Sorcerer
Base Class: Sorcerer

To ensure victory over even the most savage foes, these implacable men and women have spent long years researching a monastic tradition with unlimited potential—the art of blue magic. Clothed in distinctive blue-and-black jubbahs and wielding curved blades, the Blue Mages are feared for their ability to harness a creature’s strength and add it to their own. Blue magic is an art that allows a person to mimic the awesome powers of monsters and far exceed the normal boundaries of mortals.

However, a blue mage uses the techniques of beasts in the form of a person, placing enormous strain on his or her physical self. And while the magical process of absorbing a monster’s essence into oneself has reduced the occurrence of physical incidents, there is an increased danger of a blue mage succumbing mentally and spiritually to the beast within…

Few blue mages in history have ever reached the end of his or her natural lifespan, and this speaks eloquently of the pain they endure despite improvements to their art. There is even talk of a blue mage who absorbed the essence of an undead creature and can no longer be released from his mortal coil.

Only those with the strength of spirit to resist the savage call of the beast within—and those willing to sacrifice a future to carry out their duty—have the necessary qualities to walk the path of the blue mage.

Azure Lore

Starting when you choose this Origin at 1st level, your unique physiology allows you to absorb and permanently learn to use spells and monster abilities. When a creature hits or affects you with a spell, spell attack or ability, you may use your reaction to attempt to temporarily learn that ability.

Make a Charisma check, the DC for this check equals 10 + the creatures proficiency bonus, or it's CR whichever is highest. 

On a success, you may add the ability to your list of Azure Lore. You may only know a number of Lore abilities equal to your charisma modifier . You lose all Azure Lore abilities at the end of a Long Rest.

You may only use learned abilities equal to your half proficiency  (Rounded down) Once you've expended all uses of a single ability, it fades back into pure mana, leaving your list of Azure Lure until you learn it again.

You may not learn an ability from a monster whose Challenge Rating exceeds your level in the Sorcerer class. You cannot learn lair or legendary abilities.

Casting Lore

Non-spell abilities on your list of Azure Lore must be cast by expending a spell slot of an appropriate level, determined by the Challenge Rating of the creature you learned it from, as noted in the table below. This table should be used as a guideline; the DM may choose to raise or lower the required spell slot level at his or her discretion based on the relative power of the learned ability.

Abilities casted/used using this feature are not allowed to use the Metamagic feature once you've gained the feature at level 3
Spell Slot Level by Challenge Rating:

0-1/2

0th

1 – 3

1st

4 – 5

2nd

6 – 7

3rd

8 – 9

4th

10 – 11

5th

12 – 13

6th

14 – 15

7th

16 – 17

8th

18 -20

9th

Azure Affinity

When you choose this Origin at 1st level, you gain proficiency with longswords, scimitars, and the Arcana skill. Your proficiency bonus is doubled for any ability check you make to identify monsters and their special powers or vulnerabilities. If you lack proficiency in the required skill, you are treated as having it only for the purposes of these monster knowledge checks. (Proficiency bonus would not be doubled in this case).

Form of Consuption

At 6th level, you gain the ability to erupt in a blinding lapis light, focusing your magic to become the embodiment of pure arcane consumption. 

When you transform using this ability, any concentration checks made when using your Azure Lore ability, you can add half of your Charisma modifier (rounded down) to the check and make it with advantage.

Additionally, when you see a creature cast a spell, you can attempt to consume the Arcana energy before the creature has a chance to use it. You force the creature to make an opposing spell casting check against you. If the creature fails, you consume the magic used to cast the spell and use it for your own use. The spell automatically fails, and you regain sorcery points equal to half of the spells level. Once you use this feature, you cannot use it again while in this form.

The form lasts for 1 minute, afterwards the light fades, ending the transformation. Once you use this feature, you cannot use it again until you finish a short or long rest.

Mind of Lapis

Through your enhanced studies of spells and monsters, your mind has become a weapon of it's own

Additionally, your blue magic is able to tap into a hostile creatures mind and flip through it as a book. Make a contested Charisma check. If you succeed, you gain one Skill proficiency bonus they are proficient in, and steal one of their saving throw  proficiency's if you didn't have it already. The creature loses the saving throw proficiency you choose, and you gain proficiency in that saving throw. While you have their saving throw proficiency, at the start of your turn, you must spend a number of Sorcery points equal to their CR. If you do not spend sorcery points to keep the saving throw  proficiency, you lose the  proficiency and it returns to the creature you stole it from.  You can use this feature twice per long rest.

You lose both the proficiency and spell learned using this feature at the end of a short rest.

Master of Blue Magic

When you reach 18th level, you can use your Form of Consumption feature twice instead of once. Additionally, you automatically pass charisma checks to steal abilities equal to your charisma mod.

Additionally, when you learn a skill proficiency through the Mind of Lapis skill, you instead gain expertise in that skill. Additionally, when you succeed in stealing another monsters Saving Throw proficiency, it instead costs 5 sorcery points to maintain the saving throw proficiency,

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