Transmuter

Medium humanoid (any species)
Challenge

STR
−1
DEX
2
CON
1
INT
4
WIS
1
CHA
0

71
13d8+13
17
Fort
+1
Ref
+1
Will
+5

Speed 8 m.
Skills Psionics +4 (15)
Languages any four languages

Spellcasting. The transmuter uses Arcane (int) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: adrenaline rush, enlarge/reduce, invigorate, moment of alacrity, regenerate, skill empowerment, striding and springing, sudden shift, sustenance, toppling punch

2 mana: essence of night, freedom of movement, metabolic adaptation, synesthete

Transmuter. The transmuter gains following effects:

  • Darkvision out to a range of 10 meters
  • An extra 2 meters of speed while the bearer is unencumbered
  • Proficient with Fortitude saving throws
  • Resistance to acid, cold, concussion, fire, or lightning damage (the transmuter’s choice whenever the transmuter chooses this benefit)
  • When the transmuter expends mana to cast a spell, it can change the effect.

Actions (2)

Quarterstaff. Melee Weapon Attack: +2 to hit. Hit: 3 (1d8 − 1) bludgeoning damage.

Urbanvgtm

Spells

concentration, 1 minute/mana

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you can grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item dropped by returns to normal size at once.

Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Athletics and Brawn checks and any weapon you wield grows to match your new size, dealing 1d6 extra damage.

Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you have disadvantage on Athletics and Brawn checks and any weapon you wield shrinks to match your new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so a creature that you can touch or see within 5 meters grows larger or smaller instead. If the creature is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell. You can target one additional creature for each additional mana expended.

  • You can expend 1 additional mana to grow larger or smaller by one additional size.

    Enlarge. You gain 10 temporary health and your reach increases by 1 meter.

    Reduce. You have advantage on Stealth checks.

As an action, you endow yourself with energy fueled by magic. You gain 1 stamina die.

Augment

You can expend 1 additional mana to gain 2 additional stamina dice.

As a reaction, which you use at the start of an initiative round, a creature that you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you take control of your body’s healing process, you regain 2d4 + your spellcasting ability health immediately and again at the end of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 4d4 for each additional mana expended.

  • You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 2d4 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, you regain 1 health at the start of each of your turns (10 health each minute).

    Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

1 hour/mana

As an action, your magic deepens your understanding of your own talent. You become capable, or proficient if you are already capable, with a skill of your choice until the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you touch a willing creature. The target’s speed increases by 2 meters and it has advantage on Athletics checks to jump until the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you make a Reflex saving throw or you are hit by an attack or missed by 4 or less that you can see, you can shrink in size to avoid the attack. You make the roll with advantage or attacks made against you are made with disadvantage until the start of your next turn, including the triggering attack. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

You can then move up to 2 meters without provoking opportunity attacks.

Augment

You can expend 1 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw or is hit by an attack or missed by 4 or less that you can see. The attacked creature gains the benefits instead.

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

As an action, you shift to an incredibly small size and then suddenly return to normal as make a weapon attack.

On a hit, add 1d6 + your spellcasting ability to the attack’s damage roll and if the creature is your size or smaller it must succeed on a Reflex saving throw or it is flung 2 meters away from you where it falls prone and takes 1d10 bludgeoning damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the initial damage by 3d6, fling the creature an additional meter, the secondary damage by 1d10, and affect a creature of a larger size for each additional mana expended.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

As two actions, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you cast this spell; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals you only half the usual amount of damage.

1 hour/mana

As two actions, your skin receives sensory inputs, allowing you to feel light and sound. Your face must be uncovered to use this spell, as the skin of your face acts as the sensory receiver. You gain blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters.