School of Transmutation

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 o f 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.

Transmutation Savant

Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a transmutation
spell into your spellbook is halved.

MInor Alchemy

Starting at 2nd level when you select this school, you
can temporarily alter the physical properties o f one
nonmagical object, changing it from one substance into
another. You perform a special alchemical procedure
on one object composed entirely o f wood, stone (but not
a gemstone), iron, copper, or silver, transforming it into
a different one o f those materials. For each 10 minutes
you spend performing the procedure, you can transform
up to 1 cubic foot o f material. After 1 hour, or until you
lose your concentration (as if you w ere concentrating on
a spell), the material reverts to its original substance.

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 o f 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 o f 60 feet, as described in
chapter 8
• An increase to speed o f 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 o f 1st level
or higher, you can change the effect o f your stone if the
stone is on your person.
If you create a new transmuter’s stone, the previous
one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your
spellbook, if it is not there already. You can cast
polymorph without expending a spell slot. When you
do so, you can target only yourself and transform into a
beast w hose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can’t do so
again until you finish a short or long rest, though you
can still cast it normally using an available spell slot.

Master Transmutation

Starting at 14th level, you can use your action to
consume the reserve of transmutation magic stored
within your transmuter’s stone in a single burst. When
you do so, choose one o f the following effects. Your
transmuter’s stone is destroyed and can’t be remade
until you finish a long rest.
Major Transformation. You can transmute one
nonmagical object—no larger than a 5-foot cube—into
another nonmagical object o f similar size and mass and
o f equal or lesser value. You must spend 10 minutes
handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons
affecting a creature that you touch with the transmuter’s
stone. The creature also regains all its hit points.
Restore Life. You cast the raise dead spell on a
creature you touch with the transmuter’s stone, without
expending a spell slot or needing to have the spell in
your spellbook.
Restore Youth. You touch the transmuter’s stone to
a willing creature, and that creature’s apparent age is
reduced by 3 d 10 years, to a minimum o f 13 years. This
effect doesn’t extend the creature’s lifespan.

School of Transmutation

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