Base Class: Wizard
Long the nemesis of the Western Heartlands of Faerûn, the Red Wizards rule the magocracy of Thay in the Unapproachable East. For hundreds of years, the Red Wizards were famed for being cruel, wicked slavers. While Thay has rejected slaves in favor of mindless undead to do their mundane work, the Red Wizards still do their utmost to manipulate events in the outside world and conquer the kingdoms around them. They were said know the darkest secrets of the strongest magic, and would sell their skills to the highest bidder. The strongest practitioners of each school of magic—the zulkirs—also ruled the nation, each part of the Council of Zulkirs.
Red Wizards practice magic much like any other wizard of Faerûn, with some notable differences: dedication to a particular school of magic, the use of magic tattoos, and cooperative circle magic. In so doing, they set themselves apart from other users of the Weave, and increase their own magical powers.
As a Red Wizard of Thay, you might be a staunch adherent of Szass Tam, making your way outside Thay on some errand for the Council of Zulkirs. Perhaps, although you never lived through Thay's history of slavery yourself, your family did, and your disgust at the vile practice drives you to work against the zulkirs. You might have broken all ties with the land of your birth, disgusted at their nefarious plans, vowing to turn your life to altruistic pursuits. Perhaps you’re pretending to the latter while actually you’re the former. In any case, you are a scion of an ancient magical tradition.
School Specialization
When you take this tradition at 2nd level you must select two schools of magic. One of these is your Favored school, the other is your Forbidden school. You can’t cast spells from your Forbidden school, and you can’t write them into your spellbook, either through increased wizard level or through copying spells you find. You can copy spells of your Favored school into your spellbook as if they were your own (1 hour and 10 gp per spell level).
Tattoo Magic
Starting at 2nd level, you know how to scribe a magic tattoo on yourself. You can tattoo yourself with 2 spells from your Favorited school. Tattooed spells are always prepared for you. Once you choose these spells, you can't change them later. You can tattoo an additional spell at 7th, 11th, and 15th level.
Spell Tattoo
You know how to scribe a magic tattoo on yourself from your Favored school.
Spell Tattoo
You know how to scribe a magic tattoo on yourself from your Favored school.
Spell Tattoo
You know how to scribe a magic tattoo on yourself from your Favored school.
Spell Tattoo
You know how to scribe a magic tattoo on yourself from your Favored school.
Spell Tattoo
You know how to scribe a magic tattoo on yourself from your Favored school.
Spell Empowerment
When you reach 6th level, You gain one of the following features of your choice.
Empowered Cantrip
When you deal damage with a cantrip from your Favored school, you can add your Intelligence modifier to the damage roll (minimum 1).
Empowered Spell
When you cast a spell from your Favored school that forces a creature to make a saving throw, you can impose disadvantage on the saving throw of a single creature affected by the spell. If the spell requires you to make a spell attack roll, you can grant yourself advantage on the roll. Once you use this ability you can't use it again until you finish a short or long rest.
Circle Magic
Beginning at 10th level, you can lead a number of friendly arcane spellcasters in a Circle.
When you use an action to cast a spell, any number of friendly creatures within 30 feet of you up to your Intelligence modifier (a minimum of 1) can use their reaction and expend a spell slot to increase the level at which you cast your spell. This can increase the level of the spell beyond what you have spell slots to cast normally, but can't exceed 9th level. For example, a 5th-level Red Wizard casting fireball uses Circle Magic with 2 other 5th-level casters, each of whom donate a 3rd-level spell slot. In this way, the Red Wizard can cast fireball as though she used a 9th-level spell slot.
Zulkir
Starting at 14th level your mastery over your Favored school is complete. When casting a spell from your Favored school, if the spell offers a saving throw, you can decide that creatures affected by the spell automatically fail the saving throw. If the spell requires you to make a spell attack roll, you can decide you automatically hit. Once you use this ability you can’t use it again until you finish a long rest.
A creature with Legendary Resistance must expend two uses to choose to succeed on this saving throw instead of failing. If they only expend one use, they make the save at disadvantage instead of automatically failing.
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