Artificer Specialization: The Golemancer

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Artificer Specialization:

The Golemancer

The Golemancer

Master of mechanical marvels, the Golemancer fuses arcane ingenuity with meticulous craftsmanship to animate formidable constructs. Each golem, a testament to their creator's skill, serves as an extension of the Golemancer’s will, whether in the heat of battle, silently scouting, or manipulating the arcane. With every intricate upgrade and powerful infusion, these artificers breathe life into their creations, transforming them into loyal guardians and versatile allies. The Golemancer's art lies in their ability to seamlessly blend magic with machinery, forging a path where ingenuity meets raw power.

Golem Crafting

When you adopt this specialization at 3rd level, you learn how to create golems. You can create basic golems using your artificer tools and materials, which cost 50 gp each. These golems are small, humanoid constructs with the following basic stats:


Golem (Basic)

Small Construct, Unaligned


  • Armor Class 13
  • Hit Points 5 + two times your artificer level
  • Speed 20 feet

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you speak
  • Challenge

Actions

Slam. Melee Weapon Attack: half your spell attack modifier to hit, Reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

You can have a number of golems equal to your Intelligence modifier (minimum of 1) at one time. Creating a golem takes 8 hours of work, and they obey your commands without question. When a golem is created you can implement one upgrade, you know 3 upgrades at level 3, 4 at level 5, 5 at level 9, and 6 at level 15, allowing you to switch out upgrades at the end of a long rest. after each level up you can switch out known upgrades with a new upgrade from the list.

when casting the mending spell you on the golem it regains 2d6 hitpoint. when a golem is destroyed you can during your long rest repair that golem for 25 gp. ㅤ

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Infusion of Golems

Starting at 3rd level, you can infuse your golems to enhance their capabilities. You can use one of your Infusion slots plus 50 gp to turn a basic golem into one of three types: Fighter, Archer, or Mage.

  • Fighter Golem: it is proficient in medium armor, their Strength score is now 16 (+3), they are proficient with all simple melee weapons, and attack roll is your spell attack modifier to hit instead of half your spell attack modifier. The damage roll adds your proficiency modifier to the damage.

  • Archer Golem: it is proficient on light armor, Gains +10 to walking speed, their Dexterity score is now 16 (+3), they are proficient with all simple ranged weapons, and attack roll is your spell attack modifier to hit instead of half your spell attack modifier. The damage roll adds your proficiency modifier to the damage.

  • Mage Golem: Gains the ability to hover over the ground equal to their walking speed, their Intelligence score is now 16 (+3). Gains the ability to cast spells by inserting spell scrolls. They can cast 3 cantrips and 2 1st-level spells from the Wizard or Artificer spell list using your spell attack modifier and spell save DC. The cantrips and spells can be switched out once per long rest, but the spell scrolls are destroyed once replaced. They can cast 2 1st-level spells per long rest.

    • Cantrips: 3 cantrips chosen from the Wizard or Artificer spell list, cast using your spell attack modifier and spell save DC.
    • 1st-level spells: 2 1st-level spells chosen from the Wizard or Artificer spell list, cast using your spell attack modifier and spell save DC.

All three types are all now medium size when the basic golem is infused, and there base movement speed increase by 10 ft.

Advanced Golem Infusion

At 5th level, you can infuse your golems with greater enhancements. The infused golem's hit points are now 5 + four times your artificer level and you can implement 2 upgrades instead of 1. Additionally, your golems now become there advanced versions of their types gaining the following benefits:

  • Fighter Golem (Advanced): Gains Multiattack (two attacks per attack action), gains proficiency with heavy armor, and proficient with martial melee weapons.
  • Archer Golem (Advanced): Gains Multiattack, gains proficiency with medium armor ,and is proficient with martial range weapons.
  • Mage Golem (Advanced): Gains an additional cantrip slot (total 4), 2 additional 1st-level spell slots (total 4), and 2 2nd-level spell slots. They can cast 4 1st-level spells and 2 2nd-level spells per long rest.
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Advanced Golem Creation

At 9th level, you can create basic golems with more advanced materials, reducing the cost to 25 gp and decreasing the creation time to 4 hours. You can now implement 3 upgrades instead of 2.

Master Golem Infusion

Starting at 15th level, you can infuse your golems with even more powerful enhancements. When you infuse a golem, you can implement 4 upgrades. Your advanced golems gain additional abilities:

  • Fighter Golem (Master): Gains another extra attack for there multi attack (three attacks per attack action) and the Great Weapon Master Feat.
  • Archer Golem (Master): Gains the ability the Sharpshooter Feat
  • Mage Golem (Master): Gains an additional cantrip slot (total 5), 2 additional 1st-level spell slots (total 6), 2 additional 2nd-level spell slots (total 4), and 2 3rd-level spell slots. They can cast 4 1st-level spells, 3 2nd-level spells, and 2 3rd-level spells per long rest and gains the War Caster Feat

Upgrades

General Rules for Upgrades

  • Number of Upgrades Known: You know a number of upgrades equal to your level-based limits: 5 upgrades at level 3, 6 at level 5, 7 at level 9, and 8 at level 15.
  • Upgrades Implementation: You can implement these upgrades on any golem, regarding to its type (fighter, archer, mage) except for basic upgrades which can be mixed and matched between the 4 types.
  • Restrictions:
    • You cannot use the same upgrade multiple times on the same golem.
    • You cannot apply multiple different damage upgrades to the same golem.
    • You cannot apply multiple AC upgrades to the same golem.

Upgrades Available at Level 3

Basic

  • Sentry Mode : The golem acts as a sentry and alerts you whenever a Tiny or larger creature touches or enters the a 30 ft. radius centered on the golem. When setup, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. This ability can be used once per long rest.
  • Reinforced Armor: The golem's AC increases by 1.
  • Improved Sensors: The golem gains advantage on Perception checks.
  • Object locator: The golem can use its action to locate an object that is described to it within 1,000 ft. from it. The golem knows the direction to the object’s location, and if the object is in motion, it know the direction of its movement. This ability can be used once per long rest.
  • Storage Compartment: The golem has a hidden compartment that can hold up to 50 pounds of items, which can be accessed as a bonus action.

Fighter

  • Heavy Armor Plating: The golem's AC increases by 2.
  • Great Weapon Fighting: When the golem roll a 1 or 2 on a damage die for an attack it makes with a melee weapon, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Pack tactics: The golem gains advantage as long as an ally is within 5 ft. Of the target
  • Reinforced Weapons: The golem's melee weapon are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Enhanced Strength: The golem's Strength score increases to 18 (+4) and it deals an additional 1d4 damage with melee attacks.

Archer

  • Swift Step: The golem's walking speed increases by an additional 10 feet.
  • Long-Range Proficiency: The golem's ranged attacks have an additional 30 feet of range.
  • Camouflage: The golem can use its action to blend into its surroundings, gaining advantage on Stealth checks for 1 minute. This ability can be used once per short or long rest.
  • Archery: The golem gain a +2 bonus to attack rolls you make with ranged weapons.
  • Keen Sight: The golem has advantage on Perception checks involving sight and gains darkvision up to 60 feet.

Mage

  • Borrowed Spellbook: The golem can choose one class’s spell list (bard, cleric, druid, paladin, ranger, sorcerer, warlock, wizard) and prepare and cast a spell from that list if the spell scroll is installed in it. The chosen class can be changed once per long rest. The spell level is limited to the highest level the golem can cast.
  • Ritual Casting: The golem can cast spells as a ritual if that spell has the ritual tag.
  • Spell Amplifier: The golem can add your proficiency bonus to the damage of any spell it casts.
  • Arcane Recovery: Once per day, during a short rest, the golem can recover expended spell slots with a combined level equal to or less than half your artificer level (rounded up).
  • Spell Conduit: The player can cast a spell through the golem, using the player’s action and the golem’s reaction while within 100 ft. of eachother. The spell uses the player’s spell attack modifier and spell save DC.
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Upgrades Accessible at Level 5

Basic

  • Dome of rest: The golem can create a 10-foot-radius immobile dome of force. Nine creatures of Medium size or smaller can fit inside the dome. The dome dissipated after 8 hours or if the area includes a larger creature or more than nine creatures. Creatures and objects within the dome when created can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
  • Advanced Sensors: The golem gains darkvision up to 120 feet.
  • Climbing Apparatus: The golem gains a climbing speed equal to its walking speed and advantage on Athletics checks related to climbing.
  • Translator Module: The golem understand the literal meaning of any spoken language that it hears and translates for you mentally or out loud. The golem also understand any written language that it sees and can translate its written meaning for you to understand
  • Terrain Adaptation: The golem can ignore difficult terrain.

Fighter

  • Berserker Mode: When the golem's hit points drop below half its maximum, it gains advantage on attack rolls and its melee attacks deal an extra 1d6 damage.
  • Defensive Stance: The golem can use its reaction to impose disadvantage on an attack roll made against an ally within 5 feet.
  • Weapon Mastery: The golem gains a +1 bonus to attack and damage rolls with melee weapon type it’s proficient with.
  • Improved Critical: the golems weapon attacks score a critical hit on a roll of 19 or 20.
  • Battlefield Commander: The golem can use its action to grant all allies within 30 feet advantage on their next attack roll. This ability can be used once per short or long rest.

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Archer

  • Evasion: If the golem is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Rapid Fire: The golem can make an additional ranged attack as a bonus action.
  • Silent Sniper: The golem can make ranged attacks without revealing its position if it is hidden.
  • Quick Retreat: The golem can use its bonus action to take the Disengage action.
  • Piercing Shot: The golem's ranged attacks ignore half cover and three-quarters cover.

Mage

  • Heightened Spell: When the golem casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against the spell. This can be used a number of times equal to your intelligence modifier and replenishes after long rest.
  • Quickened Spell: The golem can cast a spell with a casting time of 1 action as a bonus action. This can be used a number of times equal to your intelligence modifier and replenishes after long rest.
  • Transmuted Spell: The golem can change the damage type of a spell it casts to another type (fire, cold, lightning, acid, poison, thunder, necrotic, radiant). This can be used a number of times equal to your intelligence modifier and replenishes after long rest.
  • Twinned Spell: The golem can target a second creature with the same spell, provided the spell is capable of targeting more than one creature at the same level. This can be used a number of times equal to your intelligence modifier and replenishes after long rest.
  • Careful Spell: The golem can protect some of its allies from its spell effects. Allies automatically succeed on their saving throws against the spell. This can be used a number of times equal to your intelligence modifier and replenishes after long rest.
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Upgrades Accessible at Level 9

Basic

  • Repair Module: The golem can use its action to regain hit points equal to 2d8 + your Intelligence modifier. This ability can be used twice per long rest.
  • Defensive Matrix: The golem gains a +1 bonus to all saving throws.
  • Cloaking device: The golem creates a veil of shadows and silence radiates from it, masking the you and your companions from detection. For one hour, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. This ability can be used once per long rest.
  • Item Crafting: The golem can conduct an hour-long ritual to craft a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The thing the golem is commanded to create must be worth 100 gp or less and you must have the material that is worth that amount, which you can use coins instead. The golem can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Fighter

  • Juggernaut Plating: The golem's AC increases by an additional 2, and it gains advantage on saving throws against being pushed, knocked prone, or restrained.
  • Chromatic Strikes: The golem's melee attacks deal an additional 1d6 damage from the following types (fire, cold, acid, poison, lightning). You can choose the damage type once per short or long rest.
  • Adaptive Defense: The golem gains resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Shield Bash: When the golem takes the Attack action, it can use a bonus action to attempt to shove a creature within 5 feet. If successful, the target is pushed back 10 feet and must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be knocked prone.

Archer

  • Rapid Reload: The golem can reload its ranged weapon as a free action.
  • Fleet Footed: The golem's walking speed increases by an additional 20 feet.
  • Ghost Step: The golem can use its action to become invisible until the start of its next turn. This ability can be used once per short or long rest.
  • Homing Arrows: The golem's ranged attacks ignore disadvantage from long-range shooting.

Mage

  • Arcane Reflection: The golem can reflect a spell back at the caster. When targeted by a spell that requires a ranged attack roll, the golem can use its reaction to make the attack roll against the original caster. This can be used once per long rest.
  • Spell Battery: The golem can store an additional spell slot of up to its max spell level, which can be used to cast a spell. This can be used once per long rest.
  • Split Spell: The golem can divide a spell's damage between two targets. This can be used once per short or long rest.
  • Spell Thief: When the golem is targeted by a spell, it can use its reaction to try to steal it. The golem makes a spellcasting ability check (DC = 10 + the spell's level). On a success, the spell has no effect on the golem, and it stores the spell. The golem can cast the stolen spell once within the next 8 hours. This can be used once per long rest.

Upgrades Accessible at Level 15

Basic

  • Regeneration: The golem regains 10 hit points at the start of its turn if it has at least 1 hit point.
  • Enhanced Communication: The golem gains the ability to telepathically communicate with you up to a range of 120 feet.
  • Energy Shield: The golem can generate a protective energy shield that grants it and all allies within 20 feet resistance to all damage types for 1 minute. This ability can be used once per long rest.

Fighter

  • Indestructible: The golem gains immunity to non-magical bludgeoning, piercing, and slashing damage.
  • Titan Strength: The golem's Strength score increases to 22 (+6), and it deals an additional 1d8 damage with melee attacks.
  • Superior Critical: The golem’s weapon attacks score a critical hit on a roll of 18-20.

Archer

  • Phantom Step: The golem can use its bonus action to teleport up to 30 feet to an unoccupied space it can see for 1 minute. This ability can be used once per short or long rest.
  • Perfect Aim: The golem's ranged attacks ignore all cover and gain a +2 bonus to attack rolls.
  • Uncanny Dodge: When an attacker that the golem can see hits it with an attack, the golem can use its reaction to halve the attack's damage against it.

Mage

  • Arcane Mastery: The golem can learn two spells of the player’s choice from the spell list the golem currently knows without the need for spell scrolls. These spells are engraved into the golem's upgrade and do not count against the number of spells it can prepare. If the upgrade is removed the spells engraved are removed as well
  • Metamagic Mastery: The golem can use there metamagic effect without expending a use of that metamagic once per long rest.
  • Arcane Reservoir: The player and the golem can use each other’s spell slots while within 60 feet of each other. This allows the player to cast spells using the golem’s spell slots and vice versa.
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