My Documents
Become a Patron!
' class='cover-image' />
Golemancer Class
\pagebreak
##### Golemancer | Level | Proficiency Bonus | Features | | | | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Golemancy | | — | — | — | — | — | — | — | — | | 2nd | +2 | Golem Specialization | | — | — | — | — | — | — | — | — | | 3rd | +2 | Golem Enhancements, Golemancer Archetype| — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement| | - | - | - | - | - | - | - | - | |5th | +3 | Golem Helper | | - | - | -| - | - | - | - | |6th | +3 | Golemancer Archetype | | | - | - | -| - | - | - | - | | 7th | +3 | | | | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | | | - | - | - | - | - | | 9th | +4 | Golem Invocations | | - | - | - | - | | 10th | +4 | Golem Adept | | - | - | - | - | | 11th | +4 | - | | - | - | - | - | | 12th | +4 | Ability Score Improvement | | - | - | - | | 13th | +5 | - | | - | - | - | | 14th | +5 | Golemancer Archeytpe | | - | - | | 15th | +5 | | | | - | | 16th | +5 | Ability Score Improvement | | | - | | 17th | +6 || | 18th | +6 | | | 19th | +6 | Ability Score Improvement || 20th | +6 | Golem Mastery | |
A Mountain Dwarf is scavenging ruins for a rare artifact with the help of a medium construct. A group of bandits attempts to attack a lone Rock Gnome in the forest and gets bombarded with boulders. Magical spells try to hit a wounded elven ally but gets obstructed by a medium sized Golem. Golemancers are craftsmen who specialize in the creation and control of a golem construct. #### **QuickBuild** You can make a Golemancer quickly by following these suggestions. First, Intelligence should be your highest score, followed by Constitution or Dexterity. Second, choose the Researcher background. #### **Class Features** As a Golemancer you gain the following class features. Hit Points Hit Dice: 1d8 per Golemancer Level Hit Points at 1st level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Golemancer level after 1st. #### **Proficiencies** Armor: Light Armor Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbow Tools: Artisan Tools Saving Throws: Intelligence, Dexterity Skills: Choose two from Arcana, Survival, Investigation, Religion #### **Equipment** You start with the following equipment, in addition to the equipment granted by your background: * (a) dagger or (b) quarterstaff * (a) scholar's pack or (b) explorer's pack * (a) Leather Armor with Light crossbow and 20 bolts or (b) Studded leather and 20 darts * Pouch containing 10 gold * Artisan Tools \pagebreak #### **Golemancy** Starting at 1st level, you gain the ability to craft and control golems. You can spend time and resources to build a golem, which serves as a loyal companion that follows your commands You also gain proficiency with artisan's tools (smith's tinker's tools, or jeweler's tools), when you use to craft golem parts. #### Craft a Golem To craft a golem, you need to spend eight hours a day and use 50 gold. Only one Golem can be under your control at all times. #### Golem Stats ___ >*Medium Construct, any alignment (same as Golemancer)* > ___ > - **Armor Class** 10 + Golemancer proficiency bonus + Golem's Strength Modifier > - **Hit Points** 1d12 + Constitution Modifier per level, 12 hit points at level 1 for Golem > - **Speed** 30ft. >___ > |STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >Use Standard Array to assign however you like; no racial bonuses >___ > - **Condition Immunities** sleep, poison > - **Senses** passive Perception 10 + Wisdom Modifier > - **Skills** Choose 1 from Athletics, History, Arcana > - **Languages** Any spoken by Golemancer #### Golem Combat The Golem has its own actions to attack and move. The Golem makes one Slam attack which is 1d8 + Golem's strength modifier and + Golemancer's Proficiency bonus + Golem's Strength modifier to hit. The Golem takes its own turn in initiative. #### Control a Golem Once a golem is created, it will follow your commands. Using a range of up to 60 feet for verbal commands or up to 30 feet for non-verbal commands. You can also program a golem with a limited set of instructions, which it will follow until given further commands. It takes one hour to program a golem. #### Upgrade a Golem You can use your action to enhance or empower a golem: * Increase Golem Armor Class temporarily by +1 for a minute. * Increase Golem movement speed by 10 feet for a minute. * Grants advantage on magical resistance to spells for 1 round. * Causes enemies to target the Golem for 1 minute. #### **At Level 2** **Golem Specialization** Starting at 2nd level, you can choose a second golem type to specialize in, and gain additional abilities associated with that golem type. Golem Types are as follows: * **Stone Golem**: A large heavyily armored golem made of granite, capable of absorbing powerful blows and dealing crushing melee attacks. Choosing this specialization adds +2 AC and +2 Strength permantenlty to your golem. * **Clockwork Golem**: A medium-sized, nimble golem made of brass and gears, capable of ranged attacks and movements. Choosing this specialization grants your golem a ranged attack of throwing boulders. Throw Boulder +4 to hit and deals 1d8 + 2 * **Lightning Golem**: A small, agile golem made of crackling electricity, capable of darting around enemies and delivering shocking attacks. Choosing this specialization adds +10 movement and deals 2d4 lightning damage to any creature within 5ft of it. #### **At Level 3** **Golem Enhancements** Starting at 3rd level, you can grant your golem one of these permanent enchancements: * Increase your Golem's AC by +2 * Increase your Golem's Health by 20 * Add 30 ft movement speed to your Golem #### **At Level 4** At 4th level, and again at levels 8, 12, 15, and 19, you can increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. Alternatively, you can select a feat. #### **At Level 5** **Golem Helper** Starting at 5th level, you can use your bonus action to upgrade your golems with new abilities, choose one from the list, it can only be under one effect at a time: * Your golem gains resistance to elemental damage for 1 minute. * Your golem gains additional 10 feet of movement for 1 minute. * Your golem enters a rage mode where all attacks deal additional 2 points of damage if it hits for one minute. #### **At Level 9** **Golem Invocations** Your Golem can now learn invocations equal to that of your Intelligence modifier. #### **At Level 10** #### **Golem Adept** Your Golem has unlocked the ability to be infused with armor and weaponry. As a permanent upgrade you may give your Golem proficiency with Martial weapons and Heavy Armor. #### **At Level 20** **Golem Mastery** You have gained mastery over controlling Golems. Your Golem has gained immunities to all magical damage besides psychic and radiant. \pagebreak #### Stonebound A Stonebound Golemancer specializes in creating golems from solid and sturdy rocks. They are masters of defense and their golems can withstand heavy damages without crumbling. At 3rd level, any Golem you make has high durability. It has resistance to non-magic bludgeoning, piercing and slashing damage. #### Rumble At 6th level, your golem has gained the ability to cause earth tremors with its steps. Whenever a golem under your control moves at least 10 feet in a single direction all creatures within a 10 foot radius of the golem must make a Dexterity saving throw or fall prone. #### Earthbind At 14th level, your golem gains the ability to root creatures to the ground. Whenever a golem you control hits a creature with an attack the creature must make a Strength saving throw or be restrained until the start of your next turn. #### Darkforged A Darkforged Golemancer specializes in creating golems from dark matter and shadow energy. Their golems possess exceptonal mobility and stealth capabilities and are designed to take advantage of their opponent's weakness and fear. #### Shadow Golem At 3rd level, you can create a Shadow Golem as your first golem. This golem is made of dark energy and shadow matter, and has the ability to move through solid objects. It is immune to necrotic damage and has advantage on Dexterity (Stealth) checks in dim light or darkness. #### Shadowstep At 6th level, you can teleport to a space adjacent to your golem as a bonus action. #### Nightshade At 14th level, your golem can emit a dark cloud that blinds their opponents. When a golem you control hits a creature with an attack, the creature must make a Constitution saving throw or become blinded for one minute. #### Blood A Blood Golemancer is a specialist in the creation and manipulation of golems made from blood. The Blood Golemancer uses their knowledge of biology and anatomy to imbue their golem with life, using their own blood as a source of power. #### Blood Golemancy At 3rd level, you gain proficiency with alchemist's tools and a vial containing 8 ounces of your own blood. You also gain the ability to construct a blood golem as long as it is no larger than a medium creature. To construct a Blood Golem requires a blood vial. #### Unatural Resilience Starting at 6t level, your blood golem becomes more resilient. Whenever you level your blood golem gains additional hit points equal to your intelligence modifier (minimum of 1) it also gains advantage on saving throws against being charmed, frightened, paralyzed, petrified or stunned. #### Blood Golem Enhancement At 14th level, you gain the ability to enchance your blood golem with additional features. Your golem gainst the following abilities: * **Blood Drain** The blood golem can drain the blood of a living creature it grapples, dealing 2d6 necrotic damage and healing itself for the same amount. * **Blood Pact** Whenever you take damage, you can choose to transfer half of that damage to your blood golem within 60 feet. * **Blood Explosion** When the blood golem is destroyed, it explodes in a burst of blood, dealing 4d6 necrotic damage to all creatures within 10 feet #### Golem Fuser A Golem Fuser is one that learned how to fuse with their Golem like a suit of armor. At 3rd level you gain resistance to non-magical bludgeoning, slashing and piercing damage. You also gain a temporary pool of hit points equal to half your Golem's hit points and get proficiency with martial weapons and heavy armor. You also gain the abilities given to your Golem expertise. #### Golem Combat At 6th level you are able to attack twice instead of once when taking the attack action. You are also able to attune a spell scroll to the fused Golem's armor which takes 1 hour during a short rest. #### Golemancer's Reposte At 14th level you are able to use your Golem's invocations as a bonus action when taking the attack action on your turn. \pagebreak #### **Golem Invocations** Below are special abilities that your golem can learn equal to your Intelligence modifier and uses your Golem's bonus action to perform. **Force Field** Once a day the golem creates a protective shield around itself and up to 4 creatures granting resistance to all bludgeoning, piercing and slashing damage for 1 round. **Earthquake** Once every long rest the golem slams its fists into the ground, causing a 20-foot radius earthquake. All creatures within this radius must make a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. **Magnetic Pull** Once every short rest the golem exerts a powerful magnetic force within a 30-foot radius, pulling all metallic objects and creatures towards it. Any creature wearing metal armor or carrying a metal weapon must make a Strength saving throw or be pulled towards the golem and restrained for 1 minute. **Arcane Bombardment** Once every long rest the golem channels raw magical energy into a powerful barrage of arcane missiles. Each missile deals 1d6 force damage and each missile increases according the Golemnancer's proficiency bonus. **Void Rift** Once per long rest the golem opens a rift to a Void, unleashing a wave of dark energy that deals 3d8 necrotic damage to all creatures within a 5 foot radius. In addition any humanoid creatures within this radius must make a Wisdom saving throw or be afflicted with madness. **Golem Leap** The Golem propels itself into the air, landing up tot 30 feet away. Any creatures within 5 feet of the landing point must make a Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone. **Fortify** The golem enhances its armor plating, granting itself resistance to all damage types for 1 minute. **Phase Shift** Once per long rest the golem shifts out of phase with reality, becoming insubstantial and immune to all damage for 1 minute. While phased, the golem can move through solid objects and creatures as though they were difficult terrain. **Reflective Shield** Once per long rest, the golem raises a magical shield, reflecting any incoming spells aback at the caster. The caster must make a Dexterity saving throw or take the full effect of their own spell. **Entangling Vines** Once per long rest, the golem channels nature magic, causing vines to sprout from the ground and entangle all creatures within a 20-foot radius. The effected creatures must make a Strength saving throw or be restrained for 1 minute. **Echoing Roar** Once per long rest the golem lets out a deafening roar, stunning all creatures within a 30-foot cone for 1 round if they fail a Wisdom saving throw. Creatures that succeed on the saving throw are still deafened for 1 round.