Homunculus, Variant (5e Race)
From D&D Wiki
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.
A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language throughout 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.
Homunculi have bat-like wings on the side of their head and a face that resembles that of a flat-faced dog: Two round eyes, a small, short snout and a wide mouth with small sharp teeth. A homunculus stands on two feet and walks and feet with six padded toes. Humanoid in stature, a homunculus also has two arms below its neck, these arms have five fingered hands, much like other humanoid races. The homunculi stand between 1 and 2 feet tall. On their backs, homunculus have two bat-like wings, with a wingspan greater than their height, usually no wider than 2 feet. Their skin is a brown-tan colour, with lighter shades on their ears, face, underbelly and wings.
|Courtesy of Forgotten Realms Wiki|
As Old as Time
As long as there have been magic users, there have been homunculi. The homunculus are the perfect servants, not only do they share the knowledge and experience of their masters, but they are loyal to a fault, not wanting to disappoint their masters. Because of the magical connection they have to their masters in times of distress, such as war, they have been used as spies and messengers, aiding the masters in their survival or the survival of others. In times of peace, homunculus have been used for the same things, spying on rivals, or sending messages to allies.
An Endearing Sight
In larger society, homunculi are treated like children: Respected, but not given much authority. They are seen as emissaries of magic casters and are not usually bothered. A homunculus seen flying around a city is left to its own devices, homunculi are as intelligent as any person, if they need help they will ask for it, if they get into trouble they can get them selves out of it. Because a homunculus can talk like a regular person, they are very rarely turned away when looking to purchase or trade items, though their size can make it difficult for them to carry large items.
A homunculus knows everything it’s creator knows, including all languages the creator can speak and read. Likewise, everything the construct senses is known to it’s master, even over great distances, provided both are on the same plane. Functioning as a spy, scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.
Something to Consider
When choosing this race to play, think of why you were created and the reason that you are adventuring. Were you created as an adventuring companion for another player? Were you created by an NPC as a tool to see the world before they pass from old age? Is your master trapped by an evil wizard and your task is to find him and rescue him, using the knowledge you magically share to help you on the way? These questions are pivotal to playing a homunculus, as they are a creation, a construct with a purpose. What is your purpose?
Homunculi have names belonging to the race of their creator. Often they are called the name of a passed friend or family member, or perhaps just a name they like, or wish they were called themselves.
An organic construct, created to aid a magic user.
Ability Score Increase. Your Dexterity score increases by 2 and your Strength score decreases by 1.
Age. Homunculi are created as adults and live as long as their creator lives, theoretically, they could be immortal.
Alignment. Homunculi share the alignment of their creator.
Size. Homunculi stand between 1 and 2 feet tall, your size is Tiny.
Speed. Your base walking speed is 20 feet. You have a flying speed of 30 feet. If you finish your turn while in the air after using your full flying speed you fall.
Construct. Even though you were constructed, you are a living creature. You have advantage on saving throws against poison, and you have resistance against poison damage. You are immune to diseases. You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
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.
Magical Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Master. Over the course of a long rest you can bond to a willing creature within 5 feet of you, designating that creature as your master. You are proficient in all skills that your master was granted by their race to a maximum of two and you can magically communicate simple ideas, emotions, and images telepathically with your master as long as they are within 100 feet of you. This form of telepathy doesn't allow your master to telepathically respond.
Languages. You can speak, read, and write Common and two other languages that your master knows.
Random Height and Weight
|1′ 0″||+2d6 inches||lb.||× (1d4) lb.|
*Height = base height + height modifier