Oracle is a class in Pathfinder: Wrath of the Righteous.
Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.
Gameplay
Role: 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.
- Alignment: Any
- Hit Die: d8
- Hit Points: 5/level + Constitution modifier
- Skill Ranks per Level: 3 + 1/2 Intelligence modifier
- Class Skills: Persuasion, Lore (Religion), Lore (Nature), Knowledge (World), Knowledge (Arcana). Plus additional skills from Mystery.
- Proficiencies: Simple Weapons, Light Armor, Medium Armor, Shields (except Tower Shields)
- Spellcasting: Use Charisma to cast up to 10 levels of Divine spells from Cleric/Oracle spell list. Caster type: Spontaneous caster
Progression Table
| Level | BAB | Fort | Ref | Will | Features | Spells per day by spell level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
| 1 | +0 | +0 | +0 | +2 | Curse, Additional Spells (cure/inflict) selection, Mystery, Additional Class Skill, Revelation |
3 | - | - | - | - | - | - | - | - |
| 2 | +1 | +0 | +0 | +3 | Mystery's Spell L1, Additional Spell L1 |
4 | - | - | - | - | - | - | - | - |
| 3 | +2 | +1 | +1 | +3 | Revelation | 5 | - | - | - | - | - | - | - | - |
| 4 | +3 | +1 | +1 | +4 | Mystery's Spell L2, Additional Spell L2 |
6 | 3 | - | - | - | - | - | - | - |
| 5 | +3 | +1 | +1 | +4 | 6 | 4 | - | - | - | - | - | - | - | |
| 6 | +4 | +2 | +2 | +5 | Mystery's Spell L3, Additional Spell L3 |
6 | 5 | 3 | - | - | - | - | - | - |
| 7 | +5 | +2 | +2 | +5 | Revelation | 6 | 6 | 4 | - | - | - | - | - | - |
| 8 | +6/+1 | +2 | +2 | +6 | Mystery's Spell L4, Additional Spell L4 |
6 | 6 | 5 | 3 | - | - | - | - | - |
| 9 | +6/+1 | +3 | +3 | +6 | 6 | 6 | 6 | 4 | - | - | - | - | - | |
| 10 | +7/+2 | +3 | +3 | +7 | Mystery's Spell L5, Additional Spell L5 |
6 | 6 | 6 | 5 | 3 | - | - | - | - |
| 11 | +8/+3 | +3 | +3 | +7 | Revelation | 6 | 6 | 6 | 6 | 4 | - | - | - | - |
| 12 | +9/+4 | +4 | +4 | +8 | Mystery's Spell L6, Additional Spell L6 |
6 | 6 | 6 | 6 | 5 | 3 | - | - | - |
| 13 | +9/+4 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | |
| 14 | +10/+5 | +4 | +4 | +9 | Mystery's Spell L7, Additional Spell L7 |
6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - |
| 15 | +11/+6/+1 | +5 | +5 | +9 | Revelation | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - |
| 16 | +12/+7/+2 | +5 | +5 | +10 | Mystery's Spell L8, Additional Spell L8 |
6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - |
| 17 | +12/+7/+2 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | |
| 18 | +13/+8/+3 | +6 | +6 | +11 | Mystery's Spell L9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19 | +14/+9/+4 | +6 | +6 | +11 | Revelation | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20 | +15/+10/+5 | +6 | +6 | +12 | Final Revelation | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Base Features
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Curse | |
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Every oracle has a curse that gives them certain penalties and bonuses. As the oracle advances, their curse becomes less detrimental and more beneficial. For example, the Blackened curse impedes the oracle's ability to hit an enemy with a weapon, but grants them a number of fire spells. | ||
| Additional Spells | ||
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In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the Cure Spells or the Inflict Spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
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Mystery | |
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Every oracle devotes their life to studying some mystery. The mystery determines the oracle's specialization, giving them certain spells and revelations - abilities that empower the oracle in their chosen role. Available mysteries: | ||
| Mystery Class Skill | ||
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Oracle gain additional class skill from the Mystery. | ||
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Revelation | |
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At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier. | ||
| Final Revelation | ||
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At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery. | ||
Selectable Features
List of Curses
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Blackened |
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Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and burning arc to your list of spells known. At 10th level, add fire snake to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add hellfire ray to your list of spells known. | |
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Demonic |
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Your heart is cursed with the pull of the Abyss. Creatures instinctively distrust you, and you take a –3 penalty on Persuasion skill checks when used for diplomacy. You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you. At 5th level, you gain a +4 bonus to all saving throws against fear effects. At 10th level, you gain immunity to poison. At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage reduction. | |
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Hellbound |
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Infernal influence grants you profane insight and weighs on your soul. Creatures instinctively distrust you, and you take a –3 penalty on Persuasion skill checks when used for diplomacy. You gain a +2 bonus on Persuasion skill checks when used to intimidate or bluff. Persuasion becomes a class skill for you. At 5th level, you gain a +4 bonus to all saving throws against charm effects. At 10th level, you gain immunity to fire. At 15th level, any weapon you wield is treated as awful and evil for the purposes of overcoming damage reduction. | |
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Lame |
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One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition. | |
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Plagued |
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You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You take a –1 penalty on all saving throws against disease effects, but you are immune to the sickened condition. At 5th level, add Pox Pustules to your list of 2nd-level oracle spells known. At 10th level, increase the save DC of any disease effect you create by +2. At 15th level, you are immune to the effects of disease. | |
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Powerless Prophecy |
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You are forewarned of danger but can't act to prevent it. You gain Uncanny Dodge, as the rogue class feature, but you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain Improved Uncanny Dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during the first round of combat. | |
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Pranked |
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Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events, and mimicking your voice to tell embarrassing lies. In addition to any social consequences of such mischief, you take a –4 penalty on initiative checks. Add Faerie Fire to your list of spells known. At 5th level, add glitterdust and mirror image to your list of spells known. At 10th level, add confusion to your list of spells known as a 5th-level spell. At 15th level, add insanity to your list of spells known. | |
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Wasting |
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Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Persuasion skill checks when used to intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. | |
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Wolf-Scarred Face |
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Your face is deformed, as though you were born with a wolf's muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small. All spells you cast have a 10% chance to fail. At 5th level, you add Magic Fang to your list of known spells and your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small. At 10th level, the damage dealt by your bite attack increases to 1d8 if you are Medium or 1d6 if you are Small. At 15th level, you add Magic Fang, Greater to your list of known spells and the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small. | |
Additional Class Skills
| Mystery | STR | DEX | INT | WIS | CHA | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AT | MO | TR | ST | KA | KW | LN | LR | PC | PS | UM | |
| Ancestor | |||||||||||
| Battle | |||||||||||
| Bones | |||||||||||
| Flame | |||||||||||
| Life | |||||||||||
| Nature | |||||||||||
| Stone | |||||||||||
| Waves | |||||||||||
| Wind | |||||||||||
Revelations
| revelations are available from level 1, unless stated in parentheses. |
| Mystery | Revelations |
|---|---|
| Ancestor | |
| Battle | |
| Bones | |
| Flame | |
| Life | |
| Nature | |
| Stone | |
| Waves | |
| Wind |
Mysteries' Spell
Spells that come from spell lists of classes other than Cleric/Oracle spells are highlighted.
| Mysteries | Spell gain | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 1 (CL2) | 2 (CL4) | 3 (CL6) | 4 (CL8) | 5 (CL10) | 6 (CL12) | 7 (CL14) | 8 (CL16) | 9 (CL18) | |
| Ancestor | |||||||||
| Battle | |||||||||
| Bones | |||||||||
| Flame | |||||||||
| Life | |||||||||
| Nature | |||||||||
| Stone | |||||||||
| Waves | |||||||||
| Wind | |||||||||
| Enlightened Philosopher | Mystery's level 1 spell | ||||||||
List of Final Revelations
| Ancestor | Upon reaching 20th level, you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense up to a range of 60 feet, and a +4 bonus on your caster level for all Divination spells. You can cast foresight as a spell-like ability once per day. |
| Battle | Upon reaching 20th level, you become an avatar of battle. You gain the pounce ability. Whenever you confirm a critical hit, you can ignore any DR the target might possess. Whenever an enemy tries to confirm a critical hit against you, you gain a +4 insight bonus to your AC for this check. |
| Bones | Upon reaching 20th level, you become a master of death. You can cast animate dead at will. Additionally, once per day, you can cast power word kill, but the spell can only target a creature with 150 hit points or less. |
| Flame | At 20th level, all spells with the fire descriptor cast by the oracle are always empowered, as though using the Empower Spell feat. |
| Life | Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. |
| Nature | 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 change your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, as a full-round action. 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. |
| Stone | At 20th level, all spells with acid descriptor cast by the oracle are always empowered, as though using the Empower Spell feat. |
| Waves | At 20th level, all spells with cold descriptor cast by the oracle are always empowered, as though using the Empower Spell feat. |
| Wind | At 20th level, all spells with electricity descriptor cast by the oracle are always empowered, as though using the Empower Spell feat. |
| Enlightened Philosopher | Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Once per day, should you die, 1 round after dying you are reborn as a living example of the summoning of your chosen philosophy. Your body re-forms with all your equipment, and you return to life with maximum hit points. |
Aggregated Spell Table
Spells that come from spell lists of classes other than Cleric/Oracle spells are highlighted.
| Mysteries | Spell gain | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 1 (CL2) | 2 (CL4) | 3 (CL6) | 4 (CL8) | 5 (CL10) | 6 (CL12) | 7 (CL14) | 8 (CL16) | 9 (CL18) | |
| Ancestor | |||||||||
| Battle | |||||||||
| Bones | |||||||||
| Flame | |||||||||
| Life | |||||||||
| Nature | |||||||||
| Stone | |||||||||
| Waves | |||||||||
| Wind | |||||||||
| Enlightened Philosopher | Mystery's level 1 spell | ||||||||
Archetypes
Gains
- Altered Mystery
- Fixed L2-L9 free spells
- Skill Focus - Knowledge (World) at level 1
- Mental Acuity at level 7, 10, 13, 16, 19
- Altered Final Revelation at level 20
Loses
- Mystery's free L2-L9 spells
- Revelation at level 7
- Mystery's Final Revelation at level 20
Gains
- Recluse's Stride at level 1
- Fade from Memory at level 7
Loses
- Mystery selection limited to 5
- Revelation at level 1, 7
Gains
- Master Herbalist at level 1
- Brew Potions at level 1
- Healer's Way at level 2
- Master Healing Technique at level 7
Loses
- Mystery's class skill at level 1
- Revelation at level 1, 7
Gains
- Two Minds at level 1, 7
- Powerless Prophecy curse at level 1
Loses
- Revelation at level 1, 7
- other Curses at level 1
Gains
- Sacred Scourge at level 5
- Celestial Armor at level 7, 11, 15, 19
- Sin Eater at level 11
Loses
- limited to Aasimar race only
- Revelation at level 3, 5, 7, 11
- all Additional cure/inflict spells
Gains
- Seeker's Trapfinding at level 1
- Seeker Bonus Feat at level 5, 10 and 15
Loses
- Revelation at level 3, 15
Gains
- Wind Mystery at level 1
- Haste of the Wind at level 7
- Freedom of the Wind at level 15
Loses
- Oracle's Mysteries
- Revelation at level 7, 15
Gains
- Second Curse at level 1
- Additional Revelations
- Bonus Spells
Loses
- Second Curse bonuses beyond level 1
Hints and Tips
Oracle is generally considered one of the good class to pick especially with Angel mythic path.
Guides
CRPGBro youtube videos:











