Base Class: Wizard
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.
You also immediately learn the Mending, Prestidigitation and Thaumaturgy cantrips upon taking this subclass, if you already have any of these then choose any transmutation cantrip.
Additionally, whenever you cast a transmutation spell that has a duration, it lasts twice as long.
Transmuter's Stone
Starting at 2nd level when you select this school, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. The stone stores a number of charges equal to your level + proficiency bonus.
During daily preparations you can use a number of charges to create an equal number of Motes of Transmutation, you assign a different benefit from the list below to each mote.
A creature can consume a mote to gain said benefit for an hour (unless other time specified) and can only consume one per long rest. If a creature attempts to consume any more then they must make a flat DC 10 check, if they succeed they gain the benefit for half duration. On a fail a creature is polymorphed into a CR 0 creature at the DMs discretion for 1 hour, dropping to 0 hit points does not revert you.
- Darkvision out to a range of 60 feet.
- Movement speed 10-foot increase while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.
- Advantage of saves against poisons
- Water breathing.
- A 100% increase or 50% decrease to body hair.
- Altered skin colors and patterns, such as to resemble a tattoo. This can also apply to scales, furs, and other body coverings.
- Slightly deepened or heightened voice tone.
- Altered body hair color.
- Enhanced sense of smell for +1 to Perception checks that rely on smell.
- Remove the need to wear glasses or otherwise aid vision.
- Improved reflexes for +1 to Initiative checks.
- Altered eye color.
- Power a prosthetic limb.
- Facial beauty as if always wearing makeup, granting +1 to Persuasion checks.
- Grow or shrink one foot in height.
- Conceal all body blemishes, such as warts, scars, moles, or birthmarks.
- Blindness.
- Deafness.
- Smell like fragrant perfume or cologne.
- Stink like disgusting body odor and poor hygiene.
- Smell like nothing (you don’t produce smells).
- Inability to feel physical pain. Great for medical procedures!
Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour or you use an action on the material to revert it, the material reverts to its original substance.
You can use a charge of your transmuter's stone to perform minor alchemy as a bonus action
Additionally, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mutable Materials
During your daily preparations or as an action, you can spend a charge of your Transmuter's stone to touch a weapon and replace any one of it's damage types with any of the following damage types: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing or thunder. Alternatively you can cause the weapon to count as if it was made of silver, cold iron or adamantine.
This effect lasts until you finish a long rest or you use an action to end it.
When you reach level 10, you can also use force, necrotic, psychic and radiant damage.
When you reach level 14, add your intelligence modifier to the damage rolls of this weapon.
Shapechanger
At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. When you cast polymorph on hostile creatures, you can target a number of creatures up to your proficiency modifier.
Additionally, you can use a charge of your transmuter's stone to cast polymorph on yourself without expending a spell slot. When you do so, you can transform into a beast whose challenge rating is 1 or lower.
Residual Recycling
Beginning at 10th level, casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 3rd level.
Master Transmuter
Starting at 14th level, you can use your action to consume a large amount of transmutation magic stored within your Transmuter’s Stone in a single burst. When you do so, choose one of the following effects. Each uses 3 charges of your transmuter's stone and can only be used once per long rest.
- Major Transformation. You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and equal or lesser value. You must spend 10 minutes handling the object to transform it.
- Etherealness. As a reaction when an attack would reduce your hit points to 0, before taking the damage, you can cast the Etherealness spell on yourself without expending a spell slot.
- Panacea. You remove all curses, diseases, and poisons affecting a creature you touch with the transmuter’s stone. The creature also regains all its hit points and loses one level of Exhaustion.
- Restore Life. You cast the raise dead spell on a creature you touch with the Transmuter’s Stone without expending a spell slot or needing to have the spell in your spellbook.
- Restore Youth. You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.
- Pure Transmutation. Cast a transmutation spell of 5th level or lower. It does not need to be from the Wizard spell list, and it does not need to be a spell from your spellbook.
- Diminutivity. You touch the Transmuter’s Stone to a willing medium or small creature. The creature’s size becomes tiny for eight hours, or until either you or the creature wills the effect to end.
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