Homunculus | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homunculus

The ingenious creation of Philosophos Callasorum Vindictus, humanoid homunculus are a new form of life given form by alchemy. Almost identical to humans, homunculus possess a lesser immortality which rears its head on the battlefield. Born with knowledge but without emotional growth, these individuals are seen more as tools than feeling and thinking individuals.  

Uncanny Resemblence

Homunculus resemble the race of their creator Callasorum, and are thus undistinguishable from humans. The only true way to notice a homunculi's existance is the tattoo placed somewhere on their body by their creator, as well as the pale while pupils instead of the start darkness of a human's. However, many homunculus are considered exceptionally beautiful, created with the intention of perfection. This lack of imperfection can be off-putting, and even considered inhuman to those disturbed by them. They are typically designed as young adults, to represent the prime of their existence. Most significantly, a homunculi has no heart - only a magically-empowered crystal, a vital material for their original creation. Their wounds vanish after hours, their body contains organs merely for if they are needed. They feel no pain, a trait that completes the eerie, unnatural image that is their existence.  

Growing Understanding

Homunculus are born with inherent knowledge, but they can learn from future experiences just like a living sentient can. However, a growing concern is their lack of morality, as homunculus are born with no sense of right or wrong despite the academic and practical knowledge that exists within themselves. It is believed that through watching the actions of others a homunculi can learn of other facets of sentience, such as passion, fear and hope. The ultimate goal of homunculus is to grow through the consumption of information. And there is no better method of learning through experiencing actions as they occur as well as their consequences. It is theorized that as a homunculi grows, it can evolve into something more powerful.
ability score increase: +2 to one Ability score, +1 to two other Ability scores
age: Homunculi do no physically age, and can an unknown amount of time. How long a Homunculus has lived will likely drastically affect its personality and the depth of its knowledge.
alignment: As an unnatural creation, you start out as an indifferent, almost soulless being who changes based on experience. A newly created Homunculus is the truest of truly neutral beings, but based on their experiences as they live, they could grow to be any kind of person.
Size: Medium
speed: 30 ft.
Languages: Common, and one extra language of your choice.
race features:
Crystal Core. Instead of a heart, your body contains a Crystal Core, originally used as a vital material in your creation. This grants you exceptional healing abilities. If you lose a part of your body or suffer a Lingering Injury, no matter how grievous, you can regenerate it over the course of a Long Rest by expending one Hit Die per injury, as long as your Crystal Core remains intact.   Regeneration. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.   Living Construct. Even though you are technically a living creature, you were still constructed. You are immune to poison and diseases. You do not need to eat 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.   Predetermined Knowledge. You are born with a unique understanding of the world due to the inherent knowledge you are gifted as part of your creation. You gain proficiency with two skills of your choice.   Anti-Magic Weakness. Due to the Crystal Core providing the magic needed to sustain your consciousness, you can find yourself weakened by wards against magic. If you are subjected to a dispel magic by a hostile creature targeting you, you must make a Constitution saving throw against the spellcaster's spell save DC or have disadvantage on all attack rolls, saving throws and ability checks until the end of your next turn. If it is cast on you at 5th-level or higher, it lasts for 1 minute. You can reroll the saving throw at the end of each of your turns, ending the effect on a success. If you are subjected to anti-magic field, you instead suffer the disadvantage on all attack rolls, saving throws and ability checks until you leave the area or the spell ends.

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