Oracle

The oracles of Greece are a respected few women venerated for their wisdom and prophecy. Through a series of rituals involving the inhalation of gases produced by burning herbs, the oracles enter a frenzied state where they are linked to Apollo, god of prophecy. The accuracy of the prophecy is never in question as they always seem to come true. The vague and often multi-faceted nature of the visions does, however, leave some up for interpretation. When Croesus, king of Lydia, consulted the Pythia (priestess) at Delphi for war counsel, she told him “If you cross the river, a great empire will be destroyed.” Little did he know, it was his own. The three tenets inscribed in the Temple of Apollo read: Know thyself. Nothing to excess. Surety brings ruin.

Prophetic Haze

Starting at 1st level, you gain the guidance cantrip. This does not count against the number of sorcerer cantrips you know. At the listed levels, the following spells are added to your spell list.

Oracle Spells
Class Level Spells
1st Identify, speak with animals
3rd Augury, locate object
5th Bestow curse, remove curse
7th Arcane eye, divination
9th Commune, scrying

As an action, you can inhale the gases of various burned herbs and enter a state of mystic frenzy. While in this state, you are directly connected to the prophecies of the divine. They are hazy and confusing but give you unique insight into the events unfolding before you. You gain advantage on all skill checks and saving throws using Intelligence, Wisdom, and Charisma, and disadvantage on all skill checks and saving throws using Strength, Dexterity, and Constitution. You remain in this state of prophetic frenzy for one minute. Once you use this feature, you cannot use it again until you finish a short or long rest.

Additionally, when using the Vapors of Delphi, roll a d6 instead of a d3 to determine the number of hints you are provided.

Prescient Danger

Starting at 6th level, as a reaction to a creature being attacked within 60 feet of you, you may warn them of impending doom as you see moments into their future. They immediately gain +2 AC, potentially avoiding the attack. If you are under the influence of Prophetic Haze, the target instead gains +3 AC. You can use this reaction a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Sage of Futures

Starting at 14th level, you do not need material components to cast Divination spells. Targets making a saving throw to resist your Divination spells have disadvantage.

Grand Foretelling

Starting at 18th level, you are capable of ingesting a highly potent drug that heightens your connection to the prophetic divine. As soon as initiative is rolled, as long as you are not surprised you are able to discern the intent of all enemy combatants. Your GM should give you a vague idea of the action each creature is going to take this round if not interfered with by another creature. You see this is a flash of prophecy and are able to immediately take a free action to speak one short sentence of warning.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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