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Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Proficiences

Armor:
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Psionics, and Religion

Overview & Creation

The prototypical Mage of Faerun, the wizards are the scholars of magic. Trained in schools to force their minds through esotericly trained spellcraft, Wizards manifest their magic through study. Though they are weaker than other spellcasters, and must undergo year of training and know the largest range of spells, giving them a flexibility of effects others can only dream of. Eventually they gain such mastery over spellcraft their spells of choice are effortless to cast from their mind.  


Class Features

Spellcasting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.  

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Wizard Spells.  

Cantrips

At 1st Level, you know three Cantrips of your choice from the Wizard Spell List. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

Spellbook

At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.  

Preparing and Casting Spells

The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you’re a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one.   Spell Save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack Modifier = your Proficiency Bonus + your Intelligence modifier  

Ritual Casting

You can cast ritual spells you have within your Spellbook. You don’t need to have the spell prepared.  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Learning Spells of 1st Level and Higher

Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook. This can be finding a spell scroll, a rival wizards spell book or notes, even a lesser ritual casters book. The spell cannot be merely transcribed, you must interpret and experiment with their spellcraft and translate it into your own casting. This is because all wizards, all spellcaster even, have unique connections and mental structures that need to be incorporated into the spell. This experimentation and translation has a material cost and time. 1 hour per spell level, as well as a sliding scale of cost; 0gp for cantrips, 5gp for first level, 17gp for second, 62 for third, 150 for fourth, 250gp for fifth, 500gp for sixth, 1000gp for seventh, 2500gp for eighth, and a whooping 5000gp for a ninth level spell.  

Cantrip Formulas

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one Wizard Cantrip you know with another cantrip from the Wizard Spell List.  

Arcane Tradition

Usually the study of wizardry is a broad one, accessing all eight schools of magic for their various powers. However, all archmages have a particular focus, allowing them to transcend the levels of mediocrity. This focus is expressed through a lineage and legacy of magic, known as an Arcane Tradition (options are on the bottom of the page). Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.  

Arcane Recovery

When you reach 2nd Level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day you can spend ten minutes to choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.  

Ability Score Improvement or Feat

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the Feats List.  

Tactical Wit

Starting at 5th level, your keen ability to assess tactical situations allows you to take advantage of enemy groupings. In your first rounds of combat, you can give yourself a bonus to initiative rolls equal to your Intelligence modifier.  

Arcane Academia

At 7th level, your magical research allows you to more closely customise your individual spell catalog. You can change the spell’s colour, sound, and smell, and you make one of the following modifications to the spell:
  • Components: Alter one of the spell’s components into another; Verbal, Somatic, or Material. Spells that have all three cannot be altered. Material components can be altered into different Matieral components, but any Material components with gold values cannot be reduced or removed.
  • Concentration: If the spell requires Concentration, damage can’t break your Concentration on the spell.
  • Damage Type: If the spell has a damage type, replace it with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. If the spell has multiple damage types, you can change only one of them.
  • Range: If the spell has a range of at least 5 feet and doesn’t have a range of Self, increase its range by 30 feet.
  • Targets: If the spell affects one or more creatures and doesn’t have a range of Self, it now affects only your allies or enemies.
This alteration lasts until your next Long Rest.  

Nerves of Steel

Beginning at 9th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

Spell Mastery

At 15th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that are in your Spellbook. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels.  

Signature Spells

When you reach 18th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level Wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don’t count against the number of Spells you have prepared, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can’t do so again for an hour. If you want to cast either spell at a higher level, you must expend a spell slot as normal.  

Epic Boon

Starting at 20th level, your Intelligence score increases by 2, and its maximum is now 30. Select an Epic Boon of your choice.


Starting Equipment

Roll 4d4 x10gp

  Wizards typically work with at least one hand free for spellcrafting, or holding their magical focus. There is however, a rather large trend to wield an arcane staff as both a focus and weapon. Also it is advisable to get a ranged weapon for the rare event of dealing with beings resistant or immune to magic.


Subclass Options

Abjuration

Abjurers are one of civilisations most respected and beloved schools of magic, for they are protectors and banish the strange and unknown. For who earns more love than the one who saved you with themselves, or seemlessly removed a strange ghost or feyling. Amongst other spellcasters they are met with derision, because they are not visually impressive, merely negating any rival force and a protecting wet blanket.   Abjurer Build
Arcanist Robes [Abjurer] (1gp)
Arcanist Rod (1d6 bludgeoning): 4lb, 10gp
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Abjuration Savant

The gold and time you must spend to copy a abjuration spell into your spellbook is halved. You also learn the Blade Ward cantrip, you can cast it as a bonus action and can use your action to cast a spell of level 1 or higher.  

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.  

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.  

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.  

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.  

Conjuration

A master of planes and locations, conjurers open doorways. To allied creatures, places, or objects unknown by most. Conjuration is paradoxically about travelling without the most important part, the journey itself. Short cuts can be useful though, and more than a few conjurers start in their youth drinking from the wellspring of adventure. Especially as a strong base to making connections their magic can later exploit.   Conjurer Build
Arcanist Robes [Conjurer] (1gp)
Staff (1d6/d8 bludgeoning): 4lb, 2sp
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Conjuration Savant

The gold and time you must spend to copy a Conjuration spell into your spellbook is halved. You also learn the Mage Hand cantrip, your hand can lift up to 20lb, and controlling the spell is a bonus action for you.  

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.  

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.  

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.  

Divination

The most coveted of arts, seers hold the secrets of past, present and future. Royalty and commoner are driven to a great diviner like fillings to a lodestone, and can become a position of great important in any kingdom. This leads a lot of seers to avoid crowds and heavily populated places for much needed solitude. Divination is all about sight and foresight, being able to predict the future, and collect information to better predict the future. You would rather know the ending, that write the book, less surprises that way.   Seer Build
Arcanist Robes [Seer] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Star Orb (20gp) or Divination Bones (5sp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Divination Savant

The gold and time you must spend to copy a Divination spell into your spellbook is halved. You also learn the True Strike cantrip, and you can cast it to instead grant an ally within 30ft advantage on their next attack with a quick shouted instruction. The target benefits from the additional force damage, but not the 1d4 attack bonus.  

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.  

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.  

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are Incapacitated or you take a short or long rest. You can’t use the feature again until you finish a short or long rest.
  • Darkvision: You gain darkvision out to a range of 60 feet.
  • Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension: You can read any language.
  • See Invisibility: You can see Invisible creatures and objects within 10 feet of you that are within line of sight.
 

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.  

Enchantment

Mentalists are the bully’s of the magic world, supplanting others will with their own. A strong focus on the influence of the mind, they often mix in psionic flavour to their spellcraft. In good hands this makes peerless peacekeepers, but more than a few become intolerable arcane-despots. People find it difficult to even have eye contact with a mentalist, and in battle the more cunning but weak willed will give a wide birth to the enchanter. The most devastating power of a senior mentalist is the rewriting of memories themselves. Removing traces of their very presence.   Mentalist Build
Arcanist Robes [Illusionist/Seer] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Quartz Resonance (10gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Enchantment Savant

The gold and time you must spend to copy a Enchantment spell into your spellbook is halved. You also learn the Friends cantrip, the target is unaware that you cast a spell on it and does not become hostile towards you.  

Hypnotic Gaze

Starting at 2nd level, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be Charmed by you until the end of your next turn. The Charmed creature’s speed drops to 0, and the creature is Incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be Charmed are immune to this effect.  

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.  

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being Charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent Charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.  

Evocation

Evokers are the most dramatic of wizards, creating great gouts of flame and waves of frost. Most find themselves drawn to savage places to practice their arts, since it’s not the sort of thing wanted around populated cities. They focus on spells that damage, but eventually learn to shape the spells, create pockets as they bath areas with friend and foe alike. Evokers eventually learn to make their fires hotter, storms harder, and frost colder.   Evoker Build
Arcanist Robes [Evoker] (1gp)
Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Unpowered Wand (10gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Evocation Savant

The gold and time you must spend to copy an Evocation spell into your Spellbook is halved. You also learn one of the following cantrips; Acid Splash, Fire Bolt , Frostbite, Ray of Frost, Shocking Grasp, Thunderclap. When you use any of these cantrips, you can add an additional elemental damage type to their damage (For example if you cast Firebolt, deal 6 damage, it deals 3 fire damage and 3 lightning damage. Or 3 acid damage, etc.).  

Sculpt Spells

Beginning at 2nd Level, you can create pockets of relative safety within the Effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.  

Potent Cantrip

Starting at 6th level, your damaging Cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.  

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any Wizard Evocation spell you cast.  

Overchannel

Starting at 14th level, you can increase the power of your simpler Spells. When you cast a Wizard Spell of 1st through 5th Level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the necrotic damage per Spell Level increases by 1d12. This damage ignores Resistance and immunity.  

Illusion

Illusionists are not as mistrusted as enchanters, but their status can mostly be determined by the acceptance of magic in their society. Low-magic cities would react in fear and paranoia to the masters of deception seeking to exploit them. Places where magic is a daily part of morning communes would be considered glorified entertainment. Illusionists make stronger and more persistent illusions than typical spellcasters, and can reflexively duplicate themselves. Only a true illusionist can make illusions that survive touch.   Illusionist Build
Arcanist Robes [Illusionist] (1gp)
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Quartz Resonance (10gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Illusion Savant

The gold and time you must spend to copy a Illusion spell into your spellbook is halved. You also learn the Minor Illusion cantrip, you can create two layers of the spell in a single casting, ie. a sound and an image that correspond together.  

Convincing Illusions

Your illusions are more charismatic and compelling than any real creature could be. When an opposed check is required against your Illusions (Insight, Perception or Investigation) are rolled at disadvantage. And any checks made by your illusions (Deception, Intimidation, Performance or Persuasion) are rolled with advantage.  

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.  

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. You can use this feature three times, regaining expended uses on a long rest.  

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.  

Necromancy

Necromancers have a bit of a stigma from the living. Taboo towards the death and those that traffic in them is instinctual for most, but not you. You play with shadow energy and experiment with the leftovers of humanity like children’s toys. Using death of others to boost your magic, weave it through undead servants or yourself. The master necromancer than even seize control of standing undead and have them bend to your every whim.   Necromancer Build
Arcanist Robes [Abjurer] (1gp)
Arcanist Rod (1d6 bludgeoning): 4lb, 10gp or Sickle (1d4 slashing): 2lb, 1gp
Holy Symbol (5gp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Necromancy Savant

The gold and time you must spend to copy a Necromancy spell into your spellbook is halved. You also learn the Dread Reach cantrip, you when you cast it you ignore any resistance or immunity to necrotic damage in undead.  

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.  

Undead Thralls

At 6th level, you add the Summon Undead Spirit spell to your spellbook if it is not there already. When you cast Summon Undead Spirit, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
  • The creature’s hit point maximum is increased by an amount equal to your wizard level x2.
  • The creature adds your proficiency bonus to its weapon damage rolls.
 

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.  

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.  

Transmutation

Transmuters alter the properties of life itself, moving flesh like clay to their allies will or their own dark desires. They add claws to the meek, armour to defenceless, and wings to the crippled. Stone to gold, or man to beast is nothing to a great transmuter. But the heart of all transmuters is the Transmuter’s Stone. The panacea and fountain of eternal youth, a transmuter’s Stone is a covetous item even in a magic-filled world.   Transmuter Build
Arcanist Robes [Enchanter] (1gp)
Mace (1d6 bludgeoning): 4lb, 5gp and Component Pouch (5cp)
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

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. You also learn the Magic Stone cantrip, only when you cast it the spell duration becomes Instantaneous. The pebbles only dissappearing with another cast of this spell. You also gain proficiency in Firearms.  

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. 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. You can cast Polymorph three times in this way until your next long rest, though you can still cast it normally using an available spell slot.  

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.
  • 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.

 


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Falme.

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