Pre-PMS - Blue Mage

by SilentSoren

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Blue Mage

After careful preparation and intensive study, a man wearing blue robes makes careful notes of a dangerous beast just outside of the reach of an arrow. When their study is complete they make the call and their allies strike out against the beast, listening to the insights the researcher had found.

A woman wearing tough leather armour mixed with long following lengths of blue fabric skillfully strikes out with the scimitar. With grace and power, the woman unleashes one of the many monstrous souls she's absorbed, shrouding their foe in flames.

The Blue Mage is a curious soul who has entwined their life with that of the monsters and beasts who roam the world. Whether writing a chronicle of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, vicious and dependable allies who can find a place of comfort anywhere on the battle field.

Ode to Monsters

The Blue Mage's trademark ability is their uncanny mastery over the souls of monsters. Lore Keepers craft their magic to mimic the skills of monsters, while Fell Guards and Masked Carnevallians go a step forward and absorb the life force of monsters and use it to fuel their magic. Regardless of approach, Blue Mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies.

Gift of the Whalaqee

Blue Magic finds its roots in the New World, a sacred form of magic practiced by the Whalaqee tribe. They consider the powers of monsters to be that of nature and absorb their powers. They've also learned to store monster magic in totems to pass power on to other Blue Mages easily.

Creating a Blue Mage

When creating a Blue Mage one must consider how you came to know of Blue Magic. Did you meet a strange wanderer who assisted you in your studies? Perhaps you encountered a legendary beast when at a young age, affecting you in unforeseen ways. You must also consider the role that you will serve in the world in relation to monsters. Are your pursuits scholarly or are they of a more protective nature? Perhaps you seek out rare monsters to better yourself as a warrior.

Quick Build

You can make a Blue Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Dexterity or Constitution. Second take the Sage background. Third choose the cantrips Fire Bolt and Prestidigitation. Fourth add two monster links to your research journal, one combining Burning Hands and Grease, the other combining Sleep and Witch Bolt.

The Blue Mage
Level Proficiency Bonus Features Cantrips Known Monster Link Capacity Spell Slots Slot Level Monster Mimicry
1st +2 Azure Lore, Blue Mage Calling Libra 2 1 1 1st
2nd +2 Monster Mimicries 2 2 2 1st 2
3rd +2 Blue Mage Calling 2 2 2 2nd 3
4th +2 Ability Score Improvement 3 3 2 2nd 3
5th +3 3 3 2 3rd 4
6th +3 Magical Discipline Feature 3 4 2 3rd 4
7th +3 3 4 2 4th 5
8th +3 Ability Score Improvement 3 5 2 4th 5
9th +4 3 5 2 5th 5
10th +4 Magical Discipline Feature 4 5 2 5th 6
11th +4 Elite Monster Link (6th level) 4 6 3 5th 6
12th +4 Ability Score Improvement 4 6 3 5th 6
13th +5 Elite Monster Link (7th level) 4 6 3 5th 7
14th +5 Magical Discipline Feature 4 6 3 5th 7
15th +5 Elite Monster Link (8th level) 4 7 3 5th 7
16th +5 Ability Score Improvement 4 7 3 5th 8
17th +6 Elite Monster Link (9th level) 4 7 4 5th 8
18th +6 4 7 4 5th 8
19th +6 Ability Score Improvement 4 8 4 5th 9
20th +6 Deep Azure 4 8 4 5th 9

Class Features

As a Blue Mage, you gain the following 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

Proficiencies


  • Armor: Light Armour
  • Weapons: Simple Weapons, Longswords, Scimitars, Shortswords
  • Tools: None

  • Saving Throws: Dex, Intelligence
  • Skills: Choose two from Athletics, Animal Handling, Arcana, History, Intimidation, Nature, Perception, Survival

Equipment

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

  • (a) a dagger or (b) a simple weapon
  • (a) a longsword or (b) scimitar
  • a cane spell casting focus
  • a set of clothes
  • a components pouch
  • leather armour
  • (a) an explorer's pack or (b) a scholar's pack
  • a research journal

Azure Lore

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.

Spell Slots

The Blue Mage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blue mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must pend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability

Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spell casting ability, as a Fell Guard Wisdom is your spell casting ability and as a Carnevallian 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 save DC = 8 + your Proficiency Bonus + your ability modifier

Spell Attack modifier = your Proficiency Bonus + your ability modifier

Spellcasting Focus

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

Blue Mage Calling

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

Libra

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
  • Dexteriy Score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

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

Monster Mimicries

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

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

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

Deep Azure

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

The Azure Path

As you come to better understand the monsters of the world, you eventually must choose what path you will walk alongside your research. To treat the creatures of the world as subjects for research and chronicle their existence as a Lore Keeper, or to realize the danger of these creatures and stand against them as a Fell Guard. Some blue mages choose to bring the monstrous magics to the masses, combining the marvels of monsters with showmanship as Masked Carnevallians.

Lore Keeper

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

Azure Knowledge

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

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 vulnerbilities
  • Damage immunities.

Quick Assessment

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

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

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.

Fell Guard

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

Azure Guard

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

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

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

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

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

Survival Tactics

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

Escape the Horde. Opportunity attacks against you are made with disadvantage.

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

Steel Will. You have advantage on saving throws against being frightened.

Azure Corruption

Beginning at the 10th level, you've learned to influence your body using monstrous magics. When you create a monster link, you may substitute one of your spells learned with one of the following damage resistances: Acid, Cold, Fire, Lightning, Poison, or Thunder. You may only gain two resistances from your monster links at one time, and may only include one resistance within a single monster link.

Absorb Ability

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 and may only be used once a day. Failed attempts do not expend the use of this ability.

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

Masked Carnevallian

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

Monster Carnival

Beginning at 1st level, you can inspire others through performing with monstrous magics. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can see and hear you. That creature gains one Carnevallian Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Carnevallian Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Carnevallian Inspiration die is rolled, it is lost. A creature can have only one Carnevallian Inspiration die at a time.

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

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

Dramatic Recovery

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

Entertainer's Intuition

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

Traveling Troupe

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

Monstrous Confidence

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

Monster Mimicries

If a monster mimicry has prerequisites, you must meet them to learn it. You can learn the mimicry at the same time you meet its prerequisites.

Adamantoise Shell

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ahriman's Gaze

Prerequisite: 3rd level

You can cast Hold Person once using a blue mage spell slot.

Bad Breath

You develop a breath weapon you may use as your action. Your breath weapon is a 15ft. cone. Any creature in range must make a Dexterity saving throw against your spell save DC. Your breath weapon deals poison damage. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Each time the damage of your breath weapon increases, the range also increases by 5ft.

Additionally, a creature who fails their saving throw becomes poisoned or blinded for 1 minute. You choose the additional effect when you decide to take this action.

You must finish a long rest to use Bad Breath again.

Blood Siphon

Prerequisite: 5th level

You can cast Vampiric Touch using a blue mage spell slot.

Behemoth's Destruction

Prerequisite: 9th level

You can cast Destructive Wave once using a blue mage spell slot.

Bomb Detonation

Prerequisite: 5th level

You can cast Fireball at will centered on yourself. You automatically take half the damage of the spell.

Cactuar Needles

When you are attacked by a melee weapon attack, as a reaction you may release a flurry of aetherial needles from your body in a 5ft. radius around you. All creatures in range must make a Dexterity saving throw against your Spell Save DC, taking 1d10 damage on a failure and half as much on a success. Creatures who fail this saving throw become poisoned for one minute.

Crab Grab

When you use your Attack action to grapple a creature of your size or smaller, you gain advantage on your Strength (athletics) check.

Chocobo's Dash

You can cast Expeditious Retreat at will, without expending a spell slot or material components.

Choco Cure

You can cast Cure wounds using a blue mage spell slot.

Coblyn's Shatter

Prerequisite: 3rd level

You can cast Shatter at will centered on yourself. You do not take damage from the spell.

Couerl Blaster

Prerequisite: 5th level

You can cast Lightning Bolt using a blue mage spell slot.

Drake Breath

Prerequisite: 3rd level

You can cast Aganazzar's Scorcher using a blue mage spell slot.

Flan's Body

You can cast Absorb Elements at will, without expending a spell slot or material components.

You must finish a long rest to use Flan's Body again.

Funguar's Nature

Prerequisite: 9th level

You can cast Speak with Plants at will, without expending a spell slot or material components.

Gremlin Tongue

You can cast Viscious Mockery. You gain proficiency in the Deception skill.

Goblin Operations

You gain proficiency in the Sleight of Hand and Stealth skills.

Goobbue Sneeze

Prerequisite: 5th level

You can cast Stinking Cloud using a blue mage spell slot.

Mandragora Shriek

Prerequisite: 9th level

You can cast Confusion using a blue mage spell slot.

Mantis Claws

Prerequisite: 5th level

You can attack with your weapon twice, instead of once, whenever you take the Attack action on your turn.

Mindflayer's Blast

Prerequisite: 9th level

As an action, you release a blast of psychic energy from your mouth. All creatures in a 15ft. cone make an Intelligence saving throw against your Spell Save DC. On a failure, they become stunned for 1 minute. They may repeat the save as an action on their turn.

You must finish a long rest to use Mindflayer's Blast again.

Mimic's Nature

You can cast Disguise Self at will, without expending a spell slot of material components.

Pom Cure

You can cast Healing Word using a blue mage spell slot.

Ochu Vines

You can cast Entangle using a blue mage spell slot.

Opo-opo Athletics

You gain proficiency in the Athletics and Acrobatics skills.

Sahagin's Curse

Prerequisite: 7th level

You can cast polymorph using a blue mage spell slot. You may only select Frog or Giant Frog as the new form. You must finish a long rest to use Sahagin's Curse again.

Succubus Charm

Prerequisite: 9th level

You can cast Charm Person at will, without spending a spell slot or material components. A creature that resists this effect becomes immune to this spell cast by you for 1 hour.

Frog's Legs

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Tonberry's Grudge

When you attack a creature who is stunned or paralyzed with a melee weapon, you deal bonus damage equal to the the average damage of the weapon's damage die.

Undead Touch

You can cast inflict wounds using a blue mage spell slot.

Worm Sense

Prerequisite: 15th level

You gain 30ft. of Tremorsense. You can detect and pinpoint the origin of vibrations within a 30ft. radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

Zu's Rage

Prerequisites: 9th level

As an action, you leap 20ft. from your current location at blinding speed, delivering a leaping strike with a melee weapon. Once you land, you may make one melee weapon attack against a creature in range. This attack does bonus damage equal to your spell casting ability modifier.

Blue Mage Spells

Cantrips
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Gust
  • Infestation
  • Lightning Lure
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shocking Grasp
  • Thunder Clap
  • True Strike
1st Level
  • Animal Friendship
  • Armor of Agathys
  • Bane
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Grease
  • Guiding Bolt
  • Heroism
  • Hex
  • Ice Knife
  • Jump
  • Longstrider
  • Ray of Sickness
  • Shield
  • Sleep
  • Speak with Animals
  • Tasha's Caustic Brew
  • Thunderwave
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Dust Deveil
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Maximillian's Earthen Grasp
  • Melf's Acid Arrow
  • Misty Step
  • Pass without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibilty
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Spike Growth
  • Web

3rd Level

  • Catnap
  • Daylight
  • Erupting Earth
  • Fear
  • Feign Death
  • Fly
  • Haste
  • Hypnotic Pattern
  • Melf's Minute Meteors
  • Plant Growth
  • Sleet Storm
  • Slow
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Wind Wall
4th Level
  • Blight
  • Confusion
  • Fire Shield
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cloudkill
  • Cone of Cold
  • Contagion
  • Control Winds
  • Enervation
  • Immolation
  • Insect Plague
  • Maelstrom
  • Skill Empowerment
  • Tree Stride
  • Wall of Stone
6th Level
  • Chain Lightning
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerbility
  • Move Earth
  • Otiluke's Freezing Sphere
  • True Seeing
  • Wall of Ice
  • Wind Walk
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Sequester
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Control Weather
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Tsunami
9th Level
  • Meteor Swarm
  • Prismatic Wall
  • Storm of Vengeance
  • Weird
 

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