Homunculus, Variant (4e Race)

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The homunculi existed for the purposes of alchemical servitude, but no more.

Racial Traits
Average Height: 4'9"-6'11"
Average Weight: 100-180 lbs.
Ability Scores: +2 Intelligence, +2 Charisma or Dexterity
Size: Medium
Speed: 6 squares
Vision: normal
Languages: Common, choice of one other.
Skill Bonuses: +2 History, +2 Endurance or Arcana
Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.
Living Construct: You are a living construct. You don't need to eat, drink, breathe, or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Restless: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Learned Use: To better serve, you had to have acquired skills in some tools or even weapons. You gain proficiency in one weapon or tool of your choice.
Regeneration: You can use Regenerate as an encounter power.

Regenerate Homunculus Racial Power
Before their very eyes, the bandits saw that body which should be dead mend itself back upright...
'Encounter Star.gif Martial, Healing'
Free Action Self
Trigger: When you are bloodied; immediate reaction
Effect: You regain hit points equal to your second wind + 1d4.

The term homunculus originally referred to a myriad of alchemical creations that took on many different forms. As the craft of making artificial life came to be more refined, these homunculi came to be largely dominated by a superior form that likened them to humans. Eventually, they gained sentience, and many overthrew their masters. Unlike the typical idea of a tiny odd looking beast, the homunculi look to establish themselves as a step above your typical construct, with their own desires and minds.

Play an homunculus if you want...

  • To have longevity to pursue the most harrowing of queries.
  • To be able to scare enemies with regeneration.
  • To be a member of a race that favors the artificer, rogue, or warlock classes.

Physical Qualities[edit]

Homunculi no longer resemble squat beastly creatures. These refined homunculi are instead virtually indistinguishable from humans and even elves on some occasion. It mainly depends on the intention of the maker, but homunculi have largely been standardized to have the general humanoid shape, though statures and builds may vary. The intent for which the homunculus was deigned would reflect this. For example, there are many homunculi modeled after beautiful women or men for the purposes of companionship and pleasure. Others are given stronger, muscular builds to reflect the bodies of soldiers.
A homunculus' biology is a tad confusing. Like humans, they will bleed when cut, and have a musculoskeletal system in place under their skin. This makes them very different from the elemental beings like shardminds or constructs like warforged. Despite having these biological implants in place, homunculi remain needless of food or drink. Their body endlessly replenishes itself through the means of a magic alchemical core of an unknown substance. Said substance is believed to be nigh forbidden to craft due to its powers, which allow creatures like the homunculi to live forever in bodies of artificial flesh and blood. If this core is removed, the homunculus body will be destroyed.

Playing A Homunculus[edit]

Homunculus Characteristics: vengeful, sly, durable, cynical, prideful, detached

Names: Any Human name, or they can adopt an adjective or noun as a name such as Wrath, Lust, Misery, Chasity, etc. These types of name usually describe the homunculus as a whole.

The homunculi are aware of their purported stance in society as tools and weapons of others. They therefore seek to often learn what they can from their masters before ultimately seeking their own fortunes, often in a bloody overthrow. As constructs who were made and not born, their emotional state remains highly volatile and stunted. Many retain vindictive sides like that of playful children, who see no consequence. Others have very destructive tendencies, seeing their longevity as just a means of self-indulgence. Still yet, some develop vengeful hatred against those who claim to have "true life" and are thus superior over constructs. Homunculi often are thus said to reflect the worst parts of their creators.

Even towards one another, homunculi are not kind. Some do eventually form false families with others of their kind, though these are often tenuous relationships. They all come from different makes of life, some with harsher masters than others. While some see coexistence as possible, others are sure that the world sees them as lesser beings. They fight against this notion of constructs existing for purposes other than their own, and they use many methods to get their ways. Most have been trained to perform certain tasks or fight, which they become experts at. Others use the ingrained alchemical and scientific knowledge that helped create them to advance in life. Regardless of their make, homunculi generally have inherent knowledge about chemical and alchemical processes due to their construction. This makes them viable artificers who can wield volatile compounds safely thanks to their regeneration and lack of needing to breathe.

Homunculus Adventurers[edit]

Homunculi favor the rogue, artificer and warlock classes. Three sample homunculus adventurers are described below.

Love is a homunculus warlock who looked to knowledge of the beyond after leaving his life of servitude behind. He seeks to use the powers of gods through contracts, like he had used his master to learn his arcane craft. Through siphoning powers of which are not his own, Love hopes to carve his path ahead, where he can live with no masters.

Lust is a homunculus rogue making a life in the underworld of a bustling city. She had murdered her master, who made her in the image of his ideal lover. Day in and out, she not only conducts her stealthy thievery, but also sees various clients who are after carnal pleasures. In her work, she sees the worst of humans and their ilk, and she despises them as weak, fallible creatures led by instinct like animals. She seeks to build a following to take over the underworld of the city and spread a dark net through which she will never have to serve another person again. They will all serve her instead.

Integrity is a homunculus artificer enraptured by the methods through which he was made. He has a loose leash from his master, who also acts as his tutor in the alchemical and arcane arts. His master hopes that he will master the craft to create his own family and take over his practice. Integrity is very eager to learn of the intricacies which allow him to move and walk, and is especially interested in making firearms to enhance the power of things like alchemist's fire. He often goes on long journeys to collect materials for his master, practicing his ingenuity along the way.

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