Alchemist's Early Discovery: Only Alchemist Artificers can gain access to this Homunculus, and they do so 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, Flask Firing, Mobile Medic, Risky Procedure, and the bonus to temporary hit points for Resilience.
Alchemist's Amazing Assistant: While you have your homunculus with you, you gain advantage on skill checks using tools you are proficient with, alchemist's supplies, a poisoner's kit, or a herbalist kit. When you are attempting to create an item using tools you are proficient with, alchemist's supplies, a poisoner's kit, or a herbalist kit, both the time required and the cost of these items to make are reduced by half.
Alchemical Wonders: Working with your homunculus, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, steel, or silver, transforming it into a different one of those materials. At 5th level in this class, you may add loose earth or soil to the list; at 10th, water; 15th, gold; at 20th, adamantine. For each 5 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. This lasts for one hour per level in this class, or until you lose your concentration (as if you were concentrating on a spell). Then the material reverts to its original substance.
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). (Require Your Bonus Action)
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. (Require Your Bonus Action)
Flask Firing Homunculus: At 6th level in this class, your mastery of alchemy has increased and your homunculus gains additional apparatus or abilities to fling, fire, eject, or otherwise throw at range a flask. This flask must be made with tools your are proficient with (not necessarily by you), alchemist's supplies, a poisoner's kit, or a herbalist kit. Only one flask can be loaded or given into the homunculus at one time. It is an action to load or give a flask to your homunculus, and it must be in five feet of you. As a bonus action you may command the homunculus to fire the flask at a target. The familiar's range is 80 feet, and the bonus to hit is + Alchemical Modifier. At 15th level in this class you may load two flasks into the homunculus and choose which to fire when you activate this ability.
Mobile Medic: At 6th level in this class, your mastery of alchemy has increased and your homunculus gains additional apparatus or abilities that allows you to attach or load a healer's kit to it. This takes one minute to do and the homunculus must be within five feet of you. As an bonus action you may command the homunculus to expend one use of the healer's kit to stabilize a creature that has zero hit points, without the use of a Wisdom (Medicine) check. If you have the Healer Feat, you may apply that through your homunculus as you would normally. You also gain the ability to load a healing potion into your homunculus. This takes your action to do, the homunculus must be within five feet of you, and this does not occupy the Flask Firing slot. You may use your bonus action command the homunculus to administer the potion to someone as long as they are within five feet. You may only load one healing potion into the homunculus at at time. At 15th level in this class, you may load two. You may not administer two at a time.
Risky Procedure: At 6th level in this class, you have gained the ability to use your alchemy to modify a healing potion to work topically as well as when it is ingested. You must concentrate on the flask with your alchemical powers for one minute to make this change. You may now administer a healing potion at range using the Flask Firing slot feature of the homunculus. It is an action to load or give a flask to a homunculus, and it must be in five feet of you. As a bonus action you may command the homunculus to fire the flask at a target. The homunculus's range is 80 feet, and the bonus to hit is + Alchemical Modifier. However, this is risky: flasks are made of glass, and glass projectiles explode on impact. Roll a d4. On a 1, 2, or 3, your flask causes damage in addition to healing done as glass shards go into the target. This is piercing damage, and resistances, vulnerabilities, and other factors are applied normally. Roll for healing, then roll the same dice and modifiers for damage, and apply both to the target. On a 4, the glass causes no damage (deflected by armor or other features) and you apply the healing as normal. At 15th level in this class, you roll healing and damage on a 1 or 2, and healing as normal on a 3 or a 4.
Alchemical Salve (Int/Day). (Require Your Bonus Action) 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. This homunuclus is a manifestation of power as an alchemist.
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.