State Alchemist (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 Alchemist class and Guild Artisan background, and as such does not follow traditional CR.

State Alchemist[edit]

Medium humanoid, lawful good


Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


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

Saving Throws Con +7, Int +7
Skills Arcana +7, Athletics +4, Intimidation +5, Medicine +5, Nature +7, Religion +7
Senses passive Perception 11
Languages Common
Challenge 10 (5,900 XP)


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 state alchemist's Transmutation Circles may manipulate a single non-biological material of their choice. The state alchemist has 30 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: 13

Transmutation Attack Modifier: +5

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.

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.

ACTIONS

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Alchemic Recovery. As a bonus action, the alchemist regains 10 Alchemic Stamina. This feature can be used once, 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.


State alchemists are the Amestrian government's alchemist researchers and elite units. By passing a rigorous entry exam, state alchemists are granted access to any and all research materials in the country, state-of-the-art government laboratories, a sizable research grant each year, and automatic military officer rank equivalent to that of Major and all the considerable military authority and government influence that comes with it.

State Alchemists

The following are known State Alchemists and their circles:

Alex Louis Armstrong

The Strong Arm Alchemist, Major Armstrong is as bombastic as he is proud of the alchemy passed down through his family, though even he carries the scars of the Ishvalan Civil War. Armstrong's Transmutation Circles can manipulate iron and silica, and can be used to create melee weapons and shields. When Armstrong's creates a thrown weapon using a Circle, he may immediately make a thrown attack with it. Armstrong has an alchemist's armor affect worth 220,000 cens that can only be used as a Medium Circle to make and throw spears, breaks on a 1d10 roll of 1, and grants him a -1 penalty your AC, and Strength and Dexterity saving throws while donned.

Cornello

A rogue priest of Leto, Cornello was given a small Philosopher's Stone by a mysterious benefactor in order to gain influence over the town of Liore. Cornello's Transmutation Circles can manipulate iron and flowers, and can be used to create melee weapons, shields, ranged weapons, and ammunition.

Shou Tucker

The Sewing-Life Alchemist Shou Tucker was once a typical sob story; a dead-broke state alchemist investigating a dead end. That was until he made a breakthrough discovery: the first (publicly known) truly talking chimera, though the true tragedy of this situation went undiscovered for years. Tucker's Transmutation Circles can manipulate silica and flesh.

Healing Alchemy. Using a Circle of any size, Tucker may cause any creatures of his choice within the Circle's range that are not a construct or elemental to regain a total number of hit points equal to the Circle's maximum weight.
Chimera Alchemy. Using a Gargantuan Circle, Tucker may cause two willing or unconscious creatures within 5 ft. of each other within the Circle's range to merge into a chimera. Choose one creature to be the target and the other to be the material. The target's ability scores become equal to the average of their and the material's ability scores, and the target gains any features the material would have had at 1st level.
Tim Marcoh

Formerly the Crystal Alchemist, Tim Marcoh was a state alchemist instrumental in the destruction of Ishval due to his secret discovery of the Philosopher's Stone; a fact that caused him to eventually desert. Marcoh's Transmutation Circles can manipulate silica.

Become Philosopher's Stone. As an action, Marcoh may gain 1 level of exhaustion and regain 4 Alchemic Stamina.
Create Philosopher's Stone. Using a Gargantuan Circle, any creatures of Marcoh's choice within the Circle's range gain 1 level of exhaustion. If a creature is killed by exhaustion gained in this way, their soul becomes part of a Philosopher's Stone, either creating one or adding their soul to an existing one, and they can not be resurrected by any means outside of the Wish spell, which removes their soul from the stone, or casting a resurrection effect while possessing the stone, which removes the time limit from the creature's death. Each soul inside the stone grants it a number of Alchemic Stamina points equal to their CR or level (minimum 1). When Marcoh uses a Philosopher's Stone, he may choose which souls are used.
Destroy Philosopher's Stone. Using a Circle of any size, Marcoh may decrease the Alchemic Stamina stored inside a Philosopher's Stone within the Circle's range by the Circle's cost.
Basque Grand

The Iron Blood Alchemist, Brigadier General Grand rose through the ranks with his ruthless leadership during the Ishvalan Civil War. Grand's Transmutation Circles can manipulate iron, and can be used to create melee weapons, shields, ranged weapons, ammunition, and siege weapons. Siege weapons deal twice as much damage, weigh twice as much, cost 10 times as much, and gain the stabilizing property. If the weapon already had the stabilizing property, it requires a full turn action to set up. Grand has an alchemist's armor affect worth 220,000 cens that can only be used as a Medium Circle to make siege weapons, breaks on a 1d10 roll of 1, and grants him a -1 penalty your AC, and Strength and Dexterity saving throws while donned.

Giolio Comanche

The Silver Alchemist, Major Comanche was bloodthirsty from his youth, and only became more so after losing his leg in the Ishvalan Civil War. Comanche's Transmutation Circles can manipulate silver, and can be used to create melee weapons and shields. When Comanche creates a thrown weapon using a Circle, he may immediately make a thrown attack with it. Comanche has two transmutation tattoos that can only be used as a Small Circle to make and throw handaxes or javelins and break on a 1d6 roll of 1. When this Circle would be destroyed from use, Giolio or one of his arms instead takes 5 (2d4) necrotic damage.

Berthold Hawkeye

While never officially becoming a state alchemist, Hawkeye acted as the Flame Alchemist's mentor, teaching him the formulas of perfected flame alchemy, an art he realized too late would cause more harm to the world than good. Hawkeye's Transmutation Circles can manipulate silica and oxygen. Using a Circle of any size, Hawkeye may concentrate oxygen in any areas within the Circle's range until the beginning of his next turn. If an area affected by this effect is exposed to an open flame or electricity, it ignites, forcing every creature within the area to attempt a DC 12 Dexterity saving throw. On a failure, a creature takes fire damage equal to twice the Alchemic Stamina cost of the Circle.

Aston Martins

The Thunder Alchemist, Aston Martins is a master in alchemically-enhanced swordplay, though his flirtatious personality leaves much to be desired by those under his command and those with command over him. Martins' Transmutation Circles can manipulate silica and steel, and can be used to create melee weapons and shields. Using a Small Circle immediately after hitting a creature with an attack using a metal melee weapon, Martins may force the target to attempt a DC 12 Constitution saving throw. On a failure, they take 9 (2d8) lightning damage. On a success, they take half as much damage.

Corniche Royce

The second Tuning Alchemist, taking her missing older brother's title after becoming a State Alchemist, Royce uses her specialization in bio-alchemy not only to act as a healer, but in combat as well. Royce's Transmutation Circles can manipulate silica and flesh, and can be used to create melee weapons and shields.

Healing Alchemy. Using a Circle of any size, Royce may cause any creatures of her choice within the Circle's range that are not a construct or elemental to regain a total number of hit points equal to the Circle's maximum weight.

Transmutation Circle Tables

Size Cost Casting Time Range Weight Maximum Damage Maximum Hit Points
Small 2 Bonus Action 15 feet 3 lbs. 1d6 3
Medium 4 Action 30 feet 30 lbs. 3d6 11
Large 6 Full Turn Action 60 feet 60 lbs. 5d6 14
Huge 12 1 minute 120 feet 80 lbs. 5d6 14
Garganguan 24 1 hour 180 feet 300 lbs. 20d6 70


Material Category Material DT Weight of a 5-ft. cube
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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