Civilian Alchemist (FMA Supplement)

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Alchemist class and Guild Artisan background, and as such does not follow traditional CR.

Civilian Alchemist

Medium humanoid, lawful good


Armor Class 13 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Con +4, Int +5
Skills Arcana +5, Insight +2, Medicine +2, Nature +5, Persuasion +3, Religion +5
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)


Transmutation Circle. The alchemist can create Transmutation Circles. All created Circles occupy the space you were in when you created it, and can only be activated while touching it. Each Transmutation Circle can manipulate a single element or compound, or a substance comprising of at least half of the chosen material, and this material can not be in a creature's possession. Any objects created by the alchemist's Circles can not have any functions its source material did not. The civilian alchemist's Transmutation Circles may manipulate a single non-biological material of their choice. The civilian alchemist has 6 Alchemic Stamina which it may spend, regaining all spend Alchemic Stamina at the end of a long rest.

Use the following and the tables at the end of this creature description to determine the effects of the alchemist's Circles:

Transmutation Save DC: 10

Transmutation Attack Modifier: +3

ACTIONS

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


While not everyone chooses to do so, the science of alchemy is available to everyone. Civilian alchemists don't know enough to cause much harm, but are nonetheless the first step in potentially becoming a great alchemist.

Common Civilian Alchemist Archetypes

The following are common options for this kind of alchemist's circles.

Beginner

This alchemist doesn't plan on staying with only cursory knowledge of transmutation. The beginner alchemist's Transmutation Circles may manipulate a second non-biological material of their choice.

Fighter

This alchemist picked up alchemy as a means of self defense. The fighter alchemist's Transmutation Circles may be used to create melee weapons.

Nurse

This alchemist is in the process of learning alchemy in order to heal others. The nurse alchemist's Transmutation Circles may manipulate a biological material of their choice.

Transmutation Circle Tables

SizeCostCasting TimeRangeWeightMaximum DamageMaximum Hit Points
Small2Bonus Action15 feet1 lbs.1d63
Medium4Action30 feet10 lbs.2d67
Large6Full Turn Action60 feet20 lbs.3d611
Huge121 minute120 feet40 lbs.4d614
Garganguan241 hour180 feet100 lbs.5d618


Material CategoryMaterialDTWeight of a 5-ft. cube
Cloth, paper, rope0150 lbs.
FragileCrystal, glass, ice2300 lbs.
Wood, bone4500 lbs.
Stone, gold10800 lbs.
SturdyIron, steel152500 lbs.
Lead, uranium203500 lbs.

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