Wizard
Base Class: Wizard

Muscle head 

Gainz Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a spell that has physical properties is halved.

Minor Flex

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of your limbs using a bonus action, changing it from one substance into another. You perform a special alchemical procedure on one limb, transforming it into a different one of these materials:

stone : + 1d6 bludgeoning damage, you gain resistance to piercing and slashing, and you gain vulnerability to thunder and bludgeoning damage. 

Wood/vines : advantage on dexterity rolls, reach increases by 5 ft, but you gain fire and acid vulnerability.

Iron : + 12 to hit, resistance to bludgeoning, movement drops 10ft and you gain lightning vulnerability. 

Cloth : you gain + 30 ft of movement, and you do not provoke opportunity attacks while in this form. 

Rubber : you float naturally, you cannot sink in water while in this form and you get a swim speed of 50ft, you also gain a jump distance of 20ft, gain resistance to lightning damage. 

dragon scales : your AC increases by 5 and you gain resistance to fire, slashing, and piercing damage.

For each for each flex you do, your limbs transform. The effect lasts 2 minutes, or until you choose to drop or shift forms, after which the material reverts to your normal skin.

If you fall unconscious or are paralyzed you also revert to your natural form.

you can only flex into each material once per day. 

Spotting belt

Starting at 6th level, you can spend 8 hours creating a Spotters belt that stores transmutation magic. You can benefit from the belt yourself or give it to another creature. A creature gains a benefit of your choice as long as the belt is in the creature’s possession. When you create the belt, choose the benefit 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 Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

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

If you create a new belt, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 3 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

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 transmute yourself into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes to complete the transformation  

Panacea. You remove all curses, diseases, and poisons affecting yourself, you also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with your hand, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect extends the creature’s lifespan.

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