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 and learn to alter both physical forms and mental qualities. 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.
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an transmutation spell into your spellbook is halved.
Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed of one material or an object of multiple materials into an object of one single material of choicd. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 24 hours, the object reverts to its previous materials. If the object is consumed or destroyed it will revert to the original material. Spells cast with it as a component require an Intelligence (Arcana) Check with a DC of 10 + Spell Level or be ended at this time. Creatures with the reverted material inside of them who cannot normally consume this material must make a Constitution Saving Throw vs your Spell Save DC or take 1d8 Poison damage. The DM may decide to change this damage type and amount when appropriate such as acids converted to food and then changed back after 24 hours. Creatures who inspect the object can determine if it is been alchemically changed from a different material by making an Intelligence (Investigation) check with a DC equal to your Spell Save DC over the course of 10 minutes of close examination and need familiarity with the material.
The total value of all materials your transmute from all objects you have processed can cost upto 1000 gp per your Wizard level, such as one object of 1000 gp or two objects of 500 gp each.
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, as described in chapter 8.
- 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).
- Advantage on their next Intelligence, Wisdom, or Charisma skill check. Regardless of success the stone ceases to function.
At 10th level you may choose one of the following benefits instead. Thee benefits cause the Stone to cease function after 1 hour.
- Blindsight out to a range of 60 feet but unable to see beyond that range.
- Truesight out to a range of 5 feet.
- An increase to speed of 30 feet while the creature is unencumbered.
- They may choose to succeed a Saving Throw after they fail the roll but before the DM describes what happens.
- Resistance to all damage types except from magical weapons.
- Advantage on their next three skill checks. Regardless of success the stone ceases to function after three skill checks.
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.
You can have a number of these stones equal to half of your proficiency bonus rounded down.
If you create a new transmuter's stone beyond your limit the oldest ceases to function.
Shapechanger
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Master Transmuter
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and more can't be remade until you finish a long rest.
You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points and all levels of exhaustion are removed.
You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.
-
View User Profile
-
Send Message
Posted Feb 24, 202667