Homebrew Clay Golem Species Details

Clay Golems have existed since civilization first discovered magic. They were sculpted by master craftsmen and infused with elemental spirits by powerful mages to serve as protectors of people, places, or treasures. Most are shaped like bulky humanoids with slightly strange proportions. Some have lived for thousands of years, with the elemental spirit inside the golem eventually gaining sentience and breaking free from the control of its creators.

Some resent their creators for their control over their kin, while others continue to serve voluntarily. Others still, use their malleable bodies to disguise themselves as another race. Regardless of their feelings towards their creators, transitioning from servant to sentient has a major impact on their personalities.

Typical Habitats

As sentient Clay Golems are likely to be a rarity in most settings and unable to reproduce, they are unlikely to form their own settlements; however, those that do are likely hidden, well-guarded, or appear as a settlement comprised of another species. Sentient Clay Golems are more likely to appear as Player Characters or unique NPCs and may experience discrimination.

2014 Rules

This species was designed for the 2024 rules. To use this with the 2014 rules, add the Replacement and Additional Features from the Origin Manager.


Clay Golem Traits

Creature Type: Construct
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet

Clay Golem Traits

As a Clay Golem, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Earthen Resilience

You were forged by master craftsmen with incredible resilience as represented by the following benefits.

  • You have Advantage on saving throws against being Poisoned, and you have resistance to Poison damage.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep and don't suffer the effects of Exhaustion due to lack of rest, and magic can't put you to sleep.
  • You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Malleable Form

Your body is not limited by traditional shapes and geometries. As a Reaction when you are hit by a melee attack, you can turn any part of your body into razor-sharp spikes. The attacking creature must make a Dexterity saving throw or take a number of d6s of Piercing damage equal to your Proficiency Bonus. On a successful save, the creature takes half damage.

You can use this ability a number of times equal to your Proficiency Bonus and regain all uses when you finish a Long Rest.

Intelligence, Wisdom, or Charisma is used for your save DC (choose the ability when you select the species).

Masters of Disguise

When you reach character level 3, you learn the Disguise Self spell and, at level 5, you learn the Alter Self spell. You always have these spells prepared. You can cast each once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

When you reach character level 10, you can cast both spells at-will.

Your spellcasting ability for the spells you cast with this trait is the ability score selected for the Malleable Form Trait.

Wannabe

You can be targeted by spells that only target Humanoids, but make saving throws against those spells with Advantage.

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