Spellblade

By Delioth || v0.9.4

Blending Might and Magic, these wielders of nearly-untamed magic use forms learned and passed down from many masters to harness unique fighting styles that energize their blades and hearts to bring swift destruction to their foes.


Key Ability

Strength, Dexterity, or Other

Hit Points

8 plus your Constitution Modifier

Proficiencies

Perception

Expert

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in one skill determined by your Discipline

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in spellblade class DC

Trained in Spell Attacks & DCs

Playing a Spellblade

Hit things with a weapon, and do a little magic to make it really sting their ego.

Roleplaying a Spellblade

You're a magic knight or a cool witchblade or something. Go wild.

Flavor

Make it up, there's a million examples. I might get to this eventually.

Class Features

Ancestry and Background

In addition to theen abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in the sidebar there ==>

Discipline

Every spellblade has some discipline, the forms they were taught to fight with along with their primary source of power. Your discipline gives you a selection of initial stances, determines the tradition of your cantrips and focus spells, grants a way to interact with the Energized condition, and allows you to select feats tied to your discipline.

Important mechanics.

As part of Spellblade, I'm introducing two related mechanics; the Energizing trait and the Energized condition.

Energizing: the Energizing trait always comes with a value. When you take an action with the energizing trait, increase your Energized condition by the value of the Energizing condition.

Energized: The Energized condition stacks up. It can be used for various Spellblade features. Any effects which give you a specific value of Energized increase your Energized condition by that amount. The Energized condition is removed when you leave Encounter mode.

Table 1-1 Spellblade Advancement

Level Class Features
1 Ancestry and background, cantrips, discipline, eldritch forms, initial proficiencies, magical strike
2 Skill feat, spellblade feat
3 Blade Arts, general feat, skill increase
4 Skill feat, spellblade feat
5 Ability boosts, ancestry feat, prowess, skill increase
6 Skill feat, spellblade feat
7 General feat, indomitable will, skill increase, weapon specialization
8 Skill feat, spellblade feat
9 Ancestry feat, great fortitude, signature discipline, skill increase
10 Ability boosts, skill feat, spellblade feat
11 Evasion, general feat, medium armor expertise, skill increase
12 Skill feat, spellblade feat
13 Ancestry feat, keen perception, skill increase, weapon mastery
14 Skill feat, spellblade feat
15 Ability boosts, general feat, greater resolve, greater weapon specialization, skill increase
16 Skill feat, spellblade feat
17 Ancestry feat, master discipline, skill increase
18 Skill feat, spellblade feat
19 Bladespells, general feat, medium armor master, skill increase
20 Ability boosts, skill feat, spellblade feat


Magical Strike

Level 1

You gain the Magical Strike action, which allows you to strike with a magic-infused weapon or unarmed attack.

Magical Strike


 
spellblade
concentrate
magical
flourish
energizing 1
 

Source Delioth Homebrew

Version 0.3.0


You infuse an attack with magical power. Make a Strike with a weapon or unarmed attack. This Strike deals an additional 1d8 damage of the same type as the attack’s base damage. Many Spellblade Stances may change this effect's damage type, or give other secondary uses or effects to it.

Cantrips

Level 1

You draw upon the power of your Discipline for some basic magical tasks. You can cast cantrips using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting cantrips. You do not gain spell slots. Your spell attack and DC proficiency is the same as your proficiency rank in your spellblade class DC, but your casting ability is determined by your Discipline.

You can cast your cantrips at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up.

You learn 2 cantrips, chosen from the tradition your Discipline grants.

Eldritch Forms

Level 1

As a spellblade, you rely on special stances and forms to harness and refine magical energy in a way completely distinct from the standard repertoire of spellcasters. Eldritch stances are a special type of spell that are also a stance. Eldritch stances are usually cantrips, though some may be noted as focus spells. When an Eldritch stance is a focus spell, it costs 1 Focus Point to cast the stance. Most Eldritch stances will also grant you access to cast a focus spell when you leave the stance and stop channeling that stance's form.

You start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to drill the basic forms or meditate on your Discipline.

Focus Spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The fuCRll rules for focus spells appear on page 300 of the Pathfinder 2nd Edition Core Rulebook.

Eldritch Stance Cantrips

Most Eldritch stances are special eldritch cantrips that don't cost focus points, so you can enter them as often as you like. Eldritch cantrips are in addition to the cantrips you choose from your discipline's spell list. Generally, only feats can give you more Eldritch stance cantrips. You learn the elementary stance Eldritch stance cantrip, which spends your energized condition to increase your damage.


Spending Energized

Some features or feats refer to "spending" Energized. When a feature calls for you to spend Energized, you reduce your current Energized condition by that amount to gain the benefit described. So if Oni is currently Energized 3, and uses a feat which requires him to spend 2 Energized, he would lower his Energized condition by 2 to become Energized 1 to gain the feat's benefits.

Skill feats

Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Spellblade Feats

Level 2

At 2nd level and every even-numbered level, you gain a spellblade class feat. Spellblade class feats are described beginning shortly.

Blade Arts

Level 3

You gain the Blade Arts free action, which lets you substitute Energized for your Focus points.

Blade Arts

Feature 3


Cost Spend 5 Energized


If your next action is to cast a focus spell or take an action which will trigger one of your focus spells, you do not need to pay the Focus Point.

General Feats

Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases

Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.


Ability Boosts

Level 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.

Ancestry Feats

Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Prowess

Level 5

Your skill and fervor make your weapons deadly. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While you are Energized 2 or more, or when making a Magical Strike, you gain access to the critical specialization effects for your weapons.

Indomitable Will

Level 7

Your discipline makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Weapon Specialization

Level 7

You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. In addition, the additional damage from your Magical Strike increases to 2d8.

Great Fortitude

Level 9

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Signature Discipline

Level 9

Your Discipline's unique Energized mechanic gets an upgrade. Specifics are detailed in the Disciplines. Your proficiency ranks for your spellblade class DC, spellblade spell attacks, and spellblade spell DC increase to expert.

Evasion

Level 11

You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Medium Armor Expertise


Level 11

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Mastery

Level 13

You fully understand weaving blades with magic. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Keen Perception

Level 13

You've developed a keen awareness and attention to detail. Your proficiency rank for perception increases to master.

Greater Weapon Specialization


Level 15

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a a master, and 8 if you're legendary. I additional damage from Magical Strike increases to 3d8.

Greater Resolve

Level 15

Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.

Master Discipline

Level 17

Your discipline's feature upgrades, allowing you to spend up to 5 Energized to reap the benefits of that feature. In addition, your proficiency ranks for your spellblade class DC, spellblade spell attacks, and spellblade spell DC increase to master.

Medium Armor Master


Level 19

Your skill with armor improves, increasing your ability to evade and block blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.

Bladespells

Level 19

Your every movement weaves magic from your weapon's movement. Strike gains the [Energizing 1] trait for you.

Disciplines

Nature's Warrior

You weave nature's elements into your blade arts. Your cantrips and focus spells are Primal, your casting stat is Wisdom, and you are trained in Nature. Additionally, you gain one 1st level spellblade feat with at least one of the following traits: earth, air, fire, water, morph, polymorph, abjuration. You gain the Primal Bounding action, which lets you use your Energized condition to enhance your mobility.

Primal Bounding

Feature 1


 
primal
 

Requirement you are at least Energized 2


Spend up to 3 Energized. Stride, and gain a circumstance bonus to your Speed for this action equal to 5 times the Energized spent.

You may instead Burrow, Climb, Fly, or Swim with this action if you have the relevant speed.


Signature Discipline

When you are 9th level, you can spend up to 4 Energized. Additionally, increase the Speed bonus by 5 feet.

Master Discipline

When you are 17th level, you can spend up to 5 Energized. Increase the Speed bonus by an additional 5 feet (for a total of 10 plus 5 times the Energized spent).

Magus

You weave the building blocks of arcana with the deft motions of your blade. Your cantrips and focus spells are Arcane, your casting stat is Intelligence, and you are trained in Arcana. Additionally, you gain one 1st level spellblade feat with at least one of the following traits: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation. You gain the Arcane Deflection action, which allows you to utilize your Energized condition to deflect attacks heading your way.

Arcane Deflection

Feature 1


 
arcane
 

Requirement you are at least Energized 2

Trigger you are targeted by an attack


Spend up to 3 Energized. You gain a Status bonus to AC against the triggering attack equal to the Energized you spent.


Signature Discipline

When you are 9th level, you can spend up to 4 Energized.

Master Discipline

When you are 17th level, you can spend up to 5 Energized.

Psychic Warrior

You use the esoteric arts to tear down your enemies. Your cantrips and focus spells are Occult, your casting stat is Charisma, and you are trained in Occultism. Additionally, you gain one 1st level spellblade feat with at least one of the following traits: mental, emotion, fear, prediction, enchantment, illusion, abjuration. You gain the Shielded Mind reaction, which allows you to prevent mental effects by utilizing your Energized condition.

Shielded Mind

Feature 1


 
occult
 

Requirement you are at least Energized 2

Trigger You are targeted by a mental or emotion effect


Spend up to 3 Energized. You gain a Status bonus to any rolls against the triggering effect, or DCs the triggering effect must beat. This bonus is equal to the amount of Energized you spent

Signature Discipline

When you are 9th level, you can spend up to 4 Energized.

Master Discipline

When you are 17th level, you can spend up to 5 Energized.

TERM

Alignment Damage

The following rules may at times refer to "alignment" or "alignment damage." When they do, Alignment always means an alignment your deity has; if you do not have a deity, this can be any alignment which you have. If you are using variant alignment rules, this may also simply be damage which harms those who have fundamentally different beliefs.

Warpriest

You smite your enemies using righteous power woven through the beating of your mallet. Your cantrips and focus spells are Divine, your casting stat is Wisdom, and you are trained in Religion. You may follow a deity, gaining the mechanical benefits of being a follower (such as the ability to cast the Divine Lance cantrip) in exchange for taking on their anathema; breaking this anathema makes you immune to the Energized condition until you atone. Additionally, you gain one 1st level spellblade feat with at least one of the following traits: positive, negative, good, evil, lawful, neutral, alignment, abjuration. You gain the Fervor action, which lets you bolster yourself to stand in the thick of the fight.

Fervor

Feature 1


 
divine
 

Requirement you are at least Energized 2


Spend up to 3 Energized. You gain temporary hit points equal to 3 times the Energized you spent. These temporary hit points last for 3 rounds.

Signature Discipline

When you are 9th level, you can spend up to 4 Energized. The temporary hit points are equal to 5 times the Energized you spent.

Master Discipline

When you are 17th level, you can spend up to 5 Energized. The temporary hit points are equal to 7 times the Energized you spent.

Spellblade Feats


Level 1 feats

Storm Blade

Feat 1


 
air
electricity
evocation
spellblade
 

Source Delioth Homebrew Version 0.3.0


You use your magical prowess to put the power of the storm in your blade. You gain the Charged Blade focus spell.

You gain the Storm Blade Stance Eldritch stance cantrip.

Sandstorm

Feat 1


 
air
conjuration
earth
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.3.1


You bring forth a sandstorm to harry your enemies. You gain the Sirocco Dispersal and Clinging Sand Focus Spells.

You gain the Sandstorm Stance Eldritch stance cantrip.

Fortification

Feat 1


 
abjuration
earth
spellblade
 

Source Delioth Homebew Version 0.2.0


You use your magical prowess to raise bulwarks and fortify your position. You gain the Lasting Fortification focus spell.

You gain the Fortified Stance Eldritch stance cantrip.

Soothsaying

Feat 1


 
divination
prediction
spellblade
 

Source Delioth Homebrew Version 0.1.1


With magical prowess, you look into the aether to glimpse moments into the future. You gain True Strike as a focus spell, costing 1 focus point, but may only activate it as a Verbal spell with the Trigger: You leave Precognition Stance

You gain the Precognition Stance Eldritch stance cantrip.

Forcefield Focus

Feat 1


 
abjuration
force
spellblade
 

Source Delioth Homebrew Version 0.1.0

Prerequisite You know the shield cantrip


You weave barriers of force through every movement. You gain the Ether Tower focus spell.

You gain the Barrier Stance Eldritch stance cantrip.

Afterimages

Feat 1


 
illusion
spellblade
 

Source Delioth Homebrew Version 0.1.0


You use illusions to make afterimages of yourself to confound your enemies. You gain the Illusory Double focus spell.

You gain the Afterimage Stance Eldritch stance cantrip.

Call of the Wild

Feat 1


 
magical
morph
spellblade
stance
 

Source Delioth Homebrew Version 0.1.1


You call upon wild instincts and morph your body to match. You gain the Bloody Rush focus spell.

You gain the Primal Instinct Stance Eldritch Stance Cantrip.

Chaplain

Feat 1


 
alignment
spellblade
 

Source Delioth Homebrew Version 0.1.0


You call upon a higher power or your ideals to strengthen your resolve and your fights. You gain the Call Upon Holy Might focus spell.

You gain the Chaplain Stance Eldritch stance cantrip.

Spirit storm

Feat 1


 
negative
positive
spellblade
 

Source Delioth Homebrew Version 0.1.0


You call upon latent spirits - your ancestors, followers of your deity, or others. You gain the Spirit's Rage focus spell.

You gain the Swirling Spirits Stance Eldritch stance cantrip.

Level 2 Feats

Harness Momentum


Feat 2


 
press
spellblade
 

Source Delioth Homebrew Version 0.1.0


You draw the energy out of your swing when you miss. Make a Strike. The Strike gains the following failure effect.

Failure You gain Energized 1

Burn Focus

Feat 2


 
concentrate
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cost 1 Focus Point


You burn through your focus to energize yourself. You gain Energized 5.

Intimidating Strike


Feat 2


 
emotion
fear
mental
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg. 146


Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Hostile Momentum


Feat 2


 
energizing 1
spellblade
 

Source Delioth Homebrew Version 0.2.0

Trigger An enemy critically fails an attack against you


You steal the energy from a hostile assault. In addition to gaining Energized, the enemy who attacked you takes your minimum Magical Strike damage.

Dueling Parry

Feat 2


 
spellblade
 

SourcePathfinder 2nd Edition Core Rulebook pg. 146

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Level 4 Feats

Feed on Fear

Feat 4


 
emotion
energizing 1
fear
mental
spellblade
 

Source Delioth Homebrew Version 0.1.0

Frequency Once per round


You Energize from the fear of nearby enemies. Choose one hostile creature within 30 feet with the Frightened condition. The target cannot reduce their Frightened condition below 1 until the start of your next turn.

Sacred Energy

Feat 4


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Prerequisites You follow a deity


The power of your faith bolsters your power. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components.

When you are in elementary stance, you may choose your chosen alignment as the trait and damage type of your stance.

Basic Spellcasting


Feat 4


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You have learned the fundamentals of casting canonical spells.

You are a spontaneous caster, and gain a spell repertoire with one 1st level spell of your discipline's spell tradition. Each time you gain a spell slot of a new level from spellblade feats, add a spell of the appropriate spell level to your repertoire: a common spell of your discipline's tradition, or another spell you have learned or discovered. If you have the Warpriest discipline and chose a deity, you may also choose from your deity's granted spells.

You gain a 1st level spell slot. When you reach 6th level you gain a 2nd level spell slot, and may select one spell as a signature spell. When you reach 8th level, you gain a 3rd level spell slot.

Bespell Weapon

Feat 4


 
sorcerer
spellblade
wizard
 

Source Pathfinder 2nd Edition Core Rulebook pg. 199, Delioth Homebrew

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.


You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage

Special When you use Magical Strike, instead of dealing an additional 1d6 damage of the type specified here, you may deal an additional 4 damage of the Magical Strike's type.


Level 6 Feats

Attack of Opportunity


Feat 6


 
barbarian
champion
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg. 90

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.


You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Energizing open

Feat 6


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Trigger You roll initiative


You become Energized 1.


Steady Spellcasting


Feat 6


 
spellblade
 

Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Level 8 Feats

World Serpent's Bite


Feat 8


 
water
spellblade
transmutation
 

Source Delioth Homebrew Version 0.1.0


You channel the rage and might of the World Serpent Jormungandr. You gain the Jormungandr Stance Eldritch stance cantrip.

Yggdrasil's Might


Feat 8


 
plant
spellblade
transmutation
 

Source Delioth Homebrew Version 0.1.0


You feel the land beneath you, ready to take the world tree's roots. You gain the World Tree stance eldritch stance cantrip.

Dimension Dance

Feat 8


 
conjuration
spellblade
teleportation
 

Source Delioth Homebrew Version 0.1.0


You've learned the secrets to sliding through space, if only for a moment. You gain the Dimension Dance Stance Eldritch Stance Cantrip.

Kissed by the Inferno


Feat 8


 
fire
evocation
spellblade
 

Source Delioth Homebrew Version 0.1.0


You understand the flames - how to avoid being burned, and how best to burn those around you. You gain the inferno stance eldritch stance cantrip.

Binding Strike

Feat 8


 
flourish
magical
spellblade
 

Source Delioth Homebrew Version 0.1.0

Duration Sustained


You wreathe your weapon or unarmed attack in magical energy to bind an enemy. Make a Strike. If you hit and deal damage, you may force the enemy to make a Fortitude save against your spell DC. On a failure, the foe is Grabbed by magical energy. This lasts as long as you Sustain this effect (as Sustain a Spell) or they successfully Escape against your spell DC.

Second Discipline


Feat 8


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You branch out the teachings of your discipline. Choose a second discipline and gain its energized action.


Dueling Riposte

Feat 8


 
fighter
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg. 149

Prerequisites Dueling Parry

Requirements You are benefiting from Dueling Parry.

Trigger A creature within your reach critically fails a Strike against you.


You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.


Level 10 Feats

Esoteric Fundamentals


Feat 10


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You have learned the secrets to more esoteric elements. When you enter elementary stance, you may also choose sonic, mental, and poison for the trait and damage dealt during the stance.


Mystic's Aim

Feat 10


 
concentrate
energizing1
magical
spellblade
 

Source Delioth Homebrew Version 0.1.0


You gather your magical energy to guide your attack. Make a Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.


Overpower

Feat 10


 
concentrate
metamagic
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cost 3 Energized


You pour your raw magic into a spell. If your next action is to Cast a Spell without the Eldritch trait, you gain a +1 circumstance bonus to your spell attack or DC with that spell. If the spell causes attacks or saves on subsequent turns, this bonus only applies until the start of your next turn.


Breakneck

Feat 10


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Frequency Once per minute


You draw on your raw magical energies to speed yourself. Stride, Strike, or use an action with the stance trait. At the end of your turn, you are stunned 1.

Overwhelming Energy (Spellblade)

feat 10


 
manipulate
metamagic
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg 200, Delioth Homebrew Version 0.1.0


You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.

Special You may also take this action to gain its benefits for all actions granted by stances until the start of your next turn.


Advanced Spellcasting

Feat 10


 
spellblade
 

Source Delioth Homebrew Version 0.2.1

Prerequisites Basic Spellcasting


You gain a 4th level spell slot, and may choose a second signature spell. At 12th level you gain a 5th level spell slot. At 14th level you gain a 6th level spell slot.


Level 12 Feats

Mystic Focus

Feat 12


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


Your wellspring of magical power is deep. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Increase the number of Focus Points in your focus pool by 1.

Stance Savant

Feat 12


 
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg 164, Delioth Homebrew Version 0.1.0

Trigger You roll initiative.


You enter a stance without a thought. Cast an eldritch stance cantrip. You do not benefit from any energizing trait from this spell.


Distracting Mysticism


Feat 12


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


When you make a Magical Strike, you may reduce the extra damage by 1 die to cause the target to become flat-footed until the start of your next turn if you hit and deal damage.

Level 14 Feats

Arcane Superiority


Feat 14


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You are a force to be reckoned with on the battlefield, able to break spells with little thought. You gain the Stance of Arcane Supremacy Eldritch stance cantrip, and the Spellbreaker Focus spell. Your Focus pool increases by 1 focus point.


Guiding Finish

Feat 14


 
fighter
press
spellblade
 

Source Pathfinder 2nd Edition Core Rulebook pg. 152

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect.

Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.

Night Crawler

Feat 14


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You draw on the shadows between to terrify foes. You gain the beast in black stance Eldritch stance cantrip and the beware focus spell. Your Focus Pool increases by 1 focus point.


Incense and Iron


Feat 14


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You channel the crusading force of your belief. You gain the censer stance Eldritch stance cantrip and the ironblood focus spell. Your Focus Pool increases by 1 focus point.


Mystic's rebounding


Feat 14


 
concentrate
energizing 1
press
spellblade
 

Source Delioth Homebrew Version 0.1.0

Prerequisites Mystic's Aim


Guided by your initial strike, you use your mystic insight to guide your attacks around obstacles and through cover. Make a Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.

Level 16 Feats

Shielding Presence


Feat 16


 
magical
spellblade
 

Source Delioth Homebrew Version 0.1.0


Your presence shields allies from your chosen harmful magics. Choose fire, electricity, acid, sonic, or cold. You and allies within 15 feet of you gain a +2 status bonus to saving throws against spells with your chosen trait. When you take an action with your chosen trait, this aura expands to 25 feet until the start of your next turn.


Greater Spellcasting


Feat 16


 
spellblade
 

Source Delioth Homebrew Version 0.2.1

Prerequisites Advanced Spellcasting


You gain a 7th level spell slot, and may choose a third signature spell. At 18th level you gain an 8th level spell slot.


Energizing Spells


Feat 16


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


The Cast a Spell activity gains the Energizing 1 trait for you.

Air Slice

Feat 16


 
magical
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cost 1 Energized


You slice the air to damage a far-off enemy. Make a melee Strike at a foe within 100 feet. This Strike deals normal damage, but is of the same type as your Magical Strike.


Third Discipline

Feat 16


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Prerequisites Second Discipline


You further branch out the teachings of your discipline. Choose a third discipline and gain its energized action.


Fundamental Striking


Feat 16


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


When using Magical Strike, you may always deal damage of any type you would be able to use in elementary stance. If you are dealing damage of a type your stance normally allows, deal an additional 1 damage per bonus die granted by Magical Strike.



Level 18 Feats

Mystic Wellspring


Feat 18


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Prerequisites Mystic Focus


Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Cannibalize Magic


Feat 18


 
energizing 2
spellblade
 

Source Delioth Homebrew Version 0.1.0

Requirements You are under the effects of a non-harmful spell with a duration of 1 minute or less


Reduce the duration of the spell affecting you by 1 round to gain the benefits of this action's Energizing trait.

Level 20 Feats

Fluid Stance

Feat 20


 
spellblade
 

Source Delioth Homebrew Version 0.1.0

Frequency Once per turn


You take an action or Cast a Spell with the stance trait. When entering a stance with this action, ignore the stance trait's restriction on entering another stance for 1 round, but you only gain half the Energized from any Energizing trait on the action if the stance trait would have prevented you from entering a stance.


Apex Casting

Feat 20


 
spellblade
 

Source Delioth Homebrew Version 0.2.0

Prerequisites Greater Spellcasting


You gain a 9th level spell slot, and may choose a fourth signature spell.

True Magus

Feat 20


 
spellblade
 

Source Delioth Homebrew Version 0.1.0


You are the apex of blending spells and swords. When you Cast a Spell, you gain a status bonus to damage equal to half the spell's level until the end of your next turn. When you succeed against an enemy with an attack, that enemy takes a -1 penalty to saving throws against your spells until the end of your next turn.

Eldritch Stances

Storm Blade Stance

Cantrip 1


 
uncommon
air
electricity
eldritch
energizing 2
evocation
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.3.1

Cast Somatic


You use your magical prowess to put the power of the storm in your blade.

When you enter this stance, you raise your blade to the sky and call lightning on your position. All enemies within a 10 foot emanation must make a Fortitude save against your Class DC or be Dazzled for 1 round, or 3 rounds if they critically fail.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Electricity damage and gains the [Electricity] trait.
  • You may make your Magical Strike with a melee weapon at a range of 15 feet, but you deal only the additional damage from your Magical Strike (do not deal your base weapon damage, or any damage from weapon property runes).
  • You gain the following reaction:

Lightning Lash

 
concentration
electricity
spellblade
magical
 

Trigger You deal electricity damage to an enemy within 15 feet

Deal the same electricity damage to another enemy within 10 feet of the triggering enemy. The second target makes a basic Reflex save.


Primal Instinct Stance

Cantrip 1


 
uncommon
eldritch
energizing 2
magical
morph
spellblade
stance
 

Source Delioth Homebrew Version 0.1.1

Cast Somatic


Your features become more bestial as you embrace latent primal bonds.

When you enter this stance, your killer instincts sharpen. Your first attack before the start of your next turn deals an additional 1d4 persistent bleed damage.

While in this stance, you gain the following benefits:

  • Your Magical Strike deals the same type of damage as the weapon's base type, but all the damage counts as magical.
  • You gain a +2 circumstance bonus to attacks targeting a creature that is taking persistent bleed damage.
  • You gain the following reaction:

Rend

 
spellblade
magical
 

Trigger You deal slashing or piercing damage to an enemy within your reach

Deal 1d4 persistent bleed damage to the enemy


Heightened (+3) Increase the persistent bleed damage from entering this stance and Rend by 1d4


Sandstorm Stance

Cantrip 1


 
uncommon
air
conjuration
earth
eldritch
energizing 2
spellblade
stance
 

Source Delioth Homebrew Version 0.4.2

Cast Somatic


You bring forth a sandstorm to harry your enemies.

When you enter this stance, enemies within a 10' emanation take 1d6 slashing damage and must make a basic Fortitude save, and this area is considered difficult terrain until the start of your next turn.

While in this stance, you gain the following benefits:

  • Your Magical Strike deals Slashing damage and gains the [Earth] and [Air] traits
  • You have standard cover. As the nature of this effect still leaves the your location obvious, you can't use this cover to Hide or Sneak.
  • You gain the following action:

Whipping Sands

 
air
concentrate
flourish
 

You stoking the raging sandstorm to deal 1d6 slashing damage to enemies within a 5' emanation with a basic Fortitude save. The affected area is considered difficult terrain until the start of your next turn.


Heightened (+4) Increase the entry damage and Whipping Sands' damage by 1d6. Increase the radius of both emanations by 5 feet. You may choose to be Concealed instead of gaining Cover for the passive benefit (this is still an obvious effect, and cannot be used to hide or sneak).


Fortified Stance

Cantrip 1


 
uncommon
abjuration
earth
eldritch
energizing 2
spellblade
stance
magical
 

Source Delioth Homebew Version 0.3.0

Cast Somatic

Requirement You are touching the ground.


You use your magical prowess to raise bulwarks and fortify your position.

When you enter this stance, you mold the earth to create a defensive position, and all ground in a 10 foot emanation becomes difficult terrain. Additionally, the edge of the emanation is a low bulwark which grants Lesser Cover. This bulwark and difficult terrain last until you leave this stance.

While you remain in this stance and in this area of difficult terrain, you gain the following effects:

  • Your Magical Strike deals Bludgeoning damage and gains the [Earth] trait
  • You gain a +1 Status Bonus to Armor Class
  • You gain a +1 Status Bonus to Reflex Saves against effects which originate outside the area of difficult terrain (this includes area effects whose origin is outside the area of difficult terrain)
  • Your speed becomes 0
  • You gain the following action and reaction:

Raise the Bulwark

 
concentrate
earth
 

You ready the bulwarks against the oncoming tide. The bulwark's cover increases to normal cover until the start of your next turn. If you use this action again as the first action of that turn, creatures using the bulwark's cover to Hide are not revealed.

Give 'em the B O N K

 
concentrate
earth
 

Trigger A creature within your area of difficult terrain uses a move action or leaves a square during a move action it’s using.

Deal 1d4 bludgeoning to the triggering enemy, who gets a basic Reflex save.


Heightened (+1) Increase Give 'em the B O N K's bludgeoning damage by 1d4.

Heightened (+4) You may increase the enemation's radius by 5 feet.


Barrier Stance

Cantrip 1


 
uncommon
abjuration
eldritch
energizing 2
force
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.1.0

Cast Somatic


You weave barriers of force through every movement.

When you enter this stance, you raise a protective but brittle barrier. This barrier gives you Resistance 2 to physical damage until you are hit or the start of your next turn, whichever comes first.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Force damage, and gains the [Force] trait
  • You gain the following free action:

Barrier

 
abjuration
concentrate
 

Trigger your turn begins

You cast shield. If shield is currently on cooldown due to using Shield Block, you may instead remove the cooldown, but do not gain the effects of shield as part of this free action.


Heightened (+1) increase the initial resistance by 2.


Elementary Stance

Cantrip 1


 
uncommon
abjuration
eldritch
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.4.3

Cast Somatic

Requirements You are at least Energized 1


You siphon your mystical momentum to enhance your blade.

When you enter this stance, choose one trait and its associated damage from the following list:

  • Acid: Acid
  • Air: Slashing
  • Cold: Cold
  • Earth: Bludgeoning
  • Electricity: Electricity
  • Fire: Fire
  • Positive: Positive
  • Negative: Negative
  • Water: Bludgeoning

While you remain in this stance, you gain the following effects:

  • Your Magical Strike gains the trait you chose upon entering this stance, and deals the associated damage type.
  • You gain the following free action:

Energize Weapon

 
concentrate
evocation
 

Duration Until the start of your next turn

Cost 3 Energized

Trigger Your turn starts, or you enter Elementary Stance

For the duration, your Strikes gain the trait you chose upon entering this stance, and deal additional damage equal to half your level (rounded up) of the associated damage type.


Afterimage Stance

Cantrip 1


 
uncommon
eldritch
energizing 2
illusion
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.2.0

Cast Somatic


You use illusions to make afterimages of yourself to confound your enemies.

When you enter this stance, you create a single afterimage that follows you until the beginning of your next turn. You are concealed until one hostile effect is prevented by your concealment or the start of your next turn. As the nature of this effect still leaves the your location obvious, you can't use this cover to Hide or Sneak.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Mental damage and gains the [Mental] trait.
  • You are Concealed during your Move actions.
  • You gain the following action:

Afterimage Assault

 
concentrate
illusion
visual
 

Targets one enemy within your reach

Make a Strike against the target. This Strike gains one of the following failure effects:

  • Failure The target is flat-footed against your next attack before the start of your next turn.

  • Failure The target takes 1d4 mental damage with a basic Will save


Heightened (+2) increase the mental damage by 1d4


Precognition Stance

Cantrip 1


 
uncommon
divination
eldritch
energizing 2
magical
prediction
spellblade
stance
 

Source Delioth Homebrew Version 0.2.1

Cast Somatic


With magical prowess, you look into the aether to glimpse moments into the future.

When you enter this stance, you glimpse the near future, gaining a +2 Status bonus to your Armor Class until the start of your next turn.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Mental damage, and gains the [Mental] trait
  • You gain the following two free actions:


Offensive Precognition

 
concentrate
divination
prediction
 

Trigger your turn begins

You gain a +1 Status bonus to your first attack roll before the start of your next turn.

Defensive Precognition

 
concentrate
divination
prediction
 

Trigger your turn begins

You gain a +1 Status bonus to armor class against the first attack against you before the start of your next turn.


Chaplain Stance

Cantrip 1


 
uncommon
alignment
eldritch
energizing 2
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.1.0

Cast Somatic


You call upon a higher power or your ideals to strengthen your resolve and your fights.

When you enter this stance, choose one alignment component that you have (Good, Evil, Lawful, or Chaotic). This stance gains that trait. Until the start of your next turn, weapon and unarmed attacks made by you and allies within 20 feet of you deal additional damage equal to the number of dice your Magical Strike deals. This damage is the same type as the alignment component you chose.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals damage of the type you chose when you entered this stance, and gains the same trait.
  • You gain the following free action:

Annoint

 
concentrate
 

Trigger you gain temporary hit points

Choose an ally you can see within 30 feet. You may cut the temporary hit points you gain in half to give that ally an equal number of temporary hit points. These temporary hit points have the same duration.


Swirling Spirits Stance

Cantrip 1


 
uncommon
eldritch
energizing 2
magical
negative
positive
spellblade
stance
 

Source Delioth Homebrew Version 0.1.1

Cast Somatic


You bring forth harmful or helpful spirits to aid you in your fight.

When you enter this stance, choose whether your spirits are protecting you or vengeful of your enemies, and whether you deal positive or negative damage. If you choose protecting spirits, you gain a +2 circumstance bonus to armor class until the start of your next turn. If you choose vengeful spirits, deal 1d8 damage of the type chosen to enemies within a 10 foot emanation (this damage cannot heal any creatures); targets must make a basic Will save.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals damage of the type you chose when you entered this stance, and gains the same trait.
  • You gain the following actions:

Take Vengeance

 
concentrate
positive
negative
 

Deal 1d4 damage to enemies within a 10 foot emanation. If your spirits have been Protecting since the end of your last turn, deal 1d8 damage instead. Enemies must make a basic Will save. This damage is the same type as chosen when you entered this stance.

Your spirits become Vengeful.

Sanctuary

 
concentrate
positive
negative
 

Gain a +2 Circumstance bonus to Armor Class. You may choose to reduce this bonus by 1 to make one square within your reach into difficult terrain (you may choose to ignore this difficult terrain yourself). These effects last until your spirits become Vengeful, you use Sanctuary again, or the start of your next turn (whichever comes first).

Your spirits become Protecting.


Heightened (+4) Increase the damage on entering this stance by 1d8. Increase Take Vengeance's damage by 1d4 (or 1d8 if your spirits have been Protecting since the end of your last turn). Increase the number of squares of difficult terrain created by Sanctuary by 1.






Jormungandr Stance

Cantrip 4


 
uncommon
eldritch
energizing 2
magical
spellblade
stance
transmutation
water
 

Source Delioth Homebrew Version 0.3.0

Cast Somatic


You enter a stance emblematic of the world serpent's strangling might, crashing waves and aetherial coils holding your foes in crushing grasps.

When you enter this stance, you may make a Grapple attempt at an enemy within your reach.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Cold damage, and gains the cold and water traits.
  • When you successfully Grapple a creature, you can deal cold damage to that creature equal to your Key Ability modifier.
  • You do not need a free hand to use the Grapple action, and moving does not end your Grapples unless you end your movement with your target out of your Reach.


Heightened (+1) Increase the cold damage when you succeed a Grapple by 1


World Tree Stance

Cantrip 4


 
uncommon
earth
eldritch
energizing 2
magical
plant
spellblade
stance
 

Source Delioth Homebrew Version 0.3.0

Cast Somatic


Your feet grow roots as Yggdrasil, the world tree; holding your stance firm and empowering you.

When you enter this stance, you extend roots across all ground within a 30 foot emanation from yourself, including your current space.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals your choice of Piercing, Bludgeoning, or Slashing, and gains the earth and plant traits.
  • While you remain in contact with the root network created when you entered this stance, you have imprecise tremorsense detecting all creatures touching the ground within the network.
  • You gain the following action:

Root Strike

 
concentrate
earth
plant
 

You control the root network to make a Strike or Magical Strike on any enemy that you can detect with your root network's tremorsense. This Strike deals 2d8 piercing or bludgeoning damage plus your spellcasting ability modifier (and Magical Strike damage, if you use Magical Strike), and is a melee spell attack.


Heightened (+2) Increase the emanation by 5 feet.


Dimension Dance Stance

Cantrip 4


 
uncommon
conjuration
eldritch
energizing 1
magical
spellblade
stance
teleportation
 

Source Delioth Homebrew Version 0.1.0

Cast Somatic


You slide in and out of the Material plane to make an elegant dance across dimensions.

While you remain in this stance, you gain the following benefits

  • If you moved at least 10 feet with a teleportation action on the action before you attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon or unarmed attack
  • You gain the following action:

Dimension Slide

 
concentrate
manipulate
teleportation
 

You teleport 10 feet within your line of sight.


Heightened (8th) Dimension Slide allows you to teleport 10-20 feet within your line of sight.


Inferno Stance

Cantrip 4


 
uncommon
eldritch
energizing 2
evocation
fire
magical
spellblade
stance
 

Source Delioth Homebrew Version 0.1.1

Cast somatic


Your blade is a blazing inferno, harming all in its path.

When you enter this stance, the inferno bursts forth in a spectacular display. All adjacent enemies must make a Will save or be Dazzled until the start of your next turn.

While you remain in this stance, you gain the following benefits:

  • Your Magical Strike deals fire damage and gains the fire trait.
  • You gain resistance 3 against fire damage.
  • You gain the following action:

Fan the Flames

 
fire
press
 

Make a Strike. In addition to its normal effects, this Strike gains the following success effect:

Success You deal 1d6 fire damage in a 15 foot cone which must include the targeted enemy, with a basic reflex save

Failure As success, but dealing 1 fire damage.

Critical Failure No effect


Heightened (+2) Your resistance increases by 2. Fan the Flames deals an additional 1d6 damage on success, and 1 additional damage on failure.

Stance of Arcane Supremacy

Cantrip 7


 
uncommon
abjuration
arcane
eldritch
energizing 2
spellblade
stance
 

Source Delioth Homebrew Version 0.1.1

Cast Somatic


You leverage your arcane might to gain sway over magics.

When you enter this stance, you gain a +2 status bonus to saving throws against magic until the start of your next turn.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Force damage, and gains the force trait.
  • You gain a +1 status bonus to saving throws against magic.
  • You gain the following action:

Siphon Arcana

 
abjuration
arcane
concentrate
energizing 1
 

Requirement Your most recent action was a critical success with your Magical Strike

You break through your foe's magic effects. Your target is affected by Dispel Magic at this cantrip's level, as though you had cast it. You gain a +2 circumstance bonus to the counteract check.


Censer Stance

Cantrip 7


 
uncommon
alignment
divine
eldritch
energizing 2
fire
spellblade
stance
 

Source Delioth Homebrew Version 0.2.0

Cast Somatic


You call your belief forth to crusade on heretics and bolster allies.

When you enter this stance, you gain 7 temporary hit points, which last until you leave this stance.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals alignment damage and gains the trait associated with this alignment.
  • You are surrounded by a 10-foot emanation of light smoke. You and allies who begin their turn in this smoke gain 5 temporary hit points which last until the start of their next turn. Enemies who begin their turn in this smoke take 5 alignment or fire damage (your choice) with a basic Will save.
  • You gain the following activity:

Sanctify to

 
concentrate
divine
 

Allies who have temporary hit points from this stance gain a +1 status bonus to attack rolls and will saves against emotion effects until the start of your next turn. For each action you spend on this activity, increase the smoke's emanation by 5 feet.


Heightened (+1) Increase the temporary hit points upon entering this stance, the temporary hit points gained each round, and the alignment or fire damage by 1.


Beast in Black Stance

Cantrip 7


 
uncommon
conjuration
darkness
eldritch
emotion
energizing 2
fear
mental
occult
spellblade
stance
visual
 

Source Delioth Homebrew Version 0.1.0

Cast somatic


You draw the shadows that exist between stars close, forming horrifying visages and cloying hands.

When you enter this stance, all creatures within a 10 foot emanation must make a Will save against your spell DC or become Frightened 1.

While you remain in this stance, you gain the following effects:

  • Your Magical Strike deals Mental damage, and gains the emotion, fear, and mental traits
  • Your square is considered dim light (meaning you are concealed against foes without special senses)
  • You gain the following reaction:

The Thing Crawls

 
concentrate
 

Trigger An enemy within 10 feet of you takes a hostile action against you

You lash the shadows between worlds out to horrify the triggering foe. That foe must make a Will save against your spell DC. On a failure, they are Frightened 1 (this penalty applies to the triggering action); they are Frightened 2 on a critical failure.

Spellblade Focus Spells

Also pretty juicy

Charged Blade

Focus 1


 
uncommon
air
electricity
evocation
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Duration 1 minute

Trigger You leave Storm Blade Stance


You charge your blade with the remnants of electric energy from your Storm Blade Stance. Your Strikes deal an additional 2 electricity damage


Heightened (+4) Increase the extra damage by 2


Sirocco Dispersal


Focus 1


 
uncommon
air
earth
evocation
spellblade
 

Source Delioth Homebrew Version 0.2.0

Cast Verbal

Area 20 foot emanation

Trigger You leave Sandstorm Stance

Save Basic Fortitude


Your sandstorm disperses in a violent, slashing gale, dealing 1d6 slashing damage


Heightened (+1) The damage increases by 1d6


Illusory Double


Focus 1


 
uncommon
illusion
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Trigger You leave Afterimage Stance

Duration 1 minute


You create a visual image of yourself, helping you elude foes. Any attack that would hit you must make a DC 11 flat check. On a success, the attack hits you as normal; on a failure, the attack hits your duplicate instead of affecting you. Once the duplicate stops a single attack, it is destroyed and this spell ends.


Ether Tower

Focus 1


 
uncommon
abjuration
force
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Duration 1 minute

Trigger You leave Barrier Stance


You create a towering but brittle shield from the remnants of the barriers. You gain a +3 Circumstance bonus to AC for the duration, but this bonus is reduced by 1 every time an attack against you fails, succeeds, or critically succeeds.


Heightened (+4) Increase the initial AC bonus by 1


Clinging Sand

Focus 1


 
uncommon
air
earth
evocation
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Duration 3 rounds

Trigger You leave Sandstorm Stance


Your sandstorm clings to your body. You become concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.


Heightened (2nd) Increase the duration to 1 minute


Bloody Rush

Focus 1


 
uncommon
spellblade
transmutation
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Duration 1 round

Trigger You leave Primal Instinct Stance


You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks.

Lasting Fortification


Focus 1


 
uncommon
abjuration
earth
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Duration 1 minute

Trigger You leave Fortified Stance


The difficult terrain and bulwark created when you entered Fortified Stance last for the duration of this spell. You gain a +1 Status Bonus to Armor Class and a +1 Status Bonus to Reflex Saves against effects which originate outside this area of difficult terrain. These effects end if you leave the area of difficult terrain. In addition, you may ignore the effects of the difficult terrain created by your Fortified Stance and kept with this spell for the duration.


Heightened (+4) Increase both Status bonuses by 1

Spirit's Rage

Focus 1


 
uncommon
negative
positive
spellblade
 

Source Delioth Homebrew Version 0.2.0

Cast Verbal

Area 20-foot emanation

Saving Throw Will

Trigger You leave Swirling Spirits Stance


You gather up your spirits before unleashing them as a tempest to help your allies or hinder your enemies.

If your spirits were protecting when you left the stance, allies are bolstered. Your allies in the area gain a +1 status bonus to attack rolls and saving throws until the end of your next turn.

If your spirits were vengeful when you left the stance, enemies in the area are hindered. The effects depend on each enemy's Will save.

Critical Success The creature is not affected.

Success The creature takes a -1 status penalty to its next saving throw before the start of your next turn.

Failure The creature is Frightened 1

Critical Failure The creature is Frightened 2


Heightened (6th) Increase the status bonus to allies by 1.


Draw Upon Holy Might


Focus 1


 
uncommon
alignment
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Trigger You leave Chaplain Stance


You call upon your deity's power to strengthen your body. Your next Strike before the start of your next turn deals an additional die of damage. If the Strike is affected by a striking rune, this instead increases the number of dice from the striking rune by 1.


Serpent's Crunch


Focus 4


 
uncommon
evocation
spellblade
water
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Saving Throw Basic Fortitude

Trigger You leave Jormungandr Stance


Any foes you currently have grabbed or restrained remain so until the start of your next turn unless they Escape. Any foes you currently have grabbed or restrained take 4d6 cold damage and 4d6 bludgeoning damage, and make a basic Fortitude save.


Heightened (+1) Increase the cold damage by 1d6 and the bludgeoning damage by 1d6.

Spellbreaker

Focus 7


 
uncommon
abjuration
arcane
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Verbal

Requirement You are in Stance of Arcane Supremacy

Trigger You are targeted by a spell or magical effect, or are within the area of effect of a spell or magical effect


You attempt to counteract the triggering effect. You may use your attack bonus with a weapon you are wielding, your unarmed attack bonus, or your spell attack bonus for this counteract check.


Iron Smite

Focus 7


 
uncommon
abjuration
divine
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast Somatic

Requirement You are in censer stance, and your target took damage from censer stance's smoke since the end of your last turn.


Make a melee Strike against a target meeting the requirement. This Strike deals an additional 6d6 damage of the weapon or unarmed attack's type. For this Strike, your weapon or unarmed attack counts as Cold Iron. On a critical hit, the target is also Enfeebled 1.


Heightened (+1) Increase the damage by 1d6


Beware

Focus 7


 
uncommon
emotion
enchantment
fear
mental
occult
spellblade
 

Source Delioth Homebrew Version 0.1.0

Cast somatic

Requirements You are in beast in black stance and your target is frightened

Saving Throw Will

Duration 1 minute


You terrify the target of this spell to their core. The effect depends on the target's Will save.

Critical Success The target is unaffected

Success The target's frightened condition is increased by 1

Failure The target's frightened condition is increased by 1, and they cannot decrease their frightened condition below its original value for the duration

Critical Failure The target's frightened condition is increased by 2, and they cannot decrease their frightened condition for the duration

End of Class Proper

Spellblade Multiclass


Multiclass Spellblade Characters

The various stances of the Spellblade archetype are useful for many characters, especially those who have a specific aspect they'd like to emphasize in their character.

  • Spellcaster Spellblades can take a defensive stance such as Sandstorm or Fortified Stance to bolster their defenses
  • A Rogue may wish to lean into an "arcane trickster" by taking a stance to bring energy damage or that helps grant them sneak attacks
  • Champion Spellblades often lean into the Warpriest Discipline to solidify their ability to support their allies, or they may focus towards diversifying their combat role with different stances.
  • A ranger or barbairan Spellblade may make great use out of Primal Instinct stance to get a more visceral experience
  • Martial classes in general may enjoy the benefits of diversifying their arsenal to include one or two magical stances, especially for those classes without access to magic or stances otherwise.


Spellblade Dedication

Feat 2


 
archetype
dedication
multiclass
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Intelligence, Wisdom, or Charisma 14; Strength or Dexterity 14


You learn to harness a more volatile and pure form of magic to enhance your strikes and unlock the potential of ancient magical stances.

Choose a Spellblade Discipline. You must have 14 in a discipline's casting stat to choose it. You become trained in Spellblade Class DC, using the higher of Strength or Dexterity as your key ability. You become trained in your discipline's skill.

You cast spells as a Spellblade. You gain access to the Cast a Spell activity. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for spellblade archetype spells is your Discipline's casting stat, and they are spellblade spells of your Discipline’s tradition.

Additionally, you gain the Magical Strike action, but you only deal an additional 1d4 damage

Special You cannot select another dedication feat until you have gained two other feats from the spellblade archetype

Magical Strike


 
spellblade
concentrate
magical
flourish
energizing 1
 

Source Delioth Homebrew

Version 0.3.0


You infuse an attack with magical power. Make a Strike with a weapon or unarmed attack. This Strike deals an additional 1d8 damage of the same type as the attack’s base damage. Many Spellblade Stances may change this effect's damage type, or give other secondary uses or effects to it.

Spellblade Archetype Feats


Basic Mysticism

Feat 4


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade Dedication


You gain a 1st- or 2nd-level Spellblade feat


Energy Flow

Feat 4


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade dedication


You gain your chosen discipline's Energized action and become trained in its skill. You can only spend 2 Energized on the discipline's action.

Advanced Mysticism


Feat 6


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade Dedication


You gain one Spellblade feat. For the purpose of meeting its prerequisites, your Spellblade level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another Spellblade feat.

Pay the Price

Feat 6


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade Dedication


You gain the blade arts class feature.


Spellblade Focus

Feat 12


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade Dedication


Through great training, you've unlocked the raw secrets of your discipline. Your Magical Strike deals 2d4 damage, you become an Expert in your Spellblade class DC, as well as in spell attacks and DCs for your discipline's tradition spells.


Raw Willpower

feat 12


 
archetype
 

Source Delioth Homebrew Version 0.1.0

Archetype Spellblade

Prerequisites Spellblade Dedication, Expert in Will Saves


Your proficiency rank in Will saves increases to Master.