Rogue
Base Class: Rogue

Red Mages were born out of a long conflict between the nations of Mhach and Amdapor. These fierce mages combine black and white magic to twist the battlefield, and strive where others otherwise would fail. Armed with rapiers and a magicked crystal medium, red mages are fit for quick combos of magic spells and steel-infused blows.

 
 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells to harness black and white mana

Cantrips. You learn three cantrips: True strike, and 2 other cantrips from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spells Slots. The Red Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's leveI or higher. You regain all expended spell slots when you finish a long rest.

ROGUE

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

 

1ST

2ND

3RD

4TH

5th

3rd

3

3

3

—

—

—

—

4th

3

4

3

—

—

—

—

5th

3

4

3

2

—

—

—

6th

4

5

3

2

—

—

—

7th

4

5

4

3

—

—

—

8th

4

6

4

3

—

—

—

9th

4

6

4

3

—

—

—

10th

5

7

4

3

—

—

—

11th

5

7

4

3

—

—

—

12th

5

8

4

3

—

—

—

13th

5

8

4

3

3

1

—

14th

5

9

4

3

3

1

—

15th

5

9

4

3

3

2

—

16th

5

10

4

3

3

2

—

17th

5

10

4

3

3

3

1

18th

5

11

4

3

3

3

1

19th

5

11

4

3

3

3

2

20th

5

12

4

3

3

3

2

 

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the wizard or cleric spell list of your choice, one of which must be a 'black' spell from the conjuration, evocation, or necromancy schools; and the other must be a 'white' spell from the abjuration, evocation, or necromancy school (detailed below). The third 1st-level may be either a 'black' or a 'white spell from any of the aforementioned schools of magic. The Spells Known column of the Red Mage Spellcasting table shows when you learn more wizard spells of 1st levei or higher. Each of these spells must be of a level for which you have spell slots and from any of the aformentioned schools of magic. For instance, when you reach 7th level in this class. you can learn one new spell of 1st or 2nd leveI. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard or cleric spell list. The new spell must be of a level for which you have spell slots. In addition, you must always have at least one 'black' spell and at least one 'white' spell in your spell list.

Black Spells. A black spell is defined as any spell from the conjuration, evocation, or necromancy schools that is capable of causing direct harm or imposing some disadvantage or negative status on another creature. Flame Sphere, Fire Bolt, and Ray of Enfeeblement are all considered to be black spells. In the case of a spell that both deals damage to a creature, and heals another, if the spell deals its damage to a creature besides yourself, it is considered to be black.

White Spells. A white spell is defined as any spell from the abjuration, evocation, or necromancy schools that is capable of reversing, preventing, or mitigating harm for a creature, or otherwise providing some other positive effect for it. In the case of a spell that both deals damage to a creature, and heals another, if the spell deals its damage to you, it is considered to be white.

Red Spells. Some spells do not fit the definition of black or white. Such spells are considered red spells, and grant 5 times the spell slot used to cast the spell in both black and white mana. Cantrips are considered to have a spell level of zero, so casting a red cantrip will give no mana.

Spellcasting Ability. Charisma is your spellcasting ability for your wizard spells, since you cast them using your wit and force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

 

Black and White Mana

As a Red Mage at 3rd level, you possess two resources: black mana, and white mana.

Successfully casting a black or white spell grants corresponding mana equal to 10 + 10 times the spell slot level used to cast the spell. For example, casting a 1st-level black spell will grant 20 black mana. You can have a maximum of up to 100 black mana, and a maximum of 100 white mana. Both your mana counts revert to 0 following a long rest. Black mana and white mana are spent in tandem to use different features and will be referred to as 'mana' when a feature allows you to, but your mana counts for both black and white and tracked seperately. For instance, if a feature asks you to spend "40 mana" to use it, and you have 50 black mana and 40 white mana, your mana counts will be reduced to 10 and 0, respectively.

 

Magical Duelist

Starting at 3rd level, you gain the dueling fighting style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. In addition, whilst wielding a weapon that can benefit from the dueling fighting style, you may attach a spell focus which you may levitate in your free hand, or attach to the bottom of the handle of your weapon. Using a focus in this way will allow you to cast spells that require a spell focus or other symbol to be cast.

 

Vermillion Enhancement

Starting at 3rd level, you are able to alter your melee attacks with red magic.

  • Moulinet (40 mana). When you make a melee attack against a creature, you can target an additonal creature within 5 feet. Roll your Sneak Attack dice; the additional creature you targeted takes the damage rolled on the dice. 
  • Redoublement (50 mana). After making a melee attack against a creature you may make another melee attack against the same creature.
  • Risposte (30 mana). When a creature fails to hit you using a melee attack, you can use your reaction to gain advantage on attack rolls you make against the creature until the end of your next turn.
  • Zwerchhau (40 mana). After successfully hitting a creature with a melee attack, you gain a +2 to AC until the start of your next turn.
 

Dualcast

Starting at 9th level, whenever you cast a spell with a casting time of an action, you can use a bonus action to immediately cast a cantrip.

In addition, whenever you cast a cantrip, you may spend mana equal to 25 times the spell slot level to restore a spell slot of that level. For example, restoring a second level spell slot would cost 50 mana.

 

Scarlet Momentum

Starting at 9th level, you gain a great degree of mobility on the battlefield. You gain two actions: corps-a-corps, and displacement.

  • Corps-a-corps: You can take a bonus action on each of your turns in combat to move up to 15 feet towards a creature, ignoring the effects of difficult terrain. 
  • Displacement: After you successfully hit a creature with a melee attack action during your turn, you can take a bonus action to move up to 15 feet away. You do not provoke opportunity attacks from that creature you hit.

Cerise Enchantment

At 13th level, you gain the ability to further empower your attacks through enchanting your red magic attacks.

  • Enchanted Moulinet (70 mana). When you make a melee attack against a creature, you can target two additonal creature within 5 feet. Roll your Sneak Attack dice; the additional creatures you targeted each take the damage rolled on the dice.
  • Enchanted Redoubtment (80 mana). After making a melee attack against a creature you may make another melee attack against the same creature. You roll and add your Sneak Attack dice to this second attack, even if you have already used Sneak Attack this turn.
  • Enchanted Risposte (60 mana). When a creature fails to hit you using a melee attack, you can use your reaction to gain advantage on attack rolls you make against the creature until the end of your next turn. Additionally, the creature must make a Strength saving throw against your spell save DC or be disarmed.
  • Enchanted Zwerchau (70 mana). After successfully hitting a creature with a melee attack, you gain a +5 to AC until the start of your next turn.
 

Scarlet Caster

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your red mage level (rounded up), and none of the slots can be 4th level or higher.

 

Manification

At 17th level, you gain the ability to draw upon latent magic, instantly maximize your white and black mana values. As an action, your black mana and white mana reservoir are both filled to 100 mana each. 

 
Red Mage Image