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Subclass Wizard Transmuter
The Transmuter is a Wizard subclass that converts physical substances and bestows persistent magical benefits on allies. Minor Alchemy at Level 3 transforms one material into another for short durations. Transmuter's Stone at Level 6 creates a permanent-until-dismissed stone that grants one of four powerful benefits to whoever carries it. Master Transmuter at Level 10 destroys the stone to perform a transformative magical effect instantly.
| LEVEL | FEATURE |
|---|---|
| 3 | Minor Alchemy |
| 6 | Transmuter's Stone |
| 10 | Master Transmuter |
Minor Alchemy You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gem), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or if you lose Concentration on the effect (as if concentrating on a spell), the material reverts to its original substance.
Transmuter's Stone You can spend 8 hours creating a Transmuter's Stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. Each time you create a new stone, the previous one ceases to function.
Choose one of the following benefits for the stone:
- Darkvision — Darkvision to a range of 60 feet
- Resilience — Proficiency in Constitution saving throws
- Speed — Movement speed increased by 10 feet while not wearing Heavy Armor
- Resistance — Resistance to Acid, Cold, Fire, Lightning, or Thunder damage (your choice each time you create a new stone)
Master Transmuter You can use your Action to consume the reserve of transmutation magic stored within your Transmuter's Stone in a single burst. When you do so, choose one of the following effects. The stone is destroyed and can't be remade until you finish a Long Rest.
- Major Transformation — You can transmute one nonmagical object, no larger than a 5-foot cube, into another nonmagical object of similar size and mass.
- Panacea — You remove all curses, diseases, and poisons affecting a creature that you touch with the stone. The creature also regains all its Hit Points.
- Restore Life — You cast the Raise Dead spell on a creature you touch with the stone, without expending a spell slot or needing to have the spell in your spellbook.
- Restore Youth — You touch the stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This doesn't extend the creature's lifespan.
The Transmuter is the utility + party buff Wizard subclass. Transmuter's Stone at Level 6 is the subclass's core sustained benefit: a free permanent enhancement given to any creature in the party. Constitution save Proficiency (Resilience) is the most universally valuable — it stacks with War Caster and Resilient to give the Stone-holder exceptional Concentration save reliability. Speed buff (10 feet) is potent on martial characters who frequently Dash or make melee attacks.
The Resistance option is situationally strong: if you know an upcoming fight involves Fire or Cold damage, giving the stone to your most-targeted ally before the fight provides near-constant damage mitigation.
Master Transmuter at Level 10 is the subclass's emergency tool: Panacea removes all curses, diseases, and poisons while fully healing a creature. In a single action, it ends the debuffed state that would normally require multiple spell slots (Remove Curse, Lesser/Greater Restoration, healing). Restore Life casts Raise Dead without a slot — saving a 5th-level slot in a fight where an ally has died.
The tradeoff is that you destroy your Transmuter's Stone on use, resetting to a Long Rest cooldown. The strategic question is when to hold the stone vs. consume it — a daily buff for the whole day, or a single overwhelming use when the moment demands.
Wizard, Abjurer, Bladesinger, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter