Transmutation

Revised from base 5e
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.   Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

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Transmutation Savant

2nd-level Transmutation feature   The gold and time you must spend to copy a Transmutation spell into your Spellbook is halved.   When you reach 5th level in this class, you learn a 3rd-level Transmutation spell of your choice. You have the chosen spell always prepared, and it doesn’t count towards the number of spells you can have prepared.  

Minor Alchemy

2nd-level Transmutation feature   You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special achemic 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 1 minute 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.   Additionally, you have Proficiency with Alchemist’s Supplies. If you already have this Proficiency, you gain Proficiency with one other type of Artisan’s Tools of your choice.  
 

Transmuter's Stone

6th-level Transmutation feature   When you finish a Long Rest, you can create a Transmuter’s Stone that you imbue with transmutation magic. When you create the stone, choose up to a number of benefits equal to half your Proficiency Bonus (minimum of 1) from the following options:
  • Darkvision with a range of 60 feet.
  • An increase to Speed of 10 feet while the creature is not Encumbered.
  • Proficiency in Constitution Saving Throws.
  • Resistance to Acid, Cold, Fire, Lightning, or Thunder Damage (your choice when you choose this benefit). You may choose this benefit more than once.
  • Altered eye, hair and/or skin color(s).
  • An inability to produce smells; you smell like nothing. Creatures with features or senses like Scent cannot detect you on smell alone.
  • Remove the need to wear Assistive Items that help with sight, smell and/or hearing (e.g. eyeglasses).
  • Grow or shrink one foot in height.
  • Can hold its breath for an additional 30 minutes.
  • Power a prosthetic limb.
You can benefit from the stone yourself or give it to another willing creature. You gain all of the selected imbued benefits while your Transmuter’s Stone is on your person. Any other creature gains only one benefit of your choice as long as the stone is in the creature’s possession.   Each time you finish a Long Rest or cast a Transmutation spell of 1st level or higher, you can change one benefit of your stone if the stone is on your person. If you create a new Transmuter’s Stone, the previous one ceases to function.  
 

Shapechanger

10th-level Transmutation feature   You add the Polymorph spell to your Spellbook or, if it is already there, you may add a Transmutation spell of up to 5th level from the Wizard Spell List to your Spellbook. 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 appropriate Spell Slot.  
 

Master Transmuter

14th-level Transmutation feature   You can use your Action to consume the reserve of transmutation magic stored within your Transmuter’s Stone in a single burst, destroying it. When you do so, choose one of the following effects.
  • 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 of 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 that you touch with the Transmuter’s Stone. The creature also regains all its Hit Points.
  • Pure Transmutation. Cast a Transmutation spell of 4th level or lower, of your choice. The spell does not need to be from the Wizard Spell List, and it does not need to be a spell from your Spellbook. The spell still requires you to expend the appropriate Spell Slot for it.
  • 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. This effect doesn’t extend the creature’s lifespan.