Key Terms
You'll see these key terms in many oracle class features.
Cursebound: Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse.
Fortune and Misfortune: Fortune and misfortune effects can alter how you roll your dice. You can never have more than one fortune and one misfortune effect come into play on a single roll. If multiple fortune effects would apply, you must pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Metamagic: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
Every level at which you gain an Oracle feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.
1st Level Oracle Feats
- Glean Lore - You tap into the collected lore of the divine, accessing a variety of potentially useful information.
- Reach Spell - You can extend your spells’ range.
- Widen Spell - You manipulate the energy of your spell, causing it to spread out and affect a wider area.
2nd Level Oracle Feats
- Cantrip Expansion - Study broadens your range of simple spells.
- Divine Aegis - You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects.
- Domain Acumen - Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power.
4th Level Oracle Feats
- Bespell Weapon - You siphon the residual energy from the last spell you cast into one weapon you’re wielding.
- Divine Access - Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list).
- Vision of Weakness - You can call upon divine insights to single out your foes' weak points.
6th Level Oracle Feats
- Advanced Revelation (initial revelation spell) - You learn an advanced revelation spell associated with your mystery.
- Spiritual Sense - You have a vague connection to the Ethereal Plane that enables you to notice spirits.
- Steady Spellcasting - You don’t lose spells easily.
8th Level Oracle Feats
- Debilitating Dichotomy - You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body.
- Read Disaster - You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future.
10th Level Oracle Feats
- Quickened Casting - You are able to quickly cast a spell.
- Surging Might - With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances.
12th Level Oracle Feats
- Domain Fluency (initial domain spell) - You command a deep understanding of the divine domains related to your mystery.
- Greater Revelation (initial revelation spell) - You learn a greater revelation spell associated with your mystery.
- Magic Sense - You have a literal sixth sense for magic.
14th Level Oracle Feats
- Forestall Curse - You've learned to forestall the effects of your curse somewhat.
- Mysterious Repertoire - Your mystery holds unknowable depths of magic not always associated with the divine.
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