Artificer
Base Class: Artificer

'The smallest one, the little doughy golem-like thing made of clay, blinked its "eyes" at Torvoldan, the Elven artificer, as he stood waiting for its report. That usually meant that the little thing didn't see anything worthwhile in its roving as it was scouting ahead in the dark, dank caverns. Torvoldan looked beside him at Bedrock, the Shield Guardian he had affectionately named for being his faithful protector, and he idly fondled the corresponding amulet on his neck.
"Hmm... okay, back in the Golem Body, Clay." he commanded out loud, and the small doughy brown golem-like homonculus floated into the air and unto the neck socket of the inert, headless Clay Golem body standing behind them all, reforming it's globby clay self into a golem head, and then it blinked it's dumbfounded expression once, as if to say it was ready. Tolvodan grinned and clicked his heels together, which made his Golemized Armor whine to life with a slight magical hum, and he took off running quite rapidly, clanking along with rapid steps propelled with magical power. He sprinted the near half-mile distance to the top of the rocky hill, and he stopped to look far down into the valley below, beholding a bugbear encampment. Opting to remain unseen and as yet unheard for this distance, he crouched and waited for his two companion Golems to catch up, clanking along and sloughing along behind him. When Bedrock was at his side once again, he removed a ring from his pocket and spoke calmly into the blue jewel after sliding it on his finger. "Metri, they're here, near me, at the bottom of the hill. Bring the Stones, looks like they have a shaman."
Within moments, a magical portal opened in the air behind where Torvoldan was standing, on the hillside, and Metri, a blonde Elven Order of the Scribes Wizard with his floating magical spellbook drifting near him in the air, and longtime friend of Torvoldan, and then two stout Stone Golems strode out of the swirling pink magical portal. Metri smiled and nodded at the sight of his friend and asked simply "Are you ready?" Torvaldan grinned.
"As always, old friend. Let's repel some raiders..."

Golemancers are those artificers who specialize in the construction of humanoid golem constructs. The clay golem, stone golem, flesh golem, and iron golem all require amazing magical skills to create, so much so that only magical manuals with specially used tactics teach the process as each golem is created. However, the training of the Golemancer supercedes the needs for such manuals, and the truly capable among them can craft each of these four golems while also empowering them capably with their magic and tools. In addition, they find themselves able to issue commands to groups of constructs more efficiently using their Tinkerer's tools, and they build their own "golemized" armor as they progress in skill, eventually joining their own army of constructs on the battlefield within a construct armor of their own design.

The traditions that established Golemancy are often from major magical armies who had need to employ such specialists in the use and deployment of golem squadrons. These squadrons commonly involve one of these artificers, a capable wizard, and many, many golems under both of their respective commands. Such squadrons serve the purpose of magically-empowered special forces operations, and they become far more capable of devastating assaults and amazing rescues with disposable golem soldiers at their fingertips.'

Construct Competency

3rd-level Golemancer feature

At 3rd level when you learn this specialization, you learn the essential techniques to create and repair constructs that will assist you. When you use the Mending cantrip on a construct, you can roll a number of d4 dice equal to your proficiency bonus and grant that many temporary hit points to that construct.

Additionally, you gain proficiency with Smith's Tools and Heavy Armor, and you can turn one heavy armor of your choice into a Golemized Armor in a one hour process costing 100 gold in materials while at a forge with your Smith's Tools. When you perform this process, your Golemized Armor gains one of the following features of your choice:
Powered Gauntlets: You install mechanized fists which burst with magical force. Your gauntlets become simple weapons with the finesse quality, they are magical for purposes of damage reduction, and they deal 1d6 + 2 + Strength or Dexterity modifier (your choice) bludgeoning damage. If you attack with your attack action with one gauntlet, you may use your bonus action to attack with the second gauntlet. If you score a critical hit with this weapon, you deal 1d6 additional force damage.
Reactive Chestplate: You install a chestpiece which radiates a retaliatory electrical field. Whenever you are hit from a melee weapon attack from within 10 feet of you, you may use your reaction to deal a number of d4s lightning damage equal to your proficiency bonus to that creature. You may use this feature a number of times equal to your Intelligence modifier before you must finish a long rest to use it again.
Empowered Striders: You install a set of leg and boot systems which improve your mobility. When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from adjacent creatures until the end of your turn. Additionally, you can use the dash action as a bonus action on each of your turns.
Your Golemized Armor can only have one of these benefits at one time, but you can repeat this process to change the benefit at any later time. If you roll a 1 on an attack roll or ability check while wearing this armor, it temporarily malfunctions, and the next attack roll or ability check you make while you wear it has disadvantage unless you use an action to do quick repairs.

Golem Homonculus

5th-level Golemancer feature

At 5th level, you learn the skills necessary to create a special homonculus with special capabilities. You can engage in a creation process taking 1 hour and a jewel worth 100 gold pieces. When you engage in this process, you create a homonculus as described by the Homonculus Servant infusion, and it possesses a Golem Core of your choice of the Clay, Flesh, Iron, or Stone types. Your homonculus you create has resistance to non-magical bludgeoning, piercing, and slashing damage, and gains special benefits based on which type of core you crafted:
Clay Core: Whenever your homonculus is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Additionally, it can squeeze through any space as small as 1 inch by 1 inch without spending extra movement.
Flesh Core: Whenever your homonculus is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Choose a skill you are proficient with when you create this core, and the homonculus can use its action to perform the help action with uses of that skill.
Iron Core: Whenever your homonculus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Choose a weapon you are proficient with, and the homonculus is treated as proficient with that weapon.
Stone Core: Your homonculus has advantage on saving throws against magic spells and magical effects, and if it takes the dodge action, it gains resistance to magic damage until the beginning of its next turn.
You may construct one of these homonculus and still yet craft a homonculus granted from the Homonculus Servant infusion.

Armor of Golems

9th-level Golemancer feature

At 9th level, you gain the ability to enhance your Golemized Armor to possess new and powerful capabilities. You can choose to imbue your Golemized Armor with an additional benefit from your Construct Competence feature, or if your armor possess one of those, you can improve it in one of the following ways by performing the upgrade process again.
Powered Gauntlets Upgrade: Your mechanized fists strike with magical force. Your gauntlets now deal 1d8 + 2 + Strength or Dexterity modifier (your choice) magical force damage. If you attack with your attack action with a gauntlet, you may make one additional attack as part of that action. If you score a critical hit with this weapon, you deal 1d8 additional force damage.
Reactive Chestplate Upgrade: Your chestpiece radiates a protective force field. You gain a force field which has total hit points equal to five times your Artificer level, and whenever you or a creature within 10 feet of you takes damage, you may spend hit points from the force field to reduce that damage by that amount. The force field restores its maximum value of hit points when you finish a long rest.
Empowered Striders Upgrade: Your boot systems enable you to engage in flight. You gain a flight speed equal to your speed for a number of minutes equal to your Artificer level. You can cancel this flight as a bonus action, and you will safely fall to the ground as if Feather Fall were cast upon you.
Your Golemized Armor can only have one of these benefits at one time, but you can repeat this process to change the two total benefits at any later time. If you roll a 1 on an ability check while wearing this armor, it temporarily malfunctions, and the next attack roll or ability check you make while you wear it has disadvantage unless you use an action to do quick repairs.

Additionally, your Golemized Armor is now designed to allow your Golem Homonculus to temporarily merge with it, conferring new benefits to the armor wearer. Your Golem Homonculus gains the following action: "Merge with Armor. As an action, the homonculus merges with a Golemized Armor, adding any resistances or damage immunities and similar properties it has to the armor wearer for a number of rounds equal to the wearer's Intelligence modifier. For example, when an Iron Core homonculus uses this action, it grants the armor wearer resistance to non-magical bludgeoning, piercing, and slashing damage, and the immunity to fire damage which also causes the homonculus to regain hit points from fire damage is also granted for the duration. When this merge occurs, the homonculus is treated as an object seamlessly unified with the Golemized Armor, and it loses all mental and physical attributes and other actions until the beginning of its next action after the duration expires."

Golemcraft

15th-level Golemancer feature

At 15th level, you learn how to create powerful golems to accompany you on your adventures. You can craft a golem body for your Golem Homonculus to inhabit which then allows it to act in all ways like a golem. This process takes you 8 hours and 500 gold pieces in materials, and when you have finished it, you craft a Golem body which has the following statistics:

AC 15, HP: 150, Speed 30
Str 21, Dex 9, Con 19, Int -, Wis -, Cha -
Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities:  CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned
Senses: Darkvision 60 ft, Passive Perception 10
Proficiency Bonus: equal to creator's bonus
Languages Understands the languages of its creator but can't speak
---
Actions:
Multiattack: The Golem makes two attacks.
Slam: +5 + your Proficiency Bonus to hit, 2d10 + 5 bludgeoning damage.

This body is inert and takes no actions on its own. As an action on its turn, your Golem homonculus can choose to unite with this special Golem body, in which case its Intelligence, Wisdom, and Charisma scores replace those of the Golem body, the Golem body gains any resistances, immunities, or other abilities or actions your Golem homonculus possesses, and the Golem body then magically assumes the form of the type of golem your Golem Homonculus represents as a core. For example, if your Golem Homonculus is a Stone Core homonculus, the Golem body magically assumes the visage of a Stone Golem with the above statistics. As an action, your Golem homonculus can separate from the Golem body, and the body returns to its statistics above, becoming inert again. You may repeat this process and create a second Golem body using 1000 gold pieces of materials, and if you do, you may cause any other homonculus you control to merge with the Golem body as above in a 10 minute process as you touch your homonculus and the Golem body. Once this version of the process is completed, the Golem body does not assume a visage of a Golem type, and the homonculus remains merged until you repeat this special 10 minute process or until the Golem body is reduced to 0 hit points, at which time the homonculus can immediately eject itself into an adjacent square.

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