-1 | Strength |
+10 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+13 | Charisma |
+4 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
-1 | Athletics |
+7 | Deception |
+0 | History |
+2 | Insight |
+0 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+2 | Perception |
+7 | Performance |
+2 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+2 | Survival |
+3 Rapier and Aeon Crystal "Talekeeper" | 1d20+13 | 1d8+7 |
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Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
You start with the following equipment, in addition to the equipment granted by your background:
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).
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Three languages of choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SCAG pg. 142
0-level (Cantrip) Evocation
Spells of Eorzea
0-level (Cantrip) Evocation
A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
0-level (Cantrip) Evocation
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Conjuration
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Divination
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
1-level Transmutation
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Elemental Evil:15
2-level Evocation
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Evocation
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Evocation
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Xanathar's Guide to Everything
4-level Transmutation
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At higher levels: When you cast this Spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Xanathar's Guide to Everything
4-level Evocation
A 20-foot—radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
Xanathar's Guide to Everything
4-level Abjuration
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Spells of Eorzea
5-level Evocation
You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save. NOTE: This spell is only available to the Ampdapori subclass via expanded spell list.
Xanathar's Guide to Everything
5-level Conjuration
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Player's Handbook
5-level Abjuration
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Basic Rules , pg. 221
6-level Evocation
PHB
6-level Necromancy
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
7-level Evocation
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
XGtE P. 152
7-level Evocation
Player's Handbook
8-level Conjuration
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Spells of Eorzea
9-level Evocation
You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.
Statblocks for your Trinkets, businesses, building, castles, empires.