Remove these ads. Join the Worldbuilders Guild

Homebrew

Golemancer

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per level after 1
armor proficiencies: Light armor
weapon proficiencies: simple weapons
tools: three sets of artisans tools of your choice
saving throws: Dexterity, Intelligence
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, and Sleight of Hand
starting 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) a dungeoneer's pack


  • Leather armor, two light hammers, and a set of artisan's tools that matches one of your proficiencies
spellcasting:

Essence Casting

At 1st level, your skill at manipulating your magical essence has grown to the point that you can use it to manifest spells.  

Spell Slots

The Golemancer table shows how many spell slots you have to cast your spells of 1st level or 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.  

Spells known of 1st level and higher

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. Additionally when you gain a level in this class, you can choose one of the golemancer spells you know and replace it with another from the golemancer spell list, which must also be a level of which you have spell slots.  

Spellcasting ability

Intelligence is your spellcasting ability for your golemancer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence midifier when setting the saving throw DC for a golemancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligience modifier
Spell attack modifier = your proficiency bonus + your Intelligience modifier
class features:
subclass options:

Malleable Soul

Your magical essence that you can use to imbue golems is fluid. You are able to imbue golems how you see fit.  

Controlled Summoning

Starting at 1st level, you have learned to manipulate your own imbuement essence. When you finish a long rest, you may change how many imbuements you can have at once (this modifies the size of the golems you can imbue accordingly.) Each of your golems have their own movement, but share 1 action and 1 bonus action between all of them, regardless of how many you summon. You can use your reaction to give your golems a reaction.
LevelFeaturesSpells Known1st2nd3rd4th5th6th7thAlteration Budget
1stEssence Casting, Golemcraft, Imbuement, Intrinsic Division22-------
2ndGolemic Alterations, Material Alignment32------1
3rdGolemic Transmutation, Masterwork Artisan43------2
4thAbility Score Improvement542-----2
5thIntrinsic Division feature542-----3
6thEssence Driven Blows, Material Alignment feature643-----3
7thMechanical Mindset, Possess Golem7432----4
8thAbility Score Improvement7432----4
9thMagic Resistance8433----5
10thDamage Transferrence, Intrinsic Division feature94331---5
11thMaterial Alignment feature94331---6
12thAbility Score Improvement104332---6
13thDimensional Shunt1143331--7
14thIntrinsic Division feature1143331--7
15thMaterial Alignment feature1243331--8
16thAbility Score Improvement12433321-8
17thSignature Alterations12433321-9
18thAuthoritative Work13433321-9
19thAbility Score Improvement13433321110
20thTotal Imbuement13433321110

Created by

VioletStrike.

Statblock Type

Class Features

Link/Embed