Wizard
Base Class: Wizard

The Brotherhood of the Threefold Path is a powerful order of wizards with far-reaching political influence. They are closely tied to both the Belanthian and Celasyn thrones and are responsible for a multi-national ban on sorcery. In the central seat of their organization, the Academia de Magicka, they teach three wizardly traditions (or Paths). Those who study at the Academia may follow one of these traditions when they become an initiate. 

The Path of the Ivory Hand adheres to teaching, protecting, healing, and diplomacy. They are the outreach arm of the Brotherhood, often using their abilities for community service and civic duty.

Healing Magic

Wizards of the Path of White may learn and prepare certain healing spells from the cleric spell list. These are added to their spellbook the same as a wizard spell.

These spells are: Aid, Cure Wounds, Greater Restoration, Heal, Healing Word, Lesser Restoration, Mass Cure Wounds, Mass Heal, Mass Healing Word, Power Word Heal, Regenerate

Calming Presence

Starting at 2nd level when you choose this arcane tradition, your calm words and gentle gaze can magically calm the emotions of another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must make a Charisma saving throw against your wizard spell save DC. On a failed save choose one of the following two effects.

You can suppress any effect causing the target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make the target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can not use this feature on that creature again until you finish a long rest.

Ward of Protection

You draw a protective sigil in the air and a shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. This functions the same as Shield of Faith but does not count against known spells or spell slots.

You may not use this feature again until you have taken a Short Rest.

Calming Majesty

Beginning at 10th level, when you use your Calming Presence feature you may choose to have it affect all creatures within 30 feet of you.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends immediately for a creature if it leaves the area of effect, if the creature can neither see nor hear you, or if the creature takes damage.

This feature cannot b used again until you have taken a Long Rest.

Enversion

Starting at 14th level, when you are the target of a magic spell that would damage of you and successfully save against it, as a reaction, you may choose to convert the full damage amount into healing energy which can then be used to heal any one target you can touch. This healing touch counts as a separate action and must be used on your next turn or it dissipates. 

You can not use this feature again until you have taken a Long Rest.

Path Of The Ivory Hand Image

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