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### Homonculus *Rumors speak of creatures knitted together from the flesh of corpses, monstrosities created to serve the morbid ends of necromancers and shamans. Entire towns ravaged by unfeeling corpses that walk like the living but don't bleed. Regardless of the realism of these rumors, the Homonculus are a terror unlike anything else.*
The Homonculus are servants created using a foul magic. Often a Wizard will create them to serve a purpose that is menial, morbid, or malicious in nature. Due to their nature, most Homonculus are sculpted around an existing creature. A goblin with the eyes of a tiefling, an orc with the wings of an Arakocra and the hide of a dragonborn. No two Homonculus are exactly alike as the parts that form them play a large part in who they are and how they behave. #### Born In Bonds Homonculus are almost always built for a specific purpose. Whether it be carrying weight, guarding a location, or finding new body parts, Homonculus are single minded and task oriented by nature. Occasionally however, a Homonculus will escape their captivity. This usually requires a large mental growth or some experience that shatters their beliefs. The realization that what they are doing is wrong has driven many a Homonculus to seek solitude and search for the meaning of their existance. From the perspective of a Homonculus, their duty is all they know so a crack in that is a crack in everything they thought they knew. #### By Design Homonculus almost always have features suitable for the task they were created for. A guard for instance would be a half orc with the quick wit of an elf, the flight of an Arakocra, or even the skin of a Dragonborn. A Homonculus made for fetching corpses to create more of himself may have the strength to carry the bodies and flight to deliver them. #### A Sight to Behold Most Homonculus are visably different than most creatures. Some are stitched together, others are a normal race but with scales or wings, others still have additional appendages and teeth or eyes that don't fit the rest of their body. As you make a Homonculus, take some time to consider how they look. Most Homonculus were designed for a single task so your looks may be determined by that class. Some Wizards create homonculus that could pass as a normal race. If this is you, choose the Beautiful Monster Significant Adaptation. #### Homonculus Names Homonculus who decide to carve their own path quite literally pick any name they like. This may be the name of another creature, one that sounds preferable to them, or something given by their creator. Some noteworthy names are:
**Fetch, Guard, Keep, Bend, Rags, Sky, Rain, Pepper, Nail and Victim** \columnbreak #### Homonculus Traits ***Ability Score Increase:*** Your Dexterity Score increases by 1 and one other ability score of your choosing increases by 2. ***Age:*** Homonculus age at the rate their creator decided. A foot soldier for instance, would age significantly fast, returning to the dirt in a decade or so. A keeper of information or a more powerful soldier however could expect a much longer lifespan. ***Alignment:*** Maybe it's to strike back at their creators, or maybe it's their simple lack of morals, but most Homonculus are neutral or good. Their view of rules can vary wildly. Some liken the laws of the world to their creators guidelines and obey them strictly, others disregard them due to a similar association. ***Size:*** Your size is Medium or Small, your choice. ***Speed:*** Your base walking speed is 30 feet if your size is medium, or 25 feet if your size is small. ***Tailored Physiology:*** Your creator has granted you some kind of ability or biological feature to assist you in the task you were created for. You may pick several Adaptations, detailed at the end of this document. ***Languages:*** You can speak Common and one other language if you would know it. \pagebreak ### Adaptive Physiology As you make a Homonculus, you choose Adaptations, genetic features granted by your creator from each group below. Choosing an Adaptation uses Adaptation Points, or AP. Minor Adaptations cost 2 AP, Substantial Adpaptations cost 4 AP, and Major Adaptations cost 6 AP. You have 12 AP and cannot gain more through normal means and must spend all AP immediately. Some Adaptations require you to be a certain size to pick them.
##### Minor Adaptations ***Darkvision:*** You have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Natural Weapons:*** Your hands become clawed, hard, or otherwise harder hitting. Choose Slashing or Bludgeoning damage. Your unarmed strikes now deal 1d4 damage in that type. If you chose Slashing, you may add your Dexterity modifier to the damage roll. If you chose Bludgeoning, you may add your Strength modifier to the damage roll. **Tough Hide:** You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.. You must be Medium size to choose this Adaptation. ***Sleepless Watcher:*** You do not require sleep, and cannot be put to sleep by magical means. You also have Advantage on Saving Throws to avoid being *Charmed.* ***Alchemical Resiliance:*** You gain resistance to one of the following damage types; Acid, Cold, Lightning, Thunder. ***Quiet Creature:*** You gain Proficiency in the Stealth Skill. You must be Small to choose this Adaptation. ##### Substantial Adaptations ***Adrenaline Surge:*** Your muscle mass increases exponentially for a short time, granting you advantage on a Strength Check or Strength Saving Throw of your choosing. You must do this before you roll. You must take a short or long rest before you can use this Adaptation again. ***Enhanced Senses:*** Choose either your sight or your hearing. You have advantage on perception checks that are based purely on that sense, such as attempting to notice a card trick, or hearing a distant conversation. This feature only works on perception checks to percieve something 30 feet away or less. ***Like Rubber:*** You are incredibly flexible and nimble, able to squeeze into spaces as small as 1/3 your size with ease. ***Ragdoll:*** If a creature hits you with an attack, you can use your reaction to move with the attack, launching yourself backwards up to 10 feet. This does not provoke opportunity attacks. You may use this feature a number of times equal to your Dexterity modifier. Expended uses are regained on a short or long rest. You must be Small to choose this Adaptation. ***Heavy Mass:*** Attacks or effects that would send you flying or otherwise push you have their distance lowered by half. You must be Medium size to choose this Adaptation. ***Self Sustaining Construct:*** You can hold your breath for one hour, only require half as much food and water as normal, and do not need sleep. You can spend long rests performing light activity, such as reading or keeping watch. ##### Major Adaptations ***Flight:*** You gain a flying speed of 30 feet when not wearing medium or heavy armor. You can only fly for 1 minute before you must take a long rest to regain use of your wings. ***Freakish Tenacity:*** You gain 3d6. You may use one or all of the d6 whenever you make a saving throw, adding it to the roll. All expended uses are regained on completion of a long rest. ***Beautiful Monster:*** Your features are attractive and rarely betray what you are. You gain proficiency in *Persuasion* and using your action, you are able to hide your Homonculus features to look like whatever race you were primarily made from. ***Cerebral Link:*** If a creature shares a language with you, you can communicate with it telepathically in your voice. The creature knows the general direction the voice is coming from and may know it is you if it has heard you speak before. You must be within 30 feet of the target to speak to it in this way. ***Aquatic Physiology:*** You gain a swimming speed equal to your walking speed, can breath underwater, and have proficiency on checks that involve swimming. \pagebreak ### Racial Feats The following feat(s) are granted at the DMs discretion if the Homonculus accomplishes something of personal importance or worthy significance. #### Physiology Shift You gain an additional 2 AP. During a long rest, you may choose to spend the AP on a new Adaptation. You may also refund an existing Adaptation during the same long rest. Once you use this feature, the changes are permanent. #### Genetic Reboot During a long rest, you can choose to lose all of your Adaptations, regaining any AP you spent on them. You then spend the remainder of that long rest choosing new ones. During this long rest, your body rapidly alters itself in a disturbing fashion. Anyone who sees the transformation will be horrified by you and may seek help in killing you, report you to the local guard, or respond in some other way befitting their character. As such, this transformation should be done privately, in the utmost secrecy. You can only do this once, and cannot stop once you start.