Blue Mage, Variant (5e Class)

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Blue Mage

The Blue Mage is a rare exception to almost all magicians out there, because they learn directly from watching others. How do they manage to make this feat possible? By the power of the blue energy, the source of the blue magic. It's a very subtle energy present in all living things and, depending, on those beings, different to almost all known energy sources because it binds all creatures and connect them to the Weave, while also having some kind of primitive will of its own. The study of blue magic requires careful attention to master this exotic kind of energy. The blue mage can become one by many means, like: studying some tome of arcane knowledge forgotten long time ago, by carefully studying nature or by being selected by the blue energy itself. In any case, they become more powerful and resourceful by studying living creatures.

Creating a Blue Mage

Quick build

You can make a blue mage quickly by following these suggestions. First, wisdom should be your highest ability score, followed by dexterity. Second, choose the sage background. Third, choose a spear, a sling with 20 pieces of ammunition, a chain shirt and a disguise kit as your 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, Medium
Weapons: Simple weapons, shortswords
Tools: Disguise kit
Saving Throws: Intelligence, Dexterity
Skills: Choose 2 from Acrobatics, Investigation, Perception

Equipment

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

  • (a) 2 sickles or (b) A spear
  • (a) A sling with 20 pieces of ammunition or (b) 5 darts
  • (a) A padded shirt or (b) A chain shirt
  • (a) A forgery kit or (b) A disguise kit

Table: The Blue Mage

LevelProficiency
Bonus
FeaturesLancet CRMax Spell Level
1st+2Lancet, Bestial Knowledge1/4--
2nd+2Spellcasting1/41
3rd+2Blue Lore1/21
4th+2Ability Score Improvement1/21
5th+3Chain Affinity12
6th+3Efflux12
7th+3Blue Lore Feature22
8th+3Ability Score Improvement22
9th+4Burst Affinity43
10th+4Bestial Knowledge Improvement43
11th+4Blue Lore Feature63
12th+4Ability Score Improvement63
13th+584
14th+5Reach Affinity84
15th+5Chain Affinity, Efflux Improvement104
16th+5Ability Score Improvement104
17th+6125
18th+6Blue Lore Feature145
19th+6Ability Score Improvement165
20th+6Tizona's Boon185

Class Features

Lancet

When you start, you are able to use the techniques of other creatures against them. As an action, you may target a creature to copy any one weapon attack or any one spell attack from a creature that you can see. To copy an attack action, you must succeed a perception check of DC10 + proficiency + wisdom. You are only able to copy the last attack action that you have seen a creature use.

On a successful save, you are able to use the copied attack as your own action. After successfully copying an action, you are able to use it in addition to your other actions (e.g. attack, move, etc).

When you use a copied attack as an action, it manifests itself before you as blue light in the shape of what you have copied (i.e. a set of snapping jaws, slashing claws, a thrown spear, blazing fire, a bolt of lightning, etc.) and follows the same rules as when they are used by the creature you copied it from. The damage type, damage dice and other effects they inflict remain the same, but your attack bonus are added instead of the original user’s.

You are only able to copy attacks from creatures whose CR is compatible with your level, as indicated by the Lancet CR column on the Blue Mage table. You may not copy passive features, traits, multiattack actions or legendary actions, unless stated otherwise. You are not able to copy the features of other player character classes. If you use this feature to copy a spell from a spell list, you are only able to copy a spell that is equivalent to your level (i.e. at level 1, you are not able to copy level 5 spells until you reach level 17).

Once you have copied an action, you are able to use it for 8 hours, before it expires, or you use your lancet feature to copy another action. After 8 hours, you are unable to use the copied action, and must copy another. You are only able to have 1 copied action or spell at a time, unless it is stated otherwise.

Bestial Knowledge

When you start, you can focus your powers on certain creatures, favouring their qualities. You pick a creature type, such as undead or beast, and the chosen creature type has disadvantage on saving throws against Lancet.

At 10th level, you are able to choose a second creature type or elemental damage type.

You are not able to choose the same creature type twice, even if you are allowed to choose again.

Spellcasting

Beginning at 2nd level, you are able to use your Lancet feature to copy the spells of other creatures.

When you use your Lancet feature to copy a spell from any spell list, you are able to use it as if it is occupying a spell slot. The blue mage table shows what level of spell you are able to copy appropriate to your level, as indicated by the Max Spell Level Column. To cast one of the spells you have copied, you must expend a slot of the spell's level or higher. You are able to use a copied spell a number of times equal to 1 + your wisdom modifier, or until 8 hours have passed.

If you have copied the 1st-level spell magic missile and have a 1st-level and are able to copy 2nd-level spells, you can cast magic missile as either a 1st or 2nd level spell.

Cantrips

Blue mage has no innate cantrips but can learn the cantrips that a creature knows and are considered cantrips for the blue mage once learned and set. Once a cantrip is learned with the Lancet feature, it is lost after 8 hours have passed.

Spellcasting Ability

Wisdom is your spellcasting ability for any spell you have copied from another spell list, since the power of your magic relies on your ability to harness the knowledge you’ve acquired by simply watching another. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when determining the saving throw DC for a copied spell you cast and when making an attack roll with one. You use the original damage and effects of the spell, action, etc for your damage rolls.

Spell Save DC = 8 + your proficiency modifier + your Intelligence modifier

Spell attack modifier = Your proficiency modifier + your Intelligence modifier

Ritual Casting You can cast a spell that has the ritual tag as a normal spell, expending 1 use of your copied spell.

Spellcasting Focus You use an arcane focus or a weapon you are proficient with as a spellcasting focus for your spells.

Blue Lore

Beginning at 3rd level, you are able to choose a branch of Blue Lore that you wish to study. You are able to choose from Dragoon Lore or Mimic Lore. Your choice grants you features at 3rd level, and again at 7th, 11th and 18th levels.

Ability Score Increase

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.

Chain Affinity

Once you reach 5th level, you learn to more efficiently use your blue magic. Whenever you successfully make a ranged or melee weapon attack, you may use whichever action you have copied with your Lancet feature as a bonus action.

At 15th level, when you use any action that you have copied with you Lancet feature, you are able to use your copied action again as a bonus action.

Efflux

Beginning at 6th level, you can roll one additional damage die whenever you use an action that you have copied with your Lancet feature.

This increases to two additional dice at 15th level.

Burst Affinity

Once you reach 9th level, you learn how to synchronize blue magic with other magic spells. Whenever a friendly creature within 25 feet of you casts any spell, you are able to use your reaction to cast the same spell at the same creature.

You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.

Reach Affinity

Once you reach 14th level, you learn how to extend the power of your blue magic. Whenever you use a melee weapon or melee spell action that you have copied with your lancet feature, you are able to extend its range by up to 10 additional feet.

Tizona's Boon

You unlock the full potential of one of the blue mages of legend. When using Lancet, you always know the target’s lowest ability score and their current/temporary hit points.

Blue Lore

Every blue mage strives to learn the mysteries of their power. Some take different approaches to learning its secrets, learning about either the Dragoon Lore or Mimic Lore.

Dragoon Lore

Those who wish to enhance the power of their Lancet study from the lore of dragoons.

Passive Affinity

Beginning at 3rd level, you learn how to delve deeper with your Lancet feature. When you use your Lancet feature, you are copy passive traits of other creatures, such as amorphous, web walker or nimble escape. The saving throw DC for using Lancet in this way is the same as using it to copy an attack action.

You are only able to have 1 copied trait at any time. If you have already copied any attack action with Lancet, you lose access to it. Alternatively, if you copy an attack action and have a copied trait in active use, you lose any effect that the copied trait has granted you. You are unable to copy the traits of other player characters or playable creatures.

The copied trait lasts for a duration of 8 hours, or until you copy another trait or action.

Beginning at 7th level,

Beginning at 11th level,

Beginning at 18th level,

Mimic Lore

Extra Languages

Beginning at 3rd level, you learn the most basic way of mimicking other creatures. You are able to learn 2 extra languages of your choice. You are not able to choose any languages that you already know.

Beginning at 7th level,

False Appearance

Beginning at 11th level, you learn how to drastically alter yourself. As an action, you are able to make yourself appear as any inanimate object appropriate to whatever environment you are currently in. You are able to use this feature 1 time, and may not use it again, until you finish a long rest.

Mirror Affinity

Beginning at 18th level, your ability to mimic others has reached profound levels. As an action, you are able to make a wisdom saving throw of DC 15 + proficiency. On a successful save, you take the appearance of another creature who is the same size as yourself. Every detail, down to eye color, scars and the sound of the copied creature's voice are perfect. On a failed save, you are still able to change into another creature, but certain details, such as eye color and scars are the same as your own before transforming.

You are able to use this feature 1 time, and are not able to use it again until you finish a long rest.

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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