Alchem - 2024 species

by KoyukiTei13

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Alchem

Sitting in a dark lab, the Father waited as the flasks brewed over the open flames. His Creation sat in a large vat in the corner, bubbling lowly. Soon, his vision would be realized.

His work would end and his child would be born. If only his wife were alive to see the day...

Alchems are created lifeforms, and one of the most protected secrets of Alchemy. Connecting a soul to unliving matter requires a heavy sacrifice, as a humanoid soul is a weighty thing.

When an alchem is created, it is placed into a vat or sealed cauldron where it will grow for a prolonged period. Unlike human fetuses, an alchem fetus will incubate for anywhere from 16 to 24 months. This prolonged incubation allows the body of the alchem to develop further than an equivalent human infant; they will emerge from the cauldron able to walk, grasp objects, and are sometimes capable of rudimentary speech. They will not know anything -- no language, no rules, no techniques. They are a newborn toddler.

Alchem grow extremely quickly. They eat huge portions to fuel their hastened growth, and are often clumsy while adapting to their quickly growing body. They reach full size and physical maturity around 5 years old. Their total lifespan is typically similar to the lifespan of their organic components; most live to be around 70 years old, though extremely potent alchem have been documented living for several centuries.

The alchem is raised to view their creator as their parent, and most of these creator parents are loving, nurturing people who desperately wanted a child of their own but were unable to, for one reason or another. There are however, creator parents of alchem that created life to control or otherwise abuse. These creator “parents” are often overthrown by their creations in time.

This species is extraordinarily diverse, as each alchem is created by a different process and with different ingredients. Some are more humanoid, resembling their creator parent(s) closely, gaining some of their lineage’s traits. Other alchem are bestial, as if their components come from various monster parts picked at random and tossed in a mortar. Other alchem still are closer to their fellow constructs, resembling a warforged or golem. Some yet still are a mixture of humanoid, construct, and monster, creating an absolutely unique (and possibly grotesque) creature.

Alchem Names

Due to their nature, they are often named with alchemically-related words, nicknamed with their project titles, or are allowed to select their own names. Many Alchems even adopt just an epithet or series of names as their identity changes throughout their lifetime. As such, their naming conventions are as eclectic as the Alchems themselves, and may not follow any “typical” gender conventions.

Examples: Derck, Mercury, Salve, Sage, Barry (Barrel I), Brigette, Relic, Rune, Candle, Luca, Stitch, Secret, Stone, Nitre, Crucible, Madisen, Tallow, Ash, Crystal, Elixir, Copper, Silver, Rowan, Antimony, Bismuth, Sachet, Smudge, Phosphorus, Laurence, Potash, Electrum, Fern, Lampblack, Kiln

Epithets: Spider, Physician, the Rider, the Silencer, Infinity, the Fang, the Prophet, the Darkness, Song, Freedom, the False, Glory, Confidence, the Eternal, the Expert, Dire, the Wild, the Broken

 

Alchem Traits

Creature Type: Humanoid (alchem)
Size: Small or Medium
Speed: 30 ft


As an Alchem, you have the following special traits.

Alchemical. You are heavily imbued with transmutation magic. This magic manifests itself in odd ways, and you can learn to harness it as it presents itself. You have 2 Minor Traits and 1 Major Trait (listed at the end of the species description).

Alchemical Construct. You have the following traits:

  • You are Resistant to Poison and have Advantage on saving throws to resist the Poisoned condition.
  • You are immune to Disease.
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Even though you were constructed, you are a living Humanoid, and can be healed normally.

Transmuter. You can transmute 1 cubic foot of matter into any other kind of similar matter. As an action, you can touch a nonmagical object (or part of an object) and transform its material or shape as detailed below:

  • Material. You change an object made of iron, steel, stone (not jewels or gems), or wood to another material from this list.
  • Shape. You alter the shape of the object to suit your needs. You cannot add or destroy material as part of this action. The new shape of the object is crude unless you are proficient in the Artisan’s Tools corresponding to its material makeup, or are familiar with the inner workings of such an object.

You must concentrate on this transmutation as if concentrating on a spell, or else the object instantly reverts to its original form. After 1 minute of concentration, any changes to the object become permanent.

Once you use this trait, you must finish a Short or Long Rest to do so again.

Languages. You can read, write, and speak Common, Draconic, and one other language of your choice.

Alchem Traits

Minor Traits

Choose two from the following traits.

Alchemic Durability. Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Alchemic Resistance. You are Resistant to one type of damage from the following list: Acid, Fire, Cold, Lightning, Thunder. You can change this damage type to another option in this list by consuming a Potion of Resistance for the type you wish to be resistant to.

Amphibious. You can breathe both air and water. You additionally have a Swim Speed equal to your Speed.

Climb Speed. You have a Climb Speed equal to your Speed. When you reach level 3, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Darkvision. You have Darkvision with a range of 60 feet.

Keen Senses. You have Advantage on Wisdom (Perception) checks that rely on one of the following: Sight, Smell, or Hearing.

Natural Armor. You have either a toughened hide, scales, a chitinous carapace, heavy coat of fur, or some other natural protection. While you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your Natural Armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Natural Armor.

Natural Weapon. You gain a natural weapon, such as sharp teeth, claws, horns, a powerful tail, or something else. This natural weapon deals 1d6 damage. The damage type depends on the natural weapon you chose (piercing for teeth, slashing for claws, bludgeoning for horns, etc.).

Powerful Build. You have Advantage on any saving throw you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sting (Requires Natural Weapon). When you make an Unarmed Strike with your Natural Weapon, you can inflict a venom upon your target, if your target is a creature. The target must succeed on a Constitution saving throw (DC equals 8 + your Constitution modifier + your Proficiency Bonus) or become Poisoned for 1 hour.

If the creature fails the saving throw by 5 or more, it falls Unconscious for the same duration, or until it takes damage or another creature uses an Action to shake it awake.

Superior Darkvision (Requires Darkvision). Your Darkvision’s range is increased to 120 feet.

Sure-Footed. You have Advantage on Strength and Dexterity saving throws against effects that would knock you Prone.

Swift. Your Speed increases by 5 feet. Your long jump distance is doubled. Your high jump is up to 15 feet, with or without a running start.

Tremorsense. You have Tremorsense with a range of 10 feet.

Major Traits

Choose one from the following traits.

Burrow Speed. You have durable, shovel-like hands or claws. You have a Burrow Speed of 10 feet. You can only use this method of movement through soft earth, sand, snow, mud, or other similarly loose ground material. You cannot burrow through metal, ice, stone, wood, or other worked or hard materials.

Environmental Adaptation. You are acclimated to specific environmental conditions. Choose one from the list below:

  • Arctic. You have Resistance to Cold damage and you are unaffected by Extreme Cold.
  • Desert. You have Resistance to Fire damage and you are unaffected by Extreme Heat.
  • Mountainous. You are unaffected by high altitudes, including those over 20,000 feet.

Fly Speed. You have wings protruding from somewhere on your body. You have a Fly Speed of 30 feet. To use this speed, you can’t be wearing Medium or Heavy armor.

Immutable Form. You are Immune to any spell or spell effect that would alter your form. This discludes any spell you cast on yourself.

Long-Limbed. When you make a melee attack on your turn, your reach for it is increased by 5 feet.

Malleable Flesh. You can transmute your own flesh to assume a different appearance. As an Action, you sculpt your body into a different shape for 1 hour or until you use an Action to dismiss the effect. You can seem 1 foot shorter or taller and can appear thin, fat, or in-between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. This is a magical transmutation; a Dispel Magic or Antimagic Field will revert your body to its true form.

Parental Influence. You gain one racial trait from your creator parent.

For example, if your creator parent is an Orc, you can choose one from Adrenaline Rush, Darkvision, and Relentless Endurance. If your creator parent is a Dragonborn and you choose to take the Breath Weapon or Damage Resistance trait, you must also take the Draconic Ancestry trait to determine your damage type; the Draconic Ancestry trait doesn’t count towards the number of traits you can choose in this way.

Transmutative Spellcasting. You gain access to a limited list of transmutation cantrips and spells. Choose one cantrip, one 1st-level spell, and one 2nd-level spell. You gain access to the 1st-level spell at character level 3, and the 2nd-level spell at character level 5.

Intelligence, Wisdom, or Charisma is your spellcasting modifier for these spells.

Cantrips
Druidcraft
Elementalism
Mending
Prestidigitation
Shillelagh
Thaumaturgy
2nd-level Spells
Barkskin
Enhance Ability
Enlarge/Reduce
Heat Metal
Spider Climb
Spike Growth
1st-level Spells
Expeditious Retreat
Feather Fall
Goodberry
Jump
Longstrider
Purify Food and Drink
Credits
  • Created by u/KoyukiTei13
  • Inspired by Fullmetal Alchemist's seven deadly sins
  • Format inspired by Build-A-Beast(folk) by u/scarlettspider Reddit Post and Detect Balance, Detect Greater Balance, similar projects, and race/monster trait compilations.
  • Transmuter trait based off Transmuter's Equivalent Exchange trait from u/LaserLlama Alternate Wizard
 

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