The Oracle of Death v2

Granted dominion over the dying and undead, the Oracle of Death is a shepherd for those souls that find themselves lost, whether they be living or not. Mara Magnolia, First Oracle of Souls, was one of The Nine - Vaka's inner circle of trusted Oracular advisors. The Nine, and Mara, were among the most powerful magic wielders to ever live, due in no small part to The Artifacts of Vaka with which they were all bestowed. Even without the Bracers of Vaka, the Oracle of Death is one of the most terrifying of the Elemental powers of the Oracular Order. With a control over mortality only equalled by the Oracle of Life, they are a fearsome ally at best, and an overwhelming enemy at worst.
 

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 path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness. For he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know I am the Lord when I lay my vengeance upon you.
Mara Magnolia, First Oracle of Souls to Mariposa Karavala in an alternate timeline

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 Elemental Spells table in each subclass' description. None of these spells count towards your limit of spells known.   Oracle Table
Death 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.   Oracle Power Table
 
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. Normally, you choose one of the following options. However, the Oracle of Death is always cursed by the Haunted Curse:   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

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 Death

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 Spectral Attunement 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
Spectral Attunement - Level 2
You gain the ability to cast the Bless spell without expending a spell slot. At 5th Level, you can cast Speak With Dead without expending a spell slot. At 10th Level, you can cast Crusader's Mantle and Stoneskin without expending a spell slot. At 15th Level, you can cast the Spirit Guardians spell without expending a spell slot. You may cast each of these spells once per long rest, increasing to twice at 5th Level, thrice at 10th Level, and four times at 15th Level. At 20th Level, you may cast these spells at will.   Level 2 - Bless

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Level 5 - Speak With Dead

Speak with Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S, F
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Available for: Dark Knight, Healer
Level 10 - Crusader's Mantle and Stoneskin

Crusader's Mantle

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Available for: Paladin

Stoneskin

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: diamond dust worth 100gp, which the spell consumes
Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Druid, Healer
Level 15 - Spirit Guardians

PHB

Spirit Guardians

3-level Conjuration

Casting Time: 1 Action
Range/Area: Self (15-foot radius)
Components: Verbal, Somatic, Material
Materials: Holy Symbol
Duration: Concenctraion, up to 10 minutes
Attack/Save: Wisdom
Damage/Effect: 3d8 Radiant (if Good or Neutral) or Necrotic (if Evil)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin
Fingertips on the Surface of My Mind - Level 4
Wherever you go, you are haunted by the ghosts of people who have died in the nearby area. As an action, you can summon a spectre of the fallen to gain information, whether it's knowledge of the area, warnings of dangers ahead, or an ominous prophecy. At 5th Level, these spirits become more helpful, granting you advantage on your next attack roll or saving throw as a bonus action. At 10th Level, you experience visions of the dead, granting you forbidden knowledge. At 15th Level, when you or an ally are damaged, you may use a reaction to summon a spirit to the battlefield who takes the damage instead, up to three times per long rest. At 20th Level, you gain a permanent +2 to your AC as protective spirits flit around you at all times.
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.
Going Ghost - Level 8
You gain the ability to use your action to become both incorporeal and invisible. While incorporeal, you gain resistance to acid, cold, fire, lightning, thunder, as well as bludgeoning, piercing, and slashing nonmagical weapon damage, and you are immune to poison damage. While you are incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. This effect lasts for as long as you maintain your concentration, up to 1 minute. Once you use this ability, you must complete a long rest before using it again. You can use this ability twice per long rest at 12th Level, and three times at 20th Level.
Spectral 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.
Spirit Bomb - Level 12
You gain the ability to focus souls into a concentrated mote of energy that explods violently upon impact. As an action, you gain the ability to cast a necrotic damage version of the spell Fireball without expending a spell slot once per long rest. This increases to two uses at Level 14, and three uses at Level 20.
Soul Editing - 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: Deafen

Power Word: Deafen

6-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
You utter a word of power that causes the target’s hearing to ring, then is deafened. If the creature you chose has 200 hit points or fewer, it is permanently deafened. Otherwise, the spell has no effect.
Available for: Enchanter, Healer Spell List, Wizard
Level 15 - Power Word: Fortify

One D&D

Power Word: Fortify

7-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: Instantaneous
You speak a word of power that fortifies up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which are divided equally among the spell’s recipients.
Available for: Bard, Cleric, Oracle
Level 16 - Power Word: Pain

Power Word: Pain

7-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Available for: Sorcerer,Warlock,Wizard
Level 17 - Power Word: Blind

Power Word: Blind

7-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that causes a creature to become blinded. If the creature you chose has 100 hit points or fewer, it is permanently blind. Otherwise, the spell has no effect.
Available for: Enchanter, Healer Spell List, Wizard
Level 18 - Power Word: Stun

Power Word: Stun

8-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V,S
Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Available for: Bard,Sorcerer,Warlock,Wizard
Level 19 - Power Word: Kill

Power Word: Kill

9-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Available for: Bard,Sorcerer,Warlock,Wizard
Level 20 - Power Word: Heal

Power Word: Heal

9-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V,S
Duration: Instantaneous
A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Available for: Bard,Cleric (Optional)
Retroactive Immortality - Level 16
Your body and spirit reject the feeling of death, allowing you to return to life after dying. Upon death, you gain the effects of the Resurrection spell once per week. You do not suffer the negative penalties of Resurrection when you are revived. At 20th Level, you may gain the effects of True Resurrection once per week instead. If you have already revived via True Resurrection this week, you may be revived by Resurrection once instead.   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
Death's Constitution - Level 18
You gain one Legendary Resistance to use at will.
Sage of Spirit - Level 20
You gain the ability to seperate your soul from your body. You assume an intangible and barely visible spectral form, with a fly speed of 100ft. Your body is left vulnerable in this state, and takes all damage as normal. If your body is killed while in this form, your soul immediately returns to it as you begin death saving throws. As an action, you may place your soul in an object or structure to animate it, or attempt to take over a creatures body. Targets must make a Charisma Saving Throw against your spell save DC or be suppressed, giving you full control over their body for one hour. Every ten minutes outside of combat, or every minute during combat, the host may attempt to break your hold by making another Charisma save, at disadvantage. Once the duration has elapsed, you are reduced to zero hit points, or you attempt to travel to another plane, you are shunted back into your original body instantly.
 

Beacon of Death

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 Death 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.

Phantasmal Permutation

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. If you already have a fly speed, it increases by 20ft.
  • 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) The spirits the haunt you mainfest as a spectral shield, giving you a +2 AC for the duration.
 
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 Death - Speaker for the Dead

At 20th level, you become an avatar of your element, gaining the ability to assume the form of death incarnate - the Speaker for the Dead. As an action, you can become an avatar of Souls. For 1 minute, you gain all of the abilities of the Phantasmal Permutation ability, as well as the following benefits:
  • a) As a bonus action, you summon up to three spectral entities that follow your commands. They have an AC of 20, are unaffected by non-magical attacks, and have 50 HP. You may cast spells through them, and switch places with them as a bonus action. You may order one to jump in front of any attack that would hit another creature as a reaction. You may order them to attack or grapple a creature on their turn, adding your proficiency bonus to the roll. You may only have three spectres under your control at once. If you use this ability again while you currently have spectres active, the original ones are destroyed and replaced with three fresh spirits.
  • 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 - Dauðafæri (Der-th-uh-fai-ree)

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of Death 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 - Soru-Soru no Mi

You gain unmatched control over the fabric of life itself. Once per long rest, you gain the ability to draw the soul from a creature. Targets under your level, or under one quarter of their total hit points (or 100, whichever is lesser), must make a Constitution Saving Throw or die instantly. You may place the soul into an object, animating it and giving you permanent control over it. By infusing objects with soul fragments, the user can "humanize" them. Recipients (which are referred to as "homies") gain human-like intelligence, as well as the ability to speak. Almost anything can be made into a homie, including plants, minerals, food, clothing, furniture, air, light, and even living animals. Inanimate objects are brought to life and gain the ability to stand upright and move independently, their most notable feature being that they have a human face. Some of them can gain special abilities, such as a carpet homie becoming a flying carpet. Animal homies become more human-like, not only gaining the ability to talk and walk upright, but also fighting and using weapons. The more powerful the individual the soul was taken from, the more powerful the resulting homie will be. Additionally, homies will be more powerful if they possess a larger quantity of soul fragments within them, and can eat other homies to absorb their soul and become stronger. You may have a number of homies equal to your proficiency bonus.

Divine Domain - Silver Chariot Requiem

Once per day, invoke the pinnacle of your power as the God of the Dead. By presenting the hand sign and expending one half of your current hit points, you gain the ability to swap the souls of any targets within your range, putting them in the body of another. Choose any number of targets within 60ft of you, and designate them in pairs. For as long as you can maintain concentration (up to one minute), targets bodyswap, gaining the abilities, stats, and bonuses of their partner. Alternatively, another creature may activate it's own Divine Domain, rendering both null and void.
The Rune of Death
Type
Magical, Professional
Creation
Created by Vaka during the Inception
Alternative Naming
The Oracle of the Ancestors, The Oracle of Souls, The Grim Reaper