Blue Mage (5e Class)

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Blue Mage[edit]

A blue mage specializes in hunting monsters and absorbing part of their essence to learn new spells. Through their power of observation they can analyze the essences of monsters and spellcasters to mimic their spells and abilities.

Creating a Blue Mage[edit]

Blue_Mage_FFXI_Ikeda_Art.jpg
Blue Mage from Final Fantasy XI (Square Enix) (Source)

How did your character first come to practice blue magic? Did they learn magic from a creature or special instructor? What does having magic based on creatures mean to a blue mage? Do they love, hate, or feel some other way about it?

Quick Build

You can make a blue mage quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Dexterity and Constitution. Second, choose the sage or charlatan background. Third, choose a scimitar, a shield, leather armor and a scholar's pack for starting equipment.

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blue Mage level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, scimitars, short swords
Tools: Cartographer's tools
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Arcana, Investigation, Nature, Perception, Performance, Acrobatics, or Persuasion

Equipment

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

  • (a) A Scimitar or (b) A Short Sword
  • (a) A Shield or (b) Two Daggers
  • (a) An Explorer's Pack or (b) A Scholar's Pack
  • Leather Armor
  • Supernatural Index

https://www.dandwiki.com/wiki/Supernatural_Index_(5e_Equipment)

Table: The Blue Mage

Level Proficiency
Bonus
Features MP Max Spell Level
1st +2 Spellcasting, Traits, Learning 4 1st
2nd +2 Drain Touch, Azure Lore 8 1st
3rd +2 Blue Mage Path, Check 13 2nd
4th +2 Ability Score Improvement 17 2nd
5th +3 Lancet 22 2nd
6th +3 Acrobatic Steps 26 3rd
7th +3 Blue Mage Path Feature 30 3rd
8th +3 Ability Score Improvement 35 3rd
9th +4 Power Attack 39 4th
10th +4 43 4th
11th +4 Signature Ability 47 4th
12th +4 Ability Score Improvement 52 5th
13th +5 Scan 56 5th
14th +5 60 5th
15th +5 Blue Mage Path Feature 64 6th
16th +5 Ability Score Improvement 69 6th
17th +6 73 6th
18th +6 Ethersense 77 7th
19th +6 Ability Score Improvement 80 7th
20th +6 Cobalt Learning 85 7th

Spellcasting[edit]

Preparing and Casting spells

The Blue Mage table shows how much MP you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend MP to create a spell slot of a given level, as shown in the table below. You cannot create a spell slot that exceeds your maximum spell level, as shown in the Blue Mage Table. You can't reduce your MP total to less than 0, and you regain all spent MP when you finish a long rest.

Spell Level MP Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your spells. The power of your magic relies on your ability to analyze the essences of creatures you absorb. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier 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 modifier + your Wisdom modifier.
  • Spell attack modifier = your proficiency modifier + your Wisdom modifier.


Spellcasting Focus

You can use a one-handed weapon as a spellcasting focus for your blue mage spells. When you do so, you can also use the weapon in place of the somatic component of the spell.


Traits[edit]

Due to the varied nature of your abilities, you can learn to incorporate other fighting styles into your fighting granting you bonuses. At 1st level you can learn 4 traits. You learn two more at 4th level, and two more every 3 levels onwards. You can only gain the benefits of two traits at a time. You can gain benefits of more traits as you level, gaining a third at level 3, a fourth at level 6, a fifth at level 9 and a sixth at level 15. You can change which traits are active during a short or long rest. You may swap one learned trait with another whenever you gain a level. Starting at 5th level you may choose to forgo a trait to gain access to a monster trait.

Learning[edit]

You can use your bonus action to try to absorb the essence of a creature you can see within 60 feet of you. The target makes a Constitution saving throw against your spell save dc. On a failed save, you gain a azure lore spell. The target automatically fails the saving throw if it is incapacitated. If the target is distracted such as under a debilitating condition, or you are flanking the creature, that creature has disadvantage on the saving throw. When you go to gain a spell to learn, if you have seen the creature use an ability you may choose to gain that ability if you meet the prerequisites. Otherwise, you gain a random spell that you meet the prerequisites for if there are any. The DM may choose which spell you gain if you did not see an ability occur. You can use this ability a number of times equal to your proficiency modifier, before requiring a long rest. Starting at 5th level, you can instead choose to copy a monster's trait, such as a goblin's nimble escape. This then replaces one of your current traits.

Azure Lore[edit]

Starting at 2nd level, you can can use your knowledge of blue magic to manipulate your magic. Starting at 2nd level you gain two Azure Lore abilities. You use MP in order to use these abilities. You can use an azure lore ability with cantrips, causing them to cost MP. At 4th, 6th, 8th, 10th, 12th, 14th and 16th level you gain a new Azure Lore effect from the list below. All Azure Lore abilities take a bonus action to use unless specified otherwise. When you gain a level you may swap out a learned azure lore ability with another. You can only apply one azure lore abilities on a single spell. You can add additional azure lore abilities when you reach 3rd level, 6th level, 8th level, 10th level, 12th level and 14th level. If an azure lore allows you do increase or add numbers for damage, this can apply to healing spells as well.


Azure Lore: Azure Enhancement

You can use a bonus action to increase the potency of your blue magic. You have a +4 bonus to attack rolls. Costs 1 additional MP.

Azure Lore: Difficult Cast

Prerequisite: 9th level
When you cast a blue mage spell with a saving throw, you can increase the Spell Save DC by 4. This works for class abilities such as learning. Costs an additional 5 MP.

Azure Lore: Wizened Power

When you cast a blue mage spell you can add your wisdom modifier to the damage of the spell. If this would happen normally, add double your wisdom modifier to the damage instead. Costs 1 additional MP.

Azure Lore: Elemental

When you cast a blue mage spell that deals fire, lightning, thunder, cold, or acid damage, you can change the spell's damage type to another listed here. Costs 1 additional MP.

Azure Lore: Subtle Spell

When you cast a blue mage spell you may choose to not use verbal or somatic components in the spell. Costs 1 additional MP.

Azure Lore: Burst Affinity

When you see a friendly creature within 30 feet of you cast a spell that targets a hostile creature, you can use your reaction to cast a blue mage spell. The results of the spell are determined after the initial spell is cast. The spell must share a damage type or school of magic with the initial spell, and it must target the same creature as the initial spell. Costs 3 additional MP.

Azure Lore: Chain Affinity

When you see a friendly creature within 10 feet of you make a weapon attack, you can use your reaction to cast a blue mage spell against the same target. If the damage type of your spell is different to the damage type of the initial attack, you add your Wisdom modifier to the damage roll of your spell. Costs 4 additional MP.

Azure Lore: Convergence

When you cast a blue mage spell that targets more than one creature, you may have the spell only effect one target of your choice instead. If you do so, increase any damage die dealt by the spell by one step (for example, a spell that would deal 3d6 damage would instead deal 3d8 damage), and if the spell requires the target to make a spell saving throw, the DC is increased by 2. Costs 3 additional MP.

Azure Lore: Diffusion

When you cast a blue mage spell that would target one friendly creature, you can also have it effect up to four other creatures you choose other than you that you can see within 30 feet. Costs 2 additional MP.

Azure Lore: Efflux

When you cast a blue mage spell that deals weapon damage, you can reroll any of the damage dice, accepting the new result. Costs 1 additional MP.

Azure Lore: Destruction

Prerequisite: 5th level
When you cast a blue mage spell that deals damage, you may choose to deal maximum damage. Costs 5 additional MP.

Azure Lore: Magus Blade

Prerequisite: 4th level
When you cast a blue mage spell that requires a melee spell attack or a ranged spell attack you can choose to store the spell in your weapon instead, and then make a weapon attack at a later time. If the attack hits it deals weapon damage plus the spell's effect. If it misses the effect lingers and the next target hit by that weapon will receive the effects. You can only have one spell on a weapon at a time in this manner and all spells stored like this will dissipate after one hour. Costs 2 additional MP.

Azure Lore: Spell Sculptor

Prerequisite: 5th level
When you cast a blue mage spell that effects an area you may change the area's shape in one of the following ways:

  • If the spell's range is a line, you can change it to a cone of half the spell's initial range.
  • If the spell's range is a cone, you can change it to a 5-foot-wide line with double the spell's initial range.
  • If the spell's range is a sphere, you can change its area to a cylinder of half the radius and double the height of the initial spell.
  • If the spell's range is a cylinder, you can change its area to a sphere of the same radius.

You can only apply one range option per spell. Costs 3 additional MP.

Azure Lore: Hidden Spell

Prerequisite: 3rd level
When you cast a blue mage spell that has visual effects, you can cause the spell to become invisible. Costs 2 additional MP.

Azure Lore: Sculpting

Prerequisite: 3rd level
When you cast a blue mage spell you may effect it's range in a few ways.

  • If the spell is a melee attack you may make the spell a ranged attack within 30ft
  • You can increase the range of ranged spells by 10 ft. per level.
  • If the spell is a sphere or cylinder area attack you can increase or decrease the size by 15 ft.
  • If the spell is a cone attack you can increase or decrease the distance the cone travels by 20 ft.
  • If the spell is a line attack you can increase the length of the line by 30 ft.
  • If the spell is a melee attack or ranged attack you can cause it to effect an area sphere around you, requiring a dexterity save to avoid half of the damage with a radius of 10ft.

You can only apply one range option per spell. Costs an additional 3 MP.

Azure Lore: Duration

Prerequisite: 6th level
When you cast a non instantaneous blue mage spell you may manipulate the duration of the spell.

  • If the duration is concentration it becomes non concentration and lasts up to it's duration.
  • If the duration is one minute you make it one minute per level.
  • If the duration is ten minutes you make it one hour.
  • If the duration is one hour you make it last 24 hours.
  • If the duration is 24 hours you make it 48 hours.

You can increase the duration beyond one level up, but this costs an extra two MP per level further. Costs 5 additional MP.

Azure Lore: Strength

Prerequisite: 3rd level
When you use this ability all your blue mage spells that include a dice roll gain an additional die. So a spell that would deal 3d6 damage would deal 4d6. Costs 2 additional MP.

Azure Lore: Protection

Prerequisite: 4th level
When you cast a blue mage spell that effects an area you may choose to ignore up an amount of creatures equal to your wisdom modifier from the spell. Costs 2 additional MP.

Azure Lore: Mobility

When you cast a blue mage spell you may choose to move up to 15 ft. This does not count as your move action and does not provoke attacks of opportunity. Costs 2 additional MP.

Azure Lore: Speedy Casting

Prerequisite: 4th level
When you cast a blue mage spell that takes 1 action to cast, you can cast it as a bonus action instead. Costs 3 additional MP.

Azure Lore: Distant Casting

When you cast a blue mage spell with a range limit you may double the range. If the spell has a duration such as mage hand the range is extended for the spell's duration. This does not allow you to increase spells area size such as a fireball's 20ft sphere, but it can extend the range of where the blast could start at. Costs 2 additional MP.

Drain Touch[edit]

Your understanding of magic allows you to physically drain an enemy rather than magically. Starting at 2nd level, you can make a melee spell attack against a target within 5 feet to deal 1d8 necrotic damage plus your wisdom modifier. This heals you for the same amount of damage. You can use this a number of times per long rest equal to your wisdom modifier. The damage increases as you level increasing to 2d8 at level 6, 3d8 at level 10, and 4d8 at level 16.

Blue Mage Path[edit]

Each blue mage may have learned their spellcraft from a few different sources. At 3rd level you choose one of these origins and follow the path laid out by them. Choose Path of the Warrior or Path of the Sage. Your choice grants you additional features at 7th and 15th level.

Check[edit]

Your abilities of perception reach new heights. Starting at 3rd level, you gain proficiency with the perception skill, or expertise if you already have proficiency. Also, as an action on your turn, you can choose to target a creature and identify it's special abilities. You must succeed a DC 15 + the creature's CR Wisdom (Perception) check. On a success, this tells you any abilities it has that you might be able to learn, such as a Dragon's breath weapon.


Ability Score Increase[edit]

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.


Lancet[edit]

At 5th level you can focus your absorption abilities further. Whenever you successfully hit a target with a melee attack you can choose to sap them restoring 1d4 MP, 1d6 Health, and a free use of the azure lore ability learning. You can use this ability a number of times equal to ether your proficiency modifier or wisdom modifier whichever is higher. This lasts for a number of rounds equal to how many times per day you can use this ability.

Acrobatic Steps[edit]

Your grace around the battlefield is incredible allowing you greater speed and agility. At 6th level you gain proficiency in acrobatics and gain expertise in it if you are already proficient, you gain a +1 to ac, and your base speed increases by 10ft.


Power Attack[edit]

At 9th level you can focus your attention on your next attack or spell that hits an enemy deals double the rolled damage. This takes an action to perform. This causes you to have disadvantage on your next attack roll.You can use this a number of times equal to your wisdom modifier.


Signature Ability[edit]

Starting at 11th level you have formed a connection with a particular spell of 3rd level or lower allowing you to cast this spell using half it mp cost. You gain a second Signature ability at 15th level and a third at 19th level. You can change any of your signature abilities on a level up.


Scan[edit]

At 13th level your check abilities increase. Whenever you use the check ability you can now tell the creatures vulnerabilities and resistances.


Ethersense[edit]

Your ability to sense magic increases allowing you to detect it around you without sight. Starting at 18th level you gain permanent effects of detect magic as well as 30 ft blindsight.


Cobalt Learning[edit]

Your ability to copy effects and spells increases. Starting at 20th level whenever you roll to use your learning ability and fail as a reaction you can choose to reroll with advantage. You can do this a number of times equal to your proficiency modifier.


Blue Mage Paths[edit]

Path of the Azure Sage[edit]

Studious Learning

Starting at third level you begin to study the abilities of other adventurers more closely allowing you to copy magical based class abilities. This would happen exactly the same as a normal learning effect except the ability gain is not a spell, but a class feature. This would not work on a creature or character that does not have class features or doesn't have any that are magical in nature.

Mystical Drain

Starting at 7th level you can choose to use your drain touch ability at a distance. When you do this make a ranged spell attack on a target within 60ft. This would deal damage and heal you just like drain touch and also allow you to recover 1d6 mp. Additionally you gain two more uses of drain touch if you use it at range in this way.

Negation

Starting at 15th level you gain the ability to negate the effects of and oncoming spell or a lingering magical effect. As a reaction to a spell being cast at you you may choose to use this ability to function as counterspell. Or you can choose to use the effect of dispel magic on a target. You can use this a number of times equal to your wisdom modifier.


Path of the Cobalt Warrior[edit]

Lapis Armory

Starting at 3rd level you gain proficiency in medium armor and all martial weapons. You also gain 2 extra hp per level. Including previous levels in this class. This does not work for levels in another class if multiclassing.

Swift Casting

Starting at 7th whenever you cast a cantrip you may choose to make a weapon attack as a bonus action. At 12th level you can do this with any leveled spell.

Sharpened Lancet

starting at 15th level whenever you use your Lancet ability the damage healed increases to 2d6. Your Lancet ability also gains 2 more uses and lasts for 2 additional rounds.


Traits[edit]

Traits have a level requirement to learn them shown by category.

Level 1
  • Attack Boost: Increase weapon attack damage by 2.
  • Defense Stance: Increase your AC by 1.
  • Vitality: Gain 5 temporary hit points every 3 rounds.
  • Speed Up: Increase base movement by 10ft.
  • Magic Strength: Increase the damage magic does by 2.
  • Accuracy: Increase all attack bonuses by 2.
  • Goblin Punch: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or dexterity modifier on a hit. It becomes a d8 damage die at level 6 and a d10 at level 12.
  • Stealthy: You gain proficiency in stealth.
  • Silver Tongue: You gain proficiency in persuasion and deception if you do not already have them.
Level 3
  • Mystical Defense: Whenever you are not wearing armor, add your wisdom modifier to your AC.
  • Sneaky Strike: Works just like sneak attack. Its damage is 1d6 at 3rd level, 2d6 at 8th level, and 3d6 at 16th level.
  • Mana Storages: Increase maximum mage points by 5 and again at every 5 levels beyond 3rd.
  • Health Up: Increase your maximum hit points by 5 and again at 3rd, 8th, 13, and 18th levels.
  • Studious Learning: You gain two additional uses of Azure Lore: Learning per day.
  • Potent Magic: You can add your wisdom modifier to damage from any spell.
  • Healing Hands: You gain a pool of healing energy you can expend to heal yourself or allies within 5ft equal to your level x 4. This pool refreshes on a long rest.
Level 6
  • Resistances: Every long rest, you may choose one damage type to gain resistance to. You may not choose bludgeoning, slashing, or piercing.
  • Stable Mind: Add double your proficiency modifier to wisdom saving throws.
  • Spell Eater: For every 5 hit points of damage you take from spells, you restore 2 mage points, up to 10.
  • Targeted Creature: Every long rest choose one creature type from abberation, beast, celestial, dragon, fey, fiend, giant, monstrocity, ooze, plant, or undead. You now deal an additional 4 damage to enemies of that type. You cannot choose humanoid.
  • Sharpened Edge: Gain an additional damage die for melee weapons. For example, if a scimitar normally does 1d6, you can add a d6 to that damage.
  • Magical Shield: Take 3 less damage from spell effects.
  • Forceful Studying: You may add 2 to your spell save dc for your learning ability.
Level 10
  • Quick Jab: If you make an unarmed attack on your turn, you may make another as a bonus action.
  • Enhanced Critical: You score a critical hit on a 19 or 20 with weapon attacks.
  • Magical Discount: Pay 1 less mage point for spells.
  • Evasion: You can gain the effects of the evasion class feature. (You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.)
  • "Dodging" Gain a +1 to AC.
  • Smooth Talker: Gain a +2 to persuasion or deception.
  • Magical Resistance: Gain a +2 on saving throws against spell effects.


Level 14
  • Endurance: Gain 10 temporary hit points every 2 rounds.
  • Spell Critical: If you roll an attack roll for a magic spell, you score a critical on a 19 or 20. Additionally, if you cast a spell that requires a saving throw, should the target make a natural 1 on it, apply a critical effect to the damage.
  • Maximum Health: Gain 2 extra hit points per level.

Azure Lore Spell List[edit]

You can acquire blue mage spells listed below when you use your learning class feature. Spells might have prerequisites that both you and the target creature must meet to be available to you.

Some spells have a prerequisite that the learning target has a particular trait or action. Where multiple traits or actions are listed, you choose one. This is known as the "learning trait" or "learning action". All spells gained cost no material components unless the components cost 50 gold pieces or more.

Weapon Attacks with Spells

Some blue mage spells allow you to make a melee weapon attack. In these cases, you are always considered proficient with the weapon it manifests, and it has the finesse property. As it is a weapon attack, add your Strength or Dexterity modifier to the damage roll.

Reproducing Learning Actions

Some blue mage spells allow you to reproduce the effect of a learning action. When you do so, you substitute your spell save DC for any saving throws used in the action.


Cantrips[edit]

Cantrip

Prerequisite: Target with an attack or feature that deals acid, cold, fire, poison or lightning damage; or a target that knows a cantrip.
You gain a cantrip. You can choose one cantrip that the target had cast no longer than 1 minute ago, or one of the following cantrips. The cantrips available to you depend on the damage types that the target could inflict.

Damage Type Cantrip
acid acid splash
cold ray of frost
fire fire bolt
poison poison spray
lightning shocking grasp
Natural Weapon

Prerequisite: Learning target has a bite, claw, gore, ram or tentacle attack.
Transmutation; 1 action; V,S
You briefly manifest a natural weapon. Make a melee weapon attack against a creature within 5 feet, dealing 1d8 damage on a hit. The damage type depends on the learning action, and each attack as an additional effect, as indicated below.

  • Bite (piercing) or claw (slashing): The attack scores a critical hit on a roll of 19 or 20.
  • Gore (piercing) or ram (bludgeoning): If you moved 20 feet straight towards the target prior to casting this spell, then if you hit the target must make a Strength saving throw or be knocked prone.
  • Tentacle (bludgeoning): If the attack hits, you grapple the target.

This spell's damage increase by 1d8 when you reach 5th level (2d8) only if the learning action deals 2 dice of damage; 11th level (3d8; 3 dice); and 17th level (4d8; 4 dice).

For example, if you learn this spell by using Learning a giant shark's bite attack, it deals 3d8 piercing damage if you are 11th level; otherwise 2d8 damage if you are 5th level or 1d8 if you are 1st level.

You can learn this spell multiple times, each time choosing a different kind of attack.

Enhance Senses

Prerequisite: Learning target has Darkvision, Keen Smell, Keen hearing, Keen sight, or iron scent Transmutation; Bonus action; S You Enhance your senses for 10 minutes.

  • Darkvision range of 60ft
  • Keen smell you gain advantage on perception checks regarding smell you also gain advantage on survial checks to track a creature if you have smelled it
  • Keen hearing you gain advange on perception checks regarding hearing you also can hear from much farther away
  • Keen sight you gain advantage on perception checks regarding sight you can also double the effective range of your sight as well
  • Iron scent You can sense metals within 30ft of you
Cantrip

Prerequisite: Learning target has used a cantrip in the last minute Varies; action ; varies You gain a cantrip that the target has cast


1st-Level[edit]

Breath

Prerequisite: 1st level; learning target has an action that has a cone area of effect which deals damage.
Transmutation; 1 action; S, V
You breathe something in a 15 ft. cone. Each creature in that area must make a Dexterity or Constitution saving throw (per the learning action), taking 3d6 damage on a failed save, or half as much damage on a successful one. The type of damage is the same as that dealt by the learning action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, if the learning action dealt the same number of dice of damage or more.

Charm Person

Prerequisite: 1st level; learning target has an action that can charm creatures.
You gain the charm person spell.

Constrict

Prerequisite: 1st level; learning target has a constrict or tentacle attack that can restrain
Transmutation; 1 action; S, V
You briefly manifest a long snake-like tail or tentacle. Make a melee weapon attack against a creature within 10 feet. On a hit you deal 2d8 bludgeoning damage and the target is grappled. Until the grapple ends, the target is restrained.

Natural Armor

Prerequisite: 1st level; learning target has natural armor.
Transmutation; 1 action; S, V
For 1 hour, your AC increases by 1 if you are wearing light armor or no armor.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, your AC increases by 2 if the learning target's AC was 16 or higher. When you cast this spell using a spell slot of 5th level, your AC increases by 3 if the learning target's AC was 18 or higher.

Spell (1st Level)

Prerequisite: 1st level; target cast a 1st level spell no longer than 1 minute ago.
You gain the 1st level spell that the target cast.

Spray

Prerequisite: 1st level; learning target has an action that has a line area of effect which deals damage.
Transmutation; 1 action; S, V
You spray something in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 3d6 damage on a failed save, or half as much damage on a successful one. The type of damage is the same as that dealt by the learning action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st, if the learning action dealt the same number of dice of damage or more. In addition, the length of the line increases to 60 ft. if a spell slot above 3rd is used.

Attack style

Prerequisite: Learning target has an attack style such as pounce or charge

  • Charge you make move up to 20ft and make a melee attack if it hits the target takes an extra 1d6 damage and must make a strength saving throw against your spell save dc or be knocked prone
  • Pounce e you make move up to 20ft and make a melee attack if it hits the target they must make a strength saving throw against your spell save dc or be knocked prone and you make make an additional attack against them
Healing Touch

Prerequisite: 1st level; learning target has the healing touch ability Evocation; 1 action; V,S You release a blast of positive energy at a target within 5ft or yourself. This heals 2d8 +wisdom modifier hp.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 per spell level.

2nd Level[edit]

Amphibious

Prerequisite: 3rd level; learning target has the amphibious trait.
Transmutation; 1 action; S
You can breathe in air and water for 8 hours.

Movement

Prerequisite: 3rd level; learning target has a special movement type barring flight. Transmutation; 1 action; S You gain the learned creatures movement type. This lasts for 1 hour.

Change Shape

Prerequisite: 3rd level; learning target has a change shape action.
Transmutation; 1 action; S, V
You reproduce the effect of the learning action. Lasts one hour.

Levitate

Prerequisite: 3rd level; learning target can hover
You gain the levitate spell (self only)

Misty Step

Prerequisite: 3rd level; learning target can teleport
You gain the misty step spell.

Life Sense

Prereuisite: 3rd level; learning target has the life sense ability You gain the life sense ability up to 1 mile

Natural Advantage

Prerequisite: 3rd level; learning target has a trait that grants it advantage with one or more skills.
Transmutation; 1 action; V, S
For 8 hours, you gain the learning trait.

Spell (2nd Level)

Prerequisite: 3rd level; learning target cast a 2nd level spell no longer than 1 minute ago.
You gain the 2nd level spell that the target cast.

Spider Climb

Prerequisite: 3rd level; learning target has the spider climb.
You gain the spider climb spell (self only)

Telepathy

Prerequisite: 3rd level; learning target has telepathy
Transmutation; 1 action; S
For 1 hour, you can communicate telepathically with any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

3rd Level[edit]

Blindsight

Prerequisite: 6th level; learning target has blindsight
Transmutation; 1 action; S, V
For 1 hour you have blindsight to 60 feet. You are blind beyond this radius, but are immune to the blinded condition. You can end the effect early at the start of your turn.

Fear

Prerequisite: 6th level; learning target has an action or trait that can make a creature frightened.
Transmutation or Illusion; 1 action; S, V
If this was gained from a learning action, you reproduce the effect of the learning action, and this spell is an illusion.
If this was gained from a learning trait, you gain the effect of the trait for 1 minute, and this spell is a transmutation.

Flight

Prerequisite: 6th level; learning target has a fly speed
You gain the fly spell (self only)

Attack

Prerequisite: 6th level; learning target has an attack Evocation or Transmutation 1 action V,S You copy the learned creatures attack, such as their special weapon attack, a specific natural attack, or a specific magic-like attack. You gain the ability to use that attack option for your level minutes.

Legendary Resistance

Prerequisite: 6th level; learning target has legendary resistance
Transmutation; 1 action; S, V
Once during the next 8 hours, if you fail a saving throw, you can choose to succeed instead.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can choose to succeed on an additional saving throw within the duration, providing the learning target had as many uses of legendary resistance.

Enhance status

Prerequisite: 3rd level; learning target has above average stats Transmutation; bonus action; S, V You can copy the strengths of the creatures you learn from. When you use learning for this spell choose one stat from str, dex, con, wis, int, or char. You gain the difference between your stat and that creature's stat. As well as the effects of choosing that stat from Enhance Ability. This lasts for 1 hour.

Magic Resistance

Prerequisite: 6th level; learning target has magic resistance
For 1 hour you have advantage on saving throws made against spells and other magical effects.

Resistance

Prerequisite: 6th level; learning target has a resistance to acid, cold, fire, lightning or thunder
You gain the protection from energy spell (only the damage types listed above that the learning target has resistance to).

When you learn this spell again from a creature with a different damage resistances, you add those resistance to the types available to you when you cast this spell.

Slow

Prerequisite: 6th level; learning target has an action that halves a creature's movement or limits the actions it can take.
Transmutation; 1 action; S, V
When you cast this spell, you reproduce the effect of the learning action.

Spell (3rd Level)

Prerequisite: 6th level; learning target cast a 3rd level spell no longer than 1 minute ago.
You gain the 3rd level spell that the target cast.

Vampire's Bite

Prerequisite: 6th level; learning target has a weapon attack that allows it to regain hit points on a hit.
Necromancy; 1 action; S, V
Make a melee weapon attack against a creature within 5 feet. On a hit, the target takes 1d6 piercing damage. In addition, the target takes an extra 3d6 necrotic damage and you regain the same amount of hit points.

4th Level[edit]

Spell (4th Level)

Prerequisite: 9th level; learning target cast a 4th level spell no longer than 1 minute ago.
You gain the 4st level spell that the target cast.

Regeneration

Prerequisite: 9th level; learning target has the regeneration ability Transmutation; 1 action; S,V You gain the ability to regenerate your body. This heals you 10 hp on each of your turns unless you take fire or acid damage then you dont regenerate for a turn. This Lasts for your level minutes.

Stoneskin

Prerequisite: 9th level; learning target has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons that aren't adamantine.
You gain the stoneskin spell (self only).

5th Level[edit]

Incorporeal Movement

Prerequisite: 12th level; learning target has incorporeal movement
Transmutation; 1 action; V,S
For 1 minute you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Gaze (5th level)

Prerequisite: 12th level; learning target has a gaze
Enchantment; 1 action; S
You reproduce the effect of the learning action, using your spell save DC.

Paralyze

Prerequisite: 12th level; learning target has an action that paralyze a creature.
Transmutation; 1 action; V, S
You reproduce the effect of the learning action, using your spell save DC.

Spell (5th Level)

Prerequisite: 12th level; learning target cast a 5th level spell no longer than 1 minute ago.
You gain the 5th level spell that the target cast.

6th Level[edit]

Petrify

Prerequisite: 15th level; learning target has an action that can turn a creature to stone
When you cast this spell, you reproduce the effect of the learning action.

Spell (6th Level)

Prerequisite: 15th level; learning target cast a 6st level spell no longer than 1 minute ago.
You gain the the 6th level spell that the target cast.

Ray

Prerequisite: 15th level; learning target has a ray ability Evocation or Transmutation You copy a ray ability from the target.

Truesight

Prerequisite: 15th level; learning target has truesight.
Divination; 1 action; S, V
You gain truesight to 120 feet for 1 hour.

7th Level[edit]

Etherealness

Prerequisite: 18th level; learning target has an etherealness action or trait.
You gain the etherealness spell (self only)

Spell (7th Level)

Prerequisite: 18th level; target cast a 1st level spell no longer than 1 minute ago.
You gain the 7th level spell that the target cast.

Multiclassing[edit]

When you multiclass with another class that has a spellcasting feature, instead of gaining spell slots from that class you gain spell points (Dungeon Master's Guide p.288). Similarly, if you multiclass into blue mage from another spellcasting class, convert the spell slots of that class into spell points.

Prerequisites. To qualify for multiclassing into the blue mage class, you must meet these prerequisites: 13 Wisdom, 13 Dexterity

Proficiencies. When you multiclass into the blue mage class, you gain the following proficiencies: Light armor, simple weapons, shortsword, scimitar



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