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Transmutation School
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Your innate fascination with the structure of things has granted you an incredible power over crude matter and its manipulation.
Your innate fascination with the structure of things has granted you an incredible power over crude matter and its manipulation.
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
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. Only one stone can be active at a time.
Level 10
- Using an action, transform into a blue jay, able to 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. . If the blue jay's