Elite Alchemist (FMA Supplement)

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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.

Elite Alchemist[edit]

Medium humanoid, lawful good


Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.


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

Saving Throws Con +8, Int +8
Skills Arcana +8, Athletics +5, Intimidation +6, Medicine +7, Nature +8, Religion +8
Senses passive Perception 12
Languages Common
Challenge 14 (11,500 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 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.

ACTIONS

Dagger. 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.


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 Alchemists

The following are known elite alchemists and their circles:

Isaac McDougal

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.

Freezing Alchemy. Using a Circle of any size, any liquid within range is frozen solid until the end of McDougal's next turn and every creature within his reach must attempt a DC 15 Strength saving throw. On a failure, they take cold damage equal to the Circle's Alchemic Stamina cost and are restrained until the end of his next turn. On a success, they take half as much damage. McDougal has an alchemist's armor affect worth 220,000 cens that can only be used as a Medium Circle to use this Alchemical Specialization, breaks on a 1d10 roll of 1, and grants him a -1 penalty to his AC, and Strength and Dexterity saving throws while donned.
Melting Alchemy. Using a Circle of any size, any solid substance within range melts to a liquid until the end of McDougal's next turn and every creature within his reach must attempt a DC 15 Dexterity saving throw. On a failure, they take fire damage equal to the Circle's Alchemic Stamina cost and their damage threshold is halved until the end of his next turn. McDougal has has a transmutation tattoo that can only be used as a Medium Circle to use this Alchemical Specialization and breaks on a 1d6 roll of 1. When this Circle would be destroyed from use, McDougal or his left arm instead takes 5 (2d4) necrotic damage.
Roy Mustang

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.

Flame Alchemy. Using a Circle of any size, Mustang may concentrate oxygen in any areas within the Circle's range until the beginning of his next turn. If an area affected by this effect is exposed to an open flame or electricity, it ignites, forcing every creature within the area to attempt a DC 15 Dexterity saving throw. On a failure, a creature takes fire damage equal to twice the Alchemic Stamina cost of the Circle. Mustang may decrease the number of 5 ft. areas targeted by this Circle to increase the damage dealt to creatures within an equal number of 5 ft. areas targeted by the Circle by the Alchemic Stamina cost of the Circle. Mustang has an alchemist's cloth affect worth 170,000 cens that can only be used as a Medium Circle to use this Alchemical Specialization and breaks on a 1d6 roll of 1.
Solf J. Kimblee

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.

Lotus Alchemy. Using a Large Circle, Kimbly may force every creature in a 30 ft. cone to make a DC 15 Constitution saving throw. On a failure, they take 28 (5d10) force damage. On a success, they take half as much damage. Kimbly has a transmutation tattoo that can only be used as a Large Circle to use this Alchemical Specialization and breaks on a 1d6 roll of 1. When this Circle would be destroyed from use, Kimblee or his arms instead takes 5 (2d4) necrotic damage.
Seraphy Royce

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.

Healing Alchemy. Using a Circle of any size, Royce may cause any creatures of his choice within the Circle's range that are not a construct or elemental to regain a total number of hit points equal to the Circle's maximum weight.
Chimera Alchemy. Using a Gargantuan Circle, Royce may cause two willing or unconscious creatures within 5 ft. of each other within the Circle's range to merge into a chimera. Choose one creature to be the target and the other to be the material. The target's ability scores become equal to the average of their and the material's ability scores, and the target gains any features the material would have had at 1st level.
Soul Bond. Using a Small Circle within 1 minute of the death of any humanoid, Royce may bond their soul to a suit of armor within the Circle's range. He may also force the creature to make a DC 15 Intelligence saving throw. On a failed save, the creature is charmed by Royce and he may choose so it only has access to memories he has fabricated for 14d6 hours. During this transmutation, Royce takes 28 (5d10) damage that can not be reduced in any way. Royce may choose this damage to instead target one of his limbs if it would reduce it to 0 hit points.
The created construct does not need to and can not eat, breathe, or sleep, has an AC equal to the AC of the armor it is bound to, is affected by any special properties the armor had, cannot wear additional armor except shields, and has immunity to poison damage and vulnerability to acid damage, but is otherwise resurrected per the resurrection spell. It regains hit points normally, but can not regain hit points from items or bioalchemy. When a creature uses a Medium or larger Circle to manipulate the same material the construct is made of, they may cause the construct to regain hit points equal to the hit points an object made of the material would have. If Royce spends at least 1 Alchemic Stamina from a Philosopher's Stone on this circle, he may spend Alchemic Stamina from the stone to decrease the damage taken by an equal amount.

Transmutation Circle Tables

Size Cost Casting Time Range Weight Maximum Damage Maximum Hit Points
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
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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