Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Fire Absorption. Whenever the homunculus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. If the hit points regained exceeds the homunculus's max number of hit points, the additional hit points are applied as temporary hit points.
Spell Storing. The spellcaster who created the homunculus can at will expend a spell slot to store a spell within the homunculus. Up to Three spells of 5th level or lower can be stored within the homunculus at one time. The creator can also choose to store cantrips within the homunculus, which it can cast multiple times until replaced. The caster can store spells from anywhere on the same plane of existence. When commanded or of its own will, the homunculus casts the stored spell with any parameters set by the original caster, requiring no components, nor verbal incantations. When a spell is cast or a new spell is stored or replaced, the previously stored spell is lost.
Attune Vessel. The homunculus can choose to replace a single spellslot to then turn allowing the homunculus to be able to attune to a magical Item. The homunculus can then use that item as it wills or as directed. Any affects that are applied to the user of the magic item are applied to the homunculus. The creator of the homunculus can direct the homunculus to use the item if they wish to, provided both are on the same plane.
Bond of blood At the discretion of the creator or the homunculus, If the homunculus is within 60 feet of its creator, half of any damage its creator takes (rounded up) can be transferred to the homunculus. Additionally the creator can imbue the homunculus with vitality by sacrifice up to 30 hp and bolstering the homunculus with the equivalent amount. Beware that If the homunculus slain any additional damage past 0 will roll over to the creator.
Immutable Form. The homunculus is immune to any spell or effect that would alter its form.
Magic Resistance. The homunculus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The homunculus's weapon attacks are magical.
Regeneration. The homunculus regains 2 hit points at the start of its turn if below maximum
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) acid damage
Weave Synergy. When a creature makes an attack against the creator the homunculus grants a +2 bonus to spell saves to its creator if the homunculus is within 5 feet of the creator.
Description
A recipe from an old forgoten tome from deep within the bowels of Candlekeep, the mad ravings of a Litch thats long since become a demi-litch, the secret project of a powerful nation, ancient Netherese scripts found in a dragon hoard or revealed by the winds where they once lived, possible it returned with Thultanthar enclave from the Shadowfell. Possibly it's a ritual made by the elves that only they are allowed to know of and anyone who learns of it must be silenced. Maybe Mystra has shown you favor and has whispered to you in your dreams. Did you make a deal with a Night hag trading archaic magical secrets for a price that you can't afford. Perhaps ... its from another Crystal sphere in relmspace altogether. What ever the origins of this homunculus it promises great and interact magical knowledge that many would kill for to learn about.
In an attempt to make a more perfect extension of its creator this homunculus is the culmination of an homunculuses connection and bond to its creator. The fortitude of an Iron golem and its iron body that servers to ignore the inherent weaknesses in their materials that other constructs posses or the power of the spirits bound within them. Its iron body is perfectly attuned to the spirit that drive it making its form immutable in shape and is a powerful conduit for the spells that run through it. Its body is a vessel for magic to flow through and is susceptible only to weapons imbued with magic or the strength of adamantine. This nature imbues it to take on some aspects of a Shield Guardian once intricate magical channels and glyphs have been properly etched into its body. Linked through blood and magic this forms as the basis for the homunculus's bond with is creator. Once magical channels and glyphs are properly carved into its body the creator can manipulate magic through the homunculus for spells to be cast into and from the homunculus.
This is a highly complex and magic intensive construct to make. requiring skills in blacksmithing, artifice, alchemy, wizardy, and more.
This homunculus's body is smelted with rare tinctures and admixtures. The Iron for its body must be mixed with 1 pint the blood of spellcaster who going to be connected to the construct collected with the use of a ceremonial dagger encrusted with jewels worth no less than 1,000 with a as well as the ash of "Manual of Golems" for an iron golem, mandrake root extract and be quenched in spring water. The body then must be forged into the desired shape and enchanted with the appropriate spells listed. The eye sockets must be left empty. Next you must spend 120 days engraving the intricate magical channels and glyphs into the body of the homunculus, working without interruption and Resting no more than 8 hours per day.
Finally each day for a year, during which the homunculus can not be moved, recite a rare intricate 1-hour-long incantation from the spell create homunculus starting by placing the dagger into the hands of the homunculus at the begining of the ritual then retrieving it at the end. After a year on the very next day repeat the ritual to Create Homunculus but by starting with the creator taking 2 jewels from the ceremonial dagger and putting them into the eye sockets of the homunculus. Then hold the dagger in one hand and pinch of adamantine dust in the other throughout the ritual. When finished sprinkle the adamantine dust over the construct. once complete it will then animate.
The homunculus could only be animated in the presence of the one whose blood is mixed with its body and the process required a special laboratory, knowledge of the art of crafting constructs, and an extended ritual that involved the casting of the spells limited wish, cloudkill, geas, true polymorph. Alternatively, the construction of the iron body potion could be undertaken by any individual that owned a manual of golems. The spells discern location, detect magic, need to be casted. Any of the spells listed spells could be cast by the user themselves or by means of an enchanted item, such as a scroll or wand. The creator is required to a cast Create Homunculus. The spellcaster must be able to cast Create Homunculus and have at least two 5th level spell slots
A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies and becomes immobile.
Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring. it is also a valuable servant that can assist in rituals and spell casting and experiments, and acts as a conduit for the complicated weave of magic.
Constructed Nature. A homunculus doesn’t require air, food, drink, or sleep
When ever the homunculus is within a magic dead zone, Anti-magic field or an area of similar effect it become inert until its removed from the affecting area
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Posted Feb 28, 2023i designed it all from dnd offical content and older versions