Alchemist, 2nd Variant (5e Class)

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Alchemist[edit]

An elf draws a quick symbol on the ground as she dodges the slash of a bandit's sword. She slaps the palm of her hand on the circle and draws a newly formed sword from where the symbol lay. She strikes down foe after foe until the rest flee. Drawing another symbol on the blade, and touching her palm to it, she transforms it into 3 daggers, which she hurls into the backs of the running bandits. When the killing is over, she draws one last circle and returns the daggers to the earth.

A Human snaps his fingers as fire springs forth from thin air, bathing the zombies in flame. He makes a chopping motion with his hands as a whip of water appears in the air between him and a group skeletons. Finally, he draws a symbol on the ground and shackles of earth bind the necromancer forevermore in the dark cave where he held court.

Alchemy, It is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of lead. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange.

Creating an Alchemist[edit]

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Roy Mustang, the Flame Alchemist

When creating an Alchemist, one should ask themselves these questions. How did you learn alchemy? What are your specialties? Are you an alchemist with a burning passion? Or a resolute alchemist with an simple background? Do you make weapons out of your element? Or do you simply use it in powerful, explosive blasts?

Quick Build

You can make an Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose a rapier, Leather Armour, Alchemist's Supplies, and a Scholar's Pack.

Class Features

As a Alchemist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Alchemist level after 1st

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons, Shortswords, Longswords, Rapiers
Tools: Alchemist's Supplies
Saving Throws: Intelligence, Constitution
Skills: Choose three skills from Arcana, History, Insight, Investigation, Medicine, Perception, Religion, Nature, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Rapier or (b) Longsword or (c) Shortsword or (d) 2 Simple Weapons
  • Leather Armour
  • Alchemist's Supplies
  • (a) Scholar's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 2d8x10 gold in funds.

Table: The Alchemist

Level Proficiency
Bonus
Alchemic Stamina Features
1st +2 10 Transmutation Circles, Alchemy
2nd +2 12 Novice Alchemic Affinity
3rd +2 14 Alchemic Study
4th +2 16 Ability Score Improvement, Transmutation Inscription (x2)
5th +3 18 Meditation (x1)
6th +3 20 Alchemic Study Feature
7th +3 22
8th +3 24 Ability Score Improvement
9th +4 26 Alchemic Study Feature
10th +4 28 Adept Alchemic Affinity
11th +4 30 Transmutation Inscription (x3)
12th +4 32 Ability Score Improvement
13th +5 34 Meditation (x2),
14th +5 36
15th +5 38 Expert Alchemic Affinity
16th +5 40 Ability Score Improvement
17th +6 42 Transmutation Inscription (x4)
18th +6 44
19th +6 46 Ability Score Improvement
20th +6 50 Legendary Alchemic Affinity, Transmutation Inscription (x5)

Alchemy[edit]

As an Alchemist, you transmute matter, into either a different kind of matter, or into a different shape. Alchemy will always follow one rule, Equivalent Exchange, to obtain something, something of equal value must be given in exchange.

Transmutation Save DC 8 + your Intelligence modifier + your Proficiency bonus

Transmutation Attack Modifier Your Intelligence modifier + your Proficiency bonus

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 all Alchemic Stamina after a long rest, and you regain half of your maximum after a short rest.

Alchemic Affinity[edit]

At 2nd level, you choose to have affinity of one of these types of Alchemy: Water, Earth, Fire, Air, Electricity, or Organic. Transmutations of your chosen type gain bonuses at level 2, 10, 15, and 20.

  • Novice: When you use a transmutation of your chosen type that deals damage, the damage increases by an amount equal to your proficiency bonus.
  • Adept: Once per long rest, you can use a transmutation of your chosen type ignoring the Base Cost.
  • Expert: The amount of Alchemic Stamina needed to Overload transmutations of your chosen type, is halved (Rounded down).
  • Legendary: When you use a transmutation of your chosen type that has an extra cost, the extra cost is halved (Rounded down).

Alchemic Study[edit]

At 3rd level, you choose an Alchemic Study. Choose between Tectonic Alchemy, and Alkahestry, both detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, and again at 9th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Transmutation Inscription[edit]

At 4th level, you can permanently etch a Transmutation Circle onto your body, clothes, armour, or weapon. This takes one hour. You must choose a Small Circle as your Inscription. If the transmutation has multiple possible types, you must choose one type as the inscription. When using this inscription, you ignore the Draw Time, as, it is already drawn. You can have up to 2 Inscriptions at once. You can remove an inscription with the Transmutation "Mend". The number of Inscriptions increases to 3 at 11th level, 4 at 17th level, and 5 at 20th level.

Meditation[edit]

At 5th level you can spend an action to meditate. You regain Alchemic Stamina equal to half your Alchemist Level. You can do this once, and gain the ability to do so again after a long rest. At 13th Level you can use this ability twice before taking a long rest.

Tectonic Alchemy[edit]

Your alchemy harnesses the diastrophic energy that is released from the movement and collision of tectonic plates deep within the Earth's crust to power transmutation.

Increased Range

At 3rd level, all Transmutations have an increased range of 5 feet.

Offensive Alchemy

Beginning at 6th level, once per long rest, if you use a transmutation circle dealing damage, if you miss, you can choose to hit instead, or if the enemy succeeds the saving throw against it, you can choose for them to fail instead.

State Alchemist

At 9th level, your Transmutation Save DC becomes 10 + Intelligence Modifier + Proficiency Bonus.

Alkahestry[edit]

The Earth itself has a constant flow of chi (life energy) which flows through almost all things, nourishing everything it passes with that energy as does blood coursing through the veins, you use this chi to power transmutation.

Chi Sense

At 3rd level, you are aware of the location of any hidden or invisible creature within 5 feet of you.

Chi Healing

At 6th level, when using a transmutation that heals a creature, you add your proficiency modifier to the healing.

Speed Draw

At 9th level, when you draw a medium or large circle, you can expend 2 extra Alchemic Stamina to make the draw time 1 Bonus Action instead of 1 Action.

Transmutation Circles[edit]

These Transmutation Circles are what Alchemists use to channel their Alchemy. You can draw any of these circles, but to use it, you must have the needed Alchemic Stamina. To make a Circle of a specific element requires the presence of the element within 60ft of the Circle. Some Transmutation Circles can be empowered by overloading it with extra Alchemic Stamina, you can stack Overloads (Overload the same Transmutation multiple times, spending the Overload Cost each time). Circles come in differing sizes. The Size of the Circle determines its Base Cost as well as its time needed to draw, and time needed to activate. A Transmutation Circle can only be used twice before it disappears, unless it is an Inscription. (Note: Transmutations with range of "Touch" means that the creature must be either touched by the Alchemist while they activate the Circle, or, the creature must be touching the Transmutation Circle) To Activate a Transmutation Circle, you must either be standing on it, or place the palm of at least one of your hand's on it.

Size Base Cost Draw Time Activation Time
Small 1 1 Bonus Action 1 Bonus Action (Or Action)
Medium 2 1 Action 1 Bonus Action (Or Action)
Large 4 1 Action 1 Action

Small Transmutation Circles[edit]

Alchemic Armour
Alchemy Type: Air or Earth
Range: Self
Duration: Concentration, up to 30 Seconds
Extra Stamina Cost: 2
You become resistant to Piercing, Bludgeoning, and Slashing damage.


Alchemic Attack
Alchemy Type: Any Type
Range: 80 Feet
Duration: Instantaneous
Extra Stamina Cost: 0
Overload Cost: 1
You attack a creature with a precise blast of Alchemy. Make a ranged attack against a creature using your Transmutation Attack Modifier for the attack roll. On a hit, it deals 1d8 + your Intelligence modifier (Fire Type: Fire; Water Type: Cold; Earth Type: Piercing or Bludgeoning; Air Type: Slashing, Force, or Thunder; Electricity Type: Lightning; Organic Type: Poison or Acid) damage. Overload: The damage increases by 1d8.


Alchemic Blast
Alchemy Type: Any Type
Range: 80 Feet
Duration: Instantaneous
Extra Stamina Cost: 0
Overload Cost: 1
You attack a creature (Or multiple creatures) with a large blast of Alchemy. Creatures within a 10 foot radius must roll a (Fire Type: Dexterity; Water Type: Constitution; Earth Type: Constitution, Dexterity, or Strength; Air Type: Constitution or Dexterity; Electricity Type: Dexterity; Organic Type: Constitution or Dexterity) Saving Throw, or take 1d6 + your Intelligence modifier (Fire Type: Fire; Water Type: Cold; Earth Type: Piercing or Bludgeoning; Air Type: Slashing, Force, or Thunder; Electricity Type: Lightning; Organic Type: Poison or Acid) damage.
Overload: The damage increases by 1d6.


Alchemic Healing
Alchemic Type: Organic
Range: Touch
Duration: Instantaneous
Extra Stamina Cost: 1
Overload Cost 2
You use alchemy to change the elements around a creature's injuries into that creature's cells. A creature you touch regains a number of hit points equal to 1d2 + your Intelligence modifier.
Overload: The healing increases by 1d2.


Alchemist's Weapon
Alchemy Type: Earth
Range: Self
Duration: Instantaneous
Extra Stamina Cost: 3
Overload Cost: 2
You create a weapon that takes the shape of any weapon you are proficient in. You use your Intelligence Modifier for attacks and damage.
Overload: The weapon's damage increases by 1d4.


Breathe
Alchemy Type: Air
Range: Touch
Duration: Concentration, up to 1 Minute
Extra Stamina Cost: 1
You create a bubble of air around yourself. The creature affected can breathe where normally they wold not be able to, i.e. water, space, etc.
Overload: Increases the amount of creatures affected by 1.


Element Manipulation
Alchemy Type: N/A
Range: Touch
Duration: Instantaneous
Extra Stamina Cost: Varies
With this Transmutation, you manipulate the elements of something. You can only turn it into something of the same state of matter. And turning any type of solid matter into platinum, gold, silver, copper, or any gems uses Alchemic Stamina equal its worth in gold (Minimum 1). Turning anything into something that can deal damage costs Alchemic Stamina, equal to the maximum damage the outcome can deal (Say you made spikes that deal 2d12 piercing damage, it costs 24 extra Alchemic Stamina) (Note: Pits do not count).


Imitate Spell
Alchemy Type: N/A
Range: Same As Spell
Duration Same As Spell
Extra Stamina Cost Same as Spell Level
You can cast spells from the transmutation or evocation type by using points of Alchemic Stamina. At level 1 you can cast cantrips, at level 3 you gain access to 1st level spells, at level 7 you get access to 2nd level spells, at level 13 you get access to 3rd level spells, and at level 16 you get access to 4th level spells. The activation time is replaced with the spell's casting time.


Infuse Magic
Alchemy Type: N/A
Range: Touch
Duration: Indefinite
Extra Stamina Cost N/A
You gain access to this transmutation at 5th level. The Alchemic Stamina cost of this ability is doubled that of the spell effect you are trying to add to an object. Using this ability allows you to infuse spell effects from the spells you can cast into an item. It must be a spell that you can cast using imitate spell. You can only add one spell effect to an item at a time, adding a new spell effect to an item that already has one will remove the previous one that was effecting the item by this ability first. Starting at 5th level you can add an additional effect to an item. Casting the spell will still cost the base cost of a small transmutation circle.


Mend
Alchemy Type: Earth or Organic
Range: Touch
Duration: Instantaneous
Extra Stamina Cost: 1
This Transmutation repairs breaks or tears in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking waterskin. As long as the breaks or tears are no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This Transmutation can physically repair a magic item or construct, but the Transmutation can’t restore magic to such an object.


Move
Alchemy Type: Any Type
Range: 30 Feet
Duration: Instantaneous
Extra Stamina Cost: 0
You manipulate an object, or specific element to move to a specified space. Any creature completely on top of or inside of the element or object moved is moved with it. The creature must make a Dexterity Saving throw against your Transmutation Save DC or be knocked prone. Not counting whether a creature is on the object/element, the most you can move is 15 pounds.


Spike
Alchemy Type: Earth
Range: 30 Feet
Duration: Instantaneous
Extra Stamina Cost: 1
Overload Cost: 3
You cause the very ground underneath a creature to shoot up to 15 feet. Any Creature in the space affected must make a Dexterity Saving Throw against your Transmutation Save DC. On a failed Saving Throw they take 1d6 + your Intelligence Modifier piercing damage and be pushed 5 feet in your chosen direction, on a Successful Saving Throw, they take half damage in bludgeoning, and do not move. If the creature is in the air, it instead takes no damage, but it falls from the ground and is knocked prone.
Overload: Increases the damage dealt by 1d6.


State Manipulation
Alchemy Type: N/A
Range: Touch
Duration: Instantaneous
Extra Stamina Cost: Varies
You manipulate the matter of something, causing it to change the state of matter it is currently in. You can only change something into a state of matter right next to it (I.E. if it's liquid, you can only turn it solid or gas). If you turn it into a state of matter in which it can deal damage to someone who touches it, it costs extra Alchemic Stamina equal to the maximum amount of damage it can deal. This transmutation can also change an object's colour.


Whip
Alchemy Type: Organic, Air, or Water
Range: 15 Feet
Duration: Instantaneous
Extra Stamina Cost: 0
Overload Cost: 2
You shoot a whip out of your hand that wraps around your target. You may attempt a grapple against a creature within Range, except, using your Transmutation Attack Modifier as the bonus, rather than Strength. Each Turn the creature is pulled 5 feet towards you
Overload: Increases the range by 5 Feet.

Medium Circles[edit]

Air Walk
Alchemy Type: Air
Range: Touch
Duration: Concentration, up to 30 Seconds
Extra Stamina Cost: 3
The touched creature's speed increases by 10 Feet.
Overload: Increases the Speed by an extra 5ft.


Alchemic Burst
Alchemy Type: Any Type
Range: 10 Foot Radius
Duration: Instantaneous
Extra Stamina Cost: 2
Overload Cost: 2
You shoot energy all around you. Every creature in the area must make a Dexterity Saving throw or take 1d12 (Fire Type: Fire; Water Type: Cold; Earth Type: Piercing or Bludgeoning; Air Type: Slashing or Thunder; Electricity Type: Lightning; Organic Type: Poison) damage, or half that on a successful Saving Throw.
Overload: Increase the damage dealt by 1d12.

Large Circles[edit]

Bind
Alchemy Type: Earth
Range: 30 Feet
Duration: Concentration up to 30 Seconds
Extra Stamina Cost: 2
You cause the ground to encapsulate a creature. A creature of your choice must make a Strength Saving Throw or be restrained. On a successful save the creature is only Prone. At the end of the creature's turn, they can reroll the Saving Throw to free themselves.


Chimera
Alchemy Type: Organic
Range: Touch
Duration: 6 Hours
Extra Stamina Cost 6 Hours
You gain access to this transmutation at 8th level. You may attempt to make your own chimera. The chimera appearance is determined by the DM and the Alchemist. You must have two living creatures touching the Transmutation Circle, and the two creatures combine. (A Chimera cannot be used to make another Chimera)

Each Ability Score of this Chimera is equal to one half of the sum of the Ability Scores of the creatures. (Say one creature has 11 Intelligence, the other has 13. The Chimera has 12). The two creatures used are called components. Each component must have a CR less than, or equal to one fourth your level (Level 8-11th: CR 2; Level 12-15: CR 3; Level 16-19: CR 4; Level 20: CR 5). The resulting Chimera's hit points are equal the sum of its component parts. The size of this chimera is equal to the size of the largest creature used. The chimera has all of the natural weapons of its components (I.E. Bite, Tail, Claw, etc. This doesn't include things like Fire Breath). The creature can at maximum have one ability from each of it's components [I.E. damage resistances/immunites (If it gets one resistance/immunity it gets all, same goes for condition immunities and languages), condition immunities, languages, Frightful Presence, Fire Breath, etc.]. The Chimera is not proficient in any Saving Throws. The AC of the resulting Chimera is equal to half the sum of the two components' AC (Rounded Down) +1 (Say one had an AC of 13, the other had 15, the resulting AC would be (1/2) x (13+15) +1, which totals out to 15). Once the transmutation is over and the Chimera is made, it must roll an Intelligence Save against your Transmutation Save DC, on a failure, it becomes indefinitely charmed by you, and will follow your command, on a success, the creature becomes immediately hostile toward you.

The Chimera rolls its own initiative in combat and has it's own turn, but is controlled by the DM, to make the creature do something, you must use your action to command the creature, and on its turn, it must follow your command if it can.


Crumble Terrain
Alchemy Type: Earth
Range: Self (30 Foot Cone)
Duration: Instantaneous
Extra Stamina Cost: 4
You break the ground in front of you. The ground within a 30 foot cone in front of you is now difficult terrain.


Elemental Ray
Alchemy Type: Any Type
Range: 60 Feet
Duration: Instantaneous
Extra Stamina Cost: 2
Overload Cost: 3
You cause a ray of energy to shoot from your palms toward one creature. Make a ranged attack against a creature using your Transmutation Attack Modifier. On a hit, the creature takes 1d12 (Fire Type: Fire; Water Type: Cold; Earth Type: Piercing or Bludgeoning; Air Type: Slashing or Thunder; Electricity Type: Lightning; Organic Type: Poison) damage.
Overload: Increases the Damage by 1d10.


Tangle
Alchemy Type: Organic
Range: 50 Feet
Duration: Concentration up to 30 Seconds
Extra Stamina Cost: 3
Vines Sprout up instantly tangling the creatures. Every creature in a 10 Foot radius must make a Constitution Saving throw against your Transmutation Save DC or be restrained. On a successful save the creature is only Poisoned. At the end of the creature's turn, they can reroll the Saving Throw to free themselves.


Wind Press
Air Element
Range: 50 Feet
Duration: Concentration up to 30 Seconds
Extra Stamina Cost: 4
You force the air flow to shoot downwards all around you. Each creature in a 10 foot radius cannot breath and are suffocating. Every creature in the area must make a Constitution Saving throw or be knocked Prone.

Special Circle[edit]

Philosopher's Stone
Alchemy Type: N/A
Range: Touch
Duration: Instantaneous
Stamina Cost: 50
This Transmutation Circle takes 7 Days (Minimum) to draw. This Circle can be anywhere from 50 (7 days) Feet to 5000 (700 days) Feet. When activated all creatures within this circle with HP less than or equal to 20 instantly die, and in the middle of the circle, a Red Stone appears, the Philosopher's Stone, created from the souls of those killed. When holding this Philosopher's Stone, you can use it to power your alchemy.

The Alchemic Stamina contained in this stone is equal to 10 times the number of people who were killed by the transmutation circle, this stone cannot regain Alchemic Stamina, once out of Alchemic Stamina the stone crumbles and disappears. When holding this stone, you can ignore the requirement of drawing Transmutation Circles to use Transmutations.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: 14 Intelligence


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