Rogue
Base Class: Rogue

Red mages are powerful spellcasters that are equally versed in dueling and spellcasting. Rather than focus on destruction or healing, they blend the two together holistically to achieve deadly effect. Favoring one-handed weapons, particularly the rapier, they dash through the battlefield gracefully as they cast their spells.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

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

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

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 schools (explained below). The third may be either a 'black' or a 'white spell from any of the aforementioned schools. 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 an abjuration, conjuration, evocation, or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th levei in this class. you can learn one new spell of 1st or 2nd leveI. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, evocation, or necromancy spell, unless you're replacing the spell you gained at 8th, 14th, or 20th leveI. 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 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 x 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 x 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 20 'mana' to use it, and you have 30 black mana and 20 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 style in one hand, 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 tinge your spells with the unique properties of red magic.

Once per turn when you cast a black spell, and it successfully at least one creature, you may use your sneak attack dice to deal damage to one creature the spell affected.

Once per turn when you cast a white spell, and it successfully applies its affect to at least one creature, you may use your sneak attack dice to heal one creature that the spell affected.

Dualcast

Starting at 9th level, whenever you cast a spell that takes an action or more to cast, 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 x the spell slot level to restore a spell slot of that level. For example, restoring a second level spell slot would cost 50 mana.

Vermillion Speed

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

Vermillion Flurry

Starting at 13th level, you learn to wield your weapon as easily as you wield your magic, and you may use your charisma modifier for attacking with any weapon that qualifies for the benefit of the dueling feature.

In addition, you gain the ability to spend your mana to grant yourself extra attacks on your turn.

Enhanced Displacement

When you use the Displacement action, you may also cast a cantrip as you perform the leap.

Manafication

At 17th level, you gain the ability to use a special action known as manafication, which will instantly maximize your white and black mana values.

Previous Versions

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