College of the Crimson Blade (5e Subclass)
College of the Crimson Blade[edit]
Inspiration is from Red Mages from final fantasy, https://finalfantasy.fandom.com/wiki/Red_Mage
Prerequisite[edit]
You must meet one of the following criteria:
- Multiclass into Bard from one of the following: a Fighter (any subclass), a Wizard (Evocation or Abjuration), a Sorcerer (Divine Soul or Storm Sorcery), or Warlock (Hexblade); OR
- Proficiency in both Martial Weapons and Arcana, along with one of the following feats: War Magic, Spell Sniper, Magic Initiate (any magic class), or Fighting Initiate (any martial class).
Lore[edit]
Blending the grace of a duelist with the arcane precision of a battle mage, Bards of the College of the Crimson Blade embody the art of spell and steel in perfect harmony. Crimson Blades blur the line between spellcasting and swordplay, weaving arcane power into their precise strikes. Every duel is a performance, each step measured, each strike a note in an ever-unfolding composition of battle. With each rapier thrust, the spark of magic ignites—a calculated fusion of offense and arcane prowess.
Their origins are steeped in legend—some believe the first Crimson Blades were warriors who uncovered long-forgotten arcane secrets, while others claim they were bards who sought to master the rhythm of combat itself. Cloaked in crimson and adorned with enchanted steel, these masters of both blade and spell have earned the title of Spellblades or Red Mages, though the true origin of the name remains a mystery. Some say it refers to the flashes of fiery crimson energy that surge through their blades with every strike, while others whisper of an ancient pact of blood and magic, binding them to a lost order of arcane warriors long erased from history.
Whatever the truth may be, those who walk this path master both blade and spell, weaving destruction and defense in equal measure. To face a Crimson Blade is to face an opponent who shifts between styles in the blink of an eye, never lingering too long in any one rhythm—until the final, decisive stroke.
Arcane Synergy[edit]
At 3rd level, you weave magic and steel into a seamless dance, striking with your weapon while unleashing arcane power in perfect harmony.
- you learn two 1st-level spells from the wizard spell list: One from the Evocation school and One from the Abjuration or Conjuration school.
- You can use Intelligence or Charisma (your choice) as your spellcasting ability for these spells.
- You gain proficiency with rapiers.
- You can use a rapier as a spellcasting focus for your spells.
- Combat Casting: When you attack a creature with a rapier, you can use a bonus action to cast one of your subclass spells, targeting only that creature.
Crimson Flourish[edit]
At 3rd level, your bardic talent fuels both blade and spell, empowering your strikes and magic with the rhythm of battle. You gain a unique use of Bardic Inspiration:
- When you make a weapon attack with a rapier, you can expend one use of Bardic Inspiration to add the number rolled to the damage of the attack.
- As a bonus action, you can expend one use of Bardic Inspiration to add the number rolled to the next spell damage or healing roll of one of your subclass spells.
Swift Spellweave[edit]
At 6th level, your mastery of spell and steel quickens, allowing you to weave magic into combat with effortless grace.
- You can cast one of your subclass spells as a bonus action, without requiring the weapon attack from Arcane Synergy.
- When you cast a cantrip, you can make one weapon attack as a bonus action.
Empowered Duality[edit]
At 14th level, your strikes and spells feed off each other, amplifying their potency as you unleash a perfect blend of arcane and martial might.
- When you cast a spell gained through this subclass, you can add your Intelligence or Charisma modifier to one damage roll or one healing roll of that spell.
- When you hit a creature with a rapier attack, you can expend a spell slot to deal extra damage equal to 1d8 per spell slot level. This damage is either force damage or the damage type of the last Evocation spell you cast.
Tactical Transposition[edit]
At 14th level, in the blink of an eye, you reposition yourself where you’re needed most, turning the tide of battle with both presence and power. You can take a reaction: When you or an ally within 30 feet takes damage, you can teleport to an unoccupied space within 5 feet of that creature.
- Immediately after teleporting, you can cast one of your subclass spells as a bonus action.
- You can use this feature a number of times equal to your Intelligence or Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
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