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Contents

The Homunculi 1
The Seven Deadly Sins .............................................. 1
Lust 2
Gluttony 3
Greed 4
Sloth 5
Wrath 6
Envy 7
Envy - True Form ............................................................8
Envy Transformation Table ................................9
Pride 10
The Philosopher's Stone 11
The Rituals of Creation 12
Ritual for the Philosopher's Stone ......... 12
Ritual for the Homunculi ................................. 12

Extras
Created by u/Sup3rantivenom.

Current Version: 3.0

I
The Homunculi

T
he Homunculi are a group of artificial Wrath
humanoids. Each of them has a unique ability He appears as an older man near sixty with an incredible
along with a legendary Philosopher's Stone in physique for his age. He has a full head of black hair, with a
them, granting them high regenerative few greying and a thick black mustache, and a blue tint to his
capabilities. Due to them being artificial right eye as he is seen to wear an eye patch over his left. He is
humanoids, they would look like whatever able to appear jovial and pleasantwhen he needs to keep up
humanoid race their creator wanted them to appearances. He has an immense fury that he is usaully able
look like.

to keep under control, but when he lets it go he becomes a

truly frightening foe in battle. He would most commonely be


a High Elf.
The Seven Deadly Sins Envy
The strongest homunculi are the group known as the Seven They appear as an androgynous youth with a lean, muscular
Deadly Sins. Each one of them is named after one of the sins, build. He has long, wispy hair and violet eyes with slit-like
and they embody that to their fullest. While they were not all pupils. Given that they have the ability to shapeshift, this may
made at once, they were all made with Philosopher Stones as or may not be what they look like all the time. They are very
their core, except Pride. They possess strength, speed, cruel, always delighting in the misery of others, especially
reflexes, stamina, durability, senses, agility, coordination, when they can cause that misery. Given that they have
willpower, and instincts superior to any human. The majority shapeshifting, their main form looks most like a human.
of the Sins are also quite pale in their complexsion. While
each of the Sins can be any race that fits your world, below is Pride
some suggestions as to what might work best for them. He believes that all other beings are beneath him and his
siblings. When he is in fights, he becomes very arrogant and
Lust starts throwing insults and petty taunts at his opponents. He
She is mildly flirtatious, but serves mostly as an object of lust is most definetly the cruelest of all the Sins. He is usaully in
for others, feeding their desires. She has narrow mauve eyes the guise of a small child. He would most commonely be a
and long black wavy hair reaching her lower back with short High Elf.
bangs parting at the center of her face while curving to the

right and partially hiding her left eye. She is also slender in
build, while being a tall and beautiful woman. She would
most commonely be a High Elf.
Gluttony
Often, he will be found eating a random person or creature's
remains unless ordered to eat someone that poses a threat,
or to remove evidence of the Homunculi's presence. He is a
large, bald, wide man. His eyes appear to not have pupils, or
they are quite tiny. Despite his size he can still move quite
quickly. He is prone to bouts of frenzy in which he
uncontrollably tries to eat whatever crosses his path. He
would most commonely be a very wide human.
Greed
He likes living in luxury, surrounded by powerful minions and
beautiful women. Despite his generally greedy nature, he is
shown to care for his subordinates. He is a tall and muscular
young adult with short, spiky, black hair that is kept slicked
back. He also had a subtle widow's peak. His eyes are purple
with thin, cat-like pupils, and he has razor-sharp teeth. He
would most commonely be a Drow.
Sloth
He is the largest of the Sins, having the appearance of a
large, muscular man. He has black hair that runs down his
head, sharp teeth, and blank, white eyes. He is also
commonly seen with chains around his wrists. He considers
doing anything a pain, so he tries to finish each task he's
given as quickly as he can so he doesn't have to do it. He
would most commonely be a Goliath.

1
Lust

Lust, The First Enhanced Beauty. Lust has advantage on Charisma


(Deception and Persuasion) checks when flirting with
Homunculus someone or when being flirted with.
Medium humanoid (homunculus), unaligned
Rapid Regeneration. The Philosopher's Stone that rests
Armor Class 16 (natural armor) in the core of Lusts body allows her to regenerate from
Hit Points 132 (12d10 + 60) any and all damage. At the end of each turn Lust can
Speed 45 ft. spend one or more of her Hit Dice to heal herself in
the same manner as at the end of a short rest. Once all
are spent, this ability can't be used till next dawn,
STR DEX CON INT WIS CHA where she regenerates all spent Hit Dice. When Lust is
reduced to 0 hit points, all of her Hit Dice are
12 (+1) 20 (+5) 20 (+5) 16 (+3) 13 (+1) 18 (+4) immediately spent in this way. If Lust has no
unexpended Hit Dice when reduced to 0 hit points,
Saving Throws Dex +10, Con +10, Cha +9 she dies and the Philosopher's Stone inside her is
Skills Deception +9, Perception +6, Persuasion +9, destroyed.
Stealth +10
Damage Vulnerabilities fire, cold Actions
Damage Resistances bludgeoning, piercing, slashing
Multiattack. Lust can make two Ultimate Spear attacks
Damage Immunities poison
on her turn.
Condition Immunities charmed, poisoned
Senses passive Perception 17 Ultimate Spear. Melee Weapon Attack: +10 to hit, reach
Languages Common 25 ft., Hit: 22 (5d6+5) piercing damage. Lust can
Challenge 14 (11500 XP) choose to grapple the creature (DC 15) or to retract
her claws after the attack. If she grapples a target, Lust
will need to retract the claws before she can attack
again.

2
Gluttony

Gluttony, The Second Enhanced Senses. Gluttony's senses of taste allow him
to instantly analyze the compositions of various
Homunculus foodstuffs and even detect substances. His senses of
Medium humanoid (homunculus), unaligned smell are so strong that he can detect specific persons,
objects, substances and track targets with nothing but
Armor Class 16 (Natural Armor) his nose.
Hit Points 220 (20d10 + 100) True Form. Gluttony can enlarge his mouth down his
Speed 45 ft., climb 20 ft. stomach, which turns his ribs into teeth. The space
where his mouth has enlarged is pitch black, with a
giant eye in the center. He can then use the action
STR DEX CON INT WIS CHA
Voracious Inhale. When he turns into his true form, it
20 (+5) 13 (+1) 20 (+5) 7 (-2) 8 (-1) 5 (-3) lasts until Gluttony turns back to normal. Once he has
used the ability, he can't use it again till next dawn.
Saving Throws Str +10, Con +10 Ultimate Nose. His strong sense of smell allows to track
Skills Athletics +10, Perception 4 his targets with considerable accuracy. It gives him a
Damage Vulnerabilities fire, cold +10 to all perception checks with smell. It also lets him
Damage Resistances bludgeoning, piercing, slashing fight in the dark without disadvantage.
Damage Immunities poison
Condition Immunities poisoned Actions
Senses passive Perception 13
Languages Common Multiattack. Gluttony can make two Voracious Bite
Challenge 14 (11500 XP) attacks on his turn. He can't make the second attack if
he failed to swallow who he already bit.
Rapid Regeneration. The Philosopher's Stone that rests Voracious Bite. Melee Weapon Attack: +10 to hit, reach
in the core of Gluttonys body allows him to regenerate 5 ft., Hit: 13 (3d6+5) acid damage. On a hit, Gluttony
from any and all damage. At the end of each turn makes the opponent make a grapple check (Contessed
Gluttony can spend one or more of his Hit Dice to heal Strength Check). On a failed save, Gluttony swallows
himself in the same manner as at the end of a short the opponent dealing an extra 3d6 acid damage. While
rest. Once all are spent, this ability can't be used till inside Gluttony's stomach the creature takes 6d6 acid
next dawn, where he regenerates all spent Hit Dice. damage on each of its turns. The creature can remake
When Gluttony is reduced to 0 hit points, all of his Hit the grapple check at disadvantage on each of its turns
Dice are immediately spent in this way. If Gluttony has before they take the damage.
no unexpended Hit Dice when reduced to 0 hit points,
he dies and the Philosopher's Stone inside him is Voracious Inhale. The creature must make a DC 16
destroyed. strength saving throw to prevent being sucked into the
mouth. This attack hits in a 30ft by 5ft line. If they fail,
Digestive Enzymes. His power to eat hard objects, like they are swallowed. He can only use this once every 2
steel, stems from his ability to produce a variety of rounds.
digestive enzymes that act on specific substances,
making them easier to chew and digest. This allows
him to eat humans, along with objects of varying sizes.

3
Greed

Greed, The Third Rapid Regeneration. The Philosopher's Stone that rests
in the core of Greeds body allows him to regenerate
Homunculus from any and all damage. At the end of each turn Greed
Medium humanoid (homunculus), unaligned can spend one or more of his Hit Dice to heal himself
in the same manner as at the end of a short rest. Once
Armor Class 17 (Natural Armor) all are spent, this ability can't be used till next dawn,
Hit Points 159 (13d10 + 65) where he regenerates all spent Hit Dice. When Greed is
Speed 45 ft. reduced to 0 hit points, all of his Hit Dice are
immediately spent in this way. If Greed has no
unexpended Hit Dice when reduced to 0 hit points, he
STR DEX CON INT WIS CHA dies and the Philosopher's Stone inside him is
destroyed.
17 (+3) 17 (+3) 20 (+5) 12 (+1) 12 (+1) 18 (+4)
Ultimate Shield. When Greed activates his Ultimate
Saving Throws Str +9, Dex +8, Con +10, Cha +8 Shield ability, his skin is covered in hard graphine. This
Skills Animal Handling +6, Perception +6, Sleight of gives him a +4 to his AC, while also making him
Hand +8, resistant to non-magical damage. This also turns his
Damage Vulnerabilities fire, cold fingers into very strong and sharp claws, which allows
Damage Resistances bludgeoning, piercing, slashing him to use his Enhanced Unarmed Strike. This ability
Damage Immunities poison lasts for a minute. Greed can use this ability 4 times a
Condition Immunities poisoned day, or 8 times a day if he only changes his hands into
Senses passive Perception 17 weapons.
Languages Common
Challenge 14 (11500 XP) Actions
Multiattack. Greed can make two attacks each turn.
Both can be Enhanced Unarmed Strike if Greed has his
Ultimate Shield up. If Ultimate Shield is not active, then
the two attacks are with a yklwa.
Enhanced Unarmed Strike. Melee Weapon Attack: +8 to
hit, reach 5 ft., Hit: 22 (7d4+5) slashing damage.
Yklwa. Melee Weapon Attack +8 to hit, reach 5ft., Hit:
10(1d8+5) piercing damage.

4
Sloth

Sloth, The Fourth Rapid Regeneration. The Philosopher's Stone that rests
in the core of Sloths body allows him to regenerate
Homunculus from any and all damage. At the end of each turn Sloth
Large humanoid (homunculus), unaligned can spend one or more of his Hit Dice to heal himself
in the same manner as at the end of a short rest. Sloth
Armor Class 22 (natural armor) is only able to spend half of his Hit Dice in this manner.
Hit Points 180 (15d10 + 65)+25 Once all are spent, this ability can't be used till next
Speed 55 ft., burrow 30 ft. dawn, where he regenerates all spent Hit Dice. When
Sloth is reduced to 0 hit points, half of his Hit Dice are
immediately spent in this way. If Sloth goes through
STR DEX CON INT WIS CHA half of his Hit Dice, he falls into a deep sleep for 24
hours.
18 (+4) 20 (+5) 20 (+5) 8 (-1) 8 (-1) 7 (-2)
Extreme Super Durability. Sloth has an incredibly high
Saving Throws Str +9, Dex +10, Con +10, Cha +8 durability compared to the other homunculi. This gives
Skills Acrobatics +10, Perception +4 him an extra 25 hit points to the ones he rolled. It also
Damage Vulnerabilities fire, cold raises his AC by his Con modifier.
Damage Resistances bludgeoning, piercing, slashing
Extreme Super Strength. Sloth's unarmed strikes deal d6
Damage Immunities poison
bludgeoning damage instead of the normal d4
Condition Immunities poisoned
bludgeoning damage.
Senses passive Perception 13, tremorsense 50ft
Languages Common Extreme Super Speed. Sloth has increased speed, which
Challenge 14 (11500 XP) add 10 to his walking speed. He can use his action to
Elephant Charge as an attack as well.

Actions
Multiattack. Sloth can make two unarmed strikes
attacks each turn. Doesn't work if Sloth decides to
Elephant Charge.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
5 ft., Hit: 18 (4d6+4) bludgeoning damage.
Elephant Charge. Melee Weapon Attack: +9 to hit, reach
55 ft., Hit: 25 (6d6+4) damage.

5
Wrath

Wrath, The Fifth Rapid Regeneration. The Philosopher's Stone that rests
in the core of Wrath's body allows him to regenerate
Homunculus from any and all damage. At the end of each of Wrath's
Medium humanoid (homunculus), unaligned turn, he can spend one or more of his Hit Dice to heal
himself in the same manner as at the end of a short
Armor Class 18 (Natural Armor) rest. Wrath regains all expended Hit Dice when he
Hit Points 126 (12d10 + 60) finishes a long rest.
Speed 45 ft.
When Wrath is reduced to 0 hit points, all of his Hit
Dice are immediately spent in this way. If Wrath has no
STR DEX CON INT WIS CHA unexpended Hit Dice when reduced to 0 hit points, he
dies and the Philosopher's Stone inside him is
19 (+4) 19 (+4) 20 (+5) 15 (+2) 18 (+4) 16 (+3) destroyed.
Ultimate Eye. He can use the power of his eye to grant
Saving Throws Str +9, Dex +9, Con +10, Cha +8
him the ability to use uncanny dodge and 3 uses of the
Skills Acrobatics +9, Athletics +9, Intimidation +8,
evasion skill per day. Once a day as a bonus action he
Perception +7, Persuasion +8,
can gain advantage on every attack for the next two
Damage Resistances bludgeoning, piercing, slashing
rounds.
Senses passive Truesight 90 ft, Perception 19.
Languages Common
Challenge 14 (11500 XP)
Actions
Multiattack. Wrath makes three attacks.
Gladius(Shortsword). Melee Weapon Attack: +9 to hit,
reach 5 ft., Hit: 9 (1d8+4) slashing damage.
Knife Throw. Ranged Weapon Attack: +9 to hit, range
45/90 ft., Hit: 11 (2d4+4) piercing damage.

6
Envy

Envy, The Sixth Shape Shifting. Envy has the ability to shape-shift into
anything or anyone, whether it be real people, animals,
Homunculus or human aspects that they made up. They can
Medium humanoid (homunculus), unaligned transform into anything that doesn't exceed the size of
their true form. See Envy's True Form for details on
Armor Class 17 (Natural Armor) that. Additionally, Envy can transform individual parts
Hit Points 154 (14d10 + 70) of their body, often using this ability in battle to
Speed 45 ft. transform their limbs into weapons. Even in their
preferred human form, Envy's appearance belies their
actual weight. When using this ability in combat, roll on
STR DEX CON INT WIS CHA the Envy Transformation Table to see what they turn
into. Outside of combat, Envy can willingly turn in to
18 (+4) 15 (+2) 20 (+5) 12 (+1) 12 (+1) 18 (+4)
whatever they want.
Saving Throws Str +9, Con +10, Cha +9 Parasitic Form. After Envy falls to 0 hit points, they turn
Skills Deception +9, Perception +6, Performance +9, into a parasitic little leech. Their truest form of being.
Stealth +7 Under this form they are able to possess and take
Damage Vulnerabilities fire, cold control of a humanoid host. If the host has a strong
Damage Resistances bludgeoning, piercing, slashing enough soul, or is powered by a Philosopher's Stone
Damage Immunities poison then Envy can use them as an extension of their body,
Condition Immunities poisoned and start absorbing additional hosts. Once he gets in
Senses passive Perception 17 touch with a Philosopher's Stone or enough souls, they
Languages All Languages can return to their humanoid form.
Challenge 14 (11500 XP) True Form. Once a day Envy can transform into their
true form. Look at the Envy - True Form stat block for
Rapid Regeneration. The Philosopher's Stone that rests the stats, abilities, and actions.
in the core of Envys body allows them to regenerate
from any and all damage. At the end of each turn Envy Actions
can spend one or more of their Hit Dice to heal Multiattack. Envy can make two attacks on their turn.
themself in the same manner as at the end of a short
rest. Once all are spent, this ability can't be used till Jealous Unarmed Attack. Melee Weapon Attack: +9 to
next dawn, where they regenerates all spent Hit Dice. If hit, reach 10 ft., Hit: 11 (4d4+4) bludgeoning damage.
Envy has no unexpended Hit Dice when reduced to 0
hit points, they die and the Philosopher's Stone inside Sword Arm. Melee Weapon Attack: +9 to hit, reach 5
them is destroyed. ft., Hit: 8 (1d8+4) slashing damage.

Envy - True Form

Envy - True Form Parasitic Form. After his stone is all used up, Envy turns
into a parasitic little leech. Their truest form of being.
Huge beast (homunculus), unaligned
Under this form they are able to possess and take
Armor Class 24 control of a humanoid host. If the host has a strong
Hit Points 270 (20d12 + 140) enough soul, or is powered by a Philosopher's Stone
Speed 60 ft. then Envy can use them as an extension of their body,
and start absorbing additional hosts. Once he gets in
touch with a Philosopher's Stone or enough souls, they
STR DEX CON INT WIS CHA can return to their full strength.
22 (+6) 22 (+6) 25 (+7) 10 (+0) 10 (+0) 15 (+2) Legendary Resistance(3/Day). If Envy - True Form fails a
saving throw, he can choose to succeed instead.
Saving Throws Str +12, Dex +12, Con +13
Skills Acrobatics +12, Athletics +12, Intimidation +8, Actions
Perception +6 Multiattack. Envy can make three attacks on their turn,
Damage Immunities poison which only one can be a Jealousy Stomp.
Damage Resistances bludgeoning, piercing, slashing
Damage Vulnerabilities cold, fire Jealous Unarmed Strike. Melee Weapon Attack: +12 to
Condition Immunities poisoned hit, reach 15 ft., Hit: 20 (4d6+6) bludgeoning
Senses passive Perception 16 damage6) bludgeoning damage.
Languages All Languages, Common Jealousy Stomp. Melee Weapon Attack: +12 to hit,
Challenge 17 (18000 XP) reach 5 ft., Hit: 19 (3d8+6) bludgeoning damage6)
bludgeoning damage.
Rapid Regeneration. The Philosipher Stone that rests in
the core of their bodies allows the homunculi to Jealousy Tail Swipe. Melee Weapon Attack: +12 to hit,
regenerate from any and all damage. At the end of each reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning
turn they can spend up to 12d12 + Con to heal damage6) bludgeoning damage.
themselves. Once all are spent, this ability can't be
used till next dawn, where they regenerate up to half Legendary Action
the total dice. If at least one or more of these hit die Envy - True Form can take 3 legendary actions,
are available when a homunculus goes down, then all choosing from the options below. Only one legendary
remaining dice are spent and they regain health = the action can be used at a time and only at the end of
amount rolled + Con. If there are none left, then the another creature's turn. Envy - True Form regains spent
homunculus dies and the Philosipher stone is legendary actions at the start of its turn.
destroyed.
Move. Envy can move up to their movement without
taking opportunity attacks.
Tail Attack. Envy can make a Jealousy Tail Swipe attack.
Transform (Costs 2 Actions). Envy can choose to either
transform back into their humanoid form, or they can
roll on the Envy Transformation Table with advantage.
That means they can roll twice and take their choice
from the two outcomes.

8
Envy Transformation Table
Envy Transformation Table d100 Creature
d100 Creature 48 Ogre Bolt Launcher
1-2 Spider 49 Plesiosaurus
3 Wolf 50 Displacer Beast
4 Eagle 51 Hook Horror
5 Giant Crab 52 Giant Hyena
6 Giant Posinous Snake 53 - 54 Hippogriff
7 Troglodyte 55 Winter Wolf
8 Bugbear 56 Owlbear
9 Death Dog 57 Wyvern
10 Harpy 58 Chimera
11 Gargoyle 59 Venom Troll
12 Yuan-ti Broodguard 60 Cloaker
13 - 14 Basalisk 61 Umber Hulk
15 Red Dragon Wyrmling 62 - 63 Young Red Dragon
16 Flesh Golem 64 Ankylosaurus
17 Mind Flayer 65 Elephant
18 Medusa 66 Crocodile
19 Lonely Sorrowsworn 67 Giant Crocodile
20 Assassin 68 Giant Constrictor Snake
21 Orc War Chief 69 Giant Ape
22 Hungry Sorrowsworn 70 Salamander
23 Knight 71 Drider
24 Swashbuckler 72 Quetzalcoatlus
25 Angry Sorrowsworn 73 Mammoth
26 - 27 Invisible Stalker 74 - 75 Hydra
28 Hobgoblin Warlord 76 Hill Giant
29 Weretiger 77 Unicorn
30 Stone Defender 78 Shambling Mound
31 - 32 Lizard King/Queen 79 Roper
33 Master Thief 80 Red Slaad
34 Gladiator 81 Pseudodragon
35 Werebear 82 Velociraptor
36 Rutterkin 83 Greed - no powers
37 Wererat 84 Gluttony - no powers
38 Werewolf 85 - 86 Lust - no powers
39 Wereboar 87 Wrath - no powers
40 Star Spawn Mangler 88 Pride - no powers
41 Duregar Warlord 89 Sloth - no powers
42 Champion 90 - 93 One of the players
43 - 44 Winged Kobold 94 -97 Crab
45 Will-o-wisp 98 - 99 Cranium Rat
46 - 47 Flying Snake 00 Adult Red Dragon

9
Pride

Pride, The Seventh Container. Pride's black multi-eyed shadow is his actual
form, with the childlike body being a simple
Homunculus "container" for him to move around in.The only way for
Small humanoid (homunculus), unaligned Pride to exist is being inside of his container. His
container can be whatever he wants, from a glass flask
Armor Class 20 (Natural Armor) to a humanoid creature, and if the need arises he can
Hit Points 99 (9d10 + 45) attempt to move to a new container as an action.
Speed 40 ft. However if the current container is destroyed, Pride
dies.
Moving Containers. As an action, Pride can try and move
STR DEX CON INT WIS CHA
containers. If he is moving into an object than it would
8 (-1) 20 (+5) 18 (+4) 15 (+2) 16 (+3) 13 (+1) take 2 turns of concetrating on the task. If Pride is
trying to take over another creature to use as a new
Saving Throws Dex +10, Con +8, Wis +8 container, the target must make constested
Skills Insight +8, Perception +8, Stealth +10 constitution saving throws until the target succeeds or
Damage Immunities poison fails three times.
Damage Resistances bludgeoning, piercing, slashing If the creature fails the 3 saves they are consumed
Damage Vulnerabilities fire, cold from the inside as Pride takes over its body and
Condition Immunities poisoned consumes their soul. They can't be resurrected. If the
Senses passive Perception 18 creature succeeds the three saves then they resist the
Languages Common take over. If Pride is attacked that round, he will have
Challenge 14 (11500 XP) disadvantage on the next contested save.

Shadowkinesis. Pride can use a bonus action to Actions


manipulate areas of dim light he is in contact with to Multiattack. Pride makes three attacks, only one of
create shadowy appendages and other extensions of which can be a bite attack.
himself that function like regular limbs out to a
distance of 30 feet. These appendages can't function in Consume. Pride can use the mouths on his shadow
darkness or sunlight. Pride can perceive as if he were in extensions to eat and consume targets he has dropped
any of the appendages' areas, and he can speak and to 0 hit points with an Arrogant Bite attack. When
make bite and spear attacks as if he were in those Pride does this he can gain one trait or ability from
areas. them of his choice, as well as adding three of the
creatures Hit Dice(roll + Prides Constitution) to his
max Hit Points.
Arrogant Bite. Melee Weapon Attack: +10 to hit, reach
25 ft., Hit: 14 (2d8+5) slashing damage. If this attack
reduces a creature to 0 hit points. On his next turn,
Pride can choose to Consume them.
Arrogant Spear. Melee Weapon Attack: +10 to hit, reach
25 ft., Hit: 15 (3d6+5) piercing damage.
10

The Philosopher's Stone

Wonderous item, legendaty artifact(requires attunement)

The Philosopher's Stone is a powerful transmutation

amplifier, that is known to increase the abilities of whoever is

attuned to one, while also granting other powers as well. The

stone is made up of human souls, which are used to power

the stone. When a stone runs out of souls, it breaks apart and

vanishes. Most of the abilities use up a different percentage of

the souls within the stone, however some are innate.

When attuned to the stone you gain a number of different

abilities. The stone, has 3d12 charges if its been found. If it

was newly made it has 36 starting charges. The stone has no

max amount of charges, it can always gain more.

Abilities Skill and Attack Bonuses:


Enhanced Spells
Gain expertise in all known skills. Once attuned to the
Regeneration stone, you can choose if you wish to activate this ability or
Nonequivalent Exchange not. If the ability is activated, expend 25 charges from the
stone.
Skill and Attack Bonuses Add your attack modifier twice when determining damage
Refuel the Stone with melee or ranged weapons. Add your spell casting
modifier to any spell damage. Once attuned to the stone,
Enhanced Spells: Choose a number of spells equal to you can choose if you wish to activate this ability or not. If
1d10 + spell casting modifier. These spells can now be cast the ability is activated, expend 25 charges from the stone.
without using a spell slot once a day. Each time you use one Give yourself advantage for this turn on all attack rolls.
of these spells without a spell slot, the stone expends 5 Expend 10 charges from the stone each time you use this
charges. ability.
Regeneration: At the end of combat, you can choose to roll

up to 5 hit die and heal the amount rolled + Constitution mod. Refuel The Stone: As an action, you can force all the
When you use this ability the stone expends charges equal to creatures within 30ft of you to make a DC 18 Constitution
the number of dice you rolled x 2, rounding up.

saving throw. On a fail, the creatures become unconscious as


Nonequivalent Exchange: When you cast a spell, using a their health is slowly sapped away. If the creature isn't moved
spell slot, that requires material components, you may ignore from that spot within a minute, they die and are absorbed
that requirement, unless the material has a stated gold value. into the stone. On a save nothing happens. After a minute, the
This ability does not expend anuy charges. However, you can ability is finished and can't be used till 24 hours from now.
bypass a stated gold value of a spell at the cost of expending Divide the charges refueled by 2 if they are monstrosities.
charges. Look at the Gold Exchange Table.

Divide by 4 if they are animals.


Gold Exchange Table
Refueling Table
Material Gold Value Charges of Souls Used Up
Humanoids Absorbed Charges Refueled
100 or less 5
1 - 15 20
101 - 500 10
16 - 25 40
501 - 1000 15
26 - as many as you can fit 80
greater than 1000 20

11
The Rituals of Creation

B
oth the Homunculi and the Philosopher's Stone

require a ritual in order to create them. Each

ritual would take 1 hour to prepare and 15

minutes to complete. Both rituals require a

transmutation circle to complete, which is

needed to place the different ingredients on and

then activate it to start either ritual.

Ritual for the Ritual for the homunculi


philosopher's Stone To create a homunculus, you will need a Philosopher's Stone
that is at least Crystalline size or larger. You will also need 1
To create a Philosopher's Stone, you will need anywhere humanoid corpse. Drawing out the circle will take 40
from 6 to as many living humanoids as you can fit and the minutes and needs to be done in blood and will be a 20ft
transmutation circle. Drawing out the circle will take 40 radius. There is no reason to wait for the circle to dry, once it
minutes and needs to be done in blood and will be a 20ft is finished put the corpse in the center with the stone inside
radius. Wait for the circle to dry for 20 minutes before it. Spend 20 minutes channeling one sin you wish to give life
placing the sacrifices on it. Once the circle has dried, place                                  to. Once the body is in and you place
the sacrifices on the circle. With both the circle and the                                            have channeled your sin, you can
sacrifices in place you can begin the ritual by activating the                                                begin the ritual by activating the
circle with alchemy or some of your blood. After 15
                                                 circle with alchemy or some of
minutes, you have a Philosopher's Stone, it will                                                        your blood. After 15
appear in the center of the circle. All the
                                                          minutes a homunculus
present sacrifices will be gone, their souls
                                                             based on the sin you
inside of the stone and their bodies
                                                            channeled will have
destroyed. Its size and power depends on
                                                             appeared.

how many sacrifices you had on the circle.


See the New Stone Size Table.

Sizing of the stone


Every 10 humanoids above 26 you use in the ritual Transmutation Circle
increase the Oval size by 2.4*1.2mm. Both of the rituals use the same circle design.
Unless the character or NPC is knowledgeable in
alchemy, they will be unable to successfully
New Stone Size Table complete the circle.
Humanoids Absorbed Size of the Stone
6 4.1mm - Round
7 - 14 10.0mm - Shard
15 - 25 8.25mm - Crystalline
26 - as many as you can fit 13.6*9.7mm - Oval

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Sources
Cover Image
genicecream
Philosopher Stone Image
u/Sup3rantivenom - Made with Blender
and Substance Painter
Lust Image
greenmapple17
Gluttony Image
greenmapple17
Greed Image
greenmapple17
Sloth Image
greenmapple17
Wrath Image
greenmapple17
Envy Image
greenmapple17
Envy - True Form Image
Screenshot from Fullmetal Alchemist
Brotherhood
Pride Image
greenmapple17
Transmutation Circle
Image
u/Sup3rantivenom - Made with Blender
and Substance Painter
Homebrew Stain Images
/u/AeronDrake
Philosopher Stone
Inspiration
/u/AHFromDust

12

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