Arcane Lord (3.5e Prestige Class)

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Author: Leziad (talk)
Contributors: SecondDeath777
Date Created: 4th March 2017
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A prestige class for extremely powerful spellcasters.

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15



Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting Full

Arcane Lord[edit]

You lowly minions of evil, witness my magic and cower. See for yourself how I attained ultimate power!
—Dark Mistress Kiden, Human Patron Witch Arcane Lord

Becoming a Arcane Lord[edit]

Throughout history, great wizards and sorcerers made themselves God-Kings, Empresses and Supreme Rulers, leading great magic wars against each other. The path to power lead foolish men and women like moth drawn to a flame. Most get burnt quickly, however a few manage to make it to a point where they become much like the flame themselves. These men and women are Arcane Lords, master of their art who through endless trials and study became true master of magic.

It is said that Arcane Lords are not born, they are made. These powerful individual come from any classes of mages, from the usual sorcerers and wizards to strange and exotic casters like beguilers and wu jens. The path of the arcane lord require one to bind their lifeforce to a powerful spell, which kill the unprepared. However those who succeed the ritual unlock further arcane potential, allowing them to access their 'full' magic potential. The rituals as side effects, turning the caster in an arcane flare and allowing for a potentially endless life.

While Arcane Lord see themselves as utterly superior to other caster, this is simply not the case. Not all spellcaster seek raw powers, and the cost that come with seeking such. The Arcane Lord find worthy rivals in Archmages and pure classed spellcasters who sought simpler path, as well as those who took highly specialized path to powers. It is true that the Arcane Lord typically sport a great increase in power over their past selves, but the sheer focus and study it take usually distract them from other paths.

Entry Requirements  
Skills: Knowledge (Arcana) 18 Ranks, Spellcraft 18 Ranks. 
Feats: High Magical Potential, Skill Focus (Knowledge Arcana), Spell Focus in two schools of magic. 
Spellcasting: Must be able to cast 8th level arcane spells. 
Special: The would be Arcane Lord must conduct a ritual that cost 25,000 GP in raw material. The ritual kill those who do not meet the prerequisite and inflict 10 points of Ability Burn to Constitution and all mental ability score of those who do. Upon surviving and recovering, the character gain his or her 'mantle of lordship' and gain it first level into the class.

Table: The Arcane Lord

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Arcane Flare, Mantle of Lordship, Raw Magic Blast +1 level of existing arcane spellcasting class.
2nd +1 +0 +0 +3 Magocrate +1 level of existing arcane spellcasting class.
3rd +1 +1 +1 +3 Gather Magic, Greater Raw Magic Blast +1 level of existing arcane spellcasting class.
4th +2 +1 +1 +4 Penultimate Discovery +1 level of existing arcane spellcasting class.
5th +2 +1 +1 +4 Primal Secret +1 level of existing arcane spellcasting class.

Class Skills (4 + Int modifier per level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Arcane Lord.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Arcane Lord, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Arcane Flare: A 1st level Arcane Lord has absorbed so much magic that it is difficult to hide. She cannot hide her own magical aura from detection spell, even while under the effect of mind blank and any lingering aura she create last for five times as long as normal.

Mantle of Lordship: Upon becoming an Arcane Lord, the Lord or Lady must choose his or her mantle from the list below. Once the choice is made it cannot be changed.

Grand Generalist: You no longer need a spellbook to prepare spells, you simply know all spells from your spell list. You still need to prepare spell as normal however. In order to select this mantle, you must be a prepare caster without any school specialization.
Master Specialist: You gain the ability to spontaneously prepare a spell from your specialized school from empty spell slot as a move action. In order to select this mantle, you must be a specialist prepared caster.
Psychic Dabbler: You may learn powers from the psion/wilder list as spells and gain the [Psionic] subtype. When you cast a power it is augmented like a psi-like ability whose manifester level is equal to twice the level of the spell slot it was cast from. You may always cast a lower level power in a higher level spell slot to gain a higher effective manifester level. In order to select this mantle, you must be a spontaneous caster with spell known and spells per day.
Sorcerer Supreme: You gain two extra spell known and spell per day for each spell level you are able to cast. If you have a bloodline or similar ability, add your Arcane Lord level -1 to your class level to determine the powers and abilities granted by your bloodline. In order to select this mantle, you must be a spontaneous caster with spell known and spells per day.
Talented Theurge: You may now learn spells from the cleric and druid spell list as if they were on your list. You may replace one of those two list by the Sorcerer/Wizard spell list if you do not have access to it. In order to select this mantle, you must be preparing spell or you must be a spontaneous caster with spell known and spells per day.
Universal Beguiler: You gain access to all enchantment and illusion spell from the spell list of all full spellcasters. In order to select this mantle, you must be a BeguilerPHII.

Raw Magic Blast (Su): An Arcane Lord of 1st level is able to simply project raw magic at it foes. As an attack action the Arcane Lord may make a ranged touch attack within 60 feet, which deal 1d10 + it casting ability modifier in pure magical damage. At the Arcane Lord's option the damage may be changed to acid, cold, electricity, fire, force or sonic damage.

At 3rd level the Arcane Lord may project raw magic in a different shape as a standard action. The Arcane Lord may choose between a 60 ft. cone-shaped burst, a 20-ft.-radius spread within long range, a 120-ft.-line or a cylinder (10-ft. radius, 40 ft. high) within medium range. If used this way the raw magic blast deal 1d10 damage per two caster level instead and allow a Reflex save for half damage. Using the following shape cause the Raw Magic Blast to become unusable for 1d4 rounds thereafter.

Magocrat: A 2nd level Arcane Lord possess power that is well known and imposing on it own. The Arcane Lord gain Variant Leadership as a bonus feat. If the Arcane Lord possessed the feat or later take it, increase the number of followers tenfold. Alternatively some Arcane Lord to not be bothered by little annoyances like followers and may change this ability for Skill Focus as a bonus feat.

The Arcane Lord gain a title of recognition, which when recognized make all non-hostile arcane spellcaster one step friendlier towards you than normal (to a maximum of Friendly). This is only an 'initial attitude' – if you take any actions that harm or offend them, their attitude will adjust appropriately. Additionally all creatures with at least 1 ranks in Knowledge (Arcana) of 7 HDs or below are automatically shaken when you are recognized and dealing with them in any hostile ways. This fear-effect do not stack with itself or any other fear-effects.

Gather Magic (Su):A 3rd level Arcane Lord gain the ability to cast spells by not expending a spell slot by charging their power and meditating for 1 minute per spell level, once it done the spell must be cast as normal with it normal casting time and any required components.

This ability is dangerous if overused or interrupted early. If the casting fail for a reason or another or if the ability is used multiple time within an hour the caster risk mental backlash. In such case the caster take 1 point of Ability Burn to it casting ability score and must make a Will save equal to 10 + spell level or take an additional amount of Ability Burn equal to the spell level. The DC increase by 10 for each successive use within an hour and for each interruption within 24 hours.

Penultimate Discovery: A 4th level Arcane Lord make a breakthrough in the art, learning one of the ability below. Once this choice is made it cannot be changed.

Bonus Feat: Sometime great discoveries are boring, you gain a bonus feat you meet the prerequisite of.
Dragon Minion: The Arcane Lord gain a True Dragon of it CR -6 as a Minion. If dismissed this minion evaporate into the air, as it made from your magic. If you already possess the Minion class features the CR of the Dragon can be up to your CR -3.
Eternal Youth: Upon learning this Penultimate Discovery, the Arcane Lord may revert to a previous age (usually in their prime) and cease aging. As a side bonus they no longer need to drink eat or sleep, become immune to aging-effect and [death] effect. Finally if slain your body is in condition to be raised by the raise dead spell you automatically raise from the day within 1d10 day (as per raise dead).
Quick Spellslinging: The Arcane Lord gain Spellslinging Style as a bonus feat. If he already possessed the feat or later gain it it is no longer restricted to be used once per round.
Retread Epiphany: You acquire the benefits of another Mantle of Lordship from the list. It imposes all the same benefits and restrictions.

Primal Secret: The 5th level Arcane Lord has acquire magical essence beyond what most are able to imagine. Whenever she cast a spell there is a 100% chance that she does not expend a spell slot, this is modified by -10% per level (to a minimum of 10% for 9th level spells) of the slot used to cast it.

The Arcane Lord is also now a master of creating spell, she halves the cost of research require to create a new spell. Once per decade she may also create an artifact, which behave as a normal magic item except that it does not shut off in antimagic field and require a specific method of destruction (with the GM's approval).

Arcane Lord in the World[edit]

I hate to be a dick, kiddo, but you're outranked, outclassed, and not smart enough to work those two things out. Seriously. Look at my fancy wizardry hat. With the runes and gems. It's like a freaking cheat sheet.
—Victor "Stretch" Denienth, Human Arcane Lord
Damn deck of many things, I lost everything to your troubled game! Well at least I still have prismatic spray...
—Chet Hazard, Human Arcane Lord/Incantatrix

Daily Life: When a arcane spellcaster attain the title of Arcane Lord, many retreat from mortal life and focus on their magical works. Only a few keep wandering like murderous homeless sociopaths, most prefer to stay in their tower or dungeon and plan the next step of their ascension to ultimate power. In fact, since Arcane Lords are extremely rare they tend to be very diverse in their daily lives and what they do with their newfound power.

Notables: The Patron Witch Kiden, a wandering talented spellcaster has filled her grimoire with powerful spells and used her power to fight her foes. While she was seen as eccentric and dangerous, she fought on the side of good almost every time, almost. The mastermind Chet Hazard was born in a world where he was one of the only two Arcane Casters. He gained over his racane power and eventually led to incredible breakthroughs, though he eventually lost all of his wealth to a few bad draws on the deck of many things.

Organizations: Arcane Lords are usually on top of whatever organizations they belong to. However it is said that an organization called the Lodge of Towers was founded by Arcane Lords who seek to establish a magical dominion over a large area, or prevent such a thing from happening. Because of their high power and individuality the goals and objective of the Lodge are difficult to assess, with members taking and changing side constantly. Ultimately the organization keep afloat because of the resources trade between it members, allowing each to prosper with an acceptable level of interpersonal conflict.

NPC Reactions: Being high level spellcasters most tend to respond to them with great respect, although those who feel ill about arcane spellcasters are likely to be much more hostile. An Arcane Lord with a title of recognition is treated with great respect by those weaker than themselves, but can find that their fame brought them new enemies.

Arcane Lord Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Arcane Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 The title may be pompous, but Arcane Lords are called that for a good reason.
10 Arcane Lords tend to be powerful spellcasters, however they often lack the specialization found in other paths.
15 Arcane Lords are true arcane flare and their handiwork can be easily detected with even basic spells.
20 Arcane Lords rely on a special ritual to gain their powers.



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Leziad's Homebrew (4425 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionPoor +
Class AbilityPrepared Arcane Spellcasting + and Spontaneous Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level15 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Control Shape +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA prestige class for extremely powerful spellcasters. +
TitleArcane Lord +
Will Save ProgressionGood +