Base Class: Sorcerer
Many Sorcerers call upon their ancestral lineage for their magical abilities drawing unique gifts according to their bloodline, others tap into a raw untamed font of energy deep within. Regardless of where they derive their power from, those who walk the path of the Red Mage care not for what stock you come from, how you acquired your gifts, or from where you hail. The Red Mage could be any Sorcerer who, upon realizing their incredible magical potential, chose to focus that potential into balance between the mind and the body.
Traditionally clad in dashing red, black, and white attire, the Red Mage is a spell-casting duelist capable of ranged and melee finesse that yields devastating results from any distance. Their built in Dual-Cast feature allows them to fire a volley of spells in an instant before using their Acrobatics skills to close the gap for some vicious displays of swordsmanship and agility.
Sorcerers who choose the path of the Red Mage at level 1 must be focused on this fighting style exclusively and as such are disallowed from multiclassing or wearing any armor or shields regardless of availability.
Unconventional Casting
Your skills as an arcane duelist grant you proficiency with rapiers and allow you to use a rapier as a spell-casting catalyst.
Red Mage's Grace
When choosing the path of the Red Mage at 1st level, your flare and charm in and out of combat allows you to add your Charisma modifier as a dodge bonus to your AC.
This feature disallows wearing any armor or shields regardless of availability.
Acrobatics Die
At 1st level, you learn to perform impressive displays of martial prowess and speed. This power is represented by your Acrobatics die, the starting size of which is a d6. Once per round, you can expend Sorcery Points whenever you make an attack with a rapier to empower your strike in many ways using your Acrobatics die.
Changing the Die’s Size. When you reach certain levels in this class, the size of your Acrobatics die increases: at 6th level (d8), 10th level (d10),14th level (d12), and 18th level (d20).
Daring Acrobatics
- Corps-a-Corps. At 1st level, you can expend 1 Sorcery Point to cause extra damage from your Acrobatics die by lunging up to 20 feet towards a creature you can see as an Attack action. Roll to hit for the attack before lunging. If the attack hits, the target suffers extra force damage equal to the number you rolled on the Acrobatics die. If the attack doesn't hit, you still lunge towards the target but do not trigger opportunity attacks.
- Moulinet. At 3rd level, as a bonus action, you can expend 1 Sorcery Point to cause a weapon attack to deal extra force damage to a creature you hit and to any one additional creature that you can see within 5 feet of you. The additional creature only suffers the effects of the additional damage, not the initial weapon damage. The additional damage dealt to both creatures equals the number you roll on the Acrobatics die.
- Redoublement. At 5th level, when taking the Attack option on your turn, you can expend 1 Sorcery Points to gain the Extra Attack feature for this turn. This feature cannot be used again until you finish a short rest.
- Displacement. At 7th level, as a reaction, after attacking with a weapon, you can expend 2 Sorcery Points to cause the weapon attack to deal extra force damage to the creature, propelling your dodge backwards.The extra damage equals half your class level (rounded up) plus the number you roll on the Acrobatics die. Regardless if the attack hits or not, you jump backwards up to 5 feet times the number you roll on the Acrobatics die, but only on a hit does your movement not trigger opportunity attacks.
Dual-Cast
Starting at 6th level, your experimentation with spells allows you to weave different levels of spell-casting fluidly with each other. Whenever you cast a cantrip you can then cast a spell of any level that has a cast time of an Action as a Bonus action. Inversely, when using this feature to cast a spell of any level first, you can use your Bonus Action to then cast a cantrip instead. Roll to hit or against any associated saves/DCs accordingly for each spell. This feature can be used up to your Charisma modifier per long rest.
Balance
Starting at 6th level, you balance your magic and melee fighting style, allowing you to make one weapon attack as a Bonus Action whenever you cast a spell or cantrip as an Action and vice versa.
Acceleration
Starting at 14th level, you have learned to weave swordsmanship and spell-casting together in perfect harmony. Whenever you successfully Dual-Cast a spell, you gain 1 point of Acceleration, which goes up to a maximum of (1 + Charisma Modifier). You can expand points of Acceleration to add additional effects to one of your abilities. These additional effects can be found in the Perfect Balance feature.
Perfect Balance
- Contre Sixte. After using Redoublement, expend at least 1 point of Acceleration (up to 3) to summon 2 spectral replicas of your weapon per point to attack the creature. Roll to hit and for damage once and use those rolls for all spectral weapons summoned.
- Embolden. As a bonus action you expend 1 point of Acceleration to increase the next Dual-Cast spells' damage by 1 additional damage die each. This feature cannot be used again until you finish a long rest.
- Maim and Mend. As a bonus action you expend all points of Acceleration to restore an equal amount of Sorcery Points. This feature cannot be used again until you finish a long rest.
Arcane Mimicry
Starting at 18th level, you have developed, through observation and study, a working knowledge of other schools of magic to an extent that you can now cast 3 spells from the spell list of any class at your available spell levels.
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Posted Nov 6, 2023This is really well done, but I think we forget the Red Mage is still a Sorcerer which is a full caster, so still quite powerful on its own. Then when all these features are tacked on, it becomes so crazy OP.
That’s the hard thing about trying to make a Red Mage a subclass rather than it’s own separate class.