Name: Raiden Creepsly.
HP: 412
Walking Speed: 30 ft + 10 ft + 5 ft + 15 ft = 60 ft
Armor Class: 10 + 1 + 7 = 18
Hit Dice: 1D8
Class: Transmutation Alchemist: Transmutation Alchemists are those who utilize the art of alchemy to alter their surroundings. Alchemy requires an extensive knowledge of chemistry, physics, magic, and ancient alchemical theory. Although anyone can preform alchemy, only a few are trained to this level and even fewer become truly great.
Origin #1: Living Puppet Alchemy: Those who make use of Living Puppet Alchemy perform transmutations with the energy inside their own body.
Advanced 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.
Level: 50
EXP: ?
Race:
Background: Scientist.
Alignment: Chaotic Neutral.
Bonus Proficiency: +14
Age: 27
Alchemical Stamina: 70
Psi Die: 1D6 - 3
-Stats-
Strength: 8
-Modifier: -1
-Saving Throw: -1
Intelligence: 1 + 15 + 2 + 2 + 1 + 1 + 1 + 1 + 1 = 25
-Modifier: +7
-Saving Throw: +7
Charisma: 13
-Modifier: +1
-Saving Throw: +1
Dexterity: 12
-Modifier: +1
-Saving Throw: +1
Constitution: 1 + 15 + 1 + 1 = 18
-Modifier: +4
-Saving Throw: +4
Wisdom: 12
-Modifier: +1
-Saving Throw: +1
Skills-
Athletics(Strength): +1
Acrobatics(Dexterity): +1
Sleight of Hand(Dexterity): +1
Stealth(Dexterity): +1
Arcana(Intelligence): +3
History(Intelligence): +3
Investigation(Intelligence): +3
Nature(Intelligence): +3
Religion(Intelligence): +3
Animal Handling(Wisdom): -1
Insight(Wisdom): -1
Medicine(Wisdom): -1
Perception(Wisdom): -1
Survival(Wisdom): -1
Deception(Charisma): +1
Intimidation(Charisma): +1
Performance(Charisma): +1
Persuasion(Charisma): +1
-Features-
*Class*
-Transmutation Alchemist-
—Transmutation Circle! At 1st level, alchemists can manifest their powers through the use of Transmutation Circles. All created circles occupy the space you were in when you created it, and can only be activated while within 5 ft. of it. Some circles can be further empowered by overloading them with extra Alchemical Stamina.
Circles come in varying sizes. The size of the Circle determines its Base Cost to use it, as well as what action it can be created and used as. Unless otherwise stated, circles can not affect magical materials.
—Equivalent Exchange: Making a Circle of a specific element requires the presence of the element within 60 ft. of the Circle. In order for a transmutation to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate a number of pounds equal to (10 x your Alchemist level x your Intelligence modifier (minimum 1) . When you use a Transmutation Circle, you must roll 1d4. On a 1, the Circle is destroyed, and can not be used again until it is redrawn. You know a number of Circles equal to your proficiency modifier + your int modifier. You may change 1 known Circle at the end of a long rest.
—Alchemic Origin: All Alchemists draw their energy from a specific source, At 1st level, pick which source you draw your alchemy from, all listed at the bottom of this class description.
—Transmutation Ability
Transmutation Save DC: 8 + your Intelligence modifier + Proficiency
Transmutation Attack Modifier: your Intelligence modifier + 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 long rest.
—Alchemical Study
At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, you gain affinity in one element of your transmutation circles. You can pick the same element 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.
• Minor - Add your proficiency bonus to damage rolls
• Lesser - Increase the base range by 50%
• Moderate - Increase the base duration by 50%
• Greater - Halve 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 to do something other than to activate a Circle, you may activate a Circle up to Medium size as a bonus action.
In addition, you can use your action to activate 2 Circles of Medium or smaller Size.
—Alchemic Recovery: Beginning at 4th level, as a bonus action, you can regain an amount of Alchemic Stamina equal to half your Alchemist level. You regain use of this feature at the end of a long rest. At 20th level, you may use this feature an additional time, regaining all uses at the end of a long rest.
—Transmutation Tattoo: At 4th level, you may etch a Transmutation Circle permanently anywhere on your body. This Circle can be used for transmutations of Small and Medium size only. You must establish the specific type and element of this Circle at the time of its creation. Each time this Circle is used you take 2d4 necrotic damage but you ignore the base Alchemic Stamina cost of the transmutation. When you use this Circle, you must roll 1d8. On a 1, the circle is destroyed, and can not be used again until the end of your next long rest. You may immediately regain use when you use Alchemic Recovery, but doing so negates the Alchemic Stamina regain.
—Equipment Training: Starting at 6th level, your training both without and through alchemy grants you 2 of the following:
• You gain proficiency in Medium Armor.
• You gain proficiency in Martial Weapons.
• Your movement speed increases by +10 ft.
• You can create any melee weapon as a bonus action for 4 Alchemic Stamina. This weapon slowly deteriorates, and is automatically destroyed after 1 minute.
—Transmutation Modification At 6th, 9th, 12th, 15th, and 18th level you gain the ability to enhance the use of a Transmutation Circle in ways other than overloading it. You may use any number of modifications on a single transmutation as long as you pay the appropriate amount of Alchemic Stamina. The additional cost of the transmutation is determined after any overloading. You get to choose one additional modification each time you gain this feature. Gain the effect of one of the following:
—-Rapid Transmutation: 1/2 The Transmutation Circle's Cost, The time required to activate a Circle is halved (Action - Bonus Action, Bonus Action - Free Action).
—Empowered Transmutation: 1/2 The Transmutation Circle's Cost, You double the range or duration of the circle.
—-Deadly Transmutation: The Transmutation Circle's Cost, The amount of damage dealt by the Circle is doubled.
—-Transmutation Trap: 1 Point at the End of Each of Your Turns, The Circle is not activated until a creature moves onto a designated space within 30 ft. of it.
—-Brutal Transmutation: 3 Points, Reroll an amount of damage dice equal to your Intelligence Modifier that comes up as a 1. You may reroll the same die more than once, counting as 1 additional die.
—Transmutation Specialist: Starting at 7th level, when calculating the total number of pounds you can manipulate during an alchemical transmutation, the result is doubled.
—Alchemic Meditation: At 10th level, you can spend your action focusing on a Circle as a form of pseudo-meditation. So long as you do not move, the total cost of the Circle is halved, the area of effect is indicated before it activates, and it activates at the end of your next turn.
—Transmuting Without A Matrix!?: From 16th level onward, you no longer need a transmutation circle in order to perform your alchemy. You can now instead manually perform any transmutation by clapping your hands together first using your palms to form a matrix. You can not use this feature if your hands are restricted or missing.
—Alchemical Rejuvenation: At 19th level, during a short rest or long rest, you regain Alchemic Stamina equal to your maximum and if you gain more Alchemic Stamina than your maximum in this way, divide the excess amount by 4 (rounded up). You then may choose to gain that amount of temporary Alchemic Stamina or temporary hit points. Temporary Alchemic Stamina and hit points gained this way are lost at the end of a short or long rest.
—The Truth: At 20th level, you have seen all the truths the portal has to offer and you are able to transmute at will. You no longer need your transmutation tattoo but you can use them to increase the potency of your transmutations. Performing a transmutation with the tattoo grants its overload effect without spending the additional Alchemic Stamina. When calculating the amount of pounds you can manipulate during a transmutation, the result is doubled yet again.
Additionally, you are able to spend a full turn action in order to enter your portal of truth and meditate with The Truth regaining all of your Alchemic stamina plus 1d12 of temporary Alchemic Stamina. This can be done once, regaining use at the end of a long rest.
*Origin*
-Living Puppet Alchemy-
—Trained Body At 1st level, the strain of using alchemy has strengthened your body. Your hit point maximum increases by +2 per Alchemist level, and you gain the following modification.
—-Tracking Transmutation: 2 Alchemic Stamina per creature, You leave a fragment of your energy inside a creature affected by the Circle. You are aware of their direction and distance until the finish a short rest.
—Blood Sacrifice: At 3rd level, when you use a Transmutation Circle, you may convert hit points into an equal number of Alchemic Stamina. You may only spend these Alchemical Stamina on the Circle this was used on.
—Perfected Mending: At 5th level, you have perfected your ability to mend the wounded. When you use a mend Transmutation Circle, the target regains an equal number of hit points as Alchemic Stamina spent, and you do not need to provide additional flesh and bone.
—Exhaustive Alchemy: At 13th level, you can draw from your deepest reserves. As a bonus action, you gain 1 level of exhaustion and 15 Alchemic Stamina points, or sacrifice 15 Alchemic Stamina points to reduce your levels of exhaustion by 1.
*Advanced Class*
-Philosopher of the West-
—Alchemical Origin: 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.
—Self Meditation: At 5th level, you can spend 1 minute meditating on the souls within vou. 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.
—Blood Transmutation: 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-
Bone Sacrifice: 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 much Alchemical Stamina to Bio-Alchemy (or Organic if your type is Plant) element Circles.
—Mannequin Soldiers: 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.
—Soul Mannequin: 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.
—Father: At 10th level, when you create a mannequin, it has the appearance of any creature you have seen. Additionally, you may have the statistics of a Mannequin Homunculi.
*Extra*
-Race-
—Astute Mind: You use your mental acuity to address incoming physical harm. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• Whenever you make a Strength, Dexterity or Constitution saving throw, as a reaction, you can add your ability modifier of the chosen ability to the roll.
You can use this feature a number of times equal to your chosen ability modifier. You regain all expended uses after finishing a long rest.
-Free-
—Battle IQ: Your knowledge of battle has made you well versed in enemy techniques. You gain the following:
• Your Intelligence increases by 1, to a maximum of 20.
• While not wearing armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
• You can add your Intelligence modifier, rather than your Dexterity, to your AC while wearing light armor.
—Intuitive: Glimpses of the future begin to press in on your awareness. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
—Magic Resistance: Years in a city made of stones capable of absorbing magic have caused their arcane abilities to suffer. You gain the following benefits:
• Your Constitution score increases by 1, to a maximum of 20.
• You have advantage on saving throws to resist magical effects.
• You can't learn or cast spells.
• When you drink a magic potion, roll 1d20. On a result of 9 or less, the potion has no effect and is wasted.
—Mind Electric: Think of these thoughts as limitless light, you've learned how to make your lightning effect the very nervous systems of our victims:
• Increase your Intelligence score by 1, to a maximum of 20.
• Any Lightning damage you deal may count as psychic damage for overcoming resistances and immunities and vice versa.
—Plague of Undeath
Prerequisites: 13+ Intelligence
Through the power of plague, you are able to reanimate those you have killed as plaguelings that follow your command. These plaguelings are made of plague and deal life debilitating damage.
- Increase your Intelligence score by 1 to a maximum of 20.
- You gain an additional 30 ft of darkvision.
- When you kill an enemy, you can try to bring their spirit under your control as a plagueling version of their former self. You can try it 2 times per creature any given. Roll 3d4. If you roll an odd number all 3 times, you absorb their essence, which you can summon within the range of your darkvision. The number of plaguelings you can have is equal to your Intelligence modifier. If it is destroyed, you will lose this plagueling forever. You can only summon one plagueling at a time, which you control at will and has its own turn.
-Lue-
—Poison Expert: You have professional knowledge of concocting and applying poisonous substances. You gain the following benefits:
• You gain proficiency in the poisoner's kit, if you do not have it already.
• Applying poison to a weapon or 1 piece of ammunition costs only a bonus action for you.
• When you craft a vial of basic poison using a poisoner's kit, you may instead craft a number of ounces of it equal to your Dexterity or Intelligence modifier over a long rest. Your poison now deals 2d6 poison damage, and its saving throw DC becomes 8 + your proficiency bonus + your Dexterity or Intelligence modifier, instead of 10.
—Psionic Adept: Your mental training allowed you to unlock hidden reserves of your psionic power. This energy is represented by your Psionic Energy dice, which are each a d6. You have three of these dice, and they fuel various psionic powers you have, which are detailed below. If you have a feature which calls for Psionic Energy dice, you can use those gained from this feat, and if other features increase the size of Psionic Energy dice, those gained from this feat are also affected. You regain all expended dice when you finish a Long rest.
• At the start of your turn, before you move you can expend one Psionic Energy die, roll the die and add your Intelligence modifier, and increase your speed in feet by the amount rolled (minimum 5 feet) until the end of your turn, as you use your psionic power to fuel your body's movement.
• You can use your action and expend one Psionic Energy die, roll the die and add your Intelligence modifier, and gain temporary hit points equal to the number rolled, as you create strands of psychic energy around yourself to defend you.
—Psionic Energy: Psychic energy flows through your veins to improve every aspect of your body. You gain the following benefits:
• If you fail an saving throw, you can roll one Psionic Energy die and add the number rolled to the saving throw. You expend the die only if the roll succeeds.
• If you fail a ability check, you can roll one Psionic Energy die and add the number rolled to the ability check. You expend the die only if the roll succeeds.
—Quick Combatant: You're quick, the quickest. None can match your speed or your combat prowess. You truly understand what it is to be "fast."
• Your base movement speed increases by 5 feet.
• When you are damaged by a creature within your reach, you may use your reaction to make an opportunity attack against that creature.
—Quickness: You can react quickly to any situation. You gain the following benefits:
• Add your proficiency bonus to your initiative.
• Your base movement speed is increased by 15 feet.
—Recovering Addict: You are well-versed in mind-altering substances of both the mundane and magical varieties. While your time high might have gifted you increased chemical tolerance and mental fortitude, it wasn't worth the lost years and friends.
• Increase your Constitution by 1, to a maximum of 20.
• Gain advantage on saving throws against poison and charm.
• Gain resistance to Poison and Psychic damage.
• When you are reduced to 0 hit points but not killed outright by Poison or Psychic damage, you can drop to 1 hit point instead. You can't use this feature again until you finish a short rest.
• While poisoned or charmed, you have disadvantage on saving throws.
-Languages-
*Common.
-Proficiency-
Armor: Light Armor & Shields, Medium Armor.
Weapons: Simple Weapons, shortsword, Martial Weapons,
Tools: Alchemist's Supplies, Poisoner's Kit,
Saving Throws: Constitution, Intelligence
Skills: All.
-Resistance-
*Poison Damage.
*Psychic Damage.
-Alchemy-
Transmutation Save DC: 8 + your Intelligence modifier + 14
Transmutation Attack Modifier: your Intelligence modifier + 14
—Bio Alchemy: Perfect - Acid.
—Organic: Lesser - Poison.
*Small*
-Alchemist Weapon
Warer, Earth, Metal, Organic Elements Range: Self Duration: Instantaneous Base Stamina Cost: 2
An Alchemist is never without a Weapon as long as he has his mind. You transform a chosen element into any one nonmagical weapon, and you become proficient with it. You use your Intelligence modifier instead of Strength or Dexterity for attacks. This weapon is destroyed after 1 minute if it is not touching you.
Overload: The weapon deals an additional 1d6 damage for every 10 extra Alchemic Stamina spent.
-Manipulate Element
'Any element
Range: Touch
Duration: Permanent
Base Stamina Cost: 2
You reconstruct atoms into crude structures. You can create basic structures such as walls, stairs, doorways, objects, etc. that occupies a 15 ft. cube or smaller area. This area counts as difficult terrain for creatures other than you, but otherwise can not negatively effect creatures. Each 5 ft. cube area has 10 hit points and 15 AC regardless of the material used, and a destroyed area no longer counts as difficult terrain.
Overload: You may increase the range affected by 5 feet, grant 10 additional hit points to a 5 ft. area affected by this circle for every 1 extra Alchemic Stamina spent, or increase a 5 ft. area affected by this circle's AC by 1 (max 20) for every 3 additional Alchemical Stamina spent.
-Mend
Any Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 2
You use your alchemic knowledge to restructure an object's atoms to its previous state. You repair any damage on an object no larger than a 5 ft. cube and cause it to regain 2d6 hit points. You can not restore magic to an item, only repair its form. You must use an appropriate element, such as metal for a weapon or organic materials for a wooden shield. If used on a creature, this can stabilize a creature with 0 hit points or restore half as many hit points to a creature's limb as long as it's above 0 hit points using this for a relative amount of flesh and bone, but they do not regain hit points.
Overload: Increase the hit points restored by 1 for every 1 additional Alchemical Stamina. This additional healing can affect creatures.
-Alchemical Ward
Any Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: 2
Upon impact, you erect a shield formed from your surroundings. As a reaction when you take damage, the amount of damage taken is reduced by 2d6.
Overload: You may increase the damage reduced by 1d6 for every 1 additional Alchemic Stamina spent.
-Imbue Body
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 4
You reconstruct your muscles to be more fit for their current job. Your Strength, Dexterity, or Constitution score increases by +2 until the end of your next turn. If this would increase your ability score above its normal score + your Intelligence modifier (maximum 20), you take a number of d6 damage equal to the new score - its maximum when this transmutation ends (i.e. if a player has a Strength score of 10 and an Intelligence score of 12, but increases their strength to 20, they take 9d6 damage).
Overload: You gain the benefit of this circle an additional time, or you increase its duration to until the end of your next turn, for every 6 additional Alchemical Stamina spent.
-Projectile Punch
Any Element
Range: 30/60 ft.
Duration: Instantaneous
Base Stamina Cost: 3
Throwing a piece of the chosen element into the air, you punch it, transmuting it into a projectile that is accelerated by both the punch and transmutation.
Make a ranged transmutation attack roll against one creature within range. On a hit, they take 1d6 damage. You may use this circle any time you would be able to make a ranged attack roll.
Overload: You may increase the damage dealt by 1d6 and the range by 5/10 ft. for every 3 additional Alchemic Stamina points spent.
-Energy Blast
Any Element
Range: 60/120 ft.
Duration: Instantaneous
Base Stamina Cost: 2
modifier damage.
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
Overload: You may increase the damage dealt by 1d10 for every 2 additional Alchemical Stamina spent.
-Summon Physical Gate
Any Element
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.
*Medium*
-Healing Alchemy
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: 2
One creature you touch regains 1d4 hit points.
Overload: You may increase the amount of hit points regained by this circle by an amount equal to the amount of additional Alchemic Stamina spent.
-Body Modification
Bio-Alchemy Element
Range: Touch
Duration: Permanent
Base Stamina Cost: 4
You infuse parts of a dead creature to a living, willing creature. Both creatures must be of the same size category. The receiver takes 3d6 damage per part added, their maximum hit points are reduced by the amount of damage taken until it is removed due to the forced integration. A creature may only have a number of body modification equal to their Constitution modifier.
Overload: You may decrease the damage dealt by this circle by an amount equal to the amount of additional Alchemic Stamina spent.
-Soul Bond
Bio-Alchemy Element
Range: Touch
Duration: Instantaneous
Base Stamina Cost: Special
Within 1 minute of the death of any humanoid, you may perform a transmutation to bond their soul to a suit of nonmagical armor as a full turn action. The suit of armor may be pre-existing, or alchemically created during the transmutation for 10 additional Alchemical Stamina. You may also force the creature to make a DC 18 Intelligence saving throw. On a failed save, the creature is charmed by you, follows your orders, and you may choose so it only has access to memories you have fabricated for (Alchemist level)d6 hours. During this transmutation, you take 5d10 damage that can not be reduced in any way. You may choose this damage to instead target one of your limbs if it would reduce it to 0 hit points.
The created construct does not need to and can not eat, breathe, or sleep, has a natural armor equal to the armor it is bound to, is affected by any special properties the armor had, cannot wear additional armor except shields, and has immunity to poison damage and vulnerability to acid damage, but is otherwise resurrected per the resurrection spell. It regains hit points normally, but can not be healed by spells or alchemy except mendingto restore 1d8 + the caster's spellcasting ability modifier hit points to the construct per spell level or with the Mend circle. If you spend at least 1 Alchemical Stamina from a philosopher's stone on this circle, the creature is charmed by you and follows you orders permanently unless the wish spell is cast on them, and you may spend Alchemical Stamina from the stone to decrease the damage taken by an equal amount.
-Alchemical Barrier
Any Element
Range: Self
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.
-Cover Region
Any Element
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
*Large*
-Tangle
Organic Element
Range: Self(30 ft. Line)
Duration: Instantaneous
Base Stamina Cost: 6
Vines sprout up from reconstructed plant matter. Every creature in the area must make a Strength saving throw. On a failure, they become poisoned and restrained for 1 minute, and they take 2d4 poison damage. On a success, they take half as much damage. At the end of an affected creature's turn, they may make a Constitution saving throw, ending this effect early on a success.
Overload: You may increase this circle's range by 10 ft. or the damage taken by 1d4 for every 3 additional Alchemical Stamina spent.
-Human Transmutation
Bio-Alchemy Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: 30
Components: 9 gallons of water, 44 pounds of carbon, 1 gallon of ammonia, 3 pounds of lime, 28 ounces of phosphorous, 9 ounces of salt, 4 ounces of saltpeter, 3 ounces of sulfur, 0.3 ounces of fluorine, 0.2 ounces of iron, 0. 1 ounces of silicon
You commit the ultimate taboo of alchemy. Upon using this circle, you are teleported to the Truth t before shortly being returned to the physical world. One limb of the DM's choice is permanently reduced to 0 hit points, and your maximum hit points are permanently reduced by the limb's maximum hit points.
Additionally, you gain Transmuting Without A Matrix!? regardless of your level. When you reach 16th level in this class, or if you have already reached 16th level, you instead gain an Ability Score Increase. After using this transmutation, if a creature would gain resources from killing you, such as soul points, they gain twice as many.
-Ultimate Transmutation
Bio-Alchemy Element
Range: Self
Duration: Instantaneous
Base Stamina Cost: Special
You sacrifice your power in exchange for the only thing of infinite value. You cast the {[5elWish}} spell. In exchange, you sacrifice your Gate of Truth. You lose the ability to use all features from this class. Your character level and ability scores are unaffected, and your hit points and hit dice don't change until you do the following. You may replace a level of this class with another class as if you had multiclassed into it for half as many experience points (or smaller milestones if using milestone leveling) until you reach your character level, after which you continue leveling normally.
-Create Philosopher's Stone
Bio-Alchemy Element
Range: Self (10 ft. radius)
Duration: Instantaneous
Base Stamina Cost: 30
You compress a creature's very soul into a small red stone. This circle can be used by any number of creatures, increasing its range by 10 ft. per creature, and dividing its total cost evenly among them. Any creatures with 0 hit points within the Circle's range are killed instantly. They can not be resurrected by any means outside of the Wish spell, whish removes their soul from the stone, or casting a resurrection effect while possessing the stone, which removes the time limit from the creature's death. Each soul inside the stone grants it number of Alchemical Stamina points equal to their CR or level (rounded 1). If a CR O creature is a humanoid, it instead grants 1 Alchemical Stamina. You may sacrifice the Alchemic Stamina inside the stone, destroying the creatures' souls in the process, to forgo spending your own Alchemic Stamina. You may choose which souls are destroyed.
Overload: You may increase this circle's range by 5 ft. for every 5 additional Alchemical Stamina spent.
-Mannequin Creation
Organic, Bio-Alchemy Elements
Range: Touch
Duration: Instantaneous
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.
