Enhanced Wizard School: Transmutation Spell in Adventure Brunch | World Anvil
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Enhanced Wizard School: Transmutation

Traditional Arcane Tradition

Wizard: School of Transmutation  

Enhanced Wizard School: Transmutation

“Changin’ stuff” (Transmute: to change). Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
  • Aura: Green
  • Example: Mending, Prestidigitation, Darkvision, Knock, Polymorph, Time Stop, 
Apprentice (1st Level Spells)
  • Optional Spells: See PHB
  • Cantrips (Arcane Tradition Only):
  • Unique Spells - Arcane Tradition Only:
  • Required for Enhanced Conjuration Tradition: Minor Blink
Apprentice Magnum Opus (Prerequisite Minor Blink, & Transmutation Arcane Tradition): Blink Novice: you gain the ability to Blink. Blink acts like the teleport spell, allowing you to travel from one place to another instantaneously. The range of your Blink is equal to twice your movement speed. Blinking does not provoke opportunity attacks. The number of uses is your INT mod. You regain all spent blink charges when you finish a long rest.   Adept (2nd & 3rd Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only:
Adept Magnum Opus (Prerequisite Minor Blink, & Transmutation Arcane Tradition): Blink Strike - You've learned how to use your blink to gain the upper hand against your foes. Whenever you blink into melee range of a creature, you may use your action to make a blink strike against that creature. Roll a melee attack. If your attack hits, add the blink strike damage to the weapon damage dealt. Once you reach 7th level, you may make two attacks instead of one when you make a blink strike. On each hit, add your blink strike damage to the weapon damage dealt. Blink Strike Damage; LVL 1 - 6 1d6, LVL 7 - 12 2d6, LVL 13 - 16 3d6, LVL 17 - 20 4d6   Expert (3rd - 5th Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only:
Expert Magnum Opus: Blink Style Specialization: Learn a style of Blinking Specialization: Slayer, Sniper, and Brute Striker
  • Slayer - A style where all is decided on that one hit. An Assassin Style. Shadow - as a bonus action, you may spend a use of blink to take the hide action with advantage. In addition you now add you spell attack bonus into your blink strike damage.
  • Sniper - A magic eagle eye that's expert in short and long distance shooting. Blink Missile - You can concentrate your Blink into launching a small object (ball bearing, coin, etc.) at a creature. As an action, you may spend a blink charge to make a ranged spell attack. Its range and damage are equal to your blink range. If you hit, you may spend a bonus action to make a second attack without spending another blink charge. On a miss you may still make a second attack as part of your action, but you must spend a second blink charge if blinking.
  • Brute Striker - Become a warrior who prefers melee fighting over discretion and distance. Violent Return - If you blink into the same space as another creature, you may force them back as part of your movement. The creature must make a Strength saving throw against your spell save DC or be pushed back 15 ft. On a successful save, you are the one who is pushed back 15 ft.
  Master (6th+ Level Spells)
  • Optional Spells: See PHB
  • Unique Spells - Arcane Tradition Only:
Blink And You'll Miss It - You may use your reaction and spend a blink charge to teleport out of harms way when subjected to an area of effect spell that requires a Dexterity saving throw. On a failed save you take half damage, and on a successful save you avoid all damage and blink outside the area of effect. You must Blink to the closest edge of the area of effect or away from the source, if the effect is centered on you.   Master Magnum Opus : Blink Style Specialization Mastery
  • Slayer - Blink Reaper - Your blink strike is like death itself. When you score a critical hit with a blink strike, you can roll the blink strike damage dice one additional time and add it to the extra damage of the critical hit. You weapon attacks score a critical hit on a roll of 19 or 20. If it is already 19 or 20, then it is 18 or 19 or 20, etc.
  • Sniper - Arrow of the 1,000 Blinks - Your arrows are made of blink magic and require no ammunition. Each arrow deals an extra 1d4 of radiant damage. Whenever you crit or roll a natural 15 or higher on a hit, you roll 1d6 and shoot that many extra arrows with separate attack rolls. If you roll a natural 20 on any of the extra attacks, you can roll another 1d6 of extra arrows with separate attack rolls. Can be combined with blink strike at the expanse of 2 blink charges per d6 you roll.
  • Brute Striker - Blink Rampage - You may enter an extended state of blink. On your turn, you may spend a blink charge to start a blink rampage. Blink to a creature and make a blink strike. You may continue to blink to any other creature within range and repeat the same action, so long as you have blink charges. You can only hit each enemy once. The rampage ends when you run out of targets, blink charges, or if you choose to end it early. Once you have ended a blink rampage, you may not blink again until you have completed a short rest.

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