Oracle
Hit Points
At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.
Key Ability
At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogueβs rackets).
Key Ability: Charisma
Initial Proficiencies
Saves
Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Trained in Fortitude Saves
Weapons
Trained in unarmed attacks
Trained in simple weapons
Trained in Oracle class DC
Armor
Trained in unarmored and light armor
Untrained in medium and heavy armor
Skills
Trained in Religion
Trained in one or more skills determined by your mystery
Trained in a number of skills equal to 3 plus your intelligence modifier
Class Features
| Level | Features |
| 1 | Ancestry Feat, Spell Repertoire, Oracle Spellcasting, Oracular Curse, Revelation Spells, Mystery |
| 2 | Class Feat, Skill Feat |
| 3 | General Feat, Skill Increase, Signature Spells |
| 4 | Class Feat, Skill Feat |
| 5 | Ability Boost, Ancestry Feat, Skill Increase |
| 6 | Class Feat, Skill Feat |
| 7 | General Feat, Skill Increase, Expert Spellcaster, Mysterious Resolve |
| 8 | Class Feat, Skill Feat |
| 9 | Ancestry Feat, Skill Increase, Magical Fortitude |
| 10 | Ability Boost, Class Feat, Skill Feat |
| 11 | General Feat, Skill Increase, Oracular Senses, Major Curse, Divine Access, Weapon Expertise |
| 12 | Class Feat, Skill Feat |
| 13 | Ancestry Feat, Skill Increase, Light Armor Expertise, Weapon Specialization, Premonition Reflexes |
| 14 | Class Feat, Skill Feat |
| 15 | Ability Boost, General Feat, Skill Increase, Master Spellcaster |
| 16 | Class Feat, Skill Feat |
| 17 | Ancestry Feat, Skill Increase, Greater Mysterious Resolve, Extreme Curse |
| 18 | Class Feat, Skill Feat |
| 19 | General Feat, Skill Increase, Oracular Clarity, Legendary Spellcaster |
| 20 | Ability Boost, Class Feat, Skill Feat |
Spell Repertoire Feature 1
Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn three 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select three 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Psychic Spells per Day table), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.
Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime.
Oracle Spellcasting Feature 1
You have an unfiltered connection to the great powers of the universe and the planes beyond, and you can let this power spill forth in the form of divine magic. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As an oracle, when you cast spells, your incantations may spill from your lips rapidly as you speak in tongues or intone in a voice not quite your own, and your gestures might be wild and unrestrained as religious ecstasy briefly touches your mind.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as an oracle, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Oracle Spells per Day table (shown below).
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded upβthis is usually equal to the highest rank of oracle spell slot you have. For example, as a 1st-level oracle, your cantrips are 1st-rank spells, and as a 5th-level oracle, your cantrips are 3rd-rank spells.
Oracular Curse Feature 1
As an oracle, you can tap into the pure and unmitigated divine power of creation to supplement your spellcasting via cursebound abilities. These abilities grant you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more cursebound abilities you use, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul.
Your oracular curse is expressed using the Cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can't increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can't absorb any more, and so you can't use a cursebound ability if you are already at your maximum cursebound condition.
Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures Concealed from you, you can't negate that concealed condition through a magic item or spell, such as Sure Strike (though you would still benefit from the other effects of that item or spell). Likewise, Cleanse Affliction and similar abilities don't affect your curse at all.
At 1st level, you gain a cursebound oracle feat determined by your Mystery, and you can learn additional cursebound abilities through oracle feats.
The Cursebound Condition
Your oracular curse is constricting around you as you receive divine punishment after drawing too deeply on your mystery's powers. Cursebound is a condition that affects only creatures with an oracular curse, and cursebound always includes a value. Your specific oracular curse imposes unique negative effects depending on your cursebound value. You can remove the cursebound condition only by Refocusing.
Revelation Spells Feature 1
The powers of your mystery manifest in the form of revelation spells. Revelation spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to search for omens in a way befitting your mystery, like gazing into a fire, throwing bones and seeing how they fall, or meditating to hear the voices of those who came before you.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells.
The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.
You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats.
Mystery Feature 1
An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.
Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power.
- Ancestors Voices of past generations teach and haunt you.
Ashes You see all things in the world as fleeting and temporary, waiting to be purified into their base essence: the ash left behind after a burning fire.
- Battle You embody the virtues upheld by heroes of legend.
Blight A spring bud will wither, a mighty oak will crash to the forest floor, and a callow youth will grow into maturity, then decline into old age.
- Bones Death always seems near, and the dead speak to you.
- Cosmos You draw power from the stars and the spaces between.
- Flames You dance with fire and do your best to remain unscorched by it.
- Life The teeming energies of life flow through you out into the world.
- Lore You gain access to unparalleled, overwhelming knowledge.
- Tempest Wind, waves, and storms rage at your beck and call.
Time Whether by accident, fate, or purposeful meddling, you exist slightly outside of time.
Reading a Mystery Entry
A mystery entry contains the following information, followed by a description of that mystery's curse.
Granted Spells You automatically add the spells listed here to your spell repertoire, as described in Spell Repertoire on page 130. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast oracle spells of that rank.
Revelation Spells You automatically gain your mystery's initial revelation spell at 1st level and can gain more by selecting the Advanced Revelation, Greater Revelation, and Diverse Mystery oracle feats. These spells start on page 259.
Related Domains These are the cleric domains associated with your mystery. You gain domain spells, which you can cast as revelation spells, by taking the Domain Acumen and Domain Fluency feats. At 11th level, the divine access class feature also gives you additional slotted spells based on your domains. The domains and their domain spells appear on page 372 of Player Core. Domains marked with an asterisk (*) are found in Pathfinder Lost Omens Divine Mysteries.
Mystery Skill You become trained in the listed skill. A few mysteries make you trained in more than one skill.
Oracle Feat You gain this 1st-level oracle feat. This is a cursebound feat, so using it aggravates your oracular curse.
Signature Spells Feature 3
You've learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.
Expert Spellcaster Feature 7
Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.
Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for your spell attack modifier and spell DC increase to expert.
Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.
Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Mysterious Resolve Feature 7
The power of your mystery blazing in your soul makes it harder for other powers to grip your mind. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Magical Fortitude Feature 5
Oracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.
Witch Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.
Oracular Senses Feature 11
You have always been able to sense a bit more than others. Your proficiency rank for Perception increases to expert.
Major Curse Feature 11
You've learned to better tolerate the conflicting powers wreaking havoc on your body. The maximum Cursebound value you can have increases from cursebound 2 to cursebound 3.
Divine Access Feature 11
Your mystery offers you strange access to spells typically reserved for more conventional worshippers. Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list, and to your spell repertoire as soon as you can cast spells of the appropriate rank.
Weapon Expertise Feature 5
Champion, Exemplar, Investigator, Magus, Runesmith You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Druid, Kineticist You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Guardian Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Necromancer, Oracle You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Psychic Training has improved your weapon technique, possibly enhanced by your occult magic. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Sorcerer You've improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Swashbuckler You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Thaumaturge You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.
Witch, Wizard Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Light Armor Expertise Feature 13
You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Specialization Feature 7
You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Premonition Reflexes Feature 13
A chill runs through your spine as danger strikes, giving you a hair's more time to dodge or cover yourself. Your proficiency rank for Reflex saves increases to expert.
Master Spellcaster Feature 15
Animist Your affinity with the apparitions you bond to has further enhanced the potency of your magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Bard You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.
Druid Primal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Magus You fortify your spells with masterful prowess. Your proficiency ranks for your spell attack modifier and spell DC increase to master.
Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Psychic You've gained access to the deepest corners of your own mind. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to master.
Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.
Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Wizard You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Greater Mysterious Resolve Feature 17
Your time spent in contemplation of the mysteries of creation has given you a powerful mind and soul. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
Extreme Curse Feature 17
You have mastered a precarious balance between the conflicting divine powers of your mystery, allowing you to tolerate a perilous degree of divine curse. The maximum Cursebound value you can have increases from cursebound 3 to cursebound 4.
Oracular Clarity Feature 19
You now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-rank divine spells to your repertoire. You gain a single 10th-rank spell slot you can use to cast one of those two spells using oracle spellcasting.
You don't gain more 10th-rank spells as you level up, unlike other spell slots, and you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Oracular Providence feat to gain a second slot.
Legendary Spellcaster Feature 19
Animist You are a near-perfect channel for the magical energies of the realms beyond. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
Bard Your command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.
Druid You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
Oracle You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
Psychic As your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack modifier and spell DC increase to legendary.
Sorcerer You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to legendary.
Witch You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
Wizard You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.