Golem Architect (5e Class)

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Golem Architect[edit]

As the ancient eleven architects stand in a circle around a giant stone golem chanting and as its eyes light up the evil crimson menace ran in to kill the elves.

Golem Architect

As the ancient eleven architects stand in a circle around a giant stone golem chanting and as its eyes light up the evil crimson menace ran in to kill the elves

Creating a Golem Architect[edit]

When creating your Golem Architect think about how you got your manual. Did you find it in an old forgotten corner of a library while studying wizardry. Did you have a master that taught you everything you knew. Did you find it in an old ruin or steal it from an ancient tomb.

Quick Build

You can make a Golem Architect quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the sage background.

Class Features

As a Golem Architect you gain the following class features.

Hit Points

Hit Dice: 1d6 per Golem Architect level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Golem Architect level after 1st

Proficiencies

Armor: none
Weapons: crossbows, daggers
Tools: Choose one of the following: Blacksmiths tools, masons tools, potters tools, leather workers tools
Saving Throws: Intelligence, Charisma
Skills: Choose three from: Arcana, History, Insight, Investigation, Persuasion and Deception.

Equipment

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

Table: The Golem Architect

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Golem Crafting (Novice Golem), Infinite Golem Manual, Spellcasting
2nd +2 Golem Specialization 2
3rd +2 3
4th +2 Ability Score Improvement 3
5th +3 Golem Crafting Improvement (Apprentice Golem) 4 2
6th +3 Golem Specialization Improvement 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Golem Crafting Improvement (Journeyman Golem),Golem Specialization Improvement 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement, Magically Powered 4 3 3
13th +5 4 3 3 1
14th +5 Golem Specialization Improvement 4 3 3 1
15th +5 Golem Crafting Improvement (Expert Golem) 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Golem Mastery 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Golem Crafting Improvement (Master Golem) 4 3 3 3 2

Golem Crafting[edit]

Starting at first level you can craft a Novice Golem (see stats below). At fifth level you can craft a Apprentice at tenth a Journeyman, at fifteen a Expert and at twenty a Master. These Golems cost a certain amount of spell slots equal to their level. Novice is one first level spell slot Apprentice is two level two spell slots Journeyman is three level three spell slots Expert is four level four spell slots and Master is five level five spell slots. You cannot use higher level spell slot to charge the Golem. If the Golem isn't charged every day it takes 2 exhaustion levels per day until it is recharged and when it dies it then reverts back to its materials leaving only half the required materials.

In the event of your hit points reach zero your Golems either deactivate or go into a frenzy roll a two to find out when you regain consciousness make a DC 15 Charisma check to bring them back under control. Golems are immune to the poisoned, paralyzed, frightened and petrified conditions.

It's takes eight hours to transcribe new Golem plans in your manual. You can only have a maximum of two golems and they cannot be the same level. If you have two golems you take disadvantage on all saving throws because you have to focus Your control them both. Your Golems can wield simple weapons. Golems not built by you using these class features do not benefit from your abilities. Any Golem that is made while you already have a Golem benefiting from your subclasses abilities gains no benefit from your subclasses. Golems manufactured this way cost three hundred gold per level and three months to make.

Infinite Golem Manual[edit]

At 1st level, you have a manual containing three 1st- level Golem Architect spells of your choice. Your spellbook is the repository of the Golem Architect spells you know. It's also contains all the knowledge and designs of your Golems. It takes ten gold per spell level to transcribe spells in your manual. It takes twenty gold per spell slot used to recharge the Golem level to transcribe the design in your manual. The process takes several rare ingredients to make the only used to transcribe in the manual.

Spellcasting[edit]

Table: The Golem Architect shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

You prepare the list of Golem Architect spells that are available for you to cast. To do so, choose a number of Golem Architect spells from your spellbook equal to half Intelligence modifier + your Golem Architect level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 6th-level Golem Architect, you have two 1st-level and one 2nd-level spell slots. With an Intelligence of 18, your list of prepared spells can include 2 spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Golem Architect spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Golem Architect spells, since you learn your spells through dedicated study and memorization. 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 Golem Architect spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Golem Architect spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an Manual of infinite Golems as a spellcasting focus for your Golem Architect spells.

Golem Specialization[edit]

Starting at second level you can choose an Golem specialization from these five: Patchwork, Flesh, Clay, Stone, Iron. Your choice grants you features at second, sixth, tenth, and fourteenth levels.

Patchwork Golems are the simplest and cheapest Golems to manufacture. But they are also the most varied in abilities. The drawback to these amazing creations is that they have the lowest health of all the Golem types. Your Patchwork Golem costs two hundred gold times their level and two days to manufacture. Depending on what they are made of grants them different abilities.(see Patchwork Golem table below)

Patchwork[edit]

Starting at second level your Patchwork Golem is fragile and always has a constitution of six. Your Patchwork Golems cost half as much to make and gains a plus five to movement speed because it is lighter than other Golems. It's size is Small.

Patchwork Armor

Starting at sixth level your Patchwork Golem gains resistances of your choice to one of the following damage types: slashing, piercing, or acid.

Patchwork Shrapnel

Starting at tenth level your Patchwork Golems gain the ability to explode into shrapnel upon its death, dealing a fourth of its health piercing damage to all creatures in a 10 foot radius.

Patchwork Master

Starting at fourteenth level the Patchwork Golem adds your spell attack bonus to land its attacks and your spellcasting ability modifier to its damage on top of its already existing bonus.

Flesh[edit]

Flesh Golems are only slightly more complex than Patchwork Golem as you are patching different body parts together. The difference is that they are more sturdy and cost more to manufacture. They cost four hundred gold per Golem level to manufacture and the process takes two weeks. Also be forewarned the architects that use flesh Golems are often mistaken as necromancers and are put to the death accordingly.

Flesh Automaton

Starting at second level your flesh Golem is exceedingly terrifying and exudes an aura of fear in a 5 foot radius. Anyone who starts their turn in the area makes a Wisdom saving throw against your spell save DC. If they succeed they are unaffected by the aura until the next day if they fail they are frightened for one minute until they take damage. You are immune to this effect. Also your cost to manufacture Flesh golems is halved. Your Flesh golem is weak to fire. It's size is Medium.

Efficient Nervous System

Starting at level six your flesh golem gains the ability lightning absorption. It also gains one of the following resistances of your choice: piercing, bludgeoning, or necrotic.

Shock Hazard

Starting at tenth level when your flesh golem’s health reaches zero it explodes in s storm of electricity dealing one fourth of its hp maximum lightning damage to all creatures in a 10 foot radius.

Flesh Master

Starting at fourteenth level the Flesh Golem adds your spell attack bonus to land its attacks and your spellcasting ability modifier to its damage on top of its already existing bonus.

Clay[edit]

Clay Golems are the hardest golems to keep under your control. They have many quirks but make up for it with powerful abilities. If your clay golem is damaged too much it will go into a frenzy. It takes eight hundred gold per Golem level and three weeks to manufacture your clay golem. It's size is Medium.

Molded Man

Starting at second level your clay golem has the ability haste. This ability recharges on a long rest. When your clay golem reaches one fourth of its maximum hp it flies into a rage so powerful you cannot control it gaining a plus one to attack and damage rolls but it cannot distinguish between friend and enemy. Also your cost to manufacture clay golems is halved.

Acid Consumer

Starting at sixth level your clay golem gains the ability acid absorption. It also gains one of the following resistances of your choice: Slashing, piercing, or radiant.

Acid Reflux

Starting at tenth level when your clay golem hits zero it explodes in a shower of acid dealing one fourth of its hit point maximum acid damage to all creatures in a 10 foot radius.

Clay Master

Starting at fourteenth level the Clay Golem adds your spell attack bonus to land its attacks and your spellcasting ability modifier to its damage on top of its already existing bonus.

Stone[edit]

Stone golems are the ancient guardians of tombs long forgotten. They have a strong magic field surrounding them that slows their enemies. These golems are the slowest and heaviest of their kinsman. These golems take one thousand gold per Golem level and one month and a half to manufacture.

Marble Marauder

Starting at second level your Stone Golem gains the ability slow. It recharges on a long rest. Your Stone Golem has five less movement and weighs one size larger. It's size is Medium.

Unbreakable Stone

Starting at sixth level your Stone Golem gains the ability magical absorption. Magical absorption grants the ability to absorb spells lower than the golems level a number of times equal to your spell casting modifier. It regains hp equal to the spell level plus five. Also it gains resistance to one of the following damage types of your choice: piercing, slashing, or lightning.

Magical Explosion

Starting at tenth level when your Stone Golem hits zero it explodes with magical energies dealing force damage equal to one fourth of it's its maximum health to all creatures in a 10 foot radius.

Stone Master

Starting at fourteenth level the Stone Golem adds your spell attack bonus to land its attacks and your spellcasting ability modifier to its damage on top of its already existing bonus.

Iron[edit]

Iron Golems are designed to be near invulnerable. That makes them very expensive to craft. It takes one thousand and two hundred gold and three months to craft. It's size is Medium.

Iron Weapon Master

At second level your Iron Golem gains proficiency in weapons made of the same material. It also gains the poison breath attack.

Fireproof

Starting at sixth level your Iron Golem gains the ability fire absorption. Also, it gains one of these resistances of your choice: piercing, slashing, or psychic.

Firestorm

Starting at tenth level when your Golem hits zero it explodes in a firestorm dealing fire damage equal to one fourth of it's maximum health to all creature in a 10 foot radius.

Ironmaster

Starting at fourteenth level the Iron Golem adds your spell attack bonus to land its attacks and your spellcasting ability modifier to its damage on top of its already existing bonus.

Ability Score Increase[edit]

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.

Magically Powered[edit]

Starting at level twelve your golem gains magical resistance and its weapon attacks are magical.

Golem Mastery[edit]

You can now at level eighteen take control of other architects Golems. They make a Charisma saving throw against your spell save DC. If they fail they are under your control. They have advantage when their creator is near. Also you gain the ability to add up to two advanced materials to your Golem to improve their efficiency and one more material at level 20.(see materials list below)


Novice Golem

construct,


Armor Class 12
Hit Points 10 (2d10-1)
Speed 25 feet


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 8 (-1) 10 (+0) 10 (+0) 6 (-2)

Skills your skill proficiencies
Senses passive Perception 10
Languages


ACTIONS

Smash. Melee attack:' +2 to hit, reach 5 feet, one target. Hit deals weapon damage plus 2.



Apprentice Golem

construct,


Armor Class 14
Hit Points 23 (4d10+1)
Speed 25 feet


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 6 (-2)

Skills skill proficiencies you have
Senses passive Perception 10
Languages


ACTIONS

Smash. Melee attack: +3 to hit, reach 5 feet, one target Hit deals weapon damage plus 3



Journeyman Golem

construct,


Armor Class 18
Hit Points 47 (8d10+3)
Speed 25 feet


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 6 (-2)

Skills Your skill proficiencies
Senses passive Perception 10
Languages


ACTIONS

Smash. Melee attack: +4 to hit, reach 5 feet, one target Hit deals weapon damage plus 4




Expert Golem

construct,


Armor Class 20
Hit Points 70 (12d10+4)
Speed 25 feet


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 6 (-2)

Skills Your skill proficiencies
Senses passive Perception 10
Languages


ACTIONS

Smash. Melee attack: +5 to hit, reach 5 feet, one target Hit deals weapon damage plus 5



Master Golem

construct,


Armor Class 22
Hit Points 93 (16d10+5)
Speed 25 feet


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 6 (-2)

Skills Your skill proficiencies
Senses passive Perception 10
Languages


ACTIONS

Smash. Melee attack: +6 to hit, reach 5 feet, one target Hit deals weapon damage plus 6.



Table: Patchwork Golem[edit]

1d100 Result
00-10 Made of wood and stone: gains a +5 to walking speed
11-20 Made of stone: plus one to AC
21-30 Made of stone and clay: plus one to Strength
31-40 Clay and flesh: plus two to Strength, vulnerable to fire
41-50 Flesh: plus one to Strength and Dexterity, vulnerable to fire
51-60 Clay: attacks have the chance to reduce hit point maximum by 5
61-70 Wood: plus two to Dexterity
71-80 Wood and iron: plus one to AC plus five movement speed
81-90 Iron: plus 2 to Strength and plus one AC
91-99 Dragon: only if you have the materials if not reroll you Golem gains an extra d6 of weapon damage type equivalent to the materials used.
Material list

All these materials cost one thousand gold to weave into your Golem.

Table: Materials[edit]

Material Result
Adamantine Critical hits turn into normal hits against your Golem.
Mithril Your Golem gets lighter and gets a movement speed increase of 10 feet.
Precious metals Your Golem increases its Charisma by two.
Dragon bone Raises hp by 2d10
Dragon fangs Add an extra damage die of the same type to your damage roll
Dragon scales Raises AC by one

Golem Architect Spell List[edit]

You know all of the spells on the basic spell list.

1st Level

mage armor, comprehend languages, illusory script, shield, alarm, identify

2nd Level

see invisibility, arcane lock, locate object, spider climb, arcanist's magic aura, magic mouth

3rd Level

counterspell, dispel magic, remove curse, magic circle, water breathing

4th Level

fabricate, locate creature, stone shape

5th Level

legend lore, passwall

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Golem Architect class, you must meet these prerequisites:13 Intelligence, 13 Charisma

Proficiencies. When you multiclass into the Golem Architect class, you gain the following proficiencies:


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