Wizard
Base Class: Wizard

Blue Magic

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.

Libra

2nd-level Blue Magic feature

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.

 

Survival Tactics

6th-level Blue Magic feature

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.

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 Lore

2nd-Level Blue Magic feature

Starting a second level you replace your standard spell book with a Research Journal. Your Research Journal is not only where you record the arcane workings behind the spells that you use but also notes on monsters that you've used Libra on as well as other research notes on monsters. 

When you witness a monster using a magical ability or spell in battle you may take a bonus action to try and determine the nature behind the ability being used. Make a general intelligence check, with the DC equaling 8 + the proficiency bonus of the monster you are trying to copy the ability from. On a success you successfully discern how to use the ability or spell and may add it to your Research Journal during a short or long rest. 

While you may copy a ability or spell at any time regardless of spell level you may only use it when you have spell slots available to for the level of that spell. For monster abilities that do not have an assigned spell slot please follow the table below for the required spell level based on the monsters CR:

1> 0 (cantrip)
1-3 1
4-5 2
6-7 3
8-9 4
10-11 5
12-13 6
14-15 7
16-17 8
18< 9

 

Reactive learning

10th-level Blue Magic feature

Once per long rest, when a creature makes a spell attack against you, you can use libra to discern the nature of the spell and reflect the spell back at them. You may cast counterspell once per day without expending any spell slots. The level at which this can be cast will be determined by your level/2 (rounded up) -1.

 

Azure Soul

14th-level Blue Magic feature

Beginning at the 14th level, you have learned to drain the natural abilities of your prey. As a reaction, a you draw energy out of a creature you can see within 30ft. When the creature makes an ability check, saving throw, or an attack roll you can use your reaction to decrease the creatures roll by 1d6. Additionally when an attack roll is made against this creature, or the creature casts a spell that requires a saving throw you can use your reaction to assist your allies and point out cracks in its armor or safe zones from its attack, to decrease its AC or Save DC by 1d6.

You may use this feature 3 times per long rest.

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