---
title: "Sixth Pillar"
noteType: ":sticky-note:"
aliases: "Sixth Pillar"
foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F5gBiVGbS8YSgPSI
tags:
  - JournalEntryPage
---

# Sixth Pillar
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.

## [[Sixth Pillar Dedication]] Feat 10

**Prerequisites** Dexterity 14, expert in Acrobatics, ability to cast spells

* * *

You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.

**Special** You can't select another dedication feat until you have gained two other feats from this archetype.

## [[Maneuvering Spell]] Feat 12

**Prerequisites** Sixth Pillar Dedication

**Trigger** You begin to Cast a Spell that requires at least 2 actions to cast.

* * *

You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [[Step]], [[Leap]], or [[Stand]]. This action can be before or after you Cast the Spell.

## [[Six Pillars Stance]] Feat 12

**Prerequisites** Sixth Pillar Dedication

**Requirements** You are unarmored.

* * *

You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.

## [[Sixth Pillar Mastery]] Feat 14

**Prerequisites** Sixth Pillar Dedication

* * *

You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.

## [[Touch Focus]] Feat 16

**Prerequisites** Sixth Pillar Dedication

**Trigger** You begin to Cast a Spell that requires a spell attack roll.

* * *

You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked [[Prone]] in addition to the spell's normal effects.