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Artificer Subclass: Golemancer
By Scintillance
\pagebreak ## Artificer: Golemancer
A Golemancer specializes in using magic to bring clockwork statuettes to life and piloting them like vehicles modeled after warriors and beasts. Experimenting with giant runes, they research the means to create figurines of wondrous power, statuettes that transform into living armors that operate in harsh environments or as versatile weapons of war armed with the artificer's myriad of inventions.
### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with an artisan's tools of your choice. You can use the chosen tools in place of tinker's tools when crafting figures with Golemsmithing. ### Golemancer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Golemancer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Golemancer Spells | Artificer Level | Golemancer Spells | | --- | --- | | 3rd | Magic Missile, Shield| | 5th | Mirror Image, Enlarge/Reduce| | 9th | Hypnotic Pattern, Lightning Bolt| | 13th | Fire Shield, Polymorph| | 17th | Animate Objects, Wall of Force| \columnbreak ### Golemsmithing Beginning at 3rd level, your study of giant magic results with the creation of your first figure. As part of a long rest, you can craft a figure of a creature you have seen before, provided you have tinker’s tools in hand. This process costs 25 gp in crafting components for each level of the creature's CR. You can also attune to the created figure upon its completion. The figure is a tiny object small enough to fit in a pocket, depicting a creature that you would model a golem after. You can attune to a number of golem figures equal to your artificer level, and can change the figures you are attuned to at the end of a long rest. Your artificer level determines the figures you can craft, as shown in the Golem Shapes table. At 3rd level, for example, you can craft a figure of any beast you have seen that has a challenge rating of 1 or lower that doesn’t have flying or swimming speed.
##### Golem Shapes | Level | Max CR | Limitations | Example | --- | --- | --- | --- | | 3rd | 1 | Beast or Humanoid, no flying or swimming speed | Bugbear | 6th | 2 | Beast, Construct or Humanoid, no flying speed | Hunter Shark | 10th | 3 | No Aberration, Celestial, Dragon, Fey or Fiend | Owlbear | 13th | 4 | No Celestial or Fiend | Red Dragon Wyrmling | 16th | 5 | | Barbed Devil | 19th | 6 | | Young Brass Dragon ### Manifest Golem Starting at 3rd level, you can use your action or bonus action to magically assume the shape of a golem figurine that you have attuned to. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can manifest a golem for a number of hours equal to half your artificer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed, the following rules apply: * Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores, and are considered a construct. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. \pagebreak * When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in golem form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. * You can't cast spells, and your ability to take any action that requires hands is limited to the capabilities of your golem form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Faerie Fire, that you've already cast. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You also cannot use any of your feats in the new form. * You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. ### Optional Rule: Alternative Craft Golemancy is the culmination of research into many types of magic, and doesn't need to be limited to clockwork miniatures coming to life with giant magic. If your dungeon master allows, you can use a different artisan’s tool of your choice for golemsmithing, more appropriate to the miniatures you craft, and the golems could be of a different creature type to match. For example, you could use woodcarver’s tools to make totems that transform into wood golems, treants and dryads considered plants instead of constructs. You can use mason’s tools and jeweler’s tools to make stone or gem constructs. \columnbreak The miniatures themselves could be rune stones, playing cards, talismans or bone carvings. You could make bone, flesh, or other golems of types more appropriate to your craft and setting. You could fashion golems as magically enhanced outfits or armors you wear, instead of shrinking with giant magic to pilot the golem from a miniature cockpit. ### Mount Equipment At 5th level, you’ve developed the means to mount equipment to your golem. Whenever you use your Manifest Golem feature to transform, you can expend a spell slot as part of the action to include weapon/armor mounts to the golem. When you transform, the golem gains proficiency with the designated equipment, and can use it disregarding hands limitations. For example, a dire wolf golem could mount a longsword to its tail, a shoulder-mounted musket, or paw-mounted thieves’ tools. The chosen equipment melds into place when you transform, but doesn't change size or shape to match the new form. The number of equipment you can mount this way is equal to the level of the expended spell slot. ### Folding Items At 9th level, you learn how to use your artificer infusions and giant magic to create model equipment that resize, or graft to your golems as needed. When you use the Infuse Item feature to turn an item into a magic item, it gains the following shrinking property: * As an action, this magic item can be transformed into a miniature or altered version of itself, becoming a tiny object that is considered a trinket. While it is in this tiny form, it can instantly transform into its full size in response to being drawn, thrown, used or equipped. It also changes size and shape for creatures that are proficient with it. Additionally, when using your equipment mount feature, the spell slot is not expended if you only mount equipment with this shrinking property. ### Perfected Golemancy At 15th level, your mastery over Golemancy grants additional benefits. Magic items you are attuned to can be infused with the shrinking property using the Folding Items feature. The magic item counts as one of your infused items when determining your maximum number of infusions. Additionally, you can create a masterwork golem figure. When using your Golemsmithing feature to create a figure, you can create a single figurine of a creature with CR 1 higher than your limit, of any creature type. You must expend two uses of your manifest golem feature to transform with it. You can manifest this golem for a number of hours equal to your artificer level. If you revert to your normal form due the golem being reduced to 0 hit points, the figure breaks, and you must fix or create a new one at the end of a long rest.
\pagebreak # Credits ### Author * Scintillance, @
u/ScintillanceABDC
### Cover * Meteor Golem MtG Art by
Lake Hurwitz
### Artwork * Iron Golem (Variant) by
Justine Jones
* Sai, Master Thopterist by
Adam Paquette
* Ramos, Dragon Engine by
Joseph Meehan
### Platform Made with
GMBinder