Red Mage, 2nd Variant (3.5e Class)

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Red Mage[edit]

This variant is designed so that the class may play in SRD-exclusive games.

Making a Red Mage[edit]

Abilities: Charisma is used to determine what level of spell a Red Mage may cast and how hard the spells are to resist. A Red Mage benefits most from a higher Strength/Dexterity, Intelligence, Wisdom, and Charisma due to melee attacks, Sorcerer-based spells, and Cleric-based spells.

Races: Any race may become a Red Mage, though Human and half-elf Red Mages are the most common.

Starting Gold: 6d4×10 gp (150 gp).

Alignment: Any.

Starting Age: Moderate.

Table: The Red Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Sword and Spell 2
2nd +1 +0 +0 +3 2
3rd +2 +1 +1 +3 2 1
4th +2 +1 +1 +4 2 1
5th +3 +1 +1 +4 Doublecast 1/day, Bonus Feat 3 1 1
6th +4 +2 +2 +5 3 2 1
7th +5 +2 +2 +5 3 2 1
8th +6/+1 +2 +2 +6 3 2 2
9th +7/+2 +3 +3 +6 3 2 2
10th +7/+2 +3 +3 +7 Doublecast 2/day, Bonus Feat 3 2 2 1
11th +8/+3 +3 +3 +7 3 2 2 1
12th +9/+4 +4 +4 +8 3 2 2 2 1
13th +10/+5 +4 +4 +8 3 3 2 2 1
14th +11/+6/+1 +4 +4 +9 3 3 2 2 2
15th +11/+6/+1 +5 +5 +9 Blade Defense, Bonus Feat 3 3 2 2 2
16th +12/+7/+2 +5 +5 +10 3 3 2 2 2 1
17th +12/+7/+2 +5 +5 +10 3 3 3 2 2 1
18th +13/+8/+3 +6 +6 +11 3 3 3 2 2 2
19th +14/+9/+4 +6 +6 +11 3 3 3 3 2 2
20th +15/+10/+5 +6 +6 +12 Doublecast 3/day, Bonus Feat 3 3 3 3 2 2 1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha)

Class Features[edit]

A Red Mage is a combination of a Sorcerer, Cleric, and Fighter. They are able to cast destructive magic, healing magic, buffing, and debuffing magic. At the cost of spells/day, Red Mages are granted increased prowess in melee combat. Additionally, Red Mages have no proficiency in ranged weapons; they may only use a bladed weapon or spells. All of the following are class features of the Red Mage.

Weapon and Armor Proficiency: A Red Mage has proficiency in the following weapons: bastard sword (2-Handed version), falchion, greatsword, longsword, rapier, scimitar, short sword, and two-bladed sword. They also have proficiency with light armor, medium armor, and shields (excluding tower shields).

Sword and Spell (Ex): The Red Mage chooses one of three weapon specializations below. If equipping additional weapons or using a weapon combination not a part of their specialization, they take a -4 penalty on attack rolls and a passive 15% arcane spell failure chance. This effect stacks with a Red Mage equipping a weapon they are not proficient in. Unless stated below, the weapons and spells in each specialization do not affect innate weapon and armor proficiency, nor do they affect the manner in which you cast spells.

Sword and Offense: The Red Mage may equip two weapons or a double weapon that they are proficient with. You gain the Two-Weapon Fighting feat, but reduce the number of all nth-level spells/day you may cast by 1. If the amount of nth-level spells/day would be reduced to below 1 due to this effect, they instead stay at 1 nth-level spell/day. Additionally, your character cannot carry or equip heavy armor. Red Mages with this specialization can no longer cast 6th level or higher spells.

Sword and Defense: The Red Mage may equip a weapon they are proficient with along with a shield. Equipping a shield does not incur arcane spell failure chance, but your character may not carry or equip heavy armor.

Sword and Balance: The Red Mage may equip a two-handed weapon they are proficient with. You gain the Weapon Focus feat for your selected weapon. You also receive a passive 5% reduction on arcane spell failure chance for all armor (excluding shields). By reverting to a more balanced state between weapons and spells, you lose your ability to equip and carry heavy armor and medium armor.

Doublecast (Ex): Available at the 5th level with upgrades at the 10th and 20th level, this spell allows a Red Mage to cast two spells at once in 1 standard action. Both spells used must have a verbal or somantic component to cast, as well as the caster being in a state where they can cast such a spell. The sum of each spell's levels cannot exceed 0 + 1/10lvls. An example of this: A 5th level Red Mage may cast two 0 level spells, while a 10th level Red Mage may cast a 0 level and a 1st level spell.

Blade Defense (Ex): Available at the 15th level, the Red Mage receives a modified version of the fighter bonus feat Blade Defense. Having Weapon Focus on the weapon you are using is not required to earn the bonus. While in combat you gain an additional +1 dodge bonus to Armor Class. When using the total defense action you get an additional +3 dodge bonus to Armor Class. These bonuses are in addition to the normal benefits of the chosen defensive tactic.

Bonus Feats: Every 5 levels, the Red Mage may choose any Feat that they meet the prerequisites for.


Red Mages cast spells in an arcane manner and use spells from red mage spell list. There is a focus towards spells that strengthen allies, have utility purposes, or weaken enemies. If a spell states that it requires a material component, the material component must be present in your inventory to cast the spell.

To know and cast a spell, a Red Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Red Mage’s spell is 10 + the spell level + the Red Mage’s Charisma modifier.

Like other spellcasters, a Red Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Red Mage. However, he does not receive additional spells based on his Charisma score.

0, 1st, 2nd, and 3rd level spells do not need to be prepared in advance. 4th, 5th, and 6th levels spells must be prepared in advance. In order to prepare spells, a Red Mage must determine the spells to prepare and then rest for two hours. You may only rest once every 24 hours. Spells that are prepared will still have their daily cast limit affected by Doublecast/Triplecast if applicable. Once a nth level's daily spell count is up, the Red Mage cannot cast spells of that level until they rest again.

Red Mages know and can only use these spells from the following list:

0 Level Red Mage Spells:

Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Ray of Frost, Read Magic, Resistance, Touch of Fatigue: Touch Attack, Virtue

1st Level Red Mage Spells:

Bane, Bless, Chill Touch, Color Spray, Cure Light Wounds, Divine Favor, Doom, Endure Elements, Entropic Shield, Identify, Mage Armor, Magic Weapon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Ray of Enfeeblement, Shield, Shield of Faith

2nd Level Red Mage Spells:

Aid, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Fox's Cunning, Glitterdust, Owl's Wisdom, Remove Paralysis, Resist Energy, Status, Touch of Idiocy

3rd Level Red Mage Spells:

Bestow Curse, Blink, Cure Serious Wounds, Dispel Magic, Magic Weapon, Greater, Haste, Heroism, Keen Edge, Magic Vestment, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Slow, Water Walk, Water Breathing

4th Level Red Mage Spells:

Confusion, Crushing Despair, Cure Critical Wounds, Detect Scrying, Dimensional Anchor, Divine Power, Enervation, Fire Shield, Freedom of Movement, Neutralize Poison, Poison, Remove Curse, Restoration, Solid Fog, Spell Immunity, Stoneskin

5th Level Red Mage Spells:

Break Enchantment, Cloudkill, Disrupting Weapon, Feeblemind, Interposing Hand, Mark of Justice, Mind Fog, Nightmare, Permanency, Slay Living: Touch attack, Spell Resistance, Symbol of Pain, Symbol of Sleep, Telekinesis

6th Level Red Mage Spells:

Antimagic Field, Bear's Endurance, Mass, Blade Barrier, Bull's Strength, Mass, Cat's Grace, Mass, Dispel Magic, Greater, Eagle's Splendor, Mass, Eyebite, Fox's Cunning, Mass, Heroism, Greater, Harm, Heal, Owl's Wisdom, Mass, Transformation, True Seeing, Word of Recall

Epic Red Mage[edit]

Table: The Epic Red Mage

Hit Die: d8

Level Special
21st Might and Magic
25th Triplecast 1/day, Bonus Feat
30th Triplecast 2/day, Bonus Feat

2 + Int modifier skill points per level.

Might and Magic (Ex): Upon becoming an Epic Red Mage, the specialization that a Red Mage chose at 1st level with the "Sword and Spell" special ability receives one of the upgrades below:

Sword and Offense: You gain the Two-Weapon Rend feat, and may equip weapons one size larger than what you can normally wield. If the Two-Weapon Rend feat has already been chosen, you receive a free bonus feat instead.

Sword and Defense: You may now carry and equip heavy armor. Additionally, you gain proficiency with that type of armor. Movement speed penalties from armor are reduced by -5 feet.

Sword and Balance: Armor no longer incurs arcane spell failure chance. You gain the Reach Spell feat. If the Reach Spell feat has already been chosen, you receive a free bonus feat instead.

Triplecast (Ex): Available at the 25th level with an upgrade at the 30th level, this spell allows a Red Mage to cast three spells at once in 1 standard action. Both spells used must have a verbal or somantic component to cast, as well as the caster being in a state where they can cast such a spell. The sum of each spell's levels cannot exceed 0 + 1/10lvls. An example of this: A 25th level Epic Red Mage may cast two 0 level spells and one 2nd level spell in one round, while a 30th level Epic Red Mage may cast three 1st level spells in one round.

Doublecast (Ex): At the 30th level, Doublecast receives its final upgrade where the sum of each spell's levels cannot exceed 3.

Bonus Feats: The epic Red Mage gains a bonus feat (selected from the list of epic Red Mage bonus feats) every 5 levels after 20th.

Epic Red Mage Bonus Feat List: Improved Combat Casting, Damage Reduction, Improved Combat Reflexes, Fast Healing, Energy Resistance, Epic Endurance, Epic Skill Focus, Epic Fortitude, Epic Reflexes, Epic Spell Penetration, Epic Toughness, Epic Will, Epic Weapon Focus, Mobile Defense, Superior Initiative, Perfect Two-Weapon Fighting, Penetrate Damage Reduction, Perfect Health, Ignore Material Components, Spell Opportunity, Epic Prowess, Spell Stowaway,

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