Wranzumin’s Golemcraft — Thrall
3rd-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (specialized material listed below, worth at least 10 gp; the spell consumes the material)
Duration: 8 hours (or until destroyed)
Classes: Wizard, Artificer (homebrew)
Spell Description
You weave arcane sigils of instruction, binding a core animus into a chosen material to form a Thrall, a medium sized guardian/assistant golem designed by the famed professor Wranzumin Candor. The Thrall obeys your verbal commands, acts on your initiative, and does nothing without your direction. If given no command, it takes the Dodge action.
Your Thrall’s statistics are determined by the material component used to create it. All Thralls share the following base traits before material adjustments:
Base Thrall Stat Block
Thrall (Base Model)
Small Construct, neutral
Armor Class: 12
Hit Points: 20 + your spellcasting modifier
Speed: 25 ft
STR 12 (+1)
DEX 12 (+1)
CON 14 (+2)
INT 4 (–3)
WIS 10 (+0)
CHA 1 (–5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, poisoned, charmed, frightened, paralyzed, exhausted, unconscious
Senses: darkvision 60 ft
Languages: understands your languages but cannot speak
Proficiency Bonus: equals yours
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning damage.
Support Frame.
The Thrall can carry you or Medium-sized gear without being encumbered.
Material Variants
Below are the transformation templates applied to the base stat block:
🔹 Illusory / Light-Woven Thrall
(Material: a crystal or mote of magical light)
A shimmering, nearly weightless projection pulled into form. Excellent mobility and scouting; physically weak.
Adjustments:
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AC: 13
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HP: half the base HP (rounded down)
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Speed: 40 ft
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STR: becomes 6 (–2)
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DEX: becomes 16 (+3)
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Slam Damage: changes to 1d6 force
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Special Trait – Phantasmal Body:
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Advantage on Dexterity (Stealth) checks
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Can move through creatures as difficult terrain
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Limitation: Cannot carry creatures heavier than 150 lbs and cannot perform tasks requiring physical force (lifting, shoving, breaking, etc.)
🔸 Earthen Thrall
(Material: at least 1 gp of compacted clay, dirt, or stone)
Slow, heavy, and extremely durable — the classic worker model Wranzumin originally designed.
Adjustments:
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AC: 15 (natural armor)
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HP: double the base HP
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Speed: 20 ft
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STR: becomes 16 (+3)
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CON: becomes 16 (+3)
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Slam Damage: 1d10 + PB bludgeoning
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Special Trait – Unyielding Frame:
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Advantage on Strength checks and saving throws
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Damage resistance to nonmagical bludgeoning, slashing, and piercing
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Limitation: Disadvantage on Dexterity saving throws and Stealth checks
🔶 Metal Thrall
(Material: a piece of workable metal worth at least 10gp)
Sharper, faster, and more aggressive — but less adaptable and not built for detailed work.
Adjustments:
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AC: 14
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HP: +50% base HP
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Speed: 25 ft
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STR: becomes 14 (+2)
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DEX: becomes 14 (+2)
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Slam Damage: 1d8 + PB slashing (arm-blades)
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Special Trait – Tempered Assault:
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Gains Multiattack at 7th level: two Slams
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Can add PB to damage rolls in addition to Strength
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Limitation:
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Disadvantage on checks requiring delicate manipulation (lockpicking, fine crafts, surgery, repairing arcane devices, etc.)
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Scaling with Higher Spell Slots
When cast using a higher-level spell slot:
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4th level: +10 temporary HP, Slam damage increases by one die size
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5th level: +20 temp HP, Speed +5 ft, gains a bonus action Dash once per turn
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6th level: Thrall size becomes Large, Slam gains an additional +PB damage
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7th level: Thrall becomes semi-permanent: Duration becomes 24 hours
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8th level: You can maintain two Thralls simultaneously
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9th level: Thralls gain immunity to nonmagical damage and can attack three times
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