Wizard
Base Class: Wizard

 

Wizard Level

Feature

2nd

Transmutation Savant, Applied Reconstruction

6th

Malleable Form

10th

Prolonged Regeneration

14th

Reintegration Field

Transmutation Savant

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.

Additionally, you learn the mending cantrip. This does not count towards the number of cantrips you know.

Applied Reconstruction

Starting at 2nd level, you can use fragments of transmutation magic to heal your allies. When you cast a transmutation spell of 1st level or higher, you can use this feature to cause an allied creature within 60 feet to regain hit points equal to 1d4 per spell level plus your Intelligence modifier.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all expended uses when you finish a long rest.

Malleable Form

When you reach 6th level, you gain the ability to freely change form. You add the alter self spell to your spellbook, if it is not already there. You can cast alter self at will.

Prolonged Regeneration

At 10th level, your Applied Reconstruction continues to heal over time. Whenever you use your Applied Reconstruction feature, your target continues to regain hit points for a number of rounds equal to your proficiency bonus. The creature regains hit points equal to your Intelligence modifier (minimum 1) at the start of its turn, provided it has at least 1 hit point.

Additionally, if your target is diseased, poisoned, blinded, deafened, or stunned, you can end one of those conditions affecting them.

Reintegration Field

When you reach 14th level, you can use an action to emit an aura of raw transmutation magic that simultaneously tears at your enemies and heals your allies for 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a hostile creature starts its turn within 30 feet of you, it must make a Constitution saving throw. On a failed save, it takes 4d8 force damage and another creature of your choice within range regains hit points equal to half the damage dealt. On a successful save, it takes half as much damage.

Once you use this feature, you can’t do so again until you finish a long rest or expend a spell slot of 3rd level or higher on it.

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