Base Class: Wizard
Blue Mages are a kind of 'jack of all trades' caster. They can learn any spell through analyzing another casting it, but they don't know much of any on their own. Though a Blue Mage may know innumerable spells, they can only have so many prepared at a time. Blue Mages can mimic the aetheric balance of different roles, allowing them to fit into any slot in a team. Skilled Blue Mages can even cast some special Blue Mage spells, which have special effects if you have the right Aetheric Mimicry active.
Blue Mages start their journey at level 1, and their starter features must take effect from that point, even if subclass is not yet selected in the character builder. Thus, if you want to be a blue Mage, you must make the decision before the start of your campaign, and build your character accordingly.
Level 3: Blue Mage Spell Book
You start with only one spell (Water Canon), but can gain more spells in your spell book by watching others cast said spells. Whenever a creature casts a spell you don't yet know, you may role an Arcana check (free action). If your roll is above an amount equal to 10+ the spell's base level (level of spell when learned, not level cast at if upcasted), then you may learn the spell and add it to your spell book. Additionally, while outside of combat, you can freely swap your prepared spells, though this takes a small bit of time (not reaction speed). Newly learned spells are not automatically added to prepared spells. This feature must apply from the start of the campaign, even before subclass is selected; If you start the campaign at a level higher than 1, you may add some spells to your spell book, but only to what can be immediately prepared.
Water Canon: Water Canon is the starting spell of the blue Mage. It is a cantrip that takes an action to cast, and has a range of 90 feet. It deals 2d6 bludgeoning damage on hit.
Level 3: Jack Of All Trades
You are able to analyze and learn all spells, no matter the class restrictions normally applied. You are also able to learn the abilities of some enemies, even if they aren't definitively spells; this is left to the DM's discretion and decisions of how to implement, if it is implemented at all. This feature affects the character from the moment the campaign starts, even before subclass is officially chosen.
Level 6: Aetheric Mimicry
Starting at level 6, you can use the ability 'Aetheric Mimicry' to align your aetheric composition to mimic that of an ally, being either a Healer, Tank or DPS. You will gain effects that differ depending on which one you choose. In order to use this, there must be a target within sight and a range of 100 feet that qualifies as your chosen role when you use it. The effects remain until death, and cannot be removed in any way other than you choosing to remove them. Certain other features are effected by your Aetheric Mimicry. The effects and qualifications are as follows;
Healer| qualification: be capable of restoring health to other party members. Effects: Increase healing done by you by 20%.
Tank| qualification: have an AC of 18 or higher. Effects: Increase AC by 2, reduce damage taken by 20%.
DPS| qualification: have any ability or spell that increases or deals damage, that is not a basic weapon attack. Effects: Deal an extra 10% damage (applies to all damage sources), gives advantage on attack rolls.
Level 10: Aetheric Rebalencement
Starting from level 10, your aether naturally rebalances itself based on your current role. Depending on which Aetheric Mimicry you currently have active, you will gain an increase/decrease to 2 of either damage dealt, healing given, and damage taken. If you don't have Aetheric Mimicry active, you get a slight bonus to all of the aforementioned. The effects are as follows:
Healer: Increases healing given by 25%, but increase damage taken by 10%
Tank: Decrease damage taken by 25%, but decrease damage dealt by 10%
DPS: Increase damage dealt by 25%, but decrease healing given by 10%.
None: Increase damage dealt and healing given by 10%, decrease damage taken by 10%
Level 14: Specialized Blue Spells
Upon reaching level 14, you gain access to 3 new spells: Matra Magic, Angel's Snack and Dragon Force. These spells have boosted effects while under DPS/Healer/Tank Aetheric Mimicry respectively. These spells count as cantrips.
Matra Magic: Hurls a bolt of magic energy at a target in range, dealing 2d4 force damage on hit. If DPS Aetheric Mimicry is active, instead hurl 5 bolts at the target, dealing 2d4 force damage per hit.
Angel's Snack: Releases healing aether around you, healing all allies within 25 feet for 1d4. If Healer Aetheric Mimicry is active, additionally heal for an amount equal to your spellcasting bonus to allies effected at the end of their turns, until the start of your next turn.
Dragon Force: Calling upon defensive aether, you steel yourself against attacks. Until the end of your next turn, you take 10% less damage. If Tank Aetheric Mimicry is active, instead gain resistance to every damage type.
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