Wednesday, June 17, 2026

Spell: Bilitis's Emerald Labrys

Bilitis's Emerald Labrys


Conjuration (Creation) [Force]

Level: Sor/Wiz 4, Cleric 4
Components: V, S, M (a small moonstone worth at least 10 gp)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

DESCRIPTION

You raise your hand and call forth a brilliant emerald-green labrys formed entirely of solid magical force. The translucent weapon appears instantly in your grasp, shedding bright green light in a 20-foot radius and shadowy illumination for an additional 20 feet.

The conjured weapon functions as a magical battleaxe sized appropriately for the caster.

While this spell remains active, you are considered proficient with the conjured labrys regardless of your normal weapon proficiencies.

The weapon gains a +1 enhancement bonus on attack and damage rolls, plus an additional +1 enhancement bonus for every three caster levels beyond 3rd, to a maximum of +6 at 18th level.

Caster LevelEnhancement Bonus
4th-5th+1
6th-8th+2
9th-11th+3
12th-14th+4
15th-17th+5
18th++6

The weapon is composed of force and may strike incorporeal creatures without suffering the normal 50% miss chance.

If disarmed, the labrys immediately vanishes and reappears in your hand at the beginning of your next turn as a free action. If your hand is occupied, it appears in the nearest unoccupied square adjacent to you.

Only the caster may wield the conjured weapon. If another creature attempts to grasp it, the labrys immediately dissolves into harmless green motes and reforms in the caster's hand on their next turn.

MATERIAL COMPONENT

A moonstone worth at least 10 gp.

Feat: Daughters of Bilitis

Daughters of Bilitis [General]


Together, you find courage where others find fear.

Prerequisites: Female, Cha 13, Base Attack Bonus +3.

Benefit: Whenever at least one conscious allied woman is within 30 feet, you gain a +1 morale bonus on attack rolls, weapon damage rolls and saving throws against fear effects.

For every two additional conscious allied women within 30 feet (maximum +3), these bonuses increase by +1.

If you are reduced below half your maximum hit points, these bonuses immediately increase by 1 for the remainder of the encounter (maximum +4 total).

Special: If two characters possessing this feat are adjacent, both gain a +1 dodge bonus to AC.

Tuesday, June 16, 2026

Feat: Refuse Defeat

Refuse Defeat [General]


You possess hidden reserves of strength and determination that emerge when the struggle is at its greatest.

Prerequisites: Con 13, Endurance.

Benefit: Once per day as an immediate action, when your current hit points are reduced to one-half your maximum hit points or less, you may call upon your champion's reserve.

You gain temporary hit points equal to your character level + your Constitution modifier (minimum 1). These temporary hit points last for 1 minute.

In addition, your base land speed increases by 10 feet and you gain a +2 morale bonus on Strength checks, Constitution checks, and Fortitude saves for 1 minute.

Normal: Characters receive no special benefits when reduced below one-half their maximum hit points.
Special: A fighter may select Refuse Defeat as one of his fighter bonus feats.

Feat: Unyielding Competitor

Unyielding Competitor [General]


You perform at your best when the challenge is greatest, drawing strength from adversity and refusing to be discouraged by injury or setbacks.

Prerequisites: Con 13.

Benefit: Whenever your current hit points are at or below one-half your maximum hit points, you gain a +1 morale bonus on attack rolls, weapon damage rolls, skill checks and saving throws.

This bonus increases to +2 when your current hit points are at or below one-quarter of your maximum hit points.

Special: A fighter may select Unyielding Competitor as one of his fighter bonus feats.

Feat: Unyielding Competitor

Unyielding Competitor [General]


You have learned to push through pain, exhaustion and adversity that would cause others to falter. Whether on the athletic field, the battlefield or the long road between destinations, your determination allows you to continue when others would surrender.

Prerequisites: Con 13, Endurance.

Benefit: You gain a +2 bonus on saving throws against fear effects and any effect that would cause the fatigued or exhausted condition.

While you are fatigued, you suffer only half the normal penalties associated with that condition (rounded in your favor). For example, a fatigued character with this feat suffers only a -1 penalty to Strength and Dexterity instead of -2.

In addition, once per day, when reduced to 0 hit points or fewer but not slain, you may continue acting normally for 1 round. At the end of that round, the effects of your injuries apply normally. This ability does not prevent death from hit point loss, nor does it allow you to act if you are killed outright.

Normal: Fatigued creatures take a -2 penalty to Strength and Dexterity and cannot run or charge. Characters reduced to 0 hit points or fewer are limited in their actions as described by their condition.

Special: A fighter may select Unyielding Competitor as one of his fighter bonus feats.

Thursday, June 11, 2026

Spell: Vow's Summons

Vow's Summons


Conjuration (Teleportation)
Level: Cleric 5, Paladin 4, Sorcerer/Wizard 5, Bard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Unlimited (same plane)
Target: One willing bonded partner
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By invoking the power of a sacred vow, you call your spouse or bonded partner across any distance. The target must be a creature with whom you have entered a recognized marriage, handfasting, life-bond, or similar permanent partnership.

Upon completion of the spell, the target is instantly transported to an unoccupied square adjacent to you. The destination square must be capable of supporting the target and must provide sufficient room for the target to appear safely.

The target must be willing. If the target is unconscious, sleeping, helpless, charmed, dominated, or otherwise unable to consciously consent, the spell fails.

Vow's Summons functions only if both caster and target are on the same plane. Effects that block teleportation, planar travel, or dimensional movement prevent the spell from functioning.

If no safe adjacent square exists, the spell fails.

Material Component: A silver ring worth at least 10 gp that has been worn by the caster for at least one month. The ring is consumed in the casting and enlarges to become the portal.

Feat: United Hearts

United Hearts [General]


Love, trust, and shared experience have taught you and your bonded partner to stand stronger together than either could alone.

Prerequisites: Base Will save +2, married, handfasted, or otherwise permanently bonded to a willing partner recognized by the character's culture, faith, community, or personal vows.

Benefit: While adjacent to your bonded partner, you gain a +1 morale bonus on Will saving throws.

In addition, you gain a +1 circumstance bonus on Aid Another checks made to assist your bonded partner, and your partner gains the same bonus when assisting you.

Finally, whenever you and your bonded partner are both threatening the same opponent, you gain a +1 circumstance bonus on attack rolls made while flanking that opponent.

Special: Both members of the bonded pair may select this feat. Its benefits do not stack if both partners possess the feat.

Special: If a character enters into a new lifelong bond after the death of a previous bonded partner, this feat may be reassigned to the new partner after one month of shared companionship and a formal reaffirmation of vows.

Design Notes: The feat intentionally grants only modest bonuses. Its purpose is to reward partnership and cooperation without becoming a mandatory choice for married adventurers. The Will save bonus represents emotional support, the Aid Another bonus reflects familiarity and trust, and the flanking bonus symbolizes the coordination developed through years of shared experience.