Transmogrification - Arcane Tradition

by Xyrlian

Search GM Binder Visit User Profile

Transmogrification

Arcane Tradition

The tradition of Transmogrification blends principles of transmutation and abjuration, rather than specializing in either of those schools. It teaches techniques to transform the wizard into a juggernaut of battle, while also providing methods use their magic to bolster their vitality and defenses.

Followers of this tradition are known as transmogrifists or battle mages. They use their magic as strength and armor, becoming formidable foes on the battle field. Transmogrifists are keen warriors on the battle field, using their magic to become living weapons and to shrug off attacks with ease.

Battle Ready

Beginning when you select this tradition at 2nd level, you have become trained in the art of warfare. You gain proficiency with simple and martial melee weapons and shields.

War Form

Starting at 2nd level, you infuse yourself with a blend of abjuration and transmutation magic called your War Form, provided that you aren’t wearing armor. It empowers you with incredible defense, might, and strength.

You can use a bonus action to activate your War Form, which lasts for 1 minute. It ends early if you are incapacitated or if you don armor. You can also dismiss the War Form at any time you choose (no action required).

While your War Form is active, you gain the following benefits:

  • Your AC equals 13 + your Constitution modifier.
  • You gain temporary hit points equal to four times your wizard level.
  • You have advantage on Strength (Athletics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcanum Celeritas

At 6th level, while you aren't wearing armor, your speed increases by 10 feet and you have advantage on initiative rolls.

Focused Fortitude

Beginning at 10th level, while you are concentrating on a spell that you cast on yourself, your concentration can’t be broken as a result of taking damage.

Warded Resilience

Beginning at 14th level, you can direct your magic to absorb damage and convert it to your own defense. When you take damage, you can use your reaction to expend one spell slot and roll a number of d10s equal to the spell slot's level. The damage is reduced by the number rolled + half your wizard level. You gain temporary hit points equal to half the damage reduced.


  • Art: Separatist Voidmage by Jason Rainville