Esoteric Alchemist (FMA Supplement)
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Esoteric Alchemist[edit]
Medium humanoid, lawful good Armor Class 18 (natural armor)
Saving Throws Con +9, Int +9 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 esoteric alchemist's Transmutation Circles may manipulate a single non-biological material of their choice. The esoteric alchemist has 54 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: 16 Transmutation Attack Modifier: +8 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 18 Alchemic Stamina. This feature can be used twice, 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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Esoteric alchemists have delved past the exoteric, practical principles of alchemy, unveiling many of its underlying truths and becoming far more powerful because of it. Esoteric AlchemistsThe following are known esoteric alchemists and their circles:
Even before his time as the Fullmetal Alchemist, Edward Elric and his brother Alphonse had a unique talent for alchemy, which was only enhanced by their drive following the death of their mother and their tutelage under Izumi Curtis. Edward's Transmutation Circles can manipulate silica and iron, and he can preform Human Transmutation.
After completing their training, Edward and Alphonse Elric returned to Resembool, pooling their knowledge in an attempt to bring back their mother. In the aftermath, Edward would lose both his right arm and left leg, which would be replaced with automail by Winry, his childhood friend. Edward's Transmutation Circles can manipulate silica, iron, and flesh, and can be used to create melee weapons and shields.
Much like his older brother Edward, Alphonse Elric has a unique talent for alchemy, which was only enhanced by their drive following the death of their mother and their tutelage under Izumi Curtis. Alphonse's Transmutation Circles can manipulate silica and wood, and he can preform Human Transmutation.
After completing their training, Edward and Alphonse Elric returned to Resembool, pooling their knowledge in an attempt to bring back their mother. In the aftermath, Alphonse's entire body would be consumed by the rebound, his soul displaced into the twisted amalgamation of flesh that was supposed to be their mother. Moments before his soul could pass, Edward used the last of his strength to bind it to one of their father's suits of armor. Alphonse's Transmutation Circles can manipulate silica, iron, and wood.
Both physically mighty and extremely intelligent, Izumi Harnet trained under both Gold and Silver Steiner, a pair of brothers consisting of a talented martial artist and alchemist in the mountains of Briggs, before returning to her home town of Dublith, where she married Sig Curtis, the only man who could match her in strength and smarts. Izumi's Transmutation Circles can manipulate silica, and can be used to create melee weapons and shields, and she can preform Human Transmutation.
Following the miscarriage of their first child, the resident doctor of Dublith had heartbreaking news; Izumi would never be able to bear children. Putting all of her might and intelligence to a single goal, she attempted human transmutation, which unlocked the deepest secrets of alchemy to her, but at the price of shredding her internal organs. Izumi's Transmutation Circles can manipulate silica and iron, and can be used to create melee weapons and shields.
On the Promised Day, Mustang was forced into a corner: perform human transmutation or watch Riza Hawkeye, his comrade and love interest, die. 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.
Once an Ishvalan warrior-monk, Scar and his brother were severely injured by an attack from Solf J. Kimblee during the Ishvalan Civil War. A heretic for his use of alchemy, Scar's brother used the last few moments he had to live saving his brother's life, even replacing his arm with his own tattooed right arm. Scar's Transmutation Circles can manipulate silica and flesh.
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. Kimblee's Transmutation Circles can manipulate silica and oxygen.
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Transmutation Circle Tables
Size | Cost | Casting Time | Range | Weight | Maximum Damage | Maximum Hit Points |
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Small | 2 | Free Action | 15 feet | 3 lbs. | 1d6 | 3 |
Medium | 4 | Bonus Action | 30 feet | 30 lbs. | 3d6 | 11 |
Large | 6 | Action | 60 feet | 60 lbs. | 5d6 | 14 |
Huge | 12 | Full Turn Action | 120 feet | 80 lbs. | 5d6 | 14 |
Garganguan | 24 | 1 Minute | 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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