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

The innate magical ability of a sorcerer comes to him by blood. His powers are innate and intuitive. It is natural that he embrace his gifts, but is it inevitable? Must he walk the path of the sorcerer, eschewing armor and martial weapons to delve deeply into the world of arcana? A man of magical heritage may take another path, and yet still benefit from his birthright.

There is of course, the Eldritch Heritage feat, which imbues such a character with some remnant of magical affinity, but it is a half measure. Eldritch inheritance should be treated more like a bloodline. Given the intricacies of each class, it is impossible to create a universally applicable set of abilities. Thus, each class should have access to a few eldritch inheritances to serve characters with magic coursing through their veins. The following is the first example.

Eldritch Inheritance: Arcane

Your family has always had a talent for the art of magic. You are also talented, but you find your deepest joy in the act of warfare.

Arcane Heir

The name of this archetype is derived from the name of the eldritch inheritance. Thus, a fighter with Eldritch Inheritance: Arcane, is a fighter with the arcane heir archetype.

Class Skills

The arcane heir receives Knowledge (arcana), Spellcraft and Use Magic Device as class skills, but doesn’t receive Knowledge (dungeoneering) or Knowledge (engineering) as class skills.

This ability alters the fighter’s class skills.

Innate Casting (Sp)

Starting at 2nd level, the arcane heir gains the ability to cast spells as a spell-like ability. To learn or cast a spell, the arcane heir must have a Charisma score equal to at least 10 + the spell level. Arcane spell failure penalties due to armor apply as normal.

  • At 2nd level, the arcane heir 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 heir’s level. The save DC for this spell is 10 + the arcane heir’s Charisma modifier.
  • At 6th level, the arcane heir 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 heir’s caster level for this ability is equal to his arcane heir level. The save DC for this spell is 11 + the arcane heir’s Charisma modifier.
  • At 10th level, the arcane heir 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 heir’s caster level for this ability is equal to his arcane heir level. The save DC for this spell is 12 + the arcane heir’s Charisma modifier.
  • At 14th level, the arcane heir 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 heir’s caster level for this ability is equal to his arcane heir level. The save DC for this spell is 13 + the arcane heir’s Charisma modifier.
  • At 18th level, the number of times the arcane heir may cast spells each day increases from two to four.

This ability replaces bravery and the fighter’s bonus feats gained at 2nd, 10th, 14th and 18th levels.

Bonded Weapon (Ex)

At 5th level, the arcane heir forms a powerful bond with a melee 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 heir 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.

When the arcane heir 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 sword (including enhancement bonuses and relevant feats), but does not add his sword’s damage or effects to the touch spell.

At 9th level, when a arcane heir 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 heir drops or sheaths the weapon with the spell’s charge still held, the charge dissipates to no effect.

At 13th level, the arcane heir can imbue his bonded weapon with powerful magic. As a swift action, he adds ½ his arcane heir 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 17th level, the arcane heir 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 weapon training.

Weapon Mastery (Ex)

An arcane heir must select its bonded weapon for this ability.



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, but has long enjoyed creating histories and legends for his homebrewed worlds.

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