Base Class: Artificer
Golemancers are master craftsmen and women who have dedicated their lives to the art of golemancy. Through years of study and practice, they have learned how to imbue lifeless matter with magical energy, creating constructs that are both strong and intelligent.
Golem Creation
At 3rd level, you gain the ability to create golems. You have an amount of golemancy points equal to your artificer level plus the number of infusion slots you have. You can use smith's tools and 8 hours of work to create a golem. When you create a golem you use the basic golem stat block provided, but you can use your golemancy points to augment your golem. As soon as it is created your golem is bonded to you, and you can only bond with one golem at a time. It obeys any commands you give it (no action required). Your golem shares your initiative but takes its turn after yours. And if your golem is killed you can create another with another 8 hours of work with your smith's tools.
Golem
Medium construct
Armor Class 12 + DEX (natural armor)
Hit Points 2 + your artificer level + five times your intelligence modifier (the golem has a number of Hit Dice [d8s] equal to your artificer level)
Speed 30 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Weapons. The golem’s weapon attacks are magical.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + STR.
Golem Augmentations The following is a list of augmentations you can use to change your golem. When you create a golem you can choose as many of the following augmentations as you have golemancy points for, the cost is labeled in the parentheses in the name of the augmentation. You cannot choose the same augmentation multiple times unless it specifies you can do so.
Material Augmentations You can only have one material augmentation at a time.
Clay(2) Your golem gains resistance to acid damage and a special reaction: Berserk When the golem takes damage, it can make an attack against the creature that attacked it.
Stone (2) Your golem gains resistance to psychic damage and a special action: Slow The golem can target a creature within 30 feet of it and the target must make a Wisdom saving throw against your spell save DC, on a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. The golem can use this action a number of times equal to your intelligence modifier, and regains all uses when it takes a long rest.
Iron(2) Your golem gains resistance to fire damage and a special trait: Heated Body. A creature that hits your golem with a melee attack while within 5 feet of it takes 1d10 fire damage.
5th Level or Higher Material Augmentations
Glass(3) Your golem regains 1d8 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate
Plant(3) Your golem gains a special action: Entangle. The golem can target a creature within 30 feet of it and the creature must make a Strength saving throw against your spell save DC or be restrained until the end of its next turn. The golem can use this action a number of times equal to your intelligence modifier, and regains all uses when it takes a long rest.
Bone(3) Your golem gains resistance to necrotic damage and a special reaction: Necrotic Rebuke When the golem takes damage it can deal 1d10 necrotic damage to the attacker if the attacker is within 30 feet of it
11th Level or Higher Material Augmentations
Mithril(4) Your golem gains resistance to thunder damage and has a special trait: Flexibility. The golem can move through objects and creatures as if they were difficult terrain. The golem takes 1d10 force damage if it ends its turn inside an object or creature
Ice(4) Your golem gains resistance to cold damage and a special action: Icebind. The golem can target a creature within 30 feet of it and the creature must make a Dexterity saving throw against your spell save DC or have its movement speed be set to 0 and take 3d6 cold damage. The affected creature can use an action on its turn to break out of the ice and regain its movement speed. The golem can use this action a number of times equal to your intelligence modifier, and regains all uses when it takes a long rest.
Snow(4) Your golem gains resistance to cold damage and a special attack: Snowball. Ranged Weapon Attack: +DEX to hit, range 60 ft., one target. Hit: 9 (2d6 + DEX) cold damage.
17th Level or Higher Material Augmentations
Dragonbone(5) Your golem gains resistance to fire damage and has a special trait: Breath Weapon. The golem can use an action to exhale a 30-foot cone of fire. Each creature in that area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half.
Diamond(5) Your golem gains a special trait: Diamond Soul. The golem gains proficiency in all saving throws, and when it fails a saving throw it can choose to reroll it and take the second result. The golem can reroll saving throws a number of times equal to your intelligence modifier, and regains all expended uses on a long rest.
Adamantine(5) Your golem gains resistance to bludgeoning, piercing, and slashing damage and a special trait: Unstoppable. any critical hit against the golem becomes a normal hit.
Statistical Augmentations
Strength(1) You increase your golem's strength score by up to 2. You can stack this until the golem's strength reaches 20.
Dexterity(1) You increase your golem's dexterity score by up to 2. You can stack this until the golem's dexterity reaches 20.
Constitution(1) You increase your golem's strength score by up to 2. You can stack this until the golem's strength reaches 20.
Intelligence(1) You increase your golem's intelligence score by up to 2. You can stack this until the golem's intelligence reaches 20.
Wisdom(1) You increase your golem's wisdom score by up to 2. You can stack this until the golem's wisdom reaches 20.
Charisma(1) You increase your golem's charisma score by up to 2. You can stack this until the golem's charisma reaches 20.
Bolster Toughness(1) You increase your golem's HP by 5 + your artificer level + your Intelligence modifier. You can stack this augmentation as many times as you want
Bolster Defenses(2) You increase your golem's AC by 1. You can stack this augmentation up to 3 times, however each time you stack it the cost increases by one.
Bolster Speed(2) You increase your golem's speed by 10 feet. You can stack this augmentation up to 3 times, however each time you stack it the cost increases by one.
Miscellaneous Augmentations
Grant Knowledge(1) You give your golem proficiency in a single skill, tool, weapon, language, or armor of your choosing. You can stack this as many times as you want, however your golem can only have an amount of skill proficiencies equal to your proficiency bonus.
Aquatic Adaptations(2). You give your golem a swimming speed equal to its walking speed.
Enhanced Attacks(3). You give your golem a +1 bonus to its attack and damage rolls. you can stack this up to 3 times but each time the cost increases by one.
Mount Augmentations(1). Your golem can now be mounted.
Manipulate Size(2). Your golem can use a bonus action to change between small, medium, and large sizes.
Night Vision(2). Your golem gains 60ft of darkvision.
5th Level Or Higher Augmentations.
Extra Attack(3). When your golem takes the attack action on its turn it can attack up to two times.
Force Blast(3) When your golem can fire a ranged (60/120) beam of force that deals 1d8 + STR force damage.
Empowered Slams(3). Your golem's slam attack now has a d10 as its damage die.
Reperation(3). Your golem can use an action to heal itself for 2d6 HP It can use this action a number of times equal to its intelligence modifier it regains all expended uses when it takes a short rest. Additionally, when the mending spell is cast on it the golem regains 2d6 HP.
Defender(3). The golem can use a reaction to impose 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 itself.
11th Level Or Higher Augmentations.
Aerial Adaptations(4) Your golem gains a flying speed equal to its walking speed
Extra Extra Attacks(5). When your golem takes the attack action on its turn it can attack up to three times.
Supportive Construct(5). Your golem has a pool of hit points equal to twice your artificer level, and can use an action to touch a creature and spend any amount of remaining hit points left in its pool to heal them for that amount. It regains all expended hit points on a long rest.
Blind Seeing(5). Your golem gains 60ft of blindsight
Elemental Resistance(4). Your golem gains resistance to two of the following damage types: cold, fire, lightning, or thunder. You can choose a different combination of damage types each time you create a golem
Spell Storing Golem(6). You can store up to 5 levels worth of spells in your golem. You cannot store cantrips inside of it. The golem can cast the spell on its turn, using the casting time of the spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if the golem cast the spell. The spell cast from the golem is no longer stored in it, freeing up space.
Elemental Infusion(7). Your golem's slam attacks deal an additional 2d6 damage of a chosen elemental type (cold, fire, lightning, or thunder).
17th Level Or Higher Augmentations.
Extra Empowered Slams(5). The damage die for your golem's slam attack becomes a d12
Extra Extra Extra Attacks(7). When your golem takes the attack action on its turn it can attack up to four times.
Swift Strike(5). Your golem can take the attack action as a bonus action on its turn.
Resistance(4). Choose one damage type or bludgeoning piercing and slashing, your golem resists it.
Immunity(6). Choose one damage type or bludgeoning piercing and slashing, your golem is immune to it it.
True Seeing(5). Your golem gains 60ft of truesight.
Golem Spellcasting(7). Choose up to 7 spells you know (including cantrips). Your golem learns these spells and can cast them with your spellcasting ability modifier, spell save dc, and spell attack bonus. Your golem has: 5 1st level spell slots, 4 2nd level spell slots, 3 3rd level spell slots, 2 4th level spell slots, and 1 5th level spell slot. It regains all expended spell slots on a long rest.
Living Construct
Your golem can count as a humanoid instead of a construct for the purpose of healing, and spells that specify the need for humanoid targets.
Miniature Marvels
Starting at 9th level you can create constructs known as "Lesser Golems". During a short rest or with 1 hour of work you can use your smiths tools to create a lesser golem. You can't give these golems any augmentations but you choose the material they are made from. you can choose between Clay, Stone, or iron. If you are already bonded with your regular golem you cannot bond with a lesser golem, but you can give them to another creature and over the course of a minute the lesser golem will be bonded to the creature you choose a creature can only bond to one lesser golem at a time. When bonded to a lesser golem the lesser golem obeys any commands given to it by the person bonded to it (no action required). You can create an amount of lesser golems equal to your proficiency bonus.
The following is the stat block for the lesser golem:
Lesser Golem
Small construct
Armor Class 14 (natural armor)
Hit Points 30 + the artificer level of the artificer that made it + five times their intelligence modifier (the golem has a number of Hit Dice [d8s] equal to their artificer level)
Speed 30 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
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 the bonus of the artificer that created it
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Heated Body (Iron Only). A creature that hits this golem with a melee attack while within 5 feet of it takes 1d10 fire damage.
Magic Weapons. The golem’s weapon attacks are magical.
Actions
Slow (Stone Only). The golem can target a creature within 30 feet of it and the target must make a Wisdom saving throw against your spell save DC, on a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. The golem can use this action a number of times equal to your intelligence modifier, and regains all uses when it takes a long rest.
Whack. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target it can see. Hit: 1d6 + 2
Reactions
Berserk (Clay Only) When the golem takes damage, it can make a slam attack against the creature that attacked it.
Ultimate Bond
At 15th level the bond with your golem has reached its peak. With 8 hours of work, you can give yourself a fraction of the powers of a golem. You can give yourself the benefits of any one material augmentation you have access to. You gain all the benefits of this augmentation and can choose how it manifests in you. Your skin could have the texture of clay, you could have stony armor around you, or perhaps no visual change at all. Additionally, if your golem dies you can use an action to rebuild it, once you have rebuilt it in this way you cannot do so again until you finish a long rest.
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Posted Dec 11, 2023Wow this is big XD.