The Oracle of Battle v2

Originally chosen by the Creator Goddess of Wild Magic, Vaka, the Oracle of Battle embodies the will to fight. They are masters of war, favoring fighting with enhanced ability rather than flashy ranged magic. Wielded by Clad, the Twenty-Sixth Oracle of Battle. Being gifted the power of the Gods on a whim, Clad has used his newfound abilty to brute force his way through every problem that has crossed his path. Countless enemies fell before the might of the Butcher, until he was faced with his greatest challenge: the Goddess of War herself, Sif. Despite his strength, his power was not enough to defeat the Abysswalker. After nearly losing his friends, his life, and his pride during the Battle of Newbiggin, the Oracle of Battle is left at a crossroads. Either return to his old ways, and risk certain death at the hands of the world's most formidable opponent; or find a better way forward, lest the Dark Future he worked to avert comes to pass.

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.
I've spent my life chasing a scent on the wind. Peace, or some semblance of it. No matter how far I've gone, how tired I've become, I've never known it. Hell, the universe itself seems to curse us to a life of conflict in service of a power we never asked for. Peace was never in the cards, not for us.
Thrivas Foxgard, Fifth Oracle of Battle

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 Battle Spells table in each subclass' description. None of these spells count towards your limit of spells known.   Oracle Table
Battle 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, Death, Flame, Frost, Gravity, Heavens, Illusion, Life, Lore, Metal, Moons, Nature, Peace, Shadow, Sun, Time, Vengeance, Waves, or Wind.   Additionally, at your DMs discretion, you have access to an additional Oracular ability, the Oracle of the End. This power is an amalgamation of every other Oracle power, drawing Revelations from each at will. This power is incredibly strong when wielded correctly, and can quickly overpower all other subclasses available. Speak with your DM if you'd like to use this class. DM Note: This class is best played as an NPC that travels with the party, rather than by a player. Give this ability to a player at your discretion, but with the disclaimer that copied Revelations should be approved directly by you.  
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 Battle

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 Conjure Weapon 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
Conjure Weapon - Level 2
You learn the spell Conjure Weapon.   Conjure Weapon

The Grand Game

Conjure Weapon

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
As a bonus action, you reach into the Weave and create a weapon of your choosing for one minute. You may summon any weapon you can think of, dealing 1d8 force damage. You are considered to have proficiency with this weapon, and may choose to add either your spell attack modifier or weapon attack modifier, whichever is higher.
At higher levels: At higher levels, the damage dealt by the weapon increases by one damage die every two levels. When cast at 9th level, the weapon acts as a Blade of Disaster, dealing 4d12 force damage. On critical hits, the weapon deals an additional 8d12 force damage (for a total of 12d12).
Available for: Oracle, Wizard, Cleric
Aura of Battle Clarity - Level 4
When you fight alongside an ally, they are empowered by your spirit. At Level 4, all allies within 5ft gain a +2 to all weapon and spell attack rolls. At 8th Level, the range of this ability increases to 10ft. At 12th Level, the bonus increases to +3, and allies now gain the effect on all saving throws. At 16th Level, allies now gain advantage on all attack rolls, saving throws, and ability checks while within your range. At 20th Level, the bonus increases to +4, and the range increases to 15ft.
Visceral Attack - Level 6
At 6th Level, as a reaction, you gain the ability to parry an attack as it hits you, reducing the damage to zero. You may use this ability a number of times equal to your proficiency bonus per long rest. At 12th Level, you may make a single attack as part of this reaction. At 18th Level, you gain the ability to use your reaction to block attack made against an ally within 15ft of you, preventing the attack from connecting. At 20th Level, you draw power from the conflict, and heal for 1dX HP when you make an attack as part of this reaction. X = damage die of the attack.
Skill at Arms - Level 8
You gain proficiency in heavy armor or martial weapons. You now score a critical hit on a roll of 19 or 20. At 16th Level, you score a critical hit on a roll of 18-20.
Battle Hardened - Level 10
You become resistant to slashing, piercing, and bludgeoning damage (magical and non-magical). At 15th level, you become immune. At 20th level, you absorb slashing, piercing, and bludgeoning damage.
Weapon Mastery - Level 12
All weapons you wield now return to you when thrown, and you may teleport to them as a free action. At 16th Level, you gain advantage on all attack rolls. At 20th Level, when making an attack roll, you always have advantage (even if another effect might give you disadvantage, or negate your advantage).
War Sight - Level 14
You gain advantage on initiative rolls. Starting at 18th level, you can roll three d20s when rolling for initiative and keep the highest.
Nanomachines, SON! - Level 16
For every 20HP you are missing, you deal an additional 1d4 force damage on all attacks.
Shield of the Gods - Level 18
You gain one Legendary Resistance to use at will.
Dismantle - Level 20
As an action, you gain the ability to launch a slash of pure aether towards a target, dealing 3d12 force damage on hit. As a bonus action, you may imbue this slash with a spell slot of your choosing, increasing the damage of the attack by 1d12 per spell level, up to a maximum of 12d12 force damage. When making an attack in this way, you add your spellcasting modifier to the attack roll.

Beacon of War

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 battle symbol on one side, and the Brand of Sacrifice 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. The beacon also acts as a communication device, allowing you to send and receive messages using the coin as a focus. Additionally, 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. The beacon must be in the possession of another creature to use this ability.

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.

Battle Armor

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 1d6 magical slashing/piercing/bludgeoning damage. This damage increases by 1d6 when you reach 15th level (2d6), and 20th level (3d6)
  • c) You gain the ability to cast and concentrate on spells during Rage. While in this form, your Rage becomes a free action to enter.
 
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:

Vigor of Quickness(Prerequisite: Martial Class)

At 15th Character Level with a Martial class, you gain the Action Surge skill from the Fighter Class. If you are already a Fighter, you instead gain the Rage ability from the Barbarian 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.

Rage

Rage (Oracle)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  •  
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  •  
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   When you receive this ability, you gain one use of Rage. This increases to two uses at 17th Level, and three times at 20th Level.

Vigor of Aether(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 Battle – Berserker

At 20th level, you become one with the ebb and flow of conflict, gaining the ability to assume the form of Battle incarnate - the Berserker. As an action, you can become an avatar of battle. For 1 minute, you gain all of the abilities of the Battle Armor Revelation, as well as the following benefits:
  • a) When you take the Attack action while empowered, you gain one additional attack per action.
  • b) The first time you reach zero hit points while in this form, you heal 1HP and remain conscious.
  • c) Gain immunity to all non-magical 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 - Butcher of the Gods

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of Sif, The Abysswalker, the Oracle of Battle 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 Takeover

You learn the spell Carnage.   Carnage

The Grand Game

Carnage

9-level Enchantment

Casting Time: 1 Turn
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: The heart of a barbarian, the eye of a red dragon, ground into a paste and consumed
Duration: 1 hour
Attack/Save: Wisdom Saving Throw
Damage/Effect: Charmed, Enraged
You invoke a dark enchantment that spreads a wave of bloodlust over a vast area. All creatures within a 1-mile radius of the caster must succeed on a DC25 Wisdom Saving Throw. On a failed save, they become charmed, entereing a frenzied state of violence for the duration, gaining the following effects:
  • Affected creatures gain advantage on all attacks.
  • All attacks against afflicted creatures have advantage.
  • Whenever an affected creatures reduces another creature to zero hit points, they gain 5 temporary hit points.
  • While an affected creature has more than half of its maximum hit points, it gains resistance to non-magical bludgeoning, piercing and slashing damage.
  • Affected targers must use their action on each turn to attack the nearest creature they can see. If no targets are within their movement range, they must expend all of their movement towards the nearest creature. If no enemies are within sight, they spend the duration moving towards the nearest creature to them.
Affected creatures may repeat the saving throw every 10 minutes for the duration. If they reduced another creature to zero hit points during the duration of the spell, they make this saving throw with disadvantage. A creature who succeeds on the saving throw becomes immune to this effect for 24 hours.
Available for: Oracle, Bard, Sorcerer, Warlock, Wizard

Divine Destruction

You learn the spell Blade Barrage.   Blade Barrage

The Grand Game

Blade Barrage

9-level Abjuration

Casting Time: 1 action and 1 bonus action
Range/Area: 60ft
Components: VSM
Materials: Immortality or an Artifact of Vaka
Duration: Instantaneous
Attack/Save: Dexterity Saving Throw
Damage/Effect: magical piercing, force
This spell requires an action and a bonus action to cast. As a bonus action, you leap into the air, yanking the weapons out of your enemies hands within 60ft as several dozen blades form out of thin air around you. As an action, you launch all of the projectiles at all creatures in a 60ft radius, dealing 10d8 force damage and 10d8 magical piercing damage. Targets must succeed on both a Strength Saving Throw and a Dexterity Saving Throw against your spell save DC; Strength determines if they are disarmed by the magnetic pulse, Dexterity determines if they are damaged by the attack. On a successful Dexterity Save, targets only suffer half damage from the spell.
Available for: Oracle, Wizard, Sorcerer

Divine Providence - Cleave

You gain the ability to, on hit, deal an amount of non-resistible force damage equal to one third of a targets remaining health once per long rest.

Divine Domain - Death By A Thousand Cuts

Once per day, invoke the pinnacle of your power as the God of Battle. By presenting the hand sign and expending one half of your current hit points, you gain the ability to become briefly invincible. For as long as you can concentrate, up to one minute, you reflect half of all damage dealt to you. Additionally, when you cast your Divine Domain, you may deal an amount of damage equal to the amount of damage you've taken since your last long rest split among any number of enemies within 60ft.
The Rune of Battle

All Known Wielders

Guts, First Oracle of Battle (1241AS - 0AS) - Original   Ajax, Second Oracle of Battle (0AS - 134AS) - Born   Achilles, Third Oracle of Battle (134AS - 229AS) - Inherited   Asterion, Fourth Oracle of Battle (229AS - 336AS) - Inherited   Thrivas Foxgard, Fifth Oracle of Battle (336AS - 472AS) - Born   Lancelot, Sixth Oracle of Battle (472AS - 591AS) - Born   Kali, Seventh Oracle of Battle (591AS - 689AS) - Inherited   Sandor Clegane, Eighth Oracle of Battle (689AS - 741AS) - Inherited   Thorin Oakenshield, Ninth Oracle of Battle (741AS - 812AS) - Inherited   Enkidu, Tenth Oracle of Battle (812AS - 880AS) - Born   Conan, Eleventh Oracle of Battle (880AS - 953AS) - Born   Cú Chulainn, Twelfth Oracle of Battle (953AS - 968AS) - Born   Kratos, Thirteenth Oracle of Battle (968AS - 1111AS) - Born   Corvo Attano, Fourthteenth Oracle of Battle (1111AS - 1290AS) - Inherited   Maul, Fifteenth Oracle of Battle (1290AS - 1401AS) - Inherited   Shaxx, Sixteenth Oracle of Battle (1401AS - 1521AS) - Born   Zoro, Seventeenth Oracle of Battle (1521AS - 1576AS) - Born   Kevdak, Eighteenth Oracle of Battle (1576AS - 1612AS) - Inherited   Artemis, Ninteenth Oracle of Battle (1612AS - 1681AS) - Inherited   Freckle, Twentieth Oracle of Battle (1681AS - 1737AS) - Born   Drax, Twenty-First Oracle of Battle (1737AS- 1829AS) - Born   Beatrice Kiddo, Twenty-Second Oracle of Battle (1829AS - 1888AS) - Born   Inigo, Twenty-Third Oracle of Battle (1888AS - 1929AS) - Inherited   Adonis, Twenty-Fourth Oracle of Battle (1929AS- 1989AS) - Born   Scrant Nilgrim, Twenty-Fifth Oracle of Battle (1989AS - 1990AS) - Inherited   Clad, Twenty-Sixth Oracle of Battle (1990AS - Current) - Inherited