Military Officer (FMA Supplement)
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Medium humanoid, lawful neutral Armor Class 14 (natural armor)
Saving Throws Str +4, Dex +4 Calm Precision. The officer gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls. Tactical Stance. While wielding a firearm and no melee weapon, the officer gains a +1 bonus to their AC and damage rolls (included in AC and attack). Action Surge (1/Short or Long Rest). On their turn, the officer takes an additional action and bonus action. Steady Aim (3/Short or Long Rest). As a bonus action, the officer gains the following on all attacks against a creature they can see that is within range of a ranged weapon they are wielding until the end of their turn:
ACTIONSMultiattack. The officer makes two shortsword or handgun attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Handgun. Ranged Weapon Attack: +4 to hit, range 30/300 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Must be reloaded after 12 shots. Second Wind (1/Short or Long Rest). As a bonus action, the officer regains 10 (1d10 + 5) hit points.
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Typical officers, that is to say not State Alchemists, lack the physical refinement of the grunts, and are trusted to plan fights, not win them by themselves. From the lowest ranking NCO to Central High Command, officers across the board can be a soldier's best defense or their biggest nightmare. |
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