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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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Shaper Savant
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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.
Hit Points
14 (3d6+4)
25 (6d6+4)
40 (10d6+5)
Attack Damage
1d8
2d6
3d6
Attack Bonus
+1
DEX
11
CON
15
INT
10
Save DC
11
WIS
10
Speed
30 ft.
CHA
7
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Customization
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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.
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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