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FF XIV D&D Compendium

Red Mage

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light Armor, Medium Armor
weapon proficiencies: Simple Weapon, Short Sword, Rapier
tools: Two Sets of Artisan's Tools
saving throws: Dexterity, Charisma
skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background
(a) leather or (b) hide
(a) a rapier
(a) a spellcasting focus
(a) an explorer's pack or (b) a dungeoneer's pack
spellcasting:
Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Red Mage spell list.

Cantrips
At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Spell Slots
The Red Mage 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 level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher   You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the 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
Charisma is your spellcasting ability for your Red Mage spells. 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 Red Mage 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

Spellcasting Focus
You can use a magically conductive stone inlaid in a decorative mount other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Red Mage spells.

Ritual Casting
You can cast any Red Mage spell you know as a ritual if that spell has the ritual tag.

Flair Points
At 1st level, you have a number of flair points determined by your red mage level as shown in the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a short or long rest.

Dual Cast
At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.
class features:
Combat Style
At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Flourish
At 18th level, when you roll initiative and have 0 flair points remaining, you recover 1d4 flair points.

Acceleration
At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You must then finish a long rest to use Acceleration again.
subclass options:
LevelProficiency BonusFeaturesFlair PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Dual Casting1422
2+2Red Mage Style, Style Feature2433
3+234442
4+2Ability Score Improvement45543
5+3Extra Attack456432
6+3Style Feature457433
7+34584331
8+3Ability Score Improvement4594332
9+4451043331
10+4Style Feature561143332
11+45612433321
12+4Ability Score Improvement6612433321
13+566134333211
14+5Style Feature76134333211
15+5761443332111
16+5Ability Score Improvement861443333111
17+68615433331111
18+6Battle Flourish9615433331111
19+6Ability Score Improvement9615433332211
20+6Acceleration10615433332211

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ZaraLillith.

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