Remove these ads. Join the Worldbuilders Guild

Blue Mage


Hit Points

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

Proficiences

Armor: Light armor
Weapons: Simple Weapons, Long Swords, Scimitars, Short Swords.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Arcana, History, Nature, Animal Handling, Perception, Suvival, Intimidation.

Overview & Creation

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 absrobed, shrouding their foe in flames.
A maked figure stands before an audience at the center of a coliseum. Larged beasts charge towards the figure, weaving magics with their cane spinning in hand they release the breath of a drake from their mouth.
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 chronical of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, viscious 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. Second take the Sage background. Third select the Lore Keeper origin. Fourth, select the Auroch and Drake monster links.  
Disclaimer: The Blue Mage is a class which will require the player and Dungeon Master to work together so that it works properly. If your DM doesn't want to go through the work of managing monster links, that's alright. Use the spells known progression of the sorcerer from the Player's Handbook and pick from the spell list as you normally would.


Class Features

Blue Mage Origin At 1st level, choose a Blue Mage origin, which describes how you came to study monsters intently and harness their power: the Lore Keeper, Fell Guard or Masked Carnevallian. These origins are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level, and again at the 6th, 10th, and 14th level.

 

Monster Tracker

Also at 1st level, you've become experienced in the tricks of the trade as a Blue Mage, becoming more effective at seeking monsters you hope to meet. When you make an ability check to search an area for monsters, add your proficiency bonus to the roll. If you are proficient in the skill you are using to search, doulbe the profienciency bonus instead.

 

Libra

Starting at the 2nd level, as an expert on monsters and beasts, you are able 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
  • Consitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

 

Ability Score Improvement

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. As normal, you can't increase an ability score above 20 using this feature.

 

Azure Hold

Starting at the 18th level, when a monster or beast attempts to disengage from you during combat, as a reaction you can attempt to stop them by imposing your will upon them. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is unable to leave your melee attack range.

 

Azure Specialist

Beginning at the 20th level, you may change your monster links at the end of a short rest.

 

Alternative Blue Mage Rules

If you are playing without monster links, use the following feature:

Monstrous Stamina

Beginning at the 20th level, when your hit points are reduced to 0 and you are not killed outright, you instead are left with 1 hit point. Then you are healed for 2d10 + your Intelligence ability modifier. This effect may only activate once, refreshing after completing a long rest.


Starting Equipment

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

  • a dagger
  • 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

 


Spellcasting

Cantrips

At 1st level, you know 4 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 to cast your 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.

 

Spells Known of 1st Level and Higher

You know all spells attached to the monster links you are currently accessing. You may only know spells for which you have spell slots which can be used to cast them. If a monster link has spells with two different spell levels and you lack access to one of them, you learnt he spell when you reach the appropriate level. As you level up, you may select more monster links as indicated by the Blue Mage class table. When you complete a long rest you may switch one monster link you are using with another one you have formed. For a full list of Blue Mage spells, see the Eorzean Spell List document.

 

Forming Monster Links

As a Blue Mage, your powers revolve around monsters and forming monster links. The two different styles of Blue Mage pull this off in different ways:
  • The Lore Keeper is a researcher who is able to form monster links through extensive study. If they have a relevant tome that is focused on the monster, they can study that tome for 8 hours to become familiar enough with them that they are able to mimic their abilities through magic. Alternately they are able to achieve the same effect through using the Libra ability and studying them in person. If a battle occurs, afterwards they can review their notes and form a link then.
  • The Fell Guard and Masked Carnevallian are adventurers who need to absorb the essence of the monster whom they want to form a monster link with. After using Libra to understand their target, they can either defeat the monster and absorb their life essence as it leaves their body, or can convince an intelligent monster to share some of their essence with them to form the link.
For information on some recommended monster links, see the Blue Mage Monster Links document.

 

Spellcasting Ability

Intelligence is your spellcasting ability for your Blue Mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

Ritual Casting

You can cast any Blue Mage spell you know as a ritual if that spell has the ritual tag.

 

Spellcasting Focus

Blue Mages use a cane as their spell casting focus. If you are a Fell Guard you can use a one handed, bladed weapon as a spell casting focus for your blue mage spells as well.


Subclass Options

A Dangerous Business

A Blue Mage is an curious soul who wants to harness the powers that most people in the world fear. Be it the power of a dragon's fire breath, climbing ability of a spider or the nauseating power of a Morbol, the Blue Mage is able to make use of the strengths of beasts across the land and wield them as their own. A Lore Keeper is a researcher who is fascinated by the raw power of monsters and has learned to emulate their powers through observation and study. A Fell Guard is a Blue Mage who travels around combating monsters, using their talents to keep them at bay. A Masked Carnevallian seeks out monsters to learn from then, to bring them to the masses in performances.

 

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.

 

Research Tools

Starting at 1st level, you gain proficiency in the Investigation skill. When you make ability checks in regards to researching beasts and monsters you double your proficiency bonus for the roll.

 

Quick Assessment

Beginning at the 6th level, as an action you are able to use Libra during combat on a creature that is within 30ft. of you.

 

Deep Assessment

Beginning at the 10th level, when you use the Libra action you may learn up to 3 pieces of information about the target. You may learn additional types of information as well, including:
  • Damage resistances
  • Damage vulnerbilities
  • Damage immunities.

 

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. Until your next turn, your allies 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.

 

Strategic Preparations

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.
When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated Language, at 6th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

 

Extra Attack

Beginning at the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Azure Corruption

Beginning at the 10th level, your body's physiology has been effected by the monstrous energies you have absorbed. Your body has developed a natural resistance to two damage types from the following: Acid, Cold, Fire, Lightning, Poison, or Thunder. Additionally you gain proficiency in either Strength or Constitution saving throws to reflect the monstrous enhancements to your body. You may not change the saving throw you've gained proficiency in through this feature.

 

Fell Hunt

Beginning at the 14th level, you become an expert at defeating your favoured enemies. Once on each of your turns, you can add your Intelligence modifier to the Attack roll or the damage roll of an Attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

 
 

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.

 

Carnival Flare

Beginning at 3rd level, you gain proficiency in the performance skill. You may spend a spell slot to attempt your performance skill checks with advantage and expertise.

 

Dramatic Recovery

Beginning at 6th level, when you are hit by a melee attack, you may use your reaction to move 5ft. backwards away from the attacker and recover hit points equal to your Charisma ability modifier. You may only use Dramatic Recovery three times, uses recovering after a long rest.

 

Willful Presence

Beginning at 10th level, you gain proficiency in Charisma saving throws.

 

Charismatic Flare

Beginning at 14th level, your spells deal additional damage equal to your Charisma ability modifier. This additional damage applies on each hit.


LevelProficiency BonusFeaturesMonster LinksCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Azure Lore, Monster Tracker, Blue Mage Origin242--------
2nd+2Libra243--------
3rd+2-3442-------
4th+2Ability Score Improvement3543-------
5th+3-45432------
6th+3Origin Feature45433------
7th+3-554331-----
8th+3Ability Score Improvement564332-----
9th+4-6643331----
10th+4Origin Feature6643332----
11th+476433321---
12th+4Ability Score Improvement76433321---
13th+5-864333211--
14th+5Origin Feature864333211--
15th+5-9643332111-
16th+5Ability Score Improvement9643332111-
17th+6-106433321111
18th+6Azure Hold106433331111
19th+6Ability Score Improvement106433332111
20th+6Azure Specialist106433332211

Created by

airrichan.

Statblock Type

Class Features

Link/Embed