SIGNING IN

Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

DEX , INT

Red Mage

Niveau Bonus de Maîtrise Capacités Cantrips Known Spells Known
1 + 2 Balanced Mana Spellcasting 3 3
2 + 2 Balanced Mana Spellcasting 3 4
3 + 2 Balanced Mana Spellcasting 3 5
4 + 2 Balanced Mana Spellcasting 4 6
5 + 3 Balanced Mana Spellcasting 4 7
6 + 3 Balanced Mana Spellcasting 4 8
7 + 3 Balanced Mana Spellcasting 4 9
8 + 3 Balanced Mana Spellcasting 4 10
9 + 4 Balanced Mana Spellcasting 4 11
10 + 4 Balanced Mana Spellcasting 5 12
11 + 4 Balanced Mana Spellcasting 5 13
12 + 4 Balanced Mana Spellcasting 5 13
13 + 5 Balanced Mana Spellcasting 5 14
14 + 5 Balanced Mana Spellcasting 5 15
15 + 5 Balanced Mana Spellcasting 5 16
16 + 5 Balanced Mana Spellcasting 5 16
17 + 6 Balanced Mana Spellcasting 5 17
18 + 6 Balanced Mana Spellcasting 5 18
19 + 6 Balanced Mana Spellcasting 5 18
20 + 6 Balanced Mana Spellcasting 5 18

Spell Slots per Spell Level

Niveau Bonus de Maîtrise Capacités 1st 2nd 3rd 4th 5th 6th 7th
1 + 2 Balanced Mana Spellcasting 2 0 0 0 0 0 0
2 + 2 Balanced Mana Spellcasting 3 0 0 0 0 0 0
3 + 2 Balanced Mana Spellcasting 3 0 0 0 0 0 0
4 + 2 Balanced Mana Spellcasting 4 2 0 0 0 0 0
5 + 3 Balanced Mana Spellcasting 4 3 0 0 0 0 0
6 + 3 Balanced Mana Spellcasting 4 3 0 0 0 0 0
7 + 3 Balanced Mana Spellcasting 4 3 2 0 0 0 0
8 + 3 Balanced Mana Spellcasting 4 3 3 0 0 0 0
9 + 4 Balanced Mana Spellcasting 4 3 3 0 0 0 0
10 + 4 Balanced Mana Spellcasting 4 3 3 1 0 0 0
11 + 4 Balanced Mana Spellcasting 4 3 3 2 0 0 0
12 + 4 Balanced Mana Spellcasting 4 3 3 2 0 0 0
13 + 5 Balanced Mana Spellcasting 4 3 3 3 1 0 0
14 + 5 Balanced Mana Spellcasting 4 3 3 3 2 0 0
15 + 5 Balanced Mana Spellcasting 4 3 3 3 2 0 0
16 + 5 Balanced Mana Spellcasting 4 3 3 3 2 1 0
17 + 6 Balanced Mana Spellcasting 4 3 3 3 2 1 0
18 + 6 Balanced Mana Spellcasting 4 3 3 3 2 1 0
19 + 6 Balanced Mana Spellcasting 4 3 3 3 2 1 1
20 + 6 Balanced Mana Spellcasting 4 3 3 3 2 1 1

Sorts de Classe

Blade Ward Booming Blade|TCE Dancing Lights Fire Bolt Green-Flame Blade|TCE Gust|XGE Jolt|aiirRedMage Lightning Lure|XGE Prestidigitation Ray of Frost Resistance Shocking Grasp Sword Burst|TCE Thunderclap|XGE Word of Radiance|XGE Absorb Elements|XGE Burning Hands Chromatic Orb Cure Wounds Detect Magic Earth Tremor|XGE Expeditious Retreat Healing Word Hellish Rebuke Ice Knife|XGE Jump Longstrider Magic Missle Thunderwave Zephyr Strike|XGE Aganazzar's Scorcher|XGE Blindness/Deafness Dust Devil|XGE Earthbind|XGE Enhance Ability Flaming Sphere Gust of Wind Lesser Restoration Magic Weapon Maximilian's Earthen Grasp|XGE Misty Step Pyrotechnics|XGE Scorching Ray Shatter Snilloc's Snowball Swarm|XGE Warding Wind|XGE Blink Dispel Magic Elemental Weapon Erupting Earth|XGE Fireball Haste Lightning Bolt Mass Healing Word Melf's Minute Meteors|XGE Revivify Sleet Storm Slow Thunder Step|XGE Wind Wall Elemental Bane|XGE Fire Shield Freedom of Movement Ice Storm Sickening Radiance|XGE Stone Shape Stoneskin Storm Sphere|XGE Wall of Fire Circle of Power Cone of Cold Flame Strike Greater Restoration Maelstrom|XGE Mass Cure Wounds Steel Wind Strike|XGE Wall of Stone Blade Barrier Bones of the Earth|XGE Chain Lightning Eyebite Flesh to Stone Heal Heroes' Feast Move Earth Prismatic Spray Scatter|XGE Tasha's Otherworldly Guise|TCE Wall of Ice Crown of Stars|XGE Delayed Blast Fireball Fire Storm Resurrection Whirlwind|XGE blade ward|xphb dancing lights|xphb fire bolt|xphb prestidigitation|xphb ray of frost|xphb resistance|xphb shocking grasp|xphb burning hands|xphb chromatic orb|xphb cure wounds|xphb detect magic|xphb expeditious retreat|xphb healing word|xphb hellish rebuke|xphb jump|xphb longstrider|xphb thunderwave|xphb blindness/deafness|xphb enhance ability|xphb flaming sphere|xphb gust of wind|xphb lesser restoration|xphb magic weapon|xphb misty step|xphb scorching ray|xphb shatter|xphb blink|xphb dispel magic|xphb elemental weapon|xphb fireball|xphb haste|xphb lightning bolt|xphb mass healing word|xphb revivify|xphb sleet storm|xphb slow|xphb wind wall|xphb fire shield|xphb freedom of movement|xphb ice storm|xphb stone shape|xphb stoneskin|xphb wall of fire|xphb circle of power|xphb cone of cold|xphb flame strike|xphb greater restoration|xphb mass cure wounds|xphb wall of stone|xphb blade barrier|xphb chain lightning|xphb eyebite|xphb flesh to stone|xphb heal|xphb heroes' feast|xphb move earth|xphb prismatic spray|xphb wall of ice|xphb delayed blast fireball|xphb fire storm|xphb resurrection|xphb

Capacités de Classe

Niveau 1

Balanced Mana
Spellcasting

Niveau 10

Balanced Mana (d10)

Niveau 11

Red Mage Style feature

Niveau 12

Ability Score Improvement

Niveau 14

Red Mage Style feature

Niveau 15

Balanced Mana (d12)

Niveau 16

Ability Score Improvement

Niveau 17

Embolden (3/rest)

Niveau 18

Acceleration

Niveau 19

Ability Score Improvement

Niveau 2

Dualcast
Steadfast Parry

Niveau 20

Limit Break

Niveau 3

Red Mage Style

Niveau 4

Ability Score Improvement

Niveau 5

Balanced Mana (d8)
Embolden

Niveau 6

Reprise

Niveau 7

Red Mage Style feature

Niveau 8

Ability Score Improvement

Niveau 9

Embolden (2/rest)

Progression des Sorts Connus

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorts Connus 3 4 5 6 7 8 9 10 11 12 13 13 14 15 16 16 17 18 18 18

Progression d'Incantation

Progression d'Incantation: full

Progression des Tours de Magie

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tours de Magie Connus 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Maîtrises

Armor

light

Weapons
Skills

Équipement de Départ

(a) a rapier, (b) a longsword or (c) any simple melee weapon
leather armor, a crystal medium (see Spellcasting focus), and a dagger

Capacités de Classe

Balanced Mana (Level 1)

Your magic originates from a mix of both arcane and divine. This is represented by your Balance dice, which are d6, and black and white in color. You have a number of black dice and a number of white dice each equal to your proficiency bonus, and they can never exceed that number.

Some of your red mage features expend your Balance dice, and you can choose if you want to expend black or white ones, unless stated otherwise. You regain all expended Balance dice when you finish a long rest. After you cast a black or white spell, denoted by the Red Mage Balance Spells table, you shift the balance, and gain a die of the opposite mana type: one white or one black die, respectively. For example, if you cast the spell burning hands, you would gain one white Balance die.

When you reach certain levels in this class, the size of your Balance dice increases: at 5th level (d8), 10th level (d10), and 15th level (d12).

The features below use your Balance dice, and you can only apply either one to any one spell cast.

Divine Recovery. When you cast a red mage spell that targets one or more willing creatures (this can include yourself), you can expend a white Balance die and restore the number rolled as hit points to a number of the spell's targets equal to the level of the spell slot spent (1 if the spell is a cantrip).

Arcane Destruction. When you cast a red mage spell that instantaneously deals damage to one or more targets, you can expend a black Balance die and deal the number rolled as extra damage to a number of the spell's targets equal to the level of the spell slot spent (1 if the spell is a cantrip).

Spellcasting (Level 1)

You're uniquely both an arcane and divine spellcaster. See chapter 10 for the general rules of spellcasting.

Cantrips

At 1st level, you know three cantrips of your choice from the red mage spell list. You learn additional red mage cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.

Additionally, when you gain a level in this class, you can choose one of the red mage cantrips you know and replace it with another cantrip from the red mage spell list.

Spell Slots

The Red Mage table shows how many spell slots you have to cast your red mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the red mage spell list.

You learn one additional red mage spells of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the red mage spells you know and replace it with another spell from the red mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your red mage spells, as you wield arcane and divine with learned control. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a red mage spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You've gained knowledge of a unique spellcasting focus: the crystal medium. It counts as a tiny object and is a magically conductive crystal, which allows casting with both arcane and divine magic. Inlaid in a decorative and protective mount, it naturally hovers in your hand, can be affixed to any sword's hilt-end, and can be just as easily removed again. While affixed that way, the caster can turn the weapon, blade-side down, to create a spellcasting staff.

If your crystal medium is destroyed or you lose it, you can perform a 1-hour ritual to create a new one by crystallizing arcane and divine energy. This ritual can be performed during a short or long rest, and the previous crystal medium is destroyed if it still exists.

Your crystal medium is required for any red mage spell that has somatic or material components. You require a free hand to hold and use your crystal medium, regardless if it's hovering on your hand or affixed to your weapon.

Dualcast (Level 2)

At 2nd level, when your mana is perfectly balanced, it allows you to cast magic at an accelerated rate. When your number of black and white Balance dice are the same, and right before you cast a spell that has a casting time of 1 action, you can expend one of each Balance dice to change the casting time to 1 bonus action for this casting. You can only Dualcast spells of 1st level or higher.

Bonus Action Casting

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB 202).

Steadfast Parry (Level 2)

By 2nd level, You learn traditional defensive flourishes. When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to AC, provided you aren't wearing medium or heavy armor and aren't using a shield.

Red Mage Style (Level 3)

At 3rd level, you choose a Style as a red mage, which defines your focus as a vermilion caster. Battlemage, Red Wizard, or Sword Dancer. Your archetype choice grants you features at 3rd, 7th, 11th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Balanced Mana (d8) (Level 5)

At 5th level, the size of your Balance dice increases to d8.

Embolden (Level 5)

At 5th level, you gain the ability to give yourself an edge during a situation. When you make an ability check, you can expend a Balance die and add the number rolled to your check. You make this decision before the d20 roll. You can use this feature once per short or long rest.

You gain more uses when you reach certain levels in this class: at 9th level you can use it twice per rest, and at 17th level three times.

Reprise (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips with a casting time of 1 action in place of one of those attacks. This feature doesn't stack with other instances of the Extra Attack class feature.

Red Mage Style feature (Level 7)

At 7th level, you gain a feature from your Red Mage Style.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Embolden (2/rest) (Level 9)

At 9th level, you can use Embolden twice between rests.

Balanced Mana (d10) (Level 10)

At 10th level, the size of your Balance dice increases to d10.

Red Mage Style feature (Level 11)

At 11th level, you gain a feature from your Red Mage Style.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Red Mage Style feature (Level 14)

At 14th level, you gain a feature from your Red Mage Style.

Balanced Mana (d12) (Level 15)

At 15th level, the size of your Balance dice increases to d12.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Embolden (3/rest) (Level 17)

At 17th level, you can use Embolden three times between rests.

Acceleration (Level 18)

Beginning at 18th level, you can push yourself to your limits and gain access to even faster casting. As an action during a turn where you've used Dualcast, you can expend one of each Balance dice and cast another spell that has a casting time of 1 action, ignoring rules on spells cast per turn.

You can't use this feature again until you finish a short or long rest.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Limit Break (Level 20)

At 20th level, you break your limits and gain access to the ultimate red mage ability: Vermilion Scourge.

As an action, you choose a point you can see within 60 feet of you. You channel black and white mana which manifest themselves as two sigils hovering in front of you. Shortly after which, the sigils fire projectiles of their respective essences into two similar sigils on the ground. This direct mix of two opposite mana types becomes unstable and the sigils detonate into a combined 20-foot-radius, 60-foot-high cylindrical pillar of flame and radiance, centered on the chosen point.

You can designate any number of creatures within that area to be shielded by white magic and be rendered immune to the damage of this ability, though they can still be blinded. Each creature in the area must make a Dexterity saving throw.

On a failed save, a target takes 10d6 fire and 10d6 radiant damage, and is blinded until the end of its next turn. On a successful save, a target takes half as much damage and isn't blinded. The ability damages objects in the area and ignites flammable objects that aren't being worn or carried.

At the end of this ability, you absorb the mana left from the blast and regain all your Balance dice.

Once you use this feature, you can't use it again until you finish a long rest.

Multiclassage

Prérequis de Multiclassage

{"dex":13,"wis":13}

Maîtrises Acquises

Armor light
Weapons simple , rapiers

Sous-classes

Battlemage
aiirRedMage
Red Wizard
aiirRedMage
Sword Dancer
aiirRedMage

Capacités de Sous-classe

Battlemage

Battlemage (Level 3)

As a Battlemage you stay in the midst of your foes. Reinforced by a special magical barrier, you make easy work of their enemies with a powerful sword strengthened with magic.

Manaward

As a Battlemage you stay in the midst of your foes. Reinforced by a special magical barrier, you make easy work of their enemies with a powerful sword strengthened with magic.

  • You can reserve a number of black Balance dice to gain a +1 bonus to AC plus another +1 for each 2 black dice reserved.

  • You can reserve a number of white Balance dice to gain a +1 bonus to Constitution saving throws plus another +1 for each 2 white dice reserved.

These bonuses don't stack with the Wizard's Bladesong class feature.

Aetherstrike (Level 7)

Beginning at 7th level, you gain the ability to channel an unstable mix of mana through your weapon, which bursts into violent magic. Once per turn when you hit a creature with a melee weapon attack, you can expend one of each Balance dice to deal the numbers rolled as force damage to the target, and you can choose to expend a spell slot dealing an extra 1d8 for each spell level higher than 1st. If the target is Huge or smaller, you can also force it to make a Strength saving throw. If it fails the save, you can knock it prone or push it 10 feet away from you.

Spell Combat

Also at 7th level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Enchanted Blade (Level 11)

When you reach 11th level, magic courses naturally through your sword. Your melee weapon attacks score a critical hit on a roll of 19 or 20. In addition, whenever you score a critical hit, you can sap magic from your opponent to replenish your mana, regaining a Balance dice of your choice.

Riposte (Level 14)

At 14th level, you can quickly punish foes who fail to hit you with their strikes. When a creature misses you with a melee attack, you can use your reaction to make two attacks against the creature. These attacks count as opportunity attacks.

Red Wizard

Red Wizard (Level 3)

You've decided to master the casting of myriad magicks as a red mage. Your studies of aether have expanded your magic knowledge and granted you the ability to rapidly cast spells at a speed that has never been seen before.

Aether Magic

At 3rd level, you tap into the Aether and broaden your magical knowledge: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Aether Magic Spells table.

Each given level, you can only choose to learn one of the spells provided. These spells don't count against the number of red mage spells you know.

You can spend 10 minutes in meditation and expend two Balance dice to replace one spell you've gained from this feature with the other one that is provided on the same level.

Liquification

At 3rd level, you can bolster your mana with your magic reserves. As a bonus action, you can expend one spell slot to gain a number of Balance dice equal to twice the slot's level. You can choose how many of those dice are black or white.

Manafication (Level 7)

At 7th level, you're more powerful when your mana is balanced. When you use a Balanced Mana feature while you have an equal number of black and white Balance dice, you can add your Intelligence modifier to the result of the Balance die roll.

Minor Dualcast (Level 11)

Beginning at 11th level, swift casting of spells comes naturally to you. When you take the Attack action, you can replace both attacks with cantrips, ignoring rules on spells cast per turn. Cantrips requiring you to make multiple spell attacks or a melee weapon attack can't be used with this feature.

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.

Vermilion Spells (Level 14)

By 14th level, you've learned how to fuse either black or white mana with aether to cast a powerful spell. As an action, you can expend one of each Balance dice and an appropriate spell slot to cast the spell Verflare or Verholy. In addition, you can choose to expend one more of each Balance dice to cast the spell as a bonus action instead.

You don't learn these spells and can only cast them through this feature. Once you cast either spell, you can't do so again until you finish a long rest, unless you expend two Balance dice on top of the normal cost to use it again.

Sword Dancer

Sword Dancer (Level 3)

With sword in hand, you are aiming to weave magic and might into a flawless, but deadly dance. Your blade moves like the wind, and you ride the currents perfectly. By channeling aether through your body, you increase your speed in battle.

Implements of Sword Dancing

When you focus on the Sword Dancer style at 3rd level, you gain proficiency in the Acrobatics and Performance skills.

Corps-a-corps

At 3rd level, you have mastered the art of rushing an enemy with lightning speed and delivering a powerful strike.

In place of one of your attacks during your Attack action, you can expend two black Balance dice to travel in a straight line toward a target creature within 30 feet of you and is no closer than 10 feet. You then make an attack against it, dealing the two Balance dice as extra force damage on your first hit. You can't use this feature if your speed is 0 or if there are objects or creatures in the travel's path. This travel doesn't provoke opportunity attacks.

Aetheric Body (Level 7)

By 7th level, your repeated usage of Dualcast has altered your physique, increasing your speed and metabolism. You gain the following features:

  • Your movement speed increases by 10 feet. When you reach 14th level it increases by another 10 feet.

  • As a bonus action, you can spend one or more Hit Dice, add your Constitution modifier to each die rolled, and regain that number as hit points. You can't use this feature again until you finish a long rest.

Displacement

Also at 7th level, you have learned to slip out of the midst of close combat quickly and effortlessly.

As an action, you can expend two white Balance dice to travel up to 30 feet in a straight line away from a target creature within 5 feet of you. You are considered to travel over the heads of creatures, but if a creature of Large size or larger is in the path of this travel, it is interrupted, and you land before that creature's space. This travel doesn't provoke opportunity attacks.

While midair, you attack with magical sword beams. As part of this feature, make a ranged spell attack against the creature you moved away from, dealing the two Balance dice expended as force damage on a hit.

Redoublement (Level 11)

By 11th level, you know how to accelerate not just your spells, but also your attacks. Whenever you take the Attack action, you can make one additional melee weapon attack as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Grand Finale (Level 14)

When you reach 14th level, you are able to perform an awe-inspiring dance with equally majestic swordplay, that is both beautiful and deadly.

As an action, you can expend three Balance dice, and for the duration of this turn, whilst moving within 5 feet of a creature, you can make a number of melee weapon attacks against that creature for every 10 feet you move. You deal an extra two Balance dice as force damage on your first hit. The number of attacks you can make with this feature is limited to a maximum of 5.

You can't use this feature again until you finish a long rest, unless you expend two Balance dice on top of the normal cost to use it again.