D&D: Building a Transmutation Wizard School

D&D: Building a Transmutation Wizard School

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Character growth in Dungeons & Dragons is like a journey of self-discovery, except in the School of Transmutation, it’s more like a physical makeover. Who needs a glow-up when you can turn yourself into a giant monster with a foot that can squish your enemies? But hey, if you just want to start small and turn iron into gold, that’s cool too. If you’re ready to change the world, buckle up because we’re enrolling you in the School of Transmutation!

Jalira, Master Polymorphist Artwork by Steve Prescott

School Of Transmutation Wizard Features

Being a student in the School of Transmutation means you’re all about changing things. At level two, your Transmutation Savant cuts the time and gold cost of copying transmutation spells into your spell book. And we all know that time is money, so this is a big deal. Plus, you get to perform alchemical procedures with Minor Alchemy to turn materials like wood, stone, iron, copper, or silver into something else for an hour. Just like a wizard masterchef!

Jalira, Master Polymorphist in action Image: Jalira, Master Polymorphist in action

At level six, you’ll receive the Transmuter’s Stone, which is like having a magical Swiss army knife. You can give a creature Darkvision, a speed boost, proficiency in Constitution saving throws, or even resistance to an element of your choice. And the best part? You can change the effect every time you cast a transmutation spell of first level or higher. Talk about versatility!

Feeling like a shapeshifter? At level 10, you’ll learn the Polymorph spell with Shapechanger. You can transform into a beast with a challenge rating of one or lower without spending a spell slot. It’s like getting a free cosplay makeover every time you take a short or long rest. But don’t worry, you can still cast Polymorph using actual spell slots if you want to impress your party with a more epic transformation.

Jalira, Master Polymorphist “Look, I can be a dragon now!” – Jalira, Master Polymorphist

Finally, at level 14, you’ll become a Master Transmuter. You can consume your Transmuter’s Stone for one of four effects. With Major Transformation, you can turn one nonmagical object into another of equal or lesser value and similar size permanently. Need a new sword? Boom, now you have it. Panacea lets you remove curses, diseases, and poisons, and fully heal a creature. Restore Life enables you to cast Raise Dead without spending a spell slot, and Restore Youth can make someone look 3d10 years younger (but it won’t actually extend their lifespan). Is this wizardry or plastic surgery?

Best Species For A School Of Transmutation Wizard

Anyone can be a wizard, but some species offer extra benefits. Here are a few suggestions to get you started:

species benefits
Autognome Base 13 AC, resistance to poison, and advantage against being paralyzed and poisoned are good defensive buffs.
Dwarf Hill dwarf offers extra hit points per level, and mountain dwarf has medium armor proficiency.
Fairy Flying without using a spell slot is great, and faerie fire can help you find invisible creatures.
Githzerai Githzerai psionics teach you spells while keeping your wizard studies free for necromantic things. Plus, you get mental discipline and resistance to charms, fright, and psychic damage.
Goblin Darkvision, charm resistance, and the ability to disengage and hide as a bonus action are perfect for a sneaky wizard. And let’s not forget Fury of the Small, which is a great way to make up for your lack of brute strength.
Hadozee Hadozee Dodge effectively gives you more hit points, even when you’re transformed into a stampeding rhinoceros.
Human You can go with a standard human for an all-rounder or choose variant human for a free starting feat. Both have their perks.
Owlin Flying, darkvision, and stealth proficiency are always good things to have.
Shifter The ability to change forms complements your transmutation magic. Temporary hit points, bonuses to AC, movement speed, and advantage on Wisdom saving throws are great bonuses.
Tortle With 17 armor class, you’ll be harder to hit than most wizards. Plus, being able to hold your breath is useful for underwater adventures.

Best Ability Scores For A School Of Transmutation Wizard

Your spells are your life, and your Intelligence is what empowers them. Focus on bringing your Intelligence to 20 as soon as possible. But don’t neglect your Constitution and Dexterity. Constitution helps with your concentration saving throws and hit points, while Dexterity gives you some extra armor class.

As for Strength, Wisdom, and Charisma, they can take a backseat for now. They might come in handy for saving throws, but you have more important things to focus on as a transmutation wizard.

If you’re using the point buy system, consider starting with the following ability score spread:

Strength Dexterity Constitution Intelligence Wisdom Charisma
8(0) 14(+2) 16(+3) 16(+3) 10(0) 10(0)

Best Starting Equipment For A School Of Transmutation Wizard

Being a wizard means you don’t start with much in terms of equipment, but here are some essentials:

  • Pick a dagger as your weapon, just in case things get up close and personal. But let’s be real, you’ll be relying on your spells most of the time.
  • Choose an arcane focus over a component pouch for convenience. It’s like having a fancy wand that helps you channel your magical powers.
  • Opt for the scholar’s pack. It comes with handy things like ink and parchment, perfect for jotting down your brilliant ideas. But don’t forget to buy a bedroll separately if you want a good night’s sleep on your adventures.
  • And last but definitely not least, your spellbook. This is your most prized possession, so keep it safe and hidden. It’s like your secret recipe book for all things magical.

Obscura Polymorphist - The Mystical Wizard Artwork by Darren Tan

Best Spells For A School Of Transmutation Wizard

As a School of Transmutation wizard, your spells are your superpower. You’ll learn a lot of them, so here are some to keep an eye out for or choose as you level up:

Spell Level Spell Name
Cantrip Fire Bolt, Mage Hand, Mind Sliver, Prestidigitation, Shape Water
1st Find Familiar, Jump, Longstrider, Magic Missile, Silvery Barbs, Tasha’s Hideous Laughter
2nd Enlarge/Reduce, Invisibility, Knock, Maximilian’s Earthen Grasp
3rd Dispel Magic, Erupting Earth, Haste, Slow
4th Arcane Eye, Fabricate, Dimension Door, Stone Shape
5th Animate Objects, Bigby’s Hand, Telekinesis, Wall of Force
6th Contingency, Create Homunculus, Disintegrate, Tasha’s Otherworldly Guise
7th Draconic Transformation, Reverse Gravity, Teleport
8th Feeblemind, Sunburst, Telepathy
9th True Polymorph, Shapechange, Wish

True Polymorph - The Ultimate Transformation Artwork by Steve Prescott

And there you have it! Get ready to embrace the power of transmutation and become the wizard who can shape the world to their liking. Your enemies won’t know what hit them (quite literally, if you transform into a giant foot). Good luck, and may your spells be ever transmutable!