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Kostky životů 1d8 za úroveň

Odbornosti

DEX , INT

Blue Mage

Úroveň Bonus odbornosti Vlastnosti Cantrips Known Monster Link Capacity Spell Slots Slot Level Monster Mimicry
1 + 2 Azure Lore Blue Mage Calling Libra 2 1 1 {@filter 1st|spells|level=1|class=Blue Mage (FFXIV5E)} 0
2 + 2 Azure Lore Blue Mage Calling Libra 2 2 2 {@filter 1st|spells|level=1|class=Blue Mage (FFXIV5E)} 2
3 + 2 Azure Lore Blue Mage Calling Libra 2 2 2 {@filter 2nd|spells|level=2|class=Blue Mage (FFXIV5E)} 3
4 + 2 Azure Lore Blue Mage Calling Libra 3 3 2 {@filter 2nd|spells|level=2|class=Blue Mage (FFXIV5E)} 3
5 + 3 Azure Lore Blue Mage Calling Libra 3 3 2 {@filter 3rd|spells|level=3|class=Blue Mage (FFXIV5E)} 4
6 + 3 Azure Lore Blue Mage Calling Libra 3 4 2 {@filter 3rd|spells|level=3|class=Blue Mage (FFXIV5E)} 4
7 + 3 Azure Lore Blue Mage Calling Libra 3 4 2 {@filter 4th|spells|level=4|class=Blue Mage (FFXIV5E)} 5
8 + 3 Azure Lore Blue Mage Calling Libra 3 5 2 {@filter 4th|spells|level=4|class=Blue Mage (FFXIV5E)} 5
9 + 4 Azure Lore Blue Mage Calling Libra 3 5 2 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 5
10 + 4 Azure Lore Blue Mage Calling Libra 4 5 2 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 6
11 + 4 Azure Lore Blue Mage Calling Libra 4 6 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 6
12 + 4 Azure Lore Blue Mage Calling Libra 4 6 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 6
13 + 5 Azure Lore Blue Mage Calling Libra 4 6 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 7
14 + 5 Azure Lore Blue Mage Calling Libra 4 6 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 7
15 + 5 Azure Lore Blue Mage Calling Libra 4 7 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 7
16 + 5 Azure Lore Blue Mage Calling Libra 4 7 3 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 8
17 + 6 Azure Lore Blue Mage Calling Libra 4 7 4 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 8
18 + 6 Azure Lore Blue Mage Calling Libra 4 7 4 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 8
19 + 6 Azure Lore Blue Mage Calling Libra 4 8 4 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 9
20 + 6 Azure Lore Blue Mage Calling Libra 4 8 4 {@filter 5th|spells|level=5|class=Blue Mage (FFXIV5E)} 9

Kouzla třídy

Acid Splash Chill Touch Dancing Lights Fire Bolt frostbite|xge gust|xge infestation|xge lightning lure|tce Message Minor Illusion Mold Earth Poison Spray Prestidigitation primal savagery|xge Ray of Frost Resistance sapping sting|xge Shocking Grasp thunderclap|xge True Strike Animal Friendship Armor of Agathys Bane Beast Bond Burning Hands catapult|xge cause fear|xge Detect Magic Detect Poison and Disease earth tremor|xge Ensnaring Strike Expeditious Retreat Faerie Fire Feather Fall Grease Guiding Bolt Heroism Hex ice knife|xge Jump Longstrider Ray of Sickness Shield Sleep Speak with Animals tasha's caustic brew|tce Thunderwave Witch Bolt zephyr strike|xge Alter Self Animal Messenger Beast Sense Blindness/Deafness Blur Darkness Darkvision dragon's breath|xge dust devil|xge earthbind|xge Enhance Ability Find Traps Flame Blade Gust of Wind healing spirit|xge Heat Metal Invisibility Levitate Locate Animals or Plants maximilian's earthen grasp|xge Melf's Acid Arrow Misty Step Pass Without Trace Protection from Poison Ray of Enfeeblement Scorching Ray See Invisibility snilloc's snowball swarm|xge Spider Climb Spike Growth Web catnap|xge Daylight erupting earth|xge Fear Feign Death Fly Haste Hypnotic Pattern melf's minute meteors|xge Plant Growth Sleet Storm Slow thunder step|xge tidal wave|xge wall of sand|xge wall of water|xge Water Breathing Wind Wall Blight Confusion Fire Shield Giant Insect Grasping Wine Greater Invisibility guardian of nature|xge Ice Storm Locate Creature Otiluke's Resilient Sphere Stone Shape Stoneskin storm sphere|xge vitriolic sphere|xge Wall of Fire watery sphere|xge Cloudkill Cone of Cold Contagion Control Winds enervation|xge immolation|xge Insect Plague maelstrom|xge skill empowerment|xge Tree Stride Wall of Stone Chain Lightning Eyebite Flesh to Stone Globe of Invulnerability Move Earth Otiluke's Freezing Sphere True Seeing Wall of Ice Wind Walk Delayed Blast Fireball Etherealness Fire Storm power word pain|xge Prismatic Spray Regenerate Sequester abi-dalzim's horrid wilting|xge Control Weather Earthquake Incendiary Cloud Power Word Stun Tsunami Meteor Swarm Prismatic Wall Storm of Vengeance Weird acid splash|xphb chill touch|xphb dancing lights|xphb fire bolt|xphb message|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb ray of frost|xphb resistance|xphb shocking grasp|xphb true strike|xphb animal friendship|xphb armor of agathys|xphb bane|xphb burning hands|xphb detect magic|xphb detect poison and disease|xphb ensnaring strike|xphb expeditious retreat|xphb faerie fire|xphb feather fall|xphb grease|xphb guiding bolt|xphb heroism|xphb hex|xphb jump|xphb longstrider|xphb ray of sickness|xphb shield|xphb sleep|xphb speak with animals|xphb thunderwave|xphb witch bolt|xphb alter self|xphb animal messenger|xphb beast sense|xphb blindness/deafness|xphb blur|xphb darkness|xphb darkvision|xphb enhance ability|xphb find traps|xphb flame blade|xphb gust of wind|xphb heat metal|xphb invisibility|xphb levitate|xphb locate animals or plants|xphb melf's acid arrow|xphb misty step|xphb pass without trace|xphb protection from poison|xphb ray of enfeeblement|xphb scorching ray|xphb see invisibility|xphb spider climb|xphb spike growth|xphb web|xphb daylight|xphb fear|xphb feign death|xphb fly|xphb haste|xphb hypnotic pattern|xphb plant growth|xphb sleet storm|xphb slow|xphb water breathing|xphb wind wall|xphb blight|xphb confusion|xphb fire shield|xphb giant insect|xphb greater invisibility|xphb ice storm|xphb locate creature|xphb otiluke's resilient sphere|xphb stone shape|xphb stoneskin|xphb wall of fire|xphb cloudkill|xphb cone of cold|xphb contagion|xphb insect plague|xphb tree stride|xphb wall of stone|xphb chain lightning|xphb eyebite|xphb flesh to stone|xphb globe of invulnerability|xphb move earth|xphb otiluke's freezing sphere|xphb true seeing|xphb wall of ice|xphb wind walk|xphb delayed blast fireball|xphb etherealness|xphb fire storm|xphb prismatic spray|xphb regenerate|xphb sequester|xphb control weather|xphb earthquake|xphb incendiary cloud|xphb power word stun|xphb tsunami|xphb meteor swarm|xphb prismatic wall|xphb storm of vengeance|xphb weird|xphb

Vlastnosti třídy

Úroveň 1

Azure Lore
Blue Mage Calling
Libra

Úroveň 10

Blue Mage Calling Feature

Úroveň 11

Elite Monster Link (6th Level)

Úroveň 12

Ability Score Improvement

Úroveň 13

Elite Monster Link (7th Level)

Úroveň 14

Blue Mage Calling Feature

Úroveň 15

Elite Monster Link (8th Level)

Úroveň 16

Ability Score Improvement

Úroveň 17

Elite Monster Link (9th Level)

Úroveň 19

Ability Score Improvement

Úroveň 2

Monster Mimicries

Úroveň 20

Deep Azure

Úroveň 3

Blue Mage Calling Feature

Úroveň 4

Ability Score Improvement

Úroveň 6

Blue Mage Calling Feature

Úroveň 8

Ability Score Improvement

Vývoj čaroděje

Vývoj čaroděje: pact

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Odbornosti

Armor

light

Skills

Počáteční vybavení

(a) a longsword or (b) a scimitar
a cane spellcasting focus
a set of clothes
a research journal

Vlastnosti třídy

Azure Lore (Level 1)

Your research and experience with monsters and magic has granted you spellcasting abilities. See chapter 10 for the general rules of spellcasting and the end of this document for the Blue Mage spell list

Cantrips

You know two cantrips of your choice from the blue mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Spell Slots

The Blue Mage table shows how many spell slots you have. 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 blue mage 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 5th level, you have two level 3 spell slots. To cast the 1st-level spell thunderwave, you must expend one of those slots, and you cast it as a 3rd-level spell.

Monster Links

As a Blue Mage, you develop your spellcasting based on the abilities of monsters. A Monster Link is research linking the traits and abilities of creatures to pairs of spells to emulate their magical properties.

Each monster link you develop grants you two spells while you are accessing them. When you gain a Blue Mage level, you take the opportunity to further develop your research and may create a new monster link, adding another pairing of spells from the blue mage spell list to your research journal as a pair. You may have any number of monster links in your research journal but may only access a number of monster links per the Monster Link Capacity column of the Blue Mage table, knowing the spells associated with the links you are currently accessing.

At the end of a long rest of which you spent two hours focused on studying, you may exchange one of your monster links you are accessing for another.

Optional Rule

One of the key elements of the Blue Mage is seeking out and gaining power from beasts out in the world. I recommend using monster links as an additional reward for hard fought battles with rare enemies. If the Blue Mage uses its Libra feature before or after a battle with such a creature, the DM may decide they are feeling particularly inspired by their findings and can grant them a bonus monster link to add to their research journal, perhaps even using spells outside the Blue Mage spell list.

Research Journal

At first level, you have a research journal with two monster links created by you.

Spells Known of 1st Level and Higher

The number of spells you are able to cast is dependent on the number of Monster Links you are currently accessing. While accessing a monster link, you gain access to both spells that make up the monster link. At first level you are able to access one of your monster links, your ability to access more monster links at once growing as you gain levels in Blue Mage.

Your Research Journal

The monster links you've discovered are kept in your research journal. As you further your research alone, you may encounter the works of other blue mages or peers who share their findings.

Copying a Monster Link into the Book

When you find the research notes of a peer, or a tome with well detailed monster links, you can copy the pair of spells into your research journal if you have spell slots of the appropriate level and the spare time to decipher and copy the notation. Copying a spell involved reproducing the basic form of the spells, then understanding the unique style of the blue mage who wrote it. For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your own monster links.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.

Replacing the Book

You can copy a monster link from your own research journal into another book—for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place.

The Book's Appearance

Your research journal may take any style of tome you wish. A Lore Keeper like has a well kept tome used for taking notes in the field, while the Fell Guard may carry a durable grimoire to record their experiences.

Spellcasting Ability

Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spellcasting ability, as a Fell Guard Wisdom is your spellcasting ability and as a Carnevallian your spellcasting ability is Charisma. You use the associated ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier for the associated ability when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use a cane adorned with some kind of arcane focus at its handle as your spellcasting focus.

Blue Mage Calling (Level 1)

At 1st level, you choose the type of Blue Mage you'll become: the Lore Keeper, Fell Guard or Masked Carnevallian. All of them are detailed in the next section of the class description. Your choice grants you features at the 3rd, 6th, 10th and 14th level.

Libra (Level 1)

Also at 1st level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score

  • Dexterity score

  • Constitution score

  • Armor Class

  • Current hit points

  • Total class levels (if any)

Additionally, you may spend 1 minute after combat studying a creature's corpse to ascertain the same information.

Monster Mimicries (Level 2)

As your research into monsters continues, you learn how to use your magics to mimic their abilities.

At 2nd level, you gain two Monster Mimicries. Your Monster Mimicry options are detailed at the end of the class description. When you gain certain blue mage levels, you gain mimicries of your choice as shown in the Monster Mimicries Developed column of the Blue Mage table.

Additionally, when you gain a level in this class, you can choose one of the mimicries you have developed and retool your knowledge, replacing it with another mimicry you could learn at that level.

Blue Mage Calling Feature (Level 3)

At 3rd level, you gain a feature granted by your Blue Mage Calling.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Blue Mage Calling Feature (Level 6)

At 6th level, you gain a feature granted by your Blue Mage Calling.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Blue Mage Calling Feature (Level 10)

At 10th level, you gain a feature granted by your Blue Mage Calling.

Elite Monster Link (6th Level) (Level 11)

At 11th level, you have made a major breakthrough in emulating creatures of legend. You theorize an Elite Monster Link that you commit to memory. Choose one 6th-level spell from the blue mage spell list as this Elite Monster Link.

You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more blue mage spells of your choice that can be cast in this way: one 7th-level spell at the 13th level, one 8th-level spell at the 15th level, and one 9th level spell at the 17th level. You regain all uses of your Elite Monster Links when you finish a long rest.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Elite Monster Link (7th Level) (Level 13)

You have achieved yet another major breaktrough. Choose one 7th-level spell from the blue mage spell list as this Elite Monster Link.

You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.

Blue Mage Calling Feature (Level 14)

At 14th level, you gain a feature granted by your Blue Mage Calling.

Elite Monster Link (8th Level) (Level 15)

You have achieved yet another major breaktrough. Choose one 8th-level spell from the blue mage spell list as this Elite Monster Link.

You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Elite Monster Link (9th Level) (Level 17)

You have achieved yet another major breaktrough. Choose one 9th-level spell from the blue mage spell list as this Elite Monster Link.

You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Deep Azure (Level 20)

At 20th level, you may exchange your monster links when you complete a short rest. Additionally, you can spend 1 minute of highly intensive meditation, regaining all of your expended expended spell slots from your Azure Lore feature. You must then finish a long rest to use Deep Azure again.

Multitřídy

Požadavky multitříd

{"int":13}

Získané odbornosti

Armor light
Weapons simple , longswords , scimitars , shortswords

Podtřídy

Fell Guard
FFXIVBeforetheFall
Lore Keeper
FFXIVBeforetheFall
Masked Carnevallian
FFXIVBeforetheFall

Vlastnosti podtřídy

Fell Guard

Fell Guard (Level 1)

Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Fell Guard must balance the number of monsters whose energy they tap into or else they'll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Azure Guard

1st-level Fell Guard feature

Beginning at 1st level, you may use one handed melee weapons as spellcasting focus for your blue mage spells.

Additionally, you gain proficiency with medium armor and martial weapons. When you level up you gain an additional two hit points.

Monstrous Vanguard (Level 3)

3rd-level Fell Guard feature

Beginning at 3rd level, you choose a fighting style focus to assist you in the type of monster you prefer to hunt.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack. provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Survival Tactics (Level 6)

6th-level Fell Guard feature

Beginning at the 6th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Azure Corruption (Level 10)

10th-level Fell Guard feature

Beginning at the 10th level, you've learned to influence your body using monstrous magics, When you create a monster link, you may substitute one of your spells learned with one of the following damage resistances: acid, cold, fire, lightning, poison or thunder. You may only gain two resistences from your monster links at one time, and may only include one resistance within a single monster link.

Absorb Ability (Level 14)

14th-level Fell Guard feature

Beginning at the 14th level, you have learned to drain the natural abilities of your prey. As an action, you draw energy out of a creature you touch. The creature must make a Charisma saving throw against your spell save DC or receive a -2 reduction to an ability score of your choice on a failed save. on a success, the creautre becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability socre. This change in ability socre lasts 10 minutes and may only be used once a day. Failed attempts do not expend the use of this ability.

You must then finish a long rest to use Absorb Ability again.

Lore Keeper

Lore Keeper (Level 1)

You have taken on the duty of becoming a Lore Keeper, researchers who seek out and chronicle the monsters of the world to the finest details possible. In doing so you've learned to create magical bonds which allow you to borrow their power or emulate their magical effects. Be it the fiery breath of a drake or the climbing ability of a spider, you know how to cast spells which pay homage to the beasts you've dedicated yourself to.

Azure Knowledge

1st-level Lore Keeper feature

Beginning at 1st level, you may select an additional two cantrips from the blue mage spell list and add them to your cantrips known list. These do not count against the Cantrips Known in the blue mage class table.

Focused Assessment (Level 3)

3rd-level Lore Keeper feature

Starting at 3rd level, you gain proficiency in the Investigation skill. If you already have proficiency in the Investigation, you gain expertise in it, doubling your proficiency bonus.

Additionally, you may use Libra as an action on a creature. You also have gained an eye for spotting weaknesses and strengths, allowing you to learn additional types of information:

  • Damage resistances

  • Damage vulnerabilities

  • Damage immunities

Quick Assessment (Level 6)

6th-level Lore Keeper feature

Beginning at the 6th level, as a bonus action you are able to use Libra during combat on a creature that is within 30ft. of you.

Extracurricular Studies (Level 10)

10th-level Lore Keeper feature

Beginning at the 10th level, you may learn two spells of your choice from any class. A spell you choose must be of 5th level or lower, or a cantrip. The chosen spells count as blue mage spells for you.

Ace Tutor (Level 14)

14th-level Lore Keeper feature

Beginning at the 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on.

Choose an ally within 60ft. of you, until your next turn they have advantage on attack rolls against that creature.

Masked Carnevallian

Masked Carnevallian (Level 1)

The powerful and outlandish magics of the Blue Mage provide their practitioners with a large variety of magic few have seen before. As such, some Blue Mages mix their monstrous magic with showmanship, becoming a Masked Carnevallian.

Monster Carnival

1st-level Masked Carnevallian feature

Beginning at 1st level, you can inspire others through performing with monstrouc magics. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can see and hear you. That creature gains one Carnevallian 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 Carnevallian Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Carnevallian Inspiration die is rolled, it is lost. A creature can have only one Carnevallian Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Carnevallian Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Dramatic Recovery (Level 3)

3rd-level Masked Carnevallian feature

Beginning at 3rd level, when you are hit by a melee attack, you may use your reaction and spend one Carnevallian Inspiration die to move 5ft. backwards away from the attacker and roll the Carnevallian Inspiration die, reducing the damage you take by the result.

Entertainer's Intuition (Level 6)

6th-level Masked Carnevallian feature

Beginning at 6th level, when making a Charisma related skill check on a creature you have used the Libra feature on, you have advantage on the check.

Traveling Troupe (Level 10)

10th-level Masked Carnevallian feature

Beginning at 10th level, a creature who has one of your Carnevallian Inspiration die may spend it when they take damage. The damage taken is reduced by the die's result.

Monstrous Confidence (Level 14)

14th-level Masked Carnevallian feature

Beginning at 14th level, creatures who use your Carnevallian Inspiration die add your Charisma modifier to the die result.