Golemancy and You

by Shadowfall666

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Golemancer
Level Proficiency
Bonus
Features Spells
Known
Cantrips 1st 2nd 3rd 4th 5th Total Upgrades New Upgrades
1st +2 Basic Golemancy, Spellcasting, Golem Specialization, Golem Upgrades 2 2 2 1
2nd +2 Simple Repairs 3 3 2 2 + 1
3rd +2 My Turn! 4 4 3 3 + 1
4th +2 Ability Score Improvement 5 4 3 3
5th +3 Autonomy, Fundamental Pattern 6 4 4 2 4 + 1
6th +3 Specialization Feature 7 4 4 2 4
7th +3 Warded Bond 8 4 4 3 5 + 1
8th +3 Ability Score Improvement 9 4 4 3 5
9th +4 Specialization Feature 10 4 4 3 2 6 + 1
10th +4 Discipline Dabbling 11 4 4 3 2 7 + 1
11th +4 Arcane Recognition 12 4 4 3 3 8 + 1
12th +4 Ability Score Improvement 12 4 4 3 3 8
13th +5 13 4 4 3 3 1 9 + 1
14th +5 Specialization Feature 13 4 4 3 3 1 9
15th +5 14 4 4 3 3 2 10 + 1
16th +5 Ability Score Improvement 14 4 4 3 3 2 10
17th +6 15 4 4 3 3 3 1 11 + 1
18th +6 Of Two Minds 15 4 4 3 3 3 1 11
19th +6 Ability Score Improvement 16 4 4 3 3 3 2 11
20th +6 Perfect Form 16 4 4 3 3 3 2 11

Creating a Golemancer

Why did your character become a golemancer? Why did they become one? Deficiency? Desperation? With the creation of the golem, their life changes for the stranger.

Quick Build

You can make a Golemancer quickly by following these suggestions. Make Intelligence your highest attribute, with Constitution as your second highest attribute. Second, choose the Guild Artisan background.

Class Features

As a Golemancer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Golemancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifer per Golemancer level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, light crossbow, heavy crossbow
  • Tools: Artisan's tools of choice

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Insight, Medicine, Perception, Investigation, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a spellcasting focus or (b) a component pouch
  • Leather armor, a dagger, artisan’s tool of choice.

Basic Golemancy

The golem obeys your commands to the best of its abilities. In combat, it acts on your turn. You can verbally command it to move (no action required by you), and use your action to command it to take an action. Additionally, whenever it would be able to take a reaction, you must use your reaction to command it to take that reaction. If you do not command it on your turn, it may only take the dodge action. If you are incapacitated, the golem may move or attack on its turn, not just dodge.

Your golem shares your proficiency bonus. If the golem is killed, it can be returned to life by normal means, such as the revivify spell, or you can repair it during a long rest if you have access to its body. At the end of the long rest, it returns to life with half its hit points (rounded down). If the golem is beyond recovery, you can recreate it exactly as it was, with four days of work (8 hours each day).

Over the course of a short rest, you can restore hit points to your golem equal to your Intelligence modifier + your inventor level, or you can fully repair it during a long rest, causing it to regain all its hit points. Any spells you cast that cause the target to regain hit points ignore any restrictions against constructs for your golem.

It ceases to function when you die.

Spellcasting

In studying the workings of your golem, your musings have lead you to cast spells at 1st level. Your spells are concerned with the operation and maintenance of your golem and self defense.

Spell Slots

The Golemancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Golemancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Golemancer spell list. The Spells Known column of the Golemancer table shows when you learn more Golemancer spells of your choice.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Golemancer spells you know and replace it with another spell from the Golemancer spell list, which also must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Golemancer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options. Your golem also counts as a spellcasting focus.

Golem Specialization

At 1st level, you decide upon a material and technique you will specialize with, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 9th, and 14th level.

Specialization Upgrade

Starting at 1st level, choose an upgrade from the list at the end of your Golem specialization, gaining the benefits listed in its description.

You select an additional upgrade at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level. You can’t select an upgrade more than once, unless the upgrade’s description says otherwise. Whenever you gain a level in this class, you can exchange one of your existing upgrades with another upgrade of the same level requirement as the replaced upgrade.

Whenever an existing upgrade is exchanged for a replacement upgrade (either by a subclass feature or when you gain a level), the new upgrade is selected as if you’re the level you were when you originally gained that upgrade. For example, if you replace your Capture and reselect all of your upgrades as a 5th-level golemancer, you could select one 3rd-level upgrade and one 5th-level upgrade, or two 3rd-level upgrades, but you would not be able to select two 5th-level upgrades

Simple Repairs

At 2nd level, you can repair your golem on the fly. As an action, you may repair your golem if it’s within 5 feet of you, expanding your own hit dice equal to half your Golemancer level rounded up. Each hit dice spent is rolled as normal, but you may add your intelligence modifier rather than your constitution modifier. If the mending spell is on your spell list, you may cast it on your golem with the effects of lesser restoration, and restore any lost body parts over the course of the casting time.

My Turn!

At 3rd level, your work with golems grants you the fascinating idea: why should golems have all the fun? You gain the ability to activate certain abilities on your golems, denoted by a capital G, as if they were your own abilities. These abilities originate from you and use your statistics. If the ability does not have a time limit or does not cost an action to use, the ability lasts for 1 minute. Any reference to “your golem” refers to you instead, and you gain any weapon attack profiles explicitly mentioned in the feature by name. You may only have one golem ability active at a time. If you activate this feature again, any previous golem ability immediately ends.

You may use this ability a number of times equal to your Intelligence modifier, and regain all uses on a long rest.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Autonomy

At 5th level, you no longer need to use an action or reaction to command your golem to use an action or reaction, and you may issue commands to it mentally while it’s within 60 feet of you.

If the golem isn’t commanded to do anything on its turn, it will take a dodge action in combat

Fundamental Pattern

At 5th level, your golem’s natural weapons count as magical for the purposes of immunity or resistance to non-magical damage.

Warded Bonds

At 7th level, whenever you take damage, you may gain resistance to that damage as a reaction. Your golem takes the same amount of damage that you took.

You may use this feature a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.

Discipline Dabbling

At 10th level, your golem may inherit the characteristics of another field of golem study. Your golem gains one of the following: the Mythic Golem’s Elemental Attunement, the Steel Golem’s Stalwart Protector, or the Fleshcrafted Golem’s Apex Predator.

Arcane Recognition

At 11th level, whenever you cast a spell with a range of touch or one of the spells granted by this feature, as long as you’re within a range of 100 feet of your golem, it may deliver the spell as if it had cast the spell, or use the spell’s effects on itself. If the spell requires concentration, it lasts for a number of rounds equal to your Intelligence modifier instead.

Spells granted this way do not count against the spells you know.

Of Two Minds

At 18th level, whenever you cast a spell that requires concentration, as long as you’re within 100 feet of your golem, you may have your golem concentrate on that spell for you. Your golem may only hold concentration on one spell this way and may lose concentration as normal. Your golem makes saving throws to maintain concentration as normal.

If you cast a second spell that requires concentration and you are currently concentrating on a spell, you may have your golem concentrate on it. If you ever are more than 100 feet from your golem, your golem loses concentration on any spell it is concentrating on.

Perfect Form

At 20th level, you can perfect your work like nobody else can. At the end of a short or long rest, you gain a temporary golem upgrade from any class that you meet the prerequisites for but do not already have. This upgrade must be of 11th level or lower, and it lasts until you finish a short or long rest, at which time you can select a new temporary upgrade again.

Fleshknit

The Fleshknit golem is a macabre and somewhat evil thing made of flesh and oftentimes, malice. Your specialty is casing the joint, selecting a target, and letting your little monstrosity do the dirty part. Then, with the help of some illusion magic and a little bit of guile, you and your twitching, multi-limbed monstrosity wearing a baby's face blend into a crowd, as if you were never there.

Golemancers who pour their work into a creature made of flesh are after something they've had taken from them, whether it be a loss of innocence, childhood, or those they've held close, and reclaims it in the macabre ways they can. Typically this results in the Fleshknit golem, a vile recreation of many things that were once alive at one point.

Apex Predator (G)

At 1st level, your golem begins its hunt against those who are isolated, afraid, and alone. A creature counts as an Isolated target as long as they have no other allies within 10 feet of them. They gain the following benefits against isolated targets:

  • Whenever your golem is targeted with a ranged attack by an isolated target, it may move up to its movement speed toward that target, ignoring attacks of opportunity.

  • Your golem deals 1d6 extra weapon damage to isolated targets.

Your golem's damage against isolated targets increases to 2d6 at 5th level, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th.

Fleshcrafted (G)

At 6th level, your golem gains climbing speed equal to its walking speed, 20 feet of swim speed, and it may dash as a bonus action on its turn.

Better Stitching

At 9th level, increase the AC score of your golem by 2 and increase its speed to 40. Your golem’s attacks gain an additional +1 to their hit and damage rolls.

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
fear
misty step
invisibility

Endless Hunt

At 14th level, your golem can go on the prowl. As a bonus action, pick a creature in sight of you or your golem. That creature counts as being isolated for 1 minute. The first attack that hits that creature made by your golem counts as a natural 20.

You may use this feature once per long rest.


Fleshknit Golem

medium, unaligned


  • Armor Class 14 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 5) times your Golemancer level ]
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 5 (-3) 2 (-4)

  • Skills Stealth + 5
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Prowler. This creature has half cover from ranged attacks. Crafty. This creature uses Dexterity for its weapon attack and damage rolls.

Actions

Slash Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d8+3 slashing damage

Fleshknit Upgrades

Unrestricted Upgrades

Built-In Mischief

Your golem gains proficiency in Sleight of Hand (Dexterity) checks and Thieves’ Tools. It counts as always being equipped with Thieves’ Tools.


Inescapable

Your golem, without squeezing, you can move through and stop in a space large enough for a Small creature.


Urban Assassin

Your golem gains the ability to cast Jump as a 1st-level spell with this upgrade; you regain the ability to cast it when you finish a long rest.


Two Step Shank

Your golem gains the Two-Weapon fighting style.


Lure (G)

Your golem may mimic the voice of any creature it hears. It may store as many voices it hears equal to your proficiency bonus. Your golem may mimic these voices but does not otherwise necessarily understand what it is saying.

5th Level Upgrades

Tools of the Art

Your golem gains proficiency with one-handed simple and one-handed martial weapons.


All Knowing

Increase the range of Autonomy to 1 mile. As an action, you can see through the golem’s eyes and hear through the golem’s ears. Doing so will leave you incapacitated, deaf, and blind until you end the link as an action.


Deadly (G)

Your golem gains the Dual Wielder feat.


Versatile (G)

Your golem gains an extra set of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.


9th Level Upgrades

Silent as the Grave (G)

Your golem has advantage on stealth checks and doesn’t make any noise when walking, running, or doing idle activities like breathing or shifting restlessly in place.


Always Thinking

As a bonus action, your golem may skim the thoughts of a creature with 60 feet and plan accordingly. If that creature is Isolated and unaware of your golem, you determine where that creature will move on its turn. The creature may not move itself onto harmful terrain or somewhere where it could get hurt, like off a cliff or into fire.

You may use this feature a number of times equal to your proficiency bonus.


Friendly Veneer

You gain proficiency in Intimidation (Charisma) checks, and expertise if you already have it. Your golem’s Charisma score becomes 12. If your Charisma score is below 12 it becomes 12.


11th Level Upgrades

Facelift (G) Prerequisites: Requires Lure

Over the course of 10 minutes, your golem may steal the appearance of a dead humanoid. They take on the appearance of the dead humanoid by grafting certain parts of the body over themselves, and stealing their voice if they’ve heard it. Creatures familiar with the stolen identity have advantage to see through the disguise. This disguise remains until this ability is used again or until it’s discarded in another 10 minute ritual.


Twisting Defense

As a reaction to being hit by a melee attack, your golem may roll damage with a weapon of its choice. Reduce the damage taken by your golem by the value rolled on the weapon’s damage roll. If the damage the golem takes is reduced to 0, your golem deals damage to the attacker equal to any remaining damage it would have prevented with it’s attack roll.


Flick of the Wrist

Choose a skill proficiency. You and your golem gain proficiency in that skill, and double your proficiency bonus made for that skill. If you already have proficiency in the chosen skill, you gain proficiency in a different skill of your choice instead. If you have Expertise in the chosen skill, you must select a different skill to receive the benefits of Flick of the Wrist.


15th Level Upgrades

Incomprehensible Anatomy

At the end of a long rest, if your golem is missing any limbs, it regrows it and returns to full functionality. Whenever your golem takes piercing or slashing damage from a creature within 5 feet, that creature must make a Constitution saving throw against your spell save DC or take 1d4+2 acid damage on a failed save.


Misleading Presence Prerequisite: Requires Friendly Veneer

Your golem’s visage somehow passes as human, enough for people to drop their guard long enough to reveal its true nature. On the first round of combat, the first creature your golem attacks counts as Isolated during your golem’s turn.


Alone

The range for a target to count as Isolated decreases by 5 feet.


Mythic

As a child, you were always being inspired by myths and stories of heroes fighting monsters. Except, you didn't really find yourself tempted to go out and be those heroes, you always loved the monsters. I mean, who doesn't like dragons? They're dragons, they will always be cool, so why not make your own?

Golemancers who specialize in the Mythic golem take the embodiment of those ancient stories and confers the traits of their biggest monsters and deadliest creatures into their golems. Those who seek adventure, enjoy creativity, or sought to bring their imaginary friend to life typically create the famed Mythic golem.

Elemental Attunement

At 1st level, your golem is attuned to the elements. Choose one of the following elements and gain its effects:

  • Stone: Your golem gains +1 AC and the damage die for its natural attack becomes 1d8.
  • Ice: As an action, the golem may create a 5-foot cubic ice pillar. It has an AC of 15 with an HP of 15. If this is put underneath a creature, that creature is pushed 5 feet of your choice and must make a dexterity saving throw equal to your spell save DC. On fail, it is knocked prone.
  • Fire: This creature deals an additional 1d4 fire damage with its weapon attacks.
  • Lightning: Whenever this creature hits with a weapon attack its target may not take reactions until the start of this creature’s turn.

At the end of a long rest, you may select a different element to gain its effects.

Wrought from Myth (G)

At 6th level, your golem gains further abilities. Choose one of the following elements and gain its effects.

  • Myrmidion: Your golem cannot be involuntarily moved, shoved, grappled, or knocked prone. Your golem gains proficiency with shields. As a bonus action, your golem may raise its shield. Friendly creatures with shields within 10 feet of the golem gain +1 to their AC as they form a shield wall. The benefits of the shield wall last until the start of your golem’s turn.
  • Scyllan: As an action, your golem conjures a wave of water that it rides upon. Choose an area within 60 feet. The area can be 20 feet long, 10 feet wide, and up to 10 feet tall. Each creature within that area must make a dexterity saving throw against your spell save DC. On a failed save, they take 4d6 bludgeoning damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. Your golem can ride the wave. If it does, it appears anywhere in the area of effect of the wave. You may use this ability a number of times equal to your proficiency bonus. You regain all uses after a long rest.
  • Stymphalian: Your golem becomes a bristling mass of shaped feathers and spikes. Whenever a creature within 5 feet hits your golem, it takes 1d6 piercing damage. In addition, your golem gains the ability to shoot sharp feathers as a ranged attack. It has proficiency in this weapon, and it counts as a natural weapon for your golem. It has the finesse and special properties. It deals 1d6+3 piercing damage, and has a range/long range of 60/120 feet.
    • Special Whenever a creature takes piercing damage from this weapon, the next attack against that creature deals an additional 1d6 piercing damage for up to 1 minute.
  • Midas-Touched: Whenever your golem hits a creature with a melee attack and deals damage, that creature must make a Constitution saving throw against your spell save DC. On failure, they become partially petrified by gold. For 1 minute, that creature has disadvantage on dexterity saving throws, count as five times their own weight, and whenever another creature takes lightning damage within 30 feet of them, they take half as much damage that was dealt as they become a lightning rod. At the end of their turn, they may repeat the constitution saving throw to end this effect or douse itself with water as an action. Only one creature may be affected by this condition at a time. If another creature would be affected by this curse, the old one immediately ends.

At the end of a long rest, you may select a different option to gain its effects.

Better Stories

At 9th level, increase your golem’s Dexterity score by 2, and their natural weapon attacks gain +1 to hit and damage rolls and deal the same damage type as the resistance granted to them by their element.

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
tidal wave
erupting earth
melf’s minute meteors

Greatest of Legends (G)

At 14th level, your golem undergoes a final metamorphosis, gaining the traits of mythical creatures. Choose one of the following options and gain its features:

  • Hydra: Your golem gains the unique abilities of the fearsome hydra, gaining a plethora of regenerating new arms. At the start of your turn, your golem regains 1d6+3 health points, and gains access to the Bite attack. Whenever your golem attacks with Bite, choose one of the following:
    • Snap: Whenever your golem attacks, it may use a bonus action to attack an additional time.
    • Constrict: As a part of the attack action, your golem wraps the target in their snake-like arms. If they hit the target, they grapple their target as well.
    • Bite: Melee Weapon Attack: +5 to hit, reach: 5ft., one creature. Hit: 1d10+3 piercing damage.
  • Dragon: Melee attacks and breath attacks by your golem ignore damage resistance to fire.
    • Once per turn, as an attack, your golem may release a gout of flame in a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw against your spell save DC or take 4d6 fire damage, or half as much on a successful save. This damage increases by an additional d6 at 17th level (5d6), and 19th level (6d6).
  • Gazer: Your golem sprouts eyestalks and can channel magic through eye beams. Whenever your golem makes a successful saving throw against a spell or a spell attack misses it, it may target a creature within 30 feet (including the spell caster). The spell targets the chosen creature instead of the golem. If the spell forces a saving throw, use your spell save DC. If the spell has an attack roll, use your spell attack DC. In addition, it gains the following action:
    • As an attack, the golem shoots a magical eye ray at one creature it can see within 60 feet and rolls on the following table to shoot a random eye ray at them. Roll 1d6 and select the following effect from the table to the right.
Eye Ray Effect
1. Fear Ray The target must succeed a Wisdom saving throw or become frightened of your golem until the start of your turn.
2. Petrification Ray The target must succeed in a Wisdom saving throw or be restrained until the start of your next turn
3. Confusion Ray The target must succeed a Wisdom saving throw or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
4. Pushing Ray The target must succeed on a Strength saving throw or be pushed 15 feet and have its movement speed halved until the end of its turn.
5. Enervation Ray The target must make a Consitution saving throw or take 2d8 + your Intelligence force damage.
6. Disintegration Ray The target must make a Dexterity saving throw or take 2d10 + your Intelligence force damage.

Mythical Golem

medium, unaligned


  • Armor Class 16 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 5) times your Golemancer level ]
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 5 (-3) 2 (-4)

  • Damage Resistances bludgeoning (if a stone golem); cold (if an ice golem); fire (if a fire golem); lighting (if a lightning golem)
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Mythical. This creature uses Strength for its weapon attack and damage rolls.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d6+3 bludgeoning damage

Unrestricted Upgrades


Momentus Shift Prerequisites: Ice or Stone

As an action, your golem may turn into a dense ball of matter and bowl into your enemies. It gains the following:

  • Your golem’s move speed is 60 feet.
  • Your golem may not perform any actions or bonus actions.
  • At the end of your golem’s movement, any creatures within 5 feet of it must roll a dexterity saving throw. On failure, they take 1d6 for each 10 feet your golem moved in a straight line. On success, they move 5 feet away from the golem.

You may use this ability once per long rest, and regain any uses after a long rest.


Hazardous Discharge (G) Prerequisites: Requires Fire or Ice

Your golem may expel hazardous ice or fire in an area around it. As an action, your golem discharges a 10-foot radius blast around it. This area counts as difficult terrain. Creatures caught in the area of effect must make a dexterity saving throw against your spell save DC. On fail, they receive one of the following effects according to your golem’s attuned element.

  • Fire: They take 1d6 fire damage.
  • Ice: The creature falls prone.

If a creature enters the area or starts its turn in the area, it must repeat the saving throw. This effect lasts 1 round.


Crackling Weapon Prerequisites: Requires Lightning or Fire

Your golem may touch a melee weapon and confer its effects on that weapon. The effect remains for 1 hour or until your golem break concentration on it as it were concentrating on a spell. The weapon gains one of the following effects according to your golem’s attuned element.

  • Lightning: Creatures hit by this weapon cannot make reactions until the start of your next turn. This ability can only activate once per turn.
  • Fire: This weapon’s attacks do an additional 1d4 fire damage.

Grounded Armor Prerequisites: Requires Stone or Lightning

Your golem may touch a piece of armor and confer its effects on that armor. The effect remains for 1 hour or until your golem break concentration on it as if it were concentrating on a spell. The armor gains one of the following effects according to your golem’s attuned element.

  • Stone: Increase the AC value of this armor by 1.
  • Lightning: Whenever you roll a contested check to escape from a grapple, you gain a bonus equal to the intelligence modifier of the golemancer.

5th Level Upgrades


Tidal Phalanx Prerequisite: Requires Scyllan

Whenever your golem uses the Tides action to conjure a wave, any number of creatures of your choice in the area does not suffer its effects and instead, gain an amount of temporary HP equal to your intelligence modifier until the start of your next turn.


Barrage of Bronze Prerequisite: Requires Myrmidion

Creatures that are a part of your golem’s shield wall may use the following ranged attack, even if both hands are occupied.

  • Bronze-tipped Feathers: Ranged Weapon Attack: +5 to hit, range 60/120 ft, one target, Hit: 1d6+3 piercing damage.

You gain proficiency in shields.


Wave of Gold (G) Prerequisite: Requires Midas-Touched

As an action, your golem may make a 30-foot cone attack. Creatures caught within the cone must make a Constitution saving throw. On failure, they suffer the effects described as part of the Gold option from the Wrought from Myth feature.

You may use this ability once per long rest, and regain all uses after a long rest.


Gilded Feathers Prerequisite: Requires Stymphalian

Whenever a creature is hit by your golem's attacks, the next time they make an ability check or attack roll, they must roll a d4 and subtract that much from that roll.


9th Level Upgrades


Potency

Your golem’s attacks treat immunity as resistance for any damage it deals


Earthen Guard Prerequisites: Requires Stone and Myrmidion

Creatures a part of your golem’s shield wall gain an additional +1 AC. Your golem gains +1 AC, but cannot wear armor.


Icy Barrier Prerequisites: Requires Ice and Scyllan

The ice pillar your golem creates may instead be an ice wall. This wall is now a 15 by 5-foot wall that is 10 feet tall, and creatures within 5 feet of the wall count as walking within difficult terrain. The wall has 15 AC and 30 HP and lasts for 1 minute or until it is dispelled by you as a bonus action.


Conductive Force Prerequisites: Requires Lightning and Midas-Touched

Your golem’s melee attacks deal an additional 1d6 lightning damage. In addition, whenever your golem deals lightning damage, a creature afflicted with the Midas-Touched effect takes full damage instead of half damage.


Burning Bolts Prerequisites: Requires Fire and Stymphalian

Your golem’s ranged attacks with Steel Feathers do 1d8 damage instead of 1d6. In addition, they do an additional 1d4 fire damage.


11th Level Upgrades

Nalfeshnee’s Demonic Jaunt

As a move action, your golem may teleport along with any equipment it is wearing or carrying 30 feet to an unoccupied location it can see.


Assassin Vine’s Constricting Grip

Your golem gains the following action

  • Constrict. Melee Weapon Attack: +5 to hit, reach: 20ft., one creature. Hit: The target takes 2d6 + 4 bludgeoning damage, and it is grappled. Until this grapple ends, the target is restrained, and it takes 2d6 poison damage at the start of each of its turns. Your golem can constrict only one target at a time this way.

Werewolf's Silver Pelt

As a bonus action, your golem can enter a lycanthropic rage, gaining resistance to bludgeoning, piercing, and slashing damage from non-silvered or magical sources for 1 minute.

You may use this action once per long rest, regaining all uses on a short rest.

15th Level Upgrades

Antimagic Beam Prerequisites: Requires Gazer

Your golem may cast Counterspell or Dispel Magic once per long rest. It casts them at 4th level. You regain use of this ability after a long rest.


Dragon Wings (G) Prerequisites: Requires Dragon

Your golem gains flying speed equal to its movement speed.


Hydra Heads Prerequisites: Requires Hydra

Whenever your golem uses the Bite attack, it may use Snap and Constrict.

You may use this ability a number of times equal to your intelligence modifier. You regain all uses on a long rest.

Your golem's Bite attack gains advantage against creatures it is grappling.

Bone

A guttral roar comes from this hollow golem as it rushes into battle, building a fearsome charge as enemies pour fire downrange into it. As it's bones begin to break, it only serves to make it angrier and sharper for when it finally collides into the fray. Broken bones are only more sharp implements that serve to fuel this golem's endless well of hate.

Bone golems are made from great trauma and strong emotion, usually hate, or vengeance. Closely tied to the necromantic energies of death, golemancers who create the bone golem are typically macabre or especially driven individuals, seeking to exact revenge or see their goals achieved by any means necessary. If ambition could take living form, it'd be in the shape of a Bone Golem.

Rage From the Grave (G)

At 1st level, at the end of its turn, if it doesn’t have any temporary hit points, it gains 3 + your proficiency bonus temporary hit points. When your golem is missing HP, it gains an extra 1d4 necrotic damage to its weapon die and gains an additional 10 feet of movement.

This extra damage increases to 1d6 at 7th level, then 1d8 at 14th level.

Strike Back

At 6th level, your golem loses vulnerability to bludgeoning damage. As a reaction, whenever your golem takes damage, it may choose to take that damage as a critical hit and make a weapon attack against the creature that attacked it.

Better Binding

At 9th level, your golem’s AC increases by 2, its Str and Con score increases by 2, and its walking speed increases by 5. Your golem’s attacks gain +1 to hit and damage rolls.

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
spirit shroud
animate dead
ray of enfeeblement

Death for All (G)

At 14th level, as a bonus action, your golem may enter a necromantic frenzy, gaining the following for 1 minute:

  • Whenever another creature is reduced to 0 HP while within 15 feet of this creature, the Bone Golem regains 1d6+3 HP.
  • Weapon attacks against creatures who have taken damage deal an additional 1d8 weapon damage.
  • Whenever this golem gains temporary HP, it may instead choose to deal that much damage on its next weapon attack.

You may use this feature twice per long rest.


Bone Golem

medium, unaligned


  • Armor Class 14 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 2) times your Golemancer level ]
  • Speed 25 ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 5 (-3) 2 (-4)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Necromantic Protection. At the end of a long rest, your golem gains temporary hit points equal to twice your golem level plus your proficiency bonus. Rageful. This creature uses Strength for its weapon attack and damage rolls.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d8+2 bludgeoning damage

Unrestricted Upgrades

Necromancer's Grit

You may use the Simple Repairs feature on yourself or friendly creatures rather than just your golem. You regain an additional hit die on a long rest.


Blighted Touch

Whenever your golem deals damage, it may choose for that damage to be necrotic.


Inflict Suffering

Once per long rest, your golem may cast inflict wounds at 1st level. Your golem may cast this with a 2nd level spell slot at 7th, 3rd level spell slot at 13th, and 4th level spell slot at 17th level. Your golem may cast this spell again by consuming one of your spell slots to cast inflict wounds at that level.


Spectral Claw (G)

As an attack action, your golem can use a special ranged attack to invoke a spectral claw to bring enemies closer to it. Choose a creature within 15 feet of the golem, that creature makes a Dex saving throw against your spell save DC. On fail, they are forced 15 feet toward your golem.


5th Level Upgrades

Iron Maiden

Whenever your golem gains temporary HP, it gains that much plus your intelligence modifier.


Unstoppable Advance (G)

Your golem ignores difficult terrain.


Vengeance Comes Swiftly

Whenever your golem loses HP, its speed increases by 5 until the end of its turn. This ability may activate up to three times before the start of your next turn.


9th Level Upgrades

Break Their Ranks

Whenever your golem takes damage from a creature it can see, it can mark that creature. Whenever your golem attacks a creature with a mark, it may consume it to gain a +2 to hit and deals an additional 1d6 necrotic damage.

Your golem may only have one creature marked this way.


Skeletal Grasp (G) Prerequisite: Requires Spectral Claw

When you take the attack action, Spectral Claw becomes a bonus action, and creatures who fail the saving throw may instead become restrained until the start of your next turn. A creature restrained this way may use an action against your spell save DC to break free of your golem's grasp.

A creature restrained by this effect cannot be restrained again until you complete a long rest.


Oils and Hexes

Your golem gains 1 max HP per level you have in Golemancer.


11th Level Upgrades

Darkness Rises

Once per long rest, your golem may cast spirit guardians at 3rd level. Once your golem casts spirit guardians this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast spirit guardians at that level. You maintain the concentration of this spell when cast, not your golem.


Unwavering

If your golem is adjacent to three or more hostile creatures, it gains advantage on melee attack rolls.


Dark Retribution (G)

Whenever your golem takes damage from a ranged attack, add that value to a stored pool. The maximum value of your pool is equal to your golemancer level. The next time your golem makes a damage roll, you may expend the pool to add damage equal to the stored value to one target affected by the damage roll. This pool is lost after 1 minute.


15th Level Upgrades

Inescapable Grasp (G) Prerequisite: Requires Skeletal Grasp

As an action, your golem conjures a swirling pool of dark energies to pull in foes all around. Creatures within 15 feet must make a Dexterity saving throw against your spell save DC or be forced 15 feet toward your golem. Creatures within 5 feet of your golem take an additional 1d6 necrotic damage from all attacks against them. This effect lasts for 1 minute. Creatures who start their turn inside the area must repeat the saving throw.

You may use this ability once per long rest.


Undying Rage

When your golem reaches 0 HP, it does not become unconscious. Instead, for 1 minute, it continues fighting. Every time your golem takes damage, it makes a death saving throw. After 3 failed death saving throws, your golem becomes a pile of ash. Your golem cannot gain HP while at 0 HP and falls unconscious after the minute is up.


Steel

To those who are friends of the steel golem, there will never be a day where they'll ever be abandoned, for the steel golem will always be the shield in their time of need. To those who are enemies of the steel golem, there will never be a night where the bruises and battering will ever cease to ache. That is what the steel golem promises. Protector to friends, relentless adversary to enemies.

Creating a steel golem is to recognize oneself as one who needs a steel golem, somebody who is lonely or abandoned and seeks guardianship from one who is stronger and braver than oneself. The steel golem in this sense, is the loyal and couragous ally they would need. However, the steel golem represents another aspect of the golemancer: chivalry, the aspiration to do great feats without an expectation of compensation. Therefore, golemancers who create steel golems eventually stand next to their creation in battle, not behind them.

Steel Protector (G)

At 1st level, whenever your steel golem attacks a creature with a weapon attack, you may choose to mark that creature until the start of your golem’s next turn. Marked creatures have disadvantage to hit against any creature that isn’t the steel golem. In addition, whenever the target hits a creature other than the steel golem with an attack, the creature gains resistance to that attack.

Hulking Frame (G)

At 6th level, your golem gains 1 maximum hit points per level you have in golemancer.

In addition, whenever a creature within 5 feet of the golem takes damage, it may, as a reaction, reduce that damage that creature takes by 1d8.

When you reach certain levels in this class, you can reduce the damage more: by 2d8 at 10th and 3d8 by 14th.

Hulking Frame from the Steel Golem grants you an amount of temporary HP equal to your Golemancer level instead of maximum HP.

Better Forging

At 9th level, increase your golem’s Str and Con score to 18 and increase the die size of its Strike attack to 1d6. Its attacks gain +1 to hit and damage rolls

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
shield
enhance ability
protection from energy

Turn Aside At 14th level, whenever your golem uses Hulking Frame to prevent damage, it stores that damage. Whenever your golem hits a creature with a melee attack, it may increase the damage of the attack by the amount of damage it last prevented.


Steel Golem

medium, unaligned


  • Armor Class 16 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 5) times your Golemancer level ]
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 3 (-4) 5 (-3) 2 (-4)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Warrior's Code. This creature gains proficiency in shields, simple weapons, and martial weapons. Knightly. This creature uses Strength for its weapon attack and damage rolls.

Actions

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d4+3 bludgeoning damage

Unrestricted Upgrades

Footman

You gain proficiency in simple weapons, martial weapons, medium armor, and shields.


Welded Tight

Equipment this golem has equipped cannot be removed or disarmed unless you allow it to be.


Large Hands

Your golem can maintain a grapple with an additional creature, to a maximum of two.


Imposing

Whenever a creature moves within 5 feet of your golem, it may use a reaction to make an attack of opportunity. Creatures who take damage from this attack have their speed reduced to 0.


5th Level Upgrades

Fightning Style

Your golem gains a fighting style of your choice from the Fighter class.


Undefeated

As a bonus action, your golem may regain 1d10 HP + your golemancer level. Once you use this feature, you must take a short or long rest before you use it again.


Knockdown (G)

As an action, if your golem has a shield equipped, whenever you take the attack action, your golem may take the shove action as a bonus action.

You gain a number of uses of this ability equal to your proficiency bonus and regain all uses on a long rest.


Bladewall (G)

If your golem is two-weapon fighting, they count as having a shield equipped.


9th Level Upgrades

Discombobulate (G) Prerequisite: Requires Knockdown

Whenever your golem takes the shove action against a creature, it may instead discombobulate them. On a successful shove, instead of going prone, the creature becomes dazed. A dazed creature may only move or take a single action on its turn, and may not use a reaction or bonus actions.


Bap (G)

Whenever your golem has advantage on the attack with a two-handed weapon, you may forgo advantage to force that creature to make a constitution saving throw against your spell save DC. On failure, that creature becomes stunned.


Eat This! (G) Prerequisite: Requires Bladewall

Weapons with the light property that you or your golem has equipped gain the thrown property with a range of 20/60. Weapons thrown this way return to the user’s hands after hitting their mark or missing.


11th Level Upgrades

Follow Through

Whenever your golem attacks a creature, it may impose a -3 penalty to its hit roll. If the attack hits, you add an additional +5 to that weapon’s damage.


Tough as Steel

Whenever your golem is dealt non-magical slashing, bludgeoning, or piercing damage, reduce that damage dealt to the golem by 2.


Adamantine Plating

Any critical hit against your golem becomes a normal hit.


15th Level Upgrades

That's It, Enough of You

When your golem is wielding a two-handed weapon, as an action, choose a creature within 5 feet of the golem. Your golem makes a single weapon attack against that creature. On hit, in addition to the weapon’s damage, that creature must make a dexterity saving throw. On failure, they are sent into the air to land in a space of your choice within 30 feet of you, taking 4d6 bludgeoning damage from the fall, landing prone. On success, the creature is simply sent up and back down again, taking 2d6 bludgeoning damage and not moving from their space.

Once you use this ability, you may not use this ability again until you finish a long rest.


Durand Plating

Spells that make an attack against your golem are at disadvantage and saves this golem makes against magical effects have advantage.


Iron Retort

When your golem is two-weapon fighting, as part of an attack action, your golem makes a third weapon attack. If all three weapon attacks hit against a marked creature, your golem taunts them. Creatures taunted this way may not willingly move away from your golem until the start of your turn.

Radiant

Healing, light, devotion, all fall within the purview of the Radiant Golem's gentle warmth and stained glass surfaces. At the same time, that glass can break and that warmth can turn into the heat of a god's ire. Radiant golems stand just out of the line of fire and provide their allies with the grace of their magic and the wrath of their deity.

Typically, golemancers who aspire for greater power beyond themselves end up with the radiant golem, a vision or image of the divine, given form. Sometimes they are made by the hands of the golemancer, other times they simply are statues, frescoes, stained glass, or other religious art that has been given life from the faith of the pure. To be in the presence of a radiant golem is to be in the aura of the divine, whether that divine be good or ill.

Channel Radiance (G)

At 1st level, your golem may invoke the power of the sun in its attacks. When it hits a creature with a ranged attack, it may expend a use of this ability to blind its opponent. The target must make a Dexterity saving throw against your spell save DC or take an additional 2d4 radiant and become blinded until the start of your next turn.

You may activate this ability a number of times equal to your proficiency bonus.

Brilliant Warding

At 6th level, whenever your golem deals radiant damage, you may choose a creature within 30 feet of the golem. That creature regains temporary HP equal to half of the damage done

This ability may be used a number of times equal to your Intelligence modifier.

Greater Devotion

At 9th level, increase your golem’s AC by 2, its Dex score by 2, and its Con score by 1. Its attacks gain an additional +1 to hit and damage.

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
fireball
moonbeam
mass healing word

Aura of Justice (G)

At 14th level, as a bonus action, your golem invokes the fury of the divine. Your golem and creatures of your choice within 30 feet of the golem gain the following benefits for 1 minute:

  • Whenever this creature gains HP, it gains temporary HP equal to the Golemancer’s intelligence modifier.
  • This creature deals an additional 1d4 radiant damage with their weapon attacks.
  • This creature rolls death saving throws with advantage.

You may activate this ability once per long rest.


Radiant Golem

medium, unaligned


  • Armor Class 14 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 5) times your Golemancer level ]
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 3 (-4) 5 (-3) 2 (-4)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Brilliant. This creature uses Dexterity for its weapon attack and damage rolls.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d4+2 bludgeoning damage Radiant Bolt. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target Hit: 1d8+3 radiant damage

Unrestricted Upgrades

Holy Beacon

Your golem gains light as a cantrip and uses your intelligence as its spellcasting. In addition, at level 5 it may cast cure wounds as a level 1 spell. Once your golem casts cure wounds this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast cure wounds at that level.


Focused Ire

Your golem may cast guiding bolt as a level 1 spell. Once your golem casts guiding bolt this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast guiding bolt at that level. In addition, you gain proficiency in Intimidation (charisma) checks to convince others of a deity’s impending wrath if you are not heeded.


Bestow Spite

Your golem may cast bane as a level 1 spell. Once your golem casts bane this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast bane at that level. In addition, you gain advantage on saves to not get infected by a disease.


Blinded by the Light

When you or your golem are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker hits or misses. An attacker that can't be blinded is immune to this feature.

Once you use this feature, you must finish a short or long rest before you can use it again.

5th Level Upgrades

Rest for the Weary

Your golem gains a pool of hit points it can use to restore itself or other creatures. This pool is equal to your golemancer level times 2. As an action, it may touch a creature and draw power from the pool to and restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Your pool replenishes at the end of a long rest.


Divine Aid

As you choose this upgrade, choose a cleric subclass. Your golem gains the Channel Divinity feature and may choose a Channel Divinity option from the cleric subclass you chose. When your golem uses Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. If your Channel Divinity feature requires concentration, you maintain concentration, not your golem.


Healing Presence

Whenever a creature of your choice regains hit points within 60 feet of your golem, that creature gains that many hit points + 1 instead.


9th Level Upgrades

Manifest Weapon

Your golem may cast spiritual weapon as a level 2 spell. Once your golem casts spiritual weapon this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast spiritual weapon at that level. In addition, a friendly creature may grab onto and throw the spiritual weapon as an action, throwing the weapon with a range of 30/90.


Divine Clarity Prerequisite: Requires Divine Aid

You gain an additional use of Channel Divinity, regaining all expended uses on a short or long rest.


Rays of Justice

Your golem may cast moonbeam as a level 2 spell. Once your golem casts moonbeam this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast moonbeam at that level. In addition, allies in the area of your moonbeam spell effect do not suffer the effects and instead, gain 1d4 temporary hit points at the start of their turn if they are in the area of the effect of moonbeam. You maintain the concentration of this spell when it is cast, not your golem.


11th Level Upgrades

Warden of Vitality

Your golem may cast aura of vitality as a level 3 spell. Once your golem casts aura of vitality this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming a 3rd-level spell slot or higher to cast aura of vitality at that level. In addition, your golem gains a second bonus action that it may only use to activate aura of vitality again. You maintain the concentration of this spell when cast, not your golem.


Surging Spirits

Your golem may cast spirit guardians as a level 3 spell. Once your golem casts spirit guardians this way, it may not be cast until you finish a long rest. Your golem may cast this spell again by consuming a 3rd-level spell slot or higher to cast spirit guardians at that level. In addition, you and your golem gain an additional 10 feet of walking speed. You maintain concentration on this spell, not your golem.


Blessing of Steel

Your golem may cast magic weapon as a level 4 spell. Once your golem casts magic weapon this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming a 4th-level spell slot or higher to cast magic weapon at that level.


15th Level Upgrades

Not Your Time Yet

As an action, your golem may sacrifice itself for the cause. Choose a creature within 120 feet. The target regains half of its HP, and your golem dies. You may recover your golem as normal, rebuilding it with half its HP over the course of a long rest or 8 hours.


Shackles of Sin

As an action, choose a creature within sight to be bound by the strength of their sins. Whenever your target attacks another creature except for the first attack it makes on it's turn, that creature gains +2 to their AC, and your target takes 1d4 radiant damage. A creature may only gain the benefit of AC once, but your target always takes 1d4 radiant damage on an attack.

Crystalline

Sight is the sense that most creatures rely on for everything. Body language is half a conversation, most text can only be read with your eyes, and not your touch. Combat is much the same, and the crystalline golem is one who uses their sight beyond sight to deliver swift death to enemies far away.

The crystalline golem is created by golemancers who are one of two things: afraid of their problems, put survival above all things or lost underground. Seriously. The first two are self explanatory I feel, so let me explain that being lost underground in caverns is a completely different experience. There's the isolation, the desperation, and the teeming threat that comes not just from the fauna, but from the very environment itself. Crystalline golems are made of a material found down in the deeps and simultaneously can deal with whatever's down there.

Crystalline Focus (G)

At 1st level, as an action, your golem can designate an area to focus its ire on. Pick a point within 80 feet. Whenever a creature of your choice within a 20-foot-radius sphere centered on that point ends their turn there, your golem makes a ranged attack against them with Piercing Crystal. This ability lasts until the start of your golem's turn.

You may activate this ability a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.

Sparking Retrofit (G)

At 6th level, you learn how to carve different weapons out of crystal to give to your golem to perform different attacks. When you gain access to this feature, you can choose one of the following options below. Your golem gains access to that weapon. The crystal golem can only have 1 active at a time.

  • Assail: This attack cannot suffer from disadvantage. Your golem gains the following ranged attack profile:
    • Ranged Weapon Attack: +7 to hit, range 80/320 ft, one target, Hit: 1d6+4 piercing damage.
  • Barrage: Whenever your golem makes a ranged attack with Barrage, it may attack again with Barrage as a bonus action. Your golem gains the following ranged attack profile:
    • Ranged Weapon Attack: +5 to hit, range 60/240 ft, one target, Hit: 1d6+4 piercing damage.
  • Ruin: You may attack with Ruin once per turn. Your golem gains the following ranged attack profile:
    • Ranged Weapon Attack: +5 to hit, range 120/360 ft, one target, Hit: 2d8+2 piercing damage.

You may change your weapon option during a long rest.

Better Gemcutting

At 9th level, increase the AC score of your golem by 2, and your golem’s dexterity score by 4. Your golem’s ranged weapon attacks gain an additional +2 to hit, and gain +1 to its damage rolls.

Arcane Recognition

You learn the following spells if you don't already know them, as shown in the Arcane Recognition Table. These spells count as Golemancer spells for you, but do not count against the number of Golemancer spells known.

Spells Learned
hex
spike growth
hunter’s mark

Dazzling Destruction

At 14th level, your golem’s weapon options gain additional properties.

  • Assail: As a bonus action, you can mark a creature for 1 minute. Each time you miss a ranged attack against that creature, you may attack with Assault once per turn. You may reapply the mark once the original creature dies or you complete a short or long rest.
    • Assault: Ranged Weapon Attack: +7 to hit, range 80/320 ft, one target, Hit: 1d4+3 piercing damage.
  • Barrage: Whenever you successfully hit a ranged attack with Barrage, the target gains one Needle. Whenever a target has 3 Needles, they explode, dealing 3d6 piercing damage. Needles last 1 minute or until they are pulled out as an action.
  • Ruin: As an action, choose a point within the weapon’s range. Creatures within a 10-foot radius of the point must make a dexterity saving throw. On failure, they take 3d8 damage, and half as much on a successful save.

Crystal Golem

medium, unaligned


  • Armor Class 14 natural armor
  • Hit Points 5 + [ (golem’s constitution modifier + 5) times your Golemancer level ]
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 5 (-3) 2 (-4)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 7
  • Languages understands languages of its creator but can’t speak

Accurate. This creature uses Dexterity for its weapon attack and damage rolls.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 1d4+2 bludgeoning damage Piercing Crystal. Ranged Weapon Attack: +4 to hit, ranged 60/120 ft., one target Hit: 1d10+3 piercing damage

Unrestricted Upgrades

Amplifying Palisade

Your golem may, as an action, erect a magical wall of prismatic reflectivity within 10 feet of it. This wall is 15 feet long and 5 feet wide. It possesses an ethereal quality to its surface and can be passed through as if nothing were in its space. Whenever you or your golem makes a ranged attack that passes through either side of the wall, increase the damage dealt by that attack by 2.


Reactive Composition

Whenever your golem takes damage, as a reaction it may gain resistance to that damage type until the start of your turn.

You may use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.


Seeking

You and your golem’s ranged attack range is doubled.


Steady (G)

If your golem hasn’t moved since its last turn, the first ranged attack it makes gains advantage.


5th Level Upgrades

Watchful Eye

Your golem may cast hunter’s mark as a level 1 spell. Once your golem casts hunter’s mark this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming one of your spell slots to cast hunter’s mark at that level. You maintain the concentration of this spell when cast, not your golem. In addition, both you and your golem gain the benefits of hunter’s mark, rather than just you or your golem.


Crystalline Aegis

Whenever a creature within 5 feet of your golem is targeted by a ranged attack and the dice is rolled, but before the DM declares whether or not the attack hits, your golem as a reaction can grant that creature +5 AC to that attack.

Once your golem uses this ability, it may not use it again until you complete a short or long rest.


Greater Amplifying Palisade Prerequisite: Requires Amplifying Palisade

Amplifying Palisade’s length is increased to 20 feet. Ranged attack damage is increased by your Intelligence modifier instead. Creatures of your choice may also gain the benefits of the palisade.


Eye for Detail (G)

Your golem’s ranged attacks may score a critical hit on a roll of 19 or 20.


9th Level Upgrades

Ruinous Blast (G)

Whenever your golem attacks with Ruin, it may instead replace that attack with a 60-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw against your spell save DC or take 2d8+2 piercing damage, and half as much on a successful save.

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses on a long rest.


Inescapable Assailment (G)

Your golem may target creatures within Assail’s range, even if they do not see them. Creatures do not benefit from cover as Assail’s projectiles curve around obstacles to find their target. Whenever a creature enters 80 feet of your golem, they must make a Stealth (dexterity) roll against your Perception (wisdom) roll. If they fail, you learn of their location for the next minute.


Coordinated Volley (G)

As an action, as long as your golem has Barrage equipped, it may designate 3 friendly creatures and a target within 120 feet. Those creatures may use their reactions to make a ranged attack against the target.

Once you use this feature, you must take a short or long rest to use it again.


Dispersal

Your golem may cast counterspell as a level 3 spell. Once your golem casts counterspell this way, it may not cast it again until you complete a long rest. Your golem may cast this spell again by consuming a 3rd-level spell slot or higher to cast counterspell at that level.


11th Level Upgrades

Gemcutter's Technique

Increase the die size of your golem's ranged attacks by one die size. For example, Piercing Crystal becomes 1d12+3 rather than 1d10+3.


Mirrored Might Prerequisite: Requires Amplifying Palisade

Whenever a friendly creature casts a spell with a ranged spell attack that passes through the Amplifying Palisade, increase the damage of that spell attack by your intelligence modifier. In addition, that spell may select an additional target within range and make a spell attack roll against them.

Once you use this ability, you may not use it again until you finish a long rest.


All Seeing Eye

Your golem gains true sight.


15th Level Upgrades

Inescapable Sight (G) Prerequisites: Requires Eye for Detail

Your golem’s ranged attacks may score a critical hit on a roll of 18, 19, or 20.


Barrage of Shards

Whenever your golem uses Crystalline Focus, instead of designating an area to watch over, simply make an attack against each creature in the area of effect for Crystalline Focus. Once you use this ability, you may not use it again until a long rest.


Generic Upgrades

Unrestricted Upgrades

Like Creator, Like Creation

You may take the Help action as a bonus action when assisting your golem.


Magical By Design

Your golem gains one cantrip from the Wizard spell list.


Springloaded Finesse

Your golem’s Dexterity score increases by 2, increasing its ability to perform tasks that require fine motor skills. If this upgrade increases the golem’s Dexterity to 16 or higher, it gains proficiency with thieves’ tools; if this upgrade increases its Dexterity to 18, it gains proficiency in the Stealth skill. You can select this upgrade multiple times, but you can’t increase the golem’s Dexterity above 18 using this upgrade.


Hydralic Strength

Your golem’s Strength score increases by 2, as your upgrades enhance your golem’s innate power. If this upgrade increases the golem’s Strength to 16 or higher, it gains proficiency with Strength saving throws; if this upgrade increases its Strength to 18, it gains proficiency in the Athletics skill. You can select this upgrade multiple times, but you can’t increase the golem’s Strength above 18 using this upgrade.


Factory-Made Toughness

Your golem’s Constitution score increases by 2, as the materials and quality of your golem improve its survivability. If this upgrade increases the golem’s Constitution to 16 or higher, it gains proficiency with Constitution saving throws; if this upgrade increases its Constitution to 18, it reduces all incoming damage by 1. You can select this upgrade multiple times, but you can’t increase the golem’s Constitution above 18 using this upgrade.


Armor Integration

You can incorporate a suit of armor into your golem, allowing it to calculate its armor class as if it were wearing that armor. Your golem is proficient with the incorporated armor, and it has disadvantage on Dexterity (Stealth) checks until the armor is removed. You can remove the incorporated armor or incorporate a new suit of armor at any time, but it takes twice as long as it would normally take to don or doff the armor.


Weapon Integration

You can incorporate a melee weapon into your golem, allowing it to use that weapon’s attack profile. Your golem is proficient with the incorporated weapon and has an additional +2 to hit with it. You can remove the incorporated weapon or incorporate a new weapon at any time, but it takes up to 1 hour to do so.


Attack Protocol

Your golem gains one fighting style of your choice: Archery, Dueling, or Great Weapon Fighting


5th Level Upgrades

Sentry

Your golem can’t be surprised.


Overclock

As an action, you may take damage equal to your Golemancer level to grant your golem an extra action.

Once you use this ability, you may not use it again until you finish a long rest.


Size Adjustment

Your golem increases or decreases a size category, going from Medium to Large, or from Medium to Small. Regardless, your golem’s maximum hit points increase by 1 per golemancer level.


Bulwark Prerequisite: Requires your golem to be at least Medium sized or larger and have a constitution of 18

As an action, your golem becomes a mobile shield. Your golem extends a large shield out in front of it. Creatures directly behind your golem gain the benefits of 3/4ths cover from attacks on the opposite side of them. This lasts for 1 minute or until it is ended as a bonus action.

Once you use this ability, you may not use it again until you finish a long rest.


Like Second Nature Prerequisite: Requires Like Creator, Like Creation

Whenever you take the Help action for your golem, you may do so from up to 30 feet away.


9th Level Upgrades

Awareness Engine

Your golem’s Wisdom and Intelligence score becomes 10, and its Charisma score becomes 8. It can follow more complex orders, speak, remember, and do things without your direct oversight. Additionally, it gains proficiency in Intelligence and Wisdom saving throws. This allows it to speak, remember things, and follow more complex commands without direct input or oversight.


Push the Limits Prerequisite: Requires Overclock

As an action, you can push your golem to the limits, granting it the effects of the haste spell for a number of rounds equal to your Intelligence modifier. At the end of the last round, it suffers the effects of haste ending as normal. Once you overcharge your golem in this way, you can’t do so again until you finish a long rest.


Capture Prerequisite: Requires golem to be Large

As part of an attack action, your golem may subsume a creature they are grappling. The subsumed target is blinded and restrained. If your golem moves, the creature moves with it. A creature may break out from the golem with a contested Strength (athletics) or Dexterity (acrobatics) check against your golem's Strength (athletics) check


11th Level Upgrades

Extra Attack

Your golem may attack twice, instead of once, whenever it takes the attack action on its turn.


Hands to Help

You learn the flock of familiars spell and may cast it without expending a spell slot as if you had cast it from a level 3 slot. When you cast the spell this way, it does not require concentration nor does it have a duration, effectively giving you four familiars. These familiars are made of the same material as your golem.


My Will Be Done

Whenever you cast a spell through your golem with Arcane Recognition or an upgrade, your golem can use a reaction to attack the target of the spell if it has a single target. You may use this upgrade a number of times equal to your proficiency bonus, regaining all uses on a long rest.


Greater Good

When your golem is reduced to 0 HP, it conflagrates into a death blast. Each creature within 10 feet of your golem must make a Dexterity saving throw. On a failed save, they take 7d6 fire damage, and half as much on a successful save. This damage increases by 1d6 at 13th level, and every other level after that. Your golem is left dead and requires a long rest or a form of resurrection as normal to get it back to working condition.


15th Level Upgrades

Angel Protocol

The first time your golem would be reduced to 0 hit points, it must make a Constitution saving throw. On success, it instead stays at 1 hit point.

Once you use this ability, you may not use it again until you complete a long rest.


Living Forge

Your golem may cast fabricate at 4th level, but the raw materials must be made of the same material as your golem is made from. Your golem may substitute those materials with itself, generating those materials from its body at no cost to it. Once your golem casts fabricate this way, it may not cast it again until you complete a long rest.


Artificial Life Requires Awareness Engine

Your Golem begins to apply its abilities to learn new things, gaining one level in a class of your choice. Your Golem gains all the 1st-level features of the chosen class. This doesn’t include hit points, Hit Dice, or class proficiencies.

For example, choosing the Fighter class grants the golem the Fighting Style and Second Wind features, but nothing else. You can select this upgrade multiple times, granting your golem another level of features from the same class or the 1st-level features from another class each time it is selected.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Dancing Light
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Shape Water
1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Charm Person
  • Comprehend Languages
  • Cure wounds
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Feather Fall
  • Identify
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Sleep
  • Tasha’s Hideous Laughter
  • Thunderwave
2nd Level
  • Aid
  • Blindness/Deafness
  • Blur
  • Darkness
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Misty Step
  • Mirror Image
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Shatter
  • Suggestion
  • Vortex Warp
3rd Level
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fireball
  • Glyph of Warding
  • Haste
  • Remove Curse
  • Sending
  • Slow
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Control Water
  • Death Ward
  • Fabricate
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
5th Level
  • Bigby’s Hand
  • Contagion
  • Control Winds
  • Creation
  • Enervation
  • Far Step
  • Geas
  • Greater Restoration
  • Raise Dead

Changelog

v0.1

  • Rough Draft
 

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