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you spend perform ing the procedure, you can transform
         U n d e a d   T h r a l l s
         At 6th level, you add the animate dead spell to your   up to  1  cubic foot of material. After 1  hour, or until you
         spellbook if it is not there already. W hen you cast   lose your concentration (as if you w ere concentrating on
         animate dead, you can target one additional corpse   a spell), the material reverts to its original substance.
         or pile of bones, creating another zom bie or skeleton,
                                                           T r a n s m u t e r ’s  St o n e
         as appropriate.
                                                           Starting at 6th level, you can spend 8 hours creating a
          W henever you create an undead using a necrom ancy
                                                           transmuter’s stone that stores transmutation magic. You
         spell, it has additional benefits:
                                                           can benefit from the stone yourself or give it to another
         • The creature’s hit point maximum is increased by an   creature. A creature gains a benefit of your choice

          amount equal to your wizard level.               as long as the stone is in the creature’s possession.

         • The creature adds your proficiency bonus to its
                                                           W hen you create the stone, choose the benefit from the
          weapon damage rolls.                             following options:

         I n u r e d   t o   U n d e a t h                 • Darkvision out to a range of 60 feet, as described in
         Beginning at 10th level, you have resistance to necrotic   chapter 8

         damage, and your hit point maximum can't be reduced.   • An increase to speed of 10 feet while the creature is
         You have spent so much time dealing with undead and   unencumbered

         the forces that animate them that you have becom e   • Proficiency in Constitution saving throws

         inured to som e of their worst effects.           • Resistance to acid, cold, fire, lightning, or thunder
                                                            damage (your choice whenever you choose this
         C o m m a n d   U n d e a d                        benefit)
         Starting at  14th level, you can use m agic to bring
                                                           Each time you cast a transmutation spell of 1st level
         undead under your control, even those created by other
                                                           or higher, you can change the effect of your stone if the
         wizards. As an action, you can choose one undead that
                                                           stone is on your person.
         you can see within 60 feet of you. That creature must
                                                            If you create a new transmuter’s stone, the previous
         make a Charisma saving throw against your wizard
                                                           one ceases to function.
         spell save DC. If it succeeds, you can’t use this feature
         on it again. If it fails, it becom es friendly to you and   S h a p e c h a n g e r
         obeys your com m ands until you use this feature again.  At  10th level, you add the polymorph spell to your
          Intelligent undead are harder to control in this way.  spellbook, if it is not there already. You can cast
         If the target has an Intelligence of 8 or higher, it has   polymorph without expending a spell slot. W hen you
         advantage on the saving throw. If it fails the saving   do so, you can target only yourself and transform into a
         throw and has an Intelligence of 12 or higher, it can   beast w hose challenge rating is 1  or lower.
         repeat the saving throw at the end of every hour until it   Once you cast polymorph in this way, you can’t do so
         succeeds and breaks free.                         again until you finish a short or long rest, though you
                                                           can still cast it normally using an available spell slot.
         S c h o o l   o f   T r a n s m u t a t i o n
                                                           M a s t e r  T r a n s m u t e r
         You are a student of spells that modify energy and matter.
         To you, the world is not a fixed thing, but eminently   Starting at 14th level, you can use your action to
         mutable, and you delight in being an agent of change.  consum e the reserve of transmutation magic stored
         You wield the raw stuff of creation and learn to alter both   within your transmuter’s stone in a single burst. W hen
         physical forms and mental qualities. Your magic gives   you do so, choose one of the following effects. Your
         you the tools to becom e a smith on reality’s forge.  transmuter’s stone is destroyed and can’t be remade
          Som e transmuters are tinkerers and pranksters,   until you finish a long rest.
         turning people into toads and transforming copper into   Major Transformation. You can transmute one
         silver for fun and occasional profit. Others pursue their   nonm agical object—no larger than a 5-foot cube—into
         magical studies with deadly seriousness, seeking the   another nonm agical object of similar size and m ass and
         power o f the gods to make and destroy worlds.    of equal or lesser value. You must spend 10 minutes
                                                           handling the object to transform it.
         T r a n s m u t a t i o n   Sa v a n t             Panacea. You remove all curses, diseases, and poisons
         Beginning when you select this school at 2nd level, the   affecting a creature that you touch with the transmuter’s
         gold and time you must spend to copy a transmutation   stone. The creature also regains all its hit points.
         spell into your spellbook is halved.               Restore Life. You cast the raise dead spell on a
                                                           creature you touch with the transmuter’s stone, without
         M i n o r  A l c h e m y                          expending a spell slot or needing to have the spell in
         Starting at 2nd level when you select this school, you   your spellbook.
         can temporarily alter the physical properties of one   Restore Youth. You touch the transmuter’s stone to
         nonm agical object, changing it from one substance into   a willing creature, and that creature’s apparent age is
         another. You perform  a special alchemical procedure   reduced by 3 d 10 years, to a minimum of 13 years. This
         on one object com posed entirely of w ood, stone (but not   effect doesn’t extend the creature’s lifespan.
         a gemstone), iron, copper, or silver, transforming it into
         a different one of those materials. For each  10 minutes
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