Van Hohenheim (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.

Van Hohenheim[edit]

Medium humanoid, lawful good


Armor Class 22 (natural armor)
Hit Points 217 (29d8 + 87)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 24 (+7) 10 (+0) 15 (+2)

Saving Throws Con +12, Int +16
Skills Acrobatics +12, Animal Handling +9, Arcana +25, Athletics +9, Deception +11, History +25, Insight +18, Intimidation +11, Investigation +16, Medicine +18, Nature +25, Perception +9, Performance +11, Persuasion +11, Religion +25, Sleight of Hand +12, Stealth +12, Survival +9
Senses passive Perception 19
Languages Common
Challenge 29 (135,000 XP)


Living Transmutation Circle. Hohenheim does not need to create Transmutation Circles in order to use them. 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. Hohenheim knows 15 Transmutation Circles, can transmute up to 4060 lbs. of material, and has 252 alchemic stamina, which is regained at the end of a long rest, and 80 temporary alchemic stamina.

Transmutation Save DC: 23

Transmutation Attack Modifier: +15

Hohenheim knows the following Transmutation Circles: Alchemist Weapon, Manipulate Element, Mend, Wind Press, Move, Alchemical Ward, Transmutation, Crumble Terrain, Bind, Healing Alchemy, Create Philosopher's Stone, Defense Deconstruction, Alchemical Barrier, Cover Region, Tectonic Shift
Hohenheim may add his proficiency bonus (+9) to damage dealt by Bind, its range and duration are 1.5x longer, and its base and overload alchemical stamina cost is halved. He may also add his proficiency bonus to damage dealt by Wind Press and Crumble Terrain, which ranges are also 1.5x longer.

Circle Modifications. Hohenheim has the following Transmutation Circle modifications:

Marking Transmutation: 2 alchemic stamina per creature; Choose one creature targeted by the transmutation. Hohenheim 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).
Deadly Transmutation: The Transmutation Circle's Cost; The amount of damage dealt by the Circle is doubled.
Transmutation Trap. 1 alchemic stamina at the end of each of your turns; The Circle is not activated until a creature moves onto a designated space within 30 ft. of it.
Planned Transmutation: 2 alchemic stamina; Any creatures of Hohenheim's choice ignores the effects of the Circle.
Alchemic Recycling: 1/2 The Transmutation Circle's Cost; After using the Circle as an action, Hohenheim reuses the same Transmutation Circle again as a Bonus Action.

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

Alchemic Recovery. As a bonus action, Hohenheim regains 14 alchemic stamina. He may do so three times, regaining use of this feature at the end of a long rest.

Transmutation Strike. When Hohenheim uses a Transmutation Circle, he 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. Hohenheim can create any melee weapon as a bonus action for 4 alchemic stamina. This weapon slowly deteriorates, and is automatically destroyed after 1 minute.

Practiced Alchemist. When Hohenheim uses their action to activate a Transmutation Circle, he may activate one additional Transmutation Circle as part of the same action.

Living Philosopher's Stone. When Hohenheim creates a Philosopher's Stone, he may gain temporary alchemical stamina instead. He may choose whether or not a creature touching him can access the Alchemical Stamina within himself.

Self Meditation. Hohenheim can spend 1 minute meditating on the souls within himself. After this meditation, he gains 1 Meditation Alchemical Stamina. Hohenheim may have a number of Meditation Alchemical Stamina equal to his temporary Alchemical Stamina. Meditation Alchemical Stamina may be spent like normal Alchemical Stamina, but are not regained at the end of a long rest. Additionally, while he has at least 6 Meditation Alchemical Stamina, Hohenheim gains immunity to becoming frightened, stunned, and charmed.

Blood Transmutation. Hohenheim may create a transmutation circle from his stone-like blood for twice as many temporary and Meditation Alchemical Stamina. This Circle can not be destroyed, though it can be moved by moving the substance it was created on top of, and he can activate it from any distance.

Tectonic Empowerment. When Hohenheim regains Alchemical Stamina, he may gain Meditation Alchemical Stamina instead, and whenever he gains Meditation Alchemical Stamina, he may choose to regain Alchemical Stamina instead.

ACTIONS

Dagger. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Alchemic Meditation. The total cost of the next Transmutation Circle Hohenheim casts is halved, the area of effect is indicated before it activates, and it activates at the end of their next turn. This effect is lost if Hohenheim moves.


Avatar_hohenheim.png
[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 perform 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 the homunculus only felt accomplished, Hohenheim felt betrayed, traveling east to Xing where he spread the art of alchemy as a means to heal and assist, which eventually combined with Xingese mysticism to create alkahestry. Returning to Amestris after making peace with the millions of souls within himself, he fell in love, fathering the Elric brothers before needing to journey across the country to sew a reverse circle to "Father's" nationwide Philosopher's Stone circle, leaving the boys alone after their mother died of a sudden illness. However, the strain of activating the reverse circle and being used as on of Father's alchemist sacrifices led to Hohenheim's stone running dry, dying over his wife's grave with a smile on his face.

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


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