My Documents
Become a Patron!
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