Base Class: Fighter
3rd Level Features
SPELLCASTING
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through study and experimentation. You can use an arcane focus or a component pouch for your spellcasting.
You know three 1st-level artificer spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Transmusionist Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
|
Transmusionist Spellcasting |
Spell Slots per Spell Level |
|||||
|
FIghter Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
2 |
3 |
2 |
- |
- |
- |
|
4th |
2 |
4 |
3 |
- |
- |
- |
|
5th |
2 |
4 |
3 |
- |
- |
- |
|
6th |
2 |
4 |
3 |
- |
- |
- |
|
7th |
2 |
5 |
4 |
2 |
- |
- |
|
8th |
2 |
6 |
4 |
2 |
- |
- |
|
9th |
2 |
6 |
4 |
2 |
- |
- |
|
10th |
3 |
7 |
4 |
3 |
- |
- |
|
11th |
3 |
8 |
4 |
3 |
- |
- |
|
12th |
3 |
8 |
4 |
3 |
- |
- |
|
13th |
3 |
9 |
4 |
3 |
2 |
- |
|
14th |
3 |
10 |
4 |
3 |
2 |
- |
|
15th |
3 |
10 |
4 |
3 |
2 |
- |
|
16th |
3 |
11 |
4 |
3 |
3 |
- |
|
17th |
3 |
11 |
4 |
3 |
3 |
- |
|
18th |
3 |
11 |
4 |
3 |
3 |
- |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
TRANSMUTATION CIRCLES
You have learned how things are made and the components use to make them ( like the elements like oxygen, hydrogen, magnesium, calcium, titanium, iron, nickel, copper, zinc, aluminium, silicon, carbon, sulfur, nitrogen, mercury and etc…
You have learnt how to draw transmutation circles, special designs that allow you to channel magic to transmute inorganic materials. Transmutation circles take a minimum of 1 minute to draw, and each circle can only be used for its intended purpose. Transmutation circles must be carved into a soft surface, or drawn with chalk or ink. Transmutation circles must be large enough to fit all the materials used and the final product. You can use transmutation circles to convert raw materials into products of the same material or vice versa. The quality of objects made by this ability is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this magic item. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, glass, gems unless you have proficiency with the type of artisan's tools used to craft such objects.
As an action, you can touch a transmutation circle you drew and expend a spell slot to transmute any materials within it. The level of spell slot expended determines the maximum size and value of the objects you can create with your circle.
Any items created through transmutation are not magical. The process itself is magic, but the finished product is not.
|
Spell Slot Level |
Maximum Size |
Maximum Value |
Time taken to draw the transmutation circle |
|
cantrip |
5 foot cube |
Only as valuable as weapons |
1 minute |
|
1 st |
10 foot cube |
50 gp |
10 minute |
|
2 nd |
15 foot cube |
150 gp |
20 minute |
|
3 rd |
20 foot cube |
500 gp |
30 minute |
|
4 th |
25 foot cube |
1500 gp |
40 minute |
|
5 th |
30 foot cube |
2000 gp |
50 minute |
|
6 th |
35 foot cube |
3000 gp |
60 minute |
|
7 th |
40 foot cube |
5000 gp |
70 minute |
|
8 th |
45 foot cube |
7500 gp |
80 minute |
|
9 th |
50 foot cube |
10000 gp |
90 minute |
SPECIAL TRANSMUTATION
After lengthy study or a moment of brilliant inspiration, you have specialized into a type of transmutation that is unique to you. Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level.
- Bodily Sacrifice
Either willingly or in a terrible accident (while using transmutation) you have lost a vital part of your body. As a result of this loss you have gained a greater knowledge of transmutation. You no longer need to draw transmutation circles to use transmutation, although you still need to expend a spell slot. For the purposes of the Counterspell spell and similar abilities, you can transmute stuff as a bonus action transmuting something counts as casting a spell.
you can transmute stuff in a 30 foot diameter centered around you.
Choose or roll randomly on the table below to determine the body parts lost. You can acquire prosthetics to remove the penalty for some of the losses.
|
d8 |
Bodily Sacrifice |
Penalty |
Available Prosthetics |
|
1 |
Left Arm Lost |
No left arm, disadvantage on STR checks and save |
yes |
|
2 |
Right Arm Lost |
No right arm, disadvantage on STR checks and save |
yes |
|
3 |
Left Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
4 |
Right Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
5 |
Eyesight damaged |
Blind beyond 10ft |
yes |
|
6 |
Both Ears |
Deafened |
yes |
|
7 |
Vital Organ Damage |
-8 maximum HP |
no |
|
8 |
Vital Organ Damage |
-8 maximum HP |
no |
- Fire Focus
You have learned how to fabricate a special set of gloves that enhances your fire magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Fire Bolt cantrip, if you don’t already know it
You can cast any spell that does fire damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
- Ice Focus
You have learned how to fabricate a special set of gloves that enhances your ice magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Ray of Frost cantrip, if you don’t already know it
You can cast any spell that does cold damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
- Organic Transmutation
You have unlocked the secrets of transmuting organic matter, and as such you can transmute dead organic matter with your transmutation circles.
Also, your magic touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your fighter level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.
This feature has no effect on undead and constructs.
7th Level Special Transmutation
- Bodily Sacrifice
Whenever you transmute objects via Transmutation, the maximum size category of objects you can transmute is increased by one. You can transmute the ground to make a wall appear, create spikes in the ground or on walls, or simply make larger objects. You must be able to touch at least part of the objects you create.
Additionally, anything you create is considered magical for the purposes of overcoming immunity and resistance to non-magical damage.
Note: use the following spells as a base for any creative uses of this feature. It is recommended that the damage and effects are scaled to the level of the spell slot expended.
- Mold Earth (cantrip)
- Earth Tremor (1st level)
- Earthen Grasp (2nd level)
- Spike Growth (2nd level)
- Erupting Earth (3rd level)
- Stone Shape (4th level)
- Fabricate (4th level)
- Wall of stone (4th level)
- Transmute Rock (5th level)
- Move Earth (6th level)
- Bones of the Earth (6th level)
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Fire Bolt normally, you can instead shoot multiple bolts that each deal 1d10 damage. Each of these bolts can target the same creature or different ones. Make a separate attack roll for each beam. Whenever you cast Fire Bolt in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Scorching Ray spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Ray of Frost normally, you can instead shoot multiple rays that each deal 1d8 damage. Each of these rays can target the same creature or different ones but they can only slow a single creature once per quiz. Make a separate attack roll for each ray. Whenever you cast Ray of Frost in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Rimes Binding Ice spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
- Organic Transmutation
You have enhanced your powers of transmuting organic tissue and can now fuse two creatures into one. Once per long rest, you can draw a special transmutation circle that allows you to combine the physical features of a killed beast with the body of a humanoid. The features must physically make sense to be usable, you cannot attach a goose's wings to a human to allow them to fly, nor can you give someone a wooly mammoth's feet. If possible, the new features must replace the existing limbs of the target humanoid.
Each humanoid can only be fused with a single beast at a time, and you can not reverse any transmutations you make in this way.
10th Level Special Transmutation
- Bodily Sacrifice
You have learned how to transmute objects at a distance. Whenever you use your transmutation, you can have the point of origin be anywhere you can see within 60 feet of you.
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with fire damage. Spells you cast ignore resistance to fire damage and treat immunity to fire damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with cold damage. Spells you cast ignore resistance to cold damage and treat immunity to cold damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
- Organic Transmutation
You have increased control over organic matter and can make small changes to living creatures at a touch. As an action you can either fuse their eyelids to blind them, stiffen their joints to impose disadvantage on their attack rolls and half their speed, or merge one of their limbs to another creature within 5 feet to prevent them from moving away from each other. If the creature is unwilling, you must make a melee spell attack. You can only take this action a number of times per day equal to your intelligence modifier or unless you expend a spell slot of 1st level or higher.
15th Level Special Transmutation
- Bodily Sacrifice
You have learned how to perfectly align the atoms in the objects you transmute, making your creations significantly stronger. Whenever you roll dice for damage caused by one of your transmutations (not for weapons you create), it instead deals the maximum possible damage. Walls and other structures you make have twice as many hit points as normal.
Additionally, any weapons you make via transmutation have a +2 bonus to attack and damage rolls and armor and shields have a +1 bonus to armor class.
- Fire Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Sunbeam twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
- Ice Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Otiluke's Freezing Sphere spell twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
- Organic Transmutation
You have increased your understanding of transmuting living creatures, and have learned how to deconstruct chimeras you have created. Over the course of 1 minute, you can draw a special transmutation circle that can separate a humanoid you have fused with a beast. You must activate the circle as normal. The humanoid is unharmed, but the components of the beast become charred and unusable for any further transmutations.
18th Level Special Transmutation
- Bodily Sacrifice
You have unlocked the final secret of transmutation, the power to create something out of nothing. As an action, you can brandish both your hands and create an object made of a single material within 60 feet of you. The object must be made out of inorganic matter, and the total size it occupies is determined by the type of material it is. If you use this feature to create a new object or a different type of material, the previous object disappears. Using any material created by this feature as components for a spell causes the spell to fail.
|
Material |
Maximum Size |
|
Stone, Crystal and non precious Metals |
20-foot cube |
|
Precious Metals |
15-foot cube |
|
Gemstones |
5-foot cube |
|
Adamantine, Mythril |
5-foot cube |
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
You have learned how to use your special gloves to channel your transmutation powers high into the atmosphere, transmuting trace elements in the air into deadly meteors. As such, you can cast the Meteor Swarm spell once per long rest.
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
You have learned how to use your special gloves to masterfully shape trace elements in the air into a solid wall of ice. Once per short rest, you can cast the Wall of Ice spell. It always lasts for the full duration, and does not require concentration for you.
- Organic Transmutation
You have reached the peak of transmuting organic life, and have learned how to combine the bodies of humanoids with creatures that originate outside of the material place. Whenever you draw your special transmutation circle, you can have the target humanoid be fused with the body parts of any creature, regardless of its type. The features must still make physical sense, an adult dragon's wings simply wouldn’t fit on a human nor would a fire elementals arm function on a human. If possible, the new features must replace the existing limbs of the target humanoid.
Additionally, you can draw your special transmutation circle twice per long rest, and humanoids you transmute can only be fused with two other creatures at a time, once of which must be a beast.
Level 3: SPELLCASTING
3rd Level Features
SPELLCASTING
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through study and experimentation. You can use an arcane focus or a component pouch for your spellcasting.
You know three 1st-level artificer spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Transmusionist Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
|
Transmusionist Spellcasting |
Spell Slots per Spell Level |
|||||
|
FIghter Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
2 |
3 |
2 |
- |
- |
- |
|
4th |
2 |
4 |
3 |
- |
- |
- |
|
5th |
2 |
4 |
3 |
- |
- |
- |
|
6th |
2 |
4 |
3 |
- |
- |
- |
|
7th |
2 |
5 |
4 |
2 |
- |
- |
|
8th |
2 |
6 |
4 |
2 |
- |
- |
|
9th |
2 |
6 |
4 |
2 |
- |
- |
|
10th |
3 |
7 |
4 |
3 |
- |
- |
|
11th |
3 |
8 |
4 |
3 |
- |
- |
|
12th |
3 |
8 |
4 |
3 |
- |
- |
|
13th |
3 |
9 |
4 |
3 |
2 |
- |
|
14th |
3 |
10 |
4 |
3 |
2 |
- |
|
15th |
3 |
10 |
4 |
3 |
2 |
- |
|
16th |
3 |
11 |
4 |
3 |
3 |
- |
|
17th |
3 |
11 |
4 |
3 |
3 |
- |
|
18th |
3 |
11 |
4 |
3 |
3 |
- |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
TRANSMUTATION CIRCLES
TRANSMUTATION CIRCLES
You have learned how things are made and the components use to make them ( like the elements like oxygen, hydrogen, magnesium, calcium, titanium, iron, nickel, copper, zinc, aluminium, silicon, carbon, sulfur, nitrogen, mercury and etc…
You have learnt how to draw transmutation circles, special designs that allow you to channel magic to transmute inorganic materials. Transmutation circles take a minimum of 1 minute to draw, and each circle can only be used for its intended purpose. Transmutation circles must be carved into a soft surface, or drawn with chalk or ink. Transmutation circles must be large enough to fit all the materials used and the final product. You can use transmutation circles to convert raw materials into products of the same material or vice versa. The quality of objects made by this ability is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this magic item. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
As an action, you can touch a transmutation circle you drew and expend a spell slot to transmute any materials within it. The level of spell slot expended determines the maximum size and value of the objects you can create with your circle.
Any items created through transmutation are not magical. The process itself is magic, but the finished product is not.
|
Spell Slot Level |
Maximum Size |
Maximum Value |
Time taken to draw the transmutation circle |
|
cantrip |
5 foot cube |
Only as valuable as weapons |
1 minute |
|
1 st |
10 foot cube |
50 gp |
10 minute |
|
2 nd |
15 foot cube |
150 gp |
20 minute |
|
3 rd |
20 foot cube |
500 gp |
30 minute |
|
4 th |
25 foot cube |
1500 gp |
40 minute |
|
5 th |
30 foot cube |
2000 gp |
50 minute |
|
6 th |
35 foot cube |
3000 gp |
60 minute |
|
7 th |
40 foot cube |
5000 gp |
70 minute |
|
8 th |
45 foot cube |
7500 gp |
80 minute |
|
9 th |
50 foot cube |
10000 gp |
90 minute |
SPECIAL TRANSMUTATION
SPECIAL TRANSMUTATION
After lengthy study or a moment of brilliant inspiration, you have specialized into a type of transmutation that is unique to you. Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level.
Bodily Sacrifice
- Bodily Sacrifice
Either willingly or in a terrible accident (while using transmutation) you have lost a vital part of your body. As a result of this loss you have gained a greater knowledge of transmutation. You no longer need to draw transmutation circles to use transmutation, although you still need to expend a spell slot. For the purposes of the Counterspell spell and similar abilities, transmuting something as a bonus action counts as casting a spell as in you can transmute stuff as a bonus action.
you can transmute stuff in a 30 foot diameter centered around you.
Choose or roll randomly on the table below to determine the body parts lost. You can acquire prosthetics to remove the penalty for some of the losses.
|
d8 |
Bodily Sacrifice |
Penalty |
Available Prosthetics |
|
1 |
Left Arm Lost |
No left arm, disadvantage on STR checks and save |
yes |
|
2 |
Right Arm Lost |
No right arm, disadvantage on STR checks and save |
yes |
|
3 |
Left Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
4 |
Right Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
5 |
Eyesight damaged |
Blind beyond 10ft |
yes |
|
6 |
Both Ears |
Deafened |
yes |
|
7 |
Vital Organ Damage |
-8 maximum HP |
no |
|
8 |
Vital Organ Damage |
-8 maximum HP |
no |
Fire Focus
- Fire Focus
You have learned how to fabricate a special set of gloves that enhances your fire magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Fire Bolt cantrip, if you don’t already know it
you can also give those gloves to someone else
You can cast any spell that does fire damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
Ice Focus
- Ice Focus
You have learned how to fabricate a special set of gloves that enhances your ice magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Ray of Frost cantrip, if you don’t already know it
you can also give those gloves to someone else
You can cast any spell that does cold damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
Organic Transmutation
- Organic Transmutation
You have unlocked the secrets of transmuting organic matter, and as such you can transmute dead organic matter with your transmutation circles.
Also, your magic touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your fighter level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.
This feature has no effect on undead and constructs.
SPECIAL TRANSMUTATION IMPROVED
Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level
Bodily Sacrifice 2
- Bodily Sacrifice
Either willingly or in a terrible accident (while using transmutation) you have lost a vital part of your body. As a result of this loss you have gained a greater knowledge of transmutation. You no longer need to draw transmutation circles to use transmutation, although you still need to expend a spell slot. For the purposes of the Counterspell spell and similar abilities, transmuting something as a bonus action counts as casting a spell as in you can transmute stuff as a bonus action.
you can transmute stuff in a 30 foot diameter centered around you.
Choose or roll randomly on the table below to determine the body parts lost. You can acquire prosthetics to remove the penalty for some of the losses.
|
d8 |
Bodily Sacrifice |
Penalty |
Available Prosthetics |
|
1 |
Left Arm Lost |
No left arm, disadvantage on STR checks and save |
yes |
|
2 |
Right Arm Lost |
No right arm, disadvantage on STR checks and save |
yes |
|
3 |
Left Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
4 |
Right Leg Lost |
Half speed, disadvantage on DEX checks and saves |
yes |
|
5 |
Eyesight damaged |
Blind beyond 10ft |
yes |
|
6 |
Both Ears |
Deafened |
yes |
|
7 |
Vital Organ Damage |
-8 maximum HP |
no |
|
8 |
Vital Organ Damage |
-8 maximum HP |
no |
Bodily Sacrifice improved
- Bodily Sacrifice
Whenever you transmute objects via Transmutation, the maximum size category of objects you can transmute is increased by one. You can transmute the ground to make a wall appear, create spikes in the ground or on walls, or simply make larger objects. You must be able to touch at least part of the objects you create.
Additionally, anything you create is considered magical for the purposes of overcoming immunity and resistance to non-magical damage.
Note: use the following spells as a base for any creative uses of this feature. It is recommended that the damage and effects are scaled to the level of the spell slot expended.
- Mold Earth (cantrip)
- Earth Tremor (1st level)
- Earthen Grasp (2nd level)
- Spike Growth (2nd level)
- Erupting Earth (3rd level)
- Stone Shape (4th level)
- Fabricate (4th level)
- Wall of stone (4th level)
- Transmute Rock (5th level)
- Move Earth (6th level)
- Bones of the Earth (6th level)
Fire Focu improved
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Fire Bolt normally, you can instead shoot multiple bolts that each deal 1d10 damage. Each of these bolts can target the same creature or different ones. Make a separate attack roll for each beam. Whenever you cast Fire Bolt in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Scorching Ray spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
Fire Focus 2
- Fire Focus
You have learned how to fabricate a special set of gloves that enhances your fire magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Fire Bolt cantrip, if you don’t already know it
you can also give those gloves to someone else
You can cast any spell that does fire damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
Ice Focus 2
- Ice Focus
You have learned how to fabricate a special set of gloves that enhances your ice magic. You can use these gloves as a spellcasting focus for your artificer spells. You can create a pair of these gloves with a total of 48 hours of work and require 75 gold worth of material to make the gloves. You learn the Ray of Frost cantrip, if you don’t already know it
you can also give those gloves to someone else
You can cast any spell that does cold damage as a bonus action. You can only take this bonus action if you are wearing your special gloves.
Ice Focus improved
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Ray of Frost normally, you can instead shoot multiple rays that each deal 1d8 damage. Each of these rays can target the same creature or different ones but they can only slow a single creature once per quiz. Make a separate attack roll for each ray. Whenever you cast Ray of Frost in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Rimes Binding Ice spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
Organic Transmutation
- Organic Transmutation
You have enhanced your powers of transmuting organic tissue and can now fuse two creatures into one. Once per long rest, you can draw a special transmutation circle that allows you to combine the physical features of a killed beast with the body of a humanoid. The features must physically make sense to be usable, you cannot attach a goose's wings to a human to allow them to fly, nor can you give someone a wooly mammoth's feet. If possible, the new features must replace the existing limbs of the target humanoid.
Each humanoid can only be fused with a single beast at a time, and you can not reverse any transmutations you make in this way.
Organic Transmutation 2
- Organic Transmutation
You have unlocked the secrets of transmuting organic matter, and as such you can transmute dead organic matter with your transmutation circles.
Also, your magic touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your fighter level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feature, expending hit points separately for each one.
This feature has no effect on undead and constructs.
SPECIAL TRANSMUTATION ENHANCED
10th Level Special Transmutation
Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level.
Bodily Sacrifice 22
- Bodily Sacrifice
Whenever you transmute objects via Transmutation, the maximum size category of objects you can transmute is increased by one. You can transmute the ground to make a wall appear, create spikes in the ground or on walls, or simply make larger objects. You must be able to touch at least part of the objects you create.
Additionally, anything you create is considered magical for the purposes of overcoming immunity and resistance to non-magical damage.
Note: use the following spells as a base for any creative uses of this feature. It is recommended that the damage and effects are scaled to the level of the spell slot expended.
- Mold Earth (cantrip)
- Earth Tremor (1st level)
- Earthen Grasp (2nd level)
- Spike Growth (2nd level)
- Erupting Earth (3rd level)
- Stone Shape (4th level)
- Fabricate (4th level)
- Wall of stone (4th level)
- Transmute Rock (5th level)
- Move Earth (6th level)
- Bones of the Earth (6th level)
Bodily Sacrifice enhanced
- Bodily Sacrifice
You have learned how to transmute objects at a distance. Whenever you use your transmutation, you can have the point of origin be anywhere you can see within 60 feet of you.
Fire Focus 22
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Fire Bolt normally, you can instead shoot multiple bolts that each deal 1d10 damage. Each of these bolts can target the same creature or different ones. Make a separate attack roll for each beam. Whenever you cast Fire Bolt in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Scorching Ray spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
Fire Focus enhanced
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with fire damage. Spells you cast ignore resistance to fire damage and treat immunity to fire damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
Ice Focus 22
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Instead of casting Ray of Frost normally, you can instead shoot multiple rays that each deal 1d8 damage. Each of these rays can target the same creature or different ones but they can only slow a single creature once per quiz. Make a separate attack roll for each ray. Whenever you cast Ray of Frost in either way, its range is doubled and the attack roll ignores half and three-quarters cover.
You also learn the Rimes Binding Ice spell, and can cast it without expending a spell slot a number of times per day equal to your intelligence modifier.
Ice focus enhanced
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with cold damage. Spells you cast ignore resistance to cold damage and treat immunity to cold damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
Organic Transmutation 22
- Organic Transmutation
You have enhanced your powers of transmuting organic tissue and can now fuse two creatures into one. Once per long rest, you can draw a special transmutation circle that allows you to combine the physical features of a killed beast with the body of a humanoid. The features must physically make sense to be usable, you cannot attach a goose's wings to a human to allow them to fly, nor can you give someone a wooly mammoth's feet. If possible, the new features must replace the existing limbs of the target humanoid.
Each humanoid can only be fused with a single beast at a time, and you can not reverse any transmutations you make in this way.
Organic Transmutation Enhanced
- Organic Transmutation
You have increased control over organic matter and can make small changes to living creatures at a touch. As an action you can either fuse their eyelids to blind them, stiffen their joints to impose disadvantage on their attack rolls and half their speed, or merge one of their limbs to another creature within 5 feet to prevent them from moving away from each other. If the creature is unwilling, you must make a melee spell attack. You can only take this action a number of times per day equal to your intelligence modifier or unless you expend a spell slot of 1st level or higher.
SPECIAL TRANSMUTATION UPGRADED
15th Level Special Transmutation
Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level.
Bodily Sacrifice 222
- Bodily Sacrifice
You have learned how to transmute objects at a distance. Whenever you use your transmutation, you can have the point of origin be anywhere you can see within 60 feet of you.
Bodily Sacrifice Upgraded
- Bodily Sacrifice
You have learned how to perfectly align the atoms in the objects you transmute, making your creations significantly stronger. Whenever you roll dice for damage caused by one of your transmutations (not for weapons you create), it instead deals the maximum possible damage. Walls and other structures you make have twice as many hit points as normal.
Additionally, any weapons you make via transmutation have a +2 bonus to attack and damage rolls and armor and shields have a +1 bonus to armor class.
Fire Focus 222
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with fire damage. Spells you cast ignore resistance to fire damage and treat immunity to fire damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
Fire Focus Upgraded
- Fire Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Sunbeam twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
Ice Focus 222
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
Whenever you cast a spell or cantrip, you can temporarily replace its damage type with cold damage. Spells you cast ignore resistance to cold damage and treat immunity to cold damage as resistance to fire damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.
Ice Focus Upgraded
- Ice Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Otiluke's Freezing Sphere spell twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
Organic Transmutation 222
- Organic Transmutation
You have increased control over organic matter and can make small changes to living creatures at a touch. As an action you can either fuse their eyelids to blind them, stiffen their joints to impose disadvantage on their attack rolls and half their speed, or merge one of their limbs to another creature within 5 feet to prevent them from moving away from each other. If the creature is unwilling, you must make a melee spell attack. You can only take this action a number of times per day equal to your intelligence modifier or unless you expend a spell slot of 1st level or higher.
Organic Transmutation Upgraded
- Organic Transmutation
You have increased your understanding of transmuting living creatures, and have learned how to deconstruct chimeras you have created. Over the course of 1 minute, you can draw a special transmutation circle that can separate a humanoid you have fused with a beast. You must activate the circle as normal. The humanoid is unharmed, but the components of the beast become charred and unusable for any further transmutations.
SPECIAL TRANSMUTATION MASTERED
18th Level Special Transmutation
Choose one of the options listed below. At higher levels, you can only choose an option if you have chosen the same option at the lower level. Whenever you would choose an option, you can instead choose a valid option from a lower level.
Bodily Sacrifice 2222
- Bodily Sacrifice
You have learned how to perfectly align the atoms in the objects you transmute, making your creations significantly stronger. Whenever you roll dice for damage caused by one of your transmutations (not for weapons you create), it instead deals the maximum possible damage. Walls and other structures you make have twice as many hit points as normal.
Additionally, any weapons you make via transmutation have a +2 bonus to attack and damage rolls and armor and shields have a +1 bonus to armor class.
Bodily Sacrifice Mastered
- Bodily Sacrifice
You have unlocked the final secret of transmutation, the power to create something out of nothing. As an action, you can brandish both your hands and create an object made of a single material within 60 feet of you. The object must be made out of inorganic matter, and the total size it occupies is determined by the type of material it is. If you use this feature to create a new object or a different type of material, the previous object disappears. Using any material created by this feature as components for a spell causes the spell to fail.
|
Material |
Maximum Size |
|
Stone, Crystal and non precious Metals |
20-foot cube |
|
Precious Metals |
15-foot cube |
|
Gemstones |
5-foot cube |
|
Adamantine, Mythril |
5-foot cube |
Fire Focus 2222
- Fire Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Sunbeam twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
Fire Focus Mastered
- Fire Focus
You can use the following feature only if you are wearing both your special gloves.
You have learned how to use your special gloves to channel your transmutation powers high into the atmosphere, transmuting trace elements in the air into deadly meteors. As such, you can cast the Meteor Swarm spell once per long rest.
Ice Focus 2222
- Ice Focus
You have created a wellspring of energy within your special gloves that allows you to cast a powerful spell. You can cast Otiluke's Freezing Sphere spell twice per day, once per hand. For example, if you lose your left glove but previously cast the spell with using your right glove you can still cast the spell again.
Ice Focus Mastered
- Ice Focus
You can use the following feature only if you are wearing both your special gloves.
You have learned how to use your special gloves to masterfully shape trace elements in the air into a solid wall of ice. Once per short rest, you can cast the Wall of Ice spell. It always lasts for the full duration, and does not require concentration for you.
Organic Transmutation 2222
- Organic Transmutation
You have increased your understanding of transmuting living creatures, and have learned how to deconstruct chimeras you have created. Over the course of 1 minute, you can draw a special transmutation circle that can separate a humanoid you have fused with a beast. You must activate the circle as normal. The humanoid is unharmed, but the components of the beast become charred and unusable for any further transmutations.
Organic Transmutation Mastered
- Organic Transmutation
You have reached the peak of transmuting organic life, and have learned how to combine the bodies of humanoids with creatures that originate outside of the material place. Whenever you draw your special transmutation circle, you can have the target humanoid be fused with the body parts of any creature, regardless of its type. The features must still make physical sense, an adult dragon's wings simply wouldn’t fit on a human nor would a fire elementals arm function on a human. If possible, the new features must replace the existing limbs of the target humanoid.
Additionally, you can draw your special transmutation circle twice per long rest, and humanoids you transmute can only be fused with two other creatures at a time, once of which must be a beast.
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