Upheaval

Oracle


Some follow the gods willingly, devoting their lives in the service of advancing the will of their patron deity. Oracles, on the other hand, find themselves as divine conduits for a number of different gods, channeling divine power from various sources, sometimes unexpectedly.

LevelCombat Proficiency BonusNew Abilities
1st+0Spells, Cantrips, Oracle's Curse, Domain Ability
2nd+1Focused Trance
3rd+2Domain Ability
4th+3Ability Score Increase
5th+3--
6th+4Technique
7th+5Domain Ability
8th+6Extra Attacks, Ability Score Increase
9th+6Technique
10th+7--
11th+8Domain Ability
12th+9Technique, Ability Score Increase
13th+9--
14th+10--
15th+11Technique, Domain Ability
16th+12Ability Score Increase
17th+12--
18th+13Technique
19th+14Domain Ability
20th+15Final Domain Ability, Ability Score Increase
LevelSpells KnownSpell Slots Per Day
1st2nd3rd4th5th6th7th8th9th
1st43--------
2nd54--------
3rd65--------
4th763-------
5th864-------
6th9653------
7th10664------
8th116653-----
9th126664-----
10th1366653----
11th1466664----
12th15666653---
13th16666664---
14th176666653--
15th186666654--
16th1966666542-
17th2066666543-
18th21666665432
19th22666665532
20th23666665533

Class Features

Prime Ability: Charisma

Hit Points: d8 + Con bonus per level

Skill Points: Low (2 per level)

Knowledge Points: High (6 per level)

Save DC: 10 + Character Level + Cha Bonus

Spell Attack: Character Level + Cha Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency

Armor Proficiency: Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency

Spells

Oracles begin by knowing four spells drawn from either the oracle spell list or your domain spell list (see Domains, below). You always know these spells and do not have to prepare them daily, like some spellcasters. To cast any of these spells, you will need to expend a spell slot. Spell slots come in different levels, and you must use the appropriate level slot to cast the spell. Casting spells at higher levels than necessary can sometimes boost the spell's effects. Used spell slots are regained once per day after a long rest.

Both spell slots and the number of spells known increase as you level up (see table). When you acquire new spells, you may choose any spell from your spell lists if you are able to cast it. Every level, you may also choose to swap out one of your existing spells for a different one.

See spellcasting.

Cantrips

Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish. See cantrips.

Oracle’s Curse (Ex)

As an oracle, you are cursed, though unlike some curses yours also comes with a benefit. Once your curse is chosen nothing short of divine assistance can remove it.

Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell technique, incurring no failure chance. At 5th level, you receive advantage on Perception checks that do not rely upon hearing. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. You know the mage hand and minor illusion cantrips. These don't count toward your normal cantrip limit. At 5th level, add levitate and image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance, though. At 5th level, you feel no effects from fatigue levels 1 or 2. At 10th level, you are immune to all fatigue effects. At level 15, you still gain both a movement and standard action when staggered, though you still lose reactions and bonus actions.

Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a secondary language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Wasting: Your body is slowly rotting away. You take disadvantage on Charisma-based skill checks, except for Intimidation. You gain advantage on saves made against disease. At 5th level, you are immune to conditions that cause sickness. At 10th level, you gain immunity to disease.

Domain

As an oracle, your life is marked by an experience that with some divine power. This experience has left you irrevocably changed, making you a sort of conduit for forces outside of your control. The nature of this power varies from oracle to oracle and is defined by your domain. A domain is a thematic description of this power, and it grants you special abilities, whether you want them or not.

At level 1, choose which domain your oracle belongs to. This domain will give you access to special oracle domain abilities. You may choose a new ability at levels 3, 7, 11, 15, and 19. Unless otherwise noted, activating a domain ability is a standard action.

Each domain also contains a list of spells separate from your oracle ones. Each time you gain a level and you learn new spells, you can learn spells from your domain spell list or your oracle list. See Domain Spells.

At 20th level, you learn the final domain ability, granting you amazing powers and abilities.

Focused Trance

At level 2, you learn to act as a conduit for knowledge from the gods. You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d4 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance once per long rest. At level 6, this increases to once per short rest.

Extra Attacks (Ex)

At level 8 and again at level 15, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first are made at a -5 penalty.

Domain Abilities

Air Domain

Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier automatically grants you 3/4 cover against incoming arrows, rays, and other ranged attacks requiring an attack roll against you. You can use this barrier for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Gaseous Form (Su): As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this ability. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.

Healing Wind (su): You use a slight breeze to spread healing energy to companions who are close by. Healing spells that you cast that normally have a range of touch, instead have a range of 30.

Invisibility (Su, prerequisite level 3): As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.

Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per level. A Dex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Punitive Transformation (Su, prerequisite level 7): You can transform an opponent into a harmless animal as if using polymorph creature. This transformation lasts 1 round per level. Transforming another creature causes the first to immediately revert to normal. You may use this ability a number of times per day equal to your Charisma modifier.

Spark Skin (Ex): You gain electricity resistance 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.

Thunderburst (Ex, prerequisite level 7): As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a 20-foot radius. Creatures in the area take 1d6 points of bludgeoning damage per level and are deafened for 1 hour, with a Con save resulting in half damage and no deafness. You can use this ability once per day. At levels 11, 15, and 19 you gain another daily use of thunderburst.

Touch of Electricity (Su): As a standard action, you can perform a touch spell attack that deals 1d6 points of electricity damage +1 point for every two levels you possess. You can make this attack twice per short rest. At 11th level, any weapon that you wield is treated as a shock weapon.

Vortex Spells (Ex): Whenever you score a critical hit against an opponent with an attack spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Whispering Wind (Su): You can cast whispering wind as a spell-like ability. You can use this ability a number of times per day equal to your level.

Wind Sight (Ex): You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Wings of Air (Su, prerequisite level 7): As a bonus action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet. At 10th level, your speed increases to 90 feet. You can use these wings for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Final Ability: Upon reaching 20th level, you become a master of air and electricity. You can apply any one of the following metamagic techniques to any domain spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

Animal Domain

Animal Aspect (sp): Once per short rest, you can cast animal aspect as a spell-like ability. At level 10, this increases to twice per short rest.

Beast Sense (sp): Once per short rest you can cast beast sense as a spell-like ability. At level 10, this increases to twice per short rest.

Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your level as the companion's level. Bonded mounts have an Intelligence score of at least 6.

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per long rest. At level 5, you can use this once per short rest. At level 10, you can use this ability twice per short rest.

Friend to the Animals (Ex): Add summon animal and attract animal as automatically prepared spells. Animals within 30 feet of you receive an enhancement bonus on all saving throws equal to your Charisma modifier.

Life Leach (Su, prerequisite level 7): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the target's current hit points (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Con save to halve the damage (and the temporary hit points you gain). You may use this ability once per long rest. At level 11, you can use this once per short rest. At level 15, you can use this twice per short rest.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an enhancement bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 competence bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per long rest. At level 11, you can use this once per short rest. At level 15, you can use this twice per short rest.

Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Dodge AC. You may also use your Charisma bonus instead of Acrobatics/Athletics for combat maneuver checks. You lose these bonuses when flat footed.

Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 levels you have attained.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to zero hit points, you automatically stabilize. In 1d4 rounds you automatically heal 1 hp and regain consciousness.

Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This is a polymorph effect with a duration of permanent, and so the effect can be reversed with dispel magic and similar spells. Items subject to this effect receive a Con saving throw to negate the effect. Magic items receive advantage on their saves. You may use undo artifice a number of times per day equal to your Charisma modifier.

Final Ability: At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

Death Domain

Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you piercing 5 and slashing 5. You can use this armor for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Bleeding Wounds (Su): Whenever you inflict necrotic damage, your target also takes 1 point of bleed damage. At 5th level, and every five levels thereafter, this damage increases by 1.

Death's Touch (Su): You can cause terrible wounds to appear on a creature with a touch spell attack. This attack deals 1d6 points of necrotic energy damage +1 point for every two levels you possess. If used against an undead creature, it heals damage. You can use this ability twice per short rest.

Life Sight (su): As a bonus action, you can detect whether a creature in view is living, non-living, or undead. This sight lasts one round.

Near Death (Su): You gain advantage on saves against diseases and poisons. At 7th level, this bonus also applies on saves against death effects

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your level. It remains for a number of rounds equal to your Charisma modifier.

Soul Siphon (Su, prerequisite level 7): As a ranged spell attack, you can unleash a ray that inflicts a point of life drain. The ray has a range of 30 feet. The life drain lasts for a number of minutes equal to your Charisma modifier. Whenever you inflict life drain, you heal a number of points equal to your level. You can use this ability once per day, plus one additional time at 11th, 15th, and 19th level.

Spirit Walk (Su, prerequisite level 11): As a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your level, but you can end this effect prematurely with a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level.

Undead Servitude (Su): As a standard action, you can attempt to gain mental control over an undead creature. The targeted undead gets a Cha saving throw against your save DC to resist the effect. If successful, you gain control over the undead creature and can issue vocal commands to it (or all others you control) as a standard action. You can control multiple creatures, provided their HD total doesn't exceed your level. Whether successful or not, you can attempt to control undead a number of times equal to 3 + your CHA modifier. Intelligent undead gain a new save every 24 hours to break your control. Others remain under your control indefinitely. Your GM may rule that some particularly powerful and intelligent undead are immune to this ability.

Voice of the Grave (Su): You can speak with dead, as per the spell, for a number of rounds per day equal to your level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative -2 penalty on its save to resist this effect.

Final Ability: Upon reaching 20th level, you become a master of death. Once per round, you can cast bleed or stabilize as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill, but the spell can target a creature with 150 hit points or less.

Earth Domain

Acid Skin (Ex): You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with a spell that requires a spell attack roll, you may immediately attempt to trip your opponent as a bonus action. You do not provoke an attack of opportunity if this trip attempt fails, nor can you be tripped in return on catastrophic failure.

Crystal Sight (Ex): You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Earth Glide (Su, prerequisite level 7): You gain earthglide at the same speed as your normal movement. Activating this ability is a free action. You can glide for 1 minute per day per level. This duration does not need to be consecutive, but it must be sp0ent in 1-minute increments. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.

Mighty Pebble (Su): As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range of 30/60/120 and has a +1 enhancement bonus to attack and damage for every four levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a DEX saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability twice per short rest.

Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 competence bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range for rocks thrown in 30/60/120. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus your Strength bonus.

Sand Healing (su): On a short rest you can partially cover your opponent in sand to help supernaturally treat their wounds. This heals 1d8+1 hit points of damage (2d8+2 hit points at level 5). Once a creature has benefitted from sand healing, it can't benefit again until after you've taken a long rest.

Shard Explosion (Su): As a bonus action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two levels (minimum 1d6) to all creatures within a 10-foot burst. A Dex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day. At 5th level, you can use this once per short rest, and at level 10, you can use it twice per short rest.

Steelbreaker Skin (Su, prerequisite level 7): As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed. Anytime a melee or ranged weapon strikes you, the weapon takes an amount of damage equal to your level. This ability does not prevent the weapon from harming you unless the damage destroys the weapon attacking you. You can use this ability once per day, but the duration is 1 minute/level. At 15th level, the damage from this ability ignores up to 10 points of hardness.

Stone Stability (Ex): You have advantage when defending against combat maneuvers. At 5th level, you gain enhanced Combat Maneuvers. You do not need to meet the prerequisites to gain this ability.

Touch of Acid (Su): As a standard action, you can perform a touch spell attack that deals 1d6 points of acid damage +1 point for every two levels you possess. You can use this ability twice per short rest. At 11th level, any weapon that you wield deals +1d6 points of acid damage.

Final Ability: Upon reaching 20th level, you become a master of acid and earth. You can apply any one of the following metamagic techniques to any acid or earth spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

Fire Domain

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire (1 fire damage per spell level).

Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus technique. At 7th level and 11th level you can move through an extra 10 feet of rough terrain. Oracles with the lame oracle curse cannot select this ability.

Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Dex save halves this damage. You can use this ability once per long rest. At level 10, you can use this once per short rest, and at level 10 you can use it twice per short rest.

Firestorm (Su, prerequisite level 11): As a standard action, you can cause fire to erupt around you. You can create one 10-foot cube of fire per level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes 1d6 points of fire damage per level, with a Dex save resulting in half damage. This fire lasts for a number of rounds equal to your Charisma modifier. You can use this ability once per day.

Flame Speak (su): You are able to communicate through fire, even at long distances. To do so, both you and your target must have a fire source within speaking distance, allowing you to both converse with one another through the flames. You can contact anyone you are familiar with, though if they don't have a flame nearby, the attempt at communication fails. Bystanders can hear this communication. Alternately, you can speak directly from your fire source to any other known fire source, speaking out loud to anyone who can hear your words coming out of the target fire.

Form of Flame (Su, prerequisite level 7): As a standard action, you can assume the form of a Small fire elemental, as a level 4 polymorph spell. At 9th level, this ability increases to a level 5 polymorph spell, at 11th level it increases to a level 6 polymorph, and at level 13 it increases to a level 7 polymorph. You can use this ability once per day, but the duration is 1 hour/level.

Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Molten Skin (Ex): You gain fire 5 resistance. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Touch of Flame (Su): As a standard action, you can perform a touch spell attack that deals 1d6 points of fire damage +1 point for every two levels you possess. You can use this ability twice per short rest. At 11th level, any weapon that you wield is treated as a flaming weapon.

Wings of Fire (Su, prerequisite level 7): As a bonus action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet. You can use these wings for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1 minute increments.

Final Ability: Upon reaching 20th level, you become a master of fire. You can apply any one of the following metamagic techniques to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to have learned these techniques to use them.

Knowledge Domain

Arcane Archivist (Su): Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Twice per day, you can prepare a spell from the sorcerer/wizard spell list. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way.

Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Bewildering Attacks (ex): You are able to quickly assess and exploit your opponent's attack and movement patterns. In doing so, you are able to attack is a way that sets your enemies up to be vulnerable to future attacks. Any time you score a critical hit, your opponent must make an intelligence save or become flat-footed against the next attack.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Int save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per level. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mental effect. You can use this ability once per day. At level 5, you can use it once per short rest. At level 10, you can use it twice per short rest.

Healing Hands (su): Your medical lore is well studied and you are well-practiced at treating wounds. When you attempt to use a medicine check to stabilize, stop bleeding, or treat poison you may do so as a bonus action instead of a standard action.

Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Mental Acuity (Ex, prerequisites: level 7): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 bonus to Intelligence upon taking this ability and another at every third level gained thereafter.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to dodge AC and all Dex saving throws.

Think on It (Ex): Once per day, the oracle of lore can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.

Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your level. The benefits to you are permanent, whereas your students gain the tome or manual's benefits for a number of days equal to your Charisma modifier but then forget what they have learned.

Final Ability: You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Life Domain

Adrenaline Surge (ex): You can channel a surge of adrenal energy, helping you to shrug off a bit of extra damage by granting you temporary hit points equal to twice your level. You can only surge once per long rest and only when you have full hit points. This surge lasts for 1 minute.

Channel (Su): You can channel positive energy to heal like a cleric. You have an energy pool equal to 2x your level. Each point spent heals 1d6 hp to all living creatures within 30 feet, even foes. You can only expend half your level worth of points each time you use this ability.

Combat Healer (Su, prerequisite level 7): Once per long rest you can cast a cure spell as a bonus action. You can use this ability once per short rest at level 12, and twice per short rest at level 18.

Delay Affliction (Su): Once per day as a reaction, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At level 8, you can use this ability once per short rest.

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of radiant energy damage + 1 point per level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your level.

Healing Hands (Ex): You gain four bonus ranks in Medicine checks, and the maximum ranks (usually equal to you level) also increases by 4. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Medicine check for each creature). When using the Medicine skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, creatures with at least 5 points of damage siphon health from you. They gain five 5 hit points and you lose 5 hit points. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds 120 feet, or you end it as a reaction (if you have multiple bonds active, you may end as many as you want as part of the same reaction).

Lifesense (Su, prerequisite level 11): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability.

Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your level).

Final Ability: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, fatigue, nausea effects, negative levels, and sickening effects. Ability damage cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

Night Domain

Bind fighting (ex): You gain the blind fighting common ability.

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you piercing 5 and bludgeoning 5 resistances. You can use this coat for 1 hour per day per level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness (Sp, prerequisite level 11): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell techniques without increasing the spell's casting time or level.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Con save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw gain one point of fatigue. At 15th level, creatures who fail their save take gain fatigue (level 3) and are stunned for 1 round (level 3). You can use this ability once per day plus one additional time per day at 10th level.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight (Su): Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope's connection to the moon with a successful touch spell attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your level. Upon reaching 5th level, you can use this ability to force others into a lunatic fury (CHA negates). While in such a state, they cannot concentrate and cannot cast spells. If in combat, they will only attempt melee attacks, as they lash out in fury. Using this ability is a touch attack. Each round the target gets another Charisma save to shake off the effect. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Dex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

Star Chart (Ex, prerequisite level 7): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune.

Final Ability: Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points and are immune to fear effects. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

War Domain

Battle Cry (Ex): As a standard action, you can unleash an inspiring battle cry. All allies within 100 feet who hear your cry gain a +1 circumstance bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. Every four levels past 1st, this bonus increases by 1 (+2 at level 5, +3 at level 9, etc.). You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): as a reaction, when you fail a saving throw that causes you to become blind, deaf, frightened, or stunned, you may attempt that saving throw again at advantage. You can use this ability once per long rest. At 7th level, you can use this once per short rest.

Combat Healer (Su, prerequisite level 7): Once per long rest you can cast a cure spell as a bonus action. You can use this ability once per short rest at level 12, and twice per short rest at level 18.

Die Hard (Ex): you gain the die hard trait (see half-orc or orc ancestry).

Iron Skin (Su, prerequisite level 11): Your skin hardens and takes on the appearance of iron, granting you weapon resistance 10. This lasts for a number of rounds equal to your charisma modifier. You can use this ability once per long rest. At level 15, you can use this ability once per short rest.

Maneuver Mastery (Ex): Select one type of combat maneuver: trip, grapple, disarm, or sunder. When performing the selected technique, you may make a spell attack instead of your normal roll. At 7th level, you gain the Enhanced Combat Maneuvers ability. At level 10, you gain the second level features of that ability.

Spectral Squire (Su): You summon a spectral being who functions as a squire for you for 1 minute. Your squire knows one squire technique which it can instantly use to aid you. You can summon the squire once per long rest. This increases to once per short rest at level 5, and twice per short rest at level 10.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Surprising Charge (Ex): Once per long rest, you can move up to your speed as a reaction. At level 7 you can use this ability once per short rest.

War Sight (Su): You roll initiative at advantage. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Final Ability: Upon reaching 20th level, you become an avatar of battle. You can take a full-attack action and move up to your speed as a full-round action. Whenever you score a critical hit, you can ignore any weapon resistance the target might possess. When you hit 0 hp, you only take 2 constitution damage instead of 3.

Water Domain

Blizzard (Su, prerequisite level 11): As a standard action, you can create a blizzard of snow and ice. You can create one 10-foot-cube of storm per level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in the blizzard takes 1d4 points of cold damage per level, with a Dex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. You can use this ability once per long rest.

Fluid Nature (Ex): You defend against combat maneuvers at advantage.

Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Water Healing (su): On a short rest you can use water to supernaturally treat wounds. This heals 1d8+1 hit points of damage (2d8+2 hit points at level 5). Once a creature has benefitted from healing water, it can't benefit again until after you've taken a long rest.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you bludgeoning 5 and slashing 5 resistances. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Icy Skin (Ex): You gain resistance cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Water Form (Su, prerequisite level 7): As a standard action, you can assume the form of a Small water elemental, as per polymorph. At 9th level, you can assume the form of a Medium water elemental. At 11th level, you can assume the form of a Large water elemental. At 13th level, you can assume the form of a Huge water elemental. You can use this ability once per day, but the duration is 1 hour/level.

Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scry spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Wintry Touch (Su): As a standard action, you can perform a touch spell attack that deals 1d6 points of cold damage + 1 point for every two levels you possess. You can use the wintry touch twice per short rest. At 11th level, any weapon that you wield is treated as a frost weapon.

Final Ability: Upon reaching 20th level, you become a master of cold and water. You can apply any one of the following metamagic techniques to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.