Base Class: Artificer
A Golem Master is an Artificer with a special affinity for constructs. The name may be misleading, as they specialize in constructs of any nature. At first they may simply have the knowledge to create them without our typical manuals, but after many years of study, many of these masters of creation can seem to summon them from thin air.
Knowledge of constructs.
When you first take this subclass at third level, you gain the ability to make any construct of CR 5 and below, nothing at a greater size than Large, without a manual or other prerequisite. At 5th level, the CR becomes 8, At 9th, 11, and at 15th, 16, however you still will not be able to create anything above Large. You can do so in half the time it would normally take and at half the cost.
A construct made will follow you loyally and obey commands as best it can. You can issue it an order as a bonus action each turn, if you do not issue it another order, it will proceed with the previous order until fulfilled. As such it is best to include a clause such as "Attack the worg until it is dead," or, "Dash until you are out of range of their spells." They will go as far as to sacrifice themselves if told to. If not given a command, the construct will not do anything, as it does not have the intelligence to do so yet. This changes as of level 15.
Like Creation, like Creator.
At Ninth level, You have spent so long working on these constructs that you are beginning to implement some of their finest strengths. You gain immunity to exhaustion, poison damage, and the poisoned condition. You may also choose to have this affect your appearance, such as your arm being replaced by one of metal.
Control Freak.
At 5th level, you gain the ability to merge with your constructs. As an action, you may for one minute attain control of your construct. You retain your Intelligence, Wisdom, and Charisma, and otherwise you gain their hit dice and features akin to that of a true polymorph spell. During this time, your body becomes lifeless and inert, falling prone unless it is supported. It is treated to be unconcious. After a minute has passed, you will return to control of your body and the construct will attempt to carry out any unfinished job. Example, if you were attacking an enemy but return before you kill it, the construct will then continue attacking until told otherwise. As an extra item, you can at any time see through the constructs senses, gaining what they see and hear. You are considered blinded and deafened while doing so.
In addition, it will act as an empty vessel. They can be used as a magical container for a spell such as clone or magic jar, in which case upon the death of the target, they will posses the body of the construct instead of a clone or remaining in a jar. If such happens, they will retain their wisdom, intelligence, and charisma scores, but will adopt the creatures hitdice and other statistics. A creature can be freed or forced out by dispel magic or by death. Upon the vessel dying, their soul will be freed as normal and the construct will be injured beyond repair.
Perfection.
At 15th level, you have perfected your craft. You can, as stated, created constructs up to CR 16, and now, when creating a new one, you may give it a primary directive, such as "Defend me," or "Defeat my enemies." In absence of an order, it will now follow its prime directive. The complete grasp over the creations you have allows you to compile an extra construct in addition to one you have made yourself. In order to add this extra construct, during a long rest you can spend a spell slot. Using this spell slot you can manifest a construct with a CR equal to or less than 1+3×the spell's level, as long as the combined cr of your creatures does not exceed your artificer level+proficiency bonus. It will seem to spontaneously manifest in front of you and function as normal, and last until you use this ability again or it is destroyed. If it is destroyed it will, as opposed to leaving anything behind, seen to completely vanish.
-
View User Profile
-
Send Message
Posted Dec 19, 2020A list for major constructs based on power and usefulness, or another ability altogether, would be nice.
-
View User Profile
-
Send Message
Posted Dec 19, 2020I suppose that much would be determined by the dm, as personally I cannot quite put together an umbrella rule for that. For example, basing cost and time on cr would be somewhat faulty, as any cr can include a decent variation in power. Would you have any ideas? They would even much appreciated.
-
View User Profile
-
Send Message
Posted Oct 29, 2020For “knowledge of contructs”, what about non- golem constructs that say nothing about prerequisites? Are you able to make them at will? Is it infinite? What is their cost?