Wizard
Base Class: Wizard

The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.

Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the head that prepares them for entry into the full Red Wizard society. All red wizards choose a specialisation to a specific school.

Special: To become Thayan Red Wizard you must be proficient in Arcana, and a member of Thayan upper class.

School Specialisation

Beginning when you select this school at 2nd level, select a school of specialization (abjuration, conjuration, divination, enchantment, evocation, necromancy, transmutation). The gold and time you must spend to copy a spell of chosen school into your spellbook is halved. You gain your head Red Wizard’s tattoo.

Abjuration

The gold and time you must spend to copy Abjuration spells into your spellbook is halved.

Conjuration

The gold and time you must spend to copy Conjuration spells into your spellbook is halved.

Divination

The gold and time you must spend to copy Divination spells into your spellbook is halved.

Enchantment

The gold and time you must spend to copy Enchantment spells into your spellbook is halved.

Evocation

The gold and time you must spend to copy Evocation spells into your spellbook is halved.

Illusion

The gold and time you must spend to copy Illusion spells into your spellbook is halved.

Necromancy

The gold and time you must spend to copy Necromancy spells into your spellbook is halved.

Transmutation

The gold and time you must spend to copy Transmutation spells into your spellbook is halved.

Specialist Defence

Beginning at 2nd level, you are counted to be well versed against magic of your school specialisation. You have advantage against spells that belongs to your School Specialisation.

Abjuration

You have advantage on saving throws against Abjuration spells.

Conjuration

You have advantage on saving throws against Conjuration spells.

Divination

You have advantage on saving throws against Divination spells.

Enchantment

You have advantage on saving throws against Enchantment spells.

Evocation

You have advantage on saving throws against Evocation spells.

Illusion

You have advantage on saving throws against Illusion spells.

Necromancy

You have advantage on saving throws against Necromancy spells.

Transmutation

You have advantage on saving throws against Transmutation spells.

Spell Power

Starting at 6th level, you may as a bonus action infuse your spell with 1d6 to either Spell Save DC, Spell Attack, or Spell total effect roll (this adds to total damage not to individual dice, and may also effect special effects that you roll effects for like sleep or color spray). You may use this ability number of times equal to your Intelligence bonus and no more than once per spell casting. To regain those uses you must finish a short or long rest.

Inured to Undeath

Beginning at 10th level, whenever you cast a spell belonging to your chosen school using up to 5th level spell slot you regain a used spell slot of any level lower than spell slot just used.

Master Red Wizard

Starting at 14th level, you become recognised by the red wizards and are allowed to have a body guard under your control. This may be any creature or humanoid up to CR 6. Creature becomes your loyal cohort. If it should die you will be appointed new cohort when you return back to Thayan center of power(Your home base where red wizards could provide you with such resource, if you have power to give life or unlife you may do it yourself).

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