This rope of 50 feet in length appears to be a normal silk rope. However while holding one end of it; if the command word is spoken as an action, the rope will change material to become iron. It retains whatever shape it was in at the time that it changed.
The first generation of Leapfrog educational kids toys? Yeah, they run Doom.
While these devices are designed to run a limited set of educational games for young children, under the hood they use a variation of Ångström Linux. Needless to say, the eLinux wiki has taken this train of thought to its logical(?) conclusion.
Thanks to Benedikt M. and superbrybread for telling me what for!
Thanks to the wonders of Chinese bootlegging, there exists a somewhat functional version of Windows 98 on the NES and Famicom. More of a novelty than anything, most of the basic programs are for looks and don’t actually do anything.
There is a long server maintainence period tomorrow, and the last time the hax went down was following a previous, longer-than-average server maintainence.
I recommend anyone who wishes to keep hacking set up menuhax today [x] (apparently old e-shop ironfall has already been removed!). And then turn your wifi switch off (done via the home menu top left corner menu on N3DS’s). Keep your wifi off until it’s confirmed the hacks are still running on Tuesday, or until a sufficient payload has been released. As we learned with Tubehax and menuhax previously, you do not need to update to lose the hax, just connecting to the internet can prevent access.
So here we are! We’ve finished the feats and the races and we’ve arrived at the actual class material. This week is Alchemist week! First up we have the Alchemist base class. There are four Research Focuses to select from, but today I’ll only be posting the first one. The other three will be shown throughout the rest of the week!
Hit Points Hit Dice: 1d8 per Alchemist Level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (5) + your Constitution Modifier for each level after 1st.
Proficiencies Armor: Light Armor Weapons: Simple weapons, rapier, short sword, blowgun, hand crossbow, and heavy crossbow. Tools: Artisan’s tools: Alchemy supplies, and either the Herbalism Kit or the Poisoner’s Kit. Saving Throws: Dexterity, Intelligence Skills: Choose three from Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Insight, Medicine, Perception, and Persuasion.
Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) A Short Sword or (b) any simple melee weapon • (b) A Hand Crossbow or (b) any simple ranged weapon • A scholar’s pack and whichever tools you are proficient in from this class.
Formulae You may craft any of the items on the following list and use them as an action. You may only keep a number of unexpended items that you’ve crafted this way equal to the number listed in the formulae column of the alchemist class chart.
Research Focus At 1st level the alchemist must choose one type of research to specialize in. This choice will reflect discoveries he makes at 1st, 4th, 8th, 14th, and 18th level as well as his Grand Discovery at 20th level. The four focuses are listed at the end of the alchemist entry before the spell list and are: Explosives, Biomimetics, Herbalism, and Engineering.
Extracts As a researcher of scientific magic, you have a formulae book containing extracts that show the first glimmerings of your magical discoveries. See chapter 10 for the general rules of spellcasting and the end of the alchemist entry for the alchemist spell list and additional rules.
Your Formulae Book The extracts that you add to your formulae book as you gain levels reflect the scientific research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other extracts during your adventures. You could discover an extract or spell recorded on a scroll in an evil alchemist’s chest, for example, or in a dusty tome in an ancient library.
Copying an Extract into the Book When you find an alchemist extract of 1st level or higher, you can add it to your formulae book if it is of a level for which you have extract slots and if you can spare the time to decipher and copy it. Copying an extract into your formulae book involves reproducing the basic form of the extract, then deciphering the unique system of notation used by the alchemist who wrote it. You must practice the extract until you understand the ingredients required, and then transcribe it into your formulae book using your own notation. For each level of the extract, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the extract to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the extract just like your other extracts. You can also transcribe spells from a wizard’s spellbook so long as they are on the alchemist extract list and you could use an extract of that level. Doing so takes twice as long as costs twice as much as copying an extract as you must determine the exact materials needed to mimic the verbal and somatic components of the wizard spell.
Replacing the Book You can copy an extract from your own formulae book into another book—for example, if you want to make a backup copy of your formulae book. This is just like copying a new extract into your formulae book, but faster and easier, since you understand your own notation and already know how to use the extract. You need spend only 1 hour and 10 gp for each level of the copied extract. If you lose your formulae book, you can use the same procedure to transcribe the extracts that you have prepared into a new formulae book. Filling out the remainder of your formulae book requires you to find new extracts to do so, as normal. For this reason, many alchemists keep backup formulae books in a safe place.
The Book’s Appearance Your formulae book is a unique compilation of extracts, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous formulae book in a mishap.
Formulae Book At 1st level, you have a formulae book containing six 1st-level alchemist extracts of your choice.
Preparing and Using Extracts The Alchemist table shows how many extract slots you have to use your extracts of 1st level and higher. To use one of these extracts, you must expend a slot of the extract’s level or higher. You regain all expended extract slots when you finish a long rest. You prepare the list of alchemist extracts that are available for you to use. To do so, choose a number of alchemist extracts from your formulae book equal to your Intelligence modifier + your alchemist level (minimum of one extract). The extracts must be of a level for which you have extract slots. For example, if you’re a 5th-level alchemist, you have four 1st-level and two 2nd-level extract slots. With an Intelligence of 16, your list of prepared extracts can include eight spells of 1st or 2nd level, in any combination, chosen from your formulae book. If you prepare the 1st level extract cure wounds, you can use it using a 1st-level or a 2nd-level slot. Using the extract doesn’t remove it from your list of prepared extracts. You can change your list of prepared extracts when you finish a long rest. Preparing a new list of alchemist extracts requires time spent studying your formulae book and memorizing the ingredients and order of addition you must make to use the extract: at least 1 minute per extract level for each extract on your list. Drinking or injecting an extract counts as drinking a potion for the factors involved in that. It does not count as casting a spell and therefore cannot be countered by things like counterspell. Antimagic fields, however, will still disrupt the magic of the extracts as they are inherently magical creations and dispel magic will still destroy the effects of a potion after it has been imbibed. An extract is inert unless you expend your spell slot when it is drunk, therefore while you can hand out an extract to another creature the extract does not count against your extract slots until that creature drinks it at which point you decide which level of slot to expend. If an extract is out of your possession when you finish a long rest it becomes completely inert and useless and cannot be consumed for any effect.
Extracts Using Intelligence Intelligence is your spellcasting ability for your alchemist extracts, since you learn your extracts through dedicated study and memorization. You use your Intelligence whenever an extract refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist extract you use and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier.
Learning Spells of 1st Level or Higher Each time you gain an alchemist level, you can add two alchemist extracts of your choice to your formulae book. Each of these extracts must be of a level for which you have extract slots, as shown on the Alchemist table.
Alchemical Fusion Beginning at 3rd level you no longer need worry about the ill effects of drinking a potion, elixir, or extract while still under the effects of another one.
Ability Score Improvement When you reach 4th level, and again at 8th 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Expertise At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with the Herbalism Kit, Poisoner’s Kit, or Alchemy Artisan’s tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 15th level, you repeat this process.
Extra Attack Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Alchemical Allocation Beginning at 10th level when you drink a potion, elixir, or extract you may spit it back into its container, but still retain the full effect of it. Once you use this feature, you must finish a long rest before you can use it again.
Quick Drinker Beginning at 11th level on your turn you may use your bonus action to drink a potion, elixir, or extract. Once you use this feature, you must finish a short or long rest before you can use it again.
Wondrous Elixir At 15th level you may craft common and uncommon potions and elixirs at the rate of 200gp and 1 day for a common potion or elixir or 1000gp and 1 week for an uncommon one.
Research Focuses Different alchemists choose different approaches to perfecting their scientific methods. The Research Focus you select reflects this specialization.
Explosives You study intently the chemical intricacies of how to create explosives and bombs. With just a little slip of magic you can set them off.
Basic Bomb Discovery At 1st level you have discovered how to make Fire Bombs. As an attack action you can create and throw a Fire Bomb. You use your dexterity modifier + your proficiency bonus to determine the bonus to hit of your attack roll and it deals 1d6 damage + your dexterity modifier in fire damage. It has a range of 15’/30’. If you have the extra attack class feature when you use your action to attack with a bomb you can throw multiple instead. The damage of your bombs increase at 4th, 8th, 14th, and 18th level by 1d6.
Basic Alteration Discovery At 4th and 8th level, you choose a Basic Alteration from the list below. You may apply these to your bombs whenever you throw one, but you cannot apply more than one at a time except the Mine alteration which can be used in conjunction with one other ability. Some alterations include saving throws. All bomb related saving throws use the same DC’s as your extracts.
Blight Bomb: Your bomb deals necrotic damage instead of fire damage. In addition it deals twice the damage against creatures with the plant type.
Buckshot Bomb: Your bomb deals bludgeoning damage instead of fire damage. In addition it pushes the creature 10’ in a direction of your choice.
Corrosive Bomb: Your bomb deals acid damage instead of fire damage. In addition the creature takes an additional 1d6 damage on their next turn.
Force Bomb: Your bomb deals force damage instead of fire damage.
Frost Bomb: Your bomb deals cold damage instead of fire damage. In addition a creature struck moves at half speed until your next turn.
Mine: You may place a bomb on the ground and choose trigger or detonator. Triggered mines explode when a creature moves over them or interacts with them dealing damage to that creature. Detonated mines explode when you use a reaction to activate them. You may place a number of mines up to your level before they cease being active. Like any trap a mine can be detonated prematurely or disabled. The DC’s for that are the same as that for your extracts.
Poison Gas Bomb: Your bomb deals poison damage instead of fire damage. In addition the creature must make a constitution saving throw against being poisoned.
Radiant Bomb: Your bomb deals radiant damage instead of fire damage. In addition the creature must make a dexterity saving throw or be blinded for 1 round.
Shard Bomb: Your bomb deals slashing damage instead of fire damage. In addition the creature takes an additional 1d6 bleed damage on their next turn.
Shocking Bomb: Your bomb deals lightning damage instead of fire damage. In addition the creature cannot take reactions until your next turn.
Smoke Bomb: In addition to the normal fire damage the bomb also makes a 10’ radius dome of smoke.
Thunder Bomb: Your bomb deals thunder damage instead of fire damage. In addition the creature must succeed at a constitution saving throw or become deafened for 1 round.
Advanced Alteration Discovery At 14th and 18th level, you choose an advanced alteration from the list below or a basic alteration from the list above. In order to select an advanced alteration you must have one of the required basic alterations.
Freeze Bomb (Frost, Shard): Your bomb deals cold damage instead of fire damage. In addition the creature must make a dexterity save or be restrained for 1 minute.
Mine Network (Mine): When you lay down mines adjacent to each other you may connect them. Connected mines explode when one of the mines connected detonates. These mines deal their damage to all creatures within a 5’ radius of their point of origin (9 squares).
Molten Bomb (Radiant, Force): Your bomb deals fire damage as normal but also deals an additional 2d6 radiant damage.
Petrification Bomb (Acid, Blight): Your bomb deals necrotic damage instead of fire damage. In addition the creature must make a constitution saving throw or be paralyzed for 1 minute.
Sleep Bomb (Smoke, Poison): Your bomb deals poison damage instead of fire damage. In addition the creature must roll a constitution saving throw or fall unconscious for 1 minute.
Storm Bomb (Thunder, Buckshot, Shocking): Your bomb deals thunder or lightning damage instead of fire damage plus an additional 2d6 bludgeoning damage.
Grand Discovery At 20th level, you choose two basic and/or advanced alterations and add them to the list of alterations you are capable of. In addition when you throw a bomb you may apply any number of alterations to the bomb (although the base damage can only be one type).
Extract list Alchemist extracts follow a few special rules outside of normal spellcasting. As part of using the extract you drink the potion in whatever action the spell version specifies. You do not require verbal or somatic components, but you do need one free hand and the ability to drop the ingredients into the vial before you drink it. You can still use extracts underwater despite this. There are two types of extracts: drinkables and injections. Spells that are bolded are injections, all others are drinkables. A drinkable extract effects only the drinker and can be given to another to drink (they use an action to drink it while you use a bonus action to make and give it to them). Injections require a melee attack roll using your intelligence modifier to hit and adding your proficiency bonus in order to affect the creature targeted by the extract regardless of what the spell version says. If a drinkable used on an enemy would give the foe a save you can use the drinkable as an injection. This means injections also can only affect a single target regardless if they would normally affect more than one. Concentration spells work normally with you able to only be using one at a time. If a drinkable affects an object instead of a person you must pour the extract on the object instead of drinking it to gain its effect. Extracts that are alchemist only spells are marked with an asterisk.
1st- Armor of Agathys, Arms of Hadar, Charm Person, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Dissonant Whispers, Ensnaring Strike, Expeditious Retreat, False Life, Feather Fall, Hail of Thorns, Heroism, Hex, Hunter’s Mark, Identify, Inflict Wounds, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Polypurpose Panacea*, Purify Food and Drink, Sleep, Speak with Animals, Tasha’s Hideous Laughter, Thunderwave
2nd- Alter Self, Barkskin, Beast Sense, Blindness/Deafness, Blur, Calm Emotions, Crown of Madness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Enthrall, Gentle Repose, Hold Person, Invisibility, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Magic Weapon, Mirror Image, Misty Step, Nystul’s Magic Aura, Pass without Trace, Phantasmal Force, Protection from Poison, See Invisibility, Spider Climb, Suggestion, Warding Bond
3rd- Amplify Elixir*, Aura of Vitality, Bestow Curse, Blink, Clairvoyance, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fly, Gaseous Form, Glyph of Warding, Haste, Lightning Arrow, Meld into Stone, Nondetection, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Speak with Dead, Speak with Plants, Tongues, Vampiric Touch, Water Breathing, Water Walk
4th- Aura of Life, Blight, Compulsion, Confusion, Control Water, Delayed Consumption*, Dimension Door, Dominate Beast, Fire Shield, Freedom of Movement, Greater Invisibility, Locate Creature, Phantasmal Killer, Polymorph, Stoneskin, Universal Formulae*
5th- Antilife Shell, Awaken, Circle of Power, Contagion, Destructive Wave, Dominate Person, Dream, Greater Restoration, Hold Monster, Legend Lore, Mislead, Modify Memory, Passwall, Rary’s Telepathic Bond, Telekinesis, Transformation*
Amplify Elixir 3rd level transmutation Casting Time: 1 bonus action Range: Self Duration: see below The next potion, elixir, or extract you imbibe has any numerical effect it contains multiplied by a factor of 1.5. If it has no numerical effects its duration is doubled instead.
Delayed Consumption 4th level transmutation Casting Time: 10 minutes Range: Self Duration: 1 day Over the course of 10 minutes you slowly sip this extract. When you’ve finished you quickly drink a second potion, extract, or elixir while thinking of a contingent action. When the event you have named (such as “I get attacked”) occurs the effect of the second potion, extract, or elixir occurs instantly. You can only have one Stored Potion active at a time.
Polypurpose Panacea 1st level transmutation Casting Time: 1 action Range: Self Duration: See Below • Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain advantage against pain-related spells. • Clarity: You gain advantage on a single attack roll, saving throw, or skill check within 1 minute. • Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you have disadvantage for the duration. • Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages. • Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour. • Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally. • Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk. Magical and alchemical methods (such as Detect Poison) still detect you as inebriated. • Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delay your need for sleep and these two hours count as rest or sleep. You can use it multiple times in succession to remain wake for up to 4 hours (requiring at least 4 hours of sleep for a long rest).
Transformation 5th level transmutation Casting Time: 1 action Range: Self Duration: concentration up to 1 hour You gain the benefits of all 6 of the Enhance Ability spell options simultaneously.
Universal Formulae 4th level conjuration Casting Time: varies Range: varies Duration: varies When you use this extract it mimics one extract of 3rd level or lower. The extract does not need to be in your formulae book in order for this extract to mimic its effects, but it must be a drinkable extract and not an injection.
I don't have the game imported unfortunately? I wanna know how to do that before I splurge
Okay so there’s some things you’ll need.
1: A physical copy of the game (or eshop if you have a japanese 3ds which i assume u dont)
2: The latest version of Homebrew (2.5)
3: An SD card slot so you can access your 3DS’ SD card
I assume that you’re on the latest 3DS firmware (10.3.0-28U (U stands for united states, E for europe and J for japan, you can check your firmware by going to system settings). You’re going to need to download this starter pack made by the guy who made the hack
You’re going to plug your 3DS’ SD card into your computer and drag the files from the starter pack onto the ROOT of your SD card. The root means the very top, ex: you just clicked on the SD card and you see the folders “DCIM” and “Nintendo 3DS”. Also make a folder on the root called “hans”.
Once thats done your SD card should look like this
Once you’re done with that, it’s time to actually start getting the homebrew on your 3DS. Put your SD card back into your 3DS and start up the Browser. First clear all cookies and your history in the browser settings then restart the browser app.
Once you do that, it’ll look like your 3DS is glitching up, but don’t worry its starting up the homebrew. You should then see some text on the screen that says Hax 2.5 beta and then BAM you’ll be in the Homebrew channel!
Now you’re not done yet. The thing about browser hax is that everytime you want to go into the homebrew menu you have to put the url in again and thats fucking annoying right? Well, worry no more, it’s time to install Menuhax and Ironhax.
The starter pack that you installed on your SD card earlier should have two apps on it, menuhax_manager and the ironhax installer. You should also have an app called something along the lines of Old eShop channel
First what we’re going to do is install Menuhax. This is pretty easy and doesn’t take all too long. Click on the Menuhax manager and click install when that pops up. There’ll be a ton of text on the screen but don’t worry about it. Once it finishes it should say bam ur done; you can press Start to return to the Homebrew channel (if that doesnt work hold down L+R+Down (on d-pad)+B for 3 seconds and it should return you back).
Now you’re able to boot into the homebrew channel by holding down L when you turn on your 3ds! (remember to hold it down until words show up on your screen)
Next, we want to install Ironhax since it’s a lot more reliable (less likely to get patched out). Boot up that fancy eShop - Old version downloader and you’ll be thrust into the eshop. From there search up “ironfall” and download the game. After its done, turn off your 3DS (since pressing the home button takes a screenshot) and turn it back on. Now just unwrap Ironfall and boot it up (no need to make a new file).
Once you do that turn off your 3DS again and boot into Homebrew via Menuhax (Hold down L while you turn on your system. Remember to keep holding it until words show up on the screen). Now that you’re back in the Homebrew channel click on the Ironhax installer and follow the onscreen instructions. It doesn’t matter which slot you save it to (i saved mine to slot one) and when it asks what your firmware version is, put in 10.3.0-28U (or E or J depending on your region). And ta-da! You can now boot up homebrew from Ironfall in case menuhax stops working!
With Homebrew, you can install custom and offical themes (even from other regions stores), play homebrew games, play out of region games and emulate SNES and GBA games!
Now FINALLY getting the actual Fire Emblem: Fates patch working. Yes all of that preparation was needed, but THANKFULLY, this is the easiest part since I already have the patch so I can just give it to you instead of you having to make it yourself.
In order to install this all you have to do is drag the ROMFS file into the hans folder that you made earlier on the root of your SD card.
Once you do that all you need to do is put your SD card back into your 3DS and launch up the Homebrew Channel. Once there put your copy of Fire Emblem: Fates into your 3DS and launch the app called “Hans” (the app looks like an “H”). From here if you’re on a New 3DS change the core clock to 804 MHz (makes your game run faster, DON’T do this if you’re on an old 3ds). And make sure to switch the ROMFS option to YES.Once you’re sure that it works, restart and change Save Configuration to Yes so that you don’t have to do that every time you launch the game.Your screen should look like this:
Congratulations, you are now playing Fire Emblem: Fates in English!
If you have any questions, please feel free to ask me.
Hi everyone! Welcome to the week of the Oracle! So this class was built based on the ideas surrounding the pathfinder oracle class. Why? I tried to think about where the oracle would fit as a class path archetype, but couldn’t find a good place for it so I made an entire new class instead. It still uses mysteries and curses, but some of the ideas behind it are a little more in depth. The idea is that you are a person who has glimpsed a piece of a great secret of the universe. That glimpse has given you divine power, but the universe has cursed you for your forbidden knowledge. As you level up you discern more about your mystery and unlock the powers of its secrets while simultaneously overcoming your curse through adaption.
This time I’m putting it all in one post immediately, and I’m going to talk about the class and mysteries and curses throughout the week.
So without further waiting, here’s the class!
Hit Points Hit Dice: 1d8 per Oracle Level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (5) + your Constitution Modifier for each level after 1st.
Proficiencies Armor: Light Armor, Medium Armor, and Shields Weapons: All Simple Weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Religion
Mystery At 1st level the oracle must choose the mystery that they seek the answers to. They will search to the ends of existence and stare into the deepest darkness to understand the truth of their mystery. This choice will provide the Oracle with a Revelation at 1st, 3rd, 6th, 8th, 14th, and 18th level and determine the ability gained from the unveiling of his mystery at 20th level. In addition when he selects his Oracle Curse at 2nd level he must choose from one of the three curses tied to his mystery. The six mysteries are listed at the end of the oracle entry before the spell list and are: Conflict, Heavens, Life, Nature, Soul, and Time.
Cursed The deities and powers at be behind the machinations of the universe do not wish their mysteries to be uncovered without great trials. As part of the trial of pursuing a mystery these beings will coalesce to inflict a terrible curse on the oracle who seeks the truths of the world. Over time with effort you will learn to overcome your curse and use it to your advantage. Each curse is tied to two mysteries and you must have selected the mystery chosen to choose that curse. You select your curse at 1st level from those listed here and it advances at 5th, 11th, and 15th level.
Aged (Nature, Time) Your initial revelations have aged you. You are now in the old age of your race physically, but you will still live the same lifespan as you would have otherwise as your body ceases to age further. Your three physical ability scores decrease by 2 and cannot be increased above 18. However, in all cultures the elderly are often viewed with respect and favor as so your charisma score increases by 1 and you may select two charisma skills to be proficient in. You are immune to magical aging. At 5th level your patience begins to reach a high point and you begin to ponder problems more precisely. Your intelligence score increases by 1. In addition, your maximum for your mental ability scores increases to 22. At 11th level you come to understand that older minds are more resilient to mental effects. Your wisdom score increases by 1 and you have advantage on all intelligence, wisdom, and charisma saving throws. At 15th level your mind has truly ascended to a state of understanding. All three of your mental ability scores increase by 1.
Clouded Vision (Conflict, Time) You initial revelation forever damaged your eyes. You are unable to see beyond 30 feet in front of you in any direction. This cannot be assisted or cured by any effect. However within this range you have Perfect Darkvision meaning you can see in darkness as if it were bright light with color and magical darkness as if it were dim light in shades of grey. At 5th level with long hours of training your eyes and focusing healing energy on them you have increased the radius of your sight to 60 feet. At 11th level you gain the ability to sense life itself in your vicinity. You gain Blindsight in a 10 foot radius around yourself At 15th level your Blindsight radius increases to 30 feet.
Deafened (Conflict, Heavens) Your initial revelation permanently deafened you. You suffer from the deafened condition and nothing can cure this deafness. However, you have overcome this by learning to read lips. In addition you gain a type of sign language. Lastly you no longer require verbal components to cast your spells. At 5th level you have learned to see better than ever. You have advantage on any investigation or perception check based on sight. At 11th level your nose is like that of a hound’s. You gain the scent ability and can now see twice as far as normal. At 15th level you have learned to feel the vibrations in the earth. You gain tremorsense in a 20 foot radius around you.
Forever Young (Life, Time) Your initial revelations have transformed your body into its younger self. You are now the child age of your race physically, but although you will never age your lifespan remains the same. Your strength score decreases by 2 and your dexterity score increases by 1. The maximums for those two scores are now 18 and 22 respectively. You are immune to magical aging and are a small creature. Due to your size you also take a -5 penalty to your movement speed. You have learned, however, that people oft ignore children and so you have proficiency on your stealth skill checks. At 5th level you have become accustomed to your child body and revel in its quick reflexes. You have proficiency in dexterity saving throws and the sleight of hand skill. At 11th level you realize that as a child your growing body heals much faster than an adult’s. When you expend hit dice to heal yourself during a short rest you heal an additional 1d8 + your constitution modifier. At 15th level your nimble body is moving at its full potential. You increase your dexterity score by 1.
Forgotten (Nature, Soul) Your initial revelation has rendered you somehow forgettable. An aura of it hangs around your person and others find it difficult to keep their memories and perceptions of you straight. You have disadvantage on all charisma skill rolls. You are proficient in stealth and the disguise kit however as you have realized their inability to notice and remember you can be to your advantage. At 5th level when combat begins you may focus on your aura to make all creatures forget you are even there. This uses your reaction for the first round and is done as part of rolling initiative. It can’t be done on a surprise round unless you are acting in it. Until the end of the 1st round of that combat all creatures forget you are there and do not target you with any attacks, spells, or abilities (area of effect things and auras still affect you). You can do this once, but you regain the ability to do so after a short rest. At 11th level you may add modify memory to your spell known for free. You may not exchange this spell for a different one. Creature have disadvantage on all memory related checks made against you. At 15th level you have constant nondetection as per the spell.
Haunted (Conflict, Soul) Your initial revelation caused your spirit to attract the spirits of the dead. Either those that have died too early, from suicide, or in battle. In any case they constantly reach out and try to affect the things around them in order to feel alive. It takes you a bonus action instead of no action to withdraw something from your person, interact with an item, or pick up anything. Anytime you drop an object it lands 10 feet away from you in a random direction and if you stand close to loose objects they may be overturned or knocked down. However drawing on the help of these spirits you can utilize spells you might not otherwise be able to. At 1st level you add Mage Hand and Minor Illusion to the list of cantrips you know. At 5th level you have learned to utilize your spirits further. You add Levitate and Minor Image to your spell known. You cannot switch these spells out. At 11th level your spirits can manifest their strength even further. You add Telekinesis and Invisibility to your spells known. You cannot switch these spells out. At 15th level your spirits effect on the world is potent. You add Reverse Gravity and Phantasmal Killer to your spells known. You cannot switch these spells out.
Lamed (Heavens, Life) Your initial revelation has wracked your body with such trauma that you are permanently lamed. You walk with a limp and flying or swimming is difficult for you as well. Subtract 10 feet from any move speed you have or would gain. However your tribulation has made you grown used to hard labor. Your armor does not negatively impact your move speeds and even when you have 1 or 2 levels of exhaustion you act as though you have none. At 5th level your ability to ignore the constant pain of your body makes your constitution hardier than ever. You gain proficiency in constitution saves. At 11th level you have been so careful with your steps you no longer slip on slick surfaces. In addition even with 3 levels of exhaustion you act as though you have none. At 15th level you ignore all difficult terrain, as you have learned how to measure your steps regardless.
Tongues (Heavens, Nature) Your initial revelation has trapped your magic in your own voice and tied it irrevocably to it. Even spells that don’t normally require verbal components require them of you and you can never speak quietly while casting. In addition select one of the languages of the outer planes. While stressed (in combat) you can only speak and understand that language regardless of what languages you can normally speak. You gain that language as a bonus language due to the change in mental processing while speaking in tongues you have resistance to psychic damage. At 5th level your inability to understand language as easily while speaking in tongues causes you to gain advantage on saves against any and all sound based effects while speaking in tongues. At 11th level you have become a practiced linguist while calm and are affected by the spell Tongues permanently so long as you’re not in a time of stress. At 15th level you master your ability to ignore other mental presences and sounds while speaking in tongues. You become immune to sound based effects and psychic damage while speaking in tongues.
Wasting (Life, Soul) Your initial revelation has inflicted your body with a horrid non-lethal, incurable disease that causes you pain and makes it seem as though you are wasting away. Your constitution score decreases by 2 and has a maximum of 18 instead of 20. However the disease itself often fights off other things that might threaten your health. You are proficient in constitution saves and have advantage on them. At 5th level your body’s ability to assimilate the disease into its defenses buffers your ability to stop outside forces. You have resistance to poison damage and are immune to the petrified condition. At 11th level the disease has grown, encompassing all of you and rendering you immune to disease and the poisoned condition. At 15th level your body is so filled with the essence of your ailment that you are rendered immune to the paralyzed condition and pain attacks.
Spellcasting By touching a mystery fundamental to life itself magic has seeped into your body permanently. Unlike sorcerer’s born to arcane might your spontaneous power is drawn from the cosmos’ divinity. See chapter 10 for the general rules of spellcasting and the end of this passage for the oracle spell list.
Cantrips At 1st level, you know four cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table.
Spell Slots The Oracle table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st level or Higher You know two 1st-level spells of your choice from the oracle spell list. The Spells Known column of the Oracle table shows when you learn more oracle spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an oracle spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your oracle spells. The deity does not matter, only your faith in it.
Cosmic Meditation Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the cosmos. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your oracle level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest For example, when you are a 4th-level oracle, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Mysteries of the Cosmos Different oracles choose to search for the truths of different mysteries in the universe. Each comes with revelations that allow the oracle to tap into the very fabric of reality in a way that no one else can. The DC’s for all abilities of the mysteries uses your spell save DC.
Mystery of Conflict Regardless of where they live and what their culture is humanoids and even extraplanar beings almost inevitably fall into conflict with one another. You strive to understand the connections and emotion behind these conflicts as well as the intricacies of combat and large scale battles themselves.
Revelation of Insight You understand how people move and how battle unfolds. At 1st level you have advantage on initiative checks. In addition at the beginning of each round’s turn order you may move yourself ahead of the creature that goes before you or behind the creature that goes after you in the initiative order. Once changed this becomes your permanent initiative position until you change it again.
Revelation of Triumph At 3rd level, the rush of victory that comes over you and your allies when an enemy is defeated manifests in a mystical pulse of power. Whenever a hostile creature dies within 30 feet of you, you may use your reaction to emit a pulse of energy in a radius of 30 feet. You and friendly creatures in that radius gain advantage on all rolls made until the end of your next turn. Hostile creatures within the radius have disadvantage on all attack rolls until the end of your next turn.
Revelation of Assault Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Revelation of Hindrance You know just where to move and how to interrupt the movements of other creatures on the battlefield. Beginning at 10th level, on your turn as a bonus action you may mark a creature. Until your next turn, if the marked creature moves and you threaten that creature (even at range) you can use your reaction to make a free attack against the creature. Instead if you are within 15 feet of that creature when it makes an attack roll you can impart disadvantage on that creature as a reaction.
Revelation of Understanding You can peer into the minds of others in the midst of combat gleaning something of their thoughts and past. Beginning at 14th level, on your turn as a bonus action you may study a foe. When you do, that creature rolls a charisma saving throw. If it fails you understand all of the emotions that creature is feeling and all of its motivations for fighting in the current battle.
Revelation of Initiative Your understanding of the flow of battle is so advanced that you always know when to act. At 18th level, at the beginning of each round you decide where you go within the initiative count.
The Unveiling of Conflict You have seen the truth of how combat moves. Every action of every foe is plain to you as they move around you on the battlefield. At 20th level, all attack rolls against you are made with disadvantage and all attack rolls you make are made with advantage.
Mystery of the Heavens The night sky has always attracted the eye of the mortals that stand solidly on the planet never to leave it. You yearn to know what lies in the void beyond where the stars lie to such a point that you use your magic and mind to see into the great beyond.
Revelation of Radiation Space is a place of eternal night filled with the light of stars. You have learned how to create light and darkness around you to mimic the sights of space. When you choose this mystery at 1st level, you gain the ability to affect the amount of light in an area around yourself in a radius of 20 feet as if you had cast either darkness or daylight. Once you use this ability you must complete a short rest before using it again.
Revelation of Gravity You have come to understand that the force of gravity is what keeps mortals tied to the planet. At 3rd level as an action you can create a gravity well. You choose a point within 60 feet of you and an area with a diameter of 10 feet has altered gravity. Creatures in the square must make a strength saving throw or be pulled prone and restrained for 1 round. If they succeed they move at half speed until they leave the area. You can do this ability once, but it is refreshed upon completing a short rest.
Revelation of Night and Day You have learned to harness the energies released from the skies during the day and night to your advantage. At 6th level during the daytime, you gain advantage on all perception and investigation skills checks. During the nighttime, you have advantage on stealth skill checks and your spells require neither verbal nor somatic components. Regardless of what time of day it is, you cannot get lost as long as you can see the sky.
Revelation of Reverse Gravity Just as you can increase gravity in a place you can also reverse gravity, but your control is only good enough to work it upon yourself. At 10th level, you gain a 30 foot fly speed.
Revelation of Falling Stars You realize that falling stars are in reality pieces of space rock hurtling through the atmosphere where they catch fire. Beginning at 14th level, as an action you may call down meteors onto the battlefield. You have a number of meteors each day equal to your charisma modifier and may call down any number of your available meteors when you use your action. Each meteor deals 8d6 bludgeoning damage and 8d6 fire damage in a 10’ radius burst. Creatures struck by more than one burst don’t take multiples of the damage. A creature struck this way rolls a dexterity saving throw and takes half damage if they succeed. The number of meteors you have completely refreshes after you complete a long rest.
Revelation of the Void You can not only see into the void of space, you can mimic it and draw another’s mind into the maze of darkness. At 18th level, you may have target creature roll an intelligence saving throw. If that creature fails they are forever trapped in a maze of stars in their own mind leaving their body to waste away. A freedom or wish spell can restore the creature. You may use this ability once each day and it refreshes after you complete a long rest.
The Unveiling of the Heavens You have realized your dream of becoming one with the atmosphere around you. At 20th level you transform fully into a child of the stars and have complete independence from atmosphere. This means that you are unaffected by your environment in any way including pressure, temperature, the need to breath, or gravity.
Mystery of Life Why are we here? What is life and its purpose? Such are questions that many ask, but few know the answer to. You seek to understand the cycle of life and where it comes from and the energies inherent in every being living in the multiverse.
Revelation of Preservation You have discovered one of the great keys to the preservation of life energy and the restoration of it. You gain a second pool of bonus hit dice equal to your level. During a short rest you can use these dice to heal creatures other than yourself. They refresh on a long rest just as your normal pool of hit dice do.
Revelation of Rebirth You understand the living energy circles around in a cycle of death and rebirth. At 3rd level, whenever a creature within 30 feet of you dies you may use your reaction to store that energy. On your turn as an action you can use that energy to summon a creature to your side as though you were casting Conjure Animals except the animal summoned only remains for 1 minute, you don’t need to concentrate on it, and you can only ever summon 1 animal with the effect. You can only have one life forced stored at a time and the energy fades away if not used within 1 minute of being stored. This spell is cast as a spell with a level equal to one less than the highest level spell you can cast (minimum of 2nd level).
Revelation of Absorption Your ability to manipulate life force is increased in its finesse. Starting at 6th level when a creature within 30 feet of your dies you may use your reaction to draw that energy into yourself. If you do then on your next turn as a bonus action you may cast Aura of Vitality. This casting does not require concentration to maintain and lasts 1 minute. You can only have one life forced stored at a time and the energy fades away if not used within 1 minute of being stored.
Revelation of Lifesense You have learned to sense the life force of other creatures. At 10th level, you gain the ability to sense living creatures within 30 feet of you as if you had blindsense. (Creatures not alive include oozes, undead, constructs, elementals, fiends, and celestials. Living creatures include Aberrations, Beasts, Dragons, Fae, Giants, Humanoids, Monstrosities, and Plants.)
Revelation of Resurrection You can draw out the flickering potential of life’s final moments into a full life once again even as it happens. At 14th level when a creature within 30 feet of you would die or go to 0 or less hit points and begin dying you may, as a reaction, expend up to 5 of your bonus hit dice in order to heal that creature by the amount expended plus your level (you start them at 0 hit points and heal from there). You can use this ability once and it refreshes after completing a short rest.
Revelation of Suffusion You’re an expert at using the life of dying creatures to its maximum potential in healing others. At 18th level when a creature dies within 30 feet of you, you can use your reaction to store its life force. On your next turn as a bonus action you release that life into any number of creatures within 30 feet of you dividing up the dead creature’s maximum hit points among the creatures affected. Those creatures are healed by the amount of hit points given to them when divided up. You can only have one life forced stored at a time and the energy fades away if not used within 1 minute of being stored.
The Unveiling of Life You have reached the pinnacle of understanding the cycle of life energy and have tied your own life energy into a tiny cycle mimicking the larger one and gaining immortality. At 20th level, you automatically succeed on all death saves you make; you do not age and are immune to necrotic damage and disease.
Mystery of Nature People have lived alongside and fought against the various forces of nature for all of known history. You strive to understand the mysteries and intricacies of nature itself. Evolution, disasters, phenomenon, and the cycle of predator and prey are constant subjects of thought for you.
Revelation of Druidism You have taken a step into a realm known only to the druids of the world in order to help you understand the mysteries of nature. You use the druid spell list instead of the oracle spell list though your spellcasting abilities do not change and you select spells known as normal. In addition you may speak with animals and plants as though you were under the constant effect of the Speak with Animals and Speak with Plants spells.
Revelation at Erosion Your ability to destroy non-living things through the power of nature comes to fruition. At 3rd level, you gain the ability to touch a non-magical non-living object, construct, or undead as an action and cause the ravages of nature to destroy it. You make a melee attack roll that you are proficient in using your charisma score. Objects have an armor class of 10. Creatures or objects struck by this ability take 5d8 points of damage and must succeed at a constitution saving throw or become stunned for 1 round. After using this ability you cannot utilize it again until you’ve completed a short rest.
Revelation of the Land You have learned the language of the land upon which you walk and so the land speaks to you as it does to few others. At 6th level, if you are in non-civilized terrain you may speak directly to the land asking it questions as you will though it will not often reply. In addition the land warns you of danger granting you advantage on perception checks and initiative check while in non-civilized terrain and you always act in any surprise round.
Revelation of Evolution Your understanding of how creatures came to be makes it clear that everything was once a single type of entity. Utilizing this knowledge you have learned to change yourself. At 10th level, when you take a long rest you may spend that rest sleeping and altering yourself in a giant chrysalis. When you emerge in the morning your creature type can be changed to plant, beast, humanoid, or monstrosity. When you make this change you gain some features of your new type as discussed by you and your GM. If you gained the beast type and were birdlike you might now have hollow bones and a fly speed. If you changed to plant you might no longer need food or sleep, but rather sunlight, water, and minerals.
Revelation of Storms You have come to understand how certain weather forms and moves across the skies and can alter it with your own magic. At 14th level, you may cast Control Weather at will.
Revelation of Unity You know the truth of nature’s oneness with each moving part and how you fit into that unity. At 18th level, you may spend 1 minute connecting yourself to a number of willing creatures up to your charisma modifier and once connected this connection lasts for 1 hour. Your ability to make this connection refreshes when you complete a long rest. While connected you and these creature may share senses at will as a free action and when one creature connected to you makes an attack each other creature connected to you may make an attack using their reaction so long as they are able to attack the creature that was attacked by the original attacker. Everyone connected this way has advantage on intelligence, wisdom, and charisma saves as well as perception and investigation skill checks. You use this power once and it refreshes upon the completion of a long rest.
The Unveiling of Nature You realize that the planet itself is the ultimate expression of unity and your magic has drawn you so close that you can fuse with it entirely. At 20th level, you may spend an action to fuse with the land once per long rest and you may stay within the land for up to 1 hour. When you fuse you gain temporary hit points equal to your hit point maximum. While fused with the land you control every part of nature within a 200 foot radius of the position where you fused. Every animal and plant is under your control as well as the land and streams which can make attacks as though they were elementals. Damage dealt to the terrain damages your temporary hit points and when those hit points run out you are forcibly ejected from the land at the same point you entered. You are still able to cast spells while fused and it requires a DC 20 arcana or nature check to figure out the land is casting spells. Your spells can only affect creatures and space within the 200 foot radius you control. You can leave the land at any time as a bonus action ejecting yourself from the land at the same place that you entered it.
Mystery of the Soul There are always people who seek to answer what comes after death. Entire religions are built around it, but there is surely some fundamental truth in the soul that departs from a person after they die. You seek to understand the nature of the soul.
Revelation of Ghostly Familiars You have discovered a method for calling a tiny soul from the other side to your service. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Whenever you use it to summon a creature that creature is always an undead ghost and therefore incorporeal.
Revelation of Ghostly Hands You have learned to dissociate your spirit from your body in the form of one of your hands. At 3rd level, you may create a spirit hand as a bonus action. The spirit hand lasts for 1 minute and acts as an extra hand with which to wield things. It can travel up to 30 feet away from you and wield anything you’re proficient with including making melee touch spell attacks against other creatures. The hand acts independently on your turn unless you use it as part of casting a spell with a melee touch attack. This means that if the hand holds a weapon it can make an attack in addition to your attack. If it holds a shield it can grant you the AC bonus while you attack with a two-handed weapon. You may use this ability once and it is restored after completing a short rest.
Revelation of Wandering Spirits Your closeness to the world of the dead and the souls that reside there cause you see spirits wherever you go. At 6th level, you may meditate quietly for 10 minutes after which you can see and speak to spirits you meet for the next hour. You may ask up to 3 questions which must be answered truthfully though your GM may give you very cryptic answers and if the ghost does not know it cannot answer you. In addition because lingering spirits are visible to you, you gain advantage on skill checks and saving throws against traps that have successfully killed someone in the past.
Revelation of the Expanding Soul Your search for the true form of your own soul has caused it to spread to the very edges of your body making your form take on a semblance of undeath. At 10th level, you have advantage on saving throws made against mind-effecting effects and are resistant to necrotic and poison damage.
Revelation of Soul Projection You have finally discovered the key to separating your soul from your body while keeping a tether of life between them. At 14th level, once per long rest you may spend 10 minutes meditating to step out of your own body. As a soul you are invisible and incorporeal and have a fly speed of 120 feet. You may spend up to 1 hour outside of your body and may travel up to a mile away from it. After your hour is up your soul is slammed back into it and you take 15d10 damage. You can return normally by stepping back into your body as a free action. Your body is helpless while you are a soul. You can cast as a soul, but creatures have advantage on saving throws against your spells and abilities. In addition when you attack a corporeal being your attacks deal half damage unless you’re swinging with a magical weapon. If you attack or cast a spell on a creature this way you become visible, though you are still incorporeal.
Revelation of Soul Draining You’ve learned how to channel the pure energy of a being’s soul from one place to another. At 18th level, you may make a ranged attack roll against a creature within 30 feet of you. If you succeed that creature takes 10d8 necrotic damage. Another creature within 30 feet of you heals equal to the damage dealt to the first creature. You may use this ability once and it refreshes after completing a short rest.
The Unveiling of the Soul You have learned the key to stopping your soul from moving on to the afterlife. Starting at 20th level whenever you go below 0 hit points or die from massive damage or another effect your soul steps out of your body. As a soul you act as though you had used your Revelation of Soul Projection power except that there is no time limit and it doesn’t count against your one time per day for that ability. You regain all of your lost hit points in your soul form and if you are brought to 0 in this form you die normally. After a 1 hour ritual you can repossess your dead body and bring yourself back to life.
Mystery of Time The river of time is not linear but a winding road that weaves into itself and doubles back constantly. You endeavor to understand how time moves and how people’s choices affect its flow. This understanding brings with it the power to affect the time stream.
Revelation of Sight You have learned to dip your head above the stream of time and see into the past or future. One time each day, you may use an action to see into the past or future of an object or room. If you choose to see into the past you can see up to 1 day for each level you possess into the past and see an amount of time up to 10 minutes. If you choose instead to glean something of the future you can look up to 1 hour for each level you possess forward through time and view an event 1 minute long. The GM chooses the exact event though you may specify a certain time or thing you’re looking to find out. This ability refreshes after you complete a long rest.
Revelation of Time Hopping You have discovered the method of folding yourself through time such that time stands still for a couple of seconds while you move. At 3rd level, you gain the ability to stop time as a bonus action, but only to move up to your move speed. You can do nothing else while this time is stopped except skill checks involved with moving this way. Because time is stopped creatures cannot make attacks of opportunity against you and certain obstacles do not damage you either (such as a wall of fire). You may use this ability once and it refreshes when you complete a short rest.
Revelation of Temporal Jettison You have come to understand how the river of time folds enough to use your magic and push a creature from one time into the future. At 6th level, you may force a creature adjacent to you to make a charisma saving throw. If they fail they are thrown forward in time 1 minute. One minute from the time they disappear they reappear in the spot they previously occupied or the nearest free space. If the creature succeeds against the saving throw it is instead thrown forward 1 round disappearing and reappearing at the beginning of your next turn. You may use this ability once and it refreshes upon the completion of a long rest.
Revelation of Destinies You have learned that destiny is fluxional at best. At 10th level, you can use your magic to reach out into the time stream and alter a single person’s destiny. When a creature other than you that you can see makes an ability check or saving throw and that creature fails that check you may have what they rolled become a natural 20. You may use this ability once and it refreshes when you complete a short rest.
Revelation of Blinking You have mastered the ability to step into the river of time and out again in the blink of an eye. At 14th level, as a reaction, you can blink yourself forward in time. When you do you cease to exist and then reappear at the start of your next turn in the initiative order. You may use this ability once and it refreshes after completing a short rest.
Revelation of the Backward Step You have mastered the ability to backstroke through the temporal river. At 18th level, you may, as an action, step back through time a number of rounds equal to your charisma modifier. You then gain a number of turns to act as though you had cast time stop except that you can still affect enemies and allies with your attacks and spells. Your actions will not have their full effect until you return to the exact time it was when you stepped back. Then all the effects you used happen simultaneously changing time itself. You may use this ability once each day and it refreshes after a long rest.
The Unveiling of Time You have learned how to fully transfer yourself to the river of time and travel up or down in on the winding paths. At 20th level, once per year, you may spend 1 hour in meditation. If you do you can travel through time with a number of willing others equal to your charisma modifier. You can travel to any point in your own lifespan though you retain your own body and abilities. Everyone you bring with you does as well. You may stay in this time for up to 1 week before returning to the time stream and the exact moment you left.
Oracle Spell List Cantrips- Acid Splash, Blade Ward, Chill Touch, Guidance, Light, Mending, Message, Poison Spray, Ray of Frost, Resistance, Sacred Flame, Shocking Grasp, Spare the Dying, Thaumaturgy, True Strike
1st- Bane, Charm Person, Color Spray, Command, Comprehend Languages, Creature or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Faerie Fire, False Life, Guiding Bolt, Healing Word, Heroism, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Thunderwave, Unseen Servant
2nd- Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Flame Blade, Gentle Repose, Hold Person, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Magic Weapon, Protection from Poison, See Invisibility, Shatter, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
3rd- Animate Dead, Bestow Curse, Blink, Clairvoyance, Daylight, Dispel Magic, Elemental Weapon, Magic Circle, Mass Healing Word, Meld into Stone, Nondetection, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Tongues, Vampiric Touch, Water Breathing
4th- Banishment, Compulsion, Confusion, Control Water, Death Ward, Divination, Fire Shield, Freedom of Movement, Locate Creature, Stoneskin
5th- Commune, Destructive Wave, Dispel Evil and Good, Flame Strike, Greater Restoration, Hold Monster, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying
6th- Create Undead, Find the Path, Flesh to Stone, Forbiddance, Guards and Wards, Harm, Heal, Planar Ally, Sunbeam, True Seeing
7th- Etherealness, Finger of Death, Fire Storm, Plane Shift, Prismatic Spray, Resurrection, Sequester, Symbol
8th- Antimagic Field, Earthquake, Maze, Mind Blank, Sunburst
9th- Foresight, Gate, Imprisonment, Mass Heal, True Resurrection
The Vectrex? It can’t run Doom… but with a helping hand, it can render maps from it in beautiful vector form.
The Vectrex was the most gloriously unique of the first wave of game consoles, using a vector display (think Asteroids) instead of, you know, pixels and scanlines and such. One hardware modder decided to build an “Extreme Multicart” with an ARM Cortex M4 to give nature a gentle, loving, vaseline-soaked push in the right direction.
The end result of this extra grunt? A vector-based Doom map viewer! And a vector remake of Bad Apple, but who cares about that?
I thought over my idea of regulating minorities in Pathfinder so someone can’t have too many or too few, which kind of ruins immersion in either direction (though personally I think too few ruins it waaay more). Here’s the table we came up with based on various surveys around the world.
Sex 1-50 female 51 intersex (genitals of both) 52-100 male
Minority (racial/ethnic) 1-30 ethnic/racial minority 31-100 not a racial/ethnic minority
Minority (Religious) 1-30 religious minority OR (if racial minority) 1-50 religious minority 31/51-100 Not religious minority
Age 1-20 younger than usual 21-75 adult 76-100 elder
Weight 1-15 underweight 16-60 average weight 61-90 overweight 91-100 very overweight
Note: For the purpose of simplicity, I combined pan and bisexuality as a thing because it’s difficult to differentiate the demographics of each in the large surveys I looked at. I’d argue that’s a player choice, as it’s very much a form of personal identification at that point.
Depending on your world, you probably want to tweak these numbers. A poor city wouldn’t have such a high chance of being overweight (I used western world demographics to map this, so), and as someone suggested, there’s not the same chance that every race has the same likelihood to be born gay or cisgendered.
Travel Domain Deities of the travel domain are worshiped on the roads between places, but rarely ever in the cities. They are gods like The Bard who are often mentioned, but without devoted temples have only a smattering of worshipers. Those that worship gods of travel are almost always unable to stay in one place for any large amount of time, spurred on by the desire for new experiences.
Travel Domain Spells Cleric Level Spells 1st Expeditious Retreat, Jump 3rd Misty Step, Spider Climb 5th Fly, Haste 7th Dimension Door, Freedom of Movement 9th Passwall, Teleportation Circle
Bonus Proficiency When you choose this domain at 1st level, you gain proficiency in heavy armor.
Fleet of Foot Also at 1st level, your move speed increases by 10 feet and you do not suffer disadvantage on stealth rolls due to your armor nor is your speed reduced by your armor.
Channel Divinity: Burst of Speed Starting at 2nd level, you can use channel divinity to bolster your allies’ ability to traverse the battlefield. When you use your channel divinity as an action you may choose to double the move speed of yourself and each ally within 60 feet of you for 1 minute.
Aura of Light Steps Starting at 6th level, you may call up an aura of power to ease the movement of your allies. As a bonus action you may call forth this aura allowing you and each allied creature within 30 feet of you to ignore rough terrain. The aura lasts for 1 minute. You may call this aura once and its use is regained upon the completion of a short rest.
Dimensional Hop At 8th level, you learn to step through dimensions to travel from one place to another. Whenever you move you can instead teleport to any place within 60 feet of your current position. You can do this a number of times equal to your wisdom modifier. Expended uses of this ability refresh after you complete a long rest.
Aura of Free Steps Beginning at 17th level, when you use your aura of light steps ability the radius of effect increases to 60 feet around you and creature affected by the aura act as though affected by the spells freedom of movement and haste as long as they remain in the radius of your aura.