Base Class: Wizard
Courtesy of Forgotten Realms Wiki:
The Red Wizards, formerly known as the Red Wizards of Thay before the War of the Zulkirs, were the notorious and nefarious magocratic ruling class of the inhospitable but well-inhabited country of Thay. Historically they owed their power to being cruel slavers, demonologists, and arcane experimenters, before most of their numbers wholly dedicated themselves into creating a nation of undeath.
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 of your Favored School. Tattooed spells are always prepared for you.
Once you choose these spells, you can't change them later without the aid of a greater restoration spell or other comparable magic. You can tattoo an additional spell at 7th, 11th, and 15th level. When you scribe your first Magic Tattoo on yourself, you also gain proficiency in the Intimidation skill if you don’t already have it.
Energy Drain
At 6th level you begin to sap the energy of spellcasters around you in a 10 ft range. A willing spellcaster may give up spell slots for you. The amount of slots they give up can be divided in any way.
For example, if they give up a level 3 spell you can take 1 three level spell, 3 one level spells, or 2 one level spells and 1 two level spell.
If the target is unwilling you must beat them in a contested arcana check. If you beat them, you steal an amount of spell slots equal to your Intelligence modifier ( minimum of 1).. Upon a failure, the target knows you tried to steal it's spell slots, has advantage against you in all attacks, ability checks, and saving throws for 1 minute. Any extra spell slots you gain from this go in a pool, of which you can combine or use singularly.
Range increases to 20 feet at 8th level, 30 feet at 10th level and 40 feet at 12th level.
Empowered Specialization
When you reach 10th level, when you deal damage with a cantrip from your Favored school, you can add your Intelligence modifier to the damage roll (minimum 1). In addition, when you cast a spell from your Favored school that forces a creature to make a saving throw, you can impose a 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 an advantage on the roll.
Once you use this ability 3 times you can't use it again until you finish a short or long rest.
School 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 short or 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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