Oracle Domain (5A)

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The oracle domain is dedicated to communing between the world of the divine and mortals, bringing advice, warning, and if warnings are unheeded, retribution. Gods of divination, wisdom, and fate patron oracles at any time, but at times any god may feel the need to send an oracle to bring an important divine message.

Players and GMs both are encouraged to come up with minor events and observations that serve as portents to narrate the oracle's omens, but this is not a requirement and in no way changes the effect. Observations like "she sheds a sudden unconscious tear looking at you", "you step on his shadow", "you see a black cat reflected in his polished shield", "a laurel leaf blows over her head", or "he was the first one illuminated by the rising sun" and the like can be atmospheric or just feel like a waste of time, depending on the tastes of your gaming group.

Domain Features

Oracle Spells
1 Detect Evil and Good, Guiding Bolt
3 Augury, Zone of Truth
5 Beacon of Hope, Tongues
7 Divination, Locate Creature
9 Commune, Dream

Patient Divination

When you choose this domain at 1st level your predictions become more reliable. When you cast a divination spell that has a chance to fail, you always succeed. When you cast a divination spell that predicts the future, you can predict the future four times as far ahead as the spell normally allows.

Good Portents

Also at 1st level you gain the ability to interpret favorable omens three times. As a reaction you can grant advantage on a single ability check, attack roll, or saving throw made by you or an ally within 30 ft. You can use this a number of times equal to your Wisdom bonus (minimum once). You regain all uses when you finish a long or short rest.

Channel Divinity: Bad Omens

Starting at 2nd level, you can also interpret omens of doom. As a reaction you can give disadvantage on a single ability check, attack roll, or saving throw made by a creature within 30 ft.

World of Signs

Beginning at 6th level, portents come spontaneously to you. You can call upon a spontaneous omen, one that is obvious and which you do need not spend an action interpreting. This allows you to use Good portents or Bad Omens without it being an action. You can do this at any time, regardless of surprise, effects, or conditions that would hinder an action. Using Bad Omens this way still counts as a use of Channel Divinity. Once you use this ability, you can’t do so again until you finish a long rest.

Guided Attack

At 8th level, your attacks are guided by fate. Once on each of your turns when you damage a creature with a weapon or cantrip, you can cause an extra 1d8 damage of the same type to the target. When you reach 14th level, the extra damage increases to 2d8.

Greater Omen

Starting at 17th level, you can call on a greater omen that affects many allies. Good Portents can now affect all allies within 100 ft., as long as they are all rolling for the same task or action. This can help group checks and all saving throws made against a single effect that affects multiple allies.

See Also