Golem Pilot (5e Class)

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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:

  • 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 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 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 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 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

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.

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.


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 <— <— <—
Weapon 1d6 mace 2d6 large mace 2d6 large mace 3d6 huge mace

Abilities[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 appears as 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. Graduate Golems have the following properties and can have one modifications.

Guardian's Dome

<!-Class feature game rule information->

Elite Golem

At 15th level After graduating your training golem is replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications.

Master Golem

At 20th level After graduating your training golem is replaced with a Master Golem. Master Golems have the following properties and can have three modifications.


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 <— <— <—
Weapon 4d4 large wooden greatsword 6d6 huge great sword 6d6 huge great sword 8d6 Gargantuan great sword

Abilities[edit]

Blade Channel

Before making an attack the titan can expend mana to empower their blade. The cost is equal to 2 mana per extra 1d4 of damage

Warp

as an action the titan can spend mana to teleport themselves a distance equal to 5ft per mana spent

Frightful 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 appears as 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. Graduate Golems have the following properties and can have one modifications.

Titan's Quake

<!-Class feature game rule information->

Elite Golem

At 15th level After graduating your training golem is replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications.

Master Golem

At 20th level After graduating your training golem is replaced with a Master Golem. Master Golems have the following properties and can have three modifications.


War Wolf[edit]

This style of golem is designed for higher mobility and later added 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 <— <— <—
Weapon 1d6 bolt caster 2d6 bolt caster 2d6 bolt caster 3d6 bolt caster

Abilities[edit]

Long Shot
invisibility?
Grasping 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. Graduate Golems have the following properties and can have one modification.

Wolf's Onslaught

<!-Class feature game rule information->

Elite Golem

At 15th level After graduating your training golem is replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications.

Master Golem

At 20th level After graduating your training golem is replaced with a Master Golem. Master Golems have the following properties and can have three modifications.


Modifications[edit]

Modifications General Guardian Rising Titan War Wolf
5th level Armor Plating Elemental Shield Elemental blade Elemental bolt
5th level Mana expansion --- ---
5th level ---
10th level Fire Absorption --- --- ---
10th level Lightning Absorption
15th level --- --- --- ---
15th level ---
20th level --- --- --- ---
20th level ---
Armor Plating

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

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.

Mana expansion

This modification adds 5 to the golems maximum mana

Fire Absorption

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

Multiclassing[edit]

This class is not meant to be mulitclassed into

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