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### Wizarding School: School of Golemancy #### Arcane Golem Starting at 2nd level, you magically create an Arcane Golem construct, it can be made of any material without effecting its statistics but due to the arcane scribing it is obvious to most creatures at a glance that it is a construct. The construct is friendly to you and your companions and obeys your commands. You choose its stat block -Iron Golem, Flesh Golem, Clay Golem or Stone Golem - which uses your proficiency bonus (PB) in several places. You also determine the kind of material the golem is, choosing a kind appropriate for the stat block. Whatever kind you choose, the golem bears arcane markings, indicating its magical origin. In combat, the Arcane 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 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. You can also sacrifice one of your attacks when you take the Attack action to command your Arcane Golem to take the Attack action. If you are incapacitated, the Arcane Golem can take any action of its choice, not just Dodge. If the Arcane Golem has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The Arcane Golem returns to life after 1 minute with all its hit points restored. When you finish a long rest you can create a different Arcane Golem which appears in an unoccupied space within 5 feet of you, and you choose its appearance. If you already have a Arcane Golem from this feature, it vanishes when the new Arcane Golem appears. The Arcane Golem also vanishes if you die. Your Arcane Golem doesn't need to eat, drink, sleep or breathe. #### Construct Reconstruction Starting at 2nd level, you learn the Mending Cantrip, or another cantrip from the Wizard spell list if you already know it. If you cast the Mending spell on a construct you can expend a spell slot to restore hit points to it. The amount of hit points it recovers is a number of d8's equal to the spell slot level + 1. #### Golem Enhancements Starting at 6th level, after a long rest you can alter the Arcane Golems size to small or medium. Your Arcane Golems speed increases by 10 ft and it's attacks are magical for the sake of overcoming resistances and immunities. When a creature takes damage and your Arcane Golem is within 60ft and can see it, the Arcane Golem can use it's reaction to take half the damage it would have suffered. \columnbreak #### Golem Expertise Starting at 6th level your knowledge of golemancy is greater than others. When you use a *Manual of Golems* or another magical item that allows you to create a golem, you do so with have the required time and resources. Upon completion if the item is destroyed it instead becomes non magical and regains its magic after 1 year. #### Improved Plating Starting at 10th level, when you finish a short or long rest you can give your Arcane Golem resistance to one type of damage of your choice. #### Spell Repository Starting at 14th, after finishing a long rest you can alter the Arcane Golems size to small, medium or large. At the end of a short or long rest you can store up to a 3rd level spell that is written in your spell book in your Arcane Golem. Your Arcane Golem can cast the stored spell once at it's lowest level using your spellcasting ability. As an action you can touch your Arcane Golem and expend a spell slot to replace the spell stored in your Arcane Golem with one equal to or lower that the spell slot level you expended that is written in your spell book. The new spell must be less than 3rd level and replaces the spell stored in your golem.
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\pagebreak # Arcane Golem Construction ___ > ## Iron Golem >*Small construct* > ___ > - **Armor Class** 14 + your proficiency bonus > - **Hit Points** 5 + five times your wizard level (The golem has a number of Hit Dice [d8s] equal to your wizard level) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|18 (+4)|6 (-2)|10 (0)|4 (-3)| >___ > - **Saving Throws** Str +2 plus PB, Con +4 plus PB > - **Damage Immunities** Poison. > - **Condition Immunities** charmed, exhaustion, frightened, paralysed, petrified, poisoned > - **Senses** passive Perception 10 + PB > - **Languages** Understands the languages you speak > - **Challenge** - **PB** equals your proficiency bonus > ___ > ***Vigilant.*** The golem cannot be surprised > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* Your spell atack modifier to hit, reach 5ft., one target. *Hit* 1d6 + 2 + PB bludgeoning damage. > > ***Defensive Nature.*** When the golem is within 5 feet of a creature on its turn it can switch places with that creature, provided the golem spends at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. > ### Reactions > > ***Arcane Plating.*** When the golem takes damage it can use it's reaction to expend one of your spell slots and reduce the damage taken by five times the spell slots level.
Art Credit: Legends of Aethereus
\columnbreak ___ > ## Flesh Golem >*Small construct* > ___ > - **Armor Class** 11 + your proficiency bonus > - **Hit Points** 5 + four times your wizard level (The golem has a number of Hit Dice [d6s] equal to your wizard level) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|6 (-2)|10 (0)|4 (-3)| >___ > - **Saving Throws** Str +3 plus PB, Con +3 plus PB > - **Damage Immunities** Poison. > - **Condition Immunities** charmed, exhaustion, frightened, paralysed, petrified, poisoned > - **Senses** passive Perception 10 + PB > - **Languages** Understands the languages you speak > - **Challenge** - **PB** equals your proficiency bonus > ___ > ***Vigilant.*** The golem cannot be surprised > > ***Enraged.*** When the golem is below half health it adds an extra d8 to its damage rolls. > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* Your spell atack modifier to hit, reach 5ft., one target. *Hit* 1d8 + 3 + PB bludgeoning damage. > ### Reactions > > ***Share the Pain.*** When the golem takes damage it can use it's reaction to make a Slam attack against a creature within 5ft. > > ***Potent Assault.*** When you cast a spell of 1st level or higher the golem can use it's reaction to make a Slam attack against a creature within 5ft.
\pagebreak ___ > ## Clay Golem >*Small construct* > ___ > - **Armor Class** 13 + your proficiency bonus > - **Hit Points** 5 + four times your wizard level (The golem has a number of Hit Dice [d6s] equal to your wizard level) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|6 (-2)|10 (0)|4 (-3)| >___ > - **Saving Throws** Str +2 plus PB, Con +3 plus PB > - **Damage Immunities** Poison. > - **Condition Immunities** charmed, exhaustion, frightened, paralysed, petrified, poisoned > - **Senses** passive Perception 10 + PB > - **Languages** Understands the languages you speak > - **Challenge** - **PB** equals your proficiency bonus > ___ > ***Vigilant.*** The golem cannot be surprised > > ***Malleable Motion.*** When your golem takes the dash action it can move an additional 20 feet as part of the action. > > ***Sculpted Appearance*** Advantage on Dexterity (Stealth) checks. > > ***Molded Form.*** When your Golem is holding an item that it can hold it can cause the clay around it to solidify preventing creatures from taking the item while the golem is alive. If the item is small enough to hide the item inside the Golem it can be placed there with no visible indication. DM's discretion on what can and can't use this feature, mostly depending on the size of the object and the golem. > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* Your spell attack modifier to hit, reach 5ft., one target. *Hit* 1d6 + 2 + PB bludgeoning, piercing or slashing damage. > > ***Hunk of Clay.*** *Ranged Weapon Attack:* Your spell atack modifier to hit, range 60/180 ft., one target. *Hit* 1d6 + 2 + PB bludgeoning, piercing or slashing damage. \columnbreak ___ > ## Stone Golem >*Small construct* > ___ > - **Armor Class** 13 + your proficiency bonus > - **Hit Points** 5 + five times your wizard level (The golem has a number of Hit Dice [d8s] equal to your wizard level) > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|16 (+3)|6 (-2)|12 (+1)|4 (-3)| >___ > - **Saving Throws** Str +2 plus PB, Con +3 plus PB > - **Damage Immunities** Poison. > - **Condition Immunities** charmed, exhaustion, frightened, paralysed, petrified, poisoned > - **Senses** passive Perception 10 + PB > - **Languages** Understands the languages you speak > - **Challenge** - **PB** equals your proficiency bonus > ___ > ***Vigilant.*** The golem cannot be surprised > > ***Aura of Rock.*** When an allied creature takes damage within 10ft of the Arcane Golem it reduces the damage it takes by an amount equal to your intelligence modifier (minimum of 1). The damage is reduced before any resistances or abilities are calculated. > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* Your spell atack modifier to hit, reach 5ft., one target. *Hit* 1d6 + 2 + PB bludgeoning damage. > ### Reactions > ***Protection of Stone.*** When a creature within 10 feet deals damage to another creature the Golem can force that creature to make a wisdom saving throw against your spell save DC, on a failure the targeted creature cannot directly target the one it dealt damage to until the end of it's next turn.
Art Credit: https://aldo-art.com