Elf Nephilim • Oracle 5
Spell Attack: +11 • Spell DC: 21
Snap fingers and target smolders. Crit: Double damage + 3d4 persistent fire.
Melee version uses d6 dice instead of d4.
Arc of lightning hits 1-2 targets. Each takes 4d4 electricity.
+1 AC. Can Shield Block (H10). After blocking, can't recast for 10 min.
Target gets +1 status bonus to one attack, Perception, save, or skill check. Then spell ends.
Detect presence and school of magical auras in the area.
Whisper message to target. They can whisper reply once.
Signature spell - can heighten freely. At rank 3: 3d8 (+24 for 2-action).
Allies in area get +1 status bonus to attack rolls. Moves with you.
Summon celestial or fiend creature level -1 or lower. Gets 2 actions/turn. Needs Sustain each turn.
Attempt to counteract one spell effect on target. Signature - heighten freely for higher level spells.
Create ghostly weapon. Spell attack for 2d8 damage (weapon type or Spirit if better).
Sustain: Repeat attack against any target in 120 ft.
Uses and contributes to MAP.
Ask about outcome of specific action within 30 minutes.
Answers: Weal (good), Woe (bad), Weal and Woe (both), Nothing (neither/unclear).
Creates mist cloud. All creatures in area are concealed (flat DC 5 to target).
Assault target's faith with doubt and mental turmoil.
Success: Half damage
Failure: Full damage; divine casters also stupefied 1 for 1 rd
Crit Fail: Double damage, stupefied 1, can't cast divine spells for 1 rd
Beam of freezing moonlight. Cold damage counts as silver.
vs Unholy: Extra +5d6 spirit damage.
Can counteract magical darkness if passes through or hits affected creature.
Gust of wind and volcanic ash. Damage + creates smoke that provides concealment in area until start of your next turn.
You can see through smoke and fire as if it weren't there. Gain +2 status bonus to saves and AC vs fire effects.
White marble staff with Lastwall symbol. Functions as wooden stake vs vampires.
Spells (5 charges/day):
• Disrupt Undead (1) - cantrip, 30 ft, 3d6 vitality vs undead
• Gentle Repose (2) - prevent decay, 24 hours
• Harm (1-3) - 1d8 void damage or heal undead
Raise Shield (1 action): +2 AC until next turn.
Shield Block (reaction): Reduce damage by Hardness, shield takes remaining.
Required for:
• Battle Medicine - heal in combat once/day per target
• Treat Wounds - heal 2d8 out of combat (DC 15)
• Ward Medic - treat 2 targets at once
Traits: Nephilim
You excel at understanding the subtleties of the world around you. You gain the trained proficiency rank in your choice of either Arcana, Nature, Occultism, or Religion.
Additionally, you gain the Additional Lore general feat for a Lore skill associated with the Outer Planes you can trace your lineage to (such as Heaven Lore or Abaddon Lore).
Traits: Elf
You have learned to access the old magic of wild places. You can cast one cantrip from the primal spell list. If you have the primal spellcasting class feature, you gain a primal cantrip of your choice from the primal spell list instead; this cantrip must be one you don't already have in your spell repertoire.
Traits: Oracle
Prerequisites: Ancient memories
You tap into your primal memories to gain knowledge. You gain the Glean Lore activity, which lets you Recall Knowledge on any topic with a DC adjusted by your mystery.
Traits: Oracle
Your studies of divine magic let you gain more benefit from your domain focus spells. Increase the number of Focus Points in your focus pool by 1. You can Refocus even if you already have 3 Focus Points.
Prerequisites: Trained in Medicine
Traits: General, Healing, Manipulate, Skill
Action: 1 action
You can administer first aid to an adjacent creature as a single action. Attempt a Medicine check with the same DC as for Administer First Aid, and restore the corresponding amount of Hit Points. You can't use this on a creature again until 1 hour has passed.
Prerequisites: Trained in Medicine
Traits: General, Skill
You've studied in large medical wards, treating several patients at once. When you Treat Wounds, you can treat up to two targets. If you have master proficiency in Medicine, you can treat up to four targets, and if you have legendary proficiency, you can treat up to eight targets.
Traits: General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Prerequisites: Trained in Medicine, Battle Medicine
Traits: Archetype, Dedication
You become an expert in Medicine and gain the Doctor's Visitation activity, allowing you to tend to patients. You gain a +1 circumstance bonus to Medicine checks to Treat Disease and Treat Poison when using healer's tools.
Special: You cannot select another dedication feat until you have gained two other feats from the Medic archetype.
Prerequisites: Medic Dedication
Traits: Archetype, Exploration
You move from patient to patient, treating their wounds. While traveling, you can make a Medicine check against the very hard DC for your level to Treat Wounds for multiple patients as you travel.
Traits: Divination, Fortune, Mythic, Prediction
Note: This is a homebrew/campaign-specific feat.
Your connection to fate allows you to experience future encounters before they occur. When you meet someone for the first time, you've already "lived" this meeting in prophetic visions, giving you uncanny familiarity with them.
Effect: When you encounter a creature for the first time and attempt a Diplomacy check to Make an Impression or a Deception check to Impersonate or Lie, you gain a +2 circumstance bonus to the check. Additionally, you can recall one true fact about the creature (their name, occupation, or a significant personality trait) as if you'd previously researched them.
The GM determines what information your visions revealed. This doesn't work on creatures immune to divination or prediction effects.
Special: This ability triggers automatically when appropriate and doesn't require an action. Once you've used this ability on a specific creature, you can't use it on them again.
Traits: Divination, Fortune, Mythic
Frequency: Three times per day
Trigger: You roll a d20 for a check, attack roll, or saving throw.
Cost: 1 Mythic Point
Note: This is a homebrew/campaign-specific feat.
Your oracular curse grants you fleeting glimpses of branching futures, allowing you to choose the most favorable outcome from multiple timelines.
Effect: Before the GM declares the result of your roll, you can spend 1 Mythic Point as a free action to reroll the d20 and use the better result. You must decide to use this ability before knowing whether the original roll succeeded or failed.
This is a fortune effect and can't be used if another fortune or misfortune effect has already been applied to the roll.
Special: Each time you use this ability in a day, your oracular curse worsens by one stage temporarily (lasting until your next daily preparations). If this would advance your curse beyond its maximum stage, you can't use Prescience again until you rest.
Traits: Lineage, Nephilim
You descend from celestials, fiends, or monitors. You gain the nephilim trait, low-light vision (or darkvision if your ancestry already has low-light vision), and can choose from nephilim feats whenever you gain an ancestry feat.
Note: This is a campaign-specific feat from Chosen One background.
You can identify weaknesses in your enemies through supernatural intuition.
Traits: General, Skill
Your knowledge has expanded to encompass Elysium Lore. You are trained in it, and gain additional skill increases at 3rd, 7th, and 15th levels.