Oracle

by Le Gyon

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Oracle

Oracle

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

Role

Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.

Quick Build

You can make a oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the acolyte background.

Class Features

As a class_name, you gain the following class features

Hit 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, medium armor, shields
  • Weapons: Simple weapons
  • Tools: none

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Deception, History, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a holy symbol or (b) a component pouch
  • (a) a priest's pack or (b) an explorer's pack
  • a dagger

Multiclassing

Ability Score Mimimum: Charisma 13
Proficiencies Gained: Simple Weapons, Light Armor, Shields.

Spellcasting

As a conduit for divine power, you can cast Oracle spells. Oracle by default uses a cleric spell list. See PHB for the general rules of spellcasting and for the cleric spell list.

Cantrips

At 1st level, you know three can trips of your choice from the cleric spell list. You learn additional cleric 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 sorcerer spells of 1st level and higher. To cast one of these sorcerer 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 guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.

Oracle

—Spell Slots per Spell Level—

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Curse 3 2 2
2nd +2 Mystery 3 3 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 Curse Feature 3 6 4 3 2
6th +3 Mystery Feature 3 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability Score Improvement, Mystery Feature 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Curse Feature 4 11 4 3 3 3 2
11th +4 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 13 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 5 14 4 3 3 3 2 1 1
15th +5 Curse Feature 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 15 4 3 3 3 2 1 1 1
17th +6 Mystery Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 5 16 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 Mystery Feature 5 16 4 3 3 3 3 2 2 1 1

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the cleric 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 cleric spell list, which also must be of a level for which you have spell slots.

Optional: Versitale Divinity

(Inteded for use with Class Feature Variants UA)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the cleric spell list. The new spell must be the same level as the spell you replace.

Spellcasting Abillity

Charisma is your spellcasting ability for your oracle spells, since the power of your divine 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 a 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

Spellcasting Focus

You can use holy symbol as a spellcasting focus for your oracle spells.

Curse

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. Each oracle must choose one of the following curses. Any spells granted by the curse don't count against the number of your known spells.

Blackened

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take disadvantage on all your melee attacks (including melee spell attacks), but you also learn spell burning hands.

At 5th level, you learn scorching ray and flaming sphere spells.

At 10th level, you learn wall of fire.

At 15th level, you learn delayed blast fireball.

Clouded Vision

Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain 30ft. of blindsight.

At 15th level, you gain 30ft. of truesight.

Deaf

You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells without needing to use the verbal components.

At 5th level, you gain advantage on all your perception checks that don't rely on hearing.

At 10th level, you can skip somatic components of spells as well.

At 15th level, you gain 30ft. of tremorsense

Lame

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you can treat your exhaustion as if it was one level lower.

At 10th level, your movement speed can only be reduced by restraining you.

At 15th level, you're immune to the effects of exhaustion.

Legallistic

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you take damage equal to your Oracle level. The damage cannot be healed for the next 24 hours or until you meet your obligation, whichever comes first. However, once per long rest, you can make a vow to yourself that grants an advantage on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you can add your proficiency bonus to persuasion and insight checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you has disadvantage on all attacks, skill checks and saving throws made against you or effects of your spells for the next 24 hours, additionally you gain advantage on all attacks against that creature.

Pranked

Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies.

In addition to any social consequences of such mischief, whenever you attempt to retrieve a stored item from your gear, there’s a 25% chance that you fail to find it with that action. You also learn Faerie Fire and Minor Illusion spell.

At 5th level, you learn Phantasmal Force and Silent Image spells.

At 10th level, you learn Greater Invisibility spell.

At 15th level, you can learn Project Image or Mirage Arcane spell.

Tongues

In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Mystery

Each oracle draws upon a divine mystery to grant her spells and powers. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. Regardless of its source, the mystery manifests in a number of ways as the oracle grows in power.

At 2nd level choose a mystery, which describes the source of your innate divine power: Battle, Bones, Life or Time, which are detailed at the end of the class description.

Your choice grants you features when you choose it at 2nd level and again at 6th, 8th, 17th, and 20th level.

Battle Mystery

An oracle with the battle mystery gains proficiency in heavy armor and martial weapons. and your spell list is expanded by following spells

Spell Level Spell
1 Fog Cloud, Mage Armor
2 Enlarge/Reduce, Branding Smite
3 Crusader's Mantle, Haste
4 Wall of Fire, Find Greater Steed
5 Conjure Volley, Destructive Wave

Battlecry

At 2nd level you gain abillity to as a bonus action unleash an inspiring battlecry. All allies, including you within 60 feet who hear your cry gain a d4 bonus on attack rolls, skill checks, until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Holy Weapon

At level 6th as an action you can imbue your weapon with your holy power. For one minute you gain an Extra Attack with that weapon. Additionally, when you hit a creature with that weapon, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for every spell levels higher than 1st, to a maximum of 5d8 or 3d8 in case of a ranged weapon. You can use this feature twice per long rest

War Sight

At 8th level. whenever you roll for initiative, you can and your Charisma bonus to it. You can never be surprised, but if you fail to notice the ambush, you act last during the round, regardless of your initiative result (you act in the normal order in following rounds).

Resiliency

At level 17th you've become so accustomed to battle that If you're reduced to 0hp you don't drop unconscious until the end of your next turn and any additional damage you take is reduced by half, additionally during that time any healing spell cast on you heals you for twice the amount of hp.

Avatar of Battle

Upon reaching 20th level, you become an avatar of battle. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can attack one additional time when you take an attack action during your round. This effect stacks with Holy Weapon's Extra Attack.

Bones Mystery

An oracle with bones mystery has their spell list expanded by following spells

Spell Level Spell
1 Cause Fear, False Life
2 Darkness, Ray of Enfeeblement
3 Animate Dead, Fear
4 Blight, Phantasmal Killer
5 Danse Macabre, Negative Energy Flood

Bone Armor

At 2nd level as a bonus action you can conjure or dismiss armor made of bones at will. The armor changes your base AC so it becomes 13 + your Dexterity modifier. When you use this ability while already waring an armor you can choose to gain +1 bonus to your AC instead of changing your base AC.

Raise the Dead

At 6th level As a 1 hour ritual, you can raise a single skeleton or zombie to serve you permanently. The undead creature has half of your maximum HP and adds your Charisma modifier to it's attack rolls and damage. You can only control one undead at a time with this feature.

Death’s Touch

At 8th level You can cause terrible wounds to appear on a creature with a melee spell attack. This attack deals 2d6 necrotic damage + your Charisma modifier. If used on an undead creature, it heals 2d10 + your Charisma modifier damage instead. You can use this ability a number of times per long rest equal to your Charisma modifier.

Spirit Walk

At 17th level As an action, you can enter ethereal plane. You remain in ethereal plane for a 1d4+1 rounds, but you can end this effect prematurely with an action. You can use this ability twice per long rest.

Master of Death

Upon reaching 20th level, you become a master of death. You can cast spell power word kill spell once with this trait and regain the ability to do so when you finish a long rest. Your power word kill works on targets with up to 150hp.

Additionally You can cast Raise Dead without paying a material component cost

Life Mystery

An Oracle with life mystery gains more insight into healing spells. At each indicated Oracle level, you learn following spells, the spells don't count against your known spells.

Oracle Level Spells
1st Cure Wounds
3rd Lesser Restoration
5th Revivify
7th Death Ward
9th Mass Cure Wounds

Safe Healing

At 2nd level whenever you cast a spell that heals the target of hit point damage, you do not provoke attacks of opportunity for remainder of your turn.

Enhanced Healing

At 6th level 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 your charisma modifier.

Spirit Boost

At 8th level Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 minute as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Life Channeler

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Avatar of Life

At 20th level you become an avatar of life, Whenever you cast a healing spell that targets one creature you can roll a Charisma save against DC10. If you succeed on a roll you can target another creature within 15ft. of the healed creature. This effect repeats until you fail the save, with each subsequent roll the DC increases by 5 Points. You can use this ability a number of times per long rest equal to your Charisma modifier.

Time

An oracle with time mystery has their spell list expanded by following spells

Spell Level Spell
1 Expeditious Retreat, Feather Fall
2 Misty Step, Web
3 Blink, Haste
4 Dimension Door, Otiluke's Resilient Sphere
5 Far Step, Steel Wind Strike

Rewind Time

At 2nd level You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Time Flicker

At 6th level As an action, you can flicker in and out of time, gaining effect of the blur spell without the need of maintaining the concentration. You can use this ability once per long rest.

Erase from Time

At 8th level As a melee spell attack, you can temporarily remove a creature from time altogether. The target creature must make a Charisma save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability twice per long rest.

Time Sight

At 17th level, You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Timelord

Upon reaching 20th level, you become a true master of time and stop aging. You cannot be magically aged. You cannot die of old age, but you can be killed or die through accident, disease, poison, or other external effects. In addition, you can cast spell time stop spell once with this trait and regain the ability to do so when you finish a long rest.

Oracle

Homebrew

Class

Why did I create this class? Maybe because Divine Soul Sorcerer seemed too limited and lack of spontaneous divine caster convinced me to fill that gap.

There Oracle is such a classs. It lacks metamagic of the sorcerer, but has other interesting mechanics.

Cover Art: Martina Fačková

More Credits

Other art used in the document: Montjart
Creators of Pathfinder: Paizo
Creators of D&D: Wizards of the Coast