Glean Lore◈

feat 1

You tap into the collected lore of the divine, accessing a variety of potentially useful information.

Attempt a @Check[type:religion] check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.


Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.

Success You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which.

Failure You recall incorrect information or gain an erroneous or misleading clue.

Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.

Widen Spell◈

feat 1

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line

Reach Spell◈

feat 1

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Divine Aegis⤾

feat 2

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.


You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects.

Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a -1 circumstance penalty to saves against divine effects.

Effect: Divine Aegis

Domain Acumen

feat 2

Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power.

Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. It gains the cursebound trait. Increase the number of Focus Points in your focus pool by 1.

Cantrip Expansion (Spontaneous Caster)

feat 2

A greater understanding of your magic broadens your range of simple spells.

Add two additional cantrips from your spell list to your repertoire.

Vision Of Weakness

feat 4

You can call upon divine insights to single out your foes' weak points. You learn the Vision of Weakness revelation spell. Increase the number of Focus Points in your focus pool by 1.

Bespell Weapon◇

feat 4

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.


You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage,
  • Conjuration or Transmutation the same type as the weapon,
  • Divination, Enchantment, or Illusion mental damage,
  • Evocation a type the spell dealt, or force damage if the spell didn't deal damage,
  • Necromancy negative damage

Undying Conviction

feat 4

able to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a @Template[type:emanation|distance:30] around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them controlled.

Effect: Undying Conviction

Special This feat has the trait matching your spellcasting tradition.

Sacral Lord

feat 4

trained in Occultism or Religion

By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast Detect Magic, Guidance, and Sigil as innate divine cantrips, and you gain a +1 circumstance bonus to Make an Impression on creatures that have the celestial, fiend, fey, monitor, or spirit traits.


Special You and your land are linked. Changes to one mirror themselves on the other-if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land.

Prayer-Touched Weapon◇

feat 4

divine spells, you follow a good-aligned deity

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip divine spell.


You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra [[/r 1d6[positive]]] damage. As usual for positive damage, this damage harms only undead and creatures with negative healing.

Effect: Prayer-Touched Weapon

Divine Access

feat 4

Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list).

Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire.

Special You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat.

Steady Spellcasting

feat 6

Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a @Check[type:flat|dc:15]. If you succeed, your action isn't disrupted.

Spiritual Sense

feat 6

You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.

You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.

When you notice a creature with your Spiritual Sense, you also learn its location, making it Hidden to you if it had been Undetected.

Advanced Revelation

feat 6

initial revelation spell

You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1.

Detonating Spell◈

feat 6

Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.

Read Disaster

feat 8

You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future.

You gain the effects of Augury, except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in Religion, you take only 1 minute to Read Disaster.

Debilitating Dichotomy

feat 8

You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the Debilitating Dichotomy revelation spell. Increase the number of Focus Points in your focus pool by 1.

Quickened Casting◇

feat 10

Frequency once per day


If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Oracular Warning◇

feat 10

Trigger You are about to roll initiative.


You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a fortune effect. If you are legendary in Religion, you receive two visions and can warn two allies, granting them both this benefit.

You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a misfortune effect. The two effects are tied together; if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.

Surging Might◈

feat 10

With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive.

This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a Field of Life. This doesn't cause the spell to ignore immunities, only resistances.

Consecrate Spell◈

feat 10

ability to cast focus spells, divine spells

You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.

Magic Sense

feat 12

You have a literal sixth sense for ambient magic in your vicinity.

You can sense the presence of magic auras as though you were always using a 1st-level Detect Magic spell. This detects magic in your field of vision only.

When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).

Greater Revelation

feat 12

initial revelation spell

You learn a greater revelation spell associated with your mystery.

Increase the number of Focus Points in your focus pool by 1.

Necromancer's Visage

feat 12

ability to create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which).


Critical Success The creature is permanently immune to your Necromancer's Visage.

Success The creature can attempt its attack and any other attacks against you this turn.

Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn.

Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists.

Special This feat has the trait matching your spellcasting tradition.

Domain Fluency

feat 12

initial domain spell

You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the cursebound trait. Increase the number of Focus Points in your focus pool by 1.

Forestall Curse◈

feat 14

Frequency once per day


You've learned to forestall the effects of your curse somewhat.

If the next action you use is to cast a revelation spell, the severity of your curse doesn't increase.

Mysterious Repertoire

feat 14

Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like Divine Access. You cast that spell as a divine spell.

You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time.

Purifying Breeze◈

feat 14

divine spells

Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.


You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a @Template[type:emanation|distance:15]{15-foot radius} around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.

Effect: Purifying Breeze

Sacral Monarch

feat 14

Sacral Lord, master in Occultism or Religion

You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast Banishment and Inevitable Disaster as innate divine spells, each once per day.

Sepulchral Sublimation◈

feat 14

ability to permanently create or control undead, cleric with a negative font, oracle of bones, or necromancer wizard

Requirements You have at least one undead minion that you permanently control.


You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration.

Special This feat has the trait matching your spellcasting tradition.

Portentous Spell◈

feat 16

Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes.

If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a -2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction.

In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are Fascinated with you until the start of your next turn.

Diverse Mystery

feat 16

Advanced Revelation

You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.

When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal curse effects you gain from casting a revelation spell. This additional minor curse effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional curse effect.

You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's curse effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish Casting the Spell.

Blaze Of Revelation

feat 18

Your mind and body can, for a short time, withstand the devastation of overdrawing your curse.

When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from Diverse Mystery, or other revelation spells you gained from other abilities) without spending Focus Points or taking any further negative effects.

At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a @Check[type:fortitude|dc:40|showDC:all] save.


Critical Success You aren't otherwise affected.

Success You are Drained 2 and can't reduce or remove this condition until your next preparations.

Failure You are Drained 4 and can't reduce or remove this condition until your next preparations.

Critical Failure You die.

Divine Effusion

feat 18

The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles.

Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.

Oracular Providence

feat 20

oracular clarity

Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot.

Paradoxical Mystery

feat 20

Greater Revelation

The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the cursebound trait.

Mystery Conduit

feat 20

The power of your mystery enables you to cast more than just revelation spells.

When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait.