Golem Pilot (5e Class)

From D&D Wiki

Jump to: navigation, search


Golem Pilot[edit]

The Golem Pilot is a mage or artificer who looked at a fighter or a barbarian and said to themselves "I can do better"

Who are the Golem Pilots[edit]

Many years ago a group of wizards, sorcerers, and artificers came together and created the Pilot academy. The Pilot academy was founded for the development of mental projection magic allowing magic users to place their consciousness into golems and keeping their bodies safe from harm. Current day golem pilots are accepted into the academy at a young age and train to become Pilots for many years before they become actual pilots. When a student is old enough they are granted a training golem and are now a first level golem pilot. The golem pilot will attend the academy for the next 4 levels until they graduate at level 5 and are granted a proper golem.

Creating a Golem Pilot[edit]

This is a very extreme class and was designed to be unbalanced. I made it for a campaign in which the whole party was supposed to be this class

Quick Build

You can make a Golem Pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Wisdom or Dexterity. Second, choose some academic background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Golem Pilot you gain the following class features.

Hit Points

Hit Dice: 1d4 per Golem Pilot level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Golem Pilot level after 1st

Proficiencies

Armor: none
Weapons: simple
Tools: Blacksmith's tool
Saving Throws: Wisdom, Intelligence
Skills: Choose 3 from Perception, Arcana, History, Persuasion, Investigation

Equipment

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

  • Academy mask
  • Academy Cloak
  • Pilot coffin
  • If you are using starting wealth, you have 100 gold but debt of 100,000 gold to Pilot Academy in funds.

Table: The Golem Pilot

Level Proficiency
Bonus
Features Active Range Mana Capacity Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Conscious Projection, Golem Style 60ft 10
2nd +2 Conscious Movement, Spellcasting 80ft 10 2 2
3rd +2 Spell exchange 100ft 10 3 3
4th +2 Ability Score Improvement 120ft 10 3 3
5th +3 Full Mind Transfer, Golem style feature 140ft 20 4 4 2
6th +3 Magic Sense 160ft 20 4 4 2
7th +3 180ft 20 5 4 3
8th +3 Ability Score Improvement 200ft 20 5 4 3
9th +4 220ft 20 6 4 3 2
10th +4 Golem style feature 240ft 20 6 4 3 2
11th +4 Force of will 260ft 20 7 4 3 3
12th +4 Ability Score Improvement 280ft 20 7 4 3 3
13th +5 300ft 20 8 4 3 3 1
14th +5 Dual consciences 320ft 20 8 4 3 3 1
15th +5 Golem style feature 340ft 30 9 4 3 3 2
16th +5 Ability Score Improvement 360ft 30 9 4 3 3 2
17th +6 380ft 30 10 4 3 3 3 1
18th +6 Possession 400ft 30 10 4 3 3 3 1
19th +6 Ability Score Improvement 420ft 30 11 4 3 3 3 2
20th +6 Golem style feature 440ft 50 11 4 3 3 3 2

Conscious Projection[edit]

At 1st level the golem pilot can as a full round action project their consciousness into a golem allowing them to control the golem as if they were the golem. While their consciousness is in the golem their body can't move or act. The link between the pilot and the golem lasts as long as the golem stays in the pilots active range. This connection can be dismissed as a free action by the pilot.

Golem Style[edit]

At 1st level, you chose a golem style. Choose between Guardian, Rising Titan, or War Wolf. all detailed at the end of the class description. Your choice grants you features at 5th, 10th, 15th, 20th

Golem Style features

Spellcasting[edit]

By the time you reach 2nd level, As a student of the pilot academy, you are now given your spellbook containing spells to help with your pilot tests

Spell Slots

The Golem Pilot table 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.

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Golem Pilot table shows when you learn more 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 spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Golem Pilot 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 Pilot 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


Conscious Movement[edit]

At 2nd level the golem pilot can while they are connected to their golem take a move action on their turn.

Spell Exchange[edit]

At 3rd level The Golem Pilot can burn a spell slot and restore mana to your golem equal to the spell slots level

Ability Score Improvement[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.

Full Mind Transfer[edit]

At 5th level the golem pilot can become paralyzed and fully transfer their consciousness into their golem allowing the connection to go beyond the pilot's active range.

Magic Sense[edit]

At the 6th level the golem pilot can sense if an object is enchanted or magical if they come into contact with it

Force of Will[edit]

At the 11th level the golem pilot gains resistance to being charmed or being frightened.

Dual consciences[edit]

At 14th level the golem pilot has grown used to splitting their consciences between themselves and their golem and are now able perfectly control both. This means that on a golem pilot’s turn both they and their golem can make a full round of actions.

Possession[edit]

At 18th level the golem pilot has become so experienced in exerting their will on their golem that they can now as an action attempt to charm other creatures. The creature must succeed on a wisdom save of(10 + proficiency + Wisdom modifier) or become charmed. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this type charming for the next 24 hours.

Golem Styles[edit]

Guardian[edit]

This Golem style was designed for high defense and protection

Guardian Training Graduate Elite Master
AC 16+dex 20+dex 22+dex 26
HP 100 180 280 400
Speed 30ft 40ft 40ft 50ft
Size medium large large Huge
STR 16 18 20 24
DEX controller's dex max 14 max 12 max 12 max 10
CON 18 20 22 26
INT controller's int <— <— <—
WIS controller's wis <— <— <—
CHA controller's cha <— <— <—
# of ATK 1 1 2 2
Weapon 1d8 Flail 2d8 large Flail 2d8 large Flail 3d8 huge Flail

Actions[edit]

Barrier

As a bonus action the Guardian can spend mana and form a magic barrier with a 10 AC. The cost of the barrier is equal to 1 mana per 10 hitpoints and 1 mana per 5ft length.

Gleaming Shield

As an action the guardian can spend 4 mana and cause their tower shield to flash with brilliant light in a 60ft cone effecting everyone in the cone that doesn't make a DC 15 Con save. On a failed save they become blinded this lasts for 1d4+1 rounds

Spiked Armor

As a bonus action the guardian can spend 6 mana and cause magic spikes to form on their shield. for the next 1 minute anybody that makes a melee attack on the guardian takes 1d4 force damage

__________________________________________________________________________________________________________________________

Training Golem

At 1st level if you choose the Guardian style you are given a Guardian style golem by the Pilot Academy. This golem's form is a medium sized wooden suit of full armor with a tower shield and a wooden sword 1d6.

Graduate Golem

At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.

Guardian's Dome

At 10th level as a reaction the Guardian can spend 10 mana and form a 40ft radius dome centered on itself that deflects all projectiles and spells directed at the dome or anything inside of the dome.

Elite Golem

At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.

Master Golem

At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.


Rising Titan[edit]

This style of golem is made to deal huge amounts of damage at the expense of bad mobility

Rising Titan Training Graduate Elite Master
AC 13+dex 15+dex 16+dex 20
HP 75 125 175 300
Speed 25ft 30ft 30ft 40ft
Size medium large large Huge
STR 20 24 26 30
DEX controller's dex max 14 max 14 max 12
CON 16 18 20 22
INT controller's int <— <— <—
WIS controller's wis <— <— <—
CHA controller's cha <— <— <—
# of ATK 1 1 2 2
Weapon 4d6 large great sword 6d6 huge great sword 6d6 huge great sword 8d6 Gargantuan great sword

Actions[edit]

Blade Channel

Before making an attack the titan can expend mana to empower their blade. The cost is equal to 1 mana per extra 1d4 of damage

Warp

As an action the titan can spend mana to teleport themselves a distance equal to 10ft per mana spent

Frightening Stare

As a bonus action the titan can spend 1 mana to make a frightful stare against one target. That target must make a wisdom check equal to (8 + the titan's proficiency bonus + their intelligence modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

__________________________________________________________________________________________________________________________

Training Golem

At 1st level if you choose the Rising Titan style you are given a Rising Titan style golem by the Pilot Academy. This golem's form is that of the top half of a large sized wooden suit of full armor that levitates above the ground with a large sized wooden great sword. It is treated as a medium creature

Graduate Golem

At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.

Titan's Quake

At 10th level the Titan can spend 8 mana and forego their movement action to charge their great sword to then plunge the blade into the ground. This causes a huge quake that covers a 60ft radius circle. Every other creature on the ground in the affected area must make a constitution saving throw. A target takes 6d6 + weapon damage on a failed save, or half as much damage on a successful one.


Elite Golem

At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.

Master Golem

At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.


War Wolf[edit]

This style of golem is designed for higher mobility and range

War Wolf Training Graduate Elite Master
AC 13+dex 15+dex 16+dex 18+dex
HP 60 110 150 250
Speed 40ft 50ft 55ft 70ft
Size medium large large Huge
STR 16 18 20 24
DEX controller's dex +2 max 16 max 16 max 14
CON 14 16 18 20
INT controller's int <— <— <—
WIS controller's wis <— <— <—
CHA controller's cha <— <— <—
# of ATK 1 2 2 3
Weapon 1d6 bolt caster 2d6 bolt caster 2d6 bolt caster 3d6 bolt caster

Actions[edit]

Long Shot

As an attack action the war wolf may expend 4 mana to make an empowered shot from it's bolt caster this doubles their attack range and turns damage dice from d6s to d8s. If the war wolf can make multiple attacks each round the long shot adds all the dice for each attack that could be made. Example: If a fifth level graduate golem who can make two attacks on their turn each dealing 2d6 made a long shot they would deal 4d8s on hit. If they had the elemental shot modification they would deal 6d8s.

Invisibility

As a bonus action the War Wolf may expend 3 mana and become invisible for 1 minute. This invisibility end if the Golem attacks

Grasping Vines

As an action the war wolf may expend mana and summon vines to sprout from the ground. The mana cost is equal to 1 mana per 5ft square of area that the vines cover. Any creature inside the area of the vines must make a dexterity saving throw or become restrained by the vines.

__________________________________________________________________________________________________________________________

Training Golem

At 1st level if you choose the War Wolf style you are given a War Wolf style golem by the Pilot Academy. This golem appears as a wooden wolf with a bolt caster attached to its back

Graduate Golem

At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.

Wolf's Onslaught

At 10th level the war wolf can spend 8 mana and forego their movement action to charge their bolt caster and then release an onslaught of bolts. This allows the war wolf to double the number of attacks they could do in a turn and each attack does 2 extra points of force damage. This cannot be used in conjunction with the long shot ability.

Elite Golem

At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.

Master Golem

At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.


Modifications[edit]

Modifications General Guardian Rising Titan War Wolf
5th level Armor Plating Bull Horns Speed Glide Thorns
5th level Lesser Mana Throwing Axe Grapple Launcher
5th level Dark Vision
10th level Medium Mana Elemental Shield Elemental Blade Elemental Bolt
10th level True Sight Magic Resistance
15th level Fire Absorption Searing Light Frightful Presence Haste
15th level Lightning Absorption
20th level Into the machine Reflective Aegis Field Warp Disintegration
20th level Grand Mana
Armor Plating

Taking this modification adds 50 to the golem's max hitpoints but drops it's dex by 2

Lesser Mana

This modification adds 5 to the golems maximum mana

Dark Vision

This Modification give the golem 30ft of dark vision

Medium Mana

This modification adds 10 to the golems maximum mana

True Sight

This modification allows the golem to spend 3 mana and have true sight for 1 minute

Fire Absorption

Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to half the fire damage dealt.

Lightning Absorption

Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt

Into The Machine

A master golem taking this modification is large enough that a space inside the golem can be opened up and allow the pilot to get inside the golem and be protected from all outside affects.

Grand Mana

This modification adds 20 to the golems maximum mana

Bull Horns

This modification allows the Guardian to spend 1 mana to make a bull rush action dealing 3d6 to all creatures in the guardians path that don't make a reflex save.

Speed Glide

This modification adds 5ft to the Titan's a movement speed

Thorns

This modification allows the War wolf's grasping vines to deal 1d6 piercing damage to any creature caught in the vines

Throwing Axe

This modification gives the Titan a large hand axe with the throwing enchantment

Grapple Launcher

This modification adds a grapple launcher setting on the war wolf's boltcaster allowing them to fire a grappling hook up to 60ft away.

Elemental Shield

Taking this modification allows a guardian to apply an element to the damage from their spiked shield actions chosen between either cold, fire, Lightning, or thunder. This also converts the damage from 1d4 to 1d6.

Elemental blade

Taking this modification allows a rising titan to apply an element to their blade choose either cold, fire, Lightning, or thunder. This also changes The titan's blade channel damage dice from d4s to d6s.

Elemental bolt

Taking this modification allows a War Wolf to apply an element to their bolt caster choose either cold, fire, Lightning, or thunder. This also adds an extra 1d6 to each bolt.

Magic Resistance

The guardian has advantage on saving throws against spells and other magical effects.

Searing Light

This modification causes the Guardian's blinding light action deal 3d6 fire or radiant damage

Frightful Presence

This modification makes it so that when the titan makes it's frightening stare action it effects all enemy creatures in range

Haste

This modification allows the War wolf to spend 4 mana to double it's speed, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws for 1 min

Reflective Aegis

This modification makes it so that any time the Guardian is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, the Guardian is unaffected, and the effect is reflected back at the caster as though it originated from the Guardian, turning the caster into the target. On a 2 to 5, the Guardian is unaffected. On a 1 the Guardian is affected normally by the spell.

Field Warp

This modification allows the Titan to spend an additional 10 mana to their warp action to bring everyone in a 40ft radius with them.

Disintegration

This modification allows the War wolf to spend 8 mana to fire a 10-foot-wide, 120-foot-long line of destructive force. Each creature in the line must make a reflex saving throw. On a failed save, a creature takes 12d8 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated

Multiclassing[edit]

This class is not meant to be mulitclassed into

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: