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This page contains homebrew content for Pathfinder Second Edition.
⚠️Warning: many of these items were homebrew from private games. Do not assume that items on this page are well-tested and well-balanced!
Many of these homebrew elements have JSON files that can be imported into Foundry. To do this:
Please note, Foundry and its PF2e system update frequently, so I can't always ensure these JSON files are supported by the latest versions.
Basic items for Foundry import can be found here.
Your patron represents the brilliant light of the sun.
Spell List arcane; Patron Skill Arcana
Defense Fortitude; Duration sustained for up to 1 minute
Lesson You gain Shining Hex hex cantrip and your familiar learns Dizzying Colors.
Familiar When you Cast or Sustain a hex your familiar gains the following reaction until the start of your next turn.
Foundry JSON File effulgence-of-sunlight.json
Trigger A willing creature the familiar can see within 15 feet is the target of an attack, spell, or other effect
Effect Brilliant light momentarily issues from the creature, potentially throwing off those targeting it. The creature is Concealed from the creature making the triggering attack, spell, or other effect; then that concealment ends. The creature making the triggering attack, spell, or other effect is unaffected if if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target the creature, such as if it were Hidden.
You're willing to push your innovation past normal limits. Failing the flat check associated with the Unstable trait no longer prevents you from using Unstable actions. However, all further failures become critical failures instead (which do prevent further Unstable actions), ending when you spend 10 minutes retuning your innovation.
Prerequisites At any point in the past, you've spoken about your innovation with at least three Helpful individuals who were at least trained in Crafting.
Trigger You failed the flat check associated with the Unstable trait.
Wise words of advice come to mind that help you keep an unruly innovation running. The DC of the triggering check is reduced, potentially changing the result to a success. Determine who has the lowest proficiency in crafting out of yourself and the three crafters you spoke with (as per the prerequisites). The reduction in DC is determined by that lowest proficiency:
This is cumulative with other effects that alter the DC of the Unstable trait.
Archetype Scroll Trickster
Prerequisites Scroll Trickster Dedication, you have a spellcasting class feature
You're so familiar with scrolls from your own spell tradition that you can begin to invoke their magic before fully unfurling them. If the next action you use is activating a spell scroll, you Interact to draw that scroll. In order for a spell scroll to qualify for use with this feat:
Tradition divine, occult
Range touch; Targets 1 creature
Defense AC
You envelop a limb with a dark power from the depths of Hell and lash out at your target. Make a melee spell attack roll against the target’s AC. If you hit, you deal 2d4 void damage, or 2d6 void damage if the target's hit points are less than or equal to half of their maximum hit points.
If this cantrip does damage and leaves the target's hit points at less than or equal to half of its maximum hit points, the target gains weakness 1 to any damage from the caster for 1 minute.
Heightened (+1) The damage increases by one die, and the weakness increases by 1.
Patron Effulgence of Sunlight
Range 30 feet; Targets 1 creature that is in bright light or dim light
Defense Fortitude; Duration sustained for up to 1 minute
Foundry JSON File shining-hex.json; shining-hex-collapsed.json (collapsed text)
You cause any light falling on the target to become more brilliant, potentially damaging and disorienting it, depending on its Fortitude save. Once this spell ends, the target becomes temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success As failure, except the damage is halved, and Dismissing the spell has no effect.
Failure The target takes 2d6 damage if it is in bright light, 2d4 damage if it is in dim light, and no damage otherwise. The damage type is fire or vitality, chosen when you first Cast the Spell; this gives the spell the Fire or Vitality trait respectively. The target takes damage again the first time each round you Sustain the Spell; roll the damage each time as appropriate to the target's lighting at the time of the roll. You can Dismiss the spell; if the target is in bright it becomes Dazzled until the end of its next turn.
Critical Failure As failure, except the damage is doubled, and Dismissing the spell also Dazzles a target in dim light.
Heightened (+1) The damage increases by 1d6 for targets in bright light, and 1d4 for targets in dim light.