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This page contains homebrew content for Pathfinder Second Edition.
⚠️Warning: items on this page are necessarily 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.
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.