Elite Alchemist (FMA Supplement)
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Elite Alchemist[edit]
Medium humanoid, lawful good Armor Class 16 (natural armor)
Saving Throws Con +8, Int +8 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 elite alchemist's Transmutation Circles may manipulate a single non-biological material of their choice. The elite alchemist has 42 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: 15 Transmutation Attack Modifier: +6 All is One. The alchemist may spend 1 minute analyzing a material, allowing the next Transmutation Circle they cast within the next hour to manipulate it even if they can not manipulate that material normally unless the material is in a creature's possession. This can be used as an action for 6 Alchemic Stamina. One is All. The alchemist's Transmutation Circles can manipulate any number of materials they know how to manipulate. Combat Alchemy. When the alchemist uses their action to do something other than to activate a Circle, they may activate a Circle up to Medium size as a bonus action. ACTIONSDagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Alchemic Recovery. As a bonus action, the alchemist regains 14 Alchemic Stamina. This feature can be used once, regaining use at the end of a short rest. Alchemic Rejuvenation. As a bonus action, the alchemist may spend Alchemic Stamina to grant themself twice as many temporary hit points. Alchemic Meditation. The alchemist meditates on one Circle within their reach. So long as they remain touching the Circle and maintain concentration, the total cost of the Circle is halved, the area of effect is indicated before it activates, and it activates at the end of your next turn.
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Elite alchemists, typically state alchemists, are powerful individuals who have not only learned incredibly powerful forms of transmutation, but have been honed by time and combat into monstrous warriors. Elite AlchemistsThe following are known elite alchemists and their circles:
The Freezing Alchemist, Isaac the Freezer to some, McDougal is a former state alchemist horrified by his own actions during the Ishvalan Civil War who uncovered the secret beneath Central Command long before the revolution, though he would not live long enough to reveal this truth. McDougal's Transmutation Circles can manipulate water, and can be used to create melee weapons and shields.
The Flame Alchemist, Colonel Mustang is a young upstart in the Amestrian military who aspires to become the knew Fuhrer King in order to rectify the horrors he took part in during the Ishvalan Civil War. Mustang's Transmutation Circles can manipulate silica and oxygen. Mustang may use Alchemic Recovery an additional time, but this use is regained at the end of a long rest.
The Crimson Lotus Alchemist, Major Kimblee was one of the first soldiers to experiment with the Philosopher's Stone in combat during the Ishvalan Civil War, which caused his already erratic personality to spiral into full homicidal mania. Kimbly's Transmutation Circles can manipulate silica and oxygen.
The original Tuning Alchemist, Major Royce fueled his alchemy with shavings from his soul during the Ishvalan Civil War as part of the same research Kimblee was part of, and while this had no major effect on his lifespan, the gradual degradation of his memory left him desperate, confused, and violent. Royce's Transmutation Circles can manipulate silica and flesh.
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Transmutation Circle Tables
Size | Cost | Casting Time | Range | Weight | Maximum Damage | Maximum Hit Points |
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Small | 2 | Bonus Action | 15 feet | 3 lbs. | 1d6 | 3 |
Medium | 4 | Action | 30 feet | 30 lbs. | 3d6 | 11 |
Large | 6 | Full Turn Action | 60 feet | 60 lbs. | 5d6 | 14 |
Huge | 12 | 1 minute | 120 feet | 80 lbs. | 5d6 | 14 |
Garganguan | 24 | 1 hour | 180 feet | 300 lbs. | 20d6 | 70 |
Material Category | Material | DT | Weight of a 5-ft. cube |
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↓ | Cloth, paper, rope | 0 | 150 lbs. |
Fragile | Crystal, glass, ice | 2 | 300 lbs. |
↑ | Wood, bone | 4 | 500 lbs. |
↓ | Stone, gold | 10 | 800 lbs. |
Sturdy | Iron, steel | 15 | 2500 lbs. |
↑ | Lead, uranium | 20 | 3500 lbs. |
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