You are on page 1of 13

The Red Mage

Introduction
Preface Credits
This class is balanced and intended for use in the 5th Edition Created by aiir#9916 on Discord and u/aiir_ on Reddit.

of Dungeons & Dragons.


A huge shoutout to u/SilentSoren on Reddit. This class was
I created this class to alleviate the lack of a true dedicated originally based on his version of the Red Mage class, but
caster that thrives and engages actively in melee combat, heavily deconstructed, reimagined, and built upon.

even at high levels, rather than be limited to specific

subclasses like the Hexblade Warlock or the Bladesinger Thanks to /r/FFXIVxDnD, /r/UnearthedArcana, and the
Wizard. Furthermore, it brings content from one of my Discord of Many Things for sharing their thoughts on
favorite game series to Dungeons & Dragons.

balance, wording, and general homebrew advice.

The Red Mage is made to be either a melee striker, ranged Special thanks, in no particular order, to AGuyNamedSparre,
striker, or melee skirmisher, depending on which subclass Nazzy, Worriedlake, PorkandFork, Biggy, ERJN, Overdrive,
you choose. It's also a potent caster, focused on blasting and Teridax, and more.

healing spells. Overall the class provides you with a very Yell at me if I forgot to mention you.
versatile character.


Artwork Credits
Remember to always consult your fellow players and DM Front & back cover. Bom Yeon, Final Fantasy XIV 'Storm
before you use any homebrew content in your game! If you do Blood' Red Mage. Available from: Artstation, here.
happen to use it, let me know how it goes. Page 2, background. Square Enix Co., Ltd., FFXIV Ala Mhigo
concept art. Available from: here.
Table of Contents Page 2, foreground. Square Enix Co., Ltd., FFXIV Red Mage
concept art. Available from: here.
Introduction 1 Page 5. Wilan Serulia, FFXIV Screenshot. Available from:
Preface ................................................................................................1 Twitter, here.
Credits ................................................................................................ 1 Page 6. Square Enix Image Studio Division, Red Mage CG
Legal Disclaimer .............................................................................. 1 render. Available from: here.
Page 7. Tristan Lim, FFXIV Job stones. Available from:
Red Mage 2 Arstation, here.
Page 8. Square Enix Co., Ltd., Gyr Abania concept art.
Multiclassing Requirements .......................................................... 2 Available from: here.
Class Table .........................................................................................3 Page stain templates by Jared Ondricek. Available from: here.
Class Features ...................................................................................3
Red Mage Styles .................................................................. 6 Legal Disclaimer
Battlemage ..................................................................................... 6 This is unofficial Fan Content permitted under the Fan
Red Wizard .....................................................................................7 Content Policy. Not approved/endorsed by Wizards. Portions
Sword Dancer ................................................................................7 of the materials used are property of Wizards of the Coast.
Red Mage Spell List .........................................................9 ©Wizards of the Coast LLC.

Created Spells ...................................................................................9

I do not own the rights or permissions to neither Dungeons &


Version Changelog 10 Dragons nor Final Fantasy series. Copyrights and/or
trademarks of any character and/or image used belong to
Frequently Asked Questions 11 their respective owners. This is purely a fan project made for
fun, and I do not stand to gain monetary profit from this
document.

1
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.
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
Optional Rule: Multiclassing You can make a red mage quickly by following these
Ability Score Minimum. Dexterity 13, Intelligence 13 suggestions. First, make Dexterity or Intelligence your
Proficiencies Gained. Light armor, simple weapons, rapiers highest ability score, followed by the other as your second
Spell Slots. You determine your available spell slots by highest. Second, take the Folk Hero background. Third, take
adding together two thirds of your red mage levels the Booming Blade, Jolt, and Prestidigitation cantrips, along
(rounded up) to the appropriate levels from other classes. 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
2
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.
Red Mage
Proficiency
Cantrips
Spells

Level Bonus Features Known 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

Equipment
Class Features You start with the following equipment, in addition to the
As a red mage, you gain the following class features equipment granted by your background:
Hit Points (a) a rapier, (b) a longsword, or (c) any simple melee
Hit Dice: 1d8 per red mage level weapon
Hit Points at 1st Level: 8 + your Constitution modifier (a) an entertainer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution leather armor, a crystal medium (see Spellcasting Focus,
modifier per red mage level after 1st Pg. 4) and a dagger
Proficiencies Balanced Mana
Armor: Light armor Your magic originates from a mix of both arcane and divine.
Weapons: Simple weapons, longswords, rapiers, This is represented by your Balance dice, which are d6, and
shortswords black and white in color. You have a number of black dice and
Tools: None a number of white dice each equal to your proficiency bonus,
Saving Throws: Dexterity, Intelligence and they can never exceed that number.
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Some of your red mage features expend your Balance dice,
History, Insight, Nature, Performance, and Persuasion 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

3
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.
mana type: one white or one black die, respectively. For spellcasting ability. In addition, you use your Intelligence
example, if you cast the spell burning hands, you would gain modifier when setting the saving throw DC for a red mage
one white Balance die. spell you cast and when making an attack roll with one.
When you reach certain levels in this class, the size of your Spell Save DC = 8 + your proficiency bonus +
Balance dice increases: at 5th level (d8), 10th level (d10), and
15th level (d12). your Intelligence modifier
The features below use your Balance dice, and you can
only apply either one to any one spell cast. Spell attack modifier = your proficiency bonus +
Divine Recovery. When you cast a red mage spell that your Intelligence modifier
targets one or more willing creatures (this can include
yourself), you can expend a white Balance die and restore the Spellcasting Focus
number rolled as hit points to a number of the spell's targets You've gained knowledge of a unique spellcasting focus: the
equal to the level of the spell slot spent (1 if the spell is a crystal medium. It counts as a tiny object and is a magically
cantrip). conductive crystal, which allows casting with both arcane and
Arcane Destruction. When you cast a red mage spell that divine magic. Inlaid in a decorative and protective mount, it
instantaneously deals damage to one or more targets, you naturally hovers in your hand, can be affixed to any sword's
can expend a black Balance die and deal the number rolled hilt-end, and can be just as easily removed again. While
as extra damage to a number of the spell's targets equal to affixed that way, the caster can turn the weapon, blade-side
the level of the spell slot spent (1 if the spell is a cantrip). down, to create a spellcasting staff.
If your crystal medium is destroyed or you lose it, you can
Spellcasting perform a 1-hour ritual to create a new one by crystallizing
You're uniquely both an arcane and divine spellcaster. See arcane and divine energy. This ritual can be performed
chapter 10 of the PHB for the general rules of spellcasting during a short or long rest, and the previous crystal medium
and the end of this document for the red mage spell list. is destroyed if it still exists.
Your crystal medium is required for any red mage spell that
Cantrips has somatic or material components. You require a free hand
You know three cantrips of your choice from the red mage to hold and use your crystal medium, regardless if it's
spell list. You learn additional red mage cantrips of your hovering on your hand or affixed to your weapon.
choice at higher levels, learning a 4th cantrip at 4th level and
a 5th at 10th level. Dualcast
Additionally, when you gain a level in this class, you can At 2nd level, when your mana is perfectly balanced, it allows
choose one of the red mage cantrips you know and replace it you to cast magic at an accelerated rate. When your number
with another cantrip from the red mage spell list. 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
Spell Slots can expend one of each Balance dice to change the casting
The Red Mage table shows how many spell slots you have to time to 1 bonus action for this casting. You can only Dualcast
cast your red mage spells of 1st level and higher. To cast one spells of 1st level or higher.
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. Bonus Action Casting
For example, if you know the 1st-level spell magic missile A spell cast with a bonus action is especially swift. You must
and have a 1st-level and a 2nd-level spell slot available, you use a bonus action on your turn to cast the spell, provided that
can cast magic missile using either slot. you haven't already taken a bonus action this turn. You can't
Spells Known of 1st Level and Higher cast another spell during the same turn, except for a cantrip
You know three 1st-level spells of your choice from the red with a casting time of 1 action. (PHB 202).
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 Steadfast Parry
spells must be of a level for which you have spell slots. For By 2nd level, You learn traditional defensive flourishes. When
instance, when you reach 3rd level in this class, you can learn you are wielding a melee weapon in one hand and no other
one new spell of 1st or 2nd level. weapons, you gain a +1 bonus to AC, provided you aren't
Additionally, when you gain a level in this class, you can wearing medium or heavy armor and aren't using a shield.
choose one of the red mage spells you know and replace it
with another spell from the red mage spell list, which also Red Mage Style
must be of a level for which you have spell slots.
At 3rd level, you choose a Style as a red mage, which defines
Spellcasting Ability your focus as a vermilion caster. Battlemage, Red Wizard, or
Intelligence is your spellcasting ability for your red mage Sword Dancer, all of which are detailed at the end of the class
spells, as you wield arcane and divine with learned control. description. Your archetype choice grants you features at 3rd,
You use your Intelligence whenever a spell refers to your 7th, 11th, and 14th level.

4
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.
Balance dice and cast another spell that has a casting time of
Ability Score Improvement 1 action, ignoring rules on spells cast per turn.
When you reach 4th level, and again at 8th, 12th, 16th, and You can't use this feature again until you finish a short or
19th level, you can increase one ability score of your choice long rest.
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 Limit Break
using this feature. At 20th level, you break your limits and gain access to the
If your DM allows the use of feats, you may instead take a ultimate red mage ability: Vermilion Scourge.
feat. As an action, you choose a point you can see within 60 feet
Embolden of you. You channel black and white mana which manifest
themselves as two sigils hovering in front of you. Shortly after
At 5th level, you gain the ability to give yourself an edge which, the sigils fire projectiles of their respective essences
during a situation. When you make an ability check, you can into two similar sigils on the ground. This direct mix of two
expend a Balance die and add the number rolled to your opposite mana types becomes unstable and the sigils
check. You make this decision before the d20 roll. You can detonate into a combined 20-foot-radius, 60-foot-high
use this feature once per short or long rest. cylindrical pillar of flame and radiance, centered on the
You gain more uses when you reach certain levels in this chosen point.
class: at 9th level you can use it twice per rest, and at 17th You can designate any number of creatures within that
level three times. area to be shielded by white magic and be rendered immune
to the damage of this ability, though they can still be blinded.
Reprise Each creature in the area must make a Dexterity saving
Starting at 6th level, you can attack twice, instead of once, throw.
whenever you take the Attack action on your turn. Moreover, On a failed save, a target takes 10d6 fire and 10d6 radiant
you can cast one of your cantrips with a casting time of 1 damage, and is blinded until the end of its next turn. On a
action in place of one of those attacks. This feature doesn't successful save, a target takes half as much damage and isn't
stack with other instances of the Extra Attack class feature. blinded. The ability damages objects in the area and ignites
flammable objects that aren't being worn or carried.
Acceleration At the end of this ability, you absorb the mana left from the
blast and regain all your Balance dice.
Beginning at 18th level, you can push yourself to your limits Once you use this feature, you can't use it again until you
and gain access to even faster casting. As an action during a finish a long rest.
turn where you've used Dualcast, you can expend one of each
Pictured: A red mage

casting Vermilion Scourge


5
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.
Battle with Style
To the red mage, battle and adventure are a stage, on which The Red Mage's Equipment
Most red mages can be seen clad in vermilion
they are the protagonist. As one who has taken on the Red, cloth or armor made of leather. This coloration is
they focus their studies on either their swordplay, magical merely a nod of respect to the red mage's
mastery or combining the two. longstanding traditions and by no means necessary.
As for weaponry, most red mages train in
Battlemage fencing and use a rapier, a similarly light and quick
As a Battlemage you stay in the midst of your foes. weapon, just like their casting style. Though red
mages using longswords are not unheard of.
Reinforced by a special magical barrier, you make easy work But what no red mage lacks is their signature
of their enemies with a powerful sword strengthened with crystal medium, a unique arcane focus used by
magic. them. It can combine with one's sword to form a
spellcasting staff. Consequently, red mages can't
Manaward and don't use shields or off-hand weapons.
At 3rd level, you can reserve your mana to maintain a barrier. Beyond this they're not required to have any
You reserve mana by reducing your maximum number of other specific equipment, but one thing of note is
Balance dice, making them irrecoverable until you finish a that, historically, most red mage's outfits are very
long rest. Unexpended dice exceeding this new maximum are stylish: to make them stand out in a crowd, and to
lost. As an action, you can choose the following options, each represent their unique magic and fighting style.
lasting until you finish a long rest: So make sure that your red mage is out there,
attracting the eyes and ears of many a person.
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.

6
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.
Red Wizard rules on spells cast per turn. Cantrips requiring you to make
multiple spell attacks or a melee weapon attack can't be used
You've decided to master the casting of myriad magicks as a with this feature.
red mage. Your studies of aether have expanded your magic You can use this feature a number of times equal to your
knowledge and granted you the ability to rapidly cast spells at proficiency bonus, and you regain all expended uses when
a speed that has never been seen before. you finish a long rest.
Aether Magic Vermilion Spells
At 3rd level, you tap into the Aether and broaden your By 14th level, you've learned how to fuse either black or white
magical knowledge: you learn additional spells when you mana with aether to cast a powerful spell. As an action, you
reach certain levels in this class if you don't already know can expend one of each Balance dice and an appropriate
them, as shown in the Aether Magic Spells table. spell slot to cast the spell Verflare or Verholy (see at the end
Each given level, you can only choose to learn one of the of this document). In addition, you can choose to expend one
spells provided. These spells don't count against the number more of each Balance dice to cast the spell as a bonus action
of red mage spells you know. instead.
You don't learn these spells and can only cast them through
Aether Magic Spells this feature. Once you cast either spell, you can't do so again
Red Mage Level Spells until you finish a long rest, unless you expend two Balance
3rd Cure Wounds, Ice Knife
dice on top of the normal cost to use it again.
4th Enhance Ability, Shatter Sword Dancer
7th Fireball, Haste With sword in hand, you are aiming to weave magic and
10th Stoneskin, Wall of Fire might into a flawless, but deadly dance. Your blade moves like
the wind, and you ride the currents perfectly. By channeling
13th Cone of Cold, Mass Cure Wounds aether through your body, you increase your speed in battle.
You can spend 10 minutes in meditation and expend two Implements of Sword Dancing
Balance dice to replace one spell you've gained from this When you focus on the Sword Dancer style at 3rd level, you
feature with the other one that is provided on the same level. gain proficiency in the Acrobatics and Performance skills.
Liquification Corps-a-corps
At 3th level, you can bolster your mana with your magic At 3rd level, you have mastered the art of rushing an enemy
reserves. As a bonus action, you can expend one spell slot to with lightning speed and delivering a powerful strike.
gain a number of Balance dice equal to twice the slot's level. In place of one of your attacks during your Attack action,
You can choose how many of those dice are black or white. 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
Manafication closer than 10 feet. You then make an attack against it,
At 7th level, you're more powerful when your mana is dealing the two Balance dice as extra force damage on your
balanced. When you use a Balanced Mana feature while you first hit. You can't use this feature if your speed is 0 or if there
have an equal number of black and white Balance dice, you are objects or creatures in the travel's path. This travel
can add your Intelligence modifier to the result of the doesn't provoke opportunity attacks.
Balance die roll.
Aetheric Body
  Minor Dualcast By 7th level, your repeated usage of Dualcast has altered your
      Beginning at 11th level, swift casting of spells comes physique, increasing your speed and metabolism. You gain
          naturally to you. When you take the Attack action, you the following features:
                 can replace both attacks with cantrips, ignoring
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


7
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.
larger is in the path of this travel, it is interrupted, and you Grand Finale
land before that creature's space. This travel doesn't provoke When you reach 14th level, you are able to perform an awe-
opportunity attacks inspiring dance with equally majestic swordplay, that is both
While midair, you attack with magical sword beams. As beautiful and deadly.
part of this feature, make a ranged spell attack against the As an action, you can expend three Balance dice, and for
creature you moved away from, dealing the two Balance dice the duration of this turn, whilst moving within 5 feet of a
expended as force damage on a hit. creature, you can make a number of melee weapon attacks
Redoublement against that creature for every 10 feet you move. You deal an
By 11th level, you know how to accelerate not just your spells, extra two Balance dice as force damage on your first hit. The
but also your attacks. Whenever you take the Attack action, number of attacks you can make with this feature is limited to
you can make one additional melee weapon attack as a bonus a maximum of 5.
action. You can't use this feature again until you finish a long rest,
You can use this feature a number of times equal to your unless you expend two Balance dice on top of the normal
Intelligence modifier (a minimum of once). You regain all cost to use it again.
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.

8
Red Mage Spells Longstrider, w Fireball, b 6th Level
Magic Missile, b Haste, w Blade Barrier
Cantrips (0 Level) Thunderwave, b Lightning Bolt, b Bones of the Earth (XGE)
Blade Ward Zephyr Strike, w (XGE) Mass Healing Word, w Chain Lightning, b
Booming Blade (TCE) Melf's Minute Meteors (XGE) Eyebite
2nd Level Revivify, w
Dancing Lights Flesh to Stone
Aganazzar's Scorcher, b Sleet Storm
Fire Bolt Heal, w
(XGE) Slow
Green-Flame Blade (TCE) Heroes' Feast, w
Blindness/Deafness Thunder Step, b (XGE)
Gust (XGE) Move Earth
Dust Devil (XGE) Wind Wall, b
Jolt (see Pg. 9) Prismatic Spray, b
Earthbind (XGE)
Lightning Lure (XGE) Scatter (XGE)
Enhance Ability, w 4th Level
Prestidigitation Tasha's Otherworldly Guise
Flaming Sphere Elemental Bane (XGE)
Ray of Frost (TCE)
Gust of Wind Fire Shield, w
Resistance Wall of Ice, b
Lesser Restoration, w Freedom of Movement, w
Shocking Grasp
Magic Weapon Ice Storm, b 7th Level
Sword Burst (TCE)
Maximilian's Earthen Grasp Sickening Radiance (XGE) Crown of Stars (XGE)
Thunderclap (XGE)
(XGE) Stone Shape Delayed Blast Fireball
Word of Radiance (XGE)
Misty Step Stoneskin, w Fire Storm, b
1st Level Pyrotechnics (XGE) Storm Sphere, b (XGE) Resurrection, w
Scorching Ray, b Wall of Fire, b Whirlwind, b (XGE)
Absorb Elements (XGE)
Shatter, b
Burning Hands, b 5th Level
Snilloc's Snowball Swarm, b Legend
Chromatic Orb
(XGE) Circle of Power, w b, gives a white Balance die
Cure Wounds, w
Warding Wind (XGE) Cone of Cold, b w, gives a black balance die
Detect Magic
Flame Strike, b TCE, Tasha's Cauldron of
Earth Tremor, b (XGE) 3rd Level Greater Restoration, w Everything
Expeditious Retreat, w
Blink Maelstrom (XGE) XGE, Xanathar's Guide to
Healing Word, w
Dispel Magic Mass Cure Wounds, w Everything
Hellish Rebuke
Elemental Weapon Steel Wind Strike, b (XGE)
Ice Knife, b (XGE)
Erupting Earth, b (XGE) Wall of Stone
Jump, w

Created Spells
The following spells are not from official sources and unique Verflare
to the red mage. 4th-level evocation
Jolt Casting Time: 1 action
Evocation cantrip Range: 120 feet
Casting Time: 1 action Components: V, S, M (a crystal medium)
Range: 30 feet Duration: Instantaneous
Components: V, S, M (a crystal medium) You select a point you can see within range and create
Duration: Instantaneous several red beads of energy at that point's location. The small
A shard of crystallized aether streaks toward a creature beads then violently expand into a 20-foot-radius sphere
within range. Make a ranged spell attack against the target. explosion of fiery energy, incinerating everything within. Each
On a hit, the target takes 1d8 force damage. This attack creature in that area must make a Dexterity saving throw.
scores a critical hit if the number on the d20 is 19 or higher. The creature closest to the sphere's center has disadvantage
A critical hit deals an extra 2d8 force damage to the normal on this save. A target takes 5d6 fire damage and 5d6 force
hit, thus the critical hit deals a total of 3d8 force damage. damage on a failed save, or half as much damage on a
The spell's damage increases when you reach 5th level successful one.
(2d8 or 5d8 on a critical hit), 11th level (3d8 or 7d8 on a The spell ignites flammable objects in the area that aren't
critical hit), and 17th level (4d8 or 9d8 on a critical hit). 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.

9
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.
Note for Balanced Mana Version Changelog
Both Verflare and Verholy aren't on the red mage spell list and
August 13th 2021, ver 1.5:
therefore not noted with neither a 'b' nor a 'w', but Verflare is
indeed a 'b' spell and Verholy is a 'w' spell!
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
Verholy triggering spell's level
4th-level evocation removed requirement for Limit Break to have 0 Balance
Casting Time: 1 action Dice
Range: 60 feet reworked Manaward
Components: V, S, M (a crystal medium) changed Aetherstrike to optionally use spell slots
Duration: Instantaneous added Spell Combat
You select a point you can see within range and create reworked Enchanted Blade
several white beads of energy that impact the ground from switched Redoublement with Riposte and buffed the latter
above at that point's location. The small marbles coalesce removed the Advice for DMs descriptive block
together and erupt into a 15-foot-radius, 40-foot-high bumped Liquification from 7th level to 3rd
cylindrical burst of radiant energy, shell-shocking all reduced Vermilion Spell's cost from two of each dice to
creatures within to their core. Each creature in that area one of each
must make a Constitution saving throw. buffed Grand Finale to a max of 5 attacks and reducing its
On a failed save, a creature takes 3d6 force damage and cost and re-use cost by one each
3d6 radiant damage. In addition, it is incapacitated and has a added Blade Ward, Resistance, Jump, Longstrider, and
speed of 0 until the end of its next turn. Tasha's Otherworldly Guise to spell list
On a successful save, a creature takes half as much July 24rd 2021, ver 1.41:
damage and suffers no additional effects. fixed text pertaining to spells known
At Higher Levels. When you cast this spell using a spell clarified Balanced Mana
slot of 6th level or higher, the spell deals an extra 1d6 force changed Embolden to scale per level
damage and 1d6 radiant damage for each slot level above reduced the Jolt spell's extra crit damage from triple base
5th. 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
...

10
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.
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 Q: Should the Jolt spell not deal
overlapping answers on concepts. If you have further lightning damage?
inquiries or concerns, be sure to reach out to me. A: No. As per its description and what it's based off of, it deals
'unaspected magical damage' which force is the closest
Q: Is there some text cut off on the page? damage type approximation.
A: Maybe. GMBinder sometimes has weird formatting issues. It's like the chill touch cantrip where the spell doesn't
If some text seems out of place or missing, try adjusting your actually have a touch range and doesn't even deal cold
browser zoom, otherwise look for a Google Drive link that damage, contrary to its name.
I've provided somewhere alongside this document, which has
a pdf of the class. Though that one may be out of date, Q: Are the Red Wizards from Thay
GMBinder will always have the latest version. associated with the ones of this class?
Q: Why is the spell progression so weird? A: No. They simply possess the same names.
Shouldn't it just be a full/half caster? Q: What's all this lore about? Do I have to
A: It's weird. I've tried to do both half caster and full caster follow it to be a Red Mage?
before but they came with several problems. The half caster A: No. The lore bits at the beginning and in the notes are
didn't nearly have enough casting power as I desired from the purely there to spark ideas and create a general image and
class, while the full caster was too strong coupled with its feel of a red mage. As long as you fulfill the mechanical
martial abilities. requirements, you're free to create your red mage as you
The unique spell progression now fills the intended please, they don't even have to be red!
balance niche: It's a caster that's a little delayed in its
progression and also has an upper cap, locking it out from Q: Why does the Red Mage have more
the most powerful spells, all of this in favor of flavor, spells known than other classes?
versatility, durability, and martial ability. A: The red mage gains more spells known through its
If you want to multiclass with its weird spell progression, sacrifice of spell progression and high tier spell levels.
the how-to is outlined in the multiclassing rules section. Versatility over 'strength' in this case.
Q: What can I apply to a spell when I have Q: Isn't this just X feature from Y class?
so many options to 'alter' it?
A: Probably. Some of the features are definitely re-tooled
A: It can be overwhelming but shouldn't be be too confusing. features borrowed from other classes. A few of the standouts
If you have trouble, you can stick to the order of operations as are: Aetherstrike, a combination of the paladin's Divine Smite
follows: First, determine your number of Balance dice, if and warlock's Eldritch Smite; Manaward and Enchanted
applicable, choose to use Dualcast and change the spell's Blade, similar to some of the Bladesinger wizard's features;
casting time. Second, cast the spell, and in the same instant, Dualcast, an altered sorcerer Quickened Spell.
if applicable, choose to apply a Balanced Mana feature. Third, This is my very first homebrew class that I've actually put
gain an appropriate Balance die if you've cast a b or w spell. some effort and care into. I didn't want to stray too far from
Q: Why create spells but not include them normal conventions to not make something that seems too
on the spell list?
unusual and unfitting, this meant that some features were
prone to be similar to or based on existing features.
A: Verflare/Verholy could've been spell-like-abilities like
Vermilion Scourge, but I wanted them to still be susceptible Q: Why doesn't your Red Mage do the Red
to things like Counterspell, and found the traditional spell Mage thing from X Final Fantasy game?
formatting to be cleaner. X as in the variable, not FFX

Q: Isn't Verflare/Verholy too strong?


A: I tried to incorporate aspects from many games of the
series. Keeping its main characteristics of being a "Jack of all
A: Yes, they're strong. Too strong? As standalone spells trades, master of none", dabbling in destructive, healing, and
definitely. They're a subclass capstone and only usable once supportive magic, though being incapable of reaching the
per long rest (or at increased cost). Think of them as a highest level spells in those, the signature ability that is
subclass specific ultimate signature spell, that you want to Dualcast/Doublecast/Twincast, and also being a decent
use so badly because they're so good. martial fighter. Though the main inspiration came from the
Q: How does Grand Finale work?
job's most recent iteration in FFXIV.
Translating all of their abilities into D&D would make them
A: You're basically required to move in circles around a too good at everything and step on many other classes' toes
creature. The imagery being that you dance around the (which I've realized in earlier versions of this class, and it still
enemy while striking it several times. 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.

11
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.
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

You might also like