Base Class: Wizard
Within the halls of magical academia, there exists a unique group of wizards known as Alchemical Transmogrifiers. They delve deep into the mysteries of elixirs and concoctions, seeking to harness the untamed forces of transformation. Drawing inspiration from the classic tale of Jekyll and Hyde, these enigmatic spellcasters walk a precarious path, manipulating their very essence to embody two distinct personas.
Alchemical Transmogrifiers possess a profound understanding of the art of transmutation and the power of alchemy. They are masters of crafting elixirs that unleash their inner duality. With every sip of their potent Transmogrification Elixir, they surrender to their dual nature, becoming something more, or perhaps something darker.
Master Alchemist
Beginning when you select this school at 2nd level, You gain proficiency in alchemist's supplies
Alter Ego
Beginning at 2nd level, A number of times per long rest equal to your intelligence modifier you may concoct a transmogrification elixir, this takes 25 minutes of concentrated work. This elixir may be drunk by you for s bonus action allowing you to enter your alter ego ("Hyde"). While in your "Hyde" form you gain the following benefits and disadvantages(some of these change at 6th and 14th level:
- You may concentrate on two spells at once
- you gain advantage on all constitution and strength saves
- you cannot be charmed or frightened
- you lose the ability to distinguish between friend and foe amongst creatures within 10 feet of you
- you are chaotic neutral
- you cannot be healed or gain temporary hit-points
- you gain disadvantage on insight, deception and persuasion
- you become unrecogniseable
After you revert to your original form after a number of minutes equal to your wizard level you have no memory of your actions while transformed
Potent Elixir
Starting at 6th level, You have far greater mastery of your elixir crafting, you can craft the elixir in just 10 minutes and while transformed you have greater awareness, you gain the ability to distinguish between friend and foe while transformed and no longer have disadvantage on insight checks.
Empowered Elixirs
Beginning at 10th level, Every time you drink a potion or elixir(before resolving its effects) gain temporary hit-points equal to 1d6+INT modifier(min 1)
Duality of man
Starting at 14th level, A bonus action alone allows you to enter your alter ego ("Hyde"). While in your "Hyde" form you gain the following benefits and disadvantages
- You may concentrate on two spells at once
- you can add your intelligence modifier to you AC
- you gain advantage on all constitution and strength saves
- you cannot be charmed or frightened
- you are chaotic neutral
- you gain disadvantage on deception and persuasion
- you become unrecognizable
After you revert to your original form after a number of minutes equal to your wizard level you even have memory of your actions while transformed
Previous Versions
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