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).
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.
Administer Experimental Elixir. The Alchemical Homunculus can administer any 1 experimental elixir it is carrying to a creature within 5 ft. that you can see.
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
(As a houserule I allow players with Alchemist characters to select this in place of the standard Homunculus when they use that infusion. Maybe you will find it useful too.)
You learn intricate methods for magically creating a special alchemical homunculus that serves you. You learn ancient methods for magically creating a special homunculus that is formed using alchemical substances to infuse a gem with life and form. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. 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 from this feature, the first one immediately dies.
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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
Your Alchemical Homunculus has a number of Hit Dice = your level in this class. It’s Hit Dice are a d4.
The homunculus regains 2d6 hit points if the mending spell is cast on it. 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. One hour after it dies, it vanishes, leaving its heart in its space.
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