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Biochemist: Homunculus in Dungeons & Dragons 5e

Biochemist: Homunculus - 30550 AXP

TIER SIX FEATURE: Biochemist: Homunculus

The biochemist pursues the creation of life itself, or at the very least the imitation of life. Using living creatures parts stored and preserved, they mold and infuse organic material into living matter. Due to the martial aspect of the brand of alchemy practiced by the Chemist, usually the focus of the homunculus created by the combat homunculist is to serve as a soldier and spy for its master.

Create Homunculus

You can spend 8 hours and 10 VP in materials to craft your homunculus. Your homunculus can be the copy of any creature you have already seen that has a CR of 1/4 from the following types: humanoid, undead, beast, plant, construct or monstrosity, though it is a construct, instead of the original type. You also must have a portion of organic matter of this creature (a drip of blood, a hair, nails, etc). Any chosen creature that has a Intelligence score of 5 or lower will have 6 instead. You can communicate telepathically with your homunculus as long as both of you are in the same plane of existence.

In combat, your homunculus acts in the same initiative count as you, but the only action it can take is the Dodge action, unless you command it to take another action on its statblock or the Dash, Disengage, Dodge, Hide and Search actions as a bonus action. Your homunculus can take any action if you are unconscious or incapacitated, but it will focus on protecting you. Your homunculus uses your proficiency bonus, instead of its own, and adds it to its AC.

You can control up to 4 homunculus at the same time. Starting at Tier 8, this number increases to 6 and again to 8 at Tier 10. Alternatively, you can choose to have a single homunculus with a CR of 1 at Tier 6, 2 at Tier 8 and 3 at Tier 10.

Anatomical Prowess

Additionally, you develop a deep knowledge over anatomy of creatures. You may triple your proficiency bonus for all Wisdom (Medicine) and Intelligence (Nature) checks you make. In addition, you can use your action to make a Wisdom (Medicine) check to cause your homunculus to spend one hit die and recover a number of hit points equal to the number rolled + your Intelligence modifier.

Advanced Creations

At Tier 8, you develop even further the ability to create life. Your homunculus gain a number of temporary hit points equal to your tier. In addition, they add your Intelligence modifier to the damage rolls of their attacks and roll one additional die on critical hits.

It's Alive!

Starting at Tier 10, you can finally create life. The creature type of your creations can be the same of the creature you are copying. In addition, you can use your Create Homunculus feature and spend 20 VP to create a flesh golem.


 

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