Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus, the first one immediately dies.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the stat block below. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.
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 20ft., fly 30ft.
STR DEX CON INT WIS CHA
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)
Skills Perception +4, Stealth +4
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’s 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.
Notes: Artificers with the alchemist specialty.
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