The Oracle of Bones v2
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.The theory is sound. If enough Wild Magic can be channeled through his body, theoretically this should work. Or, I die. Chances are, what, 60/40? Ehh, I'll take those odds. Only one way to find out!
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 modifierSpellcasting 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 Elemental Spells table in each subclass' description. None of these spells count towards your limit of spells known. Oracle TableElement
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. Oracle Power TableCurse
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. Normally, you choose from several options for curses. However, the Oracle of Bones is always afflicted with the Wasting curse: WastingWasting
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 Bones
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 Armor of Bones 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 RevelationsProfane Arcana - Level 2
You learn the cantrip Eldritch Blast. You learn a number of Profanities equal to 1 + your Charisma modifier (minimum 1), chosen from the list below. You can use a bonus action to activate or deactivate one Profanity. Falling unconscious will deactivate all Profanities active. At 2nd Level, you can only benefit from one Profanity at a time. This increases to two at Level 5, three at Level 10, four at Level 15, and five at Level 20. At the end of each of your turns in combat, while you have more than one Profanity active, you must pass a DC 15 Constitution Save, or one random profanity will deactivate. Any Profanties effect will stay active until it is deactivated, or on the subsequent failed saving throw. Eldritch BlastD&D 5e PHB Page 237
Eldritch Blast
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Grave Armor
Gain +2 AC against enemies that are making melee attacks against you.Aura of the Damned
Any enemy creature within 20 feet must make a constitution saving throw or be at disadvantage on attack rolls made against you.Etherfloat
You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell.Deathly Glamour
You can add your Charisma modifier to all ability saves.Pale Horse
You increase your speed by 10 feet.Soulflay
A creature you choose within 30 feet of you have disadvantage on a single saving throw of your choice.Soulreaver
The weapon you hold becomes bathed in the essence of your aura . The weapon must be a bound weapon(see below). On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10.Terrorize
If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Strength modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.Unholy Vigor
You gain temporary hit points equal to double your Fighter level. This effect resets on a short or long rest.Bleeding Magic - Level 4
Whenever a creature fails a saving throw and takes necrotic damage from one of your spells, it begins to bleed. The target takes 1d4 damage at the start of each of its turns. A creature can end this damage by using its action to make an Intelligence (Medicine) check to bind its wounds. The DC for this check is equal to your spellcasting save DC.Undying - Level 6
You gain advantage on Death Saving Throws, and begin your Death Saves with one success. At 8th Level, you begin your Death Saving Throws with two successes. At 12th Level, you automatically stabilize when you drop to zero hit points. At 16th Level, the first time you would drop below zero hit points, you instead heal an amount of HP equal to half of your maximum hit points. At 20th Level, you instead regain all of your Hit Points.Raise the Dead - Level 8
At 8th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Necrotic Protection - Level 10
You become resistant to your damage type. Consult the Oracle Powers and Damage Types table to determine the damage type. At 15th level, you become immune. At 20th level, you absorb your damage type.Command Undead - Level 12
Starting at 12th level, you can use magic to bring undead under your control, even those created by other spellcasters. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Spell Save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.Wither - Level 14
You learn the spell Power Word: Deafen. At 15th Level, you learn the spell Power Word: Fortify. At 16th Level, you learn the spell Power Word: Pain. At 17th Level, you learn the spell Power Word: Blind. At 18th Level, you learn the Power Word: Stun spell. At 19th Level, you learn the spell Power Word: Kill. At 20th Level, you learn the spell Power Word: Heal. None of these spells count towards your total number of known spells. Level 14 - Power Word: DeafenPower Word: Deafen
6-level Enchantment
One D&D
Power Word: Fortify
7-level Enchantment
Power Word: Pain
7-level Enchantment
Power Word: Blind
7-level Enchantment
Power Word: Stun
8-level Enchantment
Power Word: Kill
9-level Enchantment
Power Word: Heal
9-level Evocation
Revenant - Level 16
You gain the ability to transform into a Boneclaw, a harbinger of death. This form lasts for one minute. While in this form, you may use all of your Oracle abilities in addition to those granted by the transformation. BoneclawShield of Undeath - Level 18
You gain one Legendary Resistance to use at will.Commandant - Level 20
Once per long rest, you gain the ability to double the number of undead you control as an action. Additionally, all undead under your control gain 50HP, a +2 to attack and damage rolls, and the ability to form themselves together into larger undead as an action.Beacon of the Elements
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 Bones 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.Death Knight
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) You summon three additional undead when you cast this ability.
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 SurgeAction 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 (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.
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. MetamagicMetamagic (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 Bones - Shikigami
At 20th level, you become an avatar of your element, gaining the ability to assume the form of decay and rot themselves - a Shikigami. As an action, you can become an avatar of Bones. For 1 minute, you gain all of the abilities of the Death Knight ability, as well as the following benefits:- a) All undead under your control double their hit points, and gain an additional +5 to attack rolls, damage rolls, and saving throws.
- 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.