Red Mage

Class Stat

Red Mages are well known for being a jack-of-all-trades. Wielding the capabilities of both black and white magick, as well as the ability to be adept with the sword, many who walk this path become well-versed in many combat styles. However, this flexibility comes with a cost - as they say, if you're good at everything, you can't truly specialise in one thing. Still, with the ability to merge both spell and sword, and the skill to take advantage of multi-casting these lower levelled spells, adventurers who take the mantle of Red Mage are not to be taken lightly.

Hit Points (HP)

Hit Dice 1d8 per level
HP at Level 1 8 + Constitution modifier
HP at higher levels 1d8 (or 4) + Constitution modifier per level

Proficiencies

Armour Light armour, bucklers
Weapons Simple weapons, martial melee weapons
Tools None
Saving Throws Dexterity, Intelligence
Skills Choose three from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Persuasion, Religion, and Sleight of Hand

Red Mage Table

Spell slots per spell level
Level Proficiency Bonus Abilities Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting 4 8 2 - - - - - - - -
2 +2 Bladesong, Fighting Style 4 9 3 - - - - - - - -
3 +2 Jack of all Trades, Swift Spell 4 11 4 2 - - - - - - -
4 +2 Ability Score Improvement 5 12 4 3 - - - - - - -
5 +3 - 5 14 4 3 2 - - - - - -
6 +3 Dual Cast (2nd Level), Extra Attack, Mist Siphon (1st Level) 5 15 4 3 3 - - - - - -
7 +3 - 5 17 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 5 18 4 3 3 2 - - - - -
9 +4 - 5 20 4 3 3 3 1 - - - -
10 +4 One Mind with the Blade 6 21 4 3 3 3 2 - - - -
11 +4 Dual Cast (3rd Level) 6 22 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 6 22 4 3 3 3 2 1 - - -
13 +5 Mist Siphon (2nd-Level) 6 23 4 3 3 3 2 1 1 - -
14 +5 Ability Score Improvement 6 23 4 3 3 3 2 1 1 - -
15 +5 Spellbound 6 24 4 3 3 3 3 1 1 1 -
16 +5 Ability Score Improvement 6 24 4 3 3 3 3 1 1 1 -
17 +6 Dual Cast (5th Level) 6 25 4 3 3 3 3 2 1 1 1
18 +6 Concentration 6 25 4 3 3 3 3 2 1 1 1
19 +6 Ability Score Improvement 6 25 4 3 3 3 3 2 1 1 1
20 +6 Channeling, Dual Cast (9th Level) 6 25 4 3 3 3 3 2 2 1 1

Creating a Red Mage

Red Mages, like Black Mages and Arcanists, are spellcasters that rely on their intellectual prowess to channel their magickal abilities. They learn magickal formulae, memorise incantations, and even get into magickal theory. However, unlike their counterparts, Red Mages have a specialised form of spellcasting that is simpler, allowing them to hold more spells within their mind, and also to rapidly cast these spells. Not only that, Red Mages are adept with the sword, really showing themselves to be a Jack-of-all-Trades.

Because of the many skills that are required, creating a Red Mage character demands you to think through how and why you were trained as a Red Mage. Was your character trained as part of a noble upbringing? Did your character go to an academy to be trained in both the art of sword and magick? How did you find out that you were good in handling both of these skills, or did your character have to work hard in seeing your swordplay or magick use improve? Do you take pride in being a jack-of-all-trades, or do you envy those who can specialise in either magick or swordfighting?

Quick Build

You can make a Red Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Noble background with the Knight variant. Third, choose the Fire Bolt, Light, and Mage Hand cantrips, along with the following 1st-level spells for your spellbook: Barrier, Cure, Entice, Float, Immobilise, Pulse, Sleep, and Thunderwave.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Class Abilities

Spellcasting

As a student of the arcane, you are able to fix specific spells within your mind, being able to cast them from memory using the special techniques of the school of the Red Mage.

Cantrips

At Level 1, you know four cantrips of your choice from the Red Mage Spell list. You learn additional Red Mage cantrips as shown on the Red Mage table.

Spell Slots

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Red Mage 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 eight 1st-level spells of your choice from the Red Mage spell list. You learn additional Red Mage spells of your choice as shown on the Red Mage table. Each of these spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd 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.

Moreover, when you complete a long rest, you can choose one of the Red Mage spells you know and replace it with another spell of the same level from the Red Mage spell list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Red Mage spells, since the power of your magick relies on your memorisation of the complex formulae and incantations. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT 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 INT modifier

Spell attack modifier = your proficiency bonus + your INT modifier

Ritual Casting

You can cast a Red Mage spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus or a weapon that has been specially crafted to channel magick as a spellcasting focus for your Red Mage spells.

Fighting Style

At Level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once.

Duelling

When you are wielding a melee weapon in one hand and no other weapons (a shield does not count as a weapon), you gain a +2 bonus to damage rolls with that weapon.

Defense

While you are wearing armour, you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction to impose disadvantage on the attack roll. If this reaction causes the creature to miss its attack, you can make an attack of opportunity against the attacker as part of the same reaction if you are within range. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You can use two-weapon fighting even when your main-hand weapon is non-Light, provided that your off-hand weapon is a Dagger.

Bladesong

Starting at 2nd level, you can invoke a specific brand of Red Mage magick called the Bladesong, provided that you aren't wearing medium or heavy armour. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don medium or heavy armor, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Jack of all Trades

Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Swift Spell

At Level 3, with your brand of magick, you can cause your magickal invocation speed to be increased temporarily. When you cast a Red Mage spell or cantrip with a casting time of 1 action, you can instead choose to cast it as a bonus action. Also, if you use the Dual Cast feature, you can choose to use it as a bonus action rather than an action.

You can use this ability a number of times equal to your Intelligence modifier (minimum once), and these uses replenish on a long rest.

Ability Score Improvement

At Levels 4, 8, 12, 14, 16, and 19, 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 skill.

Dual Cast

At Level 6, your training as a Red Mage has reached the cornerstone of what they are known for – the ability to cast multiple spells in seconds. As an action, you can cast two Red Mage spells (or cantrips) with a casting time no longer than 1 action. The second spell that you cast must be of a lower spell level than the first spell, and you can only cast spells up to 2nd level using this ability. This threshhold increases to 3rd, 5th, and 9th level at Levels 11, 17, and 20 respectively.

You can use this ability a number of times equal to your Intelligence modifier (minimum once), and this replenishes on a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Mist Siphon

At Level 6, you are able to draw more Mist into yourself even with shorter rests, allowing for more spellcasting. After you complete a short rest, you recover all of your expended spell slots of 1st Level or lower.

At Level 13, you recover all of your expended spell slots of 2nd Level or lower.

After you use this feature, you can't use it again until you finish a long rest.

One Mind with the Blade

At Level 10, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Spellbound

At Level 15, you are able to channel more Mist into your spells to empower them temporarily. Whenever you cast a Red Mage spell or cantrip, you can choose to boost it. Until the end of your turn, you gain Advantage on spell attacks, and creatures making a Saving Throw do so with Disadvantage. Finally, any healing spell restores extra hit points equal to your spellcasting modifier.

You can use this ability a number of times equal to your Intelligence modifier (minimum once), and this replenishes every long rest.

Concentration

At Level 18, you are able to concentrate on up to two Red Mage spells (including cantrips) at one time. Whenever you are concentrating on a Red Mage spell, and then cast another Red Mage spell that requires concentration, your original spell remains in effect for 2 rounds. If you lose your concentration during this time, both of the spells on which you are concentrating fade.

Channeling

At Level 20, you are now able to use less magickal energy when casting your spells. You gain 4 Level 0 spell slots. Whenever you cast a spell, you expend a spell slot of one level lower than the actual level of the spell being cast. For example, you can cast Fire as a Level 3 spell, and expend only a Level 2 spell slot.