Base Class: Wizard
The art of creating golems is one very rarely found, even rarer tought.
in the city of brew mountain is the only academy who teaches this specific school of magic, and only to certain people
the art focuses around creating, fighting and interacting with your own golem creation.
for further info on creating a golem, visit the DMs guild for the pdf
"Golemancy is cool" - vicco 2020
improvised Golemancy
starting at 14th level, your ability to command the inanimate surpasses the powers of any other. you know and can cast the spell animate object without expending a spell slot and having it prepared, however it only animates two objects, at will. it still can be cast normally expending a 5th level spell slott.
Alchemical Golem
starting at 2nd level, you gain an Alchemical Golem that accompanies you on your adventures and follows your every command. Add your proficiency bonus to the golems AC, attack and damage rolls, as well as any skills or saving throws it is proficient in. its hitpoint maximum is equal to seven times your wizard level.
the golem obeys your commands to the best of its abilities. it takes its turn on your initiative, though it does not take an action unless you command it to. On your turn, you can mentally og verbally command the golem where to move, costing no action. you can spend your action to have the golem attack, dash, disengage, dodge or use the help action. as a constrruct your golem cannot be healed thorugh magical means, but, as long as you have the nessecary materials, you can use your golemancers tools to repare the hitpoints with 2 times your wizard level per hour.
Golemic Glyphs
In your study of alchemical formula, you have researched complex arcane glyphs which augment your golem with unfettered magic power. At 2nd level you gain two golemic glyphs of your choice. this increases by two at 6th, 10th and 14th level to a max of 8 glyphs.
when you gain a level in this class, you can change one of the glyphsd you know with another on that you can learn at that level.
Glyph of elemental protection
Pick a daage type: Acid, Cold, Fire, Lightning, Poison or thunder. your golem has resistance to the chosen damage type
this glyph can be chosen multiple times, with a different chosen damage type.
Glyph of mounting
starting at 6th level, you have learned to assimilate with your Golem. as an action you can enter your golem. any damage taken first goes to the golem, then to you. you can not cast spells from within your golem and your speed is that of the golem. and any physical ability check or saving throw are made with the stats of the golem. as an action you can leave your Golem.
this feature can be used daily as many hours as your intelligence modifier (minimum 1)
Glyph of retaliation
when hit by an attack, your golems innate magic causes its body to erupt into spikes. When a target successfully hits your golem, the target takes half your wizard level in piecring damage
Glyph of the Armourer
your golem gains proficiency with shields and heavy armour. and is able to magivally alter its body top fit any armour. while your golem is wearing heavy armour, any non magical physical damage is reduced by 3
glyph of the Earthquake
Reverberating with magic energy, your golems may overwhelm its target. If the golem hits with a melee attack, the creature must make a dex save, if they fail they are knocked prone and take 1d8 additional damage. your golem can do this times equal to your int modifier per day.
Glyph of the Faceless Clay
Wrapped in arcane power, your golems form changes shape to resemble other humanoids. this glyph functions like the Disguise self spell, however it does not count as a spell and can not be detected or dispelled as if it were a spell.
Glyph of the Giant
Enchanted to swell with magic, your golems size increases from medium to large. it also gains a 10ft. reach
Glyph of the Stoneheart
when damaged, your golem magically assimilates earthen material from its surroundings to repair its body, once per round, your golem can use a standard action to regain your wizard level in hit points.
Glyph of the Trusty Mule
Strenghtened by magic, your golem counts as one size larger when determening its carrying capacity and the weight it can push, drag or lift
Glyph of the Twinborn
as a standart action, you can command your golem into two small-sized versions of itself, in this form each golem has half of the normal hitpoints and can not attack. however can use the help action as normal.
your two golems will magically fuse together after 24 hours. with the combined hitpoints of the two golems
Glyph of the Warmaster
Your golem Gains proficiency with all simple melee weapons and one martial weapon of your choice.
you command your golem from afar with tactical genious. instead of using the golems strengt modifier to calculate its melee attack rolls, use your intelligence modifer.
Glyph of the Windrunner
Enhanced by streams of powerfull energy, your golem magically moved faster, it gains the benefits of the Mobile feat
Arcane Conduit
Starting at 6th level, your mystic connection to your golem allows it to act as a pylon for your magical power. you can now cast spells (including cantrips) from the position of your golem, including touch spells.
your golems attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.
Extra attack
Beginning at 6th level, your golem can attack twice, instead of once, whenever it takes the attack action
Magic automaton
From 10th level onwards, your connection with your golem allows you to better command it on the battlefield. Your Golem is granted an additional standar action, seperate from your own action.
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