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Oracle and starting Witch.
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hyphz committed May 15, 2021
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3,102 changes: 3,092 additions & 10 deletions output/index.html

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6 changes: 3 additions & 3 deletions tiddlers/$__StoryList.tid
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created: 20210508135336859
list: Item [[Gloom Blade]] [[Frost Brand]] [[Flame Tongue]] [[Fighter's Fork]] [[Dwarven Thrower]] [[Dagger of Venom]] [[Caterwaul Sling]] [[Bloodletting Kukri]] [[Magic Weapon (Item)]] [[Adamantine Armor]] [[Magic Armor]] [[Wand of Smoldering Fireballs]] [[Wand of Widening]] [[Wand of Continuation]] [[Magic Wand]] [[Pocket Stage]] [[Instant Fortress]] [[Explorer's Yurt]] [[Verdant Staff]] [[Staff of Transmutation]] [[Staff of Necromancy]] [[Staff of Illusion]] [[Staff of Evocation]] [[Staff of Enchantment]] [[Staff of Divination]] [[Staff of Conjuration]] [[Staff of Abjuration]] [[Start Page]]
modified: 20210508164522104
created: 20210515151334926
list: Witch [[Paradoxical Mystery]] [[Oracular Providence]] [[Mystery Conduit]] [[Divine Effusion]] [[Blaze of Revelation]] [[Mysterious Repertoire]] [[Forestall Curse]] [[Domain Fluency]] [[Greater Revelation]] [[Advanced Revelation]] Oracle [[Surging Might]] [[Bespell Weapon]] [[Divine Access]] [[Cantrip Expansion]] [[Glean Lore]]
modified: 20210515180254442
title: $:/StoryList
type: text/vnd.tiddlywiki
4 changes: 2 additions & 2 deletions tiddlers/Access Lore.tid
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Expand Up @@ -9,12 +9,12 @@ m-components: Somatic
m-domain:
m-duration: 1 minute
m-level: 3
m-mystery: Lore (Mystery)
m-mystery: [[Lore (Mystery)]]
m-range:
m-save:
m-targets:
m-time:
modified: 20200811000939415
modified: 20210515164354432
s-crit:
s-fail:
s-fumble:
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13 changes: 13 additions & 0 deletions tiddlers/Advanced Revelation.tid
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created: 20210515173029227
feat-class: Oracle
feat-level: 6
modified: 20210515173055596
tags: Class Feat Oracle
title: Advanced Revelation
type: text/vnd.tiddlywiki

You must have an initial revelation spell in order to take this feat.

You learn an advanced revelation spell associated with your mystery.

Increase the number of Focus Points in your focus pool by 1.
35 changes: 35 additions & 0 deletions tiddlers/Ancestors.tid
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created: 20210515153933606
mod-strike: Martial Ancestor: +0-1 status to attack and +0-6 status to damage.
modified: 20210515161102790
modtag-skill: Skillful Ancestor: +0-2 status bonus to skill checks.
modtag-spell: Casting Ancestor, Moderate/Major: Non-cantrips gain bonus to damage or healing.
my-cantrip: Guidance
my-domain: [[Death (Domain)]] Family
my-revelation: [[Ancestral Touch]] [[Ancestral Defense]] [[Ancestral Form]]
my-skill: Society
tags: Oracle Splat
title: Ancestors
type: text/vnd.tiddlywiki

{{||MysterySummary}}

You gain an additional ancestry feat at 1st level and another additional ancestry feat at 11th level. These feats can’t be ones that grant physiological effects, such as additional senses or unarmed attacks.

!!! Curse of Ancestral Meddling

''Minor Curse'' The first time you gain this effect each day, roll 1d4 the table below to determine which type of ancestor becomes predominant. This predominant ancestor guides you to use their preferred type of action. When you try to use one of the types of actions listed for the other ancestors, you must succeed at a DC 4 flat check. On a failure, you spend the action but gain no effect (though you don’t lose the spell if you were Casting a Spell).

If your action would take 1 minute or longer, it’s long enough that you can overcome the meddling, and you don’t need to attempt a flat check.

During combat or another tense, round-by-round encounter, other ancestors wrestle for control of your actions. When you roll initiative, and then at the end of each of your turns during the encounter, roll 1d4 and change your predominant ancestor appropriately. Once the encounter ends, you return to the influence of the ancestor you first rolled for the day.

''Moderate Curse'' The flat check DC to use other actions is 6, and you get the moderate curse benefit listed for your predominant ancestor.

''Major Curse'' The flat check DC is 8, and you get the major curse benefit listed for your predominant ancestor instead of the moderate curse benefit.

| !Roll | !Ancestor | !Preferred Action | !Moderate | !Major |
| 1 | Martial | [[Strike]] | Your Strikes gain +1 status to attack rolls and +2 status to damage. | Your Strikes gain +1 status to attack rolls and +6 status to damage. |
| 2 | Skillful | [[Perception]] and Skill Actions | +1 status to skill and Perception checks. | +2 status to skill and perception checks. |
| 3 | Spellcasting | [[Cast a Spell]] | Non-cantrips without a duration gain a status bonus to their damage and healing equal to the spell's level. | Non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level + 3. |
| 4 | You choose which ancestor guides your actions. |<|<|<|

29 changes: 29 additions & 0 deletions tiddlers/Battle.tid
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created: 20210515161118857
mod-ac: -2 status if you didn't Strike this turn. Moderate: -1 if you did.
mod-fortitude: -2 status if you didn't Strike this turn. Moderate: -1 if you did.
mod-light_armor_expertise: At level 13 also gain expert proficiency in medium and heavy armor.
mod-reflex: -2 status if you didn't Strike this turn. Moderate: -1 if you did.
mod-weapon_expertise: At level 11 gain expert for martials in chosen group and trained in advanced in that group.
mod-will: -2 status if you didn't Strike this turn. Moderate: -1 if you did.
modified: 20210515161631555
my-cantrip: [[Shield (Spell)]]
my-domain: Might Zeal
my-skill: Athletics
tags: Oracle Splat
title: Battle
type: text/vnd.tiddlywiki

{{||MysterySummary}}

You are no stranger to the trappings of warfare. You are trained in medium and heavy armor. At 13th level, if you gain the [[Light Armor Expertise]] class feature, you also gain expert proficiency in these armors.

Choose one weapon group that embodies your mystery. You are trained in all martial weapons of that group. At 11th level, if you gain the [[Weapon Expertise]] class feature, you also gain expert proficiency for martial weapons in your chosen group, and you become trained in advanced weapons in that group..

!!! Curse of the Hero's Burden

''Minor Curse'' Your body languishes when you aren’t bringing harm to your foes. You take a –2 status penalty to AC and saving throws, but each time you make a Strike, you can suspend these penalties until the start of your next turn.

''Moderate Curse'' Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain [[Fast Healing]] equal to half your level while in a non-trivial combat encounter.

''Major Curse'' Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse’s fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are [[Stupefied]] 2.

6 changes: 3 additions & 3 deletions tiddlers/Bespell Weapon.tid
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created: 20201024171156293
feat-class: Sorcerer Wizard
feat-class: Sorcerer Wizard Oracle
feat-level: 4
modified: 20201122152135486
tags: Wizard Action Free Class Feat Sorcerer
modified: 20210515172342549
tags: Wizard Action Free Class Feat Sorcerer Oracle
title: Bespell Weapon
type: text/vnd.tiddlywiki

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21 changes: 21 additions & 0 deletions tiddlers/Blaze of Revelation.tid
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created: 20210515175227093
feat-class: Oracle
feat-level: 18
modified: 20210515175522245
s-crit: You aren't otherwise affected.
s-fail: You are [[Drained]] 4 and can't reduce or remove this condition until your next preparations.
s-fumble: You die.
s-hit: You are [[Drained]] 2 and can't reduce or remove this condition until your next preparations.
tags: Class Feat Oracle
title: Blaze of Revelation
type: text/vnd.tiddlywiki

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 DC 40 [[Fortitude]] save.

{{||SaveSuccessTable}}
28 changes: 28 additions & 0 deletions tiddlers/Bones.tid
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created: 20210515155932626
mod-drained: Moderate: Can't reduce drained below 1.
mod-recovery_check: Major: can choose automatic success.
mod-wounded: Major: can't reduce wounded below 1.
modified: 20210515161050661
modtag-death: Moderate: +4 status on saves and promote successes. Major: promote fumbles.
modtag-disease: Moderate: +4 status on saves and promote successes. Major: promote fumbles.
modtag-healing: Non-magical healing gives only half HP.
modtag-poison: Moderate: +4 status on saves and promote successes. Major: promote fumbles.
my-cantrip: [[Chill Touch]]
my-domain: [[Death (Domain)]] Undeath
my-skill: Medicine
tags: Oracle Splat
title: Bones
type: text/vnd.tiddlywiki

{{||MysterySummary}}

Each day during your preparations, you can choose to align yourself in the confluence of positive and negative energy so as to gain negative healing, which means you are harmed by positive damage and healed by negative effects as if you were undead. If you already have negative healing, instead the DC of your recovery checks is equal to 9 + your current dying value.

!!! Curse of Living Death

''Minor Curse'' Non-magical effects that would restore your Hit Points only grant you half as many HP as normal.

''Moderate Curse'' You become [[Drained]] 1, and this drained condition is cumulative with any other drained conditions you gain. This drained condition is removed only when you Refocus; effects that normally remove the drained condition reduce your drained condition to drained 1 instead. In addition, you gain resistance to poison equal to half your level. You gain a +4 status bonus to saves against diseases, poisons, and death effects, and if you roll a success on such a save, you get a critical success instead.

''Major Curse'' You become [[Wounded]] 1. This wounded condition is removed only when you Refocus; effects that normally remove the wounded condition reduce your wounded condition to wounded 1 instead. When you would attempt a recovery check, you can choose to get an automatic success instead of rolling, and if you roll a critical failure on a save against a disease, poison, or death effect, you get a failure instead.

4 changes: 2 additions & 2 deletions tiddlers/Brain Drain.tid
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Expand Up @@ -9,12 +9,12 @@ m-components: Somatic Material
m-domain:
m-duration:
m-level: 1
m-mystery: Lore (Mystery)
m-mystery: [[Lore (Mystery)]]
m-range: 30 feet
m-save: Will
m-targets: 1 creature
m-time:
modified: 20200811002449991
modified: 20210515164337235
s-crit:
s-fail:
s-fumble:
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6 changes: 3 additions & 3 deletions tiddlers/Cantrip Expansion.tid
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created: 20200711181015739
feat-class: Bard Cleric Sorcerer Wizard
feat-class: Bard Cleric Sorcerer Wizard Oracle
feat-level: 2
modified: 20201122151431159
tags: Ability Class Feat Wizard Bard Cleric Sorcerer
modified: 20210515171913126
tags: Ability Class Feat Wizard Bard Cleric Sorcerer Oracle
title: Cantrip Expansion
type: text/vnd.tiddlywiki

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23 changes: 23 additions & 0 deletions tiddlers/Cosmos.tid
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created: 20210515161822941
mod-grapple: -2-4 saves and DCs vs forced movement.
mod-shove: -2-4 saves and DCs vs forced movement.
mod-trip: Moderate: +2 status to resist.
modified: 20210515162324884
my-cantrip: [[Dancing Lights]]
my-domain: Darkness Moon
my-skill: Nature
tags: Oracle Splat
title: Cosmos
type: text/vnd.tiddlywiki

{{||MysterySummary}}

Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.

!!! Curse of the Sky's Call

''Minor Curse'' Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are [[Enfeebled]] 1 and take a –2 penalty to saves and DCs against [[Grapple]], [[Shove]], and other forms of forced movement.

''Moderate Curse'' Your body is drawn further skyward. You are [[Enfeebled]] 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for <<tag Wind>> effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the [[Powerful Leap]] and [[Quick Jump]] skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.

''Major Curse'' As your body rises, you float just above the ground beneath you. You become [[Enfeebled]] 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the [[Cloud Jump]] skill feat; and you don’t leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
6 changes: 4 additions & 2 deletions tiddlers/Debilitating Dichotomy.tid
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Expand Up @@ -4,6 +4,8 @@ a-fail:
a-fumble:
a-hit:
created: 20200811010729027
feat-class: Oracle
feat-level: 8
m-area:
m-components: Somatic Verbal
m-domain:
Expand All @@ -13,12 +15,12 @@ m-range: 30 feet
m-save: Will
m-targets: 1 creature other than you
m-time:
modified: 20200811010831109
modified: 20210515173432150
s-crit:
s-fail:
s-fumble:
s-hit:
tags: Spell Somatic Verbal Concentrate Manipulate [[Focus Spell]] Uncommon Cursebound Evocation Mental Oracle
tags: Spell Somatic Verbal Concentrate Manipulate [[Focus Spell]] Uncommon Cursebound Evocation Mental Oracle Feat Class
title: Debilitating Dichotomy
type: text/vnd.tiddlywiki

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22 changes: 22 additions & 0 deletions tiddlers/Diverse Mystery.tid
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created: 20210515174920466
feat-class: Oracle
feat-fpre: [[Advanced Revelation]]
feat-level: 16
modified: 20210515175024479
tags: Class Feat Oracle
title: Diverse Mystery
type: text/vnd.tiddlywiki

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);
* either of these criteria would be met once you finish Casting the Spell.
13 changes: 13 additions & 0 deletions tiddlers/Divine Access.tid
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created: 20210515172358819
feat-class: Oracle
feat-level: 4
modified: 20210515172426597
tags: Class Feat Oracle
title: Divine Access
type: text/vnd.tiddlywiki

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.
15 changes: 15 additions & 0 deletions tiddlers/Divine Aegis.tid
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created: 20210515172012246
feat-class: Oracle
feat-level: 2
mod-fortitude: +1 circumstance vs non-divine magic, -1 vs divine.
mod-reflex: +1 circumstance vs non-divine magic, -1 vs divine.
mod-will: +1 circumstance vs non-divine magic, -1 vs divine.
modified: 20210515172158647
tags: Class Feat Oracle Action Divine Abjuration Reaction
title: Divine Aegis
turn-eun: Save adjustments wear off.
type: text/vnd.tiddlywiki

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.
11 changes: 11 additions & 0 deletions tiddlers/Divine Effusion.tid
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created: 20210515175541857
feat-class: Oracle
feat-level: 18
modified: 20210515175605018
tags: Class Feat Oracle
title: Divine Effusion
type: text/vnd.tiddlywiki

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.
13 changes: 13 additions & 0 deletions tiddlers/Domain Acumen.tid
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created: 20210515172217395
feat-class: Oracle
feat-level: 2
modified: 20210515172302692
tags: Class Feat Oracle
title: Domain Acumen
type: text/vnd.tiddlywiki

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 <<tag Cursebound>> trait.

Increase the number of Focus Points in your focus pool by 1.
15 changes: 15 additions & 0 deletions tiddlers/Domain Fluency.tid
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created: 20210515174442049
feat-class: Oracle
feat-level: 12
modified: 20210515174517379
tags: Class Feat Oracle
title: Domain Fluency
type: text/vnd.tiddlywiki

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 <<tag Cursebound>> trait.

Increase the number of Focus Points in your focus pool by 1.
4 changes: 2 additions & 2 deletions tiddlers/Dread Secret.tid
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Expand Up @@ -9,12 +9,12 @@ m-components: Somatic Material
m-domain:
m-duration: Until the start of your next turn
m-level: 6
m-mystery: Lore (Mystery)
m-mystery: [[Lore (Mystery)]]
m-range: 60 feet
m-save: Will
m-targets: Up to 6 creatures
m-time:
modified: 20200811011307470
modified: 20210515164413964
s-crit: The creature is unaffected.
s-fail: As success, and the creature becomes [[Frightened]] 1 from the revelation of its dread secret.
s-fumble: As failure, except the creature is [[Frightened]] 3.
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15 changes: 15 additions & 0 deletions tiddlers/Extreme Curse.tid
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created: 20210515153654498
mod-refocus: Gain 3 Focus points instead of 1.
modified: 20210515153811715
title: Extreme Curse
type: text/vnd.tiddlywiki

You have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul.

When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.

When affected by your extreme curse, you become [[Doomed]] 2 (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the <<tag Fortune>> trait and doesn’t require you to spend an action, meaning you can use the reroll even if you can’t act. These effects are in addition to all the effects of your major curse, and they can’t be removed by any means until you Refocus to reduce your curse to its minor effect.

If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain doomed 2 even if you Refocus.

Additionally, if you spend at least 3 Focus Points before you again Refocus, you recover 3 Focus Points when you Refocus instead of 1.
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