Oracle — a hidden tradition —
Oracles develop a special connection with supernatural beings, learning to invite them into their bodies to gain a measure of their power and wisdom. These beings might be gods, as many oracles believe, or they might be spirits, the souls of the dead, or something else. Regardless of the true origins of these beings, each possession strains the mind, eroding the oracle’s sanity and mental defenses over time.
Level Progression
Reference during buildOracles develop a special connection with supernatural beings, learning to invite them into their bodies to gain a measure of their power and wisdom. These beings might be gods, as many oracles believe, or they might be spirits, the souls of the dead, or something else. Regardless of the true origins of these beings, each possession strains the mind, eroding the oracle’s sanity and mental defenses over time.
When in the throes of their possession, oracles manifest physical signs of the being within their bodies. The manifestations depend on the entity. Divine possession can cause holy writing to appear on the body or a tongue of fire to burn above the head. More sinister beings cause shadows to dance, horns to grow from the oracle’s head, or a foul stench to fill the air. No matter the form these signs take, they indicate something ancient and powerful resides within the host body for a time.
Level 3 Oracle
- You gain a +10 bonus to Health.
- You cannot become charmed, compelled, or frightened.
- You cannot gain Insanity.
- You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon.
When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity.
You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest.
Level 6 Oracle
Level 9 Master Oracle
- You gain a +1 bonus to Defense.
- You make Strength and Agility attack rolls and challenge rolls with 1 boon.
- Your attacks deal 1d6 extra damage.