Base Class: Artificer
A Transmuter specializes with enhancing and manipulating mater, whether it be living mater or on objects. They expertly enhance living creatures without fail, and reshape non-living mater with ease. They are known throughout the realms as many titles; flesh sculptures, biomancers, augmenters. They seek the hidden truths that lie in the physical form, which has lead to many failed "experiments" of deadly monstrosities that roam the world without a master.
Tool Proficiency
3rd-level Transmuter feature
You gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Transmuter Spells
3rd-level Transmuter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Transmuter Spells
| Transmuter Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Enhance Being
3rd-level Transmuter feature
You learn to alter yourself or a creature you touch during an hour long procedure in order to create a near perfect being. You choose one feature from the Creature Enhancement table. Once you choose an option from this feature, it is permanent. A greater restoration or similar magic can undo the effect. A creature can only benefit from one enhancement from this table at a time. At 6th level and again at 15th level you can choose another option from this feature, or apply it to another creature. Applying this effect on yourself or another creature requires you to have leatherworker's tools on your person, and must be done during a long rest.
Creature Enhancement
| Enhancement | Effect |
|---|---|
|
Aquatic Adaption |
The creature gains a swimming speed equal to their movement speed and can breathe underwater. |
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Feral Adaption |
The creature's unarmed strikes deal an additional 1d4 slashing damage and they gain a climbing speed equal to their movement speed. |
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Heightened Senses |
The creature gains advantage on Wisdom (Perception) checks that rely on hearing or smelling. |
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Cat Eyes |
The creature gains darkvision to a range of 60-feet. |
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Tough Skin |
The creature gains resistance to cold or fire damage (Your choice as you choose this option). |
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Poisonous |
The creature gains resistance to poison damage and their blood becomes poisonous. They can use their blood to make poisons. |
Transmutable Expert
5th-level Transmuter feature
You've expertly learned to use spells that modify the body, allowing you to have an edge in combat. Whenever you cast a transmutation spell that has the range of touch or self, you can choose one willing creature within 5-feet of you when you cast the spell to duplicate the effects of the spell onto that creature. If the spell requires concentration, you concentrate on the spell for both creatures.
Advanced Enhancement
9th-level Transmuter feature
You further alter yourself by performing a new enhancement procedure. You choose one feature from the options listed. Once you choose an option from this feature, it is permanent. A greater restoration or similar magic can undo the effect. If the effect is removed, you may choose a new effect to apply by performing the procedure again. Applying this effect on yourself requires you to have leatherworker's tools on your person, and must be done during a long rest.
Acidic Glands
You gain resistance to acid damage and you can secrete acid from glands in your mouth to apply a coating to weapons as an action, that deal an additional 1d6 acid damage on hit.
Enhanced Reflexes
You gain advantage on Dexterity checks.
Heightened Endurance
You gain a advantage on Constitution checks.
Regenerative Tissue
When you take a short rest, you heal for additional hit points equal to your proficiency modifier per hit die.
Synthetic Muscles
You gain advantage on Strength checks.
Tranquil Mind
You gain advantage on Wisdom saving throws.
Transmutation Master
15th-level Transmuter feature
You have mastered the ability of enhancing mater to a point that you it becomes second nature to you, granting you some additional features:
- You gain resistance to piercing and slashing damage from nonmagical weapons.
- You can cast etherealness and animal shapes without expending a spell slot and without preparing the spell, provided you use your leatherworker's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Previous Versions
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12/29/2021 1:15:20 AM
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Coming Soon
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