Homebrew Homunculus Species Details

After many years, I have finally done it. I have achieved my ultimate goal as an alchemist! My foolish colleagues strive endlessly after a simple stone that will turn lead into gold and grant them immortality. Fools! What use is immortality to the lonely scientist? No, far better is what I have searched for. I have toiled endlessly for one goal - the creation of life through alchemy alone. And at last, I have achieved it. I have created a being, alive in it's own right, born not of woman but of an alchemist's workshop. The perfect servant, the perfect companion, unerringly loyal to it's creator! Truly I have achieved what no other alchemist can claim to have discovered, and what no other alchemist can claim to have outdone.

- A blood-spattered page from an alchemist's journal

The homunculus is the ultimate construct, an artificial being created through the darkest forms of alchemy. Unlike the run-of-the-mill construct that relies on it's master's magic and instructions to exist and continue to function, or on a simple spell that serves to animate and drive them, the homunculus can truly claim sentience and individuality. Despite the unnatural circumstances of it's birth, a homunculus is a being all it's own, with it's own desires, emotions, and motivations, all too often ignored by the very alchemists that created them. And in the dark of the night, this hubris becomes their doom.

A Perfect Servant

Homunculi vary greatly in their construction, with a stature and appearance ranging from that of a small child to a large adult. They appear roughly human, but depending on the quality of their construction may appear deformed or to have unnatural hair or eye colors. They typically have very pale skin, light-colored hair, and lack facial hair, though variations are not unheard of. Homunculi also vary greatly in their lifespans, with the worst-constructed of them lasting only a few short months, and the best-constructed rivaling even the dwarves.

When it comes to physical abilities, however, homunculi quickly differentiate themselves from their human counterparts. Homunculi are typically fairly strong and agile, displaying much more physical prowess than a human of a similar size. However, they tend to be less clever and inventive; they are designed for manual labor, not for high-level tactical planning. Be warned, though; many an alchemist has underestimated the intelligence of a homunculus and fallen prey to their own creations when they least expected.

A Lonely Existence

Homunculi are, by the nature of their creation, extremely rare. They are typically found either serving under their creator or wandering throughout the world after having overthrown them. They have no communities or kingdoms; even should a homunculus meet another of it's kind, they rarely stay as a group for long. While it is not unheard of for homunculi created by the same alchemist to continue working as a group after their creator's death, it is uncommon for an alchemist to risk the creation of multiple such creatures, even if they can afford to do so.The only loyalty a homunculus has is to it's creator; should it's creator prove unworthy, a homunculus will go to any lengths to be beholden only unto itself.

Homunculus Names

Homunculi are typically either given names by their creators or their creators' family members, or left nameless by a master that sees them only as mindless servants. Thus, they tend to have very human-like names, should they have names at all. Due to their nature, their names tend towards the two extremes of being guttural and demeaning or ephemeral and mysterious. Homunculi usually take the surname of their creator, or forego a surname altogether.

Should a nameless homunculus become a wanderer, they will often take up a name along their travels in order to relate better to the creatures they encounter. These names are often either given to them by acquaintances or borrowed from a mish-mash of names that they have heard along their travels, and thus can come from any race, culture, and region, or a mix thereof.

Deformed Names: (Male) Igor, Balthaz, Gron, Kuzal; (female) Akala, Nerest, Kallena

Ephemeral Names: (Male) Erevas, Renard, Solomon; (female) Retanna, Perennia, Sorah

Wanderer Names: Nearly anything

Homunculus Traits

Homunculi draw most of their traits from their human models; however, they are less adaptable, and tend more towards physical strength than towards the might of the mind.

Ability Score Increase

Your Strength and Dexterity each increase by 2.

Age

Homunculi reach physical maturity within a few days of their creation. Homunculi do not age, in the normal sense of the word; however, their bodies will begin to deteriorate over time as they go longer and longer without maintenance. Depending on the quality of their construction and the life expectancy of their creator to maintain them, they can live anywhere between a few months and several centuries. It is possible for an alchemist to lengthen the lifespan of another alchemist's homunculus, but only the homunculus's creator can preserve it indefinitely.

Alignment

Homunculi are typically either completely servile or strongly self-interested, with no particular care for the safety or discomfort of others. They tend towards neutral alignments.

Size

Homunculi can range in size and build from that of a small child to that of a large man. Assuming good construction, they are about 5'5" and 130lb on average, roughly the same as humans. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak Common and one other language of your choice. Depending on your background, you may or may not be able to read and write; homunculi are typically educated by their creators or resort to self-teaching, if they are educated at all.

Artificial Origin

As an artificial being created by human hands, the method of your creation brings with it some inherent advantages:

While you are aware of pain, you cannot be incapacitated by it. You can function normally and think clearly even when under the most excruciating of pain.

Your body can be fully reconstructed over the course of a long rest so long as you have all of the original parts, regardless of how gruesome the damage is.

It is extremely difficult for you to become intoxicated or charmed. You have advantage on Constitution saving throws related to your mental state.

Through sheer willpower, you can power through exhaustion and pain if necessary to achieve your goals. When your hit points are reduced to 0 from at least 5 in one blow, you may make a Constitution saving throw. On a success, your hit points are reduced to 1 instead of 0. This does not apply if you would be instantly killed.

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