Wizard
Base Class: Wizard

The Golem Master is a wizard of such devious proclivity that he seeks not only to animate the inanimate or raise the dead into gruesome amalgamations, but to also control the very weave of the arcane to give sentience to his creations. A Golem master can control the automatons he creates with precision.

Skilled Collector

Beginning when you select this tradition at 2nd level, you have learned the art of scrounging what is needed from what has been discarded. One man's trash are the base components for your creations.

At 2nd level you can control one Golem Creation. For stats on this creature see familiars on your character sheet. The Golem Creation cannot be equipped with a weapon, but can be used in combat. It is better suited to menial tasks however. (ie. Carrying tools, opening doors, delivering messages, etc.)

Reanimator

At 2nd level, you gain the ability to infuse life into inanimate objects. This works like a minor version of the spell Animate Objects. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you can imbue a number of hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy, into an inanimate object of your choice.

You may give the object a simple command, no more than 1 word. (ie. open, run, attack, etc.) The object will carry out this task regardless of danger to the truest interpretation of the word and your intent. This ability cannot be used more than once per long rest and you cannot control more than one inanimate object at a time.

If the object does not lose its hit points in the process of carrying out this task, it will become inanimate once it has completed its task or in a number of hours equal to half your Wizard level + your Intelligence modifier. 

Golem Animator

At 6th level, you add the animate dead spell to your spellbook if it is not there already.

Additionally, you can create constructs with greater efficiency. Your Golem Creation can be upgraded to an Animated Golem you can still only control one construct of this type however. See the familiars section of your character sheet to add the Animated Golem to your character.

The Animated Golem can be equipped with any simple weapon and is optimized for combat. The Animated Golem does not have a gold cost, but requires parts and 1d4 days of time to piece together.

Golem Tinkerer

Beginning at 10th level, you have become well acquainted with your golem creations to the point you understand their limitations and potential better than anyone. You may now tinker with your golem creations to increase their ability, intelligence, and combat prowess. 

After 2d4 days of time and material and 750 gp you create a Tinkered Golem. See the familiars section of your character sheet to add this creation. The Tinkered Golem replaces any Animated Golem or Golem Creation you current possess. 

The Tinkered Golem is optimized for combat and has condition & damage immunities best suited to combat in multiple environments. The Tinkered Golem can wield any martial weapon and is considered to have proficiency in the equipped weapon.

Command Constructs

Starting at 14th level, you can use magic to bring constructs under your control, even those created by other wizards. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

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