Red Mage
Hit Points
Hit Dice: d8 per Red Mage level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Red Mage level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons, Short Swords, Rapiers
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, and Persuasion.
Overview & Creation
Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.
A confident smrik spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.
As though a flower amonst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.
Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.
Crimson Mage
Some fairy tales of Gyr Albania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style.
It's Not About Fame
Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk.
Creating a Red Mage
When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.
One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair.
Quick Build
You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the Folk Hero background. Third take the Fire Bolt, Jolt, Mage Hand and Prestidigitation cantrips, and the first level spells Chromatic Orb and Cure Wounds.
Class Features
Flair Points
At 1st level, you gain access to Flair Points. Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a short or long rest.
Dual Cast
At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.
Combat Style
At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.
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.
Battle Flourish
At 18th level, when you roll initiative, you recover 1d4 flair points.
Acceleration
At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You may only do this once before requiring a long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather or (b) hide armor
- a rapier
- a spellcasting focus
- (a) an explorer's pack or (b) a dungeoneer's pack
Spellcasting
Cantrips
At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.
Spell Slots
The Red Mage 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.
Spells Known of 1st Level and Higher
You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage 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, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots. For a full list of Red Mage spells, see the
Eorzean Spell List document.
Spellcasting Ability
The spellcasting ability for your Red Mage spells changes depending upon the discipline you select. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Red Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.
Ritual Casting
You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.
Subclass Options
Battle with Style
To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.
Sword Dancer
You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.
Corps-a-corps
At 2nd level, you have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands.
Heroic Charm
At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any charisma based ability check. You gain proficiency in a charisma skill of your choice.
Displacement
At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing upto 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.
Enchanted Blade
At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll.
Spell Slinger
You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.
Manification
At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot.
Charmed I'm Sure
At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a charisma ability check.
Quicksilver Casting
At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn.
Liquification
At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points.
Bonus Action Casting
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).
Battle Rose
You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.
Dazzling Diversion
At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend on flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn.
In Good Company
At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for charisma ability checks for up to 5 minutes. You may only share your charisma ability modifiers once before equiring a short rest.
Embolden
At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra 1d8 damage for until the end of your next turn.
Follow My Lead
At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may use this effect once before requiring a short rest.
Level | Proficiency Bonus | Features | Flair Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Spellcasting, Dual Casting | 1 | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Red Mage Style, Style Feature | 2 | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Extra Attack | 4 | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Style Feature | 4 | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Style Feature | 5 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 6 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 2 | - | - | - |
13th | +5 | - | 6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | - | - |
14th | +5 | Style Feature | 7 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | - | - |
15th | +5 | - | 7 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 8 | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17th | +6 | - | 8 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
18th | +6 | Battle Flourish | 9 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 3 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 9 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
20th | +6 | Acceleration | 10 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |