Artificer Subclass: Blue Mage

by OrionTheHunter

Search GM Binder Visit User Profile

Blue Mage


Those who specialize as Blue Mages are focused on researching creatures and the arcane. They are capable of great creation and destruction, and their research are kept sealed away into their books. Some say they are monsters as their magic mimics even the greatest beasts.

Artificer Level Feature
3rd Blue Mage Spells, Tools of the Trade, Azure Spellbook
5th Azure Infusion
9th Absorb Magic
15th Legendary Azure

Blue Mage Spells

At 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Blue Mage Spells table. Each of these spells are always prepared and count as an artificer spell for you, but doesn’t count against the number of artificer spells you can prepare at one time.

Blue Mage Spells
Artificer Level Spells
3rd chaos bolt, detect magic
5th borrowed knowledge*, arcane mischief**
9th motivational speech, tongues
13th locate creature, polymorph
17th hold monster, legend lore

* The borrowed knowledge spell can be found in the Strixhaven: A Curriculum of Chaos (pg. 37)

** The Nathair's mischief spell can be found in the Fizban's Treasury of Dragons (pg. 20)

Tools of the Trade

At 3rd level, you gain proficiency with calligrapher’s supplies and the Arcana skill. If you are already proficient with calligrapher’s supplies, you gain proficiency with another set of artisan's tools of your choice.

Azure Spellbook

At 3rd level, you receive a special book containing arcane secrets and methods to replicate the abilities of other creatures, called Azure Spells. You can use the book as a spellcasting focus for your artificer spells.

Azure Spells Known. As a reaction, when you are a target or under the effect of another creature’s action, bonus action, or reaction from the creature’s statblock, you can replace one artificer spell you know with the creature’s triggering feature, called an Azure Spell. You can replace a number of artificer spells you know with Azure Spells equal to your Intelligence modifier + a fourth of your artificer level (rounded down, minimum of 1). You can’t copy Legendary Actions or a weapon attack that would use a material weapon—such as a battleaxe or longsword, but a bite or claw attack would be allowed.

As part of a long rest, you can choose to replace one Azure Spell with an artificer spell you are able to cast.

Copying Spells. If the creature’s triggering feature is a spell, you can replace one artificer spell you know with it as long as you have the appropriate spell slots for it. It counts as an artificer spell for you, but doesn’t count against the number of artificer spells you can prepare at one time. You can’t copy or replace cantrips this way.

Using Azure Spells. To use an Azure Spell, you must expend a spell slot of 1st-level or higher. When you use an Azure Spell it replicates limited effects of a copied creature’s feature, but will retain any restrictions—the feature can only be used once per short or long rest, a day, or must recharge on a 5 or 6 by rolling a d6 for example. Expending spell slots can enhance and possibly remove these limitations, as detailed below.

Attack & Damage Rolls. You can use your Intelligence, in place of Strength or Dexterity, for your Azure Spell’s attack and damage rolls. When it would deal damage, it will instead deal a number of dice, that is the same as in the creature’s triggering feature, equal to twice the spell slot level expended, but can’t be more than the original number of damage dice. For example, a mammoth’s gore attack deals damage equal to 4d8 + its Strength modifier, an Azure Spell of this attack expending a 1st-level spell slot, would deal damage equal to 2d8 + your Intelligence modifier.

Range. When the Azure Spell has a range that is beyond 30 feet, it is reduced to be a fifth of the original range (rounded to the nearest fifth). Expending spell slots of 2nd-level or higher increases the range by a fifth of the original range for every spell slot above 1st.

Saving Throws. When the Azure Spell requires a saving throw, it uses your artificer spell save DC.


Replacing the Book. If you lose your Azure Spellbook, you can use calligrapher's supplies and undergo a 1-hour ritual to create a replacement. This ritual can be done as part of a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Azure Spell Example

The following is the case where a 5th level artificer uses a 2nd-level spell slot to cast an Azure Spell.

Azure Spell: Black Dragon Wyrmling’s Acid Breath (Recharge 5-6).

You exhale acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw against your spell save DC, or a creature takes 4d8 acid damage, or half as much damage on a successful one.

Since the original effect Recharges on a 5-6, before you can use this Azure Spell again, you must roll a d6, on a 5 or 6 you can use this Azure Spell again, on a 4 or lower you can’t and must choose another option. You can attempt this roll again on your next turn.

If the artificer would use a 3rd-level spell slot, the damage would only deal 5d8, instead of 6d8 (until 15th level), as that is maximum amount for the normal action.

Azure Infusion

At 5th level, you delve deeper into the study of other creatures and discover new possibilities. You can spend one hour studying a creature that you can see and writing in your spellbook to take notes of its innate abilities.

As part of a short or long rest, you can choose a trait from the creature’s stat block that is not an ability score, size, regeneration, legendary resistance, walking speed, magic item, or truesight. Until you use this feature again, you have that creature’s trait, which is still limited by the rules of your Azure Spellbook—movement speed and senses, other than darkvision, that exceed 30 feet are subject to the Range rule.

Depending on the selected trait, the DM can rule if the trait can be used at will, a number times equal to your proficiency bonus per long rest, once per short or long rest, or by any other similar restrictions.

Absorb Magic

At 9th level, you learn the counterspell spell. It counts as an artificer spell for you, but doesn’t count against the number of artificer spells you can prepare at one time, it also can’t be replaced by the Azure Spellbook.

For you, when you cast counterspell and successfully interrupt a spell, you regain a number of hit points equal to 10 + the triggering spell’s level, and if you make an ability check and roll a 20, you don’t expend the spell slot used to cast this spell.

Legendary Azure

At 15th level, you have become a master of azure spellcasting. You gain the following benefits:

  • If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t do so again until you finish a long rest or expend a 5th-level spell slot.
  • Your Azure Spells are no longer limited to the number of dice for damage rolls.

Art Credit

Blue Mage Concept Art — Final Fantasy XIV

Q&A


  • Q: Why an Artificer subclass?
  • A: Not many subclasses here and for the fun Infusion thematics and gimmicks. I also have randomized system, so rolling 2 dice, Blue Mage and Artificer got paired.

Notes


Inspired by the many works of Blue Mage classes and subclasses.

  • 5.29.22: Version 1

-- Azure Spellbook (the bread and butter of the whole thing and seems like the most difficult thing to balance given what it does. Many seemed hooked on using Challenge Ratings, and lots of reading too, but this is my attempt. Most advice I'd give is be wary and work with the DM. Some monster effects may work better as spells, learned or in the artificer pool, I haven't crunched all the numbers for this. It's just a theory, a DND THEORY)

-- Legendary Azure (formly "Legendary Action," meant to replicate a simple Legendary Action such as Detect, Movement, or a single melee attack or cantrip. May explore later)


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.