Wizard
Base Class: Wizard

The School of Golemancy is an unconventional branch of magic, focused on the creation and conjuration of formidable Golems. Unlike traditional arcane studies, Golemancy is mastered in workshops, forges, and laboratories rather than formal institutions. Originating from an ambitious—yet ethically controversial—pursuit to create sentient life, modern Golemancy has evolved. Today, its practitioners craft Golems devoid of sentience, imbued instead with intricate arcane runes that grant unfettered magical prowess. These constructs are renowned for their unmatched strength, rivalling the mightiest warriors and labourers. Among magical communities and guilds, the complexity of a Wizard’s Golem serves as a proud testament to their skill and ingenuity.

Wizard Level Feature Runes Known
3 Golem Companion, Golemic Runes 2
6 Advanced Golemancy 4
10 Combat Expertise 6
14 Arcane Conduit 8

Golem Companion

3rd-Level Golemancer Feature

Your study of Golemancy has allowed you to craft and animate a Golem of your own. It's basic stat block is listed below. You also determine the physical form of the Golem, but its appearance must align somewhat with the statistics listed in the stat block. Whatever cosmetic features you choose, it bears a mark that represents its creator - you. This mark can come in the form of a variety of cosmetic effects: tall horns to represent a tiefling, glowing eyes for an aasimar, a tattoo that you currently have or any other cosmetic effect that you deem appropriate.

The Golem is friendly to you and your allies and obeys your commands. It crumbles into a pile of the material it was made from when it dies.

In combat, the Golem acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you use your Bonus Action to command the Golem to take an action in its stat block or to take the action of one of its Golemic Runes. If you have the incapacitated condition, the Golem acts on its last given order, or can be commanded by an ally using their bonus action.

If the Golem has been destroyed within the last hour, you can take a Magic action to touch it and expend a spell slot. The Golem returns to life after 1 minute with all of its Hit Points restored. This only works if the majority of the Golem's physical form is still intact - if the Golem's physical form is destroyed, a new one must be created.

You may sacrifice a level 2 spell slot and spend 1 hour to create a new Arcane Golem out of material in your surrounding area. If you already have a Golem from this feature, the old one crumbles into a pile of the material it is made of.

Golem COMPANION

Armor Class 13 + (PB) (natural armour)

Hit Points 5 + five times your wizard level (the golem has a number of Hit Dice [d8s] equal to your wizard level)

Speed 25 ft.

STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
3 (−4)
WIS
8 (-1)
CHA
1 (−5)

Condition Immunities charmed, frightened, exhaustion, petrified, poisoned

Senses darkvision 60 ft.

Languages Understands the languages of its creator but cannot speak

Challenge — Proficiency Bonus (PB) equals your bonus

Arcane Bond. Add your Proficiency Bonus to any ability check or saving throw the Golem makes.

Actions

Golem Slam. Melee Weapon Attack: +spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + (intelligence modifier) bludgeoning damage.

Mending Touch. As a Magic Action, the Golem can cast the Mending Cantrip.

Reactions

Defender. 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 Golem.

 

Golemic Runes

3rd-level Golemancer feature

As your study of Golems advances, you have begun to learn powerful runes that augment your golem with unfettered arcane power. At 3rd level you gain two Golemic Runes of your choice from the Golemic Rune table. When you gain certain Wizard levels, you gain additional runes of your choice, as shown in the Golemancer Features table. Additionally, when you gain a level in this class, you can choose one of the Runes you know and replace it with another Rune that you could learn at that level.

If a Rune has prerequisites, you must meet them to learn it. 

 

Golemic Rune Table

Golemic Rune Description Prerequisite
Rune of The Blacksmith Your Golem gains proficiency with shields and heavy armour, and is able to meld any suit of armour onto its body. While your Golem is wearing heavy armour, bludgeoning, piercing and slashing damage that it takes from non-magical weapons is reduced by 3.  
Rune of The Warrior Your Golem gains mastery with a Greatclub, creating the weapon out of its own body. The Golem is able to use the Mastery property associated with the weapon and its attack roll with the weapon is equal to your spell attack modifier. The damage die for the weapon is increased to 1d10  
Rune of The Ram When your Golem moves at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than the Golem. The Golem can only use this feature once on each of its turns  
Rune of The Giant Your Golem has been enchanted to swell with Goliath magic, increasing its size from Medium to Large. Wizard Level 10
Rune of The Protector Your Golem gains resistance to non-magical Bludgeoning, Piercing and Slashing damage.  
Rune of The Berserker Your Golem has been enhanced with reactive capabilities. When hit by an attack, you many use your Golem's reaction to cause its body to erupt into spikes. The attacker must make a DC 13 Dexterity Saving Throw or these spikes deal 1d6 piercing damage to the attacker. The attacker takes no damage if they pass the save. This damage increases to 1d10 once you reach level 10.  
Rune of The Twins You can use your bonus action to command your golem to split into two Small-sized versions of itself using its action. In this form, each of your golem's miniatures have half your golem's hit points, make separate attack actions and their damage is halved after rolling. Your miniature golems may spend up to 24 hours in this form, when the Golem reforms to its original state, its hit points equal to the sum of the miniatures. If one of the Golem's miniatures drops to 0 hit points, the Golem cannot return to its original size unless a new Golem is made.  
Rune of The Trickster The Rune of The Trickster allows your Golem to use its action to change its form to resemble other humanoids by casting the Disguise Self spell.  
Rune of The Steed Strengthened by magic, your Golem counts as one size larger when determining its carrying capacity and the weight it can push, drag or lift. It's speed also increases to 35ft. Additionally, your Golem may also shift itself into a Quadrupedal form, allowing one Medium sized creature to ride it as a mount.  
Rune of The Elements Infusing your Golem with elemental power, you may replace the damage type of your Golem's Slam attack to be Fire, Cold or Lightning damage.  
Rune of The Monk Studying the ways of energy redirection has shown you how to infuse your Golem with the same abilities. Your Golem may use its reaction to gain resistance to incoming damage, storing the damage type within the Rune. The next time the Golem uses its slam ability, it can deal 1d6 of the damage it took to on top of its Slam attack.   
Advanced Rune of Speed Your Golem's speed increases to 50ft and difficult terrain does not cause the Golem to move at half speed. Any creature that makes an opportunity attack on the Golem has disadvantage on the attack roll. The Golem's jump distance is also doubled and it gains a climbing speed of 30ft. Wizard Level 14
Advanced Rune of Duplication Your Golemancy skills have increased dramatically, allowing you to create a duplicate of your Golem of the same size when invoking the Rune of The Twins. This rune also bypasses the halved damage property of the Rune of The Twins. Wizard Level 14 AND Rune of The Twins
Advanced Rune of Sentience You imbue your Golem with a low level of sentience, causing it to act independently on its turn without your instruction, it still follows your verbal commands but no longer requires a bonus action to be instructed. You may also Telepathically speak with your Golem as long as it is within 100ft of you. Additionally, you can see through the Golem's eyes and hear what it hears. Wizard Level 14
Advanced Rune of Spell Storing You may cast a spell directly into your Golem's form, storing the spell into the Golem. You may then use your bonus action on your turn to command the Golem to release the spell using its action. The Golem may only have a max of 1 spell stored within it at one time, with the max spell level of the spell being 5. The spell uses your spell save DC, spell attack bonus and spellcasting ability modifier. The spell always casts 5ft in front of the Golem unless it is a touch spell. Wizard Level 14

 

Advanced Rune of Duplication

Your Golemancy skills have increased dramatically, allowing you to create a duplicate of your Golem of the same size when invoking the Rune of The Twins. This rune also bypasses the halved damage property of the Rune of The Twins.

Advanced Rune of Sentience

You imbue your Golem with a low level of sentience, causing it to act independently on its turn without your instruction, it still follows your verbal commands but no longer requires a bonus action to be instructed. You may also Telepathically speak with your Golem as long as it is within 100ft of you. Additionally, you can see through the Golem's eyes and hear what it hears.

Advanced Rune of Speed

Your Golem's speed increases to 50ft and difficult terrain does not cause the Golem to move at half speed. Any creature that makes an opportunity attack on the Golem has disadvantage on the attack roll. The Golem's jump distance is also doubled and it gains a climbing speed of 30ft.

Advanced Rune of Spell Storing

You may cast a spell directly into your Golem's form, storing the spell into the Golem. You may then use your bonus action on your turn to command the Golem to release the spell using its action. The Golem may only have a max of 1 spell stored within it at one time, with the max spell level of the spell being 5. The spell uses your spell save DC, spell attack bonus and spellcasting ability modifier. The spell always casts 5ft in front of the Golem unless it is a touch spell.

Rune of The Berserker

Your Golem has been enhanced with reactive capabilities. When hit by an attack, you many use your Golem's reaction to cause its body to erupt into spikes. The attacker must make a DC 13 Dexterity Saving Throw or these spikes deal 1d6 piercing damage to the attacker. The attacker takes no damage if they pass the save. This damage increases to 1d10 once you reach level 10.

Rune of The Blacksmith

Your Golem gains proficiency with shields and heavy armour, and is able to meld any suit of armour onto its body. While your Golem is wearing heavy armour, bludgeoning, piercing and slashing damage that it takes from non-magical weapons is reduced by 3.

Rune of The Elements

Infusing your Golem with elemental power, you may replace the damage type of your Golem's Slam attack to be Fire, Cold or Lightning damage.

Rune of The Giant

Your Golem has been enchanted to swell with Goliath magic, increasing its size from Medium to Large.

Rune of The Monk

Studying the ways of energy redirection has shown you how to infuse your Golem with the same abilities. Your Golem may use its reaction to gain resistance to incoming damage, storing the damage type within the Rune. The next time the Golem uses its slam ability, it can deal 1d6 of the damage it took to on top of its Slam attack. 

Rune of The Protector

Your Golem gains resistance to non-magical Bludgeoning, Piercing and Slashing damage.

Rune of The Ram

When your Golem moves at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than the Golem. The Golem can only use this feature once on each of its turns

Rune of The Steed

Strengthened by magic, your Golem counts as one size larger when determining its carrying capacity and the weight it can push, drag or lift. It's speed also increases to 35ft. Additionally, your Golem may also shift itself into a Quadrupedal form, allowing one Medium sized creature to ride it as a mount.

Rune of The Trickster

The Rune of The Trickster allows your Golem to use its action to change its form to resemble other humanoids by casting the Disguise Self spell.

Rune of The Twins

You can use your bonus action to command your golem to split into two Small-sized versions of itself using its action. In this form, each of your golem's miniatures have half your golem's hit points, make separate attack actions and their damage is halved after rolling. Your miniature golems may spend up to 24 hours in this form, when the Golem reforms to its original state, its hit points equal to the sum of the miniatures. If one of the Golem's miniatures drops to 0 hit points, the Golem cannot return to its original size unless a new Golem is made.

Rune of The Warrior

Your Golem gains mastery with a Greatclub, creating the weapon out of its own body. The Golem is able to use the Mastery property associated with the weapon and its attack roll with the weapon is equal to your spell attack modifier. The damage die for the weapon is increased to 1d10.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Advanced Golemancy

6th-level Golemancer feature

Further research into Golemancy has also helped you understand different material properties for your Golems. During the Golem creation process, the material you choose to create your Golem out of now has an additional effect.

Material Type Effect
Metal Forged in Fire: Your Golem now gains resistance to fire damage
Wood One with Nature: Your Golem may cast the Goodberry spell once per Long Rest
Stone Siege Durability: Your Golem gains a +1 to its AC
Clay Malleable Form: Your Golem has advantage on Dexterity Saving Throws and is immune to any spell or effect that would alter its form
Flesh Monstrous Creation: Whenever the Golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
Advanced Golemancy: Clay

Malleable Form: Your Golem has advantage on Dexterity Saving Throws and is immune to any spell or effect that would alter its form

Advanced Golemancy: Flesh

Monstrous Creation: Whenever the Golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Advanced Golemancy: Metal

Forged in Fire: Your Golem now gains resistance to fire damage

Advanced Golemancy: Stone

Siege Durability: Your Golem gains a +1 to its AC

Advanced Golemancy: Wood

One with Nature: Your Golem may cast the Goodberry spell once per Long Rest

Combat Expertise

10th-level Golemancer feature

Beginning at 10th level, your Golem can attack twice, instead of once, whenever it has been commanded to take the Attack action. Additionally, your Golem's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The damage dice for your Golem's Slam attack increases to 2d8. Additionally, you now gain a bonus to your Initiative roll equal to your Intelligence modifier.

 

Arcane Conduit

14th-level Golemancer feature

At level 14, your mystic connection with your Golem has increased the damage of its Golem Slam attacks to 3d8 and now allows it to act as a pylon for your magical power. You can now cast spells (including cantrips) from the position of your golem, including touch spells. Your connection with your Golem and your Arcane gifts also grant you access to Advanced Golem Runes that can be accessed via the Golem Runes table. You may only have 1 Advanced Golemic Rune active at any one time.

Additionally, creating a Golem now takes half the time and does not cost you a spell slot. If a spell slot is spent in the Golem creation process, the Golem gains Temp HP equal to three times the spell slot used.

Golemancer Image

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