Father (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 Homunculus (5e Class) class and Monster (5e Background) background, and as such does not follow traditional CR.

Father[edit]

Medium humanoid (Homunculus), neutral


Armor Class 29 (natural armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 26 (+8) 10 (+0) 12 (+1)

Saving Throws Int +17, Cha +10
Skills Acrobatics +12, Animal Handling +9, Arcana +26, Athletics +9, Deception +19, History +17, Insight +9, Intimidation +10, Investigation +17, Medicine +9, Nature +17, Perception +18, Performance +10, Persuasion +19, Religion +26, Sleight of Hand +12, Stealth +12, Survival +18
Damage Resistances Psychic
Senses darkvision 60 ft., passive Perception 28
Languages Common
Challenge 30 (155,000 XP)


Soul Points. Father has 30 soul points, which are regained at the end of a long rest, and 40 temporary soul points. He can consume a philosopher's stone to regain 1/4 the number of Alchemic Stamina points as soul points. If this would increase his soul points above his maximum, he instead gains temporary soul points. TSP can stack and can be used in the same manner as normal soul points, but are not regained at the end of a long rest.

Evasion. When Father is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Soul Surge. On his turn, Father can spend 3 soul points to take one additional action on top of his regular action and a possible bonus action.

Homunculus Alchemist. Father does not need to create Transmutation Circles in order to use them. Father's Transmutation Circles cost a number of soul points equal to half their Alchemical Stamina cost. Some circles can be further empowered by overloading them with extra Alchemical Stamina. Circles come in varying sizes. The size of the Circle determines its Base Cost to use it, as well as what action it can be created and used as. Unless otherwise stated, circles can not affect magical materials. The alchemist knows 17 Transmutation Circles, can transmute up to 2400 lbs. of material.

Transmutation Save DC: 25

Transmutation Attack Modifier: +17

Father knows the following Transmutation Circles: Alchemist Weapon, Manipulate Element, Mend, Spike, Move, Alchemical Ward, Transmutation, Crumble Terrain, Bind, Healing Alchemy, Create Philosopher's Stone, Defense Deconstruction, Alchemical Barrier, Cover Region, Tectonic Shift, Mannequin Creation, Nuclear Detonation

Massive Transmutation Circle. Father may double the time it takes to create a transmutation circle to double its range. He may do this any number of times on a single circle. This does not apply to transmutations performed without a circle.

Instinctual Defense. Father's unarmed strikes and AC use Intelligence instead of Dexterity while he is wearing no armor, light armor, or medium armor (included in AC and attacks).

Power of Destruction. When Father kills a CR 1 creature, or a creature that is a lower CR but is humanoid, he gains 1 additional temporary soul point. Additionally, when he affects a creature in any way, he may choose to deal an additional 4 (1d8) force damage.

ACTIONS

Multiattack. Father makes three attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) magical bludgeoning damage. Father may spent 1 soul point to deal an additional 4 (1d8) damage on a hit.

Enhanced Regeneration (1 Soul Point). As a bonus action, Father regains 14 ((1d8 + 3) x 2) hit points. Father may spend 2 soul points to use Regeneration as a reaction, or 3 soul points to use it as a free action or when he is reduced to 0 hit points.

Unyielding (1 Soul Point). Father takes the dash, dodge, or disengage actions as bonus actions. He can take each of these actions on the same bonus action for 1 additional soul point.

Physical Fusion (1 Soul Point). Father fuses with one of the following materials for 1 minute. He may have up to 5 of the following at a time, and may end its effects as a bonus action.

  • Water: Father gains a +1 bonus to attack rolls.
  • Earth: Father's unarmed strikes deal 11 (1d6 + 8) magical bludgeoning damage.
  • Fire: Father's unarmed strikes deal 10 (1d4 + 8) fire damage, but he takes 1 fire damage immediately after each unarmed strike he makes.
  • Air: Father's damage reduction increases by 1.
  • Electricity: Father gains a +10 ft. bonus to his movement speed.
  • Metal: Father gains a +1 bonus to his AC.
  • Plant Matter: Father gains an additional 10 ft. of reach.
  • Animal Matter: Father may use Regeneration without spending soul points once, regaining use at the end of a long rest, after which he may use Regeneration for 1 fewer soul points (minimum 1).
  • Transmutation Circle: Father spend 1 additional soul point to fuse with a Medium or Small Circle, spending its requisite soul points as well, allowing him to use the Circle without spending soul points.

Weapon Creation (1 Soul Point). Father gains one nonmagical weapon by shaping his body into it. If the weapon requires ammunition, it begins with its maximum amount of ammunition. He can not be disarmed of this weapon, and he must absorb the weapon as a bonus action, thus destroying it, to regain use of any hands it was being held in.

Negate Source (10 Soul Points). Father causes one of the following types of magic to automatically fail within a 10 mile area for 1 hour or until he ends this effect as a bonus action. Only one of the following may be active at a time:

Godly Thief (20 Soul Points). For 1 minute, Father may use Regeneration at the beginning of each of his turns, no other feature costs soul points, he can not become stunned, unconscious, frightened, charmed, petrified, poisoned, or incapacitated, he loses all levels of exhaustion, he may have every Negate Source effect active at a time, and any creatures who can use any form of magic can not deal damage to him. If Father drops to 0 soul points while this is active, the power of god violently leaves his body, ending this feature and forcing him to become stunned, regardless of condition immunity, for 1 minute.


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[Source]

Over 400 years ago, a powerful alchemist from Xerxes pulled a formless being from the Gate of Truth; the first homunculus. A being of seemingly endless knowledge but of nonexistent fortitude, it was contained within a flask to be watched by a nameless slave only given the number 23. Befriending the young man, he dubbed the slave Van Hohenheim, working with Hohenheim to preform unparalleled alchemy culminating in the complete destruction of Xerxes when its king wished to become immortal, consenting to turning his entire country into a Philosopher's Stone only for the homunculus and Hohenheim to achieve immortal, human-like bodies instead. While Hohenheim felt betrayed, the homunculus only felt accomplished, traveling west to the feudal Amestris to reforge the nation in his own image. Creating his seven homunculi to purify his soul of human emotion, he deemed himself Father. Over the course of the last 400 years, Father has manipulated Amestris into several bloody conflicts, carving a transmutation circle across the nation itself, as well as gathering alchemists who have commited human transmutation, all in service of returning to Truth and stealing the power of god.

Vortex of Souls. When Father is targeted by detect magic or a similar effect, or contacted by any form of two-way telepathy, the caster hears the screams of every soul inside of him and must succeed a DC 22 Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Mystically Mundane. Father can not spend spell slots or Alchemic Stamina.

Unaging. Father does not need to eat, drink, or sleep, and does not age.


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