Final Fantasy I: Red Mage (D&D 5E)

D&D 5E Ancient Greece is over (and a hell of a lot of fun to play) and when I asked folks what I should do next, they said VIDEO GAME RPG characters!

We’re nearing at the end of Final Fantasy–last post had Black Belt following after Black Mage following after Fighter following after White Mage and Thief. Today we’ve got the multiclassing jack-of-all-trades Red Mage!

Tune in next week for the first post for one of my a-favorite games from the SNES! Trust your seven lucky stars–you don’t want to miss it.

Final Fantasy D&D 5E RED MAGE.png

Red Mage

Medium humanoid (human), chaotic neutral rogue 2/bard 2/paladin 2/sorcerer (shadow) 2
Armor Class 19 (breastplate, shield, defense fighting style)
Hit Points 60 (4d8+2d10+2d6+24)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 10 (+0) 9 (-1) 18 (+4)

Saving Throws Dex +5, Int +3
Skills Athletics +4, Insight +2, Investigation +6, Perception +5, Persuasion +7, Stealth +5; thieves’ tools +5
Senses darkvision 120 ft., passive Perception 15
Languages Common
Challenge 6 (2,300 XP)

Cunning Action (1/turn). Red Mage can take a bonus action to take the Dash, Disengage, Hide, or Use Object action.
Bardic Inspiration 1d6 (4/long rest). As a bonus action on his turn, Red Mage can choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails.
Divine Sense (5/long rest). As an action, Red Mage opens his awareness to the forces of good and evil. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Divine Smite. When Red Mage hits a creature with a melee weapon attack, he can expend one spell slot to deal 2d8 radiant damage to the target, in addition to the weapon’s damage. The damage increases by 1d8 if the target is an undead or a fiend.
Feat: War Magic. Red Mage has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and he can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
Grave Strength. When Red Mage is reduced to 0 hit points via damage that isn’t radiant or from a critical hit, he can make a Charisma saving throw (DC 5 + damage taken). On a successful save, he drops to 1 hit point and cannot use this feature again until he finishes a long rest.
Jack of All Trades. Red Mage adds +1 to any ability check he makes that doesn’t already include his proficiency bonus.
Lay on Hands (10 points). As an action, Red Mage can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
Sneak Attack (1/turn). Red Mage deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Red Mage that isn’t incapacitated and Red Mage doesn’t have disadvantage on the attack roll.
Song of Rest. After a short rest, if Red Mage or any friendly creatures who can hear his performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Sorcery Points (2/long rest). Red Mage can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

  • Creating Spell Slots & Sorcery Points. Red Mage can expend one spell slot and gain 2 sorcery points or create a 1st-level spell slot by expending 2 sorcery points.

Spellcasting. Red Mage is a 5th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). He knows the following spells from the bard and sorcerer spell lists, and has a few prepared paladin spells:

  • Cantrips: acid splash, fire bolt, mage hand, minor illusion, ray of frost, vicious mockery
  • 1st-level (4 slots): charm person, detect magic, disguise self, healing word, magic missile, shield, sleep, thunderwave; [paladin] command, cure wounds, divine favor, protection from good and evil, shield of faith
  • 2nd-level (3 slots): none
  • 3rd-level (2 slots): none

 

ACTIONS

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
FF1 Red Mages.png

Red Mage (“Red Wizard” level)

Medium humanoid (human), chaotic neutral rogue 2/bard 2/paladin 2/sorcerer (shadow)2/fighter 8 (eldritch knight)
Armor Class 19 (breastplate, shield, defense fighting style)
Hit Points 128 (4d8+10d10+2d6+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 10 (+0) 9 (-1) 20 (+5)

Saving Throws Dex +7, Int +5
Skills Athletics +6, Insight +4, Investigation +10, Perception +9, Persuasion +10, Stealth +7; thieves’ tools +7
Senses darkvision 120 ft., passive Perception 19
Languages Common
Challenge 14 (11,500 XP)

Action Surge (1/short rest). Once on his turn, Red Mage can take an additional action on top of his regular action and a possible bonus action.
Cunning Action (1/turn). Red Mage can take a bonus action to take the Dash, Disengage, Hide, or Use Object action.
Bardic Inspiration 1d6 (5/long rest). As a bonus action on his turn, Red Mage can choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails.
Bonded Weapons. Red Mage’s scimitar and dagger can only be disarmed from him when he is incapacitated. In addition, as long as he is on the same plane of existence as these weapons he can use a bonus action to summon one of them into each hand.
Divine Sense (6/long rest). As an action, Red Mage opens his awareness to the forces of good and evil. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Divine Smite. When Red Mage hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Feat: Fortunate (3/long rest). Red Mage can spend 1 point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.
Feat: Soldier Tactics. A creature hit by Red Mage’s opportunity attack reduces its speed to 0 until the beginning of the next round and disengaging from Red Mage still provokes opportunity attacks. In addition, Red Mage can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Red Mage.
Feat: War Magic. Red Mage has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and he can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
Grave Strength. When Red Mage is reduced to 0 hit points via damage that isn’t radiant or from a critical hit, he can make a Charisma saving throw (DC 5 + damage taken). On a successful save, he drops to 1 hit point and cannot use this feature again until he finishes a long rest.
Jack of All Trades. Red Mage adds +2 to any ability check he makes that doesn’t already include his proficiency bonus.
Lay on Hands (10 points). As an action, Red Mage can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
Second Wind (1/short rest). On his turn, Red Mage can use a bonus action to regain 1d10+8 hit points.
Sneak Attack (1/turn). Red Mage deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Red Mage that isn’t incapacitated and Red Mage doesn’t have disadvantage on the attack roll.
Song of Rest. After a short rest, if Red Mage or any friendly creatures who can hear his performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Sorcery Points (2/long rest). Red Mage can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

  • Creating Spell Slots & Sorcery Points. Red Mage can expend one spell slot and gain 2 sorcery points or create a 1st-level spell slot by expending 2 sorcery points.

Spellcasting. Red Mage is a 9th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 18; +10 to hit with spell attacks). He knows the following spells from the bard, sorcerer, and wizard spell lists, and has a few prepared paladin spells.

  • Cantrips: acid splash, fire bolt, mage hand, message, minor illusion, ray of frost, shocking grasp, vicious mockery [possibly swap in a few nifty blade-based cantrips not part of the OGL 😉 ]
  • 1st-level (4 slots): burning hands, charm person, detect magic, disguise self, feather fall, find familiar, healing word, identify, magic missile, shield, sleep, thunderwave; [paladin] command, cure wounds, divine favor, protection from good and evil, shield of faith
  • 2nd-level (3 slots): scorching ray, shatter
  • 3rd-level (3 slots): none
  • 4th-level (3 slots): none
  • 5th-level (1 slots): none

War-Magician. Red Mage can use a bonus action to make one weapon attack after casting a cantrip with a casting time of 1 action.

 

ACTIONS

Extra Attack. Red Mage attacks twice when he takes the attack action.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

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