The Oracle of Shadow 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.I whisper to the void, and in return I recieve the shrill screams of a thousand wills all seeking the final shape, to be the one to enact and observe it. In short, it does not whisper back. It forces it's will into your mind and you will know nothing else. You may even dream of jagged teeth dragging you to the end. You will not have dreams otherwise.
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 Shadow 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, Flame, Frost, Gravity, Heavens, Illusion, Life, Lore, Metal, Moons, Nature, Peace, Shadow, Souls, Sun, Time, Vengeance, Waves, or Wind.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 VisionClouded 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
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 knowLame
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
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
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 Shadow
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 Shadestep 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 RevelationsShadestep - Level 2
You gain the Way of Shadow Monk's Shadow Step Shadow StepShadow Step (Oracle)
You gain the ability to step from one shadow into another. When you are in dim light or darkness, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness by expending half of your movement. You then have advantage on the first melee attack you make before the end of the turn.
Piercing the Veil - Level 4
You gain darkvision with a range of 60 feet. At 10th level, this ability allows you to see through any kind of darkness, including the effect of a darkness spell.Smoke Bomb - Level 6
You gain the ability to cast the spell Darkness without expending a spell slot once per long rest. This increases to two times at 12th Level, and three times at 18th Level.Shadebound - Level 8
While an enemy is standing in shadow, you gain advantage on all attack rolls made against them.Void Resistant - 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.Wings of Darkness - Level 12
You gain the ability to cast the fly spell without expending a spell slot. For the duration of the spell, you manifest a shadowy aura that makes the light in a 20-foot radius of you one degree darker (bright light become dim, dim light becomes darkness). You may use this ability once per long rest. At 16th Level this increases to two times, and three times at 20th Level.Shadowy Veil - Level 14
While standing in shadow, your AC increases by 2. While standing in magical darkness, this bonus increases to a +4.Cloak of Darkness - Level 16
You gain the ability to conjure a cloak of shadowy armor that grants you an AC bonus equal to your proficiency bonus if you are not wearing armor, as well as advantage on all Stealth checks. This lasts as long as you can concentrate on it, and may be used twice per long rest, which increases to three times at 20th Level.Sentinel Shield - Level 18
You gain one Legendary Resistance to use at will.Active Camouflage - Level 20
As an action, you can cast Greater Invisibility on yourself and up to three additional allies once per long rest without expending a spell slot. Greater InvisibilityGreater Invisibility
4-level Illusion
Beacon of Shadow
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 Shadow 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.The Unseen One
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. Additionally, all of your abilities and Revelations that affect you while standing in shadow now also take effect while invisible.- a) You gain a fly speed of 40 feet, and your Shadow Step now only requires 10ft of movement to activate.
- b) While in this form, whenever you make an attack or cast a spell, the target takes an additional 2d6 necrotic damage. This damage increases by 1d6 when you reach 14th level (3d6), and 18th level (4d6).
- c)When you activate this form, magical darkness envelops you, creating a sphere of void with a radius of 5ft. Your allies can see through this darkness, but enemies are blinded, giving all targets disadvantage on attack rolls against you.
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 Shade(Prerequisite: Martial Class)
At 15th Character Level with a main Martial class, you gain both the Shadow Arts and Cloak of Shadows abilities from the Way of Shadow Monk subclass. Shadow ArtsShadow Arts (Oracle)
You gain the ability to cast darkness, darkvision, pass without trace, or silence, without using a spell slot twice per long rest. Additionally, you gain the minor illusion cantrip if you don’t already know it.
Cloak of Shadows (Oracle)
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Vigor of Arcana(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 Shadow - The Shade Strider
At 20th level, you become an avatar of your element, gaining the ability to assume the form of the void itself - The Shade Strider. As an action, you can become an avatar of Shadow. For 1 minute, you gain all of the abilities of the Unseen One ability, as well as the following benefits:- a) Your Shadow Step ability consumes no movement, and you cast the spell Ravenous Void upon entering this form.
- 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.
Ascension - Voidwalker
The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of Forsetti, Order's Keeper, the Oracle of Shadow ascends, gaining several new abilities: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 - Killing Wind
You learn the spell Killing Wind. Killing WindThe Grand Game
Killing Wind
9-level Evocation