Philosopher of the West (5e Class)
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Prestige Class: Philosopher of the West
While alchemists are very much people of science, very few do enough research into the science itself to uncover its true source, instead focusing on more applicable research in its applications. Few deeper ever uncover anything deeper than the connection between human souls and philosopher's stones. However, of that very low percentage sits the Philosophers of the West. Drawing their name from a legendary alchemist that once unwittingly exterminated an entire nation, absorbing numerous souls into his body and witnessing a deeper depth of the Portal of Truth than any alchemist, including those who had performed human transmutation. Legend states that he sacrificed himself to rid the Philosopher of the East of his godly powers.
The following class features take the place of the epic boons given by Past Level 20 (5e Variant Rule).
To qualify for multiclassing into the Philosopher of the Wast class, you must be a 20th level Transmutation Alchemist (5e Class).
As a Philosopher of the West you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Philosopher of the West level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Philosopher of the West level
Weapons: simple and martial weapons
Tools: any one set of tools or musical instrument of your choice
|1st||Alchemical Origins feature||2|
|2nd||Ability Score Increase||4|
|3rd||Living Philosopher's Stone||6|
|4th||Alchemical Origins feature||8|
|6th||Ability Score Increase||12|
|8th||Knowledge Beyond Knowledge||16|
|9th||Alchemical Origins feature||18|
|10th||All is One, Alchemical Origins feature, Ability Score Increase||20|
At 1st level, you gain additional features depending on which Alchemical Origin you chose as a Transmutation Alchemist. You gain additional features at 4th, 7th, 9th, and 10th level.
Ability Score Increase
When you reach 2nd level, and again at 6th and 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 34 using this feature.
Living Philosopher's Stone
At 3rd level, when you create a philosopher's stone, you may store the souls inside yourself instead of in a stone. Alchemical stamina from this count as temporary Alchemical Stamina, which may be spent like normal Alchemical Stamina, but are not regained at the end of a long rest. You may choose whether or not a creature touching you can access the Alchemical Stamina within yourself.
At 5th level, you can spend 1 minute meditating on the souls within you. After this meditation, you gain 1 Meditation Alchemical Stamina. You may have a number of Meditation Alchemical Stamina equal to your temporary Alchemical Stamina. Meditation Alchemical Stamina may be spent like normal Alchemical Stamina, but are not regained at the end of a long rest. Additionally, while you have at least 6 Meditation Alchemical Stamina, you gain immunity to becoming frightened, stunned, and charmed.
At 7th level, you may create a transmutation Circle from your stone-like blood for twice as many temporary and Meditation Alchemical Stamina. This Circle can not be destroyed, though it can be moved by moving the substance it was created on top of, and you can activate it from any distance.
Knowledge Beyond Knowledge
At 8th level, you gain proficiency in all skills. If you already had proficiency in a skill, you may instead double your proficiency with checks with said skill.
All is One
At 10th level, you amass enough power to open your own portal to the Truth, unleashing the entirety of the power beyond it. You may spend 10 Alchemical Stamina to extend the duration of any effect on one creature you can touch that would lasts for at least 1 minute for 1 additional minute. Additionally, you may use the Ultimate Transmutation Circle for 120 Alchemical Stamina without losing your class features.
Living Puppet Alchemy
At 2nd level, when you use Blood Sacrifice, you may spend limb hit points as well as normal hit points. Additionally, sacrificing hit points grants twice as many Alchemical Stamina to Bio-Alchemy (or Organic if your type is Plant) element Circles.
At 4th level, you may use the Mannequin Creation transmutation Circle to create up to twice your Intelligence modifier mannequins. You may create mannequins above this limit, but they die instantly at the end of your next turn.
At 9th level, when you create a mannequin using temporary or Meditation Alchemical Stamina, you may control them directly instead of by verbal order. As an action for 5 Alchemical Stamina, one creature that can see or hear them must attempt a Charisma saving throw. On a failure, they become stunned, frightened if temporary Alchemical Stamina are spent, or charmed if Meditation Alchemical Stamina were spent, for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
At 10th level, when you create a mannequin, it has the appearance of any creature you have seen. Additionally, you may have them have the statistics of a Mannequin Homunculi.
At 2nd level, you may use Alchemic Recovery an additional time.
At 4th level, you gain one additional Transmutation Modification and rank of Alchemical Study.
At 9th level, your Meditation Alchemical Stamina maximum is doubled. Additionally, when you regain Alchemical Stamina, you may gain Meditation Alchemical Stamina instead, and whenever you gain Meditation Alchemical Stamina, you may choose to regain Alchemical Stamina instead.
At 10th level, your mastery of tectonic alchemy allows you to remove the inhibitors of all power sources. When you do so, all creatures' Alchemical Stamina maximum increases by 20, or their maximum for another currency increases by an equivalent amount.
At 2nd level, you learn how to course the Dragon's Pulse not only around a creature, but within a creature. when you use Alchemic Touch, you may cause the target to regain hit points instead of gain temporary hit points.
Pulse of the Dragon
At 4th level, the power of the Dragon's Pulse courses through the entirety of your alchemy. When you deal damage with any Circle, you may spend 2 additional Alchemical Stamina to deal radiant or necrotic damage instead.
At 9th level, you may transform a weapon into a Transistor as a bonus action. You may still only have a maximum number of Transistors equal to your Intelligence modifier.
Avatar of the Dragon
At 10th level, you manifest the Dragon's Pulse in your entire being. Your Transistor maximum is doubled, and you may use Transition Gate to transport a creature or object between Transistors. As a bonus action for 3 Alchemical Stamina, you may mark a weapon within 30 ft. that you can see as a Transistor.
Ishvalan Fusion Alchemy
At 2nd level, you are a master of Ishvalan assassination arts. You have advantage on Stealth checks while in a crowd. Additionally, when you touch an object with your Alchemical Tattoo, you immediately learn its composition.
Ancient Warrior Art
At 4th level, your Warrior Monk damage die increases to 1d6. As a bonus action after you take the Attack action or use a Circle, you may make an unarmed strike, or two unarmed strikes for 2 Alchemical Stamina. Additionally, you may use Combat Alchemy after using a Circle.
At 9th level, your holy tattoos resonate with the souls inside you. As an action, you may reduce your Temporary Alchemical Stamina to 0. For every 10 Temporary Alchemical Stamina lost, you may increase your transmutation DC by 1 to a maximum bonus, increase your unarmed strike damage and attack roll bonus by +1, your maximum hit points by +2, or the number of levels of exhaustion you can have before suffering any negative effects by 0.5. You may have a number of instances of each effect up to your proficiency bonus.
Will of God
At 10th level, you manifest the power of the great Ishvalan God. You gain one additional Alchemical Tattoo. Your first transmutation with each of your tattoos costs 0 Alchemical Stamina. You regain use of this feature at the end of a long rest.
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)
Range: 60/120 ft.
Base Stamina Cost: 2
You fire a blast of focused alchemical energy at a creature within range. Make an attack roll against one creature. On a hit, they take 2d10 + your Intelligence modifier damage.
Overload: You may increase the damage dealt by 1d10 for every 2 additional Alchemical Stamina spent.
Summon Physical Gate
Range: 60 ft.
Duration: Concentration, up to 1 minute
Base Stamina Cost: 40
You summon a physical Gate of Truth similar to the original that links to a completely different dimension. One creature within 15 ft. of the gate must attempt a Dexterity saving throw. On a failure, they are restrained by numerous black hands from beyond the gate. At the beginning of their next turn if they are restrained, they must attempt a Constitution saving throw. On a failure, they must attempt a Strength saving throw at the beginning of their next turn. On a failure, they are permanently taken to another version of your dimension. A creature may only traverse through alternate versions of dimensions by use of this Circle or a similar feature (i.e. human transmutation, false portal).
Overload: You may increase this Circle's DC by 1 for every 2 additional Alchemical Stamina spent.
Base Stamina Cost: 20
You shatter the mind, body, and soul of your target. One creature must attempt an Intelligence saving throw. On a failure, they become confused. They must also attempt a Charisma saving throw. On a failure, they become berserk. They must also attempt a Wisdom saving throw. On a failure, they become blinded and deafened. These last until the condition is cured by an external effect, such as greater restoration.
Overload: You may force the target to retry one of this Circle's saving throws on a success for every 15 additional Alchemical Stamina spent.
Base Stamina Cost: 2
You deconstruct a projectile just before it hits you. As a reaction when you take damage of any kind except Force, the amount of damage taken is reduced by 2d6. If this reduces this damage to 0, the weapon is destroyed. If the weapon was an unarmed strike, the attacker takes the remaining damage.
Overload: You may increase the damage reduced by 1d6 for every 1 additional Alchemic Stamina spent, and you may regain your reaction for 4 additional Alchemical Stamina.
Duration: 1 turn
Base Stamina Cost: 3
You disintegrate everything that comes close to you. Your damage threshold increases by 1, and any creature that ends their turn within 5 ft. of you takes 1 damage.
Overload: You may increase the damage reduction bonus and damage by 1 for every 3 additional Alchemical Stamina spent, or the area in which creatures take damage by 5 ft. for every 6 additional Alchemical Stamina spent.
Air, Lightning Elements
Duration: Concentration, up to 1 minute
Base Stamina Cost: 20
You create a golem made entirely of light. It is statistically identical to you, but can not spend any kind of resource. They act on your turn, but may only make 1 attack when they take the attack action. Each clone has 15 hit points. You are aware of the clone's actions at all times, and experience their senses in addition to their own.
Overload: You create an additional clone for every 20 additional Alchemical Stamina spent.
Range: 5 ft. radius
Duration: Until the Circle is destroyed
Base Stamina Cost: 30
You slowly transmute a never-ending supply of the chosen element. Every creature that ends their turn within range becomes paralyzed and takes 2d12 damage. At the end of each of your turns, this Circle's radius increases by 5 feet. Each 5 foot area of this Circle's range counts as full cover and has 20 hit points. If an area takes damage from a Circle of its element or takes damage from the same damage type as its opposing element, as outlined in Alchemy Clothing, it takes twice as much damage. If Destruction is chosen as this Circle's element, creatures within it are not paralyzed, but take twice as much damage
Earth, Metal Elements
Range: Self (50 mile radius)
Base Stamina Cost: 25
You stimulate a large amount of movement in the Earth's tectonic plates. All creatures within range regain 5 Alchemic Stamina or an equivalent currency. Additionally, all creatures within range, including yourself, are knocked prone, and all structures build on or in the tectonic plate take 10 bludgeoning damage.
Overload: You may increase the amount of Alchemical Stamina regained and damage dealt to structures by 1 for every 6 additional Alchemical Stamina spent.
Organic, Bio-Alchemy Elements
Base Stamina Cost: 20
You create a mannequin where you touch. It remains unconcious until you spend 2 Alchemical Stamina at will to awaken it, causing it to become berserk until you spend 2 Alchemical Stamina at will to cause it to become unconcious again.
Overload: You create an additional mannequin for every 20 additional Alchemical Stamina spent.
Base Stamina Cost: 40
You focus your alchemical power to split the very atoms around you. The point you touch explodes as if it were an MOAB, using your transmutation DC instead of the default DC 23.