Homebrew
Transmuter.
A 5e compatible class
In the arcane annals, the Transmuter carves a path like no other—a masterful alchemist of reality itself, sculpting matter with the elegance of a maestro. While many eschew the volatile allure of fire or the enigmatic whispers of the arcane, Transmuters heed the call of transmutation, embracing the primordial forces that underlie creation. As wielders of the mystic art, they forge their destiny with their very thoughts and, in the crucible of change, unlock the secrets of the cosmos.
At their core, Transmuters are artisans of possibility. Their journey unfolds through three distinct archetypes, each aligned with a unique facet of the transmutative arts.
Embracing a subclass at an early stage, Transmuters unlock unique abilities, their path advancing in tandem with their masterful control over reality itself. Their powers range from redirecting elemental attacks, wielding flames beyond resistance, summoning weapons from thin air to adaptive self-transformations.
At their pinnacle, Transmuters attain Transcendent Alchemy, a power to reshape reality, unleashing waves of destruction, eternal transmutations, and the mending of ailments and curses. Their unparalleled mastery grants them dominion over creation itself.
Transmuters transcend mortal boundaries, forging their destiny in the fires of transmutation, leaving behind only legends of their alchemical prowess. In a world where magic meets matter, the Transmuter is the artisan who wields the cosmos as their canvas and, with each stroke, paints reality anew.
"Embers of Vengeance: The Flameweaver's Inferno"
A fearsome Flameweaver Alchemist strides across the battlefield, her cloak adorned with blazing embers. Fiery red hair dances like wildfire, and her piercing eyes radiate the inferno's intensity. With a commanding gesture, she ignites her palm, hurling a searing Fireball into the midst of her foes. As the explosion engulfs them, she unveils her true power. A story of vengeance unfolds as she seeks those responsible for the burning of her homeland, using her pyrokinesis to sear the path of retribution. Her fiery wrath knows no bounds.
"The Smith's War: Armament Transmuter's Arsenal"
In a workshop adorned with metal constructs, the Armament Transmuter stands tall. Clad in intricately designed, runic Armor, he conjures weapons with a thought. His grizzled visage hints at years spent mastering his craft. With a swift strike, a spear of molten steel appears in his hand. On the horizon, a looming threat approaches: an ancient, metallic monstrosity has awoken. A tale of survival unfolds as the Armament Transmuter, joined by a group of allies, faces a relentless war forged army, wielding his arsenal of ever-changing weapons.
A master of manipulating the world
Transmuters are versatile magic practitioners who manipulate matter and energy to achieve a wide range of effects. They inscribe magical runes on ordinary objects, granting them unique and often temporary magical properties.
Transmuters can cast spells like Light, Magic Stone, and Mending using their Transmuter's Tools. They possess the ability to alter the shape and hardness of non-magical items or enhance weapons and clothing during a long rest. In combat, they can deliver a Transmutated Touch that deals necrotic damage, or they can heal allies with Restorative Touch. At higher levels, they gain specialized abilities based on their chosen subclass, such as wielding fiery powers or conjuring powerful weapons.
"Arcane Alchemy: Essence Unbound"
Within the enigmatic realms where alchemy and magic dance in tandem, the Essence-Infused Transmuter emerges, a silent architect of their own arcane destiny. Proficient in intimidation and steeped in the mysteries of the arcane, they bear a visage marked by runic symbols, a testament to their binding of essence and magic. Their very form is a canvas for alchemical artistry, protective and resilient. Swift and precise in movement, their adaptability is evident as they navigate the ebb and flow of challenges. Whether soaring on ethereal wings or retreating into miniature resilience, the Essence-Infused Transmuter embodies a harmonious union of self and magic, an arcane savant shaping their narrative with every step.
"Temporal Maestro: The Time-Infused Transmuter"
To someones gaze, the Time-Infused Transmuter embodies a mystical weaver of fate. Adorned in arcane timepieces, they dance with unseen forces. The Time Guide, an ethereal mentor, guides their every move, whispering secrets of temporal manipulation. Time Supremacy, an intellectual reservoir, hints at mastery over the fabric of existence. In battle, their tools conduct a temporal symphony, altering fate effortlessly. Temporal Arcanist interventions offer glimpses of alternate timelines, and Chrono Surge turns combat into a blur of precise movement. Temporal Resurgence undoes harm miraculously, showcasing mastery over life's ticking clock. Temporal Mastery's Time Stop freezes reality, solidifying the Transmuter's status as a temporal maestro in the eyes of man.
Creating a transmuter
Creating a Transmuter character in a tabletop role-playing game involves considering several key aspects to ensure an engaging and effective character. Here are some tips to help you craft a compelling Transmuter:'
Concept and Background: Start by envisioning your character's background and their reasons for becoming a Transmuter. Were they a scholar seeking arcane knowledge, an alchemist pursuing mastery over matter, or perhaps someone with a unique talent for transmutation?'
Subclass Selection: Choose a subclass that aligns with your character concept. Consider the Flameweaver Alchemist for a fiery, destructive focus, the Armament Transmuter for martial prowess, or the Alchemical Reinforcement for self-enhancement and adaptability.
Attributes: Prioritize Intelligence, as it governs your spellcasting ability and Transmuter features. Dexterity and Constitution are valuable for survivability, while Wisdom and Charisma depend on your character's personality and background.
Skills and Proficiencies: Select skills that match your character's background and role within the party. Proficiencies in Arcana, Insight, or Perception can be beneficial.
Equipment: Depending on your subclass, consider the items you want to inscribe with magical runes or transmute. Weapons, armor, and tools can all be enhanced or modified through your Transmuter's Tools.
Quick build
To quickly build a Transmuter, consider the following:
Background: Sage is a solid choice, aligning with the scholarly nature of Transmuters. It grants proficiency in Arcana and Investigation, which complements the class skills.
Saving Throws: Prioritize Intelligence and Constitution. Intelligence is your primary spellcasting ability, and Constitution provides added durability.
Ability Score Choices: At character creation, allocate your highest scores to Intelligence and Constitution to maximize your spellcasting ability and hit points.
This setup ensures a well-rounded Transmuter character who excels in their magical studies and remains resilient in the face of challenges.
hit dice:
1d8
hit points at 1st level:
8+ your constitution modifier.
hit points at higher levels:
1d8 (or 5) + your constitution modifier per level after 1st level
armor proficiencies:
light Armor
weapon proficiencies:
simple weapons
tools:
Alchemy tools, Tinker tools
saving throws:
intelligence, Constitution
skills:
choose two from Arcana, Insight, Investigation, History, Medicine, Perception, Persuasion
starting equipment:
You start with the following.
• any simple weapon
• (a) alchemy tools or (b) tinker tools
• (a) an explorers pack or (b) dungeoneers pack
spellcasting:
class features:
Transmuters Tools (lv1)
You can inscribe a magical rune, typically resembling a transmutation circle and approximately 3 centimetres in diameter, on a nonmagical item like a simple or martial weapon or a piece of clothing during a long rest, granting it specific magical properties or enhancements.
Runic Transmutation
• As an action, you can employ your Transmuter's Tools in one of the following ways. Some of these abilities may require saving throws, and the DC equals 8 + your proficiency modifier + your Intelligence modifier.
• Alteration: You can alter a non-magical item that is 1 meter or smaller in size. This alteration allows you to change its shape or manipulate its hardness, but you cannot change its fundamental material. The item reverts to its original state after one hour. The affected material cannot be alive
• Transmutated touch: You possess the ability to execute a melee attack using your Intelligence modifier and your proficiency modifier for the attack roll instead of relying on your Strength. If your attack hits, the target suffers 1d6 necrotic damage plus your Intelligence modifier. As you advance in level, the damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Transmuter's Arcanum (lv1)
embodies the Transmuter's versatility, granting access to potent abilities that shape reality. Starting at 1st level, they choose their first Arcanum, gaining more as they progress: two at 2nd, three at 5th, four at 9th, five at 13th, and six at 17th level, you can change your arcanum when you level up. These abilities, spanning alchemy, transmutation, and more, deepen their understanding of arcane mastery, shaping their journey and legacy in the annals of magic. See Arcanum at the end of the class
Embrace the Essence (lv2)
As a Transmuter, you have honed your skills in the art of altering and transforming the physical world around you. Now, it's time to deepen your connection to the fundamental forces of transmutation, specializing in a particular aspect of this ancient and mystical craft."
Versatile Proficiency (lv3)
At 3rd level, your versatile knowledge and skill set expand, allowing you to choose two skills your proficient in. Whenever you make ability checks related to those chosen skills, you double your proficiency modifier. Additionally, at 11th level, you further expand your expertise, gaining an additional skill to be affected by Versatile Proficiency.
Ability score improvement (lv4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Embrace the Essence feature (lv5)
Gain a feature from your subclass.
Transmuter's Elemental Reflection (lv7)
Your mastery of transmutation magic grants you a unique form of protection against elemental spells. When you successfully make a saving throw against a spell that deals fire, thunder, ice, poison, or acid damage, you can harness your transmutation skills as a reaction. You transmute the incoming spell, redirecting it back towards the caster.
The caster must make a saving throw with a DC equal to your Transmuter spellcasting DC. If they fail this saving throw, they experience the full effect of their own spell If they succeed the spell dissipates. You can use this ability once per long rest.
Ability score improvement (lv8)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Resilient Transmutation (10th Level)
Your extensive experience in altering and transmuting matter has imbued your body with newfound resilience. At 10th level, you gain resistance to a single damage type of your choice. You can change this chosen resistance whenever you gain an ability score increase.
Embrace the Essence feature (lv11)
Gain a feature from your subclass.
Ability score improvement (lv12)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Enhanced Runic Transmutation (14th Level)
At 14th level, your mastery of Runic Transmutation grows even further. You can now apply your Runic Transmutation feature to magical items that are not of legendary rarity or higher. Additionally, you can transmute items of a size equal to or less than 5 times your Intelligence.
Ability score improvement (lv16)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Embrace the Essence feature (lv17)
Gain a feature from your subclass.
Ability score improvement (lv19)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Transcendent Alchemy (20th Level)
At 20th level, your command over transmutation reaches its zenith, and you attain a level of alchemical mastery that transcends ordinary limits. You gain the ability to perform Transcendent Alchemy.
Transcendent Alchemy: Once per long rest, you can perform an act of ultimate transmutation. This allows you to reshape matter on a grand scale, altering the very essence of your surroundings. You can perform one of the following extraordinary feats:
Grand Alchemical Resonance: You unleash a wave of transmutation energy, affecting the entire battlefield. All creatures of your choice within a 30-foot radius must make a constitution saving throw (DC equal to your Transmuter spellcasting DC). On a failure, they take 10d10 force damage and are subjected to a random debilitation (e.g., restrained, blinded, or silenced) for one minute. On a successful save, they take half damage and avoid the debilitation.
Eternal Transmutation: You can permanently transmute an object, altering its material and properties. This transformation is irreversible and endows the object with new magical properties of your choice. For example, you can transmute a stone into an everlasting source of light, a simple weapon into a legendary artifact, or an item into a magical focus with powerful enchantments. Doing so you must spend 5000gp and the effect must be agreed upon by the dm. you can only use this particular feature once
Living Transmutation: You can use your transmutation mastery to cure a creature's ailments or extend their life. You can remove any disease, condition, or curse from a willing creature, or you can grant them longevity and protection from aging.
subclass options:
Flameweaver Alchemist
In the realm of alchemy, Flameweaver Alchemist wield the most primal and destructive force: fire. What may seem basic is transformed into an inferno of unrivalled power in their hands. With each movement, they command flames to dance, forging weapons of incandescent rage, and summoning tempests of searing fire that consume their adversaries to naught but smouldering ash. It is an art that blazes with raw intensity, leaving scorched earth and vanquished foes in its wake. The, a master of transmutation and fire, is a relentless force of destruction, burning brighter and hotter than all who dare to stand in their path.
Extra proficiencies:
You gain proficiency with dexterity saving throws or if you already have this proficiency, you can choose another.
Pyrokinesis
You can at will engulf any non-magical fire smaller than 5ft large that you can see. As well as this you can set alight any flammable object by touching it.
Pyroclastic Onslaught (3rd Level)
At 3rd level, you unlock the power of Pyroclastic Onslaught. As an action, you can target a creature you can see and force them to make a Dexterity saving throw against your Transmuter spellcasting DC. On a failure, they suffer 2d8 fire damage (or half as much on a successful save).
In addition, if the target fails the initial save, they endure additional fire damage equal to your Intelligence modifier at the beginning of their next turn. You can make two attacks as part of the Attack action starting at 5th level, three attacks at 11th level, and four attacks at 17th level.
It's important to note that a target can only suffer the additional fire damage once per turn.
Inferno Mastery (5th Level)
At 5th level, you attain Inferno Mastery, amplifying your control over fire. When you unleash Pyroclastic Onslaught, it becomes an unrelenting force that disregards resistances to fire, scorching all who dare stand before you. Furthermore, you gain the ability to cast Fireball as an action once per long rest. This explosive spell also bypasses fire resistances, ensuring that your flames burn brighter and hotter, leaving no refuge for those who challenge your dominion over the flames.
Beginning at 11th level you can cast fireball twice per long rest and three times at level 17.
Radiant Resilience (11th Level)
At 11th level, your transmutation expertise ascends to new heights with Radiant Resilience. When wielding Pyroclastic Onslaught, you gain the ability to transmute its destructive flames into radiant energy, blinding and searing your adversaries with pure light. Furthermore, your connection to radiant power grants your resistance to both fire and radiant damage.
Pyroclasmic Ascendancy (17th Level)
Pyroclasmic Ascendancy, the pinnacle of your mastery, signifies your transcendent dominion over fire and radiance. Once per long rest, you immerse yourself in a cataclysmic blaze, transcending mere mortality. While enveloped in Pyroclasmic Ascendancy, you attain immunity to both fire and radiant damage. Your resilience is further fortified with resistance to bludgeoning, slashing, and piercing damage, rendering you nearly invulnerable. You radiate intense, blinding light in a 10-foot radius, illuminating the battlefield with your celestial presence. All abilities you employ that deal fire or radiant damage, inflict an additional 2d8 fire damage, leaving a trail of searing devastation in their wake.
Armament Transmuter
The Armament Transmuter, a master of the martial arts and a virtuoso of metallurgical alchemy, wields a power unlike any other. With the sheer force of their will, they transform raw materials into deadly weapons. Every battle becomes a symphony of transmutation, where they conjure and wield blades, hammers, or bows to shatter their foes.
In the heat of combat, they manifest their Armory from metal, their intelligence guiding the strikes that dismantle their enemies. Each weapon, an extension of their will, serves as a testament to their prowess. The Armament Transmuter's path is one of unparalleled might, where the crucible of creation and combat merge, forging legends in the fires of transmutation.
Extra proficiencies:
You gain proficiency with heavy Armor, shields and martial weapons.
Transmuter's Forged Arsenal (3rd level)
With Transmuter's Forged Arsenal, your mastery of matter manipulation reaches new heights. As long as you have access to metal or similar material worth 10 gold pieces or more, you can conjure a martial or simple weapon as part of your attack action. This weapon, forged from your will, utilizes your intelligence for both attack and damage roll and returns to its original metal form after making contact.
Note: if you are using the new one d&d rule set any weapon conjured with this feature also has the mastery property but each effect can only be triggered once
Masterful Arsenal (5th Level)
With Masterful Arsenal, your command over weapon transmutation reaches a new level. When you take the attack action, you can make two attacks, you must be wielding a different weapon for each strike. These conjured weapons are not only an extension of your mastery but are also imbued with magical properties, functioning as +1 weapons, granting a bonus to both attack and damage rolls.
As you advance in your transmutation prowess, the power of your conjured weapons grows. At 11th level, they become +2 weapons, and at 17th level, they reach the pinnacle of +3, ensuring that your weapons are not only versatile but also devastatingly effective, a testament to your unparalleled skill in the art of weapon transmutation.
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Rapid Assault (11th Level)
Upon reaching the 11th level, your proficiency in transmutation allows for lightning-fast strikes. When you take the Attack action, you can now make a third attack as a bonus action. However, this attack must be performed with a simple one-handed weapon.
Shrapnel Surge (17th Level)
At 17th level, your power reaches its apex, exemplifying your mastery over transmutation. Striking with Transmuter's Forged Arsenal, your power sends forth a storm of metal shards.
After a successful hit, the target must make a constitution saving throw against your Transmuter DC. On a failure, they endure an additional 3d8 piercing damage from erupting spikes.
Should this surge of metal reduce their hit points to zero, a cataclysmic detonation occurs. The target explodes, causing piercing damage to everything within a 10-foot radius, excluding you. The damage also equals 3d8
A target that succeeds or fails the saving throw cannot be targeted again with this ability for one minute.
Essence-Infused Transmuter
The Essence-Infused Transmuter embodies the fusion of alchemy and magic, an arcane savant drawn to the art's profound mysteries. Through runic transmutation and self-modification, they bind their very essence to the runes unlocking the secrets of life and matter using their own flesh ands bones and forging a formidable connection with the arcane.
Bonus proficiency
You gain proficiency with intimidation and arcane. If you already have one of these proficiencies, you can choose another.
Alchemical Reinforcement (2nd Level)
Upon embracing the Alchemical Reinforcement feature upon joining this subclass, you unlock a remarkable ability to utilize Transmuter's Tools on your own body. By marking your skin with alchemical sigils and runes, you enhance your physical capabilities, reinforcing your defences.
While these marks are active, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier, even if you aren't wearing any conventional Armor. The Alchemical Reinforcement imbues your body with the resilience and agility of alchemical transmutation, ensuring that you remain well-protected in the absence of traditional Armor.
Swift Transmutation Touch (2ndLevel)
At 2nd level, you gain access to Swift Transmutation Touch, allowing you to utilize your transmutation abilities with remarkable speed and precision.
After using Transmutation Touch as an action, you can invoke it once more as a bonus action in the same turn. This accelerated ability demonstrates your adeptness in wielding the power of transmutation.
The damage dealt by Transmutation Touch is 1d4, reflecting your enhanced control and finesse. As you progress, the damage increases in d4 increments, rather than d6.
Vital Transmutation Touch (5th Level)
At 5th level, you enhance your Transmutation Touch with Vital Transmutation Touch, granting you the ability to regain health as you wield the power of transmutation.
Whenever you deal damage with Swift Transmutation Touch, you can harness the life essence of your target to replenish your own vitality. You regain hit points equal to your Intelligence modifier.
Adaptive Alteration (5th Level)
With the Adaptive Alteration feature at 5th level, your self-transmutation abilities become remarkably versatile, allowing you to alter your body to suit your immediate needs.
As an action, you can choose one of the following alterations:
Gain advantage on Strength saving throws but suffer disadvantage on Dexterity saving throws.
Gain advantage on Dexterity saving throws but suffer disadvantage on Strength saving throws.
Gain advantage on Charisma saving throws but suffer disadvantage on Intelligence saving throws.
Acquire a swimming speed equal to your walking speed.
Obtain a climbing speed equal to your walking speed.
You can choose one of these benefits per short rest, and each alteration lasts for 10 minutes.
Transmuter's Transformation (11th Level)
At the 11th level, your mastery over self-transmutation reaches its zenith with Transmuter's Transformation.
You can cast Alter Self at will, granting you unparalleled control over your own physical form. This allows you to adapt to different situations and challenges with ease.
As an action, you can grow wings from your body, enabling you to soar through the skies for one minute. These wings, however, exert a strain on your physical strength. While your wings are active, you have disadvantage on Strength saving throws,
Can use once per long rest
Survival adaption (17th level)
When your reduced to 0hp your body shrinks into a tiny version of yourself and you regain one hit point While in this form you are tiny and have disadvantage on all saving throws but your movement speed gains a bonus 15ft you also disrupt the current turn of combat but you can only use your action to disengage. as an action you can revert back to your normal form. Can use once per long rest.
Time infused transmuter
In the realm of temporal mastery and transmutation, the Time-Infused Transmuter wields arcane timepieces seamlessly integrated into their tools. Guided by the Time Guide, they channel the ebb and flow of time, crafting an intricate dance of temporal mastery. Their intellect-bound reservoir, Time Supremacy, marks their indomitable command over time, making them unparalleled artisans in the arcane symphony. Through precise manipulation and disruptive abilities, they stand as relentless architects of fate in a mystical world
Time guide (2nd level)
You gain expertise in one skill of your choice
You can use objects such as pocket watches, sun dials or An hourglass to use your class features, you also Gain the spell toll the dead
Time Supremacy (2nd level):
Your mastery over time grants you the ability to accumulate Time Supremacy, with a maximum amount equal to your Intelligence modifier. You gain Time Supremacy through specific features, such as those from the Temporal Arcanist. You Earn Time Supremacy by rolling a natural 20 on a saving throw or attack roll or by reducing a creature to 0 hit points.
Expending Time Supremacy allows you to unleash enhanced abilities:
Spend 1 Time Supremacy to target a second creature with toll the d
Spend 1 Time Supremacy to augment a saving throw with an additional 1d6. If used for a Dexterity saving throw and successful, take no damage instead of half. Beginning at 11th level you can use your intelligence modifier for strength, dexterity and constitution saving throws when you use this feature
Spend 1 Time Supremacy to increase the dc of toll the dead by 2, you can spend additional time supremacy to add an extra 2 equal to the amount spent
-Spend 1 time supremacy and your bonus action to cast misty step at 2nd level You regain 1 time supremacy if you end your turn within 5ft of an creature
You lose all remaining time supremacy when you complete a long rest
Temporal arcanist (2nd level)
When you see a friendly creature within 30ft of you fail on a saving throw or get hit by an attack you can use your reaction to slightly alter fate. If a target failed a saving throw they can add 1d4 to the roll or reduce the roll by 1d4 if it was for an attack. If either rolls allows the target to succeed on a saving throw or avoid getting hit you gain 1 time supremacy
You can use this reaction an amount of times equal to your intelligence modifier. You regain this feature on a long rest
Temporal Ward (5th Level):
At 5th level, your mastery over time extends to protective measures. You can utilize your reaction to cast Counterspell at the 3rd level when an incoming spell is dispelled. Upon successfully countering a spell, you gain Time Supremacy equal to your proficiency modifier.
This ability can be used once per long rest. Alternatively, you may expend two Time Supremacy points to activate this feature again, though doing so doesn't replenish your Time Supremacy. Beginning at 7th level you can use this feature again but this uses up your use of transmuters elemtal reflection
Chrono Surge (5th level):
*In the heat of battle, the Time-Infused Transmuter can unleash a potent Chrono Surge. As a bonus action, they manipulate time around a target, causing their next action to occur in a blur. The target gains the effect of haste until the end of their next turn. They dont suffer from lethargy. When you use this feature You gain two time supremacy can use once per short rest
Temporal Resurgence (11th Level)
Upon reaching 0 hit points, your mastery over time kicks in, whisking you back through the temporal currents. You immediately recover hit points equal to the damage you suffered, essentially undoing the harm inflicted upon you.
Additionally, by spending 2 Time Supremacy, you can utilize your temporal prowess to teleport instantaneously, covering a distance of 30 feet to an unoccupied space within your line of sight.
You can use this feature once per long rest
Temporal Reserve (11th Level):
When you roll initiative you gain 1 time supremacy as well as this you know recover temporal arcanist on a short rest
Temporal Mastery (17th Level):
By expending 5 Time Supremacy, you can harness the full extent of your temporal abilities to cast Time Stop as an action, momentarily freezing the flow of time around you. This potent ability allows you to act freely while the world remains suspended.
This extraordinary feat can be utilized once per long rest,
Arcanum:
• Alchemical Mend: You can touch a friendly humanoid to heal it for 1d6 plus your Intelligence modifier in hit points. You can use this ability a number of times equal to your Intelligence modifier and regain all uses after completing a long rest.
• Transmuter's Mystic Cantrips: Choose two wizard cantrips, you can cast these spells using your transmuters tools
• Arcane Adaptation: You can use your intelligence modifier instead of your dexterity modifier when using light Armor
• Transmuter's Insight: You gain dark vision of 30ft, if you already have Darkvision its range increases by 30ft
• Gravitational Transcendence: You can make an object that isn’t being worn or carried become weightless for one minute,
• Elemental Attunement: You attune your senses to the elements, granting you insight into the natural world. You gain proficiency in one of the following skills: Nature, Survival, or Animal Handling. Additionally, you can cast one of the following cantrips - Control Flames, Shape Water, or Mold Earth - at will, chosen at the time of gaining this feature, without requiring material components. You can choose a different cantrip during a short or long rest.
• Ethereal Augmentation (lv5): You can infuse yourself with ethereal energy, enhancing your physical abilities. As a bonus action, you gain temporary hit points equal to your Transmuter level + your Intelligence modifier. These temporary hit points last for 1 minute or until depleted. Once you use this feature, you can't use it again until you finish a short or long rest.
• Arcane Phasing (lv5): You gain the ability to briefly phase through solid objects. Once per long rest, you can use your action to become ethereal until the end of your next turn. While ethereal, you can move through solid objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet moved through solid objects this way.
• Material Transmutation (lv5): You gain the ability to temporarily alter the composition of non-magical materials. As an action, you touch a non-magical object composed of metal, stone, wood, or similar materials and transmute it into a different substance of equal volume and mass for up to 1 hour. For example, you could transmute a wooden door into stone, or a piece of iron into gold. The transmuted material retains its new properties until the duration ends or it is affected by a dispel magic spell. Once you use this feature, you can't use it again until you finish a short or long rest.
• Transmuter's Wrath (lv13): You can unleash a devastating burst of transmutative energy, reshaping the battlefield and altering reality itself. As an action, you release a wave of transmutative energy in a 30-foot radius centered on you. Creatures of your choice within the area must make a Constitution saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Additionally, any non-magical objects in the area that aren't being worn or carried are transformed into mundane substances of your choice, such as stone, wood, or water. Once you use this feature, you can't use it again until you finish a long rest.
• Temporal Surge (lv13) You harness temporal energies to supercharge your physical capabilities. As a bonus action, you undergo a surge of temporal enhancement for 1 minute. Your movement speed doubles, and you gain an extra action on each of your turns, which can be used for actions such as dashing, disengaging, hiding, or using an object, but not for extra weapon attacks. You can still utilize features related to your Transmuter's tools during this heightened state. Once used, you have to have a long rest before using again
• Transmuter's Reality Forge(lv13): You gain the ability to manipulate reality on a fundamental level, reshaping the world around you with your transmutative prowess. As an action, you focus your mind and will on a specific area no larger than a 20-foot cube within 60 feet of you. you can alter the physical properties of objects and terrain within this area, reconstructing them according to your desires.
• You can reshape the landscape, creating natural barriers, pathways, or even temporary shelters. Can use once per long rest
• Transcendent Transmutation (lv13): As an action, you can invoke the power of Transcendent Transmutation, imbuing the terrain within a 30-foot radius centered on yourself with volatile transmutative energy for 1 minute. During this time:
• The terrain becomes unstable and unpredictable. Any hostile creature that moves through or starts its turn within the area must succeed on a Strength saving throw or be restrained by the shifting landscape until the start of its next turn. Additionally, the area is considered difficult terrain for any hostile creature.
Once you use this feature, you can't use it again until you finish a long rest.
Subclass Arcanum
Flame weaver alchemist
• Flame born: Your affinity with fire has imbued you with a heightened resilience against its effects. You gain resistance to fire damage. Additionally, whenever you would take fire damage, you can use your reaction to gain temporary hit points equal to your Intelligence modifier (minimum of 1) as you absorb the flames' energy.
• Blaze Conduit: Your very being is a conduit for the power of flames. As an action, you can channel this power to surround yourself with a protective aura of fire. For 1 minute, any creature that starts its turn within 5 feet of you takes fire damage equal to your Intelligence modifier (minimum of 1). Once you use this ability, you can't do so again until you finish a short or long rest
• Pyrokinetic Aptitude: Your innate connection to fire grants you unparalleled control over flames. As an action, you can summon forth a small spectral flame, no larger than a torch, that hovers within 30 feet of you. This spectral flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While the flame exists, you can manipulate its movements and shape, allowing you to create intricate patterns or shapes with it.
Additionally, as a bonus action, you can cause the spectral flame to erupt into a burst of intense heat. All creatures within 10 feet of the flame must make a Dexterity saving throw against your Transmuter spellcasting DC. On a failed save, they take 1d6 fire damage. The spectral flame then disappears, and you can't use this feature again until you finish a short or long rest.
Armament transmuter
• Weapon Absorption: Through your mastery of transmutation, you have unlocked the ability to absorb the magical properties of weapons you encounter. During a long rest, you can spend time attuning your consciousness to a magical weapon you possess or have found, absorbing its properties into your being. The weapon must not be an artifact, and you must have the weapon in your possession throughout the duration of the long rest.
Once the long rest is complete, you have absorbed the magical essence of the weapon. When you use your Transmuted Armory feature to conjure a weapon, you can choose to summon forth the absorbed weapon's form, imbuing it with the properties you absorbed during the long rest. The conjured weapon retains the magical attributes of the absorbed weapon until you use this feature again to absorb a different weapon's properties.
You can only have a number of weapons' properties absorbed equal to your Intelligence modifier at a time. If you lose possession of an absorbed weapon, you lose access to its properties until you regain possession or absorb a new weapon's properties. Additionally, you must complete a long rest to absorb the properties of a different weapon.
• Resilient Transmutation: Your mastery over transmutation allows you to fortify your body against harm. As a reaction when you take damage, you can channel your transmutative energy to reduce the damage taken. The damage is reduced by an amount equal to your Intelligence modifier (minimum of 1).
• Adaptive Strikes: Your transmutative prowess imbues your weapon strikes with versatile effects, adapting to the situation at hand. When you hit a creature with a slashing weapon, you can immediately make another attack against a different target within 5 feet of the original target. When you hit a creature with a piercing weapon, its speed is reduced by 10 feet until the start of your next turn. When you hit a creature with a bludgeoning weapon, it must succeed on a Strength saving throw against your Transmuter's DC or be pushed back 5 feet.
You can only use one of these effects per turn, choosing the most suitable adaptation for the circumstances of the combat encounter.
Essence infused transmuter:
• Fluidic Transmutation: Through your mastery of transmutation, you gain the ability to temporarily liquify your bones, granting you unparalleled flexibility and resilience. As a bonus action, you can activate Fluidic Form, causing your bones to become fluid-like for 1 minute.
While in this form, you gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You can move through spaces as narrow as 1 inch wide without squeezing.
You can squeeze through small openings and cracks that a creature of your size could normally not pass through.
You have advantage on Dexterity (Acrobatics) checks made to escape grapples or restraints.
However, while in this fluidic state, you cannot take actions or reactions other than to revert back to your normal form as an action. Once you use this feature, you can't do so again until you finish a short or long rest.
Empowered Runic Fusion: Your understanding of arcane symbols and sigils allows you to infuse your body with potent magical energy. As an action, you can activate Arcane Augmentation, inscribing arcane runes upon your skin that enhance your physical abilities for 1 minute.
While Arcane Augmentation is active, you gain the following benefits:
Your Strength and Dexterity scores increase by 1, to a maximum of 20.
You gain advantage on saving throws against spells and other magical effects.
Once you use this feature, you can't do so again until you finish a long rest.
• Adaptive Arcane Defense: Your study of arcane principles has honed your ability to withstand magical assaults. You gain proficiency in Constitution saving throws if you don't already have it. Additionally, when you take damage from a spell or magical effect, you can use your reaction to gain resistance to that damage type until the end of your next turn. Once you use this feature, you can't do so again until you finish a long rest.
Time infused transmuter:
• Temporal Distortion: You can bend time around a specific object, altering its temporal properties. As an action, you touch a non-magical object and imbue it with a temporal distortion. For the next 1 hour, time flows differently for the object, aging or regressing it at an accelerated or decelerated rate. This can be used to speed up the ripening of fruits, slow down the decay of perishable items, or even temporarily restore worn-out tools or equipment. Once you use this feature, you can't use it again until you finish a short or long rest.
• Arcane Tolling: Your mastery over temporal manipulation infuses your casting of Toll the Dead with potent arcane energy. When you cast Toll the Dead, you can add your Intelligence modifier to the damage roll, reflecting your deep understanding of the intricate workings of time and death.
If a target succeeds on the saving throw against Toll the Dead, you still deal damage to them equal to your Intelligence modifier. This represents the disruptive temporal energies you channel to punish those who defy the natural order.
Temporal Echo: Through your mastery of time manipulation, you gain the ability to leave behind temporal echoes of your actions. When you take the Attack action on your turn, you can create a temporal echo of yourself that mimics your actions. This echo lasts until the start of your next turn.
At any point before the start of your next turn, you can use a bonus action or reaction to command the temporal echo to repeat one of the attacks you made during your previous turn. The echo makes the attack with the same modifiers and bonuses as the original attack.
Once you use this feature, you can't do so again until you finish a short or long rest.