Homunculist Deep underground in a laboratory out of sight from prying eyes, a man infuses magic with materials in hopes of playing God. A pinch of salt, a base of earth, and as much magic as his body can muster. And then, slowly but surely, it begins to move. A half-orc outcast among broken beakers and sacks of components moves swiftly as the magical and chemical reaction begins to accelerate. Only a few more steps before he's finished his project. Only a few more steps before he creates something he can depend on. An old woman sits patiently by the fire, her family long dead and no one to call to. She throws a spark of magic into the pot boiling violently. It isn't long before a creature begins to climb out, its movements awkward and tentative. She picks it up gently and hugs it close to her person, tears streaming down her eyes as she vows to protect it. No matter the reason, those who dare to breathe life into constructed beings are known as Homunculists. Though all their magic has gone into infusing life into their creations, they remain formidable defenders of those who seek to create something more. Creating Life Through science and magic, a homunculus can be born. However, only those willing to sacrifice the entirety of their magical gifts can truly infuse life into their creations. In return, they create real, living creatures that follow the will of their masters until the end. Those Who Play God Homunculist’s are all very driven, as creating permanent life is still seen as somewhat taboo in certain cultures. Normally, Homunculist's keep to themselves and rarely form communities to discuss the results of their research as creating a homunculus is an immensely personal event. A Homunculist may travel in order to expose his creation to more diverse experience, or to gain more knowledge to mold his homunculus into their ideal form. While most Homunculist's see their creations as something precious, there are those who believe that their creations are merely tools to an end. The Homunculist Level Proficiency Bonus Features Surge Points 1st +2 Devoid of Magic, Homunculus, 3 2nd +2 Evolutionary Surge 4 3rd +2 Visionary Path 5 4th +2 Ability Score Improvement 6 5th +3 True To Self 6 6th +3 Blood Potentcy 7 7th +3 Path Feature 8 8th +3 Ability Score Improvement 8 9th +4 Mental Link 9 10th +4 Predictive Assistance 10 11th +4 Path Feature 11 12th +4 Ability Score Improvement 11 13th +5 Greater Blood Potentcy 12 14th +5 Backflow 13 15th +5 Path Feature 14 16th +5 Ability Score Improvement 15 17th +6 Mutual Status 15 18th +6 My Other Half 15 19th +6 Ability Score Improvement 15 20th +6 Path Feature 16

Creating a Homunculist As you build your Homunculist, consider their relationship to their created Homunculus. Do they consider their homunculus as true life? Do they consider their homunculus a living being, or more of a tool to be used. Did they create a homunculus to fill a void in their life, or for the pursuit of something greater? Perhaps your pursuits are purely scholarly and pushing the bounds of magic and science. Maybe you consider the Homunculus family and would rather die than see them motionless once more. What role does the homunculus play in your character's life? Quick Build You can make a Homunculist quickly by following these suggestions. First, make Constitution your highest ability score to make you and your Homunculus sturdier. Next, chooses between Strength or Dexterity as your second highest depending on if you want to focus on melee weapons or ranged and finesse weapons. Class Features As a Homunculist, you gain the following class features. Hit Points Hit Dice: 1d8 per homunculist level

1d8 per homunculist level Hit Points at 1st Levels: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per homunculist level after 1st. Proficiencies Armor: Light Armor, Medium Armor

Light Armor, Medium Armor Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: Herbalist kit

Herbalist kit Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Persuasion, Acrobatics, Insight, and Medicine Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a heavy crossbow and 20 bolts or (b) any martial weapon.

(a) an herbalist's kit.

(a) a dungeoneer's pack or (b) an explorer's pack.

(a) studded leather armor or (b) scale mail. 1

Devoid of Magic To create a Homunculus, one must sacrifice their inner magic to create the spark which will instill life in their creation. A Homunculist cannot cast arcane spells. Homunculus Beginning at 1st level, you begin play with a small humanoid creature called a homunculus. Choose one version of homunculus detailed below. This choice cannot be changed. A homunculus will not act independently without the permission of its master. As a bonus action you can command your homunculus to take a move action and/or standard action. A homunculus has an attack bonus equal to your proficiency bonus. It's saves are equal to your saves. It's hit points are equal to 5 + (your proficiency bonus) + (your constitution modifier). It has one bite attack. A homunculus can only be healed with the life blood of its master. By reducing your maximum hit points, you can heal your homunculus for twice that amount. These lost hit points are recovered during a long rest and cannot be restored otherwise. As a Homunculist gains levels, his bond with his homunculus becomes stronger and his blood becomes more potent. Homunculus Variants Decisions must be made during the creation process. Once decided, they cannot be changed. Brawn Strong muscles pulse in its form. It stands ready to strike. Str: 14 Dex: 12 Con: 10 Int: 10 Wis: 8 Cha: 8 Special Ability: Gains the Power Attack feat. Lithe Flexible and quick, its movements are a blur. Str: 10 Dex: 14 Con: 12 Int: 8 Wis: 10 Cha: 8 Special Ability: Gains +10 ft movement during combat. Sturdy Hardened by the fires of its creation, it resists its demise naturally. Str: 14 Dex: 10 Con: 14 Int: Wis: 8 Cha: 10 Special Ability: Gains DR/1. Arcane It received more than just life from your magical gift. Str: 8 Dex: 8 Con: 10 Int: 14 Wis: 12 Cha: 10 Special Ability: Gains the ability to recognize magical items by touching them. Supple A new life, it is careful to adjust to the world to ensure survival Str: 10 Dex: 8 Con: 8 Int: 10 Wis: 14 Cha: 12 Special Ability: Gains +2 bonus to AC. Refine It has yet to decide who it is, and what it wants to become. Str: 8 Dex: 10 Con: 8 Int: 12 Wis: 10 Cha: 14 Special Ability: Gains disguise self as a spell-like ability useable twice a day. Evolution Surge At 2rd level, a Homunculist learns how to manipulate the life essence of their homunculus to grant temporary features and abilities. You gain surge points as depicted by the surge column. As a bonus action, you can spend surge points to grant temporary features and abilities to your homunculus. Surge points are recovered after a long rest. Available surges are listed below. Surges Surges are grouped by surge point cost. 1-Point Surges Resistance (energy) The homunculus gains resistance against a specified energy type of your choosing (acid, cold, electricity, fire, or sonic). Only one element may be selected and a second activation of this ability overrides the first. The homunculus retains this resistance for 1 minute. Underwater Breathing The homunculus gains gills and the ability to breathe underwater for a duration of 1 hour. Darkvision The homunculus gains the ability to see in the complete darkness for a range up to 30 ft. This ability lasts for 1 hour. Visionary Path At 3rd level you commit yourself to an ideal of how you see your homunculus. Choose Path of Partnership, Apex Path, or Path of Servitude, all detailed at the end of the class description. The path you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 20th level. True To Self At 5th level, both you and your Homunculus gain advantage on saving throws versus magical charm effects. Blood Potency Upon reaching 6th level, the amount of healing you give per 1 hit point increases to 4 hit points. Mental Link When you reach 9th level, you develop a mental link with your homunculus. You both can freely speak to the other as long as you are on the same plane. Predictive Assistance At 10th level, your homunculus has gained a minor form of independence. You no longer have to spend a bonus action to command your homunculus, and the homunculus acts in your best interests when not receiving orders. Greater Blood Potentcy When you reach 13th level, the amount of healing you give per 1 hit point increases to 6 hit points. 2

Backflow Upon reaching 14th level, the life line that connects you to your homunculus flows both ways. When you spend surge points to grant a feature to your homunculus, you may also receive the same features and benefits. Mutual Status When you reach 17th level, should you or your homunculist be stunned, blinded, charmed, frightened, or petrified, the other can attempt to alleviate that status at the risk of mutual detriment. As a bonus action, you may reroll a save for a status effect listed above. If the check passes, the status effect fades instantly. If the check fails, the non-affected gains an identical status affect as the original recipient. Once used, this ability cannot be used again until after your next short rest. My Other Half At 18th level, your bond with your homunculus grows brightest on the brink of death. If you or your homunculus are unconscious, the other can heal them for half their remaining hit points (rounded down). Once used, this ability cannot be used again until after your next long rest. 2 Homunculist Visionary Paths While few Homunculist's gather to discuss ideas, all of them tend to follow one of three distinctive visions when creating there homunculus. To make progress down one path takes an enormous amount of resources and time, thus diverting from their ideals results in failure. Path of Partnership "My closest companion..." What is a homunculus but an eternal friend? A companion that will never leave your side. You perform your best so that your homunculus can learn from you and grow it into a person you know it can be. Equals When you reach 3rd level, you teach your homunculus that you see it as an equal rather than a lesser being. Newly inspired, it strives to learn everything it can about you and learn everything you know. It gains all your proficiencies and learns to speak common. Whenever you gain a stat increase by leveling, your homunculus may gain a stat increase as well. Maturity Upon reaching 7th level, your homunculus gains enough experience on its own to take the next step in its evolution. It becomes a medium sized bipedal humanoid. Synchronized Attack When you reach level 11th level, if you or your homunculus attacks target that the other attacked previously during the same round, they may attack with advantage. Interception At 15th level, should you or your homunculus be attacked, the other can intervene and take the attack instead. You must be within 10 feet to use this ability. This cannot be used if the intervening party is prone, stunned, blinded, charmed, frightened, grappled, incapacitated, petrified, restrained, or unconscious. True Equals Upon reaching 20th level, your homunculus becomes an independent being. By giving it one last serving of blood, it assumes your race and chooses its gender. It can be healed, revived, and killed by normal means. It also gains free will. Path of Apex Evolution "My finest creation..." When you create life, what else do you pursue but perfection of that life? You relentlessly work to increase the power and prestige of your creation, even at the cost of yourself. Superiority When you reach 3rd level, you teach your homunculus that it is destined for something greater than yourself. Anytime you would gain a stat increase from leveling, you may give that increase to your homunculus with an added bonus of +2 to any stat. Once again, these stat increases cannot exceed 20 for any stat. It also gains unarmed strikes as per the monk class. Maturity Upon reaching 7th level, your homunculus gains enough experience on its own to take the next step in its evolution. It becomes a medium bipedal humanoid. Indépendant Surge When you reach 11th level, your homunculus gains the ability to activate surges on its own as a bonus action. This does not affect your ability to activate surges for your homunculus. Multi Attack At 15th level, your homunculus is able to attack multiple times in a single action. It can have up to two more attack actions at the cost of its bonus action and/or move action. Apex Predator Upon reaching 20th level, your homunculus reaches the apex of its evolution. It gains the ability healed, revived, and killed by normal means. If damage should drop it below 0 hit points, it is instead reduced to 1.