Sources
CR
Type
Size
Alignment
Movement

Transmuter Wizard

Medium Humanoid, Any alignment

Armor Class 12, 15 with mage armor
Hit Points 49 (11d8)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 5 (1,800 XP)

Traits

Transmuter's Stone. The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of each long rest:

  • The transmuter has darkvision out to a range of 60 feet.
  • The transmuter has proficiency in Constitution saving throws.
  • The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever choosing this benefit).
  • The transmuter's walking speed is increased by 10 feet.

Spellcasting

Spellcasting. The transmuter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: light, message, prestidigitation

1/day each: telekinesis

2/day each: fireball, hold person, knock, mage armor, polymorph, slow

Actions

Multiattack. The transmuter makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit:19 (3d10 + 3) acid damage.

Bonus Actions

Transmute (Recharge 4–6). The transmuter casts alter self or changes the benefit of Transmuter's Stone if bearing the stone.

Lore

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.