Flyby (Air Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level (round down).
Rend.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d8 + 4 + the spell’s level Piercing damage.
Fey Step. As a Bonus action, the spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood:
Fuming.The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful.Wisdom Saving Throw:DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure:The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy.The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 2d6 + 3 + the spell’s level Force damage.
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Venomous Spew (Centipede Only). Bonus Action. Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s turn.
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft.
Hit: 1d6 + 3 + the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only).Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
SlamMelee Attack Roll: Bonus equals your spell attack modifier, reach 5ft. Hit: Force damage equal 1d4 + 3 (Medium or smaller), 2d6 +3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
Life Bond. When you regain Hit Points from a level 1 + spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Otherworldly Slam.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
Fell Glare (Fiend Only, Recharges after a Long Rest)Bonus Action. Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only, Recharges after a Long Rest).Bonus Action. The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only, Recharges after a Long Rest).One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
MultiattackThe spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only).Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace (Defender Only).Melee Attack Roll: Bonus equals your spell attack modifier, reach 5ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target can’t make Opportunity Attacks, and its Speed is halved.
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d8 + 4 + the spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam.Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.
Activate Cannon (Requires You to be within 60 Feet of the Cannon). As a Bonus Action, you order the cannon to use the Flamethrower, Force Ballista, or Protector option. You can direct the cannon to move up to 15 feet before or after that option.
Flamethrower The cannon exhales fire in a 15-foot Cone. Each creature in that area makes a Dexterity saving throw against your spell save DC, taking 2d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning.
Force Ballista. Make a ranged spell attack originating from the cannon at one creature or object within 120 feet of it. On a hit, the target takes 2d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of Temporary Hit Points equal to 1d8 + your Intelligence modifier (minimum of 1).
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 succeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Magic Bond. Add the spell level to any ability check or saving throw the homunculus makes.
Force Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit 1d6 + the spell’s level of Force damage.
Reactions
Channel Magic.Trigger: You cast a spell that has a range of Touch while the homunculus is within 120 feet of you. Response: The homunculus delivers the spell through its touch.