The Transmuter Wizard gets an upgrade over the polymorph-focused version of the past edition, now with class features you might use.
In the Arcane Subclasses Unearthed Arcana, the Transmuter Wizard finally gets its day. In the past, it was a heavily polymorph influenced subclass. But the new edition looks to change that, presenting us with a new version of the Transmuter Wizard that has more broadly applicable features that play a little more relevant in combat. This version of the subclass gives the Wizard more of a support role—and I think the class is better for it.
Transmuter Wizard – Change is the Only Constant
First up, a quick overview on how the subclass was in 5th Edition, because this is a very different subclass. Its primary feature at 2nd level was being able to temporarily alter the physical properties of a nonmagical object. As you leveled up, you got a special magic rock that can give a minor benefit, can cast Polymorph for free (with severe restrictions), and a better magic rock.
The magic rock is still there, but it’s been made a lot better. As has the rest of the subclass. Transmuter Wizards are all about modifying energy and matter. And, as it turns out, being able to buff your party.
A better magic rock awaits you in the form of an improved Transmuter’s Stone. For one, now you get it at level 3, which feels much more in line with where its power level is. As a level 6 feature, being able to give someone one of four minor benefits:
- Darkvision
- A 10 foot speed increase
- Proficiency in Con saves
- Resistance to acid, cold, fire, lightning, poison, or thunder damage
…doesn’t feel like it was worth the wait, especially since you can only have one transmuter’s stone at a time. But at level 3? Feels much better. Especially since the benefits have been buffed slightly. For instance. it’s now a 10 foot speed increase outright instead of “while unencumbered”. Further you can swap the stone’s benefit any time you cast a Transmutation spell with a spell slot, instead of just “if the stone is on your person”. It’s a lot of little changes that add up to a better magic rock.
And that’s not the only benefit you gain, either. Level 3 also comes with Transmutation Savant, which lets you add free Transmutation spells to your spellbook as you level up. And Wondrous Enhancement, the first of several new features. Wondrous enhancement, at its core, helps define the Tansmuter Wizard as a support caster. You always have Enhance Ability prepared, and can cast it once per Long Rest for free. But even more, it’s an enhanced Enhance Ability. It targets your spell also gain Advantage on saving throws using the chosen ability, which is a potent buff for anyone to be able to throw around.
Turn and Face the Strange – New Features At Higher Level Too
At higher levels, Transmuters gain even more new features. And again, they keep hammering home the idea of the “support” role. At level 6, Split Transmutation functions a lot like the Enchanter’s potent enchantment. Whenever you cast a Transmutation spell that can be cast with a higher-level spell slot to affect more creatures, you get a free boost to the spell’s effective level. You can do that up to your Intelligence modifier times per Long Rest. So you can cast spells like Fly on multiple creatures without sacrificing your higher level slots.
At level 10, you gain Potent Stone, another new feature. This makes your magic rock even better, letting you pick up to two options whenever you create your transmuter’s stone. Now you can gain resistance to two damage types, or have darkvision and a speed increase, for instance. And whenever you cast a Transmutation spell you can switch one or both benefits around.
Finally, at level 14, Master Transmuter is much the same as the previous edition’s capstone feature. You can take a Magic action to consume your transmuter stone to give yourself an even bigger benefit. Either restoring twice your Wizard level in hit points to a target (as well as ending one curse—or attunement to cursed items); casting raise dead without needing a material component, or making someone appear 3d10 years younger, to a minimum of young adulthood.
All in all, this is a Transmuter Wizard that has more options to play with in combat and out of combat. Sure, you lose the “free polymorph” but that was always a limited feature. Whenever you cast it for free you couldn’t pick a beast with a higher CR than 1. I’d much rather gain the ability to buff multiple friends. The new Transmuter can fit neatly into any adventuring party.
Change is the only constant, but hey, this one feels like it’s for the better!
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