Artificer - State Alchemist (FMA)

by DarganWrangler

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Artificer Specialization: The State Alchemist

Alchemy, It is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of lead. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange.

A State Alchemist is an alchemist employed by the Military as part of an elite government mandated program. As members of the military, State Alchemists are privy to the most advanced alchemical resources, including exclusive access to the best research materials as well as state-of-the-art government laboratories, and are given a sizable research grant each year which can be put to any purpose a State Alchemist so chooses. Also on the list of perks is an automatic military officer rank equivalent to that of Major and all the considerable military authority and government influence that comes with it.

Spells Known

Level Spell
3rd Fog Cloud, Create or Destroy Water
5th Spike Growth, Maximilian's Earthen Grasp
9th Galder's Tower, Fireball
13th Fabricate, Stone Shape
17th Destructive Wave, Passwall

Minor Transmutation

Beginning at 3rd level, you gain the ability to alter and manipulate matter by using natural energy. As an action, you can transmutate material you touch into a new form. The converted material, and the object created from it, cannot be more then 5ft on a side. The base material used in the transmutation is consumed to create the new object. You can do this a number of times equal to your Int modifier. You can also perform this action by expending a spell slot of 1st level or higher.

You cannot transmutate a living creature, nor can you transmutate magical items. If you attempt to create an object which requires artisans tools to make normally, you must make the appropriate skill check required to build the item, and you include any proficiencies you may have with the tools in question.

Comprehension

Also at 3rd level, your state training has left you prepared for adventure. You are proficient with martial weapons, and gain one artisan's tool proficiency of your choice.

You also have a Pocket watch given to you by the state. This watch bears a transmutation circle on it, and can be used as a spellcasting focus for your artificer spells.

Military Prowess

At 5th level, when you take the attack action on your turn, you can attack twice, instead of once.

Equivalent Exchange

At 9th level, Your alchemy becomes more potent. When you use your Minor Transmutation feature, The material you consume, as well as the creation you produce, can be up to 10ft on any side. All other rules still apply.

Deconstruction

Also at 9th level, the speed with which you transmutate material can cause harm to your enemies. If there are creatures in the area of your Minor Transmutation, they must make a dexterity saving throw against your spell save DC. On a fail, they take 3d8 + your int mod bludgeoning damage, are shunted to the nearest unoccupied space to your creation, and are knocked prone. On a success, they take half the damage, and are not knocked prone after being shunted.

Reconstruction

By 15th level, you have mastered the process of Comprehension, Deconstruction, and Reconstruction. You can cast Fabricate at will, without expending a spell slot. You can do this a number of times equal to your Int mod. The damage dealt by your Deconstruction feature also applies to the Fabricate spell, and its casting time becomes 1 action. All other rules of the spell still apply.

 

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