Base Class: Wizard
Golemancers turn arcane theory toward the creation of artificial life. Through carefully inscribed commands, enchanted materials, and a specially constructed arcane core, you create a Golem that accompanies you throughout your adventures.
Your Golem is more than a weapon. It is an assistant, scout, guardian, and perhaps even a friend. As your mastery grows, you continually rebuild and modify your creation until the humble construct that once carried your spellbook can unfold into your greatest arcane masterpiece.
Whether your Golem possesses true consciousness or merely imitates it with extraordinary complexity is a question even you might not be able to answer…
School of Golemancy Features
| Wizard Level | Feature |
|---|---|
| 3rd | Arcane Golem, Construct Modifications |
| 6th | Arcane Will |
| 10th | Greater Chassis |
| 14th | Masterwork Chassis |
Level 3: Arcane Golem
Level 3
You have created an Arcane Golem, a magical Construct that accompanies you on your adventures.
When you gain this feature, determine the Golem's appearance and the materials from which it is constructed. It might be assembled from stone, clay, metal, wood, porcelain, glass, bone, paper, scrap, or another suitable material. These choices don't affect its game statistics.
The Golem uses the Arcane Golem stat block. It is friendly to you and your allies and obeys your instructions. You determine your Golem's personality, mannerisms, and behaviour. It might communicate through gestures, written symbols, mechanical noises, or other behaviours of your choice. Whether these behaviours represent genuine consciousness or sophisticated magical instructions is up to you:
Arcane Golem
Small Construct
Armor Class: 13 + your Intelligence modifier
Hit Points: 5 + five times your Wizard level
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 12 (+1) | 14 (+2) | 6 (-2) | 12 (+1) | 6 (-2) |
Saving Throws: The Golem adds your Proficiency Bonus to all its saving throws.
Skills: Investigation + your Proficiency Bonus, Perception + your Proficiency Bonus
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft.; Passive Perception 11 + your Proficiency Bonus
Languages: Understands the languages you speak but can't speak
Proficiency Bonus: Equals your Proficiency Bonus
Constructed Nature
The Golem doesn't need to eat, drink, breathe, or sleep.
Independent Construct
The Golem rolls its own Initiative and takes its own turn. It follows your verbal instructions to the best of its ability, and giving it an instruction requires no action.
If you are Incapacitated or otherwise unable to instruct the Golem, it continues following your most recent instructions. If those instructions no longer apply, it prioritizes protecting you and itself. The Golem can take any action available to a creature in addition to the actions in this stat block.
Arcane Strike
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d6 + your Proficiency Bonus Force damage.
The damage increases to 2d6 when you reach Wizard level 10.
The Golem can make only one Arcane Strike on each of its turns.
Repair
If your Golem has at least 1 Hit Point, you can spend 1 minute repairing it and expend a spell slot. The Golem regains Hit Points equal to five times the level of the expended spell slot.
The Golem regains all its Hit Points when you finish a Long Rest.
Reconstruction
When your Golem is reduced to 0 Hit Points, its body becomes Inert, but its arcane core remains intact.
You can reconstruct the Golem during a Short or Long Rest if you have its arcane core and access to suitable mundane materials. At the end of the rest, the Golem returns with all its Hit Points.
If its arcane core is lost or destroyed, you can create a replacement during a Long Rest using materials worth 50 GP
Level 3: Construct Modifications
Level 3
Your Golem is a constantly evolving creation. Choose two Construct Modifications from the options below.
Whenever you gain a Wizard level, you can replace one Modification with another Modification of your choice.
At Wizard level 10, your Golem gains a third Modification. Unless otherwise stated, a Modification can be selected only once.
Arcane Sensor
Your Golem has learned to detect disturbances in the Weave.
As a Magic action, the Golem can determine whether magic is present within 30 feet of itself. This sense doesn't reveal the location, school, or nature of the magic.
The Golem also has Advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to locate magical objects, magical effects, or creatures visibly affected by magic.
Articulated Limbs
Your Golem gains a Climb Speed equal to its Speed.
The Golem can extend or reconfigure its limbs when manipulating its surroundings, allowing it to interact with unattended objects up to 10 feet away.
Additionally, the Golem takes no damage from falling 30 feet or less.
Guardian Plating
Your Golem's Hit Point maximum increases by twice your Wizard level.
When a creature within 5 feet of the Golem is targeted by an attack roll, the Golem can take a Reaction to impose Disadvantage on that attack roll, provided the Golem can see the attacker.
Resonance Core
Your Golem can speak the languages it understands.
Additionally, you and your Golem can communicate telepathically while within 120 feet of each other.
As a Bonus Action, the Golem can take the Help action to assist another creature within 10 feet of itself. When it uses Help to assist an attack roll, the target of the attack can also be within 10 feet of the Golem rather than 5 feet.
Utility Frame
Your Golem counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
The Golem can carry and manipulate equipment regardless of its physical shape, and its chassis can store up to 100 pounds of objects without those objects interfering with its movement.
The Golem can also take the Utilize action as a Bonus Action.
Level 6: Arcane Will
Level 6
Your Golem's arcane core becomes an extension of your own spellcasting.
When you cast a Wizard spell that has a range other than Self, you can cause the spell to originate from your space or your Golem's space. Your Golem must be within 60 feet of you.
You make all attack rolls and other decisions associated with the spell. You must also be able to see the spell's target or point of origin unless the spell normally allows otherwise. If the spell creates a Cone, Line, Emanation, or another area that normally originates from you, you can have that area originate from the Golem instead.
You can use Arcane Will once per turn.
Shared Senses
As a Bonus Action, you can perceive through your Golem's senses until the start of your next turn, provided you and the Golem are on the same plane of existence.
While perceiving through your Golem, you are Blinded and Deafened with regard to your own senses. You can communicate telepathically with your Golem while using this feature.
Level 10: Greater Chassis
Level 10
Your understanding of construct architecture allows you to rebuild your Golem into more specialised forms. Your Golem gains a third Construct Modification.
Additionally, whenever you finish a Long Rest, choose one of the following chassis for your Golem. The chosen chassis lasts until you choose another after a Long Rest.
Assistant Chassis
Your Golem uses its normal Arcane Golem statistics.
Guardian Chassis
Your Golem becomes Medium and gains the following benefits:
Increased Speed. Its Speed becomes 35 feet.
Powerful Build. The Golem counts as Large when determining its carrying capacity and the weight it can push, drag, or lift.
Mobile Cover. When the Golem is directly between a creature and the source of an attack or effect, the creature can benefit from Half Cover from the Golem.
Forceful Strike. Once on each of its turns when the Golem hits a Large or smaller creature with Arcane Strike, it can push the target up to 10 feet directly away from itself.
Changing chassis can alter your Golem's appearance, but it remains the same creature and retains its personality, memories, Hit Points, and Construct Modifications.
Level 14: Masterwork Chassis
Level 14
Your Golem has become your greatest arcane creation, capable of unfolding into a massive construct that serves as both guardian and mobile spellcasting platform. As a Magic action while your Golem is within 60 feet of you, you can activate its Masterwork Chassis.
The transformation lasts for 1 minute. It ends early if the Golem is reduced to 0 Hit Points or if you end it as a Bonus Action.
Once you activate the Masterwork Chassis, you can't do so again until you finish a Long Rest. While transformed, your Golem gains the following benefits:
Masterwork Form
- The Golem becomes Large if it isn't already Large.
- Its Speed increases by 10 feet.
- Its reach with Arcane Strike increases to 10 feet.
- It gains Temporary Hit Points equal to twice your Wizard level.
- It has Advantage on Strength checks and Strength saving throws.
- It counts as Huge when determining its carrying capacity and the weight it can push, drag, or lift.
Amplified Modifications
The Golem's installed Construct Modifications gain the following additional benefits while the Masterwork Chassis is active:
- Articulated Limbs- The Golem can interact with unattended objects up to 20 feet away. It can also move across walls and ceilings without making an ability check and without needing to keep its hands free.
- Utility Frame- The Golem can carry up to four willing Medium or smaller creatures without counting their weight against its carrying capacity.
- Guardian Plating- Creatures of your choice within 5 feet of the Golem have Half Cover.
- Arcane Sensor- The Golem can see Invisible creatures and objects within 30 feet of itself.
- Resonance Core- When the Golem takes the Help action using Resonance Core, it can assist two creatures instead of one. Both creatures must be within 10 feet of the Golem.
Pilot Compartment
When your Golem enters its Masterwork Chassis, it creates a protected compartment designed for you. While within 5 feet of the Golem, you can spend 5 feet of movement to enter or leave the compartment.
While inside the compartment, you gain the following benefits:
- You move with the Golem whenever it moves, and this movement doesn't expend your Speed.
- You have Three-Quarters Cover against attacks and effects originating outside the Golem.
- You can cast spells normally.
- For the purpose of your Wizard spells, you can treat the Golem's space as your own.
- You can see and hear normally through openings, arcane lenses, and other sensors built into the chassis.
The Golem continues taking its own turns while you are inside it. If the Golem is reduced to 0 Hit Points while you are inside it, you are ejected into an unoccupied space within 5 feet of it and have the Prone condition. The Golem then becomes Inert as normal.
Your Masterwork
Your Golem remains the same creature regardless of how extensively you modify it. Its form might change from a tiny clay assistant into a towering stone guardian, but its mannerisms, memories, and personality remain its own.
Some Golemancers regard their creations as tools. Others see apprentices, companions, children, or friends. Whether your Golem truly feels the same way is a mystery you may spend the rest of your career trying to answer.
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