Sorcerer
Base Class: Sorcerer

All creatures come in to the world from various sources, but the most natural source for most life has touched your being. Whether this manifested because of a divine intervention, a stray string of magic, or because of the lingering effects of creation, you continually emanate this force as if you were an overfull well of vitality. You've become used to others reacting to your presence as if they were suddenly relieved of a headache or taken the smallest sip of an elixir of youth, and seeing plants bloom near you like they're meeting the morning sun.

Whether by experimentation with this force or as an unexpected arcane outcome, you were able to create sentient life in the body of inanimate matter. Neither a construct nor an undead spirit, this Golem is new life given magical birth. Unexpectedly your Golem grows continually over it's life span. It starts as a tiny pet capable of riding pleasantly on your shoulder. By the time you reach legendary powers, your Golem matches any dragon with combined size and capability. 

However, the forces in this bloodline often puts you at odds with the world. No matter your social and political goals, your connection to life energies makes you sensitive to when beings pass from this plane. If you see or hear a creature die, you have to fight your sympathies to remain in control. You will likely become too affected to act, and may feel distraught for some time. Your reflexes will also prevent you finishing a hurtful spell that would use necrotic powers to traumatise a being.

[This is an advanced Class for experienced Players and GMs]

A Sorcerer of the Life-Giving bloodline will have an abundance of healing to give, a Golem companion to journey with, but also struggles to see a fight through.

Magics of Healing


Growth with this bloodline unfurls as being able to cast select spells from the Cleric spell list as Sorcerer spells. When you gain new Sorcerer spell level, choose one of these spells to automatically add to your repertoire of spells for free. The remaining spells are then added to your pool of spells you can learn. 

Whenever you can choose one of these spells, you can also change any of your previous decisions made with this ability.

Spell Level 1

Choose Cure Wounds or Healing Word

Spell Level 2

Choose Aid, Lesser Restoration, or Prayer of Healing

Spell Level 3

Choose Mass Healing Word or Revivify

Spell Level 5

Choose Greater Restoration, Mass Cure Wounds, or Raise Dead

Spell Level 6

Choose Heal or Heroes' Feast

Spell Level 7

Choose Regenerate or Resurrection

Spell Level 9

Choose Mass Heal or True Resurrection

Preservation Instincts


Distress at Death

No matter your alignment, when you see or hear a creature being killed, you must make a save roll vs Wisdom. The DC is equal to 5 times the size category of the creature (5 for Tiny, 30 for Gargantuan). When multiple creatures are killed, use the largest creature's size for the DC and add 5 for each other creature.

On a success you become shaken and on a fail you become stunned. At the start of your turn you can make the same Wisdom save roll but reduce the DC by 5 each time. If you witness more creatures being killed while affected by this effect, use whichever results in a larger DC: increase the DC to match the creature's size or add +5 to the cumulative DC. On a success your stunned condition becomes shaken or you cease being shaken. On a fail the condition continues. 

You can't instruct others to act in a way that circumvents these effects on you (such as telling them to kill a creature out of sight). You can be cured of these conditions, but no potions, magic equipment or other effects can prevent or reduce it. However, receiving any damage, being shoved, knocked prone, made unconscious or dying/dead will immediately reduce this Stun to shaken.

Aversion to Harmful Necromancy

Additionally, your bloodline prevents you from casting any other spells from the Necromancy school not on the above list. If you try (whether from spell, scroll, wand or other source), you gag and shudder in revulsion of the power and expend the spell slot, charge and other applicable consumables to no effect.

Golemancy


From 1st level you are accompanied by a Golem of your creation. This Golem is an elemental but seems to behave like an animal or child. Even if Golem Feats allow it to change it's shape, it is not a shapeshifter. You can have one Golem you've given life to at any one time.

The form it has is your choice but depends on your alignment:

Evil or Neutral: Bone Golem, Mud Golem

Good or Neutral: Wood Golem, Mud Golem

The Golem doesn't have a "front" and "back", and has Truesight up to 60 ft in 360 degrees around it, though it diminishes after 30 ft. Illusions (including Invisibility) created to deceive eyes rather than minds are invisible to it, but it doesn't know that you and others can be fooled by illusions and assumes you can see what it can (though it knows you have a "front" and "back" and can't see behind yourself). It may make a passive WIS saving roll to realise that you don't know you're about to walk into danger such as onto an illusory platform or near an aggressive creature with invisibility.

It understands one language you speak (chosen when created) and can't speak out loud, but can communicate simple messages to you using a kind of body language only you and it understand. Speak with Animals and other general Speech spells will work on your Golem, but not spells like Speak with Dead or Speak with Plants.

Your Golem weighs 5 lbs per size category per level (5 lbs for Tiny level 1, 20 lbs for Tiny level 4, 50 lbs for Small level 5, etc) and Speed is 10 ft per size category. At Tiny size, your Golem's Speed is only 10ft, but it can ride on your shoulder (adding to your encumbrance) and can freely occupy the space of you and other creatures in combat. 

Golem Combat

Your Golem can wield any unattuned weapon you give it but at -2 to attack and damage. Tiny Golem's can only use Light weapons and use them at disadvantage. Small Golem's can only use Light weapons, or Heavy weapons at disadvantage. Medium and larger Golems can use any weight weapon.

The Golem takes it's turn using your initiative and immediately after your turn. It gets one Movement, one Action and any applicable Bonus Actions and Reactions. Golems can be instructed by sounds or hand signals to Attack, Grapple, Shove, Escape, Dodge, Hide, Move, Dash, Follow, Stay, Climb, Crawl, Jump. These instructions must be given during your turn for free and can include special attacks or actions given by feats.The Golem will enact them on it's turn. 

You can use a Bonus Action to give more complex instructions such as Pathing, Disengage, Help, Ready, Search (for things you can explain to it or it has seen before), or Guard (Guard means to Stay at a spot or Follow a friendly target and Attack specific creatures based on conditions it would understand. It will also use Intimidation on those creatures to stop them approaching). When it is without instruction it will maintain it's previous instruction (Hide, Follow, Stay, etc) or perform Dodge. It will take Attacks of Opportunity of any foe, but you must instruct it with use a Bonus Action and roll your WIS vs the Golem's WIS for it to obey.

Any movement will be completed in as straight of a line to the target as possible. This includes moving through difficult terrain and barriers invisible only to Truesight (e.g. they will move up to a hot wall of fire and try to go safely around it, but will ignore a visual illusion of a fire wall or would likely move through an area being hit with harmful moonlight). Pathing allows you to give specific instructions for their movement, but requires you to use a Bonus Action communicate it and you can't give any of the other instructions that require a Bonus Action.

If it sees you become Prone, Petrified, Frightened, Restrained, Unconscious, Paralysed, or Dead, it must make a WIS roll vs. your WIS (without your WIS modifier and proficiency if Petrified, Unconscious, Paralysed, or Dead). If it succeeds, it will break any existing command you've given it and take a (safe) straight path to your side. Golems at 6th level or above will attempt to stabilise you with a Survival check. Otherwise it will Guard you against attackers (including Intimidation checks) without moving from your side.

At Tiny size, your Golem does not trigger Attacks of Opportunity from creatures that are engaged in melee combat with others.

Give Life Ability: If your Golem dies, it can be resurrected as normal or you can spend 8 hours with the matching materials to create a new Golem. The new Golem starts at Level 1 and gains a level when you do in the Sorcerer class or after 1 month since it last levelled up, whichever is sooner and only up to your Sorcerer level (no higher). If you do this before your previous Golem dies, your previous Golem slowly loses connection with you and turns wild (possibly attacking you or others according to it's alignment). You can reverse this process any time right up to when your new Golem is created, but after your new Golem is made you can never regain your connection with your previous Golem and it gains no further abilities or effects when you level up.

Flourishing Golems

At every 4 levels after first (levels 5, 9, 13, 17, and 20) your Golem increases by one size category (small, medium, large, huge, and gargantuan at level 20), and gains bonuses to  Constitution, Strength, AC, Speed, increase in Hit Die, and a Speed, Weight and Size increase as per the table below. The Golem also gains a bonus or penalty to Stealth checks based on size. The Golem's HP rolls must be die rolls and can't be averaged or standardised in any way. Changes to die rolls aren't retroactive on Max HP.

Additionally, your Golem starts with 1 Golem Feat chosen from the General Golem Feats or the respective Bone, Mud, and Wood Golem feats. When it permanently gains a size category it gains another.

Level Proficiency Size Category Hit Die +CON
(Total)
+STR
(Total)
AC Bonus
(Total)
Speed
ft.
Speed
m.
Weight
lbs.
Weight
kgs.
Cubic Size
ft. x ft. x ft
Stealth
Mod
Feats
(Total)
1 +2 Tiny 1 1d4 0 0 0 10 3 10 5 < 5 ft +6 1
2 +2                 15 7      
3 +2                 20 9      
4 +2                 25 11      
5 +3 Small 2 1d6 +3 +1 +2 20 6 40 18 < 5 ft +3 2
6 +3                 55 25      
7 +3                 70 32      
8 +3                 85 39      
9 +4 Medium 3 1d8 +6 +3 +4 30 9 115 52 5 ft 0 3
10 +4                 145 66      
11 +4                 175 79      
12 +4                 205 93      
13 +5 Large 4 1d10 +9 +6 +6 40 12 265 120 10 ft -2 4
14 +5                 325 147      
15 +5                 385 175      
16 +5                 445 202      
17 +6 Huge 5 1d12 +12 +10 +8 50 15 565 256 15 ft -6 5
18 +6                 685 311      
19 +6                 805 365      
20 +6 Gargantuan 6 1d20 +15 +15 +10 60 18 1045 474 20 ft -10 6

 

If any spells or effects changes the Golem's size category, the bonuses in the table above adjust to the new size category except Hit Die, HP and Feats, which it retains.

General Golem Feats

Resilient Form: Gain +2 to AC and +1 to an ability of your choice. This can be selected more than once.

Resistant Form: Requires Resilient Form feat. Each time you choose this feat, remove one of your Golem's innate damage vulnerabilities. If it has none left, you can choose to add resistance to a damage type that wasn't one of the innate vulnerabilities.

Agile Form: Gains +5 ft to all Speeds it has and +1 to DEX saves. This can be selected more than once.

Weapon Proficiency: Your Golem loses the -2 weapon penalty to attack and damage with weapons, or Proficiency with Unarmed Attacks. Select this feat again to gain proficiency with a chosen weapon.

Ride-able Golem: Your Golem accepts you riding it like a mount. It is much less likely to accept others to ride it, especially for riders of very different alignment. Requires rider being smaller size than the Golem. It can be ridden for one hour plus one hour for each difference in size before rider and Golem become exhausted level 1. Each subsequent hour ridden (if it accept it) increases the level of exhaustion. Mud Golem requires the Vertically Viscous feat before this feat can be taken, but the rider does not become exhausted from the journey.

Pack Golem: Your Golem is mindful enough to carry items up to it's carrying capacity without damaging them. You can also instruct your Golem to drink a potion from it's inventory.

Enchanted Golem: You've found a way affix magical items to your Golem so that it doesn't ruin them throughout the day. Each time you choose this feat, your Golem can equip one of the following magical items: a ring (max 2), a necklace (max 1), a cloak (max 1), a pair of light shoes (max 1), a light head piece (max 1), a pair of light gloves (max 1).

 

Bone Golem (Evil or Neutral)


You create a Bone Golem. At first glance this Golem looks like a tall pile of rusted scrap metals and discarded wood pieces from a workshop, but in proper light you can see that it's made of parched pieces of bone held together by invisible glue like a totem to the macabre. Among it's many slivers and chunks there isn't a single, whole bone. Only shards, ends, edges, and cuttings. No matter how it moves or how hard you look you can't see how any bone holds or moves any other bone, but all pieces are touched or surrounded by at least two other bones, as if an invisible vein runs unseen behind every part. The Bone Golem randomly switches between walking on spindly legs and rolling like a pile of scraps pushed with a broom.

Bone Golem
Tiny elemental, your alignment
Armor Class: 8 Natural Armor
Hit Points: 3 (1d4 + 1)
Speed: 10 ft.
STR 6 (-2)  DEX 11 (+0)  CON 12 (+1)  INT 11 (+0)  WIS 8 (-1)  CHA 8 (-1)
Saving Throws: DEX +2, INT +2
Skills: Nature +4, Survival +4
Damage Vulnerabilities: Bludgeoning, Thunder
Damage Immunities: Poison
Condition Immunities: Blinded, Deafened, Poisoned
Senses: Blindsight 60 ft, Darkvision 60 ft, Passive Perception 14
Languages: All Understands any one language it's creator speaks
Challenge: 1/8 (25 XP)
Self Sustaining: Doesn't need to eat, drink, or breathe, but does need to sleep.
Level Matching: Levels up when it's creator does or 1 month since last level up, whichever is sooner. Can't level up higher than it's creator.
Creator's Strength: When the Golem is created and each time it levels up, it gains additional HP equal to it's creator's CHA mod. The Golem's HP rolls can't be averaged or standardised in any way (they should be done in front of the GM).
Unending Growth: Consult the Golem table for further level and size bonuses.
Actions
Slash. Melee Unarmed Attack: -1 to hit, reach 5 ft., 1 target. Hit: 1d20 (1d4 - 1) slashing damage. Finesse attack.
Stab. Melee Unarmed Attack: +0 to hit, reach 5 ft., 1 target. Hit: +0 (1d4 + 0) piercing damage.  Finesse attack.

 

Bone Golem Feats

Tumblebones: When your Golem moves, it can do so in a sudden collapse into a rolling pile of bone pieces that moves at double speed. The noise of this movement puts it at -4 on any stealth checks. It takes a turn to reform into upright form. 

While it is Medium size or smaller, it is immune to Attacks of Opportunity while moving like this.

If you select this feat again, it can pick up any item smaller than itself in it's path and immediately wield or use it if it can. On a third selection of this feat, it can reform so fast that it doesn't take an action to reform at the end.

Bone Golem can also use this collapsing ability to squeeze through gaps smaller than itself. It moves at -10 ft for each size category the gap is smaller than itself.

It can also collapse and remain stationary. Being immobile doesn't incur the stealth penalty above, and it can attack foes occupying the same space, but it has -4 to AC while in this form.

From Medium size and up it can collapse and count as an area of difficult terrain. The area covered is 5 ft squared at Medium, 10ft squared at Large, 15 ft squared at Huge, and 20 ft squared at Gargantuan. 

Bone Cage: Your Golem has been learning how to stretch itself out into bars of bone. If your Golem succeeds a Grapple check against a foe of smaller size, it can also restrain the foe in a tight cage made from it's own body. The victim has -2 to AC and breaking out of Grapple plus -2 for every size smaller. On your Golem's turn, it can make an attack on it's captive without breaking Grapple.
Each additional time you select this feat, your Golem can make an additional attack on it's turn against the captive without breaking Grapple, and once each time the captive fails to escape Grapple.

Cuts and Barbs: Your Golem knows to put it's sharpest edges forward. Each successful unarmed attack deals twice as much damage.

Bone Snowflake: Your Golem has learned to attack suddenly in multiple directions like a burst of spikes. Each time you select this feat, it can make an additional unarmed attack on a foe in melee range and it can trade one attack to gain advantage on one attack.

Harpoons and Spears: Your Golem has been practising stretching itself out thin like pole-arm. Each time you select this feat, it can attack foes an additional 5 ft away with either unarmed attacks or melee weapons. It can also stretch out like a usable rope for 1 hour and 3 ft of each size category. It can hold a weight of it's own carrying capacity (15 pounds per strength) for that duration. For half the length it can hold twice the weight. It can't be walked across.

Carapace: Your Golem wraps around your body like a layer of armour. If it's your size or smaller, you can wear it in combat for +1 to AC per size category and counts as light armour for spell casting. While wearing it the damage of melee, ranged, and touch attacks is shared evenly between you and the Golem, rounded up. The Golem can still act on it's turn but it has one less attack than normal while on you. If it becomes incapacitated in any way other than paralysed, it falls to the ground. If it becomes paralysed, you incur -1 Dexterity penalty per size category.

If your Golem has the Ride-able Golem feat and you are of equal or smaller size, you can take a turn to don your Golem as full body suit that leaves your arms free enough for spell casting. It no longer has one less attack per turn and instead uses it's own AC when you're attacked. The damage you receive is only one third of the total (rounded down) and the Golem receives the rest. Resistances, vulnerabilities and immunities are applied separately after the damage is divided between you.

Additionally, as a full body suit the Golem receives twice as much healing from your Aura of Vitality, but your Aura's range is reduced to 0.
If it becomes incapacitated in any way, you become trapped and must take a turn to free yourself.

It takes the Golem's turn to be donned as light armour or a full body suit, to switch between them (when equally sized), or removed. The Golem can only hold these forms for 1 hour per strength modifier before returning to normal. If it's strength becomes less than 10 it immediately falls off. At 0 strength modifier it can hold this form for 1 minute.

Effusion: Requires Carapace feat. Each time you select this feat, when your Bone Golem is worn as a full body suit, your Aura of Vitality regains 5 ft of range.

Greater Carapace: Requires Carapace and Ride-able Golem feats. Your Golem can be convinced to be donned by a willing target, but only creatures of the same or adjacent Good-Neutral-Evil alignment. If you have donned the Bone Golem as a full body suit and it is at least 2 sizes larger than you, you also have the option to fit you and a matching willing creature into itself. The ally faces backwards, uses the Bone Golem's AC when attacked, has arms free for actions, shares damage with the Bone Golem the same way you do, is affected by your Aura of Vitality as normal, loses all movement speed and goes where the Golem goes.
If your Golem has the Bone Cage feat, it can take a creature it has Grappled or is incapacitated. It will also accept willing creatures of opposite alignment but only if they accept being grappled by it for the duration.

 

Mud Golem (Any Alignment)


You created a Mud Golem. This Golem looks like the oiliest blob of mixed chemicals you've ever seen. It appears to be a large bubble of fat filled with orange, red, brown, and black liquids that move and change colour like dyes being added to milk. Despite it's gooey form, it doesn't leave any residue when it slithers silently across the ground.

Mud Golem
Tiny elemental, any alignment
Armor Class: 8 Natural Armor
Hit Points: 3 (1d4 + 1)
Speed: 10 ft.
STR 9 (-1)  DEX 8 (-1)  CON 15 (+2)  INT 8 (-1)  WIS 11 (+0)  CHA 8 (-1)
Saving Throws: STR +1, CON +4
Skills: Nature +4, Survival +4
Damage Vulnerabilities: Cold, Fire
Damage Immunities: Poison
Condition Immunities: Blinded, Deafened, Poisoned
Senses: Blindsight 60 ft, Darkvision 60 ft, Passive Perception 14
Languages: All Understands any one language it's creator speaks
Challenge: 1/8 (25 XP)
Self Sustaining: Doesn't need to eat, drink, or breathe, but does need to sleep.
Level Matching: Levels up when it's creator does or 1 month since last level up, whichever is sooner. Can't level up higher than it's creator.
Creator's Strength: When the Golem is created and each time it levels up, it gains additional HP equal to it's creator's CHA mod. The Golem's HP rolls can't be averaged or standardised in any way (they should be done in front of the GM).
Unending Growth: The Golem's Hit Dice depends on it's size: Tiny: 1d4, Small: 1d6, Medium: 1d8, Large: 1d10, Huge: 1d12, Gargantuan: 1d20. 
Actions
Slash. Melee Unarmed Attack: -1 to hit, reach 5 ft., 1 target. Hit: -1 (1d4 - 1) slashing damage. 
Thunk. Melee Unarmed Attack: -1 to hit, reach 5 ft., 1 target. Hit: -1 (1d4 - 1) bludgeoning damage.  

 

Mud Golem Feats

Gathered Residues: Your Golem has accrued various chemicals from the surfaces it has crossed and can extrude them for your use. At the end of each long rest you gain a random liquid in a number of small clay vials equal to the Golem's size category. Roll 1d6 to determine what liquid they contain:
1: A flask of water
2: A flask of oil
3: A vial of acid
4: A vial of basic poison
5: A potion of healing
6: Your choice from above

Additionally, if the Golem has the Pack Golem feat and carries the container of this fluid, you can instruct it to use the container for the following effects (durations last for 1 minute per level of the Golem):
1: Lose vulnerability to fire
2: The Golem's successful unarmed attacks make targets lose resistance to fire if it has it or otherwise makes them vulnerable to fire for the duration.
3: Can make one attack for the effect of the Acid Splash cantrip with damage similarly increased based on the Golem's level.
4: Apply the poison to the Golem's held weapon or unarmed attacks
5: Spray of jet of any number of potions of healing at a target. For each potion sprayed this way, the target receives 1d4 healing and the Golem heals 1 HP. The Golem can otherwise be instructed to drink one for full effects.

Squishy: Your Golem has attained excellent control over it's mud body and can use it's turn to change enough to squeeze through incredibly tight spaces such as through gaps, under doors, down drains, or flat across the ground. Moving like this happens at half speed and optionally with +2 to Stealth checks, but it can't shrink it's overall size to take up less volume than normal. Additionally, if your Mud Golem succeeds at Grappling a foe, you can choose for it to swirl around the target's legs (or if it is flying, to hold it down to the ground) and immobilise it. The target fights the grapple at -2 penalty.
Anytime the Mud Golem is inadvertently stepped on while spread across a floor by a creature of equal or larger size, it is like an unarmed attack from the walker at half damage (ignoring bludgeoning damage vulnerability). The damage is multiplied by 1 plus 1 for every size category larger than the Mud Golem.

Vacuole: Requires Squishy feat. Your Mud Golem can sensitively envelope a willing target in a protective shell of it's own body. The target must be at least one size category smaller than the Golem. While enveloped, the creature is blinded and deafened to things outside the Golem, and begins drowning when if runs out of breath. The creature inside can't be targeted by any attack or skill from outside that requires hearing, being seen, or being touched. Instead, only the Golem can be targeted and any subsequent damage or healing the Golem received is evenly shared between the Golem and the creature, rounded up. The Golem has -4 to AC and physical saving throws.
If necessary, the Golem can keep an air hole opening for the creature inside to breathe with. Starting at 2 sizes larger, for each size category larger than the enveloped creature the Golem can include 1 minute worth of air. If it has the Mud Jetty feat it can also swim across or under water with an enveloped creature, or make an area of it's surface porous enough to allow air and water to slowly exchange through but still block sight and sound.
To envelope an unwilling target, the foe must be one size smaller and the Golem must succeed at a Grapple. The foe becomes enveloped and can't take any action that requires movement or speech other than to resist the Grapple. Each subsequent turn the foe fails to escape the Grapple, it takes 1d4 + strength mod as bludgeoning damage. It can fight the grapple at -2 for each size category smaller than the Golem.

Terrain Golem: Requires Squishy feat. Your Golem has paid attention to the appearance and texture of the earth beneath it, and can disguise itself very well against dirt and rock terrain. It can create a very convincing replica of dirt and rock surfaces to hide (+4 to Stealth) as a rock, boulder, or mound of dirt, or it can stretch itself across an opening of twice it's size to look like a dirt or rock wall to hide a doorway or opening. It can maintain this shape and appearance for one hour per strength or constitution mod (whichever is higher) before becoming exhausted level 1. Each subsequent hour adds 1 level of exhaustion. Unless the Golem is much larger than the hole, the wall shape is flimsy and will give if pushed on. If the Golem also has the Vacuole feat, they can combine the two feats for half the time to pass as a rock, boulder or pile of dirt enveloping a creature within, or to be porous enough to allow air through as a wall.

Bridge Golem: Requires Squishy feat. Your Golem is capable of stretching across gaps or creating a thin staircase up into the air or down into an opening. It can stretch itself out to 1 feet per size category squared (3 x 3 feet or 1 x 9 feat across at medium, 4 x 4 feet or 1 x 16 feet at large, 5 x 5 feet or 1 x 25 feet at huge, and 6 x 6 feet or 1 x 36 feet at gargantuan). As a staircase it can only stretch half it's possible length rounded up (5 feet at medium, 8 feet at large, etc).
The Golem can maintain this form for 1 hour per size category before becoming exhausted level 1 and gains an additional exhaustion level for each hour afterwards. Each time a creature of -1, 0, or +1 size difference crosses the bridge or climbs the stairs, the Golem takes 1d8 minus strength mod in Bludgeoning damage (with no reduction due to resistances) and it halves the remaining time it can keep the shape before adding a level of exhaustion. Creatures two times larger cause it to take half it's current HP as bludgeoning damage (with no reduction due to resistances or immunities) and immediately collapses without grip on any edges.

Mud Jetty: Requires Squishy feat. The Golem has learned to fill itself with air bubbles and spread out into the shape of a platform that floats on water. It is solid and buoyant enough to carry up to 100 pounds per size category starting at tiny, and can spread out for enough space for 1 person per 2 size categories from tiny. The Golem can form underwater mud paddles to swim at half it's normal movement speed through calm water. In worse conditions it struggles against the water given it's size. Only Gargantuan size Mud Golem could travel in open sea.

Vertically Viscous: Your Golem can cling to surfaces with ease. It can climb difficult surfaces with ease and gains a +4 to climbing checks when necessary.

Ceiling Clinger: Requires Vertically Viscous feat. Your Golem can climb horizontally on the underside of surfaces. It gains an additional +4 to climbing checks, and can spread itself over a ceiling or wall and wait with a +4 to Stealth checks. On your command it can drop onto a target or floor below and perform a regular attack for bludgeoning damage. Each creature landed on by the Golem is also dealt the Golem's falling damage multiplied by 1 plus 1 for every size category smaller than the Golem (the Golem still suffers regular falling damage).

Carrier Golem: Requires Vertically Viscous feat. Your Mud Golem can pick up and carry one of any creature of one size category smaller than itself. It can do this while climbing but with half speed and half the total climbing bonuses from previous feats.

 

Wood Golem (Good or Neutral)


You've created a Wood Golem. This Golem appears like two or more thick logs woven in vines and sprouting leaves of different shapes and colours. You'd think it was tumbleweed of different plants that got rolled together or grew over each other, but you can see that it is all one single plant. The Wood Golem seesaws it's way across the ground using various crutches of wood and vine.

Wood Golem

Tiny elemental, any good alignment
Armor Class: 8 Natural Armor
Hit Points: 6 (1d4 + 1)
Speed: 10 ft., 10 ft per size category
STR 6 (-2)  DEX 8 (-1)  CON 12 (+1)  INT 11 (+0)  WIS 11 (+0)  CHA 11 (+0)
Saving Throws: CON +3, INT +2
Skills: Nature +4, Survival +4
Damage Vulnerabilities: Acid, Lightning
Damage Immunities: Poison
Condition Immunities: Blinded, Deafened, Poisoned
Senses: Blindsight 60 ft, Darkvision 60 ft, Passive Perception 14
Languages: All Understands any one language it's creator speaks
Challenge: 1/8 (25 XP)
Self Sustaining: Doesn't need to eat, drink, or breathe, but does need to sleep.
Level Matching: Levels up when it's creator does or 1 month since last level up, whichever is sooner. Can't level up higher than it's creator.
Creator's Strength: When the Golem is created and each time it levels up, it gains additional HP equal to it's creator's CHA mod. The Golem's HP rolls can't be averaged or standardised in any way (they should be done in front of the GM).
Unending Growth: The Golem's Hit Dice depends on it's size: Tiny: 1d4, Small: 1d6, Medium: 1d8, Large: 1d10, Huge: 1d12, Gargantuan: 1d20. 
Actions
Stab. Melee Unarmed Attack: -2 to hit, reach 5 ft., 1 target. Hit: -2 (1d4 - 2) piercing damage. Finesse attack.
Thunk. Melee Unarmed Attack: -2 to hit, reach 5 ft., 1 target. Hit: -2 (1d4 - 2) bludgeoning damage. 

 

Wood Golem Feats

Shedding: Each day your Golem can discard 1d4 twigs from it's wooden body that can be used as vibrant torches. These torches burn twice as long as normal torches, and two burned together can burn as hot, bright and long as a campfire.

Arcane Material: Requires Shedding feat. Your Golem has absorbed some of your Sorcerous magical connection. One of the daily torches that your Wood Golem discards is instead a wand with 1d4 charges. Wands made this way cannot regain charges and lose all charges by the end of the day. It can be used as a Vibrant Torch at any time and cease being a wand. Roll 1d4 to determine what type of wand:
1: Wand of Binding
2: Wand of Fear
3: Wand of Polymorph
4: Wand of Magic Missiles

Golem Familiar: Requires Arcane Material feat. Your Golem has become attuned to even more of your power. It can use any wand given to it and can cast any of your known Cantrips. During daily preparations, you can transfer two of your Sorcerer spell slots to your Golem. This spell slot must be no higher than 2 spell levels below your highest Sorcerer Spell Level you can cast (4th at level 11), and your Golem's level must be at least 2 times the spell level or higher. It can use that spell slot to cast any Sorcerer spell you know. Your Golem does not require any material components for spells unless they incur a cost, and cannot cast any spells with verbal components if it can't speak. You can use your Sorcery Points with your Golem just as you can for yourself. You can choose this feat more than once to be able to transfer another two spell slots.

Golem Adept: Requires Golem Familiar feat. Your Golem gains one spell slot of 1st level, or if you are choosing this feat again, a spell slot of one spell level higher than the last slot level gained from this feat. Your Golem can only use spell slots up to (but not including) 1 spell level lower than your highest spell level.

Parental Gift: Requires Golem level 20 and Golem Familiar feat. Your Golem grows and sheds one of any Staff of very rare rarity or less.

 

Aura of Vitality


At level 6 you can press the innate wellspring into a healing effect on you and nearby creatures.

Aura of Vitality Ability (Concentration): Spend an action and 1 Sorcery Point to let your wellspring surge for a number of rounds equal to your highest Sorcerer Spell Level. While active, when any creature ends their turn within 10 ft of you, they restore 1 HP per Sorcerer Spell Level (above cantrips) that you can cast that you still have an unused spell slot for.

For example, if you can cast 3 Sorcerer Spell Levels, but only have unused spell slots left at the 1st and 3rd levels, the Aura will last for 3 rounds but only heal 2 HP to creatures in range at the end of their turns. You can only use this ability once per long rest.

If your concentration is broken or you die, the Aura continues until the end of your next turn as long as the duration would have lasted until then. The Aura's range is halved when passing through solid, sealed surfaces, but it can go around cover. It can be stopped by persistent anti-magic effects. It does not affect constructs or undead.

At 14th and 18th levels the range of this effect increases by 10 ft.

Aura Control Ability: As a Reaction you may spend 1 sorcery point to choose one of the following effects on Aura of Vitality for the remaining duration:
- increase or decrease the radius by 5 ft 
- increase or decrease the healing per Sorcerer Spell Level with an unused spell slot by 1 HP. 
No more than 1 sorcery point can be spent this way per activation of the Aura and per short rest, and the healing can never be lower than zero.

 

Golem Training


When your Golem is Level 6 or higher, you have been able to impart a skill to your Golem based on your alignment.

Chaotic or Neutral: Frightening Face

Your Golem can form a frightening face to add +1 per Golem level to your Intimidation checks (+1 at Tiny).

Lawful or Neutral: Mouthless speech

Your Golem can mouthlessly speak a language you can speak. 

 

Abundant Vim


At level 14 you gain resistance to poison, acid, and necrotic damage.

Your Aura is also able to tell you the locations of living creatures now. You also gain Blindsight to creatures inside your Aura while it is active. This works even in vacuums, but not for Constructs or Undead. You gain a +2 to discerning illusions on these creatures.

However, if any of these creatures die while inside your active Aura, the +5 modifier to DC for being stunned or shaken counts as +7 instead. This applies to the DC modifier for size (7 for Tiny, 42 for Gargantuan) and additional deaths witnessed (DC equal to largest creature witnessed dying or +7 to current DC, whichever is higher), but not DC reduction per turn.

 

Font of Life


At level 18 you gain immunity to poison, acid, and necrotic damage, and no longer age or need food, water, or sleep.

You can also overflow the wellspring of life energy in your bloodline. For a number of rounds per long rest equal to your casting modifier or proficiency bonus (whichever is greater) you can use your action to supercharge your Aura of Vitality. During this time your Aura gives creatures resistance to a condition of your choice and automatically applies the effect of Spare the Dying to them at the beginning of their turn. At the end of your turn you can choose to continue supercharging your Aura another round or not.

Additionally, when you activate or continue it, you can spend one Sorcery Point to add one of the following effects to your Aura for the continuous duration it remains active. You can only buy each effect once per continuous activation and all the effects are lost at the end of the duration.
- Add an additional condition that creatures in your Aura gain resistance to.
- You gain an additional spell slot at every spell level that can only be used to cast the spells in the Magic of Healing feature.
- Healing spells you cast can target any creature (or spot) in the range of your Aura of Vitality.
- Healing spells you cast below 5th spell level require no verbal, somatic, or material components.
- Double or halve the healing of Aura of Vitality.
- Double or halve the range of Aura of Vitality.
- Every 3 rounds you regain 1 spent Sorcery Point at the end of your turn.
- Extend the duration by 2 rounds.

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