Transmutation Alchemist, 2nd Variant (5e Class)
Transmutation Alchemist[edit]
An elf draws a quick symbol on the ground as she dodges a bandits cut. She slaps the palm of her hand on the circle she drew and draws a newly made sword from where the symbol lay. She strikes down foe after foe until the rest flee. Drawing another symbol on the sword blade, she transforms it into 3 daggers, which she hurls into the backs of those running. When the 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.
A dragonborn kneels over the body of his fallen comrade, weeping tears of blood and drawing multitudes of symbols on the floor around him. Out of 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.
Transmutation alchemists are those 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 Transmutation Alchemist[edit]
When creating a Transmutation alchemist, one should ask himself 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?
- Quick Build
You can make a Transmutation alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by constitution. Second, choose the Dog of the military background.
Class Features
As a Transmutation Alchemist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Transmutation Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Transmutation Alchemist level after 1st
- Proficiencies
Armor: Light Armor, 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) Leather Armor or (b) Any Weapon
- (a) A Wooden Shield or (b) any Simple Weapon
- (a) Explorer's Pack or (b) Scholar's Pack
Level | Proficiency Bonus |
Features | Alchemic Stamina |
---|---|---|---|
1st | +2 | Transmutation Circles, Alchemical Origin | 10 |
2nd | +2 | Alchemical Study | 12 |
3rd | +2 | Combat Alchemy | 14 |
4th | +2 | Ability Score Improvement | 16 |
5th | +3 | Alchemical Study, Transmutation Tattoo | 18 |
6th | +3 | Transmutation Modification | 20 |
7th | +3 | Alchemic Meditation | 22 |
8th | +3 | Ability Score Improvement, Alchemical Study | 24 |
9th | +4 | Soul Bonding | 26 |
10th | +4 | Transmutation Modification | 28 |
11th | +4 | Chimera, Alchemical Study | 30 |
12th | +4 | Ability Score Improvement | 32 |
13th | +5 | Bio-Alchemy, Transmutation Modification | 34 |
14th | +5 | Human Transmutation, Alchemical Study | 36 |
15th | +5 | Philosopher's stone | 38 |
16th | +5 | Ability Score Improvement | 40 |
17th | +6 | Alchemical Study | 42 |
18th | +6 | Homunculus | 44 |
19th | +6 | Ability Score Improvement | 46 |
20th | +6 | Alchemical Study, Father | 50 |
Features[edit]
Transmutation Save DC 8 + Intelligence Bonus + Proficiency Bonus
Transmutation Attack Modifier Intelligence Bonus + 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 Alchemic Stamina after a short rest.
Transmutation Circle[edit]
Alchemist manifest their powers through the use of transmutation circles. To make a Circle of a specific element requires the presence of the element within 60ft of the Circle. Both making and using a circle is an Action each. 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. Circles can also be placed on objects such as weapons, armor and trinkets. Doing this takes 1 minute and only small transmutation circles can be used like this. A Transmutation circle is able to be used repeatedly as long as it or the surface it is on are not damaged.
Size | Base Cost | Action to Use |
---|---|---|
Small | 0 | Action |
Medium | 2 | Action |
Large | 4 | Action + Bonus Action |
Special | Varies | Entire Turn |
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]
At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, you gain Affinity of one of the Following: Water, Earth, Fire, Air, Electricity, Metal, or Organic(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.
- Minor - Add Your Transmutation Attack Modifier to the Attack Roll
- Lesser - Increase the Base Range by 50%
- Moderate - Increase the Base Duration by 50%
- Greater - Half the Amount of Alchemic Stamina needed for the Base Transmutation Circle Cost Rounded Down
- Perfect - Half the amount of Alchemic Stamina needed to Overload it rounded down
Combat Alchemy[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.
Transmutation Etching/Tattoo[edit]
When you reach 5th level, you may permanently etch a transmutation circle into the palms of your hands. taking 3d6 necrotic damage. The Circle must have a defined Element. This Circle may be used a number of times a day equal to your proficiency bonus, activating this circle becomes a bonus action.
Transmutation Modification[edit]
At 6th, 10th, and 13th level, you gain the ability to enhance the use of a Transmutation Circle in ways other than overloading it. The Additional cost is determined after any overloading and has a minimum of 1 stamina. 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 -> Free Action) |
Empowered Transmutation | 1/2 The Transmutation Circles Cost | You double the range or duration of the circle |
Deadly Transmutation | The Transmutation 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 Meditation[edit]
At 7th Level you can spend you standard action meditating. 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 regains all hit points at midnight of each day, and if sufficient material is nearby, the creator can use the mend circle to restore hit points to the construct. If you do this you will lose a body part (determined by the DM) If you hold a philosopher's stone, the creature is permanently charmed by you and will follow your orders.
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 for a maximum of 2 points. The philosopher stone is consumed and you may only do this to a person once. You may also now use Alchemy to deconstruct 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. 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.
Human Transmutation[edit]
From level 14 on, you may use a special form of alchemy called human transmutation. With this comes 3 very advanced transmutations. It also has great consequences if misused. If you use human transmutation it will send you to the gate of truth where you will meet the truth lose a body part (determined by the DM) but gain the ability to use alchemy without a transmutation circle.
- Resurrective Alchemy
You can 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. this will fail and create a pile of flesh if you don't have a philosopher's stone If the target is only on death saves the ritual only takes one hour and will succeed but still cause the loss of a limb. If you are using a philosopher's stone it needs 4 souls and will be consumed during this reaction.
- Restorative Alchemy
While wielding a 4 soul philosopher's stone you can 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 reaction.
- Creative Alchemy
While wielding a 4 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 Intel 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.
Philosopher's Stone[edit]
Beginning at 15th 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 1 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.
- 1 soul
You no longer need to draw transmutation circles to perform alchemy, and may ignore Equivalent Exchange when performing Alchemy.
- 2 souls
You may add your alchemy attack modifier twice when determining damage, and reroll all 1s.
- 3 souls
You gain +2 to your alchemy attack mod and alchemy save dc.
- 4 souls
Performing alchemy only costs a bonus action, and your transmutation tattoo is reduced to a free action.
- 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.
Homunculi[edit]
Beginning at 18th level, you may perform a transmutation that transforms a living humanoid into a powerful being called a homunculus. You must be wielding a 4 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 only retains any ability scores that the host body had before the transmutation. They don't retain any features that the host body had and the host is still conscious and if allowed by the homunculus can even have control over their own bodies and in some cases the host is allowed access to the powers of a homunculus. Homunculi cannot use alchemy (Except for Pride.) but have the abilities of a 4 soul Philosopher's stone and if the host is in control and can use alchemy, they can use it (As long as the homunculus allows it). 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 Homunculus 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 at midnight.
- 1 Lust
Lust has the ability to elongate her fingernails for unarmed strikes that deal 5d6 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 +2 to his AC, resistance to non-magical attacks, and gives his unarmed attacks an additional 2d6 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 at midnight.
- 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. 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 or until the effect is ended. They retain all of their ability scores and gains all natural weapons, armor and other features from this form. 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 5d6 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. Pride can also use his tendrils to absorb a target. if they are at 20 hit points or lower, Pride can grapple them with his tendrils and the creature must make a strength check with a DC 16 or be absorbed, in which case Pride gains all of their knowledge and abilities, including alchemy. 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 tiger hooks swords, 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 attack 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.
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 4th level philosopher's stone to partake in this reaction. 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 four soul 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
Living Puppet Alchemy[edit]
Creating A Construct 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 3rd Level,you can have 4 constructs which you created, in one plane. additionally you can also 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.
Construct Melding. At 5th level, you can hide in one of your constructs, until it dies. you may have 6 constructs in one plane.
Monsterous Alchemy. At 9th Level You can create Monstrositys and the Dm will decided what ingrediants they will need. also you can have 10 constructs in one plane. the same rules apply to monstrositys and constructs
Tectonic Alchemy[edit]
Earth's Power The use of the energy from the tectonic shifts and geothermal currents to control your Alchemy.
Additional Modifications Modifications only available for Tectonic 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 Transmutation 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 1d4 points of damage for every 2 point of Alchemical Stamina put into the Transmutation 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.
Agile Transmutation At 15th level, when moving, you can use your bonus action to use a transmutation circle within 5ft of you, or you can use a philosopher's stone or the ability gained from failed human transmutation instead.
Xing Alkahestry[edit]
Fluid Alkahestry. The use of the flow of energy inside the planet and the tides to power your alchemy.
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. This 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.
Dragon's Pulse Sense at 5th level you can sense nearby souls in a 15ft radius of you. this gives you an approximate number of souls nearby. At 9th level your range increases to 30ft and it is an exact number, you can also tell what type of creature it is but not a individual's name. At 15th level your range increases to 60ft. When using this homunculi and philosopher's stones appear to have many souls inside them
Alchemic Touch At 5th level 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 Used at 13th level
Additional Modifications Modifications only available for Xing Alkahestrys
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, Snow)
- Earth: Bludgeoning (Rocks)
- Fire: Fire (Flames)
- Air: Slashing (Wind)
- Electricity: Lightning (Lightning)
- Metal: Piercing (Metal Shards)
- Organic: Poison (Vines, Wood)
Small Circles[edit]
Alchemist Weapon
Metal, Earth Elements
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 or ammunition 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 1d4 to the base damage of the weapon at 5th Level, 2d4 at 11th Level, and 3d4 at 17th Level.
Manipulate Element
'Earth, metal,Organic Elements
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
Overload: You may increase the range affected by 5 feet for every 4 extra alchemical stamina that you invest when activating this transmutation.
Snap
Fire, Electricity, Water
Range: 60ft line
Duration: Instantaneous
Base stamina: 1
You cause a ray of energy to shoot from your hand. Creatures hit with this ray take 1d10 of the elemental damage chosen. You have high amount of accuracy with this attack gaining advantage when you use this transmutation. You may use this to ignite something, you may use this after another transmutation using the same circle without using a turn to ignite the object made, but can not deal damage, the ignited item can cause damage but not the circle.
Overload: Increase damage by 1d10 per 2 points or increase the range by 30 per point of stamina you invest.
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 restore magic to an item and only repair it form. You must use an appropriate element us as metal or fire for weapon or even organic for wooden shield.
Whip
Water, Air, Organic Element
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 Element
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 1d6 damage and be push 5ft away. If the creature is flying it is knocked prone instead.
Overload: You may increase the damage in 1d6 for every 2 extra alchemical stamina that you invest when activating this transmutation.
Move
Any Element
Range: 5ft space within 30ft
Duration: Instantaneous
Base Stamina Cost: 0
You manipulate an element to move to a specified space
You cause an element to move from one space to another. Any creature and object completely on top of or inside of the element moved is moved with it. The creature must make a Dexterity Saving throw or be knocked prone.
Overload: You may increase the area affected by 5ft for every 2 extra alchemical stamina 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 2 extra alchemical stamina that you invest when activating this transmutation.
Alchemical Ward
Any Element
Range: Self
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 0
Natures Fury means nothing to you
The damage dealt to you by an element chosen is reduced by 1d6, this increases to 2d6 at 5th Level, 3d6 at 11th level, and 4d6 at 17th level
Overload: Increase the damage reduced by 1d6 for every 2 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 from the transmutation or evocation type 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.
Infuse Magic
Any Element
Range: Touch
Duration: Permanent
Base Stamina: Cost Special
You gain access to this transmutation at 3rd level. The Alchemical 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. 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.
Medium Circles[edit]
Wind Press
Air Element
Range: Self (5ft Cube)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 3
You force air flow to shoot downwards all around you.
Each creature (other than you) in the affected area cannot breath and begins suffocating. Every creature in the area must make a Constitution saving throw or be knocked prone.
Overload: Increase the distance by an extra 5 feet for every 2 extra alchemical stamina points that you invest when activating this transmutation. This extends to a limit of 10 Alchemical Stamina (25 Feet Extra).
Percise Blast of Alchemy
Any Type
Range: 5 Foot Cone
Duration: Instantaneous
Base Stamina Cost: 3
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 (Damage Type decided by Transmutation) + your Intelligence modifier.
Overload: The damage increases by 1d8, for every 3 alchemical stamina, extending to a limit of 27 Alchemical Stamina (9d8 Extra).
Large Elemental Burst
Any Type
Range: 20 Foot Cone
Duration: Instantaneous
Base Stamina Cost: 5
You attack a creature (Or multiple creatures) with a large blast of Alchemy. Creatures within the 20 foot cone 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 (Damage Type decided by Transmutation) + your Intelligence modifier.
Overload: The damage increases by 1d6, for every 2 alchemical stamina, to a maximum of 20 Alchemical Stamina (10d6 Extra).
Alchemic Armour
Air, or Earth Element
Range: Self
Duration: Concentration, up to 30 Seconds (5 Turns)
Extra Stamina Cost: 4
You become resistant to two of these three types of damage: Piercing, Bludgeoning, or Slashing damage.
Element Burst
Any Element'
Range: Self(5ft Cube)
Duration: Instantaneous
Base Stamina Cost: 2
You shoot energy all around you
Every creature in the area must make a Dexterity Saving throw or receive 1d8 damage. A creature that passes its saving throw receives only half damage
Overload: Increase the damage dealt by 1d8 for every 2 extra alchemical stamina points that you invest when activating this transmutation.
Deconstruction Barrier
Electricity Element
Range: 5ft
Duration: Concentration up to 1 minute
Base Stamina Cost: 2
You cause lightning to surround you
Cause any physical projectiles to be destroyed by a field of lightning. any creature who passes through the barrier takes 2d6 lightning damage and suffers disadvantage on all attacks. You also cannot move out of the barrier
Overload: Increase the radius by an extra 5ft for every 3 extra alchemical stamina points that you invest when activating this transmutation.
Large Circles[edit]
Air Walk
Air Element
Range: Self or Touch
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 4
You cause the creature to feel lighter than air
Increase the Speed of the creature by 10ft
Overload: Increase the Speed by an extra 5ft for every 3 extra 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. On a successful save the creature is only Poisoned.Each turn at the end of the affected creatures turn they can attempt to escape just as escaping a grapple.
Crumble Terrain
Metal, Earth Element
Range: Self(30ft Cone)
Duration: Instantaneous
Base Stamina Cost: 4
You break the ground in front of you
You make the area become difficult trrain
Overload: Increase the area affected by an extra 10ft for every 2 extra alchemical stamina points that you invest when activating this transmutation.
Bind
Metal, Earth Element
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 Constitution 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 just as escaping a grapple.
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 Distance by an extra 5ft for every 4 extra alchemical stamina points that you invest when activating this transmutation.
Special Circles[edit]
Artillery
Metal, Earth Element
Range: Self (35ft Cone)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 10
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 three cannons (All cannons deal 3d12 damage and are inaccurate). Every turn, from the side the canons are facing, every creature within a 35ft Cone must make a dexterity save or be hit with a cannonball. 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 5 alchemical stamina that you invest when activating this transmutation. This may go to a limit of 15 Alchemical Stamina (15 Feet Extra).
Alchemy Tools[edit]
Alchemy Tools are items that are created by and use alchemy for different purposes. They will sometimes require the knowledge of alchemy to use. They are made during a ritual that can be performed during long rests. The cost is different for each Tool.
Repeater Crossbow Repeater crossbows are modified crossbows that can hold 5 shots before needing to reload.
Automail[edit]
Automail prosthetics are mechanical limbs that are used when someone has lost a limb through conflict or failed Human transmutation, or simply wants to go beyond the peak of their bodies strength. (DM note: No abilities go beyond the cap of 20 with automail. Price is also DM decision. )
Arm Arms grant you 1+ to strength each and alchemists can place transmutation circles on them to make blades that give your unarmed attacks 1d6 slashing damage. Having two arms allows you to block giving 2+ AC
Leg Legs grant you 5ft additional movement speed each. If you have both legs you can cause small spikes to extend from your feet allowing you to climb walls up to 20ft and you gain 10ft of jump height.
(DM note: Homunculus healing can't heal a limb that has automail on it, it must be surgically removed beforehand in order to not have unnecessary metal parts in your body.
Enhanced Alchemy[edit]
Enhanced alchemy is the ability gained through the failure of human transmutation which allows you to use alchemy without a transmutation circle. first of all you need to make a clapping gesture (which can't be done if you arm was taken and you haven't gained an automail arm) and then touch a surface that you want to transmute. You can't use large circles or the transmutation trap modification but can use all other modifications at the cost of an extra point of stamina on top of the normal additional cost.
Optional Rules[edit]
Gun Proficiency If you are playing with Matt Mercer's gunslinger class then you may want to consider giving the alchemist Firearm Proficiency as that fits with the core of the class being a scientist with magic-like abilities.
Back to Main Page → 5e Homebrew → Classes