Oracle V2 A tiefling scam artist plays a rigged game on a city street, beckoning onlookers and cheating them for gold. A card falls out of their deck--the Emperor. With that early warning, the tiefling uses the power of the Chariot for a quick getaway, before the guards can finish closing their net. A dwarven priest communes with his god, asking their advice through the deck always at his hip. After receiving his message, he takes his deck to work his will upon fate, and have its will worked upon him. A hooded half-elf in the darkest corner of a bar reads the fate of the newlyweds in front of her. She flips the Tower, but it is facing her, not them. The assassins leap across the table at her suddenly, but luck is not on their side. Oracles are powerful yet unpredictable mages, able to channel a wide variety of magics through their Tarot decks, but only at the mercy of fate itself. An oracle might want to help their allies but be forced to turn their powers against their enemies instead, or pull just the right card at just the right moment. Oracles are also adept at bending luck around them, which they use not only to help their allies but also to exert control over their own fates. Quick Build You can make an Oracle quickly using these suggestions. First, make Wisdom your highest ability score, followed by Constitution. Second, choose the Entertainer background. Lastly, choose the Magician, the Empress, the Star and the Sun cards.

Credit: Arman Akopian Class Features As an Oracle, you gain the following class features: Hit Points Hit Dice : 1d8 per Oracle level

: 1d8 per Oracle level Hit Points at First Level : 8 plus your Constitution Modifier

: 8 plus your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution Modifier per Oracle level after the 1st Proficiencies Armor : Light

: Light Weapons : All Simple Weapons

: All Simple Weapons Tools : Playing Cards

: Playing Cards Saving Throws : Wisdom, Charisma

: Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Insight, Perception, Performance, Persuasion and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon

(a) a Diplomat's Pack or (b) an Entertainer's Pack

A Tarot Deck

Leather armor, and a dagger Card Sharp At 1st level, you are able to throw magically infused cards from your tarot deck. You gain proficiency in Throwing Cards, a unique weapon that only oracles can use. They have a range of 30/120 ft., deal 1d4 piercing damage on a hit, and count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Their attack and damage bonuses are determined by your Wisdom modifier, and thrown cards automatically return to you. Spellcasting As an oracle, you are able to cast spells, but only in accordance with the whims of fate and luck. Your Tarot Deck You have a deck of active cards, the size of which is determined by your level as in the Oracle table. These cards are chosen from the list of Tarot cards at the end of this class description. Preparing Spells The oracle table shows how many spell slots you have to cast your oracle spells of 1st level and higher. To cast one of these 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. Each card has a spell list, as shown in the section at the end of this document. You prepare one spell from each active card's list, associating that card with that spell. You may change the associated spells for your cards at the end of a long rest. When you gain a level in this class, you may choose to deactivate a card in your deck and replace it with another.

Oracle Level Proficiency Bonus Features Deck Size Hand Size 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Card Sharp, Spellcasting 4 2 2 — — — — — — — — 2nd +2 Readings, Guide Fate 5 2 3 — — — — — — — — 3rd +2 Fated Path 6 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 7 2 4 3 — — — — — — — 5th +3 Stacked Deck 8 3 4 3 2 — — — — — — 6th +3 Fated Path Feature 9 3 4 3 3 — — — — — — 7th +3 — 10 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 11 3 4 3 3 2 — — — — — 9th +4 — 12 3 4 3 3 3 1 — — — — 10th +4 Fated Path Feature 13 3 4 3 3 3 2 — — — — 11th +4 Wild Card 15 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 16 4 4 3 3 3 2 1 — — — 13th +5 Shuffle 17 4 4 3 3 3 2 1 1 — — 14th +5 Fated Path Feature 18 4 4 3 3 3 2 1 1 — — 15th +5 — 19 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 20 4 4 3 3 3 2 1 1 1 — 17th +6 — 21 5 4 3 3 3 2 1 1 1 1 18th +6 Heart of the Cards 22 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 22 5 4 3 3 3 3 2 1 1 1 20th +6 One With Fate 22 5 4 3 3 3 3 2 2 1 1 Casting Spells At any one time, you only have access to the spells fate provides. The spells you can cast on a given turn are limited to the ones associated with a card in your Hand, the size of which is determined by the Hand Size column in the Oracle table. At the end of each long rest, shuffle your current Hand into your deck and draw cards from your deck until your Hand is full. When you cast a spell, you must discard the associated card from your Hand, shuffle it back into your deck and draw a new card. As a bonus action on your turn, you can discard up to two cards from your Hand, shuffle them back into your deck and draw two more cards from your deck. You cannot cast a spell on a turn during which this bonus action is taken. Outside of combat or similar situations in which time pressure is an issue, at the DM's discretion, you may cast any spell you have prepared. You do not and can not change your Hand under such conditions. Spellcasting Ability Wisdom is your spellcasting ability for your oracle spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You must use your deck as your spellcasting focus, and cannot cast spells without it. If your deck is lost, you may attune to another deck at the end of a long rest, causing the same cards to become active as were in your previous deck. Readings At 2nd level, you can use your fortune telling to learn information about the world around you. You may cast the following spells using an oracle spell slot or as a ritual if the spell is able to be cast as a ritual. If the spell requires material components, your deck replaces those components. Readings Level Spell 2nd detect poison and disease, identify 3rd augury, find traps 5th clairvoyance, locate object 7th divination, locate creature 9th contact other plane, legend lore

Guide Fate Also at 2nd level, you are able to see the fate of others and guide them towards success or away from disaster. When a creature other than yourself makes an attack roll, skill check or saving throw, you can use your reaction to grant advantage on the roll. This must be done before the roll is made. You may use this feature a number of times equal to your Wisdom modifier (min. 1), and regain uses upon taking a long rest. Fated Path At 3rd level, you choose what kind of oracle you will develop into, granting you additional features at 3rd, 6th, 10th, and 14th level. Stacked Deck At 5th level, you gain the following benefits: You regain all uses of your Guide Fate feature at the end of a short or long rest.

The first creature you hit with a Throwing Cards attack on your turn takes an additional 1d6 magical piercing damage. This damage increases to 2d6 at level 11 and 3d6 at level 17. Wild Card At 11th level, you add a special card to your deck: the Fool (included in the Deck Size column in the oracle table). Choose three spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Oracle table, or a cantrip. These spells become the spell list for your Fool card, and you may associate the card with one of the spells as you would with your other cards. The cards associated with the Fool are oracle spells for you. You add one spell to the Fool list at 14th and 18th level. Shuffle At 13th level, you can use a bonus action to reassign a number of active cards up to your Wisdom modifier, changing the spells associated with them to other spells on the cards' lists. You must complete a long rest before you are able to use this feature again. Heart of the Cards At 18th level, you can expend a use of your Guide Fate feature to discard one card from your Hand and select one card from your deck to add to your Hand. One With Fate At 20th level, your mastery of your own destiny pushes back fate itself. While a card is in your Hand, you can cast any spell associated with it as though it were prepared. Fated Paths Oracles are defined by their connection to their decks, but what an oracle does with that connection varies based on their personal styles. At 3rd level, you will choose between the Trickster, Prophet and Doomweaver paths. Trickster Tricksters are subject to the whims of fate, as are all mortals. However, they have studied and perfected the art of evading destiny's plans for them; while their decks might chain them to a predestined path, they have a number of tricks up their sleeves to go their own way. Follow the Queen At 3rd level, you gain proficiency in Sleight of Hand if you do not already have it, and add double your proficiency bonus to checks you make with it. You also gain the mage hand and prestidigitation cantrips if you don't already know them. Called Shot Also at 3rd level, you begin to benefit from your ability to manipulate luck. When you draw a card or cards from your deck, you can first declare a card that is currently active in your deck. If you draw that card on this turn, you gain temporary hit points equal to your Trickster level. You can gain temporary hit points from this feature a number of times equal to your Wisdom modifier (min. 1), and regain uses upon completing a short or long rest. Charged Card At 6th level, you can charge your cards with your magical power. You can expend a spell slot as a free action to increase your to-hit and damage bonus with Throwing Cards by the corresponding amount for 10 minutes (does not stack). Throwing Card Attack and Damage Bonus Spell Slot Level Bonus 1-2 +1 3-4 +2 5+ +3 Trick Fate At 10th level, you gain the potential to fool destiny itself. You can use a bonus action to make a DC 20 Dexterity(Sleight of Hand) check. On a success, you can pick up to three cards out of your deck, and place them on top of the deck in whatever order you choose. Until those cards are picked up, you do not shuffle your deck and instead place discarded cards on the bottom of the deck. Once you use this feature, you must complete a short or long rest before you use it again. Ace Up Your Sleeve At 14th level, fate becomes blind to your tricks. At the end of a short or long rest, you can select one card from your deck and temporarily remove it. That card is treated as being in your Hand until it is cast, but does not count against your Hand Size limit. When the spell associated with the card is cast, or at the end of a short or long rest, shuffle the card back into your deck without drawing a new card. Prophet Many oracles serve gods, whether knowingly or not. Prophets are oracles that use their gifts in direct service to a god or collection of gods, spreading their word and using their unique abilities to shape the world as their god wishes.

Divine Knowledge At 3rd level, you gain proficiency in Religion if you do not already have it, and add double your proficiency bonus to checks you make with it. You also gain the guidance and thaumaturgy cantrips if you don't already know them. Destiny's Shield Also at 3rd level, the power of the gods flows through you, even when you do not expend it. On any turn during which you do not cast a spell, you add 2 to your AC and gain resistance to radiant and necrotic damage until the beginning of your next turn. Hand of God At 6th level, your Throwing Cards become charged with divine force. When you hit a creature with a Throwing Card attack, you can move it in any horizontal direction up to 10 feet in a straight line, but not through creatures or objects. Martyr At 10th level, your dedication bends fate around you. Once per turn, you can take irreducible damage equal to your level to discard as many cards as you wish from your Hand and draw the same number of cards. You do not shuffle the discarded cards back in until the new cards are drawn. When you take this damage, your Hit Point maximum decreases by the same amount until you complete a short or long rest. If this damage would reduce your Hit Point maximum below 1, you cannot use this feature. Voice of God At 14th level, you can project your god's will upon the weave of destiny. As an action, you can cast bane or bless at their lowest levels without using a spell slot and without regards to the cards in your hand. When you cast these spells using this feature, you can concentrate on both bane and bless simultaneously as though they were a single effect, but must cast them separately. You cannot concentrate on multiple instances of the same spell. Doomweaver Oracles are all able to manipulate fate to benefit themselves and their allies, and be manipulated by it in turn through their decks. Doomweavers are unique among oracles in that their normal oracular powers can be reversed, causing bad luck to their enemies and temporary damage to their tarot decks (and, some claim, to the tapestry of fate itself). Last Reward At 3rd level, you gain proficiency in Intimidation if you do not already have it, and add double your proficiency bonus to checks you make with it. You also gain the minor illusion and vicious mockery cantrips if you don't already know them. Guide Doom Also at 3rd level, you gain the ability to weaponize your control of fate. When a creature makes an attack roll, skill check or saving throw, you can use your reaction and one use of your Guide Fate feature to impose disadvantage on that roll. You must use this feature before the roll is made. Through the Cracks At 6th level, your Throwing Cards are guided towards weakness. When attacking with Throwing Cards, you score a critical hit on a roll of 19 or 20. Reversed Fortune At 10th level, you can choose to temporarily deactivate a card from your Hand. If you do so, you can cast any spell on the card's spell list as though you had it prepared, but must remove the card from your deck rather than shuffling it back in until you complete a short or long rest. You cannot use this feature if your deck has four or less active cards (not counting the cards in your Hand). Forsaken Fate At 14th level, you have learned to use your magical power to fuel your control of fate. You can expend a spell slot to regain a use of your Guide Fate feature.

Tarot Card Spell Lists Included are short descriptions of the cards' real-world interpretations, to help with roleplaying and further homebrewing. The Magician Generally seen as a mentor figure, providing guidance and power over the elements. 1st: magic missile 3rd: lightning bolt 4th: ice storm 5th: wall of stone 7th: fire storm The High Priestess Associated with mystery and hidden knowledge. 1st: sleep 2nd: Nystul's magic aura 3rd: blink 5th: telekinesis 8th: feeblemind The Empress Associated with female power and fertility. 1st: cure wounds 4th: aura of life 6th: otto's irresistible dance 7th: regenerate 9th: mass heal The Emperor Associated with leadership and stability. 1st: command 3rd: beacon of hope 4th: compulsion 5th: geas 8th: antimagic field The Hierophant Associated with education, divinity and conservatism (also known as the Pope). 2nd: spiritual weapon 3rd: crusader's mantle 4th: banishment 5th: holy weapon 7th: conjure celestial The Lovers Associated with temptation, choices and (obviously) love. 1st: charm person 3rd: hypnotic pattern 4th: charm monster 6th: mass suggestion 8th: dominate monster







The Chariot Associated with action, victory and progress. 2nd: misty step 3rd: thunder step 4th: dimension door 5th: passwall 7th: teleport Strength Associated with inner virtue and self confidence. 2nd: hold person 3rd: enhance ability 5th: hold monster 6th: globe of invulnerability 8th: power word stun The Hermit Associated with solitude and philosophical searches. 1st: detect magic 3rd: gaseous form 5th: modify memory 7th: project image 9th: foresight The Wheel of Fortune Associated with fate and cycles of life. 1st: chaos bolt 2nd: blur 3rd: bestow curse 5th: wall of light 7th: prismatic spray Justice Associated with...y'know, justice. 1st: searing smite 2nd: zone of truth 3rd: dispel magic 5th: dispel evil and good 6th: true seeing The Hanged Man Associated with self-sacrifice and paradoxes. 2nd: enlarge/reduce 3rd: fly 4th: shadow of moil 6th: mental prison 7th: forcecage Death Associated with endings and big changes. 2nd: blindness/deafness 5th: antilife shell 6th: harm 7th: finger of death 9th: power word kill