Storm King's Thunder Saturdays
The Red Wizards
The most infamous group of wizards in the Realms are the Red Wizards of Thay. Garbed in their distinctive
red robes, the Red Wizards have sought to expand their power and to extend Thay's influence across
the Realms, particularly in lands in the East. They shave their heads and wear complex tattoos reflecting
their ambitions and achievements and their favored school of magic.
In Thay, the Red Wizards have ultimate power, although they give governance of day-to-day affairs to
those without skill in the Art. Every Red Wizard devotes study to one of the eight schools of magic and serves
that school's zulkir, the leader and ultimate master of that style of magic. The zulkirs and their underlings
constantly vie with one another for power and influence, and this competition frequently sends Red Wizards far from Thay to seek new spells, recover lost artifacts, and create wealth that can flow back to Thay. The power the Red Wizards hold in Thay gives them a measure of diplomatic legitimacy in the lands of the Sword Coast and the North, but their presence is rarely welcome and is universally viewed with suspicion.
The potential for wizards to influence the outcome of battle is something no ruler in Faerfm can afford to
ignore, and most great armies seek to recruit and include wizards among their ranks. Evokers are the most
common, simply for the potential their spells have of inflicting the most damage to the greatest number of enemies.
The War Wizards of Cormyr are perhaps the best known application of the Art to the field of battle. As
much soldiers as they are scholars, many of them were members of the Purple Dragons before they began
their training in the Art. In addition to field duty in times of war, the War Wizards also protect the royalty
of Cormyr, and each one swears a magic oath of service to the Crown. In this role, War Wizards serve as
bodyguards, advisors, and even spies. Members of the royal family, Purple Dragon Knights, and officers of the
Purple Dragons frequently wear magic rings that allow a War Wizards to know where they've gone and to scry
upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to
teleport nearby with attack spells already in the midst of being cast.
Still, all schools of magic find their applications in warfare.
Wizards in the Forgotten Realms have the following Arcane Tradition option, in addition to those in the Player's Handbook.
Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
Restriction: Elves Only
Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerun, elves closely
guard the secrets of bladesinging.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers
in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with
one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if
you don't already have it.
Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't
wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum +1).
- Your walking speed increases by 10 feet.
- Your have advantage on Dexerity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equal your Intelligence modifier (minimum +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you
take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Song of Victory
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.