Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.
Actions (Require Your Bonus Action)
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
It just comes out in text format when you click the dropdown in the character builder. Looks like this:
ALCHEMICAL HOMUNCULUS
Tiny construct, neutral
Armor Class 13 (natural armor)
Hit Points equal to five times your level in this class + your Intelligence modifier.
Speed 20 ft., fly 30 ft.
Skills Perception +4, Stealth +5
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.
Actions (Require Your Bonus Action)
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
It can be added as a creature in the creature tab. It is formatted normally and calculates HP automatically, which you can track.