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Patron The Oracle

By submitting yourself to godly forces youʼve gained the ability to see the future. Most oracles are made by their patrons to only give cryptic advice and others have some other form of limitation like never cutting their hair, but they all provide their services to the public (or go adventuring after theyʼve foreseen a terrible tragedy that must be prevented at all costs). Most of these patrons donʼt want anything from their charges and are happy with oracles spreading the word about them but not all—some demand that the divinatory blessings they grant are used to find rare artifacts, kill certain people, or to accomplish other fell tasks.

Expanded Spell List

Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell LevelSpells
1stalarm, sanctuary
2ndaugury, detect thoughts
3rdbeacon of hope, sending
4thconfusion, divination
5thcommune, legend lore

Divine Reflexes

At 1st level, you can use a bonus action to catch a brief glimpse of the future. Until the start of your next turn, you have advantage on attack rolls and saving throws, and other creatures have disadvantage on attack rolls against you and saving throws against your spells. After using this feature you canʼt use it again until you finish a short or long rest.

Premonition

Starting at 6th level, you can foresee if your actions will succeed and if they donʼt, do something else instead. After you make an attack roll or cast a spell targeting another creature and the results are revealed, you can decide to cancel the action and instead take the Dodge or Disengage action. Any spell slots or features with expended uses are still expended.   You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain any expended uses when you finish a long rest.

Out of Sight

Starting at 10th level, your patron protects you from the divination of others. You have advantage on saving throws against divination magic and canʼt be perceived through magical scrying sensors.

Death Prophet

Starting at 14th level, as an action, you can grant a creature a vision of its death. Choose a creature within 120 feet that you can see. The creature has to make a Wisdom saving throw. On a failure, takes 5d10 necrotic damage, falls prone, is paralyzed until the end of its next turn, and frightened. It remains frightened until it finishes a short or long rest, or until it is healed using a spell cast with a spell slot of 6th level or higher. On a success, the creature isnʼt prone, paralyzed, or frightened, and it only takes half damage. Once you use this feature, you canʼt use it again until you finish a long rest.
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