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This race and class were intended as a variant for the Transmutation Alchemist and its variants’, as well as similar classes’, homunculus feature. As such, a handful of lore has been omitted.

As homunculi can be formed from already existing creatures, it is up to your DM whether or not you retain your original racial traits.

Physical Description[edit]

An Ouroboros signifying a homunculus.

Homunculi, on a surface level, resemble a normal humanoid species, though with much more pronounced features. They often either extremely masculine or feminine, or lack any gender-based features whatsoever. There are only 2 ways to 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 lightning from the injury as it reconstitutes itself piece by piece. 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 way is for a creature that already contains a substantially powerful philosophers stone to split of a part of itself. From this stone fragment forms a wholly unique being.


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 its container would kill it instantly, but it’s intellect surpassed any mortal man. After allying himself with a simple slave, he quickly became the royal advisor. Convincing the king it 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 true 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, such as greed or pride, a homunculus rebels against their creator. In these situations, they often dedicate their “lives” to surpassing and obliterating them.

Homunculus Names[edit]

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.

Homunculus Traits[edit]

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, 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 1d6 rounds.
Languages. You can speak, read, and write Common and two other language of your choice.

Suggested Characteristics[edit]

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% and you roll 1 additional die for height.

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Transitory Nature[edit]

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[edit]

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.

Class Features

As a Homunculus you gain the following class features.

Hit Points

Hit Dice: 1d6 per Homunculus level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Homunculus level after 1st


Armor: None
Weapons: Martial Melee
Tools: None
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 katana 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

Table: The Homunculus

Level Proficiency
Soul Points Features
1st +2 1 Philosopher’s Stone, Regeneration
2nd +2 2 <!-Class Feature2->
3rd +2 3 Archetype
4th +2 3 Ability Score Improvement
5th +3 4
6th +3 4
7th +3 5 Archetype
8th +3 5 Ability Score Improvement
9th +4 6
10th +4 6 Eldrich Mind
11th +4 7 Archetype
12th +4 7 Ability Score Improvement
13th +5 8
14th +5 8 Archetype
15th +5 9
16th +5 9 Ability Score Improvement
17th +6 10
18th +6 12
19th +6 15 Ability Score Improvement
20th +6 20 Archetype

Philosopher’s Stone[edit]

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.


At 1st level, you can spend 1 spirit point to regain 1d6+your Constitution modifier hit points as a bonus action.


At 2nd level,


At 3rd level, you chose an archetype. Choose between Shield, Spear, Eye, Vessal, Portal, Disuise, 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 score unless you multiclasses into this class.

Ability Score Increase[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

Eldritch Mind[edit]

At 10th level, the vortex that constitutes your soul grants you resistance to psychic damage.



The Ultimate Shield is a near impenetrable layer of carbon some homunculi can lace over their skin. Your most important ability score is Dexterity.

Clawed Palm[edit]

At 3rd level, you can begin to manifest the shield, though it is limited to your hands and forearms. Your unarmed attacks deal 1d4+your Dexterity modifier. If you are wielding a melee weapon, you can not be disarmed, and you do not suffer penalties to disarming while unarmed.

Full Shield[edit]

At 7th level, as a full turn action, you can cover your entire body in the Ultimate Shield. All nonmagical bludgeoning, slashing, and piercing damage is decreased by your Proficiency bonus. Doffing the Ultimate Shield is a full turn action, and while it is donned you can not regenerate. You can reduce both of these to a bonus action for 2 soul points.

Specialized Carbon[edit]

At 11th level, you can spend 2 spirit points to gain resistance to 1 type of damage, except psychic, for 1d4+1 rounds as a bonus action while in Ultimate Shield.

Inverse Shield[edit]

At 14th level, as an action, 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 damages become vulnerabilities, and vulnerabilities are doubled an additional time. They can repeat this saving throw at the end of each of their turns. You regain use of this feature at the end of a long rest.

Ultimate Shield[edit]

At 20th level, while your shield is up, you gain resistance to all types of damage. Specialized Carbon instead grants immunity.


The Ultimate Spear is a claw that certain homunculi can manifest. Emerging from their fingertips, it is capable of overcoming any defenses.

Minor Spear[edit]

At 3rd level, your fingers become razor sharp. Your unarmed strikes deal 1d8 piercing damage.


At 7th level, you can spend 1 soul point to increase your next unarmed strike’s reach by 5 feet as a bonus action. This can be used multiple times on the same bonus action.

Manipulatable Spear[edit]

At 11th level, you can spend 5 feet of your unarmed strike’s reach from Extension to reduce cover by 1 tier.

Precise Spear[edit]

At 14th level, you can spend 10 feet of your unarmed strike’s reach from Extension to gain a +4 bonus to hit.

Ultimate Spear[edit]

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.

Enhanced Vision[edit]

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.

Weak-Point Analysis[edit]

At 11th level, attack rolls made with light melee weapons count as +1.

Perfected Vision[edit]

At 14th level, as a bonus action for 2 soul points, you gain 120ft True Sight for 1 minute.

Ultimate Vision[edit]

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.


At 3rd level,


At 7th level,


At 11th level,


At 14th level,


At 20th level,


Portal homunculi contain an abominable reconstruction of the Portal of Truth, the source of alchemy.


At 3rd level,


At 7th level,


At 11th level,


At 14th level,


At 20th level,


Disguise homunculi, similar to vessel homunculi, are simply an unholy beast with the monikers of a human. Your most important skill is Wisdom

Hidden Form[edit]

At 3rd level, the weight of your true form shows through your human 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 saving throws.


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.

Animal Shifting[edit]

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.

Quick Shifting[edit]

At 14th level, you can shift as an action.

Exposed Form[edit]

At 20th level, as a full turn action, 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 bludgeoning damage, you can grapple up to 4 creatures at a time, and you and AC becomes 20. You can do this once. Regaining half a use at the end of a long rest.


Tool homunculi lack any special ability, instead focusing their entire being into completing their task as directly as possible.


At 3rd level,


At 7th level,


At 11th level,


At 14th level,


At 20th level,


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 Homunculu class, you gain 2 skill proficiencies of your choice.

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