Alchemist of Transmutation (5e Class)

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Transmutation Alchemist

Transmutation alchemists are individuals capable of studying and practicing alchemy. As the craft of alchemy requires a full understanding of chemistry, physics and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy, so not all people can become competent alchemists merely by studying.

Creating an Alchemist

An alchemist is one who harnesses the elements to do his will. How did you learn alchemy? What are your specialties? Are you a fiery alchemist with a burning passion? Or a resolute alchemist with an earthy background? Do you make weapons out of your element? Or do you simply use it in powerful, explosive blasts? These are just some of the questions an alchemist should ask himself

Quick Build

You can make a transmutation alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and then Dexterity. Second, choose the guild artisan background. Third, choose equipment choice (a) leather armor, (b) any simple weapon, and then (a) explorer's pack.

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: All simple weapons
Tools: Alchemist's supplies
Saving Throws: Dexterity, Intelligence.
Skills: Choose two skills from Arcana, Insight, Intimidation, Medicine, Perception, and Religion.

Equipment

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

Table: The Transmutation Alchemist

LevelProficiency
Bonus
Alchemic StaminaFeatures
1st+210Way of the Alchemist, Transmutation Circles, Alchemical Origin
2nd+212Alchemical Study
3rd+214Combat Alchemy
4th+216Ability Score Improvement
5th+318Alchemical Study Improvement, Transmutation Tattoo
6th+320Transmutation Modification
7th+322Alchemic Meditation
8th+324Ability Score Improvement, Alchemical Study Improvement
9th+426Transmutation Modification
10th+428Transmutation Tattoo, Alchemic Companion
11th+430Alchemical Study Improvement
12th+432Ability Score Improvement
13th+534Transmutation Modification
14th+536Alchemical Study Improvement
15th+538Transmutation Tattoo
16th+540Ability Score Improvement
17th+642Alchemical Study Improvement
18th+644Transmutation Modification
19th+646Ability Score Improvement
20th+650Alchemical Study Improvement

Way of the Alchemist

As an alchemist, you gain a set of special features.

Transmutation Save DC = 8 + your proficiency bonus + your Intelligence modifier

Transmutation Attack Modifier = your proficiency bonus + your Intelligence modifier

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. Your alchemist of transmutation level determines the amount of alchemic stamina you have, as shown in the Alchemic Stamina column of the alchemist of transmutation table. You regain expended alchemic stamina after finishing a short rest.

Transmutation Circle

Alchemists manifest their powers through the use of transmutation circles. To make a circle of a specific element requires the presence of the element within 60 feet 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.

SizeBase costAction to use
Small01 Action
Medium22 Action
Large43 Actions

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

Small Circles

Alchemist Weapon
Metal, Earth Element
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 takes the shape of any weapon you are proficient in. You use your Intelligence modifier instead of Strength or Dexterity for attacks and damage. The type of damage done is determined by the element used. Add an additional 1d4 to the base damage of the weapon at 5th Level, 2d4 at 11th Level, and 3d4 at 17th Level.


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 such as metal or fire for a weapon or even organic for wooden shield.


Whip
Water, Air, Organic Element
Range: Self (15 foot 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. At the end of each of its turns, the creature is pulled 5 feet towards you.
Overload: Increase the distance by an extra 5 feet for every 2 extra alchemical stamina points that you invest when activating this transmutation.


Spike
Metal, Earth Element
Range: 30 feet
Duration: Instantaneous
Base Stamina Cost: 0
You cause the very ground underneath a creature to shoot up to 15 feet.
Any creature in the space affected must make a Dexterity saving throw, or receive 1d6 damage and be pushed 5 feet away. If the creature is flying, it is knocked prone instead.
Overload: You may increase the damage by 1d6 for every 2 extra alchemical stamina points that you invest when activating this transmutation.


Move
Any Element
Range: 5 foot space within 30 feet
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 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 5 feet for every 4 extra 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 would not be able to.
Overload: Increase the number of creatures affected by 1 for every 2 extra alchemical stamina points that you invest when activating this transmutation.


Alchemical Ward
Any Element
Range: Self
Duration: Concentration, up to 30 Seconds
Base Stamina Cost: 0
Nature's 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 1d4 for every 2 extra alchemical stamina points 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 is already infused will replace the oldest of such effects. Starting at 5th level, you can add an additional effect to an item

Medium Circles

Elemental Burst
Fire, Water, Electricity Element
Range: Self (5 foot 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 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

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 10 feet.
Overload: Increase the speed by an extra 5 feet for every 3 extra alchemical stamina points that you invest when activating this transmutation.


Tangle
Organic Element
Range: Self (30 foot 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 instead poisoned until the end of its next turn. The affected creatures can repeat the saving throw at the end of their turn to end the restrained condition.


Crumble Terrain
Metal, Earth Element
Range: Self (30 foot 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 10 feet for every 2 extra alchemical stamina points that you invest when activating this transmutation.


Bind
Metal, Earth Element
Range: Self (30 foot 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 knocked prone instead. The affected creatures can repeat the saving throw at the end of their turn to end the restrained condition.


Wind Press
Air Element
Range: Self (5 foot 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 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 4 extra alchemical stamina points that you invest when activating this transmutation.


Elemental Ray
Any element
Range: 60 foot line
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 level 5, 3d10 at level 9 and 4d10 at level 17.
Overload: Increase the damage by 1d4 for every 4 extra alchemical stamina points that you invest when activating this transmutation.

Alchemical Origin

All alchemists draw their energy from a specific source. At 1st level, you choose a source to draw your alchemy from. Choose between Living Puppet, Tectonic, and Xing, detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 5th, and 9th levels.

Alchemical Study

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

  • Affinity Level You can pick the same Alchemical Study more than once thus allowing bonuses on transmutations with the element and lowering the base maintain DC when using the element. When first chosen the Affinity Level 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

At 3rd level, when you use another Action activating the Transmutation Circle class feature, you may activate a circle up to Medium size as a bonus action.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Transmutation Tattoo

You can permanently etch a Transmutation Circle onto your body. You must choose a small circle as your tattoo. The circle must have a defined element. A tattoo turns the use of that circle from an action to a bonus action.

Transmutation Modification

At certain levels, 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. Small circles are counted as costing 1 alchemical stamina for the additional cost. All costs are rounded up. Gain the effect of one of the following:

ModificationAdditional Cost of UseEffect
Rapid Transmutation1/2 The Transmutation Circles CostThe time required to activate a spell is halved (Action -> bonus action, bonus action -> Free Action)
Alchemic Recycling1/2 The Transmutation Circles CostYou can reuse the same Transmutation Circle again as a bonus action.
Empowered Transmutation1/2 The Transmutation Circles CostYou double the range, or duration, of the circle.
Deadly TransmutationThe Transmutation Circles CostYou deal 3x the normal amount of damage.
Transmutation Trap1 Point Per TurnThe circle is not activated until a creature moves onto a designated space within 30 feet.
Planned Transmutation2 PointsChose a number of creatures in the effects of your Transmutation Circle. Those creatures automatically pass their saving throws, and take no damage.
Brutal Transmutation3 PointsReroll an amount of damage dice equal to your Intelligence modifier that come up as a 1.

Alchemic Meditation

At 7th Level you can spend an action to meditate. You regain Alchemy Points equal to half your alchemist of transmutation level. You can do this once, and gain the ability to do so again after a long rest. At 14th level, you can use this ability twice before taking a long rest.

Alchemical Companion

Starting at 10th level, you may attempt to make your own chimera. The chimera can only be made by animals that have been trained otherwise the chimera does not listen to you. The chimera's appearance is determined by the DM, and the alchemist. The ability scores of the animal are both stats combined divided by 2, rounded up. 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 in hours.

Living Puppet

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 attempt to create a construct while at your maximum, the most recently created construct will die. When you create a construct you must ask the Dungeon Master how much each construct is worth. Once you have created a construct, you lose a number of hits points equal to the construct's maximum hit points.

Additional Modifications

Modifications are only available for alchemist of transmutation with the Living Puppet class feature.

ModificationAdditional Cost of UseEffect
Marking Transmutation.5Destroy 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 reduce the costs of a construct with your blood, requiring you to only obtain a single component besides your blood. You take damage equal to your alchemist level if you create a construct this way.

Construct Melding

At 5th level, you can hide in one of your constructs, until it dies. The number of constructs you may have in one plane increases to 6.

Monsterous Alchemy

At 9th level, you can create monstrosities and the Dungeon Master will decide what ingredients they will need. The number of construct you may have in one plane increases to 10. The monstrosities you create count towards the limit of your constructs.

Tectonic

Earth's Power

The use of the energy from the tectonic shifts and geothermal currents to control your alchemy.

Additional Modifications

Modifications only available to alchemist of transmutation with the Tectonic Alchemist class feature

ModificationAdditional Cost of UseEffect
Marking Transmutation.1Choose one creature targeted by the transmutation. You gain advantage against 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 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 the attack action, you can 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

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 into 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 thereafter.

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.

Alchemic Touch

At 5th level gain the ability to boost a creature's energy by expending alchemy points. They gain 1d4 temporary hit points per alchemy point used. This increases to 1d6 per alchemy point used at 13th level.

Additional Modifications

Modifications only available for Xing Alkahestrys.

ModificationAdditional cost of useEffect
Resonance.1/2 The transmutation circles cost per transistorActivate a circle at multiple transistors.
Transition Gate

At 9th level, you 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.

Multiclassing

Prerequisites. To qualify for multiclassing into the transmutational alchemist class, you must meet these prerequisites: Intelligence 14.

Proficiencies. When you multiclass into the transmutational alchemist class, you gain the following proficiencies: alchemist's supplies.


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