Note: This is playtest material for the To test this class, you will need some form of a
Adventurer’s Tarot Kickstarter. If you have deck. We recommend you use blank index card
feedback, please send it to: [email protected]. to write the cards you want to add to your deck.
Wild Oracle
T
hrough a forest clearing, the sound of Creating a Wild Oracle
shuffling paper dances on the cool night
wind. A slender finger draws an ornate card While wild oracles are marked by the seeming randomness
from a fold of a colorful robe. It traces an of their decks, the deck is shaped by you, and you can
illustration of a barbarian in the air before it dictate exactly what kind of powers will most commonly
fades from existence. The cloaked figure manifest when a card is drawn. Wild oracles all start with
tosses her robe aside as she lets loose a similar decks, but as your character grows, you will be able
primal scream. Her body transforms,bristling with power to add and remove cards making the deck unique to your
and growing in size as the once-overconfident bandits character.
shrink in her shadow. Do you want an oracle who specializes in martial-
Surrounded by a circle of his companions, the enhancing power? Or would you like to focus on providing
adventurer clad in leather armor reveals one card after extra benefits to your party? Does absolute arcane power
another. The first seals the wounds of the warrior, while the entice you? Shape your deck to build your destiny.
next erects an enchanted sentry to shield his compatriots.
The last erupts into a shower of golden sparks, Quick Build
emboldening the party with a blessing. You can make a wild oracle quickly by following these
A firbolg stands among green hills, her glaive glinting in suggestions. First, Wisdom should be your highest ability
red moonlight as her eyes survey the mass of dark warriors score, followed by Constitution or Dexterity. If you plan to
gathering below. She closes her eyes, and a moment later, use non-finesse weapons in melee combat, Strength is a
her hand glows with soft, blue light. A finger draws the top good second or third choice. Next, choose the Hermit
card from a deck attached to her belt. After a quick glance, background. Finally, choose The Rogue and The Wizard
she tosses it into the air, and it grows into a ball of fiery cards to complete your starting deck.
heat. The flames burst in the night air, raining chaos and
destruction upon the unsuspecting orc encampment in the
valley below.
Magic and Cards
Wild oracles seek knowledge from the Fates and harness
power through their arcane decks. Built over years, a full
deck can consist of dozens of cards, each selected and
crafted by the oracle to aid their allies, inhibit their
enemies, and occasionally tap into unspeakable power.
While there is no doubt that the cards are powerful, the
apparent randomness of the Fates can bemuse those who
cross the oracle’s path, be they ally or enemy. The oracle
has access to an array of martial and magical abilities, but
their ultimate potential comes from mastering their decks.
Arcane Artisans
Wild oracles study the arcane just as much as their craft,
researching the signs of power to design and create each
card in their deck. Each oracle’s deck is rendered by hand,
and therefore, unique to them. Each gold-flecked line is
carefully constructed to shape the raw magic at the heart of
their decks. The deck serves as an instrument, taking the
oracle’s arcane power, and shaping it into useful spell-like
effects. However, the deck is also a connection to
mysterious powers beyond the reach of most mortals.
The “wild” is always present, even with those who have
mastered their profession. The deck gains as much
strength from the whims of fortune as it does from the soul
of the bearer. For the wild oracle, chaos is power and part
of the balance of the Fates.
CLASS | WILD ORACLE 1
Equipment
You start with the following equipment, in addition to the
The Wild Oracle equipment granted by your background:
Max (a) padded armor or (b) leather armor
Proficiency
Level Bonus Features
Cantrips Card Card
Known Draws Level
(a) a scholar’s pack or (b) an explorer’s pack
a wild tarot deck, any simple weapon
1st +2 Spellcasting, 2 2 1st
Wild Tarot If you forgo this starting equipment, as well as the items
2nd +2 Scrying 2 3 1st
offered by your background, you start with 3d4 x 10 gp to
buy your equipment. You also start with your personally-
3rd +2 Wild Oracle 2 3 2nd crafted wild tarot deck.
Path
4th +2 Ability Score 3 3 2nd Multiclassing
Improvement Multiclassing a wild oracle can be done, but is extremely
5th +3 Convergent 3 3 3rd rare. A player wishing to do so must have some way to
Return I create their wild tarot deck before taking their first level.
This can be done by apprenticing with another oracle, or
6th +3 Path Feature 3 4 3rd spending considerable time studying the ways of the wild
7th +3 ─ 3 4 3rd oracle.
8th +3 Ability Score 3 4 4th Ability Score Prerequisite: Wis 13
Improvement
9th +4 Convergent 3 4 4th
Proficiencies Gained: light armor, simple weapons,
Return II calligrapher's supplies
10th +4 Path Feature 4 5 4th
Note: Card Draws may not be used as Spell Slots, or vice
11th +4 ─ 4 5 4th versa.
12th +4 Ability Score 4 5 5th
Improvement Spellcasting
13th +5 Convergent 4 5 5th Part of your quest to craft your deck includes studying the
Return III arcane arts. You gain access to a limited repertoire of spells
14th +5 Path Feature 4 6 5th to help you when the Fates are not in your favour. You are
able to use your advanced understandings of the mysteries
15th +5 ─ 4 6 5th of magic to cast spells with a focus. Your deck is your
16th +5 Ability Score 4 6 6th default focus, but if it is unavailable it is possible to co-opt
Improvement another arcane focus for this purpose.
17th +6 Limitless 4 6 6th
Draw Cantrips
18th +6 ─ 4 7 6th
At 1st level, you know two cantrips of your choice from the
wild oracle spell list. You learn additional wild oracle
19th +6 Ability Score 4 7 6th cantrips of your choice at higher levels, as shown in the
Improvement Cantrips Known column of the Wild Oracle table.
20th +6 Embodiment 4 8 6th
of Destiny 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
Class Features attack roll with one.
As a wild oracle, you gain the following class features. Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier
Hit Points Spell attack modifier = your proficiency bonus + your
Hit Dice: 1d8 per wild oracle level Wisdom modifier
Hit Points at 1st Level: 8 + your Constitution modifier The Wild Tarot
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per wild oracle level after 1st Each card in your tarot deck releases a particular power.
Proficiencies
When you finish a long rest, you must shuffle all the cards
that make up your deck to refresh the Fates and provide
Armor: Light armor guidance for the day.
Weapons: Simple weapons, hand crossbows, heavy As an action, you may draw from the top of the deck and
crossbows, glaives, whips, and shortswords reveal a card. Use the Wild Oracle card list to determine
Tools: Playing cards, calligrapher’s supplies the effect that activates from the card. The Wild Oracle
Saving Throws: Wisdom, Charisma table shows how many draw actions you can perform. You
Skills: Choose two from Arcana, History, Insight, regain all of your draw actions when you finish a short or
Investigation, Perception, Religion, and Sleight of Hand long rest.
2 CLASS | WILD ORACLE
After you draw a card, the card disappears from your deck Ability Score Improvement
and may not be drawn again until after you complete a long
rest. In game terms, this means it is placed in a "discard When you reach the 4th level, and again at 8th, 12th, 16th,
pile." When you take a long rest, you may shuffle your and 19th level, you can increase one ability score of your
discard pile into your main deck. Additionally, some class choice by 2, or you can increase two ability scores of your
abilities allow you to pull cards out of your discard pile and choice by 1. As normal, you can’t increase an ability score
place it back into your draw deck. above 20 using this feature.
Starting Deck Your Deck
At 1st level, you have constructed the beginnings of a wild
tarot deck, made up of 8 cards. Your character’s deck starts The cards in your deck were handcrafted by you.
You have learned how to create the cards
with the following cards: through years of study and practice. If you were
I of Adversaries to find another wild oracle's deck, you would not
The Ally be able to use its cards as they are personalized
The Companion to the oracle who has created them. The cards
I of Constructs themselves hold no power without the creator's
spirit.
I of Elementals The Draw Deck. Your draw deck consists of all
The Familiar cards you have not used since the end of your
last long rest. In real-life terms, this means you
Additionally, you add any two cards from the first level need to keep your used cards separate from your
cards list. This forms your initial deck of eight cards. unused cards. You can indicate this by wrapping
Alternatively, if your Dungeon Master allows it, you may different colored rubber bands around the cards
choose all eight of your 1st level cards. that represent your unused cards (draw deck),
expended cards (your discard pile), and the card
pool (cards you have outside of your deck).
Spell-Like Effects Replacing Lost Cards. While cards temporarily
Many of the cards in the wild oracle's card list feature spell- dematerialize after they are cast, and reappear
like effects, or give you the ability to cast a spell. While after you have completed a long rest, the very act
these cards manifest in ways similar to a spell, they do not of drawing from the deck is a magical one. This
require a focus, or spell components. means that without intense magical interference,
Additionally, spells that normally require concentration it is not possible to "lose" cards without
do not require concentration when cast via a card. activating them (such as throwing them away.)
Card effects that require a saving throw use your spell However, it is possible that you might lose your
save DC. entire deck due to a mishap. If this is the case,
you need to meditate for at least one hour in
Further Advancement order to magically resummon the deck back into
When you gain a level in this class, you may choose to add your possession. When you do this, the deck
one card to your deck and/or remove one card from your materializes in your palm in the same state it was
deck. Each card added must be of a card level less than or when you lost it.
equal to the Max Card Level shown in the Wild Oracle
table, and must not already exist in your deck.
Scrying
At 2nd level, you gain the ability to scry your wild tarot Convergent Return
deck. If you spend at least 10 minutes studying your deck, At 5th level, you have begun to feel a flicker of connection
you see glimpses of the future. You may reveal a number of with the Fates themselves. You control fate, and are able to
cards from the top of the deck equal to your proficiency return expended cards to your deck. As a bonus action, you
bonus. Then, in any order, place each revealed card on may expend one or more uses of this feature. For each use
either the top or bottom of the deck. expended, reshuffle one expended card back into your
You may use this feature once. You regain the use of this deck. You have one use of this feature at 5th level, and gain
feature at the end of a short or long rest. 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
Oracle Fate short or long rest.
At 3rd level, you have learned enough of the ways of the
wild oracle to choose a focus: Fate of Chaos, Fate of the Limitless Draw
Chosen, or Fate of the Frenzied, each of which are detailed At 17th level, when you roll initiative and have no cards left
at the end of this class description. Your choice grants you in your deck, randomly shuffle 4 used cards to form a new
features at 3rd level, and again at 6th, 10th, and 14th draw deck. You have one use of this feature which you
levels.” regain at the end of a short or long rest.
CLASS | WILD ORACLE 23
Embodiment of Destiny This replaces the base rules of "Further Advancement"
in the wild oracle class.
At 20th level, you gain first hand knowledge of the fates and
how their power is drawn into your cards. You may now Cards Gained on Level Up
effortlessly call on the power of your deck. As an action, Roll 1d20 # of Cards
you may draw two cards, fully resolving the first card draw 1-15 2 Cards
before the second card.
16-19 3 Cards
Wild Oracle Spell List 20 4 Cards
Cantrips (0 Level)
Bespeak Discarded Future
Blade Ward At 3rd level, as a bonus action, you may discard the top
Guidance card of your deck and choose a creature you can see within
Mage Hand 60 feet of you. That creature gains disadvantage on its next
Message attack roll. (Contributed by Kristen Matthews)
Prestidigitation Mulligan
Ray of Frost Starting at 6th level, as part of your draw action, you may
Resistance immediately place a card into your discard pile after
Shocking Grasp revealing it, before its effect activates. If you take this
Thaumaturgy action, you immediately draw another card and put it into
True Strike play. Once you use this feature, you must finish a short or
Bespeak long rest before you can use it again.
Divination Cantrip
Burnt Luck
Casting Time: 1 action Starting at 10th level, as a reaction to making an attack,
Range: Self save, or ability check roll, you may discard any number of
Components: V, M (the Wild Tarot) cards from the top of your deck, and add the number of
Duration: 1 round As you cast this spell, you must cards discarded to the roll. You must declare you are using
simultaneously draw the top card of your deck, and this feature before your DM determines if the roll was a
declare a request for an omen regarding a person, success or a failure.
relationship, challenge, or idea. Reveal your drawn card
to the other players, then discard it. The DM will relay Wild Wish
whether you intuit a good omen or a bad omen At 14th level, you form a "wish deck" by shuffling all cards
concerning your target subject. This does not count as a not currently in your main deck into a new deck. This deck
card draw action. Subsequent draws on the same subject sits to the side of your main deck. As a bonus action, you
may not be taken again for 24 hours. (Contributed by may draw and resolve a card from your wish deck as if it
Molly Harris) were drawn from your main deck. If you do, the card you
draw is immediately activated as if it was drawn from your
Oracle Fates main deck. This feature may be used three times per long
Wild oracles follow an infinite number of paths, but there rest. (Thanks to Jacob Visca for the inspiration for this
are roads that offer special powers and abilities above and feature.)
beyond the power of the Tarot. Each of these paths is
tailored to giving the oracle new abilities to shape their Fate of the Chosen
decks and help advance in their disciplines. Will they focus While chance and the Fates will always have a hand in your
on using power of the Tarot to enhance their martial path, you have studied divination extensively enough to
prowess? Or will their focus be to collect as many cards as shape and control your deck and its power. Those with this
possible for their deck? The path determines the tools the Fate have fewer cards, more refined decks, and better
oracle has to shape their destiny. control of their futures. They also have the unique ability of
sharing wild oracle effects with their allies.
Fate of Chaos
Those with the Fate of Chaos revel in unpredictability. Enhanced Card Selection
Their decks bulge with awesome, but indiscriminate power. When you commit to the Fate of the Chosen, starting at 3rd
Not everyone appreciates the unplanned surprises that level and every wild oracle level gained thereafter, you may
crop up when allied with a chaos weaver, but no one likes pick up to two cards to add to your deck, and/or remove up
having one as an enemy. 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
Enhanced Card Selection in the Wild Oracle table, and must not already exist in your
When you commit to the Fate of Chaos, starting at 3rd level deck. This replaces the base rules of "Further
and every wild oracle even level gained thereafter, roll a Advancement" in the Wild Oracle class.
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.
4 CLASS | WILD ORACLE
Fate's Hand Nimble Fingers
Also at 3rd level, you may place cards in your Fate’s Hand. Starting at 10th level, whenever you take the Attack action,
To create a Fate's Hand, after a long rest draw cards to your you can use a bonus action to simultaneously make a card
maximum hand size, and place them face up next to your draw. The card draw resolves before the attack action.
deck. When taking the draw action, instead of drawing a
card from your deck, you may instead play a card from your Third Eye Scry
Fate’s Hand, acting as if it were drawn from the top of your Starting at 14th level, you may first use your Scrying
deck. Your maximum hand size is three cards. Your feature as a bonus action. Additionally, you may now use
maximum hand size changes when you reach certain levels Scrying three times before a rest.
in this class. It becomes four cards at 10th level, and five
cards at 15th level. (contributed by Kristen Matthews)
Altered Outcome
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
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
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
You have not only studied the artistry of crafting the cards
in your deck, but you've also extensively studied the combat
arts. You thrive on using the cards to enhance your combat
abilities.
Bonus Proficiencies
When committing to the Fate of the Frenzied at 3rd level,
you gain proficiency with medium armor, shields, and
martial weapons.
Card Lock
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
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
CLASS | WILD ORACLE 5
Cards By Level
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
I of Aberrations II of Aberrations III of Aberrations IV of Adversaries V of Adversaries IV of Aberrations
I of Adversaries II of Adversaries III of Adversaries IV of Beasts III of Celestials VI of Adversaries
The Ally The Artificer III of Beasts The Blood Hunter III of Dragons IV of Celestials
The Barbarian The Bard III of Constructs II of Dragons III of Fiends IV of Constructs
I of Beasts II of Beasts I of Dragons IV of Elementals IV of Humanoids IV of Dragons
I of Celestials II of Celestials III of Elementals III of Fey III of Monstrosities IV of Fey
The Companion II of Constructs The Cleric II of Fiends The Mystic IV of Fiends
I of Constructs The Druid II of Fey III of Giants III of Oozes IV of Giants
I of Elementals II of Elementals I of Fiends III of Humanoids IV of Plants IV of Monstrosities
The Familiar I of Fey II of Giants II of Oozes The Ranger IV of Oozes
I of Humanoids The Fighter II of Monstrosities III of Undead IV of Undead
The Monk I of Giants The Paladin III of Plants
I of Monstrosities II of Humanoids I of Oozes
I of Plants II of Plants The Sorcerer
The Rogue The Wild Oracle II of Undead
I of Undead The Warlock
The Wizard
Level 1 Cards I of Adversaries
Reversed Polarities. For the next
I of Aberrations minute, gravity is warped within a 5 foot
You gain the Blinding Spittle feature. A radius around you. Any large or smaller
large glob of phlegm is lodged in your creature that ends its turn within the
throat. You gain the ability to, as a bonus radius, or that is within the radius when
action, spit the glob at a point you can you end your turn, must make a Strength
see within 15 feet. The glob explodes in a saving throw. On a failed save, the
blinding flash of light on impact. Each creature is pushed 10 feet away from you
creature within 5 feet of the flash must and is knocked prone.
succeed on a Dexterity saving throw or
be blinded until the end of your next turn.
If you do not spit the glob within one
minute of gaining the feature, you are forced to swallow it
inflicting 1d4 acid damage on yourself, and losing the
ability to spit it.
6 CLASS | WILD ORACLE
The Ally I of Constructs
Before the end of your turn, choose a Constructed Shield. An animated shield
creature within 30 feet of you to materializes from the illustration on your
immediately regain a number of hit card. The shield leaps in front of you and
points equal to 1d8 + your Wisdom hovers in your space to protect you from
modifier. This ability has no effect on incoming attacks, giving you a +4 bonus
Undead or Constructs. The healing to AC. After one minute, the shield
increases to 2d8 at 5th level, 3d8 at 10th disappears.
level, and 4d8 at 15th level.
I of Elementals
The Barbarian Before the end of the turn cast one of the
You immediately enter a barbarian following spells at your highest card
rage, gaining all of the benefits listed in level: burning hands, thunderwave, or
the barbarian's Rage feature, using witch bolt as a free action.
your Wild Oracle level instead of
barbarian level to determine the bonus
damage bestowed by your Rage.
Additionally, when you attack with a
melee weapon, you may use your
Wisdom modifier for both attack and
damage rolls. After drawing this card, The Familiar
you may take a melee attack action as a A familiar materializes and will aid you
bonus action before the end of the turn. as with the spell find familiar until the
end of your next long rest. You may name
I of Beasts the familiar while it is present. If you do,
You gain the feature Spider Climb. You whenever this card comes up again, the
gain the ability to move up, down, and same familiar in the same form will
across vertical surfaces and upside down return to aid you. To determine which
along ceilings, while leaving your hands familiar appears, roll a 1d8:
free. You also gain a climbing speed
equal to your walking speed. This effect
lasts for four hours. Result Familiar Type
1 Owl
2 Cat
3 Octopus
4 Crab
I of Celestials
Divine Regeneration. Before the end of 5 Imp
your turn, choose a creature within 30 6 Pseudodragon
feet of you. For the next minute, at the
start of each of your turns, they regain a 7 Flying Snake
number of hit points equal to your 8 Crawling Claw
Wisdom modifier.
I of Humanoids
Inspiring Leader. For the next 10
minutes, as a bonus action, you may
inspire an ally within 30 feet of you. That
The Companion ally gains advantage on their next attack
Heroic Companion. As you draw this roll.
card, choose a creature within 30 feet of
you. For the next minute, they are
immune to being frightened and gain
temporary hit points equal to your
Wisdom modifier at the start of each of
your turns.
CLASS | WILD ORACLE 7
The Monk I of Undead
For the next hour, you gain up to two of You are instilled with the unquenchable
the effects below: stamina of a zombie and gain the
Undying feature for 4 hours. While this
Monk Feet - your speed increased by effect is active, if damage reduces you to
10 feet. 0 hit points, you do not fall unconscious,
Slow Fall - as a reaction you can instead you may continue fighting until
reduce any falling damage taken by five the end of your next turn. If you are not
times your wild oracle level. healed by the end of your next turn, you
Ki-Imbued - your weapon attacks fall unconscious and lose the Undying
become magical. feature.
Monastic Endurance - gain advantage
on Strength and Dexterity saving throws. The Wizard
You immediately cast the spell magic
I of Monstrosities missile. You cast this spell at the highest
Two-Headed. A second head grows out card level you have access to. (So, if you
of your shoulders. The head is a perfect have access to level 4 cards, the magic
facsimile of your own, but the eyes rove missile must be cast as a level 4 spell.)
independently. For the next four hours, Note: you must target a creature with this
the head is silent, but you automatically spell, this includes allies, or even
tap into its senses. You have advantage yourself. In the rare scenario there are no
on Wisdom (Perception) checks, and on valid targets, the spell fizzles.
saving throws against being blinded,
charmed, deafened, frightened, stunned, Level 2 Cards
or knocked unconscious.
II of Aberrations
I of Plants Helper. You grow an extra arm. The arm
Before the end of your turn, choose a creates a hole in any armor you are
point within 90 feet of you. Weeds and wearing, which disappears along with the
vines sprout from the 30-ft square of arm at the end of the effect. This arm is
ground centered on that point, turning controlled by a separate consciousness,
the area into difficult terrain. A creature but will follow your orders precisely. If
in the area where the plants sprout must you give it a melee weapon, as a bonus
make a Strength saving throw or be action, you can command it to attack
Restrained by the plants. A creature using your Wisdom modifier in place of a
Restrained by the plants can use its Strength or Dexterity modifier.
action to make a Strength check against Alternatively, you may give the arm a shield and receive the
your spell save DC. On a success, it frees itself. After a bonuses of the shield, even if you are not proficient in
minute, the conjured plants wither away. shields. It is not possible for the arm to attune to an item
you give it. This effect lasts for one hour.
The Rogue
For the next hour, your appearance and II of Adversaries
your voice change. You determine the Rendererak’s Revenge. For the next ten
specifics of the changes, including your minutes, you become charged with
skin type, hair length, and sex. You can electricity. Whenever an enemy hits you
also adjust your height and weight, but with a melee attack, you may use your
not so much that your size changes. reaction to send a bolt of lightning at the
You can make yourself appear as a attacker, forcing them to make a
member of another humanoid race, Dexterity saving throw. On a fail, they
though none of your game statistics take 4d8 lightning damage.
change. Your clothing and equipment
aren’t affected by this change. You gain
advantage on Intimidation, Persuasion and Deception The Artificer
checks made to convince others of your new identity. Before the end of your turn, you imbue
Alternatively, you can forgo this transformation and instead five weapons within 30 feet of you with
become invisible for the next hour. The invisibility ends if the Technology of Magic. This
you cast a spell or make an attack. (Contributed by Michael manifests itself in a multitude of ways; a
Stybert) longbow may magically acquire a scope,
a hammer, wicked buzzsaw blades; a
flail's striking heads may elongate and
sharpen. For the next minute, the
weapons are considered magical and
gains a +1 bonus to attack and damage
rolls (stacking up to +4.)
8 CLASS | WILD ORACLE
The Bard II of Constructs
You gain the bard's Bardic Inspiration Marvelous Clockwork Animals. Gears
feature. You may use this feature a form from the artwork on this card,
number of times equivalent to your unfold, and shape into three whirring
Wisdom modifier. Any unexpended uses automatons. The automatons come as an
at the end of your next long rest are lost. owl, a weasel, and a cat, and they share
Your Bardic inspiration die starts at a d6, the statistics of their animal counterparts
and increases with your wild oracle level; except the automatons have a size of
at level 5, it becomes a d8, at level 10 a Tiny. As an action you can pick up an
d10, and at level 15 a d12. automaton, wind its clockwork, and
whisper a command into its mechanical
II of Beasts ear. It will follow your directions as best as possible for one
Twisting Talons. Your fingers transform minute. After one minute, the magic of the automaton's
into wickedly sharp three-inch talons. clockwork expires, and the creature no longer functions. If
These talons count as simple weapons you still have an unused automaton at the end of your next
that you are in proficent in. Your talons long rest, it disappears.
have the following statistics:
The Druid
You immediately activate the Druid's
Wild Shape ability, using your Wild
Oracle Talons. Melee Weapon Oracle level instead of your Druid level to
Attack: reach 5ft., one target. Hit determine how long the beast shape
2d6 + Strength modifier slashing damage. The lasts. While you are in beast shape, you
target must make a Consitution saving throw or have the added restriction that you may
suffer an additional 2d6 slashing damage as the not take the draw card action.
claws rend their flesh. To determine what beast you turn into
roll on the following tables. You may
choose to roll on a lower table than your
If this card is drawn by a 8th or higher level wild oracle, the current Wild Oracle level.
talons instead deal magical slashing damage. The Talons Wild Oracle Level 2 (Roll 1d8)
will stay for eight hours. Roll Animal
The Cleric 1 Axe Beak
Before the end of the turn, as a Free 2 Boar
Action may cause a 30 foot sphere of
daylight to erupt from your hand. You 3 Cow
may use the Cleric's Channel Divinity: 4 Elk
Turn Undead and Destroy Undead 5 Giant Frog
features on all undead within the
sphere of daylight. Use your Wild 6 Giant Poisonous Snake
Oracle level instead of your Cleric level 7 Giant Wolf Spider
for consulting the Destroy Undead
Table. Alternatively, instead of using 8 Wolf
those features, you may cast healing
word at your current card level. If you choose not to Turn Wild Oracle Level 4 (Roll 1d6)
Undead or cast healing word, the sphere disappears after Roll Animal
one minute, otherwise it disappears at the end of your turn. 1 Ape
2 Black Bear
II of Celestials
Once within the next 10 minutes, you 3 Crocodile
may cast the calm emotions spell, 4 Giant Badger
affecting all creatures within a 30 ft
sphere. 5 Giant Goat
6 War Horse
CLASS | WILD ORACLE 9
Wild Oracle Level 8 (Roll 1d10) II of Humanoids
Roll Animal Commander's Strike. For the next 10
1 Brown Bear min, as a bonus action, you may rally an
ally. That ally may immediately make one
2 Deinonychus weapon attack.
3 Giant Bat
4 Giant Hyena
5 Giant Owl
6 Giant Spider
7 Giant Toad II of Plants
8 Giant Wasp Spore Blight. Spore sacs erupt from
9 Lion
along your arms. You have control over
these sacs, and may use an action to
10 Tiger release a spore cloud at a creature they
can see within 120 feet. A targeted
II of Elementals creature must make a Constitution
Before the end of your turn, you may saving throw. A target suffers 1d8
immediately cast one of the following necrotic damage and 1d8 poison damage
spells at your current card level: flaming or half that much on a successful save.
sphere, gust of wind, or Melf's acid arrow You may use this feature four times. After
as a free action. using spore blight four times, or eight hours pass, your
arms return to normal. If the Wild Oracle draws this card
has access to level 4 cards, the damage increases to 2d8
for each type; at level 6, the damage increases to 4d8.
The Wild Oracle
I of Fey For the next one hour, as an action, you
Healing Sparks. For the next minute, at may see the auras of creatures around
the start each of your turns you may you. Auras indicate a creature's general
point your finger and fire a pastel-colored disposition towards you. (Contributed by
bubble at a creature within 60 feet. The Jamie Cheeseman)
bubble drifts toward the creature and
pops in an explosion of healing magic,
restoring 1d4 + Wisdom modifier
hitpoints.
The Fighter Blue: The creature views you favorably and is willing to
For the next ten minutes, your weapon aid you.
attacks score a critical hit on a roll of 19 Green: The creature intends you no harm and is not
or 20. In addition, you may take an attempting to deceive you.
additional action on your turn twice Yellow: The creature is wary of your intentions, and may
before the duration of this card ends. be hiding something from you.
Red: The creature intends you harm.
Flashing Colors: The creature is currently taking action
to harm you, or your allies.
Level 3 Cards
I of Giants III of Aberrations
You gain the strength of a Hill Giant. Eye Stalk. After you draw this card, an
Your strength becomes 21 (+5) for 1 eye stalk emerges from an exposed area
hour. of your flesh. You may determine where
this stalk appears. It extends one foot
and gives you the ability to see 360
degrees with darkvision out to a range of
120 feet. The additional eyesight grants
you +2 bonus to Armor Class, allows you
to take the Dodge action as a bonus
action on each of your turns, and makes
you immune to the blind condition. The eye stalk sticks
around for 8 hours.
CLASS | WILD ORACLE
10
III of Adversaries I of Fiends
Noj’s Dismay. Before the end of your Gravitation. As a free action before the
turn, you point at a creature you can see end of your turn, you can cause up to 12
within 30 feet of you. The creature must creatures that you can see within 60 feet
make a Wisdom saving throw. If they fail, to immediately fly upward as if gravity
they lose the ability to use one of their has reversed. A creature can make a
features for the next 24 hours. The Dexterity saving throw to grab onto a
feature lost is determined by the fixed object it can reach, thus avoiding
Dungeon Master. the effect. You can elevate the creatures
up to 40 feet off the ground. You drop the
targets to the ground automatically at the
end of your next turn, at which time they each take falling
III of Beasts damage.
Before the end of the turn, you grant the
feature Pack Tactics to six creatures II of Giants
within 60 feet of you for the next minute. Chieftan's Frenzy. You immediately
Creatures with the feature gain grow to double your current size. This
advantage on attack rolls against a newfound size bestows advantage on all
creature as long as at least one of their Strength skill checks and saving throws,
allies is within 5 feet of the creature, and and adds one damage die on successful
the ally is not incapacitated. melee attacks. This effect lasts 10
minutes.
III of Constructs
Carpet of Flying. As you draw this card,
it transforms into a small carpet of flying.
This carpet is 3 feet x 5 feet and can II of Monstrosities
carry up to 200 pounds with a flying Grip of Horror. Tentacles erupt from
speed of 80 feet, or up to 400lb with a your torso. As a bonus action, you may
flying speed of 40 feet. The carpet moves command these tentacles to restrain a
according to your spoken directions Medium or smaller creature within 10
provided you are within 30 feet of it. The feet of you. The creature must succeed
carpet lasts for 10 minutes. on a Strength saving throw or recieve the
restrain condition. On a restrained
I of Dragons creature's turn, they may use an action to
Wing Attack. Gigantic 20 foot retry the saving throw. On your turn, you
phantasmal dragon wings sprout from may force a creature to make another
your shoulders. As an action, you may Strength saving throw, if they fail, they recieve 4d6
beat your winds creating tremendous bludgeoning damage. At any time, you may use your
wind forces. Each creature within 10 feet reaction to release a restrained creature.
of you must make a Dexterity saving This effect lasts for one minute.
throw or take 2d6 bludgeoning damage
and be knocked prone. As part of this I of Oozes
action, you may immediately fly up to half Oozing Terrain. Before the end of your
of your speed. The wings last one minute. turn, choose a point that you can see
within 120 feet. The ground within a 30-
III of Elementals foot radius from that point takes on the
Before the end of your turn, you may cast properties of an ooze. Creatures sink into
one of the following spells at your current the terrain like it is quicksand. They must
card level: sleet storm, fireball, or make a Strength saving throw at the start
lightning bolt as a free action. of their turn or have their movement
reduced to 0 and take 2d6 acid damage
as their feet sink into the terrain. If a
creature has failed two of these saving throws in a row, they
become engulfed, and take 3d6 acid damage at the end of
teach of their turns. An engulfed creature can attempt to
escape by succeeding on a Strength saving throw.
II of Fey
Blink Dog Teleport. Immedietely, and as
an Action once per turn after drawing
this, you may magically teleport, along
with any equipment you are wearing or
carrying, to an unoccupied space you can
see within 40 feet. Before or after
teleporting, as a bonus action, you may
make an attack action. This effect lasts
for one minute.
CLASS | WILD ORACLE 11
The Paladin Level 4 Cards
Aura of Protection. Whenever you or a IV of Adversaries
friendly creature within 10 feet of you A bead of force materializes into your
must make a saving throw, the creature hand. (See Magic Items in the Dungeon
gains a bonus to the saving throw equal Master’s Guide.) The bead must be
to your Wisdom modifier (with a thrown within one minute, or it
minimum bonus of +1). You must be detonates in your hand.
conscious to grant this bonus. If you are
18th or higher level, the range increases
to 30 feet. Access to the feature lasts 4
hours.
The Sorcerer IV of Beasts
When you draw this card, you gain Friend of Elephants. You summon an
unlimited uses of the Sorcerer's Tides of elephant to fight by your side for the next
Chaos for the next 10 minutes. You hour. The elephant appears in an
manipulate the Fates to gain advantage unoccupied space within 30 feet of you.
on an attack roll, ability roll, or saving The elephant comes equipped with a
throw. Each time you utilize this feature, saddle to allow you to ride it, and it obeys
you must roll on the Wild Magic Surge your every verbal command. If you
table as described in the sorcerer entry choose to name your elephant while you
of the Player’s Handbook. Roll on the are controlling it, the same elephant will
table, and resolve the result. Like with return when you draw the card again. If
the regular version of the table, you may only use this card the elephant reaches 0 hitpoints or at the end of an hour, it
with permission from your Dungeon Master. disappears into a gray mist.
II of Undead The Blood Hunter
As a bonus action, you may cast the This card calls on you to sacrifice your
death ward spell twice in the next one blood to imbue your weapon with
minute. crackling psychic power. You
immediately lose 1d8 hit points. A
weapon you are holding is imbued with
Rite of the Oracle, and deals an
additional 2d8 psychic damage on hit.
This can be used to charge a melee or
ranged weapon. Your blood keeps the
weapon imbued for one minute. You can
further extend the duration as a free action by cutting
The Warlock yourself again and taking another 1d8 psychic damage.
Eldritch Orbs. Six globes of black Each additional cut adds one minute to the duration.
eldritch energy begin swirling around When drawing this card, you may make an Attack as a
you. On your turn, as a bonus action you free action before the end of the turn.
can expend one of the globes to perform
one of the following actions: III of Celestials
Aura of Impenetrability. All Aberrations,
Fiends, and Undead within 30 feet of you
must make a wisdom saving throw, or
have their speed reduced to 0 feet for the
Send the orb to a point you can see up to next one minute. At the start of the turn,
120 feet away. You may close your eyes and see through if an affected creature is not within 30
the orb. While looking through the orb, you have feet of you, their speed returns to normal.
darkvision out to a distance of 120 feet. The orb No outside effect can increase the speed
evaporates at the end of your turn. of a creature affected by this ability.
Fire the orb at a creature within 60 feet, make a ranged II of Dragons
spell attack against that creature. On a hit, you deal You immediately use Fire Breath,
2d10 + your Wisdom modifier force damage. exhaling superheated gas in a 90-foot
Harvest the eldritch energy of one orb to cast the spell cone. Each creature in that area must
mage armor on yourself. make a Dexterity saving throw, taking
This effect ends at the end of your next long or short rest. 10d6 fire damage on a failed save, or half
as much damage on a successful one.
12 CLASS | WILD ORACLE
IV of Elementals II of Oozes
Before the end of your turn, you may cast Corrosive Blood. This card turns your
one of the following spells at your current blood to acid (but does not harm you).
card level: control water, fire shield, ice For the next one minute, any creature
storm, or wall of stone as a free action. that hits you with an attack must make a
Dexterity saving throw. If they fail, they
take 4d6 acid damage, or half that on a
successful save. Additionally, if they
attack you with a non-magical melee
metal weapon, and fail the save, the
weapon is destroyed.
III of Fey
Fey Flight. Before the end of your turn, III of Plants
you may touch up to six willing creatures. Apple-Thing. You turn into an apple tree
Each target gains a flying speed of 60 for one minute. While an apple tree you
feet for the next 10 minutes. When the are 5-feet in diameter and 30 feet tall. If
spell ends, the target falls if it is still aloft. you are in a place that does not have
enough room to grow to that height, you
grow to the maximum available height.
While you are an apple tree, you have 8
AC and 160 hitpoints and are vulnerable
to fire damage. Additionally, your
II of Fiends movement becomes 0 feet. If your
Best Fiends. Before the end of your turn, hitpoints are reduced to 0, you revert back to your normal
as a free action you can make one form. As an action on each of your turns, you may make a
humanoid you can see within 30 feet of ranged spell attack to throw a poisoned apple at a creature
you make a Wisdom saving throw. If they within 30 feet. On a hit, the creature takes 1d4 bludgeoning
fail, they are magically charmed for the damage, and must succeed on a Constitution saving throw
next 10 minutes. The charmed creature or be poisoned. A creature poisoned in this way
obeys your commands unless it involves immediately takes 2d8 poison damage, and takes an
self-harm or harming one of their allies. additional 1d8 poison damage at the start of each of their
When the spell ends, the creature knows turns. A target can repeat its saving throw at the end of
you charmed them. each of its turns, ending the effect on itself on a success.
III of Undead
III of Giants For the next one hour, you have
Cloud Giant's Strength. Your strength resistance to magical and non-magical
becomes 27 (+9) for the next hour. bludgeoning, slashing, and piercing
attacks. However, you also gain
vulnerability to radiant damage.
Level 5 Cards
III of Humanoids
Butcher’s Wisdom. For the next minute, V of Adversaries
you reveal your opponents' weaknesses Rogers’ Lament. Once within the next
telepathically to your allies. All allies hour, you may cast the greater
within 30 feet of you may add your restoration spell.
proficiency modifier to their own weapon
damage rolls. Additionally, you know the
damage vulnerabilities and resistances of
all creatures within 60 feet of you.
CLASS | WILD ORACLE 13
III of Dragons Also while you are in Spectral Form, you can read the
Sleep Breath. You must immediately surface thoughts of any creature within 60 feet of you. This
exhale sleep gas in a 60-foot cone in a allows you to perceive the general temperament a creature
direction you choose. Each creature in has towards you, detect lies, and understand motivations,
the area must succeed on a Constitution even if the creature is alien to you, or does not speak your
saving throw or fall unconscious for 10 language. If you spend an action focusing on any one
minutes. This effect ends for a creature if creature, deeper thoughts may be revealed at the Dungeon
the creature takes damage or someone Master's discretion.
uses an action to wake it.
III of Oozes
Paralyzing Goo. A toxic blast of black
III of Fiends goo erupts from your hand. You may
Blood War Gaze. Your eyes glaze into immediately turn this stream onto a
two sparkling black spheres. As a bonus creature within 60 feet. The black goo
action, you may target one creature coalesces on the target; it must make a
within 30 feet. If the target can see you, it Strength saving throw or be completely
must make a Wisdom saving throw, or be paralyzed for the next one minute. At the
paralyzed until the beginning of your next beginning of each of a trapped creature's
turn. If a creature succeeds on a saving turns they suffer 6d6 Acid damage, at the
throw against the feature, it is immune to end of each of its turns, it may repeat the
its effects for the next 24 hours. This saving throw to escape the goo.
feature lasts for one minute. IV of Plants
IV of Humanoids Your limbs and torso bulge, grow, and
Weave of Protection. As you draw this turn green as you are magically
card, a weave of arcane symbols creates transformed into a Shambling Mound.
a loose protective sphere around you and While you are the Mound, your statistics
your companions. For the next one are replaced by the statistics of the Plant.
minute, all allies within 15 feet of you When you transform, you assume the
gain advantage on saving throws against Mound's hit points. While the effect is
spells and other magical effects. active, you may not cast spells or draw
Additionally, when an affected creature additional cards. This effect lasts one
succeeds on a saving throw made against minute, and you cannot transform back
a spell or magical effect that allows it to into your normal form until the one minute has elapsed or
make a saving throw to take only half damage, it instead you drop to 0 hit points. If you revert as a result of dropping
takes no damage if it succeeds on the saving throw. to 0 hit points, any excess damage carries over to your
normal form.
III of Monstrosities The Ranger
Chilling Gaze. For the next 30 seconds, For the next ten minutes, you gain the
you may use an action to target one sense True Sight out to a range of 120
creature within 30 feet of you, focusing feet. You can see in normal and magical
your gaze on it. If the target can see you, darkness, see invisible creatures and
it must succeed on a Constitution saving objects, automatically detect visual
throw against this magic or take 6d6 cold illusions, and succeed on saving throws
damage, and then be paralyzed for 1 against them. You also perceive the
minute, unless it is immune to cold original form of any shapechanger or
damage. The target can repeat the saving creature transformed by magic.
throw at the end of each of its turns,
ending the effect on a success. If the target’s saving throw
is successful, that creature is immune to this card's effect Level 6 Cards
for 24 hours. IV of Aberrations
Anti-Magic Cone. A 3rd eye emerges
The Mystic from your forehead, much larger than
Spectral Form. You, along with anything your two normal eyes. For the next one
you are wearing or carrying, minute, you may project a 90-foot Anti-
dematerialize into an unearthly state, for Magic cone from this eye at will. At the
the next 10 minutes. This form gives you start of each of your turns, you decide if
resistance to all damage, you move at you want to keep the cone active or not.
half speed, and you can pass through The direction you are facing at the end of
objects and creatures while moving, but your turn determines the direction of the
you cannot end your turn in another cone. Within this cone, all magic is
creature's space. Additionally, you gain divorced from the magical energy of the multiverse. Magic
flying speed equal to half your regular items become mundane, summoned creatures disappear,
movement speed. While in Spectral Form, you can only and spells can't be cast.
make spell attacks, and you cannot draw additional cards.
14 CLASS | WILD ORACLE
VI of Adversaries White Dragon: You breathe an icy blast in a 90-foot
Katonic’s Dark Bargain. For the next cone. Each creature in that area must make a Dexterity
minute, you are transformed into a saving throw, taking 8d8 cold damage or half as much
greasy, hairy, demonic monstrosity with on a successful one.
wings, and are surrounded with a dark IV of Fey
aura. While transformed, you gain a Hag's Glare. You are compelled to
flying speed of 60 feet, your Strength immediately target a creature within 30
becomes 21 (+5), you gain advantage on feet. The target creature must succeed
all Charisma saving throws, and you can on a Wisdom saving throw or become
attack twice whenever you take the frightened. If the creature fails this saving
Attack action on your turn. When you hit throw and becomes frightened, they must
a target with a melee attack, it takes an additional 2d12 succeed on another Wisdom saving
necrotic damage, and you gain that many temporary hit throw or their hit points drop to 0.
points. While transformed, you may make a Darker Bargain
as a free action. If you do, the transformation lasts for 10
minutes, but once the transformation ends, you suffer one IV of Fiends
level of exhaustion. Burning Vision. Your eyes glow bright
IV of Celestials red. As an action on each of your turns
Exalt. All nonhostile creatures within for the next minute, you may release a
120 feet of you are exalted and filled with beam of fiery red energy from both eyes
celestial power until the end of your next at a single target. Make a ranged spell
turn. Exalted creatures can't be charmed attack. On a hit, the target suffers 5d10
or frightened, and gain advantage on fire damage and its clothing or fur, if any,
attack rolls, ability checks, and saving ignites; until someone takes an action to
throws until the end of your next turn. douse the fire, the target takes 2d6 fire
Additionally, all hostile creatures must damage at the start of each of its turns.
succceed on a Wisdom saving throw or IV of Giants
suffer 4d8 radiant damage. Lightning Strike. For the next 30
IV of Constructs seconds, as an action, you can hurl a
Armor of Aveneg Animated gray and giant magical lightning bolt at a point you
bronze enchanted armor materializes out can see within 500 feet. Each creature
of thin air and encases your body with within 10 feet of that point must make a
perfect-fitting invulnerable armor. If you Dexterity saving throw, taking 12d8
are wearing armor, it disappears until the lightning damage on a failed save, or half
end of the effect. The armor has a as much damage on a successful one.
duration of 4 hours. While this effect is
active, you have resistance to fire, cold,
electricity, and force damage, as well as IV of Monstrosities
bludgeoning, slashing, and piercing Medusa's Petrifying Gaze. When a
damage from non-magical sources. creature that can see your eyes starts its
turn within 30 feet of you, you can force
IV of Dragons it to make a Constitution saving throw. If
Soul of The Five-Headed Dragon. You the saving throw fails by 5 or more, the
summon the presence of a frightful creature is instantly petrified; otherwise,
dragon who grants you the ability to use a creature that fails the save begins to
one of its five heads to make an turn to stone and is restrained. The
immediate attack: restrained creature must repeat the
saving throw at the end of its next turn,
Black Dragon: You breathe acid in a becoming petrified on a failure, or ending the effect on a
120-foot line that is 10 feet wide. Each success. If the creature is immune to the stun condition, it
creature in that line must make a is immune to this effect. For rules on targets averting their
Dexterity saving throw, taking 10d8 acid eyes, and seeing your own reflection in the mirror, see the
damage or half as much on a successful main Medusa entry in the Monster Manual. This feature
one. lasts until the end of your next turn.
Blue Dragon: You breathe lightning in a 120-foot line
that is 10 feet wide. Each creature in that line must
make a Dexterity saving throw, taking 10d8 lightning
damage or half as much on a successful one.
Green Dragon: You breathe poisonous gas in a 90-foot
cone. Each creature in that area must make a
Constitution saving throw, taking 8d6 poison damage or
half as much on a successful one.
Red Dragon: You breathe fire in a 90-foot cone. Each
creature in that area must make a Dexterity saving
throw, taking 10d6 fire damage or half as much on a
successful one.
CLASS | WILD ORACLE 15
IV of Oozes
Restorative Slime. Choosing a creature
you can see within 60 feet, you project a
column of gelatinous goo onto them. The
goo is completely restorative, mending
wounds, instantly salving burns, and
revitalizing their fortitude. The creature
regains 100 hit points, loses a level of
exhaustion, and any active poisons are
cured.
IV of Undead
Frightful Presence. A terrifying totem of
a powerful dracolich surrounds your
body. Each creature you choose that is
within 30 feet and aware of you, must
make a Wisdom saving throw or become
frightened for one minute. Any creature
frightened in this way takes 3d8 psychic
damage at the beginning of each of their
turns. A creature can repeat the saving
throw at the end of each of its turns,
ending the effect on a success.
Concept by Thom Denick & Brenda Ho. Writing by Thom
Denick. Major additional contributions by Jon Van Schaik.
Special Thanks to the many people who wrote in
suggestions, feedback, and editing to the beta version of
this class including: Justin Merrick, Kritsten Matthews,
Michael Stybert, Meg Normandin, Molly Harris, Louie
Sloven, Linda Effinger, Eliza Cormick, Jamie Cheeseman,
Jacob Visca, Alexander Cerny, Taylor Doiron, Shaun
Callaghan, Christopher Clayton, Albert Iannuccilli, Benson
Condie, Mark Thompsen, Parker Raley
16 CLASS | WILD ORACLE