Racial Bonuses
+1 INT, +2 DEX
+1 skill proficiency (Perception)
Advantage against Charm
Darkvision
+1 cantrip from Wizard spell list
+1 additional language (on top of Elvish & Common)
Proficiency with longsword, shortsword, shortbow, and longbow
Class Features
Armor class: Light & Medium
+2 skill proficiencies (Insight, Persuasion)
Oracle Curse
Tongues
In times of stress or unease your curse manifests into your mind causing you to speak in tongues.
Starting at 1st level, pick one planar language; whenever you are in combat, you can only speak and understand the selected language. This does not interfere with your spellcasting, but it does apply to all spells that are language dependent. You learn the chosen language.
At 3rd level, you learn another language of your choice.
At 9th level, you gain the ability to understand all languages.
At 15th level, you gain the ability to speak and understand all languages.
Oracle Mystery Route: Dark Tapestry
Dark Tapestry Boon
+Chill Touch
+Vicious Mockery
+Dissonant Whispers
Interstellar Void
+Ray of Frost
All of your damaging cantrips deal an additional amount of damage equal to Proficiency bonus.
Gift of Madness
You gain the ability to use your action to cause a single creature within 60 feet of you to make a Wisdom saving throw or be affected by a confusion spell until the start of your next turn on a failed save. Starting at 14th level, a target that fails the Wisdom saving throw is affected by the confusion spell for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw. On a successful saving throw, the effect ends.
True Revelation of the Dark Tapestry
Resistance to ALL non-magical weapon attacks
Immunity to acid and poison damage & poisoned condition.
+Shapechange spell without expending spell slot (Once you use this ability, you cannot use it again until you complete a long rest)
Prediction
You gain a pool of foresight equal to your Proficiency bonus, you can spend this foresight to gain various benefits or activate prediction abilities. You learn two Predictions from the list below. You learn one more at 10th and 14th level. You can use one foresight to make a prediction, regaining all spent foresight after you finish a long rest.
Predict Allegiance: You can use an action to predict whether a creature that you can see and have yet to meet would be a likely ally to you, its current attitude towards you, and whether a single suggested action involving this creature would have good, bad, or neutral results.
Predict Encounter: As an action, you can predict whether a 30 foot cubed area within 1000 feet of you that you designate contains creature's with a Challenge Rating. If there are creatures within this area, you know the number of creatures, and basic information on the actions that they are performing, such as hiding, talking, working, etc. You do not learn any additional information beyond this.
Predict Failure: You can, before a creature within 60 feet of you attempts an attack roll, ability check, or saving throw, use your reaction to foresee failure in that creatures future. That creature must make a Charisma saving throw against your spell save DC or suffer a d6 penalty on the roll.
Predict Future: As an action, you can cast the Augury spell without expending a spell slot.
Predict Motive: You can use a bonus action to predict a creature's motive that is within 60 feet of you. While in combat, that creature must succeed on a Charisma saving throw against your spell DC or its next action in the combat is revealed to you; note that the creature's action may change based upon circumstances within the combat in-between your use of this ability and the creature's turn. If you predict an attack or spell, you can predict the most likely target.
Predict Success: You can, before a creature within 60 feet of you attempts an attack roll, ability check, or saving throw, use your reaction to foresee success in that creatures future. That creature gains a d6 bonus on the roll.
Predict Trap: As an action, you can cast the Find Traps spell without expending a spell slot.
FEATS
Fey-Touched (lvl 1) - +1 INT, Misty Step + another 1st lvl spell
Skilled (lv 5) - be proficient in 3 more skills or tools
Features & Traits