Class: Oracle (5.5) ★

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Oracle


Oracles are divine agents who call no singular god, oath or cause their own, instead garnering their visionary power from perceiving a divine mystery affecting multiple gods. Their revelations often give the oracle insight into their daily lives, but at a terrible cost- a curse that grows stronger the more it is draw upon. Some Oracles are born with their powers, granted to them by divine providence to serve some purpose, while other oracles gain their power by stumbling upon a powerful secret.

You must have a Wisdom score of 15 or higher in order to multiclass in or out of this class.

Oracle Spell Slots per Level
Level Proficiency Bonus Cursebound Maximum Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 10 Spellcasting, Oracular Curse, Divine Mystery 3 2
2nd +2 20 Rite of Foresight, Danger Sense 3 3
3rd +2 30 3 4 2
4th +2 30 Feat 4 4 3
5th +3 40 Curse Indulgence 4 4 3 2
6th +3 40 Blessed Strikes, Divine Mystery feature 4 4 3 3
7th +3 50 4 4 3 3 1
8th +3 50 Feat 4 4 3 3 2
9th +4 60 Mysterious Resolve, Seer's Sight 5 4 3 3 3 1
10th +4 60 Divine Mystery feature 5 4 3 3 3 2
11th +4 70 Rite of Foresight Improvement 5 4 3 3 3 2 1
12th +4 70 Feat 5 4 3 3 3 2 1
13th +4 80 5 4 3 3 3 2 1 1
14th +5 80 Divine Mystery feature 5 4 3 3 3 2 1 1
15th +5 90 5 4 3 3 3 2 1 1 1
16th +5 90 Feat 5 4 3 3 3 2 1 1 1
17th +5 100 Rite of Foresight Improvement 5 4 3 3 3 2 1 1 1 1
18th +6 100 Curse Defier 5 4 3 3 3 2 1 1 1 1
19th +6 100 Feat 5 4 3 3 3 2 2 1 1 1
20th +6 100 Divine Mystery feature 5 4 3 3 3 2 2 2 1 1
Art on this page: https://www.artofmtg.com/art/divination/

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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, 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 component pouch or (b) a holy symbol
  • (a) a priest’s pack or (b) an explorer’s pack
  • Leather armor
  • Two daggers

Spellcasting

Beginning at 1st level, your foretellings carry divine magical power.

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 oracle 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 Wisdom 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 Wisdom 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.

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your oracle spells, since you learn your spells through picking divine power from your visions. 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 an 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

Divine Mystery

Also at 1st level, you learn of the divine mystery behind your curse- the question or concept so great it puzzles even the gods. Your choice grants you features when you choose it at 1st level, and additional benefits at 6th, 10th, 14th, and 18th levels.

Oracular Curse

Finally, at 1st level, your ability to tap into the pure and unmitigated divine power of creation grants you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more you use your oracular abilities, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul.


You gain one Curse from the options described at the end of this document. Your curse grants you an additional feature, as well as a table with its effects (see below). As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse on you by any means. Other creatures can dispel your curse's effects on themselves as normal.

Cursebound Points

The severity of your oracular curse is represented by Cursebound Points. In addition to other effects granted by your Divine Mystery, each time you cast a spell, you gain 2 Cursebound Points equal to the level of the spell (Cantrips grant 1 Cursebound Point).

Curse Effects

While you have at least 1 Cursebound point, any time when you cast a spell or use a Divine Mystery ability, roll a d100. If the result is below your current number of Cursebound Points, your Cursebound Point total reverts to 0, and the effects of your Curse occur.

When your Curse triggers, its effect occur after the spell is cast or after you use your Divine Mystery ability. If the effect includes a spell that doesn't appear on the oracle spell list, the spell counts as an oracle spell for your Curse's effects.

Each Curse has multiple effects that increase in severity based on how much power you drew before it occurred. When you trigger your curse, you suffer effects based on your current number of Cursebound Points, as shown on your curse's Effects table. You can't have more than 100 Cursebound Points or less than 0 Cursebound Points.

For example, if you trigger your Curse while you have 50 Curse Points, only your curse's 45-50 Points effect occurs, unless specified otherwise.


Some curse effects require saving throws. When you use such an effect from this class, the DC equals your oracle spell save DC.

Curse Limit

At 1st level, you can gain up to 10 Cursebound Points before your Curse automatically triggers. Your ability to resist your curse triggering automatically increases as you gain levels, as shown on the Cursebound Maximum column on the Oracle table.

Any surplus Cursebound points you have when your Curse triggers are lost. For example, if your Curse Limit is 30 and an effect causes you to reach 31 points, your Curse triggers, and your Cursebound points revert to 0.

Rite of Foresight

Beginning at 2nd level, you can spend 10 minutes reading the fortunes of a willing creature you can touch (including possibly yourself) . At the end of the ritual, roll a d20 and record the number rolled. When that target makes an attack roll, ability check, or saving throw, you can choose to replace the roll with this foretelling roll, provided you can see the target. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once, and you can't replace a single creature's roll more than once per long rest. When you finish a long rest, you lose any unused foretelling rolls.


You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), after which you must complete a long rest to do so again.


At 11th level, performing your Rite of Foresight only takes you 1 minute. At 17th level, you can perform this rite on a number of creatures at once equal to your Wisdom modifier (minimum of 1).

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Curse Indulgence

Beginning at 5th level, you can indulge in your curse, marginally reducing its severity. Once per day when you complete a short rest, you can expend a number of hit dice up to an amount equal to your Proficiency Bonus, reducing your number of Cursebound Points by that amount.

Blessed Strikes

At 6th level, your attacks now carry the divine energy you often call upon. When you deal damage with a weapon attack, the attack is considered magical for the purposes of overcoming resistances.

Mysterious Resolve

At 9th level, the power of your mystery blazing in your soul makes it harder for other powers to grip your mind. You have advantage on saving throws against being Charmed or Frightened.

Seer's Sight

Also at 9th level, your oracular abilities allow you to see beyond what most are capable of. You can see Invisible creatures and objects within 10 feet of you that are within line of sight.

Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision, it increases by 60 feet.

Curse Defier

At 18th level, your practice with your curse has made you extra resistant to its effects. When you roll to determine whether your curse triggers, you can choose to roll twice and take the higher result.

Once you use this feature, you must complete a long rest to do so again.

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Mystery: Ancestors

You focus on the mystery of ancestral experience, the voices of generations past speaking their knowledge to you. You learn of events from the past through the whispers of these ancient spirits, and can summon them to assist you in the present.

Ancestral Weapon

At 1st level when you choose this mystery, your ancestors bestow upon you the service of a special weapon, a powerful heirloom of your family. You gain one simple or martial weapon with which you have proficiency. You can use your Wisdom modifier for attack and damage rolls with it, instead of Strength or Dexterity.


While you are conscious, you can't be disarmed of this weapon against your will. If you and the weapon are on the same plane of existence, you can use your action to summon it to you, provided you have at least one hand free.


You can swap your Ancestral Weapon with another simple or martial weapon each time you complete a long rest.

Guiding Spirits

Beginning at 6th level, your ancestors whisper secrets of the past to you, telling you how history will repeat itself in your near future. As a bonus action, you can choose to call upon the guidance of whatever spirits or powers choose to help you. When you do so, roll 1d4. A random spirit comes to aid you, causing one of the following effects based on the spirit:

Guiding Spirits
d4 Spirit
1 Warrior. You gain a +1 bonus to attack and damage rolls you make with your Ancestral Weapon until the end of your current turn.
2 Magi. You deal additional damage or healing equal to your Wisdom modifier with spells you cast until the end of your current turn.
3 Sage. You gain a +2 bonus to the next ability check or saving throw you make in the next minute.
4 Wanderer. You have an additional 30 feet of movement speed until the end of your current turn.

Once you use this feature, you must complete a short or long rest to do so again.

Wrath of the Past

At 10th level, you gain a deeper spiritual connection to your ancestral weapon. Once per turn, you can call on the spirits within your ancestral weapon to deal an additional 1d8 Psychic damage.

Spirit Walk

Beginning at 14th level, you can directly communicate with your ancestors for more complicated answers. Over the course of an hour, you can perform a ritual to call your visions around you, briefly entering the domain of your ancestors- an ethereal demiplane related to their life or culture- for the duration of the ritual. To do so, you must be holding your Ancestral Weapon for the duration of the ritual. You might appear in a field of reeds, an old family home, a temple to the deity they served, or some other location.

While in your ancestor's domain, you can ask any number of questions that can be answered with a yes or no, gaining 3 Cursebound points per question asked. You receive a correct answer for each question asked.

If your Curse triggers as a result of this ability, the ritual immediately ends, and you can't use it again until you complete a long rest.

Spirit Spells

At 20th level, you can call your ancestors to act alongside you directly, manifesting as empowered spells. You learn the Spiritual Weapon and Spirit Guardians spells, if you don't already know them.


Additionally, while wielding your Ancestral Weapon, when you cast a spell of 3rd level or lower, you can choose to gain 15 Cursebound points to cast the spell at its lowest level without expending a spell slot. Once you do so, you must complete a long rest to do so again.

Art on this page: https://www.deviantart.com/mentoskova/art/Ghost-Summoner-Commission-Artwork-854728934

Mystery: Battle

Your mystery is the eternal war between divine forces and the battles of mortals. Your study is interdisciplinary between past and future, the knowledge you gain from which you use to fuel your present actions. You are more adept at physical combat than other oracles, having learned from your extensive study of warfare.

War Knowledge

At 1st level when you choose this mystery, you can invoke your stored knowledge to give you a magical edge in combat. It graces you with supernatural reaction, agility, and focus.


You can use a bonus action to call upon your war knowledge in a special vision, which lasts for 1 minute, or until you dismiss it as a bonus action. It ends early if you are Incapacitated or you die. You can also dismiss the vision at any time (no action required).


While your War Knowledge is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Wisdom (Perception) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

Once you use this feature, you must complete a short or long rest or gain 5 Cursebound points to use it again.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Seer Strikes

Starting at 10th level, you foresee weak points in your enemies and you will exploit them. You can add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks while your War Knowledge is active.

Foreseen Attack

At 14th level, your extensive experience with and studying of war allows you to quickly predict and avoid certain area effects as your enemies conceive them, such as a blue dragon's lightning breath or a Fireball spell.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can choose to gain 10 Cursebound points to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Forseen War

Upon reaching 20th level, you can foresee flashes of entire wars, drawing the most powerful techniques from this knowledge to aid your presence. You gain the following traits:

  • You are resistant to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
  • When you make a melee attack as an action, you can cast a cantrip as a bonus action. To be eligible for this ability, the cantrip must be incapable of targeting more than one creature at your level.
  • When you activate your War Knowledge, you can choose to gain 10 Cursebound points to regain one expended spell slot of 3rd level or lower.
Art on this page: https://www.deviantart.com/ogilvie/art/Forwardguard-332442833

Mystery: Bones

Your mystery is the ceaseless, cyclical threat of the undead against life, and the forbidden power death holds. You channel negative energy to give the dead new life, and to seek to propagate more pure negative energy to study its true nature.

Grim Harvest

At 1st level when you choose this mystery, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy.

You don't gain this benefit unless at least one of the creatures wasn’t a Construct or Undead.

Graveyard Speaker

At 6th level, you can breathe temporary unlife into the dead to gain their knowledge. You learn the Animate Dead and Speak with Dead spells, if you don’t know them already.

Additionally, you can cast these spells as rituals. Once you cast one of these spells as a ritual, you can’t cast it in that way again until you complete a long rest.

Shroud of Undeath

Beginning at 10th level, your knowledge of undeath shields you from its worst effects. You have resistance to Necrotic damage, and your hit point maximum can't be reduced.

Negative Energy Flood

At 14th level, you have a permanent well of negative energy within yourself. As an action, you can choose to gain 5 Cursebound points to radiate this energy out from you in a 15 foot radius for the next minute. This aura moves with you, but doesn't move around corners. All non-Undead creatures that start their turn in this zone or enter it for the first time on a turn must succeed a Constitution saving throw, taking 1d12 Necrotic damage on a failed save, or half as much damage on a successful one.


A target killed by this ability rises up as an Undead at half its maximum hit points at the start of your next turn, pursuing whatever creature it can see that is closest to it other than you.

Call of the Grave

At 20th level, your well of negative energy radiates a powerful life suppressing aura. You gain the following traits:

  • Activating your Negative Energy Flood feature requires 3 Cursebound points instead of 5.
  • Your Negative Energy Flood deals an additional 1d12 Necrotic damage.
  • While your Negative Energy Flood is active, creatures within its zone can’t regain hit points via spells or other magical effects.
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Mystery: Cosmos

The mystery that you obsess over is the void in perception, the presence, purpose, and desires of cosmic beings wholly alien to you. You seek to understand the drives behind these alien creatures by emulating them, using your oracular abilities to draw upon knowledge not meant for your eyes.

Shard of Forbidden Knowledge

At 1st level when you choose this mystery, you have learned knowledge not meant for your eyes, which was partly but not completely stricken from your mind. Whenever you finish a short or long rest, you gain proficiency in one skill of your choice, selected from the Player’s Handbook, as you draw on your fragment of forbidden knowledge.

Cosmic Madness

Beginning at 6th level, your visions of cosmic beings and forbidden knowledge are made manifest. As a reaction to a creature starting its turn within 10 feet of you, you can attempt to fill its mind with overwhelming visions of cosmic entities. The target must succeed an Intelligence saving throw or take 1d4 Psychic damage and become Frightened of you until the end of your next turn.

This feature’s damage increases by 1d4 when you reach 11th level (2d4) and 17th level (3d4).


You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all expended uses after a long rest.

Ravaged Mind

At 10th level, your exposure to the maddening influence of cosmic entities has hardened your mind against threats from anything less. You have resistance to Psychic damage, and your mind can’t be read against your will.

Cognitohazard

At 14th level, the visions bottled in your mind have made you a potent psionic adversary to those not used to the influence of entities beyond the stars. The radius of your Cosmic Madness is 20 feet.

Additionally, when you use your Cosmic Madness feature, you can use it on a number of creatures within 10 feet of you equal to your Intelligence modifier (minimum of 1).

Anomalous Enigma

Starting at 20th level, when you hit a creature with an attack, you can attempt to instantly transport the target into an anomalous region of the cosmos. The creature disappears and hurtles through an eldritch landscape.


At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an Aberration, it must make an Intelligence saving throw. On a failed save, the target’s Intelligence and Charisma scores are reduced by 4, to a minimum of 1. This reduction lasts until the target completes a long rest.


Once you use this feature, you must complete a long rest to do so again.

Art on this page: https://www.deviantart.com/chromattix/art/Nebulous-Nightmares-569281317

Mystery: Fate


Your divine mystery is the fate of the universe, which you can peer into to glean truths about the future of others. Your incredible knack for seeing what will occur in the future, even over other Oracles, allows you to predict fate with such accuracy that some wonder if your visions cause the future you see to occur.

Future of Pain

At 1st level, your magic echoes ominously as you glimpse further injury in your target's future. When you deal damage to a creature with a spell, you can use your bonus action on your next turn to automatically deal additional damage to one creature affected by the spell equal to the spell's level + your Wisdom modifier (minimum of 1 damage), as a seemingly random and minor misfortune finds it. The damage type is the same as the spell that triggered this ability.


You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses after a long rest.

Intertwined Future

At 6th level, your rituals show how you affect the future of others. Once per day when you perform your Rite of Foresight, you can choose to gain 3 Cursebound points to automatically perform it on yourself as well, without expending a normal use of Rite of Foresight. You can use this special foretelling roll only if you can see the target of the ritual that granted it.

Strands of Fate

At 10th level, you can see the strands of fate that weave around other individuals and can direct them to move in desirable directions. Whenever another creature you can see makes an attack roll or an ability check, you can use a reaction to give the roll advantage or disadvantage (your choice), gaining 5 Cursebound points each time you do so.

Perfected Future

At 14th level, you have weaved a more perfect future for yourself, protecting against an undesirable future. You gain the following traits:

  • When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die.
  • Any critical hit against you becomes a normal hit.

Omen of Ruin

At 20th level, your visions into the future show you terrible omens of your opponents. When you deal damage to a creature with your Future of Pain feature, an ominous mark magically appears above it for the next minute. During that time, it takes double damage from your Future of Pain feature, and if you deal the killing blow to it, you can choose to sever the strings of fate that bind them, forever dooming them to their fate. That creature can’t be revived by any means short of a Wish Scroll.


Once you use this feature, you must complete a long rest to do so again.

Art on this page: https://www.deviantart.com/eksafael/art/Hand-of-the-Gods-Prescience-700499880

Mystery: Life

Your mystery is the true origin of the universe, the immortality of gods, and the continuation of life. You have peered into the power of pure creation, gleaning the knowledge necessary to restore and direct life energy.

Life Bind

At 1st level when you choose this mystery, you can bond your life energy with that of others. As a bonus action, choose one willing creature within 60 feet of you. For the next minute, when you regain hit points, the bonded creature regains hit points equal to half of that amount, and vice versa.

Your Life Bond ends early if you use this feature again, you fall Unconscious, or you die.

Surge of Healing

Beginning at 6th level, you can direct healing energy to others. As a reaction to a creature regaining hit points, you can direct surplus life force into that creature, granting an additional 1d8 temporary hit points to it.

Font of Life

At 10th level, you have a vast font of healing within you. As a reaction to a creature you can see within 15 feet of you regaining hit points, you can choose to gain 3 Cursebound points to cause that creature to gain the maximum amount of hit points possible for that healing.

Vital Conduit

At 14th level, you can draw raw healing power from your cast spells. When you cast a spell, you gain temporary hit points equal to 5 + the spell's level.

Additionally, each time you gain temporary hit points in this way, you can choose to gain 2 Cursebound points to grant the same amount of temporary hit points to a creature under the effects of your Life Bind.

Cyclical Immortality

At 20th level, you are filled with an unkillable fortitude that makes death impossible for you. When you die, you are affected by the Reincarnate spell 1d4 days later.

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Curses

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Charred

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 learn the Burning Hands spell. It counts as an oracle spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.

Additionally, when your Curse triggers, you use the following table to determine its effects:

Table - Charred Effects
Curse Points Effects
1-10 Immediately when your curse triggers, fire streams out from you in a 10 foot radius. You and all creatures within this zone must make a Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much on a success.
11-20 The previous effect occurs. Creatures that fail their save against it begin Burning until the end of your next turn (see Conditions).
21-30 You begin Burning for the next minute (see Conditions). While you are Burning, you can cast the Burning Hands spell as a 1st level spell without expending a spell slot. When you do so, you take 2d6 Fire damage.
31-40 Fire flows out from you in a 10 foot radius for the next minute. When a creature starts its turn in its zone or enters that zone for the first time on a turn, you and all creatures within this zone must make a Dexterity saving throw. On a failed save, creatures take 2d6 Fire damage and begin Burning for the next minute (see Conditions). On a success, creatures take half that damage and don't begin Burning.
41-60 The previous effect occurs. When it ends, it leaves behind a 10 foot radius area of Fire centered on you.
61-80 You cast the Fireball spell (3rd level) centered on yourself, requiring no spell slot or material components.
81-100 The previous effect occurs. You also create a 15 foot radius area of hellfire centered on yourself.

Clouded

Your eyes are magically obscured as if you had severe cataracts, making it difficult for you to see.


Your passive Perception score is reduced by 5. You also can't see anything beyond 30 feet, but within that range you have Blindsight, allowing you to effectively see anything that isn't behind total cover, even if you're Blinded or in darkness. Moreover, you can see an Invisible creature within that range, unless the creature successfully hides from you.

Additionally, when your Curse triggers, you use the following table to determine its effects:

Table - Clouded Effects
Curse Points Effects
1-18 You are Blinded until the start of your next turn.
19-30 You and all creatures within 10 feet of you when your curse triggers must make a Constitution saving throw or be Blinded until the end of your next turn.
31-40 You and all creatures within 15 feet of you when your curse triggers must make a Constitution saving throw or be Blinded for the next minute.
41-60 You cast the Darkness spell (2nd level) centered on yourself, requiring no spell slot or material components. When cast in this way, this spell doesn't require concentration.
61-80 The previous effect occurs. Creatures within the spell's zone can't benefit from any special senses they have.
81-100 You and all creatures within 30 feet of you when your curse triggers must make a Constitution saving throw. On a failed save, creatures are Blinded and can't benefit from any special senses they have for the next minute. Creatures can repeat their save at the end of their turns, ending the effect on them on a success.

Deafened

Your ears are magically suppressed, making it difficult for you to hear.


You are always considered Deafened, your passive Perception score is reduced by 5, and when you cast a spell, you ignore any Verbal component it has.

Additionally, when your Curse triggers, you use the following table to determine its effects:

Table - Deafened Effects
Curse Points Effects
1-18 For the next minute, you don't make sound, can't provide verbal components for spells, and have advantage on Stealth checks.
19-30 You and all creatures within 10 feet of you when your curse triggers must succeed a Constitution saving throw or be Deafened until the end of your next turn (see Conditions).
31-40 The previous effect occurs. Its radius is 20 feet.
41-60 When your curse triggers, you immediately cast the Silence spell (2nd level) centered on yourself, requiring no spell slot or material components. When cast in this way, this spell doesn't require concentration.
61-80 The previous effect occurs. Its radius is 30 feet.
81-100 When your curse triggers, you immediately cast the Silence spell (2nd level) centered on yourself, requiring no spell slot or material components. When cast in this way, this spell doesn't require concentration, and its radius is 60 feet.

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences around you.


You learn the Mage Hand and Thaumaturgy cantrips. They count as oracle cantrips for you.

Additionally, when your Curse triggers, you use the following table to determine its effects:

Table - Haunted Effects
Curse Points Effects
1-18 Ghostly whispers surround you, giving you disadvantage on Persuasion checks and advantage on Intimidation checks for the next minute.
19-30 You become Frightened of all creatures you can see until the end of your next turn. Additionally, creatures within 30 feet of you that can see you must succeed a Wisdom saving throw or be Frightened of you until the end of your next turn.
31-40 Loud, ghostly screeching emanates from you. You and all creatures within 30 feet of you that can hear you must succeed a Wisdom saving throw or take 3d8 Psychic damage.
41-60 The previous effect occurs. Creatures that fail their save also become Frightened of you for the next minute (you are immune). Creatures can repeat their save at the end of their turns, ending the effect on them on a success.
61-80 When your curse triggers, you summon 1d4 Ghosts at unoccupied spaces of your choice within 15 feet of you, which are hostile to all creatures.
81-100 When your curse triggers, you summon 1d6 Shadows at unoccupied spaces of your choice within 15 feet of you, which are hostile to all creatures.

Legallistic

The shackles of hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.


You gain proficiency with either the Persuasion, Deception, or Insight skill. If you are already proficient in all these skills, your proficiency bonus is doubled in one of those skills instead.

Additionally, your curse only triggers if you break a promise you make (either purposefully or unintentionally), or you reach the maximum amount of Cursebound Points for your level. When your curse triggers, you use the following table to determine its effects:

Table - Legalistic Effects
Curse Points Effects
1-10 You and all creatures within 5 feet of you when your curse triggers must succeed a Constitution saving throw or be temporarily inflicted with hellish visions, taking 2d8 Psychic damage.
11-20 The previous effect occurs. Creatures that fail their save against it are Restrained by spectral chains until the end of your next turn (see Conditions).
21-30 You and all creatures within 15 feet of you when your curse triggers must succeed a Constitution saving throw or be temporarily inflicted with hellish visions. On a failed save, creatures take 4d8 Psychic damage and are Restrained by spectral chains for the next minute. On a successful save, creatures take half that damage and aren't Restrained.
31-40 You take 3d6 Fire damage as you are suddenly dragged to hell, as if by the Banishment spell, returning at the start of your next turn. Creatures within 5 feet of you must make a Constitution saving throw or be dragged along with you, taking 3d6 Fire damage when they return.
41-60 The previous effect occurs. Its damage increases to 5d6 Fire damage.
61-80 You take 5d6 Fire damage as you are suddenly dragged to hell, as if by the Banishment spell, returning at the start of your next turn. Creatures within 15 feet of you must make a Constitution saving throw or be dragged along with you, taking 5d6 Fire damage when they return.
81-100 The previous effects occur. When you and any creatures that failed their save return, you are also Burning for the next minute (see Conditions).

Marbled

You are trapped in an eternal cycle of petrification that never fully ends or fully recedes.


Your movement speed is reduced by 5 feet, and you are resistant to Piercing and Slashing damage from nonmagical attacks, as your body is partially turned to stone or some other solid material.

Additionally, when your Curse triggers, you use the following table to determine its effects:

Table - Marbled Effects
Curse Points Effects
1-10 Until the end of your next turn, your movement is reduced by 5 feet, as your joints become as stiff as stone.
11-20 Until the end of your next turn, your movement speed is reduced by 10 feet, and you can't use any special movement speeds you have.
21-30 Covered in heavy, bulky rocks, you can't move until the end of your next turn.
31-40 The previous effect occurs, and you regain 2d6 hit points.
41-60 You fully turn to stone until the start of your next turn, becoming Petrified (see Conditions), and you regain 2d6 hit points.
61-80 You fully turn to stone for the next minute, becoming Petrified (see Conditions). You can see and hear as normal. If no creatures can see you while you are Petrified in this way, you can teleport up to 30 feet on your turn instead of moving.
81-100 The previous effect occurs. Also, if no creatures can see you while you are Petrified in this way, you can cast the Inflict Wounds spell (1st level), requiring no spell slot or material components. When you do so, your hit point maximum is reduced by 2d10. This reduction lasts until you complete a short or long rest.

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.


You have a -1 to all Charisma checks you make, but a +1 bonus to Perception checks, having dealt with the Fey often.

Additionally, when your Curse triggers, you use the following table to determine its effects.

Table - Pranked Effects
Curse Points Effects
1-10 One random item on your person that isn't being worn vanishes for the next hour.
11-20 You trip and fall Prone. For the next minute, each time you attempt to move while standing, you must succeed a Dexterity saving throw or fall Prone, as tiny fey spirits knock you over.
21-30 At the end of each of your turns for the next minute, fey spirits move you up to 15 feet in a random direction.
31-40 You instantly swap places with a random ally within 60 feet of you.
41-60 You and up to 5 random creatures within 30 feet of you must succeed a Wisdom saving throw or gain the effects of the Invisibility spell.
61-80 A group of tiny fey spirits begin mimicking your voice when you cast spells. For the next minute, each time you cast a spell, roll a d6. If the result is an odd number, you cast a different spell than you were intending of an equivalent level. If this is impossible, you cast the next lowest spell that isn't the spell you intended.
81-100 For the next minute, gravity is reversed for you, as if by the Reverse Gravity spell.

Psychosis

A strange entity has twisted your mind with violent psychic impulses.


You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. Creatures respond mentally when you communicate with them in this way.

Additionally, when your Curse triggers, you use the following table to determine its effects.

Table - Psychosis Effects
Curse Points Effects
1-10 You gain the effects of the Blur spell (2nd level).
11-20 For the next minute, your movement speed is halved, but your psionic power lifts you into the air, giving you a flying speed equal to your walking speed.
21-30 You and all creatures within 10 feet of you must succeed an Intelligence saving throw or take 3d6 Psychic damage.
31-40 You cannot move, nor can you be moved against your will, until the end of your next turn, as you are fixed in place by telekinetic power.
41-60 You immediately and violently unleash psychic energy in a 30 feet cone in front of you. You and each creature in that zone must make an Intelligence saving throw. On a failed save, creatures take 4d6 Psychic damage and gain 1 stack of Mindbroken. On a successful save, creatures take half that damage and don't gain a stack of Mindbroken (see Conditions).
61-80 You and all creatures you can see within 30 feet of you must make an Intelligence saving throw. On a failed save, creatures take 6d6 Psychic damage and gain 1 stack of Mindbroken. On a successful save, creatures take half that damage and don't gain a stack of Mindbroken (see Conditions).
81-100 The previous effect occurs. Creatures that fail their save become Stunned until the end of your next turn, instead of gaining a stack of Mindbroken (see Conditions).

Submerged

You are terrorized by the influence of the primordial sea and the powerful creatures therein.


You have a swimming speed equal to your walking speed, and can breathe underwater. If you fail to immerse yourself in water for at least 1 hour a week, you suffer 1 level of Exhaustion at the end of that week. You can recover from this Exhaustion only through magic or by immersing yourself in water for at least 1 hour.

Additionally, when your Curse triggers, you use the following table to determine its effects.

Table - Submerged Effects
Curse Points Effects
1-10 You must succeed a Dexterity saving throw or be Restrained by a deep sea tentacle until the start of your next turn.
11-20 You and all creatures within 5 feet of you must succeed a Constitution saving throw or take 2d6 Cold damage, as a bout of freezing rain hits the area.
21-30 The previous effect occurs. Its area increases to 15 feet, and its damage to 3d6 Cold damage.
31-40 A wave of water crashes in a 10 foot cube centered on yourself. Each creature in that area must make a Dexterity saving throw. On a failed save, creatures takes 3d8 Bludgeoning damage and are knocked Prone. On a success, creatures take half that damage and aren't knocked prone.
41-60 The previous effect occurs. Its area is a 15 foot cube instead of 10 feet
61-80 A powerful vortex of water surrounds you in a 20 foot radius and attempts to draw creatures towards you. All creatures other than you within this zone must make a Dexterity saving throw. On a failed save, creatures take 5d8 Bludgeoning damage and are moved within 5 feet of you. On a success, creatures take half that damage and aren't moved.
81-100 The previous effect occurs. It deals 8d8 Bludgeoning damage instead of 5d8.

Scourge

You are a blight on the natural world, causing bizarre natural hazards by your mere presence.


You learn the Infestation cantrip. It counts as an Oracle cantrip for you. Additionally, when you enter a region for the first time, you cause minor plants such as grass and flowers within 5 feet of you to wither instantly.

Additionally, when your Curse triggers, you use the following table to determine its effects.

Table - Scourge Effects
Curse Points Effects
1-18 You exude a horrible aroma, giving you disadvantage on ability checks that rely on Charisma.
19-30 A random creature within 30 feet of you that you can see must succeed a Constitution saving throw or become Poisoned. Creatures can repeat this save at the end of their turns, ending the effect on a success.
31-40 The previous effect occurs. While that creature is Poisoned in this way, you can use your action to end the effect. When you do so, the target takes 3d8 Poison damage, and you cast the Ray of Sickness spell (1st level), requiring no spell slot or material components.
41-60 You cast the Stinking Cloud spell (3rd level) centered on yourself.
61-80 You radiate pure, sickening pestilence in a 15 foot radius sphere. You and all creatures within this zone must succeed a Constitution saving throw or take 2d10 Poison damage and gain 1 level of Exhaustion.
81-100 The previous effect occurs. It deals 4d10 Poison damage instead of 2d10.
Art on this page: https://wall.alphacoders.com/big.php?i=678913

Credits

This class is an adaptation of the Oracle class from Pathfinder 2nd Edition. All credit for the concept of the class goes to Paizo and everyone involved in the making of that system.

Other inspirations include Oracle 5e on DND Wiki, the Oracle by Le Gyon, and the Oracle by Dragonshard.

Collaborators and Creators on this Project
  • Evan | Discord: @esteban_7581
  • Sofia | Discord: @guitarrongamer
  • Max | Discord: @world_tnt
 

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