Oracle: Difference between revisions

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|'''Ice Armor'''
|'''Ice Armor'''
|When you take cold damage, gain DR 4/Fire for 1 minute.
|When you take cold damage, gain DR 4/Fire for 1 minute.
|''Oracle, Elementalist, Repurpose Damage I''
|''Repurpose Damage I''
|-
|-
|'''Corrosive Strikes'''
|'''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.
|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''
|''Repurpose Damage I''
|-
|-
|'''Heat Aura'''
|'''Heat Aura'''
|When you take fire damage, gain DR 4/Cold for 1 minute
|When you take fire damage, gain DR 4/Cold for 1 minute.
|''Oracle, Elementalist, Repurpose Damage I''
|''Repurpose Damage I''
|-
|-
|'''Flaming Shield'''
|'''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
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] arcane spell as if it were primal or psionic without spending SP.
|''Oracle, Elementalist, Repurpose Damage I''
|''Repurpose Damage I''
|-
|-
|'''Lightning Fast'''
|'''Lightning Fast'''
|When you take lightning damage, gain +4 AP on your next turn
|When you take lightning damage, gain +4 AP on your next turn.
|''Oracle, Elementalist, Repurpose Damage I''
|''Repurpose Damage I''
|-
|-
|'''Sickening Strikes'''
|'''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.
|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''
|''Repurpose Damage I''
|-
|-
|'''Blood Permeation'''
|'''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).
|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''
|''Repurpose Damage II''
|-
|-
|'''Blunt Force Armor'''
|'''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.
|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''
|''Repurpose Damage II''
|-
|-
|'''Bodily Necrosis'''
|'''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.
|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''
|''Repurpose Damage III''
|-
|-
|'''Psychic Resonance'''
|'''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.
|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''
|''Repurpose Damage III''
|-
|-
|'''Irradiated Aura'''
|'''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.
|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''
|''Repurpose Damage III''
|-
|-
|'''Sonorous Strikes'''
|'''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.
|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''
|''Repurpose Damage III''
|}
|}


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|'''Thread Of Fate'''
|'''Thread Of Fate'''
|Oracle Entry
|Oracle Entry
|Gain the Boon of Fate ability.
|You can spend Luck Points to reroll allies’ d20 rolls when they are within 60 ft of you.
 
* '''Boon of Fate.''' You can spend Luck points to reroll allies’ d20 rolls when they are within 60 ft of you.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal'''
|'''Weal'''
|Thread of Fate
|Thread of Fate
|Gain the Weal ability.
|When you crit on a d20 roll, gain 1 SP. This cannot exceed your max SP.
 
* '''Weal.'''  When you crit on a d20 roll, gain 1 SP. This cannot exceed your maximum SP.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal II - Skills'''
|'''Weal II - Skills'''
|Weal
|Weal
|Your crit range on skills increases by 1.
|Your crit range on skills increases by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal II - Spells'''
|'''Weal II - Spells'''
|Weal
|Weal
|Your crit range on spells increases by 1.
|Your crit range on spells increases by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal III - Chants'''
|'''Weal III - Chants'''
|Weal II - Skills or Weal II - Spells
|Weal II - Any
|Your crit range on chants increases by 1.
|Your crit range on chants increases by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal III - Weapons'''
|'''Weal III - Weapons'''
|Weal II - Skills or Weal II - Spells
|Weal II - Any
|Your crit range on weapons increases by 1.
|Your crit range on weapons increases by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Weal IV - Fortune's Favor'''
|'''Weal IV - Fortune's Favor'''
|Weal III- Chants or Weal III - Weapons
|Weal III- Any
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal.
|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''
|''Oracle, Fate''
|-
|-
|'''Weal IV - Invocations'''
|'''Weal IV - Invocations'''
|Weal III- Chants or Weal III - Weapons
|Weal III- Any
|Your crit range on invocations increases by 1.
|Your crit range on invocations increases by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Thread of Fate II'''
|'''Thread of Fate II'''
|Weal IV - Fortune's Favor or Weal IV - Invocations
|Weal IV - Any
|Gain the Bane of Fate ability.
|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.
* '''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''
|''Oracle, Fate''
|-
|-
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|'''Great Weal'''
|'''Great Weal'''
|Thread of Fate IV
|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.
|Choose one Weal benefit that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by +1.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
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|Gain the Ambient Luck ability.
|Gain the Ambient Luck ability.


* '''Ambient Luck.''' (LUCK/Rest) When an ally crits within 30 ft of you, regain 1 SP. .
* '''Ambient Luck (LUCK/Rest).''' When an ally crits within 30 ft of you, regain 1 SP.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
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|Gain the Manipulate Chance ability.
|Gain the Manipulate Chance ability.


* '''Manipulate Chance.''' You may spend 4 SP to regain an expended Luck point.  
* '''Manipulate Chance.''' You may spend 4 SP to regain an expended Luck Point.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Turn Of Fortune'''
|'''Turn Of Fortune'''
|Manipulate Chance
|Manipulate Chance
|Gain the Turn of Fortune ability.
|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.
 
* '''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''
|''Oracle, Fate''
|-
|-
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|Gain the Fated ability.
|Gain the Fated ability.


* '''Fated.''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll.
* '''Fated.''' Before rolling a d20, call out even or odd on the die roll. If you are correct, gain +1 on the roll.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
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|-
|-
|'''Portent'''
|'''Portent'''
|Great Weal
|Great Weal, LUCK 2
|Gain the Portent ability.
|Regain 1 Luck Point when you Recoup.
 
* '''Portent.''' Regain 1 Luck point when you Recoup.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Portent II'''
|'''Portent II'''
|Portent
|Portent, LUCK 4
|Portent becomes: Regain 2 Luck points when you Recoup.
|Portent becomes: Regain 2 Luck Points when you Recoup.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Portent III'''
|'''Portent III'''
|Portent II
|Portent II, LUCK 6
|Portent becomes: Regain 3 Luck points when you Recoup.
|Portent becomes: Regain 3 Luck Points when you Recoup.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Overcome Woe'''
|'''Overcome Woe'''
|Turn of Fortune, Fated III, or Portent III
|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.
|When Woe activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll.
|''Oracle, Fate''
|''Oracle, Fate''
|-
|-
|'''Grand Weal'''
|'''Grand Weal'''
|Overcome Woe
|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.)  
|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.
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.
* '''''Level 30:''''' The final cap for your LUCK increases from 12 to 14.
|''Oracle, Fate, '''Capstone'''''
|''Oracle, Fate, '''Capstone'''''
|}
|}
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|Gain +2 Skill Points in any skill. Gain the Mentor ability.
|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.
* '''Mentor (AWR/Rest).''' You can spend 1 AP to lose X points in a Skill to give X points in that skill to one ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal Skill Points.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
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|'''Mystic Support'''
|'''Mystic Support'''
|Reactive Instruction
|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.  
|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.
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''
|''Oracle, Guide''
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|'''Wakeful Serenity'''
|'''Wakeful Serenity'''
|Mystic Support II
|Mystic Support II
|Gain the Wakeful Serenity ability.
|The first time you roll against Fatigue after Recouping, roll 2d20 and take the higher result.
 
* '''Wakeful Serenity.''' The first time you roll against Fatigue after Recouping, roll 2d20 and use the higher result.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
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|'''Magical Mentor'''
|'''Magical Mentor'''
|Talented 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.
|Learn another 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.
 
The recipient of this spell uses their magic attribute, or AWR if they do not have one.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Guide'''
|'''Guide'''
|Magical Mentor
|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.)
Incompatibilities: Apprentice
|Gain +2 Skill Points in any skill.
 
When you use your Mentor ability, you may split your X Skill Points between two allies, giving them each 1⁄2 X.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Guide II'''
|'''Guide II'''
|Guide
|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.)
|Gain +2 Skill Points in any skill.
 
When you use your Mentor ability, you may give two allies X Skill Points, instead of 1⁄2 X.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Guide III'''
|'''Guide III'''
|Guide II
|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.)
|Gain +2 Skill Points in any skill.
 
When you use your Mentor ability, you can choose three allies within 10 ft of you to gain X Skill Points.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Guide IV'''
|'''Guide IV'''
|Guide III
|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.)
|Gain +2 Skill Points in any skill.
 
When you use your Mentor ability, you can choose five allies within 10 ft of you to X Skill Points.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Apprentice'''
|'''Apprentice'''
|Magical Mentor
|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.
Incompatibilities: Guide
|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''
|''Oracle, Guide''
|-
|-
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|Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability.
|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.  
* '''Expert Guidance (1/Rest).''' When you use your Mentor ability, the target creature gains double the Skill Points in one skill that you lend to them.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
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|'''Magical Mentor II'''
|'''Magical Mentor II'''
|Talented 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.
|Learn another 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 use of your invocations if selected), and one creature that you Mentored can cast those abilities one time each during their mentorship. You lose access to the magical abilities for that time.
|''Oracle, Guide''
|''Oracle, Guide''
|-
|-
|'''Superior Mentor'''
|'''Superior Mentor'''
|Magical Mentor II
|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.  
|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.  
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).
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 additional Skill Points equal to your AWR in the Skill Points they gain from you. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III).
|''Oracle, Guide, '''Capstone'''''
|''Oracle, Guide, '''Capstone'''''
|}
|}
<nowiki>*</nowiki>''Updated to v1.2 (except track images)''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==