Salamileg's Homebrew Compendium


Homebrew and House Rules


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Hey all! A good while ago I posted my homebrew to here, but seeing as a lot of that is, in retrospect, unbalanced and outdated, I decided to post a new thread with my new compendium.

Salamileg's Homebrew Compendium

What's currently in there:

  • - My various house rules, largely based on experiences I've read on this forum as well as my own experiences. My goal with these is for them to be relatively low-impact while making certain playstyles run smoother.
  • - A handful of catfolk and tiefling heritages and feats. These are remnants of my full versions of these I made before the release of the APG.
  • - The Bauriar ancestry, fresh from the Planescape setting! Can be used in other settings, but a lot of its flavor is very Planescape-specific.
  • - The Doppelganger ancestry, essentially a conversion of the 5e Changeling but with lore and flavor more catered to Golarion.
  • - The Half-Ancestry versatile heritage. Want to mash together any two ancestries to see what happens? This is your ticket. Doesn't take into account weirder ones (like say, Dwarf/Lizardfolk) but most of the ancestries that could cause issues are Uncommon or Rare anyways.
  • - The Minotaur ancestry, for all y'all who want some Large pals in your lives.
  • - The Returned versatile heritage. People who have been brought back to life by a ritual gone wrong or more esoteric means can come back as the Returned. While it can be used as a chosen option, it is primarily intended to be used when a Resurrect ritual critically fails.
  • - The Blood Hunter archetype, a conversion of Matt Mercer's 5e homebrew. Focuses on converting base class features as well as features from the Ghostslayer subclass, along with a few of what I consider the most iconic Blood Maledicts.
  • - The Old Hunter archetype, for those who just want to play a Bloodborne character. Includes a link to my trick weapon homebrew, which can't be formatted correctly in Scribe.
  • - The Paragon archetype, a small class archetype for champions that are powered by their own will rather than power from a deity.
  • - The Warlock archetype, a class archetype for Witch to emulate the 5e Warlock. Trades traditional spellcasting and their hex cantrip for bounded spellcasting and eldritch blast, an at-will attack on par with a martial character using a longbow.
  • - New Eidolons, including Aberration and all four main types of elementals.
  • - The Dueling Dragons Hybrid Study for Magi, allowing your Magus to dual wield with elemnental fury. Currently missing a 10th level feat but otherwise complete.


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A small update, I've added a 10th level feat for the Dueling Dragons Hybrid Study, Wild Rush Spellstrike. Modeled after the Dual-Weapon Blitz feat, it allows you to Spellstrike while moving.

Second, I've added a house rule that allows Way of the Vanguard gunslingers to add their Strength mod to damage with two-handed firearms as long as the target is within 10 feet of you.


Not sure whether it's intended or not, but The Evil-Touched Tongue ( tiefling Feat ) gives an untyped bonus.

IIRC, the majority ( if not all ) ancestry feats or even heritages which give bonus to skills are circumstance bonuses.


Ah, thank you! That's meant to be a circumstance bonus.


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Genuinely, your warlock archetype, simple as it is, manages to blow most other attempts at a full class I've seen out of the water. Great job, and glad to see your work extends beyond Old Hunter!


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Grankless wrote:
Genuinely, your warlock archetype, simple as it is, manages to blow most other attempts at a full class I've seen out of the water. Great job, and glad to see your work extends beyond Old Hunter!

Thank you for the praise, it genuinely means a lot!

Also, created a Mercy Stance and accompanying feat for Monk based on the 5e subclass.


I also love the approach. Not sure on balance at first glance, but it's a pretty uninvasive way to get a solid working version of a warlock.

I daresay if it were tuned and the feats expanded upon, it would merit a solo release on drive-thrurpg (albeit probably would need to rename eldritch blast to avoid IP infringement, but hey PF1 had warlock with eldritch bolts I believe)


I was curious and read about your Warlock. That's really nice, there are only two things that concern me from a balance perspective:
- Mobile Blast is basically a free step and +2 to hit; it looks too powerful too me.
- Shatter Mind seems too good against bosses; maybe it should get the Incapacitation trait.


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Megistone wrote:

I was curious and read about your Warlock. That's really nice, there are only two things that concern me from a balance perspective:

- Mobile Blast is basically a free step and +2 to hit; it looks too powerful too me.
- Shatter Mind seems too good against bosses; maybe it should get the Incapacitation trait.

Both of those feats are based of existing Fighter feats, Parting Shot and Debilitating Shot, with the latter being stunned instead of slowed to match the flavor. In fact, a lot of these feats are retooled feats from the Archer archetype, since the Warlock was meant to be balanced against a longbow using martial (minus any special class features such as a ranger's Edge).

That said, I know Fighters are generally considered to be on the more powerful side of the game, so if these feats are still too strong to be on a more martial witch I will definitely do another pass.


I think the balance on those is fine - plus, spell attack proficiency has that weird delay to it anyway so it's not that much of an issue. (Plus it's just one hit!)


For me, the big balance concern is using Eldritch Blast as an unarmed strike. I get what it's going for, so it can use standard weapon runes, work criticals the same, faster proficiency progression, etc.

BUT I really think given how it works it should just be reworked as a 1-action cantrip. If it were reworked like that, I would see a LOT more potential to add Patron-specific riders and other flavors on top of that.

BUT, for a 2-page supplement that gets the feeling damn close right out of the gate, well done for sure!

I'm not concerned about the overall balance, just that it seems to use the "balanced on a knife" approach where it could be exploited in certain places.


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Midnightoker wrote:

For me, the big balance concern is using Eldritch Blast as an unarmed strike. I get what it's going for, so it can use standard weapon runes, work criticals the same, faster proficiency progression, etc.

BUT I really think given how it works it should just be reworked as a 1-action cantrip. If it were reworked like that, I would see a LOT more potential to add Patron-specific riders and other flavors on top of that.

BUT, for a 2-page supplement that gets the feeling damn close right out of the gate, well done for sure!

I'm not concerned about the overall balance, just that it seems to use the "balanced on a knife" approach where it could be exploited in certain places.

The earliest versions I wrote did have it be a one-action cantrip, but the main issue I came across is what you mentioned about proficiency. Giving a spellcaster a spammable one-action spell attack is not worth the loss of spell slots at lower levels but would nearly turn the witch into a fighter at the highest levels. The proficiency curve for spellcasters feels very weird to me compared to martials, and it makes tackling things like this difficult to do in a way that will be balanced at all levels of play.

I hear you on the patron-specific changes though, and if I ever decide to expand the archetype I'll look into that! Thanks for the critique and compliments!


Salamileg wrote:
Midnightoker wrote:

For me, the big balance concern is using Eldritch Blast as an unarmed strike. I get what it's going for, so it can use standard weapon runes, work criticals the same, faster proficiency progression, etc.

BUT I really think given how it works it should just be reworked as a 1-action cantrip. If it were reworked like that, I would see a LOT more potential to add Patron-specific riders and other flavors on top of that.

BUT, for a 2-page supplement that gets the feeling damn close right out of the gate, well done for sure!

I'm not concerned about the overall balance, just that it seems to use the "balanced on a knife" approach where it could be exploited in certain places.

The earliest versions I wrote did have it be a one-action cantrip, but the main issue I came across is what you mentioned about proficiency. Giving a spellcaster a spammable one-action spell attack is not worth the loss of spell slots at lower levels but would nearly turn the witch into a fighter at the highest levels. The proficiency curve for spellcasters feels very weird to me compared to martials, and it makes tackling things like this difficult to do in a way that will be balanced at all levels of play.

I hear you on the patron-specific changes though, and if I ever decide to expand the archetype I'll look into that! Thanks for the critique and compliments!

I think one thing that might have made it worth the slot is maybe making Eldritch Blast a metamagic (almost spellstrike-ish) that applies to a chosen cantrip as a rider.

AKA Evil Eye Eldritch Blast, if it hits roll a will save (critical success reduce the save tier by 1).

It would have demanded a more complex design though, so I hear ya, but I would have liked to see something else come into play for the missing slots than full-blown making it an unarmed attack (personally of course).

I think if you wanted to get something up and working efficiently, what you have is probably the path of least resistance to an effective model. Nonetheless, I do wonder what something with a bit more meat would look like :)

Here's hoping that maybe you consider an expansion. I think it would do very well if you put it out there on PI/Drivethrurpg!


Salamileg wrote:
Megistone wrote:

I was curious and read about your Warlock. That's really nice, there are only two things that concern me from a balance perspective:

- Mobile Blast is basically a free step and +2 to hit; it looks too powerful too me.
- Shatter Mind seems too good against bosses; maybe it should get the Incapacitation trait.

Both of those feats are based of existing Fighter feats, Parting Shot and Debilitating Shot, with the latter being stunned instead of slowed to match the flavor. In fact, a lot of these feats are retooled feats from the Archer archetype, since the Warlock was meant to be balanced against a longbow using martial (minus any special class features such as a ranger's Edge).

That said, I know Fighters are generally considered to be on the more powerful side of the game, so if these feats are still too strong to be on a more martial witch I will definitely do another pass.

Parting Shot is two actions though, while Mobile Blast is only one - that's the big thing that makes it unbalanced in my eye.

I stand corrected on Shatter Mind.


Megistone wrote:
Salamileg wrote:
Megistone wrote:

I was curious and read about your Warlock. That's really nice, there are only two things that concern me from a balance perspective:

- Mobile Blast is basically a free step and +2 to hit; it looks too powerful too me.
- Shatter Mind seems too good against bosses; maybe it should get the Incapacitation trait.

Both of those feats are based of existing Fighter feats, Parting Shot and Debilitating Shot, with the latter being stunned instead of slowed to match the flavor. In fact, a lot of these feats are retooled feats from the Archer archetype, since the Warlock was meant to be balanced against a longbow using martial (minus any special class features such as a ranger's Edge).

That said, I know Fighters are generally considered to be on the more powerful side of the game, so if these feats are still too strong to be on a more martial witch I will definitely do another pass.

Parting Shot is two actions though, while Mobile Blast is only one - that's the big thing that makes it unbalanced in my eye.

I stand corrected on Shatter Mind.

Good catch, I hadn't noticed the difference. I'll either add an extra action or remove the flat-footed.


Megistone wrote:
Salamileg wrote:
Megistone wrote:

I was curious and read about your Warlock. That's really nice, there are only two things that concern me from a balance perspective:

- Mobile Blast is basically a free step and +2 to hit; it looks too powerful too me.
- Shatter Mind seems too good against bosses; maybe it should get the Incapacitation trait.

Both of those feats are based of existing Fighter feats, Parting Shot and Debilitating Shot, with the latter being stunned instead of slowed to match the flavor. In fact, a lot of these feats are retooled feats from the Archer archetype, since the Warlock was meant to be balanced against a longbow using martial (minus any special class features such as a ranger's Edge).

That said, I know Fighters are generally considered to be on the more powerful side of the game, so if these feats are still too strong to be on a more martial witch I will definitely do another pass.

Parting Shot is two actions though, while Mobile Blast is only one - that's the big thing that makes it unbalanced in my eye.

Keep in mind that Mobile Blast requires you to be "within an enemy reach", meaning that you won't be able to use it if ranged.

Which means that at some point, given enemies with 10/15/20 reach, you'd be triggering AoO because even by stepping you might result within their reach ( and because so triggering with eldritch blast ).

Also, it's primarly a fighter feat ( which has +2 attack ), and because so more able to land critical hits by using parting shot. it's also available through archetype, but it mainly shines with a ranged crit fisher.

Finally, it's only for eldritch blast ( didn't read the whole chart, but I suppose it would be the same progression as any other spellcaster, or even a hybrid like summoner/magus ).

I can feel your point for the 1 action rather than 2, but it doesn't seem that off to me. I'd try it out, because it's pretty different from parting shot.


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This whole file has some very nice homebrew and ive been looking for a solid warlock conversion for some time. im surprised you made eldritch blast an unarmed attack instead of a focus cantrip.


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Homebrew tends to be pretty tailored to people's personal experience, and often incredibly small detail oriented, but honestly everything here seems really well-done. Mostly additive, the broader changes are simple and difficult to object to. Great stuff!


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Small update! I made three domains for the PF2 subreddit's homebrew contest, and I've added the two I didn't submit to this compendium! Introducing the Blood and Song domains.

Also, changed the flat footed in Mobile Blast to a +1 circumstance bonus to the attack roll.


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Salamileg wrote:

Small update! I made three domains for the PF2 subreddit's homebrew contest, and I've added the two I didn't submit to this compendium! Introducing the Blood and Song domains.

Also, changed the flat footed in Mobile Blast to a +1 circumstance bonus to the attack roll.

FWIW unlike RPG Superstar, I think you are free to use your work for any personal projects as well as it being submitted for Brewmaster (that is once we're out of the private submission phase).

Excited to see what did make the it into the contest though :)


Another addition made, a somewhat quick and dirty Eldritch Scion Class Archetype.


Love the homebrew rules you have here. I've actually made some similar changes within my own document. You seem like you'd be a great GM to play with.


Salamileg wrote:
Midnightoker wrote:

For me, the big balance concern is using Eldritch Blast as an unarmed strike. I get what it's going for, so it can use standard weapon runes, work criticals the same, faster proficiency progression, etc.

BUT I really think given how it works it should just be reworked as a 1-action cantrip. If it were reworked like that, I would see a LOT more potential to add Patron-specific riders and other flavors on top of that.

BUT, for a 2-page supplement that gets the feeling damn close right out of the gate, well done for sure!

I'm not concerned about the overall balance, just that it seems to use the "balanced on a knife" approach where it could be exploited in certain places.

The earliest versions I wrote did have it be a one-action cantrip, but the main issue I came across is what you mentioned about proficiency. Giving a spellcaster a spammable one-action spell attack is not worth the loss of spell slots at lower levels but would nearly turn the witch into a fighter at the highest levels. The proficiency curve for spellcasters feels very weird to me compared to martials, and it makes tackling things like this difficult to do in a way that will be balanced at all levels of play.

I hear you on the patron-specific changes though, and if I ever decide to expand the archetype I'll look into that! Thanks for the critique and compliments!

I do like the Warlock. Its interesting that it still has 6 hitpoints like the witch, but gets full spell casting proficiency unlike the other wave casters. I do think its workable, and I'd be happy to use it as is. Its interesting that the feats that clone weapon proficiency, like Mauler don't clone unarmed proficiency.

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