Red Mage, Variant (5e Class)
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Actual content[edit]
Red Mage[edit]
The Mage Warrior[edit]
An expert bladesman with an extensive knowledge of the arcane. The Red Mage is the jack of all trades among spellcasters. While Red Mages dont have access to the highest level spells, their ability to use a blade and access to light and medium armor makes them a formable opponent.
Creating a Red Mage[edit]
- Quick Build
You can make a Red Mage quickly by following these suggestions. First, Intellegence should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background. Third, choose Rapier, Spell Focus, and Leather Armor
Class Features
As a Red Mage you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Red Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Red Mage level after 1st
- Proficiencies
Armor: Light armor, Medium armour
Weapons: Simple weapons, rapiers, scimitars, shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, History, Insight, Investigation, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A rapier or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) an explorer's pack or (b) a scholar's pack
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features | Spells Known |
—Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Red Mage Maneuver | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Dual Mana | 2 | 2 | — | — | — | — |
3rd | +2 | (Feature) | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
6th | +3 | (Feature) | 4 | 4 | 2 | — | — | — |
7th | +3 | (Feature) | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | (Feature) | 6 | 4 | 3 | 2 | — | — |
11th | +4 | (Feature) | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | (Feature) | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | (Feature) | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | (Feature) | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | (Capstone) | 11 | 4 | 3 | 3 | 3 | 2 |
Red Mage Maneuver[edit]
As a practitioner of both martial maneuvers and arcane knowledge, you can use a number of exclusive maneuvers that combine both fields. At 1st level, you know two such manuevers: the Arcane Jolt and Lunging Riposte.
You can use your Red Mage Maneuver options a number of times equal to 1 + your Intelligence modifier (minimum of one use). You regain all expended uses when you finish a long rest.
- Arcane Jolt
You can channel your magical resolve into a jolt of pure magic that zaps through your enemies. You learn a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Intelligence modifier to its attack and damage rolls. On a hit, the attack deals 1d6 force damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
- Lunging Riposte
Once on each of your turn when you make a melee weapon attack against a creature, you can increase your reach for that attack by 10 feet.
Alternatively, when you make an opportunity attack against a creature, you can increase your reach for that attack by 10 feet.
Immediately after the attack which you applied this option, you move up to 10 feet toward the target, as a part of the same action, bonus action, or reaction. This movement does not trigger an opportunity attack.
Spellcasting[edit]
By 2nd level, your expertise on magical knowledge allows you to cast spells.
- 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
At 2nd level, you know two 1st-level Spells of your choice from the red mage spell list at the end of the class description. The red mage spell list is divided into two list, the Dark Mana spell list and Light Mana spell list. The two spells you know at 2nd level must be one from the Dark Mana spell list and one from the Light Mana 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.
Additionally, when you gain a level in this class, you can choose one of the red 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.
- Spellcasting Ability
Intelligence is your spellcasting ability for your red mage spells, since their power derives from memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use a melee weapon you are proficient in as a spellcasting focus for your red mage spells.
Dual Mana[edit]
The red mage spell list is divided into two lists: the Dark Mana spell list and the Light Mana spell list. When you cast a spell from either list, you can channel the magical energy from the spell, entering the state known as the Mana state.
There are two Mana states, depending on the spell that triggered the state: the Dark Mana state and the Light Mana state. Both Mana states last for 1 minute or until you are incapacitated. When you enter a Mana state while you are already in another Mana state, the previous Mana state ends.
- Dark Mana State
When you cast a red mage spell in the Dark Mana spell list, you enter the Dark Mana state.
While you are in the Dark Mana state, when you make a melee weapon attack, you can use your Intelligence, instead of your Strength or Dexterity, for the attack and damage rolls for the attack.
- Light Mana State
When you cast a red mage spell in the Light Mana spell list, you enter the Light Mana state.
When you enter the Light Mana state, and again as a bonus action on your turn, you can gain temporary hit points equal to your Intelligence modifier + half your red mage level (minimum of 1). You lose all temporary hit points gained this way when the Light Mana state ends.
Ability Score Increase[edit]
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 cannot increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Red Mage Spell List[edit]
Multiclassing[edit]Prerequisites. To qualify for multiclassing into the red mage class, you must meet these prerequisites: Strength 13 or Dexterity 13, Intelligence 13 Proficiencies. When you multiclass into the red mage class, you gain the following proficiencies: Simple weapons, light armor. <!-Class Option 1->[edit]<!-For subclasses introduce this class option here->
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<!-Class feature game rule information-> <!-Class Option 2->[edit]<!-Introduce this subclass here->
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<!-Class feature game rule information-> Multiclassing[edit]Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Back to Main Page → 5e Homebrew → Classes<!-religion/patron-based caster-fighter-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures-><!-gains power through knowledge, almost always spellcaster->
Rework in progress proposition[edit](Last Update on 3 June 2023 by Nashodalthir) Red Mage[edit]Everyone wants to do something. Some people want to heal and help others, whether by magical or non-magical means. Some wish to become great warriors, forging their names in battle and increasing their martial prowess. Some wish to become better magicians, learning new spells or having better control over powers they already have. Others wish to become more skillful, learning new skills and becoming better at the skills they already have. But there are a rare few who wish to do everything at once. These skilled individuals are known as red mages. Red magic is an ancient arcane tradition that blends offensive spells, curative magic, and melee combat. While red mages do not belong to an organization, they tend to wear distinctive garb and share mannerisms and signals, allowing them to recognize each other and work together on short notice. The Mage of all Situations[edit]An expert bladesman with an extensive knowledge of the arcane. The Red Mage is the jack of all trades among spellcasters. While Red Mages dont have access to the highest level spells, their ability to use a blade and spelles makes them a formable opponent. Creating a Red Mage[edit]
You can make a Red Mage quickly by following these suggestions. First, Intellegence should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background. Third, choose Rapier, Spell Focus, and Leather Armor Class FeaturesAs a Red Mage you gain the following class features.
Hit Dice: 1d8 per Red Mage level
Armor: Light armor
You start with the following equipment, in addition to the equipment granted by your background:
Red Spellcasting[edit]
At 1st level, you have a spellbook containing six 1st-level Red Mage spells of your choice. Your spellbook is the repository of the Red Mage spells you know, except your cantrips, which are fixed in your mind.
You know two 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.
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. You prepare the list of Red Mage spells that are available for you to cast. To do so, choose a number of Red Mage spells from your spellbook equal to your Intelligence modifier + your Red Mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Red Mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Red Mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
At 1st level, you know two 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 of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Red Mage spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Red 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.
Intelligence is your spellcasting ability for your Red Mage spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can use an arcane focus as a spellcasting focus for your Red Mage spells.
Spell Combat[edit]A red mage learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the red mage must have one hand free, while wielding a "Finesse" one-handed melee weapon in the other hand. He can choose action to Cast a spell or make an Melee Attack and by using a bonus action do the other action. When he do this, the Red Mage can cast a spell with a casting time of 1 action and he can't add his his ability modifier on damage of his Melee attack. Jack of All Trades[edit]Starting at 6th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Red Orders[edit]At 3rd level, yours abilities allow you to join a Order of specialized Red Mage of your choice between the Scarlet Duellists, the Coral Bishops or Garnet Invoker
Ability Score Increase[edit]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 cannot increase an ability score above 20 using this feature.
Red Orders Paths[edit]Scarlet Duellist[edit]Scarlet Duellist is a specialist to merge graceful martials attack and elegant magics prowess together
When you join the Scarlet Duellist's Order, you gain proficiency with Medium Armor and you can use a weapon as arcane focus for casting your spells.
A Scarlet Duellist's best talent is to be able to mix spellcasting's abilities and martial maneuvers into powerful attacks. After reaching the 3rd level, a Scarlet Duellist gain SpellStrike, whenever he casts a touch (melee or ranged) spell from the Red Mage spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the touch attack normally allowed to deliver the spell, a red mage can make one free melee attack with his weapon
Ruby Invoker[edit]a Ruby Invoker is a Red Mage who search to manipulate and mix multiple arcanes into new forms.
Crimson Champion[edit]Crimson Champion's Order where Red Mages think a powerfull protection is more effective than a destructive spell.
When you joint Crimson Champion's Order, you gain new proficiency bonus. You can now wear a Heave Armor and casting your spell in. |