School of Transmutation

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.    

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 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.    

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet

  • An increase to speed of 10 feet while the creature is unencumbered

  • Proficiency in Constitution saving throws

  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect 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

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. If you already know polymorph, you can pick a 4th level wizard spell or lower and add that to your spellbook. Polymorph is always prepared and does not count toward your prepared spells.

You can cast polymorph on yourself without expending a spell slot. When you do so, you transform into a beast whose challenge rating is 1 or lower. You can keep your mental ability scores and your Concentration for this cannot be broken as a result of taking damage. Once you cast polymorph in this way, you cannot do so again until you finish a short or long rest. However, you can still cast polymorph using an available spell slot.

While transformed you can shift between beast forms a number of times equal to your Intelligence modifier without recasting the spell or changing the spell’s duration, but each form maintains the same amount of damage taken and any conditions.

For Example: An Owl with 1 of 3 HP changes into a Cat with 2 of 4 HP then changes into a Tiger with 35 of 37 HP.

If you cast polymorph on a target other than yourself, the spell works under the normal parameters. The target does not benefit from the additional perks, mentioned above, that you do.    

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.   Etherealness. As a reaction when an attack would reduce your hit points to 0, before taking the damage, you can cast the etherealness spell on yourself without expending a spell slot.   Major Transformation. You can transmute one nonmagical object – no larger than a 5-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.   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.
Click here to return to Wizard.
 
                                               

Comments

Please Login in order to comment!