Base Class: Wizard
Through their unwavering commitment to study, combat, and healing, these Red Magnus wielders epitomize a versatile and adaptable class, seamlessly blending martial combat with the art of arcane healing.
Combat Training
2nd-level Red Magnus feature
You have honed your physical training and are granted the following features:
- One additional hit point per level in wizard.
- The spell cure wounds is learned and always prepared.
- Proficiency with rapiers and short swords.
Combat Styles
2nd-level Red Magnus feature
Your fighting styles boost your abilities, providing benefits for your following turn. When you roll for initiative, choose a style to activate, gaining the second part of the style immediately:
Spellsword: When you heal a single being with a spell of 1st level or higher during the current combat round, your next melee weapon attack on the following round deals additional damage equal to your wizard level.
Magnus: When you hit an enemy with a melee weapon attack during the current combat round, your next damaging spell or cantrip that doesn't use a weapon or is a multi-target attack spell, on the following round deals extra damage equal to half your wizard level.
Battle Medic: When you cast a damaging spell of 1st level or higher, or a damaging cantrip that doesn't use a weapon during the current combat round, your next healing spell cast on a single target on the following round restores additional hit points equal to your wizard level.
During combat, your chosen style adapts based on your actions:
- Triggering a style's action switches you to that style with the effect gained the following turn.
- If you qualify for multiple styles, the first triggered takes effect.
- Inaction or repeating a trigger switches styles at the end of your turn, cycling through Spellsword, Magnus, and Battle Medic.
- Concentration spells or reactions do not affect your chosen style or gain their benefits.
Healing Wards
As a bonus action, you can expend a spell slot to heal yourself, regaining 1d4 hit points per level of the spell slot expended. When you use this ability, you gain resistance to your choice of Slashing, Piercing, or Bludgeoning damage until the start of your next turn. This triggers your Spellsword style.
While under the Battle Medic style, when you heal a target, you grant them resistance to either Slashing, Piercing, or Bludgeoning damage until the end of their next turn.
Additionally, you learn and have the Healing Word spell prepared.
Trick Styles
10th-level Red Magnus feature
You gain one of the following depending on what action you take during your turn:
- After making a single weapon attack, teleport up to 10 feet in any direction.
- One target of a damaging spell does not take damage from the spell.
- If a healing spell targets only one creature, gain temporary hit points for half the amount healed.
Additionally, you learn and have the Lightning Bolt always prepared. While under Battle Medic, you can convert this spell's effect from dealing damage to healing instead. Triggering the healing effect with Lightning Bolt can activate Spellsword.
Battlemancer
14th-level Red Magnus feature
As an action, you can forgo your current styles bonus to make a special melee weapon attack. If the attack hits, you can immediately cast one of your spells of 1st level or higher, or a cantrip, with a casting time of 1 action. The spell only affects the target of the attack (regardless of the spell's normal area of effect) as part of the same action. Casting a spell in this way expends spell slots as normal. You do not gain the benefits of the style you are currently in when using this action. If the spell where to have no affect on a failure, you retain thr spell slot. This action triggers Battle Medic.
When channeling a healing spell into your weapon, your weapon's swing not only casts the stored spell but also incorporates the weapon's damage into the heal. This triggers Magnus.
You can only do this twice a day, recovering on a long rest.
Additionally, you have the Heal always prepared.
Previous Versions
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