Base Class: Cleric
Red Mage
"Mastery is found not through specialization, but through balance."
Masters of Balance
Red Mages stand at the crossroads of divine devotion, arcane study, and martial discipline. Rather than dedicating themselves to a single path, they seek mastery through balance, weaving healing and destruction together with the precision of a seasoned duelist. A Red Mage is equally at home mending wounds, unleashing devastating magic, or crossing blades with a foe in elegant rapier combat.
Unlike many Clerics, Red Mages embrace versatility above specialization. Their magic shifts effortlessly between restoration and ruin, allowing them to answer nearly any challenge. Through rigorous training, they learn to combine spellcasting with precise rapier techniques, channeling divine and arcane power through every strike while seamlessly blending steel and sorcery.
A Red Mage's Arsenal
âš” Martial Precision
Fight with graceful rapier techniques enhanced by divine and arcane power.
✦ Arcane Versatility
Command a wide array of healing, elemental, protective, and debilitating magic to adapt to any battlefield.
âš¡ Spellweaving
Blend multiple spells together and seamlessly transition between swordplay and spellcasting.
🔥 Crimson Surge
Reach the pinnacle of Red Mage mastery, where healing becomes flawless, offensive magic becomes overwhelming, and spells cascade across the battlefield with unstoppable precision.
The Crimson Path
As their mastery grows, Red Mages become living embodiments of magical balance. They strengthen themselves through disciplined control of arcane energy, empower their blades with elemental force, and weave their magic together with unmatched finesse. Whether standing on the front lines beside their allies or directing the flow of battle from afar, a Red Mage is prepared for any challenge.
Those who achieve true mastery awaken Crimson Surge, the ultimate union of divine magic, arcane mastery, and martial skill—a transcendent state where the impossible becomes routine and every spell is cast with unrivaled precision.
Level 3: Crimson Training
3rd-Level Red Mage Feature
Your disciplined study of both divine and arcane traditions has forged you into a true Red Mage, mastering the balance between martial prowess and versatile spellcasting. Trained to adapt to any battlefield, you are equally comfortable wielding a rapier, wearing heavy armor, and channeling powerful magic. Your knowledge of the arcane is matched only by your keen insight into the motives and intentions of others.
You gain proficiency with heavy armor and the rapier. While wielding a rapier, you can use it as a spellcasting focus for your Cleric spells.
In addition, you gain proficiency in the Arcana and Insight skills. If you already have proficiency in either skill, you gain expertise in that skill instead. Whenever you gain proficiency in either skill from this feature, you also gain expertise in it, allowing you to add double your proficiency bonus to ability checks you make using those skills.
Level 3: Dualcast
3rd-Level Red Mage Feature
Through rigorous training, you have mastered the art of weaving lesser magic into more powerful spells.
When you cast a cantrip using your action, you can expend one use of this feature to cast a prepared Cleric spell as a bonus action on the same turn. The spell must have a casting time of one action, expend a spell slot as normal, and its level cannot exceed the maximum shown in the Dualcast table.
This feature allows you to cast the bonus action spell even if you have already cast another spell during the same turn.
| Cleric Level | Maximum Spell Level |
|---|---|
| 3–5 | 1st |
| 6–10 | 2nd |
| 11–16 | 3rd |
| 17–20 | 4th |
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 6: Crimson Focus
6th-Level Red Mage Feature
Through disciplined focus and unwavering control of your arcane and divine power, you have learned to replenish your magical reserves without prolonged rest.
As a Special action, you regain one expended spell slot. The recovered spell slot can't be higher than the maximum shown in the Crimson Focus table.
Once you use this feature, you can't use it again until you finish a Long Rest.
Spell Slot Recovery
| Cleric Level | Maximum Spell Slot Recovered |
|---|---|
| 6–10 | 3rd |
| 11–16 | 4th |
| 17–20 | 5th |
Arcane Aegis
6th-Level Red Mage Feature
Your mastery of both divine and arcane magic strengthens your body as surely as it empowers your spells. Through disciplined control of your aether, you reinforce your defenses while refining your natural talents.
Wisdom Increased by 2.
Additionally, you gain a +2 bonus to your Armor Class.
Level 8: Chain Spell
8th-Level Red Mage Feature
Your mastery of divine and arcane magic allows your spells to leap from one creature to another.
When you cast a prepared Cleric spell that targets only one creature and doesn't have a range of Self, you can cause the spell to affect a second eligible creature within 30 feet of the original target.
- Healing Spells. If the spell restores hit points, the second creature regains hit points equal to your Wisdom modifier (minimum of 1).
- Beneficial Spells. If the spell grants a beneficial effect, the second creature also gains that effect for the spell's normal duration.
- Hostile Spells. If the spell requires an attack roll or a saving throw against a hostile creature, choose a second hostile creature within 30 feet of the original target. Resolve the spell against the second creature separately using the same spell attack modifier or spell save DC.
A creature can be affected by Chain Spell only once per spell cast.
Level 8: Crimson Savant
8th-Level Red Mage Feature
Your mastery of both divine and arcane traditions grants you unparalleled magical knowledge and keen perception.
You have advantage on Arcana, Insight, and Religion ability checks.
Level 8: Spell-Charged Blade
8th-Level Red Mage Feature
Your mastery of both swordplay and spellcasting allows you to weave arcane energy into every strike.
You gain Weapon Mastery with the Rapier. If you already have Weapon Mastery with the Rapier, you can instead gain Weapon Mastery with one other Simple or Martial weapon of your choice.
Whenever you cast a Cleric spell of 1st level or higher, your rapier becomes infused with divine and arcane energy until the end of your next turn. The first time you hit a creature with your rapier while it is charged, the attack deals an extra 2d8 damage. You choose whether this extra damage is fire, cold, lightning, radiant, or force when the charge is expended.
A rapier can hold only one magical charge from this feature at a time.
Level 17: Crimson Surge
17th-Level Red Mage Feature
You have achieved the pinnacle of Red Mage mastery, perfectly harmonizing divine and arcane magic into a single overwhelming force. For a brief time, every spell you cast becomes an expression of flawless balance, restoring allies to their fullest potential, devastating your enemies, and spreading your magic across the battlefield with unstoppable precision.
As a Bonus Action, you enter a Crimson Surge that lasts for 2 minutes. Once you use this feature, you can't use it again until you finish a Long Rest.
While Crimson Surge is active, your Cleric spells gain the following benefits:
Perfect Restoration
Whenever one of your Cleric spells restores hit points, each creature affected regains the maximum number of hit points possible for that spell.
Arcane Overflow
When a Cleric spell you cast deals damage, it deals additional damage equal to twice your Wisdom modifier.
Crimson Resonance
Whenever one of your Cleric spells grants a beneficial effect to one or more allied creatures, that effect also affects every other allied creature of your choice within 30 feet of the original target, provided each additional creature is a valid target for the spell.
Whenever one of your Cleric spells targets one or more hostile creatures with an attack roll, saving throw, or other harmful effect, that spell also affects every other hostile creature within 30 feet of the original target, provided each additional creature is a valid target for the spell.
Hostile creatures affected by Crimson Resonance automatically fail any saving throw required by the chained spell, and no attack roll is required against them.
A creature can be be affected by Crimson Resonance only once per spell cast.
Previous Versions
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