Homunculus (5e Class)

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This race and class were intended as a variant for the Transmutation Alchemist's 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, though you typically do not.

Physical Description[edit]

An Ouroboros signifying a homunculus, [Source].

Homunculi, on a surface level, resemble a normal humanoid species, though with much more pronounced features. They often either extremely masculine or feminine, lack any gender-based features whatsoever, or have the extremes of both. There are only 2 ways to truly 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 electricity from the injury as they reconstitute themselves atom-by-atom. 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 method is for a creature that already contains a substantially powerful philosophers stone to split off a part of itself. From this stone fragment forms a wholly unique being based around a singular element of the creature, greatly reducing that element in the original.


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 his container would kill him instantly, but his intellect surpassed any mortal man. After allying himself with a simple slave, he quickly rose to the rank of royal advisor. Convincing the king that a plan he hatched 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 modern 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, most often among the manifestations of 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, or contacted by any form of two-way telepathy, 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 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Mystically Mundane. Your artificial nature leaves you permanently severed from any form of magic. You can not spend spell slots or Alchemic Stamina.
Composite Character. If you choose this race, you must take the attached Homunculus class at 1st level.
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%, rounded down, 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 longsword 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 Unarmored Defense
3rd +2 3 Archetype
4th +2 3 Ability Score Improvement
5th +3 4 Undying
6th +3 4 Unyielding
7th +3 5 Archetype
8th +3 5 Ability Score Improvement
9th +4 6 Evasion
10th +4 6 Eldritch Mind
11th +4 7 Archetype
12th +4 7 Ability Score Improvement
13th +5 8 Extra Attack
14th +5 8 Archetype
15th +5 9 Beyond Mortal
16th +5 9 Ability Score Improvement
17th +6 10 Extra Attack
18th +6 12 Soul Surge
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. You regain all soul points at the end of a long rest. You can regain additional soul points by consuming philosopher's stones. If the stone contains Alchemic Stamina, you regain 1/4 the number of Alchemic Stamina points as soul points. If it contains souls, you regain an equal amount of soul points as souls. If this would increase your soul points above your maximum, you instead gain temporary soul points. TSP can stack and can be used in the same manner as normal soul points, but are not regained at the end of a long rest.


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

Unarmored Defense[edit]

At 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


At 3rd level, you chose an archetype. Choose between Shield, Spear, Eye, Vessel, Portal, Disguise, 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 ability unless you multiclass 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.


At 5th level, you do not need to eat, drink, breath, or sleep. You may spend 2 soul points to use Regeneration as a bonus action or reaction, or 3 soul points to use it as a free action or when you are reduced to 0 hit points.


At 6th level, your lack of bodily need leaves you energized on a physical level. You can take the dash, dodge, or disengage actions as bonus actions for 1 soul point. You can take each of these actions on the same bonus action for 1 additional soul point.


Beginning at 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Eldritch Mind[edit]

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

Extra Attack[edit]

Beginning at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three times at 17th level.

Beyond Mortal[edit]

At 15th level, your immortal soul allows you to reconstitute your body on a molecular level. When you gain an Ability Score Increase, you may increase your ability scores up to 24.

Soul Surge[edit]

Starting at 18th level, you can greatly energize your body temporarily. On your turn, you can spend 3 soul points to take one additional action on top of your regular action and a possible bonus action.



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

Clawed Palm[edit]

At 3rd level, you can begin to manifest the shield, though it is limited to your hands and forearms. While you have at least 1 soul point, your unarmed attacks deal 1d4+your Strength modifier slashing damage, 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, or as an action for 1 soul point, bonus action for 2 soul points, or reaction/free action for 3 spirit points, you can cover your entire body in the Ultimate Shield for 1 minute. All nonmagical bludgeoning, slashing, and piercing damage you receive is decreased by your Proficiency bonus. Doffing the Ultimate Shield occurs in the same manner as donning it, and while it is donned you can not use Regeneration.

Specialized Carbon[edit]

At 11th level, you can spend 2 soul points to gain resistance to 1 type of damage except psychic or force while Full Shield is active.

Inverse Shield[edit]

At 14th level, as an action for 5 soul points, 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 damage relationships become vulnerabilities, and vulnerabilities are doubled an additional time. They can repeat this saving throw at the end of each of their turns, ending this effect early on a success.

Ultimate Shield[edit]

At 20th level, while Full Shield is active, you gain resistance to 3 types of damage except psychic and force damage. You may choose to change these damage types as a bonus action. If you activate Specialized Carbon for a damage type you already have resistance to, you gain immunity.


The Ultimate Spear is a claw that certain homunculi can manifest. Emerging from their fingertips, it is capable of overcoming any defenses. Your most important ability score is Dexterity.

Minor Spear[edit]

At 3rd level, your fingers become razor sharp. Your unarmed strikes deal 1d6 + your Dexterity modifier piercing damage while you have at least 1 soul point.


At 7th level, you can spend 1 soul point to increase your next unarmed strike’s reach by 5 feet until the end of your turn 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 to reduce cover by 1/4 for the attack.

Precise Spear[edit]

At 14th level, you can spend 10 feet of your unarmed strike’s reach to gain a bonus to the attack roll equal to your Dexterity modifier.

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. Wisdom is your most important ability score.

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. Additionally, you can replace your Strength or Dexterity modifier with your Wisdom modifier on melee attack rolls.

Weak-Point Analysis[edit]

At 11th level, attack and damage rolls made with light melee weapons have a +1 bonus.

Perfected Vision[edit]

At 14th level, as a bonus action for 2 soul points, you gain 60 ft. 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. Intelligence is your most important ability score.

Shadowy Tendrils[edit]

At 3rd level, your unarmed strikes gain +10 ft. of reach and deal piercing damage, and you may replace your Strength modifier with your Intelligence modifier.

Insidious Silhouette[edit]

At 7th level, you are a master of hiding in plain sight. You may replace your Charisma modifier with your Intelligence modifier for the sake of adding it to any features of this class or skill checks, and you gain proficiency, or expertise if you are already proficient, in 2 Charisma skills of your choice.

Tendril Barrage[edit]

At 11th level, when you take the Attack action, only making unarmed strikes, you may make 1 additional attack. You can spend soul points to make an equal amount of additional unarmed strikes.

Unending Darkness[edit]

At 14th level, your unarmed strikes' reach increase to cover any darkness you are touching while you have at least 1 soul point.

Ultimate Vessel[edit]

At 20th level, the shade you contain is as vast as the souls you contain. You may add your Intelligence modifier to your soul point maximum, and while you have at least 1 soul point, your unarmed strikes' range is doubled, you can see in darkness and dim light as if it was bright light, and you can see from anywhere within any darkness you are touching.


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

Hidden Form[edit]

At 3rd level, the weight of your true form shows through your humanoid 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 a saving throw.


At 7th level, you can change your form to any humanoid creature of your size or smaller you have seen as a full turn action for 3 soul points. Creatures that do not see you shift must succeed a DC 8 + your Wisdom modifier + your proficiency bonus Perception check or mistake you for the person you are impersonating. Your ability scores, hit points, resistances, and 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. Additionally, you gain the creature's movement speeds.

Quick Shifting[edit]

At 14th level, you can use Shapeshifting as an action.

Exposed Form[edit]

At 20th level, as a full turn action for 15 soul points, 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 + your Strength modifier bludgeoning damage, you can grapple up to 4 creatures at a time, and your AC becomes 20. You may revert to your normal form for 15 soul points.


Tool homunculi lack any special ability, instead focusing their entire being into completing their task as directly as possible. Strength is your most important ability score.

Immense Size[edit]

At 3rd level, you are able to temporarily fend primal sloth to awaken your true power. As an action for 1 spirit point, your become one size category larger to a minimum of Large for 1 minute. During this time, your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, but your Regeneration causes you to regain half as many hit points.


At 7th level, you specialize in the most basic job a tool can have; to dig. You gain a burrowing speed equal to your movement speed. You can can burrow through solid rock at half your burrow speed, and you leave a tunnel in your wake with a diameter equal to the space your size category covers.

Clumsy Charge[edit]

At 11th level, you may charge forward at a blinding, but uncontrollable speed. As an action for 1 soul point, your movement speed and burrowing speed is doubled, and make 1 unarmed strike that deals twice as much damage. At the end of your turn, you must attempt a DC 8 + your Strength modifier + your proficiency bonus dex saving throw. On a failure, you become prone and take half as much damage as your unarmed strike dealt.

Impenetrable Defense[edit]

At 14th level, while Immense Size is active, you gain a damage reduction equal to your Constitution modifier, and you may replace you Dexterity or Charisma modifier in your Unarmored Defense with your Strength modifier.


At 20th level, you will never die so long as you do not overwork yourself. When you fall to 0 hit points, you lose 1 soul point and instead drop to 1 hit point. Additionally, while you are at 0 hit points, you do not become unconscious and you automatically succeed your first 3 death saving throws including failures from being attacked, but automatically fail every death saving throw after until the end of your next long rest.


Portal homunculi contain an abominable reconstruction of the Portal of Truth, the source of alchemy. Constitution is your most important ability score.


At 3rd level, when you kill a creature that is Small or larger that is not an elemental or construct with an unarmed strike, you gain 1 temporary soul point, completely devouring their body in seconds. You may consume corpses in the same manner, but you do not gain soul points from doing so.


At 7th level, you produce copious amounts of enzymes capable of breaking down various materials. Your unarmed strikes deal twice as much damage to objects and constructs, and you suffer no negative effects from eating inanimate objects. Additionally, your unarmed strikes automatically hit a creature you are grappling.


At 11th level, you are able to pick up the full volume of your food's scent and flavor. You are aware the effects and location of any poisons, potions, and other substances that would otherwise cause an effect through consumption.

Mouth Catch[edit]

At 11th level, you can swallow any object large enough to fit in your mouth whole with no negative consequences. If an object is moved anywhere within 5 ft. of you, such as by being thrown, you may use your reaction to swallow it. When you eat an object, its effects can only target you, you take half as much damage from it, and you have advantage on any saving throws it causes. This feature's range increases to 10 ft. at 14th level, and 20 ft. at 20th level.

Open Portal[edit]

At 14th level, you awaken the deepest depths of your portal. As an action for 3 soul points, a large eye appears on your stomach that tears through space into a pocket dimension of endless darkness filled with everything you have eaten. All creatures in a 30 ft. long, 15 ft. wide line must make a DC 8 + your Constitution modifier + your Proficiency bonus Dexterity saving throw. On a failure, they take 4d12 + your Constitution modifier force damage. On a success, they take half as much damage. If a creature is reduced to 0 hit points by this, they are instead reduced to 1 and teleported to the dimension your eye leads to.

Berserk Portal[edit]

At 20th level, you may give yourself entirely to your portal. As an action for 15 soul points, you become berserk and may use Open Portal without spending soul points. This feature ends if you become unconcious. You must spend 1 soul point at the end of each of your turns to maintain this effect.


Thief homunculi were created from the remains of incredibly powerful alchemists, and retain their power. Intelligence is your most important ability score.


At 3rd level, you can manifest your power through transmutation in the form of "Circles". The size of the Circle determines its base cost to use it, as well as what action it can be used as unless otherwise stated. Your transmutations use Soul Points instead of Alchemical Stamina, and you must spend. Unless otherwise stated, circles can not affect magical materials. You can not use Circles if yif your hands are restricted or missing.

Size Base Cost Action to Create/Use
Small 1 Bonus Action
Medium 2 Action
Large 3 Action + Bonus Action

Equivalent Exchange[edit]

Using a requires the presence of its element within 60 ft. of the Circle. In order for a transmutation to succeed, an amount of the source material equal or greater to the amount used must be present to fuel the reaction. If enough of the source material is not present, however, the reaction fails. You can only manipulate a number of pounds equal to (10 x your Alchemist level x your Intelligence modifier (minimum 1) . You know a number of Circles equal to your proficiency bonus + your int modifier. You may change 1 known Circle at the end of a long rest.

Instinctual Defense[edit]

At 7th level, with theft comes the need to defend one's possessions. Your unarmed strikes deal 1d4 + your Intelligence modifier magical bludgeoning damage instead of their normal damage and their attack rolls use Intelligence, and you can use Intelligence instead of Dexterity when calculating your AC while wearing no armor, light armor, or medium armor.

Physical Fusion[edit]

At 11th level, you can fuse your body with physical material as an action for 1 soul point, granting you one of the following based on the material used for 1 minute. You may only have one of the following at a time, and may end its effects as a bonus action.

  • Water: You gain a +1 bonus to attack rolls.
  • Earth: Your Instinctual Defense unarmed strike die increases to 1d6.
  • Fire: Your Instinctual Defense unarmed strikes deal an additional 1d4 fire damage, but you take 1 fire damage immediately after each unarmed strike you make.
  • Air: You take -1 damage from all sources except from yourself (minimum 1).
  • Electricity: You gain a +10 ft. bonus to your movement speed.
  • Metal: You gain a +1 bonus to your AC.
  • Plant Matter: You gain an additional 10 ft. of reach.
  • Animal Matter: You may use Regeneration without spending soul points once, regaining use at the end of a long rest, and you may use Undying for 1 fewer soul points.

Enhanced Fusion[edit]

At 14th level, you may benefit from a number of instances of Physical Fusion at a time equal to your Intelligence modifier + 1 (minimum 2).

Alchemical Fusion[edit]

At 20th level, when you use Physical Fusion, you may spend 1 additional soul point to fuse with a Medium or Small Circle, spending its requisite soul points as well, for 1 minute. After doing so, you can use the Circle without spending soul points.


Trap homunculi are able to both physically and emotionally trap their victims. Intelligence is your most important ability score.

Watery Prison[edit]

At 3rd level, as an action while you are grappling a creature, you may cause them to begin suffocating as your body shifts into oxygen-devoid water, invading their lungs. This lasts until they are no longer grappled by you.


At 7th level, you may make an Intelligence saving throw instead of an Athletics check when grappling or attempting to escape a grapple, and you may move through gaps as small as 1 cubic foot without squeezing.


At 11th level, as an action for 2 soul points, you may manipulate your knowledge of how your target thinks to unbalance them. One creature within 15 ft. that can see you must attempt a DC 8 + your Intelligence modifier + your Proficiency bonus Charisma saving throw. On a failure, until the end of your next turn, they have disadvantage on attack rolls against you and saving throws caused by you, and you have advantage on attack rolls against them and saving throws caused by them.


At 14th level, as an action for 1 soul point, you may completely disintegrate into a puddle. Until the end of your next turn, you become unconscious and vulnerable to fire and lightning damage, but immune to all other types of damage and any effect that does not also deal fire or lightning damage.

Flowing Water[edit]

At 20th level, you gain an additional 15 ft. of reach, and you may change the appearance of your clothes, and your hair, eye, and skin color at will. When you hit a creature with an Unarmed Strike, you can spend 3 soul points to flood the interior of their entire body with a vast amount of water, which remains there for 20 days or until they are no longer on the same plane of existence. As an action, you may case the water to rapidly expand. The creature must make a DC 8 + your Intelligence modifier + your Proficiency bonus Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.

Additional Features[edit]

The following features may be granted to a player at a DM's discretion.

True Homunculus[edit]

Your souls offer constant, perfect nourishment to your body. You no longer need to eat, sleep, or drink, though you may still choose to do so. Additionally, you may use Regeneration at the beginning of each of your turns without using an action.

See Also[edit]

If you wish to level further in this class, see Philosopher of the East (5e Class).


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

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