Base Class: Artificer
This subclass focuses on battlefield control through one or more robotic constructs. These machines can attack, defend allies, block terrain, or execute tactical maneuvers while the artificer supports them with spells and commands. The artificer is the mind; the construct is the muscle. A Golemwright’s creations are not mindless brutes. Each is carefully designed, magically animated, and bound by strict command protocols. Losing control of a construct is considered a personal failure—one that many Golemwrights would rather die than endure.
Level 3: Clockwork Vanguard
Clockwork Vanguard
At 3rd level, you construct a Clockwork Vanguard, a Medium construct bound to your will. It acts only when commanded and cannot function independently.
Clockwork Vanguard Stat Block
Armor Class: 15 (reinforced plating)
Hit Points: Your artificer level × 1d8 + your Intelligence modifier
(The Vanguard has a number of Hit Dice [d8] equal to your Artificer level)
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 4 (−3) | 10 (+0) | 6 (−2) |
Saving Throws Dex +1 + PB, Con +2 + PB
Skills Athletics +2 + PB, Perception + (PB × 2)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — (its proficiency bonus equals yours)
Vigilant
The Vanguard cannot be surprised.
Actions
Force-Empowered Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see.
Hit: 1d8 + PB force damage.
(A strike powered by arcane pistons and whirring gears.)
Commanding the Vanguard
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The Vanguard shares your initiative and takes its turn immediately after yours.
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On your turn, you may use a bonus action to issue one command.
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If you do not issue a command, it takes the Dodge action.
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If you are incapacitated, it automatically Dodges.
Available Commands
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Attack – Strike a target with its Force-Empowered Strike.
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Dash – Move up to its speed.
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Disengage – Move without provoking opportunity attacks.
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Help – Grant advantage to an ally’s next attack.
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Guard – Until the start of your next turn, the Vanguard imposes disadvantage on the first attack roll made against a creature within 5 feet.
If you are incapacitated, the Vanguard defaults to the Dodge action.
Damage and Repair. If reduced to 0 hit points, the Vanguard becomes inert. It can be restored to full function after a long rest or by expending a 1st-level or higher spell slot to repair 2d8 hit points per spell level.
Customization. Its design is limited only by your imagination: humanoid, arachnid, turret-framed, or a completely unique clockwork form.
Level 5: Clockwork Augmentation
At 5th level, your artificer expertise allows you to integrate intricate mechanical augmentations into your Clockwork Vanguard, transforming it into a precision instrument of warfare. Its gears, pistons, and regulators respond seamlessly to your commands, making it an extension of your tactical acumen.
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Choose two augmentations from the list below.
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Augmentations are always active unless stated otherwise.
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You may change your selected augmentations after finishing a long rest.
- Additional augmentations may become available as you acquire new subclass features (DM discretion).
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Reinforced Plating: Layered alloys and interlocking plates increase the Vanguard’s Armor Class by +1, fortifying it against incoming attacks.
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Servo Accelerators: High-torque servo motors and gear actuators increase movement speed by 10 ft, allowing the Vanguard to reposition with mechanical precision.
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Arc Lash: Your Vanguard channels electrical currents through its striking mechanisms; once per turn, its melee attacks deal an extra 1d6 lightning damage.
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Optical Array: Precision lenses, gyroscopic stabilizers, and arcane sensors grant +Intelligence modifier to Perception and Investigation checks.
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Overdrive Protocol: Once per short rest, the Vanguard enters overdrive, executing two actions on its turn in perfect synchrony with your commands. Perfect for unleashing coordinated strikes or complex maneuvers.
Level 9: Modular Constructs
At 9th level, your artificer ingenuity reaches new precision, enabling you to embed arcane-infused mechanical modules into your Clockwork Vanguard. Each module is a fusion of cogs, gears, and magical circuitry, unlocking extraordinary mechanical or arcane functions. These enhancements reflect your mastery over construct design and battlefield strategy.
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Choose two modules from the list below.
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Only two modules can be active at a time.
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Installing or swapping modules requires 1 hour outside combat.
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Module effects do not stack with themselves.
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As you gain new subclass features, additional modules may become available at the DM’s discretion.
Available Modules:
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Flame Projector: Gears spin and fuel ignites, allowing the Vanguard to unleash searing bursts of fire. Once per turn, it can make a ranged fire attack dealing 5d6 fire damage, scorching anything in its path. (range 30 ft cone).
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Arcane Shield: Embedded conduits and protective wards surge with energy. As a reaction, the Vanguard can grant a creature within 5 feet +2 AC until the start of its next turn.
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Arcane Magnetron: Powerful electromagnets within the Vanguard’s frame manipulate metal and foes alike. Once per turn, it can shove a creature within 5 feet as a bonus action, disrupting enemy formations.
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Tinker’s Aegis: Miniature swarms of self-replicating clockwork repair drones fix damaged components. Once per short rest, the Vanguard heals 2d8 hit points at the start of its turn, maintaining structural integrity in battle.
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Leyline Resonator: Arcane resonators release a concussive pulse. Creatures within 20 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or have their movement halved until the start of your next turn, breaking enemy formations.
Level 15: Colossus Protocol
At 15th level, you complete your magnum opus: the construction of a true Clockwork Golem, perfected and irrevocably bound to your will.
You summon or deploy an Clockwork Golem
Clockwork Colossus
Large Construct, Unaligned
Armor Class: 20 (reinforced plating)
Hit Points: 210 (20d10 + 100)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
Damage Immunities: Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft., Passive Perception 10
Languages: Understands the languages of its creator but cannot speak
Challenge: 16 (15,000 XP)
Proficiency Bonus: +5
Immutable Framework. The golem’s mechanical structure cannot be reshaped or deformed by spells or magical effects.
Arcane Shielding. The golem has advantage on saving throws against spells and other magical effects, as its intricate clockwork circuits disrupt foreign magic.
Clockwork Weaponry. All of the golem’s attacks are considered magical, powered by both gears and infused arcane cores.
Actions
Multiattack. The golem makes two melee attacks with its clockwork limbs.
Clockwork Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage, delivered by reinforced gears and pistons.
Arcane Blade Strike. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) slashing damage, powered by a magically enhanced spinning blade arm.
Toxic Steam Vent (Recharge 6). The golem releases a cloud of poisonous steam in a 15-foot cone. Each creature in the area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much on a success. The cloud is expelled through vented chimneys along its shoulders and back.
Bound Construct
The Clockwork Golem acts as a secondary character under your direct control. It shares your initiative and takes its turn immediately after yours. You do not need to spend any action to command it—on your turn, you simply decide what it does on its turn, including its movement, action, bonus action (if any), and reaction. You roll all of its attacks and saving throws using its stat block. The Colossus cannot make independent decisions or interpret complex plans; it only does what you direct. If you give no new instructions, it repeats its last command. If you are incapacitated, it continues following its last instruction for up to 1 minute, after which it becomes inert until you regain consciousness.
Golem Turn Resolution
On its turn, the Clockwork Golem acts normally and may use all of its available capabilities, including:
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Its full movement
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One action
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One bonus action, if it has one
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One reaction per round, if applicable
The Iron Golem follows your most recent command to the best of its ability. If no new command is given, it continues executing its last instruction.
Bound Colossus
While bound to you, the Clockwork Golem gains the following modifications:
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It cannot act independently without your command
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It cannot create or control other golems
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Its attacks count as magical (already true, clarified for table consistency)
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It adds your Intelligence modifier to its damage rolls
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It uses your proficiency bonus instead of its own, if yours is higher
Incapacitation Clause
If you are incapacitated, the Clockwork Golem continues carrying out its last command for up to 1 minute. After that time, it becomes inert until you regain consciousness.
Destruction and Repair
If the Clockwork Golem is reduced to 0 hit points, it collapses and becomes inactive.
You can restore it by spending 8 hours of uninterrupted work during a long rest
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/19/2025 4:15:45 PM
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25
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3
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5.5
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12/19/2025 9:14:15 PM
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19
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3
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Coming Soon
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6/16/2026 4:40:45 AM
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114
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52
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Coming Soon
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