Wizard
Base Class: Wizard

The Brotherhood of the Threefold Path teaches three wizardly traditions in the Academia de Magicka. Those who study at the Academia may follow one of these traditions when they become an initiate.


The Path of the Ebon Heel believes the role of wizardry is lordly, keeping the peace from on high. If the Ivory Hand are the open palm of the Brotherhood, the Ebon Heel are the closed fist acting as enforcers and inquisitors. The Ebon Heel are given martial training along with their magical training and able to use a single martial weapon.

Amulet of the Threefold Path

When you adopt a Brotherhood of the Threefold Path tradition at 2nd level, you become a member of the Brotherhood with Renown of 1. You also receive an Amulet of the Threefold Path. This Amulet is a magic item that acts as your arcane focus and unlocks additional abilities as your renown with the Brotherhood grows.

Brotherhood Rank & Amulet Power Level

Renown          Rank                Amulet Power Level
1                      Initiate             Lesser
10                   Journeyman   Greater
25                   Magus             Superior
50                   Archmage       Supreme

Inquisitor Training

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Perception skill if you don’t already have it.

Gaze of Truth

Starting at 2nd level when you choose this arcane tradition, your firm words and piercing gaze can magically compel another creature to tell the truth. 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, a creature can't speak a deliberate lie. You know whether the creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

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’t use this feature on that creature again until you finish a long rest.

War Magic

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Subduing Snare

Beginning at 10th level, as a reaction, choose a creature that you can see within 30ft. The target must succeed on a Wisdom saving throw versus your wizard spell save DC or be paralyzed until the start of your next turn. This feature has no effect on undead. This feature happens just before the action that triggered it.

You can’t use this feature again until you finish a long rest.

Confiscate Spell

At 14th level, you gain the ability to magically confiscate the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots without preparation. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

Path Of The Ebon Heel Image

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