Homunculus (5e Class)
From D&D Wiki
- 1 Homunculus
- 2 Homunculus
- 2.1 Transitory Nature
- 2.2 Creating a Homunculus
- 2.3 Class Features
- 3 Archetypes
- 3.1 Shield
- 3.2 Spear
- 3.3 Eye
- 3.4 Vessel
- 3.5 Disguise
- 3.6 Multiclassing
As homunculi can be formed from already existing creatures, it is up to your DM whether or not you retain your original racial traits, though you typically do not.
|An Ouroboros signifying a homunculus, [Source].|
Homunculi, on a surface level, resemble a normal humanoid species, though with much more pronounced features. They often either extremely masculine or feminine, lack any gender-based features whatsoever, or have the extremes of both. There are only 2 ways to truly know that somebody is a homunculus. Firstly, all homunculi bear a tattoo on some part of their body in the shape of an Ouroboros, the self-consuming serpent. Secondly, when a homunculus is injured, they will emit crackling, red electricity from the injury as they reconstitute themselves atom-by-atom. There are two ways to create a homunculus. The first is to inject a philosopher’s stone into the bloodstream of a substantially sturdy humanoid creature. This process usually results in a 99.9% failure rate as the host’s body is destroyed and rebuilt countless times. The other method is for a creature that already contains a substantially powerful philosophers stone to split off a part of itself. From this stone fragment forms a wholly unique being based around a singular element of the creature, greatly reducing that element in the original.
Long ago, in a vast, long forgotten kingdom, one alchemist created a truly artificial creature; a small, gaseous being contained within a flask. This being held no physical strength to the point that even exiting his container would kill him instantly, but his intellect surpassed any mortal man. After allying himself with a simple slave, he quickly rose to the rank of royal advisor. Convincing the king that a plan he hatched would bring him immortality, the dwarf converted the nation’s entire population into a philosopher’s stone. But instead of implanting into the king, the stone was split. One half laid within the slave, making him the first modern homunculus. The other half formed the other being’s body. Seeing it fitting, he copied the slave’s appearance. They separated afterwards, both vowing to bring an end to the other. All homunculi originate from these two.
Homunculi usually act as infiltrators for their creator, hiding in the shadows, in plain sight, and in the highest office to complete schemes often hundreds of years long. In very rare cases, most often among the manifestations of greed or pride, a homunculus rebels against their creator. In these situations, they often dedicate their “lives” to surpassing and obliterating them.
As most homunculi are fragments, they take names resembling the personality fragment they embody. As such, they are gender neutral.
Names: Pride, Greed, Gluttony, Lust, Charity, Diligence, Kindness, Temperance, Joy, Creativity, Fear, Sorrow.
The personification of emotion and an abomination of science.
Ability Score Increase. Your Charisma score increases by 1.
Age. Homunculi do not age and can feasibly live forever.
Alignment. Homunculi tend to follow their masters, making most of them Lawful Neutral, though those of Greed or Justice have been known to break away and become Chaotic Good or Evil.
Size. Homunculi vary widely in height and build, from less than 5 feet to well over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Vortex of Souls. When you are targeted by detect magic or a similar effect, or contacted by any form of two-way telepathy, the caster hears the screams of every soul inside of you and must succeed a DC 21-your Wisdom or Charisma modifier Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Mystically Mundane. Your artificial nature leaves you permanently severed from any form of magic. You can not spend spell slots or Alchemic Stamina.
Composite Character. If you choose this race, you must take the attached Homunculus class at 1st level.
Languages. You can speak, read, and write Common and two other language of your choice.
When creating a homunculus character, you can use the table of traits, ideals, bonds, flaws, height, and weight respective to their original race to help flesh out their character with one deviation. The height and weight table’s minimum value decreased by 15%, rounded down, and you roll 1 additional die for height.
Due to their mostly-human form, homunculi are capable of anything a humanoid could. However, due to their mass of souls and ability to regenerate, they often develop their own style of combat.
Creating a Homunculus
- Quick Build
You can make a Homunculus quickly by following these suggestions. First, the ability score listed in your subclass should be your highest ability score, followed by Charisma.
As a Homunculus you gain the following class features.
- Hit Points
Weapons: Martial Melee
Saving Throws: Charisma
Skills: Choose any 4 skills.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword or (b) 3 tridents
- (a) Leather armor or (b) Ring mail armor
- (a) Entertainer’s Pack or (b) Scholar’s Pack or (c) Priest’s Pack
|1st||+2||1||Philosopher’s Stone, Regeneration|
|4th||+2||3||Ability Score Improvement|
|8th||+3||5||Ability Score Improvement|
|12th||+4||7||Ability Score Improvement|
|16th||+5||9||Ability Score Improvement|
|19th||+6||15||Ability Score Improvement|
At 1st level, you can draw power from your stone. As you progress in this class, your mastery in drawing power increases, reflecting as an increase of “Soul Points” as per the column of the same name. You regain all soul points at the end of a long rest. You can regain additional soul points by consuming philosopher's stones. If the stone contains Alchemic Stamina, you regain 1/4 the number of Alchemic Stamina points as soul points. If it contains souls, you regain an equal amount of soul points as souls. If this would increase your soul points above your maximum, you instead gain temporary soul points. TSP can stack and can be used in the same manner as normal soul points, but are not regained at the end of a long rest.
At 1st level, you can spend 1 soul point to regain 1d6+your Constitution modifier hit points as a bonus action.
At 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
At 3rd level, you chose an archetype. Choose between Shield, Spear, Eye, Vessel, Portal, Disguise, or Tool, all detailed at the end of the class description. Your choice grants you additional features at 7th, 11th, 14th, and 20th level. At 3rd level, you gain proficiency in the saves of the ability listed as your most important ability unless you multiclass into this class.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you do not need to eat, drink, breath, or sleep. You may spend 2 soul points to use Regeneration as a bonus action or reaction, or 3 soul points to use it as a free action or when you are reduced to 0 hit points.
At 6th level, your lack of bodily need leaves you energized on a physical level. You can take the dash, dodge, or disengage actions as bonus actions for 1 soul point. You can take each of these actions on the same bonus action for 1 additional soul point.
Beginning at 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 10th level, the vortex that constitutes your soul grants you resistance to psychic damage.
Beginning at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three times at 17th level.
At 15th level, your immortal soul allows you to reconstitute your body on a molecular level. When you gain an Ability Score Increase, you may increase your ability scores up to 24.
Starting at 18th level, you can greatly energize your body temporarily. On your turn, you can spend 3 soul points to take one additional action on top of your regular action and a possible bonus action.
The Ultimate Shield is a near impenetrable layer of carbon some homunculi can lace over their skin. Your most important ability score is Strength.
At 3rd level, you can begin to manifest the shield, though it is limited to your hands and forearms. While you have at least 1 soul point, your unarmed attacks deal 1d4+your Strength modifier slashing damage, if you are wielding a melee weapon you can not be disarmed, and you do not suffer penalties to disarming while unarmed.
At 7th level, as a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or reaction/free action for 3 spirit points, you can cover your entire body in the Ultimate Shield for 1 minute. All nonmagical bludgeoning, slashing, and piercing damage you receive is decreased by your Proficiency bonus. Doffing the Ultimate Shield occurs in the same manner as donning it, and while it is donned you can not use Regeneration.
At 11th level, you can spend 2 soul points to gain resistance to 1 type of damage except psychic while Full Shield is active.
At 14th level, as an action for 5 soul points, you can bind your shield to a different creature. They must succeed a DC 8+your Dexterity modifier+your Proficiency bonus Intelligence saving throw or their skin becomes as brittle as pencil lead. Immunities become resistances, resistances are removed, normal damage relationships become vulnerabilities, and vulnerabilities are doubled an additional time. They can repeat this saving throw at the end of each of their turns, ending this effect early on a success.
At 20th level, while Full Shield is active, you gain resistance to 3 types of damage except psychic and force damage. You may choose to change these damage types as a bonus action. If you activate Specialized Carbon for a damage type you already have resistance to, you gain immunity.
The Ultimate Spear is a claw that certain homunculi can manifest. Emerging from their fingertips, it is capable of overcoming any defenses. Your most important ability score is Dexterity.
At 3rd level, your fingers become razor sharp. Your unarmed strikes deal 1d6 + your Dexterity modifier piercing damage while you have at least 1 soul point.
At 7th level, you can spend 1 soul point to increase your next unarmed strike’s reach by 5 feet until the end of your turn as a bonus action. This can be used multiple times on the same bonus action.
At 11th level, you can spend 5 feet of your unarmed strike’s reach to reduce cover by 1 tier for the attack.
At 14th level, you can spend 10 feet of your unarmed strike’s reach to gain a bonus to the attack roll equal to your Dexterity modifier.
At 20th level, your unarmed strikes automatically have 15 feet of reach. You can make an attack of opportunity when you are attacked. You can spend 5 soul points to regain your reaction.
The Ultimate Eye takes the place of one of a homunculus’s eyes and gives the, unrivaled precision. Wisdom is your most important ability score.
At 3rd level, you gain proficiency or expertise in Perception and Investigation.
At 7th level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you can replace your Strength or Dexterity modifier with your Wisdom modifier on melee attack rolls.
At 11th level, attack and damage rolls made with light melee weapons have a +1 bonus.
At 14th level, as a bonus action for 2 soul points, you gain 60 ft. True Sight for 1 minute.
At 20th level, while Perfected Vision is active, you can increase its effectiveness for 2 additional spirit point, retaining the 1 minute timer. While this is active, you can not be blinded, you are immune to all Illusion spells, and attacks made against you have disadvantage.
Vessel homunculi are a swirling abyss of shadows contained by their human form. Intelligence is your most important ability score.
At 3rd level, your unarmed strikes gain +10 ft. of reach and deal piercing damage, and you may replace your Strength modifier with your Intelligence modifier.
At 7th level, you are a master of hiding in plain sight. You may replace your Charisma modifier with your Intelligence modifier for the sake of adding it to any features of this class or skill checks, and you gain proficiency, or expertise if you are already proficient, in 2 Charisma skills of your choice.
At 11th level, when you take the Attack action, only making unarmed strikes, you may make 1 additional attack. You can spend soul points to make an equal amount of additional unarmed strikes.
At 14th level, your unarmed strikes' reach increase to cover any darkness you are touching while you have at least 1 soul point.
At 20th level, the shade you contain is as vast as the souls you contain. You may add your Intelligence modifier to your soul point maximum, and while you have at least 1 soul point, your unarmed strikes' range is doubled, you can see in darkness and dim light as if it was bright light, and you can see from anywhere within any darkness you are touching.
Disguise homunculi, similar to vessel homunculi, are simply an unholy beast with the monikers of a human. Your most important ability score is Wisdom.
At 3rd level, the weight of your true form shows through your humanoid form. You have advantage against saving throws that would cause you to move against your will or become prone. You can spend 1 soul point to automatically succeed such a saving throw.
At 7th level, you can change your form to any humanoid creature you have seen as a full turn action for 3 soul points. Creatures that do not see you shift must succeed a DC 12+your Wisdom modifier Perception check or mistake you for the person you are impersonating. Your ability scores, hit points, resistances, and racial features do not change. You can not shift into creatures with size categories higher than Large.
At 11th level, you can shift into creatures, excluding constructs, elementals, or dragons, with a CR equal to your level in the same manner as humanoids. Your ability scores do not change.
At 14th level, you can use Shapeshifting as an action.
At 20th level, as a full turn action for 15 soul points, you can shift into your true form. Your size becomes Gargantuan. You can no longer wield weapons or wear armor. Your unarmed attacks deal 2d6 + your Strength modifier bludgeoning damage, you can grapple up to 4 creatures at a time, and your AC becomes 20. You can do this once.
Prerequisites. To qualify for multiclassing into the Homunculus class, you must meet these prerequisites: Charisma and one other ability of your choice 16.
Proficiencies. When you multiclass into the Homunculus class, you gain 2 skill proficiencies of your choice.