Homunculus (FMA Supplement)
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Homunculus[edit]
A homunculus (plural homunculi) is an artificial lifeform created by alchemy. Their existence to the general public, and even high ranking government officials, are shrouded so heavily they are considered purely theoretical.
Extreme Nature[edit]
Homunculi, on a surface level, resemble normal humans, though with much more pronounced features; the most beautiful homunculus is more beautiful than any human, the most muscular homunculus more muscular, the most plain homunculus more plain. Even still, 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 themself atom-by-atom.
Artificial Creation[edit]
There are two ways to create a homunculus. The first is to inject a Philosopher's Stone into the bloodstream of a sufficiently-sturdy humanoid creature. This process has a 99.9% failure rate, typically resulting in the host's body being destroyed and rebuilt countless times until their stone is exhausted. The other method is for a creature that already contains a sufficiently-powerful Philosopher's 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.
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: 1d8 per Homunculus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Homunculus level after 1st
- Proficiencies
Armor: light armor, shields
Weapons: Simple weapons, martial weapons
Tools: —
Saving Throws: Charisma
Skills: Determined by your Archetype
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) any martial melee weapon or (c) any martial ranged weapon and 20 pieces of ammunition or (d) any two simple weapons
- (a) Explorer's Pack or (b) Scholar's Pack
Level | Proficiency Bonus |
Soul Points | Features |
---|---|---|---|
1st | +2 | 1 | Philosopher's Stone, Archetype |
2nd | +2 | 2 | Regeneration |
3rd | +2 | 3 | Incorruptible |
4th | +2 | 4 | Ability Score Improvement |
5th | +3 | 5 | Archetype feature |
6th | +3 | 6 | Undying |
7th | +3 | 7 | Unyielding |
8th | +3 | 8 | Ability Score Improvement |
9th | +4 | 9 | Archetype feature |
10th | +4 | 10 | Beyond Mortal |
11th | +4 | 11 | Extra Attack |
12th | +4 | 12 | Ability Score Improvement |
13th | +5 | 13 | Archetype feature |
14th | +5 | 14 | Timeless |
15th | +5 | 15 | Soul Surge |
16th | +5 | 16 | Ability Score Improvement |
17th | +6 | 17 | Archetype feature |
18th | +6 | 18 | Incorruptible improvement |
19th | +6 | 19 | Ability Score Improvement |
20th | +6 | 20 | Soul Surge improvement, Archetype feature |
Philosopher's Stone[edit]
At 1st level, you can draw power from the Philosopher's Stone inside you. Your mastery in drawing from this power is represented by a number of soul points. Your homunculus level determines the number of points you have, as shown in the soul points column of the Homunculus table. Additionally, if you have at least 1 soul point, you can not spend Alchemic Stamina.
You regain all soul points at the end of a long rest. If you consume a Philosopher's Stone or imitation Philosopher's Stone, you regain soul points equal to half the Alchemic Stamina stored within the stone. If consuming a stone would cause you to regain soul points above your maximum, you instead gain an equal number of temporary soul points, which can be used in the same manner as normal soul points, but are not regained at the end of a long rest.
Archetype[edit]
At 1st level, you develop from the characteristic your stone is refined from. 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 5th, 9th, 13th, 17th, and 20th level.
Regeneration[edit]
At 2nd level, your body naturally regenerates using your stone's power. You may spend 1 soul point to regain 8 + your Constitution modifier hit points as a bonus action. When your maximum hit points increase from gaining a level and when you roll hit dice to regain hit points, you automatically roll the maximum value of your hit die. Additionally, you do not age.
Alternate Feature: Semi-Human[edit]
At 2nd level, the power of your Philosopher's Stone amplifies that of the body if was injected into. Two ability scores of your choice increase by 2 to a maximum of 24.
Alternate Feature: Gate Homunculus[edit]
At 2nd level, your body was shaped from failed human transmutation. You gain both Regeneration and Semi-Human, but your original body is somewhere in the world. If you come within 15 ft. of your original body, you become paralyzed until you are no longer within 15 ft. of it. If your original body takes damage, you take the damage instead.
Incorruptible[edit]
At 3rd level, you become immune to diseases, poisons, and the poisoned condition. At 18th level, you become immune to psychic and poison damage.
Ability Score Increase[edit]
At 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.
Undying[edit]
At 6th level, you may spend 1 soul point at will to nourish your body, fulfilling your body's need to eat, drink, breath, or sleep for the next 24 hours. You may spend 2 soul points to use Regeneration as a free action, or 3 soul points to use it as at will.
Unyielding[edit]
At 7th level, your lack of bodily need leaves you energized on a physical level. You can take the Dash, Dodge, Disengage, or Attack actions as bonus actions for 1 soul point. You may take an additional one of these actions on the same bonus action for every additional soul point spent.
Beyond Mortal[edit]
At 10th level, your immortal soul allows you to fortify your body on a molecular level, and your mind on a fundamental level. When you gain an Ability Score Increase, you instead may increase two ability scores of your choice by 2 to a maximum of 24.
Extra Attack[edit]
At 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Timeless[edit]
At 14th level, your body is powerful enough that it will likely outlive the very society you walk. When you take a short rest, you instead gain the benefits of a long rest. Additionally, you may use Unyielding or Undying once for no soul points, regaining use at the end of a short rest.
Soul Surge[edit]
At 15th level, you can greatly energize your body temporarily. You may spend 3 soul points at will to regain your reaction. Additionally, on your turn, you can spend 1 soul point to take one additional bonus action on top of your regular action and a possible bonus action. At 20th level, when you use this feature to take one additional bonus action, you may spend 2 additional soul points to make one additional action as well.
Archetypes[edit]
Vessel[edit]
Vessel homunculi are a swirling abyss of shadows contained by their human form. Intelligence is your most important ability score.
- Pride
At 1st level, you gain proficiency, or expertise if you were already proficient, in Intelligence saving throws and four of the following: Arcana, History, Investigation, Nature, Religion, Perception, Deception
Some of your Vessel features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Vessel save DC = 8 + your proficiency bonus + your Intelligence modifier
- Shadowy Tendrils
At 5th level, your reach increases by 10 ft. of reach. When calculating your unarmed strikes' attack and damage rolls and your AC, you may replace your Strength or Dexterity modifier with your Intelligence modifier.
- Insidious Silhouette
At 9th level, you are a master of hiding in plain sight. When you make an damage roll, check, or saving throw, you may spend 1 soul point to add your Intelligence modifier to the roll. You may spend 1 soul point at will to end the restrained condition on yourself.
- Tendril Barrage
At 13th level, you may take the Attack action as a full turn action, allowing you to spend soul points to make an equal number of additional attacks to a maximum of your proficiency bonus, rounded down. The attack rolls and damage rolls of these additional attack are automatically affected by Insidious Silhouette.
- Unending Darkness
At 17th level, as an action for 3 soul points while you and another creature are touching the same area of darkness, you may force the creature to attempt a Constitution saving throw. On a failure, the creature becomes paralyzed and your darkness invades them, causing the creature to follow any movements you make. You may end this effect as at will. The target may attempt a Constitution saving throw at the end of each of their turns, ending this effect early on a success.
- Ultimate Vessel
At 20th level, your reach and senses cover any areas of darkness you are touching while you have at least 1 soul point. While you are touching an area of darkness, you can see clearly in lightly and heavily obscured areas and you can not be blinded.
Shield[edit]
The Ultimate Shield is a near impenetrable layer of carbon some homunculi can lace over their skin. Your most important ability score is Strength.
- Greed
At 1st level, you gain proficiency, or expertise if you were already proficient, in Strength saving throws and four of the following: Athletics, Acrobatics, Sleight of Hand, Stealth, Insight, Perception, Persuasion
Some of your Shield features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Shield save DC = 8 + your proficiency bonus + your Strength modifier
- Partial Shield
At 5th level, as a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free action for 3 soul points, you may activate your shield, though it is limited to your extremities. For 1 minute, or until you doff it in the same manner as donning it, two body parts of your choice can not lose hit points and act as if they were at their maximum hit points, your unarmed attacks with the chosen body part deal 1d4 + your Strength modifier slashing damage, the chosen body part can not be disarmed, and you do not suffer penalties to disarming with the chosen body part. While your shield is donned, you can not use Regeneration.
- Full Shield
At 9th level, while your shield is donned, Partial Shield applies to all body parts, and all bludgeoning, slashing, and piercing damage you take is decreased by your Proficiency bonus.
- Specialized Carbon
At 13th level, while your shield is donned, its damage reduction extends to two damage types of your choice other than thunder, psychic, or force damage.
- Inverse Shield
At 17th level, when you don your shield, you can bind your shield to a creature within your reach, granting them Full Shield's effects instead of yourself. You may spend 2 additional soul points when you use this feature to cause Full Shield to increase the damage the target takes by the amount it would have reduced it by. The target may succeed a Dexterity saving throw to not gain Full Shield's effects.
- Ultimate Shield
At 20th level, Full Shield's damage reduction extends to all damage other than thunder, psychic, and force damage. When you use Full Shield, you gain immunity to bludgeoning, slashing, and piercing damage.
Spear[edit]
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.
- Lust
At 1st level, you gain proficiency, or expertise if you were already proficient, in Dexterity saving throws and four of the following: Acrobatics, Sleight of Hand, Stealth, Insight, Deception, Perception, Persuasion
Some of your Spear features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Spear save DC = 8 + your proficiency bonus + your Dexterity modifier
- Minor Spear
At 5th level, your fingers become razor sharp. Your unarmed strikes deal 1d6 + your Dexterity modifier piercing damage while you have at least 1 soul point.
- Extension
At 9th level, as a bonus action, you may increase your reach by 5 feet for every soul point you spend until the end of your turn.
- Manipulative Spear
At 13th level, when you make a melee attack, you may reduce your reach by 5 ft. for that attack to reduce cover by 1/4. Additionally, while Extension is active, your unarmed strikes deal 1d8 + your Dexterity modifier piercing damage.
- Precise Spear
At 17th level, when you make a melee attack, you may reduce your reach by 10 ft. for that attack to gain a bonus to the attack's attack and damage roll equal to your Dexterity modifier.
- Ultimate Spear
At 20th level, your reach increases by 10 ft. while you have at least 1 soul point. When a creature within your reach moves in any direction or takes an action or reaction, you may spend 2 soul points to make a melee attack against them. You may spend 1 soul point at will to regain your reaction. Additionally, while Extension is active, your unarmed strikes deal 2d6 + your Dexterity modifier piercing damage.
Disguise[edit]
Disguise homunculi, similar to vessel homunculi, are simply an unholy beast with the monikers of a human. Your most important ability score is Charisma.
- Envy
At 1st level, you gain proficiency, or expertise if you were already proficient, in Charisma saving throws and four of the following: Athletics, Acrobatics, Sleight of Hand, Stealth, History, Persuasion, Deception
Some of your Disguise features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Disguise save DC = 8 + your proficiency bonus + your Charisma modifier
- Hidden Form
At 5th level, the weight of your true form shows through your humanoid form. When you make a Strength, Dexterity, or Constitution saving throw, you may spend 1 soul point to instead make a Charisma saving throw.
- Shapeshifting
At 9th level, as a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free action for 3 soul points, you may change your appearance, including clothes, into that of any humanoid creature of your size or smaller that you have seen. Creatures that do not see you shift or succeed a Perception check when they take the Search action mistake you for the person you are impersonating.
- Animal Shifting
At 13th level, when you use Shapeshifting, you may transform into any generic beast with a size category of your own or smaller of your choice, gaining any of the creature's size, ability scores, features, actions, and movement speeds of your choice.
- Great Shifting
At 17th level, when you use Animal Shifting, the maximum size category you may transform into increases to Huge.
- Exposed Form
At 20th level, when you use Animal Shifting, the maximum size category you may transform into increases to Gargantuan if you do so as a full turn action for 3 soul points. While transformed into a Gargantuan creature, you are covered in the visages of the souls inside your stone, allowing you to grapple a number of creatures up to your Charisma modifier and, as an action for 3 soul points, force each creature of your choice that is within 120 feet of you and aware of you to succeed on a Charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
Tool[edit]
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.
- Sloth
At 1st level, you gain proficiency, or expertise if you were already proficient, in Strength saving throws and four of the following: Athletics, Investigation, History, Nature, Animal Handling, Perception, Intimidation
Some of your Tool features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Tool save DC = 8 + your proficiency bonus + your Strength modifier
- Immense Size
At 5th level, your size category increases by one category and your melee attacks deal twice as much damage, but Regeneration causes you to regain half as many hit points and when you fall prone you must spend an action to end the condition in addition to spending your movement.
- Tunneler
At 9th 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
At 13th level, you may charge forward at a blinding, but uncontrollable speed. When you take the Attack action, you may spend 1 soul point to double your movement speed and burrowing speed and your unarmed strikes' damage. At the end of your turn, you must attempt a dex saving throw. On a failure, you become prone and take half the damage of one of your unarmed strikes.
- Impenetrable Defense
At 17th level, your damage threshold increases by your Strength modifier. When you make an unarmed strike, you may spend 1 soul point to double the damage it deals.
- Unkillable
At 20th level, you will never die so long as you do not overwork yourself. You may use Regeneration at will for 1 soul point, and you can only be instantly killed by effects that would cause you to be unable to be resurrected. 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[edit]
Portal homunculi contain an abominable reconstruction of the Portal of Truth, the source of alchemy. Constitution is your most important ability score.
- Gluttony
At 1st level, you gain proficiency, or expertise if you were already proficient, in Constitution saving throws and four of the following: Athletics, Acrobatics, Stealth, Investigation, Medicine, Perception, Intimidation
Some of your Portal features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Portal save DC = 8 + your proficiency bonus + your Constitution modifier
- Consumption
At 5th level, your unarmed strikes deal 1d4 + your Constitution modifier piercing damage while you have at least 1 soul point. When you kill a humanoid creature that has a CR or level of 1 or lower with an unarmed strike, you regain 1 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. If the target has a CR or level higher than 1, you regain soul points equal to their level.
- Digestion
At 9th 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.
- Connoisseur
At 13th 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, and you may choose to not be affected by such an effect if you consume the substance.
As an action for 3 soul points, you may pick one creature within 30 ft. of you to track the smell, allowing you to perfectly follow where they have been until you become incapacitated or use this feature on another creature.
- Open Portal
At 17th level, you awaken the deepest depths of your portal. As a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free 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 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.
- Alternate Feature: Hungerlust
At 14th level, you may give yourself entirely to your hunger. As an action for 15 soul points, your size category increases by one category and your melee attacks deal twice as much damage, but you become berserk, Regeneration causes you to regain half as many hit points and when you fall prone you must spend an action to end the condition in addition to spending your movement for 1 minute.
- Berserk Hunger
At 20th level, you gain the 14th level feature from this Archetype you did not take, and Open Portal costs 1 fewer soul points while Hungerlust is active.
Eye[edit]
The Ultimate Eye takes the place of one of a homunculus' eyes and gives them unrivaled precision. Wisdom is your most important ability score.
- Wrath
At 1st level, you gain proficiency, or expertise if you were already proficient, in Wisdom saving throws and four of the following: Athletics, Acrobatics, Stealth, Investigation, Insight, Perception, Deception
Some of your Eye features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Eye save DC = 8 + your proficiency bonus + your Wisdom modifier
- Weak-Point Analysis
At 5th level, your attack and damage rolls against targets that you can see clearly (i.e. they can not be lightly or heavily obscured) gain a +1 bonus while Enhanced Eye is not active.
- Enhanced Eye
At 9th level, you gain a +1 bonus to your AC while Enhanced Eye is not active. As a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free action for 3 soul points, you may awaken the power of the Ultimate Eye for 1 minute. You gain a bonus to your attack and damage rolls against targets you can see clearly and your AC equal to your Wisdom modifier. Lulling the Ultimate Eye occurs in the same manner as awakening it, and while it is awakened you can not use Regeneration.
- Anticipatory Strike
At 13th level, and as a reaction for 1 soul point when an attack is made against you, you may reduce the damage it deals by the damage of one attack with a melee weapon you are wielding. If the damage you roll exceeds the damage you would have taken, you may make an attack against one creature within your reach, dealing the same damage to the target on a hit. If Enhanced Eye is active, this costs 0 soul points.
- Clear Analysis
At 17th level, while Enhanced Eye is active, you are aware of the damage immunities, resistances, vulnerabilities, and thresholds of any creatures you can see, and you can see clearly in lightly and heavily obscured areas.
- Ultimate Eye
At 20th level, while Enhanced Eye is active, you can not be blinded and you may use Regeneration.
Trap[edit]
Trap homunculi are able to both physically and emotionally trap their victims. Constitution is your most important ability score.
- Bureaucracy
At 1st level, you gain proficiency, or expertise if you were already proficient, in Wisdom saving throws and four of the following: Acrobatics, Sleight of Hand, Stealth, History, Insight, Medicine, Deception
Some of your Trap features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Trap save DC = 8 + your proficiency bonus + your Constitution modifier
- Watery Prison
At 5th 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.
- Ever-Changing
At 9th level, you may move through gaps as small as 1 cubic foot without squeezing, and you may change the appearance of your clothes, and your hair, eye, and skin color at will.
- Amorphous
At 13th level, when you make a saving throw to avoid taking damage, you may spend 1 soul point to attempt a Constitution saving throw instead and you take no damage if you succeed on the saving throw, and only half damage if you fail unless the damage was fire or lightning damage.
- Puddle
At 17th level, as a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free action for 3 soul points, you may completely disintegrate into a puddle of water. Until the end of your next turn, you become incapacitated, but you are permanently under the effects of Amorphous and if you are targeted by an attack, you take no damage if the attack misses, and only half damage if the target hits unless the damage was fire or lightning damage.
- Path of Least Resistance
At 20th level, your reach increases by 5 feet, you do not become incapacitated while puddle is active, and Puddle costs 1 fewer soul points (minimum 0). As an action for 3 soul points while you are grappling a creature, you may force the creature to attempt a Constitution saving throw. On a failure, the creature becomes paralyzed and you invade their body, causing the creature to follow any movements you make and to cause any effect that targets you to target the creature as well. You may end this effect as at will. The target may attempt a Constitution saving throw at the end of each of their turns, ending this effect early on a success.
Thief[edit]
Thief homunculi were created from the remains of incredibly powerful alchemists, and retain their power, allowing them to preform transmutation with the right training. Intelligence is your most important ability score.
- Heresy
At 1st level, you gain proficiency, or expertise if you were already proficient, in Intelligence saving throws and four of the following: Arcana, History, Nature, Religion, Insight, Medicine, and Perception.
Some of your Thief features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Thief save DC = 8 + your proficiency bonus + your Intelligence modifier
- Power of God
At 5th level, you can spend Alchemic Stamina, but you can not gain The Truth. If you have The Truth, you lose it and gain Philosopher. If you already have Philosopher, you may instead gain one Alchemical Specialization of your choice.
At will, you may lose any amount of Alchemic Stamina and regain half as many soul points in the same way as consuming a Philosopher's Stone, or lose number of soul points to regain twice as much Alchemic Stamina. If doing so would cause you to regain Alchemic Stamina above your maximum, you instead gain an equal number of temporary Alchemic Stamina, which can be used in the same manner as normal Alchemic Stamina, but are not regained at the end of a long rest.
- Physical Fusion
At 9th level, as a full turn action, or as an action for 1 soul point, bonus action for 2 soul points, or free action for 3 soul points, you can fuse your body with a material you are touching, 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. When you would take damage, you may spend 1 soul point to take half as much damage.
- Earth: Your melee attacks deal an additional amount of bludgeoning damage equal to your Intelligence modifier. When you make a Strength, Dexterity, or Constitution saving throw, you may spend 1 soul point to instead make a Intelligence saving throw.
- Fire: Your melee attacks deal an additional amount of fire damage equal to your Intelligence modifier, and you and any creature you are grappling takes an equal amount of fire damage that ignores damage threshold at the end of each of your turns.
- Air: You gain a flying speed equal to your movement speed. When you take damage, you may spend 1 soul point to decrease the damage you take by your Intelligence modifier.
- Electricity: Your movement speed increases by 10 ft. and you may use Unyielding or Undying once for no soul points, regaining use the next time you use this feature.
- Metal: You gain the damage threshold of one suit of armor of your choice and its penalty is halved.
- Plant Matter: Your reach increases by 10 ft. and you may have a number of creatures grappled at a time equal to your Intelligence modifier.
- Animal Matter: You may use Regeneration for 1 fewer soul points. If you are Semi-Human, you may use Regeneration as a bonus action for 1 soul point.
- Enhanced Fusion
At 13th level, you may benefit from a number of instances of Physical Fusion at a time equal to your Intelligence modifier.
- Massive Transmutation Circle
At 17th level, when you make a Gargantuan Circle, you may double its size category and its cost, and multiply the time it takes to make by 20, to multiply its range by 5 and the maximum weight it can manipulate by 10. The base creation time of a Gargantuan Circle under this feature's effects is not effected by Master Alchemist or The Truth. You may do this any number of times for each Circle.
- The Dwarf the Swallows God
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the homunculus class, you must meet these prerequisites: Charisma and one other ability of your choice 16, to have a Philosopher's Stone injected into your body.
Proficiencies. When you multiclass into the homunculus class, you gain 2 skill proficiencies from your archetype.
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