Specialty Items (FMA Supplement)

From D&D Wiki

Jump to: navigation, search

Specialty Items[edit]

The following items are not available to players at character creation without special permission from the DM, and should be treated as magic items during the campaign.

Masterwork Weapon[edit]

Weapon (any), —

This weapon was hand-crafted by an expert in their trade. You have a bonus to attack and damage rolls made with this weapon, as well as the weapon's saving throw DC if it causes a saving throw normally such as a grenade or rocket launcher, and the weapon's cost is multiplied by a certain amount.

Weapon +1, x2

Weapon +2, x4

Weapon +3, x8


Masterwork Armor[edit]

Armor (any), —

This armor was hand-crafted by an expert in their trade. While wearing masterwork armor, you gain a bonus to your AC and Strength and Dexterity saving throws, and the weapon's cost is multiplied by a certain amount.

Armor +1, x2

Armor +2, x4

Armor +3, x8


Alchemist's Clothing[edit]

Wondrous Item, — (requires attunement)

Similar to alchemical tattoos, each piece of alchemist's clothing bears a single Transmutation Circle meant to allow an alchemist to quickly transmute multiple times in sequence.

Emblazoned Circle. Each piece of alchemist's clothing, regardless of its circle size and material, has a single Transmutation Circle incorporated into its construction. This Circle can only use Alchemist Specializations and material(s) that the creature that made it designated when they created it. When this Circle is destroyed from use, a creature may repair it at the end of a long rest. A creature proficient in a particular tool set may repair this Circle at the end of a short rest.

Additionally, all alchemist's clothing has one material, one clothing, and one Circle type, as listed below. The piece of alchemist's clothing has a total cost equal to the combined cost of its material, clothing, and Circle type.

Material Types

Alchemist's Cloth (50,000 cens). Alchemist's cloth is the cheapest form of alchemist's clothing to produce, but is also the easiest to destroy. When you use this Circle, you must roll 1d6. On a 1, the circle is destroyed, and can not be used again until you repair it. This Circle can be repaired faster with proficiency in weaver's tools.

Alchemist's Armor (100,000 cens). Alchemist's armor is much sturdier that alchemist's cloth, being constructed of metal. When you use this Circle, you must roll 1d10. On a 1, the circle is destroyed, and can not be used again until you repair it. You gain a -1 penalty your AC, and Strength and Dexterity saving throws for each piece of alchemist's armor you are wearing. This Circle can be repaired faster with proficiency in smith's tools.

Alchemist's Crystal (200,000 cens). Alchemist's crystal is the most expensive form of alchemist's clothing to produce, with the Transmutation Circle being shaped in the structure of the crystal itself. When you use this Circle, you must roll 1d4. On a 1, the circle is destroyed, and can not be used again until you repair it. The Circle costs half as much to use. This Circle can be repaired faster with proficiency in jeweler's tools.


Clothing Types

Alchemist's Clothes (20,000 cens). The Circle is built into a set of clothes. If the alchemist's clothing has the effects of another set of clothes, its cost increases by the set's cost as well. Donning or doffing a set of clothes must be done over the course of 1 minute.

Alchemist's Cloak (40,000 cens). The Circle is built into a cloak. Donning or doffing a cloak can be done as an action.

Alchemist's Affect (80,000 cens). The Circle is built into a small worn item, such as a necklace or glove. Donning or doffing an affect can be done as a bonus action.

Alchemist's Automail (160,000 cens). The Circle is built into a piece of automail. If the alchemist's clothing has the effects of any automail beyond the base model, its cost increases by the automail's cost as well.


Circle Types

Small (20,00 cens). The alchemist's clothing bears a single Small Transmutation Circle.

Medium (40,000 cens). The alchemist's clothing bears a single Medium Transmutation Circle.

Large (80,000 cens). The alchemist's clothing bears a single Large Transmutation Circle. The circle is destroyed on a roll of 1 or 2.

Array (160,000 cens). The alchemist's clothing bears a Small Circle and a Small or Medium Circle. Each Circle is destroyed on a roll of 1 or 2.


Automail[edit]

Wondrous Item, — (requires attunement)

Created through a masterful combination of biological and mechanical study, "automail" describes mechanisms that act as replacement limbs. Automail limbs are able to replace the missing limb almost flawlessly with skilled enough craftsmanship. However, with the benefit of metal skin comes the downsides of total numbness and painful attachment directly to the wearer's nerves.

Each piece of automail comes with a custom-made stump mount that must be installed to a body part that has been destroyed as a 1 hour long surgery by an automail surgeon. A creature may attach a piece of automail to a willing or unconscious creature's stump mount as an action, granting them use of the automail as if it were a normal body part at its maximum hit points and dealing 2d6 psychic damage to the receiving creature. A creature may detach a piece of automail from a willing or unconscious creature as an action.

A piece of automail has half as many hit points and twice the weight as its respective body part would have, and the body part can not regain hit points from items or bioalchemy. A creature with proficiency in tinker's tools must do at least 1 minute of maintenance on a piece of automail every 72 hours, or every hour in extreme weather. For every 24 hours without maintenance after this limit grants a -1 penalty to any checks and attack rolls made with the piece of automail.


The base cost of a piece of automail is 100,000 cens. Any of the following augmentations can be added to a piece of automail before or while it is installed for a certain cost:

Hidden Compartment (10,000 cens). The automail gains a compartment hidden within the limb that is capable of holding a scroll- or dagger-sized object.

Compression Spring (20,000 cens). The automail leg has large springs installed within it. Your movement speed increases by +5 feet.

Utility Finger (30,000 cens). The automail has a set of tools installed in for the user's convenience. This set of tools can only be used by the automail's user.

G-Grade (40,000 cencs). The internals of the automail have been hermetically sealed. The automail does not require maintenance more often in extreme weather.

Speaker (50,000 cens). The automail is adorned with various speakers hooked to your throat. You may speak through the limb as if it were a mouth.

Hidden Weapon (60,000 cens). One weapon that can be wielded in one hand is installed in the limb. You may make attacks with this weapon as if you were wielding it in the automail limb.

Weapon Function (70,000 cens). The automail is completely reforged into a weapon. One weapon that can be wielded by two hands is installed in the limb. You may make attacks with this weapon as if you were wielding it in the automail body part, but it loses the functions of a normal body part (i.e. an eye can not see, the hand of an arm can not hold items).

Crocodile (80,000 cens). The automail gains a lower "jaw". On a hit with a melee attack using the automail, you may attempt to grapple the target as a bonus action. If you attempt to grapple a creature as an action, the target has disadvantage. Additionally, your attacks with the automail automatically hit a creature you are targeting.

Mad Bear Grade (90,000 cens). The automail receives numerous stability improvements, primarily by replacing pieces with a carbon-fiber alloy. The automail's maximum and current hit points are doubled. Rarity: rare

Audio Sensors (100,000 cens). The automail is adorned with various microphones. You must be deafened by two sources to suffer the negative effects of the condition, and while you are not deafened by 1 source you have advantage on Perception checks that require hearing.

Video Sensors (120,000 cens). The automail is adorned with various lenses. You must be blinded by two sources to suffer the negative effects of the condition, and while you are not deafened by 1 source you have advantage on Perception checks that require hearing.


Back to Main Page5e HomebrewCampaign SettingsFullmetal Alchemist (5e Campaign Setting)

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fullmetal Alchemist franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Fullmetal Alchemist copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: