The Oracle Class

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The Oracle

Oracle

A figure sat alone at a small table, the flickering light of a single candle casting long shadows across the room. Before them lay a deck of tarot cards, each one vibrating with mystic energy. With a steady hand, the figure drew a card, their eyes narrowing as they read the symbols etched upon it. The air around them grew thick with the presence of fate, as if the universe itself was holding its breath, waiting to see how the future would unfold.

Instruments of Destiny

Every Oracle walks a path dictated by the whims of fate, yet how they approach this path varies greatly. Some Oracles embrace their role, willingly drawing upon the power of their tarot deck to guide themselves and others through the twists and turns of fate. They see themselves as instruments of a higher power, their every action a step toward fulfilling a grand cosmic plan. Others, however, are reluctant participants in this dance of destiny, thrust into their role by forces beyond their control.

Bearers of Prophecy

For an Oracle to continue to hone their abilities, they become living embodiments of the prophecies they once sought to understand. Their powers grow to encompass the most potent magics, and their ability to influence fate reaches its zenith. By the time an Oracle reaches the pinnacle of their power, they are no longer simply drawing cards from a deck, they are creating the very fates they once foresaw.

Quick Build

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

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Oracle as one of your classes.

Ability Score Minimum. In order to multiclass, you must have at least a 13 in Wisdom to take a level in this class, or to take a level in another class if you are already an Oracle.

Proficiencies Gained. If Oracle isn't your initial class, you gain two skill proficiencies from the Oracle list when you take your first level in this class.

Oracle
Level Proficiency Bonus Features Maximum Spell Level Arcana Known Cantrips Known
1st +2 Arcana Magic, Fortune’s Hand 1st 0 - V 3
2nd +2 Destiny 1st 0 - V 3
3rd +2 Minor Arcana 2nd 0-VII 3
4th +2 Ability Score Improvement 2nd 0-VII 4
5th +3 Mulligan, Fate’s Turn 3rd 0-IX 4
6th +3 Destiny Feature 3rd 0-IX 4
7th +3 Greater Prophecy 4th 0-IX 4
8th +3 Ability Score Improvement 4th 0-IX 4
9th +4 Fated Advantage 5th 0-XIII 4
10th +4 Destiny Feature 5th 0-XIII 5
11th +4 Saints Arcana 5th 0-XV 5
12th +4 Ability Score Improvement 5th 0-XV 5
13th +5 Favored Fortune 5th 0-XVII 5
14th +5 Ability Score Improvement, Destiny Feature 5th 0-XVII 5
15th +5 Major Prophecy 5th 0-XIX 5
16th +5 Ability Score Improvement 5th 0-XIX 5
17th +6 Celtic Cross 5th 0-XXI 5
18th +6 Destiny Feature 5th 0-XXI 5
19th +6 Ability Score Improvement 5th 0-XXI 5
20th +6 Prophet 5th 0-XXI 5

Class Features

As an Oracle, 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, shields
  • Weapons: Simple weapons
  • Tools: none

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from History, Insight, Intimidation, Nature, 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

Arcana Magic

Beginning at 1st level, as a conduit for the fates, you can cast oracle spells through the tarot.

Cantrips

You know three cantrips of your choice from the cleric, druid, or wizard spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.

Card Casting

You cast your spells by invoking the power inherent within the tarot. Whenever you finish a short or long rest, you draw a tarot cards up to your hand size. Drawn cards are shuffled back into the deck when you finish a short or long rest.

You can cast a spell from a tarot card you have drawn, without expending a spell slot. The spell must be no higher than your Maximum Spell Level as shown on the Oracle table and is is cast as if using a spell slot of that maximum level.

Once you cast a spell this way, you tap the card's fate until it is drawn again. A tapped card can't be used to cast spells.

Arcana Known

The cards in your deck are made up of the tarot cards that fall within your arcana known. You will gain more access to cards as you take levels in this class as shown in the Oracle class table.

Hand Size

Your Hand Size is the number of card you draw after you finish a short or long rest. Your Hand Size is equal to your Proficiency Bonus.

Spellcasting Ability

Wisdom is your spellcasting ability for your oracle spells, so you use your Wisdom whenever a 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.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast an oracle spell as a ritual if that spell has the ritual tag. You do not tap the fate of a card when you do so and you can cast the spell even if the card's fate is tapped.

Spellcasting Focus

You can use an arcane focus, deck of cards, or set of dice as a spellcasting focus for your oracle spells.

Fortune’s Hand

Also at 1st level, You glimpse fragments of fate that guide your actions.

Foretelling Dice

At the end of a long rest, roll a number of d20s equal to your proficiency bonus. Record the results. As a reaction, you can replace any attack roll, saving throw, or ability check made by a creature you can see with one of these results. You must choose to do so before the roll is resolved. Each foretelling die can be used only once.

Prophecy

At the end of a long rest, you may declare one Minor Prophecy. A prophecy consists of a trigger (a predicted event) and a reward (a benefit gained when the prophecy is fulfilled). When the condition occurs, the prophecy is fulfilled, and you gain its reward.

You begin with access to the Minor Prophecies list As detailed further in the document.

Destiny

At 2nd level,playing with the heart of fate has allowed you to choose your own destiny, granting you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.

Destined Spells

Each destiny has a list of spells—its destiny spells that you learn at the oracle levels noted in the destiny description. Each of these spells counts as a oracle for you, and you can cast any 1st-level spell or higher by tapping the fate of any card you have drawn as if it were cast from the card.

At 11th level, you can cast each destiny spells of 6th-level or higher once at its lowest level, without expending a spell slot. Once you do, you can't do so again until you finish a long rest.

Whenever you gain an oracle level, you can replace one spell you gained from this feature, other than the Wish spell, with another spell of the same level. The new spell must be a divination or an illusion spell from any spell list.

Minor Arcana

At 3rd level, you align yourself with one of the four suits of the tarot, which shapes the way you interact with fate. Choose Cups, Swords, Wands, or Pentacles. Your choice grants you a passive benefit, and each time you fulfill a prophecy, you may trigger the effect associated with your chosen suit.

  • Cups. Whenever you restore hit points to a creature, that creature also gains temporary hit points equal to your Wisdom modifier (minimum 1). When a prophecy is fulfilled and it directly benefits an ally, that ally regains hit points equal to your proficiency bonus.
  • Swords. You gain proficiency with martial weapons. When a prophecy is fulfilled by an attack roll, that attack deals additional damage equal to your Wisdom modifier (minimum 1) to the triggering target.
  • Wands. You learn one additional cantrip from the cleric, druid, or wizard spell list. It counts as an oracle spell for you. When a prophecy is fulfilled by a spell, reduce the effective level of the spell slot used by 1 (to a minimum of 1st). If the spell was cast at 1st level, they instead regain hit points equal to your proficiency bonus.
  • Pentacles. You gain proficiency with heavy armor. When you fulfill a prophecy that prevents or mitigates harm (such as avoiding damage, succeeding on a saving throw, or protecting an ally), you can immediately roll a d4. You or one ally within 30 feet adds that result to AC until the start of your next turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Mulligan

At 5th level, you can bargain with fate to redraw your tarot. To take a mulligan, you shuffle the cards in your hand back into your deck, draw a new hand of cards equal to your starting hand size, then put a number of those cards equal to the number of times that you have used this feature on the bottom of you deck in any order.

Fate’s Turn

Also at 5th level, your mastery of prophecy deepens. At the end of a long rest, you may declare two Minor Prophecies instead of one. Additionally, the first time a prophecy is fulfilled, you may immediately draw one card from your deck.

Greater Prophecy

At 7th level, your glimpses into fate expand beyond small fortunes. At the end of a long rest, you may declare one Greater Prophecy in addition to your Minor Prophecies. A Greater Prophecy has both a more specific trigger and a more impactful reward.

Fated Advantage

At 9th level, your connection to the tarot deepens, allowing you to weave more of fate’s patterns into the present. When you finish a short or long rest and draw your hand, you may draw one additional card. You then choose a number of cards equal to your Hand Size to keep; the remainder are shuffled back into the deck. In addition, if you use a cards effect as an action, you can use your bonus action to draw the top card of your deck.

You can use this feature once and cannot do so again until you finish a long rest.

Saints Arcana

At 11th level, your chosen Suit manifests in greater, mythic form. You gain the following benefit based on your chosen Suit:

  • Cups. When you restore hit points to a creature, you can choose one additional creature within 10 feet of the target. That creature regains hit points equal to your Wisdom modifier.
  • Swords. Once on each of your turns when you hit with a weapon attack, you may deal extra damage equal to your proficiency bonus. If the attack also fulfills a prophecy, the extra damage becomes 2 times your proficiency bonus instead.
  • Wands. When you fulfill a prophecy with a spell of 1st level or higher, you untap 1 card.
  • Pentacles. When you or an ally within 30 feet gains temporary hit points or a bonus to AC from your Pentacles feature, that creature also gains advantage on the next saving throw it makes before the start of your next turn.

Favored Fortune

At 13th level, when you gain this feature you can designate 1 tarot card you have access to in your deck. After you complete a long rest, you can search your deck for that card, add it to your hand, then shuffle your deck and draw the remaining cards up to your hand size.

Major Prophecy

At 15th level, your foresight deepens to apocalyptic visions. At the end of a long rest, you may declare one Major Prophecy in addition to your Minor and Greater Prophecies. A Major Prophecy always has a rare, climactic trigger and a powerful reward that can swing the course of battle.

Celtic Cross

At 17th level, your mastery of the tarot allows you to bend its order to your will. At the start of each of your turns, you may look at the top card of your deck. You may either keep it on top or shuffel your deck. In Addition, whenever you cast a spell from a tarot card, you may draw the top card of your deck and add it to your hand.

You can use this feature once and cannot do so again until you finish a long rest.

Prophet

At 20th level, if you roll initiative and do not have any cards in hand, shuffle your deck and draw 1 card.

Further, you can use the Wish spell without taking stress to impose the effects of the foresight spell onto two creatures you touch for 1 hour.

Prophecies

Minor Prophecies

The Fall

Trigger: A hostile creature will drop to 0 hit points this combat.

Reward: The closest hostile creature takes 1d8 plus your Wisdom modifier necrotic damage.

The Misstep

Trigger: A hostile creature will roll a natural 1 on an attack roll.

Reward: The creature immediately falls prone.

The Wound

Trigger: An ally will fall below half hit points.

Reward: You or that ally regain hit points equal to 1d8 + your Wisdom modifier (minimum 1).

The Surge

Trigger: A spell of 2nd level or higher will be cast by anyone.

Reward: The caster gains advantage on their next attack roll or saving throw.

The Duel

Trigger: A natural 20 will be rolled on an attack roll.

Reward: Attacker gains temporary hit points equal to your Oracle level.

Greater Prophecies

The Broken

Trigger: A creature will score a critical hit against you or an ally.

Reward: The attacker takes 2d8 force damage, and is pushed 10ft. away from the triggering creature.

The Rising Star

Trigger: An ally regains consciousness.

Reward: The triggering creature can immediately make a weapon attack against a creature within range dealing extra fire damage on a hit equal to Wisdom modifier (minimum 1).

The Betrayal

Trigger: An ally succeed on a saving throw against a charm, fear, or domination effect.

Reward: The hostile creature must make the same saving throw using your own spell save DC or be charmed by the triggering creature until the end of their next turn.

The Unfocused

Trigger: A hostile creature fails a saving throw to maintain concentration.

Reward: The creature is stunned until the end of your next turn.

Major Prophecies

The Threads Severed

Trigger: An ally is reduced to 0 hit points.

Reward: That regains 1 hit point and immediately takes a turn (move + action only). After this effect resolves, all hostile creatures within 30 feet must succeed on a Wisdom saving throw or be frightened of the triggering creature until the end of their next turn.

The Tower’s Fall

Trigger: A hostile creature will cast a spell of 5th level or higher.

Reward: The spell automatically fails, has no effect, and the caster takes force damage equal to 2d10 + your Wisdom modifier. In addition, until the end of your next turn, all hostile creatures within 30 feet of the caster must succeed on a Strength saving throw or be knocked prone.

The Eclipse

Trigger: A hostile creature uses a legendary resistance.

Reward: For 1 minute, the area within 30ft. of the creature sheds no light, becomes shrouded in dim light. It has disadvantage on attack rolls against anyone but you, allies who attack it have advantage on their first attack each round and it takes 2d8 necrotic damage at the start of each of its turns.

Starchilds Destiny

Those born beneath the Starchild’s destiny walk with constellations in their veins, each heartbeat echoing the music of the spheres. They read the heavens as one might a book, weaving starlight into prophecy and calling upon the cosmos to guide their steps.

Destined Spells

Oracle Level Spells
2nd light, faerie fire
3rd levitate, moonbeam
5th gaseous form, sending
7th banishment, wall of fire*
9th dream, teleportation circle
11th sunbeam
13th reverse gravity
15th meteoric ascensionAGNW
17th wish

*The wall is made from a constellation of fireballs

Prophecy of the Starchild

At 2nd level, you are forever guided by the stars. This prophecy is always active and does not count against your number of daily prophecies.

Trigger: An ally you can see begins its turn under the night sky, or in bright light created by you.

Reward: Until the start of that creature’s next turn, it sheds dim light in a 10-foot radius. It also gains a bonus to saving throws against being charmed or frightened equal to your Wisdom modifier (minimum 1).

Nebula Field

At 2nd level, as an action, you can project the image of the beauty of creation in an area 15ft around you and moves with you. The field sheds a bright light up to 30ft and cuts through magical darkness and fog. When a hostile creature is hit for the first time each turn with a weapon attack within this field they take an additional 1d6 radiant damage. You can summon this field a number of times equal to your Wisdom modifier and regain all uses after finishing a long rest.

Planisphere

Also at 2nd level, you gain proficiency in Cartographer's tools. While you have access to your Cartographer's tools and can see the sky you can no longer become lost except by magical means, can always discern north, and know the date and time.

Additionally, you have advantage on insight ability checks against creatures whos birthday you know.

Starbirth

At 6th level, as a bonus action, you can gather dust together and form a star for 1 hour. This star follows you closely and grants you +1 to your AC, you can cause a star to follow an ally within 60ft of you and grant them this benefit.

You can have a number of stars active equal to your Wisdom modifier.

Starmap

At 10th level, you gain resistance to radiant damage and you can communicate telepathically with any other creature with a star regardless of distance and know their location.

Gift of the Constellations

At 14th level, you always have 1 star from your Starbirth feature active at a time, this does not count against the amount of stars you can have active and, when you and at least 1 star following you you gain the following benefits while 1 other creature also has a star;

  • Creatures with stars have resistance to radiant damage.
  • Your weapon attacks and Oracle spells deal additional radiant equal to the amount of stars you have active.
  • You can expend a star to grant an ally an increase to their next attack roll or saving throw equal to your proficiency bonus.

Additionally, as a bonus action you can transfrom 1 untapped card in your hand into XVII - The Star. You can use this feature once and cannot do so again until you finish a long rest.

The Movement of Spheres

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

  • You can teleport yourself and or up to 6 other willing creatures to a location of your choice that you have visited before. Creatures will appear in unoccupied spaces within 50ft of the desired location.
  • You can create the maximum amount of stars you can have at once from your Starbith feature. You can have these stars follow creatures of your choice within 60 feet of you when created.

Shepherds Destiny

Destined Spells

Oracle Level Spells
2nd guidance, bless
3rd enthrall, gentle repose
5th conjure buildingAGNW, beacon of hope
7th faithful hound, resilient sphere
9th dispel evil and good, hallow
11th forbiddance
13th conjure celestial
15th antipathy/sympathy
17th Wish

Faith

At 2nd level, your fate is to lead those to wander granting you access to a Divine Origin. You gain the following benefits;

Faith Dice: You gain a pool of Faith Dice, which are d4s. The number of dice in this pool equals your proficiency bonus, and you regain all expended Faith Dice after a long rest.

Deity (Minor): You gain the Deity (Minor) trait.

Guide of the Lost

Additionally, at 2nd level, you gain the find familiar spell which you can cast once per long rest without needing to tap a card, after which you may tap a card to cast this spell again. When you cast this spell the familiar counts as a member of your flock.

Additionally, you gain the following benefits;

Return to the Flock. Whenever you cast an oracle spell on a willing ally you can grant them one of your Faith Dice. A creature with your faith die may use their reaction when hit to roll the die and reduce the damage by the result, after which they are teleported to an unoccupied space within 10ft. of you, polymorphed into a sheep adding to your flock until the start of their next turn.

Crook that Protects. When you hit a creature with a weapon attack you deal additional damage equal to the number of creatures in your flock and force that creature to make a strength saving throw. On a failed save, the creature is pushed 10 feet away from you.

Shepherds Fate. When you use your Portent or Omen of Disaster features you gain a faith die.

Heal the Sick

At 6th level, those who suffer afflictions may find salvation in your hands. As an action, you can touch a creature and expend a faith die to end 1 condition on it. When you do so it counts as a member of your flock until the start of your next turn. Additionally, you can tap a card when using this feature to end a number of conditions on any creatures within 30 feet of you equal to your maximum spell level adding those creatures to your flock until the start of your next turn.

10

At 10th level,

14

At 14th level,

Road to Zerzura

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Knights Destiny

Destined Spells

Oracle Level Spells
2nd true strike, heroism
3rd enhance ability, magic weapon
5th counterspell, haste
7th death ward, fire shield
9th animate objects, hold monster
11th blade barrier
13th arcane sword
15th dominate monster
17th wish

Chosen Training

At 2nd level, you gain proficiency with light armor and shields and your choice of either the Athletics or Acrobatics skill.

Further you are also considered proficient with magic weapons you wield and can use them as spellcasting foci for your oracle spells.

2

Additionally, at 2nd level,

Combat Reflexes

At 6th level, you have a second reaction you can take each round, but only one reaction per trigger.

Further, when you are attacked or you cast a cantrip using your action, you can use your reaction to make one weapon attack.

Precaution

At 10th level, when you roll initiative, you can use your reaction to cast a spell. The spell must have a casting time of 1 action or 1 bonus action and must target only you or a weapon you are wielding.

Further, when you make a saving throw, you can use a reaction to grant a +5 bonus to the roll.

14

At 14th level,

18th level

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Heroic Destiny

Destined Spells

Oracle Level Spells
2nd prestidigitation, heroism
3rd scorching ray, zone of truth
5th fly, thunder crashAGNW
7th freedom of movement, private sanctum
9th **, **
11th heroes' feast
13th **
15th sunburst
17th wish

2

At 2nd level,

2

Additionally, at 2nd level,

6

At 6th level,

10

At 10th level,

14

At 14th level,

18th level

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Butterfly Destiny

Destined Spells

Oracle Level Spells
2nd squallAGNW, thunderwave
3rd gust of wind, misty step
5th call lightning, thundercloud bladeAGNW
7th control water, ice storm
9th commune with nature, thunderstormAGNW
11th chain lightning
13th pyroclastic flowAGNW
15th control weather
17th wish

2

At 2nd level,

2

Additionally, at 2nd level,

6

At 6th level,

10

At 10th level,

14

At 14th level,

18th level

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Fairytale Destiny

Destined Spells

Oracle Level Spells
2nd **
3rd **
5th **, **
7th **, **
9th **, **
11th **
13th **
15th **
17th Wish

2

At 2nd level,

2

Additionally, at 2nd level,

6

At 6th level,

10

At 10th level,

14

At 14th level,

18th level

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Broken Destiny

Flavor text description.

Destined Spells

Oracle Level Spells
2nd **
3rd **
5th **
7th **
9th **
11th **
13th **
15th **
17th wish

Eldertongue

Beginning at 2nd level, you gain access to the unearthly language of Eldertongue. Eldertongue sounds like madding gibberish to any sane creature, but a creature under the effects of a madness-inducing spell (i.e. crown of madness, etc) or hex spell can understand it perfectly.

2

Additionally, at 2nd level,

6

At 6th level,

10

At 10th level,

14

At 14th level,

18th level

At 18th level, you can use the wish spell without taking stress to perform one of the following miracles:

Major Arcana

0 - The Fool

Spell Level Spell
1
2
3
4
5

Fate:

I - The Magician

Spell Level Spell
1
2
3
4
5

Fate:

II - The High Priestess

Spell Level Spell
1
2
3
4
5

Fate:

III - The Empress

Spell Level Spell
1
2
3
4
5

Fate:

IV - The Emperor

Spell Level Spell
1
2
3
4
5

Fate:

V - The Hierophant

Spell Level Spell
1
2
3
4
5

Fate:

VI - The Lovers

Spell Level Spell
1
2
3
4
5

Fate:

VII - The Chariot

Spell Level Spell
1
2
3
4
5

Fate:

VIII - Strength

Spell Level Spell
1
2
3
4
5

Fate:

IX - The Hermit

Spell Level Spell
1
2
3
4
5

Fate:

X - Wheel of Fortune

Spell Level Spell
1
2
3
4
5

Fate:

XI - Justice

Spell Level Spell
1
2
3
4
5

Fate:

XII - The Hanged Man

Spell Level Spell
1
2
3
4
5

Fate:

XIII - Death

Spell Level Spell
1
2
3
4
5

Fate:

XIV - Temperance

Spell Level Spell
1
2
3
4
5

Fate:

XV - The Devil

Spell Level Spell
1
2
3
4
5

Fate:

XVI - The Tower

Spell Level Spell
1
2
3
4
5

Fate:

XVII - The Star

Spell Level Spell
1
2
3
4
5

Fate:

XVIII - The Moon

Spell Level Spell
1
2
3
4
5

Fate:

XIX - The Sun

Spell Level Spell
1
2
3
4
5

Fate:

XX - Judgement

Spell Level Spell
1
2
3
4
5

Fate:

XXI - The World

Spell Level Spell
1
2
3
4
5

Fate:

 

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