Wizard
Base Class: Wizard

You are a student of magic that modifies energy and matter. To you, change is beautiful and something of a fantastical nature. As you begin to master the agents of change, your ability to alter material, creatures, and the world around you becomes ever greater.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Alchemical Genius

Starting at 2nd level when you select this school, you can alter the physical properties of a nonmagical object, changing it from one substance into another. You can touch one object composed entirely of one material transforming it into a different one of equal or lesser value. For every hour you spend performing the procedure, you can transform up to one size class greater of material. Tiny objects are transmuted instantly. At 2nd level you may only transmute tiny or small items. The size of the objects you can transmute increases to medium at 6th level, large at 10th level, and any size greater than large at 14th level. 

You must remain in contact with the object for the entire duration of time it takes to fully transmute the item. If you break physical contact with the item, it reverts back to its original substance and the process must begin again.

This ability requires your concentration (as if you were concentrating on a spell).

Master Transmuter

Beginning at 6th level, casting transmutation spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Creative Endeavor

At 10th level, you can specialize in creating an item of intense magical power. Spending 8 hours, you can magically create one of the following options:

Circlet of Change

 Circlet of Change. While wearing this circlet, you gain the following benefits:

Elixir of Life

Elixir of Life. When you create this elixir, you create a potion with one use and your choice of one of the following benefits: 

  • The elixir casts greater restoration.
  • The elixir can restore hit points equal to your wizard level plus your Intelligence modifier.
  • The elixir casts revivify.

When the elixir is consumed, another may be remade after a long rest.

Only one Elixir of Life can be in existence at a single time.

Researcher's Ruby

Researcher's Ruby. While holding this gem, when you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. As a reaction, you can temporarily replace the damage type of a spell cast within 30 ft of you with a type that appears in another spell in your spellbook. You can use this reaction a number of times equal to your proficiency bonus and resets on a short rest.

Ex Nihilo

Starting at 14th level, you can now ignore the material component requirements needed to cast Transmutation spells of 5th level or lower.

Magnum Opus

Starting at 14th level, after choosing your Creative Endeavor, your Researcher's Ruby, Elixir of Life, or Circlet of Change have an additional bonus.

Eye of Ultimate Alteration

When you wear the Circlet of Change, you can now cast True Seeing twice per day.

Font of Eternal Youth

When you create the Elixir of Life, as one of its options, you can create an elixir that reduces a creature’s age by 3d10 years, to a minimum of 13 years of age. This form of the elixir changes a creature's actual age.

Gem of Resurrection

While holding the Researcher's Ruby, if you drop to 0 hit points, you can drop to 1 hit point instead.

Upon use of this feature, the gem shatters and must be remade.

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