Form a Familiar
How are they Created?
Form a Familiar's business operates selling specially-engineered 1 cubic foot cauldron-shaped objects made of a darkened marble stone called Urns. These Urns were created in Khudaldaan reconstruction factories to have Geomantic sigil circles inscribed between microscopic layers of the stone. The customer places a body part which can fit within the urn, typically a hand or a foot, cutting the body part on sharp spines which are located at its bottom. The blood and flesh congeals at the urn's central specially-carved point known as the Nexus, commanding the by-products to form into a predictable corporeal form which reflects the user's soul (hence the variance in the homunculi's appearances). Since the homunculus is an echo of the user's soul, the sigils inside of the Urn can only activate after one's soul has attuned with it. Once one's soul has been bonded with the Urn, one can simply summon their bonded homunculus by creating an incision on their body and sacrificing a number of ounces of their blood equal to the sacrificed number of hit dice.Appearance and Accessories
As stated previously, the homunculi typically take a form which mimics the host's soul, but what does that mean? Homunculi are constructs whose outwardly features match those of a human's save for their exaggerated sensory organs, with ears/noses as large as their heads, as well as feet and hands (touch's sensory organs) which appear larger and thicker than their torsos. The size of the features of these homunculi depends on the host's reliance on each of these senses, so the mouths of gourmand's are typically the largest, while the ears of a deaf host would be much closer to a regular human's proportions. Additionally, the internal organs and sexual organs of the homunculi are non-existent, as neither are required for their functions, instead relying entirely off of their body's transmutation of blood into energy to function. These homunculi also tend to have very inhuman and unique body shapes, with torsos consisting of multiple joints which tend to make them into oblong forms; These different forms are thought to have come into being as to put their largest organs of these creatures at the front of their bodies for the most optimal usage. The structure of Land Homunculi typically mimic simple insects such as worms, beetles, ladybugs, stickbugs, etc. which are instead made bipedal. Sea Homunculi typically form their bodies into simple sea creatures, with the more-insectine forms appearing as mollusks, crustaceans, or various types of plankton are for those with exaggerated hands/feet, while the more standard fish-like bodies are for those with exaggerated facial features. Last but not least, the Sky Homunculi are usually the most humanoid, sporting a pair of angelic or demonic wings (dependent on alignment) on the backs of their hunched humanoid bodies. For the super-fans of Form a Familiar, the largest draw of the business, and the thing which has been touted as the reason for its popularity and success is Form a Familiar's accessories market, boasting hundreds of different miniature items for passionate owners to collect en masse. These accessories, though entirely cosmetic, allow the host's homunculus to express themselves in ways they only dreamed of, featuring small handheld items, hats, eyewear, clothing, full costume sets, to even effects like colored/patterned such as seen in cosmetic arcsthetics. These cosmetics are commonly made of similar materials to their humanoid equivalents, albeit at a slightly lower quality due to having been transmuted in Reconstruction Factories.Pricing for Services
Visiting this business is almost a rite of passage for those staying extended periods in Ustgelt, regardless of their wealth, with the business owners somewhat capitalizing on this fact. Contracts which allow the manifesting of one of the following forms of your choice located below start at the cost of just 5G (as well as an attunement slot), costing the poorer folk up to a year's savings, while being but penny change to the elites of society. Additional forms can be added for the price of 3G, allowing the same soul of the homunculus to gain new biological abilities upon germination.Homunculus of the Land
STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
7 -2
Additional Action options: This creature is commanded by its summoner, and can use its action to Attack, or use the Dash, Disengage, Dodge, Help, Hide, or Search actions. Blood for Blood: This creature's HP equals the amount of hit dice you sacrifice to summon it, and can be summoned once per long rest for (12 - # of sacrificed hit dice, min. 1 hour) hours. Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Bite: Melee Weapon Attack: 2 + prof. bonus to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC (8 + # of sacrificed hit dice) Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is stunned until the end of its next turn, and is poisoned for 5 (1d10) minutes
Homunculus of the Sea
STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
7 -2
Additional Action options: This creature is commanded by its summoner, and can use its action to Attack, or use the Dash, Disengage, Dodge, Help, Hide, or Search actions. Blood for Blood: This creature's HP equals the amount of hit dice you sacrifice to summon it, and can be summoned once per long rest for (12 - # of sacrificed hit dice, min. 1 hour) hours. Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Bite: Melee Weapon Attack: 2 + prof. bonus to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC (8 + # of sacrificed hit dice) Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is stunned until the end of its next turn, and is poisoned for 5 (1d10) minutes
Homunculus of the Sky
STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
7 -2
Additional Action options: This creature is commanded by its summoner, and can use its action to Attack, or use the Dash, Disengage, Dodge, Help, Hide, or Search actions. Blood for Blood: This creature's HP equals the amount of hit dice you sacrifice to summon it, and can be summoned once per long rest for (12 - # of sacrificed hit dice, min. 1 hour) hours. Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Evasion: If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Sting: Ranged Weapon Attack: 2 + prof. bonus to hit, range (30/90)., one creature. Hit: 1 piercing damage, and the target must succeed on a DC (8 + # of sacrificed hit dice) Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is stunned until the end of its next turn, and is poisoned for 5 (1d10) minutes
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