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TRANSCRIPT
Homunculus
A— A blood-spattered page from an alchemist's journal
fter many years, I have finally done it. I have
achieved my ultimate goal as an alchemist! My
foolish colleagues strive endlessly after a simple
stone that will turn lead into gold and grant
them immortality. Fools! What use is
immortality to the lonely scientist? No, far
better is what I have searched for. I have toiled
endlessly for one goal - the creation of life through alchemy
alone. And at last, I have achieved it. I have created a being,
alive in it's own right, born not of woman but of an
alchemist's workshop. The perfect servant, the perfect
companion, unerringly loyal to it's creator! Truly I have
achieved what no other alchemist can claim to have
discovered, and what no other alchemist can claim to have
outdone.
The homunculus is the ultimate construct, an artificial
being created through the darkest forms of alchemy. Unlike
the run-of-the-mill construct that relies on it's master's magic
and instructions to exist and continue to function, or on a
simple spell that serves to animate and drive them, the
homunculus can truly claim sentience and individuality.
Despite the unnatural circumstances of it's birth, a
homunculus is a being all it's own, with it's own desires,
emotions, and motivations, all too often ignored by the very
alchemists that created them. And in the dark of the night,
this hubris becomes their doom.
A Perfect ServantHomunculi vary greatly in their construction, with a stature
and appearance ranging from that of a small child to a large
adult. They appear roughly human, but depending on the
quality of their construction may appear deformed or to have
unnatural hair or eye colors. They typically have very pale
skin, light-colored hair, and lack facial hair, though variations
are not unheard of. Homunculi also vary greatly in their
lifespans, with the worst-constructed of them lasting only a
few short months, and the best-constructed rivaling even the
dwarves.
When it comes to physical abilities, however, homunculi
quickly differentiate themselves from their human
counterparts. Homunculi are typically fairly strong and agile,
displaying much more physical prowess than a human of a
similar size. However, they tend to be less clever and
inventive; they are designed for manual labor, not for high-
level tactical planning. Be warned, though; many an alchemist
has underestimated the intelligence of a homunculus and
fallen prey to their own creations when they least expected.
A Lonely ExistenceHomunculi are, by the nature of their creation, extremely
rare. They are typically found either serving under their
creator or wandering throughout the world after having
overthrown them. They have no communities or kingdoms;
even should a homunculus meet another of it's kind, they
rarely stay as a group for long. While it is not unheard of for
homunculi created by the same alchemist to continue
working as a group after their creator's death, it is
uncommon for an alchemist to risk the creation of multiple
such creatures, even if they can afford to do so.The only
loyalty a homunculus has is to it's creator; should it's creator
prove unworthy, a homunculus will go to any lengths to be
beholden only unto itself.
Homunculus NamesHomunculi are typically either given names by their creators
or their creators' family members, or left nameless by a
master that sees them only as mindless servants. Thus, they
tend to have very human-like names, should they have names
at all. Due to their nature, their names tend towards the two
extremes of being guttural and demeaning or ephemeral and
mysterious. Homunculi usually take the surname of their
creator, or forego a surname altogether.
Should a nameless homunculus become a wanderer, they
will often take up a name along their travels in order to relate
better to the creatures they encounter. These names are often
either given to them by acquaintances or borrowed from a
mish-mash of names that they have heard along their travels,
and thus can come from any race, culture, and region, or a
mix thereof.
Deformed Names: (Male) Igor, Balthaz, Gron, Kuzal;
(female) Akala, Nerest, Kallena
Ephemeral Names: (Male) Erevas, Renard, Solomon;
(female) Retanna, Perennia, Sorah
Wanderer Names: Nearly anything
CreditsStats and lore by swordglowsblue
Balance checking by TatsuX21
Images by Olga Drebas and INstockee
Based on the Fate/stay night series by Type-Moon
Homunculus TraitsHomunculi draw most of their traits from their human
models; however, they are less adaptable, and tend more
towards physical strength than towards the might of the
mind.
Ability Score Increase. Your Strength and Dexterity each
increase by 2.
Age. Homunculi reach physical maturity within a few days
of their creation. Homunculi do not age, in the normal sense
of the word; however, their bodies will begin to deteriorate
over time as they go longer and longer without maintenance.
Depending on the quality of their construction and the life
expectancy of their creator to maintain them, they can live
anywhere between a few months and several centuries. It is
possible for an alchemist to lengthen the lifespan of another
alchemist's homunculus, but only the homunculus's creator
can preserve it indefinitely.
Alignment. Homunculi are typically either completely
servile or strongly self-interested, with no particular care for
the safety or discomfort of others. They tend towards neutral
alignments.
Size. Homunculi can range in size and build from that of a
small child to that of a large man. Assuming good
construction, they are about 5'5" and 130lb on average,
roughly the same as humans. Regardless of your position in
that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Common and one other
language of your choice. Depending on your background, you
may or may not be able to read and write; homunculi are
typically educated by their creators or resort to self-teaching,
if they are educated at all.
Artificial Origin. As an artificial being created by human
hands, the method of your creation brings with it some
inherent advantages:
While you are aware of pain, you cannot be incapacitated
by it. You can function normally and think clearly even
when under the most excruciating of pain.
Your body can be fully reconstructed over the course of a
long rest so long as you have all of the original parts,
regardless of how gruesome the damage is.
It is extremely difficult for you to become intoxicated or
charmed. You have advantage on Constitution saving
throws related to your mental state.
Through sheer willpower, you can power through
exhaustion and pain if necessary to achieve your goals.
When your hit points are reduced to 0 from at least 5 in
one blow, you may make a Constitution saving throw. On a
success, your hit points are reduced to 1 instead of 0. This
does not apply if you would be instantly killed.