Base Class: Wizard
A wizard subclass specializing in artificial constructs called Golems. This are not your clanky, clockwork creations made by gnomes and dwarves. These are old school, powerful, guardians that require skill and imagination to build. This particular specialty avoids flesh golems. The abuse of flesh and once living creatures are beneath the dignity of this school of inquiry. It reeks of necromancy.
The knowledge and crafting required to bring art to life is a glorious and laborious undertaking. It is also very expensive. This means it is very uncommon. Wizards who pursue this line of work have a special gift. A talent and the underlying hubris to believe they can create immortal moving sculptures.
Shaper
When you take this tradition at 2nd level, you learn mending and mold earth if you haven't already. These don't count against the number of cantrips you know.
Magical Forge
At 2nd level, you add the Forge ritual to your spellbook. Forge is a two part ritual that forms the basis for creation of old school automatons or golems.
It allows the spells Fabricate and Summon Elemental to be used, but the caster is limited by their knowledge and power. 2nd level: small objects of wood or clay can be created. Spirits (usually elemental) of CR1/2 or less can be summoned and bound into a crafted object. 6th level: medium objects of wood, clay, and stone or soft metals (iron, copper, bronze, gold, silver). Spirits of CR 3 or less can be summoned and bound into a crafted object. 10th level: large objects and complex materials like steel can be crafted. Spirits of CR 5 or less can be summoned and bound into a crafted object. 14th level: no restrictions. Any size or material and any CR based on casters choices.
It should be noted that the time to prepare the ritual, materials used, and quality of crafting determine the casters success. Extending beyond your knowledge and abilities can quickly lead to disaster.
Golem Creation
At 2nd level you can create and control one Golem Creation. The Golem Creation cannot be equipped with a weapon or used in combat. It is better suited to menial tasks. (ie. Carrying tools, opening doors, delivering messages, etc.) Size small. HP = 4xlvl+INT modifier. Movement 25. Made from clay or wood.
Golem Animator
At 6th level, you can create constructs with greater efficiency and diverse materials (stone and soft metals like iron, copper, brass, gold, and silver) in addition to wood and clay. Your Golem Creation can be upgraded to an Animated Golem you can still only control one construct of this type however.
The Animated Golem can be equipped with any simple weapon and optimized for combat. The Animated Golem does not have a gold cost, but requires parts and 1d4 weeks of time to piece together. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your artisan tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The golem returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new golem if you have your artisan tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Animated GOLEM
Medium construct
Armor Class 15 (natural armor)
Hit Points 3 + your Intelligence modifier + five times your wizard level (the Golem has a number of Hit Dice [d12s] equal to your wizard level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The golem can’t be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the golem restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Deflect Attack. The golem imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Golem Tinkerer
Beginning at 10th level, you have become well acquainted with your golem creations to the point you understand their limitations and potential better than anyone. You may now tinker with your golem creations to increase their abilities, intelligence, and combat prowess.
After 2d4 days of time and material worth at least 750 gp you create a Tinkered Golem. The Tinkered Golem replaces any Animated Golem or Golem Creation you current possess.
The Tinkered Golem is optimized for combat and has condition & damage immunities based on the manner of its creation. The Tinkered Golem can wield any martial weapon and is considered to have proficiency in the equipped weapon. Abilities, skills, and immunities are at the DM's discretion.
Command Constructs
Starting at 14th level, you can use magic to bring constructs under your control, even those created by other wizards. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If the constructs current controller is present, the controller can contest the change with an additional Charisma saving throw. If the controller is also the creator the saving throw is made with advantage to the creator.
You can now control a number of constructs up to your INT modifier.







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