Hi everyone. I've been working on a new class that focuses on building and controlling golems.
At first I attempted to make it a wizard subclass, but it was obviously way overpowered, and it was difficult to make it work with the DnD Beyond tools.
So I just made it it's own class. As it is, it's a half-caster, (but I plan on changing it to a 1/3 caster like the UA artificer) with two subclass options. I have a few class features that I need to work out for the end levels, and there's no set spell list yet.
If you're interested, take a look and let me know what you think. I have the feeling that it will be a very strong class, because of the action economy of having the golem pet. Any constructive criticism is welcome!
I have switched the spell progression to mimic the UA Artificer. This was mostly for balance purposes.
I'm also working on the spell list right now, and I'm exploring some options for a third subclass. Maybe a golem-mech-suit type thing? If you are familiar with Pathfinder, you may see some similarities between this class and the summoner class from that game. That is because the summoner was the closest thing to what I wanted to do for this class.
the problem you have here is, you have completely thrown out everything that is already established ion the game with regard to construction of golems.
you would be far better off just developing a set of animate object spells that go in the manual of golems and giving them to a wizard subclass specialisation a targeted specialisation in a combination of conjouring and necromancy, possibly.the first one being attainable as a lvl 5 slot spell to actually animate a golem, you just need to come up with variations on animate object, till you reach your lvl 5 spell,
you could probably start with variations on mage hand and tensers floating disk as your cantrip and lvl 1 spell.
it should be required to acquire a set of tool profficiencies specific to construction of each golem type, such as medicine and sewing for flesh, sculpting for clay and stone and smithing for the metal variants.. book binding proficiency for the manual creation, where you put the spells. then you have 2 options, your wizard can either construct a golem which takes a month and lots of exppensive materials, (such as the elemental essence from a gargoyle for example) requires daily spells, plus skill checks , or you can construct a manual of golems, which takes time and expensive materials, but gets rid of the failed skill check causing a failed ritual when you're constructing it.
head along those lines and you will get something that is within keeping with what's already established about the process. you might want to create another 5th lvl spell that relates to capturing an elemental essence and only works on an elemental in the wild, summoned ones just dissipate when they die, but wild ones if you cast this on one before it dies you get a little glowing gem that will power your golem once you activate it,
I hear you Captaincarrot. I should mention that one of the reasons I wanted to make this class was because I very much dislike the current rules for crafting golems. I have never played in a game where I had the months and months of downtime needed to create one, so I wanted to have a fun playable option. I personally do not think that the current process for creating a golem is useful to players in almost all cases, unless you are in a campaign that has large amounts of downtime (like a kingdom building campaign or something).
I agree with what you're saying about staying in line with the established game, which is why there are tool proficiencies built into the class, there is a pretty steep cost for making a new golem, and a time requirement that increases as you create better ones. I do think that a golem manual would be a good addition to the class though, it could act as a wizard spell book in this case.
I don't want you to think I'm dismissing your advice, because I think you make some very good points. But for what I am trying to do, I just don't think that the crafting system (or lack of one) in 5e would be the best way to go about it.
if you just want it for your own game use it, it is afterall your game, if the rest of the group agree with it and they're all happy to use it , you have met the requirements for usable homebrew. in your own table top game :), it's then a case of tweaking stuff, when you realise you've missed something that breaks the whole world, and if you need to solve the problem of an over powerful character of your class, there's always the good ole amulaet of abduction wearing assassin, who is going to kidnap him as a slave for an Archmage.
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All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
Klorkin9 I'm interested to know if you have played this class and if it was balanced at your table. One of my players came across this and wants to play it. I am reticent due to some of the class features and the issues that plagued PF regarding the original Eidelons.
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Hi everyone. I've been working on a new class that focuses on building and controlling golems.
At first I attempted to make it a wizard subclass, but it was obviously way overpowered, and it was difficult to make it work with the DnD Beyond tools.
So I just made it it's own class. As it is, it's a half-caster, (but I plan on changing it to a 1/3 caster like the UA artificer) with two subclass options. I have a few class features that I need to work out for the end levels, and there's no set spell list yet.
If you're interested, take a look and let me know what you think. I have the feeling that it will be a very strong class, because of the action economy of having the golem pet. Any constructive criticism is welcome!
http://homebrewery.naturalcrit.com/share/BJbSLnpYu7
Update:
I have switched the spell progression to mimic the UA Artificer. This was mostly for balance purposes.
I'm also working on the spell list right now, and I'm exploring some options for a third subclass. Maybe a golem-mech-suit type thing? If you are familiar with Pathfinder, you may see some similarities between this class and the summoner class from that game. That is because the summoner was the closest thing to what I wanted to do for this class.
Thanks!
the problem you have here is, you have completely thrown out everything that is already established ion the game with regard to construction of golems.
you would be far better off just developing a set of animate object spells that go in the manual of golems and giving them to a wizard subclass specialisation a targeted specialisation in a combination of conjouring and necromancy, possibly.the first one being attainable as a lvl 5 slot spell to actually animate a golem, you just need to come up with variations on animate object, till you reach your lvl 5 spell,
you could probably start with variations on mage hand and tensers floating disk as your cantrip and lvl 1 spell.
it should be required to acquire a set of tool profficiencies specific to construction of each golem type, such as medicine and sewing for flesh, sculpting for clay and stone and smithing for the metal variants..
book binding proficiency for the manual creation, where you put the spells.
then you have 2 options, your wizard can either construct a golem which takes a month and lots of exppensive materials, (such as the elemental essence from a gargoyle for example) requires daily spells, plus skill checks ,
or you can construct a manual of golems, which takes time and expensive materials, but gets rid of the failed skill check causing a failed ritual when you're constructing it.
head along those lines and you will get something that is within keeping with what's already established about the process.
you might want to create another 5th lvl spell that relates to capturing an elemental essence and only works on an elemental in the wild, summoned ones just dissipate when they die, but wild ones if you cast this on one before it dies you get a little glowing gem that will power your golem once you activate it,
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
I hear you Captaincarrot. I should mention that one of the reasons I wanted to make this class was because I very much dislike the current rules for crafting golems. I have never played in a game where I had the months and months of downtime needed to create one, so I wanted to have a fun playable option. I personally do not think that the current process for creating a golem is useful to players in almost all cases, unless you are in a campaign that has large amounts of downtime (like a kingdom building campaign or something).
I agree with what you're saying about staying in line with the established game, which is why there are tool proficiencies built into the class, there is a pretty steep cost for making a new golem, and a time requirement that increases as you create better ones. I do think that a golem manual would be a good addition to the class though, it could act as a wizard spell book in this case.
I don't want you to think I'm dismissing your advice, because I think you make some very good points. But for what I am trying to do, I just don't think that the crafting system (or lack of one) in 5e would be the best way to go about it.
if you just want it for your own game use it, it is afterall your game, if the rest of the group agree with it and they're all happy to use it , you have met the requirements for usable homebrew. in your own table top game :), it's then a case of tweaking stuff, when you realise you've missed something that breaks the whole world,
and if you need to solve the problem of an over powerful character of your class, there's always the good ole amulaet of abduction wearing assassin, who is going to kidnap him as a slave for an Archmage.
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
Klorkin9 I'm interested to know if you have played this class and if it was balanced at your table. One of my players came across this and wants to play it. I am reticent due to some of the class features and the issues that plagued PF regarding the original Eidelons.