Xingese Alkahestris (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Xingese Fighter (FMA Supplement) class and Far Traveler (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 35 ft.


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

Saving Throws Dex +6, Con +2, Int +3
Skills Acrobatics +6, Animal Handling +6, Arcana +3, Insight +6, Investigation +3, Nature +3, Perception +6, Stealth +6, Survival +6
Senses passive Perception 16
Languages Common
Challenge 6 (2,300 XP)


Skirmish Defense. After having moved at least 15 ft. in one round, the alkahestris's AC becomes 18 until the start of their next turn.

Skirmish Attack. Once per turn, the alkahestris can deal an extra 7 (2d6) damage to a creature they hit with an attack after having moved at least 15 ft. in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of the alkahestris.

Battle Fortitude. The alkahestris has a +1 bonus to initiative rolls and Constitution saving throws (included in bonus).

Swift Action. The alkahestris can take an additional bonus action on each of their turns. This action can only be used to take the Dash or Disengage actions, or to interact with an additional object.

Alkahestry. The alkahestris has 30 alchemic stamina, all of which is regained at the end of a long rest, and 3 of their daggers count as transistors. The alkahestris knows 3 akahestry circles. In order to use an alkahestry circle, a Transistor must be within 35 feet, and the effect of the circle originates from the Transistor.

In order for an alkahestry circle to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. The alkahestris can manipulate up to 120 pounds.

ACTIONS

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

Thrown Dagger. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Dragon's Touch. As a bonus action, one creature within 5 ft. gains 5 temporary hit points for every alchemic stamina point spent to a maximum of 3 alchemic stamina points.

REACTIONS

Sidestep. When an attacker that the alkahestris can see hits them with an attack, they immediately move 5 feet in any direction and reduce the attack's damage against them by 6. If they are unable to move 5 feet they cannot use this feature, and if they are prevented from moving they still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit them, but it does from any others.

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[Source]

Rather than utilizing tectonic energy like western alchemists, Xingese alkahestrises use the mysterious "Dragon's Pulse" to fuel their own art of alkahestry. While most alkahestrises use their power in healing or to shift landscapes to create buildings or nourish crops, a small handful are trained in its applications in combat.



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