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Transmuter

Transmuter wizards specialise in the magic that changes and modifies energy and matter. These mages unlock the ability to warp creatures with their magic, changing aspects and features of their forms to help or hinder them. This versatile magic allows transmuter wizards to shape reality to their own whims, and change the flow of battle.

Warping Magic

When you adopt this tradition at 3rd level, your magic transmutes those affected by it, changing their bodies and features.

When you cast a spell or a cantrip, you can expend 2 mana points and cause your magic to shape one target of your spell or cantrip you can see. If the target is forced to make a saving throw, if the target succeeds on the saving throw, the target avoids being affected by this feature. When you shape a creature with this magic, you choose one of the available effects from the table below. The target gains this effect for the duration of the spell. If the duration of the spell is instantaneous, the target gains this effect until the end of your next turn.

You can spend additional mana points to shape an additional creature with this magic by expending 2 mana points for each additional creature. You choose which effect each additional target is affected by.

Level PrerequisiteWarping Magic Effect
2nd LevelBlubbery Body: Whenever the creature takes damage, it is bounced 5 feet away from the source of the damage.
2nd LevelDensity Shift: The creature’s density either increases or decreases (your choice):
Decrease: The weight of the creature is halved by this effect, its speed increases by 10 feet, and it has disadvantage on Strength checks and Strength saving throws.
Increase: The weight of the creature is doubled by this effect, its speed decreases by 10 feet, and it has advantage on Strength checks and Strength saving throws.
2nd LevelLimb Adjustment: The target’s limbs either shrink or stretch (your choice):
Shrink: The target’s melee reach decreases by 5ft (to a minimum of 5ft).
Stretch: The target’s melee reach increases by 5ft.
2nd LevelSonic Boom: The creature’s movement channels thunderous force. If the creature moves at least 20 feet and ends its movement within 5 feet of another creature, the creature can deal thunder damage equal to a number of d4s equal to its proficiency bonus + its proficiency bonus to the creature. A creature can only take this damage once per turn.
6th LevelEagle Eyes: The target’s normal range on ranged weapon attacks increases by 20ft (this increase cannot exceed the target’s maximum range).
6th LevelFlutter-step: The creature’s size decreases by one category, and it gains the hovering condition.
6th LevelSlipperiness: Opportunity attacks made against the creature are made with disadvantage, and the creature has advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to avoid or escape being grappled.
10th LevelDefensive Shell: The creature’s AC increases by 2.
10th LevelHardened Form: Any damage the creature takes is reduced by 1d8 (minimum of 1).
10th LevelWeakened Strikes: The creature’s damage from weapon attacks are reduced by 1d8 (to a minimum of 1).

Transmuter’s Trinket

Starting at 6th level, you learn how to store your changing magic in small magical trinkets. When you complete a long rest, you can spend 1 minute sculpting your magic into the creation of a Transmuter’s Trinket. This special trinket grants a benefit of your choice as long as the trinket is in a creature’s possession. You can benefit from the trinket yourself, or give the trinket to another creature to gain the benefit. When you create the trinket, you choose from the following options:

  • Darkvision: The creature gains 30 feet of Darkvision.
  • Resilience: The creature takes 1d6 reduced damage from one of the following damage types: acid, cold, fire, lightning, poison, or thunder.
  • Speed: The creature’s speed increases by 15 feet.
  • Skill: The creature gains proficiency in one skill.

If one of your trinkets is in the possession of another creature, as long as you’re on the same plane of existence as the creature, you can target that creature with any of your spells, even if it’s outside the original range of the spell.

If you create a new transmuter’s trinket, the previous one ceases to function. Whenever you use your Arcane Recovery feature during a short rest, you can destroy one of your trinkets, and replace it with a new one.

When you reach higher levels in this class, you can create additional trinkets. You can have a maximum of two trinkets active at 10th level, and a maximum of three trinkets at 14th level.

Improved Trinkets

Beginning at 10th level, you gain additional options to imbue your Transmuter’s Trinkets with:

  • Improved Resilience: Trinkets with this benefit can now reduce damage from radiant or necrotic damage.
  • Resistance: The creature gains resistance to one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder.
  • Warping Magic: The creature is affected by one of the effects from your Warping Magic effect table.

Master Transmuter

Starting at 14th level, you master the art of changing and shaping others with your magic. You gain the following benefits:

  • Ever-changing Magic: If any creature is under the effects of your Warping Magic feature, you can change the effect the creature is under at the start of your turn (with no action required).
  • Perfected Trinkets: Your Transmuter’s Trinkets can grant two benefits instead of one.
  • Transmuting Resistance: You have advantage on saving throws against any spells that would involuntary change your form.


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