Transmutation Alchemist (5e Class)

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Transmutation Alchemist[edit]

An Elf quickly draws a symbol on the ground as she dodges a bandit's serrated blade. She throws her chalk to the side and slams the palm of her hand on the glyph she created, and during a flash of blue light, a newly forged sword emerges from the symbol. She swiftly and skillfully begins to strike down the bandits until those remaining begin to 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 fighting is over, she draws one last circle and returns the daggers to the earth.

A Human snaps his fingers as fire erupts from thin air, bathing the zombies in flame. He then draws a symbol on the ground, slamming his palm on to it as 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 and covered in blood. He frantically begins drawing a large and elaborate symbol on the floor around him. Out of the ground a suit of armor rises as the Dragonborn is suffused with black energy. Wiping away the tears he paints a blood seal in the armor using the blood from his own wounds to call 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, magic, and ancient alchemical theory. Although anyone can preform alchemy, only a few are trained to this level and even fewer become truly great.

Creating a Transmutation 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 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 & Shields
Weapons: Simple Weapons, shortsword
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose four skills from Arcana, History, Medicine, Insight, 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) A Shortsword
  • (a) A Wooden Shield or (b) any Simple Weapon
  • (a) Explorer's Pack or (b) Scholar's Pack

Table: The Transmutation Alchemist

Level Proficiency
Bonus
Features Alchemic Stamina
1st +2 Transmutation Circles, Alchemical Origin 12
2nd +2 Alchemical Study (1) 15
3rd +2 Combat Alchemy, Alchemical Origin 18
4th +2 Ability Score Improvement, Alchemic Recovery, Transmutation Tattoo 21
5th +3 Alchemical Study (2), Alchemical Origin 23
6th +3 Equipment Training, Transmutation Modification (1) 26
7th +3 Transmutation Specialist 29
8th +3 Ability Score Improvement, Alchemical Study (3) 32
9th +4 Transmutation Modification (2) 35
10th +4 Alchemic Meditation 38
11th +4 Alchemical Study (4) 41
12th +4 Ability Score Improvement, Transmutation Modification (3) 43
13th +5 Alchemical Origin 46
14th +5 Alchemical Study (5) 49
15th +5 Transmutation Modification (4) 51
16th +5 Ability Score Improvement, Transmuting Without A Matrix!? 53
17th +6 Alchemical Study (6) 56
18th +6 Transmutation Modification (5) 59
19th +6 Ability Score Improvement, Alchemical Rejuvenation 61
20th +6 Alchemical Study (7), The Truth 64

Transmutation Circle[edit]

At 1st level, alchemists can manifest their powers 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 within 5 ft. of it. Some circles can be further empowered by overloading them with extra Alchemical Stamina. Circles come in varying sizes. The size of the Circle determines its Base Cost to use it, as well as what action it can be created and used as. Unless otherwise stated, circles can not affect magical materials.

Size Base Cost Action to Create/Use
Small 2 Bonus Action
Medium 4 Action
Large 6 Action + Bonus Action


Equivalent Exchange[edit]

Making a Circle of a specific element requires the presence of the element within 60 ft. of the Circle. In order for a transmutation to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate a number of pounds equal to (10 x your Alchemist level x your Intelligence modifier (minimum 1) . 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. You know a number of Circles equal to your proficiency modifier + your int modifier. You may change 1 known Circle at the end of a long rest.

Alchemic Origin[edit]

All Alchemists draw their energy from a specific source, At 1st level, pick which source you draw your alchemy from, all listed at the bottom of this class description.

Transmutation Ability [edit]

Transmutation Save DC: 8 + your Intelligence modifier + Proficiency

Transmutation Attack Modifier: your Intelligence modifier + Proficiency

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 your Alchemic Stamina after a long rest.


Alchemical Study[edit]

At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, you gain affinity in one element of your transmutation circles. You can pick the same element 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 proficiency bonus to damage rolls
  • Lesser - Increase the base range by 50%
  • Moderate - Increase the base duration by 50%
  • Greater - Halve 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 to do something other than to activate a Circle, you may activate a Circle up to Medium size as a bonus action. In addition, you can use your action to activate 2 Circles of Medium or smaller Size.

Alchemic Recovery[edit]

Beginning at 4th level, as a bonus action, you can regain an amount of Alchemic Stamina equal to your Alchemist level. You regain use of this feature at the end of a long rest. At 20th level, you may use this feature an additional time, regaining all uses at the end of a long rest.

Transmutation Tattoo[edit]

At 4th level, you may etch a Transmutation Circle permanently anywhere on your body. This Circle is at largest a Medium circle. You must establish the specific element and type of Circle at the time of its creation. This Circle can be used for Transmutations of smaller circles as long as it uses the same element chosen in the transmutation. Each time this Circle is used you take 2d4 necrotic damage but you ignore the base Alchemic Stamina cost of the transmutation. When you use this Circle, you must roll 1d8. On a 1, the circle is destroyed, and can not be used again until the end of your next long rest. You may immediately regain use when you use Alchemic Recovery, but doing so negates the Alchemic Stamina regain.

Equipment Training[edit]

Starting at 6th level, your training both without and through alchemy grants you 2 of the following:

  • You gain proficiency in Medium Armor.
  • You gain proficiency in Martial Weapons.
  • Your movement speed increases by +10 ft.
  • You can create any melee weapon as a bonus action for 4 Alchemic Stamina. This weapon slowly deteriorates, and is automatically destroyed after 1 minute.

Transmutation Modification[edit]

At 6th, 9th, 12th, 15th, and 18th level you gain the ability to enhance the use of a Transmutation Circle in ways other than overloading it. You may use any number of modifications on a single transmutation as long as you pay the appropriate amount of Alchemic Stamina. The additional cost of the transmutation is determined after any overloading. You get to choose one additional modification each time you gain this feature. Gain the effect of one of the following:

Modification Additional Cost of Use Effect
Rapid Transmutation 1/2 The Transmutation Circle's Cost The time required to activate a Circle is halved (Action -> Bonus Action, Bonus Action -> Free Action).
Alchemic Recycling 1/2 The Transmutation Circle's Cost After using the Circle as an action, you reuse the same Transmutation Circle again as a Bonus Action.
Empowered Transmutation 1/2 The Transmutation Circle's Cost You double the range or duration of the circle.
Deadly Transmutation The Transmutation Circle's Cost The amount of damage dealt by the Circle is doubled.
Transmutation Trap 1 Point at the End of Each of Your Turns The Circle is not activated until a creature moves onto a designated space within 30 ft. of it.
Planned Transmutation 2 Points Any creatures of your choice ignore the effects of the Circle.
Brutal Transmutation 3 Points Reroll an amount of damage dice equal to your Intelligence Modifier that come up as a 1. You may reroll the same die more than once, counting as 1 additional die.


Transmutation Specialist[edit]

Starting at 7th level, when calculating the total number of pounds you can manipulate during an alchemic transmutation, the result is doubled.

Alchemic Meditation[edit]

At 10th level, you can spend your action focusing on a Circle as a form of pseudo-meditation. So long as you do not move, the total cost of the Circle is halved, the area of effect is indicated before it activates, and it activates at the beginning of your next turn.

Transmuting Without A Matrix!?[edit]

From 16th level onward, you no longer need a transmutation circle in order to perform your alchemy. You can now instead manually perform any transmutation by clapping your hands together first using your palms to form a matrix. You can not use this feature if your hands are restricted or missing.

Alchemical Rejuvenation[edit]

At 19th level, during a short rest or long rest, you regain Alchemic Stamina equal to your maximum and if you gain more Alchemic Stamina than your maximum in this way, divide the excess amount by 4 (rounded up). You then may choose to gain that amount of temporary Alchemic Stamina or temporary hit points. Temporary Alchemic Stamina and hit points gained this way are lost at the end of a short or long rest.

The Truth[edit]

At 20th level, you have seen all the truths the portal has to offer and you are able to transmute at will. You no longer need your transmutation tattoo but you can use them to increase the potency of your transmutations. Performing a transmutation with the tattoo grants its overload effect without spending the additional Alchemic Stamina. When calculating the amount of pounds you can manipulate during a transmutation, the result is doubled yet again. Additionally, you are able to spend a full turn action in order to enter your portal of truth and meditate with The Truth regaining all of your Alchemic stamina plus 1d12 of temporary Alchemic Stamina. This can be done once, regaining use at the end of a long rest.

Alchemical Origins[edit]

Living Puppet Alchemy[edit]

Those how make use of Living Puppet Alchemy perform transmutations with the energy inside their own body.

Trained Body At 1st level, the strain of using alchemy has strengthened your body. Your hit point maximum increases by +2 per Alchemist level, and you gain the following modification.

Modification Additional Cost of Use Effect
Tracking Transmutation. 2 Alchemic Stamina per creature You leave a fragment of your energy inside a creature effected by the Circle. You are aware of their direction and distance until the finish a short rest.

Blood Sacrifice At 3rd level, when you use a Transmutation Circle, you may convert hit points into an equal number of Alchemic Stamina. You may only spend these Alchemical Stamina on the Circle this was used on.

Perfected Mending. At 5th level, you have perfected your ability to mend the wounded. When you use a mend Transmutation Circle, the target regains regain an equal number of hit points as Alchemic Stamina spent, and you do not need to provide additional flesh and bone.

Exhaustive Alchemy. At 13th level, you can draw from your deepest reserves. As a bonus action, you gain 1 level of exhaustion and 15 Alchemic Stamina points, or sacrifice 15 Alchemic Stamina points to reduce your levels of exhaustion by 1.

Tectonic Alchemy[edit]

Those how make use of Tectonic Alchemy perform transmutations with the energy generated by tectonic shifts and geothermal currents.

Well of Power. At 1st level, the wealth of energy at your disposal is the grandest of all. Your Alchemic Stamina point maximum increases by +2 per Alchemist level, and you gain the following modification.

Modification Additional Cost of Use Effect
Marking Transmutation. 2 Alchemic Stamina per creature Choose one creature targeted by the transmutation, you gain advantage on your next attack roll against that creature.

Transmutation Strike At 3rd Level, after spending the needed time to use a Transmutation Circle, you may instead concentrate it into your weapon, releasing it in the next melee attack. On your next hit with the weapon, the creature is automatically effected by the Circle, negating the need to make an additional attack roll or saving throw.

Dedicated Study. At 5th level, you may double all instances of Alchemical Study in one specific Element (i.e. Lesser study doubles the Circle's base range). Alternatively, you gain 2 additional effects from Equipment Training.

Practiced Alchemist. At 13th level, when you use your action to activate a Transmutation Circle you may activate one additional Transmutation Circle.


Xingese Alkahestry[edit]

Those how make use of Xingese Alkahestry perform transmutations using the "Dragon's Pulse", a movement of spiritual energy said to nourish the planet.

Spiritual Enlightenment At 1st level, the Dragon's Pulse nourishes your body and alkahestry. Your Alchemic Stamina and hit point maximums increase by +1 per Alchemist level. You may take the search action as a bonus action. When you take the search action, you may also attempt a DC 14 Arcana check to locate living creatures within 30 feet, as well as the creatures' type.

Transmutation Transistor At 3rd level, at the end of a short rest, you can turn up to your Intelligence modifier weapon or ammunition of your choice to a Transistor. If you would make a Transistor above this maximum, your oldest transistor loses this effect. As an action, you can plant one Transistor (via placing or throwing) and cause the effect of a Transmutation Circle to occur at the location of your transistor instead for half of the Circle's base cost.

Alchemic Touch At 5th level, you gain the ability to boost a creature's energy by expending Alchemic Stamina. As a bonus action, one creature within 5 ft. of you or 1 of your transistors to gain 1d6 temporary hit points for every 2 Alchemic Stamina used to a maximum of you proficiency bonus.

Transition Gate At 13th level, you gain the ability to transport a creature or object of up to Medium size between you and one of your transistors as an action for 5 Alchemic Stamina points. This can only be done if the transistors are within 500 ft. of one another.

Ishvalan Fusion Alchemy[edit]

The most recent form of transmutation to be created, this rare art combines studies of the "Dragon's Pulse" and tectonic alchemy to create an art capable of functioning in the presence of either.

Warrior Monk At 1st level, you begin the physical training necessary to handle the strain of Ishvalan Fusion Alchemy. You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes. When you do so, you roll a d4 in place of the normal damage of your unarmed strike. This increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Specialization At 3rd level, rather than learning a wide variety of circles, you master a handful. You may forgo knowing a circle to grant one circle you already know a +1 bonus to its DC or attack roll to a maximum of your proficiency bonus - 2. You may forgo knowing two circles to increase you Alchemical Study rank in one circle you already know by 1.

Complex Tattoos. At 5th level, you gain 1 additional Transmutation Tattoo. You may automatically succeed the roll for whether or not the circle is destroyed and halve the damage taken by using it by reducing its range to touch.

Perfect Circles At 13th level, when you use Complex Tattoos, you take no damage from the transmutation, and you may choose to both make an attack against the target and force them to attempt a Dexterity saving throw. On a hit, they are affected by the circle. On a failure, they are affected by the circle. On a success, they take half as much damage if it dealt damage.

Transmutation Circles[edit]

Unless otherwise stated, each element deals the following damage type:

  • Water: Cold (Water, Snow)
  • Earth: Bludgeoning (Rocks)
  • Fire: Fire (Flames)
  • Air: Slashing (Wind)
  • Electricity: Lightning (Lightning)
  • Metal: Piercing (Metal Shards)
  • Organic: Poison (Vines, Wood)
  • Destruction: Force (Molecular Destabilization)
  • Bio-Alchemy: Acid (Melting Flesh, Bodily Fluids)

Small Circles[edit]

Alchemist Weapon
Water, Earth, Metal, Organic Elements
Range: Self
Duration: Instantaneous
Base Stamina Cost: 2
An Alchemist is never without a Weapon as long as he has his mind. You transform a chosen element into any one nonmagical weapon, and you become proficient with it. You use your Intelligence modifier instead of Strength or Dexterity for attacks. This weapon is destroyed after 1 minute if it is not touching you.
Overload: The weapon deals an additional 1d6 damage for every 10 extra Alchemic Stamina spent.


Manipulate Element
'Any element
Range: Touch
Duration: Permanent
Base Stamina Cost: 2
You reconstruct atoms into crude structures. You can create basic structures such as walls, stairs, doorways, objects, etc. that occupies a 15 ft. cube or smaller area. This area counts as difficult terrain for creatures other than you, but otherwise can not negatively effect creatures. Each 5 ft. cube area has 10 hit points and 15 AC regardless of the material used, and a destroyed area no longer counts as difficult terrain. Walls created this way do not gain any special effects, and cannot provide cover once destroyed.
Overload: You may increase the range affected by 5 feet, grant 10 additional hit points to a 5 ft. area affected by this circle for every 1 extra Alchemic Stamina spent, or increase a 5 ft. area affected by this circle's AC by 1 (max 20) for every 3 additional Alchemical Stamina spent.


Mend
Any Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 2
You use your alchemic knowledge to restructure an object's atoms to its previous state. You repair any damage on an object no larger than a 5 ft. cube and cause it to regain 2d6 hit points. You can not restore magic to an item, only repair its form. You must use an appropriate element, such as metal for a weapon or organic materials for a wooden shield. If used on a creature, this can stabilize a creature with 0 hit points or restore half as many hit points to a creature's limb as long as it's above 0 hit points using this for a relative amount of flesh and bone, but they do not regain hit points.
Overload: Increase the hit points restored by 1 for every 1 additional Alchemical Stamina. This additional healing can affect creatures.


Whip
Water, Air, Organic Element
Range: 15 ft.
Duration: Instantaneous
Base Stamina Cost: 2
You transmute the chosen element into a long whip, wrapping the target in it. You may attempt to grapple a creature within range. At the end of each of your turns the creature is grappled in this way, they are pulled 5 ft. towards you
Overload: Increase this circle's range by an 5 ft. for every 1 additional Alchemic Stamina, or increase the distance moved at the end of each of your turns for every 2 additional Alchemical Stamina.


Spike
Metal, Earth Element
Range: 30 ft.
Duration: Instantaneous
Base Stamina Cost: 2
You cause the very ground underneath a creature to rise. One creature within range must make a Dexterity saving throw. On a failure, they take 1d10 damage and are pushed 5 ft. away from you and 15 ft. into the air, and is knocked prone. On a success, they take half as much damage instead.
Overload: You may increase the damage by 1d10 for every 3 additional Alchemic Stamina spent.


Move
Any Element
Range: 30 ft.
Duration: Instantaneous
Base Stamina Cost: 2
You cause an area of the chosen element no larger than a 5 ft. cube to move up to 30 feet. Any creature touching the area is moved with it.
Overload: You may increase the area affected by 5 ft. for every 1 additional Alchemic Stamina spent.


Breathe
Air Element
Range: Self or Touch
Duration: Concentration up to 10 Minutes
Base Stamina Cost: 2
One creature you touch loses the need to breathe for this circle's duration as a bubble of dense, breathable air occupies their lungs.
Overload: You may target 1 additional creature for every 3 additional Alchemic Stamina spent.


Alchemical Ward
Any Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: 2
Upon impact, you erect a shield formed from your surroundings. As a reaction when you take damage, the amount of damage taken is reduced by 2d6.
Overload: You may increase the damage reduced by 1d6 for every 1 additional Alchemic Stamina spent.


Imbue Body
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 4
You reconstruct your muscles to be more fit for their current job. Your Strength, Dexterity, or Constitution score increases by +2 until the end of your next turn. If this would increase your ability score above its normal score + your Intelligence modifier (maximum 20), you take a number of d6 damage equal to the new score - its maximum when this transmutation ends (i.e. if a player has a Strength score of 10 and an Intelligence score of 12, but increases their strength to 20, they take 9d6 damage).
Overload: You gain the benefit of this circle an additional time, or you increase its duration to until the end of your next turn, for every 6 additional Alchemical Stamina spent.


Minor Deconstruction
Destruction Element
Range: Touch
Duration: permanent
Base stamina: 2
You turn a nonmagical object no larger than a 5 ft. cube into its base elements, instantly reducing it to 0 hit points. All other creatures within 5 ft. of the object must attempt a Strength saving throw. On a failure, they take 1d4 force damage and are knocked prone. On a success, they take half as much damage. If the object is being worn or carried by a creature, they must succeed a Dexterity saving throw to avoid the effect, and they take twice as much damage. A destroyed weapon counts as an improvised weapon.
Overload: This circle deals an additional 1d4 damage for every 2 additional Alchemical Stamina points spent.


Transmutation
Any Element
Range: Touch
Duration: permanent
Base stamina: 2
You alter physical composition of a nonmagical substance that occupies an area no larger than a 5 ft. cube by changing it into another substance of same mass. You can not turn a substance from inorganic to organic or organic to inorganic without spending at least 1 Alchemical Stamina from a philosopher's stone on this circle. Examples include:

  • Turning dirt into steel.
  • Turning hardwood into vines.
  • Turning water into hydrogen and oxygen gas.


Overload: The area affected by this circle increases by 5 ft. for every 2 additional Alchemical Stamina spent.


Snap
Water, Fire, Air, Electricity Elements
Range: 60 ft. line
Duration: Instantaneous
Base stamina:2
You cause a ray of energy to shoot from your hand. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 1d10 damage and begin burning. On a success, they take half as much damage.
Overload: Increase damage by 1d10 for every 4 additional Alchemical Stamina spent, or increase the range by 10 ft. for every additional Alchemical Stamina spent you invest. You may cause this circle to use the Destruction element by spending twice as much Alchemical Stamina.


Projectile Punch
Any Element
Range: 30/60 ft.
Duration: Instantaneous
Base Stamina Cost: 3
Throwing a piece of the chosen element into the air, you punch it, transmuting it into a projectile that is accelerated by both the punch and transmutation. Make a ranged transmutation attack roll against one creature within range. On a hit, they take 1d6 damage. You may use this circle any time you would be able to make a ranged attack roll.
Overload: You may increase the damage dealt by 1d6 and the range by 5/10 ft. for every 3 additional Alchemic Stamina points spent.


Medium Circles[edit]

Elemental Burst
Fire, Water, Electricity Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: 4
Any creatures within 5 ft. of you must make a Dexterity Saving throw. On a failure, they take take 1d8 damage as the element ruptures around you. On a success, they take half as much damage.
Overload: You may increase the damage dealt by 1d8 for every 2 additional Alchemic Stamina points spent.


Healing Alchemy
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 2
One creature you touch regains 1d4 hit points.
Overload: You may increase the amount of hit points regained by this circle by an amount equal to the amount of additional Alchemic Stamina spent.


Body Modification
Bio-Alchemy Element
Range: Touch
Duration: Permanent
Base Stamina Cost: 4
You infuse parts of a dead creature to a living, willing creature. Both creatures must be of the same size category. The receiver takes 3d6 damage per part added, their maximum hit points are reduced by the amount of damage taken until it is removed due to the forced integration. A creature may only have a number of body modification equal to their Constitution modifier.
Overload: You may decrease the damage dealt by this circle by an amount equal to the amount of additional Alchemic Stamina spent.


Deconstruction
Destruction Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 4

One creature must make a Dexterity Saving throw. On a failure, they take 2d6 damage as the atoms in their body are ripped to shreds. This damage can not be reduced in any way. You choose for any of this circle's damage to directly target one of the target's limbs allowing them to roll a constitution saving throw against any respective part of your choosing. On a failure the following happens for them:

  • Head - They are incapacitated until the start of your next turn
  • Arms - They have disadvantage on attack rolls until the start of your next turn
  • Legs - Their movement speed is halved until the end of your next turn
  • Torso - Enemies have advantage on their next attack roll against the creature until the start of your next turn

Overload: You may increase the damage dealt by 1d6 for every 2 additional Alchemic Stamina points spent.


Evaporate
Bio-Alchemy, Water Element
Range: Touch
Duration: Concentration, 1 minute
Base Stamina Cost: 10
You transfer energy to anything you touch, turning any liquid to gas. If you target a creature with this circle, they must attempt a Dexterity saving throw. On a failure, they take 4d6 damage and gain 1 level of exhaustion as the water in their body is forcefully evaporated. On a success, they take half as much damage. Otherwise, you may choose to turn any liquid within 5 ft. of you to gas for this circle's duration.
Overload: You may increase the damage dealt by 4d6 and the levels of exhaustion gained by 1 for every 10 additional Alchemic Stamina points spent.


Freeze
Bio-Alchemy, Water Element
Range: Touch
Duration: Concentration, 1 minute
Base Stamina Cost: 10
You transfer energy from anything you touch, turning any liquid to solid. If you target a creature with this circle, they must attempt a Dexterity saving throw. On a failure, they take 4d6 damage and are frozen for this circle's duration. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Otherwise, you may choose to turn any liquid within 5 ft. of you to a solid for this circle's duration.
Overload: You may increase the damage dealt by 4d6 and grant the target disadvantage on this circle's saving throw for every 10 additional Alchemic Stamina points spent.


Explosion
Destruction Element
Range: Self(10ft Cone)
Duration: Instantaneous
Base Stamina Cost: 4
You create an energy imbalance in the very matter in front of you, resulting in violent results. Every creature in the area must make a Constitution Saving throw or take 3d4 damage. A creature that passes its saving throw receives only half damage
Overload: You may increase the damage dealt by 1d4 and the range by 5 ft. for every 2 additional Alchemic Stamina points spent.


Soul Bond
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: Special

Within 1 minute of the death of any humanoid, you may perform a transmutation to bond their soul to a suit of nonmagical armor as a full turn action. The suit of armor may be pre-existing, or alchemically created during the transmutation for 10 additional Alchemical Stamina. You may also force the creature to make a DC 18 Intelligence saving throw. On a failed save, the creature is charmed by you, follows your orders, 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 a natural armor equal to 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 healed by spells or alchemy except mending to restore 1d8 + the caster's spellcasting ability modifier hit points to the construct per spell level or with the Mend circle. If you spend at least 1 Alchemical Stamina from a philosopher's stone on this circle, the creature is charmed by you and follows you orders permanently unless the wish spell is cast on them, and you may spend Alchemical Stamina from the stone to decrease the damage taken by an equal amount.


Destroy Philosopher's Stone
Destruction Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 25
You undo the binding of one Philosopher's Stone within range, releasing up to 4d4 Alchemical Stamina points (minimum 1 soul) within, returning the released souls it to their bodies if they have been dead for no longer than 6 hours, or to the afterlife otherwise, at the end of each turn you are touching the stone. If it is in the possession of a creature, they may attempt Dexterity saving throw whenever this would happen, ending this effect on a success. If it is a creature, they lose 1d4 soul points whenever this would happen. If they have no soul points remaining, they instead gain 1 level of exhaustion.
Overload: You may increase the damage dealt by 1d4 and the range by 5 ft. for every 2 additional Alchemic Stamina points spent.


Golem
Earth, Metal, Water, Bio-Alchemy Elements
Duration up to 1 minute, concentration
Range 60ft
Base Stamina Cost 10
Create a Golem within range. It is of large size and requires an action to be controlled. This action must be spent by focusing on the transmutation circle used to create it and spending 2 Alchemical Stamina to break down and rebuild the Golem as it moves. The transmutation circle can break from this but uses a d10 and destroys the circle on a 1. The Golem dies if the circle is destroyed. If the Golem dies, it becomes a wall providing half cover behind the 5ft space it dies, but otherwise is difficult terrain, and the circle is destroyed. The Golem is bound to the circle used to transmute it and cannot move outside of 60ft of the circle used to create it. It has the same stats as you and requires an action to control. It shares your stats except it has 90hp and an AC of 18. It can be used as material for a transmutation as long as it is of the same element that was used to make the Golem. It has the following actions:

  • Multiattack Golem makes 2 punch attacks and 1 Stomp attack
    • Punch 1d10
    • Stomp 1d8
  • Self Destruct
    • The golem rams into the target and deals 4d6 of damage on a hit and knocks the target prone.

When a creature is grappled by the Golem, you may spend a bonus action and 6 Alchemical Stamina to cause the creature to become restrained instead of grappled, bound to the 5ft space it was in when it was grappled, and the Golem is no longer grappling the creature. If the Golem dies while grappling a creature, that creature is no longer grappled.


If this is created without the use of a circle, the cster counts as circle themself.

Overload You may create another Golem for 8 additional Alchemical Stamina, however you can only control 3 Golems with a single Action and all Golems made with this circle are bound to it.


Large Circles[edit]

Air Walk
Air Element
Range: Self (15 ft. radius)
Duration: Concentration up to 30 Seconds
Base Stamina Cost: 6
You cause the creature to feel lighter than air by decreasing the density of the air around them. All creatures that start their turn within range gain an additional 10 ft. of movement speed.
Overload: You may increase this circle's range by 5 ft. for every 2 additional Alchemical Stamina spent, or the movement speed bonus by 5 ft. for every 4 additional Alchemical Stamina spent.


Alchemist Siege Weapon
Metal, Earth Elements
Range: Self
Duration: Concentration, up to 1 minute
Base Stamina Cost: 10
You transform a chosen element into any one nonmagical ranged weapon that is bound to the surface it was created on, and you become proficient with it. You use your Intelligence modifier instead of Strength or Dexterity for attacks. The weapon's range is doubled, and it deals twice as much damage, but must be reloaded after each attack as an action with ammunition ten times its normal size. You may also reload it for 4 Alchemical Stamina instead.
Overload: You may increase the number of attacks this weapon can make before needing to be reloaded by 1 for every 6 additional Alchemical Stamina spent.


Tangle
Organic Element
Range: Self(30 ft. Line)
Duration: Instantaneous
Base Stamina Cost: 6
Vines sprout up from reconstructed plant matter. Every creature in the area must make a Strength saving throw. On a failure, they become poisoned and restrained for 1 minute, and they take 2d4 poison damage. On a success, they take half as much damage. At the end of an affected creature's turn, they may make a Constitution saving throw, ending this effect early on a success.
Overload: You may increase this circle's range by 10 ft. or the damage taken by 1d4 for every 3 additional Alchemical Stamina spent.


Crumble Terrain
Metal, Earth, Water Element
Range: Self(30ft Cone)
Duration: Instantaneous
Base Stamina Cost: 6
You shatter the ground in front of you, causing the area targeted by this circle to become difficult terrain. If a creature falls prone on an area affected by this circle, they take 1d6 damage.
Overload: Increase the area affected by 10 ft. for every 2 additional Alchemical Stamina spent.


Bind
Metal, Earth Element
Range: Self(30ft Line)
Duration: Instantaneous.
Base Stamina Cost: 6
You cause the ground to wrap around the target. Every creature within range must make a Strength Saving throw. On a failure, they are restrained for 1 minute. On a success, the creature is only knocked prone. A creature may retry this saving throw at the end of each of their turns, ending this effect early on a success. As a bonus action while a creature is restrained in this manner, you may force the target to attempt a Strength saving throw as you tighten the element around them, causing them to take 1d6 + your Intelligence modifier damage.
Overload: You may increase this circle's range by 5 ft. or increase damage dealt on any failed saving throw incurred by this circle by 1 for every 2 additional Alchemical Stamina spent.


Wind Press
Air Element
Range: Self (10 ft. radius)
Duration: Concentration, up to 5 minutes
Base Stamina Cost: 20
You force the air all around you outwards to create a vacuum. Each creature in the affected area cannot breathe and must attempt a Wisdom saving throw. On a failure, they begin suffocating. On a success, they begin holding their breath. Any creature damaged inside the transmutation must make a concentration saving throw or release their breath and begin suffocating. Any creature inside the transmutation must succeed a Constitution saving throw at the beginning of each of their turns or have their movement speeds reduced to 0.
Overload: You may increase this circle's range by 5 ft. for every 2 additional Alchemical Stamina spent.


Soul Transfer
Bio-Alchemy Element
Range: Touch
Duration: Permanent
Base Stamina Cost: 20
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.
Overload: You may increase this circle's range by 5 ft., or you may use this as a reaction, for every 10 additional Alchemical Stamina spent.


Human Transmutation
Bio-Alchemy Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: 30
Components: 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, 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 limb of the DM's choice is permanently reduced to 0 hit points, and your maximum hit points are permanently reduced by the limb's maximum hit points. Additionally, you gain Transmuting Without A Matrix!? regardless of your level. When you reach 16th level in this class, or if you have already reached 16th level, you instead gain an Ability Score Increase. After using this transmutation, if a creature would gain resources from killing you, such as soul points, they gain twice as many.


Ultimate Transmutation
Bio-Alchemy Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: Special
You sacrifice your power in exchange for the only thing of infinite value. You cast the {[5e|Wish}} spell. In exchange, you sacrifice your Gate of Truth. You lose the ability to use all features from this class. Your character level and ability scores are unaffected, and your hit points and hit dice don't change until you do the following. You may replace a level of this class with another class as if you had multiclassed into it for half as many experience points (or smaller milestones if using milestone leveling) until you reach your character level, after which you continue leveling normally.


Create Philosopher's Stone
Bio-Alchemy Element
Range: Self (10 ft. radius)
Duration: Instantaneous
Base Stamina Cost: 30
You compress a creature's very soul into a small red stone. This circle can be used by any number of creatures, increasing its range by 10 ft. per creature, and dividing its total cost evenly among them. Any creatures with 0 hit points within the Circle's range are killed instantly. They can not be resurrected by any means outside of the Wish spell, whish 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 number of Alchemical Stamina points equal to their CR or level (rounded 1). If a CR 0 creature is a humanoid, it instead grants 1 Alchemical Stamina. You may sacrifice the Alchemic Stamina inside the stone, destroying the creatures' souls in the process, to forgo spending your own Alchemic Stamina. You may choose which souls are destroyed.
Overload: You may increase this circle's range by 5 ft. for every 5 additional Alchemical Stamina spent.

See Also[edit]

If you wish to level further in this class, see Philosopher of the West (5e Class). Back to Main Page5e HomebrewClasses

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