Saturday Potpourri: Eldritch Inheritance and The Arcane Heir (Any Class Archetype) Pt. II

Last week we introduced the idea of an eldritch inheritance;  a kind of bloodline for non-sorcerer characters. The idea of the eldritch inheritance is that magically inclined characters may have intuitive magical abilities and yet choose a different path than that of the sorcerer. We started with the fighter class with the eldritch inheritance: arcane, known as the arcane heir archetype.  Today we will outline the arcane eldritch inheritance and look at another example, the arcane ranger archetype.

Eldritch Inheritance: Arcane

The arcane eldritch inheritance has three features: Class skills (Knowledge (arcana), Spellcraft and Use Magic Device), innate spell casting and a bonded weapon.

As with all archetypes, the arcane heir must sacrifice class features to gain the archetype’s features.  As class features vary in potency and level gained, the application of the arcane heir archetype will vary from class to class.

The Arcane Ranger

The name of the archetype is derived from the name of the eldritch inheritance.  Thus, a ranger with eldritch inheritance: arcane, is the arcane ranger archetype.

Class Skills

The arcane ranger receives Knowledge (arcana) and Use Magic Device as class skills, but doesn’t receive Knowledge (dungeoneering) as a class skill.

This ability alters the ranger’s class skills.

Innate Casting

Starting at 4th level, the arcane ranger gains the ability to cast spells as a spell-like ability.  To learn or cast a spell, the arcane ranger must have a Charisma score equal to at least 10 + the spell level.  Arcane spell failure penalties due to armor apply as normal.

At 4th level, the arcane ranger gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the arcane ranger’s level. The save DC for this spell is 10 + the arcane ranger’s Charisma modifier.

At 6th level, the arcane ranger gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The arcane ranger’s caster level for this ability is equal to his arcane ranger level. The save DC for this spell is 11 + the arcane ranger’s Charisma modifier.

At 10th level, the arcane ranger gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The arcane ranger’s caster level for this ability is equal to his arcane ranger level. The save DC for this spell is 12 + the arcane ranger’s Charisma modifier.

At 14th level, the arcane ranger gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The arcane ranger’s caster level for this ability is equal to his arcane ranger level. The save DC for this spell is 13 + the arcane ranger’s Charisma modifier.

At 18th level, the number of times the arcane ranger may cast spells each day increases from two to four.

This ability replaces the ranger’s spellcasting ability.

Bonded Weapon

At 6th level, the arcane ranger forms a powerful bond with a weapon. If a bonded weapon is damaged, it is restored to full hit points the next time the arcane heir rests. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane ranger level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

At 6th level, when the arcane ranger casts a spell with a range of touch from the sorcerer spell list, he can use his bonded weapon to deliver the touch attack. He gains all the attack bonuses that apply to his weapon (including enhancement bonuses and relevant feats), but does not add his weapon’s damage or effects to the touch spell.

At 10th level, when a arcane ranger casts a spell with a range of touch from the sorcerer spell list, he can use his bonded weapon to deliver the touch attack. Upon a successful attack, the bonded weapon deals normal weapon damage and the spell automatically hits that target. If the weapon misses, the spell lingers on the weapon for up to one minute. If the arcane ranger drops or sheaths the weapon with the spell’s charge still held, the charge dissipates to no effect.

At 14th level, the arcane ranger can imbue his bonded weapon with powerful magic.  As a swift action, he adds ½ his arcane ranger level to attack and damage rolls for one round.  He may enhance his weapon in this way a number of times per day equal to his Charisma modifier.   

At 18th level, the arcane ranger can maximize the damage of touch spells delivered by his bonded weapon a number of times per day equal to his Charisma modifier.

This ability replaces combat style feats at 6th, 8th, 10th, 14th and 18th levels.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, (unless you consider one year as editor of a University Historical Review), but has long enjoyed creating histories and legends for his homebrewed worlds.

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