Homunculus Servant 5e
Item: A gem or crystal worth at least 100 gp
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.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Homunculus Servant
Tiny construct
Armor Class: 13 (natural armor)
Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
Speed: 20 ft., fly 30 ft.
STR: 4 (-3) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (−2)
Saving Throws: Dex +2 plus PB
Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
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.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Review by Prince Phantom
This is the Artificer’s answer to the Wizard’s familiar, and just like a class that specializes in intelligence should do, they got the answer correct. First, let’s break down exactly what the Homunculus is just from its stat block, then we’ll talk about how we can get creative.
First off, the Homunculus is lacking in AC but actually has pretty respectable HP, at least much more than any familiar the Wizard has access to, and rivaling the special familiars gained through the Warlock’s Pact of the Chain. This means it should be able to survive one or maybe even two hits from most enemies, plus we can heal it super easily with the Mending cantrip. If the Homunculus dies, we can just pick up its heart and recreate it tomorrow, no need to expend an additional 100gp.
It is good at both Perception and Stealth, has Evasion and a decent Dex save so it shouldn’t immediately die to a Fireball, can fly, is immune to poison and exhaustion (meaning it doesn’t need to sleep and can always keep watch), can deliver touch spells for us just like a normal familiar, and can even attack at range, dealing a decent chunk of damage. It requires our bonus action every turn to function, meaning this doesn’t pair well with the Artillerist or Battlesmith, but this is an easy and dare-I-say automatic pickup for the Alchemist and Armorer.
Even if all you ever do with this is use the attack in its stat block, this is a way to weaponize and get damage out of our bonus action, which is the hallmark of an optimized build. However, why stop at the stat block? We can go so much further with this. For one, we can give the Homunculus Magic Stones to throw, increasing their damage output by a fair margin. We can also hand it any magic items that we ourselves may not need. A Wand of Fireballs for example might not be exactly what a melee Armorer wants to be holding all the time, but their Homunculus can fly up in the air and position that Fireball perfectly to hit your enemies but not you. Even something as simple as a potion of healing can be given to the Homunculus for them to use on their turn to bring up a downed ally.
The Homunculus is also free to flip levers, open doors, carry away important items from enemies, or even just do the normal familiar strategy of taking the help action to give an ally advantage on their next attack against a creature. The sheer versatility and flexibility this affords the characters who can fit it in their strategy is unmatched without multiclassing, and is arguably even better than Find Familiar! Well, to be fair, it does have a few points against it compared to Find Familiar. A Homunculus is far more conspicuous, and definitely won’t blend into the scenery like a spider or owl would. We also can’t see through our Homunculus’ eyes and share their senses like we could with a Familiar. Infusion slots are also way more competitive than a single spell in a wizard’s spell book, but they are only this competitive because of amazing options like this one.
Seriously, play around with this one if you haven’t already, you won’t be disappointed, assuming you’re an Alchemist or Armorer. Again, the other two subclass will have more trouble with this because of conflicting bonus action interests.
Final Rating for Alchemist and Armorer: 5/5
Final Rating for Artillerist and Battlesmith: 2/5
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