Base Class: Wizard
Whenever Red Mages cast a spell with an action, they can cast another spell as a bonus action using "dualcast". Red Mages are also able to cast multiple leveled spells per turn. When a leveled spell is cast as a bonus action via "Dualcast", the spell consumes either 2 spell slots at the level it was cast, or a spell slot one level higher than the spell is cast at. Cantrips require a level one spell slot.
Whenever a Red Mage casts a damaging spell, they get 'red mana' or 'black mana' depending on the damage type it deals. Red Mages can have a max of 100 'white mana' and 100 'black mana'. If the spell does Fire, Lightning, Thunder or Cold damage, the Red Mage gets 'black mana' equal to 4 plus the spell's level (4 for cantrips). If the spell deals Bludgeoning, Slashing, Radiant or Piercing damage, the Red Mage gets 'white mana' equal to 4 plus the spell's level (4 for cantrips). If the spell deals force damage, the red mage gets 'black mana' and 'white mana' equal to 2 plus the spell's level (2 for cantrips). If the spell deals Necrotic, Acid, Poison or Psychic damage, no 'black mana' or 'white mana' is gained. When a Red Mage makes an attack with a melee weapon, they can consume 10 black and white mana to deal additional damage, scaling with their level. Starting at level 5, Red Mages can make an additional melee attack per action by expending 5 'black mana' and 5 'white mana', and starting at level 11, they can make a third attack per action by expending 15 'black mana' and 15 'white mana'; these additional strikes must also consume the 10 'black mana' and 15 'white mana' for additional damage, and cannot be done without sufficient 'black mana' and 'white mana'. Red Mages also gain proficiency in one melee weapon of their choosing.
Starting at level 6, Red Mages can cast Manafication twice per long rest, instantly giving them 50 'black mana' and 50 'white mana'.
Starting at level 10, Red Mages gain mana stacks when they use Enchanted Swordplay. When a Red Mage has 3 mana stacks, their next spell will deal max damage. All mana stacks are depleted upon execution of a spell
Starting at level 14, Red Mages can cast Embolden once per long rest, increasing the damage of allies by 10%.
Based off of the Red Mage class from FFXIV
Enchanted Swordplay
Whenever a Red Mage casts a damaging spell, they get 'white mana' or 'black mana' depending on the damage type it deals. Red Mages can have a max of 100 'white mana' and 100 'black mana'. If the spell does Fire, Lightning, Thunder or Cold damage, the Red Mage gets 'black mana' equal to 4 plus the spell's level (4 for cantrips). If the spell deals Bludgeoning, Slashing, Radiant or Piercing damage, the Red Mage gets 'white mana' equal to 4 plus the spell's level (4 for cantrips). If the spell deals force damage, the red mage gets 'black mana' and 'white mana' equal to 2 plus the spell's level (2 for cantrips). If the spell deals Necrotic, Acid, Poison or Psychic damage, no 'black mana' or 'white mana' is gained. 'black mana' and 'white mana' are reset to 0 during a long rest.
When a Red Mage makes an attack with a melee weapon, they can consume 10 'black mana' and 10 'white mana' to deal additional damage, scaling with their level. At level 3, it deals an additional 1d4 damage, increased to 1d6 at level 6, 1d8 at level 8, 1d10 at level 10, 1d12 at level 12, 3d4 at level 14, 2d8 at level 16, 3d6 at level 18, and 2d10 at level 20
Starting at level 5, Red Mages can make an additional melee attack per action by expending 5 'black mana' and 'white mana', and starting at level 11, they can make a third attack per action by expending 15 'black mana' and 15 'white mana'; these additional strikes must also consume the 10 'black mana' and 'white mana' for additional damage, and cannot be done without sufficient 'black mana' and 'white mana' to do so. They can also only be made after performing enchanted melee attacks.
Upon gaining a total of 50 'black mana' and 50 'white mana', Red Mages gain one use of 'corps-a-corps'. 'corps-a-corps': charges to be within 5 feet of a target within 25 feet; free action. Upon consuming a total of 50 'black mana' and 50 'white mana', Red Mages gain one use of 'displacement'. 'displacement': jumps back 15 feet away from a target within 5 feet; free action. Both 'corps-a-corps' and 'displacement' can stack up to two times.
Red mages gain proficiency in one weapon of their choosing.
Dualcast
Whenever you use your action to cast a spell, you can use your bonus action to cast another spell. This spell will take a spell slot above the level the spell is cast at, or 2 spell slots at the level the spell was cast at. Cantrips cost a level one spell slot. Red Mages can also cast multiple leveled spells per turn.
Manafication
Twice per long rest, you can use the bonus action "Manafication" to instantly gain 50 'black mana' and 50 'white mana'.
Mana Stacks
Whenever you use Enchanted Swordplay, you gain a mana stack, up to a max of 3. When you have 3 mana Stacks, your next spell will deal max damage (all dice will roll their highest number), but will not trigger dualcast. All mana stacks are removed upon casting a spell or using displacement.
Embolden
Once per long rest, you can use the bonus action Embolden to increase the damage of nearby allies. Embolden grants all allies within 50 feet the 'Embolden' effect. 'Embolden' is considered a 5th level magic effect, and lasts 5 rounds.
Embolden: Whenever you deal damage, you deal an additional damage for every 10 damage dealt before applying this increase.
Previous Versions
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10/31/2026 9:34:24 PM
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10/31/2026 9:38:49 PM
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