Base Class: Artificer
Draconic Golemancers are artificers who study the ancient bio‑arcana of dragons, reverse‑engineering their physiology into modular grafts, scale‑plates, and arcane organs. Rather than building constructs or relying on infusions, you reshape your own body and the bodies of your allies with engineered draconic components. These grafts are not living creatures, nor do they function as pets — they are temporary augmentations, crafted devices, and engineered enhancements that channel draconic might through invention rather than bloodline.
A Draconic Golemancer becomes a walking prototype of draconic evolution: scale‑grafts that harden the skin, wing‑stubs that allow controlled gliding, bone‑lattice reinforcements that strengthen the frame, and a synthetic Heart‑Ember Core that fuels all your augmentations. As you advance, you learn to install draconic gadgets onto your allies, empowering them with engineered enhancements that echo the strength of dragons without duplicating their innate abilities.
At the height of your craft, you assemble the Ascendant Frame — a temporary draconic exoshell that surrounds your body in spectral wings, hardened scales, and overwhelming force. You do not become a dragon; you become the blueprint for what dragons could be.
Draconic Plates
You craft modular draconic scale‑grafts called Plates. You choose two Plates to have active at any time, and you may change your choices whenever you finish a long rest. A creature can only benefit from one Plate at a time.
Elderbone Plate. You gain a +1 bonus to AC while not wearing heavy armor. Stormrunner Plate. Your movement speed increases by 10 feet. Gravemind Plate. You have advantage on saving throws against being charmed or frightened. Ironwind Plate. When you move at least 10 feet on your turn, you gain temporary hit points equal to your Intelligence modifier (minimum 1). Runeshell Plate. When you take damage, you may reduce that damage by an amount equal to your Intelligence modifier (minimum 1). You can do this once per round
Elderbone Plate
Elderbone Plate. You gain a +1 bonus to AC while not wearing heavy armor
Gravemind Plate. You have advantage on saving throws against being charmed or frightened.
Gravemind Plate. You have advantage on saving throws against being charmed or frightened.
Stormrunner Plate
Stormrunner Plate. Your movement speed increases by 10 feet.
Draconic Armatures
You craft draconic augmentations called Armatures. You choose one Armature to have active at a time, and you may change your choice whenever you finish a long rest.
Wing‑Stubs. You can glide. You take no falling damage, and you may move 2 feet horizontally for every 1 foot you fall. Tail‑Anchor. You gain +5 feet reach on grapple and shove attempts. Drakeclaw Gauntlet. Once per turn, you may add your Intelligence modifier to the damage of a melee weapon attack. Runic Pulse Node. As a bonus action, you emit a pulse that reveals invisible creatures within 10 feet until the end of your turn. Aegis Crest. When a creature you can see within 30 feet takes damage, you may use your reaction to reduce that damage by your Intelligence modifier.
Wing‑Stubs
Wing‑Stubs. You can glide. You take no falling damage, and you may move 2 feet horizontally for every 1 foot you fall.
Draconic Gadgets
You craft draconic augment gadgets that can be attached to your allies. You may maintain a number of gadgets equal to your Intelligence modifier (minimum 1). Attaching or detaching a gadget requires a bonus action and must be done to a willing creature within 5 feet. A creature can only benefit from one gadget at a time.
Scale‑Latch Stabilizer. The ally gains a +1 bonus to AC while not wearing heavy armor. Draconic Tendon Booster. The ally’s movement speed increases by 10 feet. Ironwind Reflex Node. Once per turn, the ally may add your Intelligence modifier to a Dexterity saving throw. Gravemind Anchor. The ally has advantage on saving throws against being charmed or frightened. Aegis Pulse Lattice. Once per round, when the ally takes damage, they may reduce it by your Intelligence modifier. Wing‑Flare Brace. The ally can glide, taking no falling damage and moving 2 feet horizontally per 1 foot fallen. Umbral‑Sight Lens. The ally gains Darkvision out to 60 feet. If they already have Darkvision, its range increases by 30 feet. When they use Overburn, they can see normally in magical darkness until the end of their next turn.
Heart‑Ember Core
You implant a synthetic draconic Heart‑Ember Core that fuels your augmentations.
Overburn. Once per short rest, when you or an ally uses a Plate, Armature, or Gadget, you may double its effect for that instance. Draconic Vitality. You have advantage on Constitution saving throws made to maintain concentration. Elemental Routing. When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you may add your Intelligence modifier to one target of the spell.
Elderhide Frame
Your body becomes reinforced with engineered draconic bone‑lattice.
Draconic Bulk. You count as one size larger when determining carrying capacity, pushing, dragging, and grappling. Unyielding Form. You cannot be disarmed. Dual Armature. You may have two Armatures active at once. Scale‑Lattice Reinforcement. When you take damage from a critical hit, it becomes a normal hit instead.
Ascendant Frame
You assemble a temporary draconic exoshell around your body. As an action, you may activate the Ascendant Frame for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.
While active: • You become Large. • Your AC increases by 2. • Your movement speed increases by 10 feet. • All Plates, Armatures, and Gadgets you have chosen are active simultaneously. • Your melee weapon attacks deal an additional 1d10 damage of the same type as the last elemental spell you cast. • You gain a flying speed equal to your walking speed via spectral wings. • When you hit a creature with a melee attack, you may push it 10 feet away from you.
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