Red Mage, Variant (3.5e Class)

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Authors: Jon Champ and the Hobbit Sage

Date created: June 9th 2010, edited June 3rd 2011

Status: Finished, but open to opinions.

Editing: Please don't edit without making opinions first. Please keep all text intact.

Type:This is a good hybrid class for those that want the up close and personal combat style of a fighter and casting ability of a cleric or wizard.


Red Mage[edit]

The Red Mage class is from the Final Fantasy Series. It can be worked over for Dungeons & Dragons however. I do not take credit for creating the premise for this class all that credit goes to the wonderful people at Square. The purpose of this class is to fit a multitude of roles. This class come with the ability to emulate fighter, wizards, and clerics in their respective strengths. However, this class does not fit those roles perfectly, and is a loose imitation of them all. It doesn't have the weapon or armor proficiencies of the fighter, nor does it have the broad spellcasting capability of the wizard or cleric.

Making a Red Mage[edit]

The Red Mage is a jack-of-all-trades, but a master of none, when it comes to magic. They can channel a variety of spells from both the divine and arcane schools of magic and are very adept at combat. However, as versatile as they are, they are not as good in combat as a fighter, or as gifted in magic as a cleric or wizard.

Abilities: Intelligence and Wisdom are important for this class. Intelligence affects the level of spell you can cast, as bonus spells per day, and affects the red mage's spell save DC.

Races: Humans with their natural versatility are prime candidates for this class. Halflings enjoy the utility of the class, and can often be found as a member of this class. Elves, while natural practitioners of magic, tend to shun the class, since it is too broadly focused, and lacks discipline. Dwarves also tend to shy away from this class, as it lacks the tradition of a fighter or cleric. Orcs also rarely enter this, often lacking the intelligence necessary for the arcane arts. Savage humanoids rarely ever take up this class, as they tend to take up more defined roles, such as warrior or shaman. Those that do tend to be outcasts.

Other classes: Red mages tend to be shunned by many of the classes that tend to focus on a very narrow field of study. Fighters see red mages as too inflexible in their fighting style. Clerics and wizards don't tend to agree with such a broad, but at the same time, very limited and weakly focused training in magic. Bards tend to get along with red mages, who they see as kindred spirits. Barbarians, druids, paladins, monks, rangers, rogues, and sorcerers tend to be indifferent toward red mages.

Religion: Red mages don't particularly follow any one religion, and are as flexible in their religious pursuits as any fighter, bard, etc.

Combat: Red mages tend to be more of a support class. They can step into the front line and assist allies in fighting a horde of goblins as easily as they could heal an ally or rain fury upon his foes. Their varied magical skills allow them to wield a small arsenal of magic that stems from a wide variety of magical schools.

Alignment: Any

Starting Gold: As bard

Starting Age: As wizard

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
1st +0 +0 +2 +2 Magic Strike (1d6) 1/day 2 1
2nd +1 +0 +3 +3 3 2
3rd +2 +1 +3 +3 Magic Lore 4 3
4th +3 +1 +4 +4 Magic Strike (2d6) 2/day 5 3 1
5th +3 +1 +4 +4 Bonus Combat Feat 5 4 2
6th +4 +2 +5 +5 6 5 3
7th +5 +2 +5 +5 Healer's Lore 6 5 3
8th +6/+1 +2 +6 +6 Magic Lore, Magic Strike (3d6) 3/day 6 6 4 1
9th +6/+1 +3 +6 +6 6 6 4 2
10th +7/+2 +3 +7 +7 Bonus Metamagic Feat 6 6 5 3
11th +8/+3 +3 +7 +7 6 6 5 4
12th +9/+4 +4 +8 +8 Magic Strike (4d6) 4/day 6 6 6 4 1
13th +9/+4 +4 +8 +8 Magic Lore 6 6 6 4 2
14th +10/+5 +4 +9 +9 Healer's Lore 6 6 6 5 3
15th +11/+6/+1 +5 +9 +9 Fast Cast 6 6 6 6 4
16th +12/+7/+2 +5 +10 +10 Magic Strike (5d6) 5/day 6 6 6 6 4 1
17th +12/+7/+2 +5 +10 +10 6 6 6 6 5 2
18th +13/+8/+3 +6 +11 +11 Magic Lore 6 6 6 6 6 3
19th +14/+9/+4 +6 +11 +11 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +12 Magic Strike (6d6) 6/day 6 6 6 6 6 5

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Red Mage.

Weapon and Armor Proficiency: The red mage is proficient with all simple weapons, plus the short sword, rapier, longsword, shortbow, and longbow. The red mage is also proficient in light armor and light shields, plus bucklers. The red mage does not incur an arcane spell failure chance as long as he wears light armor and uses light shields or bucklers.

Spells:

Red mages, like bards and sorcerers, can cast spontaneously from their repertoire of known spells.

0— acid splash, arcane mark, create water, cure minor wounds, daze, detect magic, detect poison, disrupt undead, flare, guidance, light, message, read magic, resistance, ray of frost

1st— bane, burning hands, comprehend languages, cure light wounds, deathwatch, detect chaos/evil/good/law, detect secret doors, doom, entropic shield, erase, expeditious retreat, lesser confusion, magic missile, magic weapon, mount, ray of enfeeblement, remove fear, sleep, summon monster I, true strike

2nd— aid, blur, bull's strength, cat's grace, cure moderate wounds, darkness, daze monster, delay poison, flaming sphere, hold person, lesser restoration, Melf's acid arrow, remove paralysis, resist energy, see invisibility, silence, sound burst, status, summon monster II, web, whispering wind

3rd— blink, cure serious wounds, daylight, deeper darkness, dispel magic, fireball, greater magic weapon, haste, invisibility purge, lightning bolt, magic circle against chaos/evil/good/law, protection from energy, remove curse, sleet storm, summon monster III, slow, suggestion, tongues, vampiric touch

4th— arcane eye, confusion, cure critical wounds, fire shield, freedom of movement, ice storm, neutralize poison, restoration, shadow conjuration, shout, summon monster IV, wall of fire, wall of ice

5th— break enchantment, cone of cold, mass cure light wounds, prying eyes, raise dead, sending, shadow evocation, spell resistance, summon monster V, wall of force

Table: Red Mage Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th
1st 3 2
2nd 4 2
3rd 4 3
4th 5 3 1
5th 6 4 1
6th 6 5 2
7th 7 5 3
8th 8 6 3 1
9th 9 6 4 2
10th 9 7 4 2
11th 9 7 4 3
12th 9 7 5 3 1
13th 9 8 5 4 2
14th 9 8 5 4 2
15th 9 8 6 5 3
16th 9 8 6 5 3 1
17th 9 8 6 5 4 2
18th 9 8 7 6 4 3
19th 9 8 7 6 5 3
20th 9 8 7 6 5 4

Magic Strike (Sp): The red mage has the ability to add 1d6 of acid, cold, electric, fire, or sonic damage to his weapon. Once this ability is activated, it lasts for one minute. The red mage can use this ability once per day at 1st level, and an additional use per day at 4th level and every four levels afterward, up to six times per day at 20th level. Every time the red mage gains an additional use of this ability, the damage increases by an additional 1d6. The energy type must be chosen at the time this ability is activated. This is a swift action that provokes attacks of opportunity. This ability temporarily overrides any energy properties on the current weapons.

Magic Lore (Ex): The red mage gains a better understanding of magic, and as a result, he may add one spell to his list of spells known from either the cleric or sorcerer/wizard list of a spell level equal to the red mage's highest spell level or lower. In addition to this, he gains a one point bonus to either Knowledge (arcana) or Knowledge (religion). He gains this ability at 3rd, 8th, 13th, and 18th level. This ability stacks at later levels.

Bonus Combat Feat (Ex): The red mage gains a bonus combat feat he is qualified for.

Healer's Lore (Ex): The red mage begins to understand the greater workings of healing, and as a result, he is treated as one caster level higher for casting any spell with the healing descriptor. In addition to this, he also gains a bonus point to his heal skill. This ability stacks at later levels.

Bonus Metamagic Feat (Ex): The red mage gains a bonus metamagic feat he is qualified for.

Fast Cast (Su): The red mage becomes a prodigy of low-level magic, and may quicken one spell of 3rd-level or lower per day without special preparation.

Epic Red Mage[edit]

Table: The Epic Red Mage

Hit Die: d8

Level Special
21st Healer's Lore
22nd
23rd Magic Lore
24th
25th Greater Fast Cast
26th
27th
28th Healer's Lore, Magic Lore
29th
30th

4 + Int modifier skill points per level.

Healer's Lore (Ex): The red mage begins to understand the greater workings of healing, and as a result, he is treated as one caster level higher for casting any spell with the healing descriptor. In addition to this, he also gains a bonus point to his heal skill. This ability stacks at later levels.

Greater Fast Cast (Su): Like fast cast, but the red mage may quicken any spell in his repertoire twice per day without special preparation.

Magic Lore (Ex): The red mage gains a better understanding of magic, and as a result, he may add one spell to his list of spells known. In addition to this, he gains a one point bonus to either Knowledge (arcana) or Knowledge (religion). He gains this ability at 3rd, 8th, 13th, and 18th level. This ability stacks at later levels.

Human Red Mage Starting Package[edit]

Armor: Leather (+2 AC, armor check penalty 0, speed 30, 15 lb.).

Weapons: Short sword (1d6, crit 19-20/x2, 2 lb., one-handed, piercing). Light crossbow (1d8, crit 19-20/x2, rang inc. 80 ft., 4 lb., piercing).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Spellcraft 4 Int
Concentration 4 Con
Appraise 4 Int
Listen 2 Wis
Spot 2 Wis
Hide 2 Dex 0

Feat: Scribe Scroll.

Bonus Feat (Human): Combat Casting

Gear: Backpack with waterskin, one day's trail rations, bedroll, belt pouch, quiver with 10 bolts, hooded lantern, vial of oil

Gold: 2d4 gp


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