Red Mage1

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The Red Mage

Level Proficiency Bonus Features Swiftcasts Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Enspell, Cantrips — 3 — — — — —
2nd +2 Spellcasting, Fighting Style — 3 2 — — — —
3rd +2 Arcane Method Feature, Swiftcast 2 3 3 — — — —
4th +2 Ability Score Improvement 2 4 3 — — — —
5th +3 Extra Attack 3 4 4 2 — — —
6th +3 Reflect 3 4 4 2 — — —
7th +3 Arcane Method Feature 3 4 4 3 — — —
8th +3 Ability Score Improvement 3 4 4 3 — — —
9th +4 — 4 4 4 3 2 — —
10th +4 Back from the Brink 4 5 4 3 2 — —
11th +4 Arcane Method Feature 4 5 4 3 3 — —
12th +4 Ability Score Improvement 4 5 4 3 3 — —
13th +5 — 5 5 4 3 3 1 —
14th +5 In the Red 5 5 4 3 3 1 —
15th +5 Arcane Method Feature 5 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 5 4 3 3 2 —
17th +6 — 6 5 4 3 3 3 1
18th +6 Adrenaline 6 5 4 3 3 3 1
19th +6 Ability Score Improvement 6 5 4 3 3 3 2
20th +6 Turn the Tables 6 5 4 3 3 3 2

Red Mage
Clad in red, the elf focuses on a familiar incantation, etched The life of a red mage is not all about magic. Their studies
in her memory. A streak of red flashes out from her palm, also include martial training, which they enhance with their
burning a painful mark on the goblin closing in on her. As it elemental magics. The art of war and strategy is the
continues its approach, she readies her trusty rapier, now domain of several red mages, and they are frequently
wreathed in crackling lightning. employed as tacticians and combat strategists by rulers.
A human in light armor, longsword and staff in hand is The varied skill set and self-sufficiency of a red mage
giving out orders to his unit. A formidable opponent, he makes them suitable for a life of adventure.
carves his way through the enemy with his flaming
longsword while supporting his allies with curative magic.
Two Sides of Magic
A red mage's adaptability comes from study and
experience. Where a sorcerer or an evoker may focus on
firepower or a cleric or druid on curative magics, red
mages pride themselves on versatility. Their spells can
harm, impede, heal or protect. Much like a wizard, they can
also learn spells from other spellcasters, from ancient
tomes or inscriptions. In exchange for their versatility, they
never quite reach the heights of arcane mastery of more
focused magic users.
Student and Warrior
Creating a Red Mage Fighting Style
Creating a red mage character denotes a backstory of study At 2nd level, you adopt one of the following styles of
and training. Think about how your character ended up as fighting as your specialty. Choose one of the following
a student of magic and war. How did you discover your options. You can't take a Fighting Style option more than
magical talents? Did you train in a public institution or once, even if you later get to choose again.
were you privately schooled by your wealthy family? Are
you a self-learned prodigy? Defense
Then think on what drew you to a life of adventure. When you are wearing armor, you gain a +1 bonus to AC.
Maybe you graduated and are looking for new things to do
with your life. Are you serving some kind of new lord? Are Dueling
you looking to test your new skills in life-or-death situations When you are wielding a melee weapon in one hand and no
or are you just trying to help people? other weapons, you gain a +2 bonus to damage rolls with
that weapon.
Quick Build
You can make a red mage quickly by following these Spellslinger
suggestions. First Intelligence should be your highest You gain a +2 bonus to attack rolls you make with ranged
ability score, followed by Dexterity and Constitution. spells.
Second, choose the sage background. Third, choose the fire
bolt, shocking grasp and resistance cantrips. Spellcasting
You are a student of the arcane arts of both destruction and
Class Features healing. You have a spellbook containing spells that show
the results of your studies of the arcane. See chapter 10
As a red mage, you gain the following class features. (Player's Handbook) for the general rules of spellcasting
Hit Points
and the end of this document for the red mage spell list.
Hit Dice: 1d8 per red mage level Cantrips
Hit Points at 1st Level: 8 + your Constitution modifier At 1st level, you know three cantrips of your choice from
Hit Points at Higher Levels: 1d8 (or 5) + your the red mage spell list. You learn additional red mage
Constitution modifier per red mage level after 1st cantrips of your choice at higher levels, as shown in the
Proficiencies Cantrips Known column of the Red Mage table.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, Spellbook
rapiers, shortswords At 2nd level, you inscribe four 1st-level red mage spells of
Tools: None you choice into your spellbook.
Saving Throws: Dexterity, Intelligence Preparing and Casting Spells
Skills: Choose three from Arcana, History, Investigation, The Red Mage table shows how many spell slots you have
Nature, Medicine, Acrobatics, Athletics and Persuasion to cast your spells of 1st level and higher. To cast one of
Equipment these spells, you must expend a slot of the spell's level or
You start with the following equipment, in addition to the higher. You regain all expended spell slots when you finish
equipment granted by your background: a long rest.
You prepare the list of red mage spells that are available
(a) a rapier or (b) a longsword for you to cast. To do so, choose a number of red mage
(a) a component pouch or (b) an arcane focus spells from your spellbook equal to your Intelligence
(a) a scholar's pack or (b) an explorer's pack modifier + half your red mage level, rounded down
Leather armor (minimum of one spell). The spells must be of a level for
A spellbook which you have spell slots. For example, if you're a 5th level
red mage, you have four 1st-level and two 2nd-level spell
Enspell slots. With an Intelligence of 16, your prepared spells can
Your training with elemental magic allows you to empower include six spells of 1st or 2nd level, in any combination,
your weapon with elemental power. As a bonus action, you chosen from your spellbook. If you prepare the 1st level
can enchant your non-heavy melee weapon you are spell burning hands, you can cast it using a 1st-level or a
proficient with for 1 minute. Choose one of the following 2nd-level slot. Casting the spell doesn't remove it from your
elements: cold, fire or lightning. For the duration, your list of prepared spells.
weapon's damage type is now that element and you can use You can change your list of prepared spells when you
your Intelligence instead of Strength or Dexterity for the finish a long rest. Preparing a new list of red mage spells
attack and damage rolls of melee attacks using that requires time spent studying your spellbook and
weapon. You may use this feature again to change the memorizing the incantations and gestures you must make
element and/or renew the duration, but you cannot enchant to cast the spell: at least 1 minute per spell level for each
more than one weapon at a time. spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your red mage
spells, since you learn your spells through dedicated study Your Spellbook
and memorization. You use your Intelligence whnever a The spells that you add to your spellbook as you
spell refers to your spellcasting ability. In addition, you use gain levels reflect the arcane study you conduct
your Intelligence modifier when setting the saving throw on your own, as well as intellectual
DC for a wizard spell you cast and when making an attack breakthroughs you have had about the nature of
the multiverse. You might find other spells
roll with one. during your adventures. You could discover a
Spell save DC =8 + your proficiency bonus + your spell recorded on a scroll in an evil wizard's
Intelligence modifier chest, for example, or in a dusty tome in an
Spell attack modifier= your proficiency bonus + your ancient library.
Copying a Spell into the Book. When you find a
Intelligence modifier red mage spell of 1st level or higher, you can add
Ritual Casting it to your spellbook if it is of a level for which you
You can cast a red mage spell as a ritual if that spell has the have spell slots and if you can spare the time to
decipher and copy it.
ritual tag and you have the spell prepared. Copying a spell into your spellbook involves
reproducing the basic form of the spell, then
Spellcasting Focus deciphering the unique system of notation used
You can use an arcane focus (found in chapter 5, Player's by the mage who wrote it. You must practice the
Handbook) as a spellcasting focus for your red mage spells. spell until you understand the sounds or gestures
required, then transcribe it into your spellbook
Learning Spells of 1st Level and Higher using your own notation.
Each time you gain a red mage level, you can a red mage For each level of the spell, the process takes 2
spell of your choice to your spellbook. This spell must be of hours and costs 50 gp. The cost represents
a level for which you have spell slots, as shown on the Red material components you expend as you
Mage table. On your adventures, you might find other spells experiment with the spell to master it, as well as
that you can add to your spellbook. the fine inks you need to record it. Once you
have spent this time and money, you can prepare
the spell just like your other spells.
Arcane Method Replacing the Book. You can copy a spell from
When you reach 3rd level, you dedicate yourself to one of your own spellbook into another book—for
the Arcane Methods of the red mages. Until now you've example, if you want to make a backup copy of
been an acolyte, studying the art but not fully committing to your spellbook. This is just like copying a new
it. Now, you choose either the Tactician or the Scholar. Your spell into your spellbook, but faster and easier,
choice grants you features at 3rd level and again at 7th, since you understand your own notation and
already know how to cast the spell. You need
11th, and 15th level. spend only 1 hour and 10 gp for each level of the
copied spell.
Swiftcast If you lose your spellbook, you can use the
At 3rd level, your expertise with your spells allows you to same procedure to transcribe the spells that you
perform incantations faster. When you cast a spell that has have prepared into a new spellbook. Filling out
the remainder of your spellbook requires you to
a casting time of 1 action, you may choose to change the find new spells to do so, as normal, For this
casting time to 1 bonus action for this casting. reason, many red mages keep backup spellbooks
You can use this feature a number of times, as shown on in a safe place.
the Red Mage table. You regain all expended uses when The Book's Appearance. Your spellbook is a
you finish a long rest. unique compilation of spells, with its own
decorative flourishes and margin notes. It might
Ability Score Improvement be a plain, functional leather volume that you
received as a gift from your master, a finely
When you reach 4th level, and again at 8th, 12th, 16th and bound gilt-edged tome you found in an ancient
19th level, you can increase one ability score of your choice library, or even a loose collection of notes
by 2, or you can increase two ability scores of your choice scrounged together after you lost your previous
by 1. As normal, you can't increase an ability score above 20 spellbook in a mishap.
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of Back from the Brink
once, whenever you take the attack action on your turn. At 10th level, your expertise with the use of positive energy
allows you to temporarily shield an ally you bring back to
Reflect consciousness. Whenever you use a spell of 1st level or
higher to restore hit points to a creature with 0 hit points,
Beginning at 6th level, can conjure up a reflective barrier at attacks rolls against that creature have disadvantage until
a moment's notice . When you succeed on a Dexterity the end if its next turn.
saving throw to take only half damage, you may use your
reaction to take no damage instead.
In the Red Tactician's Gambit
At 14th level, you are capable of recklessly pushing the Starting at 3rd level, you learn gambits that are fueled by
limits of your magical reserves. You can cast a spell of 3rd special dice called tactical dice.
level or lower without spending a spell slot on it. The first Gambits. You learn three gambits of your choice, which
time you do so, you suffer no adverse effect. If you use this are detailed under "Gambits" below. Many gambits
feature again before you finish a long rest, you take 2d10 enhance an attack in some way. You can use only one
necrotic damage for 1st level spells and an additional 1d10 gambit per attack. You learn an additional gambit of your
for each spell level above 1st, immediately after you cast it. choice at 7th, 11th and 15th level. When you learn anew
Each time you use this feature again before finish a long gambit, you can also replace one gambit you know with a
rest, the necrotic damage per spell level increases by 1d10. different one.
This damage ignores resistance and immunity. Damage Tactical Dice You have four tactical dice, which are d6s.
you take from this feature reduces your maximum hit point A tactical die is expended when you use it. You regain all of
amount by the same amount. The reduction lasts until you your expended tactical dice when you finish a short or long
finish a long rest. rest. You gain another tactical die at 7th level.
Saving Throws Some gambits require your target to
make a saving throw to resist the gambit's effects. The
Adrenaline saving throw DC is calculated as follows:
Starting at 18th level, your combat experience allows you to Gambit save DC = 8 + your proficiency bonus + your
go past your normal limits and press the advantage. On Intelligence modifier
your turn, when you reduce a hostile creature to 0 hit
points, you may take an additional action. This action can Improved Gambit
only be used to take the Attack (one weapon attack only), At 7th level, your tactical dice turn into d8s.
Dash, Disengage, Hide or Use an Object action. This
feature may only be used once per round. Tactical Withdrawal
At 7th level, your battlefield awareness allows you to escape
Turn the Tables dangerous situations with ease. Opportunity attacks
At 20th level, your immense pool of knowledge and arcane against you are made with disadvantage.
power allows you to turn an unwinnable situation into
victory. You can use an action to unleash a surge of arcane Improved Enspell
might to remove all current conditions on you and gain the At 11th level, you have perfected the art of Enspell.
following benefit for 1 minute: Whenever you hit a creature with a melee weapon
enchanted by Enspell with an attack granted by the Attack
Enemy creatures within 20 feet of you have action, the creature takes an additional 1d8 damage.
disadvantage on saving throws against your red mage
spells and Tactician's Gambit options. Like an Open Book
You can use this feature while incapacitated, but not Starting from 15th level, your battlefield experience allows
while unconscious. you to read your opponent's moves and take advantage of
When the effect ends, you gain one level of exhaustion. every opening. As an action, you can analyze a creature you
Once you use this feature, you can't use it again until you can see within 20 feet of you. For 1 minute, whenever the
finish a long rest. creature makes an attack, you can use your reaction to
make a melee weapon attack against that creature if it is
within range. Once you use this feature, you must finish a
Arcane Methods short or long rest before you can use it again.
At some point in every red mage's journey, the time comes Gambits
to take their studies to a new level. As disciples of both war Your gambit choices are:
and magic, they choose which one to direct their focus Tactician's Strike. Upon taking the Attack action on
toward. The two major methods are those of the Tactician your turn, you can give up one of your attacks and use a
and the Scholar. bonus action to direct one of your allies to strike. When you
do so, choose a friendly creature who can see or hear you
Tactician and expend one tactical die. That creature can now use its
Taking on the methods of a Tactician means dedicating reaction to make one weapon attack, adding the tactical die
oneself to becoming an expert of war and combat. to the attack's damage roll.
Tacticians take a unique, measured approach to conflict, Tactician's Maneuver. When you hit a creature with a
using their magical abilities to find any advantage they can. weapon attack, you can expend one tactical die to allow one
In a Tactician, enemies face an opponent who always has a of your allies to move into a more advantageous position.
plan. You add the tactical die to the attack's damage roll, and you
choose a friendly creature who can see or hear you. That
Saw It Coming creature may use its reaction to move up to half its speed
Starting at 3rd level when you select this method, your without provoking opportunity attacks from the target of
analytical skills prepare you for any eventuality. You can your attack.
add your Intelligence modifier to your initiative rolls.
- Scholar
Gravitational Pull. When you hit a creature with a
weapon attack, you can expend one tactical die to attempt The purpose of a Scholar is to delve deeper into the
to disarm the target by imbuing your weapon with the mysteries of the world and the arcane, devoting themselves
power of gravity, forcing it to drop one item of your choice to becoming a better mage and to learn of the world. A
that it's holding. You add the tactical die to the attack's Scholar focuses on improving their understanding of the
damage roll, and the target must make a Strength saving world, while learning to make the most of their magical
throw. On a failed save, it drops the object you choose. The abilities. They may not look like much, but cross a Scholar
object lands at its feet. and you may find a barrage of spells flying your way.
Confusing Blow. When you hit a creature with a weapon
attack, you may expend one tactical die to confuse the Seeker of Knowledge
creature and open it up to further assault. You add the At 3rd level when you select this method, you become
tactical die to the attack's damage roll. The next attack roll proficient in two of the following skills of your choice:
against the target by an attacker than you has advantage if Arcana, History, Nature or Religion. If you are already
the attack is made before the start of your next turn. proficient, you may choose to double your proficiency
Perfect Footwork. Upon moving, you may expend one bonus for ability checks made using that skill instead. You
tactical die, rolling the die and adding the number rolled to also learn one additional Red Mage cantrip of your choice.
your AC until you stop moving.
Feint. You can expend one tactical die and use a bonus Clear Mind
action to feint, choosing one creature within 5 feet of you as Starting at 3rd level, you have learned how to recover your
the target. You have advantage on your next attack roll magical energy through mental focus. Once per day when
against that creature. If your attack hits, add the tactical die you finish a short rest, you can choose expended spell slots
to the attack's damage roll. to recover. The spell slots can have a combined level that is
Protect. When another creature damages you with a equal to or less than one third your red mage level
melee attack, you can use your reaction and spend one (rounded up) and none of the slots can be 3rd level or
tactical die to block part of the attack with a magical shield. higher. For example, if you're a 5th level red mage, you can
The damage is reduced by the tactical die roll + your recover up to two levels worth of spell slots. You can
Intelligence modifier. recover either a 2nd-level spell slot or two 1st-level spell
Pinpoint Strike. When you make a weapon attack roll slots.
against a creature, you can expend one tactical die and add
it to the roll. You can use this gambit before or after making Empowered Cantrips
the attack roll, but before any effects of the attack are Starting at 7th level, you add your Intelligence modifier to
applied. the damage dealt by your red mage cantrips.
Aero. When you hit a creature with a weapon attack, you
can expend one tactical die to send out a blast of Swift Burst
compressed air from your weapon towards the target, At 11th level, you know how to apply your magical prowess
driving them back. Add the tactical die to the attack's in quick, powerful bursts. Spells you cast under the effects
damage roll. If the target is Large or smaller, it must make a of the Swiftcast feature are considered to be cast at one
Strength saving throw or be pushed up to 15 feet away level higher than the spell slot used.
from you.
Counter. When a creature misses you with a melee Eye For an Eye
attack, you can spend one tactical die to make a melee At 15th level, you know how to channel powerful negative
weapon attack against the creature. If you hit, add the feelings into your spells, heightening their efficiency. If you
tactical die to the attack's damage roll. have been damaged since your last turn, when you cast a
Blind. When you hit a creature with a melee attack, you spell that forces a creature to make a saving throw to resist
can expend one tactical die to fire a blast of magical its effects, you can give a one target disadvantage on its
darkness at the creature's eyes. You add the tactical die to first saving throw made against the spell.
the attack's damage roll, and the target must make a After using this feature, you must finish a short or long
Constitution saving throw or be blinded until the start of rest before you can use it again.
their next turn.
Bind. When you hit a creature with a weapon attack, you
can expend one tactical die to attempt to bind the target to
the ground with frozen shackles. You add the tactical die to
the attack's damage roll, and the target must make a
Dexterity saving throw or be grappled by the shackles until
the end if its next turn. The target may use an action to
perform an Athletics(Strength) or Acrobatics(Dexterity)
against your Gambit save DC to escape the shackles.
Berserk. When you hit a creature with a weapon attack,
you can expend one tactical die to attempt to enrage the
target with mind-affecting magic. You add the tactical die to
the attack's damage roll, and the target must make a
Wisdom saving throw. On a failed save, the target has
disadvantage on all attack rolls against targets other than
you until the end of your next turn.
Red Mage Spells 4th Level
Confusion
Cantrips (0 level) Elemental Bane
Acid Splash Ice Storm
Blade Ward Stoneskin
Control Flames EE Vitriolic Sphere
Fire Bolt Wall of Fire
Frostbite EE
Gust EE 5th Level
Light Cone of Cold
Poison Spray Greater Restoration
Ray of Frost Immolation
Resistance Mass Cure Wounds
Shape Water EE
Shocking Grasp
Spare the Dying EE Spell is from the Elemental Evil Player's
Companion
Thunderclap EE SCAG Spell is from the Sword Coast
True Strike Adventurer's Guide
1st Level
Absorb Elements EE
Burning Hands
Chromatic Orb
Cure Wounds
Detect Magic
Earth Tremor EE
Guiding Bolt
Healing Word
Heroism
Ice Knife EE
Identify
Mage Armor
Sleep
Shield
Thunderwave
Witch Bolt
2nd Level
Aganazzar's Scorcher EE
Blindness/Deafness
Flaming Sphere
Gust of Wind
Lesser Restoration
Magic Weapon
Maximilian's Earthen Grasp
Melf's Acid Arrow
Protection from Poison
Scorching Ray
Shatter
Silence
Snilloc's Snowball Swarm
3rd level
Dispel Magic
Erupting Earth EE
Fireball
Haste
Lightning Bolt
Mass Healing Word
Melf's Minute Meteors EE
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Slow
Vampiric Touch

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