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.
Features
Azure Guard
Beginning at 1st level, you may use one handed melee weapons 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, a 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