Hi all. Looking for insight on buffs to a homunculus or steel defender.
Starting a new game with a wee little kobold artificer whose arcane tool and focus of choice is - Lego. Starting at level 1, I'm doing some forward planning on my build and am tossed between armourer and battlesmith (leaning towards smith, which can be built for either ranged or frontline... we're in early days of our campaign so I'm keeping options open while I see how the party shakes down as a whole) and the plan is to take advantage of the kobolds' pack tactics to get advantage on attack rolls by judicious use of the homunculus (skinned as a Lego Millennium Falcon) and Steel Defender (skinned as Lego Mechagodzilla).
Here's my question. I'd like to do what I can to keep the H and SD alive as long as possible - what buffs can go on them to make them better, either by way of durability, damage, or other general usefulness. One example I've thought of: cast invisibility on Lego Millennium Falcon, have Lego Han Solo fly the Falcon 5' over the enemy, bam, instant pack tactics.
Oh, and I'm aware there's a redundancy with having both a homunculus and a steel defender since they both rely on a bonus action for actions other than dodge (which is fine, given I'm fishing for pack tactics advantage). If you've got thoughts on improving the action economy with the two, I'd love to hear your thoughts.
There are 4 things that I know of that can buff your SD/HS. Hope this helps.
1. Spells. This is probably the best/most reliable way to buff your SD/HS. Magic Stone to give your SD a ranged attack option. Faerie Fire, Heroism, Longstrider, Sanctuary, Aid.
2. Feats. Gift of the Metallic Dragon, Fighting Initiate protection or interception, Inspiring Leader and Mounted Combatant(if you're riding your SD).
3. Infusions. I don't recommend this. Your HS is an infusion and to use your Battle Ready feature at level 3 you need a magic weapon. It should probably be an infusion because you can use it as a spellcasting focus. And at level 3 you can only have 2 active infusions on you. Even at higher levels I wouldn't recommend this but you can try it if you like.
4. Magic Items (NOT infusions). Your SD/HS can be attuned to 3 magic items. This could be the least reliable. How often you get magic items depends on the DM so you might want to talk to them about it.
Magic items. I've looked up homunculi and Artificers and can't see where I can attach a magic item to a homunculus. Good lord, would I luuuuuurve to attach a wand or a ring or a, I dunno, necklace of fireballs, to my little planned Lego Millennium Falcon homunculus. I believe you're right, since I've seen a bunch of references to that ability, I just can't find the source. Lil help?
I can’t imagine a DM who wouldn’t allow a Lego Millennium Falcon to boop an enemy for 1 bludgeoning damage. Feels as though force damage might fit the theme better, tho.
I love the idea of an invisible homunculus flying over distant enemies and mysteriously (from their perspective) getting advantage over them. And since you need to SEE an enemy to take an OA, Lego Han could fly the Falcon 15’ above the enemy in a random direction, swoop in, give advantage, and swoop out. Suspect my DM would be aggravated, eventually, and allow the enemies to take OA’s with disadvantage based on sound, which would be fine. Better than fine, really, since if it were visible in combat I’d commit it to the dodge action, saving my BA for the Brickzilla Steel Defender, and rather than spend a spell slot on invisibility I could just, not.
Hi all. Looking for insight on buffs to a homunculus or steel defender.
Starting a new game with a wee little kobold artificer whose arcane tool and focus of choice is - Lego. Starting at level 1, I'm doing some forward planning on my build and am tossed between armourer and battlesmith (leaning towards smith, which can be built for either ranged or frontline... we're in early days of our campaign so I'm keeping options open while I see how the party shakes down as a whole) and the plan is to take advantage of the kobolds' pack tactics to get advantage on attack rolls by judicious use of the homunculus (skinned as a Lego Millennium Falcon) and Steel Defender (skinned as Lego Mechagodzilla).
Here's my question. I'd like to do what I can to keep the H and SD alive as long as possible - what buffs can go on them to make them better, either by way of durability, damage, or other general usefulness. One example I've thought of: cast invisibility on Lego Millennium Falcon, have Lego Han Solo fly the Falcon 5' over the enemy, bam, instant pack tactics.
Oh, and I'm aware there's a redundancy with having both a homunculus and a steel defender since they both rely on a bonus action for actions other than dodge (which is fine, given I'm fishing for pack tactics advantage). If you've got thoughts on improving the action economy with the two, I'd love to hear your thoughts.
Thanks in advance!
There are 4 things that I know of that can buff your SD/HS. Hope this helps.
1. Spells. This is probably the best/most reliable way to buff your SD/HS. Magic Stone to give your SD a ranged attack option. Faerie Fire, Heroism, Longstrider, Sanctuary, Aid.
2. Feats. Gift of the Metallic Dragon, Fighting Initiate protection or interception, Inspiring Leader and Mounted Combatant(if you're riding your SD).
3. Infusions. I don't recommend this. Your HS is an infusion and to use your Battle Ready feature at level 3 you need a magic weapon. It should probably be an infusion because you can use it as a spellcasting focus. And at level 3 you can only have 2 active infusions on you. Even at higher levels I wouldn't recommend this but you can try it if you like.
4. Magic Items (NOT infusions). Your SD/HS can be attuned to 3 magic items. This could be the least reliable. How often you get magic items depends on the DM so you might want to talk to them about it.
Interesting. Thanks for your reply.
Magic items. I've looked up homunculi and Artificers and can't see where I can attach a magic item to a homunculus. Good lord, would I luuuuuurve to attach a wand or a ring or a, I dunno, necklace of fireballs, to my little planned Lego Millennium Falcon homunculus. I believe you're right, since I've seen a bunch of references to that ability, I just can't find the source. Lil help?
Oh, do homunculi get opportunity attacks?
The Homunculus Servant has one attack, Force Strike, which is ranged; so technically they don't get to do opportunity attacks.
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Technically all creatures can make unarmed strikes.
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I can’t imagine a DM who wouldn’t allow a Lego Millennium Falcon to boop an enemy for 1 bludgeoning damage. Feels as though force damage might fit the theme better, tho.
I love the idea of an invisible homunculus flying over distant enemies and mysteriously (from their perspective) getting advantage over them. And since you need to SEE an enemy to take an OA, Lego Han could fly the Falcon 15’ above the enemy in a random direction, swoop in, give advantage, and swoop out. Suspect my DM would be aggravated, eventually, and allow the enemies to take OA’s with disadvantage based on sound, which would be fine. Better than fine, really, since if it were visible in combat I’d commit it to the dodge action, saving my BA for the Brickzilla Steel Defender, and rather than spend a spell slot on invisibility I could just, not.
Hijinks, hijinks, how DM’s luuuuuuuurve hijinks!