Homebrew Flesh Golem Species Details

Sewn together from diffrent humanoid parts and brought to life through magic, Flesh Golems are the product of experimentation and hubris. All Flesh Golems are unique, and may posess diffrent abilities and qualities depending on their biological components and purpose. However, they all share the the common strengths and weaknesses that come of being partially undead magical beings. Most flesh golems are kept subservient to those who made them, acting out commands with no sentience of their own, but some Flesh Golems break the chains of servitude and become independant, learning to think and make decisions for themselves. 

Flesh Golem Traits

You possess the strengths and weaknesses of a magical, biological construct.

Ability Score Increase

Your Strength score increases by 1 and your Constitution score increases by 2.

Speed:

Your speed is 30ft. 

Languages:

You speak Common and one other language of your choice. 

Able Tailor:

Used to repairing your own body, you are proficient with Weavers Tools, and double your proficiency bonus on checks made with these tools. 

Charge Mode:

You have immunity to lightning damage, and instead heal hp equal to half the damage you would otherwise take. After you have been healed in this manner, until the end of your next turn any creature targeted by an attack made by you, or a spell you cast (including non-damaging spells) takes an additional 1d4 lightning damage. You can heal, and subsequently benefit from the damage bonus of Charge Mode a number of times equal to your constitution modifier.

Berserk Mode:

Anytime you start your turn below half hp, roll your Berserk Die, a d4. On a 1, you go berserk and use that turn to move towards a random creature within movement range that you can see, and make a melee attack against them. If no creature is within movement range you use your action to dash to the nearest creature you can see, and if you are not holding a weapon, this attack is a full-body slam that deals 2d6+Str bludgeoning damage. You cannot take any other action, bonus action, or reaction in Berserk Mode, save for attacks of opportunity, which you make automatically against any creature that leaves your range. This is a single weapon attack, or a full-body slam that deals 2d6+Str bludgeoning damage.

You will remain berserk until you:

  • Are dropped to 0 hit points.
  • Are targeted by a healing spell (such as Cure Wounds) or effect (such as Lay On Hands). 
  • Are targeted by a spell that removes negative effects or curses. (such as Remove Curse or Lesser Restoration). 
  • Succeed on a dc16 Wisdom saving throw, which you make at the end of each of your turns.

At 6th level, your berserk die increases to a d6, and at 14th level it becomes a d8. Additionally, the damage your slam attack deals increases to 3d6+Str at 6th level, and 4d6+Str at 14th level. 

Fear of Fire:

You are vulnerable to fire damage, and if you take fire damage all your ability checks and attack rolls are made with disadvantage until the end of your next turn. 

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