Sorcerer - Red Mage

by Destro

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Red Mage

These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.

Swords and Sorcery

You learn additional spells when you reach certain levels in this class, as shown on the Red Magic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.

Red Magic Spells
Sorcerer Level Spells
1st Cure Wounds, Wrathful Smite
3rd Warding Wind, Shatter
5th Mass Healing Word, Lightning Bolt
7th Aura of Life, Ice Storm
9th Far Step, Flame Strike

Mage's Weapon

Starting at 1st level, You gain proficiency with light armor, medium armor, shields, and rapiers. As a bonus action, you can spend 1 hit die to summon forth your mage's weapon (a rapier) for up to 1 hour. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical damage. You can transform one magic weapon into your mage's by performing a special ritual while you hold the weapon. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Mage's weapon thereafter. You perform the ritual over the course of 1 hour, which can be done during a short rest to do so the weapon must be a rapier or have the classification of "Any sword".

When you wield these weapons you can use your Charisma modifier for attack and damage rolls.

You can use this feature once and regain all uses of this feature after a long rest. When you reach 2nd level you can sped 2 Sorcery Points to use this feature again without expending a use.

Enchanted Riposte

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack or cast a cantrip targeting the creature. If you hit, you can spend a number of hit dice up to your proficiency bonus, dealing additional damage equal to a roll of the spent hit dice.

Extra Attack

Also at 6th level, you can attack twice when you take the attack action on your turn.

Magick Barrier

At 14th level, you gain the ability to create a barrier of pure mana, as an action you can cause the barrier stretches out in a 20ft radius circle centered on you and moves as you move, you and your allies that start their turn within the radius of the barrier gain 10 temporary hit points, additionally creatures within the barrier regain the maximum number of hit points possible from any healing. The barrier lasts for 1 minute or until you dismiss it (no action required). Once you use this feature you cannot do so again until you finish a long rest or expend 5 sorcery points.

Resolution

At 18th level, as a bonus action, you can go into your resolute form for 1 minute, when you do so you regain 4 sorcery points and for the duration any weapon attack you do can be replaced with a cantrip. Once you use this feature you can't do so again until you finish a long rest or expend a spell slot of 7th level or higher.

ART CREDIT - Dominik Mayer Source

ART CREDIT - Steve Zheng Source

 

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