School of the Red

Since the dawn of arcane teaching, some Wizards Thought that the only true way that they could succeed above all others was to put versatility above all else. Red magic is one of the first known examples of wizards trying to blend multiple aspects of fighting into one school. Red magic harnesses the damage of evocations along with the supportiveness of Abjurations. Along with this blend of magic, Red Mages also have knowledge on weaponry. All of these attributes contribute to Red Magic being arguably the most well rounded school of magic that is tought. But with this versatility some think it may come with a risk of its own, as the wizards who learn Red Magic never truly learn to master the blade or Their magic the same way other schools do.

Battle Expertise

Starting at 2nd level, You learn how to pick up a blade and fight even without magic. You've gained profecincy with one martial weapon that does not have the two-handed or heavy property. Additonally, you gain 1 hitpoint at 2nd level and 1 more for every level after 2nd.

Tilting The Scales

When you pick this School at 2nd level you've learned to change the flow of battle in a moments notice to fit any situation. As a bonus action you pick can pick a friendly creature or enemy within 15ft of you. When picking a Friendly creature, they are healed 1d8 hitpoints. When picking a enemy, they must make a constitution saving throw. On a failed save they take 1d8 necrotic damage. At 5th level this is increased to 2d8, and to 3d8 at 13th level. You can use this feature a number of times equal to your profecincy bonus. You regain all uses of this feature after a short or long rest. You can also instead use two uses of this feature to cure a condition from a ally, or make a enemy who fails the constitution saving throw fall prone.

Tactical Advantage

At 6th level you can empower your spells to make better use out of your magic in large fights. Whenever you cast a single target spell of 1st level or more, you can instead target up to your intellegence modifer creatures with the spell that are also within range of the spells effect. Once you use this feature you must finish a long rest to use it again.

Mind Over Matte

Starting at 10th level your AC when unarmored now equals 10 + Dexterity + Intelligence. Additonally you can use your Intelligence modifier instead of Strength or Dexterity for a weapons attack and damage bonus.

One for All

Starting at 14th level, your magic can move from one person to many. Whenever you use your Tilting The Scales feature and you roll a 8 on any of the 1d8's, you can choose to heal all allies within 15ft of them for 8 hitpoints, or deal 8 Necortic damage to all enemies within 15ft of them. When you roll more then one 8 on seperate dice, you can chose to use all of them for either the healing or damaging effect, or can split them up to deal damage and heal allies at the same time.