Azure Magi

by EmpyrealWorlds

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The Azure

The Azure Magi are a peculiar sort, born perceiving the Force Azure, a boundless interstitial realm that bleeds into all others as a plenipotent weave of creation. To those attuned, the force is observed as bright blue strands binding all things. An Azure Magi acts as the guiding hand, shaping and drawing upon its power to remake themselves and the world around them, rapidly adapting to and mimicking other creatures.

Azure Magic

Sorcerer Level Spells
1st disguise self
3rd alter self
5th blink
7th polymorph
9th hold monster

Azure Lore

At 1st level, the unrestrained raw magic comprising you lets you mimic the effects you have learned or experienced. To an extent, your body, mind and indeed reality reshape to your will in order to accommodate newfound powers. If you directly experience the effect of an action, bonus action or reaction from a creature’s stat block, you immediately learn the ability and can use it freely in limited form. These limits are detailed under "Limiters" below.

You can learn a number of such Azure Lores equal to 1 + half your sorcerer level, rounded up. When you learn a new ability while at your limit, you can immediately forget and replace a different ability on your list. Your Azure Lores use Charisma for their attack and damage modifiers and save DCs, but otherwise act as described in the monster’s stat block.

As you gain levels, you are able to slowly break through the limiters that hold your raw power in check. You can permanently break one limiter at 3rd level, and an additional limiter each at 6th, 9th, 15th, 17th and 20th levels. Whenever you break a new limiter, you can redirect your focus from one you have already broken to a new one.

In order to do so, you must have broken the preceding limiter in a category, and have broken at least any two of the previous tier of limiters before you can break any one limiter in the next tier.

In addition, you can expend spell slots to breach your limiters for a single action. A 1st-level spell slot breaches one additional limiter, and an additional limiter is breached for each spell slot level above 1st.

For example, if you have a Tier I Annihilation and Calamity limiters in place, the "limit" on your damage with any Azure Lore is 2d4 or 7 raw damage. This attack could inflict the prone or deafened conditions among some others, but cannot poison or restrain a target.

Azure Enhancement

By 6th level, your experience with the Force Azure permanently enhances your form. Choose two from the following list of abilities:

Amphibious. You can breathe air and water.

Illumination. You shed bright light in a 10-foot radius and dim light for an additional 10 feet.

Hardened Skin. You receive 1 less damage from all sources.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Magic Weapons. Your attacks are magical.

Whenever you gain a level in this class, you can replace one enhancement with another on the list.

Azure Warping

At 14th level, your command over Azure Lore allows you to morph it with your sorcerous power. For all intents and purposes, your Azure Lore can be considered spells to be altered with your metamagic.

Azure Legend

When you reach 18th level, you gain supreme mastery over Azure Lore. You can learn legendary actions as Azure Lores (restricted by your limiters). You have a pool of five such actions, and can use up to three of them each round. You regain use of these legendary actions after finishing a long rest.

Limiters

Annihilation. Your annihilation limiters constrain the destruction you are capable of wreaking with Azure Lore.

Tier Limit
I Up to 2 dice, of up to 4 damage each, or 7 raw damage. Maximum of 1 attack.
II 3d6 or 12 raw damage
III 4d8, or 20 raw damage, 2 attacks
IV 5d10 or 30 raw damage
6d12 or 42 raw damage, 3 attacks

Apotheosis. Your apotheosis limiters restrain the amount of healing you can effect.

Tier Limit
I Up to 2 dice, of up to 4 healing each on creature with 1 hit point or more, maximum of once per day per creature
II 3d6, target can be below 0 hit points; cure poison, curse, disease, deafness
III 4d8, twice per creature per day
IV 5d10
6d12, end death condition

Calamity. Your calamity limiters restrict the torment you can inflict upon foes.

Tier Limit
I Prone, grappled, deafened, burning
II Poisoned, incapacitated, charmed, frightened, blinded, diseased, restrained
III Exhausted, hit point maximum damage, unconscious, status damage, stunned
IV Paralyzed, petrified, cursed, suffocating
Instant death, 0 hit points

Dominion. Your dominion limiters restrain the scope of your lores.

Tier Limit
I 3 contiguous space area of effect; 1 chosen target
II 9 spaces; 2 targets
III 14 spaces; 3 targets
IV 20 spaces; 4 targets
27 spaces; 5 targets

Infinitude. Your infinitude limiters confine the reach and pull of your lores.

Tier Limit
I 30 foot maximum range; 10 maximum foot push or pull.
II 60
III 90; 20 foot push or pull.
IV 120
150; 30 foot push or pull.

Resurgence. Your resurgence limiters block overquick restoration of your lores.

Tier Limit
I Recharge on 6 only, uses up to 1/day for daily abilities
II Recharge from 5-6
III Recharge from 4-6, 2/day
IV Recharge from 3-6
Recharge from 2-6, 3/day
Art Credit

Jace Beleren, Aleksi Briclot

Design

EmpyrealWorlds

Azure Lore: Examples

Eye of Odium. As a reaction, when a creature you can see damages you, it must make a Wisdom saving throw. It takes damage equal to your maximum hit points – your current hit points on a failure.

White Wind. Every creature that you can see of your choice is healed for an amount equal to your current hit points.

Shockwave Pulsar. Every creature that you can see of your choice must make a Charisma saving throw, or is pulled 15,000 feet into the air into a supernova, dealing 15,000d6 damage.

Ten Thousand Needles. Ranged Weapon Attack: Reach 120 ft., one target. Hit: 10,000 piercing damage.