Homebrew Homunculus Species Details

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. While speaking an intricate incantation, a spellcaster cuts themselves with a jewel-encrusted dagger. They drip their blood on the spell’s other components and touch them, transforming the components into a homunculus.

A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

Homunculus Traits

Your homunculus character has the following racial traits.

Ability Score Increase

Your Dexterity score increases by 2, your Charisma score is reduced by 2, and your Strength score is reduced by 3.

Age

Homunculi do not age.

Alignment

Homunculi tend toward neutral.

Size

Homunculi average about 2 feet tall and weigh about 20 pounds. Your size is Tiny.

Speed

Your base walking speed is 20 feet, and you have a flying speed of 40 feet.

Languages

You can understand the languages of your creator but can't speak.

Telepathic Bond

While you are on the same plane of existence as your master, you can magically convey what you sense to your master, and the two of you can communicate telepathically.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Natural Armor

When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Monster

Due to your monstrous origin, you don't gain the starting equipment of your class. For each class level you add, you gain one Hit Die based on your size (d4), ignoring the class's Hit Die progression.

Charmed Immunity

You are immune to the charmed condition.

Poison Immunity

You are immune to poison damage and the poisoned condition.