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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Posted May 13, 2018Okay, I'll bite. Why is the 10th level feature have the exact same name as the necromancer 10th level feature, despite having a completely different effect?
My original comment here was a snarky misdirection about the (seemingly) obvious naming mistake as a way to comment on the strength of effectively applying the Divination School's Expert Divination feature to any chosen school. Either you've out-sarcasm-ed me (I'm American and you're British, I'm willing to grant this) or we're completely misunderstanding each other.
To the original point. Mind Spike was an interesting spell for no other reason than it was a divination that was improved by up-casting, and people got excited about its interactions with Expert Divination. The idea of milking a single 5th level slot to cast fireball 3 times is just crazy.
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Posted May 13, 2018Also I will note that on D&D Beyond they haven't added rest-based capabilities to be usable based on an ability modifier at this point, so it'll only show three uses as the mid-ground number.
Inure verb (used with object), inured, inuring.
to accustom to hardship, difficulty, pain, etc.; toughen or harden;habituate (usually followed by to):
Thanks for the feedback. I popped it on here because one of my players wanted to play a red wizard in our Forgotten Realms game.
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Posted May 12, 2018Is specialist defense missing some rules text?
Advantage doing what? On saving throws? On ability checks to counter or dispel?
For something that seems so straightforward, I worry about the DM intervention necessary in determining how to improve the "Spell Total Effect" of spells like Magic Weapon or Animate Dead. Even without that, +1d6 to spell save DC is a dramatic boost. I'm not saying its out of scope for a wizard school, but it seems like a fairly large portion of the archetype budget.
Inured to Undeath is a typo I'm sure, because applying Expert Divination to an arbitrary school seems like a mistake.
I like the last feature though, Magic Red Wizard seems pretty well on par with the Necromancer's Control Undead and perfectly in keeping with the premise of the Red Wizards of Thay.