The Golemancer Sometimes it pays to bring a puppeteer into a dungeon.

Golemancer A young gnome sits in his study, carefully carving a small, humanoid shape from sturdy oak. Many such shapes lay about the study, but their forms are imperfect-- crude. So many failed attempts-- but this one will be a success. A crafty dwarf polishes the side of a nimble bronze beast, that chirps and whirs in delight. He leads it from the stable, hops onto the saddle and in just a few moments, he is out the gatebefore heading out of town. An old woman puts the finishing touches on a small, stuffed bear. She slips a small stone into the bear and whispers a few words into the ear, and it springs to life, delighting her granddaughter. Golemancers dedicate their lives to the creation of magical constructs. Some create deadly golems to destroy or subjugate their enemies. Some craft whimsical mounts to travel the lands in search of adventure or knowledge. And some instead choose to create entertaining or helpful companions to assist them in their daily lives. Tinkerers at heart Golemancers rarely start out pursuing the art-- most tend to start as sculptors, puppeteers, clocksmiths, and the like that-- by some method or another-- happen upon the knowledge to animate their creations-- a scrap of a manual, a travelling wizard showing off basic animation spells, perhaps even a golemancer seeking an apprentice. Ideas begin to flash in their minds of whimsical, or perhaps sinister, creations. Yet, for the most part, none of them have the first clue how to create such beings. Some choose to abandon the pursuit here and continue on with their lives, creating mundane, but excellent items to sell to merchants... but some follow the path to becoming true Golemancers. The hunt for knowledge The first creations an aspiring Golemancer crafts tend to be small, amusing trinkets: self winding pocket watches, paper puppets that frolick around, little dancing clay animals-- but it rarely takes long for thoughts of greater things to fill their heads. Of course, without any real experience, these aspiring Golemancers can barely manage these nick-nacks-- and those who step too far outside their bounds tend to create... unwanted constructs. A puppet meant to entertain children instead tries to wrap its strings about their necks, a walking broom meant to sweep the house instead smashes pottery and furniture, and so on. For those with more sinister intent, their dangerous creations often disobey even the most basic commands, and in some cases can go on rampages that destroy entire cities. A tale is often told of the Wooden Man, a large wooden mannequin crafted by an inexperienced Golemancer to protect his village, instead going on a murderous rampage across the land, burning the village it was meant to defend, slaughtering anyone in its path. The Wooden Man is still thought to exist today, and serves as a cautionary tale to any would-be Golemancer. Many times, it takes a few failed attempts at animation for a Golemancer to truly seek out sources of knowledge to support their inexperience. Some subject themselves to weeks, months, or even years of rigorous experimentation, while others seek out more formal education in magical colleges. Whatever path is taken, a Golemancer is always on the hunt for more knowledge to apply to their craft, and is always thinking up new constructs. Class Features Construct Knowledge You possess an intricate knowledge of all things construct. You have advantage on any attacks against any Constructs. Additionally, you gain advantage on any investigation related to a construct (i.e. checking if a sword is really a Flying Sword, or if a statue is really a golem, etc.). Hit Points Hit Dice: 1d6 per Golemancer level Hit Points at 1st Level: 1d6+ your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Golemancer level after 1st Proficiencies Armor: Light, Medium Weapons: Simple Tools: Glassblowers' tools, Tinker's tools, Woodcarver's tools, Smith's tools, Jeweler's tools Saving Throws: Intelligence and Wisdom Skills: Choose two from Arcana, Investigation, Perception, and Performance Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple weapon

(a) a set of Tinker's tools and (b) any Artisan's tool of your choice (see above)

a tiny construct based off of a CR 0 creature Golem Slots Golem Slots operate in a similar fashion to Spell Slots with one key difference-- Golem Slots only apply inside of combat situations. There are tiny Golem Slots, small Golem Slots, medium Golem Slots, large Golem Slots, huge Golem Slots, and gargantuan Golem Slots. At a short rest, you can choose your "main constructs" for the day, similar to attuning. Outside of combat, you have a functionally limitless amount of constructs available to you. For convenience purposes, if you intend to assemble an army of constructs, it is probably best to sticking to more standard units rather than having each of your thousand constructs be unique. That way they are all moving at a similar speed, have similar stats, and are way easier to manage in huge groups. Of course that is always up to you and the DM.

If you have more constructs activated than your main constructs, and you enter combat suddenly (i.e. a sneak attack), make a DC (10 + Number of Extra Constructs) Wisdom saving throw. If you succeed, the extra constructs safely fall back and enter a sort of sleep mode. If you fail, all extra golems plus 1d4 main constructs (randomly selected) collapse to the ground and suffer 2d4 damage. They are then out of commission until you leave combat and take a short rest to "reboot" them. If you are prepared for a combat encounter, you can send the extra constructs to a safe spot to wait until combat ends. Tiny, small, and medium golems can fit inside of bags of holding. Tiny and small golems can fit inside regular pouches, to an extent. They can be safely considered "inactive" while stored this way. Once the Living Castle is unlocked, or if a Gargantuan construct is given some method of holding smaller creatures, they can carry around 100 tiny golems, 50 small golems, 25 medium golems, 12 large golems, or 6 huge golems. Mix and match at your leisure. The Golemancer Level Proficiency Bonus Features Tiny Small Medium Large Huge Gargantuan 1st +2 Tiny Constructs, Choose Archetype 1 — — — — — 2nd +2 Combat Repair 1 — — — — — 3rd +2 Small Constructs 1 1 — — — — 4th +2 Ability Score Improvement, Telepathic Vision 2 1 — — — — 5th +3 Archetype Feature (Complexity I, Efficiency I) 2 1 — — — — 6th +3 Elemental Construct 2 2 — — — — 7th +3 Water Tight 4 2 — — — — 8th +3 Ability Score Improvement 4 2 — — — — 9th +4 Medium Constructs 4 4 2 — — — 10th +4 Archetype Feature (Complexity II, Efficiency II) 6 4 2 — — — 11th +4 Band of Control 6 4 2 — — — 12th +4 Ability Score Improvement, Large Constructs 6 3 4 1 — — 13th +5 Construct Mount 8 6 4 1 — — 14th +5 Ability Score Improvement 8 6 4 1 — — 15th +5 Archetype Feature (Complexity III, Efficiency III) 8 6 6 2 — — 16th +5 Ability Score Improvement, 10 8 6 2 — — 17th +6 Huge Constructs 10 8 6 2 1 — 18th +6 Mounted Flight 10 8 8 4 1 — 19th +6 Ability Score Improvement 12 10 8 4 2 — 20th +6 Gargantuan Constructs, Living Castle 12 10 8 6 4 1

Construct Strength Constuct ability should be directly related to a creature you have seen before of a size and CR you can match. Your possible CR is your Proficiency Bonus + 1/2 Int. Bonus x 1/2 Golem Size (Tiny = 1, Small = 2, etc.) rounded down. Your golem gains the exact same stats as that of the creature, including AC, HP, Movespeed, and so on. In terms of abilities, it is up to your character's abilities as well as logic. If you want to replicate, say, an Iron Golem's poison breath, you would need to have Elemental Construct unlocked. To use a Rust Monster's abilities, however, you would need to do something along the lines of harvesting one's antennae and attaching it to your golem in such a way that the golem can control it, which could double the time it takes to craft the golem. Golems cannot perform telepathic/psyonic abilities

Golems cannot directly use magic abilities-- they require some sort of focus, and it should be assumed that they can only utilize the ability once per encounter, recharged upon a short rest.

Golems cannot perform Lair actions, or any sort of "Boss" abilities

Any other rule the DM wants to add can go here Remember-- Golem appearance is totally up to the player, but the stats and abilities are up to the DM. Construct strength is also slightly based on material, but only for AC and certain resistances. Mundane Mud, Cloth and Glass reduce AC to about 1/3rd rounded down. Weak materials such as Wood, Flesh, Bone, and any weaker material should all reduce AC by half (if the creature it is based off of is not already made of such materials). Iron, Stone, and any other such mundane metal or stone should maintain the same AC as the creature. Magical material should maintain AC, but remove any weakness of the mundane material. Mithril should multiply by 1.5 (rounded down). Adamantine should multiply AC by 2. Construct Cost Size Time Tiny 8 hr Small 1 day Medium 4 days Large 8 days Huge 32 days Garg. 4 months Materials Material Cost Super Weak (Mud etc.) 1 Weak Material (Wood etc.) 3 Strong Material (Stone/Iron etc.) 40 Magical Materials (Magic imbued Materials from any previous category) 100 Mithril 500 Adamantine 1000 Construct cost in gold is based around the material used to craft it. Your DM can determine "discounts" if you already have some material on you, or if you can easily acquire it with your abilities (i.e your party member creates a hunk of stone for you to work with with Wall of Stone). Without access to things like forges, you cannot work with metals or glass. The formula for the construct base is as follows: Size x 30 x CR x Material Cost Once you have the base material that determines AC, you can add detailing with whatever material you like. Just add the cost of the material to the total cost of the golem, and you can go crazy with it. For example, you could have a mud golem that has a very thin layer of armor keeping its gunk in, which could potentially fool enemies as well as make it look less hideous. All Constructs can be repaired in 1/2 as much time as it took to build if destroyed. If heavily damaged (1/4th health or lower), 1/4th as much time. Cost is 1/5 if destroyed, 1/10 if damaged. Puppeteer or Engineer? At 1st level, select your Archetype: Puppeteer or Engineer. Puppeteers focus on having a smaller amount of much more complicated constructs that are extremely robust, at the cost of being difficult to repair. Engineers focus on efficiently creating constructs that can be quickly constructed and easily repaired, at the cost of overall complexity and ability. Effectively specialization vs. sheer numbers. Puppeteer Basic All golems have one extra hit dice for their max hit points due to their more time consuming designs. Existing constructs can also be modified during a long rest to change small features (i.e. no drastically changing limbs, but you can modify weaponry, change plating for specific defense, etc.) Complexity For each level of Complexity, you can add unique details to your construct. What can be added depends on the Complexity level. At 1, a construct could make a specific noise, at 2 it could relay messages in a sort of tape recorder fashion, while at 3 it could speak on its own. For the most part, up to DM discretion.