Crimson Duelist
Extraordinary are those who can swing blades and weave magicks both, but few can hold a candle to the wielders of red magick—the crimson duelists. Many a foe has been felled by these champions that charge forth at every opportunity, but dance back to the safety of their spells when need be. Not quite mage, not quite warrior—it bothers them not, for they know their arts have surpassed both.
The Truth of Magick
Unlike the practitioners of traditional black and white magicks, who drain their surroundings' energy, crimson duelists shape reality through the power they themselves bear. This spellcasting principle, known as red magick, dates back many millenia to a time when the Material Plane had nearly been run dry of mana. Mages were forced to learn how to draw out their own essence and amplify it with a little help from the world, a process that brought many to their deaths. Vital it was though to allow the world to heal. And so the duelists hold on to these ancient arts, knowing they will one day be needed again.
Creating a Crimson Duelist
It is important when creating a crimson duelist to understand how you learned of red magick. Were you a bibliophile who came across ancient knowledge, or were you a scholar of magicks that unknowingly redeveloped the art? Perhaps you are a scion of the crimson duelists and had a master to teach you the arts?
Once you understand your history, determine what part of your training led to the life of an adventurer. Why do you
travel the realms? Do you look to spread your knowledge, or have you dedicated yourself to helping others with your
esoteric powers? Maybe you just wish for recognition
and seek out challenges that will gain it?
Quick Build
You can make a crimson duelist quickly by following
these suggestions. First, make Strength or Dexterity
your highest ability score, depending on your weapon
choice. Your next highest ability score should be
Intelligence. Second, choose the sage background.
Class Features
As a crimson duelist, you have the following
class features.
Hit Points
Hit Dice: 1d8 per crimson duelist level
Hit Points at 1st Level: 8 + your
Constitution modifier
Hit Points at Higher Levels: 1d8
(or 5) + your Constitution modifier
per crimson duelist level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, longswords, rapiers,
shortswords, whips
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
History, Insight, Investigation, Medicine, and Religion
The Crimson Duelist
Level | Proficiency Bonus | Features | Battledance Maneuvers | ||||
---|---|---|---|---|---|---|---|
1st | +2 | Red Magick, Ritual Weapon | — | ||||
2nd | +2 | Battledance, Manafont | 2 | ||||
3rd | +2 | Fighting Style | 2 | ||||
4th | +2 | Ability Score Improvement | 2 | ||||
5th | +3 | Extra Attack | 3 | ||||
6th | +3 | Convert | 3 | ||||
7th | +3 | — | 4 | ||||
8th | +3 | Ability Score Improvement | 4 | ||||
9th | +4 | War Magic | 5 | ||||
10th | +4 | — | 5 | ||||
11th | +4 | Acceleration | 5 | ||||
12th | +4 | Ability Score Improvement | 6 | ||||
13th | +5 | — | 6 | ||||
14th | +5 | Battleready | 6 | ||||
15th | +5 | — | 7 | ||||
16th | +5 | Ability Score Improvement | 7 | ||||
17th | +6 | Manafication | 7 | ||||
18th | +6 | — | 8 | ||||
19th | +6 | Ability Score Improvement | 8 | ||||
20th | +6 | Limit Break | 8 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) leather armor and a shield or (b) studded leather armor
and one simple weapon
• (a) a longsword, (b) a rapier, or (c) one simple weapon
• (a) an arcane focus or (b) a component pouch
• (a) a dungeoneer's pack or (b) an explorer's pack
Red Magick
Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the crimson duelist spell list.
Cantrips
You know two cantrips of your choice from the crimson duelist spell list. You learn additional crimson duelist cantrips
of your choice at higher levels, as shown in the Cantrips Known column of the Crimson Duelist table.
Spell Slots
The Crimson Duelist table shows how many spell slots you have to cast your crimson duelist spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your crimson duelist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the crimson duelist spell list. The Spells Known column of the Crimson Duelist table shows when you learn more
crimson duelist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new crimson duelist spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the crimson duelist spells you know and replace it with another spell from the crimson duelist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your crimson duelist spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a crimson duelist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section in the Player's Handbook) as a spellcasting focus for your crimson duelist spells.
Ritual Weapon
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, it counts as an arcane focus for you. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two ritual weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Battledance
In your studies of crimson duelist history, you have learned of their fighting style known as the battledance.
At 2nd level, you learn two battledance maneuvers of your choice. Your maneuver options are detailed at the end of the class description. When you gain certain crimson duelist levels, you gain additional maneuvers of your choice, as shown in the Battledance Maneuvers column of the Crimson Duelist table.
Additionally, when you gain a level in this class, you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level.
If a battledance maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Manafont
Beginning at 2nd level, you learn how to borrow and harness the essence of both black and white magicks within yourself and perform special techniques. Your battledance maneuvers either generate or expend mana. Certain spells you cast also generate mana. Any crimson duelist spell that harms or enfeebles an opponent generates 1 black mana, while spells that heal or aid you or an ally generate 1 white mana. The DM is the final arbiter of if a spell generates mana or not. Any cantrips cast outside of combat do not generate mana.
You can hold a maximum of 5 black mana and 5 white mana at any given time. You lose all held mana after finishing a short or long rest.
Balancing Mana
You also gain benefits and detriments depending on how much of each mana you have, as explained by the following. To gain these effects, you must have a combined total of at least 5 mana.
Balanced Mana. As long as your black or white mana never exceed the other's value by more than 1, you have advantage on all weapon and spell attacks.
Black Mana Dominant. If your black mana ever exceeds your white mana by 2 or more, your weapon and spell attacks deal additional damage equal to your proficiency modifier. Attacks against you are made with advantage.
White Mana Dominant. If your white mana ever exceeds your black mana by 2 or more, you gain a +2 bonus to AC and saving throws. All of your attacks and spells deal minimum damage.
Bonus Cantrips
You gain the following cantrips to aid you in generating mana. These do not count against your cantrips known.
Jolt
Evocation cantrip
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous
An eldritch explosion manifests around a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 force damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Glimpse
Divination cantrip
- Casting Time: 1 bonus action
- Range: 30 ft
- Components: V, S, M (a doll's eye)
- Duration: 1 round
You look at one ally within range, mystically sending them a blurry vision of the immediate future. The target gains a +1 bonus to AC against the first attack made against them within the next round.
Fighting Style
At 3rd 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.
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 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Convert
At 6th level, you're able to alter your held mana. As a bonus action, you may switch the amount of all of your black mana and white mana with each other. For example, if you had 3 black mana and 1 white mana, after using this ability you would have 1 black mana and 3 white mana.
War Magic
Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Acceleration
Starting at 11th level, you are able to draw in more mana at once. You activate this ability as a bonus action. For a number of rounds equal to your Intelligence modifier (minimum 1), whenever you gain mana the amount is doubled. You have two uses of this ability, and you regain all expended uses of it when you finish a long rest.
Battleready
Beginning at 14th level, you gain 2 mana of any combination when you make an initiative roll.
Manafication
Starting at 17th level, you can temporarily surpass your limits. As an action, your current amount of mana is doubled. Any mana that would exceed your maximum is converted. For every black mana that exceeds your limit, you gain a +1 bonus to damage on your next successful weapon or spell attack. For every white mana that exceeds your limit, you gain 5 temporary hit points.
You have one use of this ability, and you regain its use when you finish a long rest.
Limit Break
At 20th level, you have discovered how to improve your battledance without reliance on black and white mana. As a bonus action, you activate this ability. For 1 minute, your battledance maneuvers don't expend mana. However, you aren't able to generate mana either.
You have one use of this ability, and you regain its use when you finish a long rest.
Battledance Maneuvers
When you reach 2nd level, you begin to learn battledance maneuvers, techniques that either generate or expend mana.
Effects
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The battledance maneuvers are presented in alphabetical order. Any maneuver that has a mana cost will list how much is required in the description. Some also have increased or additional effects depending on your mana balance (see the Balancing Mana section under Manafont). You are treated as having that particular mana balance until the end of your turn. For example, if you have 5 black mana and 2 white mana, and you spend 2 black mana on a maneuver, you count as being Black Mana Dominant for the rest of this turn, not Balanced Mana.
Contre Sixte
Cost: 3 (any combination)
Effect: As an action, make one weapon attack against a
Balanced Mana: You may choose a number of creatures
Corps-a-Corps
Cost: 2 (any combination)
Effect: As an action, you may move up to half your movement
Balanced Mana: You may instead move your full movement
Dedans-et-Dehors
Prerequisite: 15th level, corps-a-corps, displacement,
Cost: 10 mana (all)
Effect: Using both your action and bonus action at once, you
Displacement
Cost: 2 (any combination)
Effect: As a bonus action, you may move half your movement
Balanced Mana: Before moving in this way, you may make
Embolden
Cost: 5 (white)
Effect: As a bonus action, you heal 1d10 + your crimson
White Mana Dominant: In addition to the above, you gain 5
Enchant Blade
Prerequisite: 7th level
Cost: 5 (black)
Effect: As a bonus action, choose one of the following: acid,
Black Mana Dominant: Your weapon also counts as magical
Faucher
Prerequisite: 15th level, contre sixte, moulinet
Cost: 10 (all)
Effect Using both your action and bonus action at once, you
Creatures affected by these maneuvers make their saving
Manège
Prerequisite: 12th level
Cost: 6 (any combination)
Effect: As an action, you make a sweeping attack that targets
Moulinet
Prerequisite: 5th level
Cost: 5 (any combination)
Effect: As an action, you channel mana into your weapon and
Muse
Cost: None
Effect: As a bonus action, you take a short break from battle
Parry
Cost: 1 (any combination)
Effect: When attacked with a melee weapon, you can add a
Black Mana Dominant: On a successful parry attempt, you
White Mana Dominant: You may also parry ranged weapon
Persevere
Cost: 5 mana (white)
Efeect: As a bonus action, choose one type of saving throw.
White Mana Dominant: Choose a second saving throw to
Redoublement
Prerequisite: 12th level
Cost: 3 (any combination)
Effect: When taking the Attack action, you may use this
Riposte
Cost: None
Effect: Whenever you succeed on a weapon attack from
Crimson Duelist Spell List
Siphon
Prerequisite: 9th level
Cost: 5 (black)
Effect: As a bonus action, you can grant one weapon you
Black Mana Dominant: During this period the target takes
Special: The DM may rule that monsters significantly
Zwerchhau
Prerequisite: 9th level
Cost: 4 (any combination)
Effect: When using the Attack action, you may instead
Black Mana Dominant: You may make one additional attack
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Dancing Lights
- Fire Bolt
- Guidance
- Light
- Mage Hand
- Mending
- Prestidigitation
- Resistance
- Shocking Grasp
- Spare the Dying
- True Strike
1st Level
- Bane
- Bless
- Burning Hands
- Charm Person
- Command
- Comprehend Languages
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Expeditious Retreat
- False Life
- Grease
- Healing Word
- Identify
- Magic Missile
- Shield
- Silent Image
- Sleep
2nd Level
- Acid Arrow
- Aid
- Blur
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere
- Hold Person
- Invisibility
- Lesser Restoration
- Magic Weapon
- Mirror Image
- Misty Step
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Suggestion
- Web
3rd Level
- Bestow Curse
- Blink
- Counterspell
- Dispel Magic
- Fear
- Haste
- Lightning Bolt
- Mass Healing Word
- Protection from Energy
- Remove Curse
- Slow
- Stinking Cloud
- Tongues
- Vampiric Touch
4th Level
- Arcane Eye
- Banishment
- Blight
- Confusion
- Dimension Door
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Stoneskin
5th Level
- Animate Objects
- Arcane Hand
- Cloudkill
- Cone of Cold
- Dominate Person
- Geas
- Greater Restoration
- Hold Monster
- Mass Cure Wounds
- Raise Dead
- Telekinesis
- Wall of Force