The Oracle of Blood v2

Created by The Mad Oracle of Lore, The Oracle of Blood embodies the essence of life and death itself. They channel light and dark in order to strike fear into the hearts of their enemies and exert unmatched control over the battlefield. The First Oracle of Blood, Klein Orsini, harnessed this power with the help of Stevanas Hareth and Zulgan Starseeker in order to save his life, granting him the power of the gods in the process. After using his newfound power to escape the Dark Future and defeat the Dread Lord Strahd von Zarovich, Klein wields this divine gift in an attempt to bring peace to the troubled land of Barovia. Witnessing first hand the destructive power the Oracles wield, Klein now contends with the future he helped bring about, leaving only one question: Will the Dark Future he fears come 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.
What's a night out without a little bloodshed? Boring, I say. One nice thing about being a specter? No blood! None of the mess that comes with it. Unfortunately, he is very much corporeal.... I don't think this carpet will ever recover.
Stevanas Hareth, The Mad Oracle of Lore during the creation of the Oracle of Blood

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 Blood Spells table in each subclass' description. None of these spells count towards your limit of spells known. Oracle Table
Blood 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 Blood

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 Bloodbending 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
Bloodbending - Level 2
You learn the spell Control Blood. This does not count against your total number of known spells.   Control Blood

Control Blood

1-level Necromancy

Components: VS
Duration: Instantaneous
Attack/Save: Constitution Saving Throw
Damage/Effect: various
You target a living creature within range. The target must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:  
  • The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on its Wisdom (Perception) checks.
  • Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack.
  • You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn.
  • You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn.
  If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Casting the spell at higher levels increases the damage die by 1d8 per spell level.
At higher levels: Adds an additional damage die per spell level
Available for: Oracle
Bane of Death - Level 4
When a creature within 60ft dies, you instantly gain 10 hit points. If your health is full, these are applied as temporary hit points.
Bond of Mutual Suffering - Level 6
When a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. Make a spell attack roll against the attacker. On hit, for the next 1 minute, the target shares all damage or effects that you do. This feature can only be used against creatures with blood, and may only be used on one target at a time. At 14th level, you can use this feature on two targets at once.
Craven Edge - Level 8
Every time you make a successful attack against an enemy, you gain a stacking +1 bonus to your hit and damage rolls as you draw the blood from your enemy and empower yourself. This bonus lasts until your next short rest.
Immutable - Level 10
You become resistant necrotic damage, and you learn the spell Skulls For The Skull Throne. At 15th level, you become immune. At 20th level, you absorb necrotic damage. Additionally, you gain the ability to cast Polymorph on yourself once per long rest. Finally, your form can no longer be changed unwillingly.   Spell: Skulls For The Skull Throne

The Grand Game

Skulls For The Skull Throne

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 hour
The power of the Blood Oracle surges forth causing your tattoos to bleed out onto the ground, creating up to five Small or Medium corpses. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The undead are also empowered by the blood of an oracle, adding your oracle level to their HP total. The undead are equipped with Scale Mail (16 AC) as well as either a longsword or longbow (your choice per undead on spell cast). You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. Upon spell cast, you may issue the command as a free action. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Available for: Wizard, Oracle
Death’s Savior - Level 12
If you fall unconscious, you automatically succeed on your first death saving throw. You gain advantage on all subsequent death saving throws. Additionally, when an ally within 50ft would drop to zero hit points, as a reaction you may transfer a number of your own hit points less than or equal to your character level to the target, instantly healing them.
Master of Gore - Level 14
Your number of Blood Rites known increases by one.
Piercing Blood - Level 16
A high power, single shot of blood spurts from your hands, piercing a target within range. This ability overpenetrates targets, and fires in a straight line. Make a ranged spell attack roll against all targets in a straight line within 60ft. Upon hit, you deal 5d10 magical piercing damage. Each target penetrated adds an additonal 1d10 of damage to the subsequent target. This attack also works with the Craven Edge Revelation.
Shield of the Dread Lord - Level 18
You gain one Legendary Resistance to use at will.
Exsanguinate - Level 20
You can use your action to attempt to drain the blood from an enemy within 30ft, healing an ally of your choice within range. Target must make a Constitution saving throw or take 10d12 necrotic damage, or half as much on a successful save. Your chosen ally heals a number of hit points equal to the damage dealt to the target. Any excess healing is granted as temporary hit points.
 

Beacon of Blood

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 symbol of your choice on one side, and the Rune of your chosen Element 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.

Titan Blood

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 necrotic damage. This damage increases by 1d6 when you reach 14th level (3d6), and 18th level (4d6).
  • c) You can sense the approximate locations of any creature with blood within 100ft, and creatures within this range have disadvantage when rolling to save from your Bloodbending Revelation.
 
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.

Sanguine Vigor (prerequisite: Martial Class)

At 15th Character Level with a main Martial class, you gain the Blood Maledict skill from the Blood Hunter Class.

Hermetic Vigor (prerequisite: Spellcaster or Half-Caster Class)

At 15th Character Level with a main 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.

Final Revelation of Blood - Lord of Dread

At 20th level, you grasp the essence of blood: life and death itself. You gain the ability to assume the form of a harbinger of Mortality - The Lord of Dread. As an action, you can become an avatar of Blood. For 1 minute, you gain all of the abilities of the Titan Blood ability, as well as the following benefits:
  • a) While in this form, any damage you deal heals you or an ally within 5ft, up to a total equal to your Max HP. If you are at full health, this is granted as stackable temporary hit points.
  • 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 - Blood for the Blood God

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of Blood 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 - Instant Death

You learn the spell Bloody Mess.   Bloody Mess

The Grand Game

Bloody Mess

9-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: VSM
Materials: The Blood of an Oracle, or an Artifact of Vaka
Duration: Instantaneous
Attack/Save: Constitution Saving Throw
Damage/Effect: necrotic, fire, force
As an action, your tattoos violently flare as you target up to 3 enemies within range. Targets must make a Constitution Saving Throw. On a failed save, if they are of a lower level than you, they die instantly. If they are of your level or above, they instead take 10d8 necrotic, 5d8 fire, and 5d8 force damage as the blood in the targets' bodies is rapidly heated and violently expelled from every pore in their body. Creatures affected by this spell additionally gain one level of Exhaustion on a failed save. On a successful save, targets take no damage, but still gain one level of Exhaustion.
Available for: Oracle
The Rune of Blood
Type
Magical, Professional