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# Sorcerous Origins ## Blue Mage Those who contain the spark of Blue Magic may live their entire lives without realizing it. Until they are struck by the force of a spell and feel the spell imprinting upon them, they live as mundane, ordinary lives as others. From that moment on, the Blue Mage absorbs the energy of any spell cast upon them, learning the spell and fueling their power. ### Blue Magic Beginning at 1st level, the only way you can learn new spells is to experience them. Unlike other sorcerers, you do not learn new spells as you grow in level (though your 1st level spells and cantrips are learned from the sorcerer spell list, as a normal sorcerer). When a spell, spell-like ability, or cantrip is cast on you, and you experience any effect of the spell, you may learn that spell as a reaction. You do not learn a spell if you are required to make a saving throw, you succeed, and the spell has no effect on you. The Cantrips Known and the Spells Known columns of the Sorcerer table shows the maximum number of cantrips and spells you may learn through Blue Magic. The spells learned need not be from the Sorcerer spell list. You may forget a spell or cantrip by concentrating on it for 1 round. ### Indigo Affinity At 1st level, you quickly learn that, to survive, you are going to need more than just magic in your adventures. You gain proficiency with longswords, scimitars, and light armor. ### Azure Consumption At 6st level you can attempt to learn *passive or defensive abilities* from creatures by eating parts of them. Consuming a part takes at least 10 minutes and requires you to spend 1 Sorcery Point. Make a Constitution saving throw, the DC for which equals 8 + the creature’s proficiency bonus + the creature’s Constitution modifier. On a success, you learn the ability as if it were gained with Blue Magic. Otherwise you are sick and vomit up the part, which is ruined. You can attempt this only once per creature. Each passive ability costs the creature’s Challenge Rating divided by 2 in Sorcery Points to maintain (minimum of 1), reducing the available Sorcery Points by that amount. These abilities are always active and cannot be turned off to regain access to the reserved Sorcery Points. Your form may often change to reflect the abilities learned. For example, if you gain the natural base armor of the Galeb Duhr, then your skin can take on a rocky appearance. The maximum number of abilities you can learn is equal to half your proficiency bonus. You can also replace an ability for a new one. ### Turquoise Counter Through your understanding of magic, at 14th level you gain the ability to quickly assess and counter or dissipate the effects of a spell. You may cast Counterspell or Dispel Magic without expending a Spell Slot. You can use this ability a number of times equal to your proficiency bonus. You regain all uses after you complete a Long Rest. ### Cerulean Learning At 18th level, though still limited in the number of powers you can have, passive abilities no longer require Sorcery Points to maintain, freeing them for other uses. You may now also learn Legendary Abilities through Azure Consumption.