The Oracle of Death 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 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.
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 one of the following options. However, the Oracle of Death is always cursed by the Haunted Curse: HauntedHaunted
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 knowElemental 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 RevelationsSpectral 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 - BlessBless
1-level Enchantment
Speak with Dead
3-level Necromancy
Crusader's Mantle
3-level Evocation
Stoneskin
4-level Abjuration
PHB
Spirit Guardians
3-level Conjuration
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: 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
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. ResurrectionResurrection
4-level Necromancy
True Resurrection
9-level Necromancy
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.
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 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.