Warlocks make pacts with otherworldly beings, many of whom are ominous and dreadful, pledging service in exchange for magical power. People with strong religious convictions do not readily make such bargains, as the power their patron holds over them conflicts with devotion to the gods.
The gifts bestowed upon you by your patron are those of foreknowledge. The Oracle is a being of prophecy and mystery, and manifests to you in ways that leave you questioning the nature of your patron. The Oracle communicates to you through whispered words that only you hear, visions that only you see, writings that only you can read, and hazy manifestations in the incense braziers and crystal balls that you use as a medium to call upon your patron. The Oracle might be a god, a fiend, or even a mortal of vast power, though you would never know it; you know only the prophecies that your patron bestows, and the arcane knowledge you are granted to conjure such visions for yourself.
Expanded Spell List
|1st||guiding bolt, identify|
|2nd||augury, detect thoughts|
|3rd||clairvoyance, speak with dead|
|4th||arcane eye, divination|
|5th||commune, legend lore|
Starting at 1st level, you can listen to the whispered words of your otherworldly patron and interpret the fates that they foretell. You can spend 10 minutes imparting the knowledge you gained from this foretelling to your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains a single foretelling, which they can expend at any time for one of the following benefits
- Gain advantage on a single attack roll, ability check, or saving throw before making the roll.
- Gain a +5 bonus to AC against a single attack before the attack roll is made.
- Gain 5 temporary hit points, which last until the creature takes a long rest or uses another foretelling.
A single creature can have no more than one foretelling at a time (from you, or any other source), and if a creature with a foretelling finishes a long rest, that foretelling is lost. Once you use this feature, you cannot use it again until you finish a short or long rest.
Starting at 6th level, the visions you can impart upon your allies can reveal ambushes and potentially devastating attacks, allowing your companions to avoid them. Any creature that has a foretelling granted by you can choose to expend it to gain one of the following benefits
- When the creature would be surprised, it is instead not surprised.
- When the creature succeeds on a saving throw to take only half damage from an effect, the creature instead takes no damage.
Starting at 10th level, any creature that has a foretelling granted by you can choose to expend it to gain advantage on a roll for initiative.
Starting at 14th level, when you grant creatures a foretelling, you give them two foretellings instead of one, and each creature can have up to two foretellings at a time, provided they both come from you.
The Way of the Heirophants
To join the Hierophants, you must be an arcane spellcaster and a devout follower of a god.
Membership in the hierophants confers the following benefits. Note that these benefits are maintained even if the hierophant leaves or even betrays the order, since they are matters of special training. Characters who learn hierophant secrets and then leave the order are widely despised by followers of the Gods of the Tree.
At 7th level, you learn the secrets of magic as a divine power of the universe. You become so in tune with the very power of magic that you are always under the effects of the detect magic and see invisibility spells.
Mastery of Magic
This feature confers the following benefits:
- You have a +10 bonus on Intelligence (arcana) checks.
- You either add counterspell and dispel magic to the list of spells you know, or count as if you always have them prepared.
- In addition, you have advantage on ability checks made because of casting either spell.
The Book of the Righteous, Copyright 2002, 2017, Aaron Loeb