The Oracle Arcane winds, and magical forces usher past with immutable potency on the mortal plane. The interference of the divines, the movement of the stars, and the very lives of those within this realm are interconnected in a fundamental and mystical way.

In a yurt of hides and furs, nomadic human warriors sit huddled around a wizened figure hunched over a crystal ball. A flash of brilliant light, and a gust of aromatic incense reveals to the gathering a vision of glorious achievements to come. A tall and dark-haired elf in full flight through winding alleys reaches up one of his robed sleeves to reveal a thick deck of many-faced cards. He draws from the top hastily, and dares a glance, as raised voices draw in from all sides. He gasps in premonition, and suddenly doubles back, finding a hidden alcove in the narrow way to press himself as tightly as possible. No sooner has he found this space before a fusillade of crossbow quarrels whistle angrily past, slamming hard into a group of pursuers with wet thuds and gurgled cries. A lithe half-orc violently shakes a clay cup with rattling contents beside the bed of one of her kin. A prostrate youth writhes in fever and anguish in his soiled bedding while the cup is upended to reveal the bones of small animals. Barking in anger at the resultant shapes, the half-orc claps the ground hard beside the bones, disturbing them into a more satisfying geometry. She notes that the wracking pains are already abating in her patient, and grunts. At times, we must force fate to succumb to our will. The Astrologian, the Grave Seer, and the Intercessor are all examples of the Oracle. Through their efforts, oracles form a unique relationship between the use of magic, and the philosophy of destiny. oracles see time and action as a series of interconnected threads, a shifting wind, and a winding river. By pulling those threads, listening to that wind, and being engulfed in that river, an oracle can interact with what was, and what will be. Game of the Gods Some believe our existence is little more than a game for older, more frightening entities; that each of our lives are measured out and predetermined long before our we achieve consciousness. Others, instead, subscribe to a philosophy of destiny as a force that lies at a more fundamental layer of the multiverse, and that even godly beings are at the mercy of its pronouncements. Yet again, other theories contend that the concept of fate is much more logical and pragmatic, seeing life as a linear nature of events that can be represented as a mathematical equation, with perfectly predictable circumstances functioning as a product or result of many calculations. The truth slithers between these explanations, however. What is incontestable is the interconnection of all things. The most innocuous event, like the fluttering of insect wings, has the potential of starting a chain of events that reach across the many planes of existence, forming a relationship with space and time in ways that might even affect the pieces on a game board. It is through an oracle's eyes that these links can be traced, and sometimes, even manipulated. A Dance with Destiny Through their unique practice of magical arts, oracles can not only glimpse the many faceted and dynamic nature of the future, they can alter it in subtle ways as well. The most powerful of oracles may even rewrite entire destinies themselves. Recorded history is rife with the examples of kings and generals who have surmounted impossible odds, and nearly all of them did so at the whispered suggestion, the presented prophecy, or the terrifying omen delivered unto them by an oracle of some ability. An oracle is not at home face to face with an armored brute, nor toe to toe with a dexterous duelist. Their potency resides not in the strength of their arms, but in their mystical ability to shift the fortunes of a battle's participants. It is from their influence that many companies of adventurers have succeeded or failed. That influence, however, does not come without a cost. Even for an oracle of nigh-endless power, the future is a gamble, and actions taken to sway destiny in one direction or another always include the risk of punishment. It is fitting, then, that the foci of the oracles are risks themselves. While an oracle may come in many shapes or in many forms, this one thing is certainly true of all of them; that their special relationship with magic and time comes to life through a medium of chance. Whether it be a roll of dice, the shuffle of cards, or the spinning of a wheel, oracles attune themselves to use spells and predict the future through obfuscations, riddles, and pluralisms offered to them by making a wager. The Pillars of Fate Altering the course of fate is not without risk. The pattern of time is a fragile thing, and an experienced oracle knows not to abuse their abilities. An oracle that tries to pull on too large of a thread, or weave a pattern too far ahead in the future, could find themselves suddenly stripped of their powers, sometimes permanently. Other oracles that have abused their abilities have gone mad, died, or inadvertently banished themselves to alternate planes. For this reason, the first and most important lesson taught to all who walk the Oracle's path are three mantras known as the 'Pillars of Fate'. Through repetition and focus on these mantras, oracles center themselves to use their mystical abilities with solemnity and respect. Many oracles begin their day in meditation on these 'Pillars':

Prudence. An oracle must understand the inherent dangers of weaving fate.

An oracle must understand the inherent dangers of weaving fate. Significance. Each oracle shares a duty to accept these dangers in times of great need.

Each oracle shares a duty to accept these dangers in times of great need. Adjudication. The most important skill for an oracle is the ability to weigh this risk against the need of each situation. 1 Creating an Oracle Oracles find willing ventures in nearly every place and tier of society. An oracle may be a nomadic fortune-teller, playing their sight to fill a burgeoning purse, or a courtly astrologer, lending sagely advice to the young and old of a princely estate. Perhaps the oracle is the raving beggar, desperately rolling bones nightly in the town square, or the kindly passerby who casually suggests for you to keep your scabbard loosed for the remainder of the day. An oracle does not always come announced or predictable, and can make themselves and their abilities known, or unknown, in many ways. When creating an oracle, think of where they draw their supernatural sight from. Were they born into a cabal? Did a near-death experience change their outlook on fate? Have they simply and inexplicably always had premonitions? The source of an oracle's power resides in their ability to link the practice of magic with the study of the passage of time. What is most important for playing an oracle is knowing your limitations. Never assume absolute knowledge of the future. Instead, treat your relationship to time as ephemeral and fleeting. Through their magic and unique traits, an oracle often attains clues about things that have not yet come to pass, but they never achieve a total understanding. When all is weighed and counted, even an oracle powerful enough to shift the stars has to place their faith in the much greater force of luck. Quick Build You can make an oracle quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by either Constitution or Dexterity. Second, choose the Sage background. Finally, choose the Kurultay of Astrology, and use the sample spell sheet at the end of the class description. The Oracle Level Proficiency Bonus Fate Points Features Spells Known Spells Prepared Slot Level 1st +2 — Fate Weaving, Oracle Kurultay 2 2 1 2nd +2 2 Threads of Fate 3 2 1 3rd +2 3 Temporal Metamagic 3 2 2 4th +2 4 Ability Score Improvement 4 2 2 5th +3 5 — 4 3 3 6th +3 6 Oracle Kurultay Feature 5 3 3 7th +3 7 — 5 3 4 8th +3 8 Ability Score Improvement 6 3 4 9th +4 9 — 6 3 5 10th +4 10 Temporal Metamagic Improvement, Oracle Kurultay Feature 7 4 5 11th +4 11 Legendary Thread 7 4 5 12th +4 12 Ability Score Improvement 8 4 5 13th +5 13 Legendary Thread Improvement 8 4 5 14th +5 14 Oracle Kurultay Feature 9 4 5 15th +5 15 Legendary Thread Improvement 9 4 5 16th +5 16 Ability Score Improvement 10 5 5 17th +6 17 Legendary Thread Improvement, Temporal Metamagic Improvement 10 5 5 18th +6 18 — 11 5 5 19th +6 19 Ability Score Improvement 11 5 5 20th +6 20 Scion of Destiny 12 5 5

Class Features As an oracle, you gain the following class features. Hit Points Hit Dice: 1d6 per oracle level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per oracle level after 1st. Proficiencies Armor: Light armor

Weapons: Daggers, darts, quarterstaffs, slings

Tools: Gamer's set, and navigator's tools

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Perception, Performance, Persuasion, Religion, and Sleight of Hand. Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor, a quarterstaff, and a dagger

(a) a sling, or (b) darts

(a) a gamer's set, (b) a crystal ball, or (c) a component pouch

(a) navigator's tools, (b) a prayer wheel, or (c) any similar trinket Fate Weaving Through your devotion to following the path of the oracles, you have the ability to manipulate destiny through the use of spells. See chapter 10 for the general rules of spellcasting and the end of this section for the oracle spell List. Cantrips Known You know up to 20 cantrips of your choice from the oracle spell list. Unlike other spellcasters, you may only cast an oracle cantrip that you learn this way if you have it prepared. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the oracle spell list, as shown in the spells Known columns of the oracle table. When you learn an oracle spell of 1st Level and Higher, it replaces a known cantrip of your choice. You must always know 20 combined oracle Cantrips and spells, which you list on your spell sheet in any order. The Spells Known column of the oracle table shows at which level you learn more oracle spells of your choice. A spell you choose to learn cannot exceed the Slot Level maximum for your current oracle level. For instance, when you reach 3rd level in this class, you can pick a new spell of 1st or 2nd level. To learn this new 1st or 2nd level spell, select one of your oracle cantrips that you know and replace it with the new spell. 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, as long as you are able to know a spell of that level. Preparing and Casting Spells The oracle table shows how many prepared spells or cantrips you have at a time. You prepare spells and cantrips for your class by rolling a d20 on the table against your oracle spell sheet. The corresponding result is the spell or cantrip that you prepare. Repeat this until you have prepared as many combined spells and cantrips as is shown in the Spells Prepared column of the oracle table for your level. If you roll the number of a spell or cantrip you already have prepared, roll again. All of your oracle spells are prepared in this manner. You may cast any of your prepared cantrips or spells without using a Spell Slot, and your oracle levels do not grant you Spell Slots. Once you cast a spell or cantrip, you remove it from your list of prepared spells. Spells are cast at the Slot Level indicated on the oracle table for your level. You may choose to cast a spell at a lower level than your Slot Level, but not lower than the base level of the spell. When casting spells in this way, the following additional spellcasting rules apply: An oracle spell that can deal damage can only be cast in a way in which it would deal damage to at least one hostile creature if it succeeds, unless the spell is marked as a non-hostile spell in the Oracle spell list at the end of this class description.

When you cast an oracle spell that has a duration longer than one turn, any existing effects from a previous cast of that same spell end immediately.

Your oracle spells can only restore hit points to creatures that have taken damage from a hostile source since the beginning of the previous round, have fallen to 0 hit points, or have just completed a short rest. Playtesting Note The reason that we added these additional rules was to dissuade players from trying to cast spells infinitely while out of combat in order to heal to full, use non-concentration effects infinitely to buff their entire team, or get the exact prepared spells that they want. Our intention is that spells are used only when needed.

Since we added the "Cheat Fate" section that attacks this same problem, we may ease up on these rules or remove them in the future. At any time on your turn, you can prepare spells in the manner described above, by rolling a d20. You can never have more combined prepared spells and cantrips than is shown in the Spells Prepared column of the oracle table for your level. You can change your list of prepared spells when you finish a long rest. Making changes to your list of prepared oracle spells requires time spent in divination for 10 minutes, fully focused on the threads of fate.

Spellcasting Ability Wisdom is the spellcasting ability for your oracle spells. Your magic comes from your ability to see and manipulate the threads of fate. 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 can use a spellcasting focus for your oracle spells. An oracle's spell casting focus is something used to view and interpret the fate of the multiverse. As such, you can use a Dice Set, a Playing Card Set, or an Arcane Focus (Orb) which acts a crystal ball (see chapter 5, "Equipment"). Oracle Kurultay At 1st level, you associate yourself with a group of oracles known as a Kurultay. Choose one of the following oracle Kurultays: the Kurultay of Astrology, the Kurultay of Grave Sight, or the Kurultay of Intercession, all detailed at the end of the class description. Your Kurultay grants you features at 1st level and again at 6th, 10th, and 14th level. Threads of Fate Starting at 2nd level, you gain the ability to use your knowledge of magic and time to take hold of the individual threads of fate that make up the destiny of you and those around you. These threads are represented by fate points, which allow you to create a variety of magical effects. Fate Points You have 2 fate points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more fate points than shown on the table for your level. You regain all spent fate points when you finish a long rest. Playtest note: We had originally included the following method of recuperating fate points, but found that it was clunky and a bit too powerful. Feel free to use it as a playtest variant. Test Fate ometimes you do not have the spell you need for a situation, and you must test fate. As an action, roll a d20 against your known spell list, and cast the spell that corresponds with the result. If the result is a spell that you already have prepared, roll again without casting the spell. You may choose not to cast the resulting spell, at which point it becomes prepared. You cannot use this feature if you are already at your maximum number of prepared spells. If you choose to cast the spell immediately, you gain 1 fate point after you complete the cast. Muddle Destiny You can change your prepared spells or cantrips as a bonus action on your turn. For the cost of 1 fate point, you may remove any number of prepared spells or cantrips from your list of prepared spells and cantrips. You may then prepare new spells as you normally would, by rolling a d20, up to your maximum number of prepared spells. Temporal Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice, as well as an additional Temporal Metamagic ability which is unique to your selected oracle Kurultay, and explained in the description of your Kurultay below. You gain another Metamagic feature from this list at 10th and 17th level. You can use only one Metamagic or Temporal Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 fate point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 fate point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 fate point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 fate point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you cast a spell that has a Duration of 1 minute or longer, you can spend 1 fate point to double its Duration, to a maximum Duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 fate points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a Casting Time of 1 action, you can spend 2 fate points to change the Casting Time to 1 Bonus Action for this casting. Subtle Spell When you cast a spell, you can spend 1 fate point to cast it without any somatic or verbal Components.

Echoed Spell When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of fate points equal to the spell’s level to cause a copy of the spell to take effect on the same target at the beginning of your next turn. (1 fate point if the spell is a cantrip). You cannot use Metamagic or Temporal Metamagic on the copied spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, 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 above 20 using this feature. Legendary Thread At 11th level, you find the thread of an ancient legend or a hero of the distant future, and are able to manipulate it to wondrous effect. Choose one 6th-level spell from the oracle Spell List as this legendary thread. Whenever you would prepare an oracle spell by rolling a d20, you may choose to instead prepare your legendary thread spell. You must finish a Long Rest before you can do so again. At higher levels, you gain more oracle Spells of your choice that can be prepared in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your legendary threads when you finish a long rest. Scion of Destiny You become fully attuned to the threads of fate in your immediate vicinity. The future has never been more clear to you. At 20th level, you gain 2 fate points any time you make a roll for initiative. Cheating Fate Every oracle learns early on of the inherent dangers in weaving the threads Fate. From the first day of their studies, they repeat the Pillars of Fate daily until they are deemed ready. An oracle who uses their powers when they are not needed is considered to be cheating fate. Not only is this considered blasphemous to their Kurultay, but it also comes with great risk. As such, Fate Weaving must only occur at times of need. For example, using Create Bonfire because your party is cold at night is a time of need, but using it at the side of the road just to prepare a different spell is not. As a gameplay rule, all Fate Weaving that is done during the chaos of battle is always considered to be done at a time of need. If the oracle attempts to Cheat Fate too often, they will suffer consequences. At the DM's discretion, an irresponsible oracle could lose fate points, temporarily lose spellcasting, or go mad. The worst offenders might lose their powers entirely, and be forced to adopt another class. Oracle Kurultays At some point in every oracle's life, they come in contact with a representative from a Kurultay, a group of oracles that share a common philosophy regarding space, time, and fate. Traditionally, these Kurultays form nomadic caravans, living in tents and travelling where they believe destiny is taking them, although many members also choose to settle in small villages or position themselves in high courts. Sometimes, a powerful elder member of a Kurultay will sense the distant presence of a novice oracle and seek them out. Other times, young oracles will stumble into the camp of a traveling Kurultay, seemingly by chance. No matter how they find their Kurultay, this meeting marks the start of their study of the ways of the oracle.

Kurultay of Astrology Observing the patterns of behavior inherent of the heavens themselves, members of this Kurultay call themselves Astrologians. They form a unique and magical bond between the concept of fate and the travel of celestial bodies. For this reason and others, Astrologians are quite selective of their nomenclature, and often consider themselves dramatically different from common 'Astrologers,' many even taking offense at the term. The study of stars reveals much to these oracles, including the secrets to manipulating the powerful forces of space, time, and gravity. It may very well be as a result of an Astrologian's actions from ages past that superstitious societies gaze to the night-sky for portents both ominous and favorable. Expanded Spell List Oracle Level Spells 1st Chromatic Orb, Grease 3rd Arcane Lock, Moonbeam 5th Counterspell, Daylight 7th Ice Storm, Otiluke’s Resilient Sphere 9th Mislead, Passwall Parallax Starting at 1st level, you gain the ability to predict when harm will befall you and your allies, and manipulate fate to prevent it, thus improving the odds for your party. As a bonus action on your turn, you may target a creature that you can see within 60 ft. Next round, the target takes its turn first or last (your choice) in the initiative order, instead of when it would normally take its turn. The following round, the target resumes taking turns in normal initiative order. If multiple creatures are affected by this type of effect at the same time, normal initiative tie-breaking rules apply. Once you use this ability, you cannot use it again until you finish a Short or Long Rest. Temporal Metamagic Feature When you gain the Temporal Metamagic feature at 3rd level, you also receive the following option, which does not count toward your Temporal Metamagic option limit. Spell Trail When you hit with a spell that targets only one creature and doesn’t have a range of self, you may choose to spend 2 fate points to leave a trail of temporal stardust in its wake that spreads into a wall shape and lasts for 1 minute. This Spell Trail is 5 feet wide and 10 feet tall in a straight line between you and the target. Any creature attempting to move into this area must make a Constitution saving throw against your Spell Save DC. If they fail, their speed becomes 0 for the rest of their turn. If the spell does not succeed, this effect does not take place. The trail does not obscure vision. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. Additionally, using this effect cancels other any other existing Spell Trails. Astral Lensing Beginning at 6th level, you can stretch your relationship to space and time in your immediate vicinity, making perceived distances radically different from reality. Any creature making an attack of opportunity against you does so at a disadvantage. Furthermore, whenever you take the Dodge action your Movement doesn’t provoke opportunity attacks for the rest of the turn. Gravity Well Beginning at 10th level, you have the ability to create a minor disturbance in space and time, manifesting in a violent burst of gravitational force. Using your action on your turn, choose a number of objects up to your Wisdom modifier within a 20-foot cone in front of you, that weigh no more than 20 lbs each. Any held objects require the creature holding them to succeed on a Strength saving throw against your Spellcasting DC, or else the item is dropped, then any items chosen in this manner that are not held on to or fastened down are pulled to your feet. Other light objects within this cone might become disturbed, fall off shelves, or break, at your DM's discretion. Once you've used this ability, you cannot do so again until you finish a long rest. Punish Misalignment Starting at 14th level, you can mark a creature for punishment if it disturbs the harmonious line it has with the celestial bodies in the heavens above. You can use your action on your turn to target a creature. If the creature willingly moves 5 feet or more in the next minute, they must make a Constitution saving throw against your spell save DC, or one of the following effects takes place: The creature takes 8d12 force damage, or half on a successful save.

The creature is knocked prone and its movement speed becomes 0 until the end of their next turn.

The creature receives the effects of the Dispel Magic spell as if it had been cast at your current oracle slot level. You choose the effect when you use the ability. The target knows they have been marked, but does not know the chosen effect. This effect will end if you fall unconscious, become incapacitated, or lose sight of the space the target occupied when this ability was used. Once you've used this feature, you cannot use it again until you finish a short or long rest.

Kurultay of Grave Sight Members of the Kurultay of Grave Sight are known as Grave Seers, and in the tapestry of fate, they are infatuated specifically with the frayed ends of mortal threads. However, while often morose or macabre, these oracles are hardly sinister or malign by association to their traditions. They are drawn to a rigorous and objective study of the transition from life to death. Often, Grave Seers form long and lasting bonds with the spiritual essences of deceased individuals, allowing them to descry vast amounts of knowledge about the great beyond and hone their abilities. As a result, much of their mystical power can be indistinguishable from necromancy at times, leading to known Grave Seers being persecuted in some societies. While such prejudice may be misplaced, there is little question that these oracles can be a terrifying force in their wrath. Expanded Spell List Oracle Level Spells 1st Cause Fear, Hex 3rd Pass Without Trace, Spiritual Weapon 5th Animate Dead, Bestow Curse 7th Death Ward, Shadow of Moil 9th Cone of Cold, Dispel Evil and Good Unarmored Defense You form a bond with a spirit from the afterlife, who experiences the warmth of the mortal realms as a result. The spirit's presence covers you in an ethereal veil that helps you resist harm. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Temporal Metamagic Feature When you gain the Temporal Metamagic feature at 3rd level, you also receive the following option, which does not count toward your Temporal Metamagic option limit. Siphoning Spell Whenever you make a spell attack roll against a creature, you may spend 1 fate point before making the roll. If you succeed in hitting the creature, you gain temporary hit points equal to half of the damage dealt, up to a maximum of half of your total hit points. Invite Shadow Starting at 6th level, you gain the ability to summon a creature's dark energy to learn its deepest secrets. As a bonus action, target a creature that you can see within 60 feet to make a Wisdom saving throw. If the target fails, a gateway is created at the feet of the creature through which their own malevolent shadow is invited to step into this realm. The target can make an additional Wisdom saving throw at the end of each of their turns, and this effect ends on a success. The invited shadow knows hidden facts about the targeted creature, and can whisper these secrets telepathically to you. Once per round on your turn while the shadow persists, you can ask the shadow one of the following questions as a free action, which it will answer truthfully. What resistances, vulnerabilities, and immunities does the creature have?

What languages does the creature know, if any?

What is the creature's motivation for attacking you and your party?

What weapons and magical items are in the creature's possession?

Whose orders does the creature follow? Once you use this feature, you cannot use it again until you finish a short or long rest. Void Magic Beginning at 10th level, your bonded spirit may lend their ghostly power to your spells. You may add necrotic energy to your magical spells. Whenever you cast a spell that deals damage, choose one creature that was damaged by that spell on the round you cast it. That creature takes extra necrotic damage equal to half your oracle level. Spiritual Host Beginning at 14th level, you have formed a strong and ever-lasting bond with your spiritual companion. You can now infuse portions of your essence with this force from the great beyond. As a bonus action on your turn, you take on a ghostly form for one minute. You gain the following benefits while this form is active: Flying speed of 40 feet

Resistance to cold, necrotic, and physical damage. Magical and silvered weapons ignore these resistances

You gain Darkvision, and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Your Void Magic feature now deals extra damage equal to your oracle level, instead of half your oracle level You may cancel this form at any time. Once you've used this feature, you cannot use it again until you finish a long rest.

Kurultay of Intercession Itinerants from this Kurultay are known as Intercessors, and they are unique in their overarching philosophies on fate and destiny. For other oracles, the vastness of the multiverse is the loom on which our mortal threads are spun and woven, while the Intercessors believe instead that life itself is the weaver. Intercessors draw strength and satisfaction from sharing experiences with other creatures and individuals. Intercessors tout empathy as a key virtue, and they improve themselves by acting as agents who manipulate the forces that shape the future to benefit those close to them. While in the presence of a powerful Intercessor, many would find that ventures just seem to go their way more often. Intercessors are affectionately revered as removers of obstacles. Expanded Spell List Oracle Level Spells 1st Bless, Shield of Faith 3rd Aid, Healing Spirit 5th Beacon of Hope, Revivify 7th Aura of Life, Guardian of Faith 9th Holy Weapon, Skill Empowerment Mediate Beginning at the 1st level, choose two skills from the following list to be your Mediate skills: Acrobatics, Animal Handling, Deception, Intimidation, Medicine, Persuasion, Performance, or Sleight of Hand. You gain proficiency with these skill if you don't already have it, and expertise in them if you do. Any time a creature other than yourself within 15 feet of you makes a skill check with a skill you have chosen as a Mediate skill, you may use your reaction to allow them to roll a d4 and add the result to their total. You may do this after the roll is made to attempt to alter the outcome. If you are making a group check, you can only use this feature on one member of the group. At 10th level, you gain two additional Mediate skills, and your Mediate die increases to a d6 Temporal Metamagic Feature When you gain the Metamagic feature at 3rd level, you also receive the following option, which does not count toward your Metamagic option limit. Translocating Spell You gain the ability to pull yourself or one of your allies to a nearby thread of fate in order to avoid harm. When you target a willing creature with a spell, you may spend 2 fate points to teleport that creature up to 10 feet from their current position to an unoccupied space you both can see. If the spell does not succeed, this effect does not take place. Transmute Past At 6th level, you gain the ability to twist the strands of time to undo events that have recently happened. As a bonus action, you can restore your hit points to any total you've had since the beginning of your last turn. If this would restore more than half of your maximum hit points, you restore half of your maximum hit points instead. Once you use this feature, you must finish a short or long rest before you can use it again. Arbiter of Fortune Starting at the 10th Level, your ability to intercede in the destiny of your companions is unparalleled. You can now use the Help action to aid a friendly creature in attacking a creature up to 30ft away from you, as opposed to 5 feet. Additionally, you may spend 1 fate point to take the Help action as a bonus action instead. Tangle Fate Beginning at the 14th level, the Intercessor can interfere with the threads of fate, and tie a knot in the strands between two individuals. As an action on your turn, select any two creatures that are within 90 feet from you, and within 30 feet of one another, to temporarily intertwine their destinies. The next time one of them receives either damage or healing (you choose at the time you use this feature), that same damage or healing is applied to the tangled creature. If this feature deals damage to a creature, that creature makes a Wisdom saving throw against your spellcasting DC, and takes half damage on a success. This effect lasts for 1 minute, or until any damage or healing is mirrored in this way, so long as both targets remain on the same plane as you. If both creatures trigger this effect at the same time, you choose one target to apply this effect to, and then the effect ends. After using this ability, you must finish a long rest before you can use it again.

Oracle Spell List Cantrips Acid Splash

Blade Ward

Chill Touch

Control Flames

Create Bonfire †

Dancing Lights

Fire Bolt

Friends

Guidance

Gust

Infestation

Light

Lightning Lure

Mage Hand

Mending

Message

Minor Illusion

Mold Earth

Poison Spray

Prestidigitation

Produce Flame †

Ray of Frost

Resistance

Sacred Flame

Shape Water

Spare the Dying

Sword Burst

Thaumaturgy

Thunderclap

Toll the Dead

True Strike

Word of Radiance 1st Level Alarm

Armor of Agathys

Bane

Burning Hands

Color Spray

Command

Cure Wounds

Expeditious Retreat

Faerie Fire

False Life

Fog Cloud

Guiding Bolt

Healing Word

Inflict Wounds

Magic Missile

Protection from Evil and Good

Sanctuary

Shield

Sleep

Tasha's Hideous Laughter

Thunderwave 2nd Level Aganazzar’s Scorcher

Augury

Blindness/Deafness

Blur

Cloud of Daggers

Crown of Madness

Darkness

Detect Thoughts

Enhance Ability

Enthrall

Find Traps

Flaming Sphere

Gust of Wind

Hold Person

Levitate

Locate Animals or Plants

Locate Object

Magic Weapon

Maximilian’s Earthen Grasp

Mind Spike

Mirror Image

Misty Step

Phantasmal Force

Prayer of Healing

Scorching Ray

See Invisibility

Shatter †

Silence

Suggestion

Warding Wind

Web 3rd Level Aura Of Vitality

Blink

Clairvoyance

Dispel Magic

Elemental Weapon

Enemies Abound

Fear

Fireball

Glyph of Warding

Haste

Hypnotic Pattern

Lightning Bolt

Major Image

Mass Healing Word

Protection from Energy

Sending

Slow

Thunder Step †

Tidal Wave

Tiny Servant

Tongues

Vampiric Touch

Wind Wall 4th Level Arcane Eye

Banishment

Charm Monster

Confusion

Control Water

Dimension Door

Divination

Elemental Bane

Fire Shield

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Phantasmal Killer

Polymorph

Stoneskin

Storm Sphere

Wall of Fire 5th Level Animate Objects

Awaken

Contact Other Plane

Control Winds

Creation

Dawn

Destructive Wave

Dominate Person

Dream

Enervation

Far Step

Flame Strike

Geas

Hold Monster

Immolation

Legend Lore

Mass Cure Wounds

Modify Memory

Rary’s Telepathic Bond

Scrying

Synaptic Static

Telekinesis

Wall of Force

Wall of Light 6th Level Arcane Gate

Blade Barrier

Chain Lightning

Contingency

Disintegrate

Drawmij’s Instant Summons

Eyebite

Find the Path

Guards and Wards

Heal

Mass Suggestion

Mental Prison

Primordial Ward

Programmed Illusion

Scatter

Tenser’s Transformation

True Seeing

Wall of Ice 7th Level Crown of Stars

Etherealness

Finger of Death

Plane Shift

Regeneration

Resurrection

Reverse Gravity

Teleport 8th Level Abi-Dalzim’s Horrid Wilting

Antimagic Field

Dominate Monster

Illusory Dragon

Mind Blank

Power Word Stun

Telepathy 9th Level Foresight

Gate

Mass Heal

Mass Polymorph

Power Word Heal

Power Word Kill

Psychic Scream

True Polymorph

True Resurrection

Weird

Wish † = castable in non-hostile situations