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Note: This is playtest material for the Adventurer’s To test this class, you will need some form of a

Tarot Kickstarter. We will be soliciting feedback in deck. We recommend you use blank index card to
the form of a poll approximately 30 days after write the cards you want to add to your deck.
releasing this content. If you have more direct
feedback, please send it to: thom@weird.works.

Wild Oracle

T
he sound of shuffling paper dances on the cool The “wild” is always present, even with those who have
night wind running through a forest clearing. A mastered their profession. The deck gains as much strength
slender finger draws an ornate card from a from the whims of fortune, as it does from the bearer’s soul.
fold in her colorful robe. The card traces an For the wild oracle, chaos is power and part of the balance of
illustration of a barbarian in the air, and then fate.
both fade from existence. The cloaked figure
tosses her robe aside as she lets loose a primal Creating a Wild Oracle
scream. Her body transforms, growing in size and bristling While wild oracles are marked by the seeming randomness
with power as the once-overconfident bandits shrink in her of their decks, the deck is shaped by you, and you can dictate
shadow. exactly what kind of powers will most commonly manifest
Surrounded by a circle of his companions, the leather when a card is drawn. Wild oracles all start with similar
armor-clad adventurer reveals one card after another; the decks, but as your character grows, you will be able to add
first sealing the wounds of the warrior, the next erecting an and remove cards making the deck unique to your character.
enchanted sentry to shield his compatriots, and the last Do you want an oracle who specializes in martial-
erupting into golden sparks, showering the party with an enhancing power? Or would you like to focus on providing
emboldening blessing. extra benefits to your party? Does absolute arcane power
A firbolg stands among green hills, her glaive glinting in entice you? Shape your deck to build your destiny.
red moonlight as her eyes survey the dark warriors amassing
below. A moment later, her eyes close, and her hand glows
with soft, blue light. A finger draws the top card from a deck Quick Build
attached to her belt. With a quick glance, she tosses it into You can make a wild oracle quickly by following these
the air, and it grows into a ball of flame. The heat bursts out suggestions. First, Wisdom should be your highest ability
into the night air, and she rains the fiery chaos and score, followed by Constitution or Dexterity. If you plan to use
destruction down upon the unsuspecting orc encampment in non-finesse weapons in melee combat, Strength is a good
the valley below. second or third choice. Next, choose the Hermit background.
Finally, choose the Rogue and Wizard cards to complete your
Magic and Cards starting deck.
Wild oracles seek knowledge in the Fates and harness power
through their arcane decks of power. Built over years, a full
deck can consist of dozens of cards, each selected and
crafted by the oracle to aid their allies, inhibit their enemies,
and occasionally tap into unspeakable power.
While the cards are no doubt powerful, the seeming
randomness of the fates can bemuse those who cross the
oracle’s path, either as allies or enemies. The oracle has
access to an array of martial and magical abilities, but their
ultimate potential comes from mastering their decks.
Arcane Artisans
Wild oracles study the arcane as much as their craft,
researching the signs of power to design and create each
card in their deck. Each oracle’s deck is different and
rendered by hand. Each gold-flecked line is carefully
constructed to shape the raw magic at the heart of their
decks. The deck serves as an instrument, taking the oracle’s
raw arcane power, and shaping it into useful spell-like effects.
But the deck is also a connection to mysterious powers
beyond the reach of most mortals.

CLASS | WILD ORACLE 1


Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, Insight,
The Wild Oracle Investigation, Perception, Religion, and Sleight of Hand
Max Equipment
Proficiency Cantrips Card Card You start with the following equipment, in addition to the
Level Bonus Features Known Draws Level equipment granted by your background:
1st +2 Spellcasting, 2 2 1st
Wild Tarot (a) a heavy crossbow or (b) a glaive
(a) padded armor or (b) leather armor
2nd +2 Scrying 2 3 1st (a) a scholar’s pack or (b) an explorer’s pack
3rd +2 Oracle Path 2 3 2nd a wild tarot deck, any simple weapon
4th +2 Ability Score 3 3 2nd Spellcasting
Improvement
5th +3 ─ 3 3 3rd
Part of your quest to craft your deck includes studying the
arcane arts. You gain access to a limited repertoire of spells
6th +3 Convergent 3 4 3rd to help you when the fates turn against you. You are able to
Return I use your advanced understandings of the mysteries of magic
7th +3 ─ 3 4 3rd to cast spells with a focus. By default, your deck is your focus,
8th +3 Ability Score 3 4 4th
but if your deck is unavailable, it is possible to co-opt another
Improvement arcane focus for this purpose.
9th +4 Convergent 3 4 4th Cantrips
Return II At 1st level, you know two cantrips of your choice from the
10th +4 ─ 4 5 4th wild oracle spell list. You learn additional wild oracle cantrips
11th +4 ─ 4 5 4th
of your choice at higher levels, as shown in the Cantrips
Known column of the Wild Oracle table.
12th +4 Ability Score 4 5 5th
Improvement Spellcasting Ability
13th +5 Convergent 4 5 5th Wisdom is your spellcasting ability for your wild oracle spells.
Return III You use your Wisdom whenever a spell refers to your
14th +5 ─ 4 6 5th spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a wild oracle
15th +5 ─ 4 6 5th spell or card modifier you cast and when making an attack
16th +5 Ability Score 4 6 6th roll with one.
Improvement
Spell save DC = 8 + your proficiency bonus + your Wisdom
17th +6 Limitless 4 6 6th modifier
Spell attack modifier = your proficiency bonus + your
Draw Wisdom modifier
18th +6 ─ 4 7 6th The Wild Tarot
19th +6 Ability Score
Improvement
4 7 6th Each card in your tarot deck releases a unique power. When
you finish a long rest, you must shuffle all the cards that
20th +6 Embodiment 4 8 6th make up your deck to refresh the fates and provide guidance
of Destiny for the day.
As an action, you may draw from the top of the deck and
reveal a card to the party. Use the Wild Oracle card list to
determine the effect that activates from the card. The Wild
Oracle table shows how many draws you can perform. You
Class Features regain all of your draws when you finish a short or long rest.
After you draw a card, the card disappears from your deck
As a wild oracle, you gain the following class features. and may not be drawn again until after you complete a long
rest.
Hit Points
Hit Dice: 1d8 per wild oracle level Starting Deck
Hit Points at 1st Level: 8 + your Constitution modifier At first level, you have constructed the beginnings of a wild
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution tarot deck. Your character’s deck starts with the following
modifier per wild oracle level after 1st cards:
Proficiencies I of Constructs
Armor: Light armor I of Elementals
Weapons: Simple weapons, hand crossbows, heavy The Ally
crossbows, glaives, scimitars, and shortswords The Familiar
Tools: Playing cards, calligrapher’s supplies The Companion
I of Adversaries
2 CLASS | WILD ORACLE
Additionally, you may add any two cards from the first level Scrying
cards list. This forms your initial deck of eight cards.
Alternatively, if your Dungeon Master allows it, you may At 2nd level, you gain the ability to scry your wild tarot deck.
choose all eight of your first level cards. To scry, you take 10 minutes to focus on your deck. At the end
of 10 minutes, you may draw a number of cards equal to your
Spell-Like Effects proficiency level from the top of your deck, and choose to put
Many of the cards in the wild oracle's card list feature spell- each on either the top of your deck, or the bottom of your
like effects, or in fact give you the ability to cast a spell. While deck in any order.
these cards manifest in ways similar to a spell, they do not You may use this feature once. You regain the use of this
have the same requirements. No focus or spell components feature at the end of a short or long rest.
are needed beyond the drawn card. Additionally, spells that
would normally require concentration do not. Oracle Path
Card effects that require a saving throw use your standard At 3rd level, you have learned enough of the ways of the Wild
spell save DC. Oracle to choose a focus: Path of the Frenzied Fates, Path of
the Chosen Fates, or Chaos Weaver, each of which are
Further Advancement detailed at the end of this class description.
Any time you gain a wild oracle level, you may add one card to
your deck and optionally remove one card from your deck. Ability Score Improvement
You may only add cards that are less than or equal to your
wild oracle card level (see table). You may not add cards that When you reach the 4th level, and again at 8th, 12th, 16th,
already exist in your deck. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
Your Deck above 20 using this feature.
The cards in your deck were handcrafted by you.
You have learned how to create the cards through Convergent Return
years of study and practice. If you were to find
another wild oracle's deck, you would not be able At 6th level, you have begun to feel a flicker of connection
to use its cards as they are personalized to the with the fates themselves. You control fate, and are able to
oracle who has created them. The cards return expended cards to your deck. As a bonus action,
themselves hold no power without the creator's reshuffle one expended card into your deck. You may perform
spirit. this action once per short or long rest. At 9th and 13th levels,
The Draw Deck. Your draw deck consists of all the fates allow a second and third card, respectively, to find
cards you have not used since the end of your last their way back to your deck, so long as you have an expended
long rest. In real-life terms this means you need to card available. If you have more than one Convergent Return
keep your used cards separate from your used available, you may expend one or more uses at a time.
cards. You can indicate this by wrapping different
colored rubber bands around the cards that
represent your unused cards (draw deck),
Limitless Draw
expended cards (your discard pile), and the card Beginning at 17th level, if a combat encounter begins and you
pool (cards you have outside of your deck.) have no cards left in your deck, randomly shuffle four used
Replacing Lost Cards. While cards temporarily cards to form a new draw deck. You may use this feature
dematerialize after they are cast, and reappear after once. You regain the use of this feature at the end of a short
you complete a long rest, the very act of drawing or long rest.
from the deck is a magical one. This means that
without intense magical interference, it is not
possible to "lose" cards without activating them Embodiment of Destiny
(such as throwing them away.) However, it is At 20th level, having reached the pinnacle of the wild oracle
possible that you might lose their entire deck due class, you now have the ability to draw two cards with one
to a mishap. If this is the case, to regain your deck, action. You draw them one at a time, resolving the first
you need to meditate for one hour to magically
summon the deck back into your possession.
completely before drawing the second.
When you do this, the deck materializes in your
palm in the same state it was when you lost it.

CLASS | WILD ORACLE 3


Wild Oracle Spell List Mulligan
Starting at 6th level, after drawing a card, as a free action, you
Cantrips (0 Level) may immediately discard the card before it goes into effect. If
Bespeak you take this action, you immediately get to draw and put into
Blade Ward play another card. You may take this action once per short or
Guidance long rest.
Message
Mage Hand Burnt Luck
Ray of Frost Starting at 10th level, after making a roll you may expend a
Resistance reaction to discard any number of cards from the top of your
Prestidigitation deck. For each card discarded in this way, you may add one
Shocking Grasp point to your roll. You must declare you are using this action
Thaumaturgy before your DM determines if the roll was a success or
True Strike failure.
Bespeak Wild Wish
Divination Cantrip At 14th level, you form a "wish deck" by shuffling all cards not
Casting Time: 1 action currently in your main deck into a new deck. This deck sits to
Range: Self the side of your main deck. As an action, you may make a
Components: V, M (the Wild Tarot) wild wish, and instead of drawing from your Tarot, you draw
Duration: 1 round As you cast this spell, you must from this wish deck. If you do, the card you draw is
simultaneously draw the top card of your deck, and declare immediately activated as if it was drawn from your main
a request for an omen regarding a person, relationship, deck. This feature may be used once per long rest. (Thanks to
challenge, or idea. The top card of your deck is used, and Jacob Visca for the inspiration for this feature.)
the DM will relay whether you intuit a good omen or a bad
omen concerning your target subject. Subsequent draws Path of the Chosen Fates
on the same subject may not be taken again for 24 hours. While chance and fate will always have a hand in your path,
(Contributed by Molly Harris) you have extensively studied divination to shape and control
your deck and it's power. Those on this path have fewer
Oracle Paths cards, refined decks, and better control of their futures. They
Wild oracles follow an infinite number of paths, but there are also have the unique ability of sharing wild oracle effects with
roads that offer unique powers and abilities above and their allies.
beyond the power of the Tarot. Each of these paths gives the
oracle unique abilities to shape their decks and advancement Enhanced Card Selection
in their disciplines. Will they focus on using power of the When you commit to the Chosen Fates path, starting at 3rd
Tarot to enhance their martial prowess? Or will their focus be level and every wild oracle level gained thereafter, you may
to collect as many cards as possible for their deck? The path pick up to 2 cards to add to your deck, and remove up to 2
determines the tools the oracle has to shape their destiny. cards from your deck.
Path of the Chaos Weaver Fate's Hand
Also at 3rd level, you draw three cards to form a Fate's Hand.
The Chaos Weaver revels in unpredictability. Their decks When activating the Wild Tarot, you may play a card from
bulge with awesome, but indiscriminate power. Not everyone your Fate's Hand, or draw from the top of the deck. At 10th
appreciates the unplanned surprises that crop up when allied level, you may draw 4 cards, at 15th level, you may draw 5
with a Chaos Weaver, but no one likes having one as an cards. You may draw back up to your maximum hand size
enemy. after completing a long rest. (contributed by Kristen
Matthews)
Enhanced Card Selection
When you commit to follow the path of the Chaos Weaver, Altered Outcome
starting at 3rd level and every wild oracle level gained Starting at 6th level, you gain the power to reverse the tide of
thereafter, you may pick up to 3 cards to add to your deck, bad fortune. As a reaction, you may discard the top card from
and remove up to 1 cards from your deck. your deck, and reroll any attack roll, ability check, or saving
throw you have just made. This feature may only be used
Discarded Future once per roll, and you must take the results of your second
Also at 3rd level, you can as a bonus action, discard the top roll. You may choose to use this feature after determining
card of your deck to impose disadvantage on a creature's next whether or not the roll was successful. You may use this
attack action. You must be able to see the creature and it action once. You regain uses after completing a short or long
must be no more than 60 feet away from you. (Contributed by rest.
Kristen Matthews)

4 CLASS | WILD ORACLE


Shared Destiny
Starting at 10th level, you may as an action give the card
effect on any card in your Fate's Hand to a willing creature
within 30 feet of you. (Contributed by Kristen Matthews)
Card Summon
Starting at 14th level, as a bonus action, you can summon any
card in your deck to your Fate's Hand. After summoning a
card, you must shuffle your deck. You may perform this action
once. You regain uses after completing a short or long rest.
Path of the Frenzied Fates
You have not only studied the artistry of crafting the cards in
your deck, but you've also extensively studied the combat
arts. You thrive on using the cards to enhance your combat
abilities.
Bonus Proficiencies
When committing to the Frenzied Fates Path at 3rd level, you
gain proficiency with medium armor, shields, and martial
weapons.
Card Lock
Also at 3rd level, you learn to lock your most useful cards in
place so they are always available to use when you need
them. After completing a long rest, choose one card in your
Deck and place it face up in front of you. When using your
Wild Tarot feature, instead of drawing from the deck, you
may instead activate the card in front of you. Doing so
expends the card and it is placed in your discard pile. You
may not lock additional cards until after you have completed
a long rest. At 10th level, you may select two cards to lock,
and at 15th level, you may select three cards.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Nimble Fingers
Starting at 10th level, whenever you take the Attack action,
you can use a bonus action to simultaneously make a card
draw. The card draw resolves the first attack made.
Third Eye Scry
Starting at 14th level, whenever you draw from the deck, you
may first use your Scrying feature as a bonus action.
Additionally, you may now use Scrying 3 times per short or
long rest.

CLASS | WILD ORACLE 5


Cards By Level
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
I of Aberrations II of Aberrations III of Aberrations IV of Adversaries V of Adversaries IV of Aberrations
I of Adversaries II of Adversaries III of Adversaries The Artificer III of Celestials VI of Adversaries
The Ally The Bard III of Beasts IV of Beasts III of Dragons IV of Celestials
The Barbarian II of Beasts III of Constructs The Blood Hunter III of Fey IV of Dragons
I of Beasts II of Celestials I of Dragons IV of Constructs III of Fiends IV of Fey
I of Celestials II of Constructs III of Elementals II of Dragons IV of Humanoids IV of Fiends
The Cleric The Druid II of Fey IV of Elementals III of Monstrosities IV of Giants
The Companion II of Elementals I of Fiends II of Fiends The Mystic IV of Monstrosities
I of Constructs I of Fey II of Giants III of Giants III of Oozes IV of Oozes
I of Elementals The Fighter II of Humanoids III of Humanoids IV of Plants IV of Undead
The Familiar I of Giants II of Monstrosities II of Oozes The Ranger
The Monk I of Humanoids I of Oozes III of Undead
I of Plants I of Monstrosities The Paladin
The Rogue II of Plants III of Plants
I of Undead The Wild Oracle The Sorcerer
The Wizard The Warlock
II of Undead

Level 1 Cards
I of Aberrations I of Adversaries
You gain the Blinding Spittle feature. A You gain the Reversed Polarities feature
large glob of phlegm is lodged in your for the next one minute. Any creature
throat. You gain the ability to spit the glob Large-sized or smaller that begins or ends
at a point you can see within 15 feet. The its turn within 5 feet of you must make a
glob explodes in a blinding flash of light on Strength saving throw or be pushed 10 feet
impact. Each creature within 5 feet of the away from you and knocked prone. This
flash must succeed on a Dexterity saving movement does not provoke an opportunity
throw or be blinded until the end of your attack.
next turn. If you do not spit the glob within
one minute of gaining the feature, you are
forced to swallow it inflicting 1d4 damage on yourself, and
losing the ability to spit it.

6 CLASS | WILD ORACLE


The Ally The Companion
A creature of your choice that you can see You gain the effects of a heroism spell for
within 30 feet regains hit points equal to one minute. You do not need to
1d8 + your Wisdom modifier. This healing concentrate. Until the spell ends, you are
increases to 2d8 + your Wisdom modifier immune to being frightened and you gain
at 5th level, 3d8 + your Wisdom modifier at temporary hit points equal to your Wisdom
10th level, and 4d8 + your Wisdom modifier at the start of each of your turns.
modifier at 15th level. This effect has no
effect on Undead or Constructs.

The Barbarian I of Constructs


You immediately enter a barbarian rage, An animated shield appears before you.
gaining all of the benefits listed in the The shield leaps in front of you and hovers
barbarian's Rage feature. However, when in your space to protect you from incoming
you attack with a melee weapon, you may attacks. For one minute, you gain a +2
use your Wisdom modifier for both attack bonus to your Armor Class. At the end of
and damage rolls. Use your Wild Oracle one minute, the shield disappears.
level instead of barbarian level to
determine the bonus damaged bestowed
by your Rage.

I of Elementals
I of Beasts You may cast one of the following spells at
You gain the feature Spider Climb. You your highest card level: Burning Hands,
can climb difficult surfaces, including Thunderwave, or Witch Bolt using your
upside down on ceilings, without needing wild oracle spellcasting ability. You must
to make an ability check. This effect lasts cast the chosen spell immediately, or your
until the end of your next short or long rest. ability to cast the spell is lost.

The Familiar
I of Celestials A pseudodragon materializes and will aid
You gain the Divine Regeneration feature you as with the spell find familiar until the
for the next one minute. While you have the end of your next short or long rest. You may
feature, you regain hit points equal to your name the familiar while it is present. If you
Wisdom modifier at the beginning of each do, whenever this card comes up again, the
of your turns. If you drop below 0 hit points same pseudodragon will return to aid you.
or are incapacitated, this effect ends.

The Monk
The Cleric You may choose to gain any two of the
When drawing this card, a 15 foot sphere features below: Monk Feet your speed
of daylight erupts from your hand. You increased by 10 feet, Slow Fall as a
may immediately enact the effect of the reaction you can reduce any falling
Channel Divinity: Turn Undead feature. damage taken by five times your wild
The Undead must make a saving throw oracle level, Ki-Imbued your weapon
against your wild oracle spell save DC. attacks become magical or Monastic
Additionally, you gain access to the Endurance gain advantage on Strength
Destroy Undead feature. Use your wild and Dexterity saving throws. The effects
oracle level instead of cleric level when of this feature last for the next 10
utilizing the Destroy Undead table. You minutes.
may choose to forgo the the Channel
Divinity feature, and instead cast the spell healing word at
your maximum card level. If you choose not to Turn Undead
or cast healing word, the sphere disappears after one minute.

CLASS | WILD ORACLE 7


I of Plants Level 2 Cards
You may immediately cast the spell II of Aberrations
entangle. However, this version of the spell Helper. You grow an extra arm. The arm
makes a 30-foot square starting at a point creates a hole in any armor you are
within 90 feet of where you are standing. wearing, which disappears along with the
arm at the end of the effect. This arm is
controlled by a separate consciousness, but
will follow your orders precisely. If you give
it a melee weapon, it will attack using your
Wisdom modifier in place of a Strength or
Dexterity modifier. Alternatively, you may
The Rogue give the arm a shield and receive the
When you draw this card, you may bonuses of the shield, even if you are not proficient in shields.
immediately change your appearance and It is not possible for the arm to attune to an item you give it.
your voice. You determine the specifics of This effect lasts for one hour.
the changes, including your skin type,
hair length, and sex. You can also adjust II of Adversaries
your height and weight, but not so much Rendererak’s Revenge. For the next 60
that your size changes. You can make seconds, you become charged with
yourself appear as a member of another electricity. Whenever an enemy hits you
humanoid race, though none of your with a melee attack, you may use your
game statistics change. Your clothing and reaction to send a bolt of lightning at the
equipment aren’t affected by this change. attacker, forcing them to make a Dexterity
You gain advantage on Intimidation, Persuasion and saving throw. On a fail, they take 2d6
Deception checks made to convince others of your new damage.
identity. Alternatively, you can forgo this transformation and
instead become invisible until you cast a spell or make an
attack. Either effect lasts 60 minutes. (Contributed by The Bard
Michael Stybert) You gain the bard's Bardic Inspiration
I of Undead
feature. You may use this feature a number
You are instilled with the unquenchable of times equivalent to your Wisdom
stamina of a zombie and gain the Undying modifier. Any unexpended uses at the end
feature for 10 minutes. While this effect is of your next short or long rest are lost. Your
active, if damage reduces you to 0 hit Bardic inspiration die starts at a d6, and
points, you do not fall unconscious, instead increases with your wild oracle level; at
you may continue fighting until the end of level 5, it becomes a d8, at level 10 a d10,
your next turn. If you are not healed by the and at level 15 a d12.
end of your next turn, you fall unconscious
and lose the Undying feature. II of Beasts
Twisting Talons Your fingers transform
The Wizard
into wickedly sharp three-inch talons. You
You immediately cast the spell magic are proficient with using these talons as a
missile. You cast this spell at the highest melee weapon. If you attack with your
card level you have access to. (So, if you talons, you may activate the Multiattack
have access to level 4 cards, the magic feature so you make two attacks: one with
missile must be cast as a level 4 spell.) each of your taloned hands. Your talons
Note: you must target a creature with this have the following statistics:
spell. If there are no valid targets, under
normal circumstances you are a valid
target. In the rare scenario there are no
valid targets, the spell fizzles. Oracle Talons. Melee Weapon Attack: reach 5ft.,
one target. Hit 6 (2d6) + Strength Modifier
slashing damage.

The Talons will stay until the end of your next short or long
rest.

8 CLASS | WILD ORACLE


II of Celestials I of Fey
You are able to cast the calm emotions Sprite's Shadow: You become invisible
spell. This version of the spell has an added until you attack or cast a spell. Any
enhancement of affecting all creatures (not equipment you carry becomes invisible
just humanoids) and affects all creatures in with you. If not ended prematurely, this
a 30-foot sphere (instead of a 20-foot effect lasts until the end of your next short
sphere) You must cast this spell in the next or long rest.
10 minutes, or you lose your ability to do
so.

II of Constructs The Fighter


Marvelous Clockwork Animals. Gears You immediately gain the use of one Action
form from the artwork on this card, unfold, Surge, as described in the fighter entry of
and shape into three whirring automatons. the Player’s Handbook. If you do not use
The automatons come as an owl, a weasel, your Action Surge before the end of your
and a cat, and they share the statistics of next short or long rest, you lose it.
their animal counterparts (even though Additionally, for the next minute, you gain
they are much smaller). As an action you the Improved Critical feature of the
can pick up an automaton, wind its Champion Archetype.
clockwork, and whisper a command into its
mechanical ear. It will follow your
directions as best as possible for one minute. After one I of Giants
minute, the magic of the automaton's clockwork expires, and You gain the strength of a Hill Giant. Your
the creature no longer functions. If you still have an unused strength becomes 21 (+5) until the end of
automaton at the end of your next short rest or long rest, it your next short or long rest.
disappears.
The Druid
You immediately activate the Beast Shape
ability granted by the Wild Shape feature
as described in the druid entry of the
Player’s Handbook. You follow the same
CR restrictions as displayed on the Beast
Shapes table, however you use your wild I of Humanoids
oracle level in place of the druid level. You You gain the Inspiring Leader feature for
may not draw additional cards while you 10 minutes. Each turn as a bonus action,
are a Wild Shape. You do not gain any of you may give one ally within 30 feet of you
the extra Wild Shape benefits of the Circle advantage on their next attack roll.
of the Moon path.
II of Elementals
You may cast one of the following spells at
your maximum card level, using your wild
oracle spellcasting ability: flaming sphere,
gust of wind, or Melf’s acid arrow. You
must cast the chosen spell immediately, or I of Monstrosities
your ability to cast the spell is lost. A second head grows out of your
shoulders. The head is a perfect facsimile
of your own, but the eyes rove
independently. While present, the head is
silent, but you automatically tap into its
senses. The head grants you the Two-
Headed feature. You have advantage on
Wisdom (Perception) checks, and on
saving throws against being blinded,
charmed, deafened, frightened, stunned, or
knocked unconscious.

CLASS | WILD ORACLE 9


II of Plants You grant the feature Pack Tactics to six cre
Spore Blight. Spore sacs erupt from along feet of you for the next one minute.
your arms. You have control over these Creatures with the feature gain advantage
sacs, and may use an action to release a on attack rolls against a creature as long as
spore cloud as a ranged spell attack at a at least one of their allies is within 5 feet of
nearby creature. On a hit, the creature the creature, and the ally is not
suffers 1d8 necrotic damage and 1d8 incapacitated.
poison damage if they are required to
breathe air. You may use this feature four
times. After using it four times, your arms
return to normal. If you have not used this
feature four times by the end of your next short rest or long III of Constructs
rest, you lose it. Carpet of Flying. As you draw this card, it
transforms into a small carpet of flying.
The Wild Oracle This carpet is 3 feet x 5 feet and can carry
For the next one hour, you gain the ability up to 200 pounds with a flying speed of 80
to, as an Action see the auras of creatures feet, or up to 400lb with a flying speed of
around you. Auras indicate a creature's 40 feet. The carpet moves according to
general disposition towards you. your spoken directions provided you are
(Contributed by Jamie Cheeseman) within 30 feet of it. The carpet lasts until
the end of your next short or long rest.

I of Dragons
Gigantic 20 foot phantasmal dragon wings
sprout from your shoulders. As a bonus
Blue: the creature views you favorably and is willing to aid action, you may beat your winds creating a
you. Wing Attack. This attack causes
Green: the creature intends you no harm and is not tremendous wind forces to swirl around
attempting to deceive you. you. Each creature within 10 feet of you
Yellow: the creature is wary of your intentions, and may be must make a Dexterity saving throw or take
hiding something from you. 2D6 damage and be knocked prone. As
Red: the creature intends you harm. part of this action, you may immediately fly
Flashing Colors: the creature is currently taking action to up to half of your speed. After taking the
harm you, or your allies. action once, the wings dematerialize. If you do not use this
action within one minute, the wings disappear and you lose
Level 3 Cards the ability to make a Wing Attack.
III of Aberrations
Eye Stalk. After you draw this card, an eye III of Elementals
stalk emerges from an exposed area of You may cast one of the following spells at
your flesh. You may determine where this your current card level, using your wild
stalk appears. It extends one foot and gives oracle spellcasting ability: sleet storm,
you the ability to see 360 degrees with fireball, ice storm, or lightning bolt. You
darkvision out to a range of 120 feet. The must cast the chosen spell immediately, or
additional eyesight grants you +2 bonus to your ability to cast the spell is lost.
Armor Class, allows you to take the Dodge
action as a bonus action on each of your
turns, and makes you immune to the blind
condition. The eye stalk sticks around until you use an action
to dismiss it, or at the end of your next short or long rest. II of Fey
You gain the Blink Dog’s Teleport feature
III of Adversaries for the next 60 seconds. As an action, you
Noj’s Dismay. You point at a creature you can magically teleport, along with any
can see within 30 feet of you. The creature equipment you are wearing or carrying, up
make a Wisdom saving throw or loses the to 40 feet to an unoccupied space you can
ability to use one of their features for the see. Before or after teleporting, you may
next 24 hours. The feature lost is make one weapon attack as a Bonus
determined by the Dungeon Master. Action.

III of Beasts
10 CLASS | WILD ORACLE
I of Fiends I of Oozes
Gravitation. Up to 12 creatures of your Oozing Terrain. You must immediately
choice within 30 feet of you immediately fly choose a point that you can see within 120
upward as if gravity has reversed. You can feet. The terrain in a 30-foot radius from
elevate the creatures up to 40 feet off the that point takes on the properties of an
ground. You keep the creatures in the air ooze. This means creatures sink into the
for one full turn, dropping them to the terrain like it is quicksand. They must make
ground automatically at the end of your a Strength saving throw at the start of their
next turn, at which time they each take turn or become immobilized in the terrain
falling damage. If a creature is near and take 1d6 acid damage. Creatures that
something they can grab onto when you are small or tiny standing in the terrain
pull this card, they may make a Dexterity saving throw to become engulfed and begin taking an additional 3d6 acid
prevent this effect. damage at the end of each of their turns. An engulfed
creature can attempt to escape by succeeding on a Strength
II of Giants saving throw.
You immediately grow to double your
current size. This newfound size bestows The Paladin
advantage on all Strength skill checks and You gain access to the Aura of Protection
saving throws, and doubles the damage paladin feature. Instead of using your
dice you roll on successful melee attacks. Charisma modifier, you may use your
This effect lasts until the end of your next Wisdom modifier. If you are 18th or higher
short or long rest. level, the range increases to 30 feet.

II of Humanoids
You gain the Commander’s Strike feature
for the next 10 minutes. On your turn, you III of Plants
may use a bonus action to rally an ally and Apple-Thing. You turn into an apple tree
allow them to make an Attack action. for one minute. While an apple tree you are
5-feet in diameter and 30 feet tall. If you are
in a place that does not have enough room
to grow to that height, you grow to the
maximum available height. While you are
an apple tree, you have 16 AC and 160
hitpoints and are vulnerable to fire damage.
Additionally, your movement becomes 0
II of Monstrosities feet. If your hitpoints are reduced to 0, you
Grip of Horror. Tentacles erupt from your revert back to your normal form.
torso. As a bonus action, you may As an action on each of your turns, you may make a ranged
command these tentacles to grapple a spell attack roll to throw a poisoned apple at a creature
Large or smaller creature within 10 feet of within 30 feet. On a hit, the creature takes 1d4 bludgeoning
you. The creature must succeed on a damage, and must succeed on a Constitution saving throw or
Strength saving throw or be grappled. On a be poisoned. A creature poisoned in this way immediately
grappled creature’s turn, they may use an takes 2d8 poison damage, and takes an additional 1d8 poison
action to retry the saving throw. You must damage at the start of each of their turns. A target can repeat
use a bonus action on your turn to maintain its saving throw at the end of each of its turns, ending the
the grappled condition on a creature. At effect on itself on a success.
any time, you may use your reaction to release a grappled
creature. The Sorcerer
When you draw this card, you gain
unlimited uses of the Sorcerer's Tides of
Chaos for the next 10 minutes. You
manipulate the fates to gain advantage on
an attack roll, ability roll, or saving throw.
Each time you utilize this feature, you must
roll on the Wild Magic Surge table as
described in the sorcerer entry of the
Player’s Handbook. Roll on the table, and
resolve the result. Like with the regular
version of the table, you may only use this card with
permission from your Dungeon Master.

CLASS | WILD ORACLE 11


II of Undead IV of Beasts
You gain the ability to cast the Revivify spell Friend of Elephants. You summon an
until the end of your next short or long rest. elephant to fight by your side for the next
one hour. The elephant comes equipped
with a saddle to allow you to ride it, and it
obeys your every verbal command. If you
choose to name your elephant while you
are controlling it, the same elephant will
return when you draw the card again.

The Warlock The Blood Hunter


Eldritch Orbs. Six globes of black eldritch This card calls on you to sacrifice your
energy begin swirling around you. On your blood to imbue your weapon with crackling
turn, as a bonus action you can expend one psychic power. Immediately lose 1d8 hit
of the globes to perform one of the points. A weapon you are holding is imbued
following actions: with Rite of the Oracle, and deals an
additional 1d8 psychic damage on hit. This
can be used to charge a melee or ranged
weapon.

Send the orb to a point you can see up to 120 feet away. IV of Constructs
You may close your eyes and see through the orb. The orb Armor of Aveneg Animated gray and
has darkvision 120 feet. The orb evaporates at the end of bronze plate armor materializes out of thin
your turn. air and encases your body with perfect-
Fire the orb at a creature within 60 feet, make a ranged fitting invulnerable armor. The armor stays
spell attack against that creature. On a hit, you deal 1d10 until the end of your next short or long rest.
+ your Wisdom modifier necrotic damage. While this effect is active, you have
Harvest the eldritch energy of one orb to cast the spell resistance to fire, cold, electricity, and force
mage armor on yourself. damage, as well as bludgeoning, slashing,
and piercing damage from non-magical
Level 4 Cards sources.
IV of Adversaries
A bead of force materializes into your II of Dragons
hand. (See Magic Items in the Dungeon You immediately use Fire Breath. You
Master’s Guide.) The bead must be thrown exhale fire in a 90-foot cone in a direction
within one minute, or it detonates in your you choose. Each creature in that area
hand. must make a Dexterity saving throw, taking
10d6 fire damage on a failed save, or half
as much damage on a successful one.

The Artificer
You grant the ability to five willing IV of Elementals
creatures within 30 feet to imbue a weapon You may cast one of the following spells at
they are carrying with the Technology of your card level, using your wild oracle
Magic. This manifests itself in a multitude spellcasting ability: control water, fire
of ways; a longbow may magically acquire a shield, ice storm, or wall of stone. You must
scope, a hammer, wicked buzzsaw blades; a cast the chosen spell immediately, or your
flail's striking heads may elongate and ability to cast the spell is lost.
sharpen. In game terms, this makes a
weapon magical and imbues it with a +1
bonus to attack and damage to a maximum
of +4. (A mace +1 will now become a mace +2.) This effect
lasts for one minute.

12 CLASS | WILD ORACLE


II of Fiends Level 5 Cards
You gain the Best Fiends feature. One V of Adversaries
humanoid you can see within 30 feet must Rogers’ Lament. You gain access to the
make a Wisdom saving throw or is greater restoration spell for the next 10
magically charmed for the next 10 minutes. minutes. If you do not use the spell before
The charmed creature obeys your the end of the 10 minutes, then your ability
commands unless it involves self-harm or to cast it is lost.
harming one of their allies. When the spell
ends, the creature knows you charmed
them.

III of Giants
You gain the strength of a Cloud Giant. III of Celestials
Your strength becomes 27 (+9) for the next Aura of Impenetrability. All Aberrations,
one hour. Fiends, and Undead within 30 feet of you
must make a wisdom saving throw, or have
their speed reduced to 0 feet for the next
one minute. If you move out of range, their
speed returns to normal. No outside effect
can increase the speed of a creature
affected by this ability. This effect lasts for
one minute.
III of Humanoids
You gain the feature Butcher’s Wisdom for III of Dragons
the next 10 minutes. The card’s magic You immediately use Sleep Breath. You
guides you to reveal your opponents' exhale exhales sleep gas in a 60-foot cone
weaknesses telepathically to your allies. All in a direction you choose. Each creature in
allies within 30 feet of you may add your that area must succeed on a Constitution
Proficiency modifier to their damage rolls. saving throw or fall unconscious for 10
Additionally, if a creature within 60 feet of minutes. This effect ends for a creature if
you has any damage vulnerabilities, they the creature takes damage or someone
are revealed to you. uses an action to wake it
II of Oozes
Corrosive Blood. This card turns your III of Fey
blood to acid (but does not harm you). For Fey Flight. You may touch up to six willing
the next one minute, any creature that hits creatures. Each target gains a flying speed
you with an attack must make a Dexterity of 60 feet for the next 10 minutes. When
saving throw, or be subject to 4d6 acid the spell ends, the target falls, unless it can
damage, or half that on a successful save. stop the fall.
Additionally, if they attack you with a non-
magical melee metal weapon, and fail the
save, the weapon is destroyed. Natural
weapons like claws are not affected.
III of Undead
For the next one minute, you gain III of Fiends
resistance to magical and non-magical Blood War Gaze. Your eyes glaze into two
bludgeoning, slashing, and piercing attacks. sparkling black spheres. As a bonus action,
However, you also gain vulnerability to you may target one creature within 30 feet.
radiant damage. If the target can see you, it must make a
Wisdom saving throw against the magic or
be paralyzed until the beginning of your
next turn. If a creature succeeds on a
saving throw against the feature, it is
immune to its effects for the next 24 hours.
This feature lasts for one minute.

CLASS | WILD ORACLE 13


IV of Humanoids IV of Plants
This card reveals your true fate as a leader Your limbs and torso bulge, grow, and turn
of your people. You gain Inspiring green as you are magically transformed
Presence for the next one minute. All allies into a Shambling Mound. While you are
within 15 feet of you gain advantage on the Mound, your statistics are replaced by
saving throws against spells and other the statistics of the Plant. When you
magical effects. Additionally, when an transform, you assume the Mound's hit
affected creature succeeds on a saving points. While the effect is active, you may
throw made against a spell or magical not cast spells or draw additional cards.
effect that allows it to make a saving throw This effect lasts one minute, and you
to take only half damage, it instead takes cannot transform back into your normal
no damage if it succeeds on the saving throw. form until the one minute has elapsed or you drop to 0 hit
points. If you revert as a result of dropping to 0 hit points, any
III of Monstrosities excess damage carries over to your normal form.
You gain the Chilling Gaze feature for the
next 30 seconds. As an action, you may The Ranger
target one creature within 30 feet. If the For the next ten minutes, you gain the
target can see you, it must succeed on a sense True Sight out to a range of 120 feet.
Constitution saving throw against this You can see in normal and magical
magic or take 6d6 cold damage, and then darkness, see invisible creatures and
be paralyzed for 1 minute, unless it is objects, automatically detect visual
immune to cold damage. The target can illusions, and succeed on saving throws
repeat the saving throw at the end of each against them. You also perceive the original
of its turns, ending the effect on a success. form of any shapechanger or creature
If the target’s saving throw is successful, that creature is transformed by magic.
immune to this card's effect for 24 hours.
The Mystic Level 6 Cards
You, along with anything you are wearing IV of Aberrations
or carrying, dematerialize into a Spectral Anti-Magic Cone. A third eye emerges
Form, for the next 10 minutes. This form from your forehead, much larger than your
gives you resistance to all damage, you two normal eyes. For the next one minute,
move at half speed, and you can pass you may project a 90-foot Anti-Magic cone
through objects and creatures while from this eye at will. At the start of each of
moving, but you cannot end your your turns, you decide if you want to keep
movement in their spaces. Additionally, you the cone active or not. The direction you
gain flying speed equal to half your regular are facing at the end of your turn
movement speed. While you are in Spectral determines the direction of the cone.
Form, you can read the surface thoughts of any creature Within this cone, all magic is divorced from
within 60 feet of you. This allows you to perceive the general the magical energy of the multiverse. Magic items become
temperament a creature has towards you, detect lies, and mundane, summoned creatures disappear, and spells can't be
understand motivations, even if the creature is alien to you, or cast.
does not speak your language. If you spend an action
focusing on any one creature, deeper thoughts may be VI of Adversaries
revealed at the Dungeon Master's discretion. Additionally, any Katonic’s Dark Bargain. You are
invisible creature within 60 feet of you is visible to you, and transformed into a greasy and hairy
you may make this creature known to any other willing demonic monstrosity surrounded by a
creature within range. black aura. You sprout wings, gain the
ability to fly up to 60 feet per turn, and your
III of Oozes Strength becomes 20 (+5). When you hit a
Paralyzing Goo. A toxic blast of black goo target with a melee attack, it takes an
erupts from your hand. You may additional 2d12 necrotic damage which
immediately turn this stream onto a you gain as temporary hit points.
creature within 60 feet. The black goo Additionally you can one additional time,
coalesces on the target; it must make a whenever you take the Attack action on your turn. Finally, you
Strength saving throw or be completely gain advantage on all Charisma saving throws. This effect
paralyzed for the next one minute. At the lasts for one minute. Alternatively, you can extend this effect
beginning of each of a trapped creature's to 10 minutes, but doing so will cause you to gain one level of
turns they suffer 6d6 Acid damage, at the exhaustion when the effect ends.
end of its turn it may repeat the saving
throw to escape the goo.

14 CLASS | WILD ORACLE


IV of Celestials IV of Monstrosities
Exalt. All non-hostile creatures within 120 You gain the Medusa's Petrifying Gaze
feet of you are exalted and filled with feature. When a creature that can see your
celestial power until the end of your next eyes starts its turn within 30 feet of you,
turn. Exalted creatures can't be charmed or you can force it to make a Constitution
frightened, and they gain advantage on saving throw, if you are not incapacitated
attacks, ability checks, and saving throws and can see the creature. If the saving
until the end of your next turn. throw fails by 5 or more, the creature is
instantly petrified; otherwise, a creature
that fails the save begins to turn to stone
and is restrained. The restrained creature
must repeat the saving throw at the end of its next turn,
IV of Dragons becoming petrified on a failure, or ending the effect on a
You immediately use the Paralyzing success. For rules on targets averting their eyes, and seeing
Breath feature. You exhale a paralyzing gas your own reflection in the mirror, see the main Medusa entry.
in a 90-foot cone in a direction you choose. This feature lasts until the end of your next turn.
Each creature in that area must make a
Constitution saving throw or be paralyzed IV of Oozes
for 1 minute. A creature can repeat the Restorative Slime. Choosing a creature
saving throw at the end of each of its turn, you can see in range, you project a column
ending the effect on itself on a success. of gelatinous goo onto them. The goo is
completely restorative, mending wounds,
instantly salving burns, and revitalizing
IV of Fey
their fortitude. The creature regains 100
Hag's Glare. You are compelled to hit points, loses a level of exhaustion, and
immediately target a creature within 30 any active poisons are cured.
feet. The target creature must succeed on a
Wisdom saving throw or become
frightened. If the creature fails this saving IV of Undead
throw, they must succeed on another A terrifying totem of a powerful dracolich
Wisdom saving throw or their hit points surrounds your body. This gives you the
drop to 0. Frightful Presence feature for the next
one minute. Any creature you choose to
frighten must make a Wisdom saving
IV of Fiends
throw or become frightened for 1 minute. A
Burning Vision. Your eyes glow bright red. creature can repeat the saving throw at the
As an action on each of your turns for the end of each of its turns, ending the effect
next minute, you may release a beam of on a success.
fiery red energy from both eyes at a single
target. Make a ranged spell attack. On a hit,
the target suffers 5d10 fire damage and its
clothing or fur, if any, ignites and causes an
additional 2d6 fire damage per round until
an action is taken to put the fire out. The
beams may also ignite other flammable
objects.
IV of Giants
For the next 30 seconds you gain the
Lightning Strike feature. As an action, you
can hurl a giant magical lightning bolt at a
point you can see within 500 feet. Each Concept by Thom Denick & Brenda Ho. Writing by Thom
creature within 10 feet of that point must Denick. Major additional contributions by Jon Van Schaik.
make a Dexterity saving throw, taking 12d8 Special Thanks to the many people who wrote in
lightning damage on a failed save, or half as suggestions, feedback, and editing to the beta version of this
much damage on a successful one. class including: Justin Merrick, Kritsten Matthews, Michael
Stybert, Meg Normandin, Molly Harris, Louie Sloven, Linda
Effinger, Eliza Cormick, Jamie Cheeseman, Jacob Visca,
Alexander Cerny, Taylor Doiron

CLASS | WILD ORACLE 15

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