Transmutation Alchemist (5e Class)

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Recycle.png This page was marked as abandoned on 02:45, 17 August 2017 (MDT) because: I'm not sure if this can be made to work. The whole idea seems to be that you have to create a circle before you can cast a spell, and it makes me wonder why you would choose to do this instead of another spellcaster who can just cast their spells straight away. I've tried to address this by saying "well, you can cast spells normally but you get a bonus if you've made a circle first", but it still looks like a pain to play. It doesn't help that the original revision is near undecipherable. If anyone wants me to carry on converting this into a usable state, let me know. (discuss)

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Transmutation Alchemist[edit]

A young human studies a pile of books by candle light, surrounded by mountains of custom made notes. In a library surrounded by other like minded individuals

An old elf passes through a ravaged town and rebuilds a destroyed house caused by a roaming band of barbarians. Taking time to fix whatever needs it with the materials given.

A dwarf lights a match and enlarges the flame into a roaring inferno leaving a mushroom cloud that can be seen for miles around. The dwarf orders troops deeper into city walking in behind them.

Transmutation Alchemists are individuals who master the art of manipulating the physical world around them through the use of study and practicing alchemy. As the craft of alchemy requires a full understanding of the natural world around them and alchemical theory, alchemists are scientists not magicians, 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 by studying alone. Alchemist dive into the world of science and understanding in order to reshape the world before them. As such alchemists shun the worlds of religion and Arcane as their arts defy the physical world by using powers not originally from this world. As believed by the alchemist.

Think about why you first started to study alchemy? Did you grow up with the strong influence of alchemy and science around you? Were you an apprentice of a master alchemist? Did you study long hours in your village with one day dreams of leaving and exploring the world.

Creating an Alchemist[edit]

Quick Build

You can make a transmutation alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Finally, pick the sage 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
Weapons: Simple weapons
Tools: Alchemist's supplies
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from History, Medicine, Insight, Nature, Perception, and Investigation

Equipment

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

  • a simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armor and alchemist's supplies
  • (a) 2 pieces of chalk, a quill and a vial of ink or (b) {{{item4b}}}
  • If you are using starting wealth, you have 4d4×10 gp in funds.

Table: The Transmutation Alchemist

Level Proficiency
Bonus
Transmutation Stamina Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Transmutation Circles, Alchemical Origin 2
2nd +2 2 Transmutation Array 3
3rd +2 3 Metamagic 4 2
4th +2 4 Ability Score Improvement 4 3
5th +3 5 Alchemical Study 4 3 2
6th +3 6 4 3 3
7th +3 7 4 3 3 1
8th +3 8 Ability Score Improvement 4 3 3 2
9th +4 9 Bood Rune 4 3 3 3 1
10th +4 10 Alchemical Study 4 3 3 3 2
11th +4 11 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 4 3 3 3 2 1
13th +5 13 4 3 3 3 2 1 1
14th +5 14 4 3 3 3 2 1 1
15th +5 15 Alchemical Study 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 17 4 3 3 3 2 1 1 1 1
18th +6 18 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 20 Alchemical Study 4 3 3 3 3 2 2 1 1

Features[edit]

Elemental Affinities[edit]

Several features refer to elemental affinities. These are air, earth, fire, water, electricity, metal and organic.

Spellcasting[edit]

Preparing and Casting Spells

The Transumtation Alchemist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of alchemist spells that are available for you to cast. To do so, choose a number of alchemist spells equal to your Intelligence modifier + your alchemist level (minimum one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your bard spells. {{{description}}} You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a transumtation alchemist spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency modifier + your Intelligence modifier.
  • Spell attack modifier = your proficiency modifier + your Intelligence modifier.

Transmutation Circles[edit]

Your spells are more effective if you are touching a transmutation circle. When you create a circle, you decide what the maximum level of spell slot it can support, and what it's elemental affinity.

  • Minor circles can support cantrips, 1st and 2nd level alchemist spells. You can create one on the ground in your space or tattoo one on yourself using your object interaction, a bonus action or your action.
  • Lesser circles can support 3rd, 4th and 5th level alchemist spells. You can create one on the ground in your space or tattoo one on yourself using your action or a bonus action.
  • Greater circles can support 6th and 7th level alchemist spells. You can create one on the ground in your space or tattoo one on yourself using your action. You can have a maximum of 1 greater circle tattooed.
  • Grand circles can support 8th and 9th level alchemist spells. You can create one on the ground in your space using your action.

The affinity of the spell must match the affinity of the circle (see the spell list for spell affinities.)

Circles created on the ground expire after 1 minute.

Spellcasting Focus

You can use a transmutation circle as an arcane focus as long as its elemental affinity exists in the environment within 30 feet of it. The range increases to 60 feet at 10th level, and 120 feet at 20th level. The environmental element must be nonmagical and not a creature, and it is diminished when used in this way.

For example, if you have created a circle with a fire affinity, you can use a nearby wall-bracketed torch to have the circle act as a spellcasting focus. This extinguishes the torch.

Equivalent Exchange

When you cast an alchemist spell while touching a circle that has the same elemental affinity, and uses a spell slot of a level supported by the circle, and that is being used as a spellcasting focus, the spell is said to to have "equivalence"


Tattoos

You can have a maximum of four tattooed circles, with lesser circles counting as two. You are always considered to be touching a tattooed circle, and they do not expire after 1 minute: they last until you remove one during a short rest or long rest.

Circle Concentration

If you cast a spell with equivalence that requires concentration, you have advantage on concentration checks while you remain touching the transmutation circle.

Transmutation Array[edit]

At 2nd level, you learn how to modify your transmutation circles.

Transmutation Stamina

You have 2 stamina points, and you gain more as you reach higher levels, as shown in the Transmutation Stamina column of the Transmutation Alchemist table. You can never have more stamina points than shown on the table for your level. You regain all spent stamina points when you finish a long rest.

Metamagic[edit]

At 3rd level, you gain the ability to enhance your circles with a transmutation array. You gain two of the following Metamagic options of your choice.

When you create a circle, you can add one Metamagic option to it.

Alchemic Recycling

When you cast a spell with equivalence with this circle, you can spend 1 stamina point to cast a cantrip as a bonus action.

Rapid Transmutation

When you cast a spell with equivalence with this circle, you can spend 2 stamina points. If the spell has a casting time of 1 action, change the casting time to 1 bonus action for this casting.

Distant Transmutation

When you cast a spell with equivalence with this circle, you can spend 1 stamina point. If the range of the spell is 5 feet or greater, the range of the spell is doubled. If the range of the spell is touch, the range becomes 30 feet.

Empowered Transmutation

When you cast a spell with equivalence with this circle, you can spend 1 stamina point when you roll for damage with the spell. You can reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls.

Transmutation Trap

When you cast a spell with equivalence with this circle, and the spell targets one or more creatures, you can spend 1 stamina point to delay the spell. The spells effects do not immediately occur. Instead, there is a delay of 1 minute, after which the spell is triggered when a creature moves within range of the spell, using the circle as the source of the spell. This extends the duration of the circle to 8 hours. This metamagic option cannot be used with tattooed circles.

Shaped Transmutation

When you cast a spell with equivalence with this circle, and the spell would effect more than one creature, you can spend 1 stamina point to choose up to two creatures to automatically pass any saving throws required by the spell.


Alchemical Study[edit]

At 5th level you choose one elemental affinity as your alchemical study. When you cast a spell with equivalence for which you have an alchemical study, you gain a +1 bonus to that spell's attack roll and to the DC of its saving throws.

At 10th, 15th and 20th level, you can choose another elemental affinity to study or improve one you already have. When you cast a spell with an affinity for which you have an improved study, its range is doubled.

Blood Rune[edit]

Beginning at 9th level you can perform a ritual that binds a humanoid's soul to a full set of steel or iron armor. The humanoid must have died no longer than 10 days ago, and the armor must be nonmagical scale male, half plate, splint or plate. The ritual requires 10 minutes of concentration, during which you must be touching the corpse and the armor.

When the ritual is finished, the armor becomes animated and you must expend one hit die per hit die that the humanoid had. If this would reduce you to less than 0 hit dice, the ritual fails.

The armor has the ability scores and personality of the dead humanoid, with the following statistics: Medium construct, 40 hit points, speed 30 feet; immune to poison damage the poisoned condition, and disease; resistance to fire damage; darkvision 60 feet. The humanoid retains its weapon, tool and skill proficiencies, and uses your proficiency bonus; it does not retain any other racial traits or class features. Its AC is equal to that of the armor used in the ritual.

The creature bound to the armor must immediately make a Wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you. The bound creature remains charmed until you or your companions do anything harmful to it. While charmed by you, the bound creature regains all its hit points when it finishes a long rest.

When the bound creature drops to 0 hit points, or 10 days elapse, the creature's soul is destroyed and is not recoverable except through a wish spell.


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Alchemic Meditation At 7th Level you can Spend an Action to meditate. You regain Alchemy Points Equal to half your Alchemist Level, Needs a Long Rest to regain Use. At 14th Level gain a second use of this ability.

Human Battery[edit]

Activating a transmutation circle requires the use of a strong electrical burst that an alchemist has trained over the years to use the natural electrical current in the human body.

  • At 3rd level spend 2 Stamina to add 1d6 of lighting damage when using a melee attack.
  • At 5th level spend 3 stamina to create a burst of electrical energy in a 5ft radius around you dealing 1d6 lighting damage
  • At 7th level spend 5 stamina to cast a ranged electrical attack up to 15 ft with 1d6 lighting damage can be used to activate circles
  • Take 1d20 x Alchemist level to use self as stand in for a Philosopher Stone sacrifice.

Optional Features[edit]

Can only be be of use if have the organic alchemy origins.
Chimera Experimentation Starting at Level 5, You may attempt to experiment on your companion or even create your own chimera. If one of animals used in the chimera was trained then the Chimera will listen to you otherwise the Chimera does not listen to you. You can train the Chimera afterwords if you want. The chimera appearance is determined by the DM and the Alchemist. The stats of the animal are both stats combined divided by 2. If this route is taken then your companion will not be able to live throughout a Alchemical Experimentation

Alchemical experimentation - Starting at Level 5 and again at 9th, 11th, 13th, 17th, and 20th You may attempt to experiment on your companion Alchemists are constantly experimenting and are able to add mutations or other feats trough experimentation to their companion (see http://www.dandwiki.com/wiki/MSRD:Mutations). Starting at 13th level you can choose to switch out a mutation or get rid of a drawback instead of getting gaining another mutation. At 20th level can gain a mutation with no drawback gained. If this route is taken then your companion will not be able to live throughout a Chimera Experiment.

Alchemical Origin[edit]

All Alchemists draw the energy from a specific source, At level 1 pick which source you draw your alchemy from

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 Stamina 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 1d8 points of damage for every charge used. 4 Stamina per charge given.
Dedicated Study. At 5th level, gain two additional stacks of Alchemical Study
Tectonic Reconnaissance. At 5th Level, when you are on the earth. You close your eyes and are able to sense everything around you, up to 60ft, and you can pin point anyone or anything that is also touching the earth.
Practiced Alchemist. At 9th Level When you use the Attack 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.

Organic Alchemy[edit]

Fluid Alchemy. The use of the flow of energy inside the planet and the tides to power your alchemy.
Familiar Experiments Use of being able to preform experiments on their familiar
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. The number of Transistors you can have at 1 point is equal to your INT Modifier + half your Alchemist lvl rounded down(minimum of 1).
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 creatures energy by expending 5 Stamina, They gain 1d6 temporary Hit points Stamina Used (this health is there for 8 hours), Increases to 1d8 Per Stamina Used at 13th level
Additional Modifications Modifications only available for Organic alchemist

Modification Additional Cost of Use Effect
Resonance. 1/2 The Transmutation Circles Cost per Transistor Activate a circle at multiple transistors


Resonance After taking this modification you can activate multiple transistors up to your intelligence modifier.
Transition Gate At 9th level, gain the ability to transport a creature or object of up to Medium size between you and one of your transistors as an Action, this increases to Large at 15th Level.

Forbidden Alchemy[edit]

The knowledge of Truth flows through you
Exhausted Temple Transmutation modifications cost twice as much Stamina
Equivalent Exchange Half of the Alchemist body has been taken away by the Truth
Circle-Less Instant use of transmutation circle that is caster size or smaller, use of large circles cost an additional bonus action to cast, Giant circles no longer require movement to cast
Ultimate Taboo Affinity is no longer allowed to be above greater.
Extra Toll Overload actions cost twice as much Stamina
Dark intentions Use of blood alchemy and without damage penalty.
Ancient Knowledge At 5th level can create a Philosopher's stone- Flawed. Ritual time is 16 hours, only one stone is able to be equipped at a time
Additional Modifications Modifications only available for Forbidden Alchemy Modification

Modification Additional Cost of Use Effect
Enhanced Circle 3 stamina Next Overload ability power is free, effect stacked, can be used only once per circle

Philosopher stone shard[edit]

Can be used to temporarily bring a creature to back to life and suspend its animation. The creature is only able to understand simple instructions and can not speak. To absorb the shard the target must make a DC20 constitution saving throw, living or dead. If the shard is used on a living being and is rejected the target takes 1d8 of damage and the shard is shattered. If the shard is accepted then add +1 to the targets ability skills. The shards effects only last 1 hour. Only 3 shards can be absorbed by a single creature, more than that and the creature itself is devoured by the shard, instantly killing it and it creates a level 0 Flawed Philosophers stone with 10 Stamina.

  • To create a shard it requires a one hour ritual with a creature or humanoid.
    • Can spend additional +1 hours to make shards from additional humanoids but only a maximum of 3 shards are created.
  • can be used to by pass the drawing of a circle, used a maximum of 3 times per shard, afterwards the shard is shattered.

Philosopher's stone - Flawed[edit]

Requires attunement.
Beginning at 10th level, over 12 hours ritual 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 forbidden transmutation in the presence of 1 or more dead humanoids within 1 hours of their death. During the ritual the souls of the present corpses are gathered together and solidified into an amber colored stone of a size of your choosing. You may add souls to the stone to increase its power level druing its creation (1 soul equals 1 stone level). You may affix this stone to a necklace, earring, ring, or bracelet. For every stone equipped take 1d8 maximum health drop until the affixed equipment is removed. Does not stack with other Philosopher's stone of different purities. Each stone has its own power level however a stone with a lower power level can be used to power a higher level stone by consuming double the stamina required by the higher level stone. The Philosopher's stone has an alchemical stamina of 100 and can be recharged by 20 per soul poured into it. Once the stone is broken it shatters into 3 shard pieces.

0 level

Reroll 1's for a maximum of 3 times then the stone turns into dust - 0 stamina

1st level
(1)If a transmutation would cause you to take damage, take half damage. - 5 stamina
(2)If a transmutation would cause you to take damage, take no damage. - 10 stamina
(3)If a transmutation would cause you to take damage, gain half health - 15 stamina
2nd level
(1) You gain +2 to your alchemy attack mod and alchemy save dc. - 5 stamina
(2) You gain +4 to your alchemy attack mod and alchemy save dc. - 10 stamina
(3) You gain +6 to your alchemy attack mod and alchemy save dc. - 15 stamina
3rd level
(1) Half damage taken when activating blood magic - 5 stamina
(2) No damage taken when activating blood magic - 10 stamina
(3) Draw a transmutation circle as a bonus action - 15 stamina
4th level
(1) You gain +2 to your alchemy damage - 5 stamina
(2) You gain +4 to your alchemy damage - 10 stamina
(3) You gain +6 to your alchemy damage - 15 stamina
5th level
(1) You may reroll any roll except 1's for 20 stamina - 5 stone's stamina
(2) You may reroll any roll except 1's for 15 stamina - 10 stone's stamina
(3) You may reroll any roll except 1's for 10 stamina - 15 stone's stamina

Philosopher's Stone - Foggy[edit]

Beginning at 15th level only created by an alchemist with Forbidden alchemy origins. require an 8 hours ritual of a dead humanoid within 2 hours of their death. During the ritual the present souls are gathered together and solidified into a light red colored stone of a size of your choosing. You may add souls to the stone to increase its power level. Every 2 souls that are poured into the stone during its creation increase the stones level by 1 (starting at lvl 1). You may affix this stone to a necklace, earring, ring, or bracelet. Does not stack with Philosopher's stone of different purities. For every stone equipped take 1d10 maximum health drop until the accessory is removed. If a stone of higher purity is attuned the lesser stones effects are canceled except for 0 level abilities. Each stone has its own power level however a stone with a lower power level can be used to power a higher level stone by consuming double the stamina required by the higher level stone. The Philosopher's stone has an alchemical stamina of 150 and can be recharged by 20 per soul poured into it.Once stamina is depleted breaks into 4 shards.

0 level

Reroll 1's for a maximum of 4 times then the stone turns into dust

1st level
(1) You gain +4 to either your alchemy damage or attack - 10 stamina
(2) You gain +6 to either your alchemy damage or attack - 15 stamina
(3) You gain +8 to either your alchemy damage or attack - 20 stamina
2nd level
(1) Gain use of Alchemic Touch (See Organic Alchemy) - 10 stamina
(2) Gain use of Transmutation Strike (See Tectonic Alchemy) - 15 stamina
(3) Gain use of Transmutation Transistor/Transition (See Organic Alchemy) - 20 stamina
3rd level
(1) increase alchemy range by 5 ft - 10 stamina
(2) increase alchemy range by 10 ft - 15 stamina
(3) increase alchemy range by 15 ft - 20 stamina
4th level
(1) Overload actions now cost x1.5 stamina. - 10 stamina
(2) Overload actions now cost x1.0 stamina. - 15 stamina
(3) Overload actions now cost x0.5 stamina. - 20 stamina
5th level
(1) You may reroll any roll expect 1's for 15 stamina - 10 stamina
(2) You may reroll any roll expect 1's for 10 stamina - 15 stamina
(3) You may reroll any roll expect 1's for 5 stamina - 20 stamina

Philosopher's Stone - Perfect[edit]

Beginning at 20th level only created by an alchemist with Forbidden alchemy origins. require 4 hours ritual of 5 dead humanoids within 2 hours of their death. During the ritual the present souls are gathered together and solidified into a Dark red colored stone of a size of your choosing. You may add souls to the stone to increase its power level. Every 5 souls that are poured into the stone during its creation increase the stones level by 1 (starting at lvl 1) For example to create a level 5 Perfect stone you require at least 30 dead humanoids, amy more sacrifices beyond that increase the stones stamina by 10 for each extra soul . You may affix this stone to a necklace, earring, ring, or bracelet. Only one is allowed to be attuned at a time and can not be attuned with stones of a lower quality. Take 3d12 maximum health drop until the accessory is removed. The Philosopher's stone has an alchemical stamina of 350 and can be recharged by 5 per soul poured into it. Once its stamina is depleted the stone breaks into 10 shards.

0 level
Has all the abilities from previous stones - Half Stamina (Stamina value shown on other stones)
1st level
Reroll any roll of your choosing including 1's and death saving throws - 10 Stamina
2nd level
You can choose to succeed on any alchemy check and gain one overload charge - 15 Stamina
3rd level
Use of Alchemic Touch adding one extra die per healing cost - 10 Stamina
4th
Gain use of any 1 Homunculi Feat for 2 actions - 25 Stamina
5th level
By ripping shards from the stone you reach into the stones core and release pure alchemical might, the shard manifests the horrors that it was holding within, the souls that have been trapped within the stone instantly pierce the targets whole being leaving almost nothing behind, dealing 2d12 damage for every shard you've ripped- 100 Stamina

Homunculi[edit]

Artificial being created through alchemy
Starting a level 10 you can create a Homunculus which will act as a familiar and can be given the same feats as the animal experiments feats. Stats are all rolled.
Homunculi can be created using a Philosopher stone as its core by introducing a Philosopher's Stone into a creature blood stream. If homunculi is created around a philosopher stone no need to roll a fortitude save. Introducing a Philosopher's Stone into a creatures blood stream before it dies will attempt to stabilize it, and if it succeeds come back to life with a Scar location corresponding with their Feat. The scar is a symbol of the alchemist choosing. In either case, before they become Homunculi they must succeed a Fortitude save DC 25 or the stone forces itself out and the subject dies. All Homunculi are no longer able to use any alchemy or magic. No longer gets exhausted. Once stone Stamina is reduced to zero at the end of the action the Homunculis dies.

  • Flawed stone gives one feat
  • Foggy stone gives two feats
  • Perfect stone gives 3 feats

Once a Homunculus has survived the ordeal, they may then start taking Homunculus Feats, and gain the following racial traits:

  • Regeneration: The round after a Homunculus takes damage, they heal 3 HP for 1 Stamina Point from their Philosopher's Stone-Flawed, 5hp for 1 Stamina for Philosopher Stone-Foggy, 10hp per 1 Stamina for Philosopher Stone-Perfect. They can heal as many points as they have Stamina Points left in their Philosopher Stone. Even if the Homunculus health reach zero they may still choose to heal self. Once the stone's Stamina is depleted and the Homunculus health reaches zero then causes permanent death. Can not be brought back using alchemical means or another Philosopher Stone. Immune to all sicknesses and poisons. Scar location is on the heart


  • Ultimate Spear:The Homunculus can extend their fingers or arms/legs to a max of 20 ft and pierces anything in their path and treat target's AC as 10 against this attack regardless of targets actual AC isstrikes deal 4d6 piercing damage. Can spend an extra 2 stamina for + 1 ft. Scar location hands.


  • Ultimate Shield: Natural +3 AC, Can spend 10 Stamina and add an extra +3 AC. Last up to 6 hours. Shield looks like a second skin that beings to cover as much of the skin as the Caster wants. Scar location neck.


  • Ultimate Eye: Passive Perception is 25, add an extra +5 to perception checks. Has Truesight up to 120ft. Spend 10 Stamina to use and action to study an opponent's weakness Adding an extra 1d6 to hit and damage and allies get an extra 1d4. Can spend 5 stamina to reroll any perception roll under 10. Scar location the eye.


  • Ultimate Shapeshift: Can use a free action to shapeshift into any being of the castors choosing. Castor can change body type and height along with armor,clothing, weapons, and equipment is strictly cosmetics, If a creature inspects the equipment they will notice that it is a part of your person and not a real item. Immune to Truesight. Gets a +15 on disguise checks. Spend 20 Stamina to gain the attributes of the creature you shifted into for 3 hrs. Scar location Thigh.


  • Enhanced Constitution: +10 to Constitution and an added +10 to movement. Spend 1 stamina to gain +10 health, does not recover lost limbs or can be used after death like regeneration can. Scar location back


  • Iron Stomach: Saliva is acid bite attack that deals 3d6 acid damage and once a day shoot a breath attack with a 5ft acid cloud in front of you. Can eat anything. 15 stamina to open your body down to your hips and shoot a 25ft line and consume everything in that line, spend an additional 5 Stamina to keep mouth open per round. Scar location tongue.


  • Super Human Abilities: add a +5 to all six ability scores, can spend 5 Stamina to gain an advantage on any roll of the castors choice expect Death saving throws. Scar location calf


  • Unrivaled strength:Strength is increased by 10 and gain an advantage on all strength ability checks. Spend 3 stamina to add +1 to attack rolls or damage rolls. Scar location Bicep


  • Unrivaled Speed: movement +60ft on top of natural movement speed. gain 2 extra attacks during attack actions. Spend 3 stamina to disengage. spend 10 stamina to use a dash action as your bonus action. Scar location foot.


  • Control Shadows: Can control shadows around caster and take an action to control enemy shadow, making an advantaged weapon attack against the shadows owner. For upwards of 10 ft in sunlight 40 ft in dim light and 70 ft in complete darkness. spend 15 stamina to increase shadow control extra 30 ft.dim light or darkness, pride gains a shadowy aura that grans him resistance to melee attacks. Shadows can restrain, attack and defend, grab objects far away. Anything the castor wants within reason. Darkness AC 20 and no hit points and does necrotic damage equal to 1d10 + Will bonus. Must use an action to command darkness to Attack or Defend if choose to. Scar location stomach.


  • Elastic Body Can stretch a single body part out to a Max of 20ft. Gain a +10 to escape checks from grapples and restraint. Spend 5 stamina to extend an additional body part or spend 3 stamina to add an additional 1 ft to stretch a single body part. Scar location Clavicle

Transmutation Alchemist Spell List[edit]

Spells marked EE are found in the Elemental Evil guide; those marked with SC are found in the Sword Cost Adventurer's Guide.

Where a spell has no listed elemental affinity (absorb elements, elemental weapon), its affinity is based on the damage type associated with it when you cast it: acid (water), fire (fire), cold (air), lightning (electricity), thunder (air); or with the elemental plane associated with it (in the case of conjure elementals).

Cantrips[edit]

1st Level[edit]

2nd Level[edit]

3rd Level[edit]

4th Level[edit]

5th Level[edit]

6th Level[edit]

7th Level[edit]

8th Level[edit]

9th Level[edit]

  • Water.
  • Earth.
  • Fire. meteor storm
  • Air.
  • Electricity.
  • Metal.
  • Organic.

Multiclassing[edit]

Prerequisites. Intelligence 13

If you mutliclass with a sorcerer (or other class that has metamagic), sorcery points and transmutation stamina are considered the same resource: do not add them together. For example, if you are a 5th level transmutation alchemist and a 5th level sorcerer, you have 10 points that can be used with either class's metamagic feature.


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