Golem Knight martial archetype for Fighter

by SemanticAvenger

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Golem Knight Martial Archeytpe

Made for Battle

The archetypal Golem Knight combines the martial mastery common to all fighters with a careful study of constructs and artificing. Taking a cue from animated objects, golems, and warforged or anvilwrought foes, they have learned to augment and replace parts of their own bodies with constructed devices that aid them in battle. Though rare outside of Eberron or Theros, Golem Knights can be found across the multiverse, studious and calculating, always on the lookout for more magical or mechanical items or techniques they can integrate into themselves for an edge in battle.

Subclass Features

Fixer

At 3rd level, you gain proficiency in the Sleight of Hand skill, as well as with tinker's tools and thieves tools. You also gain the mending cantrip.

Additionally, if the mending cantrip is cast on you, you can regain 1d6 hit points. The healing increases to 2d6 at 10th level and 3d6 at 18th level. You can benefit from this feature once before requiring a short or long rest.

Constructed Versatility

Beginning at 3rd level, you are able to implant artificed and mechanical items into your own body. You determine the physical appearance of these modifications. All should be visible, though many can be hidden beneath clothing. You obtain one constructed enhancement of your choice, which are detailed at the end of this class. You gain one constructed enhancement of your choice at 7th, 10th, and 15th level. Each time you gain a new enhancement, you can also replace one enhancement you have implanted with a different one.

Built to Last

By 7th level, your constructed enhancements are integrated enough with your body to change your fundamental physical nature. You gain the following features:

  • Unusual Nature. You don’t need to eat, drink, or breathe.
  • Constructed Persistence. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • Unyielding Form. You have advantage on saving throws against any spell or effect that would alter your form against your will.
  • Additional Storage. You have installed a compartment in a part of your body of your choice that functions as a bag of holding.
  • Antimagic Susceptibility. While in the area of an antimagic field, you receive no benefits from your constructed enhancements. If you are targeted by dispel magic and any of your constructed enhancements include a prosthetic limb or ersatz eye, you must succeed on a Constitution saving throw against the caster's spell save DC or those items fall to the ground and require an action to reattach.

Mechanical Endurance

At 10th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Additionally, you can be stabilized with the use of tinker's tools as well as a healer's kit.

Elemental Sentinel

By 15th level, you have reinforced yourself against a particular element, as with many of the elemental golems or constructed sentinels. Choose one damage type from: acid, cold, fire, lightning, or thunder. Whenever you are subjected to damage of the selected type, you take no damage and instead regain a number of hit points equal to the damage dealt.

Juggernaut

At 18th level, you have reached the pinnacle of synthesis between your mechanical, magical, and organic components. You gain the following benefits:

  • Your Constitution score increases by 2. Your maximum for this score is now 22.
  • The next time you use the Attack action after absorbing elemental damage of your choice from the Elemental Sentinel feature, your first attack deals an additional 2d8 damage of the selected elemental type if it hits.
  • You can now replace one enhancement you have implanted with a different one at the end of any long rest.

Constructed Enhancements

Acute Senses

You have replaced one or both of your eyes with an ersatz eye, granting you additional senses. You gain proficiency in the Perception skill, and darkvision out to 60 feet. If you already have darkvision, this feature increases its range by 60 feet. You also have keen hearing and sight, meaning you have advantage on Wisdom (Perception) checks that rely on hearing or sight.

At 10th level, you gain tremorsense out to 15 feet. Additionally, you can cast the locate creature spell once before completing a short or long rest.

At 18th level, you gain advantage on all Wisdom (Perception) checks. Additionally, as a bonus action, you can grant yourself truesight out to to 60 feet for one minute. You can use this feature once before completing a short or long rest.

Adamantine Body

You have bolstered your limbs and skeleton with metallic components to enhance your physical performance and durability. You gain proficiency in the Athletics and Acrobatics skills. Your proficiency bonus is doubled for any check you make with these skills.

At 10th level, you gain the Powerful Build trait. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your upgrades for this feature qualify as adamantine, meaning that any critical hit against you becomes a normal hit.

At 18th level, you suffer no ill effects from the first five levels of exhaustion. Level 6 exhaustion still causes death.

Applied Sciences

You have physically and magically upgraded your mind to allow for a greater range of knowledge and experience. Choose proficiency in any two tools and one skill of your choice.

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Additionally, at the end of a long rest, you can form a telepathic bond with one willing creature that is able to speak a language. While you are on the same plane of existence as the creature you have bonded to, you can magically convey what you sense to the creature, and the two can communicate telepathically.

At 18th level, you gain proficiency in saving throws for your choice of Intelligence, Wisdom, or Charisma.

Arcane Defenses

You have applied warded and runed plating to your body which increases your defenses against magic. You gain the Magic Resistance trait. You have advantage on saving throws against spells and other magical effects.

At 10th level, you gain limited spell immunity. You automatically succeed on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss you.

At 18th level, you gain the ability to turn spells. If the succeed on a saving throw against a spell that targets you (not an area) and the spell is of 5th level or lower, the spell has no effect on you and instead targets the caster.

Arcane Weaponry

You have installed magical devices within your body which allow you to make magical attacks. These devices cannot be removed unless you are incapacitated. Once on each of your turns when you take the Attack action, you can substitute one of your attacks with one of the weapons gained from this feature, and with which you are proficient. You can use these weapons a combined number of times equal to your Constitution modifier before finishing a long rest. Constitution is your spellcasting ability for these magical weapons.

At 3rd level, you gain a thunder cannon. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 thunder damage on a hit.

At 10th level, you gain the ability to vent a dangerous miasma. You emit a 30-foot cone of yellow, nauseating gas that lasts for 1 minute or until dispersed. The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

At 18th level, you gain a light ray. You emit bright, volatile light in a line 30 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. Also at 18th level, you can use these weapons a combined number of times equal to your Constitution modifier before finishing a short or long rest.

Auxiliary Limb

You have grafted a prosthetic arm to your torso, which functions as a third arm. This limb has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. This limb can wield simple weapons with the finesse or light properties. When a creature within 5 feet of you and which you can see hits you with a weapon attack, you can use your reaction to make an unarmed strike or melee weapon attack against that creature using this limb.

At 10th level, you gain the Spider Climb trait. You have a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

At 18th level, when you take the Attack action on your turn, you gain one extra attack in addition to any others gained from this class, as long as you are not currently using your Spider Climb trait.

Enhanced Locomotion

You have augmented your limbs to enable greater movement. Your walking speed increases by 10 feet, and you can cast the jump spell once as a bonus action before finishing a short or long rest.

At 10th level, you gain climbing and swimming speeds equal to your walking speed, and have advantage on saving throws to avoid or end the grappled or restrained conditions on yourself.

At 18th level, you gain a flying speed equal to your walking speed and are immune to being restrained.

External Resilience

You have strengthened your body to resist outside attacks and keep yourself alive. You have advantage on death saving throws.

At 10th level, as a bonus action, you can make yourself resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute. You can use this feature once before finishing a long rest.

At 18th level, you are immune to the blinded, deafened, petrified, and stunned conditions.

Integrated Defenses

You have replaced your offhand arm with a prosthetic limb. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. At the end of a long rest, you can integrate any shield into the arm. As a bonus action, you can retract the weapon into your prosthetic limb or extend it from there. While it is extended, you can use the shield as if you were holding it, while leaving your hand free for other purposes.

At 10th level, any shield implanted in your prosthetic limb gains an additional +1 bonus to AC while the shield is extended. This bonus is in addition to the shield’s normal bonus to AC.

At 18th level, any shield implanted in your prosthetic limb gains an additional +2 bonus to AC while the shield is extended. This bonus is in addition to the shield’s normal bonus to AC.

Integrated Weaponry

You have replaced your primary weapon arm with a prosthetic limb. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. At the end of a long rest, you can integrate any nonmagical weapon into the arm. As a bonus action, you can retract the weapon into your prosthetic limb or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

If the weapon has the two-handed or heavy properties, your attack rolls are made with disadvantage if you are carrying anything in your other hand. Weapons with the versatile property similarly can only be used as one-handed weapons if you are carrying anything in your other hand.

At 10th level, you can integrate magical weapons into your prosthetic limbs, and all integrated weaponry is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 18th level, you gain a +2 bonus to attack rolls and +1 bonus to damage rolls with any integrated weapon.

Internal Magical Capacitor

You have implanted a device within your body that allows for limited innate spellcasting. At 3rd level, it provides the mage hand cantrip, and the shield and expeditious retreat spells.

At 10th level, you gain the haste and slow spells.

Your final upgrade at 18th level provides the far step and Tasha's otherworldly guise spells.

You can cast these spells a combined number of times equal to your Constitution modifier before requiring a long rest.

Iron Gullet

You have artificially enhanced your body's interior to protect against sickness. You have resistance to poison damage, advantage on saving throws against being poisoned or paralyzed, and can cast the purify food and drink spell once before completing a short or long rest.

At 10th level, you are immune to disease, and gain resistance to necrotic damage and immunity to poison damage. You also regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point.

At 18th level, you gain immunity to necrotic damage, are immune to the paralyzed and poisoned conditions, and suffer no ill effects from your first two levels of exhaustion. You also regain 2d6 hit points every 10 minutes, provided that you have at least 1 hit point.

 

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