Homunculus 3rd Variant (5e Race)

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Homonculus[edit]

As If They Were Human[edit]

Those imbued with Philosopher's Stones appear just like anyone else. A normal member of their race, with the same traits as ever - but they hide a dark secret. Inside the core of their being, and circulating through your blood, is its magic. And, of course, it might be a bit jarring to see someone lose an arm and return with it back a week later, but in a world of magic and fantasy, that can happen! And it's definitely possible for someone to have their head utterly obliterated only to show up only a few days later without a scratch... Right?

Alchemical Miracle[edit]

However it came about you, you are now in possession of a Philosopher’s Stone. However, it is inside of your body, and, in fact, part of it. It powers your bodily functions past the normal means, keeping you youthful and alive for a potentially infinite amount of time, and giving you incredible transmutation powers. The individual Philosopher’s Stone cannot be used without killing you, and removing it would do so as well.

It is the souls of others that power the stone - they were used in a transmutation circle, big or small, with their spirits as the ingredients for the luminous stone at your core. They are with you always - their attitude depends on who you are. Perhaps you are a cold and ruthless killer, whose actions the souls of a peaceable kingdom protest. Or, maybe you have taken the time to talk with each and every one of them, unifying their souls under a united cause. After all, those with Stones become biologically immortal, so taking the time to do so is quite easy.

The number of people within you does not matter functionally; the stones will work the same whether it is 100 or 100,000. The number of souls within does give more strength to a stone, but they will get the same traits - the rest is up to the character. Although, more than one soul is needed for a stone to be created, as just one would be your soul within your original body.

The stone’s residence inside your body makes your true identity rather easy to hide. You can blend in with society, albeit staying ageless and youthful. However, your magical nature leaves you to be easily discoverable by any magician with enough power on their hands, and when word gets out that a philosopher’s stone is somewhere, people will more often than not want to find it. They want to find you.

Society[edit]

Being much less a race and more of a magical alteration or augmentation to one’s body, individuals embedded with Philosopher’s Stones do not have a unified culture or a culture of their own at all. They almost always stay with the one that they were born into and that they began life as, unless, of course, you were shunned or rejected for gaining this unnatural magical power.

Homonculus Names[edit]

Homunculi go by characteristics, concepts, nouns, and adjectives, the first 14 were named after 7 Vices and 7 Virtues.

Male: Gluttony, Greed, Wrath, Pride, Sloth, Temperance, Diligence

Female: Lust, Chastity, Charity, Composure, Humility

Androgynous: Envy, Kindness

Homonculus Traits[edit]

To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange.
Ability Score Increase. You gain the ability scores of your original race.
Age. They age at the normal speed for their original race, however they stop aging once they reach a good way into adulthood. At that point, they will live until they are killed, or if the philosopher's stone in your body is destroyed.
Alignment. You follow the same alignment as the race you were before your transformation.
Size. You are as tall as your race would normally be. Your size is either Small or Medium.
Speed. Your base walking speed is 30 feet.
Once Another. Prior to the transformation into your current form, you were once a normal member of a different race. Besides the traits listed here, you retain the original's culture, naming conventions (if you didn't choose a Homunculus name), size category, appearance, and alignment. As well as this, you may also choose one trait from that race, and gain it permanently. This race must be a living creature and cannot be an undead, or construct.
Regenerator. The power of the Philosopher's Stone inside you allows for your body to regenerate. If you lose a limb or body part such as an eye, heart, hand, etc, you can use your reaction to regrow it instantly, exactly as it was before. When you do so you have disadvantages on all ability checks until the end of your next turn and once used you cannot use this trait again until you complete a short or long rest. You are also immune to the effects of Lingering Injuries (as described on page 272 of the Dungeon Master's Guide), regenerating these injuries instantly.
Magnum Opus. You are the living embodiment of transmutation magic and as such you appear as a creature of magical force for effects that would detect you such as detect magic.
Imperfect Being. Even though you contain massive amounts of energy within yourself, you are still a living being. You need food, water, and air, just like any other creature. This also means you can die of starvation, exhaustion, disease, etc.
Languages. You can speak, read, and write the languages granted by your race.


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