The Oracle of the End v2

Conceptualized by Karnatis Seradz, The Oracle of Time and bestowed across time to the young Rosamund Avelane. With the assistance of The Team of Many Things, The Celestials, The Kings of New Apollyon, The Eye of Aetheria, and The Oracles of Lore, as well as three of the Ascendant, two of the Artificial, and the blood of the Oracle of Illusion, Ergeaux Lyon, Karnatis created this power to be the ultimate Oracle, the end of all things. An aspect of Time, The Oracle of the End symbolizes the death of all things; the cycle of time itself. What great and terrible things may come to Valakadyn at the end of it all?
 

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:   Show Proficiencies and Spellcasting

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.

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.   If you are playing as the Oracle of the End, your own tattoos are nearly invisible when you are not copying another Oracle ability set. As you copy Oracle powers, your tattoos "fill in," creating oscillating color patterns that shift depending on which power your are actively emulating.
But if that is the cost of victory? The cost of protecting you all? My Oracles, my friends? I will gladly pay it. Know this: there is not a moment spent or a decision made that I regret. When my sister and I were wandering the void, I could never have dreamt of the joys this world has brought me. That you all have brought me. Now, we must go forth. To protect this world that I have created, that you all have helped shape. For Valakadyn.
— Vaka, Goddess of Wild Magic

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
End 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. 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 the End

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 A Bit of Luck 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
A Bit of Luck - Level 2
When you make an attack roll or a saving throw, you can roll a d4 and add it to the attack roll or saving throw. Once you use this ability, you must complete a long rest before using it again. At 6th level, you can use this ability twice per long rest, and the die increases to a d6. At 10th level, you can use this ability three times per long rest, and the die increases to a d8. At 14th level, you can use this ability four times per long rest, and the die increases to a d10. At 18th level, you can use this ability five times per long rest, and the die increases to a d12.
Precognition - Level 4
As a reaction, you make time temporarily halt. Make a Dexterity saving throw + Insight against the target's attack. On a success, you slow down time slightly, gaining AC equal to the attack roll made against you until the start of your next turn. May be used a number of times equal to your Proficiency Bonus per long rest.
I Don't Think So - Level 6
You gain the ability to change any of your own rolls into a success, or any enemies' roll into a failure once per long rest. This ability increases to twice at 10th Level, three times at 15th Level, and four times at 20th Level.
The Power of Proximity - Level 8
When within 30ft of another Oracle, you gain a +1 bonus to all attacks and saving throws for each different Oracle within range. The range of this ability increases to 60ft at Level 14, and 90ft at Level 20. Additionally, as a bonus action, you may target one Oracle within your range and focus on them, temporarily copying their power. When you use this ability, you can utilize any Revelation from the target Oracle's Element once. Once you have copied a Revelation in this way, you may not copy from the same Oracle again until you complete a long rest.
Shield of the End - 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. Alternatively, as a bonus action, you may target another Oracle within 90ft and become resistant/immune/absorb to their damage type instead. You may only be resistant to one set of damage types at once, and may only do this once per short rest.
Magician's Judge - Level 12
You gain the Mage Slayer and War Caster feats.   Mage Slayer

Mage Slayer (Oracle)

You have practiced techniques in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

 

War Caster

War Caster (Oracle)

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

Beginning of... - Level 14
You gain a permanent +5 to your initiative. Additionally, you can never be placed last in the intiative order.
Saw That Coming - Level 16
Your mastery of Futuresight allows you to take an additional reaction per turn twice per long rest. This increases to three times at 20th Level.
King Crimson - Level 18
You gain one Legendary Resistance to use at will.
Rend - Level 20
You gain the ability to summon the weapon Timecleaver.   Timecleaver

The Grand Game

Timecleaver

Weapon

Legendary

Reach 15ft, Thrown, Returning

As a bonus action, you may raise your hand, expending any level of spell slot, summoning a glorious golden weapon. The level of spell used changes the form of the weapon, as detailed in the table below. You may still use all the other functions of the Key while it is transformed.

When attacking with Timecleaver, you may add your proficiency bonus to the attack and damage rolls. This magic weapon bypasses all resistances and immunities.

Cost: Infinite
Weight: Weightless


 

Prismatic Light

As a result of the intense mixture of pure magic used to create the Oracle of the End, you naturally adapt to the nature of any nearby Oracles. At 2nd level, you gain one 2nd Level Revelation of your choice from one of the following Oracle subclasses: Ashes, Battle, Blood, Flame, Heavens, Illusion, Moons, Peace, Shadow, Sun, or Time. Upon touching an Oracle not listed above, you "copy" their power, and gain access to their Revelations.

Level 5

At 5th Level, you may choose to imbue your strikes with their power. As a bonus action, choose an Oracle within 90ft and absorb some of their power. For one minute, your weapons damage type changes to the type of the selected Oracle, and deals an additional 1d6 damage. This increases to 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. Consult the Oracle Powers Table to determine the damage type. Additionally, you may choose a second Revelation from a copied Oracle subclass, up to 4th Level.

Level 10

At 10th Level, the concentrated power of the Oracles coalesces into anti-magic. You gain the ability to cast either Counterspell or Dispel Magic without expending a spell slot a number of times equal to your proficiency bonus per long rest, and you may choose a third Revelation from a copied Oracle subclass, up to 10th Level.   Counterspell

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard
Dispel Magic

Basic Rules , pg. 228

Counterspell

3-level Abjuration

Casting Time 1 Reaction
Range 60 ft
Duration Instantaneous
Components S

Damage Type: Negation   Saving Throws: None   Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

Level 15

At 15th Level, you gain the ability to cast Antimagic Field once per long rest, and you may choose a fourth Revelation from a copied Oracle subclass, up to 14th Level.

Level 20

At 20th Level, you learn the spell Mage's Disjunction, and you may choose a fifth Revelation from a copied Oracle subclass of any level.   Mage's Disjunction

Expanded Rules

Mage's Disjunction

9-level Abjuration

Casting Time: 1 action
Range/Area: Self/20ft Radius
Components: Verbal
Duration: Concentraion up to 1 hour
Attack/Save: none
Damage/Effect: Negation
  You utter a supernal word of power that ousts all magic around you, bringing the weave to perfect, undisturbed equilibrium.   All spells and spell-like effects within a 20-foot radius of the caster end immediately. New spells or spell-like effects cannot be cast in this area while Mage's Disjunction remains in effect, and any such existing effects which enter the area immediately end. This property can even dispel an antimagic field, so long as the entire area of the field can be fit within this spell's area of effect.   The enchantments which give power to magic items are also affected. Magic items within the area of effect of this spell when it is cast, or which enter the area of effect before this spell ends, become disjunct from the Weave, rendering them mundane for the duration. Any attunement a creature has to a magic item ends immediately when it becomes disjunct. This disjunction persists even if the items leave the spell's area of effect. When this spell ends, any magic items which were made disjunct regain their magical properties. If they require attunement, a creature must once again attune to the items as normal.   Unattended magical items - that is, items not in the possession of a creature - risk permanent disenchantment from this spell. The first time an unattended magic item enters this spell's area of effect, roll a d20. If the result is a 1, the item is loses its magical properties permanently, becoming mundane. (At DM discretion, such a mundane item might be able to be re-enchanted by a skilled artisan). If the result is anything but a 1, the item is disjunct only until the end of the spell's duration (as described above), and it does not have to make this roll again at any time during this casting of Mage's Disjunction.   This spell poses an enormous risk to any magic users enveloped in its area of effect, including the caster. The first time a creature enters the spell's area of effect, there is a 25% chance that they will be permanently disjunct from the Weave. When this spell ends, the caster also has a 25% chance of permanent disjunction. A disjunct creature loses the Spellcasting feature and the Innate Spellcasting feature, if it has either of them, and cannot attune to magic items. A wish spell can reverse this effect, but even such mighty magic is not all-powerful. If a single creature becomes disjunct from the Weave 3 times in its lifetime, the effect is irreversable.
Available for: Wizard, Sorcerer, Oracle

Beacon of the Elements

At 3rd level, you gain the ability as an action to focus a first level (or your lowest level) spell slot into a focused mote of energy: a coin with a symbol of your choice on one side, and the Rune of the End 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.

Bearer of the Curse

At 10th Level, you become empowered by your element, granting you the Tough feat, as well as several benefits as a bonus action for one minute once per long rest. This increases to twice at 15th level, and thrice at 20th level.
  • a) You gain a fly speed of 40 feet.
  • b) While in this form, whenever you make an attack or cast a spell, the target takes an additional 2d6 damage of your associated element. This damage increases by 1d6 when you reach 14th level (3d6), and 18th level (4d6).
  • c) As a bonus action, choose up to three enemies within 60ft. For the duration of Bearer of the Curse, the chosen targets have disadvantage on all checks and saving throws, have their armor class reduced by three, and their speed reduced by 15ft. In addition, you gain advantage on all attack rolls made against these targets.
 
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 Element - The Incontrovertible

At 20th level, you become an avatar of your element, gaining the ability to assume the form of the end of all things - The Incontrovertible. As an action, you can become an avatar of the End. For 1 minute, you gain all of the abilities of the Bearer of the Curse ability, as well as the following benefits:
  • a) You can cast the spell Wish without using a spell slot once.
  • 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 - The End of All Things

The ultimate feature of the Oracle, Godhood. Upon the death or dethroning of their associated God, the Oracle of the End 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: Copy

You gain the ability to select up to three additional Revelations from any copied Oracle subclass. You may change which Revelations are copied during a long rest. This retroactively applies to all previously copied Revelations.

Divine Domain: The End

Once per day, invoke the pinnacle of your power as the God of the End. By presenting the hand sign and expending one half of your current hit points, you gain the ability to copy the Divine Domain of any other Ascendant Oracle. Alternatively, you may use your Divine Domain to copy all Oracle powers within 90ft, granting you access to all of their Revelations for as long as you can concentrate on your Domain, up to one minute.
The Rune of the End

Copied Revelations

Level 2 - Conjure Weapon (Oracle of Battle)

You learn the spell Conjure Weapon.   Conjure Weapon

The Grand Game

Conjure Weapon

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
As a bonus action, you reach into the Weave and create a weapon of your choosing for one minute. You may summon any weapon you can think of, dealing 1d8 force damage. You are considered to have proficiency with this weapon, and may choose to add either your spell attack modifier or weapon attack modifier, whichever is higher.
At higher levels: At higher levels, the damage dealt by the weapon increases by one damage die every two levels. When cast at 9th level, the weapon acts as a Blade of Disaster, dealing 4d12 force damage. On critical hits, the weapon deals an additional 8d12 force damage (for a total of 12d12).
Available for: Oracle, Wizard, Cleric

Level 5 - Wings of Flame (Oracle of Flame)

You gain the ability to propel yourself with the power of flame. Your speed increases by 10ft when you reach Level 2. At 5th Level, you gain a fly speed equal to your walking speed. If you already have a fly speed, it increases by 10ft. At 10th Level, your speed increases by another 20ft. At 15th Level, your fly speed increases by 20ft, and you gain advantage on attacks and Dexterity Saving Throws while flying. At 20th Level, your speed doubles.  

Level 10 - The Sixth Path (Oracle of Illusion

As a bonus action, you can swap places with any target within 30ft as part of your turn. You may use this ability a number of times equal to your proficiency bonus per short rest. At 14th Level, the range of this ability increases to 60ft. At 20th Level, the range increases to 120ft. Alternatively, you may use this ability as a reaction to swap places with a target, causing any attack that would hit you to instead hit the swapped target.

Level 15 - Unkillable (Oracle of Life)

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.  

Level 20 - Essence of Orbital Laser (Oracle of the Moons)

You learn the spell Dusk.   Dusk

Homebrew

Dusk (Oracle)

9-level Evocation

Range/Area: Sight
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant, Force
You summon an incredible beam of light, made up of energy from all of Valakadyn's moons, that descends from the skies and obliterates a location you can see. Until the spell ends, a 60-foot-radius, 30,000ft tall cylinder of blinding light glimmers there, and the area is considered difficult terrain.   When the cylinder appears, each creature in it must make a Constitution saving throw. On a failed save, targets take 10d8 radiant and 10d8 force damage and are knocked prone as they are slammed to the ground by the force of the magic. A creature must also make this saving throw whenever it ends its turn in the cylinder. A creature takes half damage on a successful saving throw.   If you’re within one mile of the cylinder, you can move it up to 100 feet as a bonus action on your turn.
Available for: Oracle, Wizard, Druid, Cleric
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