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Oracle

You have been vested with cosmic forces of fate and destiny, able to catch glimpses of the future and past. This might be the act of the divine, the result of a previous prophecy, or perhaps merely the result of a fateful coincidence. A force such as fate is hard to contain, and manifests in you in not only powers of foretelling, but also in arcane spells and a slow-building understanding of the true nature of time.  
Oracle Quirks
d6 Quirk
1 You appear blind, your eyes glazed over and milky, yet you see clearer than anyone.
2 Your voice seems to be subtly layered together from multiple other voices of various tones and lifetimes.
3 You have sometimes confused past, present, and future tense when you are speaking. You didn't notice until others will point it out.
4 Even under pressure you move gracefully, as if each motion is part of a choreographed dance, because it is.
5 Though you cannot discern the meaning of all your insights, you are certain that each is of cosmic importance. Destiny always arrives.
6 Your visions alternate between doom and salvation, and you sometimes have trouble telling them apart. You don't know if that's a good or bad thing.

Oracle Origin Spells

You learn additional spells when you reach certain levels in this class, which cannot be replaced when you level up in this class. Each spell counts as a sorcerer spell for you, but not against the number of sorcerer spells you know  
Oracle Origin Spells
Sorcerer Level Spell
1st comprehend languages
3rd augury
5th tongues
7th divination
9th commune
11th true seeing

Mysterious Prophecies

At 1st level, you have had a defining prophecy or vision of great importance. Perhaps it was the destruction of your home, the return of a sealed evil, or a terrible natural disaster. Work with your DM to determine the nature of the vision you had, and how much you understand of it. As a conduit of cosmic fate, you can speak Celestial,   and you are able to use a holy symbol as your spellcasting focus. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list as long as the spell is of the divination school. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Arcane Visions

Starting at 1st level, you start to have brief glimpses of the possible outcomes of the spells you cast. As a bonus action you can determine the immediate fate of a creature of your choice you can see, rolling a d20. If you force that creature to make a saving throw before the end of this turn, the target's d20 roll is replaced with yours. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.

Sudden Omens

Starting at 6th level, you begin to experience precognitions of impending danger. You can't be surprised, and you have advantage on Dexterity saving throws against effects that you can see. When you are targeted by an attack, you can spend 1 sorcery point as a reaction to impose disadvantage on the attack roll. Additionally, you regain all of your expended uses of Arcane Visions when you finish a short or long rest.

Shape Destiny

Starting at 14th level, you can begin to interpret the possibilities of fate, and follow new paths through time. After you roll a die you can spend 2 sorcery points to reroll it. You must use the new result, and can't use this feature on that roll again.

Fateseer

At 18th level, you begin to experience time somewhat non-linearly. You can spend 8 sorcery points to cast the foresight spell targeting yourself. Once you cast the spell with this feature, you can't do so again until you finish a long rest.

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