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Wizard Feats for Arcane Bond


Suggestions/House Rules/Homebrew


This is a set of feats I wrote and have successfully used in a couple of campaigns now. Please critique to your heart's content.

Arcane Bond: Weapon


have you done the math on these yet, as far as what a caster class compares martially to a martial class? any thoughts on changing the caster level restriction to character level?


Interesteing idea. It gives some reason to have an arcane bonded weapon. Normally I just go with a ring because it's "always on" vs a weapon that has to be brandished. With these feats it would be worth it to bond a weapon.


When I wrote them, I expected anyone using them to stick to the wizard class, mostly because pathfinder encourages it so much and since it builds on a specific class ability, it made sense to link it there somehow.

I am not sure that changing it to character level is balanced, but making another feat that allows it is definitely in the spirit of these feats: blending different roles.

Also remember that as far as caster level is concerned

Improved Arcane Bond: Arcane Weapon:
Benefit: As long as the Arcane Weapon is wielded, the Wizard gains a +1 bonus to his caster level. For every three feats that has this feat as a prerequisite that you have, you gain an additional +1 to your caster level plus your Arcane Weapon gains 5 hit points.
Special: Your Arcane Weapon adds your caster level to its hardness score.

Your caster level will continue to grow as long as you stick to the feats. You are giving up your wizard levels I assume to become more physically oriented, but you gain versatility. With the right combination of these feats, you should be getting double duty from the stuff you get from the other classes you pick.

You will have to be specific as to what math you want +5 Toaster, there are many combinations, not including feats I did not write (core, apg, etc) and when I wrote this I purposefully added several paths, a 20th level wizard who dedicates every single feat available would not be able to take every single feat here.

Some make you more melee viable, others make your magic better, another gives you an intelligent item that grows with your power.

And finally, you are correct Golem. It was the main reason I wrote it, I hate the idea that I can have a bonded weapon but that it is total crap to do that when you compare it to say, a ring.


I just meant what an average core wizard would have to hit and damage as compared to a martial class. that being said you changed my mind, the caster level was actually a better idea after all. initially it felt a little awkward to me, with them being mostly martial type feats and all, but it definitely makes more sense at second glance. I am also curious how these would compare when put on the bonded witch, arcane-blooded sorcerer, and other casters with the eldritch heritage feats. all in all though I am really impressed with the quality and amount of work you put into this.


Added a chart so you can see the feat progression. Blogger is weird about images, you might have to (ctrl + +) to read it correctly, but it should help to plan out your feats.

I will post a base wizard and run a few numbers, see what we come up with.


Assume we make one human wizard who exclusively sticks to these feats trying to be the maximum caster: 1st, 5th, 10th, 15th, and 20th. So 5 iterations. And an elven wizard who is trying to be more gish about his selections.

Lv 1 human wiz
Int 20
Arcane Bond: weapon: Quarterstaff
Feats (2):
Improved Arcane Bond: Arcane Weapon.
Effective caster level: 2.
Arcane Weapon Hardness +2.

Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.

Lv 5 wiz
Int 21
Feats (5):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 7.
Arcane Weapon hardness +7.
Arcane Weapon Hit Points +5.

Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.

Mana Spike.
+3 bonus to overcome spell resistance.

Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)

Boundless Knowledge.
No need for a spellbook anymore.

Lv 10 Wiz
Int 22
Feats (8):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 12.
Arcane Weapon hardness +12.
Arcane Weapon Hit Points +10.

Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.

Mana Spike.
+3 bonus to overcome spell resistance.

Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)

Boundless Knowledge.
No need for a spellbook anymore.

Improved Spontaneous Spell.
2 uses of your Arcane bond ability.

Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.

Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now).

Lv 15 Wiz
Int 23
Feats (12):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 18.
Arcane Weapon hardness +18.
Arcane Weapon Hit Points +15.

Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.

Mana Spike.
+3 bonus to overcome spell resistance.

Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)

Boundless Knowledge.
No need for a spellbook anymore.

Improved Spontaneous Spell.
2 uses of your Arcane bond ability.

Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.

Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now).

Weapon of Power.
Add Enhancement bonuses from your weapon to your spells.

Loaded Spell.
Gain immediate spell slots by temporarily burning your weapon's enchantments.

Superior Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision 60 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability).

Superior Spontaneous Spell
3 uses of arcane bond ability.

Lv 20 human Wiz
Int 25
Feats (15):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 25.
Arcane Weapon hardness +25.
Arcane Weapon Hit Points +20.

Inner Strength.
Two handed Melee Weapon: +1 to Armor Class.

Mana Spike.
+3 bonus to overcome spell resistance.

Shard of Thought.
Intelligent Arcane Weapon. (at a minimum: 24 hr alert party member that can wake you up, and effectively grants you low light vision 30 ft. through it)

Boundless Knowledge.
No need for a spellbook anymore.

Improved Spontaneous Spell.
2 uses of your Arcane bond ability.

Improved Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party, and effectively grants you low light vision and darkvision 60 ft. through it) also gives you the alertness feat.

Improved Mana Spike.
+3 bonus to over come spell resistance. (for a total of +6 now)

Weapon of Power.
Add Enhancement bonuses from your weapon to your spells.

Loaded Spell.
Gain immediate spell slots by temporarily burning your weapon's enchantments.

Superior Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision 60 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability).

Superior Spontaneous Spell.
3 uses of your Arcane bond ability.

Supreme Shard of Thought.
Improvement to Intelligent Item. (at a minimum: 24 hr alert party member that can wake up the whole party (with telepathy towards you), and effectively grants you low light vision, darkvision, and blindsense 120 ft. through it) also gives you the alertness feat. You cannot be flat footed. The weapon may use its own abilities (example: imbue with spell ability). Replace any mental stat you have with any your weapon has. You have to be affected twice (once for you and once for your weapon) by any mental effect to actually be affected, assuming your weapon can also be targeted (since it is immune to poisons, for example).

Body and Soul.
You cannot be willingly separated from your weapon.

Two Become One.
You have to be affected twice (once for you and once for your weapon) by any soul effect (magic jar?) to actually be affected, assuming your weapon can also be targeted (since it is immune to poisons, for example). You are effectively immortal; it is much cheaper to bring you back from the dead, or it is simply a matter of time. A contingency on your weapon with a teleport when you die (and determined by the weapon) will most likely assure your return.

I am tired. Going to bed. Will work on the pointy eared one tomorrow.


Now to the pointy eared one. He doesn't Actually have true melee capability until a bit later, so for the most part he really starts coming into his own by level 5. I purposefully waited until Melding the Arts to take feats outside of this list.

Lv 1 elf wiz
Str 12
Dex 20
Int 20
Arcane Bond: weapon: Longsword
Feats (1):
Improved Arcane Bond: Arcane Weapon.
Effective caster level: 2.
Arcane Weapon Hardness +2.

Lv 5 elf wiz
Str 12
Dex 20
Int 21
Feats (4):
Improved Arcane Bond: Arcane Weapon.
Effective caster level: 7.
Arcane Weapon Hardness +7.
Arcane weapon hit points +5.

Inner Strength.
One Handed Melee Weapons. +1 bonus to spell damage.

Arcane Weapon Focus.
Use Int instead of Str for attacks, now you are truly becoming a gish. Effective +4 bonus to attack rolls.

Spell Strike.
Burn spells to get bonus to attacks. You increase your odds of hitting now. A 3rd level spell turns into a +6 bonus to attacks.

Lv 10 Elf Wiz
Str 12
Dex 20
Int 22
Feats (7):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 12.
Arcane Weapon hardness +12.
Arcane Weapon Hit Points +10.

Inner Strength.
One Handed Melee Weapons. +1 bonus to spell damage.

Arcane Weapon Focus.
Use Int instead of Str for attacks, now you are truly becoming a gish. Effective +5 bonus to attack rolls.

Spell Strike.
Burn spells to get bonus to attacks. You increase your odds of hitting now. Burn a 5th level spell for +10.

Arcane Weapon Specialization.
Deliver spells through attacks. This is now this elf's bread and butter for enhancing dpt. Don't forget your inner strength ability, which stacks. Use with Spell strike to assure your odds when trying to use a powerful spell.

Arcane Weapon Might.
Use Int instead of Str for damage. Effective +5 static bonus to damage rolls.

Improved Inner Strength.
another +1 to spell damage. Your caster level is fighter levels for feats. total win.

Lv 15 Wiz
Str 12
Dex 20
Int 23
Feats (11):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 18.
Arcane Weapon hardness +18.
Arcane Weapon Hit Points +15.

Inner Strength.
One Handed Melee Weapons. +1 bonus to spell damage.

Arcane Weapon Focus.
Use Int instead of Str for attacks, now you are truly becoming a gish. Effective +5 bonus to attack rolls.

Spell Strike.
Burn spells to get bonus to attacks. You increase your odds of hitting now. Burn an 8th level spell for +16.

Arcane Weapon Specialization.
Deliver spells through attacks. This is now this elf's bread and butter for enhancing dpt. Don't forget your inner strength ability, which stacks. Use with Spell strike to assure your odds when trying to use a powerful spell.

Arcane Weapon Might.
Use Int instead of Str for damage. Effective +5 static bonus to damage rolls.

Improved Inner Strength.
another +1 to spell damage. Your caster level is fighter levels for feats. total win. This is a good point to jump into multiclassing, probably fighter for the extra feats. This guy is waiting for Melding the arts to worry about other feats.

Loaded Weapon.
Your weapon bypasses most problems melees encounter, and your attack bonus should be close to a rogues, more depending on what you burn with spell strike. Don't forget dpt increase.

Arcane Weapon Convergence.
Congratulations, your attack bonus should equal a fighter, you just don't have as many attacks. Your caster level is 18, so that is your bab for attacks.

Speed of Thought.
Now you have as many attacks as you want.

Bonded By Destiny.
Tadaa! you are never weaponless.

Lv 20 human Wiz
Str 12
Dex 20
Int 25
Feats (14):
Improved Arcane Bond: Arcane Weapon.
Effective Caster level: 25.
Arcane Weapon hardness +25.
Arcane Weapon Hit Points +20.

Inner Strength.
One Handed Melee Weapons. +1 bonus to spell damage.

Arcane Weapon Focus.
Use Int instead of Str for attacks, now you are truly becoming a gish. Effective +6 bonus to attack rolls.

Spell Strike.
Burn spells to get bonus to attacks. You increase your odds of hitting now. Burn a 9th level spell for +18.

Arcane Weapon Specialization.
Deliver spells through attacks. This is now this elf's bread and butter for enhancing dpt. Don't forget your inner strength ability, which stacks. Use with Spell strike to assure your odds when trying to use a powerful spell.

Arcane Weapon Might.
Use Int instead of Str for damage. Effective +6 static bonus to damage rolls.

Improved Inner Strength.
another +1 to spell damage. Your caster level is fighter levels for feats. total win. This is a good point to jump into multiclassing, probably fighter for the extra feats.

Loaded Weapon.
Your weapon bypasses most problems melees encounter, and your attack bonus should be close to a rogues, more depending on what you burn with spell strike. Don't forget dpt increase.

Arcane Weapon Convergence.
Congratulations, your attack bonus should equal a fighter, you just don't have as many attacks. Your caster level is 25, so that is your bab for attacks.

Speed of Thought.
Now you have as many attacks as you want.

Melding the Arts.
More double duty from feats.

Weapon Focus: Longsword.

Weapon Specialization: Longsword.

Greater Weapon Specialization: Longsword.

All of the above feats apply to your spells as well. Now this elf can pretty much choose what he wants to be on a battleboard at any time.


love it it's statted out beautifully, and its pretty sensible when it comes to what an arcane bond should be capable of doing. i definitely want to print out these feats for my group.


I just went over the bonded witch, arcane-blooded sorcerer, and the eldritch heritage feats. Because they all actually gain the Arcane Bond class feature, even though it technically works different from the wizard in each instance, they are in essence the Arcane Bond nonetheless. As long as they pick weapon as their choice, they meet all prerequisites. Extra uses work the same way their Arcane Bond work. Everything is based on Caster Level so that should not be too much of a problem.


Is there any other abilities anyone else would like to see added to these?


how about one that lets you sacrifice an elemental spell to transmute your weapon damage to that element.


I think Loaded Weapon does it already. Unless you specifically are calling for an elemental spell/elemental ability. I can see it thematically, maybe available at an earlier level?

Loaded Weapon
Prerequisites: Shard of Thought, Arcane Weapon Focus, Caster Level 8th.
Benefit: Your Arcane Weapon may expend one of your spells to grant itself an enhancement bonus equal to the spell level expended; these can be used as an enhancement bonus or to give the Arcane Weapon new properties. The Arcane Weapon cannot have an effective enhancement bonus above +5; any extra spell levels may be used for new properties. Weapon properties that cost specific amounts of gold cannot be obtained using this feat. These bonuses last for a number of rounds equal to the intelligence modifier of your Arcane Weapon.

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