glyph of warding, hypnotic pattern, lightning arrow, nondetection, remove curse, sending, slow, speak with dead, tongues
- 4th Level
aura of life, aura of purity, black tentacles, confusion, control water, dimension door, divination, freedom of movement, locate creature
- 5th Level
animate objects, antilife shell, commune, contact other plane, destructive wave, dispel evil and good, dream, greater restoration, legend lore, mass cure wounds, modify memory, reincarnate, scrying, telekinesis, telepathic bond, teleportation circle
- 6th Level
circle of death, eyebite, forbiddance, heroes' feast, magic jar, mass suggestion, planar ally, true seeing, word of recall
- 7th Level
conjure celestial, etherealness, prismatic spray, regenerate, resurrection, sequester, teleport
- 8th Level
antipathy/sympathy, holy aura, mind blank, power word stun
- 9th Level
astral projection, foresight, time stop, wish
Multiclassing
Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Charisma 13.
Proficiencies. When you multiclass into this class, you gain the following proficiencies: Simple weapons.
Spell Failure Added Rules
If your DM does not approve of this class, here are some added effects a spell failure can cause your character. These should only be used if the character is over-performing or lacks any sense of urgency out of combat, as playing this class is already somewhat taxing to keep track of to the player. Feel free to mix the effects until you get something that works for your game, especially if your game does not use the exhaustion rules.
When a spell of equal or higher level than the highest level spell slot you can cast has been nullified by spell failure, you lose a Hit Die. This does not affect spells which you have successfully cast by taking radiant damage but it does affect spells targeting you which have failed.
or
When a spell has been nullified by spell failure while already concentrating on another spell, you gain a level of exhaustion. This does not affect spells which you have successfully cast by taking radiant damage but it does affect spells targeting you which have failed.
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