Base Class: Bard
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 foe behind her, letting loose a wave of energy as a parting gift.
A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.
As though a flower amongst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.
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, creating a hero worthy of becoming legendary.
Level 3: Flair Points
At 3rd level, you have a number of flair points determined by your Bard level as shown in the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a short or long rest.
Level 3: Corps-a-corps
At 3rd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As a bonus action, you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You make a weapon attack against the target, dealing a bonus 1d8 piercing damage if your attack lands.
Dual Cast
Also at 3rd level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.
Level 6: Enchanted Blade
At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional 2d8 force damage on each damage roll when you make an attack with this weapon. You must declare you are doing so prior to your attack roll.
Level 14: Displacement
At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing up to 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing 2d8 + your Charisma modifier force damage on hit.
Level 14: Battle Flourish
At 18th level, when you roll initiative and have 0 flair points remaining, you recover 1d4 flair points.







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Posted Jan 19, 2025There's an option under create an action in the feature to add limited users to it, after you set a reset time like long or short rest, you can add how many charges the feature gets and levels if they increase
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Posted Jan 19, 2025how did you create the flair points?
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Posted Jan 8, 2025I just noticed after i published it i forgot to correct the leveling in the description, everything you get in this subclass is in the right places from testing the description of the features is the only thing thats wrong would love to hear any other mistakes you all happen to find with this. im working on making subclasses from the FFXIV fanmade class compendium