Artificer Homunculus


Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Description

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond.

Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Dedicated Wright

Tiny construct, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 11 (+0) 10 (0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

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.

Crafter. A dedicated wright homunculus uses its masters proficiencies with artisans tools to craft. The wright can be instructed to craft for it’s master, both alone or with it's master. If the homunculus is left alone without instruction it will craft random objects obsessively using whatever materials it can find. It can also assist its master on the crafting of an item, increasing the items quality as well as helping to complete the item faster. If it helps from start to finish with an item it will provide advantage on the skill check.

Actions

Hammer. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature. Hit: 1 bludgeoning damage.

Description

The dedicated wright is a humanoid homunculus molded from clay. It is rough-shaped, and squat, like a dwarf. The dedicated wright is designed for the explicit purpose to aide its creator in the creation of other items. The dedicated wright is not designed for combat, and will hide itself should it be exposed to combat. Instead, the dedicated wright is designed to stay at home and craft magical weapons, armor, and equipment.



Expeditious Messenger

Tiny construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 11 (+0) 8 (-2) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 11
  • Languages all languages known by its creator
  • Challenge 0 (10 XP)

Message. An expeditious messenger’s master can converse with a creature up to 1 mile away through the homunculus. It can carry out a continuous conversation.

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.

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Description

The expeditious messenger resembles a cross between a winged lemur and a diminutive dragon. This homunculus is one of the few that can pass as an organic creature, though it is crafted from clay, hair, scales, and feathers. The expeditious messenger is only 9 inches from its nose to its barbed tail. This homunculus is designed for one purpose: to quickly ferry messages to and from its creator. It is designed to move fast, and will avoid combat at all costs to continue to ferry its message.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Furtive Filcher

Tiny construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 11 (+0) 12 (+1) 10 (+0) 7 (-2)

  • Skills Sleight of Hand +6, Stealth +6
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

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.

Cunning Action. On each of its turns, the furtive filcher can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 1 piercing damage.

Description

The furtive filcher is a tiny, shadowy, vaguely humanoid form. More resembling a wisp of shadow than a homunculus, the furtive filcher is only 18 inches tall. This homunculus is quick, and is designed for the express purpose of stealing objects on behalf of its owner. The furtive filcher is created from clay and ash.



Iron Defender

Small construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The iron defender has advantage on attack rolls against a creature if at least one of the iron defender's allies is within 5 feet of the creature and the ally isn't incapacitated.

Telepathic Bond. While the iron defender 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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Description

The iron defender is one of the more popular designs for homunculi. This iron-plated dog serves as a faithful guard, protecting its creator much like a true canine would. The iron defender stands at two-feet tall, and instead of teeth, the iron defender has serrated razor-sharp blades in its mouth. The iron defender also has spikes running along its spine.

CLASSES | ARTIFICER

Artificer Advanced Homunculus


Packmate

Small construct, neutral


  • Armor Class 11 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 8 (-1) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Storage. The interior of a packmate is as large as a small create or barrel. It can carry up to 240 pounds . The packmate and its master can open the lid, but anyone else doing so sees it is protected by an Arcane Lock.

Retrieve Item. The packmate always knows what item it is carrying that the master needs before the master ever says something. The packmate can use it's action to retrieve an item for it's master, while the master can take the item as an item interaction.

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.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 5 (1d4 + 3) bludgeoning damage.

Description

The packmate resembles a chest with arms and legs. In fact, that is exactly what the packmate is: a set of drawers that can walk and move along with its creator. Two pincer-like arms extend from the chest, allowing the packmate to withdraw items from one of the various compartments. Each of these compartments are magically locked.



Persistent Harrier

Small construct, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 14 (3d6 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 7 (-2)

  • Skills Acrobatics +5
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)

Nimbleness. The persistent harrier can move through the space of any creature that is of a size larger than it.

Sneak Attack (1/Turn). The persistent harrier deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the persistent harrier that is n't incapacitated and the persistent harrier doesn't have disadvantage on the attack roll.

Telepathic Bond. While the persistent harrier 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.

Actions

Spike. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

The persistent harrier is a humanoid homunculus; a two-feet-tall silver biped covered in spikes. Designed to be a melee fighter, the persistent harrier wades into combat, scurrying between the legs of opponents, distracting them from its creator's attacks. The persistent harrier is designed to avoid attacks, tumbling between foes.

CLASSES | ARTIFICER