5th Edition Oracle base class


4th Edition

RPG Superstar 2012 Top 32

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ORACLE

The oracle is a spontaneous divine spellcaster, both cursed and blessed by the powers that be. Some are dedicated to ancestral spirits or a specific deity, others to an ideal or alignment, and a few forge their own path through adventure, intrigue, exploration, and self-discovery.

Level Ability
1. Mystery, Oracle’s Curse, Spellcasting
2. Divine Font, Revelation
3. -
4. Ability Score Increase
5. -
6. Revelation
7. -
8. Ability Score Increase
9. -
10. Revelation
11. -
12. Ability Score Increase
13. -
14. Revelation
15. -
16, Ability Score Increase
17. -
18. Revelation
19. Ability Score Increase
20. Final Revelation

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 and medium armor, and shields
Weapons: Simple weapons
Tools: none

Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) any simple weapon or (b) two daggers or (c) a shield
(a) Leather armor or (b) or scale armor

MYSTERY

At 1st level, you draw upon a divine mystery to grant you spells and powers. This mystery may grant you additional proficiencies and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

The mystery you select grants you two additional spells known at levels 1, 3, 5, 7, and 9. At levels 2, 6, 10, 14, and 18, you select a revelation from the list of revelations available to your mystery. At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities.

Battle:

Battle

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor and martial weapons.

Battle Mystery Spells

Oracle Level Spells
1st divine favor, shield of faith
3rd enlarge/reduce, magic weapon
5th crusader’s mantle, spiritual weapon
7th stoneskin, wall of fire
9th Bigby’s hand, flame strike

Revelations

Battle Cry
You can use your action to unleash an inspiring battle cry. All allies within 120 feet who hear your battle cry gain advantage on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. You can use this ability a number of times per day equal to your proficiency bonus.

Battlefield Clarity
You can use your reaction whenever you fail a saving throw that causes you to become blind, deaf, frightened, paralyzed, or stunned, you may attempt that saving throw again with advantage. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your proficiency bonus.

Extra Attack
You can spend 1 oracle point to make a single attack as a bonus action. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Skin
You can use your reaction to grant yourself resistance against a single attack. You can use this ability a number of times per day equal to your proficiency bonus.

Maneuver Mastery
You gain proficiency in Acrobatics and Athletics. You add double your proficiency bonus when you use the Shove attack option (and when you use the Climb on a Larger Creature, Disarm, Shove Aside, or Tumble options).

Sudden Charge
You gain advantage and proficiency on initiative rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to take the Dash or Disengage action.

FINAL REVELATION
At 20th level, you have resistance against the damage from critical hits. When you score a critical hit, you roll an additional damage die.

Bones:

Bones

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons. You learn one necromancy cantrip from any the spell list of any class. You gain proficiency in Stealth.

Bone Mystery Spells

Oracle Level Spells
1st false life, inflict wounds
3rd ray of enfeeblement, warding bond
5th animate dead, vampiric touch
7th blight, death ward
9th anti-life shell, contagion

Revelations

Armor of Bones
You can use your bonus action to conjure a suit of medium armor made of bones that gives you an AC equal to double your proficiency bonus. You can dismiss this armor as a bonus action.

Bleeding Wounds
Whenever a creature takes damage from one of your spells or effects that causes necrotic damage, it begins to bleed, taking damage each round equal to your proficiency bonus. The bleeding can be stopped by a DC 10 Wisdom (Medicine) check or any effect that heals damage.

Death Mask
You can cast feign death at will. You add double your proficiency bonus on Charisma (Deception) checks to disguise yourself as undead.

Near Death
You have resistance to necrotic, poison, and psychic damage. You have advantage on saving throws against disease and poison.

Reaver
When you target a creature with a necromancy spell, you can spend 1 oracle point and target a second creature that is adjacent to the primary creature.

Soul Siphon
You can use your action to make a ranged spell attack with a range of 30 feet. It causes an number of d10s of necrotic damage equal to your proficiency bonus. The target must make a Constitution saving throw or gain disadvantage on your choice of ability checks, attack rolls, or saving throws for a number of rounds equal to your Charisma modifier (minimum 1 round). You regain a number of hit points equal to your oracle level. You can use this ability a number of times equal to half your proficiency bonus.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

FINAL REVELATION]/B]

Upon reaching 20th level, you become a master of death. Once per round, you can cast spare the dying as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill.

Life:

[b]Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration,
5th mass healing word, revivify
7th death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Witchdoctor:

Witchdoctor

Witchdoctoring

You gain proficiency in Intimidate. You learn the vicious mockery cantrip.

Witchdoctor Mystery Spells

Oracle Level Spells
1st bane, hex
3rd crown of madness, ray of enfeeblement
5th bestow curse, counterspell
7th confusion, polymorph
9th dominate person, geas

Revelations

Agony
With a quick incantation, you can spend 2 oracle points and use your action to cause intense pain to one creature within 60 feet for a number of rounds equal to your level. Each round, the target must make a Constitution saving throw at the beginning of its turn or lose its action (and any possible bonus action or reaction) for that turn.

Bestow Vulnerability
You can use your reaction to make an opponent that fails a Charisma saving throw vulnerable to the damage from a single attack by spending 1 oracle point.

Drain Vitality
You can spend 2 oracle points and use your action to drain the vitality from an opponent within 60 feet. The opponent must succeed on a Constitution saving throw or it gains 1d4 levels of exhaustion.

Evil Eye
You can use your reaction to force disadvantage on an opponent’s ability check, attack roll, or saving throw by spending 1 oracle point.

Ill Omens
When you finish a long rest, you roll a number of d20s equal to your proficiency bonus and record the results. You can use your reaction to replace an another creature’s d20 roll with one of the recorded results; this expends the selected roll.

Jinx
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet. The creature must make a Charisma saving throw or lose its proficiency bonus of 1 day.

Misfortune
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, your opponent subtracts your proficiency bonus from both d20 rolls when rolling disadvantage.

Retribution
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the cursed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your proficiency bonus. A successful Charisma saving throw negates this effect.

Share Wounds
When you take damage, you can spend 2 oracle points and use your reaction to force an opponent within 60 feet to make a Charisma saving throw; if it fails, you take half damage and your opponent takes the other half of the damage.

Steal Luck
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, you gain one Luck Point. You can spend 1 Luck Point to grant yourself advantage on a single ability check, attack roll, or saving throw. You can have a number of Luck Point equal to your proficiency bonus.

FINAL REVELATION
At 20th level

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Blindness

You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus.

Disturbing Dreams

You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate

Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania[b]

You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

[b]Voices of the Mad

You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

SPELLCASTING

The divine spark that placed you on the path of the oracle fuels your spells.

Oracle Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level and 10th level.

Spell Slots
The Sorcerer table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle 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.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the cleric spell list. Oracles cast spells drawn from the cleric spell list.
The Spells Known column from the Sorcerer table shows when you learn more oracle spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your mystery; these additional mystery spells do not count against your number of spells known.
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 also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a 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.

Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you know that spell.

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

DIVINE FONT

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by oracle points, which allow you to create a variety of magical effects.

Divine Font:

Oracle Points
Beginning at 2nd level, you gain a number of oracle points equal to your oracle level. You can never have more oracle points than your class level. You regain all spent oracle points when you finish a long rest.

Flexible Casting
You can use your oracle points to gain additional spell slots, or sacrifice spell slots to gain additional oracle points. You can also spend oracle points to activate some of your revelations.

Creating Spell Slots. You can transform unexpended oracle points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a give level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Oracle Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Oracle Points. As a bonus action on your turn, you can expend one spell slot and gain a number of oracle points equal to the slot’s level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Note: This is a work in progress. More mysteries and oracle curses are still under development. Some current mysteries need more revelations and/or final revelations.

Liberty's Edge

Sweet.

Sovereign Court

I'm not ignoring this, but I do want to find time to do it justice. I like what I very quickly see.

RPG Superstar 2012 Top 32

Thanks!

It's very much a work in progress. Needs a few more curses and a lot more mysteries.

Sovereign Court

The Life mystery seems not to work when I click "Show"

The Witchdoctor seems to be missing its level 20 revelation.

I like the way that the curses work. I wonder if blindness might be too heavy a curse with the way that 5th edition does it. You'd basically be in trouble from any range attack.

It's also refreshing to see a class with fewer built in options. That's not the player or DM in me speaking, but rather the editor. Phew!

Still, I like this, and thank you for giving them the ritual caster ability.

RPG Superstar 2012 Top 32

Life:

Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration, prayer of healing
5th mass healing word, revivify
7th aura of life, death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Sovereign Court

Excellent as always. I'm looking forward to seeing more. Again, I may have more to say as I get time to sit down and really poke at it.

RPG Superstar 2012 Top 32

Cool. I'll probably work on a few more curses and mysteries, fix some grammar and tag errors. Stuff like that.

Sovereign Court

I really hope to see some pdfs or something soon. This stuff is solid gold.

RPG Superstar 2012 Top 32

Maybe once everything has been edited. This is just the rough draft.


Like the Witch, good stuff here :)

I like the combo cleric spells/"oracle points" thing going on here. And using them to fuel higher-grade revelations? Great move :)

RPG Superstar 2012 Top 32

Thanks!

Any Mystery requests?

RPG Superstar 2012 Top 32

More Mysteries!

Ancestor:

Ancestor

Bonus Proficiencies

At 1st level, you gain proficiency in History and Performance. You learn the guidance cantrip.

Ancestor Mystery Spells

Oracle Level Spells
1st heroism, unseen servant
3rd augury, spiritual weapon
5th gaseous form, spiritual guardians
7th divination, guardian of faith
9th commune, telekinesis

Revelations

Ancestral Weapon
You can use a bonus action to summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. The weapon is magical and grants you a bonus on attack and damage rolls equal to half your proficiency bonus. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Blood of Heroes
You can use your reaction to spend 1 oracle point and call upon your ancestors to grant you extra bravery in battle. You gain a number of temporary hit points equal to your oracle level + your Charisma modifier each round, and you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Phantom Touch
You can use your action to spend 2 oracles points and make a melee spell attack against a creature, if you hit, the creature is frightened of you for a number of rounds equal to half your oracle level.

Sacred Council
You can use a bonus action to spend 2 oracle points and call upon your ancestors to provide council. This advice grants you a +1d4 bonus on any one d20 roll. At 6th level, this improves to +1d6. At 10th level, this improves to +1d8. At 14th level, this improves to +1d10. At 18th level, this improves to +1d12. This effect lasts for 1 round.

Spirit of the Warrior
You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You spend 2 oracle points as a bonus action and for 1 round, you gain advantage on Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws, score critical hits on a natural 19 or 20, and can make 2 weapon attacks when you use the Attack action. Opponents have disadvantage on attack rolls against you.

Spirit Shield
You can use your reaction to summon the spirits of your ancestors that grants you an AC equal to your Dexterity modifier + double your proficiency bonus. Beginning at 10th level, ranged attacks against you have disadvantage when you are using your spirit shield. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Storm of Souls
You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Constitution save reduces the damage to half. Once you use this ability, you must finish a short rest before you can use it again.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

Final Revelation
Upon reaching 20th level, you become one with the spirits of your ancestors. You gain advantage on Wisdom and Charisma saving throws. You gain blindsight out to a range of 60 feet. You can cast astral projection once per day without requiring material components.

Dark Tapestry:

Dark Tapestry

Secrets of the Void

At 1st level, you learn your choice of chill touch or vicious mockery cantrip and become proficient in your choice of Arcana or Stealth.

Dark Tapestry Mystery Spells

Oracle Level Spells
1st arms of Hadar, dissonant whispers
3rd crown of madness, misty step
5th fear, hunger of Hadar
7th confusion, Evard’s black tentacles
9th contact other plane, teleportation circle

Revelations

Brain Drain
You can use your action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives an Intelligence saving throw to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d6 points of psychic damage for every oracle level you possess. After successfully attacking with this ability, you may use your action to sort through the jumble of stolen thoughts and memories to make a single Intelligence check using the victim’s bonus on the check. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. You must finish a long rest or a short rest before you can use this ability again.

Cloak of Darkness
You can use your reaction to conjure a cloak of shadowy darkness that grants you an AC equal to your Dexterity modifier + double your proficiency bonus and advantage on Stealth checks. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dweller in Darkness
You cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
You can use your reaction to spend 1 oracle point and cast an effect similar to hellish rebuke, except the damage type is your choice of cold, necrotic, or psychic damage. At 10th level, the dweller in darkness behaves in all ways as if you had cast phantasmal killer, you must finish a long rest before using this ability again. At 18th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird, and you must finish a long rest before using this ability again.

Gift of Madness
You tap into the unthinkable void between the stars and use your action to cause a single living creature within 30 feet to become confused for 1 round. A successful Intelligence save negates the effect. At 6th level, the confusion lasts for a number of rounds equal to your proficiency bonus.

Interstellar Void
You call upon the frigid depths of outer space to bring a terrible chill to your enemies. You can use your action to target one creature within 30 feet in a cloaked of the void that causes 1d6 points of cold damage for every oracle level you possess. A successful Constitution saving throw halves this damage. At 6th level, the interstellar void is so extreme that a creature that fails its save gains 1 level of exhaustion. At 10th level, and again at 14th level and 18th level, the number of levels of exhaustion increase by one. You must finish a short rest before you can use this ability again.

Many Forms
You can use your action to assume the form of a Small or Medium humanoid, as the alter self spell. At 10th level, you can use your action to assume another form as if using polymorph. At 18th level, you can assume a variety of forms, as if using shapechange. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Pierce the Veil
Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 10th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a darkness spell.

Wings of Darkness
You can use your reaction to manifest a set of translucent, inky wings that grant you a fly speed of 60 feet. You can use these wings for 1 round per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 round increments. At 6th level, you can use these wings for 1 minute per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 minute increments. At 14th level, you can use these wings for 1 hour per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 hour increments.

Final Revelation
Upon reaching 20th level, you become a truly alien and unnatural creature. You gain resistance against bludgeoning, piercing, psychic, and slashing damage. You gain immunity acid damage. You can use telepathy a number of times per day equal to your Charisma modifier (minimum once).

Flame:

Flame

Bonus Cantrip

At 1st level, you learn the fire bolt cantrip or the produce flame cantrip.

Flame Mystery Spells

Oracle Level Spells
1st burning hands, faerie fire
3rd flame blade, flaming sphere
5th fireball, protection from energy
7th fire shield, wall of fire
9th conjure elemental (fire only), flame strike

Revelations

Burning Magic
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as an action if the creature succeeds at a Dexterity saving throw. Dousing the creature with water as an action grants advantage on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Cinder Dance
Your base speed increases by 10 feet. At 6th level, when you use the Dash action, you ignore difficult terrain. At 10th level, you ignore difficult terrain.

Fire Breath
As an action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d6 points of fire damage per level. A Dexterity saving throw halves this damage. You must finish a long rest or short rest before you can use this ability again.

Firestorm
When you cast a spell that causes fire damage, you add your Charisma modifier (minimum 1) to the damage. At 10th level, as an action, you can cause fire to erupt around you. You can create one 10-foot cube of fire per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes 16 points of fire damage per oracle level, with a Dexterity save resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. You must finish a long rest before you can use this ability again.

Form of Flame
As an action, you can assume the form of a magma mephit, smoke mephit, or steam mephit, as if using wildshape. At 6th level, you can assume the form of magmin. At 10th level, you can assume the form of a fire elemental. At 14th level, you can assume the form of a Huge fire elemental. You must finish a long rest before you can use this ability again.

Gaze of Flames
You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 6th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Heat Aura
As a bonus action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels to all creatures within 10 feet. A Dexterity saving throw halves the damage. In addition, your form wavers and blurs, and opponents have disadvantage on attack rolls against you until granting your next turn. You must finish a short rest before you can use this ability again.

Molten Skin
You gain resistance to fire damage. At 14th level, you gain immunity to fire.

Wings of Fire
As a bonus action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet. You can use these wings for 1 round per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 round increments. At 6th level, you can use these wings for 1 minute per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 minute increments. At 14th level, you can use these wings for 1 hour per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 hour increments.

Final Revelation
Upon reaching 20th level, you become a master of fire. You can double the (non-instantaneous) duration or range of any fire spell you cast.

Sovereign Court

How about Nature?

RPG Superstar 2012 Top 32

Working on it now! :-D

RPG Superstar 2012 Top 32

Heavens:

Heavenly Influence

At 1st level, you become proficient in Arcana and Perception.

Heavens Mystery Spells

Oracle Level Spells
1st chromatic orb, color spray
3rd moonbeam, phantasmal force
5th daylight, hypnotic pattern
7th arcane eye, confusion
9th dream, scrying

Revelations

Awesome Display
You can use your bonus action to spend 2 oracle points and force the targets of the next spell you cast before the end of your turn to save at disadvantage.

Coat of Many Stars
You conjure a coat of starry radiance that grants you an AC equal to double your proficiency bonus + your Dexterity modifier. At 14th level, this armor grants you resistance to bludgeoning and piercing damage. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness
You cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
You can use your reaction to spend 1 oracle point and cast an effect similar to hellish rebuke, except the damage type is your choice of cold, necrotic, or psychic damage. At 10th level, the dweller in darkness behaves in all ways as if you had cast phantasmal killer, you must finish a long rest before using this ability again. At 18th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird, and you must finish a long rest before using this ability again.

Guiding Star
Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell and choose to double its duration or maximize any dice rolls associated with the spell.

Interstellar Void
You call upon the frigid depths of outer space to bring a terrible chill to your enemies. You can use your action to target one creature within 30 feet in a cloaked of the void that causes 1d6 points of cold damage for every oracle level you possess. A successful Constitution saving throw halves this damage. At 6th level, the interstellar void is so extreme that a creature that fails its save gains 1 level of exhaustion. At 10th level, and again at 14th level and 18th level, the number of levels of exhaustion increase by one. You must finish a short rest before you can use this ability again.

Lure of the Heavens
Your connection to the skies above is so strong that your feet barely touch the ground. You no longer leave tracks. At 6th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight
Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope’s connection to the moon with a successful melee spell attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 6th level, you can use this ability to force others into be confused, as per the spell confusion. Using this ability is a melee spell attack. Once you use this ability, you must finish a long rest or a short rest before you can use it again.

Moonlight Bridge
You can spend 2 oracle points and summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars
You can spend 2 oracle points and use your action to unleash a ball of energy that explodes in a 5-foot radius burst dealing 1d6 points of fire damage per level. A successful Dexterity save halves this damage. This attack has a range of 60 feet. You can fire more than one ball at a time, spending 2 oracle points for each ball of energy, but creatures caught inside more than one simultaneous explosion only take damage once.

Star Chart
Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell augury. At 6th level, this improves to divination. At 10th level, this improves to commune.

Final Revelation
Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are reduced to 0 hit points. You are immune to being frightened. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Lore:

Lore

Lore Expert

At 1st level, you gain proficiency in Arcana and History, and you add double your proficiency bonus on Arcana and History checks.

Lore Mystery Spells

Oracle Level Spells
1st comprehend languages, identify
3rd detect thoughts, locate object
5th clairvoyance, tongues
7th arcane eye, locate creature
9th legend lore, scrying

Revelations

Arcane Archivist
Your experience with lore-filled tomes has granted you the ability to cast wizard spells as if they were on your spell list. You can cast a spell from the wizard spell list as if it were on your list of spells known. This expends a spell slot as normal; in addition to a number of oracle points equal to the level of the spell. You must have a spellbook containing the spell to cast it in this way.

Automatic Writing
You can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. The prophetic writing manifests as an augury spell. At 6th level, the writing takes the form of a divination spell. At 10th level, the writing manifests as a casting of commune with no material component required.

Brain Drain
You can use your action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives an Intelligence saving throw to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d6 points of psychic damage for every oracle level you possess. After successfully attacking with this ability, you may use your action to sort through the jumble of stolen thoughts and memories to make a single Intelligence check using the victim’s bonus on the check. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. You must finish a long rest or a short rest before you can use this ability again.

Focused Trance
You can spend 1 oracle point to enter a state of deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you use your action to focus on your meditation and you cannot use bonus actions or reactions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence check with a +10 bonus.

Lore Keeper
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may add your Charisma modifier (minimum 1) to any Intelligence check you make .

Mental Acuity
Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. Your Intelligence score increases by 1. At 6th level, and again at levels 10, 14, and 18, your Intelligence score increases by 1.

Sidestep Secret
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. You gain proficiency in Dexterity saving throws. When you are not wearing armor, your AC is equal to your Dexterity modifier + your Charisma modifier.

Spontaneous Symbology
Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You gain the Linguist feat. At 6th level, you learn glyph of warding[/b]. At14th level, you learn the [i]symbol spell.

Think On It
You can use your reaction to reattempt any previously failed Intelligence check by spending 2 oracle points. You have advantage on this second attempt.

Final Revelation
When you make an Intelligence check, treat your result as if you had rolled a natural 20. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Nature:

Nature

Natural Proficiencies

You gain proficiency in one of the following skills: Animal Handling, Athletics, Nature, or Survival. You learn one druid cantrip.

Nature Mystery Spells

Oracle Level Spells
1st entangle, speak with animals
3rd barkskin, spike growth
5th conjure animals, plant growth
7th conjure woodland beings, grasping vine
9th commune with nature, tree stride

Revelations

Bonded Mount
You learn the find steed spell.

Erosion Touch
You can spend 2 oracle points and make a melee spell attack that deals 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, you have disadvantage on this attack.

Friend to the Animals
You learn the animal friendship spell. Friendly animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Life Leach
You can draw life force from the bodies of enemies and channel it into yourself. You spend 2 oracle points and use your action to drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points. The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Constitution saving throw to halve the damage (and the temporary hit points you gain).

Natural Divination
You can read the entrails of a freshly killed animal or humanoid to gain advantage on one saving throw. Alternatively, by observing and interpreting the flights of birds, you gain advantage on any one ability check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain advantage on a single initiative check. These bonuses must be used before you finish a long rest. Making a natural divination takes 10 minutes that can be made during a long rest or a short rest.

Nature’s Whispers
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You gain proficiency in Dexterity saving throws. When you are not wearing armor, your AC is equal to your Dexterity modifier + your Charisma modifier.

Speak with Animals
Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animals. You gain the ability to communicate with an additional kind of animal for every 2 oracle levels you have attained.

Spirit of Nature
When in a natural setting, whenever you are reduced to 0 hit points, you automatically stabilize. At 6th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to 0 hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 10th level, you gain fast healing 2 for 1d4 rounds when reduced to 0 hit points. At 14th level, you gain fast healing 5 for 1d4 rounds when reduced to 0 hit points. At 18th level, you gain fast healing 10 for 1d4 rounds when reduced to 0 hit points.

Transcendental Bond
You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using Rary’s telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier (minimum 1). Designating a creature is an action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

Undo Artifice
You can spend 2 oracle points and make a melee spell attack that deals 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, you have disadvantage on this attack. At 10th level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect costs 4 oracle points and acts as the spell true polymorph, working on both magical and non-magical nonliving objects. The duration is always permanent. Items subject to this effect receive a Constitution saving throw to negate the effect. Magic items receive a bonus on this save equal to +1 for common items, +2 for uncommon items, +3 for rare items, +4 for very rare items, and +5 for legendary items.

Final Revelation
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. When you begin a long rest, you can surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered helpless. When you finish the long rest, you emerge having changed your type to plant, beast, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter your Hit Dice, hit points, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

Sovereign Court

Sweet! I wonder if that would make for a good shaman...

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

For some reason the Life Mystery spoiler doesn't actually open. :-/

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I know, Dude. Life is dead. :-P

But the Life Mystery gets its own post a few below the main post.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

ORACLE

The oracle is a spontaneous divine spellcaster, both cursed and blessed by the powers that be. Some are dedicated to ancestral spirits or a specific deity, others to an ideal or alignment, and a few forge their own path through adventure, intrigue, exploration, and self-discovery.

Level Ability
1. Mystery, Oracle’s Curse, Spellcasting
2. Divine Font, Revelation
3. -
4. Ability Score Increase
5. -
6. Revelation
7. -
8. Ability Score Increase
9. -
10. Revelation
11. -
12. Ability Score Increase
13. -
14. Revelation
15. -
16, Ability Score Increase
17. -
18. Revelation
19. Ability Score Increase
20. Final Revelation

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 and medium armor, and shields
Weapons: Simple weapons
Tools: none

Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor

MYSTERY

At 1st level, you draw upon a divine mystery to grant you spells and powers. This mystery may grant you additional proficiencies and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

The mystery you select grants you two additional spells known at levels 1, 3, 5, 7, and 9. At levels 2, 6, 10, 14, and 18, you select a revelation from the list of revelations available to your mystery. At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities.

Ancestor:

Ancestor

Bonus Proficiencies

At 1st level, you gain proficiency in History and Performance. You learn the guidance cantrip.

Ancestor Mystery Spells

Oracle Level Spells
1st heroism, unseen servant
3rd augury, spiritual weapon
5th gaseous form, spiritual guardians
7th divination, guardian of faith
9th commune, telekinesis

Revelations

Ancestral Weapon
You can use a bonus action to summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. The weapon is magical and grants you a bonus on attack and damage rolls equal to half your proficiency bonus. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Blood of Heroes
You can use your reaction to spend 1 oracle point and call upon your ancestors to grant you extra bravery in battle. You gain a number of temporary hit points equal to your oracle level + your Charisma modifier each round, and you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Phantom Touch
You can use your action to spend 2 oracles points and make a melee spell attack against a creature, if you hit, the creature is frightened of you for a number of rounds equal to half your oracle level.

Sacred Council
You can use a bonus action to spend 2 oracle points and call upon your ancestors to provide council. This advice grants you a +1d4 bonus on any one d20 roll. At 6th level, this improves to +1d6. At 10th level, this improves to +1d8. At 14th level, this improves to +1d10. At 18th level, this improves to +1d12. This effect lasts for 1 round.

Spirit of the Warrior
You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You spend 2 oracle points as a bonus action and for 1 round, you gain advantage on Strength, Dexterity, and Constitution ability checks, attack rolls, and saving throws, score critical hits on a natural 19 or 20, and can make 2 weapon attacks when you use the Attack action. Opponents have disadvantage on attack rolls against you.

Spirit Shield
You can use your reaction to summon the spirits of your ancestors that grants you an AC equal to your Dexterity modifier + double your proficiency bonus. Beginning at 10th level, ranged attacks against you have disadvantage when you are using your spirit shield. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Storm of Souls
You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Constitution save reduces the damage to half. Once you use this ability, you must finish a short rest before you can use it again.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

Final Revelation
Upon reaching 20th level, you become one with the spirits of your ancestors. You gain advantage on Wisdom and Charisma saving throws. You gain blindsight out to a range of 60 feet. You can cast astral projection once per day without requiring material components.

Battle:

Battle

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor and martial weapons.

Battle Mystery Spells

Oracle Level Spells
1st divine favor, shield of faith
3rd enlarge/reduce, magic weapon
5th crusader’s mantle, spiritual guardians
7th stoneskin, wall of fire
9th Bigby’s hand, destructive wave

Revelations

Battle Cry
You can use your action to unleash an inspiring battle cry. All allies within 120 feet who hear your battle cry gain advantage on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. You can use this ability a number of times per day equal to your proficiency bonus.

Battlefield Clarity
You can use your reaction whenever you fail a saving throw that causes you to become blind, deaf, frightened, paralyzed, or stunned, you may attempt that saving throw again with advantage. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your proficiency bonus.

Extra Attack
You can spend 1 oracle point to make a single attack as a bonus action. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Skin
You can use your reaction to grant yourself resistance against a single attack. You can use this ability a number of times per day equal to your proficiency bonus.

Maneuver Mastery
You gain proficiency in Acrobatics and Athletics. You add double your proficiency bonus when you use the Shove attack option (and when you use the Climb on a Larger Creature, Disarm, Shove Aside, or Tumble options).

Sudden Charge
You gain advantage and proficiency on initiative rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to take the Dash or Disengage action.

FINAL REVELATION
At 20th level, you have resistance against the damage from critical hits. When you score a critical hit, you roll an additional damage die.

Bones:

Bones

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons. You learn one necromancy cantrip from any the spell list of any class. You gain proficiency in Stealth.

Bone Mystery Spells

Oracle Level Spells
1st false life, inflict wounds
3rd ray of enfeeblement, warding bond
5th animate dead, vampiric touch
7th blight, death ward
9th anti-life shell, contagion

Revelations

Armor of Bones
You can use your reaction to conjure a suit of medium armor made of bones that gives you an AC equal to double your proficiency bonus. You can dismiss this armor as a bonus action.

Bleeding Wounds
Whenever a creature takes damage from one of your spells or effects that causes necrotic damage, it begins to bleed, taking damage each round equal to your proficiency bonus. The bleeding can be stopped by a DC 10 Wisdom (Medicine) check or any effect that heals damage.

Death Mask
You can cast feign death at will. You add double your proficiency bonus on Charisma (Deception) checks to disguise yourself as undead.

Near Death
You have resistance to necrotic, poison, and psychic damage. You have advantage on saving throws against disease and poison.

Reaver
When you target a creature with a necromancy spell, you can spend 1 oracle point and target a second creature that is adjacent to the primary creature.

Soul Siphon
You can use your action to make a ranged spell attack with a range of 30 feet. It causes an number of d10s of necrotic damage equal to your proficiency bonus. The target must make a Constitution saving throw or gain disadvantage on your choice of ability checks, attack rolls, or saving throws for a number of rounds equal to your Charisma modifier (minimum 1 round). You regain a number of hit points equal to your oracle level. You can use this ability a number of times equal to half your proficiency bonus.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

FINAL REVELATION

Upon reaching 20th level, you become a master of death. Once per round, you can cast spare the dying as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill.

Dark Tapestry:

Dark Tapestry

Secrets of the Void

At 1st level, you learn your choice of chill touch or vicious mockery cantrip and become proficient in your choice of Arcana or Stealth.

Dark Tapestry Mystery Spells

Oracle Level Spells
1st arms of Hadar, dissonant whispers
3rd crown of madness, misty step
5th fear, hunger of Hadar
7th confusion, Evard’s black tentacles
9th contact other plane, teleportation circle

Revelations

Brain Drain
You can use your action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives an Intelligence saving throw to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d6 points of psychic damage for every oracle level you possess. After successfully attacking with this ability, you may use your action to sort through the jumble of stolen thoughts and memories to make a single Intelligence check using the victim’s bonus on the check. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. You must finish a long rest or a short rest before you can use this ability again.

Cloak of Darkness
You can use your reaction to conjure a cloak of shadowy darkness that grants you an AC equal to your Dexterity modifier + double your proficiency bonus and advantage on Stealth checks. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dweller in Darkness
You cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
You can use your reaction to spend 1 oracle point and cast an effect similar to hellish rebuke, except the damage type is your choice of cold, necrotic, or psychic damage. At 10th level, the dweller in darkness behaves in all ways as if you had cast phantasmal killer, you must finish a long rest before using this ability again. At 18th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird, and you must finish a long rest before using this ability again.

Gift of Madness
You tap into the unthinkable void between the stars and use your action to cause a single living creature within 30 feet to become confused for 1 round. A successful Intelligence save negates the effect. At 6th level, the confusion lasts for a number of rounds equal to your proficiency bonus.

Interstellar Void
You call upon the frigid depths of outer space to bring a terrible chill to your enemies. You can use your action to target one creature within 30 feet in a cloaked of the void that causes 1d6 points of cold damage for every oracle level you possess. A successful Constitution saving throw halves this damage. At 6th level, the interstellar void is so extreme that a creature that fails its save gains 1 level of exhaustion. At 10th level, and again at 14th level and 18th level, the number of levels of exhaustion increase by one. You must finish a short rest before you can use this ability again.

Many Forms
You can use your action to assume the form of a Small or Medium humanoid, as the alter self spell. At 10th level, you can use your action to assume another form as if using polymorph. At 18th level, you can assume a variety of forms, as if using shapechange. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Pierce the Veil
Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 10th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a darkness spell.

Wings of Darkness
You can use your reaction to manifest a set of translucent, inky wings that grant you a fly speed of 60 feet. You can use these wings for 1 round per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 round increments. At 6th level, you can use these wings for 1 minute per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 minute increments. At 14th level, you can use these wings for 1 hour per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 hour increments.

Final Revelation
Upon reaching 20th level, you become a truly alien and unnatural creature. You gain resistance against bludgeoning, piercing, psychic, and slashing damage. You gain immunity acid damage. You can use telepathy a number of times per day equal to your Charisma modifier (minimum once).

Flame:

Flame

Bonus Cantrip

At 1st level, you learn the fire bolt cantrip or the produce flame cantrip.

Flame Mystery Spells

Oracle Level Spells
1st burning hands, faerie fire
3rd flame blade, flaming sphere
5th fireball, protection from energy
7th fire shield, wall of fire
9th conjure elemental (fire only), flame strike

Revelations

Burning Magic
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as an action if the creature succeeds at a Dexterity saving throw. Dousing the creature with water as an action grants advantage on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Cinder Dance
Your base speed increases by 10 feet. At 6th level, when you use the Dash action, you ignore difficult terrain. At 10th level, you ignore difficult terrain.

Fire Breath
As an action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d6 points of fire damage per level. A Dexterity saving throw halves this damage. You must finish a long rest or short rest before you can use this ability again.

Firestorm
When you cast a spell that causes fire damage, you add your Charisma modifier (minimum 1) to the damage. At 10th level, as an action, you can cause fire to erupt around you. You can create one 10-foot cube of fire per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes 16 points of fire damage per oracle level, with a Dexterity save resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. You must finish a long rest before you can use this ability again.

Form of Flame
As an action, you can assume the form of a magma mephit, smoke mephit, or steam mephit, as if using wildshape. At 6th level, you can assume the form of magmin. At 10th level, you can assume the form of a fire elemental. At 14th level, you can assume the form of a Huge fire elemental. You must finish a long rest before you can use this ability again.

Gaze of Flames
You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 6th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Heat Aura
As a bonus action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels to all creatures within 10 feet. A Dexterity saving throw halves the damage. In addition, your form wavers and blurs, and opponents have disadvantage on attack rolls against you until granting your next turn. You must finish a short rest before you can use this ability again.

Molten Skin
You gain resistance to fire damage. At 14th level, you gain immunity to fire.

Wings of Fire
As a bonus action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet. You can use these wings for 1 round per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 round increments. At 6th level, you can use these wings for 1 minute per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 minute increments. At 14th level, you can use these wings for 1 hour per day per oracle level. The duration does not need to be consecutive, but must be spent in 1 hour increments.

Final Revelation
Upon reaching 20th level, you become a master of fire. You can double the (non-instantaneous) duration or range of any fire spell you cast.

Heavens:

Heavenly Influence

At 1st level, you become proficient in Arcana and Perception.

Heavens Mystery Spells

Oracle Level Spells
1st chromatic orb, color spray
3rd moonbeam, phantasmal force
5th daylight, hypnotic pattern
7th arcane eye, confusion
9th dream, scrying

Revelations

Awesome Display
You can use your bonus action to spend 2 oracle points and force the targets of the next spell you cast before the end of your turn to save at disadvantage.

Coat of Many Stars
You conjure a coat of starry radiance that grants you an AC equal to double your proficiency bonus + your Dexterity modifier. At 14th level, this armor grants you resistance to bludgeoning and piercing damage. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness
You cast your psyche into the void of space to attract the attention of a terrible otherworldly being.
You can use your reaction to spend 1 oracle point and cast an effect similar to hellish rebuke, except the damage type is your choice of cold, necrotic, or psychic damage. At 10th level, the dweller in darkness behaves in all ways as if you had cast phantasmal killer, you must finish a long rest before using this ability again. At 18th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird, and you must finish a long rest before using this ability again.

Guiding Star[/b[
Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell and choose to double its duration or maximize any dice rolls associated with the spell.

[b]Interstellar Void
You call upon the frigid depths of outer space to bring a terrible chill to your enemies. You can use your action to target one creature within 30 feet in a cloaked of the void that causes 1d6 points of cold damage for every oracle level you possess. A successful Constitution saving throw halves this damage. At 6th level, the interstellar void is so extreme that a creature that fails its save gains 1 level of exhaustion. At 10th level, and again at 14th level and 18th level, the number of levels of exhaustion increase by one. You must finish a short rest before you can use this ability again.

Lure of the Heavens
Your connection to the skies above is so strong that your feet barely touch the ground. You no longer leave tracks. At 6th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight
Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope’s connection to the moon with a successful melee spell attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 6th level, you can use this ability to force others into be confused, as per the spell confusion. Using this ability is a melee spell attack. Once you use this ability, you must finish a long rest or a short rest before you can use it again.

Moonlight Bridge
You can spend 2 oracle points and summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars
You can spend 2 oracle points and use your action to unleash a ball of energy that explodes in a 5-foot radius burst dealing 1d6 points of fire damage per level. A successful Dexterity save halves this damage. This attack has a range of 60 feet. You can fire more than one ball at a time, spending 2 oracle points for each ball of energy, but creatures caught inside more than one simultaneous explosion only take damage once.

Star Chart
Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell augury. At 6th level, this improves to divination. At 10th level, this improves to commune.

Final Revelation
Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are reduced to 0 hit points. You are immune to being frightened. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Life:

Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration, prayer of healing
5th mass healing word, revivify
7th aura of life, death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Life:

Lore

Lore Expert

At 1st level, you gain proficiency in Arcana and History, and you add double your proficiency bonus on Arcana and History checks.

Lore Mystery Spells

Oracle Level Spells
1st comprehend languages, identify
3rd detect thoughts, locate object
5th clairvoyance, tongues
7th arcane eye, locate creature
9th legend lore, scrying

Revelations

Arcane Archivist
Your experience with lore-filled tomes has granted you the ability to cast wizard spells as if they were on your spell list. You can cast a spell from the wizard spell list as if it were on your list of spells known. This expends a spell slot as normal; in addition to a number of oracle points equal to the level of the spell. You must have a spellbook containing the spell to cast it in this way.

Automatic Writing
You can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. The prophetic writing manifests as an augury spell. At 6th level, the writing takes the form of a divination spell. At 10th level, the writing manifests as a casting of commune with no material component required.

Brain Drain
You can use your action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives an Intelligence saving throw to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d6 points of psychic damage for every oracle level you possess. After successfully attacking with this ability, you may use your action to sort through the jumble of stolen thoughts and memories to make a single Intelligence check using the victim’s bonus on the check. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. You must finish a long rest or a short rest before you can use this ability again.

Focused Trance
You can spend 1 oracle point to enter a state of deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you use your action to focus on your meditation and you cannot use bonus actions or reactions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence check with a +10 bonus.

Lore Keeper
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may add your Charisma modifier (minimum 1) to any Intelligence check you make .

Mental Acuity
Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. Your Intelligence score increases by 1. At 6th level, and again at levels 10, 14, and 18, your Intelligence score increases by 1.

Sidestep Secret
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. You gain proficiency in Dexterity saving throws. When you are not wearing armor, your AC is equal to your Dexterity modifier + your Charisma modifier.

Spontaneous Symbology
Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You gain the Linguist feat. At 6th level, you learn glyph of warding[/b]. At14th level, you learn the [i]symbol spell.

Think On It
You can use your reaction to reattempt any previously failed Intelligence check by spending 2 oracle points. You have advantage on this second attempt.

Final Revelation
When you make an Intelligence check, treat your result as if you had rolled a natural 20. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Nature:

Nature

Natural Proficiencies

You gain proficiency in one of the following skills: Animal Handling, Athletics, Nature, or Survival. You learn one druid cantrip.

Nature Mystery Spells

Oracle Level Spells
1st entangle, speak with animals
3rd barkskin, spike growth
5th conjure animals, plant growth
7th conjure woodland beings, grasping vine
9th commune with nature, tree stride

Revelations

Bonded Mount
You learn the find steed spell.

Erosion Touch
You can spend 2 oracle points and make a melee spell attack that deals 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, you have disadvantage on this attack.

Friend to the Animals
You learn the animal friendship spell. Friendly animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Life Leach
You can draw life force from the bodies of enemies and channel it into yourself. You spend 2 oracle points and use your action to drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points. The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Constitution saving throw to halve the damage (and the temporary hit points you gain).

Natural Divination
You can read the entrails of a freshly killed animal or humanoid to gain advantage on one saving throw. Alternatively, by observing and interpreting the flights of birds, you gain advantage on any one ability check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain advantage on a single initiative check. These bonuses must be used before you finish a long rest. Making a natural divination takes 10 minutes that can be made during a long rest or a short rest.

Nature’s Whispers
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You gain proficiency in Dexterity saving throws. When you are not wearing armor, your AC is equal to your Dexterity modifier + your Charisma modifier.

Speak with Animals
Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animals. You gain the ability to communicate with an additional kind of animal for every 2 oracle levels you have attained.

Spirit of Nature
When in a natural setting, whenever you are reduced to 0 hit points, you automatically stabilize. At 6th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to 0 hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 10th level, you gain fast healing 2 for 1d4 rounds when reduced to 0 hit points. At 14th level, you gain fast healing 5 for 1d4 rounds when reduced to 0 hit points. At 18th level, you gain fast healing 10 for 1d4 rounds when reduced to 0 hit points.

Transcendental Bond
You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using Rary’s telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier (minimum 1). Designating a creature is an action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

Undo Artifice
You can spend 2 oracle points and make a melee spell attack that deals 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, you have disadvantage on this attack. At 10th level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect costs 4 oracle points and acts as the spell true polymorph, working on both magical and non-magical nonliving objects. The duration is always permanent. Items subject to this effect receive a Constitution saving throw to negate the effect. Magic items receive a bonus on this save equal to +1 for common items, +2 for uncommon items, +3 for rare items, +4 for very rare items, and +5 for legendary items.

Final Revelation]/b]
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. When you begin a long rest, you can surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered helpless. When you finish the long rest, you emerge having changed your type to plant, beast, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter your Hit Dice, hit points, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

Witchdoctor:

[b]Witchdoctor

Witchdoctoring

You gain proficiency in Deception and Intimidation. You learn the vicious mockery cantrip.

Witchdoctor Mystery Spells

Oracle Level Spells
1st bane, hex
3rd crown of madness, ray of enfeeblement
5th bestow curse, counterspell
7th confusion, polymorph
9th dominate person, geas

Revelations

Agony
With a quick incantation, you can spend 2 oracle points and use your action to cause intense pain to one creature within 60 feet for a number of rounds equal to your level. Each round, the target must make a Constitution saving throw at the beginning of its turn or lose its action (and any possible bonus action or reaction) for that turn.

Bestow Vulnerability
You can use your reaction to make an opponent that fails a Charisma saving throw vulnerable to the damage from a single attack by spending 1 oracle point.

Drain Vitality
You can spend 2 oracle points and use your action to drain the vitality from an opponent within 60 feet. The opponent must succeed on a Constitution saving throw or it gains 1d4 levels of exhaustion.

Evil Eye
You can use your reaction to force disadvantage on an opponent’s ability check, attack roll, or saving throw by spending 1 oracle point.

Ill Omens
When you finish a long rest, you roll a number of d20s equal to your proficiency bonus and record the results. You can use your reaction to replace another creature’s d20 roll with one of the recorded results; this expends the selected roll.

Jinx
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet. The creature must make a Charisma saving throw or lose its proficiency bonus of 1 day.

Misfortune
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, your opponent subtracts your proficiency bonus from both d20 rolls when rolling disadvantage.

Retribution
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the cursed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your proficiency bonus. A successful Charisma saving throw negates this effect.

Share Wounds
When you take damage, you can spend 2 oracle points and use your reaction to force an opponent within 60 feet to make a Charisma saving throw; if it fails, you take half damage and your opponent takes the other half of the damage.

Steal Luck
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, you gain one Luck Point. You can spend 1 Luck Point to grant yourself advantage on a single ability check, attack roll, or saving throw. You can have a number of Luck Points equal to your proficiency bonus.

FINAL REVELATION

Unending Curse
You can target a creature within 60 feet with this horrid curse. It must succeed on a Charisma saving throw or have disadvantage on all ability checks, attack rolls, and saving throws. This curse can only be lifted by rolling a natural 20 on both dice while rolling with disadvantage on an ability check, attack roll, or saving throw. Once you target a creature with this revelation, you cannot target that creature with this revelation again until you finish a long rest.

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Blindness

You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus.

Disturbing Dreams

You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate

Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania

You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

Voices of the Mad

You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

SPELLCASTING

The divine spark that placed you on the path of the oracle fuels your spells.

Oracle Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level and 10th level.

Spell Slots
The Sorcerer table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle 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.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the cleric spell list. Oracles cast spells drawn from the cleric spell list.
The Spells Known column from the Sorcerer table shows when you learn more oracle spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your mystery; these additional mystery spells do not count against your number of spells known.
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 also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a 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.

Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you know that spell.

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

DIVINE FONT

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by oracle points, which allow you to create a variety of magical effects.

Divine Font:

Oracle Points
Beginning at 2nd level, you gain a number of oracle points equal to your oracle level. You can never have more oracle points than your class level. You regain all spent oracle points when you finish a long rest.

Flexible Casting
You can use your oracle points to gain additional spell slots, or sacrifice spell slots to gain additional oracle points. You can also spend oracle points to activate some of your revelations.

Creating Spell Slots. You can transform unexpended oracle points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a give level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Oracle Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Oracle Points. As a bonus action on your turn, you can expend one spell slot and gain a number of oracle points equal to the slot’s level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Sovereign Court

Awesome. When will you do PDF files?!

RPG Superstar 2012 Top 32

Um....later? I'm a bit of a Luddite....

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Now Witchdoctor doesn't open lol.

If you'd like SmiloDan, I could put together some rough PDFs of your 5e classes, it wouldn't be difficult.

RPG Superstar 2012 Top 32

That'd be cool!

Some of those spoiler tags stick sometimes.

And I mislabeled the Lore tab Life.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Addict
You are addicted to a drug or other unsavory substance or behavior. You must use your addictive substance to gain the benefits of a long rest or short rest; this typically costs 1d6 gold pieces. If you finish a long rest without using what you’re addicted to, you gain the poisoned condition. If you go a number of days without your addictive substance in excess to your Constitution modifier, you gain 1 level of exhaustion. You gain an additional level of exhaustion for each additional day without your addictive substance.

Blindness
You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus. You have advantage on non-visual Perception checks.

Blood Sacrifice
You can only cast spells if you make a blood sacrifice. This can take two forms. You can sacrifice your own blood. When you prepare your spells, you must inflict a wound on yourself that reduces your hit points. The highest level spell you can prepare is equal to double the number of hit points you are missing (you can use cantrips if you are missing a single hit point). You can wound yourself and gain 1 bonus oracle point for every 2 hit points you inflict; you can gain a maximum number of bonus oracle points in this way equal to your proficiency bonus. You must finish a long rest before you can gain oracle points in this way.
Alternatively, when you prepare spells, you must kill a creature with a CR of at least the highest level spell you are preparing (At least CR ½ if you are only preparing cantrips). If you kill a creature with a CR greater than the highest spell level you can prepare, you gain a number of bonus oracle points equal to the difference. You can gain a maximum number of bonus oracle points in this way equal to your proficiency bonus. You must finish a long rest before you can gain oracle points in this way.

Cowardly
You are a coward. Any time you are the target of an attack or hostile effect, you must make a Wisdom saving throw with a DC equal to the attack’s attack roll or the effect’s saving throw DC or you become frightened for 1d6 rounds. You have disadvantage on saving throws against effects (other than this curse) that would cause you to be frightened. You must make a DC 15 Wisdom saving throw whenever you make an attack roll or cast an offensive spell or you lose your action. You can use your bonus action to take the Dash (away from hostile creatures only), Disengage, or Hide action. A number of times per day equal to your proficiency bonus, you can use your bonus action to take the Dodge action.

Disturbing Dreams
You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate
Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania
You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

Pacifist
You lose your proficiency in all weapons. You have disadvantage on all attack rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to add your proficiency bonus to your AC against an attack or gain advantage on a saving throw.

Scarred
You are covered in horrific scars. Your past trauma has weakened your health. You gain vulnerability to all damage types. Sometimes, an attack strikes a scar which has toughened your hide. A number of times per day equal to your proficiency bonus, you can use your reaction to gain resistance against the damage of an attack.

Voices of the Mad
You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

Sovereign Court

A Luddite on electronic forums? Harrumph.

RPG Superstar 2012 Top 32

I'm really bad at it! :-P

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