Base Class: Monk
"An Alchemist is an individual who specialises in practising and studying alchemy. As the craft of alchemy requires a full understanding of chemistry, physics and ancient alchemical theory, alchemists are closer to scientists than magicians, but 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 merely by studying."
3rd Level - Alchemy
When you choose this tradition at 3rd level, through your study and understanding of the laws and physics of the world you gain the ability to perform Alchemy. In order to perform Alchemy you must use a transmutation circle that you either draw, stitched into your clothing, or tattooed onto your body. You must also follow the rule of equivalent exchange in which in order for something to be created something of equal value must be lost.
Additionally you gain access to certain spells dependent on your monk level. Each spell cast above a cantrip costs 2 Ki Points.
3rd Level - Mold Earth, Create Bonfire, and Mending
6th Level - Heat Metal, Wall of Sand, and Water Breathing (SELF ONLY)
11th Level - Fabricate, Stone Shape
17th Level - Wall of Stone, Transmute Stone
3rd Level - Alchemist Weaponry
Additionally when you choose this tradition at 3rd level, you begin to augment your arsenal with creations of your Alchemy. You can use your action to create an alchemist weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it, as well as it counting as a monk weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must have sufficient material in weight equal the weight of the weapon you wish to create in order to use this feature.
Your alchemist weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. When dismissed the weapon will return back to the material it was originally made from. The damage die for this weapon is always 1d8
6th Level - The Truth
By 6th level, whether through your thirst for the unknown or other reason you enact a forbidden form of Alchemy. Doing so results in you meeting “The Truth” (God) allowing you to ignore the law of equivalent exchange when performing Alchemy, furthermore you require no alchemical circle when performing acts of Alchemy.
For example, you can transmute a bar of stone into a bar of iron without the need or required components. You may not use this feature to create any magical items, additionally any gold created through this method returns to its former state after 1 hour. You cannot however create 10 pounds of iron from 5 pounds worth of stone.
Additionally, you gain one free use of Fabricate per long rest.
11th Level - Alchemic Elemental Mastery
At 11th level, you understand everything there is to know about one particular element. When you complete a long rest, you can attune yourself to one of the following elements, gaining resistance to damage of that type. You cannot attune yourself to more than one type at a time.
Fire You gain resistance to fire damage.
Water. You gain resistance to cold damage.
Earth. You gain resistance to bludgeoning damage.
Air. You gain resistance to thunder damage.
Lightning. You gain resistance to lightning damage.
Metal. You gain resistance to piercing OR slashing damage.
Organic. You gain resistance to poison OR acid damage.
Additionally you gain one free use of Wall of Stone per long rest.
17th Level - Philosophers Stone
Once you reach 17th level, your understanding of Alchemy and constant search for knowledge allow you to find or create a Philosophers Stone. The Philosophers Stone allows you complete mastery and understanding of all the elements. As an action you may activate your Philosophers Stone in order to gain resistance to all forms of damage list in Alchemic Elemental Mastery for one minute.
Furthermore, you may cast Fabricate equal to your INT Modifier per long rest without the use of Ki Points.
Alchemy
Through your study and understanding of the laws and physics of the world you gain the ability to perform Alchemy. In order to perform Alchemy you must use a transmutation circle that you either draw, stitched into your clothing, or tattooed onto your body. You must also follow the rule of equivalent exchange in which in order for something to be created something of equal value must be lost.
Additionally you gain access to certain spells dependent on your monk level. Each spell cast above a cantrip costs 2 Ki Points. You cannot cast spells at any other level other than their initially set level, I.e. you cannot cast Heat Metal at level 4 once you're Level 11.
3rd Level - Mold Earth, Create Bonfire, and Mending
6th Level - Heat Metal, Wall of Sand, and Water Breathing (SELF ONLY)
11th Level - Fabricate, Stone Shape
17th Level - Wall of Stone, Transmute Stone
Alchemist Weaponry
When you choose this tradition at 3rd level, you begin to augment your arsenal with creations of your Alchemy. You can use your action to create an alchemist weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it, as well as it counting as a monk weapon. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. You must have sufficient material in weight equal the weight of the weapon you wish to create in order to use this feature.
Your alchemist weapon disappears if it is more than 5 feet away from you for 1 minute or more, reverting back to it's original material it was crafted from. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. When dismissed the weapon will return back to the material it was originally made from. The damage die for this weapon is always 1d8.
The Truth
By 6th level, whether through your thirst for the unknown or other reason you enact a forbidden form of Alchemy. Doing so results in you meeting “The Truth” (God) allowing you to ignore the law of equivalent exchange when performing Alchemy, furthermore you require no alchemical circle when performing acts of Alchemy.
For example, you can transmute a bar of stone into a bar of iron without the need or required components. You may not use this feature to create any magical items, additionally any gold created through this method returns to its former state after 1 hour. You cannot however create 10 pounds of iron from 5 pounds worth of stone.
Additionally, you gain one free use of Fabricate per long rest.
Alchemic Elemental Mastery
At 11th level, you understand everything there is to know about one particular element. When you complete a long rest, you can attune yourself to one of the following elements, gaining resistance to damage of that type. You cannot attune yourself to more than one type at a time.
Fire You gain resistance to fire damage.
Water. You gain resistance to cold damage.
Earth. You gain resistance to bludgeoning damage.
Air. You gain resistance to thunder damage.
Lightning. You gain resistance to lightning damage.
Metal. You gain resistance to piercing OR slashing damage.
Organic. You gain resistance to poison OR acid damage.
Additionally you gain one free use of Wall of Stone per long rest.
Philosophers Stone
Once you reach 17th level, your understanding of Alchemy and constant search for knowledge allow you to find or create a Philosophers Stone. The Philosophers Stone allows you complete mastery and understanding of all the elements. As an action you may activate your Philosophers Stone in order to gain resistance to all forms of damage list in Alchemic Elemental Mastery for one minute.
Furthermore, you may cast Fabricate equal to your INT Modifier per long rest without the use of Ki Points.
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Posted Dec 21, 2021This is exactly what I needed, thank you.