Wizard
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.

After years of mockery as the weakest school of magic, the young mage Oscar Langley set out to found a new tradition of transmutation magic, one centered on the concept of equivalent exchange and refinement. 

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.

Equivalent Exchange

Starting at 2nd level when you select this school, you learn to use equivalent exchange to alter the physical properties of one or more nonmagical objects within ten feet, changing them from one substance into another. You perform a special alchemical procedure on one or more objects composed entirely of wood, stone (but not a gemstone), iron, copper, or silver,  transforming them into a different one of those materials in one of the following three ways:

1. You use an action to alter the material of the object using only your skills as a transmutation wizard, transforming up to 1 cubic foot of material. Changes made in this way will automatically revert after 1 hour, when concentration is lost, or when dispelled.

2. You use an action to swap the materials of two objects of equal volume, exchanging up to 1 cubic foot of material. Changes made in this way are considered nonmagical once finished.

3. You use an action to expend components or coins equal in value to the new material to change the material of an object, transforming up to 1 cubic foot of material. Changes made in this way are considered nonmagical once finished.

This spell can not affect multiple items spread out over a wider distance than the current equivalent exchange effect range (1 cubic foot starting at level 2, 5 cubic feet starting at level 10).

Starting at level 6, you can change the shape and material of the object with the same action
Starting at level 10, this ability can affect any material that is both non-magical and non-living, and the maximum size of equivalent exchange's effect increases to 5 cubic feet
Starting at level 14, equivalent exchange can be performed as a bonus action

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. Any creature other than the caster gains only one benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose a number of benefits equal to your intelligence modifier from the following options:

  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in saving throws in a stat of your choice
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

  • Alter your appearance to resemble any creature of the same size 

  • Gain access to the transmuted spell metamagic and a pool of 2 sorcery points recovered each long rest

  • Take only half of the extra damage when being knocked out of polymorph

Each time you cast a transmutation spell of 1st level or higher, you can change one effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.

Arcane Transmutation

Starting at level 10, you have developed the ability to transmute the power of magic to defend yourself. When an enemy casts a spell, make an arcana check against the enemy’s spell DC. If you succeed, you can use your reaction to transmute the enemy's spell into a different spell of equal or lower level, with the same targets. This feature regains one use during a long or short rest, up to a maximum of 2 uses. Spells altered in this way can not be counterspelled by the original caster.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.

Major Transformation. You can instantly transmute one or more objects – no larger than a 10-foot cube – into objects of equal or lesser value. In order to transmute a magical object, a second magical object of equal or greater value must be expended as a component. This cost is irreversible. 

Greater Resistance. You bestow up to 4 creatures with resistance to any 3 elements of damage for 1 hour.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.

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. This effect doesn't extend the creature's natural lifespan, but it reverses the effects of magical aging.

Extend Life. You touch the transmuter's stone to a willing creature, and add 1d10 years to their natural lifespan. After 3 uses, this spell no longer affects that creature.

Organic Transmutation. You touch the transmuter's stone to a willing creature, changing their race, their sex, or both. This change is permanent and considered non-magical to abilities like dispel magic and antimagic field. This ability can not be used on the same creature more than once per year. This ability can not be used to change a creature into a monster, construct, or undead.

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2024 9:23:23 PM
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0
5e
Coming Soon
7/19/2024 3:08:14 AM
25
1
5e
Coming Soon

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