Artificer: Transmuter in Myths of Mudora | World Anvil
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Artificer: Transmuter

In ancient times, the Zonai were able to forge all kinds of wonders by transmuting the world around them. For centuries, this ancient practice was lost to time. Many seekers of knowledge over the centuries have strived to learn the secrets of Transmutation. In most forms, Transmutation is a result of magic expressed through Arcane or Divine means. In recent years, a select few tinkers and craftsmen have learned what it means to transmute with their very hands rather than reciting familiar spells. Transmuters reshape raw material into splendid jewelry, weaponry, and other works of craftsmanship. Their ability to rapidly transmute objects they have infused make them ready warriors who can quickly adjust their weapon to fit any situation they find themselves in.  

Tool Proficiency

  When you adopt this specialization at 3rd level, you gain proficiency with Smith’s Tools or another Artisan Tool of your choice if you already have it. You gain another Artisan’s Tool proficiency at 9th level and 15th level.  

Transmuter Spells

  Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
LevelSpells
3rd Entangle, Shield
5th Earthen Grasp, Spike Growth
9th Erupting Earth, Meld Into Stone
13th Control Water, Polymorph
17th Passwall, Telekinesis
You also learn one Transmutational cantrip of your choice from any spell list and add it to your Artificer spell list. When you reach a level in this class where you can learn or replace a cantrip, you can choose any Transmutational cantrip of your choice from any spell list.  

Infusion Specialist

  When you reach 3rd level, your talent with Infusions allows you to ignore the requirements of those items. You are proficient with any weapon bearing your infusion and can add your intelligence modifier to attack and damage rolls instead of Strength or Dexterity.   You also know the Enhanced Weapon infusion and this does not count against the number of infusions you know or against your active infusions. Using a Bonus Action, you can transmute an infused weapon you are holding. This weapon can take the shape of any simple or martial weapon. The properties of the transmuted weapon replace whatever properties the original weapon had and remain this way until the infusion is ended on the weapon or you use this feature again to alter it into another shape.  

Transmute Object

  At 3rd level, you are able to transmute an object into another of the same weight and convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.   By creating a ritual circle on or around the materials or objects that you can see, you can spend one minute to fabricate a Large or smaller object, given a sufficient quantity of raw material. The quality of objects made by the spell is commensurate with the quality of the materials. Alternatively, you can use this feature to deconstruct an object into its base materials, provided the object can fit within a 10-foot cube and is not being carried be another creature or affixed to a larger object or structure. For instance, a door cannot be deconstructed unless it has been removed from the frame first.   You can't use this feature to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficency with the type of artisan's tools used to craft such objects. Transmuted objects lack the quality of hand-crafted items and leave traces of transmutational magic on them. If a transmuted object is used as a spell component, this will cause the spell to fail and return the transmuted object to its base components.   You can use this feature once and cannot use it again until you complete a long rest, unless you expend a spell slot of any level to use it again. When you expend a spell slot of 2nd level or higher, you can increase the range of materials or objects you can transmute by 30 feet per spell level.  

Extra Attack

  Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Advanced Weapon

  Starting at 9th level, your mastery of transmutation allows you to combine weapons into unusual combinations. Instead of changing the form of a weapon as part of your Infusion Specialist feature, you can transmute it and add or remove one property to the weapon. This can include replacing the damage dice from a different weapon or the range if it is Ranged weapon. For a Melee weapon, this includes the following properties: Finesse, Reach, Heavy, or Thrown (30/60 feet). For a Ranged weapon, this includes removing the Loading or Ammunition property. The alteration remains as long as the infusion is active or you use this feature to replace the alteration with a different one.   Additionally, you can infuse two items with the Enhanced Weapon infusion instead of just one. This extra weapon does not count against the number of items you can infuse.  

Expert Transmuter

  Starting at 15th level, any of your Infusions that increase the Attack and Damage bonus of an infused object increases that bonus by 1. You also gain the ability to apply your infusions to Magical Weapons. If the weapon already has a bonus to Attack and Damage, you choose the higher of the two bonuses.   When you use your Transmute Object ability to create an object that can bear an infusion, such as armor or a weapon, you can reduce this time to the same action you use to infuse an object. If you have already infused your maximum number of items for the day, you can choose to drop an active infusion and place it in this new object, unless the infusion you are dropping has any expended charges or is damaged in some way.   Your ability to transmute objects has advanced enough that you can use it to either control the ground itself or to destroy it. You can press your hand to the ground and cast Bones of the Earth, Move Earth or Earthquake. Once you use this feature to cast one of these spells, you cannot do so again until you complete a long rest.

A Kokiri Transmuter

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