Wizard
Base Class: Wizard

While some wizards choose to focus on their spells entirely, there are those that are fascinated by golems. Order of the Golem wizards embrace this fascination and try to fulfill it. Working with materials of all kinds, these wizards use their magics to imbue their creations with arcane life. Contrary to artificers’ imbuing of simple items and small creations, Order of the Golem wizards imbue complex constructs with magic.

Golemite

At 2nd level, you learn to imbue your complex creations with arcane magic.

When deciding which golem to specialize in, wizards of the Order of the Golem choose which division to join.

Repairing Other Golems If someone other than you attempts to repair your golem, they must have both proficiency in the tools required to repair it and the tools themselves and must make a DC 10 + the number of hit dice being rolled check with them to successfully repair the construct. Similarly, if you attempt to repair a golem with tools you aren’t proficient with, you must make the same check. On a failed check, a number of hit dice equal to the margin of failure have no effect.

Full Golems The term "full golem" refers to golems made with the Manual of Golems magic item. If you build or find a full golem to claim, you may spend 8 hours with it learning how it works to allow it to gain all the benefits of Golem’s Servitude. Doing so replaces the golem currently benefiting from Golem's Servitude.

Clay's Versatility

You gain proficiency in potter’s tools. After 90 hours of work with no more than 2 weeks between days spent working on it and 250 gp worth of fine clay and magic components, you create a personal clay golemite to serve you. At the end of the 90 hours, the golemite gains all the benefits of Golem’s Servitude. While you can modify small details of the golemite's design, it will always be constructed with two arms, two legs, and one head. You can only have one golemite at a time. If your golemite is ever destroyed, you can re-enchant it with a quarter of its time and cost, as long as its body is intact. Otherwise, you can rebuild it at half the original time and gold spent. Since the golemite is not a living creature, it cannot be healed by means of potions or healing magic. Similarly, it is not an object and cannot be repaired using spells like the Mending cantrip. For this reason, you must spend time repairing it. When you have your potter’s tools, you may spend 5 minutes and 1 gp, unless otherwise stated, per hit dice rolled repairing your golemite. You can repair it during a short rest and still gain the benefits of a short rest as long as you do not use more than half of its hit dice repairing it.

Harvesting Your knowledge of clays and separating it from dirt and other ground resources allows you to make the most of the earth beneath you. With a successful DC 15 Intelligence check made with your potter’s tools in an area with fine clay and water, you can dig 1 pound of clay per minute. It costs 1 pound of fine clay to replace the cost of reparation materials.

Clay Golemite:

Small construct

Armor Class 10 + PB (natural armor)

Hit Points 2d6 + your Intelligence modifier + your wizard level (the clay golemite has a number of Hit Dice equal to your wizard level)

Speed  35 ft.

Saving Throws Dex + PB

Senses Darkvision 15 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 10 (+0), DEX 16 (+3), CON 10 (+0), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Iron's Strength

You gain proficiency in smith’s tools. After 180 hours of work with no more than 2 weeks between days spent working on it, and 500 gp worth of metals and magic components, you create a personal iron golemite to serve you. At the end of the 180 hours, the golemite gains all the benefits of Golem’s Servitude. While you can modify small details of the golemite's design, it will always be constructed with two arms, two legs, and one head. You can only have one golemite at a time. If your golemite is ever destroyed, you can re-enchant it with a quarter of its time and cost, as long as its body is intact. Otherwise, you can rebuild it at half the original time and gold spent. Since the golemite is not a living creature, it cannot be healed by means of potions or healing magic. Similarly, it is not an object and cannot be repaired using spells like the Mending cantrip. For this reason, you must spend time at a forge to repair it. When you have access to a forge and metals and have your smith’s tools, you may spend 20 minutes and 10 gp, unless otherwise stated, per hit dice rolled repairing your golemite. You can repair it during a short rest and still gain the benefits of a short rest as long as you do not use more than half of its hit dice repairing it.

Recycling It is expensive to repair the golemite, so you learn to make use of everything metal you can find. 3 pounds of sturdy metals can be used in place of one hit dice when repairing the golemite, such as full plate armor or a longsword.

Iron Golemite:

Small construct

Armor Class 12 + PB (natural armor)

Hit Points 2d10 + your Intelligence modifier + your wizard level (the iron golemite has a number of Hit Dice equal to your wizard level)

Speed  25 ft.

Saving Throws Str + PB

Senses Darkvision 30 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 16 (+3), DEX 8 (-1), CON 14 (+2), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Stone's Vigor

You gain proficiency in mason’s tools. After 140 hours of work with no more than 2 weeks between days spent working on it, and 375 gp worth of fine stone and magic components, you create a personal stone golemite to serve you. At the end of the 140 hours, the golemite gains all the benefits of Golem’s Servitude. While you can modify small details of the golemite's design, it will always be constructed with two arms, two legs, and one head. You can only have one golemite at a time. If your golemite is ever destroyed, you can re-enchant it with a quarter of its time and cost, as long as its body is intact. Otherwise, you can rebuild it at half the original time and gold spent. Since the golemite is not a living creature, it cannot be healed by means of potions or healing magic. Similarly, it is not an object and cannot be repaired using spells like the Mending cantrip. For this reason, you must spend time at a stoneworking table to repair it. When you have access to a worktable and fine stone and you have your mason’s tools, you may spend 10 minutes and 5 gp, unless otherwise stated, per hit dice rolled repairing your golemite. You can repair it during a short rest and still gain the benefits of a short rest as long as you do not use more than half of its hit dice repairing it.

Stonecutting Your knowledge of stonework and types of stones allows you to make the most of the stone around you. With a successful DC 15 Intelligence check made with your mason’s tools in an area with fine stone, you can mine 1 pound of stone per minute. It costs 2 pounds of fine stone to replace the cost of reparation materials.

Stone Golemite:

Small construct

Armor Class 11 + PB (natural armor)

Hit Points 2d8 + your Intelligence modifier + your wizard level (the stone golemite has a number of Hit Dice equal to your wizard level)

Speed  30 ft.

Saving Throws Con + PB

Senses Darkvision 30 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 13 (+1), DEX 13 (+1), CON 14 (+2), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Golem's Servitude

Your Personal Golem gains a variety of benefits while it is linked to you. 

The Personal Golem obeys your commands best it can. It can do most things, but it cannot use magic items or attack or otherwise directly harm another creature unless under the effects of Partial Autonomy. In combat, the Golem shares your initiative count but takes its turn directly after yours and can only take the Dodge action unless you use an action to command it to take another action. You can tell it to move as part of this action. If you are incapacitated or absent, your Golem acts on its own. 

While the Personal Golem can hold weapons, it cannot equip any armor, nor can it use weapons with the heavy property.

Your Personal Golem has abilities and game statistics determined in part by your level. Your Golem uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a Golem also adds its proficiency bonus to its AC and to its damage rolls. 

For each level you gain after 2nd, your Personal Golem gains an additional hit die and increases its hit points by the die size listed under its hit points. When increasing hit points, you can choose to either roll or take the average of the die, but you do not add its Constitution to the roll.

Partial Autonomy

As an action, you can touch your Personal Golem and expel a spell slot to give it Partial Autonomy. As a bonus action for this turn and each after it, you can command the Golem to move and attack with any weapon it is holding, but it still cannot use any magic items. After a number of rounds equal to 1d2 + the spell's level, not including the round it was given Partial Autonomy, at the end of your turn, after the Golem has taken its turn, it becomes Stunned until the end of your next turn. If you use this feature while the Golem is stunned this way, it gains a level of Exhaustion. Levels of Exhaustion gained this way reset on a long rest as long as the Golem remains inactive for 8 hours.

When you reach level 10 in this class, the die changes from a 1d2 to a 1d4.

Improved Designs

At 6th level, you perfect an improvement on your Personal Golem. Choose one of the options below to permanently improve a Golem with Golem’s Servitude. Each improvement takes a tenth of the time and gold of the original construction for golemites, or a fiftieth of the time and gold of the original construction for full golems to create. Because you have to somewhat redesign the Golem, once chosen, the improvement cannot be changed.

Improved Ability

The ability score of your Personal Golem increases either Strength, Dexterity, or Constitution by 1.

Improved Aim

Your Personal Golem gains a +2 bonus to attack rolls it makes with ranged weapons.

Improved Arsenal

Your Personal Golem gains proficiency in three martial weapons of your choice.

Improved Chassis

Your Personal Golem gains a +1 to its AC.

Improved Coordination

If your Personal Golem has a one-handed melee weapon and a melee weapon with the Light property equipped, it can make an attack with the weapon with the Light property as a free action.

Improved Fortification

Your Personal Golem gains a number of hit points equal to your level and gains an additional 1 whenever you level up.

Improved Locomotion

Your Personal Golem’s speed increases by 5 feet.

Improved Support

Your Personal Golem counts as two sizes larger when determining what it can lift, push, and carry.

Multiple Improvements

Your constant tinkering with your Personal Golem has opened up new possibilities. At 10th level, you can now have a total of three Improved Designs on your Golem at a time. Each improvement can only be chosen once except for Improved Chassis, Improved Ability, and Improved Arsenal, which can each be chosen no more than twice.

Evolution

You’ve had a breakthrough on the design of golemites. At 14th level, you learn how to massively improve your golemite. Spending the amount of time and gold initially spent building the golemite, you can recreate it as an Evolved Golemite of the type of your current golemite. It retains all improvements made on it. However, you can choose to change one or more of the improvements by destroying the old improvement and spending half the time and gold to install a new improvement. While working on it, it is deactivated until the recreation is complete.

Evolved Clay Golemite

Medium construct

Armor Class 13 + PB (natural armor)

Hit Points The same it had in its previous form (the evolved clay golemite has a number of Hit Dice equal to your wizard level)

Speed  35 ft.

Saving Throws Dex + PB

Senses Darkvision 30 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 12 (+1), DEX 19 (+4), CON 10 (+0), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Extra Attack. The evolved clay golemite can attack twice, instead of once, whenever it takes the Attack action on its turn.

Evolved Iron Golemite

Medium construct

Armor Class 15 + PB (natural armor)

Hit Points The same it had in its previous form (the evolved iron golemite has a number of Hit Dice equal to your wizard level)

Speed  25 ft.

Saving Throws Str + PB

Senses Darkvision 60 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 19 (+4), DEX 8 (-1), CON 16 (+3), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Extra Attack. The evolved iron golemite can attack twice, instead of once, whenever it takes the Attack action on its turn.

Evolved Stone Golemite

Medium construct

Armor Class 14 + PB (natural armor)

Hit Points The same it had in its previous form (the evolved stone golemite has a number of Hit Dice equal to your wizard level)

Speed  30 ft.

Saving Throws Con + PB

Senses Darkvision 60 ft.

Languages Understands the languages you speak but can't speak

Ability Scores STR 15 (+2), DEX 15 (+2), CON 16 (+3), INT 2 (-4), WIS 9 (-1), CHA 1 (-5)

Proficiency Bonus (PB) equals your bonus

Extra Attack. The evolved stone golemite can attack twice, instead of once, whenever it takes the Attack action on its turn.

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