Base Class: Wizard
Wizards of the Azure Order study the strange magical phenomena produced by monsters. Rather than relying only on theory, a Blue Mage learns by witnessing monstrous powers firsthand, analyzing their structure, and translating them into spell formulae.
Dragons breathe elemental force, aberrations tear at the mind, undead radiate deathly power, and magical beasts express the Weave through instinct rather than study. Blue Mages catalogue these phenomena in specialized spellbooks known as Azure Tomes, gradually transforming dangerous encounters into arcane knowledge.
To most wizards, this tradition is reckless. To the Azure Order, it is field research.
Level 3: Azure Order Initiate
When you join the Azure Order at 3rd level, you gain training suited to dangerous field research.
You gain Light Armor training.
You also gain proficiency in one of the following skills of your choice: Arcana, Medicine, Nature, Religion, or Survival.
In addition, you gain proficiency with either Alchemist’s Supplies or Cook’s Utensils.
You also gain an Azure Tome, a specialized spellbook used to record Blue Magic. Blue Spells you learn through this subclass count as Wizard spells for you and are recorded in your Azure Tome. Once a Blue Spell is added to your Azure Tome, you can prepare it as normal for a Wizard spell.
Scan
Starting at 6th level, your monster analysis becomes more precise.
When you use Check and succeed, you learn three facts instead of two. You can choose from the Check list or from the following additional options:
- Defensive Profile: The DM reveals one damage vulnerability, immunity, or resistance the creature has, prioritizing vulnerability first, then immunity, then resistance. If the creature has none, you learn that it has no apparent damage vulnerabilities, immunities, or resistances.
- One condition immunity.
- The creature’s highest ability score.
- The creature’s lowest saving throw.
- The damage type or saving throw used by one Blue Spell the creature could teach.
- Whether the creature’s remains could be carved for Blue Essence.
In addition, when you successfully use Check on a creature, you can mark it as Scanned until the end of your next turn.
The next time you cast a Blue Spell against a Scanned creature before the mark ends, choose one of the following benefits:
- You have Advantage on one spell attack roll against that creature.
- The creature subtracts 1d4 from the first saving throw it makes against that spell.
- If the spell deals damage, you can ignore the creature’s Resistance to one damage type dealt by the spell. This does not ignore Immunity.
Check and Scan share the same uses. You can use Check a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Azure Consumption
Starting at 10th level, you can consume Blue Essence to absorb monster magic directly.
As a Bonus Action, you consume one Blue Essence, destroying it. When you do, you gain both benefits below.
Learned by Consumption
The consumed Essence counts as a recorded Blue Magic phenomenon.
At the end of your next Long Rest, you can add the linked Blue Spell to your Azure Tome if you have spell slots of that spell’s level.
If you had already recorded that Blue Spell by witnessing it, you can instead add it to your Azure Tome at the end of your next Short Rest.
Once added to your Azure Tome, the spell counts as a Wizard spell for you and can be prepared normally.
Temporary Monster Trait
You gain one temporary monster trait for 10 minutes. The DM chooses a trait appropriate to the consumed Essence.
Examples include:
- You gain Darkvision out to 60 feet. If you already have Darkvision, its range increases by 30 feet.
- You gain a Swim Speed equal to your Speed and can breathe underwater.
- You gain a Climb Speed equal to your Speed.
- You gain a Fly Speed of 20 feet. You fall if you end your turn airborne.
- You gain a +1 bonus to AC.
- You gain Resistance to one damage type appropriate to the Essence.
- You gain Temporary Hit Points equal to your Wizard level.
- You gain Telepathy out to 60 feet.
- You have Advantage on Wisdom (Perception) and Wisdom (Survival) checks.
- You have Advantage on Strength checks and Strength saving throws.
- Once before the trait ends, you can become Invisible until the end of your next turn.
- Once before the trait ends, when you damage a creature with a spell, you deal extra Poison or Necrotic damage equal to your Intelligence modifier.
You can safely consume Blue Essence a number of times equal to your Intelligence modifier, minimum once, and you regain all expended uses when you finish a Long Rest.
Unsafe Consumption
If you consume Blue Essence after exceeding your safe limit, make a Constitution saving throw.
The DC equals 10 + the Challenge Rating of the creature the Essence came from, to a maximum DC of 30. For creatures with a Challenge Rating lower than 1, the DC is 10.
On a failed save, you gain no benefit and have the Poisoned condition until you finish a Short or Long Rest.
On a successful save, you gain the benefit, but when the temporary monster trait ends, you gain 1 Exhaustion level.
Perfected Learning
Starting at 14th level, your body and magic have adapted to unstable monster resonance.
When you consume a Blue Essence, you can immediately add the linked Blue Spell to your Azure Tome if you have spell slots of that spell’s level. You do not need to wait for a rest.
In addition, temporary monster traits you gain from Azure Consumption last for 1 hour instead of 10 minutes.
Once per Long Rest, when you cast a Blue Spell you learned by witnessing, carving, or consuming monster magic, you can roll the spell’s damage or healing dice twice and use either total. You must use one complete roll; you can’t combine dice from both rolls.
Azure Carving
Starting at 6th level, you can extract lingering monster magic from a creature’s remains.
When a creature dies, you can spend 1 minute attempting to harvest a Blue Essence from its remains. The creature must have had an innate magical, supernatural, or unusual biological ability that matches the source of one of your Blue Spells.
Make an Intelligence or Wisdom check using Arcana, Medicine, Nature, Religion, or Survival. If an appropriate tool applies, such as Alchemist’s Supplies, Cook’s Utensils, an Herbalism Kit, or a Poisoner’s Kit, you can use that tool as part of the check.
The DC equals 10 + the creature’s Challenge Rating, to a maximum DC of 30. For creatures with a Challenge Rating lower than 1, the DC is 10.
On a success, you harvest one Blue Essence. A creature can yield only one Blue Essence.
On a failure, the essence is destroyed or too degraded to use.
A Blue Essence contains one learnable magical phenomenon. The DM tells you which Blue Spell the Essence corresponds to.
A Blue Essence remains potent until you finish your next Long Rest. During that Long Rest, you can destroy the Essence to add its Blue Spell to your Azure Tome, provided you have spell slots of that spell’s level.
Once added to your Azure Tome, the spell counts as a Wizard spell for you and can be prepared normally.
Azure Field Skill
You gain proficiency in one of the following skills of your choice: Arcana, Medicine, Nature, Religion, or Survival.
Field Skill Options
Proficiency with Arcana
Azure Field Tool
You gain proficiency with either Alchemist’s Supplies or Cook’s Utensils.
Alchemist’s Supplies
Gain proficiency with alchemist supplies
Cooking Utensils
Proficiency with Cooking Utensils
Azure Observation
You can learn Blue Magic by observing the innate powers of monsters.
When you see a creature within 60 feet of yourself use an innate magical, supernatural, or unusual biological ability that matches the source of a Blue Spell, you can attempt to record that phenomenon in your Azure Tome.
If the ability targets you, includes you in its area, forces you to make a saving throw, damages you, or otherwise affects you, you record it automatically.
If the ability affects another creature instead, you must succeed on an Intelligence check using Arcana, Medicine, Nature, Religion, or Survival. The DC equals 10 + the creature’s Challenge Rating, to a maximum DC of 30. For creatures with a Challenge Rating lower than 1, the DC is 10.
The ability must come from the creature’s own nature or stat block. Ordinary weapon attacks and spells the creature casts do not qualify unless a Blue Spell specifically says otherwise.
At the end of a Long Rest, you can add one recorded Blue Spell to your Azure Tome if you have spell slots of that spell’s level.
Once added to your Azure Tome, the spell counts as a Wizard spell for you and can be prepared normally.
You can record multiple phenomena, but you can add only one Blue Spell to your Azure Tome at the end of each Long Rest.
Check
You can quickly assess monsters in battle.
As a Bonus Action, choose one creature you can see within 60 feet of yourself. Make an Intelligence check using Arcana, Medicine, Nature, Religion, or Survival. The DM chooses the most relevant skill, or allows you to choose if more than one would apply.
The DC equals 10 + the creature’s Challenge Rating, to a maximum DC of 30. For creatures with a Challenge Rating lower than 1, the DC is 10.
On a success, you learn two of the following facts:
- The creature’s type.
- Whether the creature is healthy, bloodied, or near death.
- Whether the creature has an ability that could teach a Blue Spell.
- The name of one Blue Spell the creature could teach, if any.
- One damage type the creature has dealt or appears naturally associated with.
- Whether the creature has Legendary Resistance.
For every 5 by which you exceed the DC, you learn one additional fact.
For this feature, a creature is healthy if it has more than half its Hit Points, bloodied if it has half its Hit Points or fewer, and near death if it has one quarter of its Hit Points or fewer.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
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