The Brotherhood of the Threefold Path

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.

These Paths are presented below.


The Path of the Ebon Heel

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.

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

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.

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The Path of the Ivory Hand

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, diplomacy, and civic duty.

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.

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

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 and the appropriate spell slot is still required to cast them. These spells are:

Level Spells
1 Cure Wounds, Healing Word
2 Aid, Lesser Restoration
3 Mass Healing Word
5 Mass Cure Wounds, Greater Restoration
6 Heal
7 Regenerate
9 Mass Heal, Power Word Heal

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.

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