Wizard
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 a 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 non-magical object, changing it from one substance into another. You may
use your action to perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different
one of those materials. This transformation lasts for one hour unless you use your action to end it. You can use this ability a number of times equal to your Intelligence bonus, and you
regain your expended uses when you complete a long rest. Additionally, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

The Cure Wounds spell is added to your spellbook. It is a Wizard spell for you.

Transmuter’s Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores
transmutation magic. When you create the stone, choose a number of benefits equal to your
Proficiency Bonus (minimum one) from the following options:
Darkvision out to a range of 60 feet.
Movement speed 10-foot increase 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). You may choose this benefit more than once to gain multiple
resistances.
Water breathing.
A 100% increase or 50% decrease to body hair.
Altered skin colors and patterns, such as to resemble a tattoo. This can also apply to scales,
furs, and other body coverings.
Slightly deepened or heightened voice tone.
Altered body hair color.
Enhanced sense of smell for +1 to Perception checks that rely on smell.
Remove the need to wear glasses or otherwise aid vision.
Improved reflexes for +1 to Initiative checks.
Altered eye color.
Power a prosthetic limb.
Facial beauty as if always wearing makeup, granting +1 to Persuasion checks.
Grow or shrink one foot in height.
Conceal all body blemishes, such as warts, scars, moles, or birthmarks.
Blindness.
Deafness.
Smell like fragrant perfume or cologne.
Stink like disgusting body odor and poor hygiene.
Smell like nothing (you don’t produce smells).
Inability to feel physical pain. Great for medical procedures!

You can benefit from the stone yourself or give it to another willing creature. You gain all the
selected benefits your stone is imbued with when you hold it. Another creature holding your
stone will only receive one of the imbued benefits (your choice).

Each time you cast a transmutation spell of 1st level or higher, you can change one
beneficial effect of your stone if the stone is on your person. If you create a new transmuter’s
stone, the previous one ceases to function.

If a creature holds your Transmuter’s Stone when it shapeshifts into a different creature
(such as by the Polymorph spell), and the carried Transmuter’s Stone merges with the new
form, the creature retains the ability to audibly speak languages known in its normal form
(even if the form lacks mouth, tongue, teeth, lungs, etc.), and it may retain its mental stats
(Int, Wis, Cha). The Transmuter Stone’s holder can gain the stone’s benefits as normal while
the stone is merged into the new form as if the creature were carrying the

Residual Recycling

Beginning at 10th level, casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation
spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast.

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 can’t be remade until you finish a long rest.

Major Transformation: You can transmute one nonmagical object—no larger than a 10-foot
cube—into another nonmagical object of similar size and mass and equal or lesser value.
You must spend 10 minutes handling the object to transform it.

Panacea: You remove all curses, diseases, and poisons affecting a creature you touch with
the transmuter’s stone. The creature also regains all its hit points and loses one level of
Exhaustion.

Restore Life: 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.

Restore Youth: 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.

Pure Transmutation: Cast a transmutation spell of 6th level or lower. It does not need to be
from the Wizard spell list, and it does not need to be a spell from your spellbook.

Diminutivity: You touch the Transmuter’s Stone to a willing medium or small creature. The
creature’s size becomes tiny for eight hours, or until either you or the creature wills the effect
to end.

The Master Transmuter feature is already a unique, useful ability. I slightly tweaked its
effects by increasing Major Transformation’s size limitation and adding Exhaustion relief to
Panacea. I made Pure Transmutation the main addition for greater flexibility to cast a
transmutation spell in an unexpected moment of need. It’s like a weaker, specialized Wish
spell.

School Of Transmutation (Revised) Image

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