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Arcane Tradition:
Golemancy
School of Golemancy
A golemancers time is spent practicing the art of
creating and animating living beings, whether made
of metal, esh, clay, or more exotic materials. While
a ranger might forge a magical bond between herself
and a wild beast, you instead use magical arts in
order to create a companion.
As you grow in power as a wizard, you discover
new ways to improve upon your creation, giving it
special abilities such as ight or the ability to learn
new languages. By reconiguring your construct with
a days work, you will face no challenge unprepared.

Golemancer's Companion

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Beginning when you select this school at 2nd leveI,


the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

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At 2nd level, you gain a construct companion that


accompanies you on your adventures and is trained
to ight alongside you. You make a construct that is
no larger than Medium and that has a chaIlenge rating of or lower (see Creating Your Construct below). Add your proiciency bonus to the constructs
AC, attack roIls, damage rolls and DCs, as well as
to any saving throws and skills it is proicient in. Its
hit point maximum equals its normal maximum or
four times your wizard leveI, whichever is higher.
The construct obeys your commands as best as
it can it takes its turn on your initiative, though it
doesnt take an action unless you command it to. On
your turn, you can verbally command the construct
where to move (no action required by you). You can
use your action to verbally command it to take the
Attack, Dash, Disengage, Dodge, or Help action.
For your construct to regain hit points during a
short rest, you must be present in order to repair it.
lf the construct dies, you can rebuild it by spending
8 hours magicaIly repairing it, either as the same
type of construct as before or as a diferent one. You
must have access to either the remains of the construct or sucient spare parts (DMs discretion) in
order to rebuild your construct. If you wish, you can
spend 8 hours to reconigure your construct companion into another type of construct that is still
within the same limitations.

Exceptional Golemancy
Beginning at 6th level, when you take the Cast a
Spell action, your construct companion can make a
single attack.
On any of your turns when your construct companion doesnt attack, you can use a bonus action
to command the construct to take the Dash, Disengage, Dodge, or Help action on its turn.
Also, when you rebuild or reconigure your construct companion, it can now be up to size Large
and challenge rating .

Arcane Fury
Starting at 10th leveI, when you cast a cantrip or a
spell of level 2 or lower, your construct companion
can make two attacks instead of one.
Also, when you rebuild or reconigure your construct companion, it can now be up to challenge rating 1.

Share Spells
Beginning at 14th level, when you cast a spell targeting yourself, you can also afect your construct
companion with the spell if the construct is within
30 feet of you.

Creating Your Construct

Construct Companions in the Monster Manual


If, for whatever reason, you decide that it would be more interesting to follow a tried and true design for your
construct, you can (with your DM's permission, of course) use existing constructs instead of the procedure described in the Creating Your Construct section. You
still add your proiciency bonus as described under Golemancer's Companion, but you do not add any traits.
Here is a list of applicable constructs, as well as the
pages that they inhabit in the Monster Manual.
CR 0 Homunculus (188)
CR 1/8 Monodrone (224)
CR Duodrone (225)
CR Flying Sword (20)
CR Tridrone (225)
CR 1 Animated Armor (19)
CR 1 Quadrone (226)
CR 1 Scarecrow (268)

Your constructs base hit points and damage depend


on its challenge rating. The damage dealt by your
construct includes any weapons it might be outitted with.
Challenge Rating

Hit Points
14 (3d6+4)
25 (6d6+4)
40 (10d6+5)

Attack Damage
1d8
2d6
3d6

Regardless of your constructs challenge rating,


its other base statistics are as follows, before adding
your proiciency bonus.
Armor Class
11
STR
11

Attack Bonus
+1

DEX
11

CON
15

INT
10

Save DC
11
WIS
10

Speed
30 ft.
CHA
7

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Damage Immunities: Poison


Condition Immunities: Charmed, poisoned
Senses: Darkvision 60 ft., passive perception 10
Construct Nature: Your construct does not require air, food, drink or sleep.
Reach: 5 ft.

Customization

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When you build or reconigure your construct, make


the following choices:
The constructs size can be either Tiny, Small or
Medium.
The constructs attacks deal either bludgeoning,
piercing or slashing damage.
The construct either (a) speaks and understands
any one language that you also speak and understand, or (b) speaks no languages, but understands any number of languages that you can speak
and understand.
Choose the constructs traits.

Traits
When you build or reconigure your construct, you
can also customize it by granting it certain traits.
You can only choose any single trait once, even if
that option grants you multiple options to choose
between. You have a number of customization points
equal to your proiciency bonus, and each trait costs
a speciic number of customization points.

Traits

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CP Trait
1
Charge: If the construct moves at least half its speed straight toward a target and then hits it with an attack on
the same turn, the target takes extra damage equal to the constructs base damage dice. If the target is a
creature, it must succeed on a Strength saving throw or be knocked prone.
1
Energy Resistance: Choose a damage type from among acid, cold, ire, force, lightning, necrotic, psychic, radiant
and thunder. The construct gains resistance to that damage type.
1
Finesse: The construct uses either Strength or Dexterity for the attack and damage rolls of its attacks.
1
Greater Ability: Choose any ability score. The construct gains a +2 bonus to that ability score (up to a maximum
of 20), and is proicient in saving throws for that ability.
1
Immense: The construct is one size category larger than you would normally be able to make it (from Medium to
Large or from Large to Huge).
1
Immutable Form: The construct is immune to the petriied condition and any spell or efect that would alter its
form.
1
Juggernaut: The construct is immune to the exhausted, paralyzed and unconscious conditions, and its speed is
increased by 10 feet.
1
Keen Senses: The range of the constructs darkvision is increased to 120 feet, and the construct has advantage
on Wisdom (Perception) checks.
1
Linguistic Prodigy: During a long rest, if a creature other than you interacts with the construct in any single
language, the construct understands that language until you replace it with another language (using the same
method) or until the construct no longer has this trait. If the construct is able to speak at least one language, it
can also speak this one.
1
Long Limbs: The constructs reach is increased by 5 feet, and it gains a climb speed equal to half its land speed.
1
Magic Weapons: The constructs attacks count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
1
Mindless: The construct is immune to psychic damage and the frightened condition, but its Intelligence and
Charisma are both reduced by 5.
1
Seaworthy: The construct gains a swimming speed equal to its land speed.
1
Self-Sucient: Your constructs hit point maximum now equals its normal maximum or six times your wizard
leveI, whichever is higher, and you do not need to be present for your construct to spend hit dice in order to
regain hit points during a short rest.
1
Siege Monster: The construct deals double damage to objects and structures.
1
Telepathic Bond: While the construct is on the same plane of existence as you, it can magically convey what it
senses to you, and the two of you can communicate telepathically with each other. If the construct also has the
Mindless trait, its only communication is that which you instruct it to make (such as alerting you if it sees
someone approaching your camp).
1
Versatile Attacks: Whenever the construct makes an attack, you choose whether it deals bludgeoning, piercing or
slashing damage.
2
Damage Resistance: The construct gains resistance to bludgeoning, piercing and slashing damage from
nonmagical weapons that arent adamantine.
2
Devastating Attacks: Choose any damage type keyword. Your proiciency bonus is doubled for the purpose of the
constructs damage rolls, and this damage is of the type chosen.
2
Magic Resistance: The construct has advantage on saving throws against spells and other magical efects.
2
Ranged Weapons: The construct gains a ranged attack with a range of 100 feet. This attack uses either Strength
or Dexterity for attack and damage rolls, and uses the same base damage as the constructs melee attack
(including your proiciency bonus). Choose any damage type. The constructs ranged attack deals this type of
damage.
2
Superior Ability: Choose any ability score. The construct gains a +4 bonus to that ability score (up to a
maximum of 20), and is proicient in saving throws for that ability.
3
Elemental Absorption: Choose a damage type from among acid, cold, ire, lightning and thunder. Whenever the
construct is subjected to damage of that type, it takes no damage and instead regains a number of hit points
equal to the damage dealt.
3
Flight: The construct gains a y speed equal to its land speed.

Golemancy and Necromancy

What shape does your construct have? The traits you


choose for your construct should inuence this - if your
construct has the Seaworthy trait, how does it move
through water? If it has the Damage Absorption (Fire)
trait, is it illed with metal studs that glow as they absorb heat? A Huge-sized construct with the Immense
and Siege Monster traits could deal bludgeoning damage
because its ists are wrecking balls, or piercing damage
because they end in drills.
For the same reason, this supplement presents no
special rules for using certain materials. If you want materials to play a part in the statistics of your construct,
speak with your DM. An easy way to do this would be to
require certain materials for certain traits, or to provide
a "discount"for certain traits if you have the right materials (using expensive adamantine could reduce the CP
cost of the Damage Resistance trait to 1, for instance).
Also, unlike a Beastmaster Ranger's pet, your construct is not able to wear barding. This is largely remedied by choosing defensive traits such as Damage Resistance and Self-Sucient, but it would not break the
game if your DM allowed you to make or buy reinforced
plating for your construct, with the same price and efect
as barding.

The schools of golemancy and necromancy have a number of elements in common, the most obvious of which
is that both bring life to inanimate matter. In the case of
esh golems and similar creations, both use previously living bodies for their creations. A rule of thumb could be
that necromancy uses magic to call either energy or spirits from a plane or place of darkness or negative energy,
while golemancy uses other means. The golems described in the Monster Manual (p. 167-170) are given life
by minute elemental spirits, while a scarecrow (p. 268)
is given life by the bound spirit of a slain evil creature - the latter of which seems to blur the lines between
golemancy and necromancy signiicantly, especially if a
scarecrow were made using body parts like a esh golem.
Whether the diference between the two schools is widely known, and whether there is actually any diference
at all, is ultimately up to your DM. As mentioned in the
Sentience? sidebar, discovering the truth after having
believed a falsehood for a long time makes for good roleplaying moments and personal quests - how would you
react if you found out that widespread use of electricity
were only possible by consuming the souls of the dead?

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Sentience?

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Shaping your Creation

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This Arcane Tradition assumes that your creation has


some amount of sentience, which can lead to questions
such as "Does my construct have a soul?nd "Does my
construct remember what happened to my last construct
companion?"that are not answered in this text. Indeed,
the answers for these questions probably vary from one
golemancer to the next (unless they only work within a
set of rules placed by the setting or your Dungeon Master). In any case, this is a rich opportunity for great roleplaying moments, especially if what your character believes to be true turns out to be false! On the other hand,
you could establish with your Dungeon Master what the
norm is, and then break it. For example, if you and your
Dungeon Master decide that the default constructs made by golemancers in your game are all mindless, but
that you are nonetheless able to create one that is sentient, most constructs would have the Mindless trait. It
would then be up to you and your DM to decide whether the Mindless trait were automatically included and
a new Sentient trait reversed the efects of the Mindless
trait, or you simply opted not to take the Mindless trait,
thus giving you an additional customization point at the
cost of risking social stigma.

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
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All other original material in this work is copyright 2016 by Patrick Martin Frosz Nielsen and published
under the Community Content Agreement for Dungeon Masters Guild.

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