An elf draws a quick symbol on the ground as she dodges a bandits cut. She slaps the palm of her hand on the circle she drew and draws a newly made sword from where the symbol lay. She strikes down foe after foe until the rest 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 killing is over, she draws one last circle and returns the daggers to the earth. A Human snaps his fingers as fire springs forth from thin air, bathing the zombies in flame. He makes a chopping motion with his hands as a whip of water appears in the air between him and a group skeletons. Finally, he draws a symbol on the ground and 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 of blood and drawing multitudes of symbols on the floor around him. Out of the ground a suit of armor rises, and the dragonborn is suffused with black energy. Wiping away the tears he paints symbols in the armor with his own blood, calling 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, and ancient alchemical theory and magic. Although most can preform alchemy, only a few are trained and only a handful become great. When creating a Transmutation alchemist, one should ask himself 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?
Transmutation ability Transmutation Save DC 8 + Int mod + Proficiency Transmutation Attack Modifier Int mod + 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 short rest. Transmutation Circle Alchemist manifest their powers through the use of transmutation circles.To make a Circle of a specific element requires the presence of the element within 60ft 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. Size Base Cost Action to Use Small 0 Bonus Action Medium 2 Action Large 4 Action + Bonus Action Equivalent Exchange In order for a transmutation to succeed, an equal or greater amount of the source material must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate (10 X Alchemist LV X Proficency X int mod) pounds. Alchemical Study You gain Affinity of 1, 2, or 3 of the Following: Water, Earth, Fire, Air, Electricity, Metal, or Organic(Plants) Affinity Level You can pick the same Study 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. You gain this feature again every 3 LVs. If you choose 2 affinity instead of 2 each time you get this feature you get 2 studies instead. If you choose 1 affinity instead of 2 or 3 then each time you get this feature you get 3 studies instead. Minor - Add Your Transmutation Attack Modifier to the Attack Roll Major - Add half Your Transmutation Attack Modifier to your AC Lesser - Increase the Base Range by 50% Moderate - Increase the Base Duration by 50% Advanced - Increase Your Base alchemical Stamina by Half. 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 Starting at 3rd level, when you use an Action other than to activate a Circle, you may activate a Circle up to Medium size as a bonus action. You can use your turn to activate a circle and activate another one or attack with a weapon or you may make 2 weapon attacks.You get two attacks/circles per turn Alchemic recovery Once per short or long rest you may regain 1/2 your max alchemical Stamina. Transmutation Tattoo At Every 5th levels you may etch a transmutation circle permanently anywhere on your body, then taking 3d6 necrotic damage. The Circle may be used a number of times (alchemist’s LV + int mod + proficiency) a day, activating this circle becomes 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. You may use it like a overload, doubling the amount needed to double the effect. Gain the effect of one of the following: Modification Additional Cost of Use Effect Rapid Transmutation 1/2 The Transmutation Circles Cost The time required to activate a Circle is halved (Action -> Bonus Action, Bonus Action -> Free Action) Alchemic Recycling 1/2 The Transmutation Circles Cost You can reuse the same Transmutation Circle again as a Bonus Action Empowered Transmutation 1/2 The Transmutation Circles Cost You double the range or duration of the circle Deadly Transmutation The Transmutation Circles Cost You deal 2x the normal amount of damage dealt by the circle. Transmutation Trap 1 Point Per Turn The Circle is not activated until a creature moves onto a designated space within 30ft Planned Transmutation 2 Points Chose a number of creatures in the effects of you Transmutation Circle. Those creatures automatically pass their Saves and take no damage Brutal Transmutation 3 Points Reroll an amount of damage dice equal to your Intelligence Modifier that come up as a 1 Philosopher's Stone Beginning at 7th level, over 12 hours 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 transmutation in the presence of 1 or more dead humanoids killed within 2 hours of the reaction. During the reaction, the souls of the present corpses are gathered together and solidified into an amber colored stone of a size of your choosing. While you may pour as many souls into your philosopher's stone, every additional soul exceeding 4 souls in the stone has relative little effect. You can add additional souls into your stone without an 8 hour ritual, rather, you simply need to place the corpse in a transmutation circle with the stone in the middle for 1 minute. Even if you have more than 1 stone, the effects of the stones do not stack. You may affix this stone to a necklace, earring, ring, or bracelet. you gain access to the more souls after each level, once you reach level 10 you gain access to all the soul abilities, example at level 7 you only get to use the ability of one soul no matter how many you have. 1 soul You no longer need to draw transmutation circles to perform alchemy, and may ignore Equivalent Exchange when performing Alchemy. 2 souls Add 1 per 2 souls to your alchemy attack mod, alchemy save dc, AC. 3 souls You may add your alchemy attack modifier twice when determining damage, and re-roll all 1s. 4 souls Performing alchemy only costs a free bonus action, and your transmutation tattoo is reduced to a free action. 5 souls As an action, heal 10 + Alchemist Level + int mod + Proficiency + souls = hit points. If this ability overheals, then you gain the difference as temporary hit points. 6 souls Proficiency in all skill that you don’t have. 7 souls Double proficiency in all skills. 8 souls Proficiency in all saving throws that you don’t have. 9 souls Double proficiency in all saving throws. 10+ souls extend your max hit points by 2 Per 5 souls permanently consuming the souls. Soul Bonding Beginning at 9th level, upon the death of any humanoid you may perform a transmutation to bond their soul to a set of armor. The suit of armor may be pre-existing or alchemically created during the reaction. The creature retains all languages it knew in its previous life and retains any proficiencies it had, along with any proficiencies that you have and choose to give it. You may force the creature to make a DC 18 intelligence saving throw. On a failed save, the creature is charmed by you and follows your orders for (level)d6 hours. On a successful save the creature retains its free will but takes 2d10s of psychic damage. During this transmutation, you take 5d10s of necrotic damage, then multiply your hit points by two to find the construct's total hit points. The created construct does not need to eat, breathe, or sleep, has a natural armor of 18, and cannot wear additional armor. It has immunity to poison and psychic damage, and resistance to fire and physical attacks. It regains all hit points at midnight of each day, and if sufficient material is nearby, the creator can use the mend circle to restore hit points to the construct. If you hold a philosopher's stone, the creature is permanently charmed by you and will follow you orders. Alchemic Meditation At 10th Level you can spend you standard action meditating. This lets you regain Alchemical Stamina equal to half your level. You regain use of this feature after a long rest. At 14th Level gain a second use of this ability each long rest. Chimera Starting at 11th level, You may attempt to make your own chimera. The chimera appearance is determined by the DM and the Alchemist. The stats of the animal are both stats combined divided by 2. 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. It is charmed by you and follows your orders. It rolls its own initiative in combat. You can only have at most 2, and when you try to form the third, the oldest one is destroyed. The chimera gains all the natural weapons of its component parts. Its hit points are equal the sum of its component parts. The resulting creature is one size larger than the largest component creature. You cannot use a chimera's corpse as one of the composite corpses. If you are wielding a philosopher's stone, you may substitute one of the component beasts with a humanoid's corpse. Bio-Alchemy As you reach level 13, you have begun your studies in the field of Human Transmutation and may bolster a humanoids' strength, dexterity or constitution score. To do so, you may perform a ritual that drains the strength, dexterity, or constitution of one target humanoid and bestowing it on another (Max 20). You may use yourself as either target. This ritual takes 1 hour per every 2 points drained. This change is unnatural however, and for every 2 points added every hour you take 1d6 necrotic damage. This change is reversed after you take a long rest. You may use a philosopher stone to make the change permanent, but for a maximum of 2 points. The philosopher stone is consumed and you may only do this to a person once. You may also now use Alchemy to deconstruct or reconstruct sentient beings. When attempting to deconstruct someone, the target may make a dexterity saving throw, the target takes (1/2*Alchemist Level)d6 damage on a failed save, or none on a successful save, this damage can be targeted at a specific limb. When using Reconstruction, it heals the target for the damage it would have done instead, and can repair one limb at a time. You may use this ability a number of times equal to your intelligence modifier, all uses of this ability are refreshed after a long rest. Homunculi Beginning at 15th level, you may perform a transmutation that transforms a living humanoid into a powerful being called a homunculus. You must be wielding a 4 soul philosopher's stone to perform this transmutation. Your philosopher's stone is consumed by this reaction. This reaction takes 8 hours to perform. The homunculus also retains any ability that the host body had before the transmutation. A Homunculus rolls for ability scores like normal, adds their ability score to the host's, then divides that by two. Example: If the host has a strength score of 10 and then rolled a score of 12, then their end score would be 11 ((10+12)/2). It is charmed by you and follows your orders. A homunculus does not need to eat, sleep, or breathe, and is immortal unless killed. Homunculi cannot wear armor, and have 11 + Dex modifier AC. Whilst you may choose the first Homunculus you obtain, any further creation of Homunculi requires you to roll a d8. This will determine what homunculus you receive, if any. You may only have one of each homunculi and if your roll would produce a Homunculus that you already have, You may reroll. If you roll an 8 on a reroll, you may reroll again. You can only command up to 2 homunculi. All Homunculus have the ability to regenerate an amount of HP equal to double their creator's Stamina Pool, with a max of 10 per turn. This pool is refreshed at midnight. 1 Lust Lust has the ability to elongate her fingernails for unarmed strikes that deal 5d6 slashing damage, and have a reach of 25 feet. 2 Greed As a Bonus Action, Greed can turn his skin into graphene, granting him a natural armor that adds +2 to his AC, resistance to non-magical attacks, and gives his unarmed attacks an additional 2d6 piercing damage. Greed cannot regenerate while in this form and may go back to normal as a free action. 3 Sloth Due to his immense muscles, Sloth's size becomes large. He has an additional 25 Hit points on top of what's calculated for his health. Sloth's unarmed strikes deal 4d6 bludgeon damage. Sloth adds his constitution modifier to his AC. Sloth has a weaker form of regeneration, and can only regenerate a total of his creator's Stamina Pool, this pool is refreshed at midnight. 4 Gluttony Gluttony can make a bite attack, this bite deals 3d6 acid damage. On a successful attack, he may force the opponent to make a grapple check. On a failed check, Gluttony swallows the creature, dealing an extra 3d6 acid damage. On a successful check, the creature is not swallowed and does not take the extra damage. While inside Gluttony's stomach, a creature takes 6d6 acid damage on each of its turns. A creature may remake the grapple check at disadvantage on each of its turns before they take the damage. 5 Envy As a Standard Action, Envy may transform into any creature within two sizes of their own for 1 hour or until the effect is ended. They retain all of their ability scores and gains all natural weapons, armor and other features from this form. This skill can be used a number of times equal to the creator's proficiency modifier. They regain all uses of this ability after a long rest. 6 Pride Pride may extend his shadow up to 15 ft around him and form tendrils that deal 5d6 necrotic damage. Pride may also manifest "eyes" on his shadows that grant him line of sight. In full or bright light, Pride may use his Bonus Action to control an opponent's shadow, giving his next attack against them advantage. Additionally, if that attack hits, the opponent takes max damage from that attack. In dim light, pride gains a shadowy aura that causes any creature who hits him with a melee attack to take 2d6 necrotic damage. Pride's tendrils gain 20 feet to their range and deal an extra 2d6 necrotic damage while in dim light. In the darkness, Pride loses the the ability to make tendrils, but maintains the shadowy aura and the ability to make "eyes" in any shadows that pride is touching. 7 Wrath Wrath is proficient with tiger hooks swords, one of which is created in his transmutation. Wrath gains a level of multiattack equal to half his dexterity modifier, to a max of 3. Each of his attack deals a number of d6 damage equal to half his dexterity modifier (rounded up). Additionally, Wrath's Left Eye becomes one capable of perfect prediction. Giving him advantage on perception checks that rely on sight. Wrath may use either a Bonus Action during his turn, or a Reaction during someone else's turn, to study his opponent, giving a different bonus depending on when he uses it (+2 to Attack Rolls against that opponent or +2 AC against that opponent respectively). Wrath, however, is unable to regenerate like other homunculus, and must heal like normal or be healed by his creator. 8 Rebound The transmutation fails, the humanoid dies and you take 5d10s necrotic damage. Human Transmutation From level 18 on, you may use a special form of alchemy called human transmutation. With this comes 3 very advanced transmutations. Resurrective Alchemy While wielding a 5 soul philosopher's stone you may perform a transmutation that returns the soul of a dead humanoid to its body. The body is restored as well. This transmutation takes 1 hours to perform and may be done over a long rest. Your philosopher's stone consumes 5 souls during this reaction. Restorative Alchemy While wielding a 5 soul philosopher's stone you may perform a transmutation to return a soul bonded creature to its original body. The creature now ages and can die of old age. It needs to eat, sleep, and breathe as well. This transmutation takes 1 hours to perform. Your philosopher's stone consumes 5 souls during this reaction. Creative Alchemy While wielding a 5 soul philosopher's stone you may perform a transmutation to create a brand new humanoid. You must use a separate humanoid as a blueprint. You may not use yourself as this blueprint. The humanoid is an exact copy of the blueprint creature including class features, hit points, speed, abilities, and skills. It needs to roll Intel check of DC 18 or it is charmed by you and follows your commands. Your philosopher's stone consumes 5 souls during this reaction. You can command any # of such creation. Alchemical rejuvenation Once per short rest regain alchemical Stamina equal to your max & if you gain more alchemical Stamina more then your max you gain the rest as temporary alchemical Stamina. Temporary alchemical Stamina go away if you take a short or long rest. Father When you reach level 20, you have learned how to perform the ultimate transmutation. Six willing humanoids or all homunculus must be present to complete the ritual. You must also be wielding a 10 soul philosopher stone to partake in this reaction. This ritual takes 24 hours to complete. Upon completing this transmutation, you become the god-being Father. humanoids are consumed by this reaction. You gain the following features as Father. Your philosopher stone is in your body & any being, creature, &/or entities except you that dies go directly to you philosopher stone. You gain the powers of all of your homunculi with double the range, if applicable. Transmutations that requires time excessive of 1 hour is reduced to 1 hour. Transmutation Circles Transmutation Circles All Damage types unless otherwise stated for each element: Water: Cold (Water, Snow) Earth: Bludgeoning (Rocks) Fire: Fire (Flames) Air: Slashing (Wind) Electricity: Lightning (Lightning) Metal: Piercing (Metal Shards) Organic: Poison (Vines, Wood) Small Circles Alchemist Weapon Metal, Earth Elements 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 changes into one of any weapon and you become proficient with it. You use your intelligence modifier instead of Strength or Dexterity for attacks. Add an additional 1d6 to the base weapon damage. Overload: Add an additional 1d6 to the base damage of the weapon for every 1 extra alchemical stamina. Manipulate Element 'Any element Range: within a 15ft cube of self Duration: Instantaneous Base Stamina Cost: 0 'You use transmutation to manipulate the shape or the form of elements you can create walls, objects, etc Overload: You may increase the range affected by 5 feet for every 1 extra alchemical stamina that you invest when activating this transmutation. 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 us as metal or fire for weapon or even organic for wooden shield. You can also make someone stable with this but will need flesh from some ceature, and can also heal broken bones but will need bone. Overload: Increase the Distance by an extra 5ft for every 1 extra alchemical stamina that you invest when activating this transmutation. Whip Water, Air, Organic Element Range: Self(15ft 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. Each Turn the creature is pulled 5ft towards you Overload: Increase the Distance by an extra 5ft for every 1 extra alchemical stamina that you invest when activating this transmutation. Spike Metal, Earth Element Range: 30ft Duration: Instantaneous Base Stamina Cost: 0 You cause the very ground underneath a creature to shoot up to 15ft Any Creature in the space affected must make a dexterity save or receive 1d10 damage and be push 5ft away. If the creature is flying it is knocked prone instead. Overload: You may increase the damage in 1d8 for every 1 extra alchemical stamina that you invest when activating this transmutation. Move Any Element Range: 5ft space within 30ft 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 5ft for every 1 extra alchemical stamina that you invest when activating this transmutation. Breathe Air Element Range: Self or Touch Duration: Concentration up to 10 Minutes Base Stamina Cost: 0 You create a bubble of air The creature affected can breathe where normally they wold not be able to Overload: Increase the amount of creatures affected by 1 for every 1 extra alchemical stamina that you invest when activating this transmutation. Alchemical Ward Any Element Range: Self Duration: Concentration up to 30 Seconds Base Stamina Cost: 0 Natures Fury means nothing to you The damage dealt to you by an element chosen is reduced by 2d6, this increases by 1d6 every 5th Lv. Overload: Increase the damage reduced by 1d6 for every 1 extra alchemical stamina 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 lv 1 you can cast cantrips & the increase the spells lv by 1 every 2 LVs. Overload: if the spell has at at higher levels then you may use the appropriate amount of alchemic stamina instead. If you want to cast a spell of a different spell type it cost 5x more then the spell level in Alchemical stamina and can only do it once per rest. If its a cantrip it cost 1 point. Per 2 points put in you can deal a extra half the max amount of damage the spell can possibly do, example if the max amount you can do is 10 you deal a extra 5 to your roll. 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 already has one will remove the previous one that was effecting the item by this ability first. You can only add one spell effect to an item at a time, adding a new spell effect to an item that already has one will remove the previous one that was effecting the item by this ability first permanently Overload: add an additional spell effect every 5 levels (transmutation cost + number of spell effects). Deconstruction Anything non-sentient Range: Touch 5ft cube from self Duration: permanent Base stamina: 0 You Turn anything non-sentient into base elements. It causes a small blast that may knock a small creature prone. Can be used to give a creature disadvantage on the rest of its attacks until it gets healed. Overload: add an additional 5ft per 1 stamina points added. Transmutation Organic, Earth, Metal Range: Touch 5ft cube Duration: permanent Base stamina: 0 Alter physical properties of a non magical substance, by changing it into another substance of same mass. You can not turn a substance from inorganic to organic. examples, You could turn dirt to steel, hardwood into vines, and water into hydrogen gas. With a philosopher stone you can turn organic into non-organic and the other way around. Overload: add an additional 5ft per point added Snap Any elemental damage type Range: 60ft line Duration: instant Base stamina:0 You cause a ray of energy to shoot from your hand. Creatures hit with this ray take 1d10 of the elemental damage chosen. You have high amount of accuracy with this attack. You may use this to ignite something, you may use this after another transmutation using the same circle without using a turn to ignite the object made, but can not deal damage, the ignited item can cause damage but not the circle. Overload: Increase damage by 1d8 or increase the range by 30 per point of stamina you invest. Medium Circles Elemental Burst Fire, Water, Electricity Element Range: Self(5ft 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 only half damage Overload: Increase the damage dealt by 1d8 for every 2 extra alchemical stamina points that you invest when activating this transmutation. Body mods Range: Touch Duration: Permanent Base Stamina Cost: 2 You can add parts to people At level 5 you can infuse parts of a dead animal to a living creature that is willing. The receiver will take 3d6 necrotic damage per part added. This is all up to your DM if this allowed. Overload: you may pay 2 extra alchemical stamina reduce the damage by one-dice. 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 10ft Overload: Increase the Speed by an extra 5ft for every 3 extra alchemical stamina points that you invest when activating this transmutation. Tangle Organic Element Range: Self(30ft 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 only Poisoned.Each turn at the end of the affected creatures turn they can attempt to escape just as escaping a grapple. Overload: you may spend 3 extra alchemical stamina points to gain 1 of the following effects for each 3 points spend: remove concentration, increases duration to 1 minute, on a failed save the creature is poisoned & restrained. Crumble Terrain Metal, Earth Element Range: Self(30ft Cone) Duration: Instantaneous Base Stamina Cost: 4 You break the ground in front of you You make the area become difficult trrain Overload: Increase the area affected by an extra 10ft for every 2 extra alchemical stamina points that you invest when activating this transmutation. Bind Metal, Earth Element Range: Self(30ft Line) Duration: Instantaneous. 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 only Prone. At the end of the affected creatures turn they can attempt to escape just as escaping a grapple. Overload: you may spend 3 extra alchemical stamina points to gain 1 of the following effects for each 3 points spend: Add disadvantage to creature's saving throw; Add 10ft to the base range; Wind Press Air Element Range: Self(5ft Cube) Duration: Concentration up to 10 minutes Base Stamina Cost: 4 You force air flow to shoot downwards all around you Each creature in the affected area cannot breath and are suffocating and are prone. After 8 minutes the creatures of medium size pass out, small is 6 minutes, and large size is 10 minutes for the next 2 turns after they get air back. Every 2 minutes after the creatures passing out they take 2d6 damage. Overload: Increase the Distance by an extra 5ft for every 4 extra alchemical stamina points that you invest when activating this transmutation.
You start with the following equipment, in addition to the equipment granted by your background: (a) Leather Armor or (b) Any Weapon (a) A Wooden Shield or (b) any Simple Weapon (a) Explorer's Pack or (b) Scholar's Pack
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 lv 1 you can cast cantrips & the increase the spells lv by 1 every 2 LVs. Overload: if the spell has at at higher levels then you may use the appropriate amount of alchemic stamina instead. If you want to cast a spell of a different spell type it cost 5x more then the spell level in Alchemical stamina and can only do it once per rest. If its a cantrip it cost 1 point. Per 2 points put in you can deal a extra half the max amount of damage the spell can possibly do, example if the max amount you can do is 10 you deal a extra 5 to your roll.
Alchemical Origin
All Alchemists draw the energy from a specific source, At level 1 pick which source you draw your alchemy from
Living Puppet Alchemy
Creating A Construct You can create a construct which has the challenge rating of your Transmutation Alchemist Level or lower. you may only have 4 constructs which you created at a time, if you create another one while you have 4 constructs the one you just created will die. when you create a construct you must ask the dm how much each construct is worth and once you have created a construct you lose the same amount of hit points as the construct has.
Additional Modifications Modifications only available for Living Puppet Alchemists
Modification Additional Cost of Use Effect
Marking Transmutation. 1 Destroy a Construct with the CR of your level or lower
Blood Constructs At 3rd Level,you can have 6 constructs which you created, in one plane. additionally you can also instead of having everything you need to make a construct you will only require 1 of the things needed if you use your blood on that thing but you will take damage equal to your Alchemist level if you create this way.
Construct Melding. At 5th level, you can hide in one of your constructs, until it dies. you may have 8 constructs in one plane.
Monsterous Alchemy. At 10th Level You can create Monstrositys and the Dm will decided what ingrediants they will need. also you can have 10 constructs in one plane. the same rules apply to monstrositys and constructs
Tectonic Alchemy
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 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 1d4 points of damage for every point of Alchemical Stamina put into the Transmutation Circle.
Dedicated Study. At 5th level, double all instances of alchemical Study.
Practiced Alchemist. At 10th Level, when you use your standard 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. This increases to 4 at 20th Level.
Xing Alkahestry
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 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 make increases by 1 every 3 levels after.
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. This increases by 1 every 3 levels after.
Alchemic Touch At 5th level gain the ability to boost a creatures energy by expending Alchemy Points, They gain 1d6 temporary Hit points Per Alchemy Point Used, Increases to 1d8 Per Alchemy Point Used at 10th level, Increases to 1d10 Per Alchemy Point Used at 15th level, Increases to 1d12 Per Alchemy Point Used at 20th level.
Additional Modifications Modifications only available for Xing Alkahestrys
Modification Additional Cost of Use Effect
Resonance. 1/2 The Transmutation Circles Cost per Transistor Activate a circle at multiple transistors
Transition Gate At 7th 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, this increases to Huge at 20th Level.