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Red Mage

Among the weeds a beautiful rose blooms, its arsenal a piercing thorn. The scarlet-clad warrior dives into the midst of combat, her rapier empowered by unique energy. She strikes down enemies with blinding speed and powerful magic as she moves toward her next target.

A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements, casting relentlessly until his opponent is annihilated.

Like a lightning bolt streaking through the battlefield, she   makes quick work of foe after foe. At the first sign of danger,   the crimson beauty flips over the head of the enemy behind      her, letting loose a wave of energy as a parting gift.

 Red Mages have drawn on a multitude of disciplines    across the world, mixing black and white magic along with   focused swordplay and style. All of these abilities have   combined in this alluring mix of talent and flair.

  Vermilion Casters

Some fairy tales of Gyr Abania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages: They travel the globe, protecting the good in the world by drawing on their unique red magic, while mixing martial prowess into a flawless and graceful battle style.

Wielders of Black and White

The essence of what is referred to as red magic stems from two sources. The first is utilizing the arcane energy that lies within oneself — the Black, though even just a spark of that is     enough. Because with learned control they supplement it     with the second: Nature's magic — the White, which is divine in essence. This blend of both arcane and divine is what makes up red magic. With experience, a red mage can further mix their magic with the Aether to create an even more powerful magic matrix.

Creating a Red Mage

When creating a red mage, you must consider why they may be heading out on their adventure. They may have learned of a plot which endangers their home, perhaps even the world as a whole, and will stop at nothing to prevent it. Or maybe it is simply a need to chase the thrill of adventure, garner fame, and become a hero of legend.

One key consideration to make as a red mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful magic and elegant martial skills.

Quick Build

You can make a red mage quickly by following these suggestions. First, make Dexterity or Intelligence your highest ability score, followed by the other as your second highest. Second, take the Folk Hero background. Third, take the Booming Blade, Jolt, and Prestidigitation cantrips, along with the 1st-level spells Burning Hands, Healing Word, and Magic Missile.

Red Mage
LevelProficiency
Bonus
FeaturesCantrips
Known
Spells
Known
1st2nd3rd4th5th6th7th
1st+2Balanced Mana, Spellcasting332
2nd+2Dualcast, Steadfast Parry343
3rd+2Red Mage Style353
4th+2Ability Score Improvement4642
5th+3Balanced Mana (d8), Embolden4743
6th+3Reprise4843
7th+3Red Mage Style feature49432
8th+3Ability Score Improvement410433
9th+4Embolden (twice)411433
10th+4Balanced Mana (d10)5124331
11th+4Red Mage Style feature5134332
12th+4Ability Score Improvement5134332
13th+551443331
14th+5Red Mage Style feature51543332
15th+5Balanced Mana (d12)51643332
16th+5Ability Score Improvement516433321
17th+6Embolden (three times)517433321
18th+6Acceleration518433321
19th+6Ability Score Improvement5184333211
20th+6Limit Break5184333211

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 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per red mage level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, longswords, rapiers, shortswords
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Nature, Performance, and Persuasion

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple melee weapon
  • (a) an entertainer's pack or (b) an explorer's pack
  • leather armor, a crystal medium (see Spellcasting FocusPg. 4) and a dagger

Balanced Mana

Your magic originates from a mix of both arcane and divine. This is represented by your Balance dice, which are d6, and black and white in color. You have a number of black dice and a number of white dice each equal to your proficiency bonus, and they can never exceed that number.

Some of your red mage features expend your Balance dice, and you can choose if you want to expend black or white ones, unless stated otherwise. You regain all expended Balance dice when you finish a long rest. After you cast a black or white spell, denoted with a 'b' or 'w' on the red mage spell list, you shift the balance, and gain a die of the opposite mana type: one white or one black die, respectively. For example, if you cast the spell burning hands, you would gain one white Balance die.

When you reach certain levels in this class, the size of your Balance dice increases: at 5th level (d8), 10th level (d10), and 15th level (d12).

The features below use your Balance dice, and you can only apply either one to any one spell cast.

Divine Recovery. When you cast a red mage spell that targets one or more willing creatures (this can include yourself), you can expend a white Balance die and restore the number rolled as hit points to a number of the spell's targets equal to the level of the spell slot spent (1 if the spell is a cantrip).

Arcane Destruction. When you cast a red mage spell that instantaneously deals damage to one or more targets, you can expend a black Balance die and deal the number rolled as extra damage to a number of the spell's targets equal to the level of the spell slot spent (1 if the spell is a cantrip).

Spellcasting

You're uniquely both an arcane and divine spellcaster. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the red mage spell list.

Cantrips

You know three cantrips of your choice from the red mage spell list. You learn additional red mage cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.

Additionally, when you gain a level in this class, you can choose one of the red mage cantrips you know and replace it with another cantrip from the red mage spell list.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your red mage 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.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the red mage spell list.

You learn one additional red mage spells of your choice at each level except 12th, 16th, 19th, and 20th. 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.

Spellcasting Ability

Intelligence is your spellcasting ability for your red mage spells, as you wield arcane and divine with learned control. 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've gained knowledge of a unique spellcasting focus: the crystal medium. It counts as a tiny object and is a magically conductive crystal, which allows casting with both arcane and divine magic. Inlaid in a decorative and protective mount, it naturally hovers in your hand, can be affixed to any sword's hilt-end, and can be just as easily removed again. While affixed that way, the caster can turn the weapon, blade-side down, to create a spellcasting staff.

If your crystal medium is destroyed or you lose it, you can perform a 1-hour ritual to create a new one by crystallizing arcane and divine energy. This ritual can be performed during a short or long rest, and the previous crystal medium is destroyed if it still exists.

Your crystal medium is required for any red mage spell that has somatic or material components. You require a free hand to hold and use your crystal medium, regardless if it's hovering on your hand or affixed to your weapon.

Dualcast

At 2nd level, when your mana is perfectly balanced, it allows you to cast magic at an accelerated rate. When your number of black and white Balance dice are the same, and right before you cast a spell that has a casting time of 1 action, you can expend one of each Balance dice to change the casting time to 1 bonus action for this casting. You can only Dualcast spells of 1st level or higher.

Bonus Action Casting

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

Steadfast Parry

By 2nd level, You learn traditional defensive flourishes. When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to AC, provided you aren't wearing medium or heavy armor and aren't using a shield.

Red Mage Style

At 3rd level, you choose a Style as a red mage, which defines your focus as a vermilion caster. Battlemage, Red Wizard, or Sword Dancer, all of which are detailed at the end of the class description. Your archetype choice grants you features at 3rd, 7th, 11th, and 14th level.


Ability Score Improvement

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 can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Embolden

At 5th level, you gain the ability to give yourself an edge during a situation. When you make an ability check, you can expend a Balance die and add the number rolled to your check. You make this decision before the d20 roll. You can use this feature once per short or long rest.

You gain more uses when you reach certain levels in this class: at 9th level you can use it twice per rest, and at 17th level three times.

Reprise

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 with a casting time of 1 action in place of one of those attacks. This feature doesn't stack with other instances of the Extra Attack class feature.

Acceleration

Beginning at 18th level, you can push yourself to your limits and gain access to even faster casting. As an action during a turn where you've used Dualcast, you can expend one of each Balance dice and cast another spell that has a casting time of 1 action, ignoring rules on spells cast per turn.

You can't use this feature again until you finish a short or long rest.

Limit Break

At 20th level, you break your limits and gain access to the ultimate red mage ability: Vermilion Scourge.

As an action, you choose a point you can see within 60 feet of you. You channel black and white mana which manifest themselves as two sigils hovering in front of you. Shortly after which, the sigils fire projectiles of their respective essences into two similar sigils on the ground. This direct mix of two opposite mana types becomes unstable and the sigils detonate into a combined 20-foot-radius, 60-foot-high cylindrical pillar of flame and radiance, centered on the chosen point.

You can designate any number of creatures within that area to be shielded by white magic and be rendered immune to the damage of this ability, though they can still be blinded. Each creature in the area must make a Dexterity saving throw.

On a failed save, a target takes 10d6 fire and 10d6 radiant damage, and is blinded until the end of its next turn. On a successful save, a target takes half as much damage and isn't blinded. The ability damages objects in the area and ignites flammable objects that aren't being worn or carried.

At the end of this ability, you absorb the mana left from the blast and regain all your Balance dice.

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

Battle with Style

To the red mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken on the Red, they focus their studies on either their swordplay, magical mastery or combining the two