State Alchemist (5e Class)

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State Alchemist[edit]

A dwarf reaches for the ground; newly formed gauntlets wrap her hands. The tattoo on her hand glows and she punches a wall, causing the stone to form into a cannon. Another punch and a slit opens up, she can see the other side, and opens fire.

A tiefling repairs his vehicle. The elf seeing the go-ahead starts the gas and pulls off. The gnome fires the car-mounted ballista, and the circle drawn on it glows. The heavy bolts fly through the air, suddenly becoming lead needles the size of halflings.

A dragonborn kneels over the body of his fallen comrade, weeping tears of blood and drawing multitudes of symbols on the floor around him. On the ground a suit of armor rises, and the dragonborn is suffused with black energy. Wiping away the tears he paints symbols in the armor with his own blood, calling his friends soul back from the afterlife. The suit of armor sits up, and with a hollow voice, thanks the dragonborn.

As members of the military, State Alchemists are privy to the most advanced alchemical resources, including exclusive access to the best research materials as well as state-of-the-art government laboratories, and are given a sizable research grant each year which can be put to any purpose a State Alchemist so chooses. Also on the list of perks is an automatic military officer rank equivalent to that of Major and all the considerable military authority and government influence that comes with it.

State Alchemists are soldiers who utilize the art of alchemy to alter their surroundings. Alchemy requires an extensive knowledge of chemistry, physics, and ancient alchemical theory and magic. Although most can preform alchemy, only a few are trained and only a handful become great.

Creating a State Alchemist[edit]

When creating a State Alchemist, one should ask himself these questions. Who trained you? Why do you fight? What are your end goals as an alchemist?

Quick Build

You can make a State 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 State Alchemist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three skills from Arcana, Medicine, Insight, Intimidation, Perception, Religion, Nature, and Survival

Equipment

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

  • (a) Any Medium Armor or (b) Any Weapon
  • (a) A Wooden Shield or (b) any Simple Weapon
  • (a) Explorer's Pack or (b) Scholar's Pack

Table: The State Alchemist

Level Proficiency
Bonus
Features Alchemic
Stamina
1st +2 Alchemy Circles, Alchemy Training 12
2nd +2 Alchemical Study 14
3rd +2 Combat Alchemy 16
4th +2 Ability Score Improvement 18
5th +3 Alchemical Study, Alchemy Mark 20
6th +3 Transmutation Modification 22
7th +3 Alchemic Recollection 24
8th +3 Ability Score Improvement, Alchemical Study 26
9th +4 Soul Bonding 28
10th +4 Philospher's Stone, Transmutation Modification 30
11th +4 Chimera, Alchemical Study 32
12th +4 Ability Score Improvement 34
13th +5 Bio-Alchemy, Transmutation Modification 36
14th +5 Alchemical Study 38
15th +5 Homunculus 40
16th +5 Ability Score Improvement 42
17th +6 Alchemical Study 44
18th +6 Human Transmutation 46
19th +6 Ability Score Improvement 48
20th +6 Alchemical Study, Father 50

Features[edit]

Alchemy Save DC 8 + Intelligence Bonus + Proficiency Bonus
Alchemy Attack Modifier Intelligence Bonus + Proficiency Bonus
Alchemic Stamina You use Alchemic Stamina to Fuel your alchemy circles. You must have the specified amount of Alchemic Stamina left to activate a alchemy Circle. You regain Alchemic Stamina after a short rest.
Combat Training You can use either your dexterity or your constitution when determining your AC.

Alchemy Circle[edit]

Alchemist manifest their powers through the use of alchemy circles. To make a Circle of a specific element requires the presence of the element within 60ft of the Circle. Using a circle is an Action. Some circles can be further empowered by overloading it with extra Alchemical Stamina. Circles come in varying sizes. The Size of the Circle determines its Base Cost as well as its time to Use.

Size Base Cost Action to Use
Small 0 Action
Medium 2 Action
Large 4 Action + Bonus Action


Equivalent Exchange[edit]

In order for a transmutation to succeed, an equal or greater amount of the source material must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate (10xAlchemist Levelx Proficency Bonus)pounds.

Alchemical Study[edit]

You gain Affinity of one of the Following: Water, Earth, Fire, Air, Electricity, Metal, or Organic(Plants)

  • Affinity Level 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. You can manipulate any element, however, only your chosen element for study will gain these benefits. Generally, your chosen element will land your nickname (e.g. Edward Elric; The Full-Metal Alchemist, Roy Mustang; The Flame Alchemist, etc.)
  • Minor - Add Your Alchemy Attack Modifier to the Attack Roll
  • Lesser - Increase the Base Damage 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[edit]

Starting at 3rd level, when you use an Action other than to activate a Circle, you may activate a Circle up to Medium size as a bonus action.

Circle Marking[edit]

When you reach 5th level, you may permanently etch a transmutation circle onto a weapon, an article of clothing, or your body. You do not have to respect the equivalence formula.The Circle must have a defined element and must be small. This Circle only performs one action, which you pick when making it. (e.g. Alex Armstrong's circle causes rocks to shoot outward like needles, Roy Mustang's shoots flame outward, etc.)

Transmutation Modification[edit]

At certain levels you gain the ability to enhance the use of a Transmutation Circle in ways other than overloading it. This Additional cost is determined after any overloading. Gain the effect of one of the following:

Modification Additional Cost of Use Effect
Rapid Transmutation 1/2 The Transmutation Circles Cost The time required to activate a Circle is halved (Action -> Bonus Action, Bonus Action -> Reaction)
Alchemic Recycling 1/4 The Transmutation Circles Cost You can reuse the same Transmutation Circle again as a Bonus Action
Empowered Transmutation 1/2 The Transmutation Circles Cost You double the range or duration of the circle
Deadly Transmutation The Transmutation Circles Cost You deal 2x the normal amount of damage dealt by the circle.
Transmutation Trap 1 Point Per Turn The Circle is not activated until a creature moves onto a designated space within 30ft
Planned Transmutation 2 Points Chose a number of creatures in the effects of you Transmutation Circle. Those creatures automatically pass their Saves and take no damage
Brutal Transmutation 3 Points Reroll an amount of damage dice equal to your Intelligence Modifier that come up as a 1


Alchemic Recollection[edit]

At 7th Level you can spend you standard action recollecting your thoughts. This lets you regain Alchemical Stamina equal to half your level. You regain use of this feature after a long rest. At 14th Level gain a second use of this ability each long rest.

Soul Bonding[edit]

Beginning at 9th level, upon the death of any humanoid you may perform a transmutation to bond their soul to a set of armor. The suit of armor may be pre-existing or alchemically created during the reaction. The creature retains all languages it knew in its previous life and retains any proficiencies it had, along with any proficiencies that you have and choose to give it. You may force the creature to make a DC 18 intelligence saving throw. On a failed save, the creature is charmed by you and follows your orders for (level)d6 hours. On a successful save the creature retains its free will but takes 2d10s of psychic damage. During this transmutation, you take 5d10s of necrotic damage, then multiply your hit points by two to find the construct's total hit points. The created construct does not need to eat, breathe, or sleep, has a natural armor of 18, and cannot wear additional armor. It has immunity to poison and psychic damage, and resistance to fire and physical attacks. It can benefit from short and long rests and if sufficient material is nearby, the creator can use the mend circle to restore hit points to the construct. If you hold a philosopher's stone, the creature is permanently charmed by you and will follow you orders. Constructs of this nature cannot have a circle marking on its body, but can benefit from a circle marking on a weapon or other object.

Philosopher's Stone[edit]

Beginning at 10th level, over 8 hours you may create an object of immense alchemical power called a philosopher's stone. In order to create a philosopher's stone, you must perform a transmutation in the presence of 2 or more dead humanoids killed within 2 hours of the reaction. During the reaction, the souls of the present corpses are gathered together and solidified into an amber colored stone of a size of your choosing. While you may pour as many souls into your philosopher's stone, every additional soul exceeding 4 souls in the stone has relative little effect. You can add additional souls into your stone without an 8 hour ritual, rather, you simply need to place the corpse in a transmutation circle with the stone in the middle for 1 minute. Even if you have more than 1 stone, the effects of the stones do not stack. You may affix this stone to a necklace, earring, ring, or bracelet. In terms of a character development, this is not only an illegal action, but an evil one as well.

2 souls

You no longer need to draw transmutation circles to perform alchemy, and may ignore Equivalent Exchange when performing Alchemy.

3 souls

You may add your alchemy attack modifier twice when determining damage, and reroll all 1s.

4 souls

You gain +2 to your alchemy attack mod and alchemy save dc.

5 souls

Performing alchemy only costs a bonus action, and your circle marking is reduced to a reaction.

1+ souls

As an action, you may consume a soul inside your philosopher stone to extend your life by 20 years or heal 10+0.5(Alchemist Level + Proficiency Bonus) hit points. If this ability overheals, then you gain the difference as temporary hit points. Consuming a soul also counts as a long rest and meets all food/water needs.

Chimera[edit]

Starting at 11th level, You may attempt to make your own chimera. The chimera appearance is determined by the DM and the Alchemist. The stats of the animal are both stats combined divided by 2. The animals CR cannot be higher than half your Alchemist Level. The amount of time required to create a Chimera is equal to the final CR of the animal.

It is charmed by you and follows your orders. It rolls its own initiative in combat. You can only have at most 2, and when you try to form the third, the oldest one is destroyed. The chimera gains all the natural weapons of its component parts. Its hit points are equal the sum of its component parts. The resulting creature is one size larger than the largest component creature. You cannot use a chimera's corpse as one of the composite corpses. If you are wielding a philosopher's stone, you may substitute one of the component beasts with a humanoid's corpse.

Bio-Alchemy[edit]

As you reach 13th level, you have begun your studies in the field of Human Transmutation and may bolster a humanoids' strength, dexterity or constitution score. To do so, you may perform a ritual that drains the strength, dexterity, or constitution of one target humanoid and bestowing it on another (Max 20). You may use yourself as either target. This ritual takes 1 hour per every 2 points drained. This change is unnatural however, and for every 2 points added every hour you take 1d6 necrotic damage. This change is reversed after you take a long rest. You may use a philosopher stone to make the change permanent, but only for a maximum of 2 points. The philosopher stone is consumed and you may only do this to a person once. After recieving this process, the target may also now use Alchemy to reconstruct or reconstruct sentient beings. When attempting to deconstruct someone, the target may make a dexterity saving throw, the target takes (1/2*Alchemist Level)d6 damage on a failed save, or none on a successful save, this damage can be targeted at a specific limb. When using Reconstruction, it heals the target for the damage it would have done instead, and can repair one limb at a time. You may use this ability a number of times equal to your intelligence modifier, all uses of this ability are refreshed after a long rest.

Homunculi[edit]

Beginning at 15th level, you may perform a transmutation that transforms a living humanoid into a powerful being called a homunculus. You must be wielding a 5 soul philosopher's stone to perform this transmutation. Your philosopher's stone is consumed by this reaction. This reaction takes 8 hours to perform. The homunculus also retains any ability that the host body had before the transmutation, however may no longer use alchemy. A Homunculus rolls for ability scores like normal, adds their ability score to the host's, then divides that by two. Example: If the host has a strength score of 10 and then rolled a score of 12, then their end score would be 11 ((10+12)/2).

It is charmed by you and follows your orders. A homunculus does not need to eat, sleep, or breathe, and is immortal unless killed. Homunculi cannot wear armor, and have 11 + Dex modifier AC. Whilst you may choose the first Homunculus you obtain, any further creation of Homunculi requires you to roll a d8. This will determine what homunculus you receive, if any. You may only have one of each homunculi and if your roll would produce a Homunculus that you already have, you may reroll. If you roll an 8 on a reroll, you may reroll again. You can only command up to 2 homunculi. All Homunculi have the ability to regenerate an amount of HP equal to double their creator's Stamina Pool, with a max of 10 per turn. This pool is refreshed every long rest.

1 Lust

Lust has the ability to elongate her fingernails for unarmed strikes that deal 5d8 slashing damage, and have a reach of 25 feet.

2 Greed

As a Bonus Action, Greed can turn his skin into graphene, granting him a natural armor that adds +6 to his AC, resistance to non-magical attacks, and gives his unarmed attacks an additional 3d10 piercing damage. Greed cannot regenerate while in this form and may go back to normal as a free action.

3 Sloth

Due to his immense muscles, Sloth's size becomes large. He has an additional 25 Hit points on top of what's calculated for his health. Sloth's unarmed strikes deal 4d6 bludgeon damage. Sloth adds his constitution modifier to his AC. Sloth has a weaker form of regeneration, and can only regenerate a total of his creator's Stamina Pool, this pool is refreshed every long rest.

4 Gluttony

Gluttony can make a bite attack, this bite deals 3d6 acid damage. On a successful attack, he may force the opponent to make a grapple check. On a failed check, Gluttony swallows the creature, dealing an extra 3d6 acid damage. On a successful check, the creature is not swallowed and does not take the extra damage. Gluttony uses his Constitution modifier + proficiency for grapple checks in this way. While inside Gluttony's stomach, a creature takes 6d6 acid damage on each of its turns. A creature may remake the grapple check at disadvantage on each of its turns before they take the damage.

5 Envy

As a Standard Action, Envy may transform into any creature within two sizes of their own for 1 hour, unless ended prematurely. They retain all of their ability scores and gain all natural weapons, armor, senses, and speeds from their new form, but retain their health. This skill can be used a number of times equal to the creator's proficiency modifier. They regain all uses of this ability after a long rest.

6 Pride

Pride may extend his shadow up to 15 ft around him and form tendrils that deal 6d6 necrotic damage. Pride may also manifest "eyes" on his shadows that grant him line of sight. In full or bright light, Pride may use his Bonus Action to control an opponent's shadow, giving his next attack against them advantage. Additionally, if that attack hits, the opponent takes max damage from that attack. In dim light, pride gains a shadowy aura that causes any creature who hits him with a melee attack to take 2d6 necrotic damage. Pride's tendrils gain 20 feet to their range and deal an extra 2d6 necrotic damage while in dim light. In the darkness, Pride loses the the ability to make tendrils, but maintains the shadowy aura and the ability to make "eyes" in any shadows that pride is touching.

7 Wrath

Wrath is proficient with longswords, one of which is created in his transmutation. Wrath gains a level of multiattack equal to half his dexterity modifier, to a max of 3. Each of his attacks deals a number of d6 damage equal to half his dexterity modifier (rounded up). Additionally, Wrath's Left Eye becomes one capable of perfect prediction. Giving him advantage on perception checks that rely on sight. Wrath may use either a Bonus Action during his turn, or a Reaction during someone else's turn, to study his opponent, giving a different bonus depending on when he uses it (+2 to Attack Rolls against that opponent or +2 AC against that opponent respectively). Wrath, however, is unable to regenerate like other homunculus, and must heal like normal or be healed by his creator.

8 Rebound

The transmutation fails, the humanoid dies and you take 5d10s necrotic damage.

Human Transmutation[edit]

From level 18 on, you may use a special form of alchemy called human transmutation. With this comes 3 very advanced transmutations.

Resurrective Alchemy

While wielding a 4 soul philosopher's stone you may perform a transmutation that returns the soul of a dead humanoid to its body. The body is restored as well. This transmutation takes 8 hours to perform and may be done over a long rest. Your philosopher's stone is consumed during this action.

Restorative Alchemy

While wielding a 4 soul philosopher's stone you may perform a transmutation to return a soul bonded creature to its original body. The creature now ages and can die of old age. It needs to eat, sleep, and breathe as well. This transmutation takes 8 hours to perform. Your philosopher's stone is consumed during this action.

Creative Alchemy

While wielding a 5 soul philosopher's stone you may 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 Intelligence check of DC 18 or it is charmed by you and follows your commands. Your philosopher's stone is consumed during this reaction. You may only command one such creation

Father[edit]

When you reach level 20, you have learned how to perform the ultimate transmutation. Six willing humanoids or soul bonded creatures and one homunculus must be present to complete the ritual. You must also be wielding a 5th level philosopher's stone to partake in this action. This ritual takes 24 hours to complete. Upon completing this transmutation, you become the god-being Father. The stone and humanoids are consumed by this reaction. You gain the following features as Father.

  • You have all the benefits of wielding a 5th level philosopher's stone except for soul consumption independent of whether or not you possess one.
  • You gain the powers of one of your homunculi with double the range, if applicable.
  • The range of your alchemy is x2
  • Whenever you take damage in a round, you regain 10 hit points.
  • Transmutations that requires time excessive of 1 hour is reduced to 1 hour.

Alchemical Origin[edit]

All Alchemists draw the energy from a specific source, At level 1 pick which source you draw your alchemy from

Alchemy Prodigy[edit]

Creating A Construct You have mastered the forbidden art of creating life. You can create a construct which has the challenge rating of your Transmutation Alchemist Level or lower. You may only have 2 constructs which you created at a time, if you create another one while you have 2 constructs the one you just created will die. When you create a construct you must ask the DM how much each construct is worth and once you have created a construct you lose the same amount of hit points as the construct has.
Additional Modifications Modifications only available for Living Puppet Alchemists

Modification Additional Cost of Use Effect
Marking Transmutation. 5 Destroy a Construct with the CR of your level or lower


Blood Constructs At 5th Level, you can have 4 constructs which you created, in one plane. Additionally, instead of having everything you need to make a construct you will only require 1 of the things needed if you use your blood on that thing, but you will take damage equal to your Alchemist level if you create this way.
Monsterous Alchemy. At 9th Level You can create Monstrosities. The DM will decide what ingredients each of them require. Also you can have 6 constructs in one plane. These rules apply to monstrosities and constructs.

Combat Alchemy[edit]

Brain = Brawn The use of the mind and body to exert dominance over the enemies, and the elements.
Additional Modifications Modifications only available for Combat Alchemists

Modification Additional Cost of Use Effect
Marking Transmutation. 1 Choose one creature targeted by the transmutation, You gain advantage to that creature on your next transmutation attack


Transmutation Strike At 3rd Level, after spending the needed time to use a Alchemy Circle instead of activating it you may Concentrate it into your weapon releasing it in the next melee attack. Your type of damage changes to the type of Transmutation Circle used, you also deal an extra 1d12 points of damage for every point of Alchemical Stamina put into the Alchemy Circle.
Dedicated Study. At 5th level, gain two additional stacks of Alchemical Study
Practiced Alchemist. At 9th Level, when you use your standard action to activate a Transmutation Circle you may activate one additional Transmutation Circle for a total of 2 per action. This increases to 3 at 15th Level.

Xing Alkahestry[edit]

Purification Arts A slightly different form of Alchemy used in the country of -Xing.
Purifying Pulse At 1st level, you gain the ability to boost a creatures energy by expending Alchemy Points, They gain 1d4 temporary Hit points Per Alchemy Point Used, Increases to 1d6 Per Alchemy Point at 4th level, and 1d8 at 13th level.
Transmutation Transistor At 3rd level, you can turn one weapon or ammunition of your choice to a Transistor, To create a transistor you must spend a short rest allowing your energy to flow through it connecting your energy with it. The number of transistors you can make increases by 1 every 3 levels after.
Transmutation Transition At 3rd level, you can plant one Transistor and cause the effect of a Transmutation Circle to occur at the location of your transistor instead.

Additional Modifications Modifications only available for Xing Alkahestry

Modification Additional Cost of Use Effect
Resonance. 1/2 The Transmutation Circles Cost per Transistor Activate a circle at multiple transistors


Transition Gate At 9th level, gain the ability to transport a creature or object of up to Small size between you and one of your transistors as an Action, this increases to Medium at 15th Level.

Transmutation Circles[edit]

Transmutation Circles All Damage types unless otherwise stated for each element:

  • Water: Cold (Water, Ice)
  • Earth: Bludgeoning (Rocks, Sand)
  • Fire: Fire (Flames)
  • Air: Slashing (Wind)
  • Electricity: Lightning (Lightning)
  • Metal: Piercing (Metal)
  • Organic: Poison (Vines, Wood)

Small Circles[edit]

Alchemist Weapon
Metal, Earth, Ice
Range: Self
Duration: Instantaneous
Base Stamina Cost: 0
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 1d10 to the base damage of the weapon at 5th Level and gain an extra attack with it, 2d10 at 11th Level, and 3d10 at 17th Level and gain another attack.


Manipulate Element
'Any Element
Range: within a 15ft cube of self
Duration: Instantaneous
Base Stamina Cost: 0
'You use transmutation to manipulate the shape or the form of elements
You can create walls, objects, etc. You manipulate an element to move or raise at a specified space, and you may transmute materials into other materials, all using equivalent exchange.
Overload: You may increase the range affected by 5 feet for every 2 extra alchemical stamina that you invest when activating this transmutation.


Mend
Any Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 0
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't restore magic to an item and can only repair its form. You must use an appropriate element such as metal or wood for weapon or even water for an ice construction.


Whip
Water, Air, Organic
Range: Self(15ft Line)
Duration: Instantaneous
Base Stamina Cost: 0
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 2 extra alchemical stamina that you invest when activating this transmutation.


Spike
Metal, Earth, Ice
Range: 30ft
Duration: Instantaneous
Base Stamina Cost: 0
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 1d8 damage and be pushed 10ft away and knocked prone. On a success the creature is only pushed, but not prone.
Overload: You may increase the damage in 1d8 for every 2 extra alchemical stamina that you invest when activating this transmutation.


Elemental Ray
Any element
Range: 30ft
Duration: instant
Base Stamina Cost: 4
You cause a ray of energy to shoot from your palms
Creatures hit by this ray take 1d10 of the damage type of the element chosen. This damage increases to 2d10 at lvl 5, 3d10 at lvl 9 and 4d10 at lvl 17.
Overload: Increase the Damage by 1d4 for every 4 additional alchemical stamina points that you invest when activating this transmutation.


Breathe
Air Element
Range: Self or Touch
Duration: Concentration up to 1 Minute
Base Stamina Cost: 0
You create a bubble of air
The creature affected can breathe where normally they wold not be able to
Overload: Increase the amount of creatures affected by 1 for every 1 extra alchemical stamina that you invest when activating this transmutation.


Imitate Spell
Any Element
Range: As Spell
Duration As Spell
Base Stamina Cost: Same as spell level
You can cast spells by using points of Alchemical Stamina. At level 1 you can cast cantrips, at level 2 you gain access to 1st level spells, at level 5 you get access to 2nd level spells, at 9th level you get access to 3rd level spells, at 13th you get access to 4th level spells, and at 17th level you get access to 5th level spells. These spells can be cast at higher levels when using the appropriate amount of stamina points, but only up to level 5. Spells of third level or higher require medium circles, except 5th level, which require large circles. Keep the spells within the realm of possibility when it comes to how magical or fantastical they can be. As long as you can reason how you will make the spell happen using alchemy, you can use the spell.


Medium Circles[edit]

Alchemical Shield
Any Element
Range: Self, 5ft line
Duration: Reaction
Base Stamina Cost: 2
You can't hit what you can't see
You immediately cause a wall of the chosen element to shield you from attack. You gain a +4 AC against the attack and have full cover from the target afterwards. The target gains full cover from you as well.
Overload: Increase the width of the wall by 10ft for every 2 extra alchemical stamina that you invest when activating this transmutation.


Infuse Magic
Any Element
Range: Touch
Duration: Until Used
Base Stamina: Cost Special
You gain access to this transmutation at 3rd level. The Alchemical Stamina cost of this ability is two more than that of the spell effect you are trying to add to an object. Using this ability allows you to infuse spells you can cast into an item. 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. Actions such as striking or touching this object will cause the spell to be cast. Starting at 13th level you can add an additional effect to an item.


Elemental Burst
Any Element
Range: Self(5ft Cube)
Duration: Instantaneous
Base Stamina Cost: 2
You shoot the element 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 alchemical stamina points that you invest when activating this transmutation.


Large Circles[edit]

Lift
Air Element
Range: 20ft cube
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
You cause creatures to be lifted forcefully into the air.
you force creatures within a 20ft cube around you to be lifted 20ft into the air.
Overload: Increase the diameter of the circle by an extra 10ft for every 3 extra alchemical stamina points that you invest when activating this transmutation.


Tangle
Organic Element
Range: Self(30ft Line)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
Vines Sprout up instantly tangling the creatures
Every creature in the area must make a Constitution Saving throw or be restrained. Each turn at the end of the affected creatures turn they can attempt to escape by making an Athletics(Dexterity or Athletics) check.


Crumble Terrain
Metal, Earth
Range: Self(20ft Cone)
Duration: Instantaneous
Base Stamina Cost: 4
You break the ground in front of you
You make the area become difficult terrain
Overload: Increase the area affected by an extra 10ft for every 2 extra alchemical stamina points that you invest when activating this transmutation.


Bind
Metal, Earth
Range: Self(30ft Line)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
You cause the ground to encapsulate a creature
Every creature in the area must make a Strength (Athletics) or Dexterity (Acrobatics) Saving throw or be restrained. On a successful save the creature is only Prone. Each turn at the end of the affected creatures turn they can attempt to escape by attacking their restraints. Restraint AC 15, HP 20.
Overload: Increase the area affected by an extra 10ft for every 2 extra alchemical stamina points that you invest..


Wind Press
Air Element
Range: Self(5ft Cube)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
You force air flow to shoot downwards all around you
Each creature in the affected area cannot breath and are suffocating. Every creature in the area must make a Constitution Saving throw or be knocked Prone.
Overload: Increase the diameter by an extra 5ft for every 4 extra alchemical stamina points that you invest when activating this transmutation.


Artillery
Metal, Earth
Range: Self(10ft Line)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
You cause the ground to form different forms of artillery all around you
You must be at least 10th level when performing this transmutation. The area within a 10ft line forms into several cannons. All cannons deal 3d12 damage and are wildly inaccurate. From the side the canons are facing, every creature within a 50ft line must make a dexterity save or be hit with a canon ball. Creatures who make their save drop prone, and it is possible to have avoided the damage by already being prone.
Overload: Increase the width of the line of cannons and their distance by 5ft every 4 alchemical stamina that you invest when activating this transmutation.

Feats[edit]

Prodigy You do not need a transmutation circle for small transmutation circles
Diligent gain an extra Alchemical study

State Alchemist By: BloodyArcade

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