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Alchemist[edit]
DISCLAIMER. This is a variant from another class based on Full Metal Alchemist, with core mechanical changes to it's foundations and some features/subclasses. If you have any suggestions, questions or want to further develop this class you can enter this Discord Server, I use the same username here as there.
Alchemists are those who utilize the science of alchemy to alter their surroundings. Alchemy requires an extensive knowledge of chemistry, physics, metaphysics, and even a splash of geology and biology to preform transmutations; manipulating materials on an atomic level. Although anyone can preform alchemy, only a few are trained to an actionable level, and even fewer become truly great alchemists.
Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.
The Laws of Alchemy[edit]
Alchemy is not magic; an all powerful art, it is a science. The laws of alchemy are split into two categories: the boundaries of the science and the ethical taboos of man.
- Equivalent Exchange: matter and energy can not be created or destroyed through alchemy, only transformed. In order to accomplish transmutations, most alchemists use the energy generated by the tectonic movements, which is then dispersed into the transmuted material, and then the air.
- One is All, All is One: a deeper, perhaps more philosophical law, this law defines all of existence as a single substance or body only split into pieces on a cursory level. All beings, though individual, plays part in the cycle of life and death, all heavenly bodies pull each other with their gravitational fields, and ultimately mass and energy are two expressions of a singular whole.
Alchemists are also restricted to three societal laws:
- Do not transmute gold: gold is the foundational currency of all nations, and so in order to keep that currency, and therefore international trade, viable, creating gold from other materials is strictly forbidden. Subverting this law can result in life in prison in some nations, and the removal of one's hands in others.
- Do not perform human transmutation: the greatest sin in alchemy, the creation of a human being through alchemy is strictly forbidden as quantifying the value of the human soul would have disastrous implications to every aspect of life.
- Be thou for the people: as people advancing science and working miracles, all alchemists are called to serve those around them, not their own ambition. Subverting this law has created some of the most monstrous creations of man.
State Alchemists[edit]
Alchemists of the highest caliber typically affiliate themselves with the military for a variety of reasons. These State Alchemists are given access to state-of-the-art laboratories and research materials, a yearly research grant numbering in the millions of cens, the rank of major, and a silver pocket watch denoting their rank. In exchange, they swear an oath to be "dogs of the military", following the orders of their superiors rather than the third societal law of alchemy and often becoming human weapons in times of war.
Creating an Alchemist[edit]
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 an Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Guild Artisan background.
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Two of the most talented alchemists to date, [1]
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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 armor, shields
Weapons: Simple weapons, shortswords, rapiers, firearms
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose four skills from Arcana, History, Nature, Religion, Insight, Medicine, Perception, Investigation and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) a shield
- (a) a shortsword or (b) a rapier or (c) any two simple weapons
- (a) Explorer's Pack or (b) Scholar's Pack
- (a) Alchemist's Supplies or (b) 1 Handgun and 20 rounds or (c) 1 hand crossbow and 20 bolts
Transmutation Circle[edit]
At 1st level, alchemists can manifest the power of understanding, deconstruction, and reconstruction on an atomic level 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 touching it. Each Transmutation Circle can manipulate a single element (i.e. iron, oxygen, lead) or compound (i.e. water, methane, iron rust), or a substance comprising of at least half of the chosen material, and this material can not be in a creature's possession. At 1st level, your Transmutation Circles may manipulate a single non-biological material of your choice.
In order to use a Transmutation Circle, you must spend Alchemic Stamina. Your alchemist level determines the number of points you have, as shown in the Alchemic Stamina column of the Alchemist table. All Alchemic Stamina is regained at the end of a long rest.
Transmutation Circles can be drawn in varying sizes. The size of the Circle determines the amount of Alchemic Stamina that must be spent to activate it, how long it takes to create and use it (both of which require concentration), the maximum range the Circle can drawn material from and affect, and the maximum weight the Circle can manipulate. Unless otherwise stated, Circles can not affect magical materials. 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.
- Tiny Circles can only be used for free a number of times every 10 minutes equal to your Intelligence modifier before they start costing 1 Alchemic Stamina.
Transmutation Circle Uses[edit]
Alchemy is the science of physically reconstructing matter on an atomic level, and as such can be a very nebulous ability, as it can seemingly do anything. Without any Alchemical Specializations, objects created by your Circles can not have any functions its source material did not (i.e. you can not make a pistol into a submachine gun, but you could make a pistol into a different pistol). Any use of a Transmutation Circle that affects another creature can usually be avoided if they succeed a Dexterity saving throw with the following DC, or if you miss with an attack roll with the following bonus:
Transmutation Save DC: 8 + your Intelligence modifier + your Proficiency bonus
Transmutation Attack Modifier: your Intelligence modifier + your Proficiency bonus
Any damage dealt by a Circle and the amount of hit points its constructs have is directly is determined by the weight of the materials manipulated, as determined by the following table:
Weight |
Damage Die |
Hit Points
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1-4 lbs. |
1d6 |
3
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5-9 lbs. |
2d6 |
7
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10-29 lbs. |
3d6 |
11
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30-49 lbs. |
4d6 |
14
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50-99 lbs. |
5d6 |
18
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100-199 lbs. |
10d6 |
35
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200-399 lbs. |
20d6 |
70
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400-799 lbs. |
30d6 |
140
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800+ lbs. |
40d6 |
280
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Additionally, depending on the material an object is transmuted out of, an object may have a certain damage threshold. Use the following table to determine which category the transmuted material falls into, and said material's damage threshold and weight per solid 5 ft. cube.
Material Category |
Material |
DT |
Weight
|
↓ |
Cloth, paper, rope |
0 |
150 lbs.
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Fragile |
Crystal, glass, ice |
2 |
300 lbs.
|
↑ |
Wood, bone |
4 |
500 lbs.
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↓ |
Stone, gold |
10 |
800 lbs.
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Sturdy |
Iron, steel |
15 |
2500 lbs.
|
↑ |
Lead, uranium |
20 |
3500 lbs.
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Alchemical Specialization[edit]
At 1st level, you specialize your alchemy into a specific field of study, granting you one of the Alchemical Specializations listed at the end of this class description. You gain an additional Alchemical Specialization at 3rd, 5th, 10th, 14th, and 20th level. You may take the same Alchemical Specialization multiple times.
All is One[edit]
At 2nd level, you may spend 1 minute analyzing a material, allowing one Transmutation Circle you cast within the next hour to manipulate it even if you can not manipulate that material normally. To analyze the material, it must not be in a creature's possession unless they willingly allow you to analyze it. When you reach 6th level, you may spend 1 Alchemic Stamina to do so as an action, and when analyzing this way you can do it to a material in an unwilling creature's possession if they are within your reach.
Combat Alchemy[edit]
At 3rd level, you've learned to implement your Alchemic prowess in your combat style, both offensively and defensively. You gain the following benefits:
- When you use your action to make an Attack, you may activate a Circle up to Medium size as a bonus action on the same turn.
- As a bonus action, you may spend Alchemic Stamina to grant yourself twice as many temporary hit points.
- Once per turn, when using a Circle of up to Medium Size, you may immediatlly make one one-handed weapon attack afterwards, ranged or melee.
- Whenever you use a Circle, you may add your Intelligence modifier to your AC until the beginning of your next turn.
Favorite Specialization[edit]
At 5th level, you can choose one of your Alchemic Specializations to be the one you are the most knowleadgeable and proficient on. When using a Transmutation Circle of the chosen specialization, you can reduce the cost of the circle by your proficiency bonus (to a minimum 1), and every time you cause damage with a circle of this specialization you may add your Intelligence modifier to the damage.
Additionally, you can treat it's circles's maximum range and weights as if it was one size larger by spending extra Alchemic Stamina equal to the size you're treating it. You can only treat them as one size larger this way at 5th level, two sizes larger at 9th level and three sizes larger at 13th level, up to a maximum of Gargantuan.
You may change your Favorite Specialization when you level up or when you gain another Alchemic Specialization.
Alchemic Recovery[edit]
At 6th level, as an Action, you may regain Alchemic Stamina equal to half your level. This feature may be used a number of times equal to your proficiency bonus, you regain one use at the end of a short rest and all uses at the end of a long rest.
Improvised Alchemy[edit]
At 7th level, as part of a long rest, you may choose one Alchemical Specialization that you meet the requirements of. You can use this specialization until your next long rest, however it's Circles will cost double the amount of Alchemic Stamina and you cannot make it your Favorite Specialization. You cannot choose any of the Advanced Alchemy or Soul Alchemy specializations this way, and any specialization you select will not count as a met requirement for gaining other specializations.
Alchemic Meditation[edit]
At 9th level, as you create a circle, you can start focusing on a Circle as a form of pseudo-meditation until the end of your next turn. So long as you remain touching the Circle and maintain concentration, 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.
Advanced Knowledge[edit]
When you reach 11th level, you learn how to manipulate a number of new elements equal to your Intelligence modifier. If your Intelligence modifier increases later, you may learn a new element as well, and if it decreases you lose mastery over one of your elements.
One is All[edit]
At 13th level, your Transmutation Circles can manipulate any number of materials you know how to manipulate. Additionally, when you use All is One, you may analyze 2 materials at the same time, and you can manipulate them with up to your Intelligence Transmutation Circles in the next hour.
Dog of the Military[edit]
At 15th level, you are an expert in a particular field of alchemy. Choose one category of Alchemical Specialization. When you gain a Alchemical Specialization from this category, you may instead gain two. When you reach 18th level, you become an expert in a second field of alchemy, and can choose another category to gain this benefit.
Master Alchemist[edit]
At 17th level, you reduce the action cost of any of your circles by 1 (Full Turn Action>Action>Bonus Action>Free Action), and may use a Huge circle as a Full Turn Action and a Gargantuan Circle over the course of 1 minute. Additionally, each time you gain a level, you may lose one Alchemical Specialization that is not a requirement for one Alchemical Specialization you have to gain a different Alchemical Specialization. Alchemical Specializations from a category chosen with Dog of the Military count as half a specialization for both how many you can lose and gain.
Philosopher[edit]
At 20th level, your experience has made you a one in a century talent, your name will go down in the history of alchemy. Your Intelligence score increases by 4 along with it's maximum, and you gain an Alchemical Specialization.
Alternate Feature: The Truth[edit]
At 20th level, you have seen a glimpse of the true nature of alchemy; the truth within the truth. Once per turn as a Free Action and for half the cost, you may instantly create a Transmutation Circle of any size within your body that lasts until it is used or you create another Transmutation Circle.
Alchemical Specializations[edit]
Alchemical Specializations are split into 9 categories: basic alchemy, advanced alchemy, chemoalchemy, energy alchemy, military alchemy, bioalchemy, creation alchemy, soul alchemy, and alkahestry. This is solely for the sake of easier comprehension and Dog of the Military.
Basic Alchemy[edit]
Basic alchemy represents the forms that most alchemists can easily understand and use.
- New Material
Your Circles may transmute three non-biological additional materials of your choice.
- Transmutation Tattoo
You etch two Small Transmutation Circle permanently somewhere on your body. This Circle can only use Alchemist Specializations and material(s) that you designate when you create it or that you designate at the end of a long rest. When this Circle would be destroyed from use, you instead take 1d4 necrotic damage. For every 2 Transmutation Tattoos of a smaller size you have, you may instead have a single Transmutation Tattoo of a the next largest size (i.e. instead of 2 Small tattoos you may have 1 Medium tattoo, instead of 2 Medium tattoos you may have 1 Large tattoo).
- Convert Material
Using a Circle of any size, you convert one material you can manipulate into an equal weight of another material you can manipulate on an atomic level. This can not transmute biological materials into non-biological materials, or transmute non-biological materials into biological materials.
- Deep Alchemy
You are able to draw from deeper movements of the earth's plates than most alchemists. You gain additional uses of Alchemic Recovery equal to half of your proficiency bonus (rounded down), which can be used and regained as usual.
- Quick Transmutation
You've become capable of quick thinking when it comes to utilizing your Transmutation Circles. Once per turn, you can take the Ready Action as a Free Action, but you can exclusively do so to set a trigger to activate a Circle within your reach.
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Advanced Alchemy[edit]
Advanced alchemy is the abstract application of the laws of alchemy.
- Exhausting Alchemy
When you use a Circle, you may pull in more energy than you can safely use. You will immediatly gain 10 Alchemic Stamina and 1 level of exhaustion.
- Human Transmutation
Requires Exhausting Alchemy. Using a Huge Circle and 9 gallons of water, 44 pounds of carbon, 1 gallon of ammonia, 3 pounds of lime, 28 ounces of phosphorous, 9 ounces of salt, 4 ounces of saltpeter, 3 ounces of sulfur, 0.3 ounces of fluorine, 0.2 ounces of iron, and 0.1 ounces of silicon, you commit the ultimate taboo of alchemy. Upon using this circle, you are teleported to the Truth before shortly being returned to the physical world. One body part of the DM's choice is permanently reduced to 0 hit points, and your maximum hit points are permanently reduced by the body part's maximum hit points. Additionally, you gain The Truth regardless of your level. After using this transmutation, if a creature would gain resources from killing you, such as soul points, they gain twice as many.
- Ultimate Transmutation
Requires Human Transmutation. Using a Huge Circle, you exchange infinite value for infinite value. You cast the wish spell. In exchange, you sacrifice your Gate of Truth, losing all levels from this class and becoming unable to gain levels from it.
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Chemoalchemy[edit]
Chemoalchemy manipulates certain compounds to create a combined effect, typically through some form of chemical reaction.
- Flame Alchemy
Using a Circle of any size, you concentrate oxygen in any 5 ft. areas within the Circle's range until the beginning of your next turn, which all need to be connected to each other and to you. If an area affected by this effect is exposed to an open flame or electricity, it ignites, forcing every creature within the area to attempt a Dexterity saving throw. On a failure, a creature takes fire damage equal to the Circle's damage dice. On a success, they take half as much damage. Additonally, when you use Flame Alchemy, you may decrease the maximum range of the Circle by half to increase the damage dealt to creatures within the remaining areas targeted. This damage increase is equal to twice the Circle's Alchemic Stamina cost.
- Thunder Alchemy
Using a Small Circle immediately after hitting a creature with an attack using a metal melee weapon, you may force the target to attempt a Constitution saving throw. On a failure, they take the Circle's damage dice + 2d8 lightning damage. On a success, they take half as much damage.
- Lotus Alchemy
As a Large Circle, you may directly manipulate the energy within matter to create an imbalance that explodes violently. Every creature in a cone with a length up to your Intelligence modifier x 10-foot must attempt a Constitution saving throw. On a failure, they take the Circle's damage dice in force damage. On a success, they take half as much damage.
- Gunpowder Alchemy
Requires Lotus Alchemy. When you use Lotus Alchemy, you may cause a chemical imbalance instead of an energy imbalance. When you do so, the explosion does not occur until you cause it to occur in the location you cast it at up to 1 hour after casting it.
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Energy Alchemy[edit]
Energy alchemy directly manipulates the amount of energy present in a system, allowing it to change the state of a material.
- Freezing Alchemy
Using a Circle of any size, any liquid that you choose within range is frozen solid until the end of your next turn and every creature touching the frozen liquid must attempt a Strength saving throw. On a failure, they take cold damage equal to the Circle's damage dice and are restrained until the end of your next turn. On a success, they take half as much damage and are not restrained. If a creature takes half of their maximum hit points as damage from this, they must make another Strength saving throw, becoming petrified on a failure. If a creature failed the first saving throw, they have disadvantage on the second one. A creature petrified this way may repeat the saving throw at the end of their turns, breaking from the ice and ending the condition on itself on a success. Additionally, by using a Circle of any size, you may activate another Circle that is in contact with the first one via bodies of water, regardless of any of the Circles's range.
- Condensation Alchemy
Requires Freezing Alchemy. Using a Circle of any size, any gas within range is cooled to a liquid for up to 1 minute with concentration. If a creature ends their turn within this area, they must attempt a Constitution saving throw. On a failure, they take cold damage equal to the Circle's damage dice and are stunned until the start of their next turn. On a success, they take half as much damage and are not stunned.
- Melting Alchemy
Using a Circle of any size, any solid substance within range that you choose and that is not being worn or carried melts to a liquid until the end of your next turn and every creature within your reach must attempt a Dexterity saving throw. On a failure, they take fire damage equal to the Circle's damage dice and any objects in contact with the molten substances have their damage threshold reduced to 0 until the end of your next turn. On a success, they take half as much damage. If a creature starts their turn in the area of a molten substance like this or enters it for the first time, it must make the saving throw.
- Boiling Alchemy
Requires Melting Alchemy. Using a Circle of any size, any liquid body within the Circle's range that you choose is heated up and boiled for 1 minute. When a creature starts their turn within this area or enters it for the first time, they must attempt a Constitution saving throw. On a failure, they take fire damage equal to the Circle's damage dice. You can end this whenever you want, no action required, while in reach of the liquid body. If a creature touches the Circle, when you activate it you may boil the creatures blood, making so that any fire damage they receive this way ignores resistances. If a creature takes half of their maximum hit points as damage from this, they will have their maximum hit points reduced by the Circle's initial cost.
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Military Alchemy[edit]
Military alchemy creates tools through which an alchemist can protect and attack.
- Alchemist's Blade
When you create a melee weapon with your Transmutation Circles, it's damage die tier will increase by half of your Intelligence modifier, rounded down (I.e. with a +4 Intelligence modifier, you would increase a rapier's damage die tier 2 times, so from a d8 to a d12). When you create shields with your Transmutation Circles, they will gain an AC bonus equal to half of your Intelligence modifier, rounded down. Weapons and shields made this way need to receive maintenance from you at least once every day, in which you spend 1 Alchemic Stamina as an Action, otherwise they lose this bonus.
- Strong-Arm Alchemy
Requires Alchemist's Blade. Once per turn when you create a weapon with your circles, you may immediatly make an attack with it. Additionally, you learn a special transmutation circle that when hit against another one if it's kind creates an extremely fast transmutation using the kinetic force. You may draw two of these circles, which are Tiny, in any piece of equipment that is of durability comparable to stone or higher, and you don't need to roll a d4 to see if they are destroyed when activating them. When holding or wearing said equipment you may activate the circles as a Free Action or as part of a melee weapon attack if you drew one of them on a weapon. The circle then can transmutate anything the equipment touches for the rest of your turn, having no range outside of that, and it's wheight is calculated as if it was a Large circle. You need to be able to make both circles contact each other in order for this specialization to work.
- Alchemist's Armor
When creating any type of armor with your Transmutation Circles, you may remove their disadvantage on Stealth checks, while also giving them an AC bonus equal to half of your Intelligence modifier, rounded down. You need to perform maintenance on these armors the same way as described in Alchemist's Blade.
- Alchemist's Shot
When you create ranged weapons and ammunition with your Transmutation Circles, their damage die tier will increase by half of your Intelligence modifier, rounded down. You need to perform maintenance on these weapons and ammunition the same way as described in Alchemist's Blade. When performing maintenance on ammunition, you may do it to up to 10 pieces of ammunitions for only 1 Alchemic Stamina.
- Alchemist's Cannon
Requires Alchemist's Shot. When you create siege weapons and siege ammunition with your Transmutation Circles, they will deal twice as much damage, have twice as much hit points, have their AC increased by half of your Intelligence modifier (rounded down) and you can double the maximum weight and damage of the Transmutation Circle utilized.
- Alchemist's Ride
Requires Alchemist's Blade. When you create vehicles with your Transmutation Circles, they will have twice as much hit points, their AC will be increased by half of your Intelligence modifier and you can double the maximum weight and damage of the Transmutation Circle utilized. To create any vehicles that include weapons, you need to have Alchemist's Cannon.
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Bioalchemy[edit]
Bioalchemy is the transmutation of biological substances, allowing for the molding of pre-existing life.
- Healing Alchemy
Using a Circle, you may distribute to any creatures of your choice within the Circle's reach that are not a construct or elemental a total number of hit points equal to half of the Circle's maximum weight. Additionally your Circles may transmute one biological material of your choice (i.e. bone, flesh, wood, light plant matter).
- Chimera Alchemy
Requires Healing Alchemy. Using a Gargantuan Circle, you may cause two willing or unconscious creatures within 5 ft. of each other within the Circle's range to merge into a chimera. Choose one creature to be the target and the other to be the material. The target's ability scores become equal to the average of theirs and the material's ability scores (i.e. if the target had a Strength score of 2 and the material had a Strength score of 20, the new creature would have a Strength score of 11), and the target gains any features the material would have had at 1st level.
- Military Chimera
Requires Chimera Alchemy. When you create a chimera using Chimera Alchemy, you may cause the material's features to lay dormant until awoken. Rather than the normal effects of being a chimera, when the target becomes frightened, berserk, or bloodlusted or is raging, they gain any of the material's ability scores and features of their choice. The target may also make a DC 15 Constitution saving throw to enter this state at will as a bonus action.
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Anti-Alchemy[edit]
Anti-alchemy halts the alchemical process at the first stage; deconstruction.
- Independent Deconstruction
Using a Circle of any size, you begin the process of transmutation but stop at the deconstruction stage, shredding the Circle's target. Make a Transmutation attack against one creature within the Circle's range. On a hit, the target takes force damage as if they were hit by the maximum weight the Circle could manipulate. You may use your Constitution instead of your Intelligence in order to calculate the maximum weight of a circle when using this feature.
- True Destruction
Requires Independent Deconstruction. When you use Independent Deconstruction and hit with the attack roll, the attack automatically scores a critical hit as they are broken apart on an atomic level.
- Destruction Field
Requires Independent Deconstruction. You may use a Small Circle as a reaction whenever you take damage that is not psychic damage to break down the assault. The damage you take is decreased by the Alchemic Stamina you spend above the Circle's base cost. If this reduces the damage to 0 and the attack was a melee attack, you may spend the Circle's base cost again to deal force damage as if they were hit by the maximum weight the Circle could manipulate.
- Destroyer
Requires Destruction Field. When you use Destruction Field, you may use a Circle of any size.
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Creation Alchemy[edit]
Creation alchemy is the closest alchemy has come to the creation of life; the science of moving the seat of the soul from one body to another.
- Soul Bond
Using a Tiny Circle within 1 minute of the death of any humanoid, you may perform a transmutation to bond their soul to a suit of armor within the Circle's range. You may also force the creature to make an Intelligence saving throw. On a failed save, the creature is charmed by you 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 that can not be reduced in any way. You may choose this damage to instead target one of your limbs if it would reduce it to 0 hit points.
The created construct does not need to and can not eat, breathe, or sleep, has an AC equal to the AC of the armor it is bound to, is affected by any special properties the armor had, cannot wear additional armor except shields, 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 regain hit points from items or bioalchemy. When a creature uses a Medium or larger Circle to manipulate the same material the construct is made of, they may cause the construct to regain hit points equal to the hit points an object made of the material would have. If you spend at least 1 Alchemic Stamina from a philosopher's stone on this circle, you may spend Alchemic Stamina from the stone to decrease the damage taken by an equal amount.
- Soul Transfer
Requires Soul Bond. Using a Huge Circle while touching a dead humanoid body, you transfer your soul into it, healing all of its wounds and shaping it slightly into your own. Your current body dies and you control the new body. This does not grant you new racial features or ability scores, but removes any effects affecting you, including exhaustion, and causes you to regain your maximum hit points. Until the end of your next long rest, your hit point maximum is halved as you condition yourself to your new body. A soul can not inhabit your previously inhabited body by any means after using this Circle.
- Soul Split
Requires Soul Transfer. When you use Soul Bond, instead of bonding the soul of a dead creature to the armor, you may bond a fragment of your own soul. You and any constructs created in this way gain 1 level of exhaustion until the fragment is unbound as a full turn action, but you do not take damage from the transmutation and the construct is directly controlled by you.
- Light Guardian
Requires Soul Split. Using a Gargantuan Circle, you may create a visual clone of one creature you have seen and are the same size as. These clones are mechanically identical to you save for having 0 Alchemic Stamina, being unable to regain Alchemic Stamina, being an elemental, being directly controlled by you, not need to and can not eat, breathe, or sleep, and being resistant to all damage.
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Soul Alchemy[edit]
Soul alchemy is the elusive forbidden art of extracting human souls to harness their power.
- Become Philosopher's Stone
As an action, you may manipulate the energy of your own soul, gaining 1 level of exhaustion and regaining Alchemic Stamina equal to your proficiency bonus. If you have Exhausting Alchemy, you may use both it and this Alchemical Specialization at the same time, gaining 1 level of exhaustion total.
- Create Philosopher's Stone
Requires Become Philosopher's Stone. Using a Gargantuan Circle, you compress a creature's very soul into a small red stone. Any creatures of your choice within the Circle's range gain 1 level of exhaustion. If a creature is killed by exhaustion gained in this way, their soul becomes part of a Philosopher's Stone, either creating one or adding their soul to an existing one, and they can not be resurrected by any means outside of the Wish spell, which removes their soul from the stone, or casting a resurrection effect while possessing the stone, which removes the time limit from the creature's death. Each soul inside the stone grants it a number of Alchemic Stamina points equal to their CR or level (minimum 1). When you use a Philosopher's Stone, you may choose which souls are used.
- Destroy Philosopher's Stone
Requires Create Philosopher's Stone. Using a Circle of any size, you may decrease the Alchemic Stamina stored inside a Philosopher's Stone within the Circle's range by the Circle's cost.
- Create Sanguine Star
Requires Destroy Philosopher's Stone. When you create a Philosopher's Stone, you may double the Circle's base cost to instead make a Sanguine Star. When a creature wielding a Sanguine Star in at least one hand kills a creature, the stone gains a number of Alchemic Stamina points equal to their CR or level (minimum 1). If a creature ingests a Sanguine Star, the stone gains a number of Alchemic Stamina points equal to their CR or level (minimum 1) and they gain 1 level of exhaustion at the end of each hour until the stone is extracted, and their alignment becomes Evil.
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Alkahestry[edit]
Alkahestry is a primarily medicinal art hailing from Xing, using the science of Alchemy in a nearly unrecognizable form to Amestrians.
- Alkahestry
Rather than being fueled by tectonic activity, your alchemy is fueled by a mystical, universal energy known as the Dragon's Pulse. At will, you may learn the location of any living creatures within a number of feet equal to 60 times the amount of Alchemic Stamina spent on this effect; if you know a creature you locate with this feature you will know it's them. Additionally, whenever this class requires you to use your Intelligence score, you instead use your Wisdom score.
- Purification Circle
Requires Alkahestry. As an Action, you can turn any number of weapons or pieces of ammunition in your possession into an Alkahestric marker, by spending 1 Alchemic Stamina per weapon until the end of your next long rest. When you use a Circle of any size, you may cause the effect to occur at one of your Alkahestric markers instead of at the Circle itself.
- Transition Gate
Requires Purification Circle. Using a Small or larger Circle, you and any creatures touching you may teleport to one of your Alkahestric markers. The amount of Alchemic Stamina you must spend of this Circle is determined by the following table:
Size |
Cost
|
Small |
24
|
Medium |
12
|
Large |
6
|
Huge |
4
|
Gargantuan |
2
|
|
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the alchemist class, you must meet these prerequisites: Intelligence and one other ability score of your choice 16.
Proficiencies. When you multiclass into the alchemist class, you gain proficiency in two of the following skills: Arcana, History, Nature, Religion, Investigation, Insight, Medicine, Perception, and Survival