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  1. Abilities

Golemancer

Class

As the gnome and her companion stride through the town, all eyes are drawn to them. Her diminutive form is completely dwarfed by the colossus behind her. She shifts slightly as she hears the twang of a bow string, and spots an arrow flying towards her, seeking her heart. Suddenly, the massive form behind her moves in a blur. The sound of the arrow head striking a much larger metal object rings out as the golem deftly blocks the deadly projectile. The gnome pauses for a moment, then shakes her head and smiles as the metal giant begins lumbering towards the source of the arrow. 

Standing at the base of a craggy cliff, muttering words of powers, a leather clad elf holds his arms out to his sides as thick gauntlets made of dark wood envelope his hands and forearms. He flexes his now doubly thick fingers and begins climbing hand over hand with great ease as the wood shapes itself to grip the rough surface. behind him are a pair of small creatures seemingly made of folded and creased paper. They swiftly ascend, following their master's unspoken command.

A grizzled old dwarf spits out the blood welling up in his mouth. The goliath brute that has just struck him down towers over him, laughing at his supposed weakness. Unseen by the goliath and the lookers on, three tine spherical stones with spidery legs take up positions surrounding the unprovoked attacker. The sward stands slowly, turning around and beginning to walk away without a word. The goliath's cry of outrage turns to a grunt of pain as a sparkling blue field of energy leaps up from the tiny spheres knocking him to the ground and into unconsciousness.

Though they may seem frail and unintimidating at first, golemancers are never far from their true source of power, Whether they command one hulking brute, two dexterous tricksters, or three finely tuned field emitters, a golemancer is never truly alone. Able to imbue a semblance of life into their artworks, they are invariably master craftsmen whose passion, drive, and innate magical essence make them unrivaled in the arts of transmutation and sculpture.

A Soul Divided 

A golemancer gains their unique magical abilities from an inner force known as their magical essence. It is honed through meditation on the nature of matter and grows as the golemancer's skill as an artist improves. A major event in the life of a golemancer is the day they first imbue one of their artworks with life. As they work on a project of particular importance to them, focusing all that they are into their work, they feel a portion of themselves slip into the artwork, which then animates as the golemancer wishes.

Some view the magical essence of a golemancer as an extension of their soul, and the act of imbuing a golem with life as 'pouring their soul into their work". At some point in their life, a golemancer learns of their intrinsic division: the number and size of the pieces of their imbuement essence is broken into. They find that they can never imbue more golems than their division allows, and that the size and power of a golem is dependent on the size of the divided pieces. The fewer the dvision, the larger the size of their golems. 

Artisans First, Adventurers Second

Golemancers are first and foremost artists. The feverish pursuit of their artistic talents is what caused them to unlock their magical abilities in the first place. As such, many golemancers are content to stay home and continue perfecting their art, learning to use their magical essence to shape raw materials with greater and greater precision. Some Golemancers however, are called to an adventuring lifestyle whether they like it or not. A golem is a powerful weapon, eben if the one creating and commanding it leaves something to be desired in terms of battle prowess. 

The Golemancer

Level

Proficiency

Bonus

Features

Spells Known

—Spell Slots per Spell Level—


1234Alteration budget

1st

+2

Golemcraft, Imbuement, Intrinsic Division

-

-

2nd

+2

Golemic Alterations, Material Alignment

-

-

1

3rd

+2

Essence Casting, Golemic Transmutation, Masterwork Artisan

3

2

-

2

4th

+2

Ability Score Improvement

4

3

-

2

5th

+3

Intrinsic Division Feature

4

3

-

-

3

6th

+3

Essence Driven Blows, Material Alignment Feature

4

3

-

-

3

7th

+3

Mechanical Mindset, Possess Golem

5

4

2

-

-

4

8th

+3

Ability Score Improvement

6

4

2

-

-

4

9th

+4

Magic Resistance

6

4

2

-

-

5

10th

+4

Damage Transference, Intrinsic Division feature

7

4

3

-

-

5

11th

+4

Material Alignment feature

8

4

3

-

-

6

-

12th

+4

Ability Score Improvement

8

4

3

-

-

6

-

13th

+5

Dimensional Shunt

9

4

3

2

-

7

-

-

14th

+5

Intrinsic Division Feature

10

4

3

2

-

7

-

-

15th

+5

Material Alignment Feature

10

4

3

2

-

8

-

-

-

16th

+5

Ability Score Improvement

11

4

3

3

-

8

-

-

-

17th

+6

Signature Alterations

11

4

3

3

-

9

-

-

-

-

18th

+6

Authoritive Work

11

4

3

3

-

9

-

-

-

-

19th

+6

Ability Score Improvement

12

4

3

3

1

10

-

-

-

-

20th

+6

Total Imbuement

13

4

3

3

2

10

-

-

-

-

Golemancers are often drafted into armies, or are pulled into adventures by a sense of moral obligation. They will often go on adventures and even enjoy seeing strange sights and meeting exotic creatures, but throughout their journeys ,their minds will remain focused on one thing: furthering their artistic abilities. Most golemancers will usually spend their free time inspecting art they might find on their adventures or discussing how an item might have been crafted. 

Creating a Golemancer

There are two very important aspects to consider when creating a golemancer character. The first is their favored art medium. Although their material alignments doesn't appears until 2nd level, it plays a central role in the life of a golemancer long before that. Are you a hardened smith, preferring to work with the malleable, yet durable form of metal. Or are you a master sculptor, chiseling away at a block of stone to reveal the form hidden within? Or are you a simple carpenter, choosing to work with both plain and exotic wood. 

The second consideration is the nature of tour intrinsic division. Is your essences whole and unbroken, allowing you to imbue a single hulking protector? Perhaps your essence is split in two, granting you a small pair of tricksters that work in tandem. Or is your essence split into three pieces, allowing you to imbue three miniscule golems capable of emitting concentrated bursts of energy? Finally, consider what caused you to start adventuring. Most golemancers would be more than happy to stay in their workshops and refine their artistic skills. What was it that drew you out into the world? Are you searching for a long lost masterwork? Are you conscripted into a lord's army and haven't found your way back home yet? Or maybe your home town was under attack, and you chose to rally to its defense. 

Class Features

As a cleric, 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 modifier per golemancer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Three sets of artisan's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, and 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) one Medium sized clay golem or (b) two Small sized clay golems, or (c) three Tiny sized clay golems
  • (a) a scholar's pack or (b) dungeoneer's pack
  • Leather armor, two light hammers, and a set of artisan's tools that matches one of your proficiencies. 
  • A shield and a holy symbol

Golemcraft

At 1st level, you have learned to use your magical essence to manipulate raw materials, briefly animate tiny constructs, and focus your power through them. You learn the mending cantrip as well as the focused force, minor imbuement, and sculpt cantrips all three which are detailed at the end of the class description. 

Imbuement 

You have learned to harness a small portion of your magical essence and house it in effigies made of clay, mud, or a similar material with semblance of life. The resulting golem has an innate connection to you and will willingly obey you.

You can use an action to recall your imbuement essence from a golem in your command range. If your imbuement essence returns to your body from an imbued golem for any reason, you can not use that protion of your essence to imbue a golem until you finish a long rest.

As long as you and one of your golems are on the same plane of existence, you know how far away and in what direction they are from you.

While you are within 120 feet of one of your golems, you can mentally command it at any time as a free action and it will follow your orders to the best of its abilities. A golem will follow the last simple command it was given until you give it a new command.

In combat, your imbued golems will always act immediately after your initiative and will act as a until with a single shared turn. If an imbued golem is reduced to 0HP, it begins making death saving throws until it regains 1 or more HP or is no longer imbued. If it received two failures, its imbuement essence returns to your body and the golem is no longer imbued.

If a golem feature or action requires a saving throw, the DC is equal to your spell save DC.

Thanks to their connection to you through your magical essence, your imbued golems can be healed while you rest. during a short rest, you can expend a hit die and forego healing yourself to instead spend a hit die for each golem you have imbued. Your imbued golems also heal fully when finishing a long rest. A golem must remain inactive for 6 hours of the long rest to receive this benefit. 

The mending cantrip has no effect on an imbued golem. 

Intrinsic Division

The essence you can use to imbue golems with life is innately divided one of three ways. Choose from Single Imbuement, Double Imbuement, or Triple Imbuement, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 10th, and 14th level.

Golemic Alterations

As your artistic abilities and the strength of your essence grow, you begin learning how to alter your golems to suit more specific purposes and increase their power. At 2nd level, you have a budget of 1 alteration point/ When you gain certain golemancer levels, your alteration budget increases as shown in the Alteration Budget column of the Golemancer table.

There are 2 types of alterations: minor alterations, and major alterations. Minor alterations have a cost of 1 alteration point and major alterations have a cost of 2 alteration points.

When you imbue a golem, you can add any number of alterations to the golem, provided that the total cost of the alterations is not greater than your alteration budget and the golem does not have more major alterations than minor alterations. 

Material Alignment

Also at 2nd level, you have learned to align your magical essence with a family of materials in order to create golems of that material. Choose from Metal, Stone, or Wood each of which is detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th, and 15th level. 

Material Spells
Each material alignment has a list of associated spells. You gain access to these spells at the levels specified in the material alignment description. once you gain access to a material alignment spell, you always have it prepared. Material alignment spells don't count against the number of spells you know. If you gain a material alignment spell that doesn't appear on the golemancer spell list, the spell is nonetheless a golemancer spell for you.


Essence Casting

At 3rd level your skill at manipulating your magical essence has grown to the point that you can use it to manifest spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the golemancer spell list

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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell create or destroy water and have a 1st-level and a 2nd-level spell slot available, you can cast create or destroy water using either slot.  

Spells known of 1st level and higher

At 3rd level, you know three 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 of 1st level and higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th 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 golemance spells you know and replace it with another spell from the golemancer spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your gomenacer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a golemancer spell you case and when making an attack roll with one. 

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

                                     Spell attack modifier=your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use artisan's tools that you are proficient with as a spellcasting focus for your golemancer spells

Golemic Transmutation

Also at 3rd level, you learn how to make due when you lack raw materials for a golem. When you imbue a clay, mud. or similar golem. you can expend a spell slot of 1st-level or higher to transmute the material in the golem into a material you are aligned with. The transmutation lasts until the golem is no longer imbued. Pieces that are sheared off of the golem revert back to the original material.

Masterwork Artisan

Also at 3rd level, you have honed your artistic abilities to the point of being able to produce masterworks. Choose one set of artisan's tools that you are proficient with. Whenever you make a check with those tools, you add double your proficiency bonus. 

Ability Score Improvements

When you reach 4th level, and again at 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. 

Essence Driven Blows

At 6th level, your golems' weapon attacks count as magical for the purpose of overcoming resistance immunity to nonmagical attacks and damage.

Mechanical Mindset

At 7th level, your knowledge of the complex mechanics required to build your golems has given you insight into mechanical traps. Whenever you make a Wisdom (Perception) check or an Intelligence (Investigation) check to find mechanical trap, you can add your Intelligence modifier (minimum of 1). In addition, you may make a Dexterity (artisan's tools) check to disarm the trap, provide the artisan's tools would be appropriate for the task (DM's discretion).

Possess Golem

Also at 7th level, you can perform a 10 minute ritual at the end of which you possess one of your imbued golems that is within your command range. You can see and hear as if you were in the golem's space and can continue to control the golem as usual. You can also cause your voice to emanate from the golem. Your body becomes incapacitated while you are possessing your imbued golem and you cannot cast spells. 

If the golem you are possessing leaves your command range as determined by your physical body or if your physical body takes any damage, you immediately return to your body as a free action on your turn. 

Magic Resistance

Starting at 9th level, your magical essence has begun to resist magical effects. Your imbued golems have advantage on saving throws against spells and other magical effects. In addition, if you and one or more of your imbued golems are targeted by the same spell or other magical effect, you also have advantage on the saving throw.

Damage Transference

At 10th level, the deep connection you share with the golems housing a portion of your magical essence has given you the ability to transfer physical harm that you take to their hardy forms. As a reaction when you take damage equal to your golemancer level or higher, you can cause one of your imbued golems within commanding range to take the damage instead. You may use this feature twice. You regain all uses when you finish a long rest. 

Dimensional Shunt

At 13th level, you gain the ability to store your golems in a pocket dimension. The pocket dimension has 4 areas that can store golems. Each area can store 1 Large golem, 2 medium golems, 4 small golems or 8 tiny golems. As an action, you can chose any number of imbued golems within 15 feet of you to be stored in a single area of your pocket dimension. They disappear from their space, and your magical essence is immediately returned from them to you. 

In order to summon one or more golems from your pocket dimension, you must perform a 10 minute ritual, at the end of which all of the golems from one area of your pocket dimension appear into spaces within 15 feet of you that you designate. You may use this feature to summon one or more golems a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest. 

Signature Alterations

Starting at 17th level, you have frown as accustomed to altering your golems upon their creation, that you have learned to include some features innately. Choose two minor alterations or one major alteration. Every golem you create has your chosen alterations. These alterations do not count towards your alteration budget. 

Authoritive Work

At 18th level, you have learned to impart your knowledge and store the residual portion of your magical essence into Manual of Golems. In order to write a Manual of Golems, you must spend a number of days equal to 2 times the number of days it would take a user to create the golem, only resting for 6 hours each day (but still gaining the benefits of a long rest). Each day, you must expend 6 5th level spell slots, one every three hours you are awake. Upon completion, you are able to use the Manual of Golems without requiring material cost and in 1/30th of the time typically required. Anyone else using the Manual of Golems treats is as it appears in the DMG.

Total Imbuement

At 20th level, your control over your magical essence has grown so precise and so great, that when you imbue a golem, you can choose to permanently transfer the entirety of your magical essence, including your soul and consciousness.

Your body dies and you gain all of the traits of the golem, but keep your mental stats as well as all of your class abilities and feats. You lose all racial benefits except bonuses to mental stats. You can sue this feature once every 5 years.

Golemic Alterations

If a golemic alteration has prerequisites, you must meet them to use it when imbuing a golem. The golemic innovations are split into Minor Alterations and Major Alterations and are listed in alphabetical order

If an alteration grants a feature with a damage roll, it will be written as XdLarge/Medium/Small/Tiny + modifiers, where X is the number of dice and each number after "d" corresponds to the size of the golem. For example, 3d10/8/6/4 +STR/DEX would mean a Large golem would deal 3d10+either strength or dexterity and a Small golem would deal 3d6+either strenght or dexterity.

A golem can only have one "construction" alteration since the golem must be primarily made of that material. 

Minor Alterations

 Aluminum Construction

Prerequisites: 6th level, metal Alignment

The golem is made primarily ouf og aluminum and gains the following features in addition to the ones gained by being made of metal:

  • +1 AC
  • +10 feet of movement
  • Low Density. The golem counts as one size smaller when determining its weight


Aquatic Adaptation

The golem has a swimming speed equal to its movement


Charcoal Construction

Prerequisites: 6th level, Wood Alignment

The golem is made primary out of charcoal and gains the following feature in addition to the ones gained by being made of wood:

Configuration. When the golem takes fire damage it ignites. While it is on fire, any creature that starts it turn within 5 feet of the golem must succeed on a Constitution saving throw or take 2d8/8/6/6 fire damage. A creature takes half as much damage on a success. At the start of the golem's turn, it takes 4/4/3/3 fire damage. The golem can make a DC 10 constitution saving throw at the end of its turn to snuff out the flames. 


Climbing Spikes

The golem has a climbing speed equal to its movement


Diamond Construction

Prerequisites 6th level, Stone Alignment

The golem is made primarily out of diamond and gains the following feature in addition to the ones gained by being made of stone. 

  • Action: Dazzle. Each creature within 5 feet of the golem must make a Constitution saving throw or be blinded until the end of their next turn. The golem must finish a long rest before using this action again. 


Elemental Burst

Prerequisite: Triple Imbuement

The golem can change the damage type it deals. Whenever it takes Force Burst (Field) action, it can choose to deal Acid, Cold, Fire, Force, Lightning, or Thunder damage


Extra Limb

The Golem gains the follwing features:

  • Additional Hand. The golem has an additional hand ot hold things, inclduing shields and weapons if proficient. Any attack made with the additional hand, regardless of what it is holding, must be the Extra Limb attack.
  • Bonus Action: Extra Limb. Melee weapon attack: +STR/DEX +G-PB, reach 5 ft., one target. Hit: 1d8/6/4/0+1 bludgeoning damage.


Fungal Construction

Prerequisites: 6th level Wood Alignment

The golem is made primarily our of fungus and gains the following feature in additional to the ones gained by being made of wood:

  • Saprovore. If the golem stands on top of a dead creature made of flesh or plant matter that is its size or larger for 1 minute, it can regain a number of HP equal to is maximum number of hit dice. It must finish a short or long rest before using this feature again. 


Greater Command

A golem can have up to 3 instances of this alteration, with each one increasing the command range for the golem to 300 feet, to 1 mile, and 10 miles respectively


Hyperextention

Prerequisite: Wood Alignment

When the golem uses its bonus action Stretch it can choose to gain +10 feet of movement and +10 feet of reach until the end of its turn instead of the usual options. The golem must finish a short of long rest before it can use this feature again.


Magic Item Incorporation

The golem can attune to and use a magic item, provided it makes sense for the item to work with the golem (DM'S discretion). The golem must have proficiency to attune a shield or weapon. While the golem is attuned to the item, you have one less attunement slot.


Projectile Thrower

Prerequisite: Double Imbuement

The golem has some form of projectile throwing device (i.e crossbow, catapult, etc). It gains one of the following features:

  • Action: Bludgeoning Shot. Ranged weapon attack: +DEX+G-PB to hit, range 30/60 ft., 1d-/12/10/-+DEX bludgeoning damage. The golem can't use this attack again until it uses a bonus action to reload
  • Action: Piercing Shot. Ranged weapon attack: +DEX+G-PB to hit, range 80/320 ft., 1d-/12/10/-+DEX piercing damage. The golem can't use this attack again until it uses a bonus action to reload


Quicksilvering

Prerequisites: 6th level Metal Alignment

The golem gains the following feature:

  • Liquid Metal. The golem can squeeze through spaces smaller than 1 inch. When it deals damage with a melee weapon attack, it can choose to deal bludgeoning, piercing, or slashing damage. 


Reflexive Surge

Prerequisite: Double Imbuement

The golem gains a reaction and you can no longer use your reaction to grant it a reaction. Instead, you can use your reaction on its turn to grant the golem a bonus action.


Sapphire Construction

Prerequisites: 6th level, Stone Alignment

The golem is made primarily out of sapphire and gains the following feature in addition to the ones gained by being made out of stone:

  • Reaction: Shield. The golem can case the shield spell without expending a spell slot or requiring any of the components. It must finish a short of long rest before using this reaction again. 


Self Destruct

Prerequisite: Triple Imbuement

The golem gains the following feature while below half of its maximum HP:

Action: Self Destruct. the golem pulses with energy for a brief moment and explodes in a violent burst. Creatures within 10 feet of the golem at the time of the explosion must make a Dexterity saving throw. On a failure, a creature takes force damage equal to three times the golem's current HP and is pushed 10 feet directly away from the explosion. If a creature fails the saving throw by 5 or more, it lands prone after being pushed. On a success a creature takes half damage and is not pushed. The golem is immediately reduced to 0 HP and gains three death saving throws. 


Set in Stone

Prerequisite: Stone Alignment

Using the golem, you can case the augury spell without expending a spell slot or requiring material components. When you choose to cast the spell, the golem takes 5 force damage as the answer is caved into the golem's surface. The golem must finish a long rest before you can cast the spell with it again.


Shield Proficiency

Prerequisite: Single Imbuement

The golem gains proficiency with shields. If a golem is wielding a shield in its main hand or off hand, its attack damage dice are reduced by one step (ex. d8 to d6) 


Snake Form

Prerequisite: 5th level Single Imbuement

At leas some portion of the golem has the form of a snake like structure. The golem replaces Extra Attack with the following features:

  • Multiattack. The golem can make one slam attack and one bite attack or one constrict attack
  • Action. Bite. Melee weapon attack: +STR+G-PB to hit, reach 10ft., one target. Hit 1d10/8/-/-+STR piercing damage
  • Action Constrict. Melee Weapon attack: +STR+G-PB to hit, reach 5 ft., one target. Hit: 1d10/8/-/-+STR bludgeoning damage and the target is grappled (escape DC 10+STR). Until this grappled ends, the creature is restrained, and the golem can't constrict another target. 


Steel Contruction

Prerequisites: 6th Level, Metal Alignment

The golem is made primarily out of steel and gains the following features in addition to the ones gained by being made of metal:

  • +2 AC
  • Keen Edge. Whenever the golem hits with a melee weapon attack it can choose to deal bludgeoning or slashing damage


Tandem Acrobatics

Prerequisites: Double Imbuement

The golem gains the following features:

  • +5 feet of movement
  • Bonus Action: Toss. The golem can grab a willing creature one size larger than it or smaller and throw it up to 15 feet in any direction. The creature must succeed on a DC 10 Dexterity saving throw or fall prone when it lands.
  • Practiced Landing. If the golem is subjected to the Toss bonus action, it automatically succeeds on its saving throw. 


Ventriloquism

When speaking while this golem is in your command range, you can choose to have your voice emanate from it instead of you. Additionally, you can cast spells with a range other than self that have verbal only components as if you were in this golem's space.


Weapon Proficiency

Prerequisite: Single Imbuement

The golem gains proficiency with martial melee weapons. Attacks made with a martial melee weapon deal their regular damage unless the golem has the Enlargement alteration, in which case they deal +1 damage. 


Wings

Prerequisite: Tiny Golem (determine by weight)

The golem has a flying speed equal to their movement speed. 


Major Alterations

 Adamantine Construction

Prerequisites: 11th level, metal Alignment

The golem is made primarily out of adamantine and gains the following features in addition to the ones gained by being made of metal

  • +3 AC
  • Adamantine Construction. Any critical hit against the golem becomes a normal hit


Damage Equalization

Prerequisite: Double or Triple Imbuement

Each golem that has this alteration adds its HP to a shared pool of total HP. The pool's maximum HP is equal to the sum of the maximum HPs of golems that are a part of it.

Whenever a golem in the pool takes damage or regains hit points, the shared pool of HP is reduced ore restored instead.

As long as 1 HP remains in the pool, all golems that are a part of it remain functional. When the pool is reduced to 0, all of the golems in the pool start making death saving throws individually and are no longer part of the pool. When a golem regains HP after beginning to make death saving throws, it rejoins the shared pool.


Dirty Tricks

Prerequisites: Double Imbuement

The golem gains the following features:

  • Bonus Action: Entangle. Ranged weapon attack: +DEX+G-PB to hit, range 20/40 ft., one creature. Hit. The target is restrained b the device. As an action, the restrained target can make a DC (+10+G-INT) STR check, breaking free on a success. The device can also be attacked and destroyed (AC 10+G-INT; HP G-Level, immunity to poison and psychic damage). The golem must finish a long rest before using this bonus action again.
  • Bonus Action: Trip. The golem attempts to deploy a device that trips up another creature. one creature within 15 feet of the golem must succeed on a DEX saving throw or fall prone. The golem must finish a short of long rest before using this bonus action again.


Duskwood Construction

Prerequisites: 11th level, Wood Alignment

The golem is made primarily out of wood from the Shadowfell, known as duskwood and gains the following feature in addition to the ones gained by being made out of wood:

  • Action: Shadow Shift. The golem phases to be half in the Shadowfell and half in your current plane, becoming a shadowy version of itself. The phase shift lasts for 1 hour or until it attacks or uses a damaging ability. While it is shifted, it is invisible in dim light and darkness. The golem must finish a short or long rest before using this ability again.


Emeral Construction

Prerequisites: 11th level, Stone Alignment

The golem is made primarily out of emerald and gains the following features in addition to the ones gained by being made of stone:

  • +1 AC
  • Action: Touch of Poison. Melee weapon attack: +DEX/STR+G-PB to hit, reach 5 ft., one target. Hit:3d10/8/6/4+STR/DEX poison damage. If the attack hits, the target must make a CON saving throw or become poisoned for 1 hr. The target can repeat the saving throw at the end of each turn, ending the effect on itself on a success. The golem must finish a long rest before using this action again.


Enlargement

Prerequisite: 12th level

The golem is one size larger than what your Intrinsic Division typically allows. This makes its hit dice and attack damage dice one step larger (ex. d6 to d8)


Fine Tuned Resonance

Prerequisite: Stone Alignment

The Golem gains the follwing features:

  • Vibration Dampening. The golem loses its vulnerability to thunder damage
  • Thunder Crack. When the golem takes thunder damage, it stores some of the vibration energy. The next time it hits with an attack, the vibration energy is unleashed and the attack deals and additional 2d6 thunder damage.


Got Your Back

Prerequisites:  Double Imbuement

The golem gains the following feature:

  • Bonus Action: Defend. Choose one creature within 5 feet of the golem. until the start of the golem's next turn, while it is within 5 feet of the target, weapon attacks against the target are made with disadvantage. 


Gravity Burst

Prerequisites: Triple Imbuement

The golem gains the following feature:

  • Action: Gravity Burst (Field). The golem emits a field of energy in a special area. Creatures in the effected area must make a STR saving throw. On a failure, a creature takes 1d-/-/8/6+2 force damage and is knocked prone. On a success, a creature takes half damage and is not knocked prone. The golem must finish a short or long rest before using this action again.
  • Saprovore. If the golem stands on top of a dead creature made of flesh or plant matter that is its size or larger for 1 minute, it can regain a number of HP equal to is maximum number of hit dice. It must finish a short or long rest before using this feature again. 


Green Wood

Prerequisite: Wood Alignment

The golem gains the following features:

  • Greenwood. The golem loses its vulnerability to fire
  • Heat Blast. When the golem takes fire damage from a creature other than itself, it stores some of that heat. The next time it hits with an attack, the heat is unleashed and the attack deals an additional 2d6 fire damage.


Heavy Artillery

Prerequisite: Single Imbuement

The golem has some form of heavy artillery built inti its construction. It gains one of the following features.

  • Action: Ballista Shot. Ranged weapon attack:+STR+G-PB to hit, range 200/800 ft., 2d10/8/-/-+STR piercing damage. The golem or the golemancer must use an action to reload the ballista before the golem can use this action again.
  • Action: Cannon Shot. Ranged weapon attack:+STR+G-PB to hit, range 150/600 ft., 2d10/8/-/-+ STR bludgeoning damage. If the target is size Large or smaller, it must succeed on a CON saving throw or be stunned until the end of its next turn. The golem must finish a short or long rest before using this action again.


Mithral Construction

Prerequisite: 11th level Metal Alignment

The golem is made primarily out of mithral and gains the following features in addition to the ones gained by being made of metal:

  • +2 AC
  • +10 feet of movement
  • Low Density. The golem counts as one size smaller when determining its weight


Overwhelming Burst

Prerequisite: Triple Imbuement

The golem gains the following feature

  • Action: Overwhelming Burst (Field). The golem emits an overclocked burst of energy in a special area. Creatures in the effected area must make a DEX saving throw. A creature takes 3d-/-12/10+3 force damage on a failure and half damage on a success. The golem is incapacitated until the end of its next turn and must finish a short or long rest before using this action again.


Paper Construction

Prerequisites: 11th level Wood Alignment

The golem is made primarily out of paper and gains the following features in addition to the ones gained by being made of wood:

  • -1 AC
  • Light Footed. The golem counts as two sizes smaller when determining its weight. If this feature makes it smaller than Tiny, it is considered to weigh next to nothing.
  • Nimble Form. The golem has advantage on DEX saving throws. In addition, it can use a bonus action to take the Dodge action
  • Slow Faller. The golem is always under the effect of the feather fall spell, and can carry one creature of its size or smaller while falling. Creatures being carried by the golem while it is falling are also under the effect of the feather fall spell.


Persistent Imbuement

The golem gains the following features:

  • Hard to Kill. The golem must fail 3 death saving throws rather than 2 before your essence is returned to you
  • Nonfunctional but Stable. If the golem gains 3 successful death saving throws, it does not need to continue making them, but remains nonfunctional.


Piloting Chamber

Prerequisites: 15th level, Single Imbuement

The golem has a chamber inside of it large enough for a creature one or more sizes smaller than it to fit in. While inside, the creature has total cover and is protected from all attacks and magic that occur outside of the chamber. The chamber can be sealed from the inside and has a magical image to allow whoever is inside to see through the golem's eyes. if the golem is reduced to 0 HP with a creature inside, the creature is expelled and falls prone within 5 feet.


Mending Matrix

Prerequisite: Single Imbuement

The golem's form is laced with a weave of your magic essence designed to quickly repair damage. It gains the following features:

  • Preemptive Bolstering. The golem gains 1d6/4/-/- temp HP at the start of each of its turns
  • Repairing Flux. When the golem is reduced to 0 HP, it immediately regains a number of HP equal to G-Level. The golem must finish a long rest before using this feature again. 


Ruby Construction

Prerequisite:  11th level, Stone Alignment

The golem is made primarily out of rubies and gains the following features in addition to the ones gained by being made of stone:

  • +1 AC
  • Reaction: Counterspell. The golem can cast the counterspell spell without expanding a spell slot or requiring any components. If the spell it is countering is 4th level or higher, the counterspell fails. The golem must finish a long rest before using this reaction again.


Shock Absorber

Prerequisite: metal alignment

The golem gains the following features:

  • Capacitor. The golem loses its vulnerability to lightning damage
  • Charged Up. When the golem takes lightning damage, it stores some of that electrical energy. The next time it hits with an attack, the electrical energy is unleashed and the attack deals an additional 2d6 lightning damage. 


Spell Conduit

You can cast spells with somatic and/or material components as if from the golem's space. If you also have the ventriloquism alteration, you can cast any spell with range other than self as if you were in the golem's space. 


Thunder Burst

Prerequisites: Triple Imbuement

The golem gains the following feature:

  • Action: Thunder Burst (Field). The golem emits a cacophonous noise in a special area. Creatures in the effected area must make a CON saving throw. On a failure a creature takes 1d-/-/8/6+2 thunder damage and is deafened until the start of the golem's next turn. On a success, the creature takes half damage and is not deafened. The golem must finish a short or long rest before using this action again.