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
Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Transmuter’s Stone
As part of a long rest, you can create a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:
- An increase in Darkvision by 60 feet
- An increase to speed of 10 feet
- Proficiency in Constitution saving throws
- Resistance to 1 damage type (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 stone if the stone is on your person.
If you create a new transmuter’s stone, the previous one ceases to function.
Balanced Alchemy
Your ability to transmute increases, as does your stone's. You gain the following benefits:
Minor Alchemy. As an action, 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. You can transform up to 1 cubic foot of material for each Wizard level you have. After a number of hours equal to your Intelligence Modifier, the material reverts to its original substance.
Healing Stone. As a reaction, you can transmute a spell slot into a healing burst centered on the stone. As a reaction, expend a spell slot. Allies within 10' of your Transmuter's Stone regain hit points equal to a number of d8s equal to the level of the spell slot expended + your Intelligence modifier.
Shapechanger
You master a myriad of forms.
Prepared. You always have polymorph and alter self prepared.
Alter Self. You can cast alter self at will.
Polymorph. You can cast polymorph on yourself without expending a spell slot when choosing a beast of challenge rating 1 or lower. You maintain the ability to cast spells whilst in this form. Once you have cast polymorph in this way, you can’t do so again until you finish a short or long rest.
Master Transmuter
You have stored enough transmutation magic within your transmuter's stone to allow it to perform incredible feats. As an action, a creature can cause the transmuter's stone to be destroyed and one of the following effects to occur:
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 18 years. This effect doesn’t extend the creature’s lifespan.
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