Oracle 5
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Feat, Mystery, Oracle's Curse, Revelation, Spellcasting | 2 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Feat, Mystery Spell | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Revelation | 2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Feat, Mystery Spell | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Mystery Feature | 3 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Feat, Mystery Spell | 3 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Revelation | 3 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Feat, Mystery Spell | 3 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Mystery Feature | 4 | 6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Feat, Mystery Spell | 4 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Revelation | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Feat, Mystery Spell | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Mystery Feature | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Feat, Mystery Spell | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Revelation | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Feat, Mystery Spell | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Mystery Feature | 4 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Mystery Spell | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Feat, Revelation | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Feat, Mystery Feature | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
All of the following are class features of the Oracle.Feat
1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Oracle Feature You gain one feat of your choice.Mystery
1st-Level Oracle Feature Each oracle draws upon a divine mystery to grant his or her spells. Each mystery shines through numerous deities, and an individual may become an oracle due to a god other than the one he or she follows. Your choice grants you mystery spells and other features when you choose it at 1st level. It also grants you additional benefits at 5th, 9th, 13th, and 17th levels. At 20th level, you learn the final revelation about your mystery.Mystery Spells
Each mystery has a list of spells—its mystery spells—that you gain at certain levels as shown in the Oracle table above. Each time you would gain a Mystery Spell, you gain the respective spell from your mystery's list of mystery spells. These spells do not count against your Spells Known. If you have a mystery spell that doesn't appear on the oracle spell list, the spell is nonetheless an oracle spell for you. Divine Mysteries| Monastic Tradition | Description |
|---|---|
| Mystery of Ancestors | |
| Mystery of the Apocalypse | |
| Mystery of the Ascetic | |
| Mystery of Ash | |
| Mystery of Battle | |
| Mystery of Blight | |
| Mystery of Bones | |
| Mystery of the Cosmos | |
| Mystery of Dragons | |
| Mystery of Elementals | |
| Mystery of Flame | |
| Mystery of the Godclaw | |
| Mystery of the Heavens | |
| Mystery of Intrigue | |
| Mystery of Juju | |
| Mystery of Life | |
| Mystery of Lore | |
| Mystery of Metal | |
| Mystery of the Moons | |
| Mystery of the Occult | |
| Mystery of the Outer Dark | |
| Mystery of the Reaper | |
| Mystery of Shadows | |
| Mystery of the Spellscar | |
| Mystery of Stone | |
| Mystery of the Streets | |
| Mystery of Succor | |
| Mystery of the Sun | |
| Mystery of the Tempest | |
| Mystery of Time | |
| Mystery of Volcanoes | |
| Mystery of Waves | |
| Mystery of Whimsy | |
| Mystery of Wind | |
| Mystery of Winter | |
| Mystery of Wood |
Oracle's Curse
1st-Level Oracle Feature Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. Once you choose your oracle's curse, this choice cannot be changed later. The oracle's curse cannot be removed or dispelled without the aid of a deity of equal or greater power to the one who laid the curse. Each oracle has only a single oracle's curse. This is a Curse effect. Oracle's CursesAboleth
Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate's interaction with the aboleths may be all it takes to infect you. You have Disadvantage on saving throws against Mind-Affecting effects and you add Charm Person to your list of spells known. At 5th level, add Minor Image to your list of spells known. At 10th level, add Modify Memory to your list of spells known. At 15th level, add Veil to your list of spells known.Accursed
You are cursed with misfortune and sorrow, and you cannot benefit from positive Morale effects. However, you have Advantage on saving throws against Curse effects. At 5th level, add Ill Omen to your list of spells known. At 10th level, add Greater Brand to your list of spells known. At 15th level, you are immune to Curse effects except for your own oracle's curse.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 have Disadvantage on Weapon Attack Rolls, and you cannot take the Noncombatant or Shaky flaws, but you add Burning Hands to your list of spells known. At 5th level, add Scorching Ray and Flaming Sphere to your list of spells known. At 10th level, add Wall of Fire to your list of spells known. At 15th level, add Delayed Blast Fireball to your list of spells known.Clouded Vision
Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you gain Darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain Blindsight to a range of 15 feet. At 15th level, this Blindsight increases to a range of 30 feet.Consumed
Your connection to Malais and the beings that call it home has left you diminished but still able to scorn many mortal frailties. Whenever you take lethal damage, you take an additional amount of nonlethal damage equal to half the damage taken. You automatically Stabilize when brought below 0 hit points. At 5th level, you have Advantage on saving throws against Disease and Poison effects. At 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any ill effects due to starvation or thirst. At 15th level, whenever a creature within 30 feet of you takes damage while in combat, you gain 1d4 temporary hit points. Unlike normal, temporary hit points from this ability stack with each other. You can benefit from this ability a number of times per round equal to your Oracle Power Reservoir, and you can gain a total number of temporary hit points in this way at a time equal to twice your Oracle level. Temporary hit points gained this way disappear after 1 hour.Covetous
You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are Poisoned whenever you do not meet this requirement; you are also Poisoned for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. You gain proficiency in Arcana and Sleight of Hand. At 5th level, you have Advantage on any check to judge the price of an item, identify a magical item, or make use of a magical item. At 10th level, you add Fabricate to your list of spells known. At 15th level, you have Advantage on Wisdom (Perception) made against a creature's Dexterity (Stealth) or Dexterity (Sleight of Hand) checks.Deaf
You cannot hear and suffer all the usual penalties for being Deafened. You ignore the verbal components of all oracle spells you know. At 5th level, you have Advantage on Wisdom (Perception) checks that do not rely on hearing. At 10th level, you are able to pinpoint creatures by Scent alone to a range of 15 feet, and you take no penalties to Initiative due to being Deaf. At 15th level, you gain Tremorsense to a range of 30 feet.Deep One
The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, you gain a +1 bonus to your Armor Class as your skin thickens. At 10th level, you deal an additional 1d4 damage whenever you cast a Water spell that deals damage. At 15th level, you gain the benefits of Freedom of Movement while underwater.Demonic
Your heart is cursed with the pull of The Pit. You cannot cast spells with the Good or Lawful descriptors, nor can you summon Good or Lawful-aligned creatures. Good and lawful creature instinctively distrust you, and you have Disadvantage on Charisma (Persuasion) checks made against such creatures. You gain proficiency in Deception and Intimidation, but you cannot gain proficiency in Persuasion and you lose it if you already have it. At 5th level, you have Advantage on saving throws against Fear effects. At 10th level, you gain Immunity to Poison damage and the Poisoned condition. At 15th level, any weapon you wield is treated as Chaotic and Evil for the purposes of overcoming damage reduction.Elemental Imbalance
You wield an element's might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain Vulnerability to Acid, cannot benefit from Acid Resistance or Immunity, and cannot cast spells with the Acid or Earth descriptors. If you select earth, you gain Vulnerability to Lightning, cannot benefit from Lightning Resistance or Immunity, and cannot cast spells with the Air or Electricity descriptors. If you select fire, you gain Vulnerability to Cold, cannot benefit from any Cold Resistance or Immunity, and cannot cast spells with the Cold or Water descriptors. If you select water, you gain Vulnerability to Fire, cannot benefit from any Fire Resistance or Immunity, and cannot cast spells with the Fire descriptor. As you advance in level, add the following spells to your list of spells known based on your chosen element. At 1st level, add Burning Hands (Fire), Grease (Earth), Hydraulic Push (Water), or Witch Bolt (Air) to your spells known. At 5th level, add Frigid Touch (Water), Faerie Fire (Earth), Levitate (Air), or Scorching Ray (Fire) to your spells known. At 10th level, add Ball Lightning (Air), Calcific Touch (Earth), Ice Storm (Water), or Wall of Fire (Fire) to your list of spells known. At 15th level, add Chain Lightning (Air), Contagious Flame (Fire), Flesh to Stone (Earth), or Freezing Sphere (Water) to your list of spells known.Ghoul
While your actual dietary needs don’t change, you crave the flesh of sentient creatures. You can only go without food for 12 hours before you begin to starve, and when you do starve, the DC of the Constitution saving throw to avoid taking damage increases by 5. If you feed on fresh, raw flesh (no older than 1 hour) from a creature of your own race, whenever you roll a saving throw in the next 24 hours, roll a d4 and add the number rolled to the result. This effect does not stack with the Bless spell. At 5th level, add Ghoul Touch to your list of spells known. At 10th level, you become immune to Disease and the Paralyzed condition. At 15th level, you gain the effects of Heroes' Feast whenever you feed on the raw flesh of a sentient creature, and the effects of the Heroes' Feast spell double if the flesh you eat comes from a member of your own race (this effect applies no more than once per day).God-Meddled
Estaklyos is populated and watched over by hero-gods, some of whom are known for entangling mortals in their own affairs. The gods' interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a Divine caster—for better or for worse. Once per round, when a creature casts a Divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of the caster's turn. This effect targets only you, even if other creatures were included as targets of the triggering spell. At 5th level, when you are subjected to a saving throw from a Divine spell, you can grant yourself Advantage on that saving throw as a reaction. You can use this feature a number of times equal to your Oracle Power Reservoir, regaining all expended uses when you finish a long rest. At 10th level, you become immune to the Confused condition. At 15th level, you always have Advantage on saving throws against Mind-Affecting effects.| d20 | Effect |
|---|---|
| 1 | You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can Shift its full movement speed in your direction as a free action. If multiple enemies qualify, the DM determines which creature attacks or moves. |
| 2-3 | Your movement speed is halved until the end of your next turn. |
| 4-5 | You are Deafened until the end of your next turn. |
| 6-7 | You are knocked Prone. |
| 8-10 | You shrink by one size category until the end of your next turn, as per Enlarge/Reduce. |
| 11-13 | You grow by one size category until the end of your next turn, as per Enlarge/Reduce. |
| 14-15 | You deal an additional 1d4 damage whenever you cast a damaging spell until the end of your next turn. |
| 16-17 | Creatures in spaces adjacent to you are pushed 10 feet away from you. |
| 18-19 | You are able to understand all spoken languages until the end of your next turn. |
| 20 | You gain the benefits of Haste until the end of your next turn. Unlike normal, you take no penalty when this spell ends on you. |
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires an Action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add Mage Hand and Minor Illusion to your list of spells known. When casting Minor Illusion in this way, you can only create sounds, not images. At 5th level, add Levitate and Minor Image to your list of spells known. At 10th level, add Telekinesis to your list of spells known. At 15th level, add Reverse Gravity to your list of spells known.Hellbound
Infernal heritage grants you profane insight and weighs on your soul. You cannot cast spells with the Good or Chaotic descriptors, and you can't summon good or chaotic-aligned creatures. Good and chaotic instinctively distrust you, and you have Disadvantage on Charisma (Persuasion) checks against such creatures. When you make a Charisma (Deception) or Charisma (Intimidation) check, you may grant yourself Advantage on that check as a reaction. You can do so a number of times equal to your Oracle Power Reservoir. At 5th level, you gain Advantage on saving throws against Charm effects. At 10th level, you gain Immunity to Fire damage. At 15th level, any weapon you wield is treated as Lawful and Evil for the purposes of overcoming damage reduction.Hive
You were exposed at a young age, or perhaps even before you were born, to the strange insectoid beings simply known as the hive, but this exposure did not result in a full-blown infestation by the vile creatures. Others, including animals, find the unsightly spines and rough growths that periodically emerge from your flesh to be disturbing and distracting, and you have Disadvantage on Wisdom (Animal Handling), Charisma (Deception), Charisma (Persuasion) checks. You can cough up an ovoid, leathery sphere that can be hurled as a flask of acid as an action, though it becomes inert after 24 hours. Once you do so, you cannot do so again until you finish along rest. At 5th level, you suffer no harm from being in an environment as hot as 140 degrees Fahrenheit, and you are immune to infestations, such as that of the Infestation spell or Rot Grubs. At 10th level, your skin deformities grow numerous enough to grant you a +1 bonus to Armor Class. At 15th level, you gain Resistance to Acid damage.Hunger
Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment, such as Goodberry, Heroes' Feast, or a ring of sustenance. You also gain a bite attack that deals an amount of piercing damage appropriate for your size (1d8 for a Large creature, 1d6 for Medium, 1d4 for Small) as a natural weapon. When you roll Initiative, you gain the Poisoned condition until you deal damage with your Bite attack. At 5th level, whenever you hit a creature that is smaller than you with your Bite, you can choose to Grapple that creature. You have Advantage on attack rolls with your Bite while Poisoned. At 10th level, your Bite attack deals damage as if you were one size category larger. At 15th level, whenever a creature ends its turn grappled by your Bite, it loses 1 point of Constitution as you drain its blood. Its Constitution score returns to normal when it finishes a long rest.Infested
Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears. You have Disadvantage on Charisma (Persuasion) checks, and when you first meet someone, the person's initial attitude toward you starts one level lower than normal. Animals shy away from you, and so you have Disadvantage on Wisdom (Animal Handling) checks. You have Advantage on saving throws against Poison effects caused by insects, scorpions, and spiders. At 5th level, you add Vomit Swarm to your list of spells known. At 7th level, you gain Resistance to all damage caused by Swarms of creatures of Tiny or smaller size. At 13th level, you add Swarm Skin to your list of spells known. At 17th level, you become immune to the swarm damage and poisons of insect, scorpion, and spider swarms.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, your speed is never affected by Exhaustion. At 10th level, your speed is never reduced by armor. At 15th level, you are immune to Exhaustion.Legalistic
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 become Poisoned for 24 hours or until you meet your obligation, whichever comes first. However, you can make a vow to yourself that grants you Advantage on any one roll you make while trying to fulfill a promise made to another individual. Once you do so, you cannot do so again until you finish along rest. At 5th level, whenever you make a Charisma (Persuasion), Charisma (Intimidate) , or Wisdom (Insight) check while talking to an individual one-on-one, you make that check as though you had Expertise. At 10th level, if you are allowed a saving throw at the end of your turn against a Mind-Affecting effect, you instead make that saving throw at the beginning of your turn. If you are not allowed one, you can make one each minute as your subconscious searched for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, Spell Resistance, and on Saving Throws against your Attacks and Abilities equal to your Oracle Power Reservoir for 24 hours.Lich
Every living spellcaster hides a secret in his or her flesh—a unique, personalized set of conditions that, when all fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster. You have unknowingly fulfilled most—but not all—of the ritualistic components to achieve lichdom. You have yet to turn into an undead creature, but you are close. You take damage from positive energy and heal from negative energy as if you were undead. At 5th level, add Command Undead to your list of spells known. At 10th level, add Lesser Undead Anatomy and Undead Anatomy to your list of spells known. At 15th level, you are immune to Death effects.Lycanthropy
You suffer from a minor form of lycanthropy. The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are Language-Dependent. A character under the effects of Speak with Animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears You have Advantage on Wisdom (Animal Handling) checks made to interact with these creatures. At 5th level, add Charm Animal and Animal Messenger to your list of spells known. At 10th level, add Animal Shapes to your list of spells known. At 15th level, you gain Resistance to damage from non-silvered weapons.Plagues
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You have Disadvantage on saving throws against Disease, and Infestation-like effects, but you are immune to the Poisoned condition. At 5th level, add Pox Pustules to your list of spells known. At 10th level, you gain a +1 bonus to your Spell Save DC when casting a Disease spell. At 15th level, you are immune to the effects of Disease and Infestations, but can still function as a carrier for sickness.Possessed
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. The DC for Concentration checks for you is always increased by 2, and you cannot benefit from anything that would grant you Advantage on Concentration checks. Whenever a creature attempts to use an effect to possess or dominate you and the effect allows a saving throw, you have Advantage on that roll. At 5th level, if you become Dazed or Stunned, you can choose instead to become Confused for twice the duration. At 10th level, add Possession to your list of spells known. At 15th level, add Object Possession to your list of spells known.Powerless Prophecy
You are forewarned of danger but can't act to prevent it. When you are hit by an attack, you can use your reaction to half the damage you take from that attack. While Surprised, you cannot take Free actions, exception for Flash of Insight (See Revelations). While not surprised, you become Dazed the first time you roll initiative in an encounter. At 5th level, you have Advantage on Initiative checks. At 10th level, If an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half damage on a failure. At 15th level, you have advantage on saving throws and gain a +5 bonus to AC while you are Surprised or when targeted by an attack or effect you are unaware of.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, you have Disadvantage on Initiative checks. Furthermore, 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. Add Faerie Fire and Minor Illusion to your list of spells known. At 5th level, add Minor Image to your list of spells known. At 10th level, add Confusion to your list of spells known as a 5th level spell. At 15th level, add Project Image to your list of spells known.Promethean
Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive. Your Constitution score and the maximum for your Constitution is lowered by 1. The first time you would lose any points from your Strength, Dexterity, or Constitution scores, reduce that amount by 1. At 5th level, instead reduce that amount by 3. At 10th level, you have Advantage on saving throws against any effect that would lower your ability scores, and your AC is increased by 5 against attacks that would do such. At 15th level, your ability scores always return to their normal amounts when you finish a long rest.Putrid
Your presence stagnates water and befouls all liquids carried on your person, including magical items such as potions, and unattended sources of still water within 10 feet. Creatures who drink such a liquid are Poisoned for 1 round (though potions and similar liquids still convey their usual benefits as well). Affected liquids remain stagnant for 1 hour after leaving your presence. Purification Domain can cleanse a stagnant potion or water. At 5th level, you become immune to the Poisoned condition caused by liquids your presence has fouled. At 10th level, your body is covered in noxious slime, and each creature adjacent to you at the beginning of its turn must make a Constitution saving throw against your Spell Save DC, being Poisoned until the start of their next turn on a failure. At 15th level, your slime coating causes you to take 3 less damage whenever you take Bludgeoning, Piercing, or Slashing damage.Reclusive
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed on a spell attack roll to target you with spells that require touch, and you cannot willingly fail a saving throw, and you are never considered a willing target for spells and abilities. Spells you cast on yourself with a duration of Instantaneous count as though you had cast them with one level higher spell slot. At 5th level, any spells you cast on yourself affect you as if they were affected by the Extended Spell metamagic feat. At 10th level, you are immune to Charm effects and the Charmed condition. At 15th level, you gain spell resistance equal to your Oracle level.Shadowbound
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. Whenever you enter bright light from dim light or darkness, you are Blinded until the start of your next turn. While in bright light, you have Disadvantage on Wisdom (Perception) checks. You gain Darkvision to a range of 30 feet. At 5th level, this increases to 60 feet. At 10th level, add Shadow Conjuration to your list of spells known as a 4th-level spell and Shadow Evocation to your list of spells known as a 5th-level spell. At 15th level, add Shadow Walk to your list of spells known as a 6th-level spell.Shattered Psyche
Your mind is crowded with dozens of voices, fragmented snippets of your past lives. The DCs of Concentration checks for you are always 2 higher, and you have Disadvantage on Intelligence-based and Wisdom-based skill checks. You have Advantage on saving throws made against Mind-Affecting effects. At 5th level, you are immune to Charm effects and the Charmed condition. At 10th level, you're immune to Compulsion effects. At 15th level, you're immune to all Mind-Affecting effects.Song-Bound
Restriction: Race - Merfolk
Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak. As an action, you may attempt to use musical notes to disrupt magical effects that depend on sound (but not spells that have verbal components). Each round of the countersong, you make a Charisma (Performance) check. Each creature within 30 feet of you that is affected by a Sonic or Language-Dependent effect may use your Performance check in place of the saving throw against such an effect, if the check is both higher and a saving throw is allowed. If a creature is already under the effects of such an effect, they gain a saving throw at the end of each of their turns if one is not already allowed, but must use your Performance check. Deafened creatures cannot be affected by this ability. You can continue this song for a number of rounds equal to your Oracle level, regaining all expended rounds when you finish a long rest. At 5th level, add Command as a 1st-level spell and Suggestion as a 2nd-level spell to your list of spells known. At 10th level, your Spell Save DC increases by 1 when you cast Language-Dependent Descriptor spells. At 15th level, add Mass Suggestion as a 6th-level spell to your list of spells known.Tongues
In times of stress or unease, you speak in a strange tongue. Pick one of the following languages you do not know: Auran, Celestial, Infernal, Pyric, Terran, Thalassic, or Pit-Tongue. 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 learn the speak—but not read or write—the selected language. At 5th level, pick an additional language to speak in combat. You learn to speak that language as well. 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.Wasting
Your body is slowly rotting away. you have Disadvantage on all non-Intimidation Charisma-based skill checks. You have Advantage on all saving throws against Disease effects. At 5th level, you are immune to the Poisoned condition. At 10th level, you gain Immunity to disease. At 15th level, you can grant yourself Advantage on a Constitution saving throw a number of times equal to your Oracle Power Reservoir, regaining all expended uses when you finish a long rest.Wolfscarred Face
Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impediment, and any spells you cast with a verbal component have a chance of failing. You must succeed on a DC 4 flat check, losing the action but not the spell slot on a failure. Your bite is a Natural Weapon that deals 1d4 Piercing damage. At 5th level, you add Magic Fang to your list of known spells and your bite damage increases to 1d6 if you are Medium. At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small. At 15th level, the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small.Revelation
1st, 3rd, 7th, 11th, 15th, 19th-Level Oracle Feature A revelation is a secret about your mystery that you have uncovered in your training. You must select a revelation from the list of revelations available to your mystery. If a revelation is chosen at a later level, you gain all of the abilities and bonuses granted by that revelation based on your current level. Unless otherwise noted, activating the power of a revelation is an Action.Spellcasting
1st-Level Oracle Feature Channeling the power of your divine mystery through your cursebound body and soul, you can cast divine magic.Cantrips
At 1st level, you know two 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.Spell Slots
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. For example, if you know the 1st-level spell Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot.Spells Known of 1st Level or Higher
At 1st level, you learn two 1st-level spells of your choice from the Oracle spell list. Refer to the Spells Known column of the Oracle table to see when you learn additional Oracle spells. 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 Oracle spell list, which must be of the same level. You cannot replace spells you gained as a Mystery Spell in this way.Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on the ability for you to enforce your will over your curse to shape the world around you. 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 sorcerer 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
Spell attack modifier = your proficiency bonus + your Charisma modifier
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Hit Points
Proficiencies
Equipment
As an oracle, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:- (a) A simple weapon and a large shield or (b) two simple weapons.
- (a) A dungeoneer's pack, (b) an explorer's pack, or (c) a diplomat's pack.
- Leather armor
