Catalyst

Wizards of the Crucible Glass shape the battlefield like molten sand, transmuting terrain, altering bodies, and shifting the very laws of interaction. Their art is not one of raw power, but of adaptation, control, and perfect leverage. They see all things as fluid, flesh, stone, gravity, heat, and they command change in the moment it is needed most.

This tradition was born on shifting sands and lightning-swept tundras. Practitioners learn to flow between control, enhancement, and decay with frightening speed. They are the sculptors of war.

(3rd Level)

Battlefield Alchemist

You learn to manipulate the physical properties of matter and terrain on the fly. When you cast a Transmutation spell that affects an area (like Grease, Web, or Erupting Earth), you can choose one of the following effects:

  • Sticky Coagulation: Creatures moving through the area must spend 2 extra feet of movement for every foot moved.
  • Slippery Liquefaction: Creatures moving through the area must succeed on a Dexterity saving throw or fall prone.
  • Blinding Dust: Creatures in the area have disadvantage on ranged attacks until the start of your next turn.

You can apply one effect per spell, and you can use this feature a number of times equal to your Intelligence modifier per long rest.

Empowered Magic: Battlefield Mastery

Once per turn when using a terrain-altering effect (e.g., Shape Terrain), you can choose one:

  • Magnetic Pulse: Force one creature within or adjacent to altered terrain to make a Strength save or be pulled 10 feet into it.
  • Glass Bloom: Any altered terrain becomes razor-edged, dealing 1d6 damage to the first creature entering it each turn.
  • Geo-Weave: You may move one affected terrain feature (wall, pit, obstruction) up to 10 feet as a bonus action, causing a ripple of motion through the battlefield.

You also gain Shape Terrain, a custom cantrip that allows minor terrain reshaping in a 5-ft cube (sand to rock, slope to flat, shallow pit, etc.).

(6th Level)

Living Alloy

You can transmute your allies (or yourself) into temporary paragons of adaptation. As a bonus action, you may target a willing creature within 30 ft and grant them one of the following enhancements for 1 minute:

  • Iron Bones: Gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Quickened Frame: Movement speed increases by 15 feet and ignores difficult terrain.
  • Flexible Form: Gain advantage on saving throws against being restrained, paralyzed, or petrified.

Once you use this feature, you must complete a long rest to use it again, unless you expend 2 spell pages of any level to use it again.

(10th Level)

Catalyst Pulse

You learn to trigger volatile elemental shifts. Once per turn, when you cast a Transmutation spell, you can create a Catalyst Pulse in a 10-foot radius around you or the spell’s center. Choose one:

  • Seismic Pulse: All creatures in the radius must succeed on a Strength saving throw or be knocked prone.
  • Magnetize: Metal weapons and armor in the area glow with heat; enemies have disadvantage on their next weapon attack roll.
  • Corrosion Cloud: Until the start of your next turn, any creature in the area takes 1d6 acid damage when starting or ending their turn there.

You can use this feature a number of times equal to half your wizard level (rounded up). Regain all uses on a long rest.

(14th Level)

Master of Fluid Forms

You can maintain two Transmutation spells at once (one as Concentration, one as a Sustained Transmutation). In addition, your spells ignore resistance to damage types dealt by Transmutation spells (e.g., acid, thunder, bludgeoning from stone-based spells).

You also gain one of the following permanent traits (your choice at level 14):

  • Amphibious Lungs: You can breathe air and water, and swim speed equals walking speed.
  • Elastic Frame: You can squeeze through spaces as small as 1 inch without squeezing penalties.
  • Living Metal Skin: Gain +1 to AC and advantage on Constitution saving throws.


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