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–the elements, and learn to alter the physical forms of both material and flesh. 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.

Level 3: 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.

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.

Level 3: Minor Alchemy

Starting at 3rd level when you select this school, you have discovered how to skillfully combine and unravel the elements, temporarily altering the physical properties of one nonmagical object, changing it from one substance into another. You use your action to transmute one cubic foot of solid, non-living material composed of stone (but not a gemstone), metal (except for mythril and adamantine), or organic material (wood, hide, bone, etc) into a different one of those listed substances. 

When you perform this procedure on an object, you can choose to spend additional time transmuting larger volumes of the object. For every 10 minutes you spend performing the procedure, you can transform an additional cubic foot of material. After 1 hour, or once you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. Any material transmuted in this way retains a visible tiny-sized glyph somewhere upon the substance. Additionally, any organic material made with this feature does not offer any nutritional benefit or reduce hunger if consumed.

Level 6: Philosopher’s Keystone

Starting at 6th level, you can spend one hour creating a philosopher’s stone that stores the basic elements of transmutation magic. The stone is tiny and almost weightless, sometimes appearing as a marble of glowing energy, though others can be as large as an orb. When not affixed to an object or held, the stone naturally tends to float around the head of a creature, orbiting in much the same fashion as an Ioun stone.

When you create the stone, you choose which of the foundational elements to attune with from the list below, gaining benefits associated with that element.

  • Fire: Gain darkvision out to a range of 60 feet and resistance to fire damage. All of your prepared Wizard spells can deal Fire damage instead of their normal damage type.
  • Water: You can breathe air and water, and you have a swimming speed equal to your walking speed. Gain resistance to cold damage. All of your prepared Wizard spells can deal Cold damage instead of their normal damage type.
  • Air: Your movement speed increases by 10 feet while unencumbered. Gain resistance to thunder and lightning damage. All of your prepared Wizard spells can deal Thunder or Lightning damage instead of their normal damage type.
  • Earth: You gain +1 AC while unarmored and resistance to acid damage. All of your prepared Wizard spells can deal acid damage instead of their normal damage type.

Each time you cast a transmutation spell or a transmutation spell is cast upon you of 1st level or higher, you can change the element of your stone if the stone is on your person. You may also change its element by ritually concentrating on the stone for 10 minutes without expending a spell slot. 

Another creature cannot gain any benefit from your philosopher’s stone, and if it is apart from you for more than 10 minutes, the stone becomes inert and you must craft a new one to gain benefits from it.

If you create a new philosopher’s stone, the previous one ceases to function.

Element: Air

Your movement speed increases by 10 feet while unencumbered. Gain resistance to thunder and lightning damage. All of your prepared Wizard spells can deal Thunder or Lightning damage instead of their normal damage type.

Element: Earth

You gain +1 AC while unarmored and resistance to acid damage. All of your prepared Wizard spells can deal acid damage instead of their normal damage type.

Element: Fire

Gain darkvision out to a range of 60 feet and resistance to fire damage. If you already have darkvision, it increases by this amount. All of your prepared Wizard spells can deal Fire damage instead of their normal damage type.

Element: Water

You can breathe air and water, and you have a swimming speed equal to your walking speed. Gain resistance to cold damage. All of your prepared Wizard spells can deal Cold damage instead of their normal damage type.

Level 10: Chimera Form

At 10th level, you’ve mastered the ability to perform transmutations on minor mundane objects, and have graduated to manipulating your own flesh in your studies to master the world around you. Once per day after a long rest, you may use your Philosopher’s Stone to change your creature type from its current form to a different form. For example, you may change your creature type from Humanoid to Fey, or to Dragon. When you do this, your general size does not change, however, you may manifest characteristics inherent to that type of creature. (You may choose whether or not you remain bipedal in your new form, but keep in mind the nature or restrictions of your equipment and other items.) When you make this transformation, you qualify for all effects related to such creatures.

Your transformation lasts until the end of your next long rest, or until you end it by spending one hour channeling transmutation magic through your stone. Such traits are listed below:

  • Fey. Your eyes, hair, or skin become luminescent and scintillate in myriad colors, or perhaps gloom and shadow continuously billow from you in dramatic dread. You gain advantage on all Charisma checks and saving throws against charm and fear effects.
  • Dragon. Your eyes become reptilian slits, your skin gains hardened scales, and you might sprout horns, wings, or a tail. Your sight is extremely keen, and you gain blindsight out to a distance of 10 feet. You also gain a fly speed equal to your walking speed, and when you cast AoE spells with a range of Self, (Burning Hands, Lightning Bolt, etc) you do not need to perform the somatic components, but may exhale them instead.
  • Plant. Your skin and eyes take on a greenish hue, and you might even sport leaves, thorns, vines, or flowers. You gain tremorsense to a distance of 10 feet, ignore difficult terrain when in a natural environment, and while in direct sunlight, you gain +1 to your attack rolls.
  • Beast. Your senses become far more sensitive and attuned to the natural world around you. You might grow fur, feathers, or scales, or perhaps have a bestial snout. Your walking speed is increased by 10 feet, and you gain advantage on Survival and Perception checks that involve hearing or smell.
  • Monstrosity. Your form becomes truly chimeric, often combining several different arcane and bizarre bestial or supernatural traits in one form. Your legs might be replaced with a slithering tail, while your arms are the paws of a lion, with eyes of an insect. Whatever your new form looks like, you can choose to gain a fly, burrow, swim, or climb speed equal to your walking speed. You also gain 10 Temporary HP when you change to this form. While you are in this form, the Temp HP remains until depleted or until you receive another source of Temp HP.
  • Aberration. Your appearance and mind are alien, often frightening to most humanoids. Your brain becomes an incomprehensible web of impulses, or may be arranged in a different manner altogether. As such, you are immune to the Detect Thoughts spell, and your thoughts can’t be read by telepathy or other means unless you allow it. You gain telepathy, and can communicate telepathically to creatures within 60ft of you.
  • Construct. Your body takes on a metallic or artificial sheen, as your internal functions become automated. You are tireless–no longer needing to eat, sleep, or breathe and are immune to disease and exhaustion.
  • Elemental. Your body takes on an ever-changing glow as your skin morphs into an element of your choice, growing icy crystals or sharp stones, flowing lightning streaks, or perhaps even fiery flames. Choose one damage type from Fire, Cold, Lightning, or Thunder. Until your next long rest, you gain resistance to that damage type. If you already have resistance to that damage type from another source, gain immunity instead.
  • Humanoid. You are hardy and bipedal. Most intelligent creatures are of this category. You can appear as any typical humanoid of your same size category from a species you have seen before.
  • Ooze. Your body becomes supple and slimy, with varying viscosity. You gain resistance to Poison damage, do not have disadvantage while squeezing, and while unarmored may squeeze into spaces as small as 1 cubic foot wide.
  • Giant. Your muscles and bones stretch beyond their limits and bulk in unusual proportions. You gain advantage on athletics checks and may lift, carry, and wield objects up to twice your size as normal.

 

Creature Type: Aberration

Your appearance and mind are alien, often frightening to most humanoids. Your brain becomes an incomprehensible web of impulses, or may be arranged in a different manner altogether. As such, you are immune to the Detect Thoughts spell, and your thoughts can’t be read by telepathy or other means unless you allow it. You gain telepathy, and can communicate telepathically with creatures within 60ft of you.

Creature Type: Beast

Your senses become far more sensitive and attuned to the natural world around you. You might grow fur, feathers, or scales, or perhaps have a bestial snout. Your walking speed is increased by 10 feet, and you gain advantage on Survival and Perception checks that involve hearing or smell.

Creature Type: Construct

Your body takes on a metallic or artificial sheen, as your internal functions become automated. You are tireless–no longer needing to eat, sleep, or breathe and are immune to disease and exhaustion.

Creature Type: Dragon

Your eyes become reptilian slits, your skin gains hardened scales, and you might sprout horns, wings, or a tail. Your sight is extremely keen, and you gain blindsight out to a distance of 10 feet. You also gain a fly speed equal to your walking speed, and when you cast AoE spells with a range of Self, (Burning Hands, Dragon’s Breath, Lightning Bolt, etc) you do not need to perform the somatic components, but may exhale them instead.

Creature Type: Elemental

Your body takes on an ever-changing glow as your skin morphs into an element of your choice, growing icy crystals or sharp stones, flowing lightning streaks, or perhaps even fiery flames. Choose one damage type from Fire, Cold, Lightning, or Thunder. Until your next long rest, you gain resistance to that damage type. If you already have resistance to that damage type from another source, gain immunity instead.

Creature Type: Fey

Your eyes, hair, or skin become luminescent and scintillate in myriad colors, or perhaps gloom and shadow continuously billow from you in dramatic dread. You gain advantage on all Charisma checks and saving throws against charm and fear effects.

Creature Type: Giant

Your muscles and bones stretch beyond their limits and bulk in unusual proportions. You gain advantage on athletics checks and may carry, lift, and wield objects up to twice your size as normal.

Creature Type: Humanoid

You are hardy and bipedal. Most intelligent creatures are of this category. You can appear as any typical humanoid of your same size category from a species you have seen before.

Creature Type: Monstrosity

Your form becomes truly chimeric, often combining several different arcane and bizarre bestial or supernatural traits in one form. Your legs might be replaced with a slithering tail, while your arms are the paws of a lion, with eyes of an insect. Whatever your new form looks like, you can choose to gain a fly, burrow, swim, or climb speed equal to your walking speed. You also gain 10 Temporary HP when you change to this form. While you are in this form, the Temp HP remains until depleted or until you receive another source of Temp HP.

Creature Type: Ooze

Your body becomes supple and slimy, with varying viscosity. You gain resistance to Poison damage, do not have disadvantage while squeezing, and while you are unarmored, you may squeeze into spaces as small as 1 cubic foot wide.

Creature Type: Plant

Your skin and eyes take on a greenish hue, and you might even sport leaves, thorns, vines, or flowers. You gain tremorsense to a distance of 10 feet, ignore difficult terrain when in a natural environment, and while in direct sunlight, you gain +1 to your attack rolls.

Level 14: Alkahest

Starting at 14th level, you can use your Philosopher’s Stone to perform Minor Alchemy on objects without requiring concentration. (The transformations still only remain for an hour).

Alternatively, you may use your action to consume the reserve of transmutation magic stored within your Philosopher’s Stone in a single burst. When you do so, choose one of the following effects. Your Philosopher’s Stone is then destroyed and can’t be remade until you finish a long rest.

Major Alchemy. You touch your Philosopher’s Stone to one nonmagical object no larger than a 10-foot cube, and can transform it into another nonmagical object of similar size, mass, and of equal or lesser value.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the Philosopher'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 Philosopher’s Stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the Philosopher’s Stone to a willing creature, and that creature’s age is reduced by 3d10 years, to a minimum of 13 years.

Previous Versions

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