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FF XIV D&D Compendium

Blue Mage

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Longswords, Scimitars, Shortswords
tools: None
saving throws: Dex, Intelligence
skills: Choose two from Athletics, Animal Handling, Arcana, History, Intimidation, Nature, Perception, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
a dagger
(a) a longsword or (b) scimitar
a cane spell casting focus
a set of clothes
a components pouch
leather armour
(a) an explorer's pack or (b) a scholar's pack a research journal
spellcasting:
Azure Lore
Your research and experience with monsters and magic has granted you spellcasting abilities. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Blue Mage spell list.

Cantrips
You know two cantrips of your choice from the blue mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table.

Spell Slots
The Blue Mage table shows how many spell slots you have. 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 short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must pend one of those slots, and you cast it as a 3rd-level spell.

Monster Links
As a Blue Mage, you develop your spellcasting based on the abilities of monsters. A Monster Link is research linking the traits and abilities of creatures to pairs of spells to emulate their magical properties.   Each monster link you develop grants you two spells while you are you accessing them. When you gain a Blue Mage level, you take the opportunity to further develop your research and may create a new monster link, adding another pairing of spells from the blue mage spell list to your research journal as a pair. You may have any number of monster links in your research journal but may only access a number of monster links per the Monster Link Capacity column of the Blue Mage table, knowing the spells associated with the links you are currently accessing.   At the end of a long rest of which you spent two hours focused on studying, you may exchange one of your monster links you are accessing for another.

Research Journal
At first level, you have a research journal with two monster links created by you. Spells Known of 1st Level and Higher   The number of spells you are able to cast is dependent on the number of Monster Links you are currently accessing. While accessing a monster link, you gain access to both spells that make up the monster link. At first level you are able to access one of your monster links, your ability to access more monster links at once growing as you gain levels in Blue Mage.


Your Research Journal
The monster links you've discovered are kept in your research journal. As you further your research alone, you may encounter the works of other blue mages or peers who share their findings.
Copying a Monster Link into the Book. When you find the research notes of a peer, or a tome with well detailed monster links, you can copy the pair of spells into your research journal if you have spell slots of the appropriate level and the spare time to decipher and copy the notation. Copying a spell involved reproducing the basic form of the spells, then understanding the unique style of the blue mage who wrote it. For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your own monster links.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells.
Replacing the Book. You can copy a monster link from your own research journal into another book-for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place.
Book's Appearance. Your research journal may take any style of tome you wish. A Lore Keeper like has a well kept tome used for taking notes in the field, while the Fell Guard may carry a durable grimoire to record their experiences.


Spellcasting Ability
Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spell casting ability, as a Fell Guard Wisdom is your spell casting ability and as a Carnevallian your spell casting ability is Charisma. You use the associated ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier for the associated ability when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your ability modifier   Spell Attack modifier = your Proficiency Bonus + your ability modifier

Spellcasting Focus
You can use a cane adorned with some kind of arcane focus at its handle as your spell casting focus.

class features:
Blue Mage Calling
At 1st level, you choose the type of Blue Mage you'll become: the Lore Keeper, Fell Guard or Masked Carnevallian. Both are detailed in the next section of the class description. Your choice grants you features at the 3rd, 6th, 10th and 14th level.

Libra
Also at 1st level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:   Strength Score Dexteriy Score Constitution Score Armor Class Current hit points Total class levels (if any)   Additionally, you may spend 1 minute after combat studying a creature's corpse to ascertain the same information.

Monster Mimicries
As your research into monsters continues, you learn how to use your magics to mimic their abilities.
At 2nd level, you gain two Monster Mimicries. Your Monster Mimicry options are detailed at the end of the class description. When you gain certain blue mage levels, you gain additional mimicries of your choice as shown in the Monster Mimicries Developed column of the Blue Mage table.
Additionally, when you gain a level in this class, you can choose one of the mimicries you have developed and retool your knowledge, replacing it with another mimicry you could learn at that level.

Elite Monster Link
At 11th level, you have made a major breakthrough in emulating creatures of legend. You theorize an Elite Monster link that you commit to memory. Choose one 6th-level spell from the blue mage spell list as this Elite Monster link.
You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more blue mage spells of your choice that can be cast in this way: one 7th-level spell at the 13th level, one 8th-level spell at the 15th level, and one 9th level spell at the 17th level. You regain all uses of your Elite Monster Links when you finish a long rest.

Deep Azure
At 20th level, you may exchange your monster links when you complete a short rest. Additionally, you can spend 1 minute of highly intensive meditation, regaining all of your expended expended spell slots from your Azure Lore feature. You must then finish a long rest to use Deep Azure again.
subclass options:
LevelProficiency BonusFeaturesCantrips KnownMonster Link CapacitySpell SlotsSlot LevelMonster Mimicry
1+2Azure Lore, Blue Mage Calling Libra2111st
2+2Monster Mimicries2221st2
3+2Blue Mage Calling2222nd3
4+2Ability Score Improvement3322nd3
5+33323rd4
6+3Magical Discipline Feature3423rd4
7+33424th5
8+3Ability Score Improvement3524th5
9+43525th5
10+4Magical Discipline Feature4525th6
11+4Elite Monster Link (6th level)4635th6
12+4Ability Score Improvement4635th6
13+5Elite Monster Link (7th level)4635th7
14+5Magical Discipline Feature4635th7
15+5Elite Monster Link (8th level)4735th7
16+5Ability Score Improvement4735th8
17+6Elite Monster Link (9th level)4745th8
18+64745th8
19+6Ability Score Improvement4845th9
20+6Deep Azure4845th9

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