Base Class: Artificer
The homunculist are artificers who specialize in creating chimeras and homunculus instead of creating magical items or machines. Generally, a homunculist lives in seclusion as most often the creatures made by them are perceived as monster which put the commonfolk uneasy, even if the creature wasn't made for ill intents. The chimeras created are usually a combination of two or more animals that the artificer tries to perfect during its lifetime.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Potter's Tools supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice
Homunculist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Homunculist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Homunculist Spells
| Artificer Level | Spell |
|---|---|
| 3rd | Animal Friendship, Ray of Sickness |
| 5th | Barkskin, Melf’s Acid Arrow |
| 9th | Stinking Cloud, Life Transference |
| 13th | Polymorph, Vitriolic Sphere |
| 17th | Insect Plague, Awaken |
Homunculus Genesis
Unlike the other artificers, the Homunculist has a greater understanding of life essense and is able to create homunculus sooner than his peers. Since this creature is made of flesh instead of being a construct, the artificer can upgrade it further. At level 3 you receive the artificer infusion Homunculus Servant in addition to the other infusions known and doesn't count to your maximum infusions known. An homuculus created this way has different statistics:
- it is no longer immune to exhaustion, poison damage and the poisoned condition;
- its size is small and is a monstrosity;
- its hit points are equal your proficiency bonus plus your intelligence modifier plus your artificer level times 2.
Evolution
Through intense study of anatomy and physiognomy a Homunculist can learn how to improve a homunculus to be better adapted to fights or to create more of them. When you attain level 5 you can create a second homunculus or opt to have a single improved homunculus. You also gain the ability to control all homunculus with the same bonus action. To improve a homunculus you must spend an hour infusing the creature with magic using your spellcaster's focus. The improved homunculus has three new actions that require your bonus action to command the creature to use them and have features replaced with the following ones:
Size medium
Armor class 15 (natural armor)
Hit Points equal the homunculus's Constitution modifier + your Intelligence modifier + 4 times your level in this class
Speed 30ft
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 14 (+2) | 10 (0) | 13 (+1) | 8 (-1) |
Multiattack. The homunculus makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
From the krasis adaptation tables choose 1 option from each table, you can add those features to the improved homunculus. The homunculus counts as a krasis category one for those features.
It loses the ability evasion
Apart from the statistics replaced, the improved homunculus still retains all other statistics of the homunculus.
Perfected Chimera
Experiment after experiment your creatures have been perfected and are now deadlier than ever. At level 9 you can now have up to 3 homunculus or have your improved homunculus become a perfected homunculus. The perfected homunculus have features replaced with the following ones:
Large Size
Armor class 18 (natural armor)
Hit Points equal the homunculus's Constitution modifier + your level in this class times 6
Speed 40ft
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (0) | 13 (+1) | 8 (-1) |
The homunculus attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 15 (1d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4) slashing damage.
For the features granted by the krasis table, this homunculus counts as a krasis category 2.
Apart from the statistics replaced, the perfected homunculus still retains all other statistics of the improved homunculus.
Slime Surge
In search of a perfect homunculus, many failed prototypes were made, though not all of them were useless. One of these prototypes is a ooze that increase its size when sensing tension from its host in order to protect him. At level 9 you gain the ability to use a reaction to launch a slime that gives you one of these benefits:
- If you are the target of a spell or a spell forces to make you a saving throw you can cast counterspell as if you had the spell prepared;
- When you would take damage from any source, you can roll 2d4 and subtract that to the damage;
- If a melee attack misses you can restrain the aggresor if he fails a strength saving throw against your spell dc, on subsequent turns the aggressor can use its action to make another saving throw to end this condition.
You can use this feature a number of times equal to your intelligence modifier (minimum of once). You regain all expended uses on a long rest.
Cytoreplica
A homunculist who becomes an expert in fusing souls and bodies can also divide and replicate them. As you reach level 15, you can now cast at will Simulacrum and Clone but you still need to provide the materials. When you cast Clone it only takes 40 days to mature.
You also gain the ability to perform a ritual which last 1 hour that binds a simulacrum of you to your clone and creates a replica of you. This replica is an exact copy of your character and has the same statistics as you, even if they change after the ritual.The replica is formed without equipment and tracks its hit points separately. It does not have spell slots of its own and instead uses your slots to cast spells, also all abilities that have limited uses between rests behave similarly. Controlling this replica does not require an action and it takes its turn immediately after yours. If a mind effect would affect one of the characters it applies to both, even if one succeeded the saving throw and to end the effect only one of the characters can make the saving throw per round. All other abilities or spells only affect its target. If the replica dies only you can revive it succesfully, but if you die, you can use the replica as if it was a clone and transfer your soul to it. This replica can be made from an unmatured clone and only takes 10 days to mature.
As having a duplicate of yourself is rather taxing, you can only control one homunculus that is not improved while controlling the replica at the same time.You also gain the ability to perform a one hour ritual that drains the life of the homunculus, or the replica, and turn them into hand sized embryos. They are considered objects in this form but they can return to its original form if the ritual is performed again.
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