Oracle (5A)

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This is a Warlock otherworldly patron for 5A.

Source: En5ider 277.

By submitting yourself to supernatural forces youʼve gained the ability to see the future. Most oracles provide their services to the public or go adventuring after theyʼve foreseen a terrible tragedy that must be prevented at all costs. Most of these patrons donʼt want anything from their charges and are happy with oracles spreading the word about them but not all—some demand that the wisdom they grant is used to find rare artifacts, kill certain people, or to accomplish other fell tasks.

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.

Quirk

Many oracles have a quirk forced upon them by their patron. These may be randomly determined, chosen by the player, or not used at all. Quirks are for flavor and not intended as hindrances.

Table: Oracle Quirks (d6)

  1. You may never directly state a prophecy. It must always be said in a cryptic and ominous way.
  2. You may not cut your hair.
  3. Your sentences may not be longer than 10 words each.
  4. You may not eat before sunset.
  5. You may not speak of yourself in first person. Instead, you must use first person when talking about your patron.
  6. You must use some element of chance for minor of decisions, such as rolling a die for what drink to choose at the bar.

Expanded Spell List

Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Oracle Expanded Spells
Spell Level Spells
1 Alarm, Sanctuary
2 Augury, Detect Thoughts
3 Beacon of Hope, Sending
4 Confusion, Divination
5 Commune, Legend Lore

Premonition

Starting at 1st level, you can foresee if your actions will succeed and if they donʼt, do something else instead. After you make an attack roll or cast a spell targeting another creature and the results are revealed, you can decide to cancel the action and instead take the Dodge or Disengage action. Any spell slots or features with expended uses are still expended. You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a long rest.

Divine Reflexes

At 6th level, you can use a bonus action to catch a brief glimpse of the future. Until the start of your next turn, you have advantage on attack rolls and saving throws, and other creatures have disadvantage on attack rolls against you and saving throws against your spells. You can use this a number of times equal to your Proficency Bonus, and regain all uses at the end of a long rest.

Out of Sight

Starting at 10th level, your patron constantly protects you from the divinations of others, as Nondetection.

Prophet of Death

Starting at 14th level, as an action, you can grant a creature a vision of its death. Choose a creature within 120 feet that you can see. The creature has to make a Wisdom saving throw. On a failure, takes 5d10 necrotic damage, falls prone, is paralyzed until the end of its next turn, and frightened of you. It remains frightened until it finishes a short or long rest, or until it is healed using a spell cast with a spell slot of 6th level or higher. On a success, the creature isn't prone or paralyzed, only takes half damage, and is frightened until the end of its next turn. Once you use this feature, you can't use it again until you finish a long rest.