Homebrew Alchemic Homunculus Race Details

"Constructs created from war, to bring out peace, by using a new form of Alchemy the Government tried to make them selves Immortal. Oh How foolish they were to think that that would work for them, and how foolish they were to think I would let them get away with genocide like this! Ill stop them even if it means being something I'm not." - Link Morticia.

Construct created from the sacrifice of millions of people. This Construct is a Creation in which life is preserved for eternity, never age, never hunger, never sleep. Taking the form of any humanoid creature that its Original body was made of (Dragonborn are an exception to this). Homunculus are constructs with souls, emotions, memories, and other humanity like features, but lack the feeling of pain, and the fear of death. Some Homunculus Search for death, and some search for knowledge. They contain the Memories and soul of the original body, but who is to say that the original host is the one in control.

 

Ability Score Increase. Strength score increases by 1, and your dexterity score increases by 2.

Age. Homunculus tend to live for millions of years, and are usually created when the original host is in their Prime.

Height. Your height Depends on your original body, but you are considered Medium height.

Alignment. Homunculus tend towards no particular alignment. It will depend of their state of mind on how they came out of creation.

Languages. You can read, Write, and speak any 4 languages not including common.

Gem of Power. Homunculus are Constructs, and must contain a source of Power to run its immortality. Each Homunculus is Different in the placement of their Gem. If this Gem is destroyed the Constructs dies.

Souls of the Millions. Inside your power source its millions of souls, all the Souls of the People that were killed in the Process of Constructing you. You have advantage on Death saves and can see thru Illusionary Magic.

Power of the Gem. When a Homunculus is created they are given a Power depending on the class that the Original Body had. Each ability recharges at dawn.

  1. Barbarian: Full Counter: A power that completely counters any and all Physical attack dealt to the body, it doesn't effect Magical attacks. The absorption is a continues thing, the less hit points you have the more dangerous this ability is, Every 10 hit points that is taken from you add +1 tp you damage Mod. Can only be used once per day. 
  2. Bard: Transformation: A Power that lets the user Change their appearance depending on the 1d4 roll for that day. Essentially this ability is a Shape change spell with out any V, S, M needed.
  3. Cleric: Disaster: A Magic Weapon takes Physical form in a shape of a Pillow, that can be used as a flying Device. The Form the weapon takes matters little to its abilities. It is Much Stronger then the strongest Metal known to man kind, and can Protect its user from any but not all danger. This weapon gives +3 in AC Not going over 30.
  4. Druid: Creation:This power enables the wielder to control and shape the earth as they please, which includes raise the ground in the form of towers, to bend iron as if "it is made of toffee", and, to also turn minerals in the ground into sand. The wielder is also able to turn their body into metal, thus increasing their mass and enabling them to use the resulting increased gravitational force in attacks. This Ability last 30 minutes and once used can not be used again until the next dawn.
  5. Fighter: Finger Lance: Able to Manipulate the physical manifestation of their Fingers to extend up to 60 Feet in a Lance Formation, The users fingers gains the durability of a Metal Lance and can penetrate Most Amour. This form can only be used for up to 1 hour a day.
  6. Monk: Ultimate Shield: Manipulating the Carbon in the skin, you can harden to near impenetrable density, with only 4 weak spots on the body, user chooses the location of each weak spot. This Form adds +5 to your AC, and can be used for 1 hour a day. Using 1 Key point you can  extend it for another hour.
  7. Paladin: Sunshine: In the daytime when the sun is on you, your physical strength increases dramatically and you are able to radiate intense waves of light and heat easily capable of melting metal and vaporizing stone. During the Day your Strength Mod is increased by +4, During the Night your Strength Modifier Decreases by -2. If the Sun is Covered or you are not in direct sun light you will have permanent -2 to your Strength Mod. Undead must roll a 14 or higher on a wisdom check, if failed they run away in fear of you, if succeed they stay put to fight, but take an extra +2 Radiant Damage when you are in direct sun light.
  8. Ranger: Ultimate Sight: While it grants you an extra-sensory vision of Your general surroundings allowing you to perfectly and efficiently anticipate all variables and his opponent's attacks and take action with absolute efficiency without much effort. A simple glance will detect his opponent's or obstacle's strengths and weaknesses. your sight gives you a +3 Dexterity checks, and saving on things your can see with in sight. You can ask your GM for one thing on your opponent. This ability can only last for 30 minutes.
  9. Rogue: Snatch: This is an ability that enables its wielders to "rob" physical objects and the abilities of other creatures, without making any actual or direct contact. Will only work if the opponent fails a Wisdom check of 15, If fail the user can take any and all modifiers of his opponents for 1 hour, and stack in on their own modifiers. If failed any attack or spell that is being used is also taken from them and you are able to use their spell or use their turn against them. If succeeds the opponent gains an 2 extra attacks against you.
  10. Sorcerer: Invasion: An Illusion based ability that entraps its target in a Mental cage of their Fondest Memories, the user conjures an arrow that must hit its target to entrap them in the cage. To escape the opponent must succeed on a wisdom check of 13 on their turn, if fails they are still in their cage until their next turn and on each fail the Wisdom Check increases by 2. If misses the target the user can't re use the ability until the next dawn.
  11. Warlock: Oppressive Shadow: By Naturally Absorbing light and Shadows with in our self, you can release a Black like ooze from your body and control it at will to take on any shape and attack on your command. Its main Parts can not go further then 30 feet from you or else it will start to evaporate into smoke. If there is no light of any kind around this ability is null and void. can only be used for 1 hour a day.
  12. Wizard: Infinity: This Ability lets you keep any Concentration Spells up, even if you are not concentrating on It. This ability only works on one concentration spell cast a day, if a previous Concentration spell has bin used during the day, the next day the spell will Continue to hold until dispelled even if you use the ability again on another target.

Regeneration. Every 5 Minutes your regain 5 hit points of health, if a limb is detached it can be easily reattached by placing the limb back in its correct spot and wait 5 minutes then it should be reattached.

Immunities. Immune to Poisons damage and Sickness.

The Stone inside the Homunculus counts as an energy source for magic, and will not effect your life span. Homunculus Tend to blend in with the crowd they are in, and can be hard to distinguish from one person of its race from another person of similar race. They tend to have a fear of Transmutation and tend to walk away from sights of people using it. Homunculus either live in a big city or tend to fend for them selves in fear of being ostracized for something they had no control over.

 

Alchemic Homunculus Traits

The Appearance is like one of the main humanoid race.

Ability Score Increase.

Increase +2 in Strength, and +1 in Dexterity.

Age

Homunculus tend to live for millions of years, and are usually created when the original host is in their Prime.

Languages.

You can read, Write, and speak any 4 languages not including common.

Gem Of Power

Homunculus are Constructs, and must contain a source of Power to run its immortality. Each Homunculus is Different in the placement of their Gem. If this Gem is destroyed the Constructs dies.

Souls Of the Millions.

Inside your power source its millions of souls, all the Souls of the People that were killed in the Process of Constructing you. You have advantage on Death saves and can see thru Illusionary Magic.

Power of the Gem.

When a Homunculus is created they are given a Power depending on the class that the Original Body had. Each ability recharges at dawn.

Regeneration

Every 5 Minutes your regain 5 hit points of health, if a limb is detached it can be easily reattached by placing the limb back in its correct spot and wait 5 minutes then it should be reattached.

Immunities

Immune to Poisons damage and Sickness.

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