Transmutation Alchemist (5e Class)
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Transmutation Alchemist
An Elf quickly draws a symbol on the ground as she dodges a bandit's serrated blade. She throws her chalk to the side and slams the palm of her hand on the glyph she created, and during a flash of blue light, a newly forged sword emerges from the symbol. She swiftly and skillfully begins to strike down the bandits until those remaining begin to flee. Drawing another symbol on the sword blade, she transforms it into 3 daggers, which she hurls into the backs of those running. When the fighting is over, she draws one last circle and returns the daggers to the earth.
A Human snaps his fingers as fire erupts from thin air, bathing the zombies in flame. He then draws a symbol on the ground, slamming his palm on to it as shackles of earth bind the necromancer forevermore in the dark cave where he held court.
A Dragonborn kneels over the body of his fallen comrade, weeping tears and covered in blood. He frantically begins drawing a large and elaborate symbol on the floor around him. Out of the ground a suit of armor rises as the Dragonborn is suffused with black energy. Wiping away the tears he paints a blood seal in the armor using the blood from his own wounds to call his friends soul back from the afterlife. The suit of armor sits up, and with a hollow voice, thanks the Dragonborn.
Transmutation Alchemists are those who utilize the art of alchemy to alter their surroundings. Alchemy requires an extensive knowledge of chemistry, physics, magic, and ancient alchemical theory. Although anyone can preform alchemy, only a few are trained to this level and even fewer become truly great.
Creating a Transmutation Alchemist
When creating a Transmutation Alchemist, one should ask themselves these questions. Who trained you? How did you unlock your power? Do you shape stone and earth to suit your needs? Or merely use powerful blasts of elemental force to destroy your enemies? Perhaps you care not for violence and are only interested in the science.
- Quick Build
You can make a Transmutation Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Dog of the Military background.
Class Features
As a Transmutation Alchemist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Transmutation Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Transmutation Alchemist level after 1st
- Proficiencies
Armor: Light Armor & Shields
Weapons: Simple Weapons, shortsword
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose four skills from Arcana, History, Medicine, Insight, Perception, Religion, Nature, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) A Shortsword
- (a) A Wooden Shield or (b) any Simple Weapon
- (a) Explorer's Pack or (b) Scholar's Pack
Transmutation Circle
At 1st level, alchemists can manifest their powers through the use of Transmutation Circles. All created circles occupy the space you were in when you created it, and can only be activated while within 5 ft. of it. Some circles can be further empowered by overloading them with extra Alchemical Stamina. Circles come in varying sizes. The size of the Circle determines its Base Cost to use it, as well as what action it can be created and used as.
Size | Base Cost | Action to Use |
---|---|---|
Small | 2 | Bonus Action |
Medium | 4 | Action |
Large | 6 | Action + Bonus Action |
Equivalent Exchange
Making a Circle of a specific element requires the presence of the element within 60 ft. of the Circle. In order for a transmutation to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate a number of pounds equal to (10 x your Alchemist level x your Intelligence modifier (minimum 1) . When you use a Transmutation Circle, you must roll 1d4. On a 1, the Circle is destroyed, and can not be used again until it is redrawn. You know a number of Circles equal to your proficiency modifier + your int modifier. You may change 1 known Circle at the end of a long rest. Each instance of Imitate Spell counts as a separate spell.
Alchemic Origin
All Alchemists draw their energy from a specific source, At 1st level, pick which source you draw your alchemy from, all listed at the bottom of this class description.
Transmutation Ability
Transmutation Save DC: 8 + your Intelligence modifier + Proficiency
Transmutation Attack Modifier: your Intelligence modifier + Proficiency
Alchemic Stamina: You use Alchemic Stamina to Fuel your transmutation circles. You must have the specified amount of Alchemic Stamina left to activate a Transmutation Circle. You regain your Alchemic Stamina after a long rest.
Alchemical Study
At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, you gain Affinity of one of the Following: Water, Earth, Fire, Air, Electricity, Metal, or Organic Matter. You can pick the same Study more than once, this gives you a new bonus for each rank reached. When first chosen the Affinity starts at Minor and increases with each time chosen.
- Minor - Add Your Transmutation Attack Modifier to the Attack Roll
- Lesser - Increase the Base Range by 50%
- Moderate - Increase the Base Duration by 50%
- Greater - Half the Amount of Alchemic Stamina needed for the Base Transmutation Circle Cost Rounded Down
- Perfect - Half the amount of Alchemic Stamina needed to Overload it rounded down
Combat Alchemy
Starting at 3rd level, when you use an Action to do something other than to activate a Circle, you may activate a Circle up to Medium size as a bonus action. In addition, you can use your action to activate 2 Circles of Medium or smaller Size.
Alchemic Recovery
Beginning at 4th level, as a bonus action, you can regain an amount of Alchemic Stamina equal to half your Alchemist level. You regain use of this feature at the end of a long rest. At 20th level, you may use this feature an additional time, regaining all uses at the end of a long rest.
Transmutation Tattoo
At 4th level, you may etch a Transmutation Circle permanently anywhere on your body. This Circle can be used for transmutations of Small and Medium size only. You must establish the specific type and element of this Circle at the time of its creation. Each time this Circle is used you take 2d4 necrotic damage but you ignore the base Alchemic Stamina cost of the transmutation. When you use this Circle, you must roll 1d8. On a 1, the circle is destroyed, and can not be used again until the end of your next long rest. You may immediately regain use when you use Alchemic Recovery, but doing so negates the Alchemic Stamina regain.
Transmutation Modification
At 6th, 9th, 12th, 15th, and 18th level you gain the ability to enhance the use of a Transmutation Circle in ways other than overloading it. You may use any number of modifications on a single transmutation as long as you pay the appropriate amount of Alchemic Stamina. The additional cost of the transmutation is determined after any overloading. You get to choose one additional modification each time you gain this feature. Gain the effect of one of the following:
Modification | Additional Cost of Use | Effect |
---|---|---|
Rapid Transmutation | 1/2 The Transmutation Circle's Cost | The time required to activate a Circle is halved (Action -> Bonus Action, Bonus Action -> Free Action). |
Alchemic Recycling | 1/2 The Transmutation Circle's Cost | After using the Circle as an action, you reuse the same Transmutation Circle again as a Bonus Action. |
Empowered Transmutation | 1/2 The Transmutation Circle's Cost | You double the range or duration of the circle. |
Deadly Transmutation | The Transmutation Circle's Cost | The amount of damage dealt by the Circle is doubled. |
Transmutation Trap | 1 Point at the End of Each of Your Turns | The Circle is not activated until a creature moves onto a designated space within 30 ft. of it. |
Planned Transmutation | 2 Points | Any creatures of your choice ignore the effects of the Circle. |
Brutal Transmutation | 3 Points | Reroll an amount of damage dice equal to your Intelligence Modifier that come up as a 1. You may reroll the same die more than once, counting as 1 additional die. |
Transmutation Specialist
Starting at 7th level, when calculating the total number of pounds you can manipulate during an alchemic transmutation, the result is doubled.
Alchemic Meditation
At 10th level, you can spend your action focusing on a Circle as a form of pseudo-meditation. So long as you do not move, the total cost of the Circle is halved, the area of effect is indicated before it activates, and it activates at the end of your next turn.
Equipment Training
Starting at 11th level, your training both without and through alchemy grants you 2 of the following:
- You gain proficiency in Medium Armor.
- You gain proficiency in Martial Weapons.
- Your movement speed increases by +10 ft.
- You can create any melee weapon as a bonus action for 4 Alchemic Stamina. This weapon is instantly destroyed after you stop touching it.
Transmuting Without A Matrix!?
From 16th level onward, you no longer need a transmutation circle in order to perform your alchemy. You can now instead manually perform any transmutation by clapping your hands together first using your palms to form a matrix. You can not use this feature if your hands are restricted or missing.
Human Transmutation
At 18th level, your Alchemical research comes to a head, unlocking the secrets of Human Transmutation. With this comes 3 very advanced transmutations. These transmutations can only be performed by sacrificing 80 Alchemic Stamina, which at least 40 points of must be from a philosopher's stone. Alternatively you may use the following transmutations as an action at the cost of you losing your ability to use alchemy/magic after the transmutation is complete you lose all your alchemic/magical talents and can never use magic/alchemy ever again as you exchange your own Portal of Truth to perform the transmutation.
- Resurrection Alchemy:
You perform a transmutation that returns the soul of a dead humanoid to its body. The body is restored as well. This transmutation takes 1 hours to perform and may be done over a long rest but you cannot use this feature on a person that has been dead for more than 2 hours.
- Restoration Alchemy:
You perform a transmutation to return a soul bonded creature to its original body. The body is in working condition but it has appropriately aged, grown, and become unkempt as it kept existing while its soul was separated from it. The creature now ages and can die of old age. It needs to eat, sleep, and breathe as well. This transmutation takes 1 hours to perform.
- Creation Alchemy:
You perform a transmutation to create a brand new humanoid. You must use a separate humanoid as a blueprint. You may not use yourself as this blueprint. The humanoid is an exact copy of the blueprint creature including class features, hit points, speed, abilities, and skills. It needs to roll a DC 18 Intelligence check or it is charmed by you and follows your commands. You can only create 1 of these creature at a time.
Alchemical Rejuvenation
At 19th level, during a short rest or long rest, you regain Alchemic Stamina equal to your maximum and if you gain more Alchemic Stamina than your maximum in this way, divide the excess amount by 4 (rounded up). You then may choose to gain that amount of temporary Alchemic Stamina or temporary hit points. Temporary Alchemic Stamina and hit points gained this way are lost at the end of a short or long rest.
The Truth
At 20th level, you have seen all the truths the portal has to offer and you are able to transmute at will. You no longer need your transmutation tattoo but you can use them to increase the potency of your transmutations. Performing a transmutation with the tattoo grants its overload effect without spending the additional Alchemic Stamina. When calculating the amount of pounds you can manipulate during a transmutation, the result is doubled yet again. Additionally, you are able to spend a full turn action in order to enter your portal of truth and meditate with The Truth regaining all of your Alchemic stamina plus 1d12 of temporary Alchemic Stamina. This can be done once, regaining use at the end of a long rest.
Alchemical Origins
Living Puppet Alchemy
Those how make use of Living Puppet Alchemy perform transmutations with the energy inside their own body.
Trained Body At 1st level, the strain of using alchemy has strengthened your body. Your hit point maximum increases by +2 per Alchemist level, and you gain the following modification.
Modification | Additional Cost of Use | Effect |
---|---|---|
Marking Transmutation. | 2 Alchemic Stamina per creature | You leave a fragment of your energy inside a creature effected by the Circle. You are aware of their direction and distance until the finish a short rest. |
Blood Sacrifice At 3rd level, when you use a Transmutation Circle, you may convert hit points to Alchemic Stamina.
Perfected Mending. At 5th level, you have perfected your ability to mend the wounded. When you use a mend Transmutation Circle, the target regains regain an equal number of hit points as Alchemic Stamina spent, and you do not need to provide additional flesh and bone.
Exhaustive Alchemy. At 13th level, you can draw from your deepest reserves. As a bonus action, you gain 1 level of exhaustion and 15 Alchemic Stamina points, or sacrifice 15 Alchemic Stamina points to reduce your levels of exhaustion by 1.
Tectonic Alchemy
Those how make use of Tectonic Alchemy perform transmutations with the energy generated by tectonic shifts and geothermal currents.
Well of Power. At 1st level, the wealth of energy at your disposal is the grandest of all. Your Alchemic Stamina point maximum increases by +2 per Alchemist level, and you gain the following modification.
Modification | Additional Cost of Use | Effect |
---|---|---|
Marking Transmutation. | 2 Alchemic Stamina per creature | Choose one creature targeted by the transmutation, you gain advantage on your next attack roll against that creature. |
Transmutation Strike At 3rd Level, after spending the needed time to use a Transmutation Circle, you may instead concentrate it into your weapon, releasing it in the next melee attack. On your next hit with the weapon, the creature is automatically effected by the Circle, negating the need to make an additional attack roll or saving throw.
Dedicated Study. At 5th level, you may double all instances of Alchemical Study in one specific Element (i.e. Lesser study doubles the Circle's base range). Alternatively, you gain 2 additional effects from Equipment Training.
Practiced Alchemist. At 13th level, when you use your action to activate a Transmutation Circle you may activate one additional Transmutation Circle.
Xingese Alkahestry
Those how make use of Xingese Alkahestry perform transmutations using the "Dragon's Pulse", a movement of spiritual energy said to nourish the planet.
Spiritual Enlightenment. At 1st level, the Dragon's Pulse nourishes your body and alkahestry. Your Alchemic Stamina and hit point maximums increase by +1 per Alchemist level, and you gain the following modification.
Transmutation Transistor At 3rd level, at the end of a short rest, you can turn up to your Intelligence modifier weapon or ammunition of your choice to a Transistor. As an action, you can plant one Transistor (via placing or throwing) and cause the effect of a Transmutation Circle to occur at the location of your transistor instead for half of the Circle's base cost.
Alchemic Touch At 5th level, you gain the ability to boost a creature's energy by expending Alchemic Stamina. As a bonus action, one creature within 5 ft. of you or 1 of your transistors to gain 1d6 temporary hit points for every 2 Alchemic Stamina used to a maximum of you proficiency bonus.
Transition Gate At 13th level, you gain the ability to transport a creature or object of up to Medium size between you and one of your transistors as an action for 5 Alchemic Stamina points. This can only be done if the transistors are within 500 ft. of one another.
Transmutation Circles
Transmutation Circles All Damage types unless otherwise stated for each element:
- Water: Cold (Water, Snow)
- Earth: Bludgeoning (Rocks)
- Fire: Fire (Flames)
- Air: Slashing (Wind)
- Electricity: Lightning (Lightning)
- Metal: Piercing (Metal Shards)
- Organic: Poison (Vines, Wood)
- Destruction: Force (Molecular Destabilization)
- Bio-Alchemy: Acid (Melting Flesh, Bodily Fluids)
Small Circles
Alchemist Weapon
Metal, Earth Elements
Range: Self
Duration: Instantaneous
Base Stamina Cost: 2
An Alchemist is never without a Weapon as long as he has his mind
You create a weapon out of a chosen element that changes into one of any weapon and you become proficient with it. You use your intelligence modifier instead of Strength or Dexterity for attacks. Add an additional 1d6 to the base weapon damage. This weapon is destroyed if it is not touching you.
Overload: Add an additional 1d6 to the base damage of the weapon for every 10 extra Alchemic Stamina.
Manipulate Element
'Any element
Range: within a 15ft cube of self
Duration: Permanent
Base Stamina Cost: 2
You use transmutation to manipulate the shape or the form of elements
You can create basic structures such as walls, stairs, doorways, objects, etc.
Overload: You may increase the range affected by 5 feet for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Mend
Any Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 2
You use your alchemic knowledge to do large repairs on an object.
You repair any big holes,cracks,blemishes, etc. on an object. You can not restore magic to an item, only repair its form. You must use an appropriate element such as metal or fire for a weapon or even organic materials for a wooden shield. You can also make someone stable with this but will need flesh from a ceature. This can also heal broken bones but will require bones.
Overload: Increase the Distance by an extra 5ft for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Whip
Water, Air, Organic Element
Range: Self(15ft Line)
Duration: Instantaneous
Base Stamina Cost: 2
You shoot a whip out of your hand wrapping your target in it
You may attempt a grapple against a creature within Range. Each Turn the creature is pulled 5ft towards you
Overload: Increase the Distance by an extra 5ft for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Spike
Metal, Earth Element
Range: 30ft
Duration: Instantaneous
Base Stamina Cost: 2
You cause the very ground underneath a creature to shoot up to 15ft
Any Creature in the space affected must make a dexterity save or receive 1d10 piercing damage and be pushed 5ft away. If the creature is flying it is knocked prone instead.
Overload: You may increase the damage by 1d8 for every 2 extra Alchemic Stamina that you invest when activating this transmutation.
Move
Any Element
Range: 5ft space within 30ft
Duration: Instantaneous
Base Stamina Cost: 2
You manipulate an element to move to a specified space
You cause an element to move from one space to another. Any creature completely on top of or inside of the element moved is moved with it. The creature must make a Dexterity Saving throw or be knocked prone and be removed from the inside.
Overload: You may increase the area affected by 5ft for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Breathe
Air Element
Range: Self or Touch
Duration: Concentration up to 10 Minutes
Base Stamina Cost: 2
You create a bubble of air
The creature affected can breathe where normally they would not be able to
Overload: Increase the amount of creatures affected by 1 for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Alchemical Ward
Any Element
Range: Self
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 2
Natures Fury means nothing to you
The damage dealt to you by an element chosen is reduced by 2d6, this increases by 1d6 every 5th Lv.
Overload: Increase the damage reduced by 1d6 for every 1 extra Alchemic Stamina that you invest when activating this transmutation.
Imitate Spell
Any Element
Range: As Spell
Duration As Spell
Base Stamina Cost: Double spell level + 2
You can cast spells from the transmutation, illusion, or evocation type by using Alchemic Stamina. At lv 1 you can cast cantrips & the increase the spell you can cast by 1 every 2 LVs.
Overload: if the spell has at at higher levels then you may use the appropriate amount of alchemic stamina instead. By paying half the total cost of Alchemic Stamina you put in, you can deal an extra half the max amount of damage the spell can possibly do. (Ex: if the max amount you can do is 10 you deal a extra 5 to your roll.)
Minor Deconstruction
Destruction Element
Range: Touch 5ft cube from self
Duration: permanent
Base stamina: 2
You Turn anything non-sentient into base elements. It causes a small blast that may knock a small creature prone. Can be used on a weapon to give a creature disadvantage on attacks made with it until it gets repaired. If the object is being worn or carried the person weilding it can make a Dexterity saving throw against you to avoid the effect.
Overload: add an additional 5ft per 1 Alchemic Stamina added.
Transmutation
Any Element
Range: Touch 5ft cube
Duration: permanent
Base stamina: 2
Alter physical properties of a non magical substance, by changing it into another substance of same mass. You can not turn a substance from inorganic to organic. examples, You could turn dirt to steel, hardwood into vines, and water into hydrogen gas. With a philosopher stone you can turn organic into non-organic and the other way around. If used on a living creature it must make a check equal to your Transmutation Save DC to not be transmutated.
Overload: add an additional 5ft per point added or make the DC higher by one point per 10 Alchemic Stamina
Snap
Water, Fire, Air, Electricity Elements
Range: 60ft line
Duration: instant
Base stamina:2
You cause a ray of energy to shoot from your hand. Creatures hit with this ray take 1d10 of the elemental damage chosen. You have high amount of accuracy with this attack gaining advantage when you use this transmutation. You may use this to ignite something using the same circle used to make said object using the same action, but can not deal damage, the ignited item can cause damage but not the circle.
Overload: Increase damage by 1d10 per 4 Alchemic Stamina or increase the range by 30 per point of stamina you invest.
Medium Circles
Elemental Burst
Fire, Water, Electricity Element
Range: Self(5ft Cube)
Duration: Instantaneous
Base Stamina Cost: 4
You shoot energy all around you
Every creature in the area must make a Dexterity Saving throw or receive 1d8 damage. A creature that passes its saving throw receives only half damage
Overload: Increase the damage dealt by 1d8 for every 2 extra Alchemic Stamina points that you invest when activating this transmutation.
Body mods
Bio-Alchemy Element
Range: Touch
Duration: Permanent
Base Stamina Cost: 4
You can add parts to people
You infuse parts of a dead animal to a living creature that is willing. The receiver takes 3d6 damage per part added, their maximum hit points are reduced by the amount of damage taken due to the forced integration. A creature may only have a number of body mods equal to their Constitution modifier.
Overload: You may pay 4 extra Alchemic Stamina reduce the damage by one-dice.
Deconstruction
Destruction Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 4
Rip the atoms of a creature apart with a single touch.
One creature must make a Dexterity Saving throw or take 2d6 damage. This damage can not be reduced in any way. You can forgo dealing 2d6 damage to incur one of the following effects until the end of the creature's next long rest:
- Head
- The creature affected automatically fails all concentration saving throws and is unable to use spells or similar abilities that require concentration.
- Torso
- The creature can only take an action or a bonus action on their turns, not both.
- Arm
- The creature loses function of the limb and immediately drops anything they are holding.
- Leg
- The creature's movement speed is reduced by 15 ft.
Overload: Increase the damage dealt by 1d6 for every 2 extra Alchemic Stamina points that you invest when activating this transmutation.
Explosion
Destruction Element
Range: Self(10ft Cone)
Duration: Instantaneous
Base Stamina Cost: 4
Create an energy imbalance in the very matter in front of you, resulting in violent results
Every creature in the area must make a Constitution Saving throw or take 3d4 damage. A creature that passes its saving throw receives only half damage
Overload: Increase the damage dealt by 1d4 and the range by 5 ft. for every 2 extra Alchemic Stamina points that you invest when activating this transmutation.
Soul Bond
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: Special
Resurrect a creature into a fresh metallic frame.
Within 1 minute of the death of any humanoid, you may perform a transmutation to bond their soul to a suit of armor using a full turn action. The suit of armor may be pre-existing or alchemically created during the transmutation. You may also force the creature to make a DC 18 Intelligence saving throw. On a failed save, the creature is charmed by you, follows your orders, and you may choose so it only has access to memories you have fabricated for (Alchemist level)d6 hours. During this transmutation, you take 5d10 damage. The created construct does not need to and can not eat, breathe, or sleep, has a natural armor of 18, cannot wear additional armor, and has immunity to poison damage and vulnerability to acid damage, but is otherwise resurrected per the resurrection spell. It regains hit points normally, but can not be healed by spells or alchemy except mending or the mend circle to restore hit points to the construct, causing them to regain 1d8 + their spellcasting ability modifier hit points per spell level, or they regain an equal number of hit points as Alchemic Stamina spent. If you hold a philosopher's stone, the creature is charmed by you and follows you orders permanently unless the wish spell is cast on them, and the stone loses a number of Alchemic Stamina points equal to half the damage you would've taken.
Large Circles
Air Walk
Air Element
Range: Self or Touch
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 6
You cause the creature to feel lighter than air
Increase the Speed of the creature by 10ft
Overload: Increase the Speed by an extra 5ft for every 3 extra Alchemic Stamina that you invest when activating this transmutation.
Tangle
Organic Element
Range: Self(30ft Line)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 6
Vines Sprout up instantly tangling the creatures
Every creature in the area must make a Constitution Saving throw or become poisoned for 1 minute and be restrained. On a successful save the creature is only restrained. At the end of an affected creature's turn they can attempt to escape by attempting an Athletics check against your Transmutation save DC.
Overload: You may spend 3 extra Alchemic Stamina to gain 1 of the following effects for every 3 Alchemic Stamina spent: remove concentration, increases duration to 1 minute, on a failed save the creature is poisoned & restrained.
Crumble Terrain
Metal, Earth, Water Element
Range: Self(30ft Cone)
Duration: Instantaneous
Base Stamina Cost: 6
You break the ground in front of you
You make the area become difficult trrain
Overload: Increase the area affected by an extra 10ft for every 2 extra Alchemic Stamina that you invest when activating this transmutation.
Bind
Metal, Earth Element
Range: Self(30ft Line)
Duration: Instantaneous.
Base Stamina Cost: 6
You cause the ground to encapsulate a creature
Every creature in the area must make a Constitution Saving throw or be restrained. On a successful save the creature is only Prone. At the end of the affected creatures turn they can attempt to escape by attempting an Athletics check against your Transmutation save DC.
Overload: you may spend 3 extra Alchemic Stamina to gain 1 of the following effects for every 3 Alchemic Stamina spent: Add disadvantage to creature's saving throw; Add 10ft to the base range;
Wind Press
Air Element
Range: Self(5ft Cube)
Duration: Concentration up to 5 minutes
Base Stamina Cost: 20
You force the air all around you outwards to create a vacuum
Each creature in the affected area cannot breathe and are holding their breath (1+ Constitution modifier minutes) and forced prone. Creatures that attempt to move into or out of the range of the transmutation must make a Constitution save against your Transmutation DC or be unable to finish their movement. Any creature damaged inside the transmutation must make a concentration saving throw or release their breath and begin choking (Constitution modifier rounds, after which it drops to 0 hit points and is dying, and can't regain hit points or be stabilized until it can breathe again).
Overload: Increase the Distance by an extra 5ft for every 4 extra Alchemic Stamina that you invest when activating this transmutation.
Create Philosopher's Stone
Bio-Alchemy Element
Range: 10 ft. radius
Duration: Instantaneous
Base Stamina Cost: 30
You compress a creature's very soul into a small red stone
This can be used by any number of creatures, increasing the Circle's range by 10 ft. per, and dividing its total cost evenly among, the creatures. Any creatures with 0 hit points within the Circle's range are killed. They can not be resurrected by any means outside of the Wish spell, whish removes their soul from the stone, or casting the resurrection effect while possessing the stone. Each soul inside the stone grants it number of Alchemic Stamina points equal to their CR or level to a minimum of 1. You may sacrifice the Alchemic Stamina inside the stone, destroying the creatures' souls in the process, to forgo spending your own Alchemic Stamina.
Overload: Increase the Distance by an extra 5ft for every 4 extra Alchemic Stamina that you invest when activating this transmutation.
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