Base Class: Sorcerer
A fire to fight a fire... A thief to catch a thief... A monster to slay a monster…”
The Scriptures of the Immortal
Some sorcerers occasionally find their body is a conduit of primal esoteric energies, their flesh collecting and storing remnants of the primal energies derived from an opponents magical effects. These fell children are referred to as Azure Bloods. Those who are not destroyed upon discovery, seek masters who can unlock the esoteric secretes hidden in their blood. Those who survive long enough to perfect their abilities become formidable fighter-mages employ a combination of monstrous abilities with a formidable frontline fortitude, decimating foes with fell magic mastered from their battles against various monstrosities. Due to their fell arcane abilities, their blood becomes stained deep blue with the life essence of the monsters they've fought. Although born with a natural talent for primal energies, these practitioners lean into their ancestral power and blood magic arts which has been deemed as the Azure Magic. In pursuing this path, these individuals are sometimes considered Azure Blooded Mages are blessed with unnaturally long lifespans and near immortal qualities due to their continued consumption of monstrous life essence. Some who walk the path of the Azure Blood Mage are even given the title of "Immortal" as they have obtained a point of strength that lets them live seemingly forever. Azure Bloods who succumb to their monstrous and sometimes fiendish essences risk transfiguration into gruesome abomination. Only those with the strength of spirit to resist the savage call of the monster within have the necessary qualities to walk the path of the Azure Blood. Those who are able to master this forbidden art without losing themselves to it, become some of the most fearsome practitioners of this lost esoteric arcane discipline.
Big thanks to Cowboy_Tiefling for originally posting a "Blue Mage" concept, art work taken from FFX game. I went ahead and drafted my own take on the class, modifying it for my campaign and players. This class is a combination of inspirations from various Final Fantasy games.
Note to DM's: I homebrew monster abilities into spells for players to select in the "Azure Lore" section. For "Blood Lore" I put in the most common monstrous traits they may likely learn, but you can Homebrew what you would like to give your players as well. (For the sake of my campaign I went ahead and put an extensive list, so apologies for anyone viewing the full version the lists are massive.)
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 you are the target of a spell or a monster’s non-weapon ability, you may use your reaction to attempt to learn that ability.
Learn Ability (Reaction)
Make a Concentration check. If the ability causes damage, the DC equals 10 or half the damage you take, whichever number is higher. If the ability does not cause damage, the DC equals 8 + the creature's proficiency bonus.
On a success, you may add the ability to your list of Azure Lore. You can learn up to two Azure Lore "spells" at 1st level, and increase the number amount you can learn by 2 for every odd level in this class gained (two more at levels 3, 5, 7 ect). If learning a new Lore would cause you to exceed this maximum, you may choose a Lore ability you know and replace it with the new one. You may not learn an ability from a monster whose Challenge Rating exceeds the equivalent spell level you can cast in the Sorcerer class. See chart below to see equivalent spell level according to monster CR. You cannot learn lair or legendary abilities.
Challenge Rating to Spell Level |
||
Challenge |
Spell Level |
DC to Learn |
<1 |
0th |
12 |
1 – 2 |
1st |
12 |
3 – 4 |
2nd |
12 |
5 – 6 |
3rd |
13 |
7 – 8 |
4th |
13 |
9 – 10 |
5th |
14 |
11 – 12 |
6th |
14 |
13 – 14 |
7th |
15 |
15 – 16 |
8th |
15 |
17 – 20 |
9th |
16 |
21 – 24 |
9th |
17 |
25 – 28 |
9th |
18 |
29 – 30 |
9th |
19 |
You can use the using this ability a number times per day equal to your proficiency bonus, you regain all uses of this ability when you finish a long rest. Spells learned through the Azure Lore ability can be modified with metamagic like any other spell.
Note to DM: Monster spell like abilities (non melee attacks) are up to the GM's digression as approval, it is also worth noting, monster abilities typically do not distinguish between friend or foe, and thus for area of affects, will hit all targets in most cases. (As a sorcerer, they can opt to use metamagic such as careful spell to help prevent allies from being affected.) All abilities are up to DM discretion for use, especially monsters who CR is above 20.
Azure Lore (Spell up to 1st)
Azure Lore (Spell)
Azure Lore (Spell up to 1st)
Azure Lore (Spell)
Azure Lore (Spell up to 1st)
Azure Lore (Spell)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 2nd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 3rd Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 4th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 5th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 6th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 7th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 8th Lvl)
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Monsters above CR 17 up to DM Digressions when learning a Azure Lore Monster Spell
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Monsters above CR 17 up to DM Digressions when learning a Azure Lore Monster Spell
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Monsters above CR 17 up to DM Digressions when learning a Azure Lore Monster Spell
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Monsters above CR 17 up to DM Digressions when learning a Azure Lore Monster Spell
Azure Lore (Spell up to 9th Lvl)
Azure Lore (Spell up to 9th Lvl)
Monsters above CR 17 up to DM Digressions when learning a Azure Lore Monster Spell
Monstrous Resilience
Your fell blood carries monstrous energies which make you more physically capable. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your supernatural abilities gives you strong natural defenses. While you aren’t wearing armor, your AC your Dexterity modifier + your Constitution modifier.
Absorb Essence
At 6th level, you gain the ability Absorb Essence. The Azure Blood can attempt to learn passive or defensive abilities from creatures by eating parts of them. Some Azure Bloods eat the creature’s heart, others the brain. The specific part of the creature consumed doesn’t appear to matter, only that the Azure Blood believes the magic he wishes to take lies within.
Consuming a corpse in this manner takes at least 10 minutes and requires you to spend 1 spell point. Make a Constitution saving throw, the DC for which equals 8 + the creature's proficiency bonus + the creature's Constitution modifier. On a success, you learn the ability as if it were gained with Azure Lore. Otherwise you are sick and vomit up the corpse which is ruined.
You add this ability to your Blood Lore. Each passive ability costs 1 spell point to maintain, reducing the available spell points by that amount. These abilities are always ‘on’ and cannot be turned off to regain access to the reserved spell points. The Azure Blood’s form often changes to reflect the abilities learned. For example, if you gain the natural base armor of the Galeb Duhr, then your skin can take on a rocky appearance. You can only maintain a number of Blood lore upto your constitution bonus.
Blood Lore
When you have successfully used the Consume Essence feature, you may add this ability to your Blood Lore. Each passive ability costs 1 sorcery point to maintain unless stated differently in the options, reducing the maximum available spell points usable by this character by 1. These abilities are always ‘on’ and cannot be turned off to regain access to the reserved spell points. The Azure Blood’s form often changes to reflect the abilities learned. For example, if you gain the natural base armor of a Lizardfolk, then your skin can take on a scaly appearance. You can only maintain 3 Blood lore when you gain this feature. You can increase the number of Blood Lores you can have active by 1 at 9th, 13th, and 17th level in this class.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can unlearn any number of “Blood Lore”.
Additional Blood Lore options may be possible at DM's digression.
Blood Lore (Flight - 20 ft)
You use your Absorb Essence feature to gain a flight speed of 20 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Escape)
You can Dash or Disengage as a bonus action action.
Blood Lore (Amphibious)
You can breathe air and water.
Blood Lore (Blindsight - 30 ft)
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Blood Lore (Blindsight - 10 ft)
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Blood Lore (Blindsight - 120 ft)
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Blood Lore (Blindsight 60 ft)
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Blood Lore (Blood Frenzy)
You have advantage on attack rolls against a creature that doesn’t have all its hit points.
Blood Lore (Darkvision - 120ft)
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
Blood Lore (Darkvision - 60 ft)
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
Blood Lore (Darkvision & Devil’s Sight - 120 ft)
Magical darkness doesn’t impede you darkvision (120 ft).
Blood Lore (Extraordinary Leap)
The distance of the your long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Blood Lore (Flight - 30 ft)
You use your Absorb Essence feature to gain a flight speed of 30 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Flight - 40 ft)
You use your Absorb Essence feature to gain a flight speed of 40 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Flight - 50 ft)
You use your Absorb Essence feature to gain a flight speed of 50 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Flight - 60 ft)
You use your Absorb Essence feature to gain a flight speed of 60 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Flight - 80 ft)
You use your Absorb Essence feature to gain a flight speed of 80 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Flight - 90 ft)
You use your Absorb Essence feature to gain a flight speed of 90 ft. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Keen Sight and Smell)
You have advantage on Wisdom (Perception), checks that involve sight and smell.
Blood Lore (Keen Smell)
You use your Absorb Essence feature to gain a keen sense of smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Magic Resistance)
You use your Absorb Essence feature to gain advantage on saving throws against spells. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Magic Sense)
The you know the location of every spellcaster, active spell, and magic item within 120 feet of yourself.
Blood Lore (Natural Armor - Loxodon)
You use your Absorb Essence feature to gain the natural armor of a loxodon. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Natural Armor - Lizardfolk)
You use your Absorb Essence feature to gain the natural armor attribute of a Lizardfolk. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Nondetection)
The you can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Blood Lore (Pack Tactic)
The you have advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature and the ally isn't incapacitated.
Blood Lore (Poison Resilience)
You use your Absorb Essence feature to gain resistance to poison damage, you also have advantage on saves against poison. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Powerful Build)
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Regeneration - 10 hp)
You regain 10 hit points at the start of your turn. If you takes acid or fire damage, this trait doesn't function at the start of the your next turn. You die only if you starts your turn with 0 hit points and don't regenerate.
Blood Lore (Regeneration - 5 Hp)
You regain 5 hit points at the start of you turn if you have at least 1 hit point. If you takes fire damage, this trait doesn’t function at the start of your next turn.
Blood Lore (Rejuvenation)
If you die, you returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Blood Lore (Rejuvenation)
If you die, you returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Blood Lore (Resistance - Acid)
You use your Absorb Essence feature to gain resistance to acid damage. At the begging of each day reduce your sorcery point total by 1 until you unlearn
Blood Lore (Resistance - Cold)
You use your Absorb Essence feature to gain resistance to cold damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Force)
You use your Absorb Essence feature to gain resistance to force damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Lightning)
You use your Absorb Essence feature to gain resistance to lightning damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Necrotic)
You use your Absorb Essence feature to gain resistance to necrotic damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Physical Nonmagical Attacks)
You use your Absorb Essence feature to gain resistance to physical bludgeoning, piercing, and slashing damage from nonmagical attacks. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Psychic)
You use your Absorb Essence feature to gain resistance to psychic damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance - Radiant)
You use your Absorb Essence feature to gain resistance to radiant damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Resistance Fire)
You use your Absorb Essence feature to gain resistance to fire damage. Upon taking this blood lore reduce your sorcery point total by 1 until you unlearn this blood lore.
Blood Lore (Shadow Stealth)
While in dim light or darkness, the deep crow can take the Hide action as a bonus action.
Blood Lore (Spell Turning)
You have advantage on saving throws against any spell that targets only the you (not an area). If the saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the you and instead targets the caster.
Blood Lore (Spiderclimb)
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blood Lore (Telepathy - 120 ft)
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Blood Lore (Telepathy - 20ft)
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Blood Lore (Telepathy - 30ft)
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Blood Lore (Telepathy - 60ft)
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Blood Lore (Tremorsense - 120 ft)
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster 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. Many burrowing creatures, such as ankhegs, have this special sense.
Blood Lore (Tremorsense - 120 ft)
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster 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. Many burrowing creatures, such as ankhegs, have this special sense.
Blood Lore (Tremorsense - 30 ft)
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster 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. Many burrowing creatures, such as ankhegs, have this special sense.
Blood Lore (Tremorsense - 60 ft)
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster 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. Many burrowing creatures, such as ankhegs, have this special sense.
Blood Lore (Truesight - 120 ft)
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
Blood Lore (Truesight - 60ft)
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
Azure Diffusion
At 14th level, your numerous encounters with magical beasts and spell casters has given you the ability to quickly assess and counter the effects of a spell you can see. You count as always having counter spell prepared. You may cast Counterspell without expending a spell slot once per long rest. You may increase the level of this spell by spending two additional sorcery points, when you do so you may only up cast up to 5th level. For example if you need to up cast Counterspell to 5th level you would need to spend four sorcery points to up cast this spell. You may only up cast this to the level of spell you are able to cast, and after using this ability, you may not do so again until you complete a long rest.
When countering a spell with this feature you may immediately use Azure Lore feature as part of your counter spell to attempt to learn the spell.
Azure Affinity
At 14th level, You ability to sense monstrous abilities and magic is heightened. You may use your Azure Lore ability whenever you or an ally you can see is the target of a spell or a monster’s non-weapon ability.
Unbridled Lore
At 18th level, though still limited in the number of powers you can have, passive abilities no longer reduce your sorcery points to maintain, freeing up those sorcery points for other uses. Your ability to learn Azure Lore is no longer limited by CR. You may now also learn legendary actions.
Immortal Essence
At 18th level, due to the countless essences you have absorbed, no longer suffer any effects of old age, and you can't be aged magically. You no longer can die of old age, however you can still die from combat or if you sustain enough damage. In addition, when you use arcane consumption you no longer need food or water for that day.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/26/2022 2:56:28 AM
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26
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2.0
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Coming Soon
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5/29/2024 6:07:51 AM
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676
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51
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3
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Coming Soon
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I love this idea for a sorcerer subclass! Very unique!