Skip to content

Oracle • Seer

Subclasses Designed by Aaelius

About these subclasses

The Shaman class offers a Spellcasting-focused Support playstyle, primarily looking to provide buffs to party members and gather information in support of the adventure you’ve embarked on. With inspiration taken from both the Druid’s “Beastform” and the Beastbound Ranger’s “Companion”, the Shaman instead summons an Animal Spirit to empower their actions and provide support.

The Oracle subclass toys with fate to provide buffs to party members. By utilizing the Oracle Deck and calling out to the spirits of the land, this subclass looks to provide the right aid at the right time – but sometimes fate is not on your side. The Oracle is in tune with the natural world around them, often hearing echoes from beyond the pale where the Spirit Realm resides. This is the perfect subclass for those who like to test fate and push their luck.

The Seer has a deeper connection to the Spirits across the land, often calling on them in times of need. Whether that is to hear their wisdom, see through their eyes or utilize their energy in other ways, the Seer is always in communication with the Spirit Realm. When those around them grow restless, the Seer provides ways of helping everyone remain calm, as well as bolstering their strength when they need it most. This subclass is great for those who want to raise up those around them and work with the Spirits more closely to achieve their goals.

Designed for class

Shaman
Homebrew class
Shaman

Subclass details

Oracle

Oracle

Spell trait: Instinct

Interpret omens and tempt your fate.

Foundation
Tier 1

Oracle Deck: Make a Spellcast (15) roll to draw a card. On a success with Hope, choose which card you draw. On a success with Fear, roll a d4 and draw the card that matches the result. Apply its effect to an ally in Melee range. Only one card can be active at a time. A new card replaces the previous one.

  1. The Jaguar: Your ally gets advantage on their next attack roll.

  2. The Serpent: The next time your ally would take damage, reduce it by one threshold.

  3. The Hummingbird: Your ally gets a one-range extension to their next Action and they gain a Hope.

  4. The Coyote: Your ally gets a +1 bonus to their Evasion until they roll with Fear.

Specialization
Tier 2

Tempting Fate: When you draw a card from your Oracle Deck, you can spend two Hope to roll a d4 and draw a second card that matches the result. If you do, the GM gains a Fear.

Whispers on the Wind: Once per rest, you can listen for voices on the wind. Mark a Stress to hear them talk about the location of something that you seek.

Mastery
Tier 3

Spiritual Ritual: As a downtime action, you can engage in a Spiritual Ritual and roll a Ritual die. Your Ritual die is a d4 on a short rest, or a d6 on a long rest. Place a number of Oracle tokens on this card equal to the result of the Ritual die.

When you use your Oracle Deck, you can spend an Oracle token to choose a card instead of making a Spellcast roll. When you run out of Oracle tokens, you can use the Oracle deck as normal.

Give Me A Sign: You can mark two Stress and plea to the Spirits for their aid, allowing a willing target in Melee range to reroll either their Hope die or their Fear die after the roll, but before the outcome is resolved.

Seer

Seer

Spell trait: Instinct

Call on animal spirits to aid you.

Foundation
Tier 1

Spiritual Guidance: Make a Spellcast (13) roll and call on a Spirit for advice. On a success, describe how the spirit guides you and gain a +1 bonus to a trait of your choice until you roll a failure with Fear or until your next rest. A new bonus replaces the previous one.

Shamanic Trance: Once per long rest, you can mark a Stress to temporarily enter a trance and enter the Spirit realm, allowing you to see through the eyes of a Spirit Animal. While channeling, you can see one thing it sees, one thing it hears, and one thing it smells. Then the trance ends.

Specialization
Tier 2

Deeper Connection: Spend a Hope and channel your thoughts through your active Animal Spirit, allowing you to create a mental connection with a willing creature within Close range of the Spirit.

Smudging the Space: Once per session you can alight your Smudge sticks, cleansing an area of foul energy. Allies within Close range each clear two Stress.

Mastery
Tier 3

Totem Pole: Make a Spellcast (16) roll to conjure a Totem Pole at a point within Close range. When you and your allies are within Very Close range of the Totem Pole, you gain the following benefits:

  • Attacks against you have disadvantage

  • You gain advantage on Reaction rolls

  • You cannot become Vulnerable or Restrained.

The Totem Pole lasts until the GM spends a Fear on their turn to clear this effect or you roll a failure with Fear.

Calming Resolve: Mark two Stress to clear one Armour slot from an ally within Close range.

Printable cards

Foundation / Specialization / Mastery
Oracle
Shaman

Oracle

Foundation

SPELLCAST TRAIT: Instinct

Oracle Deck: Make a Spellcast (15) roll to draw a card. On a success with Hope, choose which card you draw. On a success with Fear, roll a d4 and draw the card that matches the result. Apply its effect to an ally in Melee range. Only one card can be active at a time. A new card replaces the previous one.

  1. The Jaguar: Your ally gets advantage on their next attack roll.

  2. The Serpent: The next time your ally would take damage, reduce it by one threshold.

  3. The Hummingbird: Your ally gets a one-range extension to their next Action and they gain a Hope.

  4. The Coyote: Your ally gets a +1 bonus to their Evasion until they roll with Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Oracle
Shaman

Oracle

Specialization

Tempting Fate: When you draw a card from your Oracle Deck, you can spend two Hope to roll a d4 and draw a second card that matches the result. If you do, the GM gains a Fear.

Whispers on the Wind: Once per rest, you can listen for voices on the wind. Mark a Stress to hear them talk about the location of something that you seek.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Oracle
Shaman

Oracle

Mastery

Spiritual Ritual: As a downtime action, you can engage in a Spiritual Ritual and roll a Ritual die. Your Ritual die is a d4 on a short rest, or a d6 on a long rest. Place a number of Oracle tokens on this card equal to the result of the Ritual die.

When you use your Oracle Deck, you can spend an Oracle token to choose a card instead of making a Spellcast roll. When you run out of Oracle tokens, you can use the Oracle deck as normal.

Give Me A Sign: You can mark two Stress and plea to the Spirits for their aid, allowing a willing target in Melee range to reroll either their Hope die or their Fear die after the roll, but before the outcome is resolved.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Seer
Shaman

Seer

Foundation

SPELLCAST TRAIT: Instinct

Spiritual Guidance: Make a Spellcast (13) roll and call on a Spirit for advice. On a success, describe how the spirit guides you and gain a +1 bonus to a trait of your choice until you roll a failure with Fear or until your next rest. A new bonus replaces the previous one.

Shamanic Trance: Once per long rest, you can mark a Stress to temporarily enter a trance and enter the Spirit realm, allowing you to see through the eyes of a Spirit Animal. While channeling, you can see one thing it sees, one thing it hears, and one thing it smells. Then the trance ends.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Seer
Shaman

Seer

Specialization

Deeper Connection: Spend a Hope and channel your thoughts through your active Animal Spirit, allowing you to create a mental connection with a willing creature within Close range of the Spirit.

Smudging the Space: Once per session you can alight your Smudge sticks, cleansing an area of foul energy. Allies within Close range each clear two Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Seer
Shaman

Seer

Mastery

Totem Pole: Make a Spellcast (16) roll to conjure a Totem Pole at a point within Close range. When you and your allies are within Very Close range of the Totem Pole, you gain the following benefits:

  • Attacks against you have disadvantage

  • You gain advantage on Reaction rolls

  • You cannot become Vulnerable or Restrained.

The Totem Pole lasts until the GM spends a Fear on their turn to clear this effect or you roll a failure with Fear.

Calming Resolve: Mark two Stress to clear one Armour slot from an ally within Close range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.