Unearthed Aiircana: Red Mage 1.5

by aiir

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The Red Mage

Introduction

Preface

This class is balanced and intended for use in the 5th Edition of Dungeons & Dragons.

I created this class to alleviate the lack of a true dedicated caster that thrives and engages actively in melee combat, even at high levels, rather than be limited to specific subclasses like the Hexblade Warlock or the Bladesinger Wizard. Furthermore, it brings content from one of my favorite game series to Dungeons & Dragons.

The Red Mage is made to be either a melee striker, ranged striker, or melee skirmisher, depending on which subclass you choose. It's also a potent caster, focused on blasting and healing spells. Overall the class provides you with a very versatile character.

Remember to always consult your fellow players and DM before you use any homebrew content in your game! If you do happen to use it, let me know how it goes.

Table of Contents

Credits

Created by aiir#9916 on Discord and u/aiir_ on Reddit.

A huge shoutout to u/SilentSoren on Reddit. This class was originally based on his version of the Red Mage class, but heavily deconstructed, reimagined, and built upon.

Thanks to /r/FFXIVxDnD, /r/UnearthedArcana, and the Discord of Many Things for sharing their thoughts on balance, wording, and general homebrew advice.

Special thanks, in no particular order, to AGuyNamedSparre, Nazzy, Worriedlake, PorkandFork, Biggy, ERJN, Overdrive, Teridax, and more.
Yell at me if I forgot to mention you.

Artwork Credits


  • Front & back cover. Bom Yeon, Final Fantasy XIV 'Storm Blood' Red Mage. Available from: Artstation, here.
  • Page 2, background. Square Enix Co., Ltd., FFXIV Ala Mhigo concept art. Available from: here.
  • Page 2, foreground. Square Enix Co., Ltd., FFXIV Red Mage concept art. Available from: here.
  • Page 5. Wilan Serulia, FFXIV Screenshot. Available from: Twitter, here.
  • Page 6. Square Enix Image Studio Division, Red Mage CG render. Available from: here.
  • Page 7. Tristan Lim, FFXIV Job stones. Available from: Arstation, here.
  • Page 8. Square Enix Co., Ltd., Gyr Abania concept art. Available from: here.
  • Page stain templates by Jared Ondricek. Available from: here.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

I do not own the rights or permissions to neither Dungeons & Dragons nor Final Fantasy series. Copyrights and/or trademarks of any character and/or image used belong to their respective owners. This is purely a fan project made for fun, and I do not stand to gain monetary profit from this document.

Optional Rule: Multiclassing


  • Ability Score Minimum. Dexterity 13, Intelligence 13
  • Proficiencies Gained. Light armor, simple weapons, rapiers
  • Spell Slots. You determine your available spell slots by adding together two thirds of your red mage levels (rounded up) to the appropriate levels from other classes.

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.

Pictured: The city-state of Ala Mhigo in
the Gyr Abania region and a red mage
Red Mage
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Balanced Mana, Spellcasting 3 3 2
2nd +2 Dualcast, Steadfast Parry 3 4 3
3rd +2 Red Mage Style 3 5 3
4th +2 Ability Score Improvement 4 6 4 2
5th +3 Balanced Mana (d8), Embolden 4 7 4 3
6th +3 Reprise 4 8 4 3
7th +3 Red Mage Style feature 4 9 4 3 2
8th +3 Ability Score Improvement 4 10 4 3 3
9th +4 Embolden (twice) 4 11 4 3 3
10th +4 Balanced Mana (d10) 5 12 4 3 3 1
11th +4 Red Mage Style feature 5 13 4 3 3 2
12th +4 Ability Score Improvement 5 13 4 3 3 2
13th +5 5 14 4 3 3 3 1
14th +5 Red Mage Style feature 5 15 4 3 3 3 2
15th +5 Balanced Mana (d12) 5 16 4 3 3 3 2
16th +5 Ability Score Improvement 5 16 4 3 3 3 2 1
17th +6 Embolden (three times) 5 17 4 3 3 3 2 1
18th +6 Acceleration 5 18 4 3 3 3 2 1
19th +6 Ability Score Improvement 5 18 4 3 3 3 2 1 1
20th +6 Limit Break 5 18 4 3 3 3 2 1 1

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 Focus, Pg. 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.

Pictured: A red mage
casting Vermilion Scourge

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.

Battlemage

As a Battlemage you stay in the midst of your foes. Reinforced by a special magical barrier, you make easy work of their enemies with a powerful sword strengthened with magic.

Manaward

At 3rd level, you can reserve your mana to maintain a barrier. You reserve mana by reducing your maximum number of Balance dice, making them irrecoverable until you finish a long rest. Unexpended dice exceeding this new maximum are lost. As an action, you can choose the following options, each lasting until you finish a long rest:

  • You can reserve a number of black Balance dice to gain a +1 bonus to AC plus another +1 for each 2 black dice reserved.
  • You can reserve a number of white Balance dice to gain a +1 bonus to Constitution saving throws plus another +1 for each 2 white dice reserved.

These bonuses don't stack with the Wizard's Bladesong class feature.

Aetherstrike

Beginning at 7th level, you gain the ability to channel an unstable mix of mana through your weapon, which bursts into violent magic. Once per turn when you hit a creature with a melee weapon attack, you can expend one of each Balance dice to deal the numbers rolled as force damage to the target, and you can choose to expend a spell slot dealing an extra 1d8 for each spell level higher than 1st. If the target is Huge or smaller, you can also force it to make a Strength saving throw. If it fails the save, you can knock it prone or push it 10 feet away from you.

Spell Combat

Also at 7th level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Enchanted Blade

When you reach 11th level, magic courses naturally through your sword. Your melee weapon attacks score a critical hit on a roll of 19 or 20. In addition, whenever you score a critical hit, you can sap magic from your opponent to replenish your mana, regaining a Balance dice of your choice.

Riposte

At 14th level, you can quickly punish foes who fail to hit you with their strikes. When a creature misses you with a
melee attack, you can use your reaction to make two
attacks against the creature. These attacks count as
opportunity attacks.

The Red Mage's Equipment

Most red mages can be seen clad in vermilion cloth or armor made of leather. This coloration is merely a nod of respect to the red mage's longstanding traditions and by no means necessary.

As for weaponry, most red mages train in fencing and use a rapier, a similarly light and quick weapon, just like their casting style. Though red mages using longswords are not unheard of.

But what no red mage lacks is their signature crystal medium, a unique arcane focus used by them. It can combine with one's sword to form a spellcasting staff. Consequently, red mages can't and don't use shields or off-hand weapons.

Beyond this they're not required to have any other specific equipment, but one thing of note is that, historically, most red mage's outfits are very stylish: to make them stand out in a crowd, and to represent their unique magic and fighting style.

So make sure that your red mage is out there, attracting the eyes and ears of many a person.

Red Wizard

You've decided to master the casting of myriad magicks as a red mage. Your studies of aether have expanded your magic knowledge and granted you the ability to rapidly cast spells at a speed that has never been seen before.

Aether Magic

At 3rd level, you tap into the Aether and broaden your magical knowledge: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Aether Magic Spells table.

Each given level, you can only choose to learn one of the spells provided. These spells don't count against the number of red mage spells you know.

Aether Magic Spells
Red Mage Level Spells
3rd Cure Wounds, Ice Knife
4th Enhance Ability, Shatter
7th Fireball, Haste
10th Stoneskin, Wall of Fire
13th Cone of Cold, Mass Cure Wounds

You can spend 10 minutes in meditation and expend two Balance dice to replace one spell you've gained from this feature with the other one that is provided on the same level.

Liquification

At 3th level, you can bolster your mana with your magic reserves. As a bonus action, you can expend one spell slot to gain a number of Balance dice equal to twice the slot's level. You can choose how many of those dice are black or white.

Manafication

At 7th level, you're more powerful when your mana is balanced. When you use a Balanced Mana feature while you have an equal number of black and white Balance dice, you can add your Intelligence modifier to the result of the Balance die roll.

  Minor Dualcast

      Beginning at 11th level, swift casting of spells comes           naturally to you. When you take the Attack action, you                  can replace both attacks with cantrips, ignoring

rules on spells cast per turn. Cantrips requiring you to make multiple spell attacks or a melee weapon attack can't be used with this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vermilion Spells

By 14th level, you've learned how to fuse either black or white mana with aether to cast a powerful spell. As an action, you can expend one of each Balance dice and an appropriate spell slot to cast the spell Verflare or Verholy (see at the end of this document). In addition, you can choose to expend one more of each Balance dice to cast the spell as a bonus action instead.

You don't learn these spells and can only cast them through this feature. Once you cast either spell, you can't do so again until you finish a long rest, unless you expend two Balance dice on top of the normal cost to use it again.

Sword Dancer

With sword in hand, you are aiming to weave magic and might into a flawless, but deadly dance. Your blade moves like the wind, and you ride the currents perfectly. By channeling aether through your body, you increase your speed in battle.

Implements of Sword Dancing

When you focus on the Sword Dancer style at 3rd level, you gain proficiency in the Acrobatics and Performance skills.

Corps-a-corps

At 3rd level, you have mastered the art of rushing an enemy with lightning speed and delivering a powerful strike.

In place of one of your attacks during your Attack action, you can expend two black Balance dice to travel in a straight line toward a target creature within 30 feet of you and is no closer than 10 feet. You then make an attack against it, dealing the two Balance dice as extra force damage on your first hit. You can't use this feature if your speed is 0 or if there are objects or creatures in the travel's path. This travel doesn't provoke opportunity attacks.

Aetheric Body

By 7th level, your repeated usage of Dualcast has altered your physique, increasing your speed and metabolism. You gain the following features:

  • Your movement speed increases by 10 feet. When you reach 14th level it increases by another 10 feet.
  • As a bonus action, you can spend one or more Hit Dice, add your Constitution modifier to each die rolled, and regain that number as hit points. You can't use this feature again until you finish a long rest.

Displacement

Also at 7th level, you have learned to slip out of the midst of close combat quickly and effortlessly.

As an action, you can expend two whtie Balance dice to travel up to 30 feet in a straight line away from a target creature within 5 feet of you. You are considered to travel over the heads of creatures, but if a creature of Large size or

Pictured:
A red mage soul stone

larger is in the path of this travel, it is interrupted, and you land before that creature's space. This travel doesn't provoke opportunity attacks

While midair, you attack with magical sword beams. As part of this feature, make a ranged spell attack against the creature you moved away from, dealing the two Balance dice expended as force damage on a hit.

Redoublement

By 11th level, you know how to accelerate not just your spells, but also your attacks. Whenever you take the Attack action, you can make one additional melee weapon attack as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The Fringes of Gyr Abania

Like much of Gyr Abania, the Fringes are arid and prone to violent thunderstorms. The area is divided in half by the Velodyna River, which plunges into a deep canyon.

Grand Finale

When you reach 14th level, you are able to perform an awe-inspiring dance with equally majestic swordplay, that is both beautiful and deadly.

As an action, you can expend three Balance dice, and for the duration of this turn, whilst moving within 5 feet of a creature, you can make a number of melee weapon attacks against that creature for every 10 feet you move. You deal an extra two Balance dice as force damage on your first hit. The number of attacks you can make with this feature is limited to a maximum of 5.

You can't use this feature again until you finish a long rest, unless you expend two Balance dice on top of the normal cost to use it again.

Red Mage Spells

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade (TCE)
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade (TCE)
  • Gust (XGE)
  • Jolt (see Pg. 9)
  • Lightning Lure (XGE)
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Sword Burst (TCE)
  • Thunderclap (XGE)
  • Word of Radiance (XGE)
1st Level
  • Absorb Elements (XGE)
  • Burning Hands, b
  • Chromatic Orb
  • Cure Wounds, w
  • Detect Magic
  • Earth Tremor, b (XGE)
  • Expeditious Retreat, w
  • Healing Word, w
  • Hellish Rebuke
  • Ice Knife, b (XGE)
  • Jump, w
  • Longstrider, w
  • Magic Missile, b
  • Thunderwave, b
  • Zephyr Strike, w (XGE)
2nd Level
  • Aganazzar's Scorcher, b (XGE)
  • Blindness/Deafness
  • Dust Devil (XGE)
  • Earthbind (XGE)
  • Enhance Ability, w
  • Flaming Sphere
  • Gust of Wind
  • Lesser Restoration, w
  • Magic Weapon
  • Maximilian's Earthen Grasp (XGE)
  • Misty Step
  • Pyrotechnics (XGE)
  • Scorching Ray, b
  • Shatter, b
  • Snilloc's Snowball Swarm, b (XGE)
  • Warding Wind (XGE)
3rd Level
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth, b (XGE)
  • Fireball, b
  • Haste, w
  • Lightning Bolt, b
  • Mass Healing Word, w
  • Melf's Minute Meteors (XGE)
  • Revivify, w
  • Sleet Storm
  • Slow
  • Thunder Step, b (XGE)
  • Wind Wall, b
4th Level
  • Elemental Bane (XGE)
  • Fire Shield, w
  • Freedom of Movement, w
  • Ice Storm, b
  • Sickening Radiance (XGE)
  • Stone Shape
  • Stoneskin, w
  • Storm Sphere, b (XGE)
  • Wall of Fire, b
5th Level
  • Circle of Power, w
  • Cone of Cold, b
  • Flame Strike, b
  • Greater Restoration, w
  • Maelstrom (XGE)
  • Mass Cure Wounds, w
  • Steel Wind Strike, b (XGE)
  • Wall of Stone
6th Level
  • Blade Barrier
  • Bones of the Earth (XGE)
  • Chain Lightning, b
  • Eyebite
  • Flesh to Stone
  • Heal, w
  • Heroes' Feast, w
  • Move Earth
  • Prismatic Spray, b
  • Scatter (XGE)
  • Tasha's Otherworldly Guise (TCE)
  • Wall of Ice, b
7th Level
  • Crown of Stars (XGE)
  • Delayed Blast Fireball
  • Fire Storm, b
  • Resurrection, w
  • Whirlwind, b (XGE)
Legend
  • b, gives a white Balance die
  • w, gives a black balance die
  • TCE, Tasha's Cauldron of Everything
  • XGE, Xanathar's Guide to Everything

Created Spells

The following spells are not from official sources and unique to the red mage.

Jolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal medium)
  • Duration: Instantaneous

A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. This attack scores a critical hit if the number on the d20 is 19 or higher. A critical hit deals an extra 2d8 force damage to the normal hit, thus the critical hit deals a total of 3d8 force damage.

The spell's damage increases when you reach 5th level (2d8 or 5d8 on a critical hit), 11th level (3d8 or 7d8 on a critical hit), and 17th level (4d8 or 9d8 on a critical hit).

Verflare

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a crystal medium)
  • Duration: Instantaneous

You select a point you can see within range and create several red beads of energy at that point's location. The small beads then violently expand into a 20-foot-radius sphere explosion of fiery energy, incinerating everything within. Each creature in that area must make a Dexterity saving throw. The creature closest to the sphere's center has disadvantage on this save. A target takes 5d6 fire damage and 5d6 force damage on a failed save, or half as much damage on a successful one.

The spell ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an extra 1d6 fire damage and 1d6 force damage for each slot level above 5th.

Note for Balanced Mana

Both Verflare and Verholy aren't on the red mage spell list and therefore not noted with neither a 'b' nor a 'w', but Verflare is indeed a 'b' spell and Verholy is a 'w' spell!

Verholy

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crystal medium)
  • Duration: Instantaneous

You select a point you can see within range and create several white beads of energy that impact the ground from above at that point's location. The small marbles coalesce together and erupt into a 15-foot-radius, 40-foot-high cylindrical burst of radiant energy, shell-shocking all creatures within to their core. Each creature in that area must make a Constitution saving throw.

On a failed save, a creature takes 3d6 force damage and 3d6 radiant damage. In addition, it is incapacitated and has a speed of 0 until the end of its next turn.

On a successful save, a creature takes half as much damage and suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an extra 1d6 force damage and 1d6 radiant damage for each slot level above 5th.

Version Changelog

August 13th 2021, ver 1.5:
  • clarified Spellcasting Focus, Corps-a-corps, Displacement, Jolt
  • nerfed Balanced Mana's features to limit the number of creatures healed/damaged to be the same as the triggering spell's level
  • removed requirement for Limit Break to have 0 Balance Dice
  • reworked Manaward
  • changed Aetherstrike to optionally use spell slots
  • added Spell Combat
  • reworked Enchanted Blade
  • switched Redoublement with Riposte and buffed the latter
  • removed the Advice for DMs descriptive block
  • bumped Liquification from 7th level to 3rd
  • reduced Vermilion Spell's cost from two of each dice to one of each
  • buffed Grand Finale to a max of 5 attacks and reducing its cost and re-use cost by one each
  • added Blade Ward, Resistance, Jump, Longstrider, and Tasha's Otherworldly Guise to spell list
July 24rd 2021, ver 1.41:
  • fixed text pertaining to spells known
  • clarified Balanced Mana
  • changed Embolden to scale per level
  • reduced the Jolt spell's extra crit damage from triple base damage to double +1d8 damage
July 22nd 2021, ver 1.4:
  • removed Aether and aether points
  • total rework of Balanced Mana to be the main class resource
  • reworked every feature with aether point cost to be based on Balanced Mana
  • changed Embolden's decision point from after the roll to before the roll and limited it to 2/rest
  • renamed Extra Attack to Reprise to signify that it's not just the generic extra attack feature
  • nerfed Acceleration to have a resource cost
  • replaced Aetheric Mastery with Limit Break
  • buffed Verflare's damage from a total of 8d6 to 10d6
  • removed Vermilion Scourge spell
  • updated wordings, page formatting, and images
July 17th 2021, ver 1.32:
  • reworked spell slots to a gradual progression and adjusted multiclassing rules
  • increased overall spells known by 1
  • shuffled features around AGAIN to try and hit similar power spike levels compared to other classes
  • improved wording of Balanced Mana, and limited spells that can turn the die b. or w. to 1st or higher
  • removed Dualcast's spell level limitation to make the class less convoluted
  • limited Extra Attack's available cantrips
  • changed Aether Magic's spells to provide a white and black spell each level
  • ...

Frequently Asked Questions

This section serves to answer some FAQ's and also as insight to some of my design decision points. Some of these have overlapping answers on concepts. If you have further inquiries or concerns, be sure to reach out to me.

Q: Is there some text cut off on the page?

A: Maybe. GMBinder sometimes has weird formatting issues. If some text seems out of place or missing, try adjusting your browser zoom, otherwise look for a Google Drive link that I've provided somewhere alongside this document, which has a pdf of the class. Though that one may be out of date, GMBinder will always have the latest version.

Q: Why is the spell progression so weird? Shouldn't it just be a full/half caster?

A: It's weird. I've tried to do both half caster and full caster before but they came with several problems. The half caster didn't nearly have enough casting power as I desired from the class, while the full caster was too strong coupled with its martial abilities.

The unique spell progression now fills the intended balance niche: It's a caster that's a little delayed in its progression and also has an upper cap, locking it out from the most powerful spells, all of this in favor of flavor, versatility, durability, and martial ability.

If you want to multiclass with its weird spell progression, the how-to is outlined in the multiclassing rules section.

Q: What can I apply to a spell when I have so many options to 'alter' it?

A: It can be overwhelming but shouldn't be be too confusing. If you have trouble, you can stick to the order of operations as follows: First, determine your number of Balance dice, if applicable, choose to use Dualcast and change the spell's casting time. Second, cast the spell, and in the same instant, if applicable, choose to apply a Balanced Mana feature. Third, gain an appropriate Balance die if you've cast a b or w spell.

Q: Why create spells but not include them on the spell list?

A: Verflare/Verholy could've been spell-like-abilities like Vermilion Scourge, but I wanted them to still be susceptible to things like Counterspell, and found the traditional spell formatting to be cleaner.

Q: Isn't Verflare/Verholy too strong?

A: Yes, they're strong. Too strong? As standalone spells definitely. They're a subclass capstone and only usable once per long rest (or at increased cost). Think of them as a subclass specific ultimate signature spell, that you want to use so badly because they're so good.

Q: How does Grand Finale work?

A: You're basically required to move in circles around a creature. The imagery being that you dance around the enemy while striking it several times.

Q: Should the Jolt spell not deal lightning damage?

A: No. As per its description and what it's based off of, it deals 'unaspected magical damage' which force is the closest damage type approximation.

It's like the chill touch cantrip where the spell doesn't actually have a touch range and doesn't even deal cold damage, contrary to its name.

Q: Are the Red Wizards from Thay associated with the ones of this class?

A: No. They simply possess the same names.

Q: What's all this lore about? Do I have to follow it to be a Red Mage?

A: No. The lore bits at the beginning and in the notes are purely there to spark ideas and create a general image and feel of a red mage. As long as you fulfill the mechanical requirements, you're free to create your red mage as you please, they don't even have to be red!

Q: Why does the Red Mage have more spells known than other classes?

A: The red mage gains more spells known through its sacrifice of spell progression and high tier spell levels. Versatility over 'strength' in this case.

Q: Isn't this just X feature from Y class?

A: Probably. Some of the features are definitely re-tooled features borrowed from other classes. A few of the standouts are: Aetherstrike, a combination of the paladin's Divine Smite and warlock's Eldritch Smite; Manaward and Enchanted Blade, similar to some of the Bladesinger wizard's features; Dualcast, an altered sorcerer Quickened Spell.

This is my very first homebrew class that I've actually put some effort and care into. I didn't want to stray too far from normal conventions to not make something that seems too unusual and unfitting, this meant that some features were prone to be similar to or based on existing features.

Q: Why doesn't your Red Mage do the Red Mage thing from X Final Fantasy game?

X as in the variable, not FFX
A: I tried to incorporate aspects from many games of the series. Keeping its main characteristics of being a "Jack of all trades, master of none", dabbling in destructive, healing, and supportive magic, though being incapable of reaching the highest level spells in those, the signature ability that is Dualcast/Doublecast/Twincast, and also being a decent martial fighter. Though the main inspiration came from the job's most recent iteration in FFXIV.

Translating all of their abilities into D&D would make them too good at everything and step on many other classes' toes (which I've realized in earlier versions of this class, and it still does to an extent), so of course some things fell off and are found unrepresented. That said, I think that I've created a very faithful recreation of the job overall.

The Red Mage

A magic-user that mixes both arcane and divine to cast spells at a speed that has never been seen before. All without neglecting their
practice of the blade.

An homage to both Dungeons & Dragons and the Final Fantasy series

Created by: u/aiir_ | aiir#9916 (Discord)

Remember to always consult your
fellow players and DM before using
any homebrew content in your game

 

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