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

Blue Mages study the powers inherent in all nature, at the most basic level. It is known as “blue magic”, “light germs”, or “glowing stuff” within Blue magic circles, usually for its bluish, incandescent appearance. These druids are specially gifted to manipulate blue magic, whether having a birthmark, a ritual, or by accident. The magic contains itself in anything the druid has not yet experienced, such as a new book, an unknown monster, or an undiscovered star. Members of this circle are drawn towards adventure and discovery, seeking to find new sources of blue magic. Many of the mages can be found in the oddest corners of the multiverse, having less rigorous communication than other druid circles.”

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

Blue Magic[edit]

At 2nd level, you can mimic creature abilities gained 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. Use the same statistics of the creature at the time you learned from it.

You can know up to your Wisdom modifier (minimum of 1) of abilities at a time.

Abilities with recharge restrictions such as a Red Dragon's Fire Breath will apply before you can use it again.

Blue magic is allowed from your personal experiences with nature. Even if your memory is imperfect or altered, natural laws bind these skills to you. Conversely, any artificial memories you have will not grant blue magic.

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

Learning[edit]

At 2nd level, immediately after a creature uses an ability that isn't a class feature or spell that affects you, you can use a Reaction to learn the ability to use with Blue Magic. This Reaction must be made after the damage and effects are applied. At the time of learning an ability you can forget an old ability to replace if needed. You can also choose not to learn the new ability instead. Once you successfully learn a creature's ability, you cannot learn another from it.

Azure Insight[edit]

At 6th level, your gain a new sense to detect blue magic, restricted by your current vision. A blue light is faintly seen on the following:

  • Any object you have never seen before. You have advantage on Intelligence checks (History, Arcana, Religion, Investigation) to determine something new about the object.
  • Any creature you have never seen before. You have advantage on Wisdom checks (Nature, Medicine, Perception, Insight) to determine something new about the creature.

After these experiences, the light fades away. Anything that is hidden from your perception will not receive a glow.

Shape Shifter[edit]

At 10th level, you gain an additional use of Wild Shape. In addition, you can add your Wisdom modifier (minimum of 0) to damage rolls of the spells Primal Savagery or Alter Self.

Blue Combo[edit]

At 14th level, when you use a Blue Magic ability, you can make another Blue Magic ability as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Archdruid[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 per 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.


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