Class: Red Mage in New World - Dragonsmoke Archipelago | World Anvil

Class: Red Mage

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The Red Mage

Like a lightning bolt streaking through the battlefield, the sword dancer 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.   A confident smirk spreads across the face of the veteran spell slinger. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.   As though a flower amongst a sea of weeds, the battle rose leads their allies into the fray. With a deep trust that they’ll stay at their side, they turn their friends into the perfect dancing partners for this adventure, empowering them to match their grace.   Red Mages have drawn on a multitude of disciplines across the world, mixing arcane and divine magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.
hit dice: 1d8
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, medium armor
weapon proficiencies: Simple weapons, rapiers, shortswords
tools: Two types of artisan's tools of your choice
saving throws: Dexterity, Charisma
skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.

  • (a) a set of leather armor or (b) a chain shirt

  • a rapier

  • (a) a component pouch or (b) an arcane focus

  • (a) an explorer's pack or (b) a dungeoneer's pack


Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing:

Ability Score Minimum: Dexterity 13 & Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapon: simple weapons, rapiers, shortswords
Tools: one type of artisan's tools of your choice
spellcasting:
As a Red Mage, you are capable of casting a multitude of spell types.   Cantrips
At 1st level, you know two cantrips of your choice from the red mage spell 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.   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.   Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the red mage 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. 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
Charisma is your spellcasting ability for your red mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
  •  
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
  Ritual Casting
You can cast any red mage spell you know as a ritual if that spell has the ritual tag.

  Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section of the Player's Handbook) as a spellcasting focus for your Red Mage spells.   Spell Slots per Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

 
  The Red Mage Spell List

 
class features:

Flair

At 1st level, you have one flair point. You gain additional flair points as you gain levels in the red mage class according to the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a long rest.  

Finite Brilliance

At 1st level, when you finish a short or long rest, you may choose one skill in which you are proficient. When you do so, spend one flair point. Until your next long rest, your proficiency bonus is doubled for any ability check you make with that skill.  

Combat Style

At 2nd level, you choose a combat style as a red mage: Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th level.  

Dual Cast

At 3rd level, when you cast a spell that has a casting time of 1 action, you can spend 2 flair points to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.  
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.
 

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Flourish

At 18th level, when you roll initiative, you recover 1d4 flair points. You can never have more flair points than shown on the table for your level.  

Acceleration

At 20th level, when you use Dual Cast to cast a spell as a bonus action, you may cast another spell on your turn that uses a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.  
subclass options:

Combat Styles

To the Red Mage, battle and adventure are a stage, on which they are the protagonist. As one who has taken the Red, they focus their studies on either their swordplay, magic mastery or creating striking synergy with their allies on the battlefield.  

Sword Dancer

You’ve taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.   Sword Dancer Class Features

Corps-a-Corps

At 2nd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As a bonus action, you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. You may apply 1d6 bonus weapon damage to your next melee weapon attack you make before the end of your next turn.  

Heroic Charm

At 6th level, your sophistry has given you an edge in conversation. When you make a Charisma based ability check that fails, you can spend 1 flair point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. Additionally, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.  

Acrobatic Displacement

At 10th level, you have learned to flow between martial and magic combat effortlessly. When you take the Attack action to make a melee weapon attack against a hostile creature, you may spend 3 flair points as a bonus action to jump through the air, landing up to 30 feet directly away from the target of your attack. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures of large size or larger. This movement provokes attacks of opportunity. After you land, make a ranged spell attack against the target of your attack action. On a hit, the target takes force damage equal to 2d8 + your Charisma modifier.  

Enchanted Blade

At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. When you make an attack using this weapon, you may spend 1 flair point to deal an additional 2d8 force damage to the target on a hit. You must declare you are doing so prior to your attack roll.
 
 

Spell Slinger

You’ve decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.   Spell Slinger Class Features

Malleable Weave

At 2nd level, when you would cast a spell using a spell slot, you may use your bonus action to spend a number of flair points equal to twice the level of the spell, instead of using the spell slot.  

Charmed, I'm Sure

At 6th level, the trace amounts of magic in your body influence those you come into contact with. When you succeed on a Charisma (Deception) or Charisma (Persuasion) check made to interact with a creature, you can expend 2 Flair points to cause the creature to make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. When the effect ends, the creature knows it was charmed by you.  

Quicksilver Casting

At 10th level, if you deal damage to a target with a cantrip, you may spend 1 flair point to gain advantage on a ranged spell attack against the target or cause the target to make Dexterity saving throws against your spells with disadvantage until the end of your turn.  

Adaptable Arcana

At 14th level, as a bonus action on your turn, you can expend one spell slot and gain a number of flair points equal to the slot’s level. You can never have more flair points than shown on the Red Mage table for your level.
 
 

Battle Rose

You’ve focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.   Battle Rose Class Features

Dazzling Diversion

At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action, you may spend 1 flair point to distract a target within 5 feet of yourself. The target must make a Wisdom saving throw against your Spell Save DC. On a failure, all melee weapon attacks performed by your allies against the target gain advantage until the beginning of your next turn.  

In Good Company

At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. As a reaction when a friendly creature within 30 feet of you makes an ability check, you can add your Charisma modifier to the result of the check. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.  

Embolden

At 10th level, you have learned to fill your allies with fervor using your natural appeal. When an ally within 10 feet of you who can see you deals damage to one or more creatures, you may use your reaction and expend 1 flair point to add 1d8 to the damage roll.  

Follow My Lead

At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, so that they act directly after you. Once you use this feature, you must complete a short or long rest before you can use it again.   In addition, for 1 minute after you change their initiative, when you hit a creature with a weapon attack, the target of Follow My Lead may use their reaction to make one weapon attack targeting the same creature.
 
LevelProficiencyFeaturesFlair PointsCantrips KnownSpells Known
1st+2Spellcasting, Finite Brilliance, Flair122
2nd+2Combat Style, Style Feature223
3rd+2Dual Casting324
4th+2Ability Score Improvement425
5th+3Extra Attack426
6th+3Style Feature427
7th+3428
8th+3Ability Score Improvement429
9th+44210
10th+4Style Feature5311
11th+45312
12th+4Ability Score Improvement6312
13th+56313
14th+5Style Feature7413
15th+57414
16th+5Ability Score Improvement8414
17th+68415
18th+6Battle Flourish9415
19th+6Ability Score Improvement9415
20th+6Acceleration10415

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