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View Full Version : D&D 5e/Next New base class: Golemist [PEACH][WIP]



WarrentheHero
2016-02-28, 02:07 AM
Not all Golems in the world are artificial servants created by pompous spellcasters. Some, beholden to no mortal, wander of their own accord, their incomprehensible minds making decisions for themselves. Occasionally, these lonely beings come across some creature that they form an unspoken bond with. In such cases, the Golem acts as a fierce bodyguard and offers its only friend mysterious power.




Level
Proficiency Bonus
Features
Cantrips
1
2
3
4
5


1
+2
Golem, Mystic Casting
2
1
-
-
-
-


2
+2
Guardian
2
2
-
-
-
-


3
+2
Construct's Bond
2
3
-
-
-
-


4
+2
Ability Score Improvement
2
3
-
-
-
-


5
+3

2
4
2
-
-
-


6
+3

2
4
2
-
-
-


7
+3

3
4
3
-
-
-


8
+3
Ability Score Improvement
3
4
3
-
-
-


9
+4

3
4
3
2
-
-


10
+4

3
4
3
2
-
-


11
+4

3
4
3
2
-
-


12
+5
Ability Score Improvement
3
4
3
2
-
-


13
+5

4
4
3
3
1
-


14
+5

4
4
3
3
1
-


15
+5

4
4
3
3
2
-


16
+5
Ability Score Improvement
4
4
3
3
2
-


17
+6

4
4
3
3
3
1


18
+6

4
4
3
3
3
1


19
+6
Ability Score Improvement
4
4
3
3
3
2


20
+6

4
4
3
3
3
2



Class Features
As a Golemist you gain the following class features.

Hit Points
Hit Dice: 1d6 per Golemist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Golemist level after 1st

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Smith's Tools
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Investigation, Perception

Equipment
You start with the following equipment, in addition to the equipment granted by your backpack

a) a light crossbow and 20 bolts or b) any simple weapon
a set of smith's tools
a) an explorer's pack or b) a scholar's pack
two daggers


Golem
Golem Companion.At 1st level, you have discovered an ancient unbound Golem that has taken a liking to you. The Golem does not take action on its own. As an action on your turn, you may command the Golem to move up to its speed and use one of its actions. In addition to the Actions it has in its statblock, your Golem has the same actions players do as detailed in Chapter 9 of the Player's Handbook. The Golem cannot make Intelligence-based skill checks. The Golem is proficient in certain saving throws and skills, and these are calculated using your Proficiency Bonus and the Golem's relevant ability scores. Whenever you gain a level in the Golemist class, the Golem's maximum hit points increase by d6 (or 4) + its Constitution modifier. This Golem has the following statistics at 1st level:

GOLEM
Medium construct, unaligned
__________________________________________________ _______________________________________
Armor Class 16 (natural armor)
Hit Points 12 + (d6 + 1) per Golemist level
Speed 25 feet
_____________________________________________
STR 14(+2) DEX11(+0) CON13(+1) INT6(-2) WIS7(-2) CHA1(-5)
__________________________________________________ _______________________________________
Saving Throws Strength, Constitution
Skills Athletics
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses cannot smell
Languages can understand Common and one language its Master knows but cannot speak
Challenge varies
__________________________________________________ _______________________________________
Antimagic Susceptibility. The Golem is incapacitiated while in the area of an antimagic field. If targeted by dispel magic, the Golem must succeed on a Constitution saving throw against the caster's spell save DC or become incapacitated for 1 minute, plus an additional 1 minute for every spell level used for dispel magic above 3rd
Master's Control. The Golem obeys its Master's commands unflinchingly. The Golem will follow the intent of the command
Will Incarnate When the Golem would be reduced to 0 hit points, it is reduced to 1 hit point instead. Once this occurs, this cannot occur again until the Golem's Master completes a long rest.
Actions
__________________________________________________ _______________________________________
Slam. Melee Weapon Attack: +(2 + your proficiency bonus) to hit, reach 5 ft., one target.
Hit: 1d6 + 2 bludgeoning damage
Golem Damage. Hit Points lost by the Golem cannot be regained as normal during short or long rests, or by magical healing. Instead, someone proficient with Smithing Tools can use such a set to repair the Golem. To do so, a person must spend time during a short or long rest working on the Golem. Time spent in this way does not count as 'strenuous activity' and so does not prevent a creature from gaining the benefits such a rest. During a short rest, a golem being repaired regains 1d6+2 hit points. This increases by 1d6+1 at 4th, 8th, 12th, 16th, and 19th levels. The Mending cantrip used on the Golem restores 3 hit points, but cannot restore more than 9 hit points per long rest.
When the Golem is reduced to 0 hit points, it falls to the ground, inanimate and unconscious. During a long rest, a Golem can gain a number of hit points equal to half of its maximum hit points. This is the only time the Golem can be rendered unconscious. Any effect that would render the Golem unconscious renders it Incapacitated instead. The Golem regains consciousness when it regains at least 1 hit point.
Wandering Friend. The Golem strives to stay close to its Master when not given direct commands. If its Master begins their turn and the Golem is more than 60 feet away, the Golem moves towards its Master, whose direction and distance is always known. If it moves in this way, it cannot be act on commands given by its Master.
Combative Construct. The Golem is proficient in all simple weapons and shields. It cannot wear or benefit from armor, mage armor, or barkskin. Your Golem can use its reaction to make attacks of opportunity, and if you play with the optional Flanking rules variant, your Golem can flank with allies.
Magical Nature. The Golem is obviously magical. Beyond being a moving body of metal or stone, the Golem also glows faintly at its limb joints, and resonates as highly magical (transmutation) when viewed with detect magic. At your option, the Golem may have esoteric arcane runes or sigils marking its body, brightly glowing eyes, and/or some other physical trait to further imply its magical nature.

Mystic Casting
Cantrips. The mysterious bond between you and your Golem grant you minor powers. You know a number of cantrips as shown on the Golemist table. These cantrips must be taken from the Wizard spell list.
Spellcasting. You gain a number of Spell Slots as shown on the Golemist table. These spell slots can be used to fuel your Artifices, described below.
Spellcasting Ability. Charisma is the ability score used for your Golemist cantrips and Artifices.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Artifices. Unlike a traditional spellcaster, your magic is about manipulation of space around you. Artifices are comparable to spells and have different tiers, comparable to spell levels.Unless otherwise stated, all Artifices have a cast time of 1 action and require no components. Many Artifices' effects change as you cast them at higher Tiers. An Artifice's Tier is equal to the Spell Slot level used to cast it, with a minimum Tier depending on which list it is in. You may only use an Artifice while you are within 120 feet of your Golem. You regain all Mystic Casting spell slots when you complete a long rest.
Artifices Known. At first level, you know two Artifices. Whenever you gain a level as a Golemist, you may choose to replace one Artifice you know with one you don't know. You may learn an additional Artifice at 5th, 9th, 13th, and 17th levels.
Multiclassing Treat Mystic Casting like Spellcasting for the purposes of determining spell slots when multiclassing. However, Mystic Casting does not influence the number of Spells Known, and likewise Spellcasting does not influence the number of Artifices you know.


Tier-1 Artifices


Your Golem gains the benefits of protection from evil and good as though you had cast it. You must maintain Concentration as normal for this.

Your Golem's movement speed increases my 10 for 1 hour.

You cast the alarm spell, but its area is instead a 10-foot radius centered on your Golem. During this time, your Golem's eyes glow noticeably a color of your choice.


Disguise self is cast on your Golem. When cast this way, the Golem appears to be a member of any player race of your choice, with an appearance entirely up to you within the parameters of the spell.

Your Golem's jump distance is tripled for 1 minute.

You cast Fog Cloud centered on your Golem. If your Golem moves during this time, so does the sphere.

You cast detect magic. When cast this way, your Golem's eyes glow bright and project light in a cone. Any magic items this light passes over glows softly for the duration. If there is magic present but not on or in an item, the Golem instead relates this information aloud in a manner similar to the Translate Artifice.

You cast shield, but it is your Golem that gains the benefit instead of you.

You touch your Golem, and it immediately regains 1d8 + your casting modifier hit points per Tier.

You cast the catapult spell (Elemental Evil spell) at a spell level equal to the Artifice's Tier level.

Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range
that isn’t being worn or carried. The object flies in a
straight line up to 90 feet in a direction you choose
before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a
creature, that creature must make a Dexterity saving
throw. On a failed save, the object strikes the target and
stops moving. In either case, both the object and the
creature or solid surface take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the maximum weight of
objects that you can target with this spell increases by 5
pounds, and the damage increases by 1d8, for each slot
level above 1st.

You cast comprehend languages. When cast this way, instead of you gaining an understanding of spoken or written words, your Golem speaks aloud in a language you understand (your choice) any words that you direct it to, spoken or written. The Golem's voice is moderately loud and sounds hollow, as though it echoed in a metal chamber.

You can twist and change the shape of metal. Choose one set of metal armor, one metal door or cage, or one metal object within 30 feet of you. An effected armor's AC bonus is reduced by 1 per Tier (not additive with other uses of Warp Metal). A metal door or cage is warped to the point where it is open and does not impede movement. A metal
object takes 1d8 force damage per Tier.

Tier-2 Artifices


A sword made entirely of flames, ice, or lightning appears in the free hand of your Golem. For the next 10 minutes, or until you lose Concentration on this Artifice, your Golem gains the following Action:
Elemental Strike. Melee Spell Attack: +(your spell attack bonus) to hit, reach 5 ft., one target. Hit: 3d6 damage of fire, cold, or lightning, bases on what the sword is made of.

You cast darkness on your Golem. Your Golem can see through this darkness.

You cast enlarge/reduce on your Golem. If you are wearing your Golem via the Bonded Armor class feature when the spell ends, the armor's size does not revert to its original until it is no longer being worn.



Guardian
Beginning at 2nd level, your Golem has learned to protect you in combat, helping to deflect blows that may otherwise incapacitate you. When your Golem is within 5 feet of you, you may use your reaction to cause an attack against you to be made at disadvantage. Additionally, while within 5 feet of your Golem you have advantage on Dexterity saving throws against effects that originate on the opposite side of the Golem. Additionally, as a bonus action, you can cause your Golem to emit light from its eyes, shedding bright light in a 15-foot cone in front of it, and dim light in a cone 15 feet further than that. You can cause this light to end as a bonus action.

Construct's Bond
At 3rd level, your bond with your Golem increases and you gain a special synchronicity with it, called a Construct's Bond.



Construct's Bonds
For some reason, a Golem has chosen to wander with and protect you. At 3rd level, choose how this Bond is expressed.

Bond of the Enhancer
Your Golem offers you many benefits. It protects you, follows your orders, and grants you some portion of its mysterious power. It would seem that it wants something in return. When your Golem expressed the Bond of the Enhancer, it receives some sort of power bonus from you. Perhaps this enhancement comes merely from being connected to a living creature, or perhaps it comes from some sinister parasitic bond.

Enhance Golem
By travelling with you, your Golem grows stronger. At 3rd level, you choose the way in which this strength manifests:
Arcane Burst. Your Golem gains a new action:

Arcane Burst. Each creature within 5 feet of the Golem must succeed on a Dexterity saving throw.
A creature takes 1d10 force damage on a failed save, or half as much on a successful one.
Assault Construct. Your Golem gains proficiency in 4 martial weapons
Combative Programming. Your Golem gains one of the Fighter's Fighting Styles.
Improved Ability. One of your Golem's ability scores increases by 2.
Magical Essence. Your Golem has advantage on saving throws against spells.
Weighted Mobility. Your Golem's speed increases by 10 feet.


Bond of Unity
You and your Golem learn to move and act in complete synchronicity. Your Golem is your sword and shield, and the two of you move in as a seamless unit on the battlefield.

Bonded Armor
Your Golem, whether it is made of metal, stone, or some other substance, is light and hollow. Your Golem gains the following action:
Envelop. If the Golem is within 5 feet of its Master and is the same size category, it moves into its Master's space, covering them like armor. While wearing the Golem, the Master gains the following traits:
Your AC becomes 16, and you have disadvantage on Stealth checks.
You gain proficiency with shields and all weapons your Golem is proficient in
Your speed is reduced to 25 feet if it was higher
Your Golem cannot act on its own, even to follow your orders
Your Strength score becomes the same as your Golem's, if it is not already higher.
You cannot benefit from your Guardian class feature.
You gain resistance to all damage except for Psychic and Poison, and any damage you are dealt is also dealt to your Golem.
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You can command your Golem to remove itself from you as an action. It moves to a space within 5 feet of you. If no such space is available, it cannot remove itself from you. If the Golem is reduced to 0 hit points while you are wearing it, the Golem becomes incapacitated as normal, and falls off you to the ground in your current space.