Alchemist's Early Discovery: You gain access to this Homunculus as an Alchemist Artificer at level 3. You must have an unclaimed Infusion slot to do so, as you are focusing on the Homunculus instead. You must leave this Infusion slot unclaimed until 6th level. At 6th level you must choose the Homunculus infusion. If you are multiclassed, you must be a 6th level or higher Alchemist Artificer for any of the scaling in Acid Spittle and Resilience to apply. After reaching 6th level as an Alchemist Artificer, these are applied as normal at the character levels specified.
Surprisingly Sturdy: The Alchemist Homunculus has hit points equal to it's Constitution Score + your Intelligence modifier + your Artificer level times five.
Might of the Alchemist: Alchemical Modifier. The Alchemist Homunculus has a score equal to your Intelligence modifier plus your proficiency. This score is called the Alchemical Modifier (AlcMod). It is used as the to hit modifier for Acid Spittle and the bonus to temporary hit points for Resilience.
(Require Your Bonus Action)
Acidic Spittle. Ranged Weapon Attack: + Alchemical Modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + your Intelligence modifier acid damage. This damage increases by 1d4 at 6th level (2d4 + Int), 13th level (3d4 + Int), and 20th level (4d4 + Int).
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.
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate, smearing it on. This salve loses effectiveness and becomes inert if it is not put on a target by the Alchemist Homunculus within thirty seconds. 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 1d6 + your Alchemical Modifier. These hit points increase by 1d6 at 6th level (2d6 + AlcMod), 11th level (3d6 + AlcMod), and again at 16th level (4d6 + AlcMod).
Description
Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 30 feet of you. If you already have a homunculus from this feature, the first one immediately dies.
The homunculus is friendly to you and your companions, and it obeys your commands. You determine the homunculus’s appearance with DM approval, 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 + Alchemical Modifier 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.