Red Wizards of Thay Organization in Not Forgotten Realms | World Anvil

Red Wizards of Thay

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Faction Summary

The Red Wizards are but a shadow of their former organization...but they are out there, and they’re making a comeback. The former masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerun, the Red Wizards were a once-mighty empire that is expanding once again; hungry for new magic, new power, and new champions. Any player who claims Thay as its homeland can join the Red Wizards and help the faction reclaim its rightful place as rulers of the world. A Red Wizard’s first and foremost responsibility is to Thay. You are an extension of our dominance and will work to spread our return to rule and power. You are a master. You are to maintain and build your power while undercutting the power of other realms. Take our badge of leaping red flames and let the world know it once again belongs to us. It is ours.
— Aznar Thrul
  At their height, the Red Wizards were the enemies of the many forces in Toril and received support from demons, devils, and drow. They were able to extend their power to almost every corner of the Realms. They ran a lucrative business in the trade of magical items, spells, and artifacts, making them virtually indispensable to many of their clients, and as such the wizards expanded their sphere of influence even farther. Their dominance continued until the lich, Szass Tam, rose to power as the regent of Thay, resulting in a civil war for control, which ended in a disaster that devastated the land. Since then, a new order has been established, slavery ended, traditions were lost, old enclaves were transformed into homes, and arcane merchandising became the driving force of the Red Wizards.   Outside of Thay, Red Wizards are frequently known as magic merchants who specialize in scrolls, magic items, and sometimes, illicit substances of questionable origin; rather than a force of world-conquering arcane zealots. Given their different interests, magical specializations and conflicting philosophies, the Red Wizards may be involved in almost any sort of venture, from smuggling to adventuring. While dealing in cheap magic items, a Red Wizard is generally honest and honorable, but it’s understood that somewhere, undetected, it is up to no good.   Still led by Szass Tam, the Red Wizards are most powerful in the Moonsea region, but they can be found throughout Toril. The Red Wizards are still considered a threat to peace in eastern Faerun and once again have started showing aggression toward their neighbors and even more distant lands.  

Member Traits

Red Wizards are driven by greed, megalomania, and paranoia. They are driven to rise to the highest possible pinnacle of success, preferably on the backs of friends, family, and associates. Red Wizards largely do as they please, but with just enough restraint through social and enclave pressure to maintain a lawful society.  

Goals

  * By whatever means necessary, acquire information, wealth, and magic items; which are funneled back to the Guild of Foreign Trade.   * Re-establish the dominance of the Red Wizards.   * Discover new and greater power.   * Rise to the highest possible pinnacle of success.  

Beliefs

* One can never have too much power.   * While non-offensive magical items are to be sold for large profits, all magical items of offensive power should be used only for the benefit of Thay.   * Red Wizards can become proto-gods, and therefore need a society of worshipers to maintain that power.

Character Restrictions

The Red Wizards of Thay were historically a very homogeneous group, evil human wizards. The events of the Spell Plague and the civil war changed that though. Red Wizards are still typically spellcasters, but the title of Red Wizard is now also passed on from parent to child and through marriage, opening the faction to non-casters.  

Race

The Red Wizards were almost exclusively human. Historically, gnolls, halflings, and centaurs were a significant part of the Red Wizard's army. Sahuagin were frequent traders with Thay. These races could easily be incorporated into the Red Wizards.   Half-elves and elves were not historically part of Thay society. Dwarves and gnomes had extremely limited contact with the Red Wizards. These, and other races, could easily be explained into joining the Red Wizards faction with Dungeon Master and player creativity.  

Class

  The Red Wizards were historically just that, wizards; however, there is nothing preventing other classes from joining the faction. Nothing other than ridicule in their homeland. It is extremely rare for these misfit classes to join the ranks of the Red Wizards, but it is not unheard of.   Regardless of the character's actual class, any rank 3 or above character is referred to as a Red Wizard. Attaining rank 3 and above requires the character be able to cast third-level spells.  

Alignment

  Thay is generally an evil society. Overall, the alignment of the country is neutral evil, but varies from neutral to chaotic. Lawful neutral characters are also common for Red Wizards. While other neutral alignments could likely be accepted into the Red Wizards, significant thought should be exercised prior to allowing a good-aligned character into the Red Wizards (perhaps as a double-agent spy).  

Citizenship

Regardless of other character options the Dungeon Master might allow, all Red Wizards must be citizens of Thay. Citizenship by birth, adoption, marriage, or naturalization at some later point are all possible.

Appearance

Traditionally, nobles of Thay disdained and abhorred body hair but men were known to grow facial hair even as they shaved their heads. Woman commonly shaved their heads but were also known to grow their hair in various styles. Both men and women decorated their heads and bodies with artistic design. Sometimes the designs were permanent tattoos, sometimes they were just body paint, and were frequently changed. Recently; however, these traditions have gone by the wayside, some within the faction have none of the stereotypical Red Wizard appearances.

Background

As noted in appendix B, characters are typically required to either have the Safe Haven background feature, or adopt the Tattoo Artist background (attachment 1).

Renown

Renown with the Red Wizards is generally obtained by giving magic items to the Guild of Foreign Trade. A character gains one renown for every rare magic item, two renown for very rare items, and three renown for legendary items or artifacts sent to Thay. This makes gaining renown at low levels significantly slower than progression with other factions. Occasionally, renown can also be given for missions that closely align with the Thay's imperialist goals. Once a character achieves the title of Red Wizard it automatically gains the status of a noble within Thay, and their families are enobled as well. This title of nobility is for life; however, it is not unheard of for a Red Wizard to be branded an outlaw and stripped of all titles and rights. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0)

Sub-factions

The Guild of Foreign Trade

There are two main sub-factions among the Red Wizards. Neither political faction is particularly organized as the Red Wizards are too paranoid. Trade enclaves provide the Red Wizards with secure bases of operation, spy networks, and resources abroad. Thay's enclaves in foreign lands are administered through the offices of the Guild of

Imperialists

Imperialists are devoted to an expansionist and imperialistic policy of swallowing neighbor states and eventually the entire Realm. They have attempted this many times in the past, but they were invariably stopped. Many of the Imperialists blame their lack of success on the inactivity of the most potent wizards of the realm, who Foreign Trade, which is a driving force for sending Imperialists out to explore Toril. The success of the magic item trade has made the leading officers of the Guild of Foreign Trade some of the most powerful, wealthy, and influential people in Thay. Many lesser Red Wizards are nominally employed in the guild directing the revenues generated through their work back to the zulkirs who sponsor them. The Guild of Foreign Trade receives items crafted or obtained by the wizards for sale abroad or use at home, and a number of Red Wizards are involved in commandeering the necessary resources to keep up the flow of goods. happen to be the other major faction and are known as Researches. In actuality, the imperialist dreams of the Red Wizards have been hampered mainly by internal strife among various groups within the faction, and by the fact that they cult neither trusts mercenaries or high-level adventurers who are not of their own. The imperialist symbol is a leaping red flame (outlined in gold) on a black or deep purple field. Most adventurers would be Imperialists.

Researchers

Researches believe the true vocation of the magic-user is research and careful application of the research to acquire new and more potent magic. While a Researcher might go adventuring or use his powers to help his own fortunes, as a group they are notoriously uninterested in assisting the lands of Thay in conquest. Researches are essentially selfish. If the enterprise does not benefit directly, they have no interest in it. The researcher symbol is a disk with a white star at the center and a red spiral moving counterclockwise from the center, with eight red spheres of increasing size on the spiral. The red represents the Red Wizards, the eight spheres represent the eight primary schools of magic, and the white star represents a fading fireball. Unless a campaign is focused on politics within Thay, it is not likely that an adventurer would be a Researcher. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0)

Faction Magical Items

Charms These items are obtained at various ranks, as noted in the following ‘Ranks' section.

RED LOOT SATCHEL

Wondrous item, rare The red loot satchel is a kind of magical being that safeguards the faction's funds and valuables. Its innards are connected to a secure coffer within The Guild of Foreign Trade, to which the satchel periodically transfers faction items. As an action, you can extract a faction perk item from your satchel with a successful DC 15 Intelligence (Arcana) check. The size of the item extracted must be able to fit into a normal-sized chest. Alternatively, a character may deposit a similarly-sized item, which transfers ownership to the faction. If this item is lost or destroyed, the character must find a faction representative for a replacement. The physical appearance of the satchel is determined by the Dungeon Master. This is a variant of the living loot satchel found in Acquisitions Incorporated.

ROBE OF THE RED WIZARD

Wondrous item, rare While wearing this deep-red colored cloak, you can use a bonus action to make it billow dramatically. A charm is a gift bestowed upon a character by a deity. A charm can't be used in the area created by an antimagic field or a similar effect, and a charm's effects are susceptible to dispel magic and the like, but the charm itself can't be removed from a creature by anything short of divine intervention or the wish spell. Unless the Dungeon Master prefers otherwise to fit the campaign, this charm can be bestowed by Cyric, god of lies; or any other deity the character worships. If you'd like to create your own charms, Dungeon Master Guide, chapter 7 guidance includes: The text of a charm addresses its user. A typical charm mimics the effects of a potion or a spell, so it is easy to create more charms of your own, if you like.

CHARM OF FIREBALLS

Charm This charm allows the character to cast the fireball spell (3rd-level version) as an action. Once used three times, the charm vanishes from the character.

Blessings

A blessing is a gift bestowed upon a character by a deity. A character retains the benefits of a blessing forever or until it is taken away by the god who granted it. Unlike a magic item, such a blessing can't be suppressed by an antimagic field or similar effect. Unless the Dungeon Master prefers otherwise to fit the campaign, this blessing can be bestowed by Cyric, god of lies; or any other deity the character worships. If you'd like to create your own blessings, Dungeon Master Guide, chapter 7 guidance includes: The text of a blessing addresses its user. If you decide to create more blessings, consider this: a typical blessing mimics the properties of a wondrous item.

BLESSING OF FIRE RESISTANCE

Blessing The character has resistance to fire damage. This is a variant of the cloak of billowing found in Xanathar’s Guide to Everything. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0)

Ranks

As the Red Wizards of Thay faction representatives (examples in appendix D) are not common throughout Faerun, a red loot satchel can be used to explain how characters receive perks that are physical items. It also explains how they get magical items back to Thay. Consumable items. A character can only select a consumable item from its current rank's options and can only have one provided consumable in its possession at a time. Consumables provided by a faction can not be sold or traded, but can be used on other players. Permanent items. A character has access to the current rank's items, and to all lower rank items. These items can not be sold, traded, or gifted but can be replaced if destroyed or lost. Downtime activity. A character must return to Thay or make contact with a faction representative for this perk.

Rank 1 - Red Apprentice

(1 renown) This is the rank a character receives when first joining a faction, along with a welcome letter (appendix A). It is available at character creation or any time the character is accepted into the faction. Perks include: Consumable item. An agent may receive a potion of healing. Permanent items. All agents are given a faction badge and a red loot satchel.

Rank 2 - Red Emissary

(3 renown) Characters have shown that they're aligned with the faction's goals, and are able to take on more responsibility. Perks include: Consumable item. An agent may receive an item worth 100 gp or less from a table in Chapter 5 of the Player’s Handbook. Permanent item. All agents are given their choice of either a ring of mind shielding or a ring of protection; which bears the faction insignia. The item disintegrates upon leaving the faction. Downtime Activity. Once, an agent may request training in a language or tool by a faction- sponsored instructor without cost or risk of complication. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to twice the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed), with a minimum of two workweeks.

Rank 3 - Red Wizard

(10 renown and ability to cast third-level spells) This is the rank at which a Red Wizard earns the right to wear the red robes. The penalty for wearing red robes and identifying oneself as a Red Wizard of Thay without earning rank three is slow public torture if that character is ever found in Thay. Characters are reliable faction members, entrusted with many secrets and deserving of additional support during adventures. Perks include: Consumable item. An agent may receive an item worth 100 gp or less from a table in Chapter 5 of the Player’s Handbook. Permanent item. All agents are given a robe of the red wizard. Downtime Activity. Once, an agent may request the faction acquire a specific known magical weapon of common or uncommon rarity, which the character will need to trade one of its existing magic items of equal or greater rarity for. This search takes two days. Supernatural gift. Once, the faction can call upon a god or goddess to bestow a charm of fireballs upon the agent. Title of nobility. All Red Wizards are automatically nobles in Thay, and their families are enobled as well. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0)

Rank 4 - Circle Leader (25 renown)

Characters are trusted voices within the faction's leadership. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank. Perks include: Consumable item. An agent may receive a potion of superior healing, or elixir of health. Permanent item. An agent gains one servant or apprentice of sixth-level (appendix E), that can adventure, go on assignments, or perform other tasks such as maintain a house or small inn. Circle magic. The character now has access to Circle Magic (appendix F) as a Circle Leader.

Rank 5 - Red Archmage

(50 renown) Characters are ensconced within the leadership of the faction and have a great degree of influence, guiding faction decisions. Perks include: Downtime Activity. Once, at the agent's requested location, the faction will sponsor a spellcaster to cast one of the following spells repeatedly for one year to make the spell permanent: galder’s tower, teleportation circle, private sanctum, mighty fortress, or guards and wards (appendix C). The character does not need to be present for the repeated casting of this spell. Supernatural gift. Once, the faction can call upon a god or goddess to bestow a blessing of fire resistance upon the agent. Circle magic. The character can lead a great circle as circle leader (appendix F). Sources for this guide included: * Dungeon Master’s Guide * Basic Rules * Xanathar’s Guide to Everything * Lords of Darkness * Dreams of the Red Wizards * Forgotten Realms Campaign Guide * Dragon 366 * Forgotten Realms Campaign Setting

Rank 6 - Tharchion

Tharchions are regional governors and are the day- to-day rulers of Thay. Thay was historically divided into eleven tharchs (counties or provinces). Tharchions were also sometimes selected from other classes and were not always Red Wizards. This rank should not be available to player characters unless the campaign is specifically designed around the politics of ruling Thay.

Rank 7 - Zulkir

There are only eight Zulkirs, one representing each school of magic. Zulkirs spend most of their time scheming and plotting to rule the entire world. Some push for isolating their land in order to safe¬guard their vast magical knowledge, while others advocate wars of conquest. All Zulkirs are liches obedient to Szass Tam. This rank is not available to player characters.  

SPELLS

MIGHTY FORTRESS

8th-level conjuration Casting Time: 1 minute Range: 1 mile Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous Classes: Wizard A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10- foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion . After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.  

Example Representatives

Dorim Shavres

Lezass Hymar Lawful evil male wizard Ideals: Conquest, superiority Interaction Traits: Greedy, hot-tempered Potential Resources: Magical items A powerful necromancer, Dorim is hesitant to openly support the enclaves, but he is not working against them. He sponsors (through intermediaries) one enclave to monitor how it functions and to keep the balance of power from shifting away from him. He anticipates a demand for more dangerous items and has set plans in action to stockpile items of this nature. Dorim has created hundreds of magic items during his lifetime, many of which are intentionally cursed so the wielder is eventually compelled to serve him. These are likely to make their way into the hands of greedy buyers in the near future.

Sythrellaa

Chaotic evil female human wizard Ideals: Power, opportunity Interaction Traits: Contemplative Potential Resources: Slaves She prefers isolation and rarely fraternizes with her peers, devoting her time to studies. She has spies and informants in several large cities. Her illusions are very difficult to disbelieve. Neutral evil male human warlock Ideals: Power, self-righteousness Interaction Traits: Untrusting, power-hungry Potential Resources: Teleportation to other locations Lezass has little interesting in picking over the ruins of conquered kingdoms. He believes the first to exploit a new land has the most to gain. He avoids danger by somehow knowing about any plots against him before they come to fruition.

Tular Rhyn

Lawful evil male human wizard Ideals: Logic, greed Interaction Traits: Patient, determined. witty Potential Resources: Consumables and magical poisons Tular is a compact, muscular man with strong Mulan features and tattoos adorning his entire face. Born the son of a Thayan noble, he showed no talent for magic until later in life and now excels in dark magics with a particular talent in necromancy. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0)

Servants and Apprentices

While no longer actively practicing in slavery, the Red Wizards have many servants. Most servants are bound to servitude and comply through fear of retribution against their families, which drives them to protect the Red Wizards at all costs. Like any character, a servant or apprentice can use the action options in the combat rules. Optionally, the non-player character may be enhanced with the appropriate racial traits. A mage spellcaster may be an apprentice instead of a servant. These slaves are a variant of the sidekicks from Dragon of Icespire Peak. SPELLCASTER, MAGE 6th-level Medium humanoid SPELLCASTER, HEALER 6th-level Medium humanoid Armor Class 12 (leather) Hit Points 31 (7d8) Speed 30 ft. Armor Class 12 (leather) Hit Points 31 (7d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 17 (+3) 14 (+2) 13 (+1) STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 15 (+2) 16 (+3) 13 (+1) Saving Throws Wis +5 Skills Arcana +6, Investigation +6, Religion +6 Senses passive Perception 12 Languages Common, plus one of your choice Proficiencies Simple weapons, light armor Saving Throws Wis +6 Skills Arcana +5, Investigation +5, Religion +5 Senses passive Perception 13 Languages Common, plus one of your choice Proficiencies Simple weapons, light armor Spellcasting. The spellcaster’s spellcasting ability is Intelligence (spell save DC 13, +6to hit with spell attacks). The spellcaster has following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand 1st level (4 slots): burning hands, shield, sleep 2nd level (2 slots): invisibility Potent Cantrips. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip. ACTIONS Quarterstaff Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Spellcasting. The spellcaster’s spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). The spellcaster has following cleric spells prepared: Cantrips (at will): guidance, resistance, sacred flame 1st level (4 slots): bless, cure wounds, shield of faith 2nd level (2 slots): aid Potent Cantrips. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip. ACTIONS Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0) WARRIOR, ATTACKER 6th-level Medium humanoid Armor Class 16 (chain shirt, shield) Hit Points 45 (7d8 + 14) Speed 30 ft. WARRIOR, DEFENDER 6th-level Medium humanoid Armor Class 16 (chain shirt, shield) Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1)14 (+12)10 (+0) 12 (+1) 10 (+0) Saving Throws Con +5 Skills Athletics +6, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, plus one of your choice Proficiencies Simple and martial weapons, shields, all armor STR DEX CON INT WIS CHA 17 (+3) 13 (+1)14 (+12)10 (+0) 12 (+1) 10 (+0) Saving Throws Con +5 Skills Athletics +6, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, plus one of your choice Proficiencies Simple and martial weapons, shields, all armor Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can't use this feature again until it finishes a short or long rest. Improved Critical. The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. ACTIONS Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can't use this feature again until it finishes a short or long rest. Improved Critical. The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. ACTIONS Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. REACTIONS Protection. The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker. Not for resale. Permission granted to print or photocopy this document for personal use only. The Red Wizards of Thay, A Faction Guide For Players (version 1.0) EXPERT 6th-level Medium humanoid Armor Class 14 (studded leather) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 13 (+1) 10 (+0) 14 (+2)   Saving Throws Dex +5 Skills Acrobatics +6, Performance +5, Persuasion +5, Sleight of Hand +6, Stealth +6 Senses passive Perception 10 Languages Common, plus one of your choice Proficiencies Simple weapons, rapiers, shortswords, light armor, thieves tools, a musical instrument. Helpful. The expert can take the Help action as a bonus action. Tools Expertise. The expert has thieves' tools and a musical instrument. The proficiency bonus is doubled for any ability check the expert makes that uses either of these proficiencies. Cunning Action. On the expert's turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action. ACTIONS Extra Attack. The expert can attack twice, instead of once, whenever it takes the Attack action on its turn. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.  

Circle Magic

Red Wizards of Thay historically had access to Circle Magic. As an optional rule and at Dungeon Master discretion, at rank 4 a Red Wizard can gain access to Circle Magic and can lead a circle. Upon obtaining rank 4, the character increases his devotion to a school of specialization. The spellcaster must sacrifice study in one school of magic in order to gain Circle Magic benefits in another school of magic. Only the school of specialization gains the benefits of Circle Magic and the spellcaster is no longer able to cast spells from the sacrificed school. Participation Some of the most powerful and spectacular spells worked across Faerun are cast in the form of Circle Magic. Circle Magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to increase their caster level significantly and achieve results otherwise unavailable to the spellcasters composing the circle. One spellcaster, usually the most powerful Red Wizard, stands at the center of the circle. A circle requires a minimum of two participants plus the circle leader. A Red Archmage can lead a great circle as the circle leader, which can have up to four participants plus the circle leader. All participants in a circle must stand within 10 feet of the circle leader. Circle Powers The first use of circle magic is to empower the circle leader with the strength of all the participants. This is a ritual that requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. At the end of period of concentration, each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the spell slot. The level of the spell slot expended by each circle participants is divided by two (rounded down) and is considered a bonus level. Bonus levels may be used to accomplish the following effects: * Increase the power ofone of the circle leader’s spells. One of the circle leader's available spell slots is increased by one level for every bonus level obtained during the empowerment (to a maximum 9th level spell slot). This spell slot can now only be used to cast a prepared spell from the circle leader's school of specialization. * Maximizes one of the circle leader’s spells. All variable, numeric effects of a spell modified by this ability are maximized the next time it is cast. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. In order for this ability to trigger, the bonus levels expended must be equal to or greater than the spell slot level used by the caster to cast the spell. A modified spell must be in the circle leader's school of specialization. * Increase the hit bonus of one of the circle leader’s spells. The circle leader's hit bonus for one spell increases by an amount equal to three times the number of bonus levels expended. The spell receiving the hit bonus must be in the circle leader's school of specialization. These effects last for 8 hours or until expended. The Red Wizard can use multiple effects assuming enough bonus levels are available. A bonus level can not be applied to more than one effect and the bonus level is consumed upon use. Example Circle Magic Scenario A level 9 Red Wizard assembles a circle with a level 5 wizard and a level 6 sorcerer. At the end of the 1¬hour empowerment ritual: * The level 5 wizard casts a spell using a 3rd-level spell slot. The circle leader gains one bonus level from that spellcaster. * The level 6 sorcerer casts a spell using a 4th-level spell slot. The circle leader gains two bonus levels from that spellcaster. For the next 8 hours, the Red Wizard has access to three bonus levels to use within its school of specialization. The Red Wizard can: * Increase its 5th-level spell slot to an 8th-level spell slot, assuming the spell slot is available. * Maximize a 3rd-level or lower spell in the wizard's school of specialization. Increase the hit bonus of one spell in the wizard's school of specialization by 9.

 
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