Base Class: Wizard
The Academy of Mutation wizards specialize in altering themselves.
Mutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell that affects a creature(including yourself) into your spellbook is halved.
Mutation
Starting at 2nd level when you select this Academy, you start Mutating yourself. You gain a replacement for your unarmed strike. In addition, you become more stealthy. You have advantage on Stealth checks, and your movement cannot be detected by hearing.
Tough Hide
You gain a natural armor of 13 + your Dexterity modifier while you are not wearing armor.
Stone Skin
Your skin hardens, you gain resistance to physical damage from non-magical attacks.
Hardened Form
At 14th level, you gain resistance to all damage other than psychic.
Why is your comment like that?
Sounds awesome, 1/5. Yeah, you need to put actual thought and detail into your work dude. Also your capstone is just overpowered plain and simple. If it was something such as ¨this lasts for 1 minute and can be used up to your intelligence modifier (minimum of 1).¨
I like the idea, but you may have gotten a little bit sloppy when it came to making this. I like the idea of a mutation-based Wizard, but there are a few things you might want to fix:
1) Mutation at second level seems fine at first, but I’m confused on the unarmed strike. It says “You gain a replacement for your unarmed strike.” But what replacement? You could say that you have a choice between fangs, talons, and claws and list the stats for all (reference to the Aarakocra talons, the vampire’s fangs, and Tabaxi claws) so that they have a choice. Mainly the thing that’s different between them is that they’re located on different parts of the body. I love the idea, you just need to be more specific!
2) I have a huge problem with Mutation though, and that’s the stealthy part. What does stealth have to do with mutations? I understand cats and all, but this isn’t a race. I recommend that you remove the stealthy part, as it doesn’t fit in. If you REALLY want to keep it though, maybe make another category like “feline grace” or something.
3) I think Tough Hide is great, but what level do you get it at? You failed to mention.
4) The same problem in number three is also emphasized here, just with Stone Skin. What level do you get it at? Either way, I believe that gaining a resistance to physical, non-magical damage is very overpowered as that damage type is very common (slashing, bludgeoning, and piercing damage). However, if you get this trait at a high level, like 14th or so, I’m fine with it.
5) While the previous one was standing on the edge, this one is clearly over the limit. While with Hardened Form I appreciate you not making it too overpowered by cutting off resistance to psychic damage, it’s still overpowered sadly. Resistance to ALL except one type of damage is just too much, even at 14th level. I plead that you please remove this trait and maybe replace it with a more reasonable, less overpowered one.
Those might’ve seemed like a lot of complaints, but honestly, they’re just tiny cracks that I’ve found. All you need to do is fix the hairline cracks, and you’re good! Overall this is very interesting, and I see a lot of potential, which brings me to a different kind of suggestion. You have barely any traits, and because I asked you to remove one and modify the others, naturally you need more. I have some ideas regarding this, and you may not want to use them, but I encourage you to at least read them:
1) So leaning to more of a mutation idea, I think that at a certain level you can pick a type of animal (like cat, bird, bear, frog, snake, etc) and you can mutate into some of the animal’s traits. So I’m going to list some options based on the animals I listed:
Cat: You start to mutate into parts of a cat, and gain the following benefits of _____ and _____ and _____ etc (claws, dexterity bonus, curiosity, cat ears, fur, always land on their feet/ feather fall spell, etc, then go down and explain them) and at maybe 16-17th level, you can polymorph into one without using a spell slot. Follows the rules of polymorph.
Bird: You start to mutate into a bird, and gain the following benefits of _____ and _____ and _____ etc (beak, wings, talons, feathers, etc, then go down and explain them) and at maybe 16-17th level, you can polymorph into one without using a spell slot. Follows the rules of polymorph.
Bear: You start to mutate into a bear, and gain the following benefits of _____ and _____ and _____ etc (fur, claws, strength bonus, hibernation/ like an elf’s trance, intimidation skill, etc, then go down and explain them) and at maybe 16-17th level, you can polymorph into one without using a spell slot. Follows the rules of polymorph.
Frog: You start to mutate into a frog, and gain the following benefits of ____ and ______ and _____ etc (sticky, long tongue, amphibious, hopping, better climbing, better swimming, etc, then go down and explain them) and at maybe 16-17th level, you can polymorph into one without using a spell slot. Follows the rules of polymorph.
Snake: You start to mutate into a frog, and gain the following benefits of _____ and _____ and _____ etc (better in hot climates/ desert terrain, resistance to heat, immune/resistant to poison damage and/or condition, fangs with poison, squeeze, etc) and at maybe 16-17th level, you can polymorph into one without using a spell slot. Follows the rules of polymorph.
Of course, that was only one idea, and you need to make and add way more, but feel free to add it! I like this, I see that it has a lot of potential, and after writing a whole short story on this I also hope that you were able to read all of this. Thank you, and have a good day!
Too OP, too little detail. Meh
How do you mean?
I like the idea of a mutation focused Wizard, and even like the idea of the time and gold cost reduction being specifically for transmutation spells that affect creatures.
The rest of this seems unfinished.