Arcane Tradition
School Of Golems
The School of Golems is a long forgotten and often considered obsolete by many artificers and tinkerers due to the amount of spells that can summon in a temporary buddy for half the duration but half the cost. However the wizards of this school are no pushovers and use their knowledge, spells and massive golem partner to take on anyone who stands in their way!
Create Golem
At 2nd level, you may spend the course of a long rest to devote yourself and a part of your soul into making a medium sized Arcane Golem. It is friendly to you and your companions, and obeys your commands.
In combat the Arcane Golem shares your initiative, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it can take on its turn is the dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the mending spell is cast on it, it regains 2d6 hit points. You can gain a level of exhaustion as an action in order to immediately summon your Arcane Golem or take the course of a long or short rest to create the Arcane Golem.
Construct Knowledge
At 2nd level you have advantage on checks, and saving throws imposed by any Construct creature
Wizard's BodyGuard
At 6th level when you are within 5ft of your golem you have advantage on saving throws that apply the Frightened condition, additionally you may use your reaction to gain advantage on a saving throw but cause your Arcane Golem to automatically fail their next saving throw. This increases to 10ft away at 10th level and 15ft at 14th level.
Large Defender
At 10th level you may gain a level of exhaustion to cause your Arcane Golem to grow to large size. When this happens they have advantage on all Strength checks and saving throws, they increase their Slam damage to 2d6 and gain a 5ft reach, however they suffer from disadvantage to all Dexterity Rolls. At 14th level you may gain 2 levels of exhaustion to cause your golem to be Huge sized, gaining +2 to AC, have 10ft reach and deal 4d6 damage with their Slam attack.
Protect and Serve
At 14th level your Arcane Golem gains the following benefits.
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+2 to AC and Advantage on STR, CON, and INT saves, automatically succeeds these saves if Huge sized
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Heals for maximum health when healing spells or mending is cast on it.
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Additionally Wizard's Bodyguard now applies to all creatures within reach and no longer imposes failure on Arcane Golem's next saving throw.
Arcane Golem
Medium Construct, Unaligned
- Armor Class 17
- Hit Points 2 + INT modifier + 5 times your wizard level.
- Speed 20ft
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
- Saving Throws Str +1+PB, Con +2+PB
- Skills Athletics +1+PB, Perception +1+PB
- Damage Immunities Poison
- Condition Immunities Charmed, Exhausted, Poisoned
- Senses darkvision 60ft, passive perception 10 plus (PB x2)
- Languages Understands all that you speak
- Challenge -
Vigilant. Arcane Golem cannot be Suprised
Actions
Force-Empowered Slame. Melee Weapon Attack: your spell attack modifier, 5ft reach, one target. Hit: 1d10+PB Force damage
Arcane Repair. the Arcane Golem's magic starts rejuvinating it. restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect. The Arcane Golem imposes disadvantage to an attacker within reach. Provided that the attacker is targeting a creature different from the Golem.
Interpose. The Arcane Golem takes damage instead of a creature within reach. Provided that the creature is willing and within reach of the Golem.