Blue Mage (Washu's Lab of Experiments)

by Washu

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The Blue Mage

A human woman traveling alone thinks quickly to the anatomy of the beasts she has faced before as the displacer beast prepares to pounce. Mindful of the sound it makes, she adapts her magic into her vocal cords and changes them before letting out a bellowing roar not unlike the dragons of old. Satisfied that the fleeing displacer beast will not return, she continues on her journey.

An elven man looks through a bloody curtain of his own hair at the man who betrayed them. With his comrades

gasping for air and struggling to stand with wounds near fatal, he opens himself to the monster within and channels their pain into raw power. Forming it into a knife, he lunges at the betrayer, stabbing at him with the force of raw emotion made into a sharp, psychic blade of hate.

Children scream in terror, no longer having the mind to flee at the sight before them. When the demons attacked their village, a gnomish wanderer, weak looking and a little mad, said he would protect them. Their comfort was forgotten as the gnome’s body twisted and contorted, before turning into a chimera; more hell bent on slaughtering the demons to feed on their flesh and increase his power than something as altruistic as protecting others.

Whether by accident or by design, these spellcasters have learned to harness magic in a way not dissimilar to how monsters do. They truly harness the saying, “it isn’t how much you know, its how many ways you know how to use it.” For this caster, experience isn’t just the best teacher. It is the ultimate teacher.

The Origins of Blue Magic

Blue Mages come to be in a variety of ways, but they all have one thing in common: the mixture of their own genetics with that of a monster. Some voluntarily become Blue Mages by experimental merging of a monster’s body part. Others are born with the potential through the dark mixing of the humane and the profane in their ancestors. Whichever way it comes about, the monster within has awoken, and you are ready to begin harnessing it.

Power Unto Itself

The Blue Mage adapts and molds their magic through their understanding of a creature’s natural or innate abilities. Unlike the wizards practiced study or the gifts granted to the cleric, the spells a blue mage develops are a product of intuited understanding of how a creature might naturally create the desired effect. The blue mage has a hands-on approach to increasing their power, and while a select few have monsters delivered to them for study, most blue mages travel to seek them in their natural glory. That which is a creature’s power, will become my own.

Creating a Blue Mage

The path of the blue mage begins with a desire for power. Each blue mage’s reasons are as varied as they are. That desire is what draws a person to blue magic, and a journal of creatures is their first guide. When creating a blue mage, also consider your what your goals are. Keep in mind that while you are able to learn spells by leveling alone, the blue mage thrives in settings with a variety of enemies to learn from. If you are starting a campaign at a higher level, work with your DM on the creatures you have added to your Bestiary.

Blue Mage
Level Proficiency
Bonus
Features Cantrips Known Spell Points Maximum
Spell Level
1st +2 Azure Lore, Spellcasting 3 4 1
2nd +2 Azure Genesis, Libra 3 6 1
3rd +2 -- 3 14 2
4th +2 Ability Score Improvement 4 17 2
5th +3 -- 4 27 3
6th +3 Genesis Feature 4 32 3
7th +3 Power Leak 4 38 4
8th +3 Ability Score Improvement 4 44 4
9th +4 -- 4 57 5
10th +4 Genesis Feature 5 64 5
11th +4 -- 5 73 6
12th +4 Ability Score Improvement 5 73 6
13th +5 -- 5 83 7
14th +5 Genesis Feature 5 83 7
15th +5 -- 5 94 8
16th +5 Ability Score Increase 5 94 8
17th +6 -- 5 107 9
18th +6 Unbridled Learning 5 114 9
19th +6 Ability Score Increase 5 123 9
20th +6 Unrestrained Power 5 133 9
A note on Spell Points

There is always the potential for players to abuse the variant rules for spells instead of spell slots. While a 6th level spell slot user at most could cast three spells at third level (fireball, for example) a spell point user of the same level could cast the same spell six times and still have enough left for a first level spell.

Also, to curb those who’d greatly abuse the power presented, spells of 6th level and above may only be cast once before requiring a long rest, regardless of how many spell points the caster has available. In this, the spell slot user has advantage if they reach level 19, where they gain a second spell slot of 6th level.

Spell point totals are meant to be equal to the number of spell slots you could cast if using that system, however while you are more versatile with how you spend them, the cost is a loss of 6th and 7th level casting at level 20. In addition, no matter the amount of spell points you have, you may not cast any spell above your Max Spell level.

Finally, the Blue Mage uses spell points only, and similar to how Warlock mixes with other spell casters, Spell points may only be used for Blue Mage spells and features; Multiclassing will not permit a sorcerer, for example, to convert spell points to spell slots.

Spell Point Casting
Spell Level Points Used
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Quick Build

You can make a Blue Mage quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution. Second, take the hermit background. Third, take the Firebolt, Message, and Primal Savagery cantrips and the first-level spells Create/Destroy Water, Detect Magic, Ice Knife and Guiding Bolt.

Class Features

Hit Points


  • Hit Dice: 1d8 per Blue Mage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blue mage level after 1st

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, scimitars, short swords
  • Tools: None
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Intimidation, Medicine, Nature, Perception and Survival

Equipment

You start with the following equipment in addition to those granted by your background:

  • (a) a light crossbow and 20 bolts or (b) a scimitar
  • (a) an occult fetish or (b) a component pouch
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armor, any simple weapon and a dagger
  • a leather-bound Bestiary or journal of common monsters

Azure Lore

At 1st level, your innate power gives you a hint at how creatures work. When a creature you can see meets the prerequisites for a spell you can learn (see the spell prerequisites in the blue mage spell list notes) you may use your reaction to make a Wisdom (Insight) check to intuit how to replicate the spell. If you succeed, you may add one spell from which the requirements were met to your list of known spells. The DC for this check is equal to 10 + the CR of the creature. When your blue mage class reaches level 10, the DC is equal to 10 + half the CR of the creature.

When you learn a spell this way, it is considered prepared, and you must select a spell currently prepared to no longer be prepared. When you finish your next long rest, if the creature you learned this spell from is not in your Bestiary, remove it from your known spells.

Spellcasting

Some strange mutation or purposeful grafting of the monstrous with the humane in you or your ancestors’ past has left an abominable power growing within you. Learning how to harness this power fuels your spells.

Cantrips

At 1st level, you know three cantrips of your choice from the blue mage spell list. You learn additional cantrips of your choice from this list at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Bestiary

You carry a journal or bestiary that details the monsters you have studied or fought, giving you reminders of the power lurking deep within.

At 1st level, your bestiary contains basic information about many creatures (CR 1 and lower) and four 1st level spells from the blue mage spell list you have developed from that information. Whenever you gain a level in blue mage, you may add one spell of your choice from the blue mage spell list from a creature you have encountered or in your bestiary.

Developing Spells. Information about creatures you encounter or study can be written about in your Bestiary. Spells you learn from creatures may also be added here. The information into your Bestiary is meticulous, and time consuming to copy, requiring two hours per level of the spell to write out the details of both creature and spell you have developed. Copying the information from another bestiary takes half the time to write, but an hour to practice, and material components as needed.

Replacing your Bestiary. Making a copy of your Bestiary as a backup is recommended to any blue mage, and the process is little different from how you develop your spells. Any spell book or creature compendium can be used, however, to make it a Bestiary you must spend an additional 10 gp and 30 minutes per spell level contained in your Bestiary in order to make this conversion.

Preparing and Casting Spells

The Blue Mage table shows how many spell points you have to cast your blue mage spells of 1st level and higher. To cast one of these spells, you must spend at least the minimum number of spell points according to the level at which you wish to cast it.

For example, if you know the spell burning hands and have 5 spell points available, you could spend 2, 3 or 5 points to cast it at 1st, 2nd, or 3rd level respectively.

You prepare the list of blue mage spells that are available for you to cast. To do so, choose a number of spells from your Bestiary equal to your Wisdom modifier + your blue mage level (minimum of one spell). These spells must be no higher than shown in the Maximum Level column of the Blue Mage table.

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 studying your Bestiary creatures and notes to remind you of how to perform the spells: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your blue mage spells, since you develop your spells through intuiting ways to make a creature’s power into your own. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when

setting the spell save DC for a blue mage spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Azure Spellcasting Focus

You may use an occult fetish as a spell-casting focus for your blue mage spells. An occult fetish can be almost anything, though usually it has a somewhat macabre bent, such as a skull decorated with feathers, or pendant decorated with teeth and runes. You can buy or make one for 10 gp, and it typically weighs about 1 lb.

Azure Genesis

At 2nd level you select the genesis to focus your abominable powers in, granting you the powers of The Immortal, The Lore Keeper, or The Mimic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.

Libra

Also at 2nd level, your ability to intuit is heightened. You gain proficiency in Wisdom (Insight) checks. Also, as a bonus action, you can attempt to intuit your enemies. Make a Wisdom (Insight) check contested by their Charisma (Deception). If you win, you learn one ability, resistance, immunity, or vulnerability that creature has. If you intuit this creature a second time, you may add it to your Bestiary. You may use this ability on a creature that has died, provided it left a corpse and has been dead for no longer than 1 minute. You cannot use Libra to learn Blue Mage spells.

Ability Score Increase

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. You can't increase an ability score above 20 using this feature.

Power Leak

At 7th level, the monstrous power within has begun to seep out in a way you can harness. As an action at the cost of 6 SP you can select any number of creatures in a 20-foot radius sphere within 60 feet of you. You create an illusion of your choice within this area that lashes out at each creature. These creatures make a wisdom saving throw equal to your spell save DC. If they fail, they take 6d6 psychic damage. If they succeed, they are unaffected. You must complete a long rest before using this feature again.

At 15th level, you may use Azure Lore after using Power Leak to attempt to learn the spell Maddening Darkness at a DC of 20.

Unbridled Learning

At 18th level you gain access to the most potent powers a creature can produce. Select one Unbridled Power from the following list. You may use this ability once per day as if it were a Lair Action. You may not use an Unbridled Power while you are transformed.

When you use your Libra ability to learn a spell, you can learn an Unbridled Power if the creature meets the prerequisites. At 20th level, you may use this ability twice per day, but you must complete a short rest before using it a second time, and you may not use the same Unbridled Power you last used.

Blistering Roar

Summoning the monster within, you let loose a terrifying roar to shatter the spirits of your enemies. All enemies within 60 feet must make a Charisma saving throw against your spell save DC. If you are proficient in Charisma (Intimidation), your proficiency bonus is added to your spell save DC. Creatures who fail this saving throw are considered Broken. Broken creatures have their maximum movement speed reduced to half their base speed, have disadvantage on attack rolls and saving throws and cannot use reactions. This lasts a number of rounds equal to your Wisdom modifier or when you can no longer be perceived by the creature, whichever comes first. Creatures immune to the frightened condition automatically save.

Carcharian Verve

You focus your vigor and spirit to heights never seen before in a burst of power. For a number of rounds equal to your Wisdom modifier, you gain the following effects: Your weapon damage increases by one additional damage die. Your magic spells are treated as if cast at one level higher, and you automatically succeed on concentration checks.

Everyone's Grudge

You channel dark loathing to create a dagger and attack a target. Make a melee spell attack. On a hit, that creature takes psychic damage equal to the total missing HP of you and all allies within 30 feet. This damage ignores resistance, but not immunity.

Final Sting

You channel your own living essence into power and attack a nearby target. Select a creature within 10 feet of you. That creature makes a Dexterity Saving throw. On a failed save, the creature takes force damage equal to your current Hit Points, half on a failure. After this damage is dealt, your current Hit Points are reduced to 1.

Hardened Shell

You reinforce the essence that makes you, making it nearly impossible to penetrate your body to cause harm. You gain a damage threshold of 20 for a number of rounds equal to half your Wisdom modifier rounded up.

Phoenix Tears

You channel the powers of rebirth into an ally within 20 feet of you that's been dead for no more than 1 minute. They are resurrected as if by the True Resurrection spell and all creatures of your choice within 10 feet of them make a Dexterity saving throw, taking 4d6 radiant and 4d6 fire damage on a failure, half on a success. Once used, this ability cannot be used again for 7 days.

Unrestrained Power

At 20th level, you can unleash the abominable power stored within to run wild for a short time. You transform into a Mindflayer for a number of rounds equal to your Wisdom modifier. While in this form, your spell attack and spell save DC gain an additional +2, and as a bonus action you can change the damage type of any spell you cast to psychic.

A Virulent Path

It takes a person obsessed to willingly become a Blue Mage. This path to power manifests in several different ways, according to the desires of both the person choosing to take up the mantle of the Blue, and the monster growing within. Blue mages seeking mastery of their magic often become Lore Keepers. More martially minded blue mages find their desire for power lead them down The Immortal path. For those willing to unleash the full power of the monster, The Mimic is the ultimate path.

The Lore Keeper

The Lore Keeper is often fascinated by the creatures in the multiverse, and endeavor to understand magic better through the ways creatures create them. Through this greater understanding of what makes the Weave work, they become more attuned to how to twist the Weave to serve their ends.

Memento Mori

At 2nd level, as a bonus action you can turn the Weave to boost the effectiveness of your cantrips. Until the end of your turn, cantrips with attack rolls add your Wisdom modifier to their damage, and cantrips that require a saving throw do half damage on a success. You may use Memento Mori a number of times equal to your proficiency bonus. Spent uses recover at the end of a long rest.

Sapphiric Adjustment

At 6th level, when casting a spell, you can stretch or condense the Weave to change the effect’s area. Select an option to modify your spell with.

  • Convergence. The damage or duration of the spell is increased by 50% rounded down, but the area of effect is reduced by 50% as well. You cannot use Convergence with a spell that targets only one creature.
  • Diffusion. The damage or duration of the spell is decreased by 50% rounded up, but the area of effect is doubled.
Quick Reference
  • Circle/Cone radial: Radius +/- 1/3 (rounded to nearest 2.5 feet)
  • Line: +100% / -50%
  • Squar/Cube side: +/- 5 feet
  • Single Targe: +1

You may use this feature a number of times equal to half your proficiency bonus rounded up. Spent uses recover at the end of a long rest.

Sapphire Guard

At 10th level, you can wrap the Weave to assist your defenses. Whenever you cast a spell with a casting time of 1 bonus action, you may spend an additional 2 Spell Points to fortify the spell and cast it as an Action instead. Doing this also grants you a bonus to your AC equal to the level of the spell being cast. This effect ends at the start of your next turn.

Sapphire Refraction

At 14th level, when a creature uses a spell or spell-like ability that targets only you, you may use your reaction to refract the Weave. Select a new target for the spell or spell-like ability. The attack bonus or DC of the spell does not change. You can target the original caster. Once you use this ability you may not use it again until you complete a long rest.

The Immortal

The Immortal seeks martial power by enhancing and fortifying their weapon and body. Their reasons vary from being bodyguards to gladiators to explorers. All Immortals have one saying they live by: “Power of thee, come into me. Power of mine, unto thee shine.” The Immortal blue mage may have a large repertoire of spells, but generally focuses on only a small few at a time, sacrificing magical versatility for increased power.

Cobalt Reinforcement

At 2nd level, you are able to invert the Weave to improve your combat ability. At the end of a long rest, you may reduce the number of spells you have prepared. You gain one Azure Empowerment point for each reduction you take this way which you can spend on the Azure Empowerment table. The bonuses you gain from this persist until you complete your next long rest.

Azure Empowerment Cost
Reinforcement 2 5 9
Weapon Attack Bonus +1 +2 +3
Weapon Damage Bonus +2 +4 +6
Magic Attack Bonus +1 +2 +3
Magic Damage Bonus +2 +4 +6
Physical Damage Taken -1 -2 -3
Magical Damage Taken -1 -2 -3
Armor Class +1 +2 +3
Save vs. Magic +1 +2 +3
Critical Hit Threshold -- -1 -2
Extra Attack Feature -- +1 --

Magus Blade

At 6th level, when you cast a blue mage spell that requires an attack roll, you can choose to store the spell in a melee weapon you are wielding instead. Spells stored in this way require an additional 2 SP in their casting cost, dissipate after an hour, and must have any damage types (if it isn’t fixed) determined at the time it is stored. When you land an attack on a creature with this weapon, that creature also takes the effect of the spell, and the spell is considered spent.

Cobalt Resilience

At 10th level, your Cobalt Reinforcement feature now also allows you to obtain resistance to a single damage type or condition. You may have no more than two resistances active, and they cost 2 Azure Empowerment points each.

Immortal Blade

At 14th level, when you use your Magus Blade feature, you may spend additional SP equal to the base cost of the spell to hold a second charge before the spell is considered spent.

The Mimic

However you describe it, The Mimic is a terrifying force to behold. Many see druids as shape changers that can be cute and cuddle critters or real forces of nature, The Mimic’s ability to transform is a force of terror. Forget unleashing the beast. It’s time to uncage the monster.

Cerulean Transformation

Starting at the 2nd level, you can use your bonus action to transform physically into a monstrosity that you have studied in your Bestiary. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Additionally, while transformed in this way, you may use your bonus action to expend SP to heal yourself for 1d6 per SP spent, to a maximum amount of 5SP. You cannot cast spells while transformed unless the monstrosity you transformed into can cast spells, and you may only cast spells you have prepared from your blue mage list. Spell-like abilities that are natural to the monstrosity may be used as described in that creature’s stat block.

The CR of the monstrosities you can transform into and the restrictions are listed on the Monstrous Form table.

Monstrous Form
Blue Mage
Level
Monstrosity
CR
Restrictions
2nd CR 1 Swim, Fly, Damage Immunity
4th CR 1 Fly, Damage Immunity
6th CR 2 Fly, Damage Immunity
8th CR 2 Damage Immunity
9th CR 3 Damage Immunity
12th CR 4 Damage Immunity
13th CR 4
15th CR 5
18th CR 6

Holding this transformation is taxing, and lasts at most one hour. You may end this early using your bonus action. You automatically revert to normal if you fall unconscious, reach 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the monstrosity, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the monstrosity’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in monster form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce you to 0 hit points, you aren’t knocked unconscious
  • Your ability to speak or take any action that requires hands is limited to the capabilities of your monstrous form. You do not gain the ability to speak any languages you do not already know.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Any weapon attacks your monstrosity has default to the weapons you carry only, but if the creature can use weapons in a multi-attack, so can you, so long as the weapons share primary properties (hands required to wield for example).

These rules are similar, but not exactly the same as the druid's Wildshape ability, and thus are fully listed.

Implacable

At 6th level, the monster within reinforces your vitality. When making Constitution saving throws, if you would take half damage from a success, you instead take no damage.

Cerulean Hunger

At 10th level, while transformed by your Cerulean Transformation feature, you may spend an action to devour part of an enemy’s corpse that has been dead for no more than 1 minute. When you do so, you can activate your Azure Lore ability without the need to roll dice.

Unstoppable Monster

At 14th level, the monster within refuses to be stopped. You have advantage on saves vs. the paralyzed, stunned, frightened and restrained conditions from magical sources.

Blue Mage Spell List

Cantrips (0 Level)
  • Acid Splash
  • Burst
  • Dancing Lights
  • Firebolt
  • Frostbite
  • Message
  • Mind Sliver
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Sapping Sting
  • Shocking Grasp
  • Sword Burst
  • Thorn Whip
  • Thunderclap
Azure Lore Spells
Spell
Level
Spell Name Azure Lore Requirements
1 Armor of Agathys A feature that causes any magic damage to melee attackers
Bane A feature that reduces attack rolls or saving throws
Crashing Wave Aquatic creature - A water-based attack feature
Create/Destroy Water A feature or innate-spell that creates or evaporates water
Cure Wounds A feature or innate-spell that heals another creature
Detect Evil and Good Achievement: Encounter at least three of the six creature types listed in the spell
Detect Magic Achievement: Examine three or more different magical enchantments with a permanent until dispelled duration
Detect Poison and Disease Achievement: Encounter three or more different poisons or diseases and at least one creature that can cause them
Expeditious Retreat A creature with at least two legs who takes the Dash action BUT does not have the Humanoid tag
False Life Undead creature - makes a save when reduced to 0 HP to be reduced to 1 HP instead
OR any creature that can generate temporary hit points with a feature
Gale Bolt A feature that causes wind-based damage
Guiding Bolt A feature that deals radiant damage at range OR causes a creature to glow
Hydro Shot Aquatic creature - A water-based attack feature
Ice Knife A feature that causes them to explode for damage upon reaching 0 HP
Jump Beast or Monstrosity creature - A feature that improves jumping abilities
Longstrider A base movement speed faster than yours BUT does not have the Humanoid tag
Magnify Gravity A feature that forces movement without touching the target
Ray of Sickness A feature that deals poison damage at range
Shield A reaction that improves its AC OR a feature to manipulate an element defensively
Tasha's Caustic Brew A feature that deals acid damage at range
Witch Bolt A feature that deals lightning damage at range
2 Aganazzar's Scorcher A feature that does fire damage in a line or cone
Aid A feature that improves the survivability of other creatures
Alacrity Multi-Attack feature that allows for more than one of the same attacks to be used as an
action (1 bite and 1 claw doesn't count, but 2 claw does, for example)
Blindness/Deafness A feature that can cause either effect without use of a physical object
Blur A feature that makes them appear to be somewhere they aren't
Charged Blast A feature that deals lightning damage at range
Dragon's Breath A feature that deals elemental damage in a cone
Flame Blade A feature that coats a weapon or limb with elemental energy
Gust of Wind Flying creature - A feature that manipulates wind
Hold Person A non-poison feature that causes paralysis
Lesser Restoration A feature or Legendary Action that can shrug off an effect this spell could remove
Locate Animals or Plants Achievement: Witness a creature communicating with a Plant or Beast AND Spell Learned: at least one Detect spell
Spell
Level
Spell Name Azure Lore Requirements
2 Melf's Acid Arrow A feature that deals acid damage at range
Misty Step A feature that teleports the creature
Rime's Binding Ice A feature that deals cold damage in and area or cone
See Invisibility A feature that allows a special sense BUT not Darkvision
Shatter A feature that deals thunder damage OR deals bonus damage ot objects
Silence Spell Learned: Blindness/Deafness AND A feature that affects an area surrounding
themselves without being affected
Spider Climb A Climb Speed that allows the creature to walk on ceilings
Warding Wind Flying creature - A feature that manipulates wind
Web A feature that can restrain at least one creature at range
3 Bestow Curse Demon, Feind or Fey creature - casts a curse spell
Blink A feature that allows them to shift to another plane
Dispel Magic A feature or Legendary Action that can remove a magical effect
Fear A feature that causes a creature to become frightened
Flash Freeze A feature that deals cold damage in an area
Gaseous Form A feature that causes the effect of Gaseous Form OR a feature used to escape from
the grappled or restrained condition
Haste Multi-Attack feature that allows for more than one of the same attacks to be used as an
action (1 bite and 1 claw doesn't count, but 2 claw does, for example)
Hypnotic Pattern A feature that charms or incapacitates a creature who witnesses it with their eyes
Lightning Bolt A feature that deals lightning damage in a line or cone
Mirror Image A feature that makes them appear to be somewhere they aren't
Mutate Amorphous feature OR Monstrosity or Aberrationwith a feature to change form
Sending Part of a Hive Mind OR Achievement: receive a telepathic communication at least twice
from the same creature without the Humanoid tag
Slow A feature that can reduce the movement speed of another creature without reducing it to 0
AND does not deal damage
Stinking Cloud A feature that requires nearby creatures to make a Constitution saving throw by being
nearby OR Spell Learned: Gaseous Form and a poison spell
Tidal Wave Aquatic creature A water-based attack feature
Vampiric Touch Ooze or Undead creature A feature to heal itself when it deals damage
Vortex Blast Flying creature - A feature that manipulates wind
4 Blight Spell Learned: Create/Destroy Water. DC14 on casting to destroy water
Control Water Aquatic Creature Feature that manipulates water
Dimension Door A feature that teleports the creature
Fire Shield A feature that causes any magic damage to melee attackers
Greater Invisibility A feature or innate-spell to turn invisible and uses it
Ice Storm Spell Learned: two non-cantrips that deal cold damage to multiple creatures.
DC14 on casting one of these spells
Jumping Jolt Spell Learned: two non-cantrips that deal lightning damage. DC14 on casting one of
these spells
Locate Creature Spell Learned: Locate Animals and Plants, two detect spells. DC14 on casting these spells
Poison Puff A feature that deals poison damage or the causes the poisoned condition in an area
Regen A feature that self-heals every turn OR Achievement: cast Cure Wounds on the same
creature at least three times within 1 minute. Does not count on a creature that is not
wounded
Sickening Radiance Spell Learned: Guiding Bolt and five or more spells that affect an area. DC14 on casting
Guiding Bolt
Stoneskin A passive feature that gives resistance to non-magical bludgeoning, pierceing and
slashing damage on a creature with a natural AC of 16 or higher
Spell
Level
Spell Name Azure Lore Requirements
4 Storm Sphere A feature that manipulates the weather OR Spell Learned: two non-cantrip lightning
spells and one wind-based spell. DC14 on casting a lightning spell
5 Cloudkill A feature or innate-spell that creates a cloud AND Spell Learned: Stinking Cloud
Cone of Cold A feature that affects an area at least 60' radial AND Spell Learned: three or more cold
spells. DC15 on casting those spells
Control Winds A feature that manipulates weather OR Spell Learned: two or more non-cantrip
wind-based spells. DC15 on casting those spells
Exuviation A feature or Legendary Action that removes more than one negative effect OR
Achievement: Cast Lesser Restoration three times in one minute to remove a
status effect on a creature
Hold Monster Spell Learned: Detect Evil and Good AND Achievement: land Hold Person on two or
more creatures in a single cast
Maelstrom Aquatic or Elemental creature A feature that manipulates water AND Spell Learned:
Create/Destroy Water
Mass Cure Wounds A feature or innate-spell that can heal more than one creature OR Achievement: Cast
Cure Wounds on four different wounded creatures in 1 minute
Sonic Shriek A feature that causes thunder damage in an area at least 60' radial OR a scream-type
feature and Spell Learned: a non-cantrip thunder damage spell
Tree Stride A feature with this effect OR Spell Learned: Locate Animals and Plants and a teleport
spell
6 Disintegrate Achievement: Defeat a creature with a gaze attack THEN A feature that destroys a creature
reduced to 0 HP OR vice versa OR A beholder's disintegration ray
Eyebite A gaze feature that inflicts a negative effect
Flesh to Stone A feature that causes the petrified condition
Harm A feature that reduces the maximum HP of a creature AND Spell Learned: Detect Poison
and Disease
Heal Achievment: Cast Cure Wounds at least five times for 31 HP restored before bonuses
are calculated. DC16 on casting Cure Wounds
Move Earth A feature that manipulates earth OR Spell Learned: Maelstrom, Control Winds and
Fire Shield. DC16 on casting any of these.
Otiluke's
Freezing Sphere
Spell Learned: Storm Sphere and at least three non-cantrip cold damage spells. DC16 on
casting Storm Sphere
True Seeing True Sight feature OR Spell Learned: Locate Creature and Greater Invisibility. DC16 on
casting Locate Creature
7 Delayed Blast
Fireball
A feature or innate-spell that deals fire damage in an area at least 20' radial OR
Spell Learned: A Sphere spell and two fire damage spells. DC17 on casting Storm Sphere
Fire Storm A feature or innate-spell that deals fire damage in an area at least 20' radial OR
Spell Learned: A Sphere spell and two fire damage spells. DC17 on casting Storm Sphere
Twisting Erruption Spell Learned: Blight, Web and a Sphere spell AND defeat at least two Plant creatures or
at least ten creatures of any type by casting Blight on them. DC17
Whirlwind A feature or innate-spell that creates a whirlwind OR Spell Learned: two wind-based
spells AND Achievement: cast Control Winds at least ten times. DC17
8 Earthquake A feature or innate-spell that creates fissures in the ground OR Spell Learned: Move Earth
and Storm Sphere
Incendiary Cloud Spell Learned: Cloudkill and two non-cantrip fire spells. DC20 on casting Cloudkill
Maddening
Darkness
Ability: Power Leak . DC20 on use
Sunburst Spell Learned: Sickening Radiance AND defeat twenty creatures using Sickening Radiance
or Guiding Bolt. DC20 on casting either spell.
Tsunami Spell Learned: Maelstrom, Tidal Wave, Control Weather and Crashing Wave AND defeat
twenty creatures using these spells. DC20 on casting any of these spells
9 Blade of
Disaster
Spell Learned: Earthquake, Flame Blade and Magnify Gravity. DC 25 on casting Flame Blade
Flare Spell Learned: Fire Storm and Magnify Gravity. DC25 on casting either of these spells
Spell
Level
Spell Name Azure Lore Requirements
Mass Heal Spell Learned: Heal and Mass Cure Wounds. DC25 on casting Mass Cure Wounds
Psychic Scream Spell Learned: Sonic Shriek, Locate Creature and Mind Sliver. DC25 on casting Sonic
Shriek
UL Blistering Roar Spell Learned: Sonic Shriek and Maddening Darkness AND A vocal Legendary or
Lair action
Carcharian
Verve
Spell Learned: Eyebite and Maddening Darkness AND A Legendary or Lair action
that increases offensive power
Everyone's
Grudge
Spell Learned: Maelstrom and Maddening Darkness AND A Legendary or Lair action
that uses a weapon
Final Sting Spell Learned: Harm and Maddening Darkness AND A Legendary or Lair action that
deals at least 10 dice in damage
Hardened Shell Spell Learned: Flesh to Stone and Maddening Darkness AND A Legendary or Lair
action that increases defensive power
Phoenix Tears Spell Learned: Heal and Sunburst AND A Legendary or Lair action that recovers at least
100 HP or prevents death or resurrects another creature

All features do not include spells or spell-like abilities unless specifically mentioned. Action abilities require Azure Lore be used as a reaction to the ability being used. Passive trait features are learned by Azure Lore as a reaction when the creature is seen benefiting from the trait. Spell requirement spells are learned by Azure Lore as a reaction when casting a required spell, using a DC of 10 + level of the spell being learned, unless otherwise specified.

  • feature: contained in the creature's stat block
  • Achievement: completed at any time since becoming a Blue Mage
  • Spell Learned: Spells must be in your known spell list
  • Creature: can only be learned from a creature with this tag

Burst

cantrip transmutation (arcane)


  • Classes: Blue Mage, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Charged Blast

2nd-level evocation


  • Classes: Blue Mage, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

You create three arcs of lightning striking targets in range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Exuviation

5th-level abjuration


  • Classes: Blue Mage, Cleric, Druid
  • *Casting Time: 1 action
  • Range: Self (20 feet radius)
  • Components: V, S, M (a moth wing)
  • Duration: Instantaneous

Select up to four creatures you can see within range. You can end one condition afflicting each creature you target. The conditions can be blinded, deafened, diseased, paralyzed or poisoned.

Flare

9th-level evocation


  • Classes: Blue Mage, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous

You select a target within range and greate a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on success.

Flash Freeze

3rd-level evocation


  • Classes: Blue Mage, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Gale Bolt

1st-level evocation


  • Classes: Blue Mage, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S
  • Duration: Instantaneous

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.

Hydro Shot

1st-level conjuration


  • Classes: Blue Mage, Druid, Sorcerer, Warlock Wizard
  • Casting Time: 1 action
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous

You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Jumping Jolt

4th-level evocation


  • Classes: Blue Mage, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: Instantaneous

You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.

On a miss, the target takes half as much damage and the spell does not jump to a new target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.

Mutate

3rd-level transmutation


  • Classes: Blue Mage, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (something from an extinct animal)
  • Duration: Concentration, up to 10 minutes

You manipulate the nature of your body with magic temporarily giving it new properties. You can select three of the following properties:

  • Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you.
  • You grow one additional appendage. This appendage serves as an arm and a hand, though it can take the shape of an arm, tentacle, or similar appendage.
  • You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet.
  • Your flesh hardens, your base AC becomes 14 + your dexterity modifier if it is not already higher.
  • You grow more resilient, adapting against one external threat. You gain advantage on one type of saving throw of your choice.
  • You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
  • Your body grows ablative armor. You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns.
  • You can grow one size larger or smaller.
  • You sprout wings. You gain a flying speed of 30 feet.
  • You grow a natural weapon; this weapon can have the statistics of any martial melee weapon without the thrown property, and takes on a form vaguely reminiscent of it. You have proficiency with this weapon, and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
  • For the duration of the spell, you can use an action to change one or all of the properties, losing the benefits of your previously selected properties and gaining the benefits of the new selected properties.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd.

Poison Puff

4th-level transmutation


  • Classes: Blue Mage, Druid, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: 1 round

You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 4d12 poison damage and become poisoned until the start of their next turn. On a success, the target takes half as much damage and is not poisoned.

The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.

Regen

4th-level enchantment


  • Classes: Bard, Blue Mage, Cleric, Druid
  • Casting Time: 1 action
  • Range: 60ft.
  • Components: V, S
  • Duration: 1 minute

The target's body is enchanted with a blessing that repairs damage to the body over time. For the duration, the creature regains 1d6 hit points at the start of its turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.

Sonic Shriek

5th-level evocation


  • Classes: Bard, Blue Mage, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (120-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeeds on its saving throw if it is more than 60 feet from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Twisting Eruption

7th-level conjuration


  • Classes: Blue Mage, Warlock
  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V, S, M (a handful of dead plants)
  • Duration: Concentration, up to 1 minute

You target a point and call forth tendrils, twisted vines, and gnarled roots of dark energy that erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be restrained as the shadowy plant tendrils grasp and drain the life from it.

At the start of a creature's turn, if it is restrained by the spell, it takes 2d10 bludgeoning damage, and 2d10 necrotic damage. Each time a creature takes necrotic damage from this spell, the caster regains 1d4 hit points.

A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A tendril can be destroyed, freeing a creature from its grasp. They have an AC of 10, 20 hit point, and are immune to all damage besides radiant and fire. Spells that deal radiant or fire damage to creatures in an area of effect also affect tendrils in that area.

Creatures that end their turn within the radius while not restrained must make a Dexterity saving throw or become restrained by the tendrils.

Vortex Blast

3rd-level evocation


  • Classes: Blue Mage, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take 4d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 30 feet backward and 30 feet upward.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Credits

Images credited to their creators from DeviantArt and Pupu-ka-doodle

  • Lindsay Burcar
  • Geoffryn
  • M. Dyer
  • Gido

Version 1.0

January 2, 2023

  • Base creation completed
 

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