D&D 5E New transmutation arcane tradition 2nd lvl feature

[FONT=&quot]Hi all, we are on the final chapters of our current campaign and, as a consequence, players started to go crazy about new characters and builds. As I plan to play a wizard gnome, transmutation is my arcane tradition of choice. Although, our games are really combat focused and the minor alchemy (2nd lvl tradition feature), and perhaps the shapechanger (10th lvl tradition feature) might not fit our game style and will be under used (if ever used at all).

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[FONT=&quot]I've talked with my DM and he suggested that I might homebrew something to make the tradition more appealing. Looking at the brief description of the transmutation school we have: Transmutation spells change the properties of some creature, thing, or condition.. So I thought on these features [throughout them, I present some design reasoning in square brackets]:[/FONT]
[FONT=&quot]Transmuter alchemy:[/FONT]
[FONT=&quot]When you choose this school at 2nd level you master arts of transmutation that let you enhance your body in different ways. As a bonus action, you can apply one of the effects described bellow to yourself. Additionally, you can brew one potion that holds one of these effects. Brewing a potion requires time and can be done as part of a long rest. You can only have one brewed potion at a time. You can use the described effects a number of times equal to 1 + intelligence modifier.

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[FONT=&quot]The list of effects and the amount energy required to craft each one of them are presented bellow:[/FONT]

  • Hardened skin: for 1 min bludgeoning, slashing and piercing damage that you take from nonmagical weapons is reduced by 3. [the idea came from the 3.5 Toughening Transmutation feat]
  • Enhanced senses: you gain +1d4 on your next strength or dexterity ability check [this is the same as the guidance spell, but still more limited.]
  • Remove toxins: for 1 min you have advantage against poison saving throws [based on the antitoxin alchemy item]
  • Transmute object: the same effects as minor alchemy, cannot be done as a bonus action, but still requires one use of your feature [A nice touch to keep the minor alchemy feature]
[FONT=&quot]Can you guys provide me some feedback on the designed features OR perhaps suggest new alternatives? I thanks in advance for all the feedback :-)[/FONT]
 

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I do like substitution abilities as a way to customise a character. These should probably all require concentration and all have a limit of 1 minute. Personally, I wouldn't include the transmute object feature, I would keep this level 2 ability separate as an alternate tradition in the ranks of transmuters meaning that some are alchemists transmuting objects while others are shapers transmuting their bodies, but that is just me if your DM is fine with it then keep the transmute object ability.

Enhanced Senses seems an odd name for an ability that boosts your next strength or dexterity check, maybe Enhanced Body?

Another ability might be Natural Weapons. You shift your fingers into wicked claws allowing you to make slashing attacks for 1d4 + your strength modifier. I purposely made this less powerful than the natural weapon ability of alter self which should probably be a guide for limiting the power of these tradition abilities.
 

I do like substitution abilities as a way to customise a character. These should probably all require concentration and all have a limit of 1 minute.

Wouldn't that compete with a fairly large number of transmutation concentration spells? I would prefer some other way that doesn't interfere that much with action economy. For instance, how bards use their bardic inspiration or the arcane ward pool of the abjurer.
 

Wouldn't that compete with a fairly large number of transmutation concentration spells? I would prefer some other way that doesn't interfere that much with action economy. For instance, how bards use their bardic inspiration or the arcane ward pool of the abjurer.

It does compete, even the basic level 2 transmuter ability requires concentration. These kind of effects tend to require concentration. The spell guidance requires requires concentration; polymorph, alter self, shapechange, all require concentration. Ultimately it will be up to your DM as to whether or not to make them require concentration, this is just what I would require in my games.
 

It does compete, even the basic level 2 transmuter ability requires concentration. These kind of effects tend to require concentration. The spell guidance requires requires concentration; polymorph, alter self, shapechange, all require concentration. Ultimately it will be up to your DM as to whether or not to make them require concentration, this is just what I would require in my games.

It's really reasonable. I think the previous question was my player side trying to push the homebrew in my favor. hahaha
Last question: not many arcane tradition powers have a limited number os uses like this. Is it ok to limit the usage numbers as I proposed or do you see another alternative?

ps.: thanks so far for the feedback. I really appreciate it :-)
 

It's really reasonable. I think the previous question was my player side trying to push the homebrew in my favor. hahaha
Last question: not many arcane tradition powers have a limited number os uses like this. Is it ok to limit the usage numbers as I proposed or do you see another alternative?

ps.: thanks so far for the feedback. I really appreciate it :-)

I think limited uses might be okay, it might have to be something that you trial with the number of uses being reviewed at a later date. Looking at a couple abilities with limited uses, taken from examples in other classes, we have:

2/short rest (Bladesong, wildshape. Both abilities which encompass more than the individual abilities of your power)
Ability modifier/long rest (bard inspiration, moves to ability modifier/short rest at 6th level, i think)

I'd say that your abilities for this level 2 arcane tradition are limited enough in scope that you could give them a number of uses equal to your Intelligence Modifier (minimum 1) or even 1+Intelligence modifier as you've suggested which should be fine.
 

Nice. thanks for the feedback. My DM finally provided feedback and here's the version that we are going to use in our game.

Minor transmutations: you have limited yet full control of your body due to your arcane tradition. A number of times equal to your intelligence modifier, you can apply one of the effects bellow. After that, you exhaust your transmutation magic and you need a long rest to recharge the power's usage.

Enhanced body: As a bonus action, you spend one of your uses of your minor transmutations to gain proficiency in athletics, acrobatics, or perception until the end of your turn. For instance, you alter your bones density to get stronger and jump higher, or your body flexibility to perform a tumble, or even your pupils to see better
[The DM decided that proficiency was better and as I might be trained in some of these skills the benefit is not high enough]

Hardened skin: As a reaction, you spend one of your uses of your minor transmutations to gain resistance to nonmagical slashing, piercing, or bludgeoning until the start of your next turn. You might create scales, or a metalic coat to endure hits.
[The DM did not like the previous idea of reducing 3 points of damage, even though there is a feat that does that. So he suggested the resistance instead. It might be a little stronger as this is an modified version of the blade ward cantrip, but it was his decision. It might compete with other reaction spells as shield or counter-spell though.]


Remove toxins: As a bonus action, you spend one of your uses of your minor transmutations to remove the poisoned condition. Your control of your body helps you neutralize harmful poisons.
[I insisted that it should be only advantage in your next save, but the DM said that it would be more of the same and he thought that this version was cooler. :P]

Anyway, I hope that other might borrow some of the ideas here and perhaps do their own homebrew versions if they don/t like the minor alchemy feature.
 

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