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Class record

Oracle

Support

Tier
2
Difficulty
2 / 5
Main role
Support
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Appraise, History, Magic, Insight, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Mysterious people that work on the edge of Magic and Divinity, utilizing enigmatic powers to see the future whether by instinct or divine intervention.

Tactical guidance

Playing Oracle

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Oracle

Class features

Abilities unlocked

Complete rules for every ability granted by Oracle.

Key ability

Receive Oracle

Class feature

Benefit 1

You may use Receive Oracle.

Ability

Scry

4 AP1 MP
Range
5000ft
Keywords
Divination,Spell,Concentration
You designate a point that you can see within range, creating a magical ward at that point. If you focus you can shift your perception to that ward and see and hear everything within line of the sight of that ward in a 30ft radius. The ward can persist as long as you want over any distance, but you can only have one instance of Scry active at a time. The ward is invisible and inaudible, but can be detected through magical means.

Requirements

-

Ability

Foretell

1 AP
Range
Self
Keywords
Divination

You receive a vision of the near future. Roll a d20 and store that number. When you or your allies are going to roll that dice type, you can instead replace it with your dice roll, you then lose your Foretell dice. You can only have one Foretell dice at a time, casting Foretell again overwrites the previous dice. Foretel dice last until the end of your next turn.

After rolling, you may spend 1 mana to reroll the dice once. After doing this, you can't do so again for this use of the ability.

Requirements

-

Ability

Prediction

1 RP
Range
60ft
Keywords
Aid, Divination

You remove the keyword Sure Hit and Lock On from the triggering attack and the target gains a +2 Dodge Bonus for their next Dodge action.

Requirements

An ally is the target of an attack.

0 RP1 MP
Range
120ft
Keywords
Divination,Secret Art,Aid
You subvert fate and a bad end, twisting reality into its most fortunate outcome. When a target ally rolls a 1, you can instead change it to a 20.

Requirements

An ally rolls a 1.