Transmuter Wizard 5e: Monsters Guide for 5th Edition d&d

Transmuters are masters a transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis.

Medium Humanoid, Any Alignment

Proficiency Bonus: +3
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)

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:

Darkvision: The transmuter has darkvision out to a range of 60 feet.

Resilience. The transmuter has proficiency in Constitution saving throws.

Resistance. The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever choosing this benefit).

Speed. The transmuter’s walking speed is increased by 10 feet.


Multiattack: The transmuter makes three Arcane Burst attacks.

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

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

At will: light, message, prestidigitation

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

1/day: telekinesis


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

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