Druid Circle of the Oracle

Throughout history, many things are thought. Throughout history many thoughts are lost and forgotten. Some even before the thinker realizes the thoughts were ever thought, never to be thought again. Except...what if there was a way to rethink these thoughts? What if there was a way to retrieve them? To relive them? In an incredibly rare instance a particular type of person, a particular type of Druid, just might be able to see these thoughts. Of these very, very few, one might even be able to...tap into these thoughts, experience these thoughts, and even learn from them.

The Druid Circle of the Oracle is a subclass that is devoted to learning information from the depths of a place that cannot be reached by common or uncommon means. The minds of those long since passed. As the Druid hones this particular skill, they become far better at gathering information through a silky wisp that floats through the air like a fine spidery thread called a Gossamer left behind by any and all thinking creatures. Image being able to learn about the past by seeing through the eyes of those belonging to that era.

Circle of the Oracle Features

Druid Level Feature 2nd Circle Spells, Eyes of the Oracle, Awakened Thoughts 6th Inception 10th Mentalist 14th Iron Mind

Circle Spells

Your connection with nature has allowed you to gain knowledge and insight that others wouldn't normally have. At 2nd level, you can see forgotten and lost trains of thought. You learn the encode thoughts cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Oracle Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Oracle Spells

Druid Level Spells 3rd detect thoughts, mind spike 5th clairvoyance, nondetection 7th arcane eye, locate creature 9th commune with nature, legend lore

Eyes of the Oracle

Starting at 2nd level, you can spend an action to heighten your sense of sight and search your surroundings for thin wisps of fine spider silk of lost and forgotten thoughts within 30ft for 1 hour. You can then use encode thoughts to experience that thoughts. Gossamers are not absorbed and can be re-experienced as many times as you'd like. You can use this feature a number of times per day equal to your wisdom modifier. You regain all expended uses at the end of a long rest.

At 6th level, you can use the encode thoughts cantrip to gain more insight into any thought you absorb. While Eyes of the Oracle is active, you can see a creature's entire train of thought and the physical situation they were in when they had it (example: what they were hearing, seeing, and doing). This ability also gives you the direction and distance from you of the creature who's memory you absorbed as long as you are on the same plane of existence. If the creature is on another plane of existence, this ability will tell you on which plane that creature is.

At 10th level, Eyes of the Oracle allows you to read the intentions of others. When you focus on a creature while Eyes of the Oracle is active, you learn their alignment, when that person is lying to you, and their creature type. You can only focus on one person at a time.

At 14th level, Eyes of the Oracle grants you blindsight out to 30 feet while Eyes of the Oracle is active. Through this sense you can only perceive thinking creatures. Any creature with an intelligence of 3 or less can't be perceived through this sense.

Awakened Thoughts

At 2nd level, you gain the ability to channel magic to your heightened senses. As an action, you can expend a use of your Wild Shape and gain the following benefits.

Telepathy 120ft

Your ability to see into the minds of others allows you to know how they will behave in combat granting you advantage on saving throws against their spells and abilities and gives them disadvantage on attack rolls against you.

You weapon attacks deal an extra 1d4 psychic damage to any target they hit. The psychic damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 17th level.

These benefits last for 10 minutes, or until you use your Wild Shape again.