Red Wizard - v0.0430 A rogue wizard flees into the wood and hastily summons an elemental to defend herself. Within moments her summoned creature is met with enchanted steel and her pursuer is upon her, blade and magic in hand. Spells she cast are met with a counter, she is unable to concentrate on her spells due to the flurry of attacks made from the pursuer's blades. Her magics seem to have little to no effect on this pursuer who shrugs them off like bites from insects. With a sword in each hand, the pursuer unleashes a rain of blows down upon this rogue mage. Thinking escape possible, the mage blinks away into the woods only to find her pursuer still tracking her. Eventually she is halted in her tracks by a well-placed spell. A flash of steel and a splash of crimson, the red wizard has apprehended their quarry.

Image Credit: Rachel Frame Enchanted Steel A red wizard supplements their martial skills through arcane studies. This supplementation differs between each red wizard as to how much they wish to dedicate away from their martial training. Those who wish to pursue more martial roles find themselves hunting spell casters or acting as frontline defenders. Even though a red wizard cannot cast as powerful or versatile magic as a wizard their abilities as a spell caster should not be underestimated as there are some red wizards who can alter and shape spells as they see fit. More than spell slinging and sword swinging Not all who pursue the arcane arts and are martially trained are red wizards. A red wizard's training can be traced back to the old witch hunters who artfully balanced steel and spell. Their skills have been used to identify and track the source of magics and to quarantine or eliminate the source if necessary. Just because a local bard learns how to swing a sword it does not make him a red wizard. Creating a Red Wizard While creating your red wizard there are a few important questions to ask yourself: Where did your character receive their training? Were they trained by a mages' academy for the purpose of hunting down rogue spell casters? If so, why would you leave? Did they learn everything from a mentor or did they need to seek this mentor out to learn their secret arts? Do they have experience hunting mages or do they tend to brush over that aspect of their training? Are they in service to or indebted to a local lord who wishes to use their abilities - maybe that noble even arranged your training. Are you more cunning or martially oriented? Quick Build You can make a red wizard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the sage background. Class Features As a red wizard, you gain the following class features Hit Points Hit Dice: 1d10 per red wizard level

1d10 per red wizard level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per red wizard level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Persuasion

The red wizard Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Taste for Magic, Rune Weapon, Spellcasting 2 — — — — — — 2nd +2 Fighting Style, Imbue Arcane, Evoke Elements 2 2 2 — — — — 3rd +2 Arcane Discipline, Witch Sense 2 3 3 — — — — 4th +2 Ability Score Improvement 3 3 3 — — — — 5th +3 Extra Attack 3 4 4 2 — — — 6th +3 Overcharge 3 4 4 2 — — — 7th +3 Arcane Discipline feature 3 5 4 3 — — — 8th +3 Ability Score Improvement 3 5 4 3 — — — 9th +4 — 3 6 4 3 2 — — 10th +4 Arcane Discipline feature 4 6 4 3 2 — — 11th +4 Mana Leak 4 7 4 3 3 — — 12th +4 Ability Score Improvement 4 7 4 3 3 — — 13th +5 ─ 4 8 4 3 3 1 — 14th +5 Arcanist's Eye 4 8 4 3 3 1 — 15th +5 Arcane Discipline feature 4 9 4 3 3 2 — 16th +5 Ability Score Improvement 4 9 4 3 3 2 — 17th +6 — 4 10 4 3 3 3 1 18th +6 Extract Arcane 4 10 4 3 3 3 1 19th +6 Ability Score Improvement 4 11 4 3 3 3 2 20th +6 Arcane Discipline feature 4 11 4 3 3 3 2 Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a dungeoneer's pack or (b) a scholar's pack Taste for Magic Your affinity for magic and specialized training gives you great insight into the arcane and you may see the world through arcane eyes. As an action, you see all magic effects within 60 feet of you that is not behind total cover. You know the school of magic (or type, if appropriate) and general effect of the magic but you cannot identify specific magical spells or specific magical effects (e.g. You notice conjuration fire energy surrounding the blade). You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses. Rune Weapon During your studies of the arcane you have learned how to create your own arcane foci. Over the course of an hour and at the cost of 40gp worth of materials, which include mystic dyes and incense, or by using a preexisting arcane focus, you can scribe arcane runes upon a melee weapon and you may use it as an arcane focus. The object is aberrant to normal arcane casters and may not be used by any other casters other than red wizards. Spellcasting You are a student of the arcane and have gained mastery over a number of magical spells which increases as you progress in your abilities. See chapter 10 for the general rules of spellcasting and the end of this document for the red wizard spell list. Cantrips At 1st level, you know two cantrips of your choice from the red wizard spell list. You learn additional red wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the red wizard table.

Spell Slots The red wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher When you reach 2nd level, you know two 1st-level spells of your choice from the red wizard spell list. The Spells Known column of the red wizard table shows when you learn more red wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class you can choose one of the red wizard spells you know and replace it with another spell from the red wizard spell from the red wizard spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your red wizard spells since your magic draws on your study of the arcane and focus of your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a red wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your red wizard spells. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Image Credit: Matt Hodo https://www.matthodoart.com/zkppjvrnqbq917aq2roinxvvuh1fym



Two-Weapon Fighting When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. Imbue Arcane At 2nd level you learn how to infuse an ally with arcane power. As a reaction, you may grant a bonus to the final result of a spell effect's damage or healing dice rolls equal to your proficiency bonus to any friendly creature you can see within 30 feet. The effects of this ability last until the beginning of the target's next turn. A creature may not benefit from this ability from more than one source. You can use this feature a number of times equal to your Intelligence modifier + 1 (minimum of once). All expended charges come back after a long rest. Evoke Elements Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend a spell slot to deal either acid, cold, fire, lightning, or thunder damage to the target, altering the weapon’s damage to the elemental damage. The extra damage is 2d6, plus 1d6 for each spell level higher than 1st. This feature may not be used with similar features, such as a paladin’s smite feature, but may be used with with spells such as searing smite. Arcane Discipline At 3rd level, you choose a field of study that focuses your talents, honing your current practice into a specific discipline: Witch Hunting (martial), Preservation (support), or Theurgy (magic). Witch Sense Beginning at 3rd level as an action you can expend a spell slot of at least 1st level to enhance your Taste for Magic feature. For 1 minute per spell slot expended, you can see where a magical spell or effect has been cast within 6 hours per level of spell slot expended and the direction the source left in. The trail stays visible to you for as long as the effect is active. After the effect expires, you may track the source with a successful Investigation check against the source’s spell save DC. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. Overcharge At 6th level you channel excess magic when casting a spell. When you use your action to cast a spell of 1st level or higher with your Rune Weapon, you leave some residual magic within the weapon. The next attack made from this weapon is done so at advantage. Mana Leak Beginning at 11th level, you are brimming with arcane energies that seep out when you cast spells or attack a creature. When you cast a spell that requires a damage or healing die or attack with a weapon, you add an extra 1d6 force energy to to the spell's damage or healing effect. This effect is magical for the purpose of overcoming damage resistance or immunity. Arcanist's Eye Starting at 14th level you become immune to the effect of any divination spell used with the intent to track you, such as scrying. As a reaction, you may then reverse the spell to see who was attempting to scry your location and where they are. You may not reverse this type of spell again until you finish a long rest. Also, you may cast true seeing on yourself once as an action without expending a spell slot. You may not do so again until you finish a long rest. Extract Arcane At 18th level you can absorb spells that you successfully resist. When you succeed a saving throw against a spell cast by an enemy creature, you gain a charge of Imbue Arcane. Arcane Disciplines The traditional training of a red wizard has changed over the years being passed down through different hands. There are currently three disciplines of thought: Witch Hunting, Preservation, and Theurgy. Each discipline helps guide the red wizard down a path that better hones their abilities to how they see fit. Will they study the mysteries in arcane tomes and foster their own arcane powers, hone their swordplay to hunt apostate magi, or focus on how they can better protect and serve those around them? Witch Hunting The original intent of training a red wizard was to sequester or to squash any mage who felt they were entitled violation of the natural order. A red wizard may find the best way to accomplish this goal is with quick flurry of strikes to your enemies. It’s much harder to get hit with a fireball when the wizard would also be immolating themselves. A red wizard who wish to strike fast and often should study Witch Hunting.



Chains of War At 3rd level you learn to propel yourself into the foray. As an action you can expend a charge of Imbue Arcane to make a ranged spell attack against a target you can see within 60 feet of you. On a successful hit, you propel a bolt of arcane energy towards the target and you are pulled 25 feet to the target. The target suffers 3d6 force damage. This damage is increased to 4d6 at 7th level, 5d6 at 11th level, 6d6 at 15th level, and 7d6 at 20th level. Opportunist During your travels you've learned to rely on your wit and quick reflexes. Starting at 3rd level you make the most of an opportunity and may add your Intelligence modifier to damage and skill checks made against enemies that you have advantage against. Also, when you make an attack of opportunity and are dual wielding melee weapons, you can make an attack with each weapon instead of only one. Consume Magic At 7th level you can identify creatures with the spellcasting feature by sight and smell alone without using any form of supernatural abilities up to 120 feet. You may also use a charge of your Imbue Arcane as a reaction to abruptly end a spell effect as if you had cast dispel magic or to cast counterspell. Both are cast at 3rd level in this manner without using a spell slot. Magician's Bindings Starting at 10th level, when you strike an enemy with your Chains of War, that enemy must succeed a Charisma saving throw against your spell DC or be under the effect of silence until the beginning of your next turn. Inquisition Beginning at 15th level you learn to better battle magi. When an enemy within your threatened space begins to cast a spell you can make an attack of opportunity against that enemy. Additionally, when using your witch sense feature and you track a creature with the spellcasting feature, they are now under the effect of the scry spell from you for the duration of the feature. Witch's Bane At 20th level you are the bane of all that wish to pervert the arcane. When a creature that you can see or hear begins casting a spell within 30 feet of you, you may expend a charge of Imbue Arcane and use your reaction to cast Misty Step without expending a spell slot and make an opportunity attack against that creature. That creature must succeed a concentration saving throw to ensure the spell completes even if the spell does not have a concentration component. Image Credit: Redditor /u/kelticwonder, Robert Mallinson https://www.reddit.com/r/DnD/comments/8fd77z/my_first_commission_for_a_dd_character_art_done/

Preservation This field of study evolved from the idea of hunting spellcasters in groups. A red wizard who led one of these groups found themselves needing to practice more caution and to employ a number of defensive tactics. A red wizard who wishes to lead others into battle in the front lines, acting as medics or armored support, should pursue the study of Preservation. Bonus Proficiencies Beginning at 3rd level, studying the discipline of Preservation grants you proficiency in heavy armor. Bulwark Beginning at 3rd level you may shield others in combat. As a reaction you may grant an ally you can see within 30 feet from you a protective mystical shield by expending one charge of Imbue Arcane. This shield grants a bonus to armor class and saving throws equal to your proficiency bonus + 1. You may use this ability after the die roll but before you know the results of the check. This effect lasts until the beginning of the next round of combat. Arcane Phalanx Beginning at 7th level, when allies are within 10 feet of you, they may add your Intelligence modifier to their Intelligence, Charisma, and Wisdom saving throws against magical spells and effects. The bonus to saving throws does not stack with similar effects, such as a paladin's Aura of Protection. Improved Bulwark Starting at 10th level, when you use the bulwark feature, you also confer that target with 2d8 temporary hit points until the beginning of your next turn. This amount increases to 3d8 at 15th level and 4d8 at 20th level. Counteroffensive Starting at 15th level, when an enemy hits you with an attack, you may use your reaction to make an attack against that enemy and so may one ally within 5 feet of you without using their reaction. Legendary Resistance At 20th level your Imbue Arcane has extraordinary effects. As an action you may expend a charge of Imbue Arcane to grant a friendly target that you can see within 30 feet of you a charge of Legendary Resistance for 24 hours, giving them the option to opt into a successful save when their roll would have resulted in a failure. If you imbue another ally with this effect before the last target has had a chance to use this feature, it fades from that target. Theurgy A red wizard must study the arcane to master their craft. It's only natural that a field of study focusing more on one's spellcasting would emerge. This discipline is not only about spellcasting, however. A red wizard who pursues Theurgy learns how to manipulate spells shape and effects and to exploit elemental weaknesses. Studious Beginning at 3rd level you learn how to focus your studies around the arcane. This level and each odd level hereafter, you gain an extra spell known from the red wizard or wizard’s spell list within your red wizard spell level. These spells do not count against your spells known. You also may learn two more cantrips of your choice from the red wizard or wizard list of cantrips. Imbue Elements Beginning at 3rd level you learn to focus and manipulate the spells you cast. When you cast a spell that requires an attack roll or saving throw and deals damage, you may expend a charge of your Imbue Arcane to redesign a spell and change its damage type. The new damage may be Acid, Cold, Fire, Lightning, Poison, or Thunder damage. This spell may deal that damage type or the original damage type for the next minute when you cast it. Elementalist Starting at 7th level, when you deal Acid, Cold, Fire, Lightning, Poison, or Thunder damage to a creature with Imbue Elements, you may make that creature more vulnerable to that damage type until the end of your next turn. If it was previously immune to this damage type, it is now resistant. If it was resistant, it now takes normal damage. And if it was damaged normally, it is now vulnerable to that damage type. A creature may not be affected by this more than once every 24 hours. Spell Shape At 10th level, you can manipulate not just the element but the shape of your spells. You are also no longer affected by the area effects of your own spells unless you choose to be. Also, when you use the Imbue Elements feature you can choose a number of creatures in a spell's area of effect equal to or less than your Intelligence modifier for the spell to have no effect on. War Magus Beginning at 15th level, when you take the Attack action or cast a spell of 1st level or higher, you may use your bonus action to cast a cantrip that would normally have a casting time of an action. Grand Sorcerous Arcanum At 20th level you master your arcane abilities. Choose one 8th-level or lower spell from the Wizard, Bard, Warlock or Sorcerer spell list as this arcanum. You can cast this spell once by expending a charge of Imbue Arcane. You must finish a long rest before you can can use this feature again.

red wizard Spells Cantrips (o Level) Blade Ward Booming Blade Chill Touch Control Flames Create Bonfire Fire Bolt Friends Green-Flame Blade Light Lightning Lure Mending Message Mold Earth Poison Spray Prestidigitation Ray of Frost Shape Water Shocking Grasp Spare the Dying Sword Burst Thunderclap True Strike 1st Level Absorb Elements Burning Hands Charm Person Chromatic Orb Color Spray Command Compelled Duel Comprehend Languages Cure Wounds Detect Magic Disguise Self Expeditious Retreat False Life Fog Cloud Grease Hellish Rebuke Heroism Ice Knife Identify Jump Mage Armor Protection from Evil and Good Sleep Shield Searing Smite Thunderwave Witch Bolt 2nd Level Aganazzar’s Scorcher Blindness/Deafness Blur Calm Emotions Darkness Darkvision Detect Thoughts Dust Devil Earthbind Enhance Ability Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind Hold Person Invisibility Lesser Restoration Locate Object Magic Weapon Maximilian's Earthen Grasp Mirror Image Misty Step Scorching Ray See Invisibility Shatter Silence Snilloc’s Snowball Swarm Spider Climb Suggestion Web 3rd Level Blink Clairvoyance Counterspell Daylight Dispel Magic Elemental Weapon Enemies Abound Fear Fireball Fly Haste Life Transference Lightning Bolt Magic Circle Nondetection Protection from Energy Remove Curse Sending Sleet Storm Slow Thunder Step Tongues Vampiric Touch Water Breathing

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