Bard
Base Class: Bard

The pragmatic Red Mage is a jack-of-all-trades, but a master of none. Red Mages make use of sorcerious meta magic to boost spells of all types. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and a red cavalier hat with a white feather.

Red Mage Combat Training

You gain training in Rapier and Medium Armor

Metamagic Inspiration

You do not gain the Bardic Inspiration, Song of Rest, Font of Inspiration, or Superior Inspiration
class features. Instead, you gain the following class features at 1st level:

Inspiration Points
You have a number of Inspiration points equal to your Charisma modifier (minimum 1). You can
never have more Inspiration points than twice your Charisma modifier. You regain all spent
Inspiration points when you finish a long rest.

Converting Spell Slots to Inspiration Points
As a bonus action on your turn, you can expend one spell slot and gain a number of inspiration
points equal to the slot's level.

Inspiration Matters
Some Bardic Colleges grant abilities which are fueled by Bardic Inspiration. Wherever your
abilities say they require you to spend a Bardic Inspiration, you can instead spend an Inspiration
Point. Use the Bardic Inspiration ability from the Core bard to determine the size of the die you use,
in those cases where it matters.

Metamagic

You gain the ability to twist your spells to suit your needs. You gain one of the following
Metamagic options of your choice. You gain another one at 5th, 13th, and 17th level.
You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of
those creatures from the spell’s full force. To do so, you spend 1 inspiration point and choose a
number of those creatures up to your Charisma modifier (minimum of one creature). A chosen
creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 inspiration point to
double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 inspiration point to make the
range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 inspiration point to reroll a number of the
damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during
the casting of the spell.

Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 inspiration point
to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can
spend 3 inspiration points to give one target of the spell disadvantage on its first saving throw made
against the spell.

Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 inspiration points to
change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell
When you Cast a Spell, you can spend 1 inspiration point to cast it without any somatic or verbal
Components.

Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can
spend a number of inspiration points equal to the spell’s level to target a second creature in range
with the same spell (1 inspiration point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current
level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and
chromatic orb are.

Blade Of Wit

At 3rd level you gain the ability to heighten your reflexes with your arcane abilities. Add your
Charisma Mod to your Weapon attacks.

Font Of Inspiration

Beginning when you reach 6th level, you regain all of your expended inspiration points when you finish a short or long rest. Any extra inspiration points are lost.

Outsmart Death

Starting at 14th level, whenever you are reduced to 0 hit points or lower, you can immediately spend all of their current Inspiration points (minimum of 1) to instead be reduced to 1 hit point.

Inspired Extra Attack

Beginning at 6th level, you can spend an inspiration point to Attack twice, instead of once, whenever you take the Attack action on Your Turn.

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