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Transmutation School: Difference between revisions
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(Making it obvious that transmuters can not create a stone for each party member despite the recharge after casting a transmutation spell.) |
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* Once you have created a stone, you must cast a Transmutation spell of level 1 or above or finish a [[Long Rest]] before you can create another one. Only one stone can be active at a time. | * Once you have created a stone, you must cast a Transmutation spell of level 1 or above or finish a [[Long Rest]] before you can create another one. | ||
* Note: Only one stone can be active at a time. Creating a new stone destroys the old one. | |||
{{Level header|10}} | {{Level header|10}} | ||
; {{Pass|Shapechanger | ; {{Pass|Shapechanger|w=40}} | ||
: Using an action, transform into a blue jay, able to {{SAI|Fly ( | : Using an action, transform into a blue jay, able to {{SAI|Fly (class action)|Fly}}. If the blue jay's [[Hit Points]] drop to 0, the target reverts to its original form with its original hit points. This ability can be done at will, and costs no spell slots. | ||
{{WizardNavbox}} | {{WizardNavbox}} | ||
[[Category:Subclasses]] | [[Category:Subclasses]] |
Latest revision as of 11:32, 8 March 2025
Transmutation School is one of the Subclasses of Wizard. These Wizards become accomplished Alchemists, able to pass benefits to companions. At higher levels they can turn into a bird without using a spell slot.
Subclass features[edit | edit source]
This subclass obtains all the features from its base class, Wizard, in addition to its unique features outlined below.
Level 2
- Transmutation Savant
- Halves the cost to learn Transmutation spells from Scrolls. Learning these spells will only cost
25 gp per spell level.
- You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check.
Level 6
- You can create Transmuter's Stones, storing some of your transmutation magic. A creature carrying the stone gains a benefit of your choice:
- Create a stone that grants the carrier Proficiency in Constitution Saving Throws.
- Create a stone that lets the carrier see in the dark out to a range of
Range: 18 m / 60 ft.
- Create a stone that increases the carrier's movement speed by
3 m / 10 ft.
- Create a stone that grants the carrier Resistance to
Acid.
- Create a stone that grants the carrier Resistance to
Cold.
- Create a stone that grants the carrier Resistance to
Fire.
- Create a stone that grants the carrier Resistance to
Lightning.
- Create a stone that grants the carrier Resistance to
Thunder.
- Once you have created a stone, you must cast a Transmutation spell of level 1 or above or finish a Long Rest before you can create another one.
- Note: Only one stone can be active at a time. Creating a new stone destroys the old one.
Level 10
- Using an action, transform into a blue jay, able to . If the blue jay's Hit Points drop to 0, the target reverts to its original form with its original hit points. This ability can be done at will, and costs no spell slots.