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<blockquote data-quote="Treantmonklvl20" data-source="post: 7463539" data-attributes="member: 55582"><p>(and yes, I will be updating part 1 of my guide with these thoughts)</p><p><span style="font-size: 18px"><strong><span style="color: #FF8C00">Arcane School: Transmutation. Rank 10</span></strong></span></p><p></p><p><span style="color: #FF0000"><strong>Minor Alchemy (2nd level):</strong></span> This is the biggest weakness of this choice. It comes in like a lamb. Turn one material into another temporarily. Not entirely useless but SUPER circumstantial.</p><p></p><p><span style="color: #00FF00"><strong>Transmuter's Stone (6th level):</strong> </span>This ability is good. Even if it was just gaining Con save proficiency it would be good. However, you can switch to Darkvision, Resistance to energy of your choice, or a speed boost. All of which are good (though none as consistently good as the Con Save proficiency). Not a great ability mind you, but good, and good enough reason to make this Arcane Tradition an OK choice.</p><p></p><p><span style="color: #800080"><strong>Shapechanger (10th level): </strong></span>So if you didn't take Polymorph at 7th, 8th or 9th level you get the Polymorph spell as an extra spell. Of course, you DID take Polymorph right at 7th level because you are smart. This allows you to cast Polymorph once without using a spell slot, but only on yourself, and only to a creature with a CR of 1 or less, and only once per rest. So this is circumstantial only, and kind of...not bad. Need to fly somewhere? Easy. Need to swim somewhere? Easy. OK, I'll take it. This is not an optimization note, but I think it's thematically appropriate for a Transmuter.</p><p></p><p><span style="color: #800080"><strong>Master Transmuter (14th level):</strong> </span>This power destroys your transmuter's stone (which you can remake after a long rest) which is a hefty price. It also limits this to one use. The effects are all pretty neat, but are they powerful?</p><p></p><p><strong>Major Transformation:</strong> Super circumstantial. Not much I can think of for common uses for this.</p><p><strong>Panacea:</strong> A very potent heal. Really potent. This is pretty good, but remember the cost.</p><p><strong>Restore Life:</strong> Raise dead? Yes, definitely useful, and useful in downtime. I would use this before having the Cleric fork out the material components for theirs.</p><p><strong>Restore Youth:</strong> Super flavorful, but lets face it, in the average campaign, aging is not an issue.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 7463539, member: 55582"] (and yes, I will be updating part 1 of my guide with these thoughts) [SIZE=5][B][COLOR="#FF8C00"]Arcane School: Transmutation. Rank 10[/COLOR][/B][/SIZE] [COLOR="#FF0000"][B]Minor Alchemy (2nd level):[/B][/COLOR] This is the biggest weakness of this choice. It comes in like a lamb. Turn one material into another temporarily. Not entirely useless but SUPER circumstantial. [COLOR="#00FF00"][B]Transmuter's Stone (6th level):[/B] [/COLOR]This ability is good. Even if it was just gaining Con save proficiency it would be good. However, you can switch to Darkvision, Resistance to energy of your choice, or a speed boost. All of which are good (though none as consistently good as the Con Save proficiency). Not a great ability mind you, but good, and good enough reason to make this Arcane Tradition an OK choice. [COLOR="#800080"][B]Shapechanger (10th level): [/B][/COLOR]So if you didn't take Polymorph at 7th, 8th or 9th level you get the Polymorph spell as an extra spell. Of course, you DID take Polymorph right at 7th level because you are smart. This allows you to cast Polymorph once without using a spell slot, but only on yourself, and only to a creature with a CR of 1 or less, and only once per rest. So this is circumstantial only, and kind of...not bad. Need to fly somewhere? Easy. Need to swim somewhere? Easy. OK, I'll take it. This is not an optimization note, but I think it's thematically appropriate for a Transmuter. [COLOR="#800080"][B]Master Transmuter (14th level):[/B] [/COLOR]This power destroys your transmuter's stone (which you can remake after a long rest) which is a hefty price. It also limits this to one use. The effects are all pretty neat, but are they powerful? [B]Major Transformation:[/B] Super circumstantial. Not much I can think of for common uses for this. [B]Panacea:[/B] A very potent heal. Really potent. This is pretty good, but remember the cost. [B]Restore Life:[/B] Raise dead? Yes, definitely useful, and useful in downtime. I would use this before having the Cleric fork out the material components for theirs. [B]Restore Youth:[/B] Super flavorful, but lets face it, in the average campaign, aging is not an issue. [/QUOTE]
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