Red Mage (5e Class)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class does not have subclass options; it uses the Mana Stance system, which allows a red mage to shift between a defensive tank/healer and a melee DPS.


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
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.

Table: The Red Mage

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]

Dark Mana Spells[edit]

You shift to Dark Mana state when you cast the following spells.

1st-Level Spells


2nd-Level Spells
3rd-Level Spells


4th-Level Spells
5th-Level Spells

Light Mana Spells[edit]

You shift to Light Mana state when you cast the following spells.

1st-Level Spells


2nd-Level Spells
3rd-Level Spells


4th-Level Spells
5th-Level Spells

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.


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