Just curious. Anyone use them? anyone have a good idea? I had a ton of good ideas.. then I realized it was only "touch spells" that it could transfer. Of which there are like. 2 of each level? and they're just buffs you'd rarely use in battle probably. Before I thought it was "melee" spells. So shocking grasp, as well as Thorn Whip.
I really wanted to use Thorn Whip because it would let me have it pull people 10ft up into the air. Which would knock em prone from fall damage if they take damage. Was hilarious, and a nice combo.
I'm not actually sure they can use items, or activate magical items either... considering those actions aren't on the list, I asume not.
So I'm strugling a bit with it. What neat ideas or usages do folks have for it? It takes up an entire infusion slot after all.
The artificer in my campaign has gotten pretty good use out of his Homunculus. It can deliver critical Cure Wounds spells to downed PCs. Its strength of 4 allows it to carry 30 pounds, but we half that for flying, so 15 pounds, which is enough for dropping flasks of holy water or flammable oil. Also, with an intelligence of 10 it's basically like a tiny servant, which means it can be used for recon, an alarm bell, or carrying out simple tasks.
The spell storing item (SSI) ability grants any creature the ability to use the spell in the item as an action. That would include the homunculus servant. Using the SSI as something the homunculus can carry and hold allows that bit more versatility. That also lets the homunculus concentrate on a spell like heat metal while the artificer concentrates on a spell like flaming sphere.
Other than that they tend to be useful for occasional ranged healing or the odd buff, and the help action is useful.
Huh I wonder if it could carry the Bag of HOlding and use the items within the bag of holding? Having it drop Oils for the party's flame user could be a good use. As well as having it drop caltrops, hunting traps and the like.
I'd thought about Cure Wounds, its more useful on Not-Alchemists, but even for alchemists its probably a decent enough play to have it hanging around the front line in the sky.
I guess in theory Helping the party as well. Though it could die pretty quick haha.
Shame it uses Dex for its primary attack. I don't think there are Dex increasing items? Otherwise it could attune. Ogre Str is amusing item to give it.
It's probably worth mentioning that the heart of a Homunculus Servant can also be a Spell-Storing Item itself. Now, whether the HS could be considered holding the SSI to use it is up to your DM.
Combat-wise I don't think a Homunculus will ever be all that useful on it's own, not directly. That said as for it's out of combat potential... Well let's just look at some of its features. (Buckle in, this post is long.)
The Homunculus Servant is immune to exhaustion. This makes it well suited to a variety of extreme environments and enables it to travel at full speed without rest 24 hours a day (making it an excellent courier, especially with it carrying a bag of holding), or to stay awake all night using it's darkvision and proficiency in perception to keep watch over your camp with no ill effects to it. Strangely enough, without any hit dice (DnDbeyond monster stat block notwithstanding) it gains nothing from a short rest and it's only benefit from a long rest, restored HP, comes automatically when the Artificer redoes the Homunculus Servant infusion in the morning or spends a few minutes rolling 2d6 by casting mending on it. So really the HS doesn't benefit from rest at all. So instead juice it with a source of temporary hit points without a stated duration and keep it awake all night to boost it's rather lackluster HP.
It's immune to poison damage, and the poisoned condition making it helpful for taking out or safely triggering some poison based traps. Theoretically it could even be used to deliver contact poisons by hugging your enemies or at least suffer no ill effects when releasing an inhaled poison within 5 feet of another enemy. I like the idea of the HS keeping a vial of contact poison to dip its tiny construct hands in when grappled by literally any other creature or unleashing something like that in the chance that it gets swallowed by a creature with a much larger mouth.
Speaking of inhaling, while it doesn't outright say the HS doesn't need to breathe... it's immunity to poison and the fact that it's a construct make a solid case for it not needing to breathe to survive making it perfectly at home living within a bag of holding. Combine the lack of a need for air with it's exhaustion immunity and that extreme temperatures is one of the things that are simulated in the game by levels of exhaustion well you've got the recipe for an extremophile that can withstand even the very vacuum of space (provided you have an outer space in your setting). Also of note it being a construct means it probably doesn't need to eat to survive either.
Under languages it says it "Understands the languages you speak" which is much better than merely "can understand what you command it to do" because you as a learned Artificer adventurer know both how to read and wright in the languages you speak. So it stands to reason that the HS sporting commoner average 10s in both INT and WIS is either also literate or at the very least has the capability to learn how to put pen to page and make words happen. So your little mute flying buddy can pass notes, write out Wile E. Coyote esc signs, draw simple maps what have you. All it needs are the requisite limbs and writing implements necessary to contribute to wonderful world of literature. And hey with the stealth skill it can scout ahead, draw a map, and return it to you all without the DM needing to have other players hold back and wait while the Wizard's familiar relays real time camera footage to its master's brain.
Having limited actions in combat is a pain but the HS can still benefit from magic items that use a bonus action or reaction including some other infusion items like Boots of the Winding Path, or Radiant Weapon. And there's magic items that give a passive benefit to consider too. Bracers of Defense could give it a plus 2 to AC since it's not wearing armor. I'm really not sure if it's Force Strike counts as a natural weapon (although it really doesn't fit any other categories either) but the Insignia of Claws grants a +1 to attacks and damage rolls made with unarmed strikes and natural weapons. Alternately you could give it magic items that grant it armor or weapon proficiencies such as Elven Chain or the Bracers of Archery though even then it's combat effectiveness using attacks is marginal at best but granting it proficiency with a shortbow would dramatically increase it's range, and you could find it a magic bow... Probably still better casting Magic Stone through the HS and having it throw with your spellcasting modifier.
In addition to being a spell storing item the infusion item (gem worth 100gp or greater) could pull double duty as a spell component (well triple duty seeing as it's also a spellcasting focus). Identify (100 gp pearl), Revivify (300gp of diamonds, consumed) and Leomund's Secret Chest (5000 gp chest with rare materials, such as gems, and a 50+ gp replica of that chest) are all on the Artificer spell list. I wouldn't recommend Revivify since the diamonds would be consumed in the process... though your HS would be making a touching and dramatic self-sacrifice in the process. I would absolutely recommend Leo's Secret Chest.... but use a gem on the replica chest not the big one. Then I'd ask the DM to rule that both I and my HS could summon the chest. Because I really like the whole Homunculus courier idea and this fits right in with it.
But let's not stop with Artificer spells because that gem might well be usable by other casters (or multiclassed Artificers) for non-artificer spells. Here's a list I ran through with some of the cooler ones: Chromatic orb (50+ gp diamond), Incite Greed (50+ gp gem), Shadow of Moil (150 gp undead eyeball encased in a gem), Infernal Calling (999 gp ruby), Contingency (1500 gp statuette decorated with gems), Create Homunculus (1000 gp jewel encrusted dagger), Create Undead (150 gp black onyx stone), Magic Jar (500 gp gem or crystal), Imprisonment (500 gp/ hit die of target gem)
To me the two most interesting non-artificer spells to consider here are Magic Jar and Imprisonment. Magic Jar means your HS could literally be imprisoning the evil soul of a dark wizard in it's gem or acting as a tireless and selfless courier traveling into the depths of Mount Doom to destroy said gem. And imprisonment is particularly interesting because you might, just might, be able to infuse said gem... from inside of it. Your DM could take the entirely reasonable interpretation that this priceless gem, though not explicitly named as such, is totes a magic item (I mean 9th level spell, man) and thus the infusion would be impossible... or they could rule of cool it and you make your cunning escape from the lair of an extremely baffled Lich. But that's a stretch about as big as they come.
Anyway I've (clearly) been compiling a bunch of things that one could do with a Homunculus Servant (because I unconditionally love the thing by now) so thanks Zwordsman for giving me the excuse/incentive to post these ideas.
Some shiny ideas there. and here I was mostly just thinking about it holding Lanterns of revealing, or tying ropes off. and carrying my bag of holding haha.
Also worth noting, all the way from the OP: Shocking Grasp is a totally legit touch spell the homunculus can deliver. If your homunculus is an imp-winged tophat with a whippy tail, the way mine is, it's hilarious.
"Time for a stroke, orc boi! A stroke...of GENIUS!" Homunculus lands on orc's head and Shocking Grasp's its brain like an electric chair cap.
Heyo.
Just curious. Anyone use them? anyone have a good idea?
I had a ton of good ideas.. then I realized it was only "touch spells" that it could transfer. Of which there are like. 2 of each level? and they're just buffs you'd rarely use in battle probably.
Before I thought it was "melee" spells. So shocking grasp, as well as Thorn Whip.
I really wanted to use Thorn Whip because it would let me have it pull people 10ft up into the air. Which would knock em prone from fall damage if they take damage. Was hilarious, and a nice combo.
I'm not actually sure they can use items, or activate magical items either... considering those actions aren't on the list, I asume not.
So I'm strugling a bit with it. What neat ideas or usages do folks have for it? It takes up an entire infusion slot after all.
The artificer in my campaign has gotten pretty good use out of his Homunculus. It can deliver critical Cure Wounds spells to downed PCs. Its strength of 4 allows it to carry 30 pounds, but we half that for flying, so 15 pounds, which is enough for dropping flasks of holy water or flammable oil. Also, with an intelligence of 10 it's basically like a tiny servant, which means it can be used for recon, an alarm bell, or carrying out simple tasks.
The spell storing item (SSI) ability grants any creature the ability to use the spell in the item as an action. That would include the homunculus servant. Using the SSI as something the homunculus can carry and hold allows that bit more versatility. That also lets the homunculus concentrate on a spell like heat metal while the artificer concentrates on a spell like flaming sphere.
Other than that they tend to be useful for occasional ranged healing or the odd buff, and the help action is useful.
Huh I wonder if it could carry the Bag of HOlding and use the items within the bag of holding?
Having it drop Oils for the party's flame user could be a good use. As well as having it drop caltrops, hunting traps and the like.
I'd thought about Cure Wounds, its more useful on Not-Alchemists, but even for alchemists its probably a decent enough play to have it hanging around the front line in the sky.
I guess in theory Helping the party as well. Though it could die pretty quick haha.
Shame it uses Dex for its primary attack. I don't think there are Dex increasing items? Otherwise it could attune. Ogre Str is amusing item to give it.
It's probably worth mentioning that the heart of a Homunculus Servant can also be a Spell-Storing Item itself. Now, whether the HS could be considered holding the SSI to use it is up to your DM.
Might also be worth considering that, depending on its weight and the DM's opinion, A homunculus could carry an artillerists eldritch cannon.
All it would require is a few latches and such on the cannon and homunculus and there you go! A gun drone
Combat-wise I don't think a Homunculus will ever be all that useful on it's own, not directly. That said as for it's out of combat potential... Well let's just look at some of its features. (Buckle in, this post is long.)
The Homunculus Servant is immune to exhaustion. This makes it well suited to a variety of extreme environments and enables it to travel at full speed without rest 24 hours a day (making it an excellent courier, especially with it carrying a bag of holding), or to stay awake all night using it's darkvision and proficiency in perception to keep watch over your camp with no ill effects to it. Strangely enough, without any hit dice (DnDbeyond monster stat block notwithstanding) it gains nothing from a short rest and it's only benefit from a long rest, restored HP, comes automatically when the Artificer redoes the Homunculus Servant infusion in the morning or spends a few minutes rolling 2d6 by casting mending on it. So really the HS doesn't benefit from rest at all. So instead juice it with a source of temporary hit points without a stated duration and keep it awake all night to boost it's rather lackluster HP.
It's immune to poison damage, and the poisoned condition making it helpful for taking out or safely triggering some poison based traps. Theoretically it could even be used to deliver contact poisons by hugging your enemies or at least suffer no ill effects when releasing an inhaled poison within 5 feet of another enemy. I like the idea of the HS keeping a vial of contact poison to dip its tiny construct hands in when grappled by literally any other creature or unleashing something like that in the chance that it gets swallowed by a creature with a much larger mouth.
Speaking of inhaling, while it doesn't outright say the HS doesn't need to breathe... it's immunity to poison and the fact that it's a construct make a solid case for it not needing to breathe to survive making it perfectly at home living within a bag of holding. Combine the lack of a need for air with it's exhaustion immunity and that extreme temperatures is one of the things that are simulated in the game by levels of exhaustion well you've got the recipe for an extremophile that can withstand even the very vacuum of space (provided you have an outer space in your setting). Also of note it being a construct means it probably doesn't need to eat to survive either.
Under languages it says it "Understands the languages you speak" which is much better than merely "can understand what you command it to do" because you as a learned Artificer adventurer know both how to read and wright in the languages you speak. So it stands to reason that the HS sporting commoner average 10s in both INT and WIS is either also literate or at the very least has the capability to learn how to put pen to page and make words happen. So your little mute flying buddy can pass notes, write out Wile E. Coyote esc signs, draw simple maps what have you. All it needs are the requisite limbs and writing implements necessary to contribute to wonderful world of literature. And hey with the stealth skill it can scout ahead, draw a map, and return it to you all without the DM needing to have other players hold back and wait while the Wizard's familiar relays real time camera footage to its master's brain.
Having limited actions in combat is a pain but the HS can still benefit from magic items that use a bonus action or reaction including some other infusion items like Boots of the Winding Path, or Radiant Weapon. And there's magic items that give a passive benefit to consider too. Bracers of Defense could give it a plus 2 to AC since it's not wearing armor. I'm really not sure if it's Force Strike counts as a natural weapon (although it really doesn't fit any other categories either) but the Insignia of Claws grants a +1 to attacks and damage rolls made with unarmed strikes and natural weapons. Alternately you could give it magic items that grant it armor or weapon proficiencies such as Elven Chain or the Bracers of Archery though even then it's combat effectiveness using attacks is marginal at best but granting it proficiency with a shortbow would dramatically increase it's range, and you could find it a magic bow... Probably still better casting Magic Stone through the HS and having it throw with your spellcasting modifier.
In addition to being a spell storing item the infusion item (gem worth 100gp or greater) could pull double duty as a spell component (well triple duty seeing as it's also a spellcasting focus).
Identify (100 gp pearl), Revivify (300gp of diamonds, consumed) and Leomund's Secret Chest (5000 gp chest with rare materials, such as gems, and a 50+ gp replica of that chest) are all on the Artificer spell list.
I wouldn't recommend Revivify since the diamonds would be consumed in the process... though your HS would be making a touching and dramatic self-sacrifice in the process.
I would absolutely recommend Leo's Secret Chest.... but use a gem on the replica chest not the big one. Then I'd ask the DM to rule that both I and my HS could summon the chest. Because I really like the whole Homunculus courier idea and this fits right in with it.
But let's not stop with Artificer spells because that gem might well be usable by other casters (or multiclassed Artificers) for non-artificer spells. Here's a list I ran through with some of the cooler ones:
Chromatic orb (50+ gp diamond), Incite Greed (50+ gp gem), Shadow of Moil (150 gp undead eyeball encased in a gem), Infernal Calling (999 gp ruby), Contingency (1500 gp statuette decorated with gems), Create Homunculus (1000 gp jewel encrusted dagger), Create Undead (150 gp black onyx stone), Magic Jar (500 gp gem or crystal), Imprisonment (500 gp/ hit die of target gem)
To me the two most interesting non-artificer spells to consider here are Magic Jar and Imprisonment. Magic Jar means your HS could literally be imprisoning the evil soul of a dark wizard in it's gem or acting as a tireless and selfless courier traveling into the depths of Mount Doom to destroy said gem. And imprisonment is particularly interesting because you might, just might, be able to infuse said gem... from inside of it. Your DM could take the entirely reasonable interpretation that this priceless gem, though not explicitly named as such, is totes a magic item (I mean 9th level spell, man) and thus the infusion would be impossible... or they could rule of cool it and you make your cunning escape from the lair of an extremely baffled Lich. But that's a stretch about as big as they come.
Anyway I've (clearly) been compiling a bunch of things that one could do with a Homunculus Servant (because I unconditionally love the thing by now) so thanks Zwordsman for giving me the excuse/incentive to post these ideas.
Some shiny ideas there. and here I was mostly just thinking about it holding Lanterns of revealing, or tying ropes off. and carrying my bag of holding haha.
Also worth noting, all the way from the OP: Shocking Grasp is a totally legit touch spell the homunculus can deliver. If your homunculus is an imp-winged tophat with a whippy tail, the way mine is, it's hilarious.
"Time for a stroke, orc boi! A stroke...of GENIUS!"
Homunculus lands on orc's head and Shocking Grasp's its brain like an electric chair cap.
Please do not contact or message me.
Warforged with a HS that carries a bag of holding with the Warforged inside the bag peaking out to cast spells or shoot.
That'ls gonna end rather badly when someone blasts that bag though.
but also hilarious way to sneak through places.