The Blue Mage

Your innate magic has mysterious origins; it awakened within you one day. Other blue mages may exist in the world with their power laying dormant, possibly never to know the magic that courses through their veins. Your own power was awakened when you came into contact with something supernatural; perhaps you encountered a magical creature, you touched a magic item, or a spell was cast on you.

Whatever the case, you are marked by magic that flows like water and is wide as the sky; the aura of your very soul is stained blue by your magic. This blue magic is both flexible and peculiar, allowing you tap into the essences of other sources of magic in addition to your own stores of power. Paradoxically, you also gain more control over your magic as you develop your potential. Even the mythical abilities of beings beyond human can be yours. Drink deep of the magic,know that the best weapon is to learn the ways of your enemy and to turn their own power against them, and you shall be a force to be reckoned with.

Blue Mage

(Sorcerous Origin)

Bonus Proficiency

At 1st level, you gain proficiency with scimitars. In addition you can use scimitars as an arcane focus.

Unusual Sorcery

You can not learn spells through the normal process of leveling up and can only learn spells through Blue Magic. This however does not effect the amount of spell slots you have and the amount of cantrips you can learn. You can still learn cantrips normally and the level 1 spells you start with are still learned.

Blue Magic

If you are targeted by a spell or monster ability, you can use your reaction to cast that spell or monster ability on another valid target of your choice. This does not negate the effect on you. To use this feature, you must expend a number of sorcery points equal to the cost of creating a spell slot of the same level as the spell cast on you. The spell does not need to be on the sorcerer spell list. You cannot use this feature to duplicate a spell above a level you do not have spell slots for.

Learning by Example

Starting at 6th level, you can do more than just recast a spell or monster ability. When you use your Blue Magic ability, you can choose to learn the spell or monster ability cast on you instead of duplicating its effects. This spell replaces a spell or monster ability you currently know. The spell does not have to be on the sorcerer spell list for you to learn it. The Spell is replacesd in an ability slot according to the spell level of the spell. Monster abilities use up a spell slot depending on the CR of the monster it was learned from.

Monster CR ability cost
Monster CR Spell Slot
1/8 - 1/2 Cantrip
1 - 2 1
3-4 2
5-6 3
7-8 4
9-10 5
11-12 6
13-14 7
15-16 8
17-20+ 9

Acquired Talent

At 18th level, you can imitate the Spells and abilites of any creature without being hit by them (including passives and defensive abilities). Defensive abilities of monsters use the same table shown earlier to determine which spell slot to assign them too, passive abilities do not full a spell slot. To learn a spell or ability of a creature they must be incapacitated or dead. The process take 10 minutes and the difficulty of the procedure takes an amount of time depending on whether the creature is incapacitated or dead. If the creature is incapacitated the Blue Mage must succeed on a DC 0 + monster CR charisma saving throw if the Blue mage is attempting to learn a monster spell or a DC 10 + Spell level charisma saving throw if the Blue Mage is attempting to learn a spell. If the creature is dead however the Blue Mage must succeed on a DC 5 + monster CR charisma saving throw if the Blue mage is attempting to learn a monster spell or a DC 15 + Spell level charisma saving throw if the Blue Mage is attempting to learn a spell. You may now learn legendary abilities through use of aquired talent. A Blue Mage can only have up to half his charisma mod (min 1) of passives.

1

PART 1 | Sorcerous Origin

Blue Mage

(Monastic Tradition)

Blue Magic

Once you choose this tradition at 3rd level, you can use your ki to absorb and permanently learn and use spells and monster abilities. Whenever you are targeted by an spell, or monster attack, you may spend one ki and attempt to learn it. The Ki point is spent at the time the blue mage is subject to the attack. The acquisition of the ability is not automatic or instant. Within 24 hours, the blue mage must take a short rest. During this rest, on a successful Constitution saving throw versus a DC of 10 + the monsters CR - Half your monk level rounded down, the ability or spell is learned.

The Blue mage may then use the ability by spending Ki points. A spell costs a number of Ki points equal to its level, Cantrips cost 1 ki point. A monster ability may be used by expending ki points depending on the CR of the monster the ability was learned from. A Blue Mage may not know a spell of higher spellcasting level then half their level.

A blue mage may not know more spells and monster abilities than those that are equal to their level + one-half their constitution modifier.

Scimitar Proficiency

You gain proficiency with scimitars. In addition for the purposes of any monk ability that uses the short sword , simple weapons or monk weapons, the blue mage may instead use a scimitar

...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Monster CR ability cost
Monster CR Ki Points
1/8 - 2 1
3-4 2
5-6 3
7-8 4
9-10 5
11-12 6
13-14 7
15-16 8
17-20+ 9
    ...

Azure Consumption

At 6th level, you gain the ability of Azure Consumption. The Blue Mage can attempt to learn abilities from creatures by eating them (including passive or defensive abilities). They must succeed on a DC 10 + monster CR - half your monk level rounded down Constitution saving throw after consuming a corpse to learn the ability. Otherwise they are sick and vomit up the corpse which is ruined. This process takes 10 minutes to complete.

Each of these passive abilities counts against the total number of abilities the Blue Mage can learn. Each passive ability costs half the ki points according to the CR of the monster to maintain, reducing the available ki points by that amount. These abilities are always 'on' and cannot be turned off to regain access to the reserved ki points. A Blue Mage can only have up to 3 passives.

Magicial Attunement

At 11th level, you have learned to be frugal with the magical energy you absorb from spells. When a spell or ability that you know that requires a saving throw is cast on you, you have advantage on that save. In addition your max ki point is increased by half your level.

Blue Magic Mastery

At 17th level, though still limited in the number of powers they can have, passive abilities no longer require one ki point to maintain, freeing up those ki points for other uses. They may now also learn legendary abilities. A Blue Mage can only have up to 3 passives.

2

PART 2 | Monastic Tradition

Overall Restrictions

  • The blue mage must be the target of the spell or ability.
  • The blue mage must be personally affected by the spell or ability, if protected in some manner the ability cannot be learned.
  • They may learn an ability that affects them regardless of the success or failure of their saving throw versus the ability.
  • Seeing an ability is not enough, they must be the target or one of the targets of the ability or spell.
  • They are considered affected by the ability, even if they die or collapse during the attack.
  • If you are a monk and use your Evasion ability at 7th level and take no damage, you have avoided the spell or effect and may not learn it.

Monster Abilities

Anything under "Actions" counts as a monster ability for the purpose of learning. Everything that is Between the Stats and CR etc and "Actions" is a passive for the purpose of learning. When learning passives a blue mages form changes to reflect the abilities learned. eg, If they gain Keen smell of the Werebear, then their nose might become wet, etc. When casting an ability that might not quite make sense, the blue mages body somewhat chantges to adapt to this change. eg, If the player uses the Bite of the Werebear thier mouth will grow fangs and enlargen for the bite.

Other misc

For the purposes of enchantment spells and other spells that your character was not aware they were influenced by, they can only learn the spell when they realize they where influenced.

3

PART 3 | Extras