The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

After spending the casting time tracing magical pathways within a precious gem stone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a humans. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

Not all golem creator, owner/masters want or have the time for a thoughtless servant. With the help of transmutation magic, and the spell known as "Awaken" some masters imbue their elemental slave with a very humble measure of intelligence and free will. To do their bidding of course...

The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, or ironworking. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator.

Golems are made from humble materials but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator’s orders, and it protects or attacks as that creator demands.

I Want To Be A Real Boy...

Sentient Golem can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all Sentient Golem are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions.

Most Sentient Golem are incredibly naive and lack introspection; however, few others are the opposite and question their existence, wonder if they have souls and ask what becomes of them in the after life. Though Sentient Golem can show loyalty to religions and organisations, typically they become loyal to a small group of comrades.

Sentient Golem often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all Sentient Golem share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Sentient Golem can excel at most tasks having a single-minded efficiency, especially subservient roles.

Due to their bodies more closely resembling males than females, most Sentient Golem prefer to be called "he" than "it". Some Sentient Golem adopt female names though most of their names are straightforward and are related to their job, abilities or rank. Many Sentient Golem simply accept the nicknames given to them by their comrades while others seek to earn more meaningful names that best describe them.

Sentient Golem Traits

Your Constitution score increased by +2 to a maximum of 20. You have advantage on all Constitution checks & saving throws.

Due to the transmutation magic that gave you conscientious your Intelligence score is set at 10 it cannot be increased but can be decreased at which time it drops to 3 you revert to a standard golem and only another "Awaken" spell can recover the lost Intelligence score.

It is unknown and only speculation as to how long a Sentient Golem can live after it has been awaken, some believe due to their manufactured conscientious that at least it will fail in or about 200 years. But this is only speculation, and the fact that they rarely survive long enough to test the theory due to gernerally being thrust into the world with very little experience doesn't help matters.

As constructs, Sentient Golem are usually neutral, however they may tend towards the alignments of their creators.

You are proficient in all armor. You must take a short rest to equip armour as it becomes part of your physical structure.

Due to your own ignorance of the dangers in the world around you, you have advantage on saving throws against being frightened.

You are a living construct. You don't to eat, drink, breath, or sleep. You're immune to poison, sleep effects, paralysis, disease, nausea, exhaustion, effects that cause the sickened condition, and energy drain. Unlike other constructs, Sentient Golem are subject to critical hits, stunning, ability damage, ability drain, and death effects or necromancy effects. However a Sentient Golem is not immune to the mind-affecting spells and abilities of the mentioned conditions.

A Sentient Golem can recover hit points through repairs using a set of artisans tools that are specifically designed for this purpose (Tinkers Kit). You also gain the full benefits of the spending of hit dice at the end of a short rest, and the full effects of a long rest after using a Tinkers kit for that time period.When you recieve magical forms of healing (Potions, Spells, etc) the effects are halfed.

All the Kings Men Due to your construct nature wear and tear over time takes its toll. Anytime you roll a natural 1 on a Strength or Dexterity based check,(anything you add your modifier to including saving throws, ability checks, and attacks) you must make a DC 16 save vs Constitution. On a failed save roll on the table below. Also anytime you drop to 0 HP you must also roll on the table below. The limb(s) that you lose can be reconnected one per long rest.

d12 Falls Off 1 Left Hand 2 Right Hand 3 Left Foot 4 Right Foot 5 Left Arm 6 Right Arm d12 Falls Off 7 Left Leg 8 Right Leg 9 Armor 10 Head* 11 Roll Twice 12 Nothing

*If you lose your head someone else has to spend a long rest to reattach it, until reconnected you are incapacitated but conscious.