The Red Wizard of Thay. Its a slight reworking of a home-brew a friend of mine used that I thought was cool but a bit too powerful as he had it. Let me know what you guys think?
I started playing in '96 so I feel ya. But ive always loved the concept of the red wizards as characters, but typical and a-typical. their culture and society allows for some really interesting character backstories and motivations.
The tattoos should be limited to 1st and 2nd-level spells.
Empowerment steps on the Sorcerers’ toes a bit.
The Circle is very abusable. I would limit it so that non Reds can only donate 1 spell level, and that Reds can only donate a max of 3 levels.
That capstone is overpowered I think. Instead of auto-failing/hitting I would make it a damage boost so even if they save they take more than half, if they fail they take more, and if you miss they take half and if you hit you Crit on a 18, 19, or 20. This is potentially more damage, but less guaranteed damage.
The Red Wizard of Thay. Its a slight reworking of a home-brew a friend of mine used that I thought was cool but a bit too powerful as he had it. Let me know what you guys think?
https://www.dndbeyond.com/subclasses/475501-red-wizard
Looks good, but I’m biased.
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Why are you biased? lol
I started playing back in the early ‘90s, I remember them from back in the day.
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I started playing in '96 so I feel ya. But ive always loved the concept of the red wizards as characters, but typical and a-typical. their culture and society allows for some really interesting character backstories and motivations.
Interesting is one word for it.
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What are you thoughts on the balance and options I tossed in?
IMHO:
The tattoos should be limited to 1st and 2nd-level spells.
Empowerment steps on the Sorcerers’ toes a bit.
The Circle is very abusable. I would limit it so that non Reds can only donate 1 spell level, and that Reds can only donate a max of 3 levels.
That capstone is overpowered I think. Instead of auto-failing/hitting I would make it a damage boost so even if they save they take more than half, if they fail they take more, and if you miss they take half and if you hit you Crit on a 18, 19, or 20. This is potentially more damage, but less guaranteed damage.
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Anyone else have any thoughts?