Blue Mage

The Greatest Expression of Mimicry and Wonder, Collector of Knowledge and Magic, and Something of a Monster themselves


RaRaRoxi| Class | Blue Mage

Blue Mage

Imitation is the greatest form of flattery, even when it's done so much better. An azure cloaked elven woman strides toward two massive white and red dragons in the arena, her lance at the ready, her form crackling with energy, with each step turning the floor into ash. She lunges at the fierce monsters with eyes aflame and powerful magic coating her. Shouts, cheers, and curses echo within the underground arena.

A confident smirk spreads across the face of the veteran blue mage, when the white dragon, without hesistation, engulfs her in a sea of freezing breath. The ice biting with raw intensity, She grits her teeth and ignores the pain. Unleashing the spell brewing within. Untold knowledge pours into her, reverberating through her body, as the icey breath finally ceases.

With lightning quick steps, streaking towards the white dragon, she makes her move. With one powerful cut she beheads the mighty dragon. Sprays of blue blood marking her, as the massive head crashes beside her. All grows silent around her, stunned. Her remaining quarry, the red dragon, too is shocked for the briefest of moments, but that was the moment, the only moment she needed.

She inhales deeply, her lungs filling with air that grows colder and colder with each passing moment. The azure woman, drenched in ice cold blood, exhales. From which the self same sea of cold icey breath bursts forth from out her lungs, engulfing the wrym. A frozen solid statue stands before her, of a once great red dragon.

Azure Casters

Some tales of the hostile distant lands speak of monstrous magic and daring adventures of mages clothed in blue. These adventurers are known as Blue Mages: They travel the plane, studying and researching the magic of monsters and mimicry.

Vanguards of Azuremancy

The discovery of what is referred to as azuremancy stems from endless possibilty. Harnessing a new frontier of magical capabilitiies, it proceeds to steal and mimic things that were once just natural abilities. Mimicries, as they are called, blend wielder and a sliver of monsters for just a moment to replicate their destructive abilities. With experience and knowledge, a blue mage can exceed their limits to untold reaches, into the realm of what was thought to be solely for monsters.

Creating a Blue Mage

When creating a Blue Mage, you must consider what lead to your discovery of mimicry & magic. Was it accidental, or fervent passion and dream? Or did you learn it from a wise sage or a ridiculed academic?

As well as why are you pursuing this new form of magic. Is it to test and know the limits of this unknown souce of magic, or is to pursue other personal goals. Whatever it be, you wield unknowability, so cherish and forsake the possibilities.

RaRaRoxi | Class | Blue Mage

The Blue Mage
Level Proficiency
Bonus
Features Spells
Copied
Spell
Slots
Slot
Level
Mimicry
Slots
1st +2 Learn, Spell Copy, Mimicry Magick 2 1 1st 1
2nd +2 The Azure Paradigm, Libra 3 2 1st 2
3rd +2 Mighty Guard, Moon Flute 4 2 1st 2
4th +2 Ability Score Improvement 4 3 1st 2
5th +3 Spell Junction 5 3 2nd 3
6th +3 Azure Paradigm Feature 5 3 2nd 3
7th +3 High Libra 6 3 2nd 3
8th +3 Ability Score Improvement 6 3 2nd 3
9th +4 Affinity 7 4 3rd 4
10th +4 Azure Paradigm Feature 7 4 3rd 4
11th +4 Faux Mastery 7 4 3rd 4
12th +4 Ability Score Improvement 8 4 3rd 4
13th +5 - 8 4 4th 4
14th +5 Azure Paradigm Feature 8 4 4th 4
15th +5 Mighty Guard Improvement 8 4 4th 5
16th +5 Ability Score Improvement 9 4 4th 5
17th +6 Affinity Improvement 9 5 5th 5
18th +6 Faux Mastery Improvement 9 5 5th 5
19th +6 Ability Score Improvement 9 5 5th 5
20th +6 Limit Break 10 5 5th 5

Quick Build

You can make a blue mage quickly by using these suggestions. First, make Intelligence your highest ability score, followed by your Constitution. Second, take the sage background.

Class Features

As a blue mage, you gain the following class features.

Hit Points

Hit Dice: 1d8 per blue mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per blue mage level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Scimitars, Lances, and Whips
Tools: Forgery Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Survival, Nature, Religion, Investigation, or Animal Handling


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two simple weapons of your choice or (b) a scimitar
  • (a) leather armor or (b) scale mail
  • (a) component pouch or (b) arcane focus
  • (a) an explorer’s pack or (b) a scholar’s pack
  • A shield and one article of clothing that is violently blue

Alternately if your group uses the starting wealth rule to purchase equipment, a blue mage starts with 4d4 x 10 gp.


Multiclassing: The prerequired ability scores for multiclassing into or out of the blue mage class is 13 Intelligence and 13 Constitution. You gain proficiency in Medium armor and Shields, as well as one skill proficiency from the class list.

Monster Ability Limits & Options: At the end of the class description, there are Mimicry Guidelines that must be adhered to when playing a blue mage. These guidelines detail the process of converting monster abilities into player safe options, as well as optional rulings.

RaRaRoxi | Class | Blue Mage








Learnable Monster Abilities
  • Learnable monster abilities refer to any monster's; action, reaction, bonus action, legendary action, movement, sense, personal traits, auras/constant effects, and any feature with a discernable or recognizable effect.
  • They cannot be listed as a Melee or Ranged Weapon Attack unless it has an additional effect such as a Pseudodragon's Sting.
  • You cannot learn a monster's: AC, speed, skills, damage immunities/vulnerabilities, resistance, languages, absorbtions or player character/class features.
  • Not all traits can be learned and certain subclasses have an easier time acquiring obscure/harder to acquire traits.
  • DM's have final say on what can or cannot be learned

Learn

At 1st level, you gain the ability to magically learn and mimic monster abilities and spells.

When you or a friendly creature are the target of a spell or a learnable monster ability, you may use your reaction to make an Intelligence ability check to learn it. You roll with disadvantage if you were not hit by or the target of the spell or monster ability.


Learn DC = 10 + (half the target's CR) or spell slot level (whichever is higher).

On a success, the monster ability is crudely added to your grimoire of mimicry and can be instantly prepared, so long as you are able to cast it and swap out a prepared mimicry to take its place or have less than the maximum amount of allowable mimicries prepared.

If a spell was learned, you may add it to your Spells Copied if you are not at the spell copy limit already or to replace another spell of your choice. Any spell that has not been added to your Spells Copied is forgotten after 1 minute. You may use this feature on friendly creatures to learn spells but not monster abilities.

Furthermore, you can learn monster abilities of a higher level than you can cast and spells you have copied before do not require a roll to relearn.

Blue Mage Learning 101

If a spell or monster ability inflicted a condition (such as unconscious, petrified, charmed, etc.), and you are able to recover from said condition, you will do so having learned the spell or monster ability if you succeeded the learning attempt.















Spell Copy

Your arcane studies and pursuits have shown you a revolutionary way of casting magic.

Spells Copied

At 1st level, you know two 1st-level spells of your choice from any spell list. Additionally, you know the eidos cantrip (pg31) and one cantrip of your choice from the wizard spell list. These cantrips do not count against your spell copy limit.

The Spells Copied column of the blue mage table shows when you can copy more spells of your choice of 1st level or higher. A spell you copy must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you copy a new blue mage spell, that spell can be 1st, 2nd, or 3rd level and can be added or replaced up to your Spells Copied Limit. Spells that are learned through the Learn feature can be from any spell list.

You do not gain spells to copy when you gain a level in this class. Furthermore, any spells that are replaced are immediately forgotten.

Spell Slots

The Blue Mage table shows how many spell slots you have to cast your blue mage spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blue mage spells of 1st level or higher, you must expend a spell slot.

You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your blue mage, so you use your Intelligence whenever a spell or mimicry refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blue mage spell, mimicry, or blue mage feature you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your blue mage spells.

RaRaRoxi | Class | Blue Mage















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Mimicry Magick

You have started to grasp the fundamentals of mimicry.

Grimoire of Mimicry

At 1st level, you have a Grimoire of Mimicry containing three mimicries, Mephit Breath (Magma), Sting (Pseudodragon), and Web Sense. Your Grimoire of Mimicry is the repository of monster abilities you know.

Copying a Monster Ability into the Grimoire. When you learn a new monster ability, you can finish adding it to your grimoire of mimicry if you can spare the time to analyze and fully record it during a long rest.

For each CR higher than your class level, the process takes 2 hours and costs 60 gp, otherwise the process takes 1 hour and 30 gp. The hours spent copying does not need to be done consecutively, needing only a total amount of time spent. Once you have spent this time and money, you can prepare the monster ability just like your other mimicries.

Monster ability recharge rates are removed and any daily use amounts are left unchanged. Furthermore, damage dice/effects are replaced based on their CR, as well as usage and concentration. Traits are tiered based on their effectiveness and strength. More information can be found in the Mimicry Guidelines at the end of the class description.

Replacing the Grimoire. You can copy a mimicry from your own grimoire of mimicry into another grimoire - for example, to make a backup copy of your grimoire. For each mimicry, the process takes 1 hours and costs 30 gp. Once you have spent this time and money, you can prepare the monster ability just like your other mimicries.

If you lose your grimoire of mimicry, you can use the same procedure to transcribe the mimicries that you have prepared into a new grimoire of mimicry. Filling out the remainder of your grimoire of mimicry requires you to find new monster abilities to do so, as normal.

Optional Rules

There are optional rulings found at the end of the class description. Such as, ignoring recharge rates and giving blue mages an option to end their adventuring days with a bang.


Mimicries Prepared

You prepare the list of blue mage mimicries that are available for you to cast. When you do so, choose a number of mimicries equal to your Intelligence modifier + half your blue mage level, rounded down (minimum of one). The mimicries cannot be of a CR that is higher than your class level.

For example, if you're a 3rd-level blue mage, and you gain a monster ability from a CR 3 creature. The new monster ability is a CR 3rd level mimicry that can only be prepared if you are a 3rd-level blue mage or higher. Casting the mimicry doesn't remove it from your list of prepared mimicries.

You can change your list of prepared mimicries when you finish a long rest. Any mimicries over the allowable limit are unprepared after a long rest.

Mimicry Slots

You can mimic and manifest monster abilities with your body and magic as a conduit. To do so, you use the required action, bonus action, or reaction that is needed to mimic said mimicry. If a monster ability does not state a required action, such as a Balor's Fire Aura or any other tiered trait, then an action is required to activate it.

Casting a Mimicry Whenever a mimicry you cast asks you to make an attack or use a DC, refer to your spellcasting ability. Mimicries may only be cast so long as its CR is no higher than your blue mage class level.

Upcasting Mimicries All mimicries may be freely upcasted up to your upcasting limit. Your upcasting limit is a mimicry's CR + your Intelligence Modifier, and is cast as it normally would, so long as you meet the CR level requirement.

All mimicries require verbal and somatic components to cast.

The Blue Mage table shows how many mimicries can be cast. You regain all expended mimicry slots when you finish a long rest.

The Azure Paradigms

Beginning at 2nd level, you choose which Paradigm of Mimicry you wish to pursue, following the footsteps of the first blue mages and their schools of thought. Your decision grants you features at 2nd level and again at 6th, 10th, and 14th levels.

Paradigm Spells

Each paradigm has a list of spells that you learn at the blue mage levels noted in the paradigms description. Spells you learn from a paradigm count as blue mage spells for you but they don't count against the number of blue mage spells you have copied.

Paradigm Difficulty Checks

Some Paradigm Feature effects require saving throws. When you use such an effect from this class, the DC equals your blue mage spell save DC.

RaRaRoxi | Class | Blue Mage

Libra

At 2nd level, you gain the ability to analyze a creature and magically discern its physiology. As a bonus action, choose one creature you can see within 60 feet of you and make an Intelligence check (the DM decides if that creature would be found through Arcana, History, Nature, Religion, or Investigation)


Libra DC = 8 + half the target's challenge rating.

On a success you learn whether the creature has any learnable monster abilities you have not learned before. You learn the amount but not what they are. Additionally, you learn the target's creature type. If the creature is hidden from divination magic, you sense that it has no creature type or monster abilities to learn.

Furthermore, for 1 minute, you can not gain disadvantage on attempts to learn a spell or monster ability from the target.

You can use this feature an amount of times equal to half your Intelligence modifier (rounded up). You regain all expended uses when you finish a short or long rest.

Libra Example Rolls
Creature Type Proficiency
Aberration Investigation
Beast Nature
Celestial Religion
Construct Investigation
Dragon Arcana
Elemental Arcana
Fey Nature
Creature Type Proficiency
Fiend Religion
Giant Nature
Humanoid History
Monstrosity History
Ooze Arcana
Plant Nature
Undead Religion

Mighty Guard

At 3rd level your body takes on physical traits and aspects of the toughest monsters and most resolute of mimicries. You can reduce any damage you take by an amount equal to your proficiency bonus and you gain advantage on saving throws against being frightened.

Starting at 15th level, you may add half your proficiency bonus to saving throws you are not proficient with.

Moon Flute

At 3rd level, once per day, you may spend 1 minute converting raw magic to recover up to two expended mimicry slots.

Additionally, once per day, you may spend 1 minute converting raw magic to recover up to two blue mage spell slots.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Spell Junction

Starting at 5th level, mimicries with a CR equal to half your class level rounded down, can now be cast using a spell slot.

High Libra

Beginning at 7th level, your powers over libra have become akin to a soul piercing sight, allowing you to discern a creature's intrinsic qualities. Choose two of the following benefits that are learned from the target:

  • Its damage resistances and immunities
  • Its conditional immunities
  • Choose two ability scores. You learn the target's chosen ability scores.
  • Its maximum hitpoints
  • Its weakest and strongest saving throw.
  • Its senses and languages
  • Its speed and languages

The chosen benefits are learned in addition to its normal effects when Libra is successfully used.

Additionally, when you gain a level in this class, you can choose one of the benefits you know and replace it with another benefit of your choice.

Affinity

Starting at 9th level, whenever you successfully learn a spell or monster ability, you regain your reaction.

Starting at 17th level, you can prepare any mimicries that are above your level, ignoring the CR requirement.

Faux Mastery

At 11th level, at the end of a long rest, choose up to half your Constitution modifier's worth of prepared mimicries that are 1st tier traits (rounded up). The effects of the chosen mimicries are now permanently active and do not require a mimicry slot to activate, so long as they remain prepared.

You may replace any chosen mimicry with another during a long rest.

Starting at 18th level, you may now choose one 2nd tier trait to be permanently active, but doing so requires 2 preperation slots to prepare a chosen mimicry in this way.

Limit Break

Upon reaching 20th level, your mastery of stealing and mimicking is unparalleled, even draining a creature's divine spark. As an action, choose one creature you can see to make a Charisma saving throw. On a failed save, you steal 4 points from one of the creature’s ability scores; the target’s ability score is reduced by 4, and your total in that ability score is increased by the same amount, to a maximum of 24. All benefits are lost when this feature is used again.

Once you successfully use this ability, you can't use it again until you finish a long rest.

RaRaRoxi | Class | Blue Mage

The Azure Paradigms

Those who've discovered the art of mimicry and magic inevitably find their mind racing with hundreds of thousands of possibilities. As one uses this ever shifting power, it gradually changes their wielder's mind, body, and soul, eventually cracking and distorting who they once were. Only by imitating all those who came before and adhering to their Paradigm will it give its wielder stability from the endless sea of possibilities and truly surmount the insurmountable.

Paradigm of the Cobalt Savant

To truly learn and reflect on one's mistakes is difficult, but to learn from another's, is nigh impossible. Many practitioners of the weave learn from others, slowly internalizing the lessons of the past to understand their complexities, but very few are able to do so in mere moments. The Cobalt Savants are the prodigies of azuremancy, learning from and for others to push magick towards ever greater heights.

Cobalt Spells

You learn paradigm spells at the blue mage level listed in the Cobalt Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Azuro's Flare (pg.31), Identify, Armor of Agathys
5th Enhance Ability, Borrowed Knowledge
9th Haste, Intellect Fortress
13th Fire Shield, Dimension Door
17th Scrying, Legend Lore

Savant's Ward

Upon choosing this Paradigm at 2nd level, you've begun the practice of protecting and countering physical mistakes.

Whenever a creature is making a melee or ranged weapon attack against you, you may use your reaction to either deflect or mirror the attack back.

Deflect: The attack automatically misses and hits nothing.

Mirror: You can attempt to mirror the attack back with magical force. Make a spell attack. On a successful hit, the creature is struck with its own attack, adding your Intelligence modifier to the damage.

You may use this feature an amount of times equal to half your proficiency bonus (rounded down), regaining any expended usages after a short or long rest.




Cobalt Discipline

At 2nd level, choose one cantrip of your choice from the wizard spell list. This cantrip does not count against your spell copy limit.

Additionally, choose one skill in which you have proficiency with. Your proficiency bonus is doubled for any check you make with that skill.

Improved Ward

Starting at 6th level, you gain additional benefits whenever a savant's ward option is used..

Deflect: You gain the effects of the sanctuary spell until the start of your next turn.

Mirror: The creature is forcibly thrown 30 feet away from you and knocked prone.

Spell Steal

Starting at 10th level you learn to stop and steal monstrous magic. You learn dispel magic and counterspell and they do not count against your number of spells copied.

You can cast each of these spells without expending a spell slot. Once you cast each spell in this way, you cannot do so again until you finish a long rest.

Additionally when using either spell and succesfully ending the target spell, you can immediately use your Learn feature to attempt to learn the target spell without expending a reaction.

Starting at 14th level, you may use both spells an amount of times equal to half your proficiency bonus (rounded down) before you need to rest.

Reflect

Upon reaching 14th level, whenever you successfully use counterspell, you may immediately redirect and cast the target spell as part of the same reaction. Spells can only be cast in this way if they are no higher than 7th level and have a casting time of either: an action, bonus action, or reaction. This spell uses your spellcasting ability, and acts as if you had cast it normally, regardless of your available spell slots and level. A new target or area must be chosen for the spell to resolve.

Once you use this feature, you can't use it again until you finish a short or long rest.

RaRaRoxi | Class | Blue Mage

Paradigm of the Lapis Beast

What was once a passion has turned obession. Where once there was yearning and joy for discovery, there is now a distorted craving for knowledge. Magick and mimicry have become ferocious, twisted in shape and sound. Lapis Beasts have become drunk on the siren song of magick and knowledge, becoming the very thing they are learning.

Lapis Spells

You learn paradigm spells at the blue mage level listed in the Lapis Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Primal Savagery, Absorb Elements, Beast Bond
5th Alter Self, Web
9th Tongues, Catnap
13th Greater Invisibility, Evard's Black Tentacles
17th Tree Stride, Contagion

Inspired Evolution

Upon choosing this Paradigm at 2nd level, mimicry and magic have not only begun to shape who you are but also what you are. You are now able to learn multiattacks from monsters through the Learn feature. These multiattacks are not mimicries but follow all rules, limitations or alterations as if they were a mimicry and have the following benefits and restrictions:

  • All damage dice are replaced by the Lapis Beast Natural Weapons table (found on pg. 33) and are considered half its CR for the purposes of mimicry alterations.

  • Multiattacks use your Constitution modifier, instead of Strength for the attack and damage rolls.

  • If a multiattack includes, a monster ability that can be learned as a mimicry, you do not learn it.

  • If a multiattack allows you to cast a spell as part of a multiattack, you may only cast spells you know and must use the required spell slot.

As an action, you replicate the memorized multiattack, manifesting any natural weapons, abilities, features, or traits the original creature had to fufill the multiattack requirements. This effect lasts until the end of your turn.

You may have a number of these multiattacks memorized equal to your proficiency bonus and may replace a memorized multiattack for another.

You can multiattack a number of times equal to 1 + half your proficiency bonus rounded down and regain any expended uses whenever you roll initiative.

Starting at 10th level, any natural weapons you conjure count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Deviation

Additionally at 2nd level, while you are wearing no armor, your AC equals 13 + your Constitution modifier. You can use a single shield and still gain this benefit.

Obession

At 2nd level, your single minded focus is a blessing and a bane. Whenever you are making an ability check, you may roll a d4 and add the number rolled to the ability check total. However, in doing so, you must roll a d4 and subtract the number rolled to your next ability check.

Fight or Flight

Beginning at 6th level, you gain the ability to use Inspired Evolution as a bonus action whenever you reduce a hostile creature to 0 hit points. You do so without expending an Inspired Evolution usage.

Additionally, as a bonus action, you grow numerous wings and gain a flying speed equal to your walking speed, as well as gaining the effects of the Disengage action. This effect lasts until the end of your turn.

Devour

Starting at 10th level, your hunger for knowledge can no longer be satiated through study alone. You are now able to learn magic and mimicry through eating parts of a dead creature. Consuming a corpse in this manner takes at least 10 minutes. Make a Constitution saving throw, the DC for which equals 12 + the creature's Constitution modifier.

On a success, you learn up to two monster abilities of the DM's choice, as if it were gained through the Learn feature. On a failure you become poisoned and sickened for 1 hour and learn nothing.

This feature can only be used once per corpse.

Mutagensis

Upon reaching 14th level, your mania and obessions have reached their limits, mutating you into an apex parasite in both might and mind. All naturals weapons deal an additional die of damage.

Additionally, whenever you hit a creature with a natural weapon, you may have it make an Intelligence saving throw. On a failure, you steal all of the target's skill proficiencies and languages; the target no longer benefits from any stolen proficiencies and you gain proficiency (or expertise) in one of the stolen skills and languages of your choice. This effect lasts until you have finished a long rest.

You can use this ability thrice, regaining any expended uses when you finish a long rest.

RaRaRoxi| Class | Blue Mage

Paradigm of the Indigo Trickster

With a sheer lack of disregard or an ego the size of a castle, those who follow this Paradigm do so knowing that there isn't some grand knowledge to be found, just coin. Indigo Tricksters are those who employ mimicries and magic for personal gain and entertainment. It is all about the performance. They are content with the knowledge that this line of magic is the equivalant of a dead end job, but it does have its perks.

Indigo Spells

You learn paradigm spells at the blue mage level listed in the Indigo Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Minor Illusion, Silvery Barbs, Charm Person
5th Invisibility, Detect Thoughts
9th Fast Friends, Major Image
13th Polymorph, Confusion
17th Modify Memory, Mislead

The Art of Mimicry

At 2nd level, mimicking others is child's play. When you see a creature complete a skill check, you can use your reaction to mimic their moves exactly. The next time you make a skill check using the same skill, you can replace your total result with the creature's total. When you finish a short rest, you lose the unused roll.

Once you use this feature, you can't use it again until you finish a short or long rest.


Azuro's Mask and Cane

Upon choosing this Paradigm at 2nd level, you gain proficiency with the disguise kit.

Additionally, as an action, you can transform any weapon you hold into a cane that you are proficient with. The cane carries over any bonuses, features, and restrictions. The cane can shapeshift into any kind practical weapon that you can hold, but its damage and benefits remain unchanged. The cane and any of its forms are always a simple melee weapon with the thrown properties and has a range of 60 feet.

Moreover, it also returns to your hand after the attacks are resolved. The cane is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It deals 1d6 bludgeoning damage on a hit and reduces the target's speed by half. You add your Intelligence modifier, instead of your Strength modifier, to the attack and damage rolls. Your cane reverts back to normal if you use this feature again or if you die.

Enchainment

Starting at 6th level, you've learned how to enhance your cane. Whenever you expend a mimicry or spell slot, your next successful cane attack will magically restrain the target. The creature must succeed on an Intelligence saving throw or be restrained until the start of your next turn.

Additionally, once per turn when you successfully hit a target with a cane attack, you may have the cane ricochet off the target to make an additional attack at a creature within 60 feet of the original target. This ricochet attack is an additional attack as part of the same action.

Starting at 10th level, you can now make a cane attack as a bonus action and at 14th level you may now magically restrain an additional target.

Imitatio

Upon reaching 10th level, you now understand that monsters should learn a thing or two from you.

As an action, choose one creature you can see and a prepared mimicry or copied spell. The chosen creature must make a Charisma saving throw. On a failure, you and the creature swap abilities/spells. The swapped spell or ability can either be one you've seen before or a random one (DM's Choice). The swapped spells/abilities act as if you and the creature had always known it. The creature must make an Intelligence saving throw at the start of its turn or be forced to use the swapped ability. The creature may use its action to regain its original spell or ability but will be incapcitated, deep in thought trying to remember until the start of its following turn.

Once this feature is successfully used, you can't use it again until you finish a short or long rest.

Ideation

When you reach 14th level, as an action, you may cast any spell up to 6th level that you've seen before.

Once you use this feature, you can't use it again until you finish a long rest.

Paradigm of the Teal Replica

Mimicking for mimicry's sake is a short-sighted way of thinking, especially if its limited to monsters. Mimicry is a tool in some eyes, to learn from and build upon what came before. Teal Replicas adhere to the idea that only by working together as one can there be any progress.

Teal Spells

You learn paradigm spells at the blue mage level listed in the Teal Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Guidance, Heroism, Shield
5th Mirror Image, Warding Bond
9th Life Transference, Sending
13th Raulothim's Psychic Lance, Fabricate
17th Rary's Telepathic Bond, Skill Empowerment

Imitatation

Upon choosing this Paradigm at 2nd level, you gain the ability to mimic your allies in and out combat. As a bonus action you take an Imitation Stance and must choose one creature you can see. You mimic the target's class in a minor way. You gain the following benefits from the chosen class below:

Imitator Stances
Class Stance Benefit
Artificer, Bard, Druid, Cleric, Sorcerer, Warlock, Wizard Advantage with a proficiency from the class + Cantrip from the class spell list
Barbarian, Fighter, Monk, Paladin, Ranger, Rogue Temporary Hitpoints equal to Con mod + Advantage on weapon attack rolls + Imitation Weapon that is a generic copy of the creature's weapon

A cantrip gained from this stance is an imitation cantrip and a blue mage spell. Imitation cantrips do not count against your spell copy limit. An imitation weapon uses your Intelligence modifier instead of Strength for attack and damage rolls. You have proficiency in your imitation weapons.

You may choose another creature to imitate, replacing any benefits gained from the previous creature. You may only change stances a number of times equal to 1 + half your proficiency bonus (rounded down), regaining any expended uses when Imitation Stance is activated again.

An imitation stance last for 10 mins and ends early if you are incapacitated. You may use this feature a number of times equal to your Constitution Modifier and regaining any expended uses after a long rest.

Starting at 6th level, you can attack twice with an imitation weapon, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn, whenever you successfully damage a target with an imitation cantrip, the target gains disadvantage on their next attack roll.


Copycat

Starting 6th level, your proficiency with the powers of replication, can even mimic your ally's strengths. Whenever you copy a creature in your Imitation Stance, you mimic and gain a feature from the class of the chosen creature, in a minor form. The target's class feature acts as if it were always a blue mage class feature, with any required ability scores replaced by the Intelligence ability score. Any feature rules and restrictions are bypassed and fufilled using an Imitation weapon or cantrip. A creature can only be chosen once per Imitation Stance. The table below lists the available features.

Copied Features
Class Feature
Artificer Infusion (choose 1)
Barbarian Rage
Bard Bardic Inspiration (d4)
Cleric Channel Divinity: Turn Undead
Druid Wildshape (CR 1/4)
Fighter Fighting Style
Class Feature
Monk Ki (2 Ki)
Paladin Lay on Hands
Ranger Natural Explorer
Rogue Sneak Attack (2d6)
Sorcerer Metamagic (choose one + 2 sorcery points)
Warlock Invocation (choose one)
Wizard Gain one 1st level Spell Slot (choose one 1st level spell)

Trine

Starting at 10th level, if a friendly creature you can see is the target of a learnable spell or monster ability, as a reaction, you may use the Learn feature through them. The friendy creature takes half the damage they would have taken normally. Once you use this feature, you can't use it again until you finish a short or long rest.

Replicate

Upon reaching 14th level, you've gain a mastery of mimicry, that can even replicate a creature's entirety.

You learn the simulacrum spell, which does not count against your spells copied. The spell is cast as a 7th level spell through this feature by expending a mimicry slot and does not require material components. Once you cast simulacrum in this way, you cannot do so again until you finish a long rest.

Additionally, a duplicate created from the simulacrum spell always counts as a creature you've imitated through the Imitation feature.

RaRaRoxi| Class | Blue Mage

Paradigm of the Cyan Scion

Those who stared into the sea and had it stare back realize, mimcry alone is not enough for true understanding. If one could see what monsters see, they would certainly have a better grasp for perfect mimicry. Through the harnessing of monstrous sight, such as the all-seeing Beholder or another, they are cursed to control, contain, and wield this new sight. Cyan Scions are forever on the precipice of seeing the beauty of creation and witnessing its annihilation.

Cyan Spells

You learn paradigm spells at the blue mage level listed in the Cyan Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Eldritch Blast, Identify, Unseen Servant
5th Blindness/Deafness, See Invisibility
9th Blink, Clairvoyance
13th Arcane Eye, Death Ward
17th Telekinesis, Destructive Wave

Scion's Eye

Upon choosing this Paradigm at 2nd level, through experimentation or chance, your eyes have changed forever. Your monsterous eyes can cast spells through it, acting as if it were an arcane focus. Moreover, you gain proficiency with Perception and have advantage on sight-based Wisdom (Perception) Checks.

Additionally, you can cast detect magic at will, without expending a spell slot or material components.

Stigmata

At 2nd level, your eye holds destructive powers within. As an action, you can release your eye's dangerous power and disintergrate nonmagical objects or a portion of a structure that can fit within a 10 foot cube within 120 feet of you. You cannot disintergrate anything that is being worn or carried.

This feature can be used a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.



Starting at 10th level, the range of stigmata is increased to how far you can see

Additionally, you can now disintergrate plants and creatures within the cube. A creature that has an amount of hitpoints equal to twice your blue mage class level or less, must make a Constitution saving throw or is instantly slain and disintergrated as if by the disintegrate spell.

Ruinous Sight

Starting at 6th level, the eye has enhanced not only your vision but your magick too.

As an action, you gain the ability to see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent. Once you use this sight, you can't use it again until you finish a short or long rest.

Additionally, whenever you hit with a spell attack, your magical eye will flare up, enhancing your magick and adding 1d8 force damage to the attack's damage roll.

Quietus

At 10th level, whenever you reduce a creature to 0 hitpoints, you automatically learn one of its monster abilities, as if gained by the Learn feature (DM's Choice).

Alpha and Omega

Upon reaching 14th level, you've come to understand your eye's true potential of not only ruin but creation.

You learn the disintergrate spell, which does not count against your spells copied and can be cast as 6th level spell through this feature without expending a spell slot. Creatures that are targeted by this spell roll with disadvantage. Once you cast disintergrate in this way, you cannot do so again until you finish a long rest.

Furthermore, You learn the creation spell, which does not count against your spells copied and can be cast as 6th level spell through this feature without expending a spell slot. Once you cast creation in this way, you cannot do so again until you finish a long rest.

Paradigm of the Sapphire Dancer

The modern mimicry is just a pale imitation of an ancient art. Discovers of this mystical form of mimicry have done so through relics and accounts of bygone eras. Sapphire Dancers revive an ancient art of ritual dancing from a tribe of monster worshippers. Their life, purpose, and god: unknown.

Sapphire Spells

You learn paradigm spells at the blue mage level listed in the Sapphire Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Thorn Whip, Ceremony, Thunderwave
5th Blur, Kinetic Jaunt
9th Spirit Guardians, Aura of Vitality
13th Aura of Life, Aura of Purity
17th Danse Macabre, Far Step

Mystic Waltz

Upon choosing this Paradigm at 2nd level, you've taken the first steps to learn the ancient forbidden dance.

You have a number of Sapphire charges equal to 2 + your proficiency bonus, regaining all expended charges when you finish a long rest. Provided that you aren’t wearing medium or heavy armor, as a bonus action, you may expend a Sapphire charge to roll a d4 and start a mystic waltz. The number rolled will be the waltz effect from the table below. Friendly creatures that enter the area for the first time on a turn or starts its turn there gains the effects of mystic waltz.

As a bonus action you may expend a Sapphire charge to roll again, changing the waltz effect. Moreover, if you roll the same waltz, you now benefit from the effects of the waltz.

A waltz has a range of 30 feet and lasts for 1 minute. The waltz must be finished regardless of any conditions that restrict you movement, including death (no action required).

Dice Roll Waltz Effect
1 Friendly creatures add half your Constitution modifier rounded down to attack rolls
2 Friendly creatures gain temporary hitpoints equal to half your Constitution modifier at the start of their turns
3 Friendly creatures gain AC equal to half your Consitution modifier rounded down
4 Friendly creatures add your Constitution modifier to their damage rolls

Starting 10th level, the range of your Mystic Waltz increases to 60 feet.

Technical Step

At 2nd level you gain proficiency in the Performance skill if you don't already have it. You may add your Intelligience modifier to ability checks that use this proficiency.


Contra Dance

Starting at 6th level, you've discovered different forms and movements for the ancient dance, blending it into the waltz.

Whenever you expend a sapphire charge to begin a mystic waltz, you may expend an additional charge to roll a d4, interweaving a Contra Dance to the Mystic Waltz. The number rolled will be the effect from the table below. Whenever a hostile creature enters your Mystic Waltz area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a success, they are unaffected by Contra Dance for its duration. On a failure they suffer the effects of Contra Dance for the rest of the duration.

Whenever you expend a sapphire charge to roll again for either a dance or waltz, you may roll for the other as well.

Dice Roll Dance Effect
1 Hostile creatures must subtract half your proficiency bonus rounded down to attack rolls
2 Hostile creatures take necrotic damage equal to your proficiency bonus, at the start of their turns
3 Hostile creatures must subtract their AC equal to half your proficiency bonus rounded down
4 Hostile creatures must subtract your proficiency bonus from the first damage roll they make on each of their turns (to a minimum of 0 damage).

Nimble Step

At 6th level, you are not only quick in thought but also by foot. Your speed is increased by 20 feet.

Pyrefly Rite

Starting at 10th level, you are now able to use your Learn feature by performing a Pyrefly Ritual Dance around a corpse. Preparing and performing the rite takes 10 minutes. Make a Performance check, the DC for which equals 8 + the creature's Constitution and Charisma modifiers. On a success you gain the following benefits:

  • The body is broken down into pyreflies and you learn the creature's biggest hatred or regret (DM's Choice).

  • You learn one monster ability, trait or spell of your choice.

On a failure, nothing happens. Once you use this feature, you can't use it again until you finish a long rest.

Primeval Dancer

Beginning at the 14th level, you've mastered the ancient dance. Creatures that attack you with advantage cannot benefit from advantage unless you are under the conditions: grappled, incapacitated, paralyzed, or petrified.

Additionally, as part of casting a spell or mimicry, you may move an additional 10 feet without provoking oppurtunity attacks.

RaRaRoxi | Class | Blue Mage

Paradigm of the Cerulean Judge

Through fierce battle were these mages given command over mimicry. And with that command, they bend mimicries to their will, warping magick into law. Cerulean Judge's authority mirror's order itself, shepherding all to mimic and follow.

Cerluean Spells

You learn paradigm spells at the blue mage level listed in the Cerulean Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Mending, Command, Compelled Duel
5th Silence, Zone of Truth
9th Dispel Magic, Crusader's Mantle
13th Banishment, Otiluke's Resilient Sphere
17th Wall of Force, Dispel Evil and Good

Edicts

Choosing this Paradigm at 2nd level, you learn two Edicts of your choice and gain two judgement dice, which are d12s. Judgement die are expended when used and are regained after a short or long rest. You gain an addtional die and learn two additional edicts of your choice at 6th and 10th level.

As a bonus action, you may expend a judgement die to will a law into reality. Choose one Edict and a creature you can see. The chosen creature must make a Charisma saving throw or is compelled to obey the Edict for 1 minute.

A compelled creature retains it autonomy and may choose to ignore the edict. However, the creature will take radiant damage equal to the number rolled on the judgement die and suffer the edict's penalty. A penalty lasts until the start of a creature's next turn, after which they must make a Charisma saving throw or continue obeying the edict.

Creatures can only be effected by one edict at a time.

Edicts Effect Penalty
Castigation The attack action can not be used Take bonus radiant damage equal to double your proficiency bonus
Detainment Can not move with their speed The creature can not use its reaction
Injunction Spells can not be cast Creature has disadvantage on its next saving throw
Indictment Abilities with recharge rates can not be used Creature must succeed a recharge roll to use its action, bonus action, reaction, or movement
Conviction Can not benefit from advantage Advantage on attack rolls against the penalty creature
Sanction Hit points can not be regained A random hostile creature within 60 feet is healed for the amount of hit points regained
Nisi Bonus actions can not be used The creature cannot benefit from its proficiency bonus
Restriction Reactions can not be used The creature is restrained






















Arbiter's Gavel

At 2nd level, you gain proficiency in martial weapons, heavy armor, and Insight.

Additionally, you can no longer gain disadvantage on ability checks you have proficiency with.

Starting at 10th level, you now know when a creature is lying, regardless if its in a language you know.

Axiomatic Strike

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, If you cast a spell or mimicry as an action, you may make a weapon attack as a bonus action.

Sentence

At 10th level, as an action you may choose one creature you can see that has been penalized from an edict in the last 24 hours. You learn one spell or monster ability of your choice from that creature.

Additionally, the creature can no longer use the learned spell or ability unless it makes a Charisma(Persuasion) roll contested against your Wisdom(Insight) check. It rolls with disadvantage if its not obeying an edict. The creature may choose to obey an active edict at any point (no action required). If it succeeds on its roll, it regains the full use of the spell or ability.

Once you use this feature, you can't use it again until you finish a long rest.

Death Penalty

Starting at 14th level, you are now the judge, jury, and executioner. When a creature you can see has been penalized by an edict, you may use your reaction, to teleport to an unoccupied space within 30 feet of the creature to make two weapon attacks against the creature.

This feature can be used anytime an edict is broken and a creature is penalized.

RaRaRoxi | Class | Blue Mage

Paradigm of the Iris Invoker

Few grasp the true power a mimicry can offer. Fewer still dare plunge themselves to learn it. Only the rarest visionaries see mimicry's true potential. Iris Invokers, adherents to a dangerous art, wield the power to manifest the overwhelming might of monsters, in all their calamitous glory.

Iris Spells

You learn paradigm spells at the blue mage level listed in the Iris Spells table. See the Azure Paradigm class feature for how paradigm spells work.

Blue Mage Level Spell
2nd Frostbite, Arms of Hadar, Feather Fall
5th Animal Messenger, Locate Animals or Plants
9th Hunger Of Hadar, Tiny Servant
13th Mordenkainen's Faithful Hound, Locate Creature
17th Insect Plague, Hold Monster

Invoker

Upon choosing this Paradigm at 2nd level, you've begun your journey of invoking manifestations of monsters.

You learn the find familiar spell and can cast it once without expending a spell slot. You regain this feature whenever you finish a short or long rest.

Additionally, whenever you cast find familiar through this feature, you modify it so the casting time becomes 1 action and must choose a lesser chimera as a familiar.

In combat, your familiar shares your initiative count, and you both act on the same turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action this turn to command it to take another action. That action can be to attack with its natural weapons or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. While your companion is on the same plane as you, you can communicate with it telepathically.

Caller of Aeons

Beginning at 6th level, you’re able to master a creature’s essence to summon it. Whenever you have successfully learned a monster ability from a non-humanoid creature, it is now marked for Aeonic Mastery. A creature marked for aeonic mastery, may be studied and experimented on during a long rest, wherein you must make an Intelligence Check. You only need a piece of the creature and can only make this check once per creature.


Mastery DC = 15 - Each unique Aeonic Mastery Creature of the same Creature type

On a success, you gain mastery of that creature type, allowing you to summon it. Moreover, your familiar gains additional benefits for each mastery gained (found on the Mastery Table on pg. 33). On a failure, nothing happens. When you reach certain levels in this class, you can summon other Creature Types, as shown in the Summoning table.

As an action, you may choose one creature type you have mastered, manifesting it's associated spirit in an unoccupied space you can see within 90 feet of you. The creature is an ally to you and your companions. The creature's stat block is determined in the Summoning table, and you choose its form from the options given in its stat block. The creature acts as if it was summoned using a spell slot level equal to your proficiency bonus.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any commands you give it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

The creature disappears when it drops to 0 hit points, after 1 minute, or if you summon another creature using this feature. It also disappears if you fall unconscious. You can dismiss the creature early as a bonus action.

A creature type can not be summoned more than once per long rest. You may use this feature twice, regaining any expended uses after a short or long rest.

Summoning Table
Blue Mage Level Creature Type Stat Block
6th Beast, Fey, Monstrosity, Plant, Undead, Ooze, Swarm Bestial Spirit, Fey Spirit, Shadow Spirit, Plant Spirit (pg. 33), Undead Spirit, Ooze Spirit(pg. 32), Swarm Spirit (pg. 33)
10th Abberation, Construct, Elemental Aberrant Spirit, Construct Spirit, Elemental Spirit
14th Dragon, Celestial, Fiend Draconic Spirit, Celestial Spirit, Fiendish Spirit

Aeonic Command

At 6th level, As a bonus action, you can command the familiar to take the Attack action or some other action.

Quickening

At 10th level, you gain advantage on your Learn rolls against creatures you have creature type mastery of.

Eidolon

Upon reaching 14th level, you've realized mimicry's true potential; its deific power to create monsters. As an action while your lesser chimera is within 120 feet, you can choose to transform it, while it is transformed it gains the following benefits:

  • It increases its size from to Huge.

  • Its attacks deals an extra 2d10 and deals double damage to structures.

  • It gains an amount of temporary hitpoints equal to twice you blue mage level.

The transformation ends if 1 hour has passed, the companion goes unconscious or if you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.

RaRaRoxi | Class | Blue Mage

Mimicry Guidelines, Changes, & Rules

Disclaimer

Cataloging and balancing each and every possible mimicry is logistically impossible. So this general guideline was made to better balance a blue mage, the next few pages must be adhered to when allowing a blue mage at the table. Mimicry CR is roughly based on Spell Level. And if there is a particularly powerful mimicry that goes beyond damage and no similiar effect is in any table on the following pages, then consider giving it a similar effect to a spell, or limiting its effect or requiring concentration.

  • Note: Some traits are blessings from gods, if you allow a blue mage to wield it. Consider how the god might react to them taking such a blessing.
Self-Destruct Option

For a cinematic finish to a blue mage's life and to honor its roots. A DM can allow a blue mage to cast up to their proficiency bonus amount of Death throes/ Triggers on Death mimcries in a single moment. These mimicries do not have to be prepared and can be casted through your grimoire. A Blue Mages body is used to fufill the verbal and somatic components. A blue mage that chooses this end can only be resurrected through the spell True Ressurrection.

Monster Abilities Not Listed

To not overwhlem anyone whos decided to take up the way of the blue with the amount of information, rulings, and alterations of playing blue mage, only a few of the near endless possible abilities were listed. The tables as they are, are there to be used as guidelines. Use them as a reference to gauge a monster ability's power level.


Altered & Changed Effects
Effect Replacement
Unconcious / Incapcitated/ Killed out right Target is effected by the Tasha's hideous laughter or another effect (DM's Choice).
Drop to 0 Target is restrained and can make strength saving throw at the end of it's turn to end the effect. (DM can choose a different effect).
Possession / Taking Control of a Body/Enslave Target is under the effects of crown of madness, charm monster, or dominate monster. Depending on CR and the original creature. Or the mimicry is unchanged (DM's Choice).
Regeneration / 0 to 99+ / full hitpoints (below CR 17) 1d4 + Half CR amount of hitpoints are regained at the start of the turn for 1 min.
Ability Score Damage / Reduction Target has disadvatange to ability check, saving throws that use that ability score for 1 min.
Summon / Create Creature If a mimicry allows you to create more than 2 creatures, you can only create up to 2.
Petrifed (Below CR 11) Target is effected by the flesh to stone spell. 1/day, LR recharge.
Spell Immunity/ Advantage/ Reflection (Below CR15) As a reaction you can take half damage to a spell's damage or cast counterspell at a spell level equal to half its CR.
Triggers on Death When you are dropped to 0 hitpoints, you can trigger the effect. The effect radiates from your body and your body is immune to any effects that would destory your body.
Damage Dealt By Proximity (Auras) Friendly Creatures are uneffected by these mimicries.
Engulf / Swallowing / Constrict The target creature is shrunk to allow you to eat/constrict it for the purposes of the mimicry but retains its statistics otherwise.
Paralyzed / Stunned (Single Target Below CR7) (Multiple targets Below CR 17) Only Humanoids can be stunned or paralyzed. Above CR, Mimicry is unchanged.
Natural Attacks You magically manifest the required natural weapon to fufill the requirement of the mimicry. The natural weapon disappears after the mimicry ends.
Restricting Features (Ex, Steal Memory of a Hydroloth) (Below CR 15) Target can't cast spells and loses it proficiencies until the start of your next turn. Above CR 15 the target is affected by feeblemind.
X per Day/SR/LR Can be used up to two times per mimicry slot.
CR 13+ Mimicries Once cast, the mimicry is instantly unprepared.

RaRaRoxi | Class | Blue Mage

Monster Ability Tiers & Alterations

Movement

Trait Tier Concentration Requirement Ability-like Effects Duration
1st No Concentration Flying, Swimming, Burrowing, Climbing, Jumping, Air Form, Web Walker, Misc. 1 hour
2nd Concentration Hover, Damage Movement, Teleportation, Fungus Stride, Misc. 1 min

Sense

Trait Tier Concentration Requirement Ability-like Effects Duration
1st No Concentration Darkvision, Tremorsense, Web Sense, Sense Magic, Iron Scent, Treasure Scent, Misc. 1 hour
2nd Concentration Truesight, Blindsight, Detect Sentience, Discern Lie, Vengeful, anything that bypasses a roll against a creature. 10 mins

Traits (Self)

Trait Tier Concentration Requirement Ability-like Effects Duration
1st No Concentration Anything that can not deal damage, heal, or grant or bypass resistance. 1 hour
2nd Concentration Anything that does not impose conditions or any effect that requires greater restoration or stronger magic to get rid of. 10 mins
3rd Concentration Anything beyond tier 2, Immunity of anykind and anything that can negate damage, magic, or movement. 1 min

Traits (Aura)

Trait Tier Concentration Requirement Ability-like Effects Duration
1st Concentration Anything that can not deal damage, heal, or grant or bypass resistance. 10 mins
2nd Concentration Anything that does not impose conditions or any effect that requires greater restoration or stronger magic to get rid of. 1 min
3rd Concentration Anything beyond tier 2, Immunity of anykind and anything that can negate damage, magic, or movement. 1 min

Flight Adjustment Option

I made the execute decision to not require concentration on flight as there are multiple racial options that have the ability to fly at level 1. But I do know that there are strong opinions on this matter from both sides. So if you feel like flying at the cost a mimicry slot is too much, you may have it require concentration or tweak it however you or your DM sees fit.

Mimicry Condition Limits

Name Concentration Duration
Blinded Yes 1 min
Charmed No 10 mins
Deafened No 1 min
Exhaustion No 24 hours
Frightened No 10 mins
Grappled No Until successful save
Incapacitated Yes 1 min
Invisibility No 1 hour
Greater Invisbility Yes 1 min
Paralyzed Yes 1 min
Petrified Yes 1 hour
Poisoned No 7 days
Prone No Until successful save
Restrained Yes 1 min
Stunned Yes 1 min
Unconcious Yes 1 min

Legendary & Mythic Monster Abilities

Through the blue mages adventures, they will eventually come across and learn legendary and mythic monster abilities. The table below describes what the aforementioned legendary monster abilities would be catorgorized, used as a blue mage. As well as its damage dice replacement.

Legendary Action Cost Blue Mage Action
1 Bonus Action
2 or 3 Action

In certain adventures mythic actions and traits are a possibility to be learned. Mythic traits are changed to follow any a trait alteration or effects changes. Where as Mythic actions are effectively legendary actions with a requirement. A blue mage may use Mythic Actions without activating the required Mythic trait so long as the mythic trait has been learned and added to their grimoire.

Single Target - Negates damage on Save

CR Damage Dice Average Damage
1-2 2d12 13
3-4 3d12 19.5
5-6 5d12 32.5
7-8 7d12 45.5
9-10 8d12 52
11-12 10d12 65
13-14 11d12 71.5
15-16 13d12 84.5
17+ 16d12 104

Single Target - Half Damage on Save

CR Damage Dice Average Damage
1-2 2d10 11
3-4 3d10 16.5
5-6 5d10 27.5
7-8 6d10 33
9-10 8d10 44
11-12 10d10 55
13-14 11d10 60.5
15-16 12d10 66
17+ 15d10 82.5

Several Targets - Negate Damage on Save

CR Damage Dice Average Damage
1-2 2d8 9
3-4 4d8 18
5-6 5d8 22.5
7-8 6d8 27
9-10 8d8 36
11-12 10d8 45
13-14 11d8 49.5
15-16 12d8 54
17+ 13d8 58.5

Several Targets - Half Damage on Save

CR Damage Dice Average Damage
1-2 2d6 7
3-4 4d6 14
5-6 6d6 21
7-8 7d6 24.5
9-10 8d6 28
11-12 11d6 38.5
13-14 12d6 42
15-16 13d6 45.5
17+ 14d6 49
Melee and Ranged Attacks

Mimicries that are a weapon/spell ranged and melee attack will use the Single Target - Negates Damage on Save table.

Replacing Dice/ Damage Die Limits

When a mimicry is learned and exceeds the average damage for its CR , then its dice will be replaced by the damage dice on this page. If a mimicry is below the amount of dice/average damage then it its dice are also replaced.

  • Split up Damage: If a mimicry deals damage in different attacks or saves then compare the mimicry's total amount of damage dice to its intended table.
  • Bonus Actions & Reactions: Refer to the appropriate table and reduce the amount of dice by half, rounded down.

Range Limits

CR Cones
1-4 15 feet
5-9 30 feet
10-14 45 Feet
15-20 60 Feet
21+ 90 Feet
CR Range
1-4 30 feet
5-9 60 feet
10-14 90 feet
15-20 120 feet
21+ No Limit
Aura Damage

Damage Dealt By Proximity (Auras)| Friendly Creatures are uneffected by these mimicries.

Auras

CR Damage Dice Average Damage Radius
1-2 1d4 2.5 10 ft
3-4 1d4 2.5 15 ft
5-6 2d4 5 20 ft
7-8 3d4 7.5 20 ft
9-10 3d4 7.5 25 ft
11-12 4d4 10 25 ft
13-14 4d4 10 30 ft
15-16 5d4 12.5 30 ft
17+ 6d4 15 30 ft

Weapon Mimicry Damage Boosts

CR Damage Dice Average Damage
1-4 1d6 3.5
5-9 2d6 7
10-14 3d6 10.5
15-20 4d6 14
21+ 5d6 17.5

RaRaRoxi | Class | Blue Mage

Mimicry Conversion

Step 1: Ability Alteration

The first process of converting a monster ability into a mimicry is to throughly search for any problematic effects. For Example, the CR 2 Sea Hag's ability:








Reading through the ability, we've spotted the very powerful ability to instantly drop a creature's hitpoints down to 0. This is obviously too strong. So to make it into a player friendly option (and not make the DM hate their life), refer back to the Altered Mimicries table on pg. 16.

Altered Mimicries/Changed Effects
Effect Replacement
Drop to 0 Target is restrained and can make strength saving throw at the end of it's turn to end the effect. (DM can choose a different effect).

Here we see what the "drop to 0" effect will be replaced with. The restained effect is a safe alternative to the orginal ability. But this, and all other altered mimicries, are only guidelines and/or suggestions. If a DM is confident in their balancing prowess, they may choose a different effect to give their blue mage player for any future monster abilities to better fit the flavor and spirit of the original monster and ability.

Step 2: CR Alteration

Certain mimicries can not be used in their original powerful form until the blue mage player has reached the required class level to wield such a power. For Example:

Effect Replacement
Paralyzed/Stunned (Single Target Below CR7) (Multiple targets Below CR 17) Only Humanoids can be stunned or paralyzed. Above CR, Mimicry is unchanged.

The required CR to use the paralyzed/stunned effect outside of humanoids is CR 7 for single target and CR 17 for multiple targets. Meaning, a blue mage of 7th level can use the single target version without its restrictions and a blue mage of 17th level its multiple target version respectively.


Step 3: Damage Limit Replacement

Monsters need to pack enough of a punch to hurt multiple player characters to instil the feeling that they are indeed very scary monsters. But a blue mage does not, so while reviewing a monster ability for any problematic effects, we need to be mindful of its damage as well. For Example, the CR 17 Adult Red Dragon's Fire Breath:









As we can see, the dragon's breath has a 60-foot cone range and can deal an average of 63 damage. The average damage will always be next to any damaging monster ability, but if there is none. The damage limit tips on pg. 17, gives us the tools to find the average damage.

Once we have determined the average damage and its range, we must now determine the appropiate damage limit/range table to use on pg. 17. Looking through the monster ability, it has the ability to hit multiple targets in a cone and would deal half its damage on a successful save. So the appropiate tables to use would be Several Targets - Half Damage on Save and the Range Cone Limits.

The next step is to look for the CR of the monster ability, which would be 17 as we learned this ability from a CR 17 monster.

Several Targets - Half Damage on Save

CR Damage Dice Average Damage
17+ 14d6 49

Range Limits

CR Cones
15-20 60 Feet

Here we see, the damage of the fire breath is a bit too strong for a blue mage to wield, while its cone range is perfectly acceptable for the blue mage. So the 18d6 of the original ability would be replaced for 14d6.

Final Step: Usage & Review

After all the previous steps have been followed, the monster ability can now be safely used by a blue mage as a mimicry. This process will become easier with each proceeding monster ability learnt.

Finally, always review any alterations or modifications with these steps/mimicries. As they are just guidelines and can be changed to suit your table's needs.

RaRaRoxi | Class | Blue Mage

Learnable Non Damaging traits

1st Tier Traits
Trait
Advanced Telepathy - Within 60 ft you can percieve the content of any telepathic communicantion
Air Form - You can enter a hostile creatures space and stop there. You can move through a space as narrow as 1-inch without squeezing.
Amorphous - The monster can move through a space as narrow as 1 inch wide without squeezing.
Assume Form - You can assume the appearance of any Medium humanoid you have eaten. You remain in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from your body.
Axiomatic Mind - You can't be compelled to act in a manner contrary to your nature
Blighted Trail - Terrain that you pass over turns to white ash. Non monstrous plants are destroyed in that area and cannot regrow for 1d4 days.
Beast of Burden - You are considered Large for the purposes of determining your carrying capacity
Blessing of Mother Night - You are shielded against divination
Chameleon Skin - Remain motionless and you blend into it the surrounding area. (Advantage to Stealth)
Change Shape - You polymorph in a humanoid or beast with a CR no higher than 1. You revert back if you die. Any equipment you are carrying or wearing is absorbed in the new form. Retain game statistics and ability to talk. AC, movement mode, STR, DEX, and any special senses are replaced, with any statistics and special capabilities (Except class features)
Darkness Aura - A 15-foot radius of magical darkness out from you, move with you, and spreads around corners. It last as long as you maintain concentration up to 10 mins (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area with light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Demonic Shadows - Darken the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Dimensional Lock - Other creatures can’t teleport to or from a space within 60 feet of you. Any attempt to do so is wasted.
Discern Lie - You know when you hear a creature speak a lie in a language you know.
Divinie Awareness - You know when you hear a lie.
Detect Life - You can sense the presence living creatures within one mile
Detect Invisibility - within 60 ft, magical invisibility fails to conceal anything from your sight

1st Tier Traits
Trait
Detect Sentience - As an action, can sense the presence and location of any creature within 120ft that has an Intelligence of 3 or higher, regardless of interposing barriers.
Devil's Sight
Earth Glide - You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.
Earth Walk - You are able to move across difficult terrain made of earth or stone without expending extra movement
Echolation - Gain blindsight 30ft (cannot be used while deafen)
Efallible Invisibility - You are invisible. This invisibility can be circumvented by three things, being seen in reflections and mirrors, being revealed as a translucent image in candle/fire-light, be clearly seen by any humanoid under 18 years old
Ephemeral - As an action you can become ephemeral. You drop anything you are wearing or carrying, cannot attack, and cannot be magically harmed by nonmagical bludgeoning, piercing, or slashing damage.
Ethereal Sight 60 ft
Fungus Stride - Once per turn you can use 10 feet of movement into one mushroom or a fungus patch and emerge from another mushroom patch 60 ft away in an unoccupied space
Halfling Nimbleness - Can move through the space of a creature one size larger than you
Hold Breath - Can Hold your breath for 15 minutes
Ice Walk - Move across and climb icy surfaces without needing to make an ability check.
Ideal Anatomy- You are immune to extreme weather conditions.
Iron Scent - Pinpoint, by scent, the location of Iron within 60 feet.
Ignited Illumination - As a bonus action set yourself ablaze or extinigush the flames. While ablaze you sheds bright light in a 10 ft radius and dimlight another 10 ft.
Illumination - Shed bright light in a 30-foot radius and dim light in an additional 30 feet.
Illusory Appearance - You are able to cast diguise self at will.
Incorporeal Movement - Move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn in an object.
Inscrutable - You are immune to any effect that would read you emotions or thoughts as wells as any diviniation magic you refuse. Wisdom (Insight) checks are at a disadvantage against you
Invisible in Water - You are invisible when fully immersed in water
Keen Sense - Advantage on Wisdom(Perception) checks that rely on the associated sense
Labryinthine Recall - Can perfectly recall any path you have traveled

RaRaRoxi | Class | Blue Mage

Learnable Non Damaging Traits

1st Tier Traits
Trait
Limited Amphibiousness - You can breath in air or water but need to be submerged every 4 hours to avoid suffocating
Limited Flight - Bonus action to gain 30 ft of flying speed until the end of your turn.
Limited Telepathy - You can magically transmit simple messages and images to any creature within 120 ft that can understand a language
Mask of the Wild - You can attempt to hide even when your only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Menacing - Gain proficiency In Intimadation
Merge with stone - Can cast pass without a trace once per long rest
Mimicry - You can copy any sound youve heard including voices. Others can tell its an imitation with a Wisdom(Insight) Check.
Natural Athelete - Gain proficiency in Athletics
Natural Illusionist - Gain the Minor Illusion cantrip.
Naturally Stealthy - You can attempt hid even when you are obscured only by a target thats larger than you
Nimble Escape - You can take the hide or disengage as a bonus action.
Nondetection - You cant be targeted or detected by any divination magic or percieved through magical scrying sensors
Otherworldly Perception - As an action for 1 hour, you can sense the presence of any creature within 30 ft of you that is invisbile or on the ethereal plane. You can pinpoint when its moving
Poison Sense - You can detect whether something is poisoned by taste, touch, or smell.
Powerful Build - You count as one size larger when determine your carrying capactiy and the weight you can push, drag, lift
Probing Telepathy - If a creature communicates telepathically with you, you learn the creature's greatest desires if you can see the creature.
Read Thoughts - Can cast Detect Thoughts without components or spell slot
Running Leap - Your running long jump distance is up to 20 ft and your high jump is up to 10 ft.
Sense Magic - You sense magic within 30 ft of you at will. The trait otherwise works like detect magic but isn't magical itself

1st Tier Traits
Trait
Shadow Blend - While in dim light or darkness, use a bonus action to become invisible, along with anything your wearing or carrying. The invisibility lasts until user uses a bonus action to end it or until it attacks, is in bright light, or is incapacitated.
Shadow Stealth - While in dim light or darkness, you can take the hide action as a bonus action.
Shapechanger - You can use an action to polymorphy into a Small or Medium humanoid you have seen, or back to your true form. You statistics stay the same besides the size change. the equipement you are wearing or carrying isnt transformed with you. You revert back when you die
Shark Telepathy - You can magically command any shark within 120 ft of you using limited telepathy.
Shielded Mind - You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or know your location
Siege Monster- Deal double damage to objects and structures.
Silent Speech - You can speak telepathically to any creature within 30 ft. The target creature only understands if you two share a language. You can speak telepathically to one creature at a time
Snow Camofoulage - You have advantage on dexterity checks made to hide in snowy terrain
Speak with Beasts and Plants - You can speak with beasts and plants
Speak with Frogs and Toads - You learn Bulllywug and you can communicate simple concepts to frogs and toads when you speak Bullywug
Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with small or smaller beasts
Spider Climb - You can climb difficult surfaces including upside down on ceilings without needing to make an ability check.
Split - As an action you can create a Tiny version of youself (Or however you want it to look) out of your own magic. This minature bluemage can't attack but can take other actions as normal. As an action you can see through your miniatures eyes and hear what it hears as long as its on the same plane of existance. The miniature has 10 hp and until you reabsorb it or it is killed, your hit point maximum is reduced by the same amount.
Standing Leap - Your long jump or high jump do not require a running start.
Stone Camouflage - You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Sure-Footed - You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone
Telepathic Shroud - immune to any effect that would sense its emotions or read its thoughts, as well as all non-damage related divination spells.

RaRaRoxi | Class | Blue Mage

Learnable Non Damaging Traits

1st Tier Traits
Trait
Transparent - When you are in plainsight and motionless, it takes a successful Wisdom(Perception) check to spot you. If a creature thats unaware of you walks into your space, that creature is surprised by you.
Treasure Sense - You can pinpoint by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you.
Tunneler - Can burrow through solid rock at half burrowing speed
Tree Stride - Spend 5ft and then step magically into one living tree within reach, and emerge from a second living tree within 60 ft of the first tree in an unoccupied space
Undetectable - You can be targeted by divination magic, percieved through magical scrying sensors, or detected by abilities that would sense demons or fiends.
Unending Breath - You can hold you breath indefinitely whil you are not incapacitated
Underwater camouflage - You have advantage on Dexterity(Stealth) checks made to hide underwater.
Variable Illumination - You shed bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius as a bonus action.
Vengeful - You know the distance to and direction of any target against in which you are seeking revenge. Even if the target and you are on different planes of existence. If the target being tracked dies, you know.
Wakeful - You cannot be surprised while you sleep.
Water Form - You can enter a hostile creatures space and stop there. You can move through a space as narrow as 1-inch without squeezing. If you are in water form and take cold damage, you partially freeze; your speed is reduced by 20 feet until the end of your next turn.
Web Sense - While in contact with a web, you know the exact location of any creature in contact with the same web.
Web Walker - You ignore movement restrictions caused by webbing.

RaRaRoxi | Class | Blue Mage

Learnable Damage Traits

2nd Tier Traits
Trait
Adhesive - You adhere to anything you touch. A Huge or smaller creature adhered to you is also grappled. Ability checks made to escape this grapple are at disadvantage.
Ambusher - You have advantage on attack rolls against any creature you surprised.
Aggressive - You can use the dash action as a bonus action.
Barbed Hide - You can protrude or retract your barbed hide with a bonus action. At the start of your turn, you deal 1d10 piercing damage to any creature grappling you.
Brave - You have advantage on saving throws against being frightened.
Brave Devotion - You have advantage on saving throws against being frightened and charmed.
Charge - If you move at least 20 feet straight forward a target and successfully hit them with a melee attack, the target takes an extra 2d6 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.
Corrode Metal - Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage to you. You can "eat" through through 2-inch thick, nonmagical metal in 1 round.
Damage Resistance (A) - You can be resistant to bludegeoning, piercing, or slashing damage. You can prepare this trait multiple times.
Death Burst - You deal 2d6 fire damage on failed saves within 10 feet of you. Flammable Objects that are not being carried or worn in the are are ignited.
Flyby - You don't provoke oppurtunity attacks when you fly out of enemies reach.
Grappler - You have advantage against creatures you grapple.
Heated Body - A target that touches you or hits you with a melee attack while within 5 feet of you takes 1d4 fire damage.
Magic Weapons - Your natural weapons attacks are magical.
Pack Tactics - You gain advantage on one attack per round against a target if at least one of your allies is within 5 feet of you and the ally isnt incapcitated.
Pounce - If you move at least 20 feet straight forward a target and successfully hit them that target must succeed a Strength saving throw or be knocked prone. If the target is prone, you can make one weapon attack against it as a bonus action.

2nd Tier Traits
Trait
Psychic Defense - While you are wearing no armor and wielding no shield, your AC includes your Wisdom modifier.
Rampage - When you reduce a target to 0 hitpoints with a melee attack on your turn, you can take a bonus action to move up to half your speed and make one weapon attack.
Slippery - You have advantage on ability checks and saving throws to escape a grapple
Stench - Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of your next turn. On a successful save, the creature is immune to the Stench of all creatures for 1 hour.
Surprise Attack - If you surprise a target and hit it with an attack during the first round of combat, the target take 2d6 extra damage from the attack.
Wounded Fury - While you have 10 hitpoints or fewer, you have advantage on attack rolls. In addition, you deal an extra 2d6 damage to any target you hit.
2nd Tier Trait
Trait
Avoidance - If you are subjected to take that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if it fails.
Blood Frenzy - You gain advantage on your next attack roll against one creature that doesnt have all its hit points. When this creature dies, this trait may be applied to a new target.
Chilling Mist - While you are alive, you project an aura of cold mist within 10 feet of you. If you deal damage to a creature while its in mist, the creature take 1d4 bonus cold damage.
Cold Aura - Any creature that starts their turn within 5 feet of you takes 1d6 cold damage. You can emit or dispel the aura with a bonus action.
Corrosive Form - A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 acid damage. Any nonmagical weapon made of wood or metal that hits you corrodes. After dealing damage, the weapon takes a permenant and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destoryed. Nonmagical ammunintion made of wood or metal that hits you is destroyed after dealing damage. You can "eat" through 2-inch-thick, nonmagical wood or metal in 1 round.

RaRaRoxi | Class | Blue Mage

Learnable Damage Traits

2nd Tier Traits
Trait
Confer Resistance - You can grant resistance to a type of damage to anyone you are touching. The type of damage depends on the creature you acquired this trait from.
Damage Resistance (B) - You can be resistant to acid, cold, fire, lightning, nercrotic, poison, radiant, or thunder damage. You can prepare this trait multiple times.
Damage Transfer - While grappling a target, if you are dealt damage, you only take half. The grappled target takes the other half.
Dark Advantage - Once per turn you can deal 3d6 bonus damage when you hit with a weapon attack, provided you have advantage on the attack roll.
Death Burst (Disease) - You explode when you drop to 0 hitpoints. Each creature within 20 feet of it must succeed on a Constitution saving throw or take 1d10 poison damage and become infected with a disease on a failed saving throw. Targets immune to poisoned are immune to this disease. Spores invade the target's system, killing the target in a number of hours equal to 1d12 + the target's Constitution score, unless the disease is removed. In half that time, the target becomes poisoned for the rest of the duration. When the first creature infected by this trait dies, you are resurrected and grow to full size within 7 days, without any equipment or any spells copied and mimicries prepared.
Displacement - You project a magical illusion that makes it appear that you are standing near your actual location, causing attack rolls against you to be at disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted when you are dead.
Draconic Majesty - You add your Charisma modifier to your AC.
Empowered Attacks - Your attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Fiendish Blessing - Add your Charisma modifier to your AC.
Foul - Any other creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw be poisoned until the start of the target creature's next turn.
Freedom of Movement - You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape, from nonmagical restrains or being grappled.
Giant Slayer - Spells and weapon attacks deal 2d6 bonus damage to giants.
Hellish Rejuvenation - Your creature type becomes Fiend when you prepare this trait. Your type reverts to normal when you remove this trait from your preperation slots.

3rd Tier Traits
Trait
Horrorific Appearance - Any humanoid that starts its turn within 30 feet of you and can see your true form, must make a Wisdom saving throw. On a failed saved, the humanoid is frightened for 1 minute. A humanoid can reapeat this saving throw at the end of each of its turn, with disadvantage if the creature is within line of sight, ending the effect on a success. If a humanoid's saving throw is successful or the effect ends for it, the creature's immune to your Horrorific Apearance for the next 24 hours. Unless the humanoid is surprised or the revelation of your true form was sudden, the humanoid can avert it'eyes and avoid making the initial saving throw. Until the start of its next turn, a humanoid that averts its eyes has disadvantage against you.
Improved Critical - Your weapon attacks score a critical hit on a roll of 19 or 20.
Insanity - You have advantage on saving throws against being charmed or frightened.
Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Marhsal Undead - Unless you are incapcitated, you and undead creatures of your choice within 60 feet of you have advantage on saving throws against features that Turn Undead.
Martial Advantage - Once per turn, you can deal 2d6 extra damage to a target you hit with a weaon attack if you are within 5ft of an ally that isnt incapacitated.
Mucous Cloud - While underwater, you are surrounded by transformative mucus. A target that touches you or that hits you with a weapon attack while within 5 feet of you must make a Constitution saving throw. On a failure, the target is diseased for 1d4 hours. The diseased target can only breathe underwater.
Olyhydra's Armor - You can cast mage armor at will, without expending material components.
Poison Spores - Whenever you take damage, you release a cloud of spores. Other creatures within 5 feet of you when this happens must suceed on a Constitution saving throw or be poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactive - You can take a reaction on every turn in combat.
Rust Metal - Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage to you.
Savage Attacks - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical.

RaRaRoxi | Class | Blue Mage

Learnable Damage Traits

3rd Tier Traits
Trait
Acid Absorption - When you subjected to acid damage, you take no damage and instead regain a number of hit points equal to the acid damage dealt.
Bond of the Black Earth - You are magically bonded to the slain creature's bulette, trained to serve as your mount. While mounted on your bulette, you share the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys your commands. If the bulette is not alive, or has died you may train another one over a month.
Bonded Mount - You are magically bonded to the slain creature's beast, trained to serve as your mount. While mounted on your beast, you share it's senses and traits like Amphibous, and if it can, you can ride the mount if it's able to swim. The bonded mount obeys your commands. If the bulette is not alive, or has died you may train another one over a month.
Celestial Resistance - You have resistance to necrotic and radiant damage.
Condition Immunity - You are immune to a condition (blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned.) You can have multiple immunities but they must be prepped.
Damage Resistance (C) - You are resistant to psychic damage.
Death Throes- When you drop to 0 and fail your first death saving throw, fire explodes outward from you. Each creature within 30ft of you must make a Dexterity saving throw, take 6d6 fire damage on a failed save or half as much on a successful one. Flammable Objects that aren't worn or being carried in the area are ignited.
Duergar Resilience - You have advantage on saving throws against poison, illusions, as well as to resist being charmed or paralyzed.
Confusing Gaze - When a creature starts it's turn within 30 feet of you and is able to see your eyes, you can magically force the creature to make a Charisma saving throw, unless the creature is incapcitated. On a failure, the target can't take reactions until the start of it's next turn and rolls a 1d8 to determine what it does during its turn. On a 1 to 4, the target does nothing. on a 5-6, the target takes no action or bonus action and uses all its movement to move in randomly determined direction. On a 7 or 8, the targets makes a melee attack against a randomly determined target within its reach or does nothing if it can't make such an attack Unless the humanoid is surprised, the creature can avert it'eyes and avoid making the initial saving throw. Until the start of its next turn, the creature that averts its eyes can't see until the start of it's next turn. If the target looks at the you in the meantime, they must immediately make the save.
Fear Area - Any hostile enemy to you that starts it's turn within 20 feet of you must make a Wisdom saving throw, unless you are incapcitated. On a failed save, the target target is frightened until the start of its next turn. If the target's saving throw was successful, it is immune to the Fear Aura for the next 24 hours.

3rd Tier Traits
Trait
Fire Absorption - When you subjected to fire damage, you take no damage and instead regain a number of hit points equal to the fire damage dealt.
Fire Aura - Any creature that starts their turn within 5 feet of you takes 1d6 fire damage. If any creature touches you or hits you with a melee attack they take 1d6 fire damage. Flammable objects that are not being worn or carried are ignited. You can emit or dispel the aura with a bonus action.
Fire Form - You can move through a space as narrow as 1-inch wide without squeezing. Creatures that touch you or hit you with a melee attack while within 5 feet of you take 1d6 fire damage. The first time you enter a target's space on a turn, the creature takes the fire damage and catches fire, taking 1d4 fire damage. Until someone takes an action to douse the fire, the creature takes the fire damage at the start each of its turns.
Frightful Presence - Each creature of your choice that's within 60 feet of you and aware of you must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours.
Heart of Hruggek - You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Heated weapon - When you hit with a metal melee weapon you deal an extra 1d10 fire damage.
Immutable Form - You are immune to any spell or effect that would alter your form.
Lightning Absorption - When you subjected to lightning damage, you take no damage and instead regain a number of hit points equal to the acid damage dealt.
Living Shadow - While in dim light or darkness, you have resistance to damage that isn't force, psychic, or radiant.
Magic Resistance - You have advantage on saving throws against spells and other magical effects
Misty Escape - When you acquire this trait, you must designate one location as your resting place. When you drop to 0 hitpoints outside your resting place, you transform into a cloud of mist instead of falling unconcious, provided that you aren't in sunlight or running water. If you are unable to transform, you are killed outright. While you have 0 hitpoints in mist form, you can't revert back to your true form, and must reach your resting place within 2 hours or you are killed. Once in your resting place, you revert back to your true form. You are paralyzed until you regain at least 1 hitpoint. After spending 1 hour in your resting place with 0 hitpoints, you regain 1 hit point.
Regeneration - You regain 1d4 hitpoints at the start of your turn, unless you take acid or fire damage.
Tiamat's Blessing of Retribution - When you take damage that reduces you to 0 hit points, you immediately regain 20 hit points. If you have 20 hit points or fewer at the end of your next turn, you die.

RaRaRoxi | Class | Blue Mage

Learnable Damage Traits

3rd Tier Traits
Trait
Angelic Weapons - Your weapons are magical. When you hit a creature with any weapons, the weapon deals an extra 4d6 radiant damage. Recharges on a long rest.
Antimagic Cone - Your eyes create an area of antimagic, as in the Antimagic Field spell, in a 60-foot cone. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. Thie area works against your own magic.
Bound - You magically bind yourself to an amulet when preparing this trait. Additionally you can cast Shield as a reaction on the wearer of the amulet whenever a creature makes an attack against them without expending a spell slot. Recharges on a long rest.
Damage Immunity - You can be immune to a type of damage. You can prepare this trait multiple times.
Ethearealness - You gain the effects of the Etherealness spell, once per long rest.
Limited Magic Immunity - You are immune to spells of 6th level or lower unless you wish to be affected. You have advantage on saving throws against all other spells and magical effects. Can only be used once per day
Master of Undeath - When you cast Animate Dead or Create Undead, you choose the level at which the spell is cast, and the creatures you create are under your control indefinitely. Additionally, you can cast Create Undead even when it isn't night.
Negative Energy Cone - Your eyes emit an invisible, magical 60-foot cone of negative energy. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. Any target in that area can't regain hit points. Any humanoid that dies there becomes a zombie under your command. The dead humanoid retains its place in the initiative order and animates at the start of their next turn, provided that it's body hasn't been completely destoryed. Zombies created with this trait are under your control until the next sunrise.
Reflective Carapace - Anytime you are targeted by a Magic Missle spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you turning caster into the target. Can only be used once per day
Rejuvnation - If you are killed or destoryed, you regain all your hit points after a duration of time and return to life. Certain creatures with this trait have different requirements for this trait to function, such as a lich's phylactory, or restrictions, such as a weakness to Dispell magic of a flame skull. Wherever you gained this trait, you must adhere to the requirements or restrictions. Once you unprepare this trait you lose its effect.
Spell Turning - You have advantage against any spell that targets you and not an area. If your saving throw succeeds and the spell is 7th or lower, the spell has no effect on you and instead targets the caster. Can only be used once per long rest.

RaRaRoxi | Class | Blue Mage

Learnable Monster Abilites

Tier of Play: 1
Ability
Abberent Ground - Using an action the area around you in a 10 foot radius becomes doughlike difficult terrain. Each target that starts it's turn in that area must suceed on a Strength saving throw or have it's speed reduced 0 until the start of it's next turn.
Blinding Breath - You exhale a 15-foot cone of blinding dust. Each creature in that area must succeed on a Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending th effect on itself on a successs.
Blinding Spittle - You spit a chemical glob at a point you can see within 30 feet of you. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a Dexterity saving throw or be blinded until the end of the creature's next turn.
Blood Drain - 1d4 damage on hit. You attach yourself to the target, while attached the creature doesn't attack. Instead, at the start of each of the creature's turns, the target loses 1d4 + Consitution modifer hitpoints due to blood loss. You can deattach yourself by spending 5 movement.
Constrict - On hit the target takes 1d8 bludgeoning damage and is grappled. Until this grapple ends, the target is restrained, and you cannot constrict another target.
Crush - Deals 1d6 bludgeoning damage and you attach yourself to the target. If the target is Medium or small you have advantage on the attack roll, and you engulf the target's head and the target is blinded and unable to breathe while you are attached in this way.
Fetid Cloud - As an reaction, a 10-foot radius of disgusting green gas extends out from you. The gas spreads around corners, and the area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn inside that are must Succeed on a Constitution saving throw or be poisoned until the start of it's next turn. While poisoned in this way, the target can take either an action or bonus action on it's turn, not both, and can't take reactions.
Flaming Weapon - As a bonus action, you can wreath one melee weapon you are wielding in flame, dealing an extra 1d8 fire damage. You are unharmed by this fire, which lasts until the end of your next turn.
Guiding Wind - As a bonus action, you gain advantage on the next ranged attack roll you make before the end of your next turn.
Heartsight - You touch a creature and magically know the creatures current emotional state. If the target fails a Charisma saving throw, you also know its alignment. Celestials, fiends, and undead automatically fail the saving throw.
Ink Cloud - As a free action, a cloud of ink extends around you in a 20 foot radius while underwater. The area is heavily obscured, although a significant current can disperse the ink. After releasing the ink, you can use the dash action as a bonus action.

Tier of Play: 1
Ability
Melphit Breath (Magma) - You exhale a 15-foot cone of fire. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
Parry - As a reaction, you can add 2 to your AC against one melee attack that would hit you. You must be able to see the attacker.
Rotting Touch - As action you , attack a creature 10 feet from you dealing 1d8 necrotic.
Scare - As a reaction, one creature within 20 feet of you must suceed on a Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, with disadvantage if they are in line of sight of you, ending the effect on a success.
Smother - As an action, make a melee attack against a creature within 5 feet of you. On hit you deal 2d6 bludgeoning damage, and if the creature is Small or smaller it is grappled. Until this grapple ends, the creature is restrained, blinded, and at the risk of suffocating. You can not smother another creature during this. In addition, at the start of each of the creature's turns, it takes an additional 2d6 bludgeoning.
Sting (Pseudodragon) - As an action make a melee attack. On hit the target must succeed on a Constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Unnerving Mask - When a creature you can see starts its turn within 30 feet of you, you can use your reaction to create an illusion over you that looks like one of the target's departed loved ones or bitter enemies. If the creature can see you, it must succeed on a Wisdom saving throw or be frightened. The Illusion lasts for one minute.
Tier of Play: 2
Ability
Acid Spray - You spit acid in a line that is 30 feet long and 5 foot wide, provided you aren't grappling anyone. Each creature in that line must make a Dexterity saving throw, taking 3d6 acid damage on a failed saved, or half as much on a successful one.
Consume Life - As a bonus action, you can target one creature you can see within 5 feet of you that has 0 hitpoints and is still alive. The target must succeed on a Constitution saving throw against this magic or die. If the target dies, you regain 2d6 hit points.
Draining Kiss - You kiss a target that is charmed or a willing creature. The target must make a Constitution saving throw, taking 4d10 psychic damage on a failed save or half as much on a succesful one. The target's maximum hit points are reduced by an amount equal to the damaage taken. This reduction lasts until the target finishes a long rest.

RaRaRoxi | Class | Blue Mage

Learnable Monster Abilites

Tier of Play: 2
Ability
Engulf - You engulf Small or smaller creatures if its grappled by you. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a Constitution saving throw at the start of each of the creature's turns or take 2d8 + your intelligence modifier. If you move, the engulfed target moves with you. You can only have one target engulfed.
Ethereal Jaunt - You can cast the blink spell
Fling - You can fling a Medium creature or object up to 10 feet, and Small or smaller creatures or objects up to 30 feet.
Gibbering - You babble incoherently while you can see a target and aren't incapcitated. Each creature that starts it's turn within 20 feet of you and can hear the gibbering must succeed on a Wisdom saving throw. On a failure, the target can't take reactions until the start of it's next turn and rolls a 1d8 to determine what it does during its turn. On a 1 to 4, the target does nothing. on a 5-6, the target takes no action or bonus action and uses all its movement to move in randomly determined direction. On a 7 or 8, the targets makes a melee attack against a randomly determined target within its reach or does nothing if it can't make such an attack.
Dreadful Glare - You target one creature you can see within 60 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the end of its next turn. If the target fails by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to this Dreadful Glare for the next 24 hours.
Hurl Flame - Make a ranged spell attack up to 120 feet. On hit the target takes 5d6 fire damage.
Intoxicating Touch - Make a melee spell attack. On hit the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Invisible Passage - As an action, you turn invisible until you attack or cast a spell, or until your concentration ends. While invisble you leave no physical evidence of your passage, so you can only be tracked by magic. Any equipment you are wearing or carrying is also invisible. You can use this mimicry 2 times per mimicry usage.
Life Drain - Make a melee spell attack. The target takes 3d6 necrotic and must succeed on a Constituion saving throw or its hit point maximum is reduced by an amount equal to the damage taken.


Tier of Play: 2
Ability
Luring Song - You sing a magical melody. Every humanoid and giant within 120 ft. of you that can hear the song must succeed on a Wisdom saving throw or be charmed until the song ends. You must take a bonus action on its subsequent turns to continue singing. You can stop singing at any time. The song ends if you are incapacitated. While charmed by you, a target is incapacitated and ignores the songs of others. If the charmed target is more than 5 ft. away from you, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but stops before moving into damaging terrain, such as lava or a pit. Whenever it takes damage from multiple attacks like extra attack or spell, a target can repeat the saving throw. It does not repeat its saving throw if the damage was from single attacks. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.
Paralyzing Touch - Make a melee spell attack. On hit the target takes 3d6 cold damage and must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Phantasms - You can cast mirror image but the duplicates disappear if you aren't in bright light.
Repulsion Breath - You exhale repulsion energy in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from you.
Sleep Breath - you exhale in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Slowing Breath - you exhale gas in a 30-foot cone. Each creature in that area must succeed on Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

RaRaRoxi | Class | Blue Mage

Learnable Monster Abilites

Tier of Play: 3
Ability
Animate Chains - Up to four chains you can see within 60 feet of it magically sprout razor-edged barbs and animate under your control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 10, 10 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When you use an attack action, you can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. Each chain deals 2d6 slashing damage. Can only be used once per short or long rest
Charm - One humanoid you can see within 30 feet of it must succeed on a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys your verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. You can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Create Specter - You target a humanoid within 10 ft of you that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under your control. You can have no more than two specters under your control at one time.
Create Whirlwind - A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point you can see within 120 feet of you. The whirlwind lasts as long as you maintains concentration (as if concentrating on a spell). Any creature but you that enters the whirlwind must succeed on a Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Deadly Leap - If you jump at least 15 ft. as part of your movement, you can then use an action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) or be knocked prone and take 3d6 bludgeoning damage plus 3d6 slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of your space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in your space.

Tier of Play: 3
Ability
Drone - You produce a horrid droning sound to which demons are immune until the start of your next turn. Any other target that starts its turn within 30 feet of you must succeed on a Constitution saving throw or falls unconcious for 10 minutes. A target that can't hear the drone automatically succeeds on the save. The effect ends if you take damage, or if another target takes an action to splash you with holy water. If the target's saving throw is successful or the effects ends for hit, it is immune to the drone for the next 24 hours.
Horror Nimbus - You magically emit scintillating, multicolored light. Each hostile creature within 60 feet of you that can see the light must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Life Drain (Wight) - A wight's Life Drain has the same effects as an ordinary Life Drain, with the following additional feature: A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You can have no more than four zombies under your control at one time.
Nightmare Haunting - While on the Ethereal Plane, you magically touch a sleeping Humanoid on The Material Plane. A Protection from evil and good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10. If this Effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is sent to the Grey Wastes. The reduction to the target's hit point maximum lasts until removed by the Greater Restoration spell or similar magic.
Petrifying Breath - TYou exhales petrifying gas in a 15 foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Possession - One humanoid that you can see within 5 ft. of it must succeed on a Charisma saving throw or be possessed by you; you then disappears, and the target is incapacitated and loses control of its body. You now control the body but doesn't deprive the target of awareness. You gain disadvantage on Concentration checks but you can't be targeted by any attack, spell, or other effect, and you retain your Constitution, Intelligence, Wisdom, Charisma. You otherwise uses the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to half their hit points, or you lose concentration when the body is hit, or your forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 ft. of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends.

RaRaRoxi | Class | Blue Mage

Learnable Monster Abilites

Tier of Play: 3
Ability
Rotting Touch - Make a melee spell attack, on a successful hit, it takes 2d6 bludgeoning plus 3d6 necotic. If the target is a creature, it must succeed on a Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic
Slam (Clay Golem) - Make a melee spell attack, on a succesful hit 5d10 bludgeoning damage. If the target is a creature, it must succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Spit Poison - A creature you can see within 30ft of you must make a Constitution saving throw, taking 6d8 poison damage on a failed save, or half as much damage on a successful one.





Tier of Play: 4
Ability
Animate Trees - You magically animate one or two trees you can see within 60 feet of you. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of you. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Enslave - You target one creature with a CR half your blue mage level and can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be magically charmed by you until the you die or until you are on a different plane of existence from the target. The charmed target is under your control and can't take reactions. You and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
Lightning Storm - You magically create three bolts of lightning, each of which can strike a target you can see within 120 feet of you. A target must make a Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on successful one.
Tier of Play: 4+
Ability
Disrupt Life - Each living creature within 20 feet of you must make a Constitution saving throw against this magic, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Recharges on a long rest.
Healing Touch (Solar) - You touch another creature. The target magically regains 8d8 + spell casting modifier hit points and is freed from any curse, disease, poison, blindness, or deafness. You can use this action twice. Recharges on a long rest.
Searing Blast - You emit magical, divine energy. Each creature of your choice in a 10 foot radius must make a Dexterity saving throw, taking 6d6 fire damage plus 6d6 radiant damage on a failed save, or half as much damage on a successful one. Recharges on a long rest.
Weakening Breath - you exhales gas in a 60 foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Recharges on a short rest.

RaRaRoxi | Class | Blue Mage


Homebrewed Cantrips

Azuro's Flare

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

Blue energy and smoke starts gathering violently in your hand until it starts fracturing and collapsing onto itself. Once it's near uncontrollable, you let loose your magic and make a ranged spell attack at the target. On a hit, the target takes 1d6 force damage and the next attack roll against the target has advantage. The surrounding area is littered with smoking blue shards

The force damage dealt by this spell increases when you reach 5th level (2d6). Another flare manifests that can be thrown at 11th level dealing (1d6) and then (2d6) at 17th level. You can throw the flares at the same target or at different ones. Make a separate attack roll for each.


Eidos

Azuremancy cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 24 hours
  • Recharge: 6

Threading and interweaving strands of the weave's endless possibilities, you pull on one thread of potential. Choose one prepared mimicry that is able to inflict damage and does not require concentration. It gains the following benefits:

  • You can cast the chosen mimicry as a CR 1 mimicry without expending a mimicry slot.

  • Any additional effects of the mimicry last until the start of your next turn.

  • Only up to two creatures can be effected by the chosen mimicry.

  • Once this mimicry has been used in this way, it can not be cast again through this spell until it has been recharged at the beginning of your turn.

The spell ends early if you cast the spell again or die. When it ends, you can no longer cast the chosen mimicry as a CR 1 mimicry through this spell.

Cantrip Upgrade: When you reach higher levels as a blue mage, this spell gains additional benefits at the following levels:

5th level: The recharge rate is now 4 - 6.

11th level: The chosen mimicry is now scaled as a CR 3 mimicry

17th level: The recharge rate is now 3 - 6. Additionally, you add your intelligence modifier to one damage roll

RaRaRoxi | Class | Blue Mage

Subclass Specific

Iris Invoker Familiar + Mastery


Lesser Chimera

small monstrosity, unaligned


  • Armor Class 10 + its Dexterity modifier + PB
  • Hit Points 5 + five times your blue mage level (the creature has a number of Hit Dice [d8s] equal to your blue mage level)
  • Speed 40 ft., fly 20 ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 13 (+1)

  • Skills: stealth, perception, athletics
  • Saving Throws: strength 3 + PB, wisdom 2 + PB
  • Condition Immunities: charmed
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: understands the languages you speak
  • Proficiency Bonus: equals your bonus

Shapeshifting. The chimera can visually shapeshift into any CR 0 beast, though none of it's game statistics change.

Might of the Master. You can add your proficiency bonus to any ability check or saving throw that the beast makes. Additionally, any spells cast use the blue mage's spell save DC.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB piercing damage, reroll any 1's and 2's rolled on the 1d8

Iris Breath.(Recharge 5-6) The chimera exhales an iris mist in a 15-foot cone. Each creature in that area must make the blue mage's spell save DC, taking 2d8 + PB force damage on a failed save, or half as much damage on a successful one.

Caller of Aeons Mastery
Creature Benefit
Aberrations Magic Resistance + 1d8 psychic damage to Iris Breath
Beasts Pack Tactics
Celestials Raidant Resistance + Necrotic Resistance
Constructs Immutable Form + Can cast slow once per day
Dragons Flight speed of 60 ft.
Elementals Iris Breath is now 45 ft.
Fey Can now visually shapeshift into any non-humanoid creature + can cast vortex wrap twice, regaining any expended usages after a short or long rest












Iris Invoker Additional Spirits


Ooze Spirit

Small ooze, unaligned


  • Armor Class 6 + the level of the spell (natural armor)
  • Hit Points 5 + 10 for each spell level above 1st
  • Speed 10 ft.

STR DEX CON INT WIS CHA
12 (+3) 6 (-2) 12 (+1) 1 (-5) 1 (-5) 1 (-5)

  • Damage Immunities acid, fire (Red only), lightning (Yellow only), Poison (Green only)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 10 ft. (blind beyond this radius), passive Perception 5
  • Languages understands the languages you speak
  • Challenge

Actions

Multiattack. The ooze makes a number of attacks equal to half this spell's level (rounded down).

Pseudopod. Melee weapon attack: your spell attack modifier, reach 5 ft., one target. Hit: 1d4 + 3 + the spell's level acid damage.

Creature Benefit
Fiends Fire resistance + Lightning resistance
Giants Size increased from Small to Large + PB damage for Iris Breath is doubled.
Monstrosities Gain Multiattack to attack an amount of times equal to half PB with bite
Oozes Amorphous + Acid Immunity
Plants Tree Stride + Poison Immunity
Swarm Bludgeoning, piercing, slashing resistances
Undead 30 ft. blind sight + 1d8 necrotic damage to Iris Breath
All Creature Types Mastered You automatically learn the CR13 Antimagic Cone mimicry

RaRaRoxi | Class | Blue Mage


Swarm Spirit

Medium swarm of Tiny beasts , unaligned


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 10 + 5 for each spell level above 1st
  • Speed 30 ft. (Spiders only), fly 30 ft (Wasps only), swim 30 ft. (Quippers only)

STR DEX CON INT WIS CHA
3 (+-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Senses blindsight 10 ft., passive Perception 8
  • Languages understands the languages you speak

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.

Spider Climb (Spider only). The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker (Spider only. The swarm ignores movement restrictions caused by webbing.

Actions

Multiattack. The swarm makes a number of attacks equal to half this spell's level (rounded down).

Bite (Spider and Wasp only). Melee weapon attack: your spell attack modifier, reach 0 ft., one target. Hit: 2d4 + the spell's level piercing damage + 1d4 poison damage.

Bite (Quipper only). Melee weapon attack: your spell attack modifier, reach 0 ft., one target. Hit: 3d4 + the spell's level piercing damage.

Lapis Beast Natural Weapon Table

Name Damage
Antennae 1d6 piercing, reach
Beak 1d4 piercing
Beard 1d8 slashing
Bite 1d8 piercing
Claws 1d6 slashing
Fist 1d4 bludge.
Grasping Tendrils 1d8 bludge., reach
Hooves 1d6 bludge.
Name Damage
Horns 1d6 piercing
Pincer 2d6 piercing
Pseudopod 1d6 bludge. or slashing
Rake 1d4 slashing
Ram 2d4 bludgeoning
Sting 1d8 piercing
Tail Spike 1d8 (50/100) piercing
Tail 1d10 bludge., reach

Plant Spirit

Large (Medium for Dryad) plant, unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 35 + 10 for each spell level above 3rd
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning
  • Senses darkvision 60 ft., blindsight 60 ft. (Shambling Mound only), passive Perception 10
  • Languages Sylvan, understand the languages you speak
  • Challenge

Tree Stride (Dryad Only). Once on its turn, the plant can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Engulf (Shambling Mound Only). If the plant hits a target that is grappling, that target becomes restrained until the grapple ends.

Actions

Multiattack. The plant makes a number of attacks equal to half this spell's level (rounded down).

Entangling Slam (Treant or Shambling Mound Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level bludgeoning damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target

Vine Lash (Treant or Dryad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target

Note: Vulnerable Limbs!

As per Sage Jeremy, a creature you are grappling can attack you regardless of if you are in its normal attack range by attacking the you are using to grapple it.

RaRaRoxi | Class | Blue Mage

Credits

Art in Order of Appearance
  • Blue Mage Official artwork by Square Enix/FFXIV

  • saito-piyoko

Special Thanks

  • /u/ch33ri000z : For making the skeleton of the class which was the Blue Traveler and effectively creating the template. Most of their ideas are gone, but it did give me serious inspiration and a big of a push to learn how to make my very first homebrew.

  • Jin: For allowing me to play test this class, and being my unintentional victim as a sounding board for my crazier ideas and for reigning me in. Love ya boo <3

  • The Blue Mage homebrew creators on dndbeyond. They had such wonderful ideas that I could not help but steal some of their wording/ideas.

  • Henry_Smithy: For that excellent copycat skill feature. Was just too good not to use for the Indigo Trickster.

  • u/aiir_: For giving me the inspiration to work on this thing with their Red Mage class. Even tried to mirror its aesthetic design to make a fun counterplay of the Red and Blue nature

  • u/Stuffies12: For their amazing summoning class and table!

  • G. Galen Mayhew : The Creator of the Feaster Class on dmsguild. He had such a great idea on the monster abilities costing slot space. Check it out if you want a more Eatting focused Blu

  • u/asurastar: For giving me critique and good ideas, and showing me the feaster class.
  • u/KerroGore: For being absolutely ruthless in their critique, it really put some things into perspective for me. And had a few neat ideas.

  • u/Steveh: For giving me critique and to rethink the capstone!

  • u/SilentSoren: Creator of the FFXIV x DnD compendium, gave me some good inspiration for certain features and abilities, not to mention wording!

  • u/Kvothe: Another blue mage creator called the Mimeticist on gmbinder. Good idea to rebrand from Axioms to Paradigms. Had some interesting ideas.

  • u/SamuraiHealer - For giving me amazing feedback, good ideas and to relook certain features. And for giving me the resources to better balance this class!

  • u/Vinx909 - For their thorough critique, and forcing me to relook everything and brought something I have never even considered

  • u/Rydersilver - For their excitement and "giving" me the idea to allow blue mages to use mimicries as soon as they are learned!

  • u/ NCats_secretalt - For suggesting the DC change to Learn, freed up some class feature space for it!

  • u/TheShiningPhoenix- For giving me kind words and rooting for me, as well as wonderful feedback on the subclasses nobody got to!

  • René Girard - For his fascinating study about Mimetic Theory. Gave me some serious inspiration. Check out his theory and book!

  • u/SimplyKat - For giving good critique and ideas!

  • u/Leuku - For giving amazing critique and making me refine further

  • u/Jejmaze - For playtesting and helping me with wording! And the incredible breakdown of issues and critique!

  • u/KibblesTasty - For their missing summon spells!

  • u/FragSauce - For their build a monster workshop in their SoulBinder class.

Developer

RaRaRoxi: creator, designer, & developer. If you are play testing and wish to share anything. please contact me @ reddit u/RaRaRoxi

RaRaRoxi | Class | Blue Mage

Changelog

version 2.1

  • Eidos made - The mimicry cantrip. Will keep an eye on how powerful this "cantrip" is.
  • Mimicry CR casting clarification
  • Cobalt Traveler rebranded to Cobalt Savant
  • Cobalt Savant spell list change and slight nerfs and spread out mechanics
  • Sapphire spell list change
  • Wrong level up spells for Iris and Sapphire
  • Libra Example Table
  • Mimicry Conditions Tweaks
  • Slight nerf to spell slot progression, 1 less spell slot at 1st level and 3rd level to compensate for Eidos.
  • Learn improvement returned back to Affinity feature.
  • Decoupled High Libras options
  • Clarified that any given cantrips do not count against spell copy limit.
  • Stigmata 10th level feature nerfed, Long rest only.
  • Altered Mimicries : x per day/rest, now only up to 2 uses per cast of mimicry
  • Altered Mimicries : Cr13+, are now instantly unprepared, to promote more mimicry swapping through combat.
  • Removed Evards tentacle from iris spell list in exchange for Faithful Hound
  • Clarification for Aeonic Mastery and the creature summoned
  • Removed Iris breath additional damage for additional traits
  • Added an end goal for Iris Invoker's Creature Mastery
  • Alphabitized Mimicry Sample list

version 2.0.1

  • Reorganizd when spell slots and mimicries slots are given + an extra slot for mimicry slots
  • Lesser Chimera shapeshifting can't change statistics.
  • Monster ability list change: rewording
  • Edict Injunction: to next saving throws instead of all
  • Switched Edict names to make better sense.

version 2.0

  • Removed Lethal Pathfinder, reworked Faux Mastery as level 11
  • Consolidated Learn Improvements and Moon Flute improvements
  • Third-Caster to Half-Caster
  • Removed High Libra (Subclasses) and made it into a modular base feature
  • Clarified Limit Break effect.
  • Lowered the cost to learning a Mimicry of same level or lower
  • Combined Azure Lore into Learn (Base)
  • Mimicries now scale to a degree through natural Upcasting
  • Additional Guidelines for Monster Traits
  • Reduced mimcry damage die conversion confusion, so they now scale on one die size.
  • Streamlined Guidelines
  • Additional subclass spells
  • Lapis Beast Rework
  • Removed Ideations Mimicry slot requirement
  • Indigo's cane can now shapeshift
  • Imitatio added additional effects to use the swapped ability.
  • Teal Replica complete overhaul
  • Cleaned/Trimmed up features from Sapphire Dancer
  • Iris Invoker complete overhaul + Mastery System
  • Lesser Chimera + Additional Spirit statblocks for Iris Invoker
  • Reorganized Monster ability list to Trait Tier and Tier of Play for traits and abilities respectively. (I 100% missed stuff/misplaced, so let me know if I need to fix any obvious mistakes)
  • An obscene amount of spelling mistakes.

version 1.6

  • Removed the Mighty Guard restrictions
  • Reorganized and cleaned up a ton of wording
  • Reorganized features
  • Added Spell Junction
  • Cerulean Blade has been Replaced by Cerulean Judge
  • Lapis Beast has made its return, replacing Lapis Frenzy
  • Reworked Replicate
  • Reworked Iris Invoker
  • Added Average Damage to the Damage Limit tables
  • Added Mimicry Conversion Page
  • Replaced Predator with Faux Mastery
  • Alter Mimicries: changed CR+17 to CR+13 to once per long rest. (Tenative)
  • Reduced Level 20 mimicry slot from 5 to 4.
  • Changed Paradigm Spells

verison 1.5

  • Nerfed and redid Mighty guard
  • Redid the spell and mimicry system... again
  • Removed Favoured Monster
  • Nerfed Master of Monsters and renamed to Predator
  • fixed issues with Cerulean Blade, such as clarification and new systems and effects
  • Changed Celerity to Stratagem
  • Removed High Libra from class feature back to subclasses
  • Removed White Wind
  • Added Azure Lore
  • Changed Affinity
  • Rearranaged features
  • Added Mimicry Guidelines
  • Added more restrictions on what could be learned.