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## Artificer Specialist ### Blue Mage Blue mages are the unparalleled masters of working ceruleum—a magical blue powder that, when harnessed by an expert, is capable of replicating the effects of myriad spells. Through the construction of ceruleum-based devices charged in the heat of battle, blue mages wield an unusual and highly-versatile form of magic that far exceeds their natural limits. #### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Blue Mage Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Blue Mage Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Blue Mage Spells | Artificer Level | Spell | |:---:|:-----------| | 3rd | *armor of Agathys*, *compelled duel* | | 5th | *enthrall*, *silence* | | 9th | *counterspell*, *remove curse* | | 13th | *death ward*, *fire shield* | | 17th | *antilife shell*, *teleportation circle* | #### Blue Magic As a reaction to a spell or cantrip being cast on you and you experience any effect of the spell, you can expend a spell slot of at least half that spell's current level, rounded up, to quickly produce a magical item (taking a form of your choice) that reproduces the spell's effect—known as a blue wonder. If the spell's effect is a cantrip, you do not need to expend a spell slot to take this reaction. Once created, a blue wonder can then be used as if it were the original spell, obeying all the spell's properties such as casting time and range. The spell within the blue wonder is fixed at the level it was originally cast at, with the exception of cantrips, which scale normally with your artificer level. The maximum level of the spell you can replicate with a blue wonder scales with your artificer level, as seen in the Blue Wonders table. ##### Blue Wonders | Artificer Level | Maximum Spell Level | |:---:|:-----------| | 3rd | 2nd-level | | 5th | 4th-level| | 9th | 6th-level | | 15th | 8th-level | \columnbreak
You can hold a number of blue wonders equal to your Infusions Known, though the blue wonders do not count towards your Infused Items. If you create a new blue wonder while exceeding this limit, you must discard one existing blue wonder of your choice as part of the reaction. A discarded blue wonder is not recoverable under any circumstances. In order to use a blue wonder, you must expend a spell slot of at least half the replicated spell's level, rounded up—the process of energising the ceruleum within. If a spell is a cantrip, you do not need to expend a spell slot to cast it. Only the blue wonder's creator is capable of harnessing its power and casting the replicated spell. A blue wonder can be used a number of times equal to your Intelligence modifer (minimum of 1). Upon its final use, the ceruleum inside burns out and the item becomes unusable. Over the course of 8 hours, you can spend 20 gp multiplied by the spell's level in raw materials and ceruleum to restore a blue wonder to its full number of uses. A blue wonder containing a cantrip requires 10 gp to restore. A blue wonder is considered its own arcane focus for the purposes of casting a replicated spell: replicated spells do not benefit from the effects of altered arcane focuses (for example the Enhanced Arcane Focus infusion). \pagebreakNum #### Indigo Infusion At 3rd level, you can also take an action to infuse a piece of armor that you are wearing with ceruleum. When you take a reaction against a spell to create a blue wonder while wearing this armor, the damage you take from the spell is reduced by an amount equal to your artificer level. Additionally, the armor turns a shade of blue of your choice. If you doff this armor, it returns to its normal color and loses its associated properties within 1d4 rounds. This infusion does not count against your Infused Items. #### Marine Manipulation Starting at 5th level, your blue wonders become a +1 arcane focus, which applies only when casting a replicated spell. Additionally, you learn to make the most of your limited spells, allowing you to increase the potency of a blue wonder's spell in one of the three following ways, which you choose before casting the spell. ***Power Surge.*** You gain a bonus to one of the spell’s damage or healing rolls equal to 1d8. ***Power Split.*** If the spell targets only one creature and doesn’t have a range of self, you target a second creature in range with the same spell. The spell's damage or healing, if any, is split evenly between the two targets, rounding up: for example, a *fire bolt* dealing 13 damage (on a roll of 2d10) would instead deal 7 damage to both creatures. ***Power Overload (Costs 2 Uses).*** If the spell forces a creature to make a saving throw to resist its effects, you give one target of the spell disadvantage on its first saving throw made against the spell. #### Cobalt Capability At 9th level, your blue wonders become a +2 arcane focus, which applies only when casting a replicated spell. Additionally, the augmentations granted by your Marine Manipulation ability are enhanced in the following ways: - Power Surge's bonus increases to 2d8. - Power Split allows you to target a third creature in addition to the second. The spell's damage or healing per creature remains halved, rounded up, instead of being divided by three: for example, a *fire bolt* dealing 13 damage (on a roll of 2d10) would inflict 7 damage to all three creatures. - Power Overload can now give an additional creature disadvantage on its first saving throw made against a spell. #### Azure Augmentation At 15th level, you learn how to fine-tune the power output of your blue wonders for even greater versatility. You can cast a blue wonder's replicated spell at a different level than the original (including at 9th level), provided the spell's description allows for it to be cast at the desired level. To do so, you must expend a spell slot of at least half the desired level, rounding up.