College of Seduction

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Red Wizard Tradition is similar in this manner, they pick a specialization, But they mostly focus on defensive and offensive aspect of their spells.

The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.

Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the head that prepares them for entry into the full Red Wizard society. All red wizards choose a specialization to a specific school.

Special: To become Thayan Red Wizard you must be proficient in Arcana, and a member of Thayan upper class.

School Specialization

Beginning when you select this school at 2nd level, select a school of specialization (abjuration, conjuration, divination, enchantment, evocation, necromancy, transmutation). The gold and time you must spend to copy a spell of chosen school into your spellbook is halved. You gain your head Red Wizard’s tattoo.

Specialist Defense

Beginning at 2nd level, you are counted to be well versed against magic of your school specialization. You are proficient to every save when you have to save against a spell that belongs to your School Specialization.

Spell Power

Starting at 6th level, you may as a bonus action infuse your spell with 1d6 to either Spell Save DC, Spell Attack, or Spell total effect roll (this adds to total damage not to individual dice, and may also effect special effects that you roll effects for like sleep or color spray). You may use this ability number of times equal to your Intelligence bonus and no more than once per spell casting. To regain those uses you must finish a short or long rest.

Spell Mastery

Beginning at 10th level, whenever you cast a spell belonging to your chosen school using up to 5th level spell slot you regain a spell slot of any level lower than spell slot just used.

Spell Mastery

Starting at 14th level, you become recognized by the red wizards and are allowed to have a body guard under your control. This may be any creature or humanoid up to CR 6. Creature becomes your loyal cohort. If it should die you will be appointed new cohort when you return back to Thayan center of power(Your home base where red wizards could provide you with such resource, if you have power  to give life or unlife you may do it yourself).