Thayan Knight

Different fighters choose different approaches to perfecting their fighting prowess. The new archetype we will cover below is Thayan Knight, a warrior sworn to serve the Red Wizards, while gaining some powers to resist the magic of their enemies.

While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are Thayan Knights, familiar with magic and loyal to none but the tattooed mages.

The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common troops into battle and help guard the wizard enclaves. Although they are referred as knights they have no code of conduct, and only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.

Special: To become Thayan knight your character must already be a fighter sworn in service of the Red Wizards. You also must be human, and must have non good alignment.

Zulkir’s Favor

Beginning when you choose this archetype at 3rd level, your character has a long and painful tattooing ritual done on the back or his forehead, Magical tattoo allows you as a Reaction to gain advantage to a save against a spell that will take effect on you. You may use this ability again after you finish a short or long rest.

Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this ability against any Red Wizard.

Zulkir’s Defender

Starting at 7th level, you fight better when allies of Thay are attacked in your presence. Whenever a creature attacks either you or a Red Wizard of Thay you gain an advantage to attacks against that creature until beginning of it’s next turn.

Final Stand

Starting at 10th Level, when you spend a healing surge you give that much Hit Points as temporary hit points to every ally within 60 feet that can see you. This bonus lasts 10 minutes or until its depleted.

 

Horrors of Thay

Staring at 15th Level, you have spent much time within the Red Wizard’s lands and you have seen many of horrors this place has to offer. You are so jaded that from now on you have an advantage on saves against fear. And you become proficient in Wisdom saving throw.

 

Zulkirs Champion

At 18th Level, you gain tattoo over your entire face signifying your devotion to the Red Wizards. Whenever you fail a save against a spell you may reroll same dice and keep the new result. You may use this ability again after you finish a short or long rest.

Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this ability against any Red Wizard.