Base Class: Wizard
Alchemy: the science of understanding, deconstructing, and reconstructing matter. You practice the science of converting matter into other forms, manipulating and changing it to serve you. You twist and shape matter to suit your purposes, creating weapons and other useful things out of the ground, changing one thing to another, useful for utility and combat.
Transmutation Adept
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 nonmagical object, changing it from one substance into another. You 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. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Transmutation Circle
Starting at sixth level, you can cast any transmutation spell that is in your spellbook and not 9th level without using a spell slot and material or verbal components. In order to do so, however, you must double the spell's casting time in order to draw a transmutation circle on an available surface. This ability can be used a number of times per long rest equal to your intelligence modifier.
Soul-Fueled Transmutation
You can cast a Transmutation spell, but you use your soul to fuel the transmutation and apply one of the following effects to it:
- It expends no spell slot.
- It affects an area twice as large as normal.
- If the spell does damage, you can re-roll a number of its damage dice equal to your Intelligence modifier.
- Its casting time is reduced to Instantaneous.
The first time this feature, you suffer no negative side effects, and can use it again without any after a long rest to allow your soul to replenish. However, if you use it again without taking a long rest you begin to take Necrotic damage. You take 1d8 on your first use without a rest, then 2d8, then 3d8, and so on. If you are reduced to zero hitpoints by this feature, you cannot be revived by any means short of a Philosopher's Stone, Divine Intervention, or a Wish spell. For every d8 of damage done, your lifespan is also reduced by a day.
Alchemical Specialisation
You specialize into a particular form of alchemy: metal, flame, truth, ice, blood, or stone, and gain benefits appropriate for it.
- Metal Alchemy: You learn to master the act of shaping metal. When casting a Transmutation spell that shapes or manipulates metal (such as Fabricate), you don't need proficiency in any tools to create weapons or tools from it. In addition, the weapons/tools you create use 2x your Intelligence modifier instead of their own.
- Flame Alchemy: You learn the secrets of transmuting air into a flammable mix and igniting it. Any Evocation spells you know that deal fire damage are considered Transmutation spells for the purposes of your other class abilities.
- Truth Alchemy: You learn the secret to Circle-less transmutations. When using your Transmutation Circle ability, one of the 3 uses per long rest does not extend the time of your casting. Instead of drawing a circle, you clap your hands and slam them to the surface you wish to transmute.
- Ice Alchemy: You unlock the secrets of manipulating ice. You can freeze up to 5 square feet of water, as long as it has no creatures or objects inside it, and manipulate the ice into a simple shape, such as a circular disk, a sphere, or a cube.
- Blood Alchemy: You learn to manipulate the power of blood runes. Once per three long rests, you can mingle the blood of a creature deceased in the last 3 minutes with your own, and draw a blood seal on an inanimate object of your choosing. Their new stats are chosen by the DM, apart from Wisdom, Charisma, and Intelligence, which they retain, and they cannot move unless the object is a suit of armor. If the object is a suit of armor, their physical stats depend on what kind of armor. For Heavy: STR: 18, DEX: 12, CON: 16. For Medium: STR: 15, DEX: 14, CON: 14. For Light: STR: 12, DEX: 18, CON: 14. They are treated as though they are wearing that armor.
- Stone Alchemy: You learn the spell "Wall of Stone" if you don't already know it, and when casting it you don't need to maintain concentration.
Blood Alchemy
You learn to manipulate the power of blood runes. Once per three long rests, you can mingle the blood of a creature deceased in the last 3 minutes with your own, and draw a blood seal on an inanimate object of your choosing. Their new stats are chosen by the DM, apart from Wisdom, Charisma, and Intelligence, which they retain, and they cannot move unless the object is a suit of armor. If the object is a suit of armor, their physical stats depend on what kind of armor. For Heavy: STR: 18, DEX: 12, CON: 16. For Medium: STR: 15, DEX: 14, CON: 14. For Light: STR: 12, DEX: 18, CON: 14. They are treated as though they are wearing that armor.
Flame Alchemy
You learn the secrets of transmuting air into a flammable mix and igniting it. Any Evocation spells you know that deal fire damage are considered Transmutation spells for the purposes of your other class abilities
Ice Alchemy
You unlock the secrets of manipulating ice. You can freeze up to 5 square feet of water, as long as it has no creatures or objects inside it, and manipulate the ice into a simple shape, such as a circular disk, a sphere, or a cube.
Metal Alchemy
You learn to master the act of shaping metal. When casting a Transmutation spell that shapes or manipulates metal (such as Fabricate), you don't need proficiency in any tools to create weapons or tools from it. In addition, the weapons/tools you create use 2x your Intelligence modifier instead of their own.
Stone Alchemy
You unlock the secrets of manipulating Earth's mineral matter. You learn the spell "Wall of Stone" if you don't already know it, and when casting it you don't need to maintain concentration.
Truth Alchemy
You learn the secret to Circle-less transmutations. When using your Transmutation Circle ability, one of the 3 uses per long rest does not extend the time of your casting. Instead of drawing a circle, you clap your hands and slam them to the surface you wish to transmute.
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