Oracle 2
| Class Group | Priest |
|---|---|
| Ability Score Requirements | Constitution 12 Wisdom 13 Charisma 15 |
| Prime Requisite | Wisdom, Charisma |
| Races Allowed | Humanoids |
| Alignments Allowed | Any |
| The Oracle | Spell | Slots | Per | Spell | Level | |||||
|---|---|---|---|---|---|---|---|---|---|---|
| Level | XP Needed | Hit Dice (d8) | THAC0/BAB | 1 | 2 | 3 | 4 | 5 | 61 | 72 |
| 1 | 0 | 1 | 20/+0 | 1 | — | — | — | — | — | — |
| 2 | 1,750 | 2 | 20/+0 | 1 | — | — | — | — | — | — |
| 3 | 3,500 | 3 | 20/+0 | 1 | 1 | — | — | — | — | — |
| 4 | 7,000 | 4 | 18/+2 | 2 | 1 | — | — | — | — | — |
| 5 | 14,000 | 5 | 18/+2 | 2 | 2 | 1 | — | — | — | — |
| 6 | 30,000 | 6 | 18/+2 | 2 | 2 | 1 | — | — | — | — |
| 7 | 60,000 | 7 | 16/+4 | 2 | 2 | 1 | 1 | — | — | — |
| 8 | 120,000 | 8 | 16/+4 | 2 | 2 | 2 | 1 | — | — | — |
| 9 | 250,000 | 9 | 16/+4 | 3 | 3 | 2 | 1 | 1 | — | — |
| 10 | 500,000 | 10 | 14/+6 | 3 | 3 | 2 | 2 | 1 | — | — |
| 11 | 725,000 | 10+2 | 14/+6 | 4 | 3 | 3 | 2 | 1 | 1 | — |
| 12 | 950,000 | 10+4 | 14/+6 | 5 | 4 | 4 | 2 | 1 | 1 | — |
| 13 | 1,175,000 | 10+6 | 12/+8 | 5 | 5 | 5 | 3 | 1 | 1 | — |
| 14 | 1,400,000 | 10+8 | 12/+8 | 5 | 5 | 5 | 4 | 2 | 1 | 1 |
| 15 | 1,625,000 | 10+10 | 12/+8 | 5 | 5 | 5 | 5 | 3 | 1 | 1 |
| 16 | 1,850,000 | 10+12 | 10/+10 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 17 | 2,075,000 | 10+14 | 10/+10 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 18 | 2,300,000 | 10+16 | 10/+10 | 7 | 7 | 7 | 7 | 5 | 3 | 1 |
| 19 | 2,525,000 | 10+18 | 8/+12 | 8 | 8 | 7 | 7 | 5 | 3 | 1 |
| 20 | 2,750,000 | 10+20 | 8/+12 | 8 | 8 | 8 | 7 | 6 | 4 | 1 |
2Usable only by oracles with 18 or greater Wisdom.
Oracle Spells Known
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | Total Spells Known |
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — | — | — | 2 |
| 2 | 2 | — | — | — | — | — | — | 2 |
| 3 | 2 | 1 | — | — | — | — | — | 3 |
| 4 | 3 | 1 | — | — | — | — | — | 4 |
| 5 | 3 | 1 | 1 | — | — | — | — | 5 |
| 6 | 3 | 2 | 1 | — | — | — | — | 6 |
| 7 | 4 | 2 | 1 | 1 | — | — | — | 8 |
| 8 | 4 | 2 | 2 | 1 | — | — | — | 9 |
| 9 | 4 | 3 | 2 | 1 | 1 | — | — | 11 |
| 10 | 5 | 3 | 2 | 2 | 1 | — | — | 13 |
| 11 | 5 | 3 | 3 | 2 | 1 | 1 | — | 15 |
| 12 | 5 | 4 | 3 | 2 | 2 | 1 | — | 17 |
| 13 | 6 | 4 | 3 | 3 | 2 | 1 | — | 19 |
| 14 | 6 | 4 | 4 | 3 | 2 | 2 | 1 | 22 |
| 15 | 6 | 5 | 4 | 3 | 3 | 2 | 1 | 24 |
| 16 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | 25 |
| 17 | 6 | 5 | 5 | 4 | 3 | 3 | 2 | 28 |
| 18 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 30 |
| 19 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 31 |
| 20 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 34 |
Class Features
Hit Points
Hit Dice (Levels 1-10): 1d8 + HP Adjustment per levelHit Dice (Levels 11+): +2 HP per level
Starting Equipment
Start with a 3d6 x 10 gp to purchase starting equipment with. Using the Alternate Starting Wealth house rule, the oracle can instead begin play with 100 gp or the following pre-selected equipment. All excess of 3 gp must still be returned:Combat Proficiency
- Can wear any armor lighter than chainmail.
- Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.
Proficiencies
Non-Weapon Proficiencies
- Starts with 4 Non-Weapon Proficiencies
- Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
- Can chose a Non-Weapon Proficiency at normal cost in the General and Priest categories.
- Can chose a Non-Weapon Proficiency at +1 cost from any other category
Weapon Proficiencies
- Starts with 2 Weapon Proficiencies
- Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20)
- -3 Penalty to Attack Roll if using Non-Proficiency Weapon
Spellcasting
Oracles have access to a number of spheres of spells to cast, drawing upon power stolen from the gods above. Because oracles eschew the traditional channels of prayer and servitude, instead gleaning divine truths that extend beyond any single deity, they are not bound to spheres from a singular deity or a pantheon, and instead gain them from their divine mystery that they seek to unravel. Because oracles do not receive power from willing gods, this power is much harder to rescind from them if the gods even notice it taking place, and so oracles are much more free to use the power as they see fit. At first level, the oracle chooses 2 1st-level spells of their choice, learning them and having them imbued into their soul to be recalled later. Unlike clerics, oracles do not gain bonus spell slots for a high wisdom score, as they are not able to open a pathway of power that does not exist.Casting Spells
- An oracle can cast any spell they have imbued into themselves. They need not memorize these spells into appropriate spell slots ahead of time.
- The oracle can use any slot of an appropriate level to cast any spell of the same level. For example, an oracle may choose to learn the Cure Light Wounds spell if they have access to the sphere of healing and cast it as many times as they have 1st-level spell slots, or simply not cast it at all.
Divine Mystery
Each oracle seeks out a single divine mystery, something that spans the planes beyond any singular deity. Their choice of mystery grants them a benefit related to what they seek, and decides the spell spheres from which they can cast spells. Additionally, each mystery grants a curse upon the oracle—punishment for their hubris in believing they could circumvent the gods and steal power from them. These curses are shown in your Oracle's Curse feature.Mystery of Battle
Warlike forces fill you with physical might and tactical knowledge, aiming to have you uphold the glory of combat, fight to improve the world, prepare against the necessity of conflict, or endure the inevitability of war.Mystery Benefits
You are no stranger to the trappings of warfare. You can wear any sort of armor without it interrupting your spellcasting, and can use any sort of weapon.Mystery Spheres
You have major access to the following spheres: You have minor access to the following spheres:Mystery of Bones
Your mystery imparts an understanding of death and undeath in all their macabre complexity. You might have had a brush with death yourself—maybe even dying and returning to life—or carry the touch of undeath in your blood.Mystery Benefit
You can cleverly leverage the subtleties of life and death to your benefit. Each day while channeling magic into yourself from above, you can choose to align yourself in the confluence of positive and negative energy so as to reverse the effects of such energy types upon your person, meaning you are harmed by positive energy such as a Cure Light Wounds spell, but healed by a Cause Light Wounds spell as if you were undead.Mystery Spheres
You have major access to the following spheres:- Creation
- Divination
- Healing (Reversed Only)
- Necromancy
- Protection
- Summoning
Mystery of the Cosmos
Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between.Mystery Benefit
Your body is as much an astronomical one as it is physical. You take 1 less damage per die from non-magical weapons.Mystery Spheres
You have major access to the following spheres: You have minor access to the following spheres:Mystery of Flames
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or sap power directly from gods or primordials of fire.Mystery Benefit
Like fire itself, you flicker and dance, avoid effects that would quench your vitality. You gain a +1 bonus to saving throws against rods, staves, wands, and breath.Mystery Spheres
You have major access to the following spheres: You have minor access to the following spheres:Mystery of Life
The never-ending flow of positive energy within living beings is palpable to you. You might uphold the sanctity of life, or perhaps you seek to undermine it. You might draw power from the collective vitality of the world's living creatures, hold some connection to the Positive Energy Plane, or sap power directly from gods of life and death.Mystery Benefit
Your body is a deep reservoir of life energy. Your hit dice become d10s rather than d8s, and you use warrior hit point adjustments for a high constitution score.Mystery Spheres
You have major access to the following spheres:- All
- Charm
- Divination
- Healing
- Protection
- Sun
- Elemental Fire
- Guardian
- Necromancy
Mystery of Lore
Knowledge and information come freely to you. You might use this lore to gain power or perhaps to understand the divine mysteries of the multiverse. You might have a conduit to the fabled Forbidden Archive, maintain a subtle telepathic connection to the collective subconscious of all living creatures, or follow a different scholarly pursuit.Mystery Benefit
You hold more mystical knowledge within you than most. You learn one additional spell of each level you are able to cast when you gain that spell level.Mystery Spheres
You have major access to the following spheres: You have minor access to the following spheres:Mystery of Time
Whether by accident, fate, or purposeful meddling, you exist slightly outside of time. While initially unmoored by moments, the countless march of milliseconds builds up to drift you further and further out of sync with your natural timeline, often in contradictory directions. You might view this as a blessing, perhaps as a sign you're somehow beyond mortality or you can't be contained within reality's limitations, or you might view it as a cruel curse that causes your own life to slip by adrift even as you gain power over time. Many oracles of time are without faith and either come to rely upon their own instincts to survive or else turn to strange rituals and forbidden magic in an attempt to break free of time's grasp.Mystery Benefit
Time passes more swiftly for you than it does for those around you, enabling you to cover more distance in what others perceive as the same amount of time. Your base speed increases by 3.Mystery Spheres
You have major access to the following spheres: You have minor access to the following spheres:Oracle's Curse
Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more spells you cast through this bond, the worse the effects of the curse, but these increasingly conflicting energies can also provide you with divine benefits. The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast spells, your curse intensifies, first to a minor effect and then to a moderate effect. Your curse progresses to its minor stage the first time you finish casting a divine spell after drawing power into yourself after a rest. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again draw power into yourself. If you cast a divine spell while your minor curse is in effect, you progress your curse one step further, eventually reaching moderate, major, and eventually extreme stages of your curse. When you go an hour without casting a divine spell, your curse recedes by one step, but never below its minor stage. Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a spell that would bring you to a step of your curse exceeding your oracle level causes you to be overwhelmed. While overwhelmed, you can't cast any divine spells, and any that you already cast before being overwhelmed either go wild or cease unless they can exist on their own. If you become overwhelmed, these effects last until your rest for 8 hours and draw power into yourself again, at which point your curse returns to its basic state. Regardless of an oracle's individual mystery, the extreme state of the curse is always the same. The extreme stress put upon both the body and soul draws the oracle nearly to the grave. While afflicted by their extreme curse, they are doomed. Should the character drop to 10 hit points or less, they die instantly instead. Additionally during this time, once per turn, when the oracle fails an attack roll or saving throw, they can reroll it and use the second result.| Oracle Level | Steps to Moderate Curse | Steps to Major Curse | Steps to Extreme Curse |
|---|---|---|---|
| 1 | 2 | 5 | 8 |
| 2 | 2 | 5 | 8 |
| 3 | 2 | 5 | 8 |
| 4 | 3 | 7 | 12 |
| 5 | 3 | 7 | 12 |
| 6 | 3 | 7 | 12 |
| 7 | 4 | 10 | 17 |
| 8 | 4 | 10 | 17 |
| 9 | 4 | 10 | 17 |
| 10 | 5 | 12 | 21 |
| 11 | 5 | 12 | 21 |
| 12 | 5 | 12 | 21 |
| 13 | 6 | 15 | 26 |
| 14 | 6 | 15 | 26 |
| 15 | 6 | 15 | 26 |
| 16 | 7 | 17 | 29 |
| 17 | 7 | 17 | 29 |
| 18 | 7 | 17 | 29 |
| 19 | 8 | 20 | 35 |
| 20 | 8 | 20 | 35 |
Mystery of Battle
You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.Minor Curse of the Hero's Burden
Your body languishes when you aren't bringing harm to your foes. You take a +2 penalty to AC and a -2 penalty to saving throws whenever you have not cast a spell that deals damage or attacked with a weapon within the last minute.Moderate Curse of the Hero's Burden
The strain of conflict wears upon your body, even though you gain vitality from it. You now take a +1 penalty to AC and a -1 penalty to saving throws when you have cast a spell that deals damage or attacked with a weapon within the last minute. When you have taken damage within the last minute from a dangerous creature (As determined by the DM), you regain hit points at the beginning of each round equal to your hit point adjustment from constitution as though you were a warrior.Major Curse of the Hero's Burden
Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's healing increases to twice your hit point adjustment as though you were a warrior, but you take a +4 penalty to AC and a -4 penalty to saving throws whenever you have not cast a spell that deals damage or attacked with a weapon within the last minute, or a +2 penalty to AC and a -2 penalty to saving throws if you have cast a spell that deals damage or attacked with a weapon within the last minute.Mystery of Bones
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.Minor Curse of Living Death
Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill. You only regain half as many hit points from any source of positive energy or nonmagical healing, and do not gain any hit points from natural rest.Moderate Curse of Living Death
Your dead flesh continues to rot, affecting your health. You lose one level as though hit by energy drain, however this level is regained when you rest for 8 hours and draw power into yourself. In addition, you gain a +2 bonus to saving throws versus paralyzation, poison, and death magic.Major Curse of Living Death
You stand just steps from the grave. You die if you hit 0 hit points, rather than -10 hit points. Additionally, you gain an additional +2 bonus to saving throws versus paralyzation, poison, death magic, petrification, and polymorph.Mystery of the Cosmos
You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.Minor Curse of the Sky's Call
Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You gain one level of encumberance, such as from normal to light, light to moderate, moderate to heavy, heavy to severe, or severe to maximum.Moderate Curse of the Sky's Call
Your body is drawn further skyward. You gain a -2 penalty to saving throws or a +2 penalty to AC for any creature attempting to grapple you, shove you, or otherwise move you against your will. You weigh only half as much, you take only half as much fall damage, and you can jump twice as high or twice as far.Major Curse of the Sky's Call
As your body rises, you float just above the ground beneath you. The penalties to saving throws or AC increase by 2. You are so light that you can walk on liquids as if they were solid, you don't leave tracks on soft materials—though you may still in dust or similar materials that sit atop another surface—or trigger weight-sensitive pressure plates or similar traps.Mystery of Flames
You see flames and smoke wherever you look. These flames might be imagined, or they might be a preternatural glimpse of the metaphorical fires that empower the entire multiverse—but you always see them. Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch.Minor Curse of Engulfing Flames
The smoke, heat, and crackling flames of your curse fill your vision and all your other senses. You take a -5 penalty to attack rolls against creatures further than 30 feet from you, and you have only a 75% chance to accurately target such a creature with a spell you cast, rolled at the same time as magic resistance.Moderate Curse of Engulfing Flames
Smoke and flickering flame fill your senses more completely, and harmless flickers of obscuring flames also surround you. You are concealed from other creatures, causing them to take a -2 penalty to attack rolls against you. However, you now take the penalty from your minor curse against all creatures, but if you cast a spell that deals fire damage or otherwise affects fire, you automatically succeed at the 75% chance to target the victim.Major Curse of Engulfing Flames
The flames surrounding you are no longer simply visions. An aura of fire surrounds you to a radius of 10 feet, dealing 3d4 fire damage to all other creatures within that range at the end of each of your turns in combat, though such creatures can make a saving throw versus spells to only take half damage. You lose 1d4 hit points at the end of each of your turns with no saving throw. If you have any sort of weakness to fire, increase the damage you take in this way by that weakness. You can choose to suppress your aura through intense concentration, being broken if you attack, cast a spell, or take damage. You can still move while concentrating on suppressing your aura. While suppressed, neither you nor other creatures in the area take damage. Your aura fades away if you fall unconscious, but they resume as soon as you wake up unless you have rested long enough to reset your curse. While resting or drawing power into yourself, you can continually suppress your aura.Mystery of Life
Life energy flows outward from you and connects you to all living things, but you expend your vital essence to do so. Your presence comforts the ill and injured, causes scars to fade slightly, spurs new growth in plants, and otherwise infuses your surroundings with vitality.Minor Curse of Outpouring Life
As your life force seeps outward, it becomes more difficult to keep your body functioning. Effects that restore hit points to you restore less hit points equal to half your oracle level, to a minimum of 1.Moderate Curse of Outpouring Life
The flow of life energy away from you can't be reversed. In addition to the effects of your minor curse, you can't be healed by magical effects originating from other creatures. However, if you are unconscious, magical effects can stabilize you and set you to 0 hit points, but no higher. You are able to better take in healing effects from magical sources, and so now gain full affects from healing potions and similar consumable items. Whenever you cast a Cure spell and all creatures you target are living creatures, you roll d12s instead of d8s for the amount of healing.Major Curse of Outpouring Life
Life energy tears through you to empower your magic. Some of your spells carry positive energy with them. Each time you use a spell slot to cast a spell of 4th-level or higher, you disperse energy in a 30-foot burst, causing all creatures other than you in that area to be affected by a Cure Light Wounds spell. This healing occurs immediately after you finish casting the triggering spell. You lose twice the number of hit points you heal through this cure light wounds spell.Mystery of Lore
You have a link to true divine knowledge, but your mortal mind struggles to process and act on what you know. Loose materials around you, such as dust, grains of rice, and droplets of water, slowly shift to form strange runes or faint indecipherable writing, and you sometimes speak unintelligible truths or statements in unknown languages without realizing it.Minor Curse of Torrential Knowledge
You take a -4 penalty to initiative, and a -2 penalty to surprise rolls, as trying to process a surge of information about what's happening around you slows your ability to respond to it. If using House Rule 6, this curse imparts a -1 penalty to iniative for your side instead of the normal -4 penalty.Moderate Curse of Torrential Knowledge
The flow of information through your mind grows. The attention you divert to process this huge influx of information means you never gain a bonus to your AC from a high Dexterity score. At the start of each of your turns, you learn one piece of information about a creature you are actively fighting, such as a bit of ecology, a weakness, resistance, immunity, or methods of attack. This will be a piece of information you do not already know, and so if a fight lasts several rounds, you may learn several different pieces of information about a creature.Major Curse of Torrential Knowledge
The massive flow of information clouding your mind overwhelms your ability to communicate with others. You can understand all spoken and written languages that have been used within the last 200 years in any large-scale way (as determined by the DM), but you can't speak intelligibly, write, or otherwise communicate with other creatures. If you attempt to cast a spell with a verbal component, you have a 25% chance to fail at the casting of the spell and lose it.Mystery of Time
Time passes differently for you than everyone else. You experience fluxes that might manifest as minor day-to-day changes in your apparent age, such as a gray lock of hair or a disappearing wrinkle, or as occasional ghostly temporal afterimages that slightly trail your movement.Minor Curse of Turbulent Moments
As you draw upon your mystery, time's passage becomes more disjointed, aging, regressing, or warping you out of sync. Your strength score is reduced by 2. In addition, you take a -2 penalty to saving throws against effects that would age you or cause time to affect you differently, such as the Haste or Slow spells.Moderate Curse of Turbulent Moments
Time disjoints further, increasing your muscular atrophy, age regression, or warping while making effects pass you by at an increased rate. Your strength score is reduced by an additional 2, and the penalty from your minor curse increases to -3. While able to move, your disjointed body makes it much harder to strike you, and you gain a -2 bonus to AC. In addition, spells affecting you last less time; their duration is reduced by half, to a minimum of 1 round. This doesn't reduce the spell's duration for other targets affected by the same spell. Finally, all non-permanent conditions affecting you that have a duration measured in turns, minutes, or hours have their duration reduced by half, to a minimum of 1 minute. This affects poisons—potentially making them more deadly as they affect you sooner—and similar afflictions such as diseases and curses.Major Curse of Turbulent Moments
You become so out of sync that it's hard for you to act, but when you do act, you do so with incredible speed. Your speed is reduced by half, your strength score is reduced by an additional 2, and the penalty from your minor curse increases to -4. Time passes so much faster for you that your steps appear as a blur of motion to others. You gain a +4 bonus to initiative rolls, or a +1 bonus if House Rule 6 is used. Whenever you move, you are affected by the Invisibility spell until you stop moving or until you end it as per the spell. Your AC bonus from your moderate curse increases to -3.Saving Throws
| Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
|---|---|---|---|---|---|
| 1-3 | 10 | 14 | 13 | 16 | 15 |
| 4-6 | 9 | 13 | 12 | 15 | 14 |
| 7-9 | 7 | 11 | 10 | 13 | 12 |
| 10-12 | 6 | 10 | 9 | 12 | 11 |
| 13-15 | 5 | 9 | 8 | 11 | 10 |
| 16-18 | 4 | 8 | 7 | 10 | 9 |
| 19+ | 2 | 6 | 5 | 8 | 7 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
