Alchemist (FMA Supplement)

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Alchemist[edit]

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.

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 an 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.

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
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose four skills from Arcana, History, Nature, Religion, Insight, Medicine, Perception, 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 or (c) any two simple weapons
  • (a) Explorer's Pack or (b) Scholar's Pack

Table: The Alchemist

Level Proficiency
Bonus
Features Alchemic Stamina
1st +2 Transmutation Circles 3
2nd +2 Alchemical Specialization 6
3rd +2 All is One 9
4th +2 Ability Score Improvement 12
5th +3 Alchemic Recovery 15
6th +3 Alchemical Specialization (2) 18
7th +3 Combat Alchemy 21
8th +3 Ability Score Improvement 24
9th +4 Alchemic Meditation 27
10th +4 Alchemical Specialization (3) 30
11th +4 One is All 33
12th +4 Ability Score Improvement 36
13th +5 Be Thou for the People 39
14th +5 Alchemical Specialization (4) 42
15th +5 Alchemic Recovery improvement 45
16th +5 Ability Score Improvement 48
17th +6 Master Alchemist 51
18th +6 Alchemical Specialization (5) 54
19th +6 Ability Score Improvement 57
20th +6 Philosopher, Alchemical Specialization (6) 60

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 use 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.

Size Cost Casting Time Range Weight
Tiny 1 Free Action 5 feet Intelligence modifier lbs.
Small 2 Bonus Action Intelligence modifier x 5 feet Constitution modifier lbs.
Medium 4 Action Intelligence modifier x 10 feet Constitution modifier x 10 lbs.
Large 6 Full Turn Action Intelligence modifier x 20 feet Constitution modifier x 20 lbs.
Huge 12 1 minute Intelligence modifier x 40 feet Constitution modifier x 40 lbs.
Gargantuan 24 10 minutes Intelligence modifier x 60 feet Constitution modifier x 100 lbs.
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 Wisdom modifier + your Proficiency bonus

Transmutation Attack Modifier: your Dexterity 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
1-4 lbs. 1d6 3
5-9 lbs. 2d6 7
10-29 lbs. 3d6 11
30-49 lbs. 4d6 14
50-99 lbs. 5d6 18
100-199 lbs. 10d6 35
200-399 lbs. 20d6 70
400-799 lbs. 30d6 140
800+ lbs. 40d6 280

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.
Fragile Crystal, glass, ice 2 300 lbs.
Wood, bone 4 500 lbs.
Stone, gold 10 800 lbs.
Sturdy Iron, steel 15 2500 lbs.
Lead, uranium 20 3500 lbs.

Alchemical Specialization[edit]

At 2nd 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 6th, 10th, 14th, 18th, and 20th level. You may take the same Alchemical Specialization multiple times.

All is One[edit]

At 3rd level, you may spend 1 minute analyzing a material, allowing the next Transmutation Circle you cast within the next hour to manipulate it even if you can not manipulate that material normally unless the material is in a creature's possession.

Alchemic Recovery[edit]

At 5th level, as a bonus action, you may regain Alchemic Stamina equal to your level. This feature may be used once, regaining use at the end of a short rest. At 15th level, you may use this feature an additional time, and this second use is also regained at the end of a short rest.

Combat Alchemy[edit]

At 7th level, when you use your action to do something other than to activate a Circle, 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.

Alchemic Meditation[edit]

At 9th level, you can spend your action focusing on a Circle as a form of pseudo-meditation. So long as you remain touching the Circle an 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.

One is All[edit]

At 11th level, your Transmutation Circles can manipulate any number of materials you know how to manipulate.

Be Thou for the People[edit]

At 13th level, when you analyze a material using All is One, you may spend 4 Alchemic Stamina to do so as an action.

Alternate Feature: Dog of the Military[edit]

At 13th 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.

Master Alchemist[edit]

At 17th level, you may create and use a Tiny Circle at will, a Small Circle as a free action, a Medium Circle as a bonus action, a Large Circle as an action, 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.

Alternate Feature: Dog of the Military[edit]

At 17th 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.

Philosopher[edit]

At 20th level, your wisdom and intellect make the theoretical possible. You gain one 13th level and one 17th level feature from this class you did not take at those levels, 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. At will, 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 for half the Circle's use cost.

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]
Advanced Alchemy[edit]
Chemoalchemy[edit]
Energy Alchemy[edit]
Military Alchemy[edit]
Bioalchemy[edit]
Anti-Alchemy[edit]
Creation Alchemy[edit]
Soul Alchemy[edit]
Alkahestry[edit]

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, Insight, Medicine, Perception, and Survival


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