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
You can ignore the material component requirement for spells that you cast, unless that spell consumes the component. You must then provide the component but it is not consumed.
Alchemist
Starting at 2nd level when you select this school, you can alter the physical properties of nonmagical objects within 30 feet, changing them from one substance into another. Using your action, you can perform a special somatic gesture and alter an object composed entirely of earth, wood, stone (but not a gemstone), iron, lead, copper, or silver, transforming it into a different one of those materials.
Alternatively, you can transmute an inanimate nonmagical object into another inanimate nonmagical object. In either case, the affected area or object must fit into a medium sized space. These changes last indefinitely and as an action, you can choose to end the change early. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. At 10th level, the affected area or objects must fit into a large sized space.
Metamagic Expert
At 10th level, when you cast a spell that does fire, cold, thunder, lighting, acid or poison damage, you can transmute the spell and cause it to deal one of those damage types
Philosopher’s 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:
- Truesight out to a range of 120 feet
- An increase to speed of 30 feet while the creature is unencumbered
- Proficiency in Constitution and Dexterity saving throws
- Resistance to acid, cold, fire, lightning, and thunder damage
You can change the effect of your stone whenever you complete a long rest and if you create a new philosopher's stone, the previous one ceases to function.
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 1d10 long rests.
Major Transformation. You can transmute one object—no larger than a 5-foot cube—into another object of similar size and mass. If you attempt to transmute an object into a legendary or artifact object, roll a d100. On a roll of 85 or above the transmutation is successful. Otherwise, the magic rebounds, destroying the stone and each creature within 30 feet must roll on the wild magic table.
Panacea. You remove all harmful magic effects, curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.
Restore Life. You cast the [Tooltip Not Found] spell on a creature you touch with the transmuter’s stone and can roll 2d100, choosing either result when determining the new race.
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.
Previous Versions
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