Circle of the Blue Mage (5e Subclass)

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Circle of the Blue Mage[edit]

Fight fire with fire.
—Blue mage proverb
Ffta-h-bluemage.jpg
"Blue Mage" by Square Enix

Druid Subclass

These druids carefully guard the mysteries of blue magic, a universal power that blends magic and nature. Much like wizards, these mages pour endlessly over research and observation, and unlike other Druids there is no domain to bind their strength. To this end these Druids have the versatility and skills to be found in every corner of the multiverse, collecting strange powers along the way.


Level Feature
2nd Learning, Blue Magic
6th Azure Insight
10th Shape Shifter
14th Blue Combo
20th Archdruid

Learning[edit]

You keep a notebook filled with your experiences with Blue Magic, and it resonates with your being. This notebook is nearly identical in function to a spellbook but is unique to Blue Mages. If you should ever lose this notebook you can replace it for the same price as a spellbook, and by expending a spell slot it will copy all contents of your previous notebook, even growing pages as it needs.

At 2nd level, immediately before a creature uses an action (and only an action) for an ability that includes you as a target, and that isn't a class feature or a spell, you can use a Reaction to learn the ability to use with Blue Magic which is later recorded in your notebook. You may impose disadvantage on your saving throw if you cannot willingly fail. If you are unconscious as a result of the effects, you do not learn the ability. Once you successfully learn a creature's ability, you cannot learn another from it.

Blue Magic[edit]

Your powers combine study, nature and magic into shocking displays. At 2nd level, you can manipulate the blue magic in your body to mimic creature abilities discovered from your Learning subclass feature. As an Action, you can expend a use of your Wild Shape feature to use such an ability as you momentarily morph into the creature, and use the ability as described in its stat block, but change any statistics with the Blue Magic chart, and replace saving throws and attack bonuses with your own Druid spellcasting feature, and any damage bonuses with your Wisdom modifier. Note that any requirements and restrictions such as materials and recharge times apply.

Blue Magic chart
Your Level Single target dice Multiple target dice Range beyond touch/melee Radius/length/side
2 1d10 1d6 15' 10'
3-4 2d10 2d6 30' 15'
5-6 3d10 4d6 30' 20'
7-8 5d10 6d6 30' 25'
9-10 6d10 7d6 30' 30'
11-12 8d10 8d6 60' 35'
13-14 10d10 11d6 60' 40'
15-16 11d10 12d6 60' 45'
17-18 12d10 13d6 120' 50'
19-20 15d10 14d6 1/2 mile 55'
  1. These changes reflect the maximum damage, if there are multiple dice rolls then ignore all but the lowest value.
  2. See below for examples

Expanded Spell List[edit]

You gain access to the Following Spells:

Level Spell
3rd Alter Self, Dragon's Breath
5th Gaseous Form
7th Death Ward, Banishment
11th Skill Empowerment

Azure Insight[edit]

At 6th level, your gain a unique sense to detect the spiking frequencies of blue magic. As an action, you enter a stance which lasts for a minute and can determine the following:

  • A hostile creature within 30' is now visible to you, but if it is blocked by cover you are instead only aware of its presence.
  • An object within 30' that is hazardous to your life.

Once the duration ends you cannot reuse Azure Insight for another 10 minutes.

Shape Shifter[edit]

At 10th level, you gain an additional use of Wild Shape. In addition, you can add your proficiency bonus to damage rolls of the spells Primal Savagery or Alter Self.

Blue Combo[edit]

At 14th level, when a creature targeted by your Blue Magic succeeds a saving throw or you fail an attack roll, you can choose to reroll and your use of a Wild Shape is not expended regardless of the result. You cannot use Blue Combo again until completing a long rest.

Archdruid (Replaces Base Class Feature)[edit]

At 20th level, you can use your Wild Shape an unlimited number of times. However, your Blue Magic feature is limited to your Wisdom modifier (minimum of 3) uses, replenishing after a short or long rest.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Blue Magic examples[edit]

  • Adult Red Dragon’s Fire Breath, from a level 5 Druid (20 Wisdom)
    • (Recharge 5–6). The dragon exhales fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
  • Black Pudding’s Pseudopod, from a level 10 Druid (20 Wisdom)
    • Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6d10 + 5 bludgeoning damage plus 0 acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
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