Oracle The blind woman walks through the streets of the city. An invisible stalker tries sneaking behind her, but is stopped as she suddenly turns and looks directly at him, eyes glowing with magic. A woman with blue skin walks the cold of the tundra, wearing just a simple dress, seemingly unaffected by the cold. A woman crawls from the ocean, looking as though she’d been down there for months, though no worse for wear. No matter the spot on their soul, oracles are being that have been touched by gods or demons. They are all cursed in some way, but from this curse comes their true power. Blessed and cursed During childhood an oracle is touched by some being which has to do with their curse. One with the curse of undeath may have had a mother attacked by a ghoul, a oracle of the deep ones may have witnessed a kraken’s deadly force, a winter oracle may have been once temporarily possessed by a wendigo as a kid, ect. The possibilities of what happened is limitless, as any interaction with holy or unholy beings could eventually result in one. Gods and Demons While they are “blessed” by both gods and demons alike, oracles are not sworn to these demons or gods. An oracle blessed of a lawful good god could easily be evil, chaotic, or both, and an oracle blessed of even the demogorgon itself could be a paragon of good. Sometimes these gods and demons are not even the ones themself who caused them to be bless, but instead one of their servants is the cause. With the exception of such legendary creatures as the tarrasque and kraken, or similar, the servants which may connect to the god are such things as a ghoul triggering a blessing from Orcus, or a wendigo setting off a blessing of Malar. Quick build You can quickly make an oracle quickly using the following tips. First, make charisma your highest ability score, followed by constitution. Next, choose the urchin background. Class Features As an oracle, you gain the following class features Hit Points Hit Dice: 1d6 per oracle level

1d6 per oracle level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per oracle level after 1st Proficiencies Armor: none

none Weapons: daggers, quarterstaffs, slings, light crossbows, darts.

daggers, quarterstaffs, slings, light crossbows, darts. Tools: none. Saving Throws: charisma, wisdom.

charisma, wisdom. Skills: choose 2: arcana, religion, persuasion, performance, history, intimidation, insight. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) quarterstaff or (b) dagger

(a) arcane focus or (b) holy symbol.

plain robes

explorers pack Forwarned At first level the first signs of your curse have finally started showing as you gain glimpses of the future when resting, and can briefly give warnings or advice as things come up. At the end of a long rest, roll a D20. until the point you next take a long rest, when you or a creature within 30 feet roll an attack roll, skill check, or saving throw, but before knowing the result, you may replace the rolled number with the one you rolled at the end of your long rest. Once you use this ability you can not use it again until finish another long rest, and roll a new number. The amount of d20s rolled, and thus rolls you have to use, increases by 1 at 8th, 15th, and 20th level. Spell casting Cantrips At 1st level, you know four Cantrips of your choice from the oracle spell list. The amount you know increases, as shown on the oracle level chart. Spell Slots The oracle table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these oracle Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the oracle spell list. You learn additional spells as you level, as shown on the oracle chart. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the oracle Spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Charisma is your spellcasting ability for your oracle Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a sorcerer spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier Spellcasting focus You can use a holy symbol of any type as a spellcasting focus for your oracle Spells.

Oracle Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Forewarned, spellcasting 4 2 2 — — — — — — — — 2nd +2 oracle curse feature 4 3 3 — — — — — — — — 3rd +2 Helpful warning 4 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 4 3 — — — — — — — 5th +3 - 5 6 4 3 2 — — — — — — 6th +3 oracle curse feature 5 7 4 3 3 — — — — — — 7th +3 - 5 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 - 6 10 4 3 3 3 1 — — — — 10th +4 ritual of smoke 6 11 4 3 3 3 2 — — — — 11th +4 - 6 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 - 7 13 4 3 3 3 2 1 1 — — 14th +5 oracle curse feature 7 13 4 3 3 3 2 1 1 — — 15th +5 - 7 14 4 3 3 3 3 1 1 1 — 16th +5 Ability Score Improvement 7 14 4 3 3 3 3 1 1 1 — 17th +6 ritual of blood 8 15 4 3 3 3 3 2 1 1 1 18th +6 oracle curse feature 8 15 4 3 3 3 3 2 2 1 1 19th +6 Ability Score Improvement 8 16 4 3 3 3 3 2 2 1 1 20th +6 all seeing 8 16 4 3 3 3 3 2 2 1 1 Oracle curse At 2nd level your curse finally shows in its true form. Maybe up till this point you had no idea what could have cause your curse, but maybe this will shed some light onto it. Choose one of the curses detailed at the end of this document. Helpful warning At third level your visions while resting come more vividly, and you can even begin making vague illusions to what will come. At the end of the long rest choose a creature, which can include yourself. The next time within the next 24 hours that creature makes a saving throw, they roll with advantage on it. Ritual of smoke At 10th level you’ve learned to contact the other side through a complex ritual, learned from your dreams. Over the course of a short rest you may burn some flammable objects and let the smoke burn your eyes. When you do so you gain contact with the god or legendary creature responsible for your curse. You may ask one yes or no question, which they will answer. In the case of their intelligence not being high enough to answer, they will still be able to answer in a strange form of communication based on emotion and inflection, which you can understand as yes or no. you may only use this ability once a week. Ritual of blood At 17th level you’ve learned a new, darker, rituals from your dreams. Over the course of a short rest you may ritually prepare the corpse of a creature, and use its body for magical purposes. At the end of this short rest, you may cast a ritual spell with a level equal to its cr. Additionally, you may cast a non damage dealing spell of 8th level or lower, so long as the creatures cr is at least equal to double the intended spells level. You must wait 1 week before using this ability again if you cast any spell above sixth level with this ability.

All seeing At 20th level all has been revealed to you that shall ever happen, but it is hard to remember it until the deja vu reminds you. You may add your charisma modifier to any saving roll, and double your charisma modifier to charisma saving throws. Oracle curses Each oracle is cursed in someway, which decides how their curse emerges. You may choose from the curse of blinded sight, the deep one's curse, cold one's curse, or curse of undeath. Curse of blinded sight Your curse has manifested as a cloud of magical energies over your eyes. This curse is usually caused by surviving some sort of horrifying magical attack while still in the womb such as a fire ball, some sort of magic affecting you before your born like a mother being enchanted, or even just being hit with the unbridled energy of the astral plane. Additional spells level spells gained 3rd disguise self, silent image 8th hypnotic pattern, hallucinatory terrain 15th Illusionary dragon, mirage arcane Magical eyes At 2nd level your curse has manifested. You are blinded, but gain blindsight 20 feet. This blindness can not be removed by any means short of a wish spell. If the blindness is removed it returns in 1D4 days. The radius of this blindsight increases by 10 feet at 12th and 18th level. I have been in darkness By 6th level you’ve lost the fear of being blind, and lost the fear you once felt when you developed it. From that adaptation you learned how to overcome fear. You are immune to being frightened. Blind thoughts By 14th level you’ve become even more used to your blindness, and have realized shaping magic is redundant for one who can not even see the spells being manipulated. You may ignore the somatic elements of spells. See through the haze Where once the magic clouding your eyes hid much, you've now learned to make it reveal more. At 18th level you gain true sight for 10 feet. Deep One's curse The magic of the deep sea has worked into your veins, and the power over nature it holds. Maybe you were thrown through the plane of water, maybe you witnessed a kraken's unbridled fury as a kid, maybe dagon's blood flows through your veins. Whatever the cause, you've grown to show the magic of the deep sea. Additional spells level spells gained 3rd Find familiar, create or destroy water 8th Control water, watery sphere 15th Tsunami, reverse gravity breath of the deep At 2nd level you’ve grown gills and yellowed eyes. you gain the amphibious trait. Additionally, you are adapted to the conditions of the deep sea. Eyes of the deep The darkness of the sea is your home by 6th level. You gain darkvision for 30 feet. If you already have darkvision the range increases by 30 feet. limbs of the deep At level 14 you’ve grown webbed hands and feet. You gain a swim speed equal to double your walking speed. Healing water The water of the ocean has become your home in many ways by level 18. When you’ve been submerged in water and resting for 10 or more minutes you may immediately heal as though you took a short rest. You may not use this feature again until you finish a long rest. Cold One's curse The magic of the winter court, or just something of winter aligned magic, flows through your veins. Whether caused by possession by a wendigo, a night with the winter queen, or surviving the unbridled force of the wild hunt, you have been touched by the pure force of winter based magic. Additional spells level spells gained 3rd Ice knife, snilloc’s snowball swarm 8th Ice storm, hunger of hadar 15th Control weather, wall of ice

Heart of the cold When your curse shows at 2nd level your skin has started becoming blue and cold to the touch as the power of winter grows in your heart. When rolling damage rolls for cold damage on spells, you may add your proficiency modifier. Cold god's breath The cold grows stronger by 6th level. You become resistant to cold damage. At 17th level you become immune to cold damage, but are also vulnerable to fire damage. Cold one's touch At 14th level you’ve learned to channel the cold in your soul into the physicality of other things. As an action you may touch a metal weapon. For the next minute that weapon deals an extra 1D6 cold damage. You may use this ability a number of times equal to your charisma modifier. Additionally, as an action, you may freeze up to a gallon of water with a touch. Numbed soul At 18th level you’ve grown to hold the cold within you close, as to numb the body. If you are reduced to 0 hit points, you may still act as normal without going into the dying condition for a number of rounds equal to your charisma modifier. You still make death saving throws before you collapse. Curse of Undeath The tainted energy of the negative planes flows in your body. Maybe you survived a zombie virus, maybe you had a close encounter with orcus, or maybe your mother survived a finger of death while pregnant with you. Whatever the cause, the energies that create undead is in your veins. Additional spells level spells gained 3rd Cause fear, inflict wounds 8th Animate dead, revivify 15th Create undead, finger of death Undead fortitude At 2nd level you have begun rotting to a small degree as the curse of death shows. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Soul's rot At 6th level your soul’s rot has grown in darkness. You become resistant to necrotic damage. At level 17 you become immune to necrotic damage and vulnerable to radiant. Gaze of the dead At 14th level your rot has grown to a point that makes others tremble. You gain expertise in the intimidation skill when the rotting is visible to the target of the intimidation. One with the dead At level 18 you become rotted to the point of appearing and smelling as one the dead. Undead with a negative modifier, or no modifier, in intelligence will not attack you unless you attack them first. Thinking you one of them.