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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

