Race: Homunculus

by charbeardm

Search GM Binder Visit User Profile
Homunculi

The Alchemical Constructs

The homunculus is an artificial being created through the most powerful alchemy. Unlike humdrum constructs that cease once the magic ends, a homunculus is a person with its own desires, emotions, and motivations, all too often ignored by the very alchemists that created them.

Uncanny Resemblance

Homunculus are indistuingishable from humans except the alchemical tattoo placed somewhere on their body by their creator and an core instead of a heart.

A Lonely Existence

Homunculi are, by the nature of their creation, extremely rare. They are typically found either serving their creator or wandering after breaking free. They have no civilization. Should a homunculus meet another, they rarely stay as a group for long. The only loyalty a homunculus has is to its creator; should its creator prove unworthy, a homunculus will go to any lengths to be beholden only unto itself.

Homunculus names. Usually named per its creator's culture's naming conventions.

Homunculus Traits

All Homunculi share the following traits.

Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1.

Creature Type. You are a Construct.

Age. A Homunculus can be created to age like humans or set at a certain age upon creation. They have indefinite lifespans.

Size. Homunculi can come in various sizes and builds from child to adult. Regardless, your size is medium.

Speed. You have a walking speed of 30 feet.

Predetermined Knowledge. You have inherent knowledge at creation. You gain proficiency with two skills of your choice.

Artificial Construct. You are immune to poison and diseases and do not need food or air. You can ingest food and drink. Instead of sleeping, you enter an inactive state for 4 hours each day, but remain aware of your surroundings.

Regeneration. Your body fully reconstructs over a long rest. When you take damage, you can use your reaction and expend one Hit Die to regain hit points as long as damage would not take you to zero.

Wood Magic. You know the Druidcraft and the Shillelagh Cantrips, and you can cast the Speak with Plants spell at will. Wisdom is your spellcasting ability for these spells.

Languages. You can speak Common and one other language of your choice. Literacy is education-dependent.

Art Credit : Franz Xaver Simm Concept Credit : Lucas Tsukiyomi and Zepavil

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.