Artificer Specialization: The Golemforger

Imbuing life into the lifeless is the essence of artifice, and golemforgers take this literally. A golemforger is a clever and powerful transmuter, who undertakes a journy of meticiulous planning and careful preperation in order to create the perfect golem. These loyal companions are created as a strong line of defense, allowing their mother or father to stay out of the fray and help from the backlines.
The study of alchemy and anatomy inspired the first golemforgers, granting them insight on the effects of magic on matter, which allows golemforgers to use their transmutation magic to stitch their friends back together. After all, how difficult could healing the living be, when you can imbue life into the inorganic?

Golemforger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Golemforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Golemforger Spells
Artificer level Spell
3rd cure wounds, guiding bolt
5th dragon's breath, earthen grasp
9th conjure barrage, gaseous form,
13th greater invisibility, polymorph
17th reincarnate, telekinesis

Transmuter's Tactics

At 3rd level you learn the thaumaturgy cantrip and can use it in a new manner. You are able to use the effects so effeciently and sudden, that it can distract your foes. When you cast thaumaturgy, you can choose one creature within the spell's range that can see or hear you. Until the start of your next turn, the next attack roll has advantage against that creature.

When you use this feature, the duration of the spell is considered instantaneous.

Golem

By 3rd level, your hard work has payed off, and you have born your first inorganic child: a golem. It is friendly to you and your companions, and it follows your commands. You determine its appearance, though its statblock is unchanged.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action or a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the minute, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The golem returns to life after 1 minute with half its hit points restored.

At the end of a long rest, you can create a new golem if you have your tinker's tools with you. If you already have a golem from this feature, the first one immediately crumbles to dust.


Golem

Medium construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 5 + ([Golem's Constitution Modifier + 3] * Artificer Level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 15 (+2) 4 (-4) 10 (+0) 6 (-2)

  • Saving throws: Str +4, Con +4
  • Skills: Athletics +4, Perception +2
  • Damage Immunities: poison
  • Condition Immunities: Charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: understands the languages you speak.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the golem’s AC, skill and saving throw bonuses (above), the bonus to hit of its Slam attack, and the number of hit points restored by its Reconstruct action (below).

Magic Weapons. The golem's weapon attacks are magical.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Actions (requires a command)

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage.

Reconstruct (3/Day). The golem's body reconstructs, restoring 2d8 + 2 hit points.

Reactions

Deflect Attack. The golem imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the golem.

Fleshcraft

Beginning at 5th level, your expertise with transmutation magic, allows you to stitch together the wounds of your allies. Provided you have your tinker's tools with you, you can cast the prayer of healing spell at its lowest level without expending a spell slot. You can do this a number of times equal to your Intelligence modifer, and regain all lost uses when you finish a long rest.

When casting prayer of healing in this way, you can expend a spell slot of 2nd level or higher to enhance the healing. Expending a spell slot of 2nd level increases it by 1d8, 3rd level by 2d8, 4th level by 3d8, and 5th level by 4d8.

Materialist

Starting at 9th level, you learn to use new materials when sculpting your golem. When you sculpt a golem, choose between clay, flesh, or iron. Your golem gains different benefits, depending on your choice.

Clay Golem

Sculpted from clay, this golem stands a head taller than most human-sized creatures. It is human shaped, but its proportions are off.

Your golem's Strength score is raised by half your proficiency bonus. In addition it gains the Acid Absorption feature and the Hurl Clay action.
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Hurl Clay. The golem makes a thrown weapon attack with a range of 30/60ft. On a hit, it deals 3d6 bludgeoning damage and the target is restrained, as the clay hardens around them. Each turn the target can use an action to attempt to break free with a Strength check against your spell save DC. On a success, they are no longer restrained.
Once you use this action, you must finish a short or a long rest before using it again.

Flesh Golem

A flesh golem is a grisly assortment of a humanoid body parts stitched and bolted together into a muscled brute imbued with formiddable endurance. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength.

Your golem's Constitution score is raised by half your proficiency bonus. In addition it gains the Lightning Absorption feature and the Glance of Terror action.
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.
Glance of Terror. The golem excudes an aura of dread. Each creature of your choice in a 10-foot radius - centered on the golem - must make a Wisdom saving throw against your spell save DC. On a failure, a creature becomes frightened of the golem for 1 minute. A creature can make saving throw at the end of each of its turns, stopping the effect on a success.

Once you use this action, you must finish a short or a long rest before using it again.

Iron Golem

The iron golem is a towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Iron golems are true creations of death, being able to belch clouds of deadly poison.

Your golem's AC is increases by 1. In addition it gains the Fire Absorption feature and the Poison Breath action.
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.
Poison Breath. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw against your spell save DC, taking 4d6 + your Intelligence modifier poison damage on a failed save, or half as much on a succesful one.
Once you use this action, you must finish a short or a long rest before using it again.

Masterwork

At 15th level, you have perfected the art of golemcrafting, and your golem gains the following benefits:

  • Golem Stature. Its size increases to large. Whenever you roll damage for your golem, you can add an additional d8.
  • Magic Resistance The golem has advantage on all saving throws against spells and other magical effects.
  • Superb Construction. The golem gains resistance to all nonmagical damage, not made by adamantine weapons.
  • Master's Command. You can use your golem's special action from your Materialist feature twice, rather than once. You regain all expended uses when your finish a short or a long rest.

Golemforger Infusions

Golemforger's Gemstone

Prerequisite: 6th level artificer, golemforger
Item: two pearls or diamonds worth at least 200gp each (requires attunement)
With the materials you're able to create a mental link between you and your golem. You must insert one of the gems into your golem. You can use the other as a spellcasting focus for your artificer spells. So long as you hold your gem in your hand and are on the same plane of existance you can communicate telephatically with your golem. You gain additional features based on your choice of gem, as shown in the Gemstone table.

Gemstone Table
Gemstone Effect
Pearl Scrying. As an action, you can move your conciousness to see, hear, and talk through your golem. You can keep this up until you end it as a bonus action. During this, you are considered blinded and deafened to your own surrondings.
Extension of Self. If you are within 30 feet of eachother, you can cast spells as if you were in your golems space.
Diamond Empowered attacks. When the golem hits with it's slam attack, it can add an additional die to its damage roll.
Shared Spells. When you cast an artificer spell that targets yourself, your golem is also the target of that spell.

Dynamic Core

Prerequisite: 10th level artificer, golemforger
Item: an iron sphere, dotted with gems worth at least 50gp
When you insert this core into your golem, it can add your proficiency bonus to it's Dexterity saving throws and its speed is increases by 10 feet.

Additionally it can take the Dash action on it's turn, without requiring your command.

Art

All artwork presented here belongs to Wizard of the Coast and can be found in the Monster Manual (in order of appearance) on page 170, 168, and 169.