User:Nato335
Things I've Made[edit]
Descendant of Medaka Kurokami (5e Race)
Transmutation[edit]
![]() |
---|
A transmutation user with alchemical circles, source [1] |
Lapse Technique (S-1) Each Transmutation Circle manipulates one material or compound (e.g., iron, stone, water, rust, methane), and can affect substances made of at least half that material. Items in a creature’s possession cannot be transmuted. At 1st level, you may manipulate one non-biological material of your DM’s choice. You must analyze a material to learn its makeup before manipulating it. As an action, you may spend 1 minute studying Material Substances of your choice within reach and make an Intelligence (Investigation) check against DC 10 + 5 per rarity tier above common. On a success, you learn the material. On a failure, you may try again in 1 hour. You can know about as many materials as your Sorcerer level × 2 + your proficiency bonus × your Intelligence modifier (minimum of 1). Transmutation Circles vary in size, influencing their Cursed Energy cost, casting time, range, and the amount of material they can affect. You may also manipulate multiple materials with a single Circle as you level up, increasing your versatility and power.
Tiny Circles can only be used for free a number of times every 10 minutes equal to your Charisma modifier before they start costing 1 Cursed Energy.
Compound Transmutation. At 5th level, you learn to blend elemental properties. When converting materials, you may draw from multiple materials you know, combining their composition. For every additional material added to a transmutation beyond the first, you must spend 2 Cursed Energy. You may combine a number of materials equal to your Charisma modifier, and you cannot combine conflicting materials (e.g., lead and feathers into one homogenous solid). Perfect Insight. At 11th level, you have refined your analysis through a surge of cursed energy. Once per round, you may spend 10 Cursed Energy to automatically succeed on an Investigation check to analyze a new material. Biological Reverse Engineering. At 17th level, your understanding of matter has extended to biological systems. You can now analyze the physical structure of non-humanoid, non-undead creatures that have been dead for less than a week, reconstructing their traits through synthetic transmutation. To perform this analysis, you must study the corpse for the following time, depending on its size:
Once analyzed, you may recreate one physical trait or function by engineering a synthetic approximation using known materials via a Transmutation Circle. This function or trait must be passive traits such as Darkvision, Keen Hearing, or Amphibious, which can be replicated through objects like armor, masks, or tools; or attack traits such as Claws, Tusks, or Bites, which may be transmuted into weapons allowing the weapon to deal that feature’s base damage once per turn in addition to its normal damage. These are functional simulations, not biological creations. You cannot replicate spells, magic traits, cursed techniques, or memories—only physical biological effects using synthetic means.
Technique Improvement When using a Transmutation Circle to manipulate any of these chosen materials, the Circle’s action cost is reduced by one step (action → bonus action → free action). If it could be used as a reaction (such as through a readied Circle), you may gain one additional reaction per round that can only be used to activate a Circle involving one of your chosen materials. This additional reaction may not be used for any other purpose. In addition, the time required to draw the Circle is halved when working with one of your selected materials. For example, drawing a Large Circle would take 3 seconds instead of 6 (still within a turn), while a Gargantuan Circle would take 5 minutes instead of 10. This benefit only applies when you are the one activating the Circle, and only for the selected materials.
Technique Improvement These cursed tools are forged through precise alchemical control and reinforced by binding cursed energy into every molecular bond during the creation process. The object or weapon is crafted entirely as part of a Transmutation Circle, and the Circle’s cursed energy cost is doubled to complete the infusion. You may create Grade 4 or Grade 3 cursed tools in this way. At 11th level, you may also create Grade 2 and Grade 1 cursed tools. Each special effect or added trait a cursed tool possesses beyond its standard design counts against your additional property limit. All other requirements of Transmuted Creation still apply (material known, shape understood, weight limits, etc.). In addition, you may ignore the restriction on creating objects with complex mechanical parts—you are now assumed to have innate understanding of their structure through your refined transmutation insight. Finally, you can now analyze non-biological materials as a bonus action during combat by spending 1 Cursed Energy, rather than taking a full minute. On a successful Investigation check, you can immediately convert up to 25 pounds of that material into a functional non-magical item or weapon you know how to construct. On a failure, you cannot attempt another analysis until the end of your next turn. This analysis does not provoke opportunity attacks.
Extension Technique Shatter Disk. As an action for 6 Cursed Energy, you transmute the terrain beneath you into a spinning, disk-shaped blade and hurl it in a straight line 60 feet long and 10 feet wide. All creatures in the line must make a Dexterity saving throw. On a failure, a creature takes 5d6 slashing damage. On a success, it takes half as much. At 11th level, this damage increases to 7d6. At 17th level, it increases to 10d6. At 20th level, it increases to 14d6. Grinder Bloom. As an action for 10 Cursed Energy, you cause a circular eruption of rotating serrated stone petals to burst out from a point within 40 feet. All creatures within a 15-foot radius must make a Dexterity saving throw. On a failure, they take 8d6 slashing damage and are restrained by the rotating petals until the end of their next turn. On a success, they take half damage and are not restrained. At 11th level, the damage increases to 10d6. At 17th level, it increases to 12d6. At 20th level, it increases to 14d6. Wall Lance. As an action for 8 Cursed Energy, you shape a section of terrain within 30 feet into a narrow, lance-like structure that launches forward in a 5 ft × 30 ft line. All creatures in that line must make a Dexterity saving throw. On a failure, they take 6d6 piercing damage and are pushed 10 feet back. On a success, they take half damage and are not pushed. At 11th level, the damage increases to 8d6. At 17th level, it increases to 11d6. At 20th level, it increases to 14d6. Tectonic Grasp. As an action for 10 Cursed Energy, you cause the ground in a 10-foot radius centered on a point within 40 feet to swell and collapse into jagged formations. All creatures in the area must make a Dexterity saving throw. On a failed save, a creature is restrained. On a successful save, a creature can immediately move up to half its speed to escape the radius. Creatures restrained in the zone gain three-quarters cover (except against you) and can only target the terrain. The zone’s structure has AC equal to your Cursed Energy Save DC and hit points equal to your proficiency bonus × your Charisma score. Creatures restrained by this effect may repeat the Strength save at the start of their turns, escaping on a success and reducing the structure’s HP by their Strength modifier.
Extension Technique As an action, you may activate a Transmutation Circle targeting creatures within its range (excluding constructs and elementals). You distribute healing equal to half the Circle’s maximum weight, in pounds, among any number of targets of your choice. For example, if your Circle’s weight limit is 100 pounds, you may restore 50 hit points divided among affected creatures. This feature requires you to have physical line of effect to each creature and only works if they are composed of biological material. Additionally, you may now select an number of biological material (such as bone, flesh, wood, or light plant matter) equal to half your proficiency bonus, rounded down, to transmute using your Circles. This material is treated as any other non-magical material for purposes of manipulation, creation, and terrain effects. You must still analyze this material before using it unless it is part of the Bioalchemy exception granted here.
Technique Improvement Finally, you’ve mastared the use of creating and using your technique to incredible levles. You reduce the somatic component of features related to your cursed technique by 1 (minimum of 0). Canon Change[edit]Transmutation. You do not need to have a material analyzed to transmute anything using that material or its properties, you only need to recognize the material. What is considered recognizing a material is ultimately the DM’s decision, but generally even a low level of familiarity is still enough to recognize the material. Bioalchemy. You may now choose an amount of biological materials equal to your proficiency bonus. |