Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Combat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.
HP 5 + 5 per character level then divide my 2 rounded down.(the homunculus has a number of Hit Dice [d4s] equal to the character level)
Force Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 + (character level divided by half rounded down), Force damage.
Soul bound. outside of combat you are able to cast any known spells through the homunculus as if it were the point of origin.
Channel Magic. You can cast a reaction or bouns action speed spell through this object while the homunculus is within 120 feet of you.
One for All. When the homunculus is within 5 feet of an ally that is within 120ft of you, you may use your reaction to move this shield infront of them granting them +2 ac until the start of your next turn
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