Base Class: Bard
A jack that specializes on Evocation and Enchantment spells using his innate arcane magic to Dual Cast.
Bonus Proficiencies
When you become a Red Mage at 3rd level, you gain proficiency with medium armor, shield and martial weapons.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Dualcast
Starting at lv 3, whenever the Red Mage cast an Evocation or an Enchantment spell of cast time 1 action, he can use 1 Dualcast point to cast an Evocation or Enchament cantrip of casting time 1 action as a bonus action.
All Dualcast points recharge after a Long Rest.
Dualcast Points Table:
| Red Mage Lv | Dualcast Points |
| 3rd | 3 |
| 4th | 4 |
| 5th | 5 |
| 6th | 6 |
| 7th | 7 |
| 8th | 8 |
| 9th | 9 |
| 10th | 10 |
| 11th | 11 |
| 12th | 12 |
| 13th | 13 |
| 14th | 14 |
| 15th | 15 |
| 16th | 16 |
| 17th | 17 |
| 18th | 18 |
| 19th | 19 |
| 20th | 20 |
Arcana Specialty
Starting when you choose this subclass, the Red Mage can only know Evocation or Enchantment spells.
If the Red Mage know any non-evocation/enchantment spells when he aquire the subclass, he most switch those spells for new ones inside those schools.
When aquiring new spells the Red Mage can choose any Evocation or Enchantment spell from the Bard, Sorcerer, Wizard and Cleric spell lists.
If he choose any spells outside of the Bard spell list, the spell is treated as a Bard spell nonetheless.
Dual Warrior
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action, also, you can add your charisma modifier to any damage cantrips.
Favored School
Starting at lv 14, choose between evocation or enchantment and gain one of the following features:
Overchannel (Evocation)
Starting at 14th level, you can increase the power of your simpler spells. When you cast an evocation spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Split Enchantment (Enchantment)
Starting at 14th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a number of creatures equal to half your charisma modifier rounded down.