Character (FMA Supplement)

From D&D Wiki

Jump to: navigation, search

Creating a Character[edit]

When creating a character for a Fullmetal Alchemist campaign, follow the following rules in addition to typical character creation:

Races[edit]

Humans exist as the near-exclusive sentient race in this setting, thus characters in this setting must be humans (particularly the variant human located in the Player's Handbook).

Alternatively, a player may forgo choosing a race, class, and background to instead choose a PECR creature with a disclaimer not listing a background or class with a CR equal to the level the character would have been to be your character or lower. If this character gains a level, including raising the chosen PECR creature's CR to match their starting level, they must multiclass.

Background[edit]

In addition to all traditional backgrounds, you may choose any homebrew backgrounds that would make sense in the time period your campaign is set in (typically the 1910s) and does not involve a relation to any magic or organization not present in the world of Fullmetal Alchemist.

Additionally, instead of gaining languages from your background, you learn one language of your choice. Additionally, you know an additional number of languages or have proficiency in a number of tools equal to your Intelligence modifier. The following languages are available for a player to learn:

  • Amestrian: also spoke in Creta, though with dialectic differences, Amestrain is the national language of Amestris. It is most similar to real-world German.
  • Aerugon: often considered a bourgeois language, Aerugon has fewer harsh syllables and a more flow-like pronunciation. It is most similar to real-world Italian or French.
  • Drachman: compared to Amestrian, Drachman notably puts more emphasis on pitch and uses a separate alphabet. It is most similar to real-world Russian.
  • Xingese: rather than having an alphabet, the Xingese written language is written language has thousands of characters, each representing a single concept, and its linguistic roots are almost wholly separate from that of Amestrian, Aerugon, and Drachman. It is most similar to real-world Chinese.
  • Xerxese: A long-dead language from the ancient kingdom of Xerxes, the written form of Xerxese has been reverse-engineered from its influence in Amestrian, Aeurgon, Drachman, and Xingese. It is most similar to real-world Proto-Indo-European.

Classes[edit]

The following options are available for character creation. When choosing subclasses for classes outside of the top three, avoid those with the use of magic.

Leveling Beyond 20th Level[edit]

When you reach 20th level in your current class, you must multiclass. When multiclassing in this way, you gain proficiency in one common (Dexterity, Constitution, Wisdom) and one uncommon (Strength, Intelligence, Charisma) saving throw of your choice. Additionally, you may multiclass into the following class, which is the only way to multiclass into it, and you may multiclass into it again if you are at its 20th level.

Level Proficiency Features
1st +1 Universal Improvement
2nd +1 Ability Score Improvement
3rd +1 Universal Improvement
4th +1 Universal Improvement
5th +2 Universal Improvement
6th +2 Ability Score Improvement
7th +2 Universal Improvement
8th +2 Universal Improvement
9th +3 Universal Improvement
10th +3 Ability Score Improvement
11th +3 Universal Improvement
12th +3 Universal Improvement
13th +4 Universal Improvement
14th +4 Ability Score Improvement
15th +4 Universal Improvement
16th +4 Universal Improvement
17th +5 Universal Improvement
18th +5 Ability Score Improvement
19th +5 Universal Improvement
20th +5 Universal Improvement
Universal Improvement[edit]

At 1st level, you gain one Alchemic Specialization and 3 Alchemic Stamina, one Homunculus Archetype feature and 1 soul point, one Xingese Fighter Clan feature, one Fighter Martial Archetype feature, one Rogue Roguish Archetype feature, or one Barbarian Primal Path feature of your choice. Features gained in this way must be gained in the order you would have gained them through traditional leveling. You gain one of the above again at 3rd, 4th, 5th, 7th, 8th, 9th, 11th, 12th, 13th, 15th, 16th, 17th, 19, and 20th level.

Ability Score Improvement[edit]

When you reach the 2nd level, and again at 6th, 10th, 14th, and 18th level, you can increase any ability score of your choice by 2, or you can increase 2 of them by 1.


Back to Main Page5e HomebrewCampaign SettingsFullmetal Alchemist (5e Campaign Setting)

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fullmetal Alchemist franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Fullmetal Alchemist copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: