Red Mage
Designed by
About this class
Grace and magic are one and the same in your hands. You weave elegant swordplay with arcane mastery, shifting effortlessly between offense, support, and control as you maintain perfect balance in the flow of battle.
Included subclasses
Domains
Arcana
Splendor
Starting stats
Hope feature
Class features
-
Arcane Mark
A true duelist leaves more than memories behind. Your magic manifests as a unique arcane mark that reflects your style and legacy. Describe its appearance and the story behind it.
You can create your mark at will on any surface or in the air. It is harmless to creatures and lasts until you dismiss it. -
Balance
Whenever you make and adversary mark 1 or more HP or Stress, gain a Black Token; whenever you make a creature clear 1 or more HP or Stress, gain a White Token; when you apply or remove a condition on a creature, you gain either a White or Black token of your choice; and when you start a Tag Team or Help an Ally, gain both a Black and White Token.
You can hold up to 2 Black Tokens and 2 White Tokens.
When you have 2 Black and White Tokens, you may spend all of them to empower yourself. This effect lasts for your next two successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits:
- You gain a bonus to Evasion equal to half your Spellcast trait.
- Whenever you make a creature clear HP or Stress, clear an additional HP or Stress.
- When you succeed on an attack, it deals an extra d6 magic damage per Tier.
- The damage die of your Melee or Very Close weapons increases by one step (up to a maximum of d20).
Each attack or effect that deals damage or clears HP or Stress consumes one use of this effect.
You cannot gain Black or White Tokens while empowered by Balance.
Clear all unspent Black and White Tokens when you rest. -
Spellblade
You may use your Spellcast trait instead of the normal attribute when making attack rolls with Melee or Very Close weapons. You may also change the weapon’s damage type to Physical or Magic.
Once per rest, when you deal damage with a weapon affected by Spellblade, you can reduce the Difficulty of your next Spellcast Roll by 1. If that spell deals damage, add one of your primary or secondary weapon’s damage dice to the spell’s damage roll. This benefit lasts until your next rest.
At each new Tier, you gain one additional use of this ability per rest.
Class items
- A red feathered hat or a red scarf.
Character questions
Background prompts
- What first drew you to the path of both sword and sorcery?
- What imbalance within yourself are you still trying to overcome?
- Who do you still need to prove your mastery to?
Connection prompts
- I saw you fight and knew there was more to your technique than brute force. What did I notice?
- I owe you a favor that I have never forgotten. What did you do for me?
- I sense a hidden potential within you. What makes me believe you can achieve greatness?
Subclass cards
Printable via header menu
Verduelliste
Foundation
SPELLCAST TRAIT: Presence
Aplomb: When you would make an Agility or Finesse Roll, you may mark a Stress to make it as a Presence Roll instead.
Corps-à-corps: Your relentless swordsmanship training sharpens both your offense and defense. Gain a +1 bonus to your Evasion.
Verduelliste
Specialization
Perfect Balance: You can hold up to 3 Black Tokens and 3 White Tokens.
When you spend all 3 of each to empower yourself, the original effects are improved and lasts for your next three successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits:
When you succeed on an attack, it deals an extra d8 magic damage per Tier, instead of d6.
The damage die of your Melee or Very Close weapons increases by two steps, instead of one (up to a maximum of d20).
Déplacement: When targeted by an attack, you can mark 2 Stress to gain +2 to your Evasion against that attack.
Verduelliste
Mastery
Manafication: Spend 2 Hope to immediately gain 1 Black Token and 1 White Token or clear a Stress.
Verbalance: Once per long rest, while empowered by spending 3 Black Tokens and 3 White Tokens, when you deal damage, you may end that empowerment early. If you do, the target marks 1 additional Hit Point.
Versage
Foundation
SPELLCAST TRAIT: Presence
Esprit: When you would make an Instinct or Knowledge Roll, you may mark a Stress to make it as a Presence Roll instead.
Connaissance: Take an additional domain card of your level or lower from a domain you have access to.
Versage
Specialization
Greater Balance: You can now hold up to 3 Black Tokens and 3 White Tokens.
When you spend all 3 of each to empower yourself, the original effects are improved and lasts for your next three successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits:
Whenever you clear HP or Stress, clear 2 additional HP or Stress, instead of 1.
Whenever you deal damage, the target must mark a Stress.
Sagesse: Take an additional domain card of your level or lower from a domain you have access to.
Versage
Mastery
Maîtrise: Reduce the difficulty of your Spellcast Rolls by 1.
Whenever you succeed on an Attack Roll or Spellcast Roll, you may spend 2 Hope to choose one of the following effects targeting a creature within Very Far range:
Apply a temporary condition.
Remove a condition.
The target marks a Stress.
Clear a Stress from the target.
If you succeeded with Hope, you may spend an additional Hope to add a second effect. You may target the same creature or a different one in range.
Lumière: Take an additional domain card of your level or lower from a domain you have access to.
Red Mage
Grace and magic are one and the same in your hands. You weave elegant swordplay with arcane mastery, shifting effortlessly between offense, support, and control as you maintain perfect balance in the flow of battle.
Domains
Arcana + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A red feathered hat or a red scarf.
Red Mage’s Hope Feature
Dualcast : Spend 3 Hope to target an additional creature within the range of an attack, or within the range of an ability or spell.
Class Features
Arcane Mark
A true duelist leaves more than memories behind. Your magic manifests as a unique arcane mark that reflects your style and legacy. Describe its appearance and the story behind it. You can create your mark at will on any surface or in the air. It is harmless to creatures and lasts until you dismiss it.
Balance
Whenever you make and adversary mark 1 or more HP or Stress, gain a Black Token; whenever you make a creature clear 1 or more HP or Stress, gain a White Token; when you apply or remove a condition on a creature, you gain either a White or Black token of your choice; and when you start a Tag Team or Help an Ally, gain both a Black and White Token. You can hold up to 2 Black Tokens and 2 White Tokens. When you have 2 Black and White Tokens, you may spend all of them to empower yourself. This effect lasts for your next two successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits: - You gain a bonus to Evasion equal to half your Spellcast trait. - Whenever you make a creature clear HP or Stress, clear an additional HP or Stress. - When you succeed on an attack, it deals an extra d6 magic damage per Tier. - The damage die of your Melee or Very Close weapons increases by one step (up to a maximum of d20). Each attack or effect that deals damage or clears HP or Stress consumes one use of this effect. You cannot gain Black or White Tokens while empowered by Balance. Clear all unspent Black and White Tokens when you rest.
Spellblade
You may use your Spellcast trait instead of the normal attribute when making attack rolls with Melee or Very Close weapons. You may also change the weapon’s damage type to Physical or Magic. Once per rest, when you deal damage with a weapon affected by Spellblade, you can reduce the Difficulty of your next Spellcast Roll by 1. If that spell deals damage, add one of your primary or secondary weapon’s damage dice to the spell’s damage roll. This benefit lasts until your next rest. At each new Tier, you gain one additional use of this ability per rest.
Red Mage Subclasses
Choose either the Verduelliste or Versage subclass.
Verduelliste
You have perfected the art of the arcane duel, weaving spells into every strike and turning swordplay into a graceful dance of magic and steel.
Spellcast Trait
Presence
Foundation Features
Aplomb: When you would make an Agility or Finesse Roll, you may mark a Stress to make it as a Presence Roll instead.
Corps-à-corps: Your relentless swordsmanship training sharpens both your offense and defense. Gain a +1 bonus to your Evasion.
Specialization Feature
Perfect Balance: You can hold up to 3 Black Tokens and 3 White Tokens.
When you spend all 3 of each to empower yourself, the original effects are improved and lasts for your next three successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits:
When you succeed on an attack, it deals an extra d8 magic damage per Tier, instead of d6.
The damage die of your Melee or Very Close weapons increases by two steps, instead of one (up to a maximum of d20).
Déplacement: When targeted by an attack, you can mark 2 Stress to gain +2 to your Evasion against that attack.
Mastery Feature
Manafication: Spend 2 Hope to immediately gain 1 Black Token and 1 White Token or clear a Stress.
Verbalance: Once per long rest, while empowered by spending 3 Black Tokens and 3 White Tokens, when you deal damage, you may end that empowerment early. If you do, the target marks 1 additional Hit Point.
Versage
You have devoted yourself to the deeper mysteries of magic, mastering the flow of arcane power with elegance and control.
Spellcast Trait
Presence
Foundation Features
Esprit: When you would make an Instinct or Knowledge Roll, you may mark a Stress to make it as a Presence Roll instead.
Connaissance: Take an additional domain card of your level or lower from a domain you have access to.
Specialization Feature
Greater Balance: You can now hold up to 3 Black Tokens and 3 White Tokens.
When you spend all 3 of each to empower yourself, the original effects are improved and lasts for your next three successful attacks, effects that deal damage or clear HP or Stress, or at the end of a scene, granting the following benefits:
Whenever you clear HP or Stress, clear 2 additional HP or Stress, instead of 1.
Whenever you deal damage, the target must mark a Stress.
Sagesse: Take an additional domain card of your level or lower from a domain you have access to.
Mastery Feature
Maîtrise: Reduce the difficulty of your Spellcast Rolls by 1.
Whenever you succeed on an Attack Roll or Spellcast Roll, you may spend 2 Hope to choose one of the following effects targeting a creature within Very Far range:
Apply a temporary condition.
Remove a condition.
The target marks a Stress.
Clear a Stress from the target.
If you succeeded with Hope, you may spend an additional Hope to add a second effect. You may target the same creature or a different one in range.
Lumière: Take an additional domain card of your level or lower from a domain you have access to.
Background Questions
Answer any of the following, or create your own.
- • What first drew you to the path of both sword and sorcery?
- • What imbalance within yourself are you still trying to overcome?
- • Who do you still need to prove your mastery to?
Connections
Ask one of the following, or improvise.
- • I saw you fight and knew there was more to your technique than brute force. What did I notice?
- • I owe you a favor that I have never forgotten. What did you do for me?
- • I sense a hidden potential within you. What makes me believe you can achieve greatness?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.