|Stat requirements:||15 charisma|
|Saving throws:||will strong, fort/reflex weak|
|Class Feats:||L1: light armor proficiency, medium armor proficiency, simple weapon proficiency, shield proficiency, spell focus
L10: force of personality
Also: one bonus spellcraft feat at L1, and every five class levels thereafter
Mystery specific spells, innate powers and feats
Oracles wield nontheistic powers derived from an enigmatic source. These phenomena, aptly referred to as “Mysteries,” often reveal themselves when triggered by a transformative event, an emotionally intense situation, or some other extraordinary experience. Each Mystery bestows an array of unique and potent abilities upon the oracle, however, the pursuit of these powers entails a profound trade-off - irrepressible compulsions that firmly bind the oracle's actions to the very essence of their Mystery. The oracle's journey is intricately interwoven with vivid dreams and haunting visions, acting as guides that dictate their choices and often uncanny behaviors. As an oracle's power grows, their connection to the source of their magic strengthens until it ultimately consumes them, unless they learn to harness it for their own benefit.
Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.
Each oracle draws upon a divine mystery to grant her spells and powers. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle.
Oracles are spontaneous casters that use the
master command to learn new spells. They
cast any of spells they learned by expending a spell slot that was prepared using the
prepare command. They can see how many slots per level they have prepared with
recall oracle spells. They can list all their available spells for the class with the
spells oracle command.
Oracles get bonus spells from mysteries. To see the available mysteries use
Oracles can cast in any armor, but they must take the appropriate feats first. They cannot cast while wielding a weapon. They will need the perfect caster feat to avoid harming their allies and summoned creatures with area-affecting spells.
Oracles also receive the following cantrips (type 'recall cantrip spells'): Create Water, Detect Magic, Detect Poison, Guidance, Resistance, Light, Mending