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Punti Ferita

Dadi Vita 1d8 per livello

Competenze

WIS , CHA

Wild Oracle

Livello Bonus di Competenza Caratteristiche Cantrips Known Card Draws Max Card Level
1 + 2 Spellcasting The Wild Tarot 2 2 1
2 + 2 Spellcasting The Wild Tarot 2 3 1
3 + 2 Spellcasting The Wild Tarot 2 3 2
4 + 2 Spellcasting The Wild Tarot 3 3 2
5 + 3 Spellcasting The Wild Tarot 3 3 3
6 + 3 Spellcasting The Wild Tarot 3 4 3
7 + 3 Spellcasting The Wild Tarot 3 4 3
8 + 3 Spellcasting The Wild Tarot 3 4 4
9 + 4 Spellcasting The Wild Tarot 3 4 4
10 + 4 Spellcasting The Wild Tarot 4 5 4
11 + 4 Spellcasting The Wild Tarot 4 5 4
12 + 4 Spellcasting The Wild Tarot 4 5 5
13 + 5 Spellcasting The Wild Tarot 4 5 5
14 + 5 Spellcasting The Wild Tarot 4 6 5
15 + 5 Spellcasting The Wild Tarot 4 6 5
16 + 5 Spellcasting The Wild Tarot 4 6 6
17 + 6 Spellcasting The Wild Tarot 4 6 6
18 + 6 Spellcasting The Wild Tarot 4 7 6
19 + 6 Spellcasting The Wild Tarot 4 7 6
20 + 6 Spellcasting The Wild Tarot 4 8 6

Incantesimi di Classe

Bespeak|wwwo256 Blade Ward Guidance Mage Hand Message Prestidigitation Ray of Frost Resistance Shocking Grasp Thaumaturgy True Strike blade ward|xphb guidance|xphb mage hand|xphb message|xphb prestidigitation|xphb ray of frost|xphb resistance|xphb shocking grasp|xphb thaumaturgy|xphb true strike|xphb

Caratteristiche di Classe

Livello 1

Spellcasting
The Wild Tarot

Livello 10

Oracle Fate Feature

Livello 12

Ability Score Improvement

Livello 13

Convergent Return III

Livello 14

Oracle Fate Feature

Livello 16

Ability Score Improvement

Livello 17

Limitless Draw

Livello 19

Ability Score Improvement

Livello 2

Scrying

Livello 20

Embodiment of Destiny

Livello 3

Oracle Fate

Livello 4

Ability Score Improvement

Livello 5

Convergent Return

Livello 6

Oracle Fate Feature

Livello 8

Ability Score Improvement

Livello 9

Convergent Return II

Progressione Trucchetti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucchetti Conosciuti 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Competenze

Armor

light

Weapons

simple

hand crossbow

heavy crossbow

glaive

whip

shortsword

Skills

Equipaggiamento Iniziale

In alternativa, puoi iniziare con: 3d4 x 10|3d4 x 10|Starting Gold

Caratteristiche di Classe

Spellcasting (Level 1)

Part of your quest to craft your deck includes studying the arcane arts. You gain access to a limited repertoire of spells to help you when the Fates are not in your favour. You are able to use your advanced understandings of the mysteries of magic to cast spells with a focus. Your deck is your default focus, but if it is unavailable it is possible to co-opt another arcane focus for this purpose.

Cantrips

At 1st level, you know two cantrips of your choice from the wild oracle spell list. You learn additional wild oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wild Oracle table.

Spellcasting Ability

Wisdom is your spellcasting ability for your wild oracle spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wild oracle spell or card modifier you cast and when making an attack roll with one.

Spell

Spell

The Wild Tarot (Level 1)

Each card in your tarot deck releases a particular power. When you finish a long rest, you must shuffle all the cards that make up your deck to refresh the Fates and provide guidance for the day.

As an action, you may draw from the top of the deck and reveal a card. Use the Wild Oracle card list to determine the effect that activates from the card. The Wild Oracle table shows how many draw actions you can perform. You regain all of your draw actions when you finish a short or long rest.

After you draw a card, the card disappears from your deck and may not be drawn again until after you complete a long rest. In game terms, this means it is placed in a "discard pile." When you take a long rest, you may shuffle your discard pile into your main deck. Additionally, some class abilities allow you to pull cards out of your discard pile and place it back into your draw deck.

Starting Deck

At 1st level, you have constructed the beginnings of a wild tarot deck, made up of 8 cards. Your character's deck starts with the following cards:

Additionally, you add any two cards from the first level cards list. This forms your initial deck of eight cards.

Alternatively, if your Dungeon Master allows it, you may choose all eight of your 1st level cards.

Spell-like Effects

Many of the cards in the wild oracle's card list feature spelllike effects, or give you the ability to cast a spell. While these cards manifest in ways similar to a spell, they do not require a focus, or spell components.

Additionally, spells that normally require concentration do not require concentration when cast via a card

Card effects that require a saving throw use your spell save DC.

Further Advancement

When you gain a level in this class, you may choose to add one card to your deck and/or remove one card from your deck. Each card added must be of a card level less than or equal to the Max Card Level shown in the Wild Oracle table, and must not already exist in your deck.

Your Deck

The cards in your deck were handcrafted by you. You have learned how to create the cards through years of study and practice. If you were to find another wild oracle's deck, you would not be able to use its cards as they are personalized to the oracle who has created them. The cards themselves hold no power without the creator's spirit.

The Draw Deck. Your draw deck consists of all cards you have not used since the end of your last long rest. In real-life terms, this means you need to keep your used cards separate from your unused cards. You can indicate this by wrapping different colored rubber bands around the cards that represent your unused cards (draw deck), expended cards (your discard pile), and the card pool (cards you have outside of your deck).

Replacing Lost Cards. While cards temporarily dematerialize after they are cast, and reappear after you have completed a long rest, the very act of drawing from the deck is a magical one. This means that without intense magical interference, it is not possible to "lose" cards without activating them (such as throwing them away.) However, it is possible that you might lose your entire deck due to a mishap. If this is the case, you need to meditate for at least one hour in order to magically resummon the deck back into your possession. When you do this, the deck materializes in your palm in the same state it was when you lost it.

Scrying (Level 2)

At 2nd level, you gain the ability to scry your wild tarot deck. If you spend at least 10 minutes studying your deck, you see glimpses of the future. You may reveal a number of cards from the top of the deck equal to your proficiency bonus. Then, in any order, place each revealed card on either the top or bottom of the deck.

You may use this feature once. You regain the use of this feature at the end of a short or long rest.

Oracle Fate (Level 3)

Wild oracles follow an infinite number of paths, but there are roads that offer special powers and abilities above and beyond the power of the Tarot. Each of these paths is tailored to giving the oracle new abilities to shape their decks and help advance in their disciplines. Will they focus on using power of the Tarot to enhance their martial prowess? Or will their focus be to collect as many cards as possible for their deck? The path determines the tools the oracle has to shape their destiny

At 3rd level, you have learned enough of the ways of the wild oracle to choose a focus: Fate of Chaos, Fate of the Chosen, or Fate of the Frenzied, each of which are detailed at the end of this class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Convergent Return (Level 5)

At 5th level, you have begun to feel a flicker of connection with the Fates themselves. You control fate, and are able to return expended cards to your deck. As a bonus action, you may expend one or more uses of this feature. For each use expended, reshuffle one expended card back into your deck. You have one use of this feature at 5th level, and gain a second use at 9th level, and a third use at 13th level. You regain all expended uses of this feature when you finish a short or long rest.

Oracle Fate Feature (Level 6)

At 6th level, you gain a feature granted by your Oracle Fate.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Convergent Return II (Level 9)

You gain a second use at 9th level.

Oracle Fate Feature (Level 10)

At 10th level, you gain a feature granted by your Oracle Fate.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Convergent Return III (Level 13)

You gain a third use at 13th level.

Oracle Fate Feature (Level 14)

At 14th level, you gain a feature granted by your Oracle Fate.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Limitless Draw (Level 17)

At 17th level, when you roll initiative and have no cards left in your deck, randomly shuffle 4 used cards to form a new draw deck. You have one use of this feature which you regain at the end of a short or long rest.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Embodiment of Destiny (Level 20)

At 20th level, you gain first hand knowledge of the fates and how their power is drawn into your cards. You may now effortlessly call on the power of your deck. As an action, you may draw two cards, fully resolving the first card draw before the second card.

Multiclasse

Requisiti Multiclasse

{"wis":13}

Competenze Ottenute

Armor light
Tools Playing Cards Set , calligrapher's supplies
Weapons simple

Sottoclassi

Fate of Chaos
wwwo256
Fate of the Chosen
wwwo256
Fate of the Frenzied
wwwo256

Caratteristiche Sottoclasse

Fate of Chaos

Enhanced Card Selection (Level 3)

When you commit to the Fate of Chaos, starting at 3rd level and every wild oracle even level gained thereafter, roll a d20 and examine the table below to determine how many cards you must add to your deck. Each card added must be of a card level less than or equal to the Max Card Level shown in the Wild Oracle table, and must not already exist in your deck. Additionally, each level, you may remove up to one card from your deck.

This replaces the base rules of "Further Advancement" in the wild oracle class.

Cards Gained on Level Up
Roll d20# of Cards

2 Cards

3 Cards

4 Cards

Discarded Future (Level 3)

At 3rd level, as a bonus action, you may discard the top card of your deck and choose a creature you can see within 60 feet of you. That creature gains disadvantage on its next attack roll. (Contributed by Kristen Matthews)

Mulligan (Level 6)

Starting at 6th level, as part of your draw action, you may immediately place a card into your discard pile after revealing it, before its effect activates. If you take this action, you immediately draw another card and put it into play. Once you use this feature, you must finish a short or long rest before you can use it again.

Burnt Luck (Level 10)

Starting at 10th level, as a reaction to making an attack, save, or ability check roll, you may discard any number of cards from the top of your deck, and add the number of cards discarded to the roll. You must declare you are using this feature before your DM determines if the roll was a success or a failure.

Wild Wish (Level 14)

At 14th level, you form a "wish deck" by shuffling all cards not currently in your main deck into a new deck. This deck sits to the side of your main deck. As a bonus action, you may draw and resolve a card from your wish deck as if it were drawn from your main deck. If you do, the card you draw is immediately activated as if it was drawn from your main deck. This feature may be used three times per long rest. (Thanks to Jacob Visca for the inspiration for this feature.)

Fate of the Chosen

Enhanced Card Selection (Level 3)

When you commit to the Fate of the Chosen, starting at 3rd level and every wild oracle level gained thereafter, you may pick up to two cards to add to your deck, and/or remove up to two cards from your deck. Each card added must be of a card level less than or equal to the Max Card Level shown in the Wild Oracle table, and must not already exist in your deck. This replaces the base rules of "Further Advancement" in the Wild Oracle class.

Fate's Hand (Level 3)

Also at 3rd level, you may place cards in your Fate's Hand. To create a Fate's Hand, after a long rest draw cards to your maximum hand size, and place them face up next to your deck. When taking the draw action, instead of drawing a card from your deck, you may instead play a card from your Fate's Hand, acting as if it were drawn from the top of your deck. Your maximum hand size is three cards. Your maximum hand size changes when you reach certain levels in this class. It becomes four cards at 10th level, and five cards at 15th level. (contributed by Kristen Matthews)

Altered Outcome (Level 6)

Starting at 6th level, you gain the power to reverse the tide of bad fortune. As a reaction, you may discard the top card from your deck, and reroll any attack roll, ability check, or saving throw you have just made. This feature may only be used once per roll, and you must take the results of your second roll. You may choose to use this feature after determining whether or not the roll was successful. You may use this ability twice. You regain uses after completing a short or long rest. Performing this action does not use one of your draw actions.

Shared Destiny (Level 10)

Starting at 10th level, as a part of the normal card draw action, you can allow one of your allies to use your deck's power. Choose a willing creature within 30 feet of you. That creature activates the effect of the card expended as if they had used it themselves. You may take used Shared Destiny once. You regain the use after completing a short or long rest. (Contributed by Kristen Matthews)

Card Summon (Level 14)

Starting at 14th level, as a bonus action, you can summon any card in your deck to your Fate's Hand. To summon a card, search your deck for the card of your choice. After summoning a card, you must shuffle your deck. You may perform this action once. You regain uses after completing a short or long rest.

Fate of the Frenzied

Bonus Proficiencies (Level 3)

When committing to the Fate of the Frenzied at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Card Lock (Level 3)

Also at 3rd level, you learn to lock your most useful cards in place so they are always available to use when you need them. After completing a long rest, choose one card in your deck and place it face up in front of you. When using your Wild Tarot feature, instead of drawing from the deck, you may instead activate the card in front of you. Doing so expends the card and it is placed in your discard pile. At 10th level, you may select two cards to lock, and at 15th level, you may select three cards.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Nimble Fingers (Level 10)

Starting at 10th level, whenever you take the Attack action, you can use a bonus action to simultaneously make a card draw. The card draw resolves before the attack action.

Third Eye Scry (Level 14)

Starting at 14th level, you may first use your Scrying feature as a bonus action. Additionally, you may now use Scrying three times before a rest.