Blue Mage (5e Class)
Blue Mage
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
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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, daggers
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
- Leather Armor
- (a) An Explorer's Pack or (b) A Scholar's Pack
- Supernatural Index (https://www.dandwiki.com/wiki/Supernatural_Index_(5e_Equipment))
Level | Proficiency Bonus | Features | Spell Points | Max Spell Level |
---|---|---|---|---|
1st | +2 | Learning (3/rest), Spellcasting, Traits | 6 | 1st |
2nd | +2 | Drain Touch, Azure Lore | 10 | 1st |
3rd | +2 | Blue Mage Path, Check | 18 | 2nd |
4th | +2 | Ability Score Improvement | 18 | 2nd |
5th | +3 | Learning (4/rest) Lancet | 24 | 2nd |
6th | +3 | Acrobatic Steps | 29 | 3rd |
7th | +3 | Blue Mage Path Feature | 34 | 3rd |
8th | +3 | Ability Score Improvement | 36 | 3rd |
9th | +4 | Power Attack | 40 | 4th |
10th | +4 | Learning (5/rest) | 46 | 4th |
11th | +4 | Signature Ability | 48 | 4th |
12th | +4 | Ability Score Improvement | 59 | 5th |
13th | +5 | Scan | 66 | 5th |
14th | +5 | Learning (6/rest) | 69 | 5th |
15th | +5 | Blue Mage Path Feature | 75 | 6th |
16th | +5 | Ability Score Improvement | 77 | 6th |
17th | +6 | Learning (7/rest) | 79 | 6th |
18th | +6 | Ethersense | 85 | 7th |
19th | +6 | Ability Score Improvement | 88 | 7th |
20th | +6 | Cobalt Learning | 90 | 7th |
Spellcasting
- Preparing and Casting spells
The Blue Mage table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend spell point 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 spell point total to less than 0, and you regain all spent spell points when you finish a long rest.
Spell Level | Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
Spellcasting Ability
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
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. 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 and a fourth at level 6 and a fifth at level 9 and a sixth at level 15. You can change out which traits you are gaining the benefits of during a short or long rest. You may swap one learned trait with another whenever you gain a level.
Learning
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 an opposing Wisdom saving throw from you. On a failed save, you gain a azure lore spell. The target automatically fails the saving throw if it is incapacitated. 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 should you be capable of learning any. The DM may choose which spell you gain if you do not see an ability occur.
Azure Lore
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. This would cause them to cost mp. At 4th, 6th, 8th, 10th, 12th, 14th and 16th level you gain a new Azure Lore effect, chosen 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.
- Azure Lore: Azure Enhancement
You can use a bonus action to increase the potency of your blue magic. You have a +2 bonus to attack rolls and a +2 bonus to the DC of saving throws of your blue mage spells until the start of your next turn. This would cost 1 additional mp.
- Azure Lore: Wizened Power
When you cast a blue mage spell you may choose to add your wisdom modifier to the damage of the spell. If you already would you add double your wisdom modifier to the damage. This would cost 1 additional mp.
- Azure Lore: Elemental
When you cast a blue mage spell that deals fire, lightning, thunder, cold, or acid you may choose to change its damage type to another listed here. This would cost 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. This would cost 1 additional mp.
- Azure Lore: Burst Affinity
When you or a friendly creature within 30 feet of you casts a spell that includes a hostile creature as a target, you can use your reaction to cast a blue mage spell, which is resolved after the initial spell. 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. This would cost 3 additional mp.
- Azure Lore: Chain Affinity
When you or a friendly creature within 10 feet of you makes 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 Intelligence modifier to the damage roll of your spell. This would cost 4 additional mp.
- Azure Lore: Convergence
When you cast a blue mage spell that would target more than one creature, you may have the spell effect just one target of your choice. 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. This would cost 3 additional mp.
- Azure Lore: Diffusion
When you cast a blue mage spell that would target yourself or one friendly creature, you can also have it effect four other creatures you choose than you can see within 30 feet. This would cost 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. This would cost 1 additional mp.
- Azure Lore: Destruction
When you cast a blue mage spell that deals damage, you may choose to deal maximum damage. This would cost 5 additional mp. Must be 5th level to learn this.
- Azure Lore: Magus Blade
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, and then make a weapon attack. 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 disapate after one hour. This would cost 2 additional mp. Must be 4th level to learn this.
- Azure Lore: Spell Sculptor
When you cast a blue mage spell that effects an area you may change the way its area functions from the following. When you cast a spell with a range that affects an area, you can expend 1 sorcery point to 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 range.
- If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
- If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
This would cost 3 additional mp. Must be 5th level to learn this.
- Azure Lore: Hidden Spell
When you cast a blue mage spell that has visual effects to become invisible. This would cost 2 additional mp. Must be 3rd level to learn this.
- Azure Lore: Sculpting
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 10ft per level
- If the spell is a sphere or cylinder area attack you can increase or decrease the size by 15ft
- 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 with a radius of 10ft.
You can only apply one range option per spell. This would cost an additional 3 mp. Must be 3rd level to learn this.
- Azure Lore: Duration
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. This would cost 5 additional mp. Must be 6th level to learn this.
- Azure Lore: Strength
When you use this ability all your blue mage spells that have a die rolled gain an additional die. So a spell that would deal 3d6 damage would deal 4d6. This would cost 2 additional mp. Must be 3rd level to learn this.
- Azure Lore: Protection
When you cast a blue mage spell that effects an area you may choose to ignore up to wisdom modifier creatures from the spell. This would cost 2 additional mp. Must be 4th level to learn this.
- Azure Lore: Mobility
When you cast a blue mage spell you may choose to move up to 15ft. This does not count as your move action. And does not provoke attacks of opportunity. This would cost 2 additional mp.
- Azure Lore: Speedy Casting
When you cast a blue mage spell that takes 1 action to cast you can cast it as a bonus action. This would cost 4 additional mp. Must be 4th level to learn this.
Drain Touch
Your understanding of magic allows you to physically drain an enemy rather than magically. 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 would heal you for the same amount of damage. You can use this a number of times equal to your proficiency modifier plus 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
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
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, as well you can spend an action to target a creature and identify it's special abilities. This would tell you any abilities it has that you might be able to learn.
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.
Lancet
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 spell points, 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
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
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
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
At 13th level your check abilities increase. Whenever you use the check ability you can now tell the creatures vulnerabilities and resistances.
Ethersense
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
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
Path of the Azure Sage
- 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
- 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
Traits have a level requirement to learn them shown by category.
- Level 1
- Attack boost Increase weapon attack damage by 2
- Defense stance increase ac by 1
- Vitality gain 5 temp hp 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
- Stealthiness you gain proficiency in stealth
- Silver tongue you gain proficiency in persuasion and deception
- Level 3
- Mystical defense if not wearing armor add wisdom to ac
- Sneaky Strike works just like sneak attack though its damage increase is 1d6 at 3rd 2d6 at 8th and 3d6 at 16th
- Mana storages increase mp by 5 for every 5 levels beyond 3rd
- Health up increase hp by 5 for every 5 levels beyond 3rd
- Studious learning gain two additional uses of your learning ability 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 choose one damage type to gain resistance to this does not work for bludgeoning slashing or piercing
- Stable mind add double proficiency modifier to wisdom saving throws
- Spell eater for every 5 hp you take from spells restore 2 mp up to 10
- Targeted creature Every long rest choose one creature type you now deal an additonal 4 damage to enemies of that type you cannot choose humanoid
- Sharpened edge Gain an additional damage die for melee weapons
- Magical shield take 3 less damage from spell effects
- Level 10
- Quick jab if you make an unarmed attack on your turn you may make another as a bonus action
- Enhanced criticals you score a critical hit on a 19 or 20 with weapon attacks
- Magical discount pay 1 less mp for spells
- You can gain the effects of the evasion class feature
- Dodging gain a +1 to ac
- Smooth Talker gain a +2 to persuasion or deception
Magical resistance gain a plus 2 on saving throws against spell effects
- Level 14
- Endurance gain 10 temp hp 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 hp per level
Azure Lore Spell List
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
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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