Two-Headed. A second head grows out
of your shoulders. The head is a perfect
facsimile of your own, but the eyes rove
independently
For the next four hours,
the head is silent, but you automatically
tap into its senses.
You have advantage
on Wisdom (Perception) checks, and on
saving throws against being blinded,
charmed, deafened, frightened, stunned,
or knocked unconscious.
You temporarily gain up to two of
the effects below:
Monk Feet - your speed increased by
10 feet.
Slow Fall - as a reaction you can
reduce any falling damage taken by five
times your wild oracle level.
Ki-Imbued - your weapon attacks
become magical.
Monastic Endurance - gain advantage
on Strength and Dexterity saving throws.
You immediately cast the spell magic
missile. You cast this spell at the highest
card level you have access to.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
You are instilled with the unquenchable
stamina of a zombie and gain the Undying feature for 4 hours. While this effect is active, if damage reduces you to 0 hit points, you do not fall unconscious instead you may continue fighting until the end of your next turn.
If you are not healed by the end of your next turn, you fall unconscious and lose the Undying
feature.
Inspiring Leader
For the next 10 minutes, as a bonus action, you may inspire an ally within 30 feet of you. That ally gains advantage on their next attack roll.
A familiar materializes and will aid you
as with the spell find familiar until the
end of your next long rest. You may name
the familiar while it is present. If you do,
whenever this card comes up again, the
same familiar in the same form will
return to aid
To determine which
familiar appears, roll a 1d8:
Owl, Cat, Octopus, Crab, Imp, Pseudo dragon, Flying Snake, Crawling Claw
Before the end of the turn cast one of the
following spells at your highest card
level: Burning Hands, Thunderwave, or
Witch Bolt as a free action.
Constructed Shield
An animated shield materializes from the illustration on your card. The shield leaps in front of you and hovers in your space to protect you from incoming attacks, giving you a +4 bonus to AC.
Divine Regeneration
Before the end of your turn, choose a creature within 30 feet of you. For the next minute, at the start of each of your turns, they regain a number of hit points equal to your Wisdom modifier.
Divine Regeneration
Before the end of your turn, choose a creature within 30 feet of you. For the next minute, at the start of each of your turns, they regain a number of hit points equal to your Wisdom modifier.
You gain the feature Spider Climb. You
gain the ability to move up, down, and
across vertical surfaces and upside down
along ceilings, while leaving your hands
free.
You also gain a climbing speed
equal to your walking speed.
You immediately enter a barbarian
rage, gaining all of the benefits listed in
the barbarian's Rage feature, using
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,
you may take a melee attack action as a
bonus action before the end of the turn.
Reversed Polarities. For the next
minute, gravity is warped within a 5 foot
radius around you. Any large or smaller
creature that ends its turn within the
radius, or that is within the radius when
you end your turn, must make a Strength
saving throw. On a failed save, the
creature is pushed 10 feet away from you
and is knocked prone.
You gain the Blinding Spittle feature. A
large glob of phlegm is lodged in your
throat. You gain the ability to, as a bonus
action, spit the glob at a point you can
see within 15 feet. The glob explodes in a
blinding flash of light on impact. Each
creature within 5 feet of the flash must
succeed on a Dexterity saving throw or
be blinded until the end of your next turn.
Before the end of your turn, choose a
creature within 30 feet of you to
immediately regain a number of hit
points equal to 1d8 + your Wisdom
modifier. This ability has no effect on
Undead or Constructs.
The healing
increases to 2d8 at 5th level, 3d8 at 10th
level, and 4d8 at 15th level.
You must draw a card from the Wild Oracle deck, and declare a request for an omen. This can be in the form of a person, relationship, challenge, or idea. The DM will relay whether you intuit a good omen or a bad omen.