Gemforged

Unlike most golems, gemforged are built not for crushing strength but for their ability to amplify magic around them. Forgoing the usual materials like iron or stone, a gemforged golem consists of specially treated glass or crystal that serves to capture and refract magical energy. As a result of the amounts of magic coursing in and around their crystalline bodies, a prismatic construct may spontaneously achieve sentience and/or free will after years or centuries of exposure to the Weave. Gemforged that do so often escape the workshops of their creators and wander, seeking a purpose in their newfound life; most become adventurers as a result.

Gemforged Traits

Your gemforged character has a number of traits common with all other prismatic constructs.

Ability Score Increase. Your Constitution score increases by 2. Your Intelligence score increases by 1.

Age. Gemforged golems do not age, and continue to function until they are physically destroyed or the magic animating them dissipates.

Alignment. Gemforged often take on the alignment of their creators, but will often drift towards chaotic alignments the longer they spend as individuals, relishing their newfound freedom.

Size. Gemforged tend to be on the smaller size as far as golems go, due to the expense and scarcity of their base materials, but will still tower over most humans. Your size is Medium.

Speed. Your movement is slow and ponderous. Your base speed is 25 feet.

Animated Construct. Though you are fully sentient, sapient and articulate, you are nevertheless not, strictly speaking, a living being. Your creature type is construct. You do not need to breathe, eat, or drink, though you may ingest food and drink if you wish. You are immune to poison and disease.

Unsleeping Sentinel. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

During this period, you appear as an mundane, if not ornate statue to the average layperson, and anyone looking at you requires an Arcana check equal to 10 plus half your level rounded up to realise your true nature.

Magical Healing Limitations. Healing spells and magical healing effects (be it divine or arcane, or even a normal healing potion) only heal for half the normal amount when used on a gemforged, even if the spell says it has no effect on constructs. Instead, using the cantrip mending will allow the Warforged to be healed depending on the spell slot used to cast it. Casting mending as a 1st level spell will recover hit points equal to 1d8 plus the spellcasting modifier of the original caster. When this spell is cast using a spell slot of 2nd level or higher, the healing incrases by 1d8 for each slot level above 1st. Casting mending as a cantrip will have no healing effects on a Gemforged.

Crystalline Structure. You are resistant to psychic damage, but vulnerable to thunder damage.

Built to Blast. You know the mending cantrip. Once you reach 3rd level, you can cast bursting shard once per day. Once you reach 5th level, you can cast crystal spike growth once per day. Intelligence is your casting ability for these spells.

Languages. You speak Common, and one language spoken by those who created you.

Bursting Shard

1st-level conjuration

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous

You produce a shard of crystal from your body and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the crystal exploded must succeed on a Dexterity saving throw or take 2d6 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the explosion increases by 1d6 for each slot level above 1st.

Crystal Spike Growth

2nd-level transmutation

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S

V,S Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range sprouts a mass of razor sharp crystal shards. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.