Base Class: Wizard
The school of transmutation has been reborn with muuuchhh more useful skills as compared to the player handbook version.
Elemental Insight
By exploring the mysteries of nature, you have found an understanding of the elements. Add Shocking grasp, Burning hands, Feather Fall, and Chill Touch to your learned spells. The spells are always learned and take up no space in your learned spells.
Simple Object Creation
By applying your will to a material you are able to recreate a small object that you have seen out of it. The material must be no harder than iron.
Transmutation 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. 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:
- 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 stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.
Bond Strengthening
Beginning at 10th level, you gain the ability to tighten the bonds within a flexible material using a bonus action. This adds +2 AC to the wearer. The effect lasts for 5 minutes and can be used once per short rest
Elemental Disassembly
Starting at 14th level, you can disassemble a non-magical object of less than 15lbs to fire pure energy in a 30ft cone towards a target. Target must make a dex save or take 4d10+5 force damage, half as much on success.
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