FFXIV Homebrew Red Mage (Half Caster)
A Miqo'te swordsman faces off with a villain on the run. With no where to run, their infamous criminal turns to fight the red clad hero, falling to their precise and skilled strikes.
A Hyurian mage cloaked in crimson finds a village under fire by the elements themselves, they use their powerful magics to protect their homes and heal their sick, bringing light where before there was only dark.
A Viera strikes a proud pose and calls out loudly to their allies, leading the charge against a group of roaving monsters, it is through the vermilion viera's leadership they claim victory.
Red Mages can trace the history of their kind back to a great reconciling of differences between warring mages, giving rise to great power and legacy of brave and powerful adventurers whose goal was to safeguard the future. Whether it is in the shadows or in the spotlight, Red Mages fight for good and protect those not strong enough to look out for themselves.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
none
saving throws:
Dexterity, Charisma
skills:
Choose two from Acrobatics, Arcana, Deception, Insight, Performance, Persuasion
starting equipment:
a chain shirt or a studded leather and 20 crossbow bolts
a rapier
a martial weapon or a simple weapon
a gemstone or enchanted adornment
an explorer's pack or a dungeoneer's pack
spellcasting:
Cantrips
You learn two cantrips: Jolt and one other cantrip of your choice from the Black Mage or White Mage spell lists. You learn another cantrip of your choice at 10th level.
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.
For example, if you know the 1st-level spell ___ and have a 1st-level and a 2nd level spell slot available, you can cast ___ using either slot.
Spells Known of 1st Level and Higher
You know two 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 one new spell of 1st or 2nd level.
Additionally, when you gain a level 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
Charisma is your spellcasting ability for your red mage spells, since your magic is reliant on your heroic determination. 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.
Ritual Casting
You can cast any red mage spell you know asa ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a gemstone or adornment that you attach to any weapon, making that weapon a spellcasting focus for your red mage spells.
class features:
Enchanted Blade
You have started your journey into world of sword and spell, and your first step is learning to fill your blade with magic. As a bonus action, you may fill your melee weapon with aether. While you are holding the weapon, you gain a bonus equal to your proficiency bonus to attack rolls and damage rolls with the weapon. This aether stays present in your blade for up to 1 minute.
You may use this feature a number of times equal to your proficiency bonus. You must finish a long rest before you can use it again.
Stylish Tricks
As a part of your early magical studies, you've learned minor magic tricks to assist your practice. You learn the Prestidigitation cantrip.
Fighting Style
At 2nd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons you gain a +2 to damage rolls with that weapon.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to cast spells beyond small tricks. See chapter 10 of the Player's handbook for the general rules of spellcasting and chapter 3 for the Red Mage spell list.
Cantrips
You learn two cantrips: Jolt and one other cantrip of your choice from the Black Mage or White Mage spell lists. You learn another cantrip of your choice at 10th level.
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.
For example, if you know the 1st-level spell ___ and have a 1st-level and a 2nd level spell slot available, you can cast ___ using either slot.
Spells Known of 1st Level and Higher
You know two 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 one new spell of 1st or 2nd level.
Additionally, when you gain a level 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
Charisma is your spellcasting ability for your red mage spells, since your magic is reliant on your heroic determination. 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.
Ritual Casting
You can cast any red mage spell you know asa ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a gemstone or adornment that you attach to any weapon, making that weapon a spellcasting focus for your red mage spells.
Heroic Style
At 3rd level, you can choose a heroic style that you strive to embody as you grow as a hero of sword and spell. Choose Shining Blade, Spellsword, or Battle Rose, all detailed at the end of the class description. The heroic style you choose grants you features at 3rd level and again at 7th, 11th, and 15th 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.
Heroic Parry
Beginning at 6th level, when you are targeted by an attack, as a reaction you can increase your AC against one melee Attack that would hit you by your proficiency bonus. To do so you must see the attacker and be wielding a melee weapon.
Heroic Riposte
Beginning at 10th level, when you are targeted by a melee weapon attack that misses, as a reaction you may make one melee weapon attack against the creature.
Hero's Blade
At 14th level, while under the effect of Enchanted Blade, your melee weapon attacks deal bonus damage equal to your Charisma modifier.
Strength of Will
At 18th level, when you are hit by a weapon attack, before you apply damage, you may use your reaction to gain hit points equal to your charisma modifier + your proficiency bonus. You may recover hit points in this way once. You must complete a long rest before you can use this feature again.
Accumulation of Power
At 19th level, you learn a spell from the Black Mage or White Mage spell list of 7th level or lower. This spell does not count against your spells known and does not use a spell slot to cast. Charisma is your spell casting ability for this spell. You may cast this spell once.
You must complete a long rest before you can cast this spell again.
Acceleration
At 20th level, when you cast a spell as a bonus action, you may use your action to cast a second spell. You may do this three times. You must finish a long rest to use this feature again.
subclass options:
Spellsword
Spellswords are Red Mages who have decided to lean more heavily on their magical talents rather than their blades. Their unique approach to magic allows them to quicken the casting of their spells, allowing them to effectively use both magic and martial prowess to overcome a number of obstacles.
Dual Cast
At 3rd level, you've learned to cast any spell with great haste. When you cast a spell with a casting time of one action, you may cast it as a bonus action.
You can hasten spells in this manner a number of times equal to your proficiency bonus. You must complete a long rest before you are able to use this feature again.
Manafication
At 7th level, you have learned how to cast spells more efficiently. Each time you cast a red mage spell, you gain a mana charge. When you cast a spell, instead of expending a spell slot, you may expend a number of mana charges equal to twice the spell's level instead. A spell cast in this way does not generate a mana charge.
When you complete a long rest, any mana charges you have stored dissipate.
Quicksilver Caster
At 11th level, if you deal damage to a creature with a cantrip, if you cast a spell which targets that creature on the same turn, you may empower the spell to make it harder to avoid. You gain advantage on ranged spell attacks against the target and the creature has disadvantage on dexterity saving throws against your spells until the end of your turn.
Battle Hardened Caster
At 15th level, you have advantage on concentration checks.
Level | XP | Abilities | Spells Known | Spell Slots |
---|
1 | 0 | Enchanted Blade, Stylish Tricks | — | — — — — — |
2 | 300 | Fighting Style, Spellcasting | 2 | 2 — — — — |
3 | 900 | Heroic Style | 3 | 3 — — — — |
4 | 2,700 | Ability Score Improvement | 3 | 3 — — — — |
5 | 6,500 | Extra Attack | 4 | 4 2 — — — |
6 | 14,000 | Heroic Parry | 4 | 4 2 — — — |
7 | 23,000 | Heroic Style Feature | 5 | 4 3 — — — |
8 | 34,000 | Ability Score Improvement | 5 | 4 3 — — — |
9 | 48,000 | — | 6 | 4 3 2 — — |
10 | 64,000 | Heroic Riposte | 6 | 4 3 2 — — |
11 | 85,000 | Heroic Style Feature | 7 | 4 3 3 — — |
12 | 100,000 | Ability Score Improvement | 7 | 4 3 3 — — |
13 | 120,000 | — | 8 | 4 3 3 1 — |
14 | 140,000 | Hero's Blade | 8 | 4 3 3 1 — |
15 | 165,000 | Heroic Style Feature | 9 | 4 3 3 2 — |
16 | 195,000 | Ability Score Improvement | 9 | 4 3 3 2 — |
17 | 225,000 | — | 10 | 4 3 3 3 1 |
18 | 265,000 | Strength of Will | 10 | 4 3 3 3 1 |
19 | 305,000 | Accumulation of Power | 11 | 4 3 3 3 2 |
20 | 355,000 | Acceleration | 11 | 4 3 3 3 2 |