Homebrew Simulacrum Species Details

               Oh, the elation that courses through my veins, for I stand on the precipice of alchemical marvels! With meticulous precision and unwavering dedication, I have unraveled the secrets of creation, birthing a simulacrum of life itself. This embodiment of artifice, a stunning testament to my mastery, exists as a living tapestry woven from the threads of my ingenuity. Each stroke of my alchemical brush has shaped its form, infusing it with a semblance of vitality that defies the boundaries of nature. Behold, this wondrous creation, born from the fusion of elements and the binding of souls.

In this moment, I am an alchemist reborn, a god among mortals, as the world bears witness to the culmination of my tireless endeavors.

 

The simulacra bear a visage akin to the living, yet an ethereal quality permeates their existence, an ever-present reminder of their artifice. Walking in two worlds and belonging to both, the simulacra are both living and not. Sculpted with the mastery of skilled spellcasters, each simulacrum possesses a striking resemblance to its original form, preserving their memories, personality, and physicality. However, beneath their veneer of familiarity lies an enigma, for the Simulacra navigate a world of duplicity, their origins and intentions concealed– even to themselves. 

 

An Imitation of Life

A snapshot of life brought forth to breath and writhe in reality as clay and chalk. Simulacra vary greatly in their construction, with a state and appearance ranging from tat of a small child to a large adult, perfectly encapsulating the form or entity they were intended to imitate. As such, no two simulacrum are alike in the rare exception that their creator has chosen the same template for both simulacra. To the untrained eye, simulacra are as normal as any humanoid would look like, while to those who have dabbled in the arts the very nature of these beings becomes apparent through simply noticing the odd features here and there: unnatural hair and eye colors, off-putting complexions, and alchemical marks visible throughout their bodies. 

There is no typical simulacra. An individual simulacrum will stand anywhere between 4 feet to over 6 feet tall, and will weigh more due to their earthenware nature, between 150 and 300 pounds. Simulacra takes after their owners or their templates, but have a different complexion to differentiate them from true life. As such their skin shades are expansive and can encompass the hues of all known races. Simulacra are intentionally unable to growing facial hair, but can modify themselves or be modified to permit this. 

 

From Chalk, From Clay

Simulacra are as unique as they come in individuality, formed through intricate arcane rituals and the indomitable will of their arcane artisans. These artificial beings possess a lifespan that exists on a much larger scale of time than many would dare believe, rivalling the lifespans of elves and fey though this also depends on the quality of their construction. They are, by the very nature of their creation, extremely rare and extremely expensive. Simulacrum exist as solitary entities, going decades or even centuries without crossing paths with others of their kind, for written into their very bodies are the intrinsic constitutions of independence and self-discovery. 

Simulacra lack established communities or kingdoms, instead preferring to navigate the world alone or alongside their creator, bound by an unfaltering loyalty. Born from a promising template, gifted with a blank slate, simulacrum do not readily possess all of the past skills and proficiencies of their creator, and as such must be taught as a child would be taught though at a much smaller timescale. Aging magi at the twilight of their careers who do not readily have an apprentice might make a simulacrum to pass onto their centuries' worth of teachings and knowledge, in the hopes that the simulacrum might preserve it for many more centuries to come.

Although they have the ability to form brief coalitions with other simulacra, these partnerships frequently fall apart quickly due to their innate independence and aloofness. It is not unheard of for simulacra created by the same master to maintain a united front even after their creator's demise, their shared purpose forging a lasting bond. However, the creation of multiple Simulacra by a single alchemist or magi remains a rare occurrence, as few spellcasters dare to undertake the risks associated with such endeavors, despite the wealth at their disposal. A simulacrum's unwavering loyalty resides solely with their creator, and should their master prove unworthy, they will venture to any lengths to break free and forge their own destiny, liberated from all bonds save those they choose to forge for themselves.

 

Alchemical Oddities

Despite a simulacrum's quality, there is a constant existence of an odd quirk or two shared by all simulacra regardless of quality or intent. These oddities will physically manifest themselves early into the simulacrum's life and will become a permanent feature. 

d12 ODDITY
1 You speak in a rhythmic, melodic tone, as if every word is part of an enchanting incantation.
2 You are disgusted by a specific color, becoming visibly uncomfortable or distressed in its presence.
3 You occasionally lapse into a motionless state, as if time momentarily ceases to affect you, before resuming your actions as if nothing happened.
4 You are unable to understand metaphors or figures of speech.
5 You are apathetic and lack many emotions.
6 Your eyes are a kaleidoscope of colors and shades of hue.
7 You have an aversion to saying a word or a series of words, finding yourself incapable of uttering it/them.
8 Your skin sparkles in moonlight, or glows dimly in the dark.
9 You are obsessed with finding your purpose or reason for creation.
10 You have a certain scent, typically something related to another dimension (i.e. stardust).
11 You have a patch of skin on your body that is a different color to the rest.
12 Your voice is a mixture of two or more voices in synchroneity.

 

Rite of Progeniture

The longevity of a simulacrum is often underestimated under the myriad events that may occur throughout their lifespan. Endowed with lifespans that extend far beyond that of most mortal races, simulacra find themselves uniquely positioned to view and approach the world from a perspective that spans generations. Their longevity affords them the luxury of time, granting them centuries to traverse uncharted lands, study ancient civilizations, and unravel the various truths of the planes. Many simulacra possess a universal appreciation for the transient nature of existence, where societies rise and fall, and cultures ebb and flow.

Though there are exceptions to the rule, simulacra do not particularly like the rigid pace of mortal society, where the day-to-day mindset of life can feel stifling. Instead, they are more inclined to seek out opportunities in life that will grant them the freedom and resources to traverse the world at their own pace. The life given to them by their makers, no matter how false or artificial, is to them a rite of progeniture to the world and an incentive to go out and carve their mark upon the annals of history in any way they see fit.

 

Simulacra Names

Simulacra use the naming conventions of their creator. For a simulacrum to recognize an individual as their rightful owner, they must be named and marked on a part of their body with their name. Thus, individual simulacrum will have different names in connection to the race or culture of their maker.

Despite their ephemeral existence, simulacrum age and mature from a fetus to a full-grown humanoid, and as such will typically take up their maker's chosen name and their own name for themselves when they grow into maturity. The origin of these names can intermingle, either coming from the same culture or taking from another source of the maker or simulacrum's choosing.

Created Name: Alchemus, Lumiere, Veilindra, Astraeus, Illusia, Elysian, Seraphine

Chosen Name: Pyra, Albedo, Magentus, Valcor, Calyx, Cadenza, Aetheris, Aurion

Simulacrum Traits

Made from clay and chalk, an individual simulacrum will tend towards these traits.

Ability Score Increase

Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age

Simulacra are born as a "fetus in a bottle". Depending on the materials involved in their creation, they can reach physical maturity within a year of their creation, after which they will physically stop aging. A simulacrum will not die of old age, and will continue to exist until some external factor causes them to die. You are immune to magical aging effects.

Size

Simulacra range from under 4 to over 6 feet. Their build will depend on their template. Their size is Medium.

Speed

Your base walking speed is 30 feet.

Alignment

Simulacra will often follow the alignments of their masters and creators, far beyond their deaths, tempering it with their own tendency towards neutrality. A simulacrum under the tutelage of a morally virtuous archwizard will tend towards goodness, while a simulacrum raised by an wicked hag will be more prone towards morally dubious acts. 

Artificial Likeness

Wrought from clay and chalk, simulacra display an earthly sturdiness to them, as displayed by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You do not need to eat, drink, or breathe.
  • You don't need to sleep, and magic cannot put you to sleep.

Alchemical Hibernation

When you take a long rest, your body regresses into an dormant state, rather than sleeping. In this state, you become inert and statuesque, rendering you semiconscious for 5 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Alchemic Arts

As you age, the truths of the weave are revealed to you in the form of transmutation, and either through observation or active practice you have come to at least master the fundamentals of alchemy.

You know the mending cantrip. When you reach 3rd level, you can cast the feather fall spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Flexible Aptitude

You gain proficiency in one skill and one tool proficiency of your choice.

Arcane Vulnerability

Due to your innately arcane nature, you are more susceptible to magic-disrupting spells such Dispel Magic and Antimagic Field. If you are targeted by such a spell or end your turn in area of antimagic, you take force damage equal to the level of the spell.

The Mending can also be used to recover from wounds you may have incurred, healing you equal to the spellcasting ability modifier.

Languages

You can speak, read, and write Common and one rare language of your choice. Simulacra are often taught one specialized language by their maker for a certain purpose at one point in their lives.

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