D&D: Building a Transmutation Wizard School
D&D: Building a Transmutation Wizard School
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- School Of Transmutation Wizard Features
- Best Species For A School Of Transmutation Wizard
- Best Ability Scores For A School Of Transmutation Wizard
- Best Starting Equipment For A School Of Transmutation Wizard
- Best Spells For A School Of Transmutation Wizard
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!
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!
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!
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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.
“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.
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 |
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!