Oracle
Spell trait: InstinctInterpret omens and tempt your fate.
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.
The Jaguar: Your ally gets advantage on their next attack roll.
The Serpent: The next time your ally would take damage, reduce it by one threshold.
The Hummingbird: Your ally gets a one-range extension to their next Action and they gain a Hope.
The Coyote: Your ally gets a +1 bonus to their Evasion until they roll with Fear.
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.
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.
