The stars of Pash-Mara
ORACLE CLASS FEATURES
As an oracle, you gain the following class features:
HIT POINTS Hit Dice: 1d8 per oracle level. Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st.
PROFICIENCIES Armor: Light armor, medium armor, shields Weapons: All simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from History, Insight, Medicine, Persuasion, and Religion
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or © chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest’s pack or (b) an explorer’s pack
A shield and a holy symbol.
Lvl rev ProfCn Spl1st 2nd 3rd 4th 5th 6th 7th 8th 9th
01st 0 +2 4 2 2
02nd 1 +2 4 3 3
03rd 2 +2 4 4 4 2
04th 2 +2 5 5 4 3
05th 2 +3 5 6 4 3 2
06th 3 +3 5 7 4 3 3
07th 3 +3 5 8 4 3 3 1
08th 3 +3 5 9 4 3 3 2
09th 3 +4 5 10 4 3 3 3 1
10th 4 +4 6 11 4 3 3 3 2
11th 4 +4 6 12 4 3 3 3 2 1
12th 4 +4 6 12 4 3 3 3 2 1
13th 4 +5 6 13 4 3 3 3 2 1 1
14th 5 +5 6 13 4 3 3 3 2 1 1
15th 5 +5 6 14 4 3 3 3 2 1 1 1
16th 5 +5 6 14 4 3 3 3 2 1 1 1
17th 5 +6 6 15 4 3 3 3 2 1 1 1 1
18th 6 +6 6 15 4 3 3 3 3 1 1 1 1
19th 6 +6 6 15 4 3 3 3 3 2 1 1 1
20th 6 +6 6 15 4 3 3 3 3 2 1 1 1
Ability score improvements: at 4th 8th 12th and 16th
SPELLCASTING You are a divine vessel, granted power without your choice, selected by providence to wield powers that even you do not fully understand. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the divine spell list.
CANTRIPS At 1st level, you know four cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels as shown in the Cantrips Known column of the Oracle table.
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 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 cleric spell list.
The Spells Known column of the Oracle table shows when you learn more cleric spells of your choice. 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 to replace one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.
POWER TO HEAL OR HARM In addition to the other spells you know at 1st level, you learn either the cure wounds spell or inflict wounds spell. You can use one of your choices of Spells Known to learn whichever spell you don’t pick, if you want to learn both spells.
SPELLCASTING ABILITY* Charisma is your spellcasting ability for your oracle spells, since you learn your spells through dedicated study and memorization. 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 an oracle 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 divine focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your cleric and mystery spells.
CURSE At 1st level, you suffer a curse that come with a benefit, as well as a hindrance. It increases at 5th 11th and 15th Your curse cannot be removed or dispelled without the aid of a God. Choose one of the following options:
Clouded Vision Your eyes are obscured, making it difficult for you to see. Starting at 1st level, you cannot see anything beyond 30 feet, but you gain darkvision to that range. At 5th level, the range of your darkvision extends to 60 feet. At 11th level, you gain blindsight out to a range of 30 feet. Starting at 15th level, you gain the ability to cast true seeing without expending a spell slot, though you must complete a short rest before using this ability again.
Deaf Starting at 1st level, you cannot hear and suffer all the usual penalties for being deafened, though your spells no longer require a verbal component. At 5th level, you gain advantage on any Wisdom (Perception) ability checks that don’t involve hearing. Beginning at 11th level, you gain tremorsense to a range of 30 feet. Starting at 15th level, you gain the ability to cast detect thoughts at will, without casting a spell slot.
Haunted Starting at 1st level, you begin to be followed by malevolent spirits wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). You cannot interact with one object or feature of the environment for free (see page 190 of the Player’s Handbook) and must always spend your Action to Use an Object and any object you drop ends up 10 feet away from you. You also learn the mage hand and minor illusion cantrips. At 5th level, you add levitate and silent image to your list of known spells. When you reach 11th level, you add the telekinesis spell to your list of known spells. It does not count against the number of spells you know. At 15th level, you add the reverse gravity spell to your list of known spells. None of these spells count against the number of spells you know.
Lame At 1st level, one of your legs is permanently wounded, reducing your speed to 20 feet, though it is never reduced further by heavy armor or encumbrance. At 5th level, you gain advantage on all Constitution saving throws. When you reach 11th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. At 15th level, you become immune to exhaustion and do not gain exhaustion levels.
Tongues Starting at 1st level, in times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Celestial, Infernal, or Primordial. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You learn the chosen language. At 5th level, you learn another language of your choice. When you reach 11th level, you gain the ability to understand all languages. At 15th level, you gain the ability to speak and understand all languages.
Wasting At 1st level, your body begins slowly rotting away. You suffer disadvantage on all Charisma ability checks, apart from Charisma (Intimidation) checks. However, you also gain advantage
on all Constitution saving throws against disease. At 5th level, you become immune to all diseases. When you reach 11th level, you gain immunity to poisons and the poisoned condition. Starting at 15th level, you gain the ability to cast regenerate without expending a spell slot, though you must complete a long rest before using this ability again.
MYSTERY At 1st level, you choose a mystery related to your deity: Ancestor domain, Battle mystery, Bones mystery, Dark tapestry mystery, Flame mystery, Heavens mystery, Life mystery, Lore mystery, Lunar mystery, Metal mystery, Nature mystery, Solar mystery, Stone mystery, Time mystery Waves mystery, Wind mystery, and Wood mystery. Each mystery is detailed at the end of the class description. Your choice grants you mystery abilities, mystery spells, and additional abilities called revelations, at level. The tradition you choose grants you features at 1st level and again at 2nd, 3rd, 6th, 10th, 14th, and 18th level.
DIVINE REVELATIONS At 2nd level, you gain one revelation of your choice, selected from the revelations available in your chose mystery. The revelations are detailed at the end of the class description. When you gain certain oracle levels, you gain additional revelations of your choice, as shown in the Revelations Known column of the Oracle table.
Additionally, when you gain a level in this class, you can choose one of the revelations you know and replace it with another revelation that you could learn at that level.
FINAL REVELATION At 20th level, you become an avatar for your deity, gaining a new ability determined by the mystery you chose.
ORACULAR MYSTERIES Each mystery’s description includes the spells you learn at each level and the revelations you can choose.
For characters who wish to multiclass as an oracle, the minimum ability scores to multiclass as an oracle is Charisma 13.
Further, when you multiclass into the oracle class you gain proficiency in light armor, medium armor, and shields.
Finally, when calculating the spell slots available to a multiclass character with levels in the oracle class, you include all levels in magus, when calculating your Multiclass Spellcaster spell slots. See pages 163 and 164 of the Player’s Handbook for more information on multiclassing in 5E.