Homebrew Archetypes
Art of War
If you use "Archetypes: Art of War" Infinite Sourcebook by Dorji Sanjiev, use Duelist with the house-ruled Dueling Parry and two-handed weapons with the parry trait instead of Blademaster, and use Teridax's Skald instead of War Singer.
Assorted Homebrews
Use "Black Knight", "Anomalous Gates: Ice and Lightning", "Archetype: Elemental Blaster", "Sources of Power", "Power of Blood Magic", "Spellweapons and Bladecasters", and "Class Archetypes: Witch Warriors" Infinite Sourcebook by Dorji Sanjiev.
Add the following feat:
Blood ImpulseFEAT 4
Marshal Archetype
Dashing Marshal FEAT 6
Reflexive Inspiration
FEAT 12
Necromancer
Reaper Grim Fascination
Reapers, also known as death knights, are necromancers focused on martial prowess above all else.
Class Feat: Reaper’s Might
General Feat: Armor Proficiency
Thrall Benefit: You don't count Strikes made by thralls from Create Thrall toward your multiple attack penalty with Strikes made with unarmed attacks, greatswords, scythes, and all axes.
Reaper's Might FEAT 1
Reaper's Might
Spell 1
Death Priest
(Class Archetype)
Unlike a typical necromancer, you gain power from a dark bargain with a profane god. Some such priests sincerely worship their deity; others simply enter a faustian pact.
Additional Feats: 4th Divine Evolution (you ignore the prerequisites).
Unholy Power [1ST]
You draw your magic from a dark god. Unlike most class archetypes, death priests don’t have a separate dedication feat.
Prerequisites: You must be a necromancer.
Death Priest Adjustments: You don't gain the Dirge class feature. You are trained in Religion instead of Occultism.
Your key attribute is your choice of Intelligence, Wisdom, or Charisma (once you make this choice, you can't change it).
You must choose a deity; this deity must be able to provide harm in the Divine Font entry. If you do, you are bound by your deity’s anathema and can receive that deity’s unholy divine sanctification. If you violate their anathema, you lose your powers in the same manner as a Cleric who violates their deity’s anathema.
You cast spells of the divine tradition instead of the occult tradition. You prepare your spells from the common spells on the divine spell list, or from other divine spells to which you gain access and learn via Learn a Spell, like a cleric.
Psychokineticist
(Class Archetype)
Unlike most kineticists, you channel elemental power through your mind, controlling it through precise calculations, intuitive aptitude, or sheer will.
Mind over Matter [1ST]
You channel elements mentally. Unlike most class archetypes, psychokineticists don’t have a separate dedication feat.
Prerequisites: You must be a kineticist.
Psychokineticist Adjustments: Your key attribute is your choice of Intelligence, Wisdom, or Charisma; once you make this choice, you can't change it.
Your starting proficiency ranks for Fortitude and Will saves are trained and expert, respectively. You lose Will Expertise, Kinetic Durability, and Greater Kinetic Durability class features.
If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your key attribute modifier instead of your Constitution modifier.
At 3rd level, your proficiency rank for Fortitude saves increases to expert.
At 7th level, your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
At 15th level, your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you halve the damage you take.
Replace the mentions of Constitution modifier with your key attribute modifier in Elemental Familiar, Safe Elements, and Eternal Torch class feats.
Eldritch Rager
(Class Archetype)
You're a bloodrager from the first edition. That's it.
Additional Feats: 4th Basic Bloodline Spell (Player Core 2 181; you ignore the prerequisite), Blood Rising (Player Core 2 152), Propelling Sorcery (Player Core 2 153), Tap Into Blood (Player Core 2 152), 8th Advanced Bloodline (Player Core 2 154), 10th Crossblooded Evolution (Player Core 2 154), Explosion of Power (Player Core 2 154), 12th Greater Bloodline (Player Core 2 154), Quickened Casting (Player Core 2 155), 14th Terraforming Trickery (Player Core 2 155), 16th Reflect Harm (Player Core 2 156).
Raging Spells [1ST]
You have a sorcerous bloodline and are also a barbarian. You must select Eldritch Rager Dedication as your 2nd-level class feat.
Prerequisites: You must be a barbarian. You can't have the superstition instinct.
Eldritch Rager Adjustments: You gain 10 HP per level. While raging, you take a –1 penalty to AC.
Choose a bloodline; you must choose a bloodline compatible with your instinct, such as the dragon bloodline for the dragon instinct, or the elemental bloodline for the elemental instinct, at the GM's discretion. You are trained in the bloodline’s two skills and a number of additional skills equal to 2 plus your Intelligence modifier, instead of your normal starting skill proficiencies.
You gain Summoner's Spellcasting and Spell Repertoire class features, though you gain your spells from your sorcerous bloodline instead of an eidolon, and your bloodline determines your spellcasting tradition. Spells in your repertoire, as well as your bloodline spells, gain the rage trait while you are raging.
At 3rd level, you gain Summoner's Unlimited Signature Spells class feature.
At 9th and 17th levels, you gain Summoner's Expert Spellcaster and Master Spellcaster class features, respectively.
Eldritch Rager Dedication FEAT 2
Table 2:Eldritch Rager Spells per Day
| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 1 | — | — | — | — | — | — | — | — |
| 2 | 5 | 2 | — | — | — | — | — | — | — | — |
| 3 | 5 | 2 | 1 | — | — | — | — | — | — | — |
| 4 | 5 | 2 | 2 | — | — | — | — | — | — | — |
| 5 | 5 | — | 2 | 2 | — | — | — | — | — | - |
| 6 | 5 | — | 2 | 2 | — | — | — | — | — | - |
| 7 | 5 | — | — | 2 | 2 | — | — | — | — | — |
| 8 | 5 | — | — | 2 | 2 | — | — | — | — | — |
| 9 | 5 | — | — | — | 2 | 2 | — | — | — | — |
| 10 | 5 | — | — | — | 2 | 2 | — | — | — | — |
| 11 | 5 | — | — | — | — | 2 | 2 | — | — | — |
| 12 | 5 | — | — | — | — | 2 | 2 | — | — | — |
| 13 | 5 | — | — | — | — | — | 2 | 2 | — | — |
| 14 | 5 | — | — | — | — | — | 2 | 2 | — | — |
| 15 | 5 | — | — | — | — | — | — | 2 | 2 | — |
| 16 | 5 | — | — | — | — | — | — | 2 | 2 | — |
| 17 | 5 | — | — | — | — | — | — | — | 2 | 2 |
| 18 | 5 | — | — | — | — | — | — | — | 2 | 2 |
| 19 | 5 | — | — | — | — | — | — | — | 2 | 2 |
| 20 | 5 | — | — | — | — | — | — | — | 2 | 2 |
Lightless Void Order
(Class Archetype)
Ever there are heretical beliefs, and yours are among the most heretical of all. There is more to nature than is present on this ball of dirt they call a planet, things to worship that represent the natural order on the scale beyond the comprehension of mere mortals. There are entities terrible and great that dwell in the darkness beyond stars, worlds under their power that may be wholly alien to most yet are completely natural in their own eldritch way. They may call you mad for mingling with these horrors; you will call them small-minded.
Additional Feats: 14th Pact of Eldritch Eyes.
Interstellar Darkness [1ST]
You call upon nature beyond the stars, where darkness dwells and mortals lose their sanity. For you, it is as natural as breathing. You must select Lightless Void Dedication as your 2nd-level class feat.
Prerequisites: You must be a druid.
Interstellar Dark Adjustments: You are trained in Occultism instead of Nature, and you prepare spells from the common spells on the occult spell list, or from other occult spells to which you gain access and learn via Learn a Spell, rather than from the primal spell list.
You do not gain voice of nature and wildsong class features. You know the Aklo language, and you can ask questions of, receive answers from, and use the Diplomacy skill with aberrations, even if it's otherwise difficult or impossible. You gain a +1 circumstance bonus on all Diplomacy and Intimidation checks against aberrations, and gain the benefits of the Glad-Hand skill feat against aberrations in non-hostile situations.
You must choose the Lightless Void order (presented below) for your druidic order.
Lightless Void
You channel the outer darkness of the Dark Tapestry, believing it the true nature of the Universe: after all, it's so much vaster and grander than anything conventionally natural. The Outer Gods and alien civilizations are your nature spirits, frigid touch of the void, a comforting embrace.
Order Skill Intimidation
Druid Feat Aberrant Companion
Order Spell eldritch grasp
Anathema Commit wanton cruelty to aberrations or kill aberrations unnecessarily. (This doesn’t prevent you from defending yourself or others against aberrations or killing them cleanly for other purposes).
Aberrant Companion FEAT 1
Lightless Void Dedication FEAT 2
Aberration Familiar FEAT 4
Unnatural Sorcery FEAT 6
Unclean Summoning FEAT 10
Unclean Transformation FEAT 10
If you do have untamed form, add the shapes listed in aberrant form to your untamed form list, and whenever you're polymorphed into another shape using untamed form, you gain resistance 5 to precision damage.
Eldritch Grasp
Focus 1
Dying Earth Spellcaster
(Class Archetype)
You can only hold a few spells at a time, but can prepare them at any time you wish.
Vancian Preparation [1ST]
This class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). Unlike most class archetypes, Dying Earth spellcasters don’t have a separate dedication feat.
Prerequisites: You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day.
Dying Earth Spellcaster Adjustments: You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows.
- You can cast fewer spells at a time. You have the same amount of spell slots of the highest rank as normal (for example, as a 3rd level Wizard, you would have 2 2nd-rank spell slots, as well as the spell slot from your arcane school), but you have no more spell slots than this. As you increase in level, you lose all spell slots of a rank lower than your maximum.
- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, are changed as follows. If you gain extra spell slots from a source not mentioned here, they don't change due to this archetype.
- If you're a wizard, you only gain one extra spell slot of your maximum spell rank from your school's curriculum. Starting at 3rd level, you can reprepare this spell slot as per the Vancian Repreparation class feature.
- If you're a wizard of the School of Unified Magical Theory, instead of using Drain Bonded Item once per day for each rank of spell you can cast, starting at 3rd level, change its frequency to "Until you fully refill your focus pool".
- If you're a cleric with Divine Font, you instead gain 2 additional spell slots each day at your highest rank of cleric spell slots, and can designate 1 Divine Font spell slot as a vancian spell slot at your daily preparations. You can reprepare this spell slot as per the Vancian Repreparation class feature. At 5th level, the number of additional slots increases to 3, and at 15th level, the total number of additional slots increases to 4.
Vancian Repreparation 3RD
Starting at 3rd level, you can designate 1 spell slot you have as a vancian spell slot at your daily preparations. Whenever you Cast a Spell using this spell slot, you can spend 1 Focus Point to prime this spell slot for repreparation. If you did, whenever you Refocus, you can prepare a different spell you know in this spell slot (abiding by the restrictions of this specific spell slot; for example, you can only reprepare curriculum spells in a wizard's arcane school slot, or heal in a Healing Font slot), letting you use it again to Cast the new prepared Spell. If you have several primed spell slots, you can reprepare all of them when you Refocus.
You gain a focus pool of 1 Focus Point if you didn't have one, or 2 if you're a wizard or a cleric. You don't need to do anything specific to Refocus. If you've spent Focus Points only to prime spell slots for repreparation since the last time you Refocused, you regain all Focus Points when you Refocus.
At 5th level, you can designate 2 spell slots you have at your daily preparations as vancian spell slots, and you increase the number of Focus Points in your focus pool by 1. As normal, you can't increase the size of your focus pool above 3 points.
At 7th level, you can designate 3 spell slots you have at your daily preparations as vancian spell slots, and you increase the number of Focus Points in your focus pool by 1 again. As normal, you can't increase the size of your focus pool above 3 points, unless you're a wizard or a cleric, in which case your focus pool increases to 4 points.
Dying Earth Spellcaster
(Class Archetype)
You can only hold a few spells at a time, but can prepare them at any time you wish.
Vancian Preparation [1ST]
This class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). Unlike most class archetypes, Dying Earth spellcasters don’t have a separate dedication feat.
Prerequisites: You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day.
Dying Earth Spellcaster Adjustments: You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows.
- You can cast fewer spells at a time. You have the same amount of spell slots of the highest rank as normal (for example, as a 3rd level Wizard, you would have 2 2nd-rank spell slots, as well as the spell slot from your arcane school), but you have no more spell slots than this. As you increase in level, you lose all spell slots of a rank lower than your maximum.
- Extra spell slots you gain that have additional restrictions, like the cleric's divine font spells, don't change due to this archetype. The wizard's specialist school spells are an exception and are changed as follows.
- If you're a wizard, you only gain one extra spell slot of your maximum spell rank from your school's curriculum. Starting at 3rd level, you can reprepare this spell slot as per the Vancian Repreparation class feature, and can only prepare different curriculum spells in this slot.
- If you're a wizard of the School of Unified Magical Theory, instead of using Drain Bonded Item once per day for each rank of spell you can cast, starting at 3rd level, change its frequency to "Until you fully refill your focus pool".
Vancian Repreparation 3RD
Starting at 3rd level, you can designate 1 spell slot you have as a vancian spell slot at your daily preparations. Whenever you Cast a Spell using this spell slot, you can spend 1 Focus Point to prime this spell slot for repreparation. If you did, whenever you Refocus, you can prepare a different spell you know in this spell slot, letting you use it again to Cast the new prepared Spell. You can't prepare a spell you already cast this day when you do this. If you have several primed spell slots, you can reprepare all of them when you Refocus.
You gain a focus pool of 1 Focus Point if you didn't have one, or 2 if you're a wizard or a cleric. You don't need to do anything specific to Refocus. If you've spent Focus Points only to prime spell slots for repreparation since the last time you Refocused, you regain all Focus Points when you Refocus.
At 5th level, you can designate 2 spell slots you have at your daily preparations as vancian spell slots, and you increase the number of Focus Points in your focus pool by 1. As normal, you can't increase the size of your focus pool above 3 points.
At 7th level, you can designate 3 spell slots you have at your daily preparations as vancian spell slots, and you increase the number of Focus Points in your focus pool by 1 again. As normal, you can't increase the size of your focus pool above 3 points, unless you're a wizard, in which case your focus pool increases to 4 points.
Featured Homebrew
Classes
Paragon
A one-trick-pony resourceless spellcaster. Made by Teridax. See here.
Scion
A true blend of martials and spellcasters. Made by Teridax. See here.
Shifter
A tank that transforms into a monster. Made by Teridax. See here.
Ancestries
Warforged & Dragonborn
Other Homebrew
Salamileg's Homebrew Compendium
Made by Salamileg. See here.
Delioth Homebrew Nexus
Made by Delioth. See here.
Class Paths
Champion Harbinger
Auramancer Champion. Made by Teridax. See here.
Dunamancy
Manipulate space and time. Made by fanatic66. See here.
Hunter's Edges
Additional Edges for the Ranger. Made by Teridax. See here.
Kinetic Knight
A gish Kineticist. Made by Teridax. See here.
Metamagus
Alternate Magus traditions. Made by Teridax. See here.
Skald
A gish Bard. Made by Teridax. See here.
Wild Magic
The lolrandom bloodline. Made by fanatic66. See here.