Ishvalan Exile (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 Transmutation Alchemist class and State Alchemist background, and as such does not follow traditional CR.

Ishvalan Exile[edit]

Medium humanoid, lawful evil


Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 40 ft.


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

Saving Throws Con +5, Int +6
Skills Arcana +6, History +6, Insight +3, Medicine +3, Nature +6, Religion +6
Senses passive Perception 10
Languages Common
Challenge 7 (2,900 XP)


Fusion Alchemy. The exile can transmute up to 640 lbs. of material, and has 28 alchemic stamina, which is regained at the end of a long rest.

Circle Modifications. The exile has the following Transmutation Circle modifications:

Marking Transmutation: 2 alchemic stamina per creature; Choose one creature targeted by the transmutation. The exile gains advantage on their next attack roll against that creature.
Rapid Transmutation: 1/2 the Transmutation Circle's cost; The time required to activate a Circle is halved (Action + Bonus Action → Action → Bonus Action → Free Action).

Combat Alchemy. When the exile uses an Action to do something other than to activate a Circle, they may activate a Circle up to Medium size as a bonus action. In addition, they can use their action to activate 2 Circles of Medium or smaller Size.

Alchemic Recovery. As a bonus action, the exile regains 4 alchemic stamina. They may do so once, regaining use of this feature at the end of a long rest.

Transmutation Strike. When the exile uses a Transmutation Circle, they may instead concentrate it into their weapon, releasing it in the next melee attack. On their next hit with the weapon, the creature is automatically effected by the Circle, negating the need to make an additional attack roll or saving throw.

Equipment Training. The exile can create any melee weapon as a bonus action for 4 alchemic stamina. This weapon slowly deteriorates, and is automatically destroyed after 1 minute.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Explosion (2 Alchemic Stamina). Every creature in a 15 ft. cone must make a DC 14 Constitution saving throw. On a failure, they take 13 (3d4 + 6) force damage. On a success, they take half as much damage. The exile may increase the damage dealt by 3 (1d4) and the range by 5 ft. for every additional Alchemic Stamina points spent. After using this action, the exile takes 5 (2d4) necrotic damage unless he reduces its range to 5 feet.

REACTIONS

Alchemical Ward (2 Alchemic Stamina). When the exile takes damage, it is reduced by 7 (2d6). The exile may increase the damage reduced by 3 (1d6) for every additional Alchemic Stamina spent.

Alchemy is strictly forbidden in Ishvalan culture as an affront to God, though the law is rarely enough to stop everyone. Exiles have their face forcibly marked as a sign to other Ishvalans to avoid them.


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