So, I'm looking over the Transmutation subclass of Wizard, and I noticed something that I hadn't caught before...namely, that the 6th Level ability, "Transmuters Stone" , lets you shuffle the special ability around every time you CAST a Transmutation spell.
I had originally thought you only got to pick a benefit every long rest, so this is a gamechanger that actually gives me a few ideas...
Chiefly, you'd always want to have the proficiency with Constitution Saving Throws on the stone, right?
That'd be to keep your concentration spells going strong...but I also noticed that the movement speed boost of 10ft is actually pretty great with "Longstrider" & "Expeditious Retreat"...both of which are Transmutation spells. If you end up in a situation where you have both spells going (since Longstrider lasts long and is non-concentration), you can potentially have a Wizard with 100ft of movement speed...nice.
Likewise, the resistance granted by the "Transmuters Stone" to an elemental damage type can stack with some spells that also grant resistance..."Fire Shield" gives the choice of fire or cold resistance (and punishes melee enemies...AND is not concentration), and the Transmutation "Investiture" spells all grant a resistance when they are used...meaning a Transmutation Wizard can have at least THREE resistances going from spells alone...more, if you have equipment or racial resistances.
Granted, you don't want your Wizard getting hit, period...but the capability is there. And if some STILL managed to hit you with an elemental effect you don't have resistance to..."Absorb Elements" ; )
And then there is a free use of "Polymorph", albeit only if you pick a Beast that is of a Challenge Rating 1 or lower.
In my experience, when a player at my table used this spell, they always pick a T-Rex...I was even turned into a T-Rex.
Fun, but a bit boring.
But upon inspecting the Challenge Rating 0-1 "Beasts", I found some interesting options...apes, Giant Spider...and my personal favorites...Giant Toad, Dire Wolf & Almiraj.
The Dire Wolf, in particular, has good party synergy with Pack Tactics.
The capstone feature is rock solid...giving the scholarly Wizard a bit of party support by either healing a party member completely, removing all their sickness or disease, or "Raise Dead".
So I'm having a bit of renewed interest in the subclass that I didn't have before...also, "Transmutation" spells have, to me, the best spells in their entirety when compared to the others...with only Conjuration (barely) rivaling theirs, and perhaps Evocation.
It was the features I had written off as a bit boring...but when really thinking about how to use them in tandem with spells, I think it sort of clicked.
I'd be curious to hear people's experiences with Transmutation Wizards...I'm plotting a character for a future campaign, and was wondering if this subclass had merit (I'm waffling between Conjuration, Evocation & Transmutation).
I can’t stress how much I like this post. When evaluating classes we need to sometimes forget the mechanical, white room, armchair analysis we do that somehow ranks subclasses from Hero to Zero.
In practice, this is not a white room.
And what I notice a lot subclass designs is that they’re not just designed in white rooms, they’re designed with play testing. And that’s the perspective you’re applying here. :)
All of the stuff you said above is true and it’s what makes Transmuters so much fun - you’ve got almost infinite utility.
- Already have a fire resistance ring and going up against a Red Dragon? Hand your Stone with Fire Res to your front line fighter.
- You can look 13 years old until you die. The perfect disguise...
- You literally are the only Wizard with Resurrect and Heal/Greater Restoration without multiclassing at all.
- Once you get Spell Mastery, you have infinite changes on your Stone.
- Major Transformation ... 10 minutes and you’re through any wall you come across (stone to sand).
Another trick I have found is to take a level of Arcane Cleric first. Medium armor and Shields and two extra wizard cantrips (pick non attack stuff). Better to get Wis/Cha since your Int Save should be just fine. Plus while not really a healer you can pop your team back up with a Healing Word and provide them with Guidance.
You also get permanently prepared Magic Missile (no attack roll/Saving Throw) and Detect Magic.
The cleric also has a level 1 ritual Transmutation spell Purify Food and Drink. Since this is a ritual spell you can keep it prepared and when you need to swap the stone properties, out of combat, you do not need to burn a spell slot. You can get Skywrite as a ritual at level 2 from wizard but seems a little flashy for being sneaky in a dungeon. The other transmutation rituals are level 3.
Another trick I have found is to take a level of Arcane Cleric first. Medium armor and Shields and two extra wizard cantrips (pick non attack stuff). Better to get Wis/Cha since your Int Save should be just fine. Plus while not really a healer you can pop your team back up with a Healing Word and provide them with Guidance.
You also get permanently prepared Magic Missile (no attack roll/Saving Throw) and Detect Magic.
The cleric also has a level 1 ritual Transmutation spell Purify Food and Drink. Since this is a ritual spell you can keep it prepared and when you need to swap the stone properties, out of combat, you do not need to burn a spell slot. You can get Skywrite as a ritual at level 2 from wizard but seems a little flashy for being sneaky in a dungeon. The other transmutation rituals are level 3.
Love the Arcana Cleric.
Have to say, though...as long as it's offered at the table, a single level of "Artificer" provides great wizard cantrips, and Intelligence-based spells (among them, Faerie Fire, Sanctuary, and even Purify Food & Drink or Cure Wounds).
And since Transmutation Wizards can gain Constitution Saving Throw Proficiency at their leisure after Level 6, the multiclass can happen pretty much when you please.
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So, I'm looking over the Transmutation subclass of Wizard, and I noticed something that I hadn't caught before...namely, that the 6th Level ability, "Transmuters Stone" , lets you shuffle the special ability around every time you CAST a Transmutation spell.
I had originally thought you only got to pick a benefit every long rest, so this is a gamechanger that actually gives me a few ideas...
Chiefly, you'd always want to have the proficiency with Constitution Saving Throws on the stone, right?
That'd be to keep your concentration spells going strong...but I also noticed that the movement speed boost of 10ft is actually pretty great with "Longstrider" & "Expeditious Retreat"...both of which are Transmutation spells. If you end up in a situation where you have both spells going (since Longstrider lasts long and is non-concentration), you can potentially have a Wizard with 100ft of movement speed...nice.
Likewise, the resistance granted by the "Transmuters Stone" to an elemental damage type can stack with some spells that also grant resistance..."Fire Shield" gives the choice of fire or cold resistance (and punishes melee enemies...AND is not concentration), and the Transmutation "Investiture" spells all grant a resistance when they are used...meaning a Transmutation Wizard can have at least THREE resistances going from spells alone...more, if you have equipment or racial resistances.
Granted, you don't want your Wizard getting hit, period...but the capability is there. And if some STILL managed to hit you with an elemental effect you don't have resistance to..."Absorb Elements" ; )
And then there is a free use of "Polymorph", albeit only if you pick a Beast that is of a Challenge Rating 1 or lower.
In my experience, when a player at my table used this spell, they always pick a T-Rex...I was even turned into a T-Rex.
Fun, but a bit boring.
But upon inspecting the Challenge Rating 0-1 "Beasts", I found some interesting options...apes, Giant Spider...and my personal favorites...Giant Toad, Dire Wolf & Almiraj.
The Dire Wolf, in particular, has good party synergy with Pack Tactics.
The capstone feature is rock solid...giving the scholarly Wizard a bit of party support by either healing a party member completely, removing all their sickness or disease, or "Raise Dead".
So I'm having a bit of renewed interest in the subclass that I didn't have before...also, "Transmutation" spells have, to me, the best spells in their entirety when compared to the others...with only Conjuration (barely) rivaling theirs, and perhaps Evocation.
It was the features I had written off as a bit boring...but when really thinking about how to use them in tandem with spells, I think it sort of clicked.
I'd be curious to hear people's experiences with Transmutation Wizards...I'm plotting a character for a future campaign, and was wondering if this subclass had merit (I'm waffling between Conjuration, Evocation & Transmutation).
I can’t stress how much I like this post. When evaluating classes we need to sometimes forget the mechanical, white room, armchair analysis we do that somehow ranks subclasses from Hero to Zero.
In practice, this is not a white room.
And what I notice a lot subclass designs is that they’re not just designed in white rooms, they’re designed with play testing. And that’s the perspective you’re applying here. :)
All of the stuff you said above is true and it’s what makes Transmuters so much fun - you’ve got almost infinite utility.
- Already have a fire resistance ring and going up against a Red Dragon? Hand your Stone with Fire Res to your front line fighter.
- You can look 13 years old until you die. The perfect disguise...
- You literally are the only Wizard with Resurrect and Heal/Greater Restoration without multiclassing at all.
- Once you get Spell Mastery, you have infinite changes on your Stone.
- Major Transformation ... 10 minutes and you’re through any wall you come across (stone to sand).
Another trick I have found is to take a level of Arcane Cleric first. Medium armor and Shields and two extra wizard cantrips (pick non attack stuff). Better to get Wis/Cha since your Int Save should be just fine. Plus while not really a healer you can pop your team back up with a Healing Word and provide them with Guidance.
You also get permanently prepared Magic Missile (no attack roll/Saving Throw) and Detect Magic.
The cleric also has a level 1 ritual Transmutation spell Purify Food and Drink. Since this is a ritual spell you can keep it prepared and when you need to swap the stone properties, out of combat, you do not need to burn a spell slot. You can get Skywrite as a ritual at level 2 from wizard but seems a little flashy for being sneaky in a dungeon. The other transmutation rituals are level 3.
Love the Arcana Cleric.
Have to say, though...as long as it's offered at the table, a single level of "Artificer" provides great wizard cantrips, and Intelligence-based spells (among them, Faerie Fire, Sanctuary, and even Purify Food & Drink or Cure Wounds).
And since Transmutation Wizards can gain Constitution Saving Throw Proficiency at their leisure after Level 6, the multiclass can happen pretty much when you please.