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College of the Red Mage

Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.

A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.

As though a flower amongst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.

Red Mages have drawn on a multitude of disciplines across the world, mixing Dark and Light magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.

Level 3: Flair for the Dramatic

You can use one of the following bonus actions and expending bardic inspiration equal to their requirement.

  • Dual Cast - At 3rd level, when you cast a spell that has a casting time of 1 action, you can spend 1 Bardic inspiration and your bonus action to cast another spell that would normally cost an action this turn. Your proficiency bonus determines the max level of the spell. (i.e. proficiency 3 = level spell 3)
  • Corps-A-Corps - At 3rd level you have mastered the art of approaching with lightning speed. As a bonus action, you may spend 1 Bardic inspiration and select one target within 30ft of you. You move in a straight line towards that target; this does not provoke attacks of opportunity but cannot pass through an enemy space. When you use your action to make a weapon attack against the target, you deal a bonus 1d8 weapon damage if your attack lands. (You may use your action normally.)
  • Heroic Charm - At 6th level, you gain proficiency in a charisma skill of your choice and your virtuoso nature has given you an edge in conversation. You may spend 1 Bardic inspiration to reroll any charisma based ability check.
  • Displacement - At 10th level you have learned to flow between martial and magic combat effortlessly. By spending a bonus action after taking the attack action you leap backwards through the air, landing up to 30ft in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity.
  • Insult to Injury - At 14th level when you injure an opponent with your action or reaction you may insult them adding 3d8 damage of the same type. This costs an inspiration dice and may not target more than one opponent.

Features

Dual Cast

At 3rd level, when you cast a spell that has a casting time of 1 action, you can spend 1 Bardic inspiration and your bonus action to cast another spell that would normally cost an action this turn. Your proficiency bonus determines the max level of the spell. (i.e. proficiency 3 = level spell 3)

Corps-A-Corps

At 3rd level you have mastered the art of approaching with lightning speed. As a bonus action, you may spend 1 Bardic inspiration and select one target within 30ft of you. You move in a straight line towards that target; this does not provoke attacks of opportunity but cannot pass through an enemy space. When you use your action to make a weapon attack against the target, you deal a bonus 1d8 weapon damage if your attack lands. (You may use your action normally.)

Heroic Charm

At 6th level, you gain proficiency in a charisma skill of your choice and your virtuoso nature has given you an edge in conversation. You may spend 1 Bardic inspiration to reroll any charisma based ability check.

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Displacement

At 10th level you have learned to flow between martial and magic combat effortlessly. By spending a bonus action after taking the attack action you leap backwards through the air, landing up to 30ft in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity.

Insult to Injury

At 14th level when you injure an opponent with your action or reaction you may insult them adding 3d8 damage of the same type. This costs an inspiration dice and may not target more than one opponent.