I have been looking around for the homunculi from Fullmetal Alchemist Brotherhood as I am intending to include it in my campaign that I am currently writing up. I, unfortunately, have not been given the best of luck at the moment. I was curious as to whether anyone on D&D Beyond possibly knows current homebrew homunculi or could make some that reflect as close as possible to the Homunculi in the anime Fullmetal Alchemist Brotherhood?
They would be considered monsters as they have a philosopher's stone as their core and regenerate many times until that core is destroyed. That is the crucial commonality between all the homunculi in FMAB. They also reflect each of the 7 Deadly Sins.
Well, I think you would basically have a Core race whose primary feature would be the fact that they can recover health on their own. Although it's not totally in-line with the show, just to keep it balanced there should be either a limit between long rests. Maybe just "As an action, you can recover 1d12 health. This ability can't be used again until completing a long rest". I'd say for skill boosts they should have +2 CON and +1 STR, reflecting their hearty, powerful bodies.
Beyond that, each "Sin" should be considered its own Sub-Race, giving different proficiencies or abilities. I don't remember the show all that well, but I think for example the Greed homonculus had an ability to harden his skin. So let's say that a Greed homonculus... "Your skin darkens and hardens. Add AC +2 for 10 minutes. This ability can't be used again until completing a long rest". Maybe also add Proficiency in Sleight of Hand
I feel like there's still a lot of room to adjust this. I think I might have leaned a bit underpowered with my suggestions. A lot of the most interesting parts of the characters would be the lore attached to them... it would be interesting to have a story where a homonculus has to interact with the family of the person their body originally came from.
Just to bear in mind the show uses the word incorrectly. It doesn't really mean fake person it means "little person" and is typically a little person constructed magically, in mythology.
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If you're more into the "artificial human" thing then you'd be wanting Simulacrum spell.
Even if these are not exact matches, they indicate the power level of the act and some stats to work with.
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Well, in the case of what the OP is asking for, it's less asking for stats on how a proper homonculus should function, and more asking for suggestions on how to integrate creatures following the powers shown by the creatures referred to as "homonculi" in the manga/anime "Full Metal Alchemist".
There's a lot of lore and stuff in the show, but functionally they're humans with increased strength/durability who can auto-heal from terrible damage instantaneously. Each individual homonculus shown in the series has different innate abilities. There are 7 of them named after the 7 Deadly Sins, although honestly their powers aren't really analagous to that. All of the homonculi in the show are enemies, so statting them as monsters would be fairly easy (since being wildly overpowered isn't really a problem if it's intended to be a monster faced by a party), but trying to use them as a basis for a playable race would be fairly difficult.
I have been looking around for the homunculi from Fullmetal Alchemist Brotherhood as I am intending to include it in my campaign that I am currently writing up. I, unfortunately, have not been given the best of luck at the moment. I was curious as to whether anyone on D&D Beyond possibly knows current homebrew homunculi or could make some that reflect as close as possible to the Homunculi in the anime Fullmetal Alchemist Brotherhood?
They would be considered monsters as they have a philosopher's stone as their core and regenerate many times until that core is destroyed. That is the crucial commonality between all the homunculi in FMAB. They also reflect each of the 7 Deadly Sins.
That actually would be awesome and dope
Well, I think you would basically have a Core race whose primary feature would be the fact that they can recover health on their own. Although it's not totally in-line with the show, just to keep it balanced there should be either a limit between long rests. Maybe just "As an action, you can recover 1d12 health. This ability can't be used again until completing a long rest". I'd say for skill boosts they should have +2 CON and +1 STR, reflecting their hearty, powerful bodies.
Beyond that, each "Sin" should be considered its own Sub-Race, giving different proficiencies or abilities. I don't remember the show all that well, but I think for example the Greed homonculus had an ability to harden his skin. So let's say that a Greed homonculus... "Your skin darkens and hardens. Add AC +2 for 10 minutes. This ability can't be used again until completing a long rest". Maybe also add Proficiency in Sleight of Hand
I feel like there's still a lot of room to adjust this. I think I might have leaned a bit underpowered with my suggestions. A lot of the most interesting parts of the characters would be the lore attached to them... it would be interesting to have a story where a homonculus has to interact with the family of the person their body originally came from.
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[spellHumonculus[/spell]
Just to bear in mind the show uses the word incorrectly. It doesn't really mean fake person it means "little person" and is typically a little person constructed magically, in mythology.
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Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Would this be a race write up, or a monster write up? In other words, who's going to use the thing, the DM or the Players?
In either case, I think you'll need seven, separate write ups.
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I was thinking of it as a PC Race with my suggestions... things are a lot more open ended if they're being built as enemies to face.
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OK sorry about my previous post and the tooltip issue. It was the end of my lunch and I had to go back to work.
Anyway: Create Homunculus spell makes one. The stats are here: Homunculus.
If you're more into the "artificial human" thing then you'd be wanting Simulacrum spell.
Even if these are not exact matches, they indicate the power level of the act and some stats to work with.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Well, in the case of what the OP is asking for, it's less asking for stats on how a proper homonculus should function, and more asking for suggestions on how to integrate creatures following the powers shown by the creatures referred to as "homonculi" in the manga/anime "Full Metal Alchemist".
There's a lot of lore and stuff in the show, but functionally they're humans with increased strength/durability who can auto-heal from terrible damage instantaneously. Each individual homonculus shown in the series has different innate abilities. There are 7 of them named after the 7 Deadly Sins, although honestly their powers aren't really analagous to that. All of the homonculi in the show are enemies, so statting them as monsters would be fairly easy (since being wildly overpowered isn't really a problem if it's intended to be a monster faced by a party), but trying to use them as a basis for a playable race would be fairly difficult.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium