Character growth is an integral part ofDungeons & Dragons. As you adventure with your party, your character learns, adapts, and becomes the hero that they were always meant to be. Normally this sort of growth is figurative, but as a School of Transmutation wizard, it can be literal too.

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Jalira, Master Polymorphist by Steve Prescott

As a student of the School of Transmutation, you can turn yourself into an enormous monster capable of crushing your enemies with a giant foot, or you can start small and just learn how to change iron into gold. If you’re looking to change the world, here’s how you can enroll in the School of Transmutation.

School Of Transmutation Wizard Features

Being in the School of Transmutation is all about learning to change things. Starting at level two,Transmutation Savanthalves the time and gold cost of copying transmutation spells into your spell book.Minor Alchemylets you perform an alchemical procedure to turn wood, stone, iron, copper, or silver into a different one of those materials for one hour.

This is agreat way to trick NPC vendorsinto parting with goods for your temporary silver, but remember thatthis trick works only once.

Basic Conjuration by Randy Vargas

Transmuter’s Stoneat level six gives a creature one of four benefits: Darkvision, 10 feet of increased move speed, proficiency on Constitution saving throws, or resistance to an element of your choice. You can also change the effect every time you cast a transmutation spell of first level or higher.

Shapechangerat level 10 teaches you the Polymorph spell and lets you cast it without spending a spell slot so long as the beast you transform is challenge rating one or lower. You can do this once every short or long rest, though you can still cast Polymorph using actual spell slots for a more impressive creature.

A wizard creates a magical animal

At level 14,Master Transmuterlets you consume your Transmuter’s Stone for one of four effects.Major Transformationlets you transform one nonmagical object into another of equal or lesser value and similar size permanently.Panacearemoves all curses, diseases, and poisons, and causes a creature to regain all its hit points.Restore Lifecasts the Raise Dead spell without spending a spell slot, andRestore Youthreduces a creature’s apparent age by 3d10 years, but it doesn’t actually extend their lifespan.

To be honest, there’s very little you get out of a School of Transmutation wizard that you couldn’t already approximate through spells most wizards should already learn. The biggest reason to join this school is for the flavor of a mad scientist.

Obscura Polymorphist by Darren Tan

Best Species For A School Of Transmutation Wizard

Anyone can be a wizard, so feel free to play as any species and expect to be reasonably effective. There are a few species that offer benefits to wizards, however. Here are a few suggested species to get you started.

Autognome

Wizards have trouble getting armor class, so having abase 13 ACis a big deal.Built For Successgives you a d4 to a few rolls, andresistance to poisonandadvantage against being paralyzed and poisonedare good defensive buffs.

Dwarf

Hill dwarfwill give you someextra hit pointsper level, which can really help a wizard’s fragility.Mountain dwarfoffersmedium armor proficiency.

Fairy

Faerie Fireisn’t on the wizard spell list and can help your team find invisible creatures. Being able tofly without using a spell slotis great, but not crucial to your success as a wizard.Enlarge/Reduceis a nice spell to have too, but again, not crucial.

Githzerai

You can generally learn all the spells taught throughGithzerai Psionics, but they’re still nice to have, and they free up your studies to focus on other spells.Mental DisciplineandPsychic Resiliencehelp keep your wizard safe from charms, fright, and psychic damage.

Goblin

You can give yourselfDarkvisionthrough your Transmuter Stone, but having it innately means you can take a different buff.Charm resistanceand being able todisengage and hide as a bonus actionfrees up your action to do spells.Fury of the Smallis a good way to shore up your damage.

Hadozee

Hadozee Dodgeis effectively like having more hit points, which is very helpful for a frail wizard–even if you Polymorph into a stampeding rhinoceros.

Human

You could go standard human to havea lot of stats(could be helpful to keep your Constitution and Dexterity up), but you could also govariant human for a free starting feat. Medium Armor Mastery of Toughness could help here.

Owlin

Flying,Darkvision, andstealth proficiencyare always good things, although you could just turn into a mouse if you need to be stealthy.

Shifter

A species that can change playing a transmutation wizard seems very appropriate. It’s also effective. Shifting gives youtemporary hit points, potentialbonuses to your AC,movement speed, oradvantage on Wisdom saving throws, andDarkvisionfrees up your Transmutation Stone.

Tortle

Having17 armor classis probably better than most wizards will ever get, even with Mage Armor. Being able tohold your breathis also useful since your skeletons don’t need to breathe at all, making underwater combat a real possibility.

Related:Dungeons & Dragons: How To Build A College Of Glamour Bard

True Polymorph by Steve Prescott

Best Ability Scores For A School Of Transmutation Wizard

Your spells are your life, and those areempowered by your Intelligence. Focus on bringing this ability score to 20 as soon as possible.

Constitution and Dexterity are nextin line. Constitution helps with your concentration saving throws and hit point total, while Dexterity provides you with some armor class.

Strength,Wisdom, andCharismacan all be safely ignored, although they can be helpful with saving throws.

If you’re using D&D’s point buy system,a good starting ability score spreadmight look something like this:

8(0)

14(+2)

16(+3)

10(0)

Best Starting Equipment For A School Of Transmutation Wizard

With a focus on magic, wizards don’t start with much in terms of equipment. A quarterstaff will deal more damage than a dagger, but you’re not likely to have much strength to wield it effectively.Pick the dagger, but use it as a last resort.

Focus on your spells for damage. We’ll talk spells in the next section below.

An arcane focus is way more convenientthan a component pouch, so pick that. A scholar’s packand an explorer’s pack offer some provisions, but neither will give you everything you need to immediately start adventuring.Pick the scholar’s pack for the ink and parchment, but prepare to spend some money on a bedroll.

Your spellbook is your most important possession. Keep it secret. Keep it safe.

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Best Spells For A School Of Transmutation Wizard

Your spells are your most important resource as a School of Transmutation wizard. You’re likely to pick up a lot of them over the course of your campaign.Here are a few spells to keep an eye out for, or spells that you should choose whenever you level up.

Try to get the most out of yourTransmutation Savantfeatureby paying to learn those spellsand learn other spells through leveling up.