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Rhett Castenne

1 Level (0 of 300 XP for level-up) Carnival Performer Background Human Race -- Alignment
Red Mage Class 1 1 Level

Strength 13
+1
Dexterity 15
+2
Constitution 14
+2
Intelligence 13
+1
Wisdom 17
+3
Charisma 16
+3
10 of 10
Hit Points
+2
Initiative
13
Armor Class
+5
Spell Attack Modifier
13
Spell Save DC: WIS
Hit Dice: 1 of 1
Hit Die: 1d8 +2
30ft
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+3 Deception CHA
+1 History INT
+5 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Rapier +4 DEX 1d8+2 piercing
 Finesse
Dagger +4 DEX 1d4+2 piercing
 Finesse, light, thrown (range 20/60)

Human



Red Mage

  • Bold Action


Carnival Performer

  • Profession: Barker
  • Feature: Well Traveled

Features & Traits

Coins

  • 65 gold


Equipment

  • Common Clothes
  • Trinket
  • Carnival Finery
  • Rapier
  • Explorer's Pack
  • Dagger
  • One tool set of your choice
  • Leather Armor
  • Red cape & matching hat

Equipment
Cantrips Known: 2 (Fire Bolt, Prestidigitation)
Prepared Spells: 4 (Burning Hands, Chromatic Orb, Magic Missile, Thunderwave)


Spellcasting
Weapons: Swords & Daggers
Armor: Light Armor

Languages: Common, Elvish, Squeakan, Dwarvish
Tools: One of your choice
Languages & Proficiences
--
Personality Traits
--
Ideals
--
Bonds
--
Flaws
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Red Mage

overview

The Red Mage

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Spellcasting, Bold Action 2 2 - - - - - -
2nd +2 Fighting Style, Red Magic Flare 2 3 - - - - - -
3rd +2 Shade of Red 2 3 1 - - - - -
4th +2 Ability Score Improvement 2 4 1 - - - - -
5th +3 Shade of Red Feature 3 4 2 - - - - -
6th +3 - 3 4 2 1 - - - -
7th +3 Red Magic Improvement 3 4 3 1 - - - -
8th +3 Ability Score Increase 3 4 3 2 - - - -
9th +4 - 4 4 3 2 1 - - -
10th +4 Shade of Red Feature 4 4 3 3 1 - - -
11th +4 Bold Action Improvement 4 4 3 3 2 - - -
12th +4 Ability Score Improvement 4 4 3 3 2 1 - -
13th +5 Red Magic Improvement 5 4 3 3 3 1 - -
14th +5 Shade of Red Feature 5 4 3 3 3 2 - -
15th +5 - 5 4 3 3 3 2 1 -
16th +5 Ability Score Increase 5 4 3 3 3 3 1 -
17th +6 Bold Action Improvement 6 4 3 3 3 3 2 -
18th +6 - 6 4 3 3 3 3 2 1
19th +6 Ability Score Increase 6 4 3 3 3 3 2 1
20th +6 Finale of Red 6 4 3 3 3 3 2 2
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
armor proficiencies Light armor
weapon proficiencies Swords & Daggers
tools One of your Choice
saving throws Wisdom, Charisma
skills Choose three from Athletics, Animal Handling, Persuasion, Performance, Survival, Sleight of Hand or Stealth.
starting equipment
You start with the following equipment, in addition to the equipment granted by your background: 
  • (a) a Rapier or (b) a Great Sword 
  • (b) an Adventure’s Pack or (b) a Dungeoneer’s Pack 
  • (a) Musical Instrument or (b) a Dagger or (c) a Healing Potion 
  • One tool set of your choice, leather armor, a fetching red cape with a matching hat


spellcasting
You cast a limited number of spells that you have memorized from mentors and experiences in your life. Because of this you find it more difficult to grasp certain spells, you find that you learn best by imitating the vocal and somatic components of another caster.  

Cantrips 

At 1st level, you know two cantrips of your choice from the red mage list. You learn additional red mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table. You often imitate your favorite mentors or local heroes when you pick up these minor spells, they each have meaning tied back to your travels or experiences.  

Preparing and Casting Spells 

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.   You prepare the list of red mage spells that are available for you to cast, choosing from the list below. When you do so, choose a number of red mage spells equal to your Wisdom modifier + half of your red mage level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, at 3rd-level, you can prepare three 1st-level spells and one 2nd-level spell. You regain all expended spell slots when you finish a long rest. If you prepare the first level spell healing word, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of red mage spells requires time spent in reminiscence over old stories, acquaintances or things that you have seen during your travels: at least 1 minute per spell level for each spell on your list.   Red Mage Spell List

Cantrips


Booming Blade
Fire Bolt
Light
Prestidigitation
Produce Flame
Ray of Frost
Shocking Grasp
Spare the Dying

Level 1


Bless
Burning Hands
Color Spray
Chromatic Orb
Healing Word
Ice Knife
Magic Missile
Sanctuary
Sleep
Thunderwave

Level 2


Aid
Blindness/Deafness
Enhance Ability
Flame Blade
Flaming Sphere
Hold Person
Magic Weapon
Misty Step
Prayer of Healing
Scorching Ray
Shadow Blade
Snilloc’s Snowball Swarm
 

Level 3


Aura of Vitality
Beacon of Hope
Call Lightning
Catnap
Elemental Weapon
Fireball
Lightning Bolt
Magic Circle
Mass Healing Word
Revivify
Sleet Storm
Tidal Wave

Level 4


Aura of Life
Banishment
Confusion
Fire Shield
Ice Storm
Storm Sphere
Wall of Fire
Watery Sphere

Level 5


Circle of Power
Cone of Cold
Destructive Wave
Flame Strike
Hold Monster
Immolation
Maelstrom
Mass Cure Wounds
Raise Dead
Steel Wind Strike
 

Level 6


Chain Lightning
Disintegrate
Freezing Sphere
Globe of Invulnerability
Heal
Otiluke’s Freezing Sphere
Wall of Ice
Word of Recall

Level 7


Crown of Stars
Delayed Blast Fireball
Fire Storm
Prismatic Spray
Regenerate
Resurrection
 

Spellcasting Ability 

Wisdom if your spellcasting ability for your cleric spells. The power of your spells comes from your experiences and a natural connection to what is known as Red Magic, an energy that thrives on experience and passion. You use your Wisdom whenever a red mage spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Spellcasting Focus 

You do not need an arcane focus to cast magic, you have an innate connection to it as long as you can perform the verbal and somatic components perfectly.
class features

Bold Action 

You have the ability to push yourself farther in combat due to long hours of mimicking the swordplay and sorcery of your mentors. This ability improves at 11th and 17th level. You can use your reaction to perform one of three Bold Actions: 
  • Assisted Strike: When an ally makes a melee weapon attack roll against a creature that is within 5 feet of you then you can use your reaction to make a melee weapon attack against that creature. 
  • Bold Pursuit: When a hostile creature moves within 15 feet of you then you can use your reaction to move up to half of your speed towards that creature. 
  • Cantrip Mimicry: When an ally within 10 feet of you that you can both see and hear casts a cantrip then you can use your reaction to copy their verbal and somatic gestures to cast that same cantrip.
  At 11th level you can use your reaction to perform two additional Bold Actions: 
  • Spell Mimicry: When an ally within 10 feet of you that you can both see and hear casts a spell then you can use your reaction to copy their verbal and somatic gestures to cast that same spell at the same level but only if you have the corresponding spell slot available. 
  • Bold Counter: When a hostile creature within 5 feet of you rolls an attack against you and misses then you can use your reaction to roll a melee weapon attack against them.
  At 17th level you can use your reaction to perform an additional Bold Action: 
  • Spell Support: When an ally within 10 feet of you that you can both see and hear casts a spell then you can use your reaction to supply them with a spell slot that is equal to the spell level that they are casting. By doing this the ally can either choose not to expend their spell slot and use yours instead or the spell will expend both slots and be cast as if it were one level higher.
 

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can’t take the same Fighting Style option more than once, even if you get to choose again.   

Dueling 

When you are wilding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.  

Great Weapon Fighting 

When you roll a 1 or a 2 on a damage die for an Attack you make with a melee weapon that you are wilding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.  

Two-Weapon Fighting 

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.  

Red Magic Flare 

At 2nd level, you gain access to the raw form of Red Magic that allows you to push your casting skill to the breaking point. By drawing upon your connection with Red Magic you move exceptionally fast and spells come as quickly as swordplay to you but only for so long.   When you cast a spell with your action you can use your bonus action to cast that spell a second time. Inversely if a spell has a casting time of a bonus action you may use your action to cast it a second time. If you choose to cast a second spell in this manner then until your next turn all attack rolls have advantage against you and you have disadvantage on all saving throws.   If you would cast a concentration spell a second time using this feature then its duration will be lowered to half and you will gain one level of exhaustion.   At 7th level, you learn to fuel your physical movements with a burst of magical energy. When you cast a spell with your action you can use your bonus action to dash as long as you end your movement as close as possible to a hostile creature.   At 13th level, you learn to expand your spell list outside of your standard skills as long as you have the time to practice and a well-versed teacher. When you prepare spells for the day you can spend time with another spell caster, if they show you their spells and practices you can learn to adopt their spell temporarily. You can adopt a number of spells equal to your Wisdom Modifier and you can use them as additional prepared Red Mage spells by spending ten minutes per spell level learning from another caster as they prepare spells for the day.   These spells can be used as additional Red Mage spells for the day that do not count against your normal limit of prepared spells.  

Shades of Red 

At 3rd level, your use of Red Magic has become much more natural and you now have the ability to choose a specialization. You will gain features associated with this specialization when you choose it at third level and then again at 5th, 10th and 14th level. These specializations are detailed at the end of this class description.   

Red Mage Mastery 

At 20th level, you have reached the pinnacle of Red Magic and can push yourself harder than before due to your intense mastery of magic. If you roll initiative and you do not have any spell slots you can regain up to 1 third level spell slot, 2 second level spell slots or 3 first level spell slots. Once you use this feature you cannot use it again until you finish a long rest. 
subclass options

Shades of Red

Scarlet
The Red Mage that lives with the shade of scarlet has a cape drenched in the blood of their enemies, they live to fight on the front line and do their best work in close combat. They are specialists of using their swordsmanship.   

Extra Attack 

At 3rd level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.  

Bladework 

At 5th level, you gain access to some specialized sword skills that you can use whenever you take the attack action instead of rolling your normal weapon attacks: 
  • Spin Attack: Make one attack roll against all creatures within 5 feet of you and then roll your normal weapon damage against each creature that would be hit by this attack roll. 
  • Defensive Stance: Increase your AC by and weapon attack rolls against you have disadvantage. 
  • Gutsy Strike: Roll one melee weapon attack with advantage.
 

Scarlet Sword Stance 

At 10th level, you gain the ability to push yourself farther and commit yourself to a dangerous sword posture. For one minute the damage die on for your melee weapon attacks will have 1d10 added to them that is considered magical. At the end of one minute you will incur a level of exhaustion.  

Deadly Combatant 

At 14th level, you the ability to strike down your foes more easily. Your melee weapon attack rolls now critically strike on rolls of 19 and 20.
  Vermillion
The Red Mage that lives with the shade of Vermillion has a pair of gloves that are singed, tattered and burnt from their long hours of practice with destructive magic. They live to study the arcane and master the destructive elements of fire, lighting and ice. They are specialists of offensive magic.  

Destructive Knack 

When you roll damage for a cantrip that deals fire, lightning or cold damage and you roll a 1 or a 2 you may reroll the damage die but you must take the new result.  

Spellwork 

At 5th level, you gain proficiency in the Arcana skill and you can now cast spells in close quarters without fear of harming yourself. If you use a spell and you would be in the area of effect you can choose to exclude yourself from the spell’s effect. You can use this ability a number of times equal to your Wisdom Modifier before taking a long rest.  

Vermillion Casting Method 

At 10th level, you can choose to channel Red Magic into your spells and harness the untamed nature of that power. Choose a creature that you can see, that creature becomes vulnerable to one of the following damage types: fire, lightning or cold. This vulnerability lasts for one minute, at the end of this minute you gain a level of exhaustion.  

Close Quarters Spellcasting 

At 14th level, your speed and expertise with destructive magic makes it difficult for opponents to disrupt your spell casting. You can make ranged spell attacks on creatures that are in melee combat with you without having disadvantage. Additionally, when the area of effect for one of your spells would include you then you can decide to not have it effect you.
  Maroon
The Red Mage that lives with the shade of Maroon wears a hat that is riddled with holes and tears from sticking their neck out to ensure their comrades get to live another day. They live to study healing techniques and ensure that they never lose an ally on the field of battle. They are specialists of healing magic.  

Medic

When you roll for any healing effect you may reroll 1s and 2s once but you must take the result of the new roll.  

Restorative Aura

At 5th level, whenever you cast a spell the residual effect of your magical energy heals those that are nearby. When you cast a spell choose a creature within 15 feet of you and that creature gains hit points equal to your Wisdom Modifier. This feature can be used only per turn.  

Maroon Tenacity

At 10th level, you create an aura that empowers and gives the ability to regenerate wounds while sustaining combat. Choose a number of creatures up to your Wisdom Modifier, as long as those creatures remain within 30 feet of you they will gain the following trait: Any time this creature deals damage they will heal for half of the damage dealt.   This feature will last for one minute and then you will gain a level of exhaustion.  

Undying Spirit

At 14th level, you and all friendly creatures within 30 feet of you have advantage on death saving throws and when you or they roll a natural 1 for a death saving throw it only constitutes one fail instead of two.

Carnival Performer

You perform wherever the wagons take you, whether a small village or large city. Your stage can be in inside the dim light of a large canvas tent, or in the bright sunshine amongst the trees in a forest glen. The smiles and looks of wonder on the faces of your audience is the food that feeds your soul.   Some people are born into the carnival, growing up in the culture and entertainment lifestyle your family has always known. Others join later in their lives, seeking the freedom and lifestyle that comes with a traveling circus after a lifetime spent toiling away in a mundane job. A few even run away to join the carnival as the last refuge, desperate to escape their pasts or impending future. No matter how you got here, the end result is the same - you're an entertainer who lives your life on the road, cherishing the freedom it provides and the adulation of the crowds you perform for.

Skill Proficiencies Insight and proficiency based on role chart above
Languages Two languages or your choice.
Equipment Set of common clothes, backpack, 1 bedroll, 5 days of rations, waterskin, mess kit, tinderbox, and one trinket.

Features

Carnival Profession

Roll a d8 1d8 Role Skill Proficiency
1 Animal Trainer/Rider Animal Handling
2 Acrobat Acrobatics
3 Game Shark Sleight of Hand
4 Fortune Teller Deception
5 Clown Performance
6 Singer Performance
7 Strongman Athletics
8 Barker Persuasion
 

Feature: Well Traveled

You've traversed the land for many years, thus gaining a vast knowledge of the numerous roads. You know the quickest route to most cities and towns, you know of most inns and stables connected to the main trading routes. In addition, caravans not hostile to you will allow you and your party to travel with them, but will usually not provide resources for you.   You gain advantage on Wisdom (Survival) checks to determine the route to a town or city if it is within the region you have traveled in before.

Suggested Characteristics

Carnival folk are a vagabond troupe, made up of races from all corners of the world. You love to entertain, distrust authority, and have a deep bond with those you travel and perform with.

Traits

Roll a d6 1d6 Personality Trait
1I have a remarkably calm demeanor, even in the tensest of situations.
2I can talk to anyone on any topic.
3Those in authority tend to prey upon people like us.
4I am loyal to a fault when it comes to my troupe.
5The road is in my blood. I hate being in one place for too long.
6I live for the opportunity to perform before a crowd.

Ideal

Roll a d6 1d6 Ideals
1Avarice. Money makes the world go round and I want as much as I can get. (Evil)
2Entertainment. I want to entertain the world, believing that it is the best service I can offer to others. (Good)
3Loyalty. I will never abandon my family (blood or found) no matter what the circumstances. (Any)
4Respect. Respect must be earned, never given. (Neutral)
5Honor. There is an unspoken code amongst carnival workers. (Lawful)
6Freedom. I value my independence above all else. (Chaotic)

Bond

Roll a d6 1d6 Bonds
1I only feel at home when I'm traveling with the carnival.
2A member of your carnival disappeared and I must find out what happened.
3I am a mentor for a younger member of the carnival.
4I seek out other performers to make my own act better.
5The carnival is the only place where I feel safe and among friends.
6I feel a deep and genuine connection to all people and wish to bring love and light into the lives of all I encounter.

Flaw

Roll a d6 1d6 Flaws
1I will do whatever it takes to become the best performer the world has ever seen.
2My greed knows no bounds.
3I am quick to anger and will fight anyone who I think is looking down on me.
4Plans are for the untalented. I always insist on improvising.
5My distrust of those outside of family prevents me from forming real relationships with others.
6I have played in front of so many people, the thrill has gone.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

overview
ability score increase
+1 Str, +1 Dex, +1 Con, +1 Int, +1 Wis, +1 Cha
age
Humans reach adulthood in their late teens and live less than a century.
alignment
Humans tend toward no particular alignment. The best and the worst are found among them.
Size
Medium
speed
30ft
Languages
You can speak, read, and write Common and one other language of your choice.
race features
Variant Human
These traits replace the standard Human's Ability Score Increases.
  Ability Score Increase
Two different ability scores of your choice increase by 1.   Skills
You gain proficiency in one skill of your choice.   Feat
You gain one feat of your choice.
description
Humans are the second oldest among the Elder Races in the land, it is said that they are charged with the safekeeping of the world from invaders that would come from other planes and gives an explanation to their natural tendencies to build cities, walls, and armies.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

RiverFang.

Statblock Type

Character Sheet (2020)

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