Wizard
Base Class: Wizard

The tradition of golem sculpting originated with
a desire for more permanent attendants who could serve
and protect for generations. Clay golems were amongst
the first golems, although stone golems followed shortly
after when the longevity of clay became questionable.
When a few wizards began sourcing their parts from
cadavers, the practice of golem creation became frowned
upon..

To this day there are reputable, and unreputable, schools
that teach golem sculpting. Teachers often travel through
towns and villages in search of skilled craftsmen that may
hold the potential to become powerful golem sculptors.

A golem sculptor is a wizard that specialises in
creating attendants. Hired by nobles for bodyguards, by
mercenaries for extra bodies, or even by bards for a
supply of backup dancers--the applications of a golem
sculptor and their golems are endless and varied.

Arcane Sculptor

You gain proficiency with one artisan’s tool of your
choice.

Create Golem

At the end of a long rest, you can create an arcane golem,
using an artisan’s tool with which you are proficient.
To create your golem, you must expend a wizard
spell slot. The golem is friendly to you and your
companions, and it obeys your commands. See its
game statistics in the Arcane Golem stat block, which
uses your proficiency bonus (PB) in several places.
You determine the creature’s appearance and what
number of limbs it has; your choice has no effect on
its game statistics. Some golem sculptors fashion
their golem into their own image, while others might
make it into the form of someone they love, a
terrifying monster, or a wild beast.

Arcane Golem
Medium construct
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Armour Class 12 + the level of the expended spell slot
Hit Points 4 + your Intelligence modifier + 5 times the
level of spell slot expended (the golem has a number of
Hit Dice [d8s] equal to the level of the expended spell
slot)
Speed 25 ft.
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STR         DEX     CON        INT        WIS      CHA
18 (+4)   9 (-1)   18 (+4)    3 (-4)     8 (-1)    1 (-5)
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Damage Immunities; Poison, Psychic

Damage Resistances; Bludgeoning, Piercing, and
Slashing damage from Nonmagical attacks

Condition Immunities; Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned

Senses; Darkvision 60 ft., passive Perception 9

Languages; Understands your languages but can’t speak

Proficiency Bonus (PB) equals your bonus
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Immutable Form. The golem is immune to any spell or
effect that would alter its form.

Magic Weapons. The golem’s weapon attacks are
magical.

Spell Storing. You can store a spell within the golem. To
do so, you must cast the spell on the guardian. The spell
must be a wizard spell with a casting time of 1 action
and of a level less than the spell slot used to create or
revive the golem. The spell has no effect but is stored
within the golem. When the golem dies or a new spell is
stored, any previously stored spell is lost.

Actions
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Slam. Melee Weapon Attack: 4 + PB to hit, reach 5 ft., one
target you can see. Hit: 1d8 + 4 bludgeoning damage.

Unleash Spell. The golem casts the spell stored in it
without any components. The spell uses your spell save
DC, spell attack bonus, and level, but is otherwise
considered to be a spell cast by the golem You can
choose the parameters of the spell, either when you tell
the golem to take this action, or when you stored the
spell. The spell is then no longer stored.
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In combat, the golem shares your initiative count, but it
takes its turn immediately after yours. 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 golem can take any action of its
choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points.
If it has died within the last hour, you can repair it as
an action, provided you are within 5 feet of it, that
you expend a wizard spell slot, and that you are
holding the same type of artisan’s tools you used to
create it. The golem returns to life after 1 minute.

When you create your golem, if you already have a golem
from this feature, the first one immediately perishes.
The golem also perishes when you die.

Hulking Golem

When you create an arcane golem, you can choose to
create a Hulking Golem.

A hulking golem is identical to your normal arcane
golem, but with the following modifications:
● Its size is Large.
● Its speed is 20 feet.
● Its Armor Class is 10 + the level of the expended
spell slot
● Its Strength Score is 20 (+5)
● Its Dexterity Score is 6 (-2)
● Its Constitution Score is 22 (+6).
● Its hit points are 6 + your intelligence modifier +
6 times the level of spell slot expended.
● Its Hit Dice are d10s.
● Its Slam action has a reach of 10 feet, has a to hit
bonus of 5 + PB, and deals 1d10 + 5 bludgeoning
damage.
● When the golem is subjected to an effect that
would move it, knock it prone, or both, it can
use its reaction to be neither moved nor knocked
prone.

Miniscule Golem

When you create an arcane golem, you can choose to
create a Miniscule Golem.

A miniscule golem is identical to your normal arcane
golem, but with the following modifications:
● Its size is tiny.
● Its speed is 50 feet.
● It has a Flying (Hover) speed of 25 feet.
● Its Armor Class is 15 + the level of the expended
spell slot
● Its Strength Score is 9 (-1)
● Its Dexterity Score is 20 (+5)
● Its Constitution Score is 14 (+2).
● Its hit points are 2 + your intelligence modifier +
2 times the level of spell slot expended.
● Its Hit Dice are d4s.
● The golem adds PB x 2 to any stealth check it
makes.
● The golem adds PB to any perception check it
makes, and to its Passive Perception.
● Its Slam action has a to hit bonus of 0 + PB, and
deals 1d4 bludgeoning damage.
● If the golem 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.

The golem can also take the following action:

Dart. Ranged Weapon Attack: 5 + PB to hit, range 30 ft., one
target you can see. Hit: 1d4 + 5 piercing damage.

Transpose Mind

You can telepathically communicate with your golem out
to 1 mile. Your golem is only able to respond with simple
concepts and phrases.

In addition, you can use your action to transpose your
mind into your golem and take total and precise control
of your golem if you are able to telepathically
communicate with it. Until the end of your next turn, you
can see and hear using the golem’s senses, although you
are considered Blinded and Deafened in regard to your
own. You can cause the golem to take any action or
reaction you choose. You may also cast spells using the
golem’s action, bonus action, or reaction, expending spell
slots as normal. If you do so, the golem is considered as 
the caster of the spell, although it uses your spell save
DC, spell attack bonus, and level.

Masterwork Golem

You have refined the process of golem making into an art.
Your golem gains the following traits:

Darkvision. The golem has darkvision out to 120 feet.

Damage Immunity. The golem is immune to
Bludgeoning, Piercing, and Slashing damage from
Nonmagical attacks.

Multiattack. The golem makes two attacks.

Regeneration. The golem regains 10 hit points at the start
of each of its turns, so long as it has at least 1 hit
point.

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