A divine spellcaster with little or no interaction with actual divine beings, the Oracle draws their power from a mystery of some kind, and in exchange they get divine spellcasting but also a curse which is usually (but not always) some degree of terrible.

The Oracle is an exciting concept, originally based on DnD 3.5’s Favored Soul, then introduced in Pathfinder 1st edition, where it introduced the concpet of the Oracle’s Curse. Throughout its history, the Oracle has been the divine equivalent to the Sorcerer, sharing the cleric’s armor and weapon options but using the Sorcerer’s spellcasting mechanics. In Pathfinder 2e, that means using a Spell Repertoire like the Sorcerer while getting similar equipment to the Cleric.

Because the Oracle and the Sorcerer are so similar, it’s natural to draw some comparisons, especially since the Sorcerer can also use the Divine spell list. The Oracle’s Mystery and the Sorcerer’s Bloodline serve to distinguish the two classes thematically, and while the handful of bloodlines that use the Divine spell list will often feel similar in many ways, oracles have more room for diversity while stil using the same spell list. The Oracle’s Mystery also comes with Drawbacks and a condition track, where the Sorcerer’s Bloodline is purely beneficial, so the Oracle brings some additional complexity that can be fun to play with at the cost of additional challenges.

Playing an oracle is challenging. The Oracle’s Curse is frequently frustrating and requires a lot of tracking and cost/benefit calculations. The Focus Spells (called “Revelation Spells”) are no better than those of other classes, but come with additonal cost. The Oracle’s Class Feats are limited in number, and there are unusually many bad options.

The Oracle’s skills and saves are poor in many ways, and despite several options intended to support oracles using weapons they remain terrible at doing so. Your best bet is to play the Oracle like a weird sorcerer, and in many cases a sorcerer with the Divine Spell List will be both easier to play and more effective, if only because you’re not saddled with the Oracle’s Curse.

Table of Contents


RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Oracle Class Features

Key Ability: Charisma.

Hit Points: 8+ hit points is great for casting-focused oracles, giving you more hit points than classes like the Sorcerer and the Wizard, but if you’re looking at the Battle Mystery and want to wade into melee you’ll want to invest in additional hit points.

Initial Proficiencies: The Oracle’s proficiencies are poor, which is typical for a full spellcaster.

  • Perception: Among the worst Perception progressions in the game, and without a dependency on Wisdom you’ll always be bad at Perception.
  • Saving Throws: The Oracle gets the best Will save progression in the game, but is tied for the worst Fortitude progression and has the worst Reflex progression.
  • Skills: A total of 5+Int skills, which is slightly above the average of 4+Int. Unfortunately you may need to dump Intelligence to compensate for other deficiencies.
  • Attacks: Only simple weapons (unless you select the Battle Mystery), and you’ll never be good with them. You’re better than the Wizard, but that’s a low bar.
  • Defenses: Only light armor (unless you select the Battle Mystery), and your proficiency never advances past Expert. Spending feats to get better armor is a good idea for most oracles unless you’re comfortable fighting from the back lines.
  • Spellcasting DC: Standard for spellcasters.

Divine Spellcasting:

  • Heightened Spells: Heightening spells is an important mechanic in Pathfinder 2e. Many spells scale with spell level, remaining effective long past their base spell level. Since oracles use a Spell Repertoire, you need to learn spells at multiple levels to heighten them in most cases, though Signature Spells are an exception.
  • Cantrips: Fantastic every time, on any character, in any amount. Oracles learn 5 cantrips at level 1 and never get more, but you can replace them by retraining or when you gain a level so you’re not locked into whatever you pick at first level.

Spell Repertoire: Spell Repertoires are less versatile than spellcasting like the Cleric’s or the Druid’s. You know a fixed number of spells which grows as you gain levels, and while you don’t need to prepare your spells ahead of time you also lose the flexibility of changing your spells every day. You also need to learn the same spells at multiple levels if you plan to heighten them, which is a difficult cost to pay. Fortunately, the Oracle’s Signature Spells feature (see below) allows you to heighten some of your spells without learning them multiple times.

Mysteries: See my Oracle Mysteries Breakdown.

Revelation Spells: You start with a Focus Pool of 2 points for free, which is very generous. The wording of the feature is a little vague, but you do still follow the usual rules for Refocusing, so you can only recover one point until you cast another Focus Spell, so you only recharge the full pool when you rest (until you get a feat that lets you Refocus to get more points back). You also get two Focus Spells, so you have more options for your Focus Points than most characters do at first level.

Oracular Curse: The drawback for your Revelation Spells, Oracular curse is a sort of “death spiral” mechanic where things get worse for you the further you go down the track. At first level, your curse can be in its “Basic” state, its “Minor” state, its “Moderate” state, or you can be overwhelmed. Each time you cast a Revelation Spell, your curse increases one step. You can reduce your curse to Minor by Refocusing, but you can only get back to Basic if you rest for 8 hours. You add the “Major” state at level 11 and the “Extreme” state at level 17, each of which adds another step before you become Overwhelmed.

Becoming Overwhelmed sucks. Don’t do it unless you’re absolutely desperate. Once you’re Overwhelmed, you can’t cast or sustain your Revelation Spells until you get a full rest. That means that if you cast a Revelation Spell that made your Overwhelmed, you can’t Sustain that spell. You can still Refocus to reduce your curse and use your Focus Points for other Focus Spells, but your Revelation Spells are gone for the day. Once you hit level 17 and get Extreme Curse, you’re also Doomed 2 until you rest. Again: becoming Overwhelmed sucks. Don’t do it.

Fortunately, becoming Overwhelmed by your curse is actually fairly difficult. At first level, you get 2 Focus Points. If you spend both, you’re at Major. If you Refocus, you go to Minor and get 1 Focus Point so you can only get back up to Major.

You need another Focus Point from another source (likely from a class feat or from an archetype, but there are Ancestry Feats and items which can help, too). If you don’t get Focus Points from other sources, you’ll get a third point at level 11 when you get Major Curse, but you still can’t make yourself Overwhelmed unless you somehow get a Focus Point some way besides refocusing. I think this mechanic is in place specifically to discourage you from going beyond the maximum Focus Pool size of 3 by using items or feats which restore a Focus Point

Oracle Feats: See Oracle feats, below.

Skill Feats: Standard for everyone except the Rogue.

General Feats: Standard.

Signature Spells: A powerful and important feature, this allows you to heighten a small set of spells without learning them multiple times. As their name suggests, these spells will be your go-to options in most situations, and choosing good spells will be absoutely crucial.

Skill Increases: Standard for everyone except the Rogue.

Ability Boosts: Standard.

Ancestry Feats: Standard.

Expert Spellcaster: Better spell attacks and spell DCs. Standard for full spellcasters.

Resolve: Master at level 7. Will is your best save by far.

Magical Fortitude: More saves is always great, but this is as high as you ever get.

Alertness: Your only improvement to Perception, and you get it at level 5. At least your Wisdom is good.

Major Curse: An important progression step, this allows you to cast more Revelation spells in succession without becoming Overwhelmed. It also raises your Focus Pool size to 3 and lets you get 2 points back from Refocusing. Most classes need a class feat to do that, so this is a really nice feature.

Weapon Expertise: Too little, too late, and you never get any better than this.

Lightning Reflexes: Your Reflex saves max out at Expert, and even then not until 13th level.

Light Armor Expertise: More AC is always great, but you get this very late.

Weapon Specialization: A miniscule damage boost.

Master Spellcaster: Better spell attacks and spell DCs. Standard for full spellcasters.

Extreme Curse: Aside from being Doomed 2 and whatever you get from your Basic/Minor/Major curses, having the Extreme Curse is pretty nice. A reroll once per 10 minutes with no Action cost is nice insurance when you’re doing something hard. You can also Refocus to get 3 Focus Points back, which is exciting since most classes need to spend a feat to do that.

Greater Resolve: Very powerful. Preventing Critical Failures on Will saves can protect from numerous very harmful effects.

Legendary Spellcaster: Better spell attacks and spell DCs. Standard for full spellcasters.

Oracular Clarity: 10th-level spells are great.

Ability Scores


The typical Oracle needs Charisma to function offensively and Dex/Con/Wis to compensate for their poor saves and horrible Perception progression.

Str: Dump. If you need a weapon for some reason, use a ranged weapon or a finesse weapon.

Dex: AC and Reflex saves.

Con: Hit points and Con saves.

Int: I wouldn’t dump Intelligence, but don’t invest in it too heavily since all you get are skills.

Wis: Perception and Will saves.

Cha: Your Key Ability Score.

Battle Mystery

Battle is a difficult mystery. It doesn’t address the Oracle’s terrible capabilities with weapons, so even if you build yourself to be good with weapons you’re going to struggle. Still, I know people want to play battle oracles.

Str: Battle clerics get heavy armor at level 1, so building around heavy armor and Strength is generally the way to go.

Dex: Dump. Once you can get Full Plate, the Bulwark trait will replace your Dexterity modifier for Reflex saves.

Con: You need hit points if you’re going to wander into melee.

Int: Oracles don’t get many skills, so a little bit of Intelligence to diversify your skills may be helpful, but I wouldn’t sacrifice anything else you care about to get more intelligence. Battle clerics are too MAD to make that a good choice.

Wis: Perception and Will saves. Oracles are terrible at both, so you need Wisdom to compensate.

Cha: You are still primarily a spellcaster, and your ability scores should reflect that.


Because the Oracle is a Charisma-based spellcaster, innate spellcasting can be a very effective option. Consider ancestries like the Gnome and the Kobold which offer access to innate spells. Just keep in mind that your proficiency only advances in Divine spells unless you take archetype feats which advance your proficiency with other spellcasting traditions.

CatfolkAPG: The Ability Boosts line up perfectly, but the Catfolk’s Ancestry Feats don’t do anything that’s specifically useful for the Oracle.

DwarfCRB: A Charisma Flaw, and the Dwarf’s Ancestry Feats generally support doing things that the Oracle shouldn’t do like trying to be a Defender.

ElfCRB: Though they are incredibly frail, the Elf makes a decent oracle. The boosts work fine, and if you’re fine staying behind your allies the low hp and Constitution Flaw are manageable. Ancestral Linguistics and the Otherworldly Magic feat chain are great choices for Ancestry Feats, though the Elf’s Innate Spellcasting feats are all Arcane, so you’ll want to stick to utility options unless you can advance your proficiency with arcane spells somehow.

GnomeCRB: Perfect boosts and flaws for the Oracle, and much more durable than the Elf. The Gnome offers numerous options for innate spellcasting, including potentially Divine spells, and you get access to a Familiar with the Animal Accomplice feat. The Gnome is a great option all around to lean into the Oracle’s core function as a spellcaster.

GoblinCRB: Perfect boosts, but the Goblin’s Ancestry Feats don’t offer as many appealing options as the Elf or the Gnome. Goblin Song is an obvious choice, but there aren’t many other feat options that appeal to the Oracle, so expect to take Adopted Ancestry.

HalflingCRB: Good boosts/flaws, but no Ancestry Feats which directly complement the Oracle. The Halfling Luck feat chain is always good, but it’s no better for the Oracle than for anyone else. Cultural Adaptability is a great option to get Goblin Song if you don’t want to take Adopted Ancestry.

HumanCRB: An easy choice for a wide variety of builds. If you don’t want much from your Ancestry, options like Versatile Heritage and Natural Ambition make it easy to get the most out of other parts of your build.

KoboldAPG: Boosts/flaws and ancestry hp which match the Elf and several interesting options from both the Heritage options and from the Kobold’s Ancestry Feats. Spells are an option, and the Kobold Breath feat offers a great offensive option if you don’t want to rely exclusively on spells. Options like Cringe and Grovel offer other interesting options with low Action costs that can let you expand your impact far beyond what you can do with spells.

OrcAPG: Bad ability boosts, and the Orc’s Ancestry Feats are almost all about being in melee combat.

RatfolkAPG: Good boosts/flaws, but the Ratfolk’s Ancestry Feats do absolutely nothing useful for the Oracle.

TenguAPG: Workable boosts and now flaws, but Squawk is the only feat which looks appealing. Unless you really like the Tengu’s Ancestry Feats independent of your class, there’s little to be gained here.


You want a boost to Charisma and typically to Constitution (battle oracles might want something different). Also look for skill feats which suit your role within the party. Feats for the Medicine skill and for Face skills are great choices.

If you’re having trouble deciding, here are some suggestions:

  • Bandit
  • Cultist
  • Pilgrim

Skills and Skill Feats

You get Skill Increases at 3rd and 5th level to raise skills to Expert, increases at 7th, 9th, 11th, and 13th level to raise skills to Master, and increases at 15th, 17th, and 19th level to raise skills to Legendary. That means that you can maximize at most three skills, and the rest of your skills might not advance beyond Trained.

You get Skill Feats at even-numbered levels, giving you a total of 10 Skill Feats (and maybe another from your Background) by 20th level. Generally, you want to invest these feats in the same skills which you are choosing to maximize, though in some cases you may want to grab feats from skills which don’t require that you be more than Trained.

  • Acrobatics (Dex): Surprisingly important because it’s used for maneuvering while flying.
    • Cat Fall: Being knocked prone while flying is an easy way to counter flying creatures, and enemies can do it just as easily to you as you can do it to them. Cat Fall will reduce the effective distance you’ve fallen, allowing you to take less damage from a fall. However, the effects of Cat Fall scale based on your Proficiency level, so it may not be worth the skill feat unless you plan to increase your proficiency in Acrobatics.
  • Arcana (Int): A helpful knowledge skill, but going past Trained may be hard to justify without the Intelligence to back it up.
    • Arcane Sense: Getting Detect Magic as a regular cantrip will be both easier and more effective. If you’re having trouble fitting Detect Magic into your 5 cantrips, consider getting more as innate spells from your Ancestry or take the Cantrip Expansion class feat.
  • Athletics (Str): You have little use for Athletics. Most problems which you might be forced to solved with Athletics can be solved with spells. Battle clerics might find it more useful since they’re typically stomping around in heavy armor.
  • Crafting (Int): You don’t have the Intelligence to thrive with Crafting, and you won’t depend enough on items that require repair to make Crafting necessary.
  • Deception (Cha): An essential Face skill.
    • Lie to MeCRB: The Oracle’s Perception progression is bad, so Lie to Me will make you much harder to lie to.
  • Deception (Cha): An essential Face skill.
    • Lie to MeCRB: The Sorcerer’s Perception progression is bad, so Lie to Me will make you much harder to lie to.
  • Diplomacy (Cha): The king of Face skills.
  • Intimidation (Cha): An important Face skill, and Demoralize is very appealing in combat as a use for an extra Action right before you hit a target with a 2-Action spell.
    • Battlecry: Demoralize for free when combat starts. It might not be a good option if you’re hiding, but otherwise it’s a free debuff at the beginning of every fight.
    • Intimidating GlareCRB: A frustratingly large number of enemies won’t understand Common, so removing the Auditory trait makes Demoralize much easier to use.
    • Terrified Retreat: Counting on a critical success is hard, but if your Charisma is very high it might work.
    • Scare to Death: Spend one Action to pick out the creature in the room the lowest Will save and kill them or send them fleeing. Repeat until the room is cleared. At this point you only need weapons for things that are strong enough to threaten your whole party on their own, and even then this can still replace the Demoralize action almost entirely.
  • Lore (Int): Lore skills are too vague and too numerous, and you likely don’t have enough skills to throw about to justify going beyond Trained.
  • Medicine (Wis): You don’t have the Wisdom to make Medicine appealing, and you don’t have the abundance of skills to make it effective. If you need healing, you’ll need to do it magically. Someone in your party should be good at Medicine, but it likely shouldn’t be you.
  • Nature (Wis): A helpful knowledge skill, but going past Trained may be hard to justify without the Wisdom to back it up.
  • Occultism (Int): A helpful knowledge skill, but going past Trained may be hard to justify without the Intelligence to back it up.
  • Performance (Cha): Too situational.
  • Religion (Wis): A helpful knowledge skill, but going past Trained may be hard to justify without the Wisdom to back it up.
  • Society (Int): A helpful knowledge skill, but going past Trained may be hard to justify without the Intelligence to back it up.
  • Stealth (Dex): The Oracle isn’t built to be a Scout, but using Stealth can keep attention away from you and your small pool of hit points, and with poor Perception you may find that Stealth is a better option for Initiative.
  • Survival (Wis): Too situational.
  • Thievery (Dex): Solve these problems with magic, or leave it to someone who focuses on Dexterity.


Oracle Feats

1st Level

  • Glean LoreAPG: This is worse than a Religion check with the Dubious Knowledge skill feat. You get the effect of a failed Recall Knowledge check with Dubious Knowledge when you roll a Success with Glean Lore using the same skill modifier. I don’t understand why this feat exists.
  • Reach SpellAPG: Great for spells with Touch range or cone AOE’s.
  • Widen SpellAPG: Essential for blasters. Even a minor boost could mean one or two additional targets with a single spell, which can dramatically improve how much you get out of your spell slots.

2nd Level

  • Cantrip ExpansionAPG: You only get 5 cantrips, and at low levels that’s not a lot of options when you only have a few spell slots to throw around. At higher levels you might retrain this when you’ve got more leveled spells to rely on.
  • Divine AegisAPG: Too situational and not effective enough. It affects 75% of magic effects, but only has a 10% chance of effecting your degree of success, which means that even though it’s only situationally useful, it only has a 7.5% chance of having any positive effect. On top of that, there’s a chance that it will actually hurt you.
  • Domain AcumenAPG: Most mysteries don’t have a second domain with a domain spell good enough to justify this feat, and even if you do want more domain spells it’s often safer to take multiclass feats so that you have something that’s not Cursebound.

4th Level

  • Bespell WeaponAPG: Probably intended for battle mystery oracles so that you can cast a spell, use Bespell Weapon, then make one Strike in the same turn. It’s a neat idea, but it doesn’t solve the issue of the Oracle’s awful weapon proficienct progression, and the 1d6 bonus damage doesn’t scale so as you gain levels it becomes gradually less useful.
  • Divine AccessAPG: Varies wildly in usefulness depending on your mystery and the associated domains, but since most domains are available to multiple deities, you have a wide selection of spells to choose from. See my Cleric Domains Breakdown for help finding a spell list that has appealing options.
  • Vision of WeaknessAPG: Much faster than using repeated Recall Knowledge checks, plus you don’t need to invest heavily in knowledge skills to make it work. It is Cursebound, which is a problem, but it works in literally every encounter, which can’t be said for most focus spells. The attack bonus is decent, too, and if nothing else there are several cantrips which use attack rolls.

6th Level

  • Advanced RevelationAPG: Basically the default feat at this level, but the effectiveness will vary depending on your mystery. Keep in mind that you still only regain one Focus Point when you Refocus. Keep in mind that you don’t need this feat to qualify for Greater Revelation, so if you want to skip your mystery’s advanced spell that’s totally fine.
  • Spiritual SenseAPG: Situational by design. If Haunts are going to feature prominently in your game, if you expect to face a lot of spirits, or if your GM likes to have shadows attack you through walls and floors, this may be worth the feat.
  • Steady SpellcastingAPG: The Flat Check is too difficult to make this feat an easy choice. You have a success rate of just 30%. If you’re in a situation where you might lose a spell, cast a cantrip so that losing it won’t cost you anything.

8th Level

  • Debilitating DichotomyAPG: I love the concept, but damaging yourself can be a huge cost. The Oracle gets the best Will save progression in the game and you automatically get one degree of success better than you roll, which tips things in your favor quite a bit. Even so, make sure that you have decent Wisdom and item bonuses to buff your Will save or you may find that you’re hurting yourself more than your target. If you’re confident that you won’t be drawing a lot of attacks in your current encounter, this could be a quick way to end a fight while spending minimal resources, but weigh the cost carefully before using this rather than using it at the beginning of every encounter.
  • Read DisasterAPG: I love Augury. It’s one of my favorite spells. Even if you remove “Weal” as an option (that’s the one that means good things), you can still use to predict and avoid bad outcomes. This has no cost except time, so it’s a great option when allies are doing things between combat like using Medicine to heal or using Craft to repair their equipment. Just don’t annoy your party by constantly stopping to spend ten minutes to use this every time you walk aorund a corner.

10th Level

  • Oracular WarningAPG: Casters are most effective when they go early in combat, and the Oracle’s Perception progression is already horrible, so if you use this you are comfortable with the idea that you’re going to go very late in the initiative order. Use this on allied spellcasters or allies who rely on enemies being Flat-Footed so that their first turn is more impactful.
  • Quickened CastingAPG: Even though it’s only once per day, this is still really good. Most spells have a 2-Action casting time, so getting two spells out in a single turn means that you’re doing the most important part of two turns in a single turn.
  • Surging MightAPG: Situational by design, but a helpful option for the divine spell list, wich disproportionately relies on these damage types. Usually you can switch spells to get around resistances, but for creatures with multiple resistances this can be helpful.

12th Level

  • Domain FluencyAPG: This varies wildly by domain, but many domains have excellent advanced spells. See my Cleric Domains Breakdown for help selecting domains and domain spells.
  • Greater RevelationAPG: It probably seems odd that this gives you another Focus Point since oracles start with 2 and Advanced Revelation gives you another, but that’s because Greater Revelation does not require Advanced Revelation. Beyond that mechanical oddity, this feat will vary in effectiveness depending on your mystery, but it’s typically very good.
  • Magic SenseAPG: Situational. In most situations, you can rely on casting Detect Magic normally. It’s a cantrip..

14th Level

  • Forestall CurseAPG: Not good enough for it to only work once per day and be such a high level.
  • Mysterious RepertoireAPG: More versatility is excellent. You could even make this spell a Signature Spell. Look for staple options from other spell lists which scale well with spell level. If you’re short on ideas, Fireball is a solid choice.

16th Level

  • Diverse MysteryAPG: You probably have plenty of focus spells already, but many mysteries have excellent spell options which would complement your existing capabilities.
  • Portentous SpellAPG: Making targets Fascinated by you forces them to focus their attention on you instead of your allies, which is helpful for your allies but very dangerous for you since the Oracle isn’t especially durable.

18th Level

  • Blaze of RevelationAPG: At this level, your Fortitude save is +22 from proficiency, plus your Constitution modifier, plus an item bonus from your armor (hopefully +3 by now). Let’s say that you’ve raised your Constitution to 18, giving us a total modifier of +31. That means that you only roll a Critical Failure on a natural 1. If you can somehow raise your modifier by another +8, you can’t die from the save at the end of this. If you can, look for ways to get a reroll on the save.

    With the 5% chance of immediate death in mind, this is really powerful. Spamming your best revelation spell every turn can do a ton of great things, but of course the usefulness depends on your mystery. If your spells are good in combat, this is great. If they’re situational utility spells, maybe not.

  • Divine EffusionAPG: Effectively one additional 9th-level spell slot and one additional 8th-level spell slot. Remember that 10th-level spell slots use different rules, so you can only get an extra from a feat that specifically does it. Even so, two high-level spell slots is a ton of extra power.

20th Level

  • Mystery ConduitAPG: Forget about your revelation spells. Just ignore them. Run your curse up until you’re Overwhelmed. As long as your curse’s highest tier isn’t crippling (many of them are mildly helpful and only mildly annoying), this is effectively infinite spells of 5th level and below. Spam 1-Action spells like 5th-level Harm or Heal three times in a turn. Flame Strike every problem.

    Being Overwhelmed removes your ability to cast revelation spells, but there’s no other drawback, which I don’t think Paizo intended when they wrote this feat. As a GM I would rule that you can’t use this feat while Overwhelmed, but even with that limitation I would rate this blue because you still get three or four spells before you hit Overwhelmed, and outside of combat you can Refocus for 10 minutes and get three more free spells.

  • Oracular ProvidenceAPG: Casting 10th-level spells is probably the cooles thing that you will ever do, but even so you should consider Mystery Conduit for just how unfairly powerful it is.
  • Paradoxical MysteryAPG: A great concept, but by this level you have had plenty of opportunities to pick up domain and revelation spells from other feat.

General Feats

  • Armor ProficiencyCRB: The Oracle’s armor proficiencies are terrible. The Battle Mystery gets heavy armor, but every other Oracle is stuck in light armor and you don’t advance your armor proficiency until level 13. One or two feats to improve your armor options will net you +2 AC for each feat (though medium armor will only match light armor once you hit level 13).
  • Shield BlockCRB: A helpful defensive option, but if you’re drawing enough fire that you’re using it consistently you may need to reconsider your tactics.
  • ToughnessCRB: 8+ hit points isn’t a lot, and more will help keep you alive to keep your allies alive.


Every Oracle is terrible with weapons, including the Battle Mystery. Cast spells instead.


  • Studded LeatherCRB: Likely your permanent armor unless you go for Battle Mystery, in which case just take the heaviest armor you can get.


  • Bard: Charisma-based spellcasting. Not as versatile as the Sorcerer, but still a decent choice if you need to expand beyond the Divine Spell List.
  • Sorcerer: Charisma-based and access to any spell list, the Sorcerer offers an easy way to add additional spellcasting.