Base Class: Wizard
The Manuals of Golems contain ancient, powerful magic. The rare few who find and read from them are gifted - or perhaps cursed - with their knowledge: the knowledge of creating a blasphemous facsimile life.
You learned your magic from one such person who has obtained this knowledge, and perhaps put it to use. Though your instruction is secondhand, you know of the procedures required to create a golem of your own.
Golem Attendant
By 2nd level, you are ready to put the teachings of your mentor to use. By spending 48 cumulative hours of labor and the necessary materials to create a Medium object of clay, flesh, iron, or stone, you create a Golem Attendant: a construct of lesser quality than one created with a Manual of Golems’ guidance, but a useful one nonetheless. See this golem’s game statistics in the Golem Attendant stat block.
Your Golem Attendant is friendly to you and your companions, and it obeys your commands to the best of its ability.
In combat, the Golem Attendant shares your initiative count and takes its turn after yours. It can move and take reactions on its own, but the only action it takes on its turn is the Dodge action, unless you use your action to verbally command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.
During a short or long rest, you can spend 1 hour repairing damage to your golem, restoring to it a number of hit points equal to 5 x your proficiency bonus. If your Golem Attendant drops to 0 hit points, you may choose to revive it rather than making a new one from scratch, in which case you may spend half the labor and necessary materials to create a Golem Attendant from scratch to revive the golem with all its hit points and all missing body parts restored.
Expending the magical energy to control a golem is strenuous, so you can only have one Golem Attendant active at a time. When you complete the construction of a second golem while you have one active, the first one becomes unstable and collapses, lifeless.
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GOLEM ATTENDANT Medium construct, unaligned |
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Armor Class 10 + Golem Attendant’s Constitution modifier + your proficiency bonus Hit Points equal to five times the Golem Attendant’s Constitution modifier + your Wizard level ( 5 x (Con mod + Wizard lvl) ) Speed 20 ft. |
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STR 14 (+2) |
DEX 9 (-1) |
CON 14 (+2) |
INT 6 (-2) |
WIS 10 (+0) |
CHA 1 (-5) |
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Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned, frightened, petrified Senses darkvision 60 ft., passive Perception 10 + your Wisdom modifier Languages understands your languages but can’t speak |
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Might of the Master. Add your proficiency bonus to the Golem Attendant’s Strength and Constitution scores and adjust the modifiers accordingly. Immutable Form. The Golem Attendant is immune to any spell or effect that would alter its form. Vigilant. The Golem Attendant can’t be surprised. ACTIONS Slam. Melee weapon attack: +STR mod to hit, reach 5 ft., one target. Hit: 1d8 + STR mod bludgeoning damage. REACTIONS Protect. When a friendly creature within 5 feet of the Golem Attendant is targeted by an attack, the golem imposes itself between the creature and its attacker, making itself the target of the attack. Retaliate. When a creature deals damage to the Golem Attendant, the golem moves up to half its movement speed toward that creature and makes one slam attack against it. |
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Animate Warrior
At 6th level, your Golem Attendant’s weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, whenever your Golem Attendant takes the Slam action, it can make a second slam attack as part of the same action.
Construct Commander
At 10th level, the power you exert over your golem can be extended to other constructs. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands as if you were its creator. This effect ends if you use this feature again.
Intelligent constructs are harder to exert control over in this way. If the target has an Intelligence of 6 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 10 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Empowered Attendant
When you reach 14th level, your Golem Attendant gains immunity to a damage type determined by its material (acid for clay, lightning for flesh, fire for iron, force for stone) and you gain resistance to that damage type. Whenever a friendly creature within 10 feet of the Golem Attendant would take damage of that type, that damage is redirected to the golem.
In addition, the golem’s slam attacks now deal an additional 1d8 damage of that type.
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