Base Class: Wizard
Let's be real, the original transmutation wizard got done dirty. So Imma try to rectify that. This subclass has a few goals: 1) replace the bad features with actually useful stuff 2) make the transmutation feel like the terrain modifying, world altering caster that comes on the tin 3) make it much more versatile
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.
Minor Alchemy
Starting at 2nd level when you select this school, you can 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 every six seconds you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or when you end it as an action, the material reverts to its original substance.
Philosopher’s Stone
Starting at 6th level, you can spend 8 hours creating a Philosopher’s stone that stores transmutation magic in the form of points. When you cast a transmutation spell, the stone captures a number of points equal to the spell level minus one. The total number of points the Philosopher's stone can hold is equal to twice your Wizard Level plus your intelligence modifier.
These points can be used to various effects.
Transmutation. As an action, 1 point can be expended to change the shape of a tiny nonmagical object, 5 points for a small nonmagical object, 10 points for a medium nonmagical object, 15 points for a large nonmagical object, 25 points for a huge nonmagical object, and 50 points for a gargantuan nonmagical object. The new shape must maintain the law of equivalent exchange unless new matter is being provided. This change in shape cannot deal damage directly and lasts for eight hours.
Enchantment. 10 points can be expended to turn a nonmagical weapon into a +1 weapon of the same type. An additional 20 points need to be expended to turn a +1 weapon into a +2 weapon of the same type. And an additional 30 points need to be expended to turn that same +2 weapon into a +3 weapon. The same rules apply for tools, ammunition, and armor. This effect lasts for 48 hours or until dispelled. If maintained for one month, the effect becomes permanent.
Biomodification. As a ritual, lasting one minute, you may expend 10 points to grant one allied creature resistance to one damage type of your choosing for the next 8 hours. Additional points may be expended to extend the duration of the resistance, 2 points for every additional hour. You also learn a second ritual to grant a creature improved senses. 5 points for darkvision, 15 points for tremorsense, and 25 points for blindsight. The duration and rules for extending the duration are the same as the previous ritual.
Philosopher's Lock. Once you've filled a Philosopher's stone to maximum capacity, you can lock it. Locking it freezes the input and output of points in the stone. In other words, once you lock a stone, you can't use it as a normal Philosopher's stone anymore. However it does allow you to create a new one. As a bonus action, you can crush a locked stone, and imbue yourself with the points you previously put into stasis. These points, unlike those in your current Philosopher's stone, vanish after your next long rest.
If you create a new Philosopher’s stone, the previous unlocked one ceases to function.
Points Captured = Spell Level
Total Points = (2 x Wizard Level) + Intelligence Modifier
Adept Shapechanger
At 10th level, you add the polymorph spell to your spellbook, if you already have it, add a new transmutation spell instead. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Additionally, transmutation spells that you are concentrating on can't be broken because of taking damage.
Master Transmuter
Starting at 14th level, you've mastered the entire skill tree of transmutation and thus have accessed new abilities for your Philosopher's stone as well as Point Debt. If you drain your Philosopher's stone dry of points, you still have an option for using it. You continue expending points and gain a Point Debt. While you have a Point Debt, you cannot regain hit points from hit dice. Rather, these hit points go to repaying your Point Debt. Additionally, you only regain half of the spell slots you normally would from a short or long rest.
Stage of Matter. Plasma, Gas, Liquid, Solid. You may expend 5 points to transmute one stage into a stage adjacent to it in the order (such as solid to liquid). It takes 10 points to transmute a stage to one that is one stage away (such as solid to gas). And 15 points to transmute a stage two stages away (solid to plasma). In this example, plasma refers to any type of energy. In the given examples, a 10x10 area is being transmuted. An increased area will require 5 points per 5ft. increase. Aka 15x15 requires 10 points from solid to liquid.
Accelerated Weave. By expending 5 points, you can turn a transmutation action (such as using your Philosopher's stone) into a bonus action. By expending 10 points, you can turn a transmutation action into a reaction.
Panacea. By expending 30 points, you remove all curses, diseases, and poisons affecting a creature that you touch with the Philosopher’s stone. The creature also regains all its HP.
Restore Life. By expending 40 points, you cast the raise dead spell on a creature you touch with the Philosopher’s stone, without expending a spell slot or needing to have the spell in your spellbook.
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