Hit Points
Proficiencies
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
Class Features
Level 1
Level 10
Level 12
Level 14
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 6
Level 8
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
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 |
Starting Equipment
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}
Subclasses
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.