Artificer
Base Class: Artificer

Golemsmiths are powerful but expensive and weak at lower levels, they use materials to create golems of different tiers, the largest hindrance is the acquiring of souls, while they can gain them from small animals, to grow in power they need to collect the souls of more and more powerful creatures.

Makers Mark

at 3rd level, you gain proficiency in Tinkers Tools and one kind of Artisan's tools, you also gain the ability to send mental commands to your Golems, and all golems under your control will take their turns as directed by you immediately before or after your turn, decided when you roll initiative. The number of Golems you can have under your control is half your artificer level and proficiency bonus combined rounded up.

Soul Smithing

When you adopt this specialization at 3rd level, you gain the power to infuse souls into many kinds of vessels, and as a reaction, you may move a soul, from a gem, when a creature dies, or when a creature relinquishes their soul to you, you may move it into a vessel, there are 6 kinds of vessels that golemsmiths make use of, When you create a Golem you may spend an additional 30 gp to increase either AC, HP, one of the main 6 stats, Increase a Dice Size(Cost doubles every time), by one, you may do this a number of times equal to your level:

 

Elemental Vessel. When you move a soul into an Elemental Vessel you must consume a Gem worth at least 200x gp where x is the CR of the creature, or if the creature does not have a CR its level. An Elemental body is made purely from the soul's power, and depending on the gem used in its creation will have a different elemental aspect and damage type:

  • Saphire - Water / Ice - Cold Damage
  • Emerald - Poison - Acid Damage
  • Ruby - Fire - Fire Damage
  • Opal - Wind - Slashing / Piercing Damage
  • Diamond - Storm - Lighting / Thunder
  • Obsidian - Earth - Bludgeoning / Slashing / Piercing
  • Amethyst - Mind - Psychic

Elemental Golem

¼ CR(Elemental), Any Alignment

Armor Class (10 + CR + Dex)

Hit Points (xdy + z) (x = half your level in Artificer, y= CR, round down, z= 5 * Points Spent)

Speed 30 ft. 

STR

12 (+2)

DEX

12 (+2)

CON

10 (+1)

INT

2 (-4)

WIS

2 (-4)

CHA

2 (-4)

Saving Throws Str +3

Senses passive Perception (8 + CR)

Languages Understands Common

Immunities (Elemental Type) 

Vulnerabilities (Opposing Element Types Damage, Fire / Cold, Poison / Cold, Earth / Mind, Wind / Storm)

Elemental Affinity. When Hit with the damage type they are Immune to The Elemental Golem instead, heals for that much damage, any extra hit points become Temporary Hit Points. 


Death Burst. When the Elemental Golem dies, it explodes in a burst of magic. Each creature within 5 ft. of it must make a DC (10 + CR) Dexterity saving throw, taking 7 (2d6) (Damage Type) damage on a failed save, or half as much damage on a successful one.

ACTIONS

Multiattack. The Elemental Golem makes as many attacks as ¼ its CR rounded up.


Choose one attack when you create the golem - 

Elemental Strike. Melee Weapon Attack: +(Str) to hit, reach 5 ft., one target. Hit: (( ½ CR)d6 + Str) (Elemental Type) damage


Elemental Shot. Ranged Weapon Attack: +(Dex) to hit, reach 5 ft., one target. Hit: (( ½ CR)d6 + Dex) (Elemental Type) damage



  

 Metal Vessel. When you place a Soul into a metal vessel you must spend components worth at least 200x gp where x is the CR of the creature, or if the creature does not have a CR its level. A Metal Vessel is easy to change and can be improved by feeding it new souls, each soul added increases the soul's CR by half of the CR of the consumed creature rounded down and costs 50x gp where x is the CR of the creature consumed, additionally the number of points you can spend doubles:

Metal Golem
¼ CR(Construct), Any Alignment

Armor Class (12 + CR) 

Hit Points (xdy + z) (x = your level in Artificer, y= CR, round down, z= 5 * Points Spent)

Speed (20 + 5 * Points Spent) ft. 

STR

12 (+1)

DEX

10 (+0)

CON

14 (+2)

INT

2 (-4)

WIS

2 (-4)

CHA

2 (-4)

Saving Throws Con +4

Senses passive Perception (8 + CR)

Languages Common

Resistances Bludgeoning, Piercing, Slashing Damage from Non-Magical Weapons, Psychic, Poison

Vulnerabilities Lightning

Steel Shell. The Metal Golem Does not need to breathe, eat or sleep. And does not suffer from exhaustion. Additionally, if the Metal Vessel takes more than half its health in Fire or Lightning damage it becomes unconscious until it is healed.

ACTIONS

Multiattack. The Metal Vessel makes attacks equal to ¼ CR Rounded down


When you create the Vessel choose two options -

Harpoon. Ranged Weapon Attack: + (2 * Dex) to hit, reach 30 ft., one target. Hit: (2d4 + Dex) bludgeoning, piercing, or slashing damage and the target must make a Strength saving throw DC (8 + CR + Points Spent)


Blade. Melee Weapon Attack: +(2 * Str) to hit, reach 5 ft., one target. Hit: (2d6 + 2) Slashing Damage


Gout of Flames. Ranged Weapon Attack: +(2 * Dex) to hit, reach 15 ft. cone, one target. Hit: (2d4 + 2) Fire damage and any flammable objects not currently being worn are caught on fire.


Crossbow. Ranged Weapon Attack: +(2 * Dex) to hit, reach 60 ft., one target. Hit: (1d8 + 2) piercing damage

 

Undead Vessel. When you place a Soul into a Flesh vessel you must place it into a corpse, it then takes on the likeness of that corpse, and depending on the form you choose to give it, the body will be changed. A Flesh Vessel is easy to change and can be improved by adding new corpses to the mix, each corpse added increases the soul's CR by half of the CR of the consumed corpse rounded down, additionally, you gain points to spend equal to 1/2 the CR of the Consumed Corpse. Depending on the type of flesh vessel, it gains certain Damage resistances and vulnerabilities:

  • Skeleton - Resist Piercing / Vulnerable to Bludgeoning
  • Zombie - Resist Bludgeoning / Vulnerable to Fire
  • Wraith - Immune bludgeoning piercing and slashing damage from non-magical weapons / Vulnerable to Radiant and Fire
  • Abomination - Resist bludgeoning piercing and slashing damage from non-magical weapons / vulnerable to Fire
  • Ghoul - Resist bludgeoning piercing and slashing damage from non-magical weapons / vulnerable to Fire

Undead Vessel
Size of Corpse(Undead), Any Alignment

Armor Class (8+ CR)

Hit Points (xdy + z) (x = your level in Artificer, y= CR, round down, z= 10 * Points Spent)

Speed 30 ft.

STR

12 (+2)

DEX

8 (-1)

CON

16 (+3)

INT

0 (-5)

WIS

0 (-5)

CHA

0 (-5)

Saving Throws Con +5

Senses passive Perception 5

Languages Understands Common

Resistances (Based on Type)

Vulnerabilities (Based on Type)

Undead Fortitude. If damage reduces the Undead Vessel to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Undead Vessel drops to 1 hit point instead.


(Wraith Only) Incorporeal Movement. The Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


(Abomination Only). Regeneration. The Abomination Regains (CR) Hit points at the beginning of its turn 


(Ghoul Only) Savagery. When the Ghoul scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

ACTIONS

Multiattack. The Flesh Vessel makes attacks equal to ¼ its CR


(Zombie or Skeleton Only) Sword / Club / Spear. Melee Weapon Attack: +(2 * Str) to hit, reach 5 ft., one target. Hit: (1d8 + Str) bludgeoning slashing or piercing damage


(Zombie or Skeleton Only) Crossbow. Ranged Weapon Attack: +(2 * Dex) to hit, reach 60 ft., one target. Hit: (1d8 + Dex) slashing damage


(Wraith or Ghoul Only) Claws. Melee Weapon Attack: +(2 * Str) to hit, reach 5 ft., one target. Hit: (2d6 + Str) slashing damage or Necrotic damage for a Wraith.


(Abomination Only) Club Arms. Melee Weapon Attack: +(2 * Str) to hit, reach 5 ft., one target. Hit: (1d6 + Str) slashing damage 

 

Flesh Vessel. When you place a Soul into a Flesh vessel you must place it into a tailored body made of components worth 100x gp where x is the CR or level of the creature, depending on the form you choose to give it, the body will be changed. A Flesh Vessel is difficult to change and can be improved by adding new flesh worth 50x gp where x is the CR of the new flesh to the mix, each additional part added increases the soul's CR by half of the CR of the consumed Flesh rounded down, additionally, you gain points to spend equal to 1/2 the CR of the Consumed Flesh, when you do this you must make a DC (10 + the souls Current CR) Tinker's tools check or you lost the new pieces. Depending on the type of flesh vessel, it gains certain Abilities and Functions, When you create a Flesh Vessel you immediately gain 6 points to add to its stats:

  • Homunculus - Scout, Mage
  • Warlock - Mage, Healer
  • Shield - Defense, Healer
  • Scion - Attack, Defense
  • Witchblade - Attack, Mage
  • Horror - Attack, Scout
  • Kite - Scout, Healer

Flesh Vessel
¼ CR (Construct), Any Alignment

Armor Class (10 + CR)

Hit Points (xdy + z) (x = half your level in Artificer, y= CR, round down, z= 5 * Points Spent)

Speed 30 ft.

STR

10 (+0)

DEX

10 (+0)

CON

10 (+0)

INT

6 (-2)

WIS

10 (+0)

CHA

6 (-2)

Senses passive Perception 10

Languages Understands Common (Can speak one language for each point spent to this category)

Resistances (Defense Only) Bludgeoning Piercing and slashing from non-magical weapons

(Scout Only) Telepathic Bond. While the Flesh Vessel is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.


(Attack Only) Rampage. When the Flesh Vessel reduces a creature to 0 hit points with a melee attack on its turn, the Flesh Vessel can take a bonus action to move up to half its speed and make an attack.


(Defense Only). Tough Skin. Increase the AC of the Flesh Vessel by +2


(Healer Only) Empath’s Bond. When an ally within 30 ft. takes damage, the Flesh Golem can reduce it by 1d4 damage


(Mage Only) Innate Spellcasting (Soul Power). The Flesh Vessel’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: (pick one: Chill Touch / Fire Bolt / Mind Sliver / Poison Spray)

3/day each: (pick 3: Armor of Agathys, Burning Hands, Chaos Bolt, Chromatic Orb, Floating Disk, Hellish Rebuke, Shield, Magic Missile)

1/day each: (pick 2: Darkness, Dragons Breath, Heat Metal, Hold Person, Misty Step, Ray of Enfeeblement, Shatter)

ACTIONS

Multiattack. The Flesh Vessel makes attacks equal to ¼ its CR


(Scout Only) Claw / Fist / Bone Spike. Melee Weapon Attack: +(2 * 

Dex) to hit, reach 5 ft., one target. Hit: (1d8 + Dex) bludgeoning slashing or piercing damage


(Attack Only) Improved Claw / Fist / Bone Spike. Melee Weapon Attack: +(2 * Str) to hit, reach 5 ft., one target. Hit: (2d4 + Str) bludgeoning slashing or piercing damage



(Defense Only) Shield Bash. Melee Weapon Attack: +(2 * Str) to hit, reach 60 ft., one target. Hit: (1d4 + Str) slashing damage and push the target 5 ft. away from the Flesh Vessel.


(Healer Only) Cleansing Light. Ranged Weapon Attack: +(2 * Wis) to hit, reach 30 ft., one target. Hit: (1d4 + Wis) Radiant damage or the target regains that many hit points.


Puppets. When you place a Soul into a Puppet you must spend components worth at least 100x gp where x is the CR of the creature, or if the creature does not have a CR its level. A Puppet is easy to power up and can be improved by feeding it new souls, each soul added increases the soul's CR by half of the CR of the consumed creature rounded down, additionally, the number of points you can spend doubles, there are many kinds of puppets, each with different functions, upon creation of the puppet you decide what its type is:

  • Bishop
  • Pawn
  • Knight
  • Rook
  • Queen

Puppet
¼ CR (Construct), Any Alignment

Armor Class (10 + CR)

Hit Points (xdy + z) (x = half your level in Artificer, y= CR, round down, z= 5 * Points Spent)

Speed 30 ft.

STR

10 (+0)

DEX

10 (+0)

CON

10 (+0)

INT

0 (-5)

WIS

0 (-5)

CHA

12 (+1)

Senses passive Perception 10

Languages Understands Common (Can speak one language for each point spent to this category)

Resistances (Rook Only) Bludgeoning Piercing and slashing from non-magical weapons

(Pawn Only) We are Legion. Every two pawns only count as one Vessel, though they are still created separately, additionally, attacks made by pawns gain +2 to hit if they are adjacent to 1 or more allies that are not incapacitated.


(Knight Only) Cavalier. When the Puppet reduces a creature to 0 hit points with a melee attack on its turn, the Puppet can take a bonus action to move up to half its speed and make an attack, additionally, the Puppet does not invoke opportunity attacks.


(Rook Only). Stone Skin. Increase the AC of the Puppet by +2


(Bishop Only) Empath’s Bond. When an ally within 30 ft. takes damage, the Puppet can reduce it by 1d4 damage. The puppet can cast disguise self at will. Additionally, as long as the Puppet can see a creature it can swap places with them as a reaction. 


(Queen Only) Innate Spellcasting (Soul Power). The Puppet’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no components:

At will: (pick one: Friends / Guidance / Mind Sliver / Mage Hand)

3/day each: (pick 3: Mage Armor, Bane, Bless, Chromatic Orb, Charm Person, Hellish Rebuke, Shield, Magic Missile)

1/day each: (pick 2: Darkness, Sanctuary, Sleep, Hold Person, Misty Step, Ray of Enfeeblement, Blur)

ACTIONS

Multiattack. The Puppet makes attacks equal to ¼ its CR


(Pawn Only) Claw / Fist. Melee Weapon Attack: +(2 * Dex) to hit, reach 5 ft., one target. Hit: (1d8 + Dex) bludgeoning or slashing damage


(Knight Only) Lance. Melee Weapon Attack: +(2 * Str) to hit, reach 10 ft., one target. Hit: (2d4 + Str) piercing damage



(Rook Only) Shield Bash. Melee Weapon Attack: +(2 * Str) to hit, reach 60 ft., one target. Hit: (1d4 + Str) slashing damage and push the target 5 ft. away from the Flesh Vessel.


(Queen Only) Cleansing Light. Ranged Weapon Attack: +(2 * Cha) to hit, reach 30 ft., one target. Hit: (1d4 + Cha) Radiant damage or the target regains that many hit points.

Improved Commands

At 5th level,  Your ability to control your golems becomes second nature, allowing you to focus on one at a time. As a bonus action, you may focus on one of your golems, allowing it to take its turn a second time. additionally, as an action you may spend spell slots to heal damage to your Golems, at 2d4 per level of the spell slot spent, alternatively, you may deal that 2d4 damage to your golem per level of the spell slot you wish to regain. damage dealt to golems this way cannot be healed by healing spells or regeneration and must be regained during a long rest. 

Advanced Golem Creation

Starting at 9th level, when you create or work on a golem you may spend 2 points (doubling each time you use this feature on the same golem) to give it resistance to damage types other than bludgeoning, slashing, and piercing damage from magical weapons. these points can also be spent to give it an attack or ability from a different kind of golem, for example, giving a Puppet Queen the Elemental Vessel's Death Burst ability, or the Metal Golem's Harpoon attack. 

Additionally, you may surpass the maximum number of Points you can spend on a golem, but the price for purchasing them doubles each time you do so for each golem.

Expert Tactician

At 15th level, you can as a free action, borrow the sense's of any of your golems, seeing through its eyes and hearing what it hears. while using this ability you cannot see or hear through your own body.  Once per long rest, as an action you may send power into all of your golems, immediately take 1d6 damage for each of your golems, they may all immediately take another action.

additionally, when you cast a spell, you may have a golem of yours cast the spell instead.

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