I believe the transmuter should have more options for their transmutation stone, options that allow each transmuter to be unique and adaptable. Furthermore, the subclass is not yet attractive enough to be an option when compared to the others in the Player's Handbook. My intention here is to make a suggestion and give positive feedback, not to offend the good work you have been doing.
I created an alternative subclass version that reflects this below:
LEVEL 3: TRANSMUTATION SAVANT (NO CHANGES) 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.
LEVEL 3: TRANSMUTER'S STONE
When you finish a Long Rest, you can create a magical stone called a transmuter's stone, which lasts until you use this feature again. A creature in possession of the stone gains one of the following benefits, which you choose when you create the stone. You can change the stone's benefit by casting a Transmutation spell using a spell slot.
Darkvision. The bearer gains Darkvision with a range of 60 feet and Blindsight with a range of 10 feet.
Air Nimbleness. The bearer's Speed increases by 10 feet. Their initiative rolls receive a bonus equal to their Intelligence modifier.
Durability. The bearer gains proficiency in Constitution saving throws. Elemental Essence: We'll call the following damage types Transmutable Elements: Acid, Cold, Fire, Lightning, Poison, and Thunder. When choosing this trait, select one of these elements as your Elemental Essence. The bearer gains resistance to the chosen damage type. In addition, whenever the wielder casts a spell that deals damage from one of the Transmutable Elements, they can replace the spell's damage type with the element of their Elemental Essence.
Earth Toughness: If the bearer isn't wearing armor, their AC is calculated as 13 + Constitution Bonus. They can also benefit from a shield.
Water Charm: The Bearer gain a Swim Speed equal to the bearer's Speed and can breathe underwater.
Furthermore, if you cast a spell that deals a damage type from a Transmutable Element, you can transform the spell into water. Its damage becomes Bludgeoning, and if the creature fails its saving throw or is hit by the spell attack roll, you can move it 10 feet away from the source of the effect. (Multiple attacks move the creature multiple times.) Stamina: The bearer's maximum Hit Points are increased by 1 for each wizard level the transmuter possesses.
LEVEL 3: WONDROUS ENHANCEMENT (NO CHANGES) You always have Enhance Ability prepared and can cast it once without a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. Targets of your Enhance Ability also have Advantage on saving throws using the chosen ability.
LEVEL 6: SPLIT TRANSMUTATION When you cast a Transmutation spell, such as Fly, that can be cast with a higher-level spell slot to target an additional creature, increase the spell’s effective level by 1. Additionally, you can choose up to two options when creating your transmuter's stone. Each option, with the exception of Elemental Essence, can only be chosen once. If you choose Elemental Essence twice, you must choose different damage types. You can change the stone's benefits by casting a Transmutation spell using a spell slot.
LEVEL 10: POTENT STONE Your transmuter’s stone is more versatile. You choose up to threeoptions when you create your transmuter’s stone.
LEVEL 14: TRANSMUTE CONCENTRATION While concentrating a wizard spell from the transmutation school, you can use a Bonus Action to transfer the essence of that spell to your transmuter's stone. This way, you don't need to maintain concentration on the spell and it lasts for the duration or until you end it. You regain the use of this feature after a long rest.
English is not my mother language, sorry for any mistake in my writing.
Transmuter’s stone is fine, but if you want more options I can see that. You shouldn’t increase the power of each option. A blindsight option could be separate, but not part of darkvision. Your stamina option doesn’t work because the stone can be passed around. It needs to be worded in a particular way for that to function properly.
Okay I took a shot at it using some of the concepts I liked from your version, but it’s based on the UA version. “No change” means no change from the UA version.
3rd Transmutation Savant
No Change.
3rd Transmuter’s Stone
When you create the stone, choose the benefit from the following options:
Alteration. The bearer can cast Alter Self at will without expending a spell slot, but may only use Change Appearance when cast this way. The spell ends immediately if the stone is not on the bearer at any time or if another option is chosen.
Blindsight. The bearer gains Blindsight out to a range of 15 ft.
Darkvision. No change
Speed. No change
Durability. No change
Resistance. No change
3rd Wondrous Enhancement
No change. I don't really love it, but can't think of anything better or more thematic at this level.
6th Stable Transmutation
On your turn when you cast a Transmutation Wizard spell that requires concentration you can use your bonus action to make the spell not require concentration. The spell lasts its duration. You may use this feature a number of times equal to your Intelligence modifier and regain all uses when you finish a Long Rest.
10th Potent Stone
No Change.
14th Master Transmuter
Adding two options and fixing one.
Instant Fabrication. You cast the Fabricate spell without expending a spell slot. The spell is completed within this action.
Deconstruction. You cast the Disintegrate spell without expending a spell slot. If the target is an object and would disintegrate you may choose to have broken down into its base materials instead. The materials are neatly separated and organized in the target location, with any liquids temporarily in their solid state.
Panacea. The bearer regains all their hit points, and removes all curses, and poisons affecting them.
Are you talking about Minor Alchemy? It wasn’t that usable.
In combat, no, but it still has a right to exist to do some fun stuff outside of such. Not everything has to be about combat.
It doesn’t do much outside of combat. More importantly you get something that barely works outside of combat, while Divination got portent that works on any d20 roll. Illusion got ann improved cantrip that could work in combat, but was mainly meant for out of combat and is far more useful. Abjuration and Evocation got powerful combat abilities.
I like transmuters precisely because these mages can do some really cool, creative stuff with their spells. Rewards outside the box thinking. I'm less interested in combat potential - they can still throw a fireball if necessary.
I miss the useful Minor Alchemy ability, which was not duplicative of any spells. Yet otherwise the UA update looks good. Improved philosopher's stone and they can cast transmutation spells better than anyone else now. And they don't have the temp HP and teleport features that are showing up everywhere else and starting to feel stale already.
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I believe the transmuter should have more options for their transmutation stone, options that allow each transmuter to be unique and adaptable. Furthermore, the subclass is not yet attractive enough to be an option when compared to the others in the Player's Handbook. My intention here is to make a suggestion and give positive feedback, not to offend the good work you have been doing.
I created an alternative subclass version that reflects this below:
LEVEL 3: TRANSMUTATION SAVANT (NO CHANGES)
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.
LEVEL 3: TRANSMUTER'S STONE When you finish a Long Rest, you can create a magical stone called a transmuter's stone, which lasts until you use this feature again. A creature in possession of the stone gains one of the following benefits, which you choose when you create the stone. You can change the stone's benefit by casting a Transmutation spell using a spell slot. Darkvision. The bearer gains Darkvision with a range of 60 feet and Blindsight with a range of 10 feet. Air Nimbleness. The bearer's Speed increases by 10 feet. Their initiative rolls receive a bonus equal to their Intelligence modifier. Durability. The bearer gains proficiency in Constitution saving throws.
Elemental Essence: We'll call the following damage types Transmutable Elements: Acid, Cold, Fire, Lightning, Poison, and Thunder. When choosing this trait, select one of these elements as your Elemental Essence.
The bearer gains resistance to the chosen damage type. In addition, whenever the wielder casts a spell that deals damage from one of the Transmutable Elements, they can replace the spell's damage type with the element of their Elemental Essence. Earth Toughness: If the bearer isn't wearing armor, their AC is calculated as 13 + Constitution Bonus. They can also benefit from a shield. Water Charm: The Bearer gain a Swim Speed equal to the bearer's Speed and can breathe underwater. Furthermore, if you cast a spell that deals a damage type from a Transmutable Element, you can transform the spell into water. Its damage becomes Bludgeoning, and if the creature fails its saving throw or is hit by the spell attack roll, you can move it 10 feet away from the source of the effect. (Multiple attacks move the creature multiple times.)
Stamina: The bearer's maximum Hit Points are increased by 1 for each wizard level the transmuter possesses.
LEVEL 3: WONDROUS ENHANCEMENT (NO CHANGES)
You always have Enhance Ability prepared and can cast it once without a spell slot. You regain the ability to cast it in this way when you finish a Long Rest. Targets of your Enhance Ability also have Advantage on saving throws using the chosen ability.
LEVEL 6: SPLIT TRANSMUTATION
When you cast a Transmutation spell, such as Fly, that can be cast with a higher-level spell slot to target an additional creature, increase the spell’s effective level by 1. Additionally, you can choose up to two options when creating your transmuter's stone. Each option, with the exception of Elemental Essence, can only be chosen once. If you choose Elemental Essence twice, you must choose different damage types. You can change the stone's benefits by casting a Transmutation spell using a spell slot.
LEVEL 10: POTENT STONE
Your transmuter’s stone is more versatile. You choose up to three options when you create your transmuter’s stone.
LEVEL 14: TRANSMUTE CONCENTRATION
While concentrating a wizard spell from the transmutation school, you can use a Bonus Action to transfer the essence of that spell to your transmuter's stone. This way, you don't need to maintain concentration on the spell and it lasts for the duration or until you end it. You regain the use of this feature after a long rest.
English is not my mother language, sorry for any mistake in my writing.
Transmuter’s stone is fine, but if you want more options I can see that. You shouldn’t increase the power of each option. A blindsight option could be separate, but not part of darkvision. Your stamina option doesn’t work because the stone can be passed around. It needs to be worded in a particular way for that to function properly.
Okay I took a shot at it using some of the concepts I liked from your version, but it’s based on the UA version. “No change” means no change from the UA version.
3rd Transmutation Savant
No Change.
3rd Transmuter’s Stone
When you create the stone, choose the benefit from the following options:
3rd Wondrous Enhancement
No change. I don't really love it, but can't think of anything better or more thematic at this level.
6th Stable Transmutation
On your turn when you cast a Transmutation Wizard spell that requires concentration you can use your bonus action to make the spell not require concentration. The spell lasts its duration. You may use this feature a number of times equal to your Intelligence modifier and regain all uses when you finish a Long Rest.
10th Potent Stone
No Change.
14th Master Transmuter
Adding two options and fixing one.
Instant Fabrication. You cast the Fabricate spell without expending a spell slot. The spell is completed within this action.
Deconstruction. You cast the Disintegrate spell without expending a spell slot. If the target is an object and would disintegrate you may choose to have broken down into its base materials instead. The materials are neatly separated and organized in the target location, with any liquids temporarily in their solid state.
Panacea. The bearer regains all their hit points, and removes all curses, and poisons affecting them.
Restore Life. No change.
Restore Youth. No change.
I just want Minor Transmutation back.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Are you talking about Minor Alchemy? It wasn’t that usable.
In combat, no, but it still has a right to exist to do some fun stuff outside of such. Not everything has to be about combat.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
It doesn’t do much outside of combat. More importantly you get something that barely works outside of combat, while Divination got portent that works on any d20 roll. Illusion got ann improved cantrip that could work in combat, but was mainly meant for out of combat and is far more useful. Abjuration and Evocation got powerful combat abilities.
I like transmuters precisely because these mages can do some really cool, creative stuff with their spells. Rewards outside the box thinking. I'm less interested in combat potential - they can still throw a fireball if necessary.
I miss the useful Minor Alchemy ability, which was not duplicative of any spells. Yet otherwise the UA update looks good. Improved philosopher's stone and they can cast transmutation spells better than anyone else now. And they don't have the temp HP and teleport features that are showing up everywhere else and starting to feel stale already.