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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Please tell me what you guys think, this is my first race creation.
Does the class of the original body have to be the same as the class of your character for you to have the ability? Say if the original body was a Monk, would my character be able to be a different class and still get the Ultimate Shield? (and vice versa)
Yes, the new body can still have the Ultimate shield even if it changes its class from the original body.
Okay, thanks for the clarification. That's what i thought but i wanted to be sure before i asked my DM about using this as a character. Also, i assume you used the seven Homunculi from Fullmetal Alchemist for the inspiration, right???
(It's VERY similar if im wrong)
Yes but, I used 5 of the homunculi from full metal alchemist as inspiration. so you are right.
Yes, and the other 7 inspirations are from the Seven Deadly Sins, correct?
Yes, that is correct.
Aside from the 30 foot range, what can the Oppressive Shadow not do? Can it be used to occupy an empty suit of armor like Pride does in FMA with Alphonse? Also, if Ultimate Shield or any of the others with time limits are activated, do they HAVE to stay active until the time limit is up or can you use it multiple times as long as the cumulative time does not exceed 1 hour?
Oppressive Shadow Cannot Occupy Empty Suits of Armor, but it can be used almost like Mage Hand but Venom like.
Any ability that has a Time limit can be used multiple times with in that time limit of first Activation for the day. For example, If you have Finger Lance and you activated it already and are not currently using it, after an hour it will shut down on you and you won't be able to use it again until the next dawn. Since your body would shut down the ability it's self, because the power core can not sustain those types of abilities for long.
(Had to add time limits for abilities won't be too OP since having it accumulated time or no time at all would be too Op and the time limit makes you conserve the ability until you really need it.)
Can the Oppressive Shadow turn into a weapon and attack? And if it can, is there a limit to how many different weapons it can turn into and how does it affect the damage die, if it does at all? Also, if it were to morph into a Two-Handed weapon or a Heavy weapon, would it still be able to attack with it as if those requirements were met?
(Sorry for all the questions, i just want to get a crystal clear, more or less, understanding of this race and what it can and can't do before i use it for a character. Thanks for the replies.)
Its fine you are pointing out things i missed or didn't explain very well Like the attack modifier for Oppressive Shadow (I forgot to input that) since this is my first race that i made so i appreciate the questions.
Yes the shadow can turn into any Melee weapon, like Spiritual Weapon spell but in darkness. If the Shadow isn't in a weapon form it deals 1d8 Piercing or Bludgeoning Damage and 1d4 Necrotic Damage. If in Weapon form it deals the damage that the weapon would be normally deal adding 1d4 Necrotic damage to all hits if it hits the target, with no saving against the Necrotic Damage. If the weapon is a Two handed Melee Weapon then The damage is the same as a two handed instead of the one.
The Shadow can turn into any weapon but it takes an Action to change the Shadows form.
(This is me assuming cause idk for the most part how Transmutation magic works in the world of D&D) Is it possible for the Ultimate Shield to be rendered useless with Transmutation like Edward does to Greed? By changing the bonds between the carbon atoms into a less solid, breakable form?
Also, back to Oppressive Shadow, can it transform into something around the characters body, like a "suit of armor", could it form a wall or something similar, and how many main Parts are there? Do all of the main parts get to attack on your turn or only some of them? Do they also get any possible bonus actions in any way? (I'm assuming no for non OP reasons but who knows)
For the ultimate Shield it can not be rendered useless since the Transmutation Magic that Is in the world now is a weaker version of the one that was used to create this race. So no Transmutation magic can not render it useless.
For Oppressive Shadow you can use one tendril at a time by using one action, and you can use the Shadow to block an incoming attack that you can see by using a reaction once per round. There are two main Parts to the Shadow one for reactionary Defense and one for Action Offense attack. The only Bonus action The shadow has is to bring it out again if it was already active, if you were surrounded by Pitch black Darkness.
What happens if my character reaches 0 HP and fails the Death Saving Throws, but the Gem is still intact?
The death saving throws only start if your gem is cut into and you will have advantage on those.
Reaching 0 HP Means your body is then Paralyzed and you go unconscious, until either 5 minutes pass when you regain HP or someone pours a potion in you mouth (Basically Imitating Death) . As long as you're Gem stays whole with out breaking Death can never claim you. (just like FMA If some one pulls the gem out of your bod you will reform around that gem, but it would take a Long rest to fully Reform. This is the only True OP that i wanted for the race its Immortality.)
That's what I thought but I wasn't sure. Personally, for your first race, I think you did really well. Especially thinking of all the special powers for each individual class. I can tell I'm gonna have a lot of fun with this race, especially cause my DM already hates my Monk characters cause they always just destroy everything but that +5 AC will be even better, especially if I can start with an AC of 18.
Are the Ability scores increases +1 Str. And +2 Dex. Or vice versa?
Thank you for that, and that's good to hear that you like it, and yes its exactly like that for STR. and DEX.
Okay. It says it it both ways up above so I wanted confirmation. Do you have any ideas for other races?
Yes i do have some other ideas for a races, even a race that is purely my own, from a book that I'm currently still working on. I am also working on other stuff but they are more for my Game of D&d since i am a DM.
I'm sure they're gonna be some cool and fun races dude. Especially if they're anything like this one.