Base Class: Wizard
You study spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable. Your magic gives you the tools to become a smith at reality’s forge.
Some Transmuters are tinkerers and pranksters. Others pursue their magical studies with deadly seriousness, seeking the power to make and destroy worlds.
Level 3: Transmutation Savant
Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Transmuter's Stone
When you finish a Long Rest, you can create a magic stone that lasts until you use this feature again. The stone is a Tiny object, and you can use it as a Spellcasting Focus for your Wizard spells. A creature with the stone in its possession gains proficiency in Constitution saving throws. When you create the stone, choose a number of benefits equal to your Proficiency Bonus from the following effects. You can change the stone’s benefit when you cast a Transmutation spell using a spell slot.
- Darkvision out to a range of 60 feet.
- Movement speed 10-foot increase while the creature is unencumbered.
- 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!
Level 3: Wonderous Alteration
You always have the Alter Self spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest.
While under the effects of Alter Self, you gain an additional benefit for each of its options.
Aquatic Adaptation. While underwater, you can take the Dash action as a Bonus Action.
Change Appearance. You have Advantage on Charisma (Deception) checks.
Natural Weapons. The damage of your new growth increases to 2d6 damage of the type associated with the growth. You also have Advantage on Constitution saving throws to maintain Concentration.
Level 6: Empowered Transmutation
When you cast a Transmutation spell that doesn’t deal damage, such as Fly or Magical Weapon, using a spell slot, you can treat the spell as if it were cast using a spell slot 1 level above the slot expended.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 10: Potent Stone
Your Transmuter’s Stone is more versatile. When you create your Transmuter’s Stone, you can choose up to two benefits. You can choose each option other than Resistance only once. If you choose Resistance twice, you must choose different damage types. You can change either or both benefits when you cast a Transmutation spell using a spell slot.
In addition, the following are now among your benefit options for Transmuter’s Stone.
Mighty Build. The bearer has Advantage on Strength saving throws. The bearer also counts as one size larger when determining its carrying capacity.
Tremorsense. The bearer gains Tremorsense with a range of 30 feet.
Level 10: Shapechanger
You always have the Polymorph spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest.
In addition, when you target yourself with the spell, you can modify the spell to gain the benefits below. Once you modify the spell using this feature, you can’t do so again until you finish a Long Rest.
Game Statistics. You retain your personality, memories, and ability to speak. You also retain your Intelligence, Wisdom, and Charisma scores; class features; languages; and feats.
Transmute Spells. You can cast Transmutation spells while shape-shifted, except for any spell with a Material component that has a cost specified or is consumed by the spell.
Level 14: Master Transmuter
While you carry your Transmuter’s Stone, you can take a Magic action to consume the reserve of transmutation magic stored inside and choose one of the following benefits. After you use your Transmuter’s Stone in this way, the stone crumbles to dust. You can prevent the stone from crumbling by expending a level 5+ spell slot as part of the Magic action you take using this feature.
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. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.
Pure Transmutation. Cast a transmutation spell of 5th 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.
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