SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

DEX , INT

Blue Mage

Level Proficiency Bonus Features Cantrips Known
1 + 2 Azure Lore Libra Azure Calling 3
2 + 2 Azure Lore Libra Azure Calling 3
3 + 2 Azure Lore Libra Azure Calling 3
4 + 2 Azure Lore Libra Azure Calling 4
5 + 3 Azure Lore Libra Azure Calling 4
6 + 3 Azure Lore Libra Azure Calling 4
7 + 3 Azure Lore Libra Azure Calling 4
8 + 3 Azure Lore Libra Azure Calling 4
9 + 4 Azure Lore Libra Azure Calling 4
10 + 4 Azure Lore Libra Azure Calling 5
11 + 4 Azure Lore Libra Azure Calling 5
12 + 4 Azure Lore Libra Azure Calling 5
13 + 5 Azure Lore Libra Azure Calling 5
14 + 5 Azure Lore Libra Azure Calling 5
15 + 5 Azure Lore Libra Azure Calling 5
16 + 5 Azure Lore Libra Azure Calling 5
17 + 6 Azure Lore Libra Azure Calling 5
18 + 6 Azure Lore Libra Azure Calling 5
19 + 6 Azure Lore Libra Azure Calling 5
20 + 6 Azure Lore Libra Azure Calling 5

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Azure Lore Libra Azure Calling 2 0 0 0 0 0 0 0 0
2 + 2 Azure Lore Libra Azure Calling 3 0 0 0 0 0 0 0 0
3 + 2 Azure Lore Libra Azure Calling 4 2 0 0 0 0 0 0 0
4 + 2 Azure Lore Libra Azure Calling 4 3 0 0 0 0 0 0 0
5 + 3 Azure Lore Libra Azure Calling 4 3 2 0 0 0 0 0 0
6 + 3 Azure Lore Libra Azure Calling 4 3 3 0 0 0 0 0 0
7 + 3 Azure Lore Libra Azure Calling 4 3 3 1 0 0 0 0 0
8 + 3 Azure Lore Libra Azure Calling 4 3 3 2 0 0 0 0 0
9 + 4 Azure Lore Libra Azure Calling 4 3 3 3 1 0 0 0 0
10 + 4 Azure Lore Libra Azure Calling 4 3 3 3 2 0 0 0 0
11 + 4 Azure Lore Libra Azure Calling 4 3 3 3 2 1 0 0 0
12 + 4 Azure Lore Libra Azure Calling 4 3 3 3 2 1 0 0 0
13 + 5 Azure Lore Libra Azure Calling 4 3 3 3 2 1 1 0 0
14 + 5 Azure Lore Libra Azure Calling 4 3 3 3 2 1 1 0 0
15 + 5 Azure Lore Libra Azure Calling 4 3 3 3 2 1 1 1 0
16 + 5 Azure Lore Libra Azure Calling 4 3 3 3 2 1 1 1 0
17 + 6 Azure Lore Libra Azure Calling 4 3 3 3 2 1 1 1 1
18 + 6 Azure Lore Libra Azure Calling 4 3 3 3 3 1 1 1 1
19 + 6 Azure Lore Libra Azure Calling 4 3 3 3 3 2 1 1 1
20 + 6 Azure Lore Libra Azure Calling 4 3 3 3 3 2 2 1 1

Class Spells

Acid Splash Chill Touch Dancing Lights Fire Bolt Frostbite|XGE Gust|XGE Infestation|XGE Lightning Lure|XGE Message Minor Illusion Mold Earth|XGE Poison Spray Prestidigitation Primal Savagery|XGE Ray of Frost Resistance Sapping Sting|XGE Shocking Grasp Thunder Clap True Strike absorb elements|xge Animal Friendship Armor of Agathys Beast Bond|XGE Burning Hands catapult|xge cause fear|xge Color Spray Comprehend Languages Detect Magic Detect Poison and Disease earth tremor|xge Ensnaring Strike Expeditious Retreat False Life Feather Fall frost fingers|xge Grease Healing Word Hellish Rebuke Hunter's Mark ice knife|xge Identify Inflict Wounds Jump Longstrider Mage Armor Magic Missile Ray of Sickness Purify Food and Drink Shield Silent Image Speak with Animals tasha's caustic brew|tce Thunderwave Witch Bolt zephyr strike|xge Aganazzar's Scorcher|XGE Alter Self Animal Messenger Barkskin Beast Sense Blindness/Deafness Blur Darkness Darkvision Detect Thoughts Dragon's Breath|XGE Enhance Ability Enlarge/Reduce Enthrall Find Steed Find Traps Flock of Familiars Gust of Wind Heat Metal Hold Person Invisibility Kinetic Jaunt Knock Lesser Restoration Levitate Locate Animals or Plants Melf's Acid Arrow Mirror Image Misty Step Nystul's Magic Aura|XGE Pass Without Trace Protection from Poison Ray of Enfeeblement Rime's Binding Ice|XGE See Invisibility Spider Climb Summon Beast|XGE Web Ashardalon's Stride|FTD Blink Catnap|XGE Conjure Animals Counterspell Daylight Erupting Earth Fear Feign Death Fireball Fly Gaseous Form Haste Hypnotic Pattern Life Transference|XGE Lightning Bolt Mass Healing Word Meld into Stone Nondetection Plant Growth Protection from Energy Revivify Sleet Storm Slow Stinking Cloud Thunder Step Tidal Wave Wall of Sand|XGE Wall of Water|XGE Water Breathing Water Walking Wind Wall Blight Confusion Fire Shield Freedom of Movement Giant Insect Grasping Wine Greater Invisibility guardian of nature|xge Ice Storm Locate Creature Otiluke's Resilient Sphere Polymorph Sickening Radience Stone Shape Stoneskin storm sphere|xge vitriolic sphere|xge Wall of Fire watery sphere|xge Awaken Cloudkill Commune with Nature Cone of Cold Contagion Control Winds Destructive Wave Enervation Far Step Geas Greater Restoration Hold Monster Immolation Insect Plague Mass Cure Wounds Mislead Raise Dead Reincarnate Scrying Skill Empowerment Steel Wind Strike Telekinesis Transmute Rock Tree Stride Wall of Stone Bone of the Earth|XGE Chain Lightning Disintegrate Druid Grove Eyebite Find the Path Fizban's Platinum Shield Flesh to Stone Globe of Invulnerability Harm Heal Move Earth Otiluke's Freezing Sphere Primordial Ward Tasha's Otherworldly Guise|XGE True Seeing Wall of Ice Crown of Stars Delayed Blast Fireball Draconic Transformation Etherealness Finger of Death Fire Storm Forcecage Power Word: Pain Prismatic Spray Regenerate Resurrection Simulacrum Symbol Whirlwind Abi-Dalzim's Horrid Wilting|XGE Animal Shapes Earthquake Feeblemind Incendiary Cloud Mind Blank Power Word: Stun Tsunami Astral Projection Invulnerability|XGE Mass Heal Mass Polymorph Power Word: Heal Power Word: Kill Psychic Scream Shapechange True Polymorph True Resurrection Weird Aero|FFXIV Aerora (Aero II)|FFXIV Aeroga (Aero III)|FFXIV Aeroja (Aero IV)|FFXIV Blizzard|FFXIV Blizzara (Blizzard II)|FFXIV Blizzaga (Blizzard III)|FFXIV Blizzaja (Blizzard IV)|FFXIV Fire|FFXIV Fira (Fire II)|FFXIV Firaga (Fire III)|FFXIV Firaja (Fire IV)|FFXIV Stone|FFXIV Stonra (Stone II)|FFXIV Stonga (Stone III)|FFXIV Stonja (Stone IV)|FFXIV Thunder|FFXIV Thundara (Thunder II)|FFXIV Thundaga (Thunder III)|FFXIV Thundaja (Thunder IV)|FFXIV Water|FFXIV Watera (Water II)|FFXIV Waterga (Water III)|FFXIV Waterja (Water IV)|FFXIV Electron|FFXIV Flare|FFXIV Flood|FFXIV Freeze|FFXIV Quake|FFXIV Tornado|FFXIV 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 burning hands|xphb color spray|xphb comprehend languages|xphb detect magic|xphb detect poison and disease|xphb ensnaring strike|xphb expeditious retreat|xphb false life|xphb feather fall|xphb grease|xphb healing word|xphb hellish rebuke|xphb hunter's mark|xphb identify|xphb inflict wounds|xphb jump|xphb longstrider|xphb mage armor|xphb magic missile|xphb ray of sickness|xphb purify food and drink|xphb shield|xphb silent image|xphb speak with animals|xphb thunderwave|xphb witch bolt|xphb alter self|xphb animal messenger|xphb barkskin|xphb beast sense|xphb blindness/deafness|xphb blur|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb enthrall|xphb find steed|xphb find traps|xphb gust of wind|xphb heat metal|xphb hold person|xphb invisibility|xphb knock|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb melf's acid arrow|xphb mirror image|xphb misty step|xphb pass without trace|xphb protection from poison|xphb ray of enfeeblement|xphb see invisibility|xphb spider climb|xphb web|xphb blink|xphb conjure animals|xphb counterspell|xphb daylight|xphb fear|xphb feign death|xphb fireball|xphb fly|xphb gaseous form|xphb haste|xphb hypnotic pattern|xphb lightning bolt|xphb mass healing word|xphb meld into stone|xphb nondetection|xphb plant growth|xphb protection from energy|xphb revivify|xphb sleet storm|xphb slow|xphb stinking cloud|xphb water breathing|xphb wind wall|xphb blight|xphb confusion|xphb fire shield|xphb freedom of movement|xphb giant insect|xphb greater invisibility|xphb ice storm|xphb locate creature|xphb otiluke's resilient sphere|xphb polymorph|xphb stone shape|xphb stoneskin|xphb wall of fire|xphb awaken|xphb cloudkill|xphb commune with nature|xphb cone of cold|xphb contagion|xphb destructive wave|xphb geas|xphb greater restoration|xphb hold monster|xphb insect plague|xphb mass cure wounds|xphb mislead|xphb raise dead|xphb reincarnate|xphb scrying|xphb telekinesis|xphb tree stride|xphb wall of stone|xphb chain lightning|xphb disintegrate|xphb eyebite|xphb find the path|xphb flesh to stone|xphb globe of invulnerability|xphb harm|xphb heal|xphb move earth|xphb otiluke's freezing sphere|xphb true seeing|xphb wall of ice|xphb delayed blast fireball|xphb etherealness|xphb finger of death|xphb fire storm|xphb forcecage|xphb prismatic spray|xphb regenerate|xphb resurrection|xphb simulacrum|xphb symbol|xphb animal shapes|xphb earthquake|xphb befuddlement|xphb incendiary cloud|xphb mind blank|xphb tsunami|xphb astral projection|xphb mass heal|xphb shapechange|xphb true polymorph|xphb true resurrection|xphb weird|xphb

Class Features

Level 1

Azure Lore
Libra
Azure Calling

Level 10

Azure Calling Feature

Level 12

Ability Score Improvement

Level 14

Azure Calling Feature

Level 16

Ability Score Improvement

Level 18

Azure Adaptation

Level 19

Ability Score Improvement

Level 2

Aetheric Recycling

Level 20

Azure Grimoire

Level 3

Azure Calling Feature

Level 4

Ability Score Improvement

Level 6

Azure Calling Feature

Level 8

Ability Score Improvement

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Caster Progression

Caster Progression: full

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

Skills

Starting Equipment

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

Class Features

Azure Lore (Level 1)

Your research and experience with monsters and magic has granted you spellcasting abilities. See chapter 10 of the PHB 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.

Preparing and Casting Spells

The Blue Mage table shows how many spell slots you have to cast your Blue Mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of blue mage spells and monster mimicries you are able to access. To do so, choose a number of spells from your research journal equal to your spellcasting ability modifier + your blue mage level (minimum one spell). The spells must be of a level for which you have spell slots. Attuning to a monster mimicry takes up two of these prepared spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Blue Mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Your spell casting ability for your blue mage spells changes depending on which Azure Calling you select. As a Lore Keeper, Intelligence is your spell casting ability, as a Fell Guard Wisdom is your spell casting ability and as a Whalaqee your spell casting 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

Ritual Casting

You can cast an Blue Mage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

YYou can use an arcane focus as a spellcasting focus for your blue mage spells.

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.

Azure Calling (Level 1)

At first level, you choose your Azure Calling which guides your journey into monster magic: the Lore Keeper, the Fell Guard or the Whalaqee. Your choice grants you features at 1st level and again at 6th, 10th and 14th level and changes your spell casting ability modifier as described in the Azure Lore section.

Aetheric Recycling (Level 2)

Beginning at 2nd level, through sharp meditation you can recover wasted magical energy left in your body from. When you finish a short rest, you can choose expanded spell slots to recover. The spell slots can have a combined level that is equal to or less than half your blue mage level (rounded up), and none of the slots can be 6th level or higher.

Azure Calling Feature (Level 3)

At 3rd level, you gain a feature granted by your Azure 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.

Azure Calling Feature (Level 6)

At 6th level, you gain a feature granted by your Azure 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.

Azure Calling Feature (Level 10)

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

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.

Azure Calling Feature (Level 14)

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

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.

Azure Adaptation (Level 18)

3rd-level Fell Guard feature

Beginning at 3rd level, you have learned to influence the flow of the lands aether to create various effects. You use one of your Divinations to influence an area you can see within 30ft. of you with a radius up to a maximum of 30ft. for 1 minute using one of the following effects:

Azure Scales

You gain resistance to all damage types except psychic.

Draconic Wings

You can a flying speed of 60ft.

Monstrous Vitality

Spend you expend a spell slot, you recover hit points equal to the spell slots level + your spell casting ability modifier.

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.

Azure Grimoire (Level 20)

Beginning at 20th level, as a bonus action you can change one of your monstrous mimicries to another monstrous mimicry.

Multiclassing

Multiclassing Requirements

{"int":13}

Proficiencies Gained

Armor light
Weapons simple , longswords , scimitars , shortswords

Subclasses

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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."],"name":"Colossus Slayer.","type":"entries"}],"type":"entries"},{"entries":[{"entries":["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."],"name":"Giant Killer.","type":"entries"}],"type":"entries"},{"entries":[{"entries":["The area becomes difficult terrain due to aether taking the form of surging tides. A creature who enters the area for the first time must make a Strength saving throw against your spell save DC. On a failure the creature is pushed 20ft. straight back from the center point of the area."],"name":"Horde Breaker","type":"entries"}],"type":"entries"},{"entries":[{"entries":["The area becomes difficult terrain caused by howling winds resisting movement. A creature is deafened while in the area, have disadavantage on concentration checks and if maintaining concentration must make a concentration check at the end of their turns."],"name":"Roaring Winds","type":"entries"}],"type":"entries"}],"header":2,"level":3,"name":"Monstrous Vanguard","page":48,"source":"FFXIV","subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":3,"subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 6th-level Fell Guard feature}","Beginning at the 6th level, you gain one of the following features of your choice.",{"entries":[{"entries":["Opportunity attacks against you are made with disadvantage."],"name":"Escape the Horde.","type":"entries"}],"type":"entries"},{"entries":[{"entries":["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."],"name":"Multiattack Defense.","type":"entries"}],"type":"entries"},{"entries":[{"entries":["You have advantage on saving throws against being frightened."],"name":"Steel Will.","type":"entries"}],"type":"entries"}],"header":2,"level":6,"name":"Survival Tactics","page":48,"source":"FFXIV","subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":6,"subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 10th-level Fell Guard feature}","Beginning at the 10th level, you've learned to influence your body using monstrous magics. When you complete a long rest you choose one of the following damage types: fire, cold, lightning, thunder, necrotic. You gain resistance against that damage type and your weapon attacks deal bonus damage of that type equal to your proficiency bonus."],"header":2,"level":10,"name":"Azure Warrior","page":48,"source":"FFXIV","subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":10,"subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 14th-level Lore Keeper 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 creature becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability score. This change in ability score lasts 10 minutes. Failed attempts do not expend the use of this ability.","You must then finish a long rest to use Absorb Ability again."],"header":2,"level":14,"name":"Absorb Ability","page":48,"source":"FFXIV","subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":14,"subclassShortName":"Fell Guard","subclassSource":"FFXIV","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFXIV","_isStandardSource":true,"className":"Blue Mage","classSource":"FFXIV","name":"Lore Keeper","page":45,"preparedSpells":"<$level$> + <$int_mod$>","shortName":"Lore Keeper","source":"FFXIV","spellcastingAbility":"int","subclassFeatures":[[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["Studious and thorough, the Lore Keepers are experts at noting details and learning about creatures of all shapes and sizes. 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You also have gained an eye for spotting weaknesses and strengths, allowing you to learn additional types of information:",{"items":["Damage Resistances","Damage Vulnerabilities","Damage Immunities"],"type":"list"}],"header":2,"level":3,"name":"Focused Assessment","page":47,"source":"FFXIV","subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":3,"subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 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."],"header":2,"level":6,"name":"Quick Assessment","page":47,"source":"FFXIV","subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":6,"subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 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."],"header":2,"level":10,"name":"Extracurricular Studies","page":4548,"source":"FFXIV","subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":10,"subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 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."],"header":2,"level":14,"name":"Ace Tutor","page":48,"source":"FFXIV","subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":14,"subclassShortName":"Lore Keeper","subclassSource":"FFXIV","type":"entries"}]]},{"__prop":"subclass","_fMisc":[],"_fSources":"FFXIV","_isStandardSource":true,"className":"Blue Mage","classSource":"FFXIV","name":"Whalaqee","page":45,"preparedSpells":"<$level$> + <$cha_mod$>","shortName":"Whalaqee","source":"FFXIV","spellcastingAbility":"cha","subclassFeatures":[[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["The Whalaqee are known in many scholarly circles as the original creators of blue magic. Hailing from the land known as 'The New World' the Whalaqee's magic was noted as strange to visitors from afar, using their aether to mimic the strength of monsters and unleash their power. The Whalaqee are a people who live in harmony with nature and use what they view as the strength of the natural world to defend it.",{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 1st-level Whalaqee feature}","Beginning at 1st level, when you level up you gain 1 additional hit point. Additionally, you can attune to an additional mimicry at the 1st level. This does not count against your prepared spells and mimicries.","You gain one additional mimicries at the 6th, 10th and 14th level."],"level":1,"name":"Mimic Blood","page":48,"source":"FFXIV","subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],"level":1,"name":"Whalaqee","page":48,"source":"FFXIV","subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 6th-level Whalaqee feature}","Beginning at 6th level, when you expend a spell slot to use a monstrous mimicry, you gain temporary hit points equal to the spent spell slot's level + your spell casting ability modifier."],"header":2,"level":6,"name":"Protection of Monsters","page":46,"source":"FFXIV","subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":6,"subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 10th-level Whalaqee feature}","Beginning at 10th level, you may use your bonus action to sharpen the strength of your mimicry. The next mimicry you use to deal damage, deals bonus damage equal to your spell casting ability modifier."],"header":2,"level":10,"name":"Focus Mimicry","page":46,"source":"FFXIV","subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":10,"subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":[{"__prop":"subclassFeature","className":"Blue Mage","classSource":"FFXIV","entries":["{@i 14th-level Lore Keeper feature}","Beginning at 14th level, when you expend a spell slot that increases the range or size of the effected area of a mimicry, creatures making saving throws have disadvantage on their roll to save against the mimicry's effect."],"header":2,"level":14,"name":"Masterful Mimicry","page":45,"source":"FFXIV","subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}],"header":2,"level":14,"subclassShortName":"Whalaqee","subclassSource":"FFXIV","type":"entries"}]]}]">
Fell Guard
FFXIV
Lore Keeper
FFXIV
Whalaqee
FFXIV

Subclass Features

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. Walking the line between monster and man, these magical warriors take major risks to protect the world.

Azure Guard

1st-level Lore Keeper feature

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

Additionally, you gain proficiency with medium armour 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 have learned to influence the flow of the lands aether to create various effects. You use one of your Divinations to influence an area you can see within 30ft. of you with a radius up to a maximum of 30ft. for 1 minute using one of the following effects:

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

The area becomes difficult terrain due to aether taking the form of surging tides. A creature who enters the area for the first time must make a Strength saving throw against your spell save DC. On a failure the creature is pushed 20ft. straight back from the center point of the area.

Roaring Winds

The area becomes difficult terrain caused by howling winds resisting movement. A creature is deafened while in the area, have disadavantage on concentration checks and if maintaining concentration must make a concentration check at the end of their turns.

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 Warrior (Level 10)

10th-level Fell Guard feature

Beginning at the 10th level, you've learned to influence your body using monstrous magics. When you complete a long rest you choose one of the following damage types: fire, cold, lightning, thunder, necrotic. You gain resistance against that damage type and your weapon attacks deal bonus damage of that type equal to your proficiency bonus.

Absorb Ability (Level 14)

14th-level Lore Keeper 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 creature becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability score. This change in ability score lasts 10 minutes. 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)

Studious and thorough, the Lore Keepers are experts at noting details and learning about creatures of all shapes and sizes. Capable of understanding one's nature at a glance, they can both help their allies strategize, and rapidly understand the deeper details of their foes

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.

Whalaqee

Whalaqee (Level 1)

The Whalaqee are known in many scholarly circles as the original creators of blue magic. Hailing from the land known as 'The New World' the Whalaqee's magic was noted as strange to visitors from afar, using their aether to mimic the strength of monsters and unleash their power. The Whalaqee are a people who live in harmony with nature and use what they view as the strength of the natural world to defend it.

Mimic Blood

1st-level Whalaqee feature

Beginning at 1st level, when you level up you gain 1 additional hit point. Additionally, you can attune to an additional mimicry at the 1st level. This does not count against your prepared spells and mimicries.

You gain one additional mimicries at the 6th, 10th and 14th level.

Protection of Monsters (Level 6)

6th-level Whalaqee feature

Beginning at 6th level, when you expend a spell slot to use a monstrous mimicry, you gain temporary hit points equal to the spent spell slot's level + your spell casting ability modifier.

Focus Mimicry (Level 10)

10th-level Whalaqee feature

Beginning at 10th level, you may use your bonus action to sharpen the strength of your mimicry. The next mimicry you use to deal damage, deals bonus damage equal to your spell casting ability modifier.

Masterful Mimicry (Level 14)

14th-level Lore Keeper feature

Beginning at 14th level, when you expend a spell slot that increases the range or size of the effected area of a mimicry, creatures making saving throws have disadvantage on their roll to save against the mimicry's effect.