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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:
- Darkvision out to a range of 18m / 60ft :
- Proficiency in Saving Throws. :
- Movement Speed increased by 3m / 10ft. :
- Resistance to one of Acid, Cold, Fire, Lightning, or Thunder damage. :
- 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
- Transform into a blue jay, able to Fly. If the blue jay's Hit Points drop to 0, the target reverts to its original form with its original hit points.