The Oracle of Ashes v2

Created just before the Aetherscourge, the Oracle of Ash wields the primordial force of decay and entropy, augmented by the raw power of divine flame. Granted to Hjallborn Darroch, his ascension to Oracle sent the Team of Many Things into a Dark Future - a timeline where the War of the Gods never ended, and Valakadyn paid the price. After returning from this vision of sorts, he and the Team set out to prevent that future from becoming reality, ultimately setting the events of the apocalypse in motion themselves. Now, nine years after the sacrifice of the God of the Sun, Hjallborn must contend not only with his fate, and the fate of his village, but the fate of the entire world. What will the one who kindles the flame of the world choose for mortalkind? Further centuries of destruction? Or something more?
 

Oracle Features

The Oracle is a power system designed to work alongside your standard class, augmenting your main classes as you level up. Your Oracle Level starts at Level 1 when you become an Oracle, whether born with the power or gifted it. Generally, your Oracle Level corresponds to your Character Level, and you gain an Oracle Level by leveling up in your main class. If you become an Oracle above Level 1, your Oracle Level increases twice as fast as your character level until your Oracle Level matches your Character Level. If your character Ascends, your Oracle Level instantly increases to 20.   As an Oracle, you are granted additional proficiencies, and the ability to cast spells. When playing a spellcaster class, such as Wizard, Sorcerer, Druid, Bard, or Cleric, you use the Oracle spellcasting rules. When playing a half-caster class, such as Warlock, Paladin, or Ranger, you use the Oracle spellcasting rules when casting Oracle spells, and your classes spellcasting rules when casting other spells.   You gain the following features:

Proficiencies

  • Saving Throws: Constitution, Charisma
  • Skills: Arcana, History, Religion
  • Languages: You learn Primordial and Celestial when you become an Oracle.

Spellcasting

You are a divine vessel, granted power without your choice, selected by providence to wield powers that even you do not fully understand. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the divine spell list.

Cantrips

At 1st level, you know two cantrips of your choice from any classes spell lists. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Oracle table at the bottom of the class description.

Spell Slots

The Oracle table shows how many spell slots you have in order to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from any classes' spell list. Spells chosen must be of your element (see Oracle Powers and Damage Types), or pure aether general purpose spells, such as Shield, Counterspell, Dispel Magic, Antimagic Field, etc.   The Spells Known column of the Oracle table shows when you learn more 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, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level, you can choose to replace one of the spells you know and replace it with another spell from your spell lists, which also must be of a level for which you have spell slots.
...don't fuckin' interrupt me! Now where was I? Oh yeah. Bernie. Let me tell ya', that guy is one sick freak. And sooooo saaaad all the time. I gotta say though, there's nobody else I'd rather have backing me up. 'Cept maybe Thor, but, y'know, that feels like a terrible idea.

Power to Heal or Harm

In addition to the other spells you know at 1st level, you learn both the Cure Wounds spell and the Inflict Wounds spell.

Spellcasting Ability

Charisma is your spellcasting ability for your Oracle spells, since you learn your spells through divine providence. 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 an oracle 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

Spellcasting Focus

When you choose your Mystery at 1st level, arcane tattoos begin creeping up one of your arms (your choice), acting as a focus for your spells. As your Oracular powers grow, so to do the tattoos, granting you further abilities. At 20th level, the tattoos cover the entire chosen side of your body (minus the face). When an Oracle Ascends, their tattoos grow to encompass their entire body.

Oracle Spells

You learn certain spells at their corresponding levels as shown on the Ash Spells table in each subclass' description. None of these spells count towards your limit of spells known.   Oracle Table
Ash Spells

Element

At 1st level, your essence is suffused with the raw power of the universe itself, granting you power over a specific facet of existence. Choose one of the following options, which are further detailed in each subclasses individual description: Ashes, Battle, Blood, Bones, Flame, Frost, Gravity, Heavens, Illusion, Life, Lore, Metal, Moons, Nature, Peace, Shadow, Souls, Sun, Time, Vengeance, Waves, or Wind.  
Your choice grants you elemental abilities, elemental spells, and additional abilities called Revelations, which you gain every other level (2nd, 4th, 6th...). There can only be one Oracle of each type, so coordinate with your party and your DM to ensure no one has the same element.

Curse

At 1st level, you suffer a curse that comes with a benefit, as well as a hindrance. Your curse cannot be removed or dispelled without Ascending. Choose one of the following options: Clouded Vision
Clouded Vision
Your eyes are obscured, making it difficult for you to see. Starting at 1st level, you cannot see anything beyond 30 feet, but you gain darkvision to that range. At 5th level, the range of your darkvision extends to 60 feet. At 11th level, you gain blindsight out to a range of 30 feet. Starting at 15th level, you gain the ability to cast true seeing without expending a spell slot, though you must complete a short rest before using this ability again.
Haunted
Haunted
Starting at 1st level, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the mage hand and minor illusion cantrips. At 5th level, you add levitate and silent image to your list of known spells. When you reach 11th level, you add the telekinesis spell to your list of known spells. It does not count against the number of spells you know. At 15th level, you add the reverse gravity spell to your list of known spells. None of these spells count against the number of spells you know
Lame
Lame
At 1st level, one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. At 5th level, you gain advantage on all Constitution saving throws. When you reach 11th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. At 15th level, you become immune to exhaustion and do not gain exhaustion levels.
Tongues
Tongues
Starting at 1st level, in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. At 5th level, you learn another language of your choice. When you reach 11th level, you gain the ability to understand all languages. At 15th level, you gain the ability to speak and understand all languages.
Wasting
Wasting
At 1st level, your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage on all Constitution saving throws against disease. At 5th level, you become immune to all diseases. When you reach 11th level, you gain immunity to poisons and the poisoned condition. Starting at 15th level, you gain the ability to cast regenerate without expending a spell slot, though you must complete a long rest before using this ability again.

Elemental Friendship

At 1st level when choosing your curse, you also gain the spell Find Familiar, which you can cast as a bonus action. Your familiar takes whatever form you choose as a tiny creature. At 15th level, your familiars size increases up to small or medium (your choice) when prompted and can be mounted for traversal or combat with a fly/walking speed of 60ft.

Revelations of Ash

Revelations are abilities unique to the Oracle. As your Oracle Level increases, your understanding of your chosen Element becomes stronger. At 2nd level, you gain the Bad Breath Revelation from the Revelations available in your chosen Element, and additional Revelations every other level (4th, 6th, 8th, etc.). The Revelations are detailed below.   Show Revelations
Bad Breath - Level 2
You gain the ability to breathe a 15ft cone of volcanic ash and fire a number of times equal to your proficiency bonus per long rest. All targets within range must make a Constitution saving throw against your spell save DC or take 2d6 damage, and half as much damage on a success save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
No, Fuck You! - Level 4
You learn the spell Hellish Rebuke.   Hellish Rebuke

SRD

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 ft
Components: V, S
Duration: Instant
Attack/Save: Dexterity Save
Damage/Effect: Fire
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock
Noxious Odor - Level 6
As an action, you can exude a noxious and disorienting odor, affecting all enemies in a 15ft radius and giving them disadvantage on attack rolls against you. Additionally, you or an ally can ignite the gas cloud, dealing 8d8 fire damage to all targets within the radius upon failure of a Dexterity saving throw against your spell save DC. Once you use this ability, you must complete a short rest before using it again.
Cinder Blast - Level 8
You gain the ability to, as an action, send a beam of crackling energy toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire and 2d10 poison damage. The spell creates more than one beam when you reach higher levels: two beams at 12th level, three beams at 16th level, and four beams at 20th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. You may use this ability a number of times equal to your proficiency bonus per long rest.
Essence of Estus - Level 10
You become resistant to your damage type. Consult the Oracle Powers and Damage Types table to determine the damage type. At 14th level, you become immune. At 18th level, you absorb your damage type.
Typhokinesis - Level 12
You gain the ability to sense and control nearby sources of fire, smoke, or ash within 300ft. An an action, you may drain the essence of fire from one of these sources, giving yourself or an ally within 30ft 20 Temporary Hit Points.
Caustic Evasion - Level 14
You gain the ability to transform into a broiling cloud of ash, allowing you to cast the spell Misty Step as a free action by expending 15ft of movement. Additionally, you gain the ability to use your reaction to transform, causing an attack that would otherwise hit you to miss, twice per long rest. This increases to three times at Level 17, and four times at Level 20.   Misty Step

PHB, page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard
Linking the Flame - Level 16
You gain the ability to stabilize an unconscious creature as an action, healing 1HP and preventing them from dying, effectively casting the Revivify spell without expending a spell slot. Additionally, you gain the ability to cast the spell Resurrection without expending a spell slot once per long rest. At 20th level, you learn the True Resurrection spell. This does not count towards your number of known spells.   Revivify

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V,S,M (diamonds worth 300 gp,which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer,Cleric,Druid (Optional),Paladin,Ranger (Optional)
Resurrection

Resurrection

4-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, F
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 1 hour. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.   This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.   This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.   Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a short rest, the penalty is reduced by 1 until it disappears. Creatures brought back to life, especially if it's something they experience repeatedly, are also prone to long-term memory loss.
Available for: Healer, Paladin
True Resurrection

True Resurrection

9-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V,S,M (a sprinkle of holy water and diamonds worth at least 25,000 gp,which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Available for: Cleric,Druid
Flame's Strength - Level 18
You gain one Legendary Resistance to use at will.
Freyja's Revenge - Level 20
You learn the spell Pyroclastic Cloud.
  Pyroclastic Cloud

The Grand Game

Pyroclastic Cloud

9-level Evocation

Casting Time: 1 action
Range/Area: Self/60ft
Components: VSM
Materials: Divine blood or an Artifact of Vaka
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: fire, poison
You expel a boiling, disasterous cloud of burning aether; creating magical darkness in a 60ft radius around you, and causing all creatures within range to make Constitution saving throws. On a failed save, targets take 10d8 fire and 10d8 poison damage (or half as much on a success) and are considered poisoned as long as they are engulfed within the burning cloud. For every turn a creature remains in the cloud, they suffer an additional 5d8 poison and 5d8 fire damage. Any enemies killed by this spell are entomed in ash, and stand as statues when the spell ends.
Available for: Oracle, Wizard, Druid, Sorcerer

 

Beacon of Ash

At 3rd level, you gain the ability as an action to focus a first level (or your lowest level) spell slot into a focused mote of energy: a coin with a fiery feather on one side, and the Rune of Ash on the other. When given to an ally, you always know their current location as long as they are on the same plane as you. Additionally, you can send and receive messages back and forth using the coin as a focus. Finally, you may teleport to the coin by expending a 5th level or higher spell slot and casting Teleport, targeting the coin. When cast in this way, Teleport has a 100% success rate.

Master of Arcana

Beginning at 7th level, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose any number of creatures to automatically succeed on their saving throws against the spell, and take no damage if they would normally take half damage on a successful save.

Flamekeeper

At 10th Level, you become empowered by your element, granting you the Tough feat, as well as several benefits as a bonus action for one minute once per long rest. This increases to twice at 15th level, and thrice at 20th level.
  • a) You gain a fly speed of 40 feet.
  • b) While in this form, whenever you make an attack or cast a spell, the target takes an additional 2d6 damage of your associated element. This damage increases by 1d6 when you reach 14th level (3d6), and 18th level (4d6).
  • c) While in this form, you exude pyrocaustic gas, disorienting all enemies in a 15ft radius and giving them disadvantage on attack rolls against you. Additionally, you can ignite the gas cloud as an action, dealing 8d8 fire damage to all targets within the radius upon failure of a Dexterity saving throw against your spell save DC.
 
New Feat - Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Elemental Vigor

At 15th Character Level when multiclassing with another class, you gain an additional benefit of the DMs choosing that synergizes with your multiclass. For example, you might gain an additional use of Action Surge as a Fighter, another Eldritch Invocation as a Warlock, or the ability to use the Portent skill from the Divination school as a Wizard. Pick one of the following options:

Roguish Vigor(Prerequisite: Martial Class)

At 15th Character Level with a Martial class, you gain the Action Surge skill from the Fighter Class.   Action Surge

Action Surge (Oracle)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn.

Arcanic Vigor(Prerequisite: Spellcaster or Half-Caster Class)

At 15th Character Level with a Spellcaster or Half-caster class, you gain the Sorcerer classes' Metamagic ability, and gain a number of Sorcery Points equal to half your character level rounded up. If you are already a Sorcerer, you double your available Sorcery Points.   Metamagic

Metamagic (Oracle)

You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 20th level.   You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.  
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.   When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.  
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.   You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.  
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.  
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.  
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.  
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.  
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).   To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.

Final Revelation of Ash - The Ashen One

At 20th level, you become one with the essence of Ash, gaining the ability to take the form of the shepherd of the embers of Valakadyn - The Ashen One. As an action, you can become an avatar of Ash. For 1 minute, you gain all of the abilities of the Flamekeeper ability, as well as the following benefits:
  • a) You cast the spell Pyroclastic Cloud without expending a spell slot when activating this ability.
  • b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
  • c) Gain immunity to all nonmagical weapon attacks and resistance to spell attacks.
  • d) You gain the ability to cast any spell related to your element without expending a spell slot once.
Once you use this feature, you can’t use it again until you finish a long rest.

Ascension - Enkindler

The ultimate feature of the Oracle, Godhood. Upon recieving the blessing of the Goddess of Death, the Oracle of Ash ascends, gaining several new abilities:  
Ascension is the pinnacle of power that an Oracle can attain. By dethroning or killing the God of their chosen Element, the Oracle assumes their place in the pantheon, becoming a God themselves, gaining unimaginable power in the process. An Ascendant Oracle is something to be in awe of, and something to be feared.

Divine Durability

You gain one additional Legendary Resistance.

Divine Speed

You gain an additional action per turn.

Divine Resistance

You gain advantage on saving throws against all magical effects.

Divine Power

You gain additional 8th and 9th level spell slots, or an additional 24 spell points.

Divine Providence - Orbital Drop

You learn the spell Eruption.
  Eruption

The Grand Game

Eruption

9-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: VSM
Materials: Divine Blood or an Artifact of Vaka
Duration: Instantaneous
Attack/Save: Dexterity Saving Throw
Damage/Effect: fire, poison
You launch yourself 100ft (or as high as possible) in the air as you turn into a burning cloud of roiling smoke and ash. After a moment, you slam back to the ground, dealing 1d100+100 damage to all creatures in a 60ft radius who fail a Dexterity Saving Throw against your spell save DC.
Available for: Oracle, Wizard, Sorcerer

Divine Domain - Ring of Fire

Once per day, for as long as you can concentrate (up to one minute), invoke the pinnacle of your power as the God of Ash. By presenting the hand sign and expending one half of your current hit points, you gain the ability to target a single creature within 30ft. On cast, the target is restrained within an Ash Dimension, taking 15d8 fire damage and 15d8 poison damage each turn. At the end of each turn, targets may attempt to make a Constitution Saving Throw to escape from the domain. Alternatively, targets may use their own domain to counter this, rendering both void.
The Rune of Ashes