Base Class: Artificer
As a Transmutative Alchemist, you channel the spirit of Transmutation, focusing on the changing of matter to deal devastating damage to your foes. With your understanding of alchemical principles and transmutation magic, you reshape the battlefield to your advantage, turning the very environment against your enemies.
Transmutational Spells
Transmutational Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmutational Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. The following spells must be manually added to your spellbook: Tasha's Caustic Brew, Borrowed Knowledge, Conjure Barrage, Steel Wind Strike
| Artificer Level | Transmutational Spells |
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3rd |
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5th |
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7th |
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9th |
Philosopher's Transmutation
Starting at 3rd level, you harbor a wellspring of alchemical energy within a part of your body. This energy is represented by your philosopher's dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various alchemical powers you have, which are detailed below.
Some of your powers expend the Philosophers die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Philosophers dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Philosophers die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your philosopher's dice increases at 5th level (d6), 11th level (d8), and 17th level (d10).
The powers below use your Philosophers Die.
Alchemical Assault. You learn to imbue your attacks with transmutative energy, enhancing your ability to deal damage. Whenever you hit a creature with a weapon attack or a spell that deals damage, you can expend up to three of your Philosophers Die to deal an additional amount of damage equal to the roll of a type you choose: acid, fire, cold, lightning, or thunder.
Philosophers Stone. You gain the ability to transmute materials with unparalleled skill. You can use your action and expend one Philosophers Die to touch a non-magical object that is no larger than 1 cubic foot in size and transmute its material to another non-magical material of equal size and mass. This effect lasts for 1 hour. You may expend additional die to lengthen the effect by an hour each for every Die expended.
Additionally, upon picking this subclass at level 3, you become proficient in Martial Weapons.
Alchemical Savant
You gain proficiency with alchemist's supplies, or one other tool set if you are proficient in alchemist's supplies. Additionally, you learn the Shape Water, Control Flames, Mold Earth or Gust cantrip, which doesn't count against the number of cantrips you know. You may change the cantrip chosen every short rest.
Control Flames
You know the Control Flames cantrip. This may be changed every short rest.
Gust
You know the Gust cantrip. This may be changed every short rest.
Mold Earth
You know the Mold Earth cantrip. This may be changed every short rest.
Shape Water
You know the Shape Water cantrip. This may be changed every short rest.
Extra Attack
When you take the attack action on your turn you may make an additional attack. One of these attacks may be replaced with a cantrip.
Instant Transmutation
At 9th level, your understanding of transmutational magic grows into a personal understanding. You may cast transmutation spells from the Wizard, Druid, or Artificer spell lists that are of a level you are capable of casting. In order to do so you must spend a number of Philosopher's Die equal to twice the level of the spell. Spells cast in this way cannot be upcasted.
Transmutative Mastery
At 15th level, your deep understanding of transmutation magic has granted you unparalleled control over the fundamental forces of reality. You gain the ability to perform extraordinary feats of transmutation with ease.
Transmutative Precision. You can now transmute objects with greater precision and finesse. When you use your Philosophers Stone feature, you can transmute objects up to 10 cubic feet in size, and the duration of the transmutation effect is extended to 24 hours for each Die expended.
Transmutive Adaptation. Your mastery over transmutation magic allows you to adapt to any situation with ease. As a reaction to being targeted by an attack or an effect that requires a saving throw, you may expend a Philosophers Die to transmute your body briefly to gain resistance to all the damage of or advantage on the saving throw against the triggering effect.
Efficient Transmutation. Whenever you use your Philosophers Stone feature, you can choose to transmute additional objects within a 10 foot range equal to the amount of Philosophers Die expended (Minimum of one additional object.)
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