School of Transformation (5e Subclass)
From D&D Wiki
School of Transformation, Variant[edit]
Wizard Subclass
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
- Transmutation Savant
Choose two Transmutation spells from the Wizard spell list, each of which must be no higher than level 1, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Transmutation spell from the Wizard spell list to your spellbook for free.
- Advanced Learner
When you choose this school at 2nd level, you learn two narrative Transmutation cantrips from other classes, or a Transmutation cantrip that deals damage.
Additionally, due to your transformation abilities, you can learn spells from other classes, as long as you find them in scrolls. You can cast them with Intelligence and scribe them in scrolls, but they're not automatically considered Wizard spells. You can cast them as long as you have the level to do so.
- Shapeshifter
Starting at 6th level, your own body becomes malleable. You can have as many effects permanently of the following as your Proficiency Bonus (minimum of 1), being able to change between them in each long rest:
- Darkvision out to a range of 60 feet.
- Proficiency in Constitution saving throws.
- Water breathing and swimming speed equal to your walking speed.
- Altered skin colors and patterns, such as to resemble a tattoo. Determine the amount of body hair and shape of it. Adjust your voice tone and pattern. Proficiency in Deception.
- Enhanced senses. Proficiency in Perception.
- Facial beauty as if always wearing makeup. Proficiency in Persuasion.
- Change the way you smell. Proficiency in Stealth.
- Change the number of limbs that your body has to a 1d6+1. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. Advantage on ability checks you make to escape a grapple.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.
- Residual Recycling
Beginning at 10th level, you no longer need to concentrate on a transmutation spells, and you can end them before its time whenever you want.
Also, casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 3rd level.
- Master Transmuter
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within you in several bursts. When you do so, you can choose as many of the following effects as your Proficiency Bonus per long rest.
- Major Transformation. You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and equal or lesser value. You must spend 10 minutes handling the object to transform it.
- Panacea. You remove all curses, diseases, and poisons affecting a creature you touch. The creature also regains all its hit points and loses one level of Exhaustion.
- Restore Life. You cast the raise dead spell on a creature you touch without expending a spell slot or needing to have the spell in your spellbook.
- Restore Youth. You touch a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.
- Diminutivity. You touch a willing creature. The creature’s size becomes tiny for eight hours, or until either you or the creature wills the effect to end.
Back to Main Page → 5e Homebrew → Character Options → Subclasses