Summons a 15 foot tall golem made of steel and powered by steam hydraulics. It cannot move of it's own accord, and requires the use of Command Mecha-Golem for it to perform an action.
1. The Mecha-Golem has hitpoints of 4d8+Spell Mod, and its armor is 18. Movement speed is 20 ft. 2. Damage is dealt as 3d6+Spell Mod. 3. The Mecha-Golem has a reach of 10 ft (Unless changed to use Piercing damage). 4. Damage type starts as Bludgeoning, but can switch with the use of Arm Mecha-Golem to either Piercing or Slashing damage. 5. When changed to use Piercing damage, increase its attack range from 10 ft to 60 ft. 6. As a reaction, the Mecha-Golem can be commanded to protect a friendly creature if its within 5 ft of the target, giving disadvantage to an enemy's attack roll. It must be configured to use Bludgeoning damage prior to the attack.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Mecha-Golem rolls an additional die for hitpoints and damage for each slot level above 1st.
I'm still new to things like ironing out the details, and I haven't made the complimenting spells yet, but any feedback would be appreciated.
I have some questions: -Is this a lvl 1 spell? -For balancing purposes it would be nice to know more about Command Mecha-Golem and Arm Mecha-Golem. Are these action you can take without spending extra resources (like another spell slot)? -I think you are lacking a to-hit, unless you mean for the golem to auto-hit?
If you don't need to spend another spell slot to activate the golem this seems way too strong at lvl 1. If you do need to spend a spell slot this might be okay, it's hard to evaluate a spell that costs multiple spell slots. I'd suggest increasing the damage die every two levels (as per Shadow Blade). This also depends on the re-activation cost of the golem (if I summon a golem with a 5th level spell slot, can i re-activate it using a lvl 1 spell slot?) For simplicity I would just give the golem a melee and ranged attack and skip the damage type switching, but I can understand the flavour you want to go for. Spending an action to summon the golem, then spending another action to give it a ranged attack and only being able to attack on your third turn is also not really fun.
It looks like an interesting spell, but it might be better to homebrew a wizard artificer subclass that works with golems. It might be easier to balance.
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It goes something like this:
Conjure Mecha-Golem
Summons a 15 foot tall golem made of steel and powered by steam hydraulics. It cannot move of it's own accord, and requires the use of Command Mecha-Golem for it to perform an action.
1. The Mecha-Golem has hitpoints of 4d8+Spell Mod, and its armor is 18. Movement speed is 20 ft.
2. Damage is dealt as 3d6+Spell Mod.
3. The Mecha-Golem has a reach of 10 ft (Unless changed to use Piercing damage).
4. Damage type starts as Bludgeoning, but can switch with the use of Arm Mecha-Golem to either Piercing or Slashing damage.
5. When changed to use Piercing damage, increase its attack range from 10 ft to 60 ft.
6. As a reaction, the Mecha-Golem can be commanded to protect a friendly creature if its within 5 ft of the target, giving disadvantage to an enemy's attack roll. It must be configured to use Bludgeoning damage prior to the attack.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Mecha-Golem rolls an additional die for hitpoints and damage for each slot level above 1st.
I'm still new to things like ironing out the details, and I haven't made the complimenting spells yet, but any feedback would be appreciated.
I have some questions:
-Is this a lvl 1 spell?
-For balancing purposes it would be nice to know more about Command Mecha-Golem and Arm Mecha-Golem. Are these action you can take without spending extra resources (like another spell slot)?
-I think you are lacking a to-hit, unless you mean for the golem to auto-hit?
If you don't need to spend another spell slot to activate the golem this seems way too strong at lvl 1. If you do need to spend a spell slot this might be okay, it's hard to evaluate a spell that costs multiple spell slots.
I'd suggest increasing the damage die every two levels (as per Shadow Blade). This also depends on the re-activation cost of the golem (if I summon a golem with a 5th level spell slot, can i re-activate it using a lvl 1 spell slot?)
For simplicity I would just give the golem a melee and ranged attack and skip the damage type switching, but I can understand the flavour you want to go for. Spending an action to summon the golem, then spending another action to give it a ranged attack and only being able to attack on your third turn is also not really fun.
It looks like an interesting spell, but it might be better to homebrew a wizard artificer subclass that works with golems. It might be easier to balance.