Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).
Torchlight. Apart from being able to use the fire magic infused in its heart as a welding torch or blow torch, the homunculus can makeshift itself into a bullseye lantern if need be.
Spare Compartment. This homunculus has a special compartment built-in to hold loose screws in or hide gems or currency. In this compartment, the homunculus can also carry up to 6 bullets to provide them in a pinch. The command to do so takes a bonus action to give the ammo, but a whole action afterwards to reload the firearm.
Force Strike. Ranged Weapon Attack: +4 (1d20+4) to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Torch Spark. Melee Weapon Attack: +2 (1d20+2) to hit, range 5 ft., one target. Hit: 1d4+2 fire damage. The spark usually used from the end of its tail now sparks out the head as a tiny butane flame at point blank range.
Cutwing. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) piercing damage. With wings made of knife-sharp plating, the homunculus uses this as a flying attack, allowing it to move up to half its movement speed after the attack.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Description
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. The heart of this specific design is usually a musket or flintlock bullet or an empty bullet casing with a gem inside. Either choice is usually infused with fire magic to allow for the use of a tiny blow torch from the head, or a welding torch from its tail.
You determine the homunculus's appearance. While some artificers prefer mechanical-looking birds, winged vials or miniature, animate cauldrons, an artillerist puts in more specific functions into this homunculus. Because some firearms can be very finicky, one requires a patient and steady hand. Ergo, a more seasoned artillerist can be seen with one of these specialized designs when hands are too large and might damage the parts.
The homunculus is friendly to you and your companions, and it obeys your commands.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.
The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.