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### What is a Transmuter? 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. ### Material Conversion When you choose this subclass at 2nd level, you gain the ability to change transmute one material of similar value to another to better fit your situation. This cannot be done with magic items, and cannot be more than 1 by 1 feet of material. As a bonus action you do one of the following things: - Convert a number of gold pieces of your choice into a material of the same value or less than the number of gold pieces used - Convert anything with a gold peice value into a number of gold pieces equal to or less than its value, you can also convert it into copper, silver or platinum if you wish. - Convert one material into another equal to or less than its value. This can be done a number of times equal to your proficiency bonus and all expended uses recover on a long rest. ### Transmuter's Stone Starting at 6th level, 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. When you create the stone, choose the benefit from the following options: - Darkvision out to a range of 60 feet - An increase to speed of 10 feet while the creature is unencumbered - Proficiency in Constitution saving throws - Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function. ### Flesh Manipulation Sarting at 10th level, you can conduct an 8 hour ritual to convert one of your body parts to any material or in any way you deem feasable, such as a metal arm, a diamond eye or clay wings. You can only have transmuted one of your body parts at a time, and can do so in one of the following ways: - **Eye.** While your eye is transmuted you gain advantage on perception checks and your passive perception score increases by 5. Once per day, you can use the eye to cast either dominate person, hypnotic pattern, or charm person without expending any spell slots. You can only use the eye to cast a spell once. - **Arm.** While your arm is transmuted, you gain advantage on athletics checks. You can also use an to shoot out a 20 foot long cone of fire, forcing every creature in that radius to make a dexterity saving throw or take 5D8 fire damage, you can then choose to move yourself up to 30 feet in the direction opposite from where you released the cone without provoking opportunity attacks. This can be done once per day - **Back.** While your back is transmuted in this way, you gain advantage on acrobatics checks and a flying speed of 30 feet. - **Leg.** While your leg is transmuted, your walking speed is increased by 15 feet and you can use your bonus action to dash or disengage a number of times equal to your proficiency bonus. ### Master Transmuter Starting 14th level, you have perfected your mastery over matter. You gain the following benefits: - When you cast a tranmutation spell of 1st level or higher that deals damage, you can choose to change one of its damage types to another of your choice. - You can use your action to turn the ground within 90 feet of you to difficult terrain in a 30 foot radius. - You can expend a 5th level spell slot or higher to use your action to place yourself where you where on the battlefield at the start of this turn, last turn or the turn before that.