pathway transmutation DND

Sequence 9 – Form Initiate

Learns the basic principles of altering materials and physical properties.

Can cast simple transmutation cantrips that change small aspects of objects (e.g., altering color, texture, or minor shape).

Develops an intuitive understanding of the balance between change and stability.

Sequence 8 – Material Tinkerer

Gains the ability to perform minor transformations on inanimate objects (e.g., reshaping a tool or softening a barrier).

Begins to experiment with temporary changes in size or density in simple substances.

Learns to identify and harness the inherent potential within materials.

Sequence 7 – Alchemical Adept

Can transmute basic materials into alternative forms—turning wood to stone or water into a viscous gel, for instance.

Develops a limited ability to imbue objects with temporary magical properties (e.g., increased hardness or flexibility).

Gains proficiency in controlling the duration and stability of minor transmutations.

Sequence 6 – Shaper of Substance

Achieves greater control over the properties of matter, able to change the state (solid, liquid, gas) of materials over short periods.

Can create small constructs or barriers out of ambient materials, adapting the battlefield to their advantage.

Begins to experiment with self-enhancement, temporarily altering personal attributes (such as strength or resilience).

Sequence 5 – Transmutative Conjurer

Can perform mid-level transmutations that alter the nature of objects or creatures—such as turning a foe's armor brittle or reinforcing an ally's weapon.

Gains the ability to imbue objects with enduring but reversible enhancements.

Develops an understanding of the interplay between magical energy and physical change, allowing for more precise alterations.

Sequence 4 – Elemental Alchemist

Can transmute one substance into another with a high degree of accuracy (e.g., turning sand to glass or iron to malleable metal).

Gains the ability to create self-sustaining constructs or golems from raw materials, linking their durability to the transmutation's magic.

Begins to explore biological transmutation, subtly altering organic properties for healing or enhancement.

Sequence 3 – Master of Metamorphosis

Achieves significant prowess in altering both inanimate matter and living tissue.

Can cast spells that permanently change the properties of materials (until dispelled) or temporarily enhance physical capabilities.

Gains the ability to adaptively shift forms in response to environmental conditions or combat needs.

Sequence 2 – Architect of Alteration

Can reshape large areas or multiple objects simultaneously, effectively altering terrain or restructuring complex constructs.

Gains the ability to infuse transmutative magic into objects, making them act as conduits for further change.

Develops techniques to maintain control over large-scale transformations, ensuring changes remain beneficial and reversible.

Sequence 1 – Transmutation Savant

Reaches near-mythical control over the art of change, capable of transmuting complex structures or even portions of living creatures.

Gains the ability to temporarily transform themselves or allies into entirely different forms to adapt to any challenge.

Can impose lasting changes on objects and terrain that persist as long as they desire, effectively rewriting physical laws in localized areas.

Sequence 0 – Arch-Transmuter

Becomes a living embodiment of transformation, whose presence alone can alter the nature of reality.

Gains the ability to permanently alter or reconfigure the properties of entire regions—reshaping landscapes or even influencing the flow of time in localized zones.

Commands transmutation so profoundly that the distinction between original and transformed becomes blurred, leaving an indelible mark on the fabric of existence.

Mythical creature form is a philosopher's Stone shifting between all materials in the world

Honerfic name

The transformer

Lord of matter

God of transmutation