The Oracle of Peace v2

Originally bestowed upon Usagi Tsukino by the Creator Goddess Vaka nearly three thousand years ago, the power of the Oracle of Peace has been stoically passed down through the generations to worthy warriors as their predecessor's battles came to an end. The current and so-called "Last" Oracle of Peace, Penelope Octavia Marcella Emiline Rose, was raised specifically to ascend to the position. After stubbornly attempting to fight the Goddess of War, Sif, The Abysswalker, Penelope was left defeated and lost. After becoming fast friends with the illusive Oracle of Illusion, she secretly joined the Betrayers, attempting to affect real peace through their methods, while maintaing a facade of benevolence. However, things changed when she joined the Team of Many Things. After their trip to the Dark Future, Penelope was left wondering if her purpose was sound; if this was really the correct path. Ultimately betraying the Team during their infiltration of Aetheria, she absconded with the Amulet alongside the rest of the Betrayers, leaving the Team to their fate. It was not until La Primavera and the Battle of Newbiggin were in full swing that Penelope realized the true costs of her actions: the destruction of her home, the death of thousands of innocents, and the shattering of the Weave. Now, nine years after the Aetherscourge began, the Final Oracle of Peace is left without her friends, without her magic, and ruler of a city that scorns her. She is left with two questions: Was it worth it? And what will you sacrifice to make things right?
 

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.
Unfailing love and truth have met together. Righteousness and peace have kissed. Truth springs up from the earth, and righteousness smiles down from heaven.

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
Peace 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 Peace

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 Bright Pink Aura 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
Bright Pink Aura - Level 2
You gain the Paladin Classes Aura of Protection. At 7th Level, you gain Aura of Courage. At 12th Level, you gain Aura of Power. At 17th Level, you gain Aura of Peace. At 20th Level, you may add your half of your Proficiency Bonus to the bonuses granted by your Auras.   Aura of Protection

Aura of Protection (Oracle)

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.

Level 7 - Aura of Courage

Aura of Courage (Oracle)

You and friendly creatures within 15 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.

Level 12 - Aura of Power

Aura of Power (Oracle)

When an ally is within 5ft of you when making an attack, add 1d4 to all attack and damage rolls. Additionally, if an ally within 15ft of you takes damage, you may use your reaction to roll 1d6 to subtract from their hit as you attempt to deflect the attack. This increases to a d8 at 6th Level, a d10 at 14th Level, and a d12 at 18th Level. The range of your aura increases to 15ft at 18th Level.

Level 17 - Aura of Peace

Aura of Peace (Oracle)

All creatures within 15ft of you are spellbound by the pure peaceful pink aura you radiate, and have disadvantage on attacks against you. Additionally, all allies within your aura gain an additional +2 to all attack and saving throws.

World Traveller - Level 4
You learn the spell Sending. At 8th Level, you gain an inherent knowledge of the terrain of Valakadyn, and are no longer affected by Difficult Terrain. At 12th Level, you can understand and speak all languages as if you were fluent. At 16th Level, you gain the ability to cast the spell Temple of the Gods without expending a spell slot once per day, with a casting time of 1 minute.   Sending

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, F
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Available for: Enchanter, Healer, Wizard
Temple of the Gods

Xanathar's Guide to Everything

Temple of the Gods

7-level Conjuration

Casting Time: 1 hour
Range/Area: 120ft
Components: Verbal, Somatic, Material
Materials: holy symbol worth at least 5gp
Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.   You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.   The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.   The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.   In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.   Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).   The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Available for: Cleric, Oracle
Violence Is Not The Answer - Level 6
You gain the ability to cast the spell Fast Friends without using a spell slot once per long rest. This increases to twice at 10th Level, thrice at 15th Level, and four times at 20th Level.   Fast Friends

Fast Friends

3-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Concentration, up to 1 hour
When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.   You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.   When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using 4 or more spell points, you can target one additional creature for each additional point spent over 3.
Available for: Enchanter
These Are Not The Droids You're Looking For - Level 8
You learn the spell Suggestion and gain the ability to cast it without using a spell slot once. Once you use this ability, you must complete a long rest before doing so again. At 12th level, you learn Mass Suggestion, and your Suggestion increases to two uses, and increases by one again at 16th, and 20th level. This does not count towards your limit of spells known.   Suggestion

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Concentration, up to 8 hours
Attack/Save: Wisdom Save
Damage/Effect: Charmed
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.   If you or any of your companions damage the target, the spell ends.
Mass Suggestion

Mass Suggestion

6-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V,M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Available for: Bard,Sorcerer,Warlock,Wizard
Arbiter of Tranquility - 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.
Bond of Friendship - Level 12
You gain the Cleric of Peace subclasses Emboldening Bond ability. At 16th Level, you gain Protective Bond. At 20th Level, you gain Expansive Bond.   Emboldening Bond

Emboldening Bond

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 18 - Protective Bond

Protective Bond

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Level 20 - Expansive Bond

Expansive Bond

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.

Right Back At Ya - Level 14
If you or an ally within 5ft of you are targeted by a melee attack, ranged weapon attack, spell attack, or saving throw, you may use your Reaction to reflect the attack back at the caster once per short rest. This increases to twice per short rest at 17th Level, and thrice at 20th Level.
Force of Will - Level 16
All creatures (except those you exempt) within your Bright Pink Aura feel a sense of calm and peace at all times, and will attempt to avoid combat whenever possible. When you cast a control spell (i.e. Command, Mass Suggestion, Charm Person, Power Word Stun, etc.), all creatures within your Aura have disadvantage on saving throws against it. Additionally, any healing you do is automatically maxed out. For example, if you heal 1d8, you heal the full 8 points.
Starlight Shield - Level 18
You gain one Legendary Resistance to use at will.
The Last Oracle of Peace - Level 20
Your Aura now generates an Antimagic Field within a 5ft radius. This aura can absorb up to 20 Levels worth of spells before dissipating. When you Ascend, your Aura can absorb up to 30 Levels worth of spells before being destroyed. Once destroyed, you regain your Aura upon completion of a long rest.
 

Beacon of Hope

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 Peace 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.

Sailor Valakadyn

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 15th Level (3d6), and 20th level (4d6).
  • c) You can use your action to infuse adjacent allies within 30ft with healing power, restoring 50 hit points divided by any number of allies within range. You may use this ability once per short rest. This increases to 100 points twice per short rest at 15th Level, and 200 points thrice per short rest at 20th Level.
 
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 Assault(Prerequisite: Martial Class)

At 15th Character Level with a Martial class, you gain the Fighter Classes Action Surge ability.   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.

Vigor of Health(Prerequisite: Spellcaster or Half-Caster Class)

At 15th Character Level with a Spellcaster or Half-Caster Class, you gain the Paladin Classes Lay On Hands Ability. Additionally, your Lay On Hands total increases to be equal to your total hit points. At 20th level, this increases to 1.5x your total HP.   Lay On Hands

Lay On Hands (Oracle)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Oracle Level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.   This feature has no effect on undead and constructs.

Final Revelation of Peace - Super Sailor Valakadyn

At 20th level, you become an avatar of your element, gaining the ability to assume the form of peace incarnate - Super Sailor Valakadyn. As an action, you can become an avatar of Peace. For 1 minute, you gain all of the abilities of the Sailor Valakadyn ability, as well as the following benefits:
  • a) All creatures within your Aura now have advantage on all attack 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.
Once you use this feature, you can’t use it again until you finish a long rest.

Ascension - Bastion

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of Peace 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 Subjugation

You gain the ability to force all creatures (except the ones you exempt) near you to agree with your opinion, fight for your cause, or turn on their allies. Creatures must make a Charisma Saving Throw against your Spell Save DC. On a success, the target is unaffected. On a failure, they are compelled to support you with religious fervor. If the targets Level is five or more Levels lower than yours, they automatically fail. Immortal targets have advantage on this saving throw.

Divine Providence - Tiro Finale

You gain the ability to fire a single, high damage shot of Aether towards a target within 90ft. Expending both your action and bonus action, make a Spell Attack Roll with advantage, and double your Spell Attack Bonus. On a successful hit, target suffers 10d8 force damage and 10d8 radiant damage as they are struck by a bolt of pure radiant light. Add an additional 2d8 force and 2d8 radiant damage to the attack for each ally within range affected by your Emboldening Bond. Once you use this ability, you may not do so again before completing a long rest.

Divine Domain - Alternative Altercation

Once per day, invoke the pinnacle of your power as the God of Peace. By presenting the hand sign and expending one half of your current hit points, you gain the ability to target a single creature you are in conflict with, forcing them into non-aggression as the two of you are transported to a demi-plane of your own making. You choose a game to play; rock, paper, scissors, chess, Jeopardy, etc. Whoever wins the game is healed up to half of their total HP, as the loser falls unconscious, defeated.
The Rune of Peace

All Known Wielders

Usagi Tsukino, First Oracle of Peace (1241PS - 0AS)   Beauregard Karavala, Second Oracle of Peace (0AS - 387AS)   Nella Reka, Third Oracle of Peace (387AS - 729AS)   Terra Orkino, Fourth Oracle of Peace (729AS - 891AS)   Toshinori Yagi, Seventh Oracle of Peace (1210AS - 1500AS)   Molina Montarelli, Eighth Oracle of Peace (1500AS - 1965AS)   Penelope Octavia Marcella Emiline Rose, The Final Oracle of Peace (1965AS - Current, Ascended 1990AS)