Professional Documents
Culture Documents
Oracle
A
young woman, clutching her walking stick for Creating an Oracle
support, wanders a lonely road. She hears
snarling some distance behind her and turns to To create an oracle, look at your choices in the Oracle Curses
see a wolf pack beginning to circle. Unhurried, section and consider the relationship between your curse and
she extends her hand as a barrage of ghostly your magical abilities. Does same power that fuels your spells
figures assaults the pack. Turning back around, also overwhelm and debilitate your physical body? Or instead,
she continues on her way. perhaps you are under obligation to a divine being or
A dwarvish man with clouded eyes stands amongst his pantheon of beings and they maintain the curse to exert some
adventuring companions as they wait to see his magic. He control?
looks to the sun, his eyes now glowing brightly as the vision Determine your mystery and why you are pursuing that
begins. A moment passes, his eyes fade and he nods to his particular knowledge. Does it relate to your curse or do you
crew pointing further down the path in the direction of their have some other personal stake in acquiring that knowledge?
quarry. Or maybe you have always been infatuated with your chosen
As a furious mob rounds the corner, a fleeing elf with mystery independent of becoming an oracle?
impossibly pale almost transparent skin weaves a spell. In an Lastly, determine why you have chosen the life of an
instant, she disappears from sight amongst the darkness. adventurer? Will it get you closer to your goal of obtaining
Oracles are granted great power from divine sources, but knowledge about your mystery? Were you ostracized by your
this power is given against their will. In return for their divine homeland and forced to follow a transient life? Or did you
abilities, oracles pay the price as their mortal forms are find it difficult to keep your magic dormant and needed an
cursed by this same divine power. Desiring to understand outlet for your divine power?
their newfound magic and curse, oracles are driven to seek
out hidden knowledge of divine mysteries and are granted Quick Build
increased power as they do so. You can make an oracle quickly by following these
suggestions. First, Charisma should be your highest ability
Divine Curse score, followed by Constitution. Second, choose the acolyte
background and the clouded curse. Third, choose the
Although the gods work through many agents, perhaps none guidance, light, and toll the dead cantrips, along with the 1st-
is more mysterious than the oracle. These divine vessels are level spells bless and detect magic.
granted power without their choice, selected by providence to
wield powers that even they do not fully understand. This
power comes at a cost, however, and their body and spirit are
irreparably cursed. Unlike a cleric, who draws magic through
devotion to a deity, oracles garner strength and power from
many sources, namely those patron deities who support their
ideals. Instead of worshiping a single source, oracles tend to
venerate all of the gods that share their beliefs. While some
see the powers of the oracle as a gift, others view them as a
curse, changing the life of the chosen in unforeseen ways.
Mystery Seekers
Oracles are a rare sight in civilized society as their curse and
strange powers make it difficult to live an ordinary life. At
best, oracles are revered as blessed individuals, looked up to
for their divine abilities. At worst, they are feared and cast out
by those who don't trust their cursed state.
Oracles do not usually associate with any one church or
temple, instead preferring to strike out on their own, or with
a small group of like-minded individuals. They typically use
their spells and revelations to further their understanding of
their mystery, be it through fighting mighty battles, tending to
the poor and sick, or uncovering lost lore. In an adventuring
party, oracles provide a powerful connection to a variety of
divine sources to support their allies and afflict their foes.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Oracle's Curse 3 2 2 — — — — — — — —
2nd +2 Mystery, Epiphany (Augury) 3 3 3 — — — — — — — —
3rd +2 Curse Feature 3 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 5 4 3 — — — — — — —
5th +3 ─ 4 6 4 3 2 — — — — — —
6th +3 Mystery Feature 4 7 4 3 3 — — — — — —
7th +3 Epiphany (Divination) 4 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 9 4 3 3 2 — — — — —
9th +4 ─ 4 10 4 3 3 3 1 — — — —
10th +4 Mystery Feature, Curse Feature 5 11 4 3 3 3 2 — — — —
11th +4 ─ 5 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 — — —
13th +5 Epiphany (Commune) 5 13 4 3 3 3 2 1 1 — —
14th +5 Mystery Feature 5 13 4 3 3 3 2 1 1 — —
15th +5 ─ 5 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 Curse Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Mystery Feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Revelation 5 15 4 3 3 3 3 2 2 1 1
Equipment
Class Features You start with the following equipment, in addition to the
As an Oracle, you gain the following class features: equipment granted by your background:
Hit Points Any simple weapon
Hit Dice: 1d8 per oracle level (a) a priest's pack or (b) an explorer's pack
Hit Points at 1st Level: 8 + your Constitution modifier (a) a component pouch or (b) an oracular focus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Leather armor and two daggers
modifier per oracle level after 1st. Spellcasting
Proficiencies Beginning at 1st level, you cast spells drawn from a multitude
Armor: Light armor of divine sources.
Weapons: Simple weapons
Tools: A gaming set or musical instrument of your choice, Cantrips
likely connected to or used in your oracular divination At 1st level, you know three cantrips of your choice from the
Saving Throws: Wisdom, Charisma oracle spell list. You learn additional oracle cantrips of your
Skills: Choose two skills from Arcana, History, Insight, choice at higher levels, as shown in the Cantrips Known
Intimidation, Nature, Perception, Persuasion and Religion column of the Oracle table.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art: Divination by Will Murai
Oracle's Curse
Spell Slots
The Oracle table shows how many spell slots you have to cast Each oracle is bound by some curse, but this curse comes
your spells of 1st level and higher. To cast one of these Oracle with benefits as your powers grow.
spells, you must expend a slot of the spell’s level or higher. At 1st level, you choose a curse from the list of Oracle's
You regain all expended spell slots when you finish a long curses. This curse cannot be removed or dispelled without
rest. the aid of a deity. Your choice of curse grants you additional
features at levels 3, 10, and 18.
Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the oracle Epiphany
spell list. The Spells Known column of the Oracle table Beginning at 2nd level, you have an inherent inclination
shows when you learn more oracle spells of your choice from towards divining hidden secrets and lost knowledge. Once
this feature. Each of these spells must be of a level for which per long rest, you may cast the spell augury as a bonus action.
you have spell slots on the oracle table. This represents a sudden flash of knowledge bestowed by
Additionally, when you gain a level in this class, you can some divine source, and it only takes the duration of your
choose one of the oracle spells you know from this feature bonus action to ask your question and receive an answer
and replace it with another spell from the oracle spell list. from the spell. Spells cast this way do not require expending
The new spell must also be of a level for which you have spell a spell slot or using material components.
slots on the Oracle table. Beginning at 7th level, you may cast divination in place of
augury. Beginning at 13th level, you may cast commune
Spellcasting Ability instead. When you cast commune this way, you may only ask
Charisma is your spellcasting ability for your oracle spells. one question during the initial bonus action. However, you
You use your charisma whenever a spell refers to your may use your bonus action on subsequent turns to ask your
spellcasting ability. In addition, you use your charisma remaining questions until the spell ends.
modifier when setting the saving throw DC for an oracle spell
you cast and when making an attack roll with one. Mystery
Spell Save DC = 8 + your proficiency bonus + At 2nd level, you dedicate yourself to a divine mystery to
explore and understand. The mystery you choose grants you
your Charisma modifier
features at levels 2, 6, 10, 14, and 18.
Spell attack modifier = your proficiency bonus +
In addition, you gain spells according to your chosen
mystery at the appropriate oracle levels. Each of these spells
your Charisma modifier counts as an oracle spell for you, but do not count against the
number of oracle spells you know.
Ritual Casting
You can cast an oracle spell as a ritual if that spell has the Revelation
ritual tag and you know the spell.
At 20th level, your ability to reveal deep lore and ancient
Spellcasting Focus secrets is unmatched. When you cast the spells augury,
You can use an oracular focus as a spellcasting focus for your divination, or commune, you may ask one additional question
oracle spells. as part of the spell.
With the epiphany feature, your additional question is
asked as part of the initial bonus action, regardless of the
spell used.
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oracle Curses Clouded
Each oracle must choose one of the following curses. These Your eyes are clouded as if you had severe cataracts. You
represent an incurable magical condition that is tied to your struggle to see fine details.
oracle abilities. As your oracle powers grow, your curse At 1st level, you gain darkvision to a range of 30 feet.
grants you additional abilities. At 3rd level, this distance extends to 60 feet.
If your curse grants you a spell, it counts as an oracle spell At 10th level, you gain blindsight out to 10 feet.
for you and normally cannot be replaced. However, if your At 17th level, your blindsight becomes true sight.
mystery and your curse grant you the same spell, you may
choose another spell from the oracle spell list.
Consumed
Accursed Your connection to the Abyss and the demons that call it
You are cursed such that magic seems to distort around you home has left you diminished but still able to scorn many
and cause frequent mishaps. mortal frailties.
Beginning at 1st level, once per short rest, you may choose Beginning at 1st level, once per long rest, when you
to roll a saving throw against a spell with advantage. become incapacitated, you may choose to have advantage
At 3rd level, you add hex to your known spells. on death saving throws for one minute.
At 10th level, you add bestow curse to your known spells. Beginning at 3rd level, you have advantage on checks and
Beginning at 17th level, once per long rest, when you fail a saving throws to resist poison or disease.
saving throw against a magical spell or effect, you may Beginning at 10th level, you can go without food or water
choose to succeed instead. for a number of days equal to your oracle level before
suffering any negative effects.
Blackened Beginning at 17th level, each time a creature within 30
feet takes damage, you gain 1 temporary hit point. These
Your hands and forearms are shriveled and blackened, as if can be added to themselves but disappear after 1 hour.
you had plunged your arms into a blazing fire, and your thin, You can have a number of temporary hit points from this
papery skin is sensitive to the touch. feature equal to your charisma modifier.
At 1st level, you add burning hands to your known spells.
At 3rd level, you add flaming sphere to your known spells. Deaf
At 10th level, you add fireball to your known spells.
At 17th level, you add fire storm to your known spells. Your sense of hearing is dull, forcing you to rely on other
senses.
Beginning at 1st level, when you cast a spell, you do so
without any verbal components it normally requires.
Beginning at 3rd level, you have advantage on perception
checks that do not rely on hearing.
At 10th level, you gain tremorsense out to 15 feet.
At 17th level, you gain tremorsense out to 30 feet.
Deep One
The lure of the ocean tugs at your soul.
At 1st level, you gain a swim speed equal to your land
speed, and if you already have a swim speed, you increase
it by 10 feet.
At 3rd level, you gain a +1 bonus to AC as your skin
thickens with aquatic scales.
Beginning at 10th level, you have advantage on attacks
rolls and enemies have disadvantage on saving throws
against your spells and abilities while in rain or
underwater.
Beginning at 17th level, you gain the benefits of the
freedom of movement spell while underwater, and you can
breathe underwater.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Plagued Tongues
You suffer indefinitely from a variety of diseases and In times of stress or unease, you speak in tongues.
conditions. While you struggle to resist new diseases, you
have grown accustomed to the many inconveniences of At 1st level, you learn how to speak one of the following
sickness. languages: Abyssal, Celestial, Draconic, Deep Speech,
Infernal, Primordial, or Sylvan (your choice).
Beginning at 1st level, you can still be poisoned but the At 3rd level, you learn an additional language of your
condition has no effect on you. choice from the provided list.
At 3rd level, you add ray of sickness to your list of spells At 10th level, you can understand (but not necessarily
known. speak) any spoken language, as if under the effects of
At 10th level, you add contagion to your list of spells tongues.
known. At 17th level, you can speak and understand any language.
At 17th level, you become immune to the effects of disease
and infestations, although you remain a carrier for such.
Undeath
Possessed Somehow you have entered into a state of undeath against
Another mind shares your body, interfering with your control. your will.
Beginning at 1st level, you have advantage on saving At 1st level, you gain resistance to necrotic damage.
throws to resist being possessed or dominated. At 3rd level, add false life to your list of spells known.
Beginning at 3rd level, once per short rest, you may reroll At 10th level, add negative energy flood to your list of
a failed constitution saving throw to maintain spells known. You count as undead if you target yourself
concentration on a spell. with the spell.
At 10th level, you add dominate person to your list of At 17th level, you gain immunity to necrotic damage.
spells known.
At 17th level, you add dominate monster to your list of
spells known. Multiclassing
Reclusive Prerequisites. To qualify for multiclassing with the Oracle
You are reclusive and paranoid to the point that your allies class, you must meet these prerequisites: 13 Charisma.
cannot easily help you in times of stress or unease. Proficiencies. When you multiclass into the Oracle class,
you gain the following proficiencies: Simple weapons, light
Beginning at 1st level, spells you cast that target only armor.
yourself are treated as if they were one level higher.
Beginning at 3rd level, any spells you cast that target only
yourself have double their normal duration.
At 10th level, you have advantage on saving throws to
resist being charmed.
At 17th level, you become immune to the charmed
condition.
Shadowbound
Your pigmentation is oddly colorless, and your eyes are
sensitive to light.
At 1st level, you gain darkvision to a range of 30 feet.
At 3rd level, you add invisibility to your spells known.
At 10th level, the range of your darkvision increases by 30
feet.
At 17th level, you add greater invisibility to your spells
known.
Ancestral Weapon
At 2nd level, you learn the cantrip green-flame blade or
booming blade (your choice). In addition, you learn to
summon a melee weapon from your ancestral history without
using an action. This weapon deals 1d8 bludgeoning,
piercing, or slashing damage (your choice) and has a 5 foot
range. You may use your charisma modifier on attack and
damage rolls with the weapon, and you are considered
proficient with it.
You can summon your weapon a number of times per day Art: Summoner by Amirul Hhf
equal to your charisma modifier. The weapon disappears
after 1 minute, after 1 round if it leaves your grasp, or when
you dismiss it as a bonus action.
Sacred Council Spirit Walk
Beginning at 6th level, as an action, you can call upon your Beginning at 14th level, once per long rest, as an action, you
ancestors to provide council. This advice grants you can become incorporeal and invisible. While in this form, you
advantage on your next ability check within the next minute. can move in any direction and pass through solid objects, but
You can use this ability a number of times per long rest equal cannot perform actions, bonus actions, or reactions. You
to your charisma modifier. remain in this form for a number of rounds equal to your
charisma modifier or until you use your action to end the
Warrior Spirit effect.
At 10th level, you have developed a close relationship with a Blood of Heroes
warrior ancestor whom you can summon to guide and
protect you in combat. Once per short rest, when you roll Beginning at 18th level, the spirits of your ancestors surround
initiative, you can choose to gain advantage on your next you, assisting in every strike and spell against your foes. You
saving throw within one minute. gain a bonus to damage rolls equal to your charisma modifier.
In addition, learning from the spirit has granted you a In addition, creatures within five feet have disadvantage on
bonus to AC equal to half your charisma modifier (rounded saving throws to resist your spells.
down).
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dragon Mystery Breath Weapon
Oracles seeking the mysteries of the dragons learn to become At 10th level, the primal power of dragonkind seethes within
more like the majestic creatures. Channeling draconic power, you. You gain a breath weapon that deals 8d6 damage of the
an oracle may learn to take flight, breathe magical energy, or damage type chosen for the draconic resistance feature and
shrug off attacks with scaled skin. is usable once per short rest.
The shape of the breath weapon is either a 30-foot cone or
Dragon Mystery Spells a 60- foot line, selected when choosing this revelation.
Creatures in the affected area must make a dexterity saving
Oracle Level Spells throw against your spell save DC, taking half damage on a
2nd Absorb Elements, Cause Fear
success.
3rd Dragon's Breath, Augury Wings of the Dragon
5th Fly, Protection from Energy Beginning at 14th level, like the great dragons, you can take
7th Freedom of Movement, Divination
to the skies and terrorize opponents from above. As a bonus
action, you can manifest leathery dragon wings that grant you
9th Summon Draconic Spirit, Commune a flying speed of 40 feet. You can use these wings for a
number of minutes equal to your charisma modifier per long
Draconic Resistance rest.
Beginning at 2nd level, like the great dragons, you are not Draconic Presence
easily harmed or injured. You gain resistance to a chosen Beginning at 18th level, those who would oppose are struck
damage type (either acid, cold, fire, lightning, or poison). In with terror at your draconic majesty. Once per long rest, as a
addition, you have advantage on constitution saving throws bonus action, you can exude an aura of awe or fear (your
against magic. choice) to a distance of 60 feet. For 1 minute or until you lose
Dragon Senses your concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this aura
At 6th level, your senses take on a keen draconic edge. You must succeed on a Wisdom saving throw or be charmed (if
gain darkvision with a range of 60 feet (or increase the range you chose awe) or frightened (if you chose fear) until the aura
of your darkvision by 30 feet). In addition, you gain advantage ends.
on perception checks involving sight.
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blistered Caress
Solar Mystery At 2nd level, you learn to channel the hostile, unforgiving heat
Aimless wanderers and restless nomads, oracles of the solar of the sun into your magic. You learn the cantrip fire bolt,
mystery uncover meaning in the ever-changing positions of which does not count against your oracle cantrips known.
the sun and the stars in the sky. They draw power from the In addition, spells you cast of 1st level or higher deal
lights in the firmament to magically travel, enlighten hidden additional fire damage equal to your charisma modifier to
secrets, and burn their foes. creatures of your choice affected by the spell.
Solar Mystery Spells
Sungazer
Oracle Level Spells
Beginning at 6th level, you can study the sun and gaze upon
2nd Faerie Fire, Guiding Bolt any place light touches. Once per short rest, you may cast the
3rd Flaming Sphere, Augury spell clairvoyance, but only for visual observation and you can
only place your sensor in places currently being touched by
5th Daylight, Fireball bright light.
7th Dimension Door, Divination At 10th level, you may use the spell scrying to observe a
creature or location touched by bright light instead.
9th Dawn, Commune If a spell cast with this feature fails due to the target not
being in bright light, you may use the ability again.
Starlight Agility
Beginning at 10th level, you effortlessly weave and dodge like
light from a flickering flame. If you move at least 15 feet in a
straight line during your turn, creatures have disadvantage on
their attack rolls against you until the beginning of your next
turn.
Sun Stride
Beginning at 14th level, you can travel areas of bright light as
if by means of a dimension door spell. As an action, you may
teleport to a location with bright light, and you gain the ability
sense the locations of bright light within 100 feet. You can
sun stride a number of feet per long rest equal to 20 times
your charisma score (not modifier).
Luminous Form
Beginning at 18th level, once per long rest, you can transform
your body into violently churning light, granting you the
effects of the spell blur and causing your body to shed bright
light for a range of 30 feet and dim light an additional 30 feet.
Creatures that end their turn within 5 feet of your luminous
form must make a constitution saving throw against your
spell save DC or be blinded for 1d4 rounds. This form lasts
for one minute or until you end it as a bonus action or fall
unconscious.
Nocturnal Beast
At 6th level, you gain the service of a faithful animal of the
night. As an action, you can cast the spell find familiar to
summon this companion, which takes the form of a nocturnal
animal (your choice upon casting), has the stats of the most
comparable creature listed in the find familiar spell, and is fey
instead of a beast.
As an action, when your familiar is in dim light or
darkness, you can cause it to become invisible. The
invisibility lasts until the familiar enters an area of bright
light. Your familiar has proficiency in stealth checks and uses
your charisma modifier for them in place of dexterity.
Moonlight Mantle
Beginning at 10th level, like the moon itself, you reflect light
about yourself (or allies) to illude your foes. Once per short
rest, you may cast mirror image as a bonus action targeting
yourself or a willing creature.
Art: Moon Elf by Ameera Sheikh Moonlit Script
Beginning at 14th level, during each long rest, while you
sleep or trance, your hands produce mysterious writing that
pertains to the future. This takes the form of a divination spell
Lunar Mystery with two available questions. Both questions are asked before
an answer to either has been received.
Individuals whose mysterious, divine powers are intimately
linked to the moon, dreams, and madness, lunar oracles find Lunacy
inspiration and insight in lunar light.
Beginning at 18th level, your spells carry with them the taint
Lunar Mystery Spells of madness. Once per round, when you cast a spell that
Oracle Level Spells targets a hostile creature, you may choose one targeted
creature to make a wisdom saving throw against your spell
2nd Sleep, Hideous Laughter save DC. On a failure, that creature suffers the effects of the
3rd Moonbeam, Augury confusion spell and may attempt wisdom saving throws at the
end of each of its turns to end the effect. On a successful save
5th Enemies Abound, Crown of Madness to resist or end the effect, the creature is immune to this
7th Confusion, Divination
ability for 24 hours. Only one creature may be affected by this
feature at a time.
9th Dream, Commune
12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
In combat, the undead servant shares your initiative count,
Bone Mystery but it takes its turn immediately after yours. Unless
commanded otherwise, the servant approaches and attacks
Oracles of bone study death and undeath to grant themselves the nearest hostile creature that it has a clear path to (if two
greater power over the mysteries of life, especially its end. or more enemies are an equal distance away, you choose
Like life oracles, bone oracles seek to fathom life but do so to which your servant approaches).
manipulate death rather than bestow health. You may use your bonus action to mentally command the
servant to perform a different simple task, such as attacking a
Bone Mystery Spells different target, taking the dodge action, dashing in a certain
Oracle Level Spells direction, or following you or another creature.
2nd Cause Fear, False Life Voice of the Grave
3rd Ray of Enfeeblement, Augury Beginning at 6th level, once per long rest, you can use your
5th Animate Dead, Speak with Dead
action to cast the spell Speak With Dead without expending a
spell slot. When cast this way, you may ask a number of
7th Blight, Divination questions equal to your charisma modifier.
9th Danse Macabre, Commune
Armor of Bones
Undead Servant Beginning at 10th level, you can use the bones of a dead
medium or larger creature to conjure bone armor onto your
At 2nd level, you animate a humanoid corpse with undeath to body as an action. Bone armor has the same characteristics
serve you. This servant grows in power as you do. If your as scale mail, but counts as light armor for the purposes of
servant dies, you can spend your downtime during a long rest proficiency and weighs 15 pounds. When removed, this
to reanimate it. Your servant also perishes if you die. armor falls apart into the original set of bones used in its
Your undead servant uses the stat block on this page, creation.
which uses your proficiency bonus (PB) in several places.
Lifesense
Beginning at 14th level, you notice and locate living and
Undead Servant undead creatures within 30 feet, as if you had blindsense.
You can distinguish which creatures are living or undead.
Medium undead
Champion of the Undead
Armor Class 13 + PB
Hit Points 2 + your Charisma modifier + five times
Beginning at 18th level, you can have two undead servants
your oracle level (the servant has a number of hit animated at a time. The servants continue to take their turn
dice [d8s]
equal to your oracle level) immediately following yours and you choose which servant
Speed 30 ft. acts first. When you use your bonus action to mentally
command them, you can give each separate commands.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10 (+0)
Actions
Touch of Death. your spell attack modifier to hit,
reach 5 ft., one target. Hit: 1d6 + PB necrotic
damage. On hit, the target must succeed on a
Wisdom saving throw against your spell save DC or
be frightened of both you and your servant until the
beginning of your next turn.
15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Oracle
A full-caster class for those who like to know
what's going on. Petition a pantheon of divine
sources to fuel powerful magic and uncover
deep secrets from seven Oracle mysteries:
Ancestor, Dragon, Life, Solar, Lunar,
Art:
Daemancer by Y-mir
Prescience by Eksafael
Inspiration:
GMBinder.com/profile/Dragonshard