Oracle

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Alanákalai Eyarie, prophet

"Knowledge is both a gift and a curse. Do not seek to understand the future, as this can never be known, but instead to understand the currents that shape it. May the wisdom of the stars guide your steps towards a future that beets goodness." -Alanákalai Eyarie, prophet

Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.

Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?

Oracle Tracks

Druid. You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.

Elementalist. You capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.

Fate. Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.

Guide. Whether a mysterious mentor or an eclectic professor, you instruct your pupils in various skills and techniques, helping them all to improve.

Tarot Reader. You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them.

Core Subclass Tracks

Oracle Entry Talent

After gaining the Oracle Entry talent, you can take talents from any of the Oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents

Talent PreReq Description Tags
Oracle Entry Character Level 2 When you take this entry talent, you gain the following abilities.
  • Woe. Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your maximum SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails.
  • Hermit. Gain +2 Arcana, Astrology, or Astronomy; AND +2 in a skill of your choice with the observation or survival tag.
  • Oracular Magic. Choose one: Primal or Psionic.
    • If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead.
    • If you choose Psionic, gain Adept of the Psionic unless you already have it. If you already have it, gain +1 Psionic Power and +5 SP instead.
    • Whichever you choose, LUCK is your magic attribute
  • Oracular Power. Each time you level up and spend your Talent Point on an oracle talent, you gain +5 SP and +1 Power in the source you chose.
Oracle, Class Entry

Druid Track

Druid Track Progression
Talent PreReq Description Tags
Star's Guidance Oracle Entry, Warden of the Primal Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability.
  • Star’s Guidance. (1/Recoup) Use Astronomy or Astrology in place of a skill with the survival tag.
Oracle, Druid
Old Gods Star’s Guidance

Incompatible: Wyrd Wood

Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity.

In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until balance is restored.

When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest.

Oracle, Druid, Divine
Old Gods II Old Gods If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10.

If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for the next 1 hour.

Oracle, Druid, Divine
Wyrd Wood Star’s Guidance

Incompatible: Old Gods

Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer.

Dark Power triggers on a roll of 1-2 for you. Choose two of your primal chants and one of your primal spells to gain Dark Power. Choose what effects they have from your Primeval Darkness menu (p. 117). In combat, when you cast a chant or spell without the dark power tag, gain 1 Light Proclivity. When you cast a chant or spell with the dark power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the dark power tag (whichever Proclivity was stronger). You are also Sickened until balance is restored.

When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest.

Oracle, Druid, Occult
Wyrd Wood II Wyrd Wood Choose 1-2 additional primal chants and 1-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness Chart below.

If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. Whenever you spend SP on a spell with the dark power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself.

Oracle, Druid, Occult
Star's Guidance II Druid 3 Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. Oracle, Druid
Star's Redirection Star’s Guidance II (1/Rest) When you fail a Foraging, Sheltering, or Navigating check, treat it as if it were the lowest tier of a successful outcome. Oracle, Druid
Third Eye Star’s Guidance II Gain +2 Skill Points in Arcana, Astrology, or Astronomy.

Learn one Divining spell from any source, which counts as Primal for you.

Oracle, Druid
Beast Form Star’s Guidance II (1/Rest) You can cast Polymorph on yourself without spending SP, but when you use this spell in this way you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a Monster Level (such as a squirrel, sparrow, or mundane scorpion). Oracle, Druid
Old Gods III Druid 5, Old Gods II The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. Oracle, Druid, Divine
Wyrd Wood III Druid 5, Wyrd Wood II Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu.

The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. When Dark Power triggers and you suffer the consequences of Dark Power, every ally within 30 ft of you can gain 1d8 Shield HP as you draw in the negative energy

Oracle, Druid, Occult
Mystic Druid Druid 6 Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or disease. Oracle, Druid
Star's Guidance III Mystic Druid, Star’s Guidance II Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. Oracle, Druid
Beast Form II Mystic Druid, Beast Form When you use Beast Form, you can become a Beast of ML 1 or lower. Beast Form becomes 3/Rest. Oracle, Druid
Mystic Druid II Druid 8 Gain the Immortal ability.
  • Immortal. Your natural lifespan doubles.
Oracle, Druid
Old Gods IV Mystic Druid II, Old Gods III If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10.

Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for the next 1 hour

Oracle, Druid, Divine
Wyrd Wood IV Mystic Druid II, Wyrd Wood III Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu.

You may voluntarily succumb to Dark Power. If you do, you suffer the Dark Power’s effects, but you also cast that ability as though you had not rolled Dark Power, rolling 2d20 and keeping whichever was higher.

Oracle, Druid, Occult
Mystic Druid III Druid 10 You are immune to poison and disease. Oracle, Druid, Occult
Star's Guidance IV Mystic Druid III, Star’s Guidance III Gain +2 Skill Points in Arcana, Astrology, or Astronomy.

You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors.

Oracle, Druid
Beast Form III Mystic Druid III, Beast Form II When you use Beast Form, you can become a Beast of ML 3 or lower. Oracle, Druid
Mystic Druid IV Druid 12 Your Immortal ability becomes: Your natural lifespan increases tenfold. Oracle, Druid
Old Gods V Mystic Druid IV, Old Gods IV The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary Oracle, Druid, Divine
Wyrd Wood V Mystic Druid IV, Wyrd Wood IV Choose 0-2 additional primal chants and 0-2 additional primal spells to gain Dark Power, choosing their effects from the Primeval Darkness menu.

The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using Dark Power, they also gain the Protected condition until the end of your next turn.

Oracle, Druid, Occult
Archdruid Druid 14 As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom.

When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight.

  • Contemplate. (1/Week) You can reselect any primal, psionic, divine, and/or occult spells that you know.
  • After the Ashes. If your primal spells have Dark Power, you can choose whether they keep it, remove it, or gain a different Dark Power ability.
  • Primeval Foresight. (1/Month) You can reassign some or all of your Oracle talents.
    • Level 30: Your lifespan (including your bonus from Immortal) increases tenfold.
Oracle, Druid, Capstone
Primeval Darkness Chart
Name Type of Magic Description
Abrasive Chant Chant that deals damage Gain TA on the attack roll.
  • Dark Power: You suffer the damage instead.
Pashak Nurturance Chant that does not deal damage If you do not suffer Dark Power, you become Protected until the end of your next turn.
  • Dark Power: Roll for Dark Power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the nature or weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.
Wyrd Chant Chant that imposes negative condition Gain TA on the attack roll.
  • Dark Power: You suffer the condition for the written duration instead..
Dark Faerie’s Gambit Chant that targets an ally Extend the duration by 1 round if successful.
  • Dark Power: Roll for Dark Power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.
Abrasive Spell Spell that deals damage to one creature Gain TA on the attack roll.
  • Dark Power: You suffer the damage instead.
Wrath of the Ashyidir Spell that deals AOE damage Gain TA on the attack roll.
  • Dark Power: You cast the spell and it is centered on you.
Wyrd Spell Spell that imposes a negative condition Gain TA on the attack roll.
  • Dark Power: You suffer the condition for the written duration instead.
Wyrd Reconstruction Spell that heals If successful, the spell adds additional healing equal to ½ your LUCK.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed..
Shibmar Attunement Spell that targets self or an ally and doesn’t heal If successful, the target gains +5 ft speed and TA for the duration.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.
Chaotic Commune Spell that summons The creature you can summon with this spell can be 1 ML higher than normal.
  • Dark Power: Roll 1d20 for Dark Power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a fiend or eldritch creature of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies.

Elementalist Track

Elementalist Track Progression
Talent PreReq Description Tags
Elemental Affinity Oracle Entry Gain the Elemental Affinity ability.
  • Elemental Affinity. (2/Rest) When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took). The first time you deal any type of damage after taking damage for which you have Affinity, also deal 1d6 damage of that type. You retain this Affinity for 1 min.
Oracle, Elementalist
Season's Givings Elemental Affinity You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = radiant, Summer = fire, Autumn = necrotic, and Winter = cold. Oracle, Elementalist
Repurpose Damage Elemental Affinity Gain one of the abilities with the Repurpose Damage I tag from the Repurpose Damage Abilities table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/Rest collectively. Oracle, Elementalist
Siphon Damage Repurpose Damage Repeatable. Gain another Repurpose Damage ability from those you have access to. Oracle, Elementalist, Repeatable
Elemental Affinity II Elemental Affinity, Elementalist 4 You can use Elemental Affinity on allies within 15 ft of you when they take a type of damage that your Elemental Affinity can interact with. Elemental Affinity becomes ½ LUCK/Rest. Oracle, Elementalist
Repurpose Damage II Elemental Affinity II, Repurpose Damage Gain another Repurpose Damage ability from the old list or from talents with the Repurpose Damage II tag. You can learn abilities from the new list with Siphon Damage. Oracle, Elementalist
Elemental Affinity III Elemental Affinity II A creature benefitting from Elemental Affinity can gain the Elemental Strikes ability.
  • Elemental Strikes. (2/Rest) +1d6 damage of the Affinity type for the duration.
Oracle, Elementalist
Protective Elementalist Elemental Affinity III, Repurpose Damage II Repurpose Damage becomes ½ LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take that type of damage. Oracle, Elementalist
Protective Elementalist II Protective Elementalist Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you. Oracle, Elementalist
Elemental Affinity IV Elemental Affinity III, Elementalist 9 Regain one use of Elemental Affinity upon Recouping.

Affinity can work on energy damage as well.

Oracle, Elementalist
Absorb Explosion Elemental Affinity IV (1/Rest) When you take elemental damage that damaged other creatures, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. +LUCK vs REF of each creature in the line, dealing 3d6 damage of that elemental type and ½ damage on a miss. Oracle, Elementalist
Repurpose Damage III Elemental Affinity IV, Repurpose Damage II Gain an additional Repurpose Damage power, choosing from the old lists or from talents with the Repurpose Damage III tag. Siphon Damage can let you gain abilities from the new list. Oracle, Elementalist
Elemental Affinity V Elemental Affinity IV, Elementalist 13 (2/Rest) Elemental Strikes also apply to spells that deal damage. Spells that deal damage can be of that damage type or the normal damage type (the creature with Elemental Strikes chooses each time). Oracle, Elementalist
Elemental Mastery Elemental Affinity V You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself look upon you as skillful in their arts.

Regain one use of Elemental Affinity each time you Recoup.

Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend your Repurpose Damage usages.

Finally, gain the Superior Affinity ability

  • Superior Affinity. (1/Rest) Affinity negates all damage of that type and heals the recipient for ½ the total damage instead.
    • Level 30: Superior Affinity becomes 1/Recoup.
Oracle, Elementalist, Capstone
Repurpose Damage Abilities Table
Ability Description Tag
Ice Armor When you take cold damage, gain DR 4/Fire for 1 minute. Oracle, Elementalist, Repurpose Damage I
Corrosive Strikes When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute Oracle, Elementalist, Repurpose Damage I
Heat Aura When you take fire damage, gain DR 4/Cold for 1 minute Oracle, Elementalist, Repurpose Damage I
Flaming Shield When you would gain the Burning condition, you may instead cast the Fire Shield spell as if it were primal or psionic without spending SP Oracle, Elementalist, Repurpose Damage I
Lightning Fast When you take lightning damage, gain +4 AP on your next turn Oracle, Elementalist, Repurpose Damage I
Sickening Strikes When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn. Oracle, Elementalist, Repurpose Damage I
Blood Permeation When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter). Oracle, Elementalist, Repurpose Damage II
Blunt Force Armor When you take Blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute. Oracle, Elementalist, Repurpose Damage II
Bodily Necrosis When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn. Oracle, Elementalist, Repurpose Damage III
Psychic Resonance When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. Oracle, Elementalist, Repurpose Damage III
Irradiated Aura When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp. Oracle, Elementalist, Repurpose Damage III
Sonorous Strikes When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller. Oracle, Elementalist, Repurpose Damage III

Fate Track

Fate Track Progression
Talent PreReq Description Tags
Thread Of Fate Oracle Entry Gain the Boon of Fate ability.
  • Boon of Fate. You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.
Oracle, Fate
Weal Thread of Fate Gain the Weal ability.
  • Weal. When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.
Oracle, Fate
Weal II - Skills Weal Your crit range on skills increases by 1. Oracle, Fate
Weal II - Spells Weal Your crit range on spells increases by 1. Oracle, Fate
Weal III - Chants Weal II - Skills or Weal II - Spells Your crit range on chants increases by 1. Oracle, Fate
Weal III - Weapons Weal II - Skills or Weal II - Spells Your crit range on weapons increases by 1. Oracle, Fate
Weal IV - Fortune's Favor Weal III- Chants or Weal III - Weapons When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. Oracle, Fate
Weal IV - Invocations Weal III- Chants or Weal III - Weapons Your crit range on invocations increases by 1. Oracle, Fate
Thread of Fate II Weal IV - Fortune's Favor or Weal IV - Invocations Gain the Bane of Fate ability.
  • Bane of Fate. (2/ Rest) You can spend Luck points to reroll enemies’ d20 rolls when they are within 60 ft of you.
Oracle, Fate
Woe Is Me Thread of Fate II You crit fail on a roll of 1 or 2. Oracle, Fate
Thread Of Fate III Woe Is Me Boon of Fate and Bane of Fate extend to 90 ft range. Oracle, Fate
Thread Of Fate IV Thread of Fate III Bane of Fate becomes 2/Recoup. Oracle, Fate
Great Weal Thread of Fate IV Choose one Weal ability that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by 1. Oracle, Fate
Ambient Luck Great Weal Gain the Ambient Luck ability.
  • Ambient Luck. (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. .
Oracle, Fate
Manipulate Chance Ambient Luck Gain the Manipulate Chance ability.
  • Manipulate Chance. You may spend 4 SP to regain an expended Luck point.
Oracle, Fate
Turn Of Fortune Manipulate Chance Gain the Turn of Fortune ability.
  • Turn of Fortune. When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll.
Oracle, Fate
Fated Great Weal Gain the Fated ability.
  • Fated. Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.
Oracle, Fate
Fated II Fated Your Fated bonus becomes +2. Oracle, Fate
Fated III Fated II Your Fated bonus becomes +3. Oracle, Fate
Portent Great Weal Gain the Portent ability.
  • Portent. Regain 1 Luck point when you Recoup.
Oracle, Fate
Portent II Portent Portent becomes: Regain 2 Luck points when you Recoup. Oracle, Fate
Portent III Portent II Portent becomes: Regain 3 Luck points when you Recoup. Oracle, Fate
Overcome Woe Turn of Fortune, Fated III, or Portent III When your Woe ability activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. Oracle, Fate
Grand Weal Overcome Woe Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.)

The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection.

  • Level 30: The final cap for your LUCK increases from 12 to 14.
Oracle, Fate, Capstone

Guide Track

Guide Track Progression
Talent PreReq Description Tags
Mentor Oracle Entry Gain +2 Skill Points in any skill. Gain the Mentor ability.
  • Mentor. (AWR/Rest) You can spend 1 AP to lose X points in a Skill to give X points in that skill to 1 ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal Skill Points.
Oracle, Guide
Reactive Instruction Mentor Gain +2 Skill Points in any skill. You may use your Mentor ability reactively. Oracle, Guide
Mystic Support Reactive Instruction When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.

You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.

Oracle, Guide
Mentor II Mystic Support Gain +2 Skill Points in any skill. Mentor becomes AWR/Recoup. Oracle, Guide
Mystic Support II Mentor II Mystic Support gives you 2 Support AP. Oracle, Guide
Wakeful Serenity Mystic Support II Gain the Wakeful Serenity ability.
  • Wakeful Serenity. The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.
Oracle, Guide
Wakeful Serenity II Wakeful Serenity Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. Oracle, Guide
Talented Mentor Mystic Support II Gain one specialization talent. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. Oracle, Guide
Magical Mentor Talented Mentor Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration. Oracle, Guide
Guide Magical Mentor Gain +2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two creatures, giving them each ½ X. (You cannot choose yourself.) Oracle, Guide
Guide II Guide Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose two creatures to gain the full benefit (instead of halving the benefit). (You cannot choose yourself.) Oracle, Guide
Guide III Guide II Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose three creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) Oracle, Guide
Guide IV Guide III Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose five creatures within 10 ft of you to gain the full benefit. (You cannot choose yourself.) Oracle, Guide
Apprentice Magical Mentor Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. Oracle, Guide
Apprentice II Apprentice Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. Oracle, Guide
Apprentice III Apprentice II Gain +2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. Oracle, Guide
Apprentice IV Apprentice III Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability.
  • Expert Guidance. (1/Rest) When you use your Mentor ability, the target creature gains 2X the Skill Points in one skill that you lend to them.
Oracle, Guide
Mystic Support III Guide IV or Apprentice IV Mystic Support gives you 3 Support AP. Oracle, Guide
Talented Mentor II Mystic Support III Gain one specialization talent. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. Oracle, Guide
Magical Mentor II Talented Mentor II Learn an extra spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the spell (and a slot for the invocation if selected), and that creature can cast those abilities one time each during their mentorship. You lose access to the spells for that time. Oracle, Guide
Superior Mentor Magical Mentor II You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings.

Gain +12 Skill Points that you can spend on any skills of your choice. You may use your Mentor ability indefinitely. People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10.

  • Level 30: When you use your Mentor ability, receiving creatures gain an additional +Y in the Skill Points they gain from you, where Y equals your AWR. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).
Oracle, Guide, Capstone

Additional Subclass Tracks

Tarot Reader Track

Source: Harker's Guide to Vampire Hunting

You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them.

Talent PreReq Description Tags
Tarot Deck Oracle Entry You have a 78-card tarot deck. You can use any standard tarot deck to represent this.

Gain the Major Arcanas ability.

  • Major Arcanas. Choose a number of Major Arcanas equal to your LUCK. You “know” those Arcanas: when you reveal them using another Tarot Reader talent, you gain their special benefit.

Finally, gain the Read Fortune or Combat Cards talent.

Oracle, Tarot Reader
Making a Deck

If you do not have a tarot deck, take two playing card decks with the same backs and write the 22 major arcana names on 22 cards from one deck. Also write “Page” on one face card from each suit. Shuffle those 26 cards into the other 52-card deck to create a surrogate tarot deck. Finally, draw a vertical arrow on each card, as upside- down (or “Reversed”) cards may cause different effects.

Tarot Spreads

Talents in this track with the tarot spread tag will give you additional ways to use the Read Fortune ability. The process of performing a tarot reading is the same except when specifically described differently in each talent. Other talents with the tarot spread tag each mention specific “spreads”; consult the diagram after each talent to see its relevant spread.

Arcana Effect
Magician You may use your LUCK to determine your REF or FORT (you choose), instead of using your DEX or END.
Priestess You may ignore one Psyche talent.
Mother When any creature within 20 ft of you regains HP, you also regain HP equal to 1⁄2 your LUCK.
Emperor Gain +1 CHA, which can exceed your attribute cap. Deal +3 psychic damage on all your attacks. Hostile creatures gain Focused against you.
Prophet When a creature attacks you, you may spend 1 Reactive AP to force them to roll 2d20, taking the lower result.
Lovers Choose an ally within 40 ft of you. Whenever you take damage, you take 1⁄2 and your ally takes 1⁄2.
Chariot Your speed increases by +10 ft and you have Resist Damage +5 against reactive attacks.
Justicar When you are hit, you may spend 1 Reactive AP to deal 1d4 psychic damage to the creature that hit you. It becomes Frightened of you until the end of its next turn.
Hermit You may spend 1 AP to remove every condition affecting you except for Fatigued, Petrified, and Phobic.
Wheel When you damage a creature that has taken psychic damage since the start of your last turn, deal +1d4 radiant damage.
Violence You deal +5 damage on all attacks, but gain Vulnerable Damage +1.
Hanged Man You gain the undead tag. Gain Immune Necrotic and Immune Dazed while undead.
Death Shadows emerge from you in a 20 ft radius, turning bright light into dim light and dim light into darkness. You can see in this darkness normally.
Temperance Choose one condition. You are Immune to that condition.
Devil Your spells cost 2 fewer SP to cast, but all have dark power: If you roll a 1-2 when casting a spell, you become Sickened until the end of your next turn.
House of God Any magic that requires a Line of Effect cannot target you.
Star You gain a special attack: (2 AP) Ranged 120 ft Magical Weapon. +AWR vs REF. Hit: 1d8 radiant damage.
Moon You gain a special attack: (2 AP) Ranged 60 ft Magical Weapon. +INT vs LOG. Hit: 1d6 cold damage and you are Unseen to that target until the end of your next turn.
Sun You gain a special attack: (3 AP) 5 ft Radius Magical Weapon. +END vs ANT. Hit: 1d4 fire damage and the target is Blinded until the end of its next turn.
Judgment You gain a special attack: (3 AP) Ranged 40 ft Magical Weapon. +CHA vs WILL. Hit: 1d8 psychic damage and the target is Shaken until the end of its next turn.
Creation Summon a creature with the beast or humanoid tag of ML equal to or less than 1⁄2 your LUCK (min 1). It appears in an unoccupied space within 10 ft of you.
Orphan While you have no allies within 5 ft of you, gain +2 to all your defenses.
Talent PreReq Description Tags
Combat Cards Tarot Deck When you roll Initiative, shuffle your tarot deck. You may spend 1 AP to reveal the top card of your tarot deck, gaining the following benefit based on its suit. The effect remains until you draw a new card. The exception is the Major Arcanas: if you play a Major Arcana card, it remains until the end of your next turn (even if you play other cards), whereupon it is discarded.
  • Cups: Gain 2 Shield HP.
  • Pentagrams: Gain Resist Magic +2.
  • Swords: Deal +2 damage.
  • Wands: Gain DR 2/Physical.
  • If it is a face card, then the numeric value is 3 instead of 2.
  • If it is a Major Arcana that you know, you gain its special effect instead.
  • If it is a Major Arcana that you do not know, you get to choose which effect you gain, with a numerical value of 5.
Oracle, Tarot Reader
Read Fortune Tarot Deck Gain the Read Fortune ability.
  • Read Fortune (1/Recoup). Using Arcana, Astrology, or Astronomy (the one you chose from the Oracle Entry’s Hermit ability), you may tell someone’s fortune. This takes 10 minutes and can be done during a Recoup. Subtract your chosen skill from 30. This is your Fortune DC. Now, shuffle your tarot deck in such a way that some of the cards will be “Reversed” (upside-down, but not backwards; you should still see only the backs of the cards). Next, deal three cards face-up, representing the past, present, and future. Add up the numerical values of these cards. Face cards have a value of 12, and Major Arcanas have a value of 7. Cards that are Reversed have a negative value. If you meet your Fortune DC, then the subject of your reading is deemed Fortunate. One time before the subject Takes a Rest, they may activate their Fortune. They add 1d6 to all of their d20 rolls for 2 minutes. If you did not meet your Fortune DC, then the subject of your reading is deemed Unfortunate. One time before they Take a Rest, the MC may activate their Fortune. They subtract 1d4 from all of their d20 rolls for 1 minute. If the Future card was a non-Reversed Major Arcana that you know, AND you beat your Fortune DC, then that Major Arcana’s benefit activates on the subject when they activate their Fortune and remains for the duration.
Oracle, Tarot Reader, Tarot Spread
Cleansing Cups Combat Cards When you Recoup, choose “Shield HP” or “Cleansing.” If you choose Shield HP, then your Cups cards function normally. If you choose Cleansing, then when you play a Cups card, you may remove one condition that is affecting you, except for Fatigued, Petrified, or Phobic. Oracle, Tarot Reader
Protective Pentagrams Combat Cards When you Recoup, choose “Resist Magic” or “Resist Physical.” Your Pentagrams cards grant you Resist against the type that you chose. Oracle, Tarot Reader
Savage Swords Combat Cards When you Recoup, choose “Bonus Damage” or “Strike First.” If you choose Bonus Damage, your Swords cards function normally. If you choose Strike First, then once per turn when you play a Sword card, gain +2 AP (after spending 1 AP to play it). If you play any additional Swords cards that turn, they function normally. Oracle, Tarot Reader
Warding Wands Combat Cards When you Recoup, choose Physical, Elemental, or Energy. Your Wands cards grant you DR that is overcome by the type that you chose. Oracle, Tarot Reader
Minor Arcanas Improvement Combat Cards, Tarot Reader 3 Your Minor Arcanas no longer have a numerical value of 2. Instead, their value is 1⁄2 the value displayed on the card. Face cards count as 12, and Major Arcanas that you do not know count as 14, when calculating this number. Oracle, Tarot Reader
Page Minor Arcanas Improvement When you play a Page card, instead of gaining its normal benefit, you may set it aside. The next time you would play a face card of the same suit, it costs you 0 AP. (This expires if not used in the next minute. You may only have one face card reserved at a time.) Oracle, Tarot Reader
Knight Minor Arcanas Improvement When you play a Knight card, instead of gaining its normal benefit, you may set it aside. For the next 1 minute, you gain the benefit of its suit as though played at a value of 1, in addition to any other cards you play. (You may only have one face card reserved at a time.) Oracle, Tarot Reader
Queen Minor Arcanas Improvement When you play a Queen card, instead of gaining its normal benefit, you may set it aside. The next time you play a non- face card of the same suit, apply its benefit both to yourself and to an ally within 40 ft of you. (This expires if not used in the next minute. You may only have one face card reserved at a time.) Oracle, Tarot Reader
King Minor Arcanas Improvement When you play a King card, instead of gaining its normal benefit, you may set it aside. For the next minute, increase the numerical value of each non-face card you play from the same suit by +4 before calculating its mechanical value. (You may only have one face card reserved at a time.) Oracle, Tarot Reader
Ace Minor Arcanas Improvement When you play an Ace card, instead of gaining its normal benefits, you may set it aside. The next time you play a non-face card of the same suit, double its numerical value before determining its mechanical value. (This expires if not used in the next minute. You may only have one face card reserved at a time.) Oracle, Tarot Reader
Minor Arcanas Empowerment Minor Arcanas Improvement, Tarot Reader 5 Gain the Minor Arcanas Empowerment ability.
  • Minor Arcanas Empowerment (2/Rest). You may choose to use the printed value of a Minor Arcanas card, instead of 1⁄2 its value.
Oracle, Tarot Reader
Reverse Fortune Read Fortune Whenever you use an ability from a talent with the tarot spread tag, after revealing the whole spread, you may reverse one card of your choice. Oracle, Tarot Reader
The Hand You're Dealt Reverse Fortune Gain The Hand You’re Dealt ability
  • The Hand You’re Dealt (1/Rest). After revealing your spread, you may choose to take those same cards, reshuffle only those cards, and re-deal.
Oracle, Tarot Reader
Betorien's Guidance Reverse Fortune You may use Betorien’s Guidance for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th card and is not reversed. Before laying out the spread, choose a suit. If the 8th card is that suit and is not reversed, then the subject of your reading gains the benefit of the Combat Cards talent based on that suit for the duration of their Fortunate ability. If it is a Major Arcana and is not reversed, it counts as that suit. If it is a Major Arcana but is reversed, and if you did not meet your DC, then the subject becomes Vulnerable Damage 1 for the duration of the Unfortunate effect.
Oracle, Tarot Reader, Tarot Spread
Iztari Meditation Reverse Fortune You may use Iztari Meditation for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th card and is not reversed. If you beat your Fortune DC by 5 or more, then the target is also Rallied while their Fortune is active.
Oracle, Tarot Reader, Tarot Spread
Morgana's Star Reverse Fortune You may use Morgana’s Star for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th or 10th card (10th cannot be reversed to gain this benefit). If they are both a Major Arcana that you know, you pick which one.
Oracle, Tarot Reader, Tarot Spread
Stravoni Cross Reverse Fortune You may use the Stravoni Cross for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 10th card (10th cannot be reversed to gain this benefit). Additionally, when using your Read Fortune ability with this spread, you may choose to only count cards 3, 5, 7, 8, and 10.
Oracle, Tarot Reader, Tarot Spread
Fate's Gambit Reverse Fortune, Tarot Reader 3 Gain the Fate’s Gambit ability.
  • Fate’s Gambit (1/Rest). After laying out a tarot spread, you may discard one card and replace it with the top card from your deck.
Oracle, Tarot Reader
Prolific Fortuneteller Fate's Gambit You can use your Read Fortune ability 2/Recoup. Oracle, Tarot Reader
Celestial Arrow Fate's Gambit You may use the Celestial Arrow for your Read Fortune ability. Choose a number of recipients equal to or less than 1⁄2 your AWR (min 2). If you beat your Fortune DC, they all gain the benefit. If you do not, they all suffer the penalty. Before revealing the spread, choose “Alliances” or “Goals.” This determines which card you should check for when determining your Major Arcanas benefit: 4th for “Alliances” and 5th for “Goals.” Either way, you gain the benefit even if the card is reversed.
Oracle, Tarot Reader, Tarot Spread
Conclave Communion Fate's Gambit You may use Conclave Communion for your Read Fortune ability. Choose a number of recipients equal to or less than 1⁄2 your CHA (min 2). If you beat your Fortune DC, they all gain the benefit. If you do not, they all suffer the penalty. They all gain the Major Arcanas benefit if it is your 7th card and is not reversed.
Oracle, Tarot Reader, Tarot Spread
Lucien's Lock Fate's Gambit You may use Lucien’s Lock for your Read Fortune ability. Choose two recipients: if you beat your Fortune DC, they both gain the benefit. If you do not, they both suffer the penalty. They gain the Major Arcanas benefit if it is your 4th card and is not reversed.
Oracle, Tarot Reader, Tarot Spread
It's In the Cards Fate's Gambit, Tarot Reader 5 Whenever you do a tarot spread, also check the “Negative Influences” section of the spread. If the card in the appropriate section is a face card or Major Arcana, it foretells impending doom and allows your subject to prepare, possibly averting disaster.

The next time that the subject is subject to any of the criteria, then they may force the attacking creature to reroll: 1) critically hit, or 2) is hit with an ability that would impose a condition, or 3) is hit and dealt damage that would reduce them to 0 HP, or 4) gains Fear from a creature. This costs 0 Reactive AP.

If the subject had not already used its Fortunate ability, then this triggers the Fortunate ability.

Negative Influences:

  • 3-Card Spread: N/A
  • Morgana's Star: 3rd or 10th card
  • Stravoni Cross: 2nd card; 6th or 8th cards, but only if Reversed
  • Betorien's Guidance: 1st or 3rd card; 4th card but only if Reversed
  • Iztari Meditation: 1st card
  • Lucian's Lock: 5th card
  • Conclave Communion: 5th, 8th, or 9th card
  • Celestial Arrow: 2nd or 3rd card
Oracle, Tarot Reader, Tarot Spread
Major Arcanas Symposium Tarot Reader 7 Gain +2 Arcana and +2 Astrology.

(1/Week). You may reselect which Major Arcanas you know.

Oracle, Tarot Reader
Rapid Draw Major Arcanas Symposium

Incompaitibilities: Arcanas Initiate

When you draw from your tarot deck using your Combat Cards ability, you may draw 2 cards, choose which one to play, and then discard both. Oracle, Tarot Reader
Stack the Deck Quick Draw When you roll Initiative, you may remove any number of Major Arcanas that you know. You may also remove the face cards from one suit. Shuffle your deck, then cut it in half; shuffle your removed cards into one half of the deck, then place that half on top. Oracle, Tarot Reader
Hand of Fortune Stack the Deck When you roll Initiative, draw a number of cards equal to 1⁄2 your INT. This is your Hand of Fortune. When you use your Combat Cards ability, you may place the card you drew into your hand. You may play any card from your hand for 1 AP. Your hand limit is your INT, and you must discard any excess cards immediately without gaining their benefit. Oracle, Tarot Reader
Rapid Draw II Hand of Fortune Your Rapid Draw ability becomes: Draw 3 cards, play 1, and put the other two into your discard pile, or on the top or bottom of your deck in any order. Oracle, Tarot Reader
Harbinger of Fortune Quick Draw II All of your face cards gain an ability: when you play this card, you may forego any of its other benefits to look at a number of cards from the top of your deck: 1, 2, 3, 4, or 5 (Page, Knight, Queen, King, and Ace, respectively). You may return those cards to the top or bottom of your deck in any order. Oracle, Tarot Reader
Gemini Tarot Harbinger of Fortune, Tarot Reader 14 The first time you draw a card from your deck each turn, draw an extra card. The first time you play a card from your hand each turn, you may play an extra card.

Furthermore, when using “Stack the Deck,” do not shuffle your reserved cards into the top half of the deck. Instead, shuffle them separately and place them on top of the entire deck.

  • Level 30: Draw and play up to 4 cards, instead of 2, using this talent.
Oracle, Tarot Reader, Capstone
Arcanas Incarnate Major Arcanas Symposium

Incompaitibilities: Quick Draw

Choose one Major Arcana card that you know. Its ability is always active for you. Oracle, Tarot Reader
Bestow Arcanas Arcanas Incarnate Gain the Bestow Arcanas ability.
  • Bestow Arcanas (1/Recoup). Choose one Major Arcana card that you know that is not currently active. A willing ally gains that ability until you Take a Rest or use this ability again.
Oracle, Tarot Reader
Minor Manifestation Bestow Arcanas Each time you Take a Rest, draw a card from your tarot deck. Gain the benefit as though using the Combat Cards base ability, but you retain this benefit until you use this ability again. Treat any Major Arcana as though you do not know it when doing so.

You may also use this ability when using your Bestow Arcanas ability.

Oracle, Tarot Reader
Gemini Incarnation Minor Manifestation Choose a second Major Arcana card that you know. Its ability is also always active for you. Oracle, Tarot Reader
Bestow Arcanas II Gemini Incarnation You may use Bestow Arcanas 3/Recoup. Oracle, Tarot Reader
Tarot Lord Bestow Arcanas II, Tarot Reader 14 Choose a third Major Arcana card that you know. Its ability is also always active for you.

Each time you Take a Rest, you may choose which three Major Arcanas cards are active out of the ones that you know.

  • Level 30: You may reselect your Major Arcanas daily, and your Major Arcanas Incarnation choices each time you Recoup.
Oracle, Tarot Reader, Capstone