Homebrew Alchemical Failure Race Details

The creation of The Homunculus was a memoroble day for Alchemists for it gave them a familiar which was created from SCIENCE not magic.
But it seems that not everyone was happy with the results for they tried to improve the poor creature and created these horribile things, It is true that they are stronger, smarter and long lasting but at what cost ? 
For the small happy homunculus became no taller than a human with skinny limbs which end in claws and a melting face, this of course gives the ability to change it appearance. 

Alchemical Failure Traits

A mutated mix of what the creator saw fit.

Light Sensitive

Ability Score Increase

Your Constitution score is increased by 2, and your Intelligence is increased by 1

Age

Failures age quicker than humans and live up to 50 years but can prolong their life by consuming other living beings.

Alignment

Failures are chaotic beings this brought on by their creation yet they stride to do good things to atone for their sin of living for that is how they see their existance.

Size

Their average height is between 5 to 6 feet in height, with a skinny build. Your size is Medium.

Speed

Your base walking speed is 20 feet.

Change Appearance

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Claws

 Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Partially Amphibious

You can breathe underwater for up to 1 hour per long rest.

Languages

You can speak, read, and write Common and  two other languages of your choice.



Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2019 7:29:50 PM
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