Revised Artificer: Golemsmith and Infusionsmith

by

Search GM Binder

Golemsmith

A Golemsmith is an Artificer that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.

Why a Golemsmith embarks in on the quest to forge this artificial construct of life can vary. For many it the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.

A Golemsmith is rarely chaotic, as they are by their natures people of great care and discipline: those are not would not have succeeded where they have, but some have been set on their path by such events that might drive them interact chaotic with society as a whole.

Golemsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Warforged Golem

Starting at 1st level, you have forged a mechanical golem to carry out your orders and protect you. The golem is controlled via a pendent that only you can attune to.

Control Pendant

Wondrous Item, Attunement (creator only).

While attuned to this gem, you have control of your Warforged Golem. Your Warforged Golem acts on your Initiative.

The Warforged Golem obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. It has Proficiency in Shields, Simple Weapons and Martial Weapons.

Your Warforged Golem's Proficiency increases when yours does. Additionally, it gains 5 hit points for every level in Artificer you gain. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.

Over the course of a short rest, you can restore hitpoints equal to your Artificer level to your golem, or repair it to full health during a long rest.

Intelligent Oversight

Starting at 3rd level, you can use the Help action as a bonus action when assisting your golem. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.

Autonomous Action.

Starting at 5th level, you no longer need to spend your action to direct the golem to use its action, and it can act following mental commands communicated via the control pendant (no action required by Artificer).

Perfected Design

Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.

Upgrades


Warforged Golem

Medium Construct, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 10 + (5 per Artificer Level)
  • Speed 25ft.
STR DEX CON INT WIS CHA
16 (+2) 12 (+1) 14 (+2) 4 (-3) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 7
  • Languages Understands creator’s languages, but cannot speak

Actions

Attack. Slam: +5 to hit, reach 5ft., one target. Hit 1d4 + 3

__

Arcane Barrage Armament. Prerequisite: 5th level Artificer.

You install a shoulder mounted armament to your golem, charged with arcane power. As an action, the golem can cast Magic Missile as a 3rd level spell. When cast this way, it has no Verbal or Somatic component.

Once used, this armament cannot be used again until the Artificer completes a short or long rest.

Cloaking Device. Prerequisite: 15th level Artificer.

You install an Arcane Cloaking device on your Warforged Golem. This device has 4 Charges. You can direct the golem to expend 1 or more charges to cast one of the following spells using its action: Invisibility (2 charges), Greater Invisibility (4 charges).

It regains all charges after a long rest.

Environmental Adaptation. Prerequisite: 5th level Artificer.

You add integrated climbing hooks, deployable fins, insulated seals to your Golem. Your Warforged Golem gains a climbing and swimming speed equal to its walking speed.

Additionally, it gains resistance to Cold and Fire damage.

Expanded. Prerequisite: 9th level Artificer.

You enlarge your Warforged Golem, increasing its size category by one. It has advantage on Strength checks and Strength saving throws.

Flamethrower Armament. Prerequisite 5th level Artificer.

You install a shoulder mounted armament to your golem, heavily enchanted with flame spells. As an action, the golem can cast Burning Hands as a 3rd level spell. The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic component.

Once used, this armament cannot be used again until the Artificer completes a short or long rest.

Magical Essence.

You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item.

Heavy Armor Plating Prerequisite: 5th level Artificer.

You can incorporate a suit of Heavy Armor into your Warforged Golem. Your Warforged Golem's AC becomes the AC granted by the incorporated armor. While incorporated with your Warforged Golem in this way, the Warforged Golem has Proficiency with that armor.

While equipped with Heavy Armor, your Warforged Golem has disadvantage on Dexterity (Stealth) checks.

Improve Dexterity.

You tune the servos in your Warforged Golem. Your Warforged Golem's Dexterity score increases by 2. You may apply this upgrade multiple times. A Warforged Golem's maximum Dexterity score is 18.

Improve Strength.

You reinforce the power of your golem’s core and limbs. Your Warforged Golem's Strength score increases by 2. You may apply this upgrade multiple times. A Warforged Golem's maximum Strength score is 18.

Iron Fortress. Prerequisite: Stabilization

You increase the size and durability of your golem’s frame. Your Warforged Golem now counts as full cover for people behind it or riding it. Additionally, it cannot be moved against its will while in contact with a floor.

Multiattack Protocol. Prerequisite: 11th level Artificer.

Your Warforged Golem gains multiattack. When your Warforged Golem uses the Attack action, it can attack twice.

Mark of Life. Prerequisite: 9th level Artificer. You have attained the understanding of magic and craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains an Intelligence score of 8 and a Charisma score of 6. This allows it to follow more complex commands without direct input, speak, and remember things.

Roleplaying a Warforged Companion

If you choose the Mark of Life upgrade, your Warforged golem becomes sentient companion, capable of learning, thinking, and having opinions. Consider how this may impact your interactions.

Precision Movements. Incompatible with Expanded.

Your Warforged Golem gains Proficiency in the Stealth skill and with Thieves' Tools. Additionally, it gains an integrated set of Thieves' Tools that are always available (unless removed).

Stabilization.

You increase the resilience and stability of your Warforged Golem. It gains proficiency in Constitution Saving Throws and has advantage against saving throws to be knocked down.

Runic Wings. Prerequisite: 11th level Artificer. Incompatible with Expanded. You add rune-engraved wings to your Warforged Golem, granting it a flying speed of 20 feet.

Warfare Routines. Your Warforged Golem gains one Fighting Style of your choice from Archery, Defense, Duelling, or Great Weapon Fighting.

Warforged Apprentice. Prerequisite: Mark of Life. 15th level Artificer.

Your Warforged Companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Warforged Companion gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).

Warforged Adept. Prerequisite: Warforged Apprentice.

Your growth as a Runesmith is such that your creation is capable of learning and adapting even more skills. It gains all the second level features of the class you selected for the Warforged Apprentice upgrade. This does not include health or class proficiencies (for example, selecting Fighter grants only Action Surge).

Infusionsmith

An Infusionsmith is, in some ways, perhaps the most quintessential type of Artificer. While other artificiers may delve in mechanics and tinkering, an Infusionsmith is an artificer that tinkers with magic itself.

These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the artificers that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.

Infusionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Infused Weapon

Starting at 1st level, you can infuse your weapon with a powerful magic. As a bonus action, you can infuse a weapon you are holding, causing it to burst into ethereal flames. The first time you hit an attack with that weapon before the end of your next turn, it deals an additional 1d6 force damage, and the infusion ends.

This damage increases by 1d6 at 5th level Artificer (2d6), and again at 11th level (3d6) and 17th level (4d6).

When attacking with an infused weapon, you can use you Intelligence modifier in place of your strength or dexterity modifier for the attack and damage rolls.

Store Magic

Starting at 3rd level, you gain the ability to channel your artificer spells into a non-magical item for later use.

At the end of a short or long rest, pick a spell you know. You can infuse this spell into an item for later use. You must expend any components the spell requires, but this does not expend a spell slot. Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic and cast the spell.

The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a short or long rest without expending the stored spell.

Animated Weapon

Starting at 5th level, you can animate a weapon to strike your enemies. At the end of a long rest, you can touch a non-magical melee weapon and bring infuse it with animating magic. During this time, when you take the attack action, you can mentally direct the animated weapon to attack a creature within within 30 feet of you.

The weapon returns to your side after every attack. If there is no path between you and the target of your attack, the attack fails, but the animated weapon otherwise ignores cover.

When attacking with an animated weapon, you can use you Intelligence modifier in place of your Strength or Dexterity modifier for the attack and damage rolls.

Animated Attack Actions

This ability functions largely like Extra Attack, and does not interact with attacks not made with the Attack action, such as booming blade.

Infused Focus

Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item, and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.

Once you use this ability, you must complete a short or long rest before using it again.

Infusionsmith Upgrades

Alter Time Infusion Prerequisite: 9th level Artificer

You learn a special infusion for manipulating the flow of time. When you use your Store Magic feature, rather than picking a spell you know, you can cast haste or slow. Unless you know these spells from another source, you can only cast these spells using the Store Magic feature.

Animated Archer

You learn a more complicated version of the Animated Weapon ability, allowing to animate ranged weapons and a quiver of ammunition. The weapon works in the same manner, and can make a ranged weapon attack when make an attack. The weapon still requires ammunition, and can carry up 30 pieces of ammunition at a time, after which it needs to be reloaded as an action.

Dancing Fires Prerequisite: 9th level Artificer

When you animate a weapon with your Animated Weapon feature, you can additionally imbue it with ethereal flames, causing it to deal 1d6 force damage on hit.

Enhance Attribute

You can enhance a piece of non-magical jewelery with power that boots the wearers abilities. Select an attribute from Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma, the current and maximum attribute score for that attribute is increased by one while wearing this item. This piece of jewelry provides a benefit only to you.

You can take this upgrade twice.

Explosive Mine Prerequisite: Thunder Mine, 11th level Artificer

When you set a magical trap, you can make the mine cast fireball instead of shatter.

Focused Power Duration Prerequisite: 15th level Artificer

When you use your Infused Focus power, the spell lasts a number of rounds equal to your Intelligence modifier + proficiency modifier.

Wondrous Item Infusions

Generally speaking, a magic item that is not otherwise under the purview of another subclass (such as wands) is an appropriate item for an Infusionsmith. At the DMs discretion, most uncommon non-attunement wondrous items make appropriate custom Infusionsmith upgrades.

Radiant Infusion Prerequisite: 15th level Artificer

You learn a special infusion for bestowing radiant energy. When you use your Store Magic feature, rather than picking a spell you know, you can cast holy weapon. Unless you know this spell from another source, you can only cast this spell using the Store Magic feature.

Shielding Ring

You infuse powerful magic into a non-magical ring. You can use this ring to cast the shield spell without expending a spell slot. You cannot use this ring to cast the spell again until you complete a short or long rest.

Spell Trapping Ring. Prerequisite: 9th level Artificer

You set a powerful magic into a non-magical ring. You can use this ring to cast counterspell without expending a spell slot. When you cast counterspell in this way and it succeeds, the spell cancelled is stored in the ring. You can then cast the stored spell without expending a spell slot, but spell fades if it is not used before you complete a long rest.

Once you use this ring, you cannot use it again until you complete a long rest.

Soul Saving Bond

You set up a special magical bond between you and another creature. When either creature bound by this abilities fails Wisdom, Intelligence or Charisma saving throw, the other character can make their own saving throw, replacing the failed saved with their own roll. If this ability is used on a death saving throw, the replacement roll is a 20. Once a roll is replaced by this feature, it cannot be used again until both creatures in the bond have completed a short or long rest.

This bond can be set up with a different creature at the end of a long rest.

Thunder Mine Prerequisite: 5th level Artificer

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command. When the magic trap detonates, it casts shatter centered on the item. If a creature is in the area of effect of more than one thunder mine during a turn, they take half damage from any subsequent effects of the mines.

Setting the magical mine takes a special ritual taking 1 minute, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer setting it disarms it.

You can set a number of these equal to your Intelligence modifier. The number you can place is refreshed when you complete a long rest.

Triggered Infusion

When you use your Store Magic feature, you can set a trigger for the effect to occur. If the triggering event occurs, you can use your reaction to activate the stored spell. The trigger event can be a verbal key.

Warding Stone

You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your intelligence modifier. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.

This pool of temporary hit points refreshes when the Artificer that created it completes a long rest.

Weapon Infusion Prerequisite: 9th level Artificer

You can perform on a weapon enhacnement on a weapon. To perform this infusion requires a 4th level spell slot, and it can be performed as an action, with a range of touch, and last one minute.

  • Flametongue. The weapon deals an additional 2d6 fire damage on hit.
  • Speed. When you make an attack with this weapon, you can make a single additional attack as a bonus action with this weapon.
  • Vorpal. The weapon deals a critical strike on 19 or 20, and deals an additional die of damage on critical hits.

You do not need to maintain concentration on this effect, but you can only have one weapon infusion active on a weapon at a time.

Flying Boots Prerequisite: 15th level Artificer

You cast a powerful infusion on a set of boots. The creature wearing these boots is under the effect of the fly spell.

Changing Infusions

There is no way to change selected infusions If you feel you must change one, discuss with your DM! This may make an appropriate downtime activity.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.