You must have a CHA score of 13 or higher in order to multiclass in or out of this class.
Oracles are beings exposed to the incomprehensible reality of the Plane of Finality, the End of Infinity. In this realm, the very concepts of reality reside and shape the Planes as they are. Carrying unknowable power in one hand, and the burden of a fragmented self in the other, oracles are wildcards. For them, sanity and strength are two sides of the same coin.
NOTE: this class is not finished, and largely still a work in progress.
| Levels | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spells Known |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | CHA + oracle level | ||||||||
| 2 | 3 | |||||||||
| 3 | 4 | 2 | ||||||||
| 4 | 4 | 3 | ||||||||
| 5 | 4 | 3 | 2 | |||||||
| 6 | 4 | 3 | 3 | |||||||
| 7 | 4 | 3 | 3 | 1 | ||||||
| 8 | 4 | 3 | 3 | 2 | ||||||
| 9 | 4 | 3 | 3 | 3 | 1 | |||||
| 10 | 4 | 3 | 3 | 3 | 2 | |||||
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your nervous system is entwined with the magical weave itself, granting you magic power only limited by the constraints of your flesh.
Cantrips. You know ? cantrips of your choice from the oracle spell list.
Preparing and Casting Spells. You may prepare a number of oracle spells equal to your WIS + your oracle level, minimum of 1 spell. The spells must be of a level for which you have spell slots. You may change any number of spells in your spell list during a long rest, requiring 1 minute of meditation per spell level for each spell you change.
Spellcasting Focus. You may use an arcane focus as a spellcasting focus for your oracle spells.
Spellcasting Ability. Your spellcasting ability is CHA.
Spell Save DC. 8 + proficiency + CHA
Spell attack modifier. proficiency + CHA
Parts of your mind, soul and body have been completely torn apart by the forbidden knowledge of the Finality. Your power originates from this fractured part of your being. Some of the effects of this class are powered by your shatterdie. Your shatterdie is 1d4.
You are able to draw great power from the Finality, power that seems unnatural or seemingly ignoring the fundamental laws of reality. Fleeting shards of future events whiff past your senses. Powerful as it may be, this carries a great risk, since this raw, unfiltered flow of information may end up being harmful to your psyche. Your oracle spells gain the following additional effects:
When dealing spell damage, you gain resistance to the damage type you dealt until the start of your next turn. This effect happens before the damage is done.
Targeted spells curve with strange, seemingly sentient trajectories, seeking out creatures before they've even moved to dodge. Because of this, it's impossible to miss your spells, though the target you foresaw in your shattered mind's eye might not always be the one you had intended:
When making a spell attack, roll your shatterdie and subtract the result from your attack roll.
You cannot gain advantage on spell attack rolls.
Spell attacks that don't hit the target start curving towards other creatures. It will instead seek out the creature closest to the target within the spell's range, and attempt to hit it; if it can hit this creature using the same attack roll, it will hit this creature instead, dealing half the normal damage, rounded up. If it cannot, the spell will continue to seek for targets until it hits or runs out. If no valid targets exist, it will rebound back to the original target and hit it, dealing 1/4 times the normal damage, rounded up.
If you roll a 1 on your attack roll, the spell is guaranteed to hit you, dealing half the normal damage, rounded up.
Using your unnatural senses, you're able to predict the escape options of your enemies. Spells that require a saving throw to dodge become especially effective because of this. However, your fractured body may sometimes force you to gain this knowledge through experience, putting you through the same misery as you're trying to do with your enemies:
When casting a spell that requires a saving throw to avoid, you must succeed on the saving throw yourself, provided you are not in the spell's area of effect. You take half damage on a failed save, also suffering the spell's other effects. You take no damage on a successful save. Damage taken in this way does not trigger concentration saves, and you are able to maintain concentration on your spell even if you're affected by it.
For creatures within the area of effect (which includes you, if you're inside the area), the spell save DC increases by a number equal to a roll of your shatterdie.
Choose a subclass:
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You teeter on the edge of insanity to siphon magic from it:
Over the course of 1 minute, you may regain a single spell slot, given it's a spell slot of a level you have access to.
Roll your shatterdie a number of times equal to the level of the spell slot; you take psychic damage equal to the number rolled. You may decide to halt siphoning after rolling the damage, preventing the damage, and failing the siphoning. If the damage would lower you to 0 hitpoints, the siphoning is forcefully halted.
Regardless of whether you successfully siphoned, you enter a chaos state, affecting future uses of this feature.
Chaos state gives the following effects, which last for the duration:
Chaos state lasts for an amount of days equal to the level of the siphoned spell slot + 1.
If you attempt to siphon again while in chaos state, you must first succeed on a CHA saving throw with a DC of 12 + the level of the spell slot.
On a failure, your CHA score is reduced by 4, and you may not use this feature again.
On a success, you may attempt siphoning again. Every siphoning attempt during the current chaos state increases the saving throw DC by an additional 3, and extends the duration of chaos state by a number of days equal to the level of the spell slot.
Your shatterdie becomes 1d6.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
Your understanding of the erratic space outside the boundaries of reality rapidly grows and solidifies, allowing your spells to inflict unclassifiable harm. As a bonus action, you may empower your next spell on that turn, removing the spell's damage type. Typeless damage ignores any and all effects that normally reduce damage, such as resistances and immunities. You still gain resistance to the original damage type of the spell from your egregious foresight trait.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
Your shatterdie becomes 1d8.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You are a being from the Finality. With your power and knowledge formatted and realized, as an action, you may redirect the flow of cosmic information to empower yourself or a creature within 30ft. of you. This has different effects per class. You may use this trait once per long rest.
A creature becomes empowered for 1 minute. It may use its action to expend this power into a strike powerful enough to shatter the foundations of reality. After it uses this action, it must succeed on a CHA saving throw. The DC of this saving throw equals 30 minus your proficiency, CHA modifier and a roll of your shatterdie. On a failed save, the creature is overwhelmed by the Finality's power, dropping to 0 hitpoints and dropping unconscious instantly, regardless of prior hitpoints. On a success, the creature drops to 1 hitpoint instead, retaining consciousness.