Pyrurge's Pathfinder 2e Homebrew

by drakantr

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Homebrew
SECOND EDITION

House Rules

See the main House Rules document here and the list of class changes here.

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 Impulse
FEAT 4

Archetype
Bloodletter Dedication
Your mastery of vitality extends to elemental phenomena. You can use Bloodburn upon dealing damage with a melee Elemental Blast, and Bloodletter feats that include a melee Strike include a melee Elemental Blast instead.

Marshal Archetype

Dashing Marshal
FEAT 6

Archetype
a marshal feat with the stance trait; panache
You inspire with style. When you use a marshal feat with the stance trait, it gains the bravado trait.

Reflexive Inspiration
FEAT 12

Archetype
a marshal feat with the stance trait
You roll initiative
You inspire without a thought. Use a marshal feat that has the stance trait.

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

Necromancer
consume thrall
You enhance your body with necromantic might. You gain the reaper’s might grave spell.

Reaper's Might
Spell 1

Uncommon
Concentrate
Grave
Necromancer
sustained up to 1 minute
For the duration, your proficiency with all axes, greatswords, scythes, and your deity’s favored weapon is equal to your proficiency with simple weapons, and you gain a +1 status bonus to attack and damage rolls made with the listed weapons and unarmed attacks. Additionally, when you Strike with a listed weapon or unarmed attack, you can also Sustain this spell as a free action. However, this strains your spellcasting; for the duration of this spell, you take a –2 status penalty to your spell attack modifiers and your spell DCs.
The status bonus to attack and damage rolls granted by this spell is increased to +2.
The status bonus to attack and damage rolls granted by this spell is increased to +3.

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

Archetype
Class
Dedication
Raging Spells
The power of your magic grows. You gain your bloodline’s blood magic.
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

Archetype
lightless void order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. The animal companion you gain is warped and mutated, obviously unnatural in appearance; its type is aberration instead of animal, and it frightens most onlookers. Replace its additional trained skill with Intimidation. This serves as Animal Companion for the purpose of meeting prerequisites.

Lightless Void Dedication
FEAT 2

Uncommon
Archetype
Class
Dedication
interstellar darkness
Your mind is used to the beyond. When you have the frightened or stupefied condition, calculate the DC of the flat check to lose a spell and the penalty to your spell attack rolls and spell DCs as though the condition value were 1 lower. You ignore the flat check to lose a spell from stupefied 1.

Aberration Familiar
FEAT 4

Archetype
Lightless Void Dedication
You reach for the stars, plucking a bit of alien life. You gain a familiar, which has the aberration trait instead of the animal trait.

Unnatural Sorcery
FEAT 6

Archetype
Lightless Void Dedication
You learn the dark rites your order passes on to its progeny. You gain the aberrant whispers bloodline spell as an order spell.
You can select this feat a second time if you are 10th level or higher, gaining the unusual anatomy bloodline spell as an order spell.

Unclean Summoning
FEAT 10

Archetype
Lightless Void Dedication
You pierce the veil between planes. You can cast summon entity once per day, heightened to the same rank as your highest-rank druid spell slot.

Unclean Transformation
FEAT 10

Archetype
Lightless Void Dedication
You can take the shape of an aberrant creature. If you don't have untamed form, you can cast aberrant form once per day, heightened to the same rank as your highest-rank druid spell slot.

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

Rare
Attack
Concentrate
Druid
Focus
Manipulate
Void
30 feet1 creature
Defense AC; 1 round
Black tentacles emerge from your arms, ensnaring a foe in their deadly embrace. Make a spell attack roll. On a hit, the withering grasp deals 2d6 void damage, and the foe is grabbed for 1 round or until it Escapes, or restrained on a critical hit.
The damage increases by 2d6.

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.