#### Codex Oraculum Wondrous item, artifact (requires attunement) --- The language in the codex oraculum changes when a new creature opens the book, warping and twisting to fit their native tongue. The words "Fate folds as time flows" appear on the inside cover of the tome. Rumors say the author's name changes every century, but currently the book credits Mirabin Das, Sword and Oracle of the ninth Tonjai Dynasty of the Ganarājya empire in the first Age of Men. The codex oraculum changes the holder's fate and the fates of those around them. The book was first uncovered when a wizard accidentally created a dimensional tear while experimenting with magic. He entered the rift and found a world parallel to his own, with minor changes that entirely altered some people's fates. The wizard found the codex there and brought it back to his world. From that moment on, the wizard possessed a shocking amount of good fortune, as he notes in the tome: *"The power inside this book allows me to forge a new destiny for myself and others through magic. The moment this tome came into my hands was the moment I became the new author of fate."* The codex oraculum is written in any tongue. A creature that attunes to the codex oraculum and understands its secrets gains the following abilities. ***A Twist of Fate.*** When intrigue begins, you can roll a number of d20s equal to your domain's size and record the results. During the intrigue, you can replace any domain skill test roll made by you, an officer in your domain, or an officer of the enemy domain with one of these foretold rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per domain turn. ***Shifted Reality.*** Harnessing the magic of possibility and twisting fate, you can expend a spell slot when you fail an ability check, attack roll, saving throw, or domain skill test. Roll 1d4 for each level of the expended slot and add the result to your roll, potentially causing it to succeed. ***Duality of Magic.*** The codex oraculum twists the strands of fate around you, making it difficult for enemies to target you with spells. When you are targeted by a spell, you can sacrifice Hit Dice equal to the spell's level as a reaction. You absorb the spell's magic, nullifying its effects against you and any other targets, and immediately cast the same spell, selecting a new target and requiring no components and using the original caster's spellcasting ability modifier, spell save DC, and spell attack bonus. ***Shared Fate.*** When you witness the suffering or good fortune of one creature, you can cause another creature to have the same fate. As a reaction to you or a creature you can see within 60 feet of you taking damage, you can cause another creature you can see within 60 feet of you to suffer the same damage. As a reaction to a creature you can see within 60 feet of you regaining hit points, you can cause yourself or another creature you can see within 60 feet of you to regain the same number of hit points. Once you use this feature, you can't use it again until you finish a short or long rest. ***Intertwined.*** The codex has 4 charges. As a bonus action, you can intertwine your fate with the fate of another creature you can see within 30 feet of you for 1 minute. Whenever that creature makes an ability check, attack roll, or saving throw, you can expend 1 charge to change the result of the roll into a 1. If the codex runs out of charges, roll a d100. On a roll of 15 or lower, the codex disappears from your person, your attunement to it ends, and the codex teleports somewhere else. The codex regains 1 charge each day at dawn. ---