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View Full Version : D&D 5e/Next Golem Crafter (Wizard Subclass) WIP



sleepyhead
2018-12-17, 11:45 AM
My first subclass still work in progress, would appreciate input

2nd
Golem Familiar
At 2nd level you automatically gain the Find Familiar spell. If you already know this spell chose a different 1st Level spell. Your familiar gains the ability to attack on there turn as well as adding a new hit dice every time you level up. You gain a Golem as a familiar.

Golems stats

Golem Familiar
Small Construct, unaligned

Armor Class 10
Hit Points 11(1d8+3)
Speed 25ft.

STR: 12 (+1)
DEX: 10 (0)
CON: 16 (+3)
INT: 3 (-4)
WIS: 10 (+0)
CHA: 1 (-5)


Damage Immunities Poison and Psychic
Damage Resistance Piercing, And Slashing
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses passive Perception 10
Languages Understands languages of creator but can't speak

Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 4(1d6 + 1) bludgeoning damage


2nd level
At 2nd level you gain a number of Augmentation Points. These Points increase based on the chart below


Level - Augmentation Points
1 - 0
2 - 3
3 - 3
4 - 4
5 - 5
6 - 5
7 - 6
8 - 6
9 - 7
10 -7
11- 8
12-8
13-9
14-9
15-10
16-10
17-11
18-12
19-12
20-13

You can spend these points on augmentations listed below. You can change these augmentations anytime while preparing spells


Points required
Augmentation
Description
1
Stronger Legs
Increase carry weight by 50 per point invested up to 5 points

1
Tougher Armor
Increase AC by 1.5 for every point invested

1
Faster Legs
Increase base speed by 5 feet for every point invested up to 5 points

1
Sturder Build
Increase base health by 5 for every point invested

1
Accelerated Hydraulics
Increase damage dealt by 1 for every point invested up to 5 points invested

6th level
At level 6 your learn how to focus more magic through your golem. Your golem gains a ranged attack from the chart below.The DC equals 11+your proficiency bonus a creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. You can use this ranged attack equal to your level divide by 3. You can change damage type and range type whenever you prepare spells. You also learn new ways to augment your golem.

Range attacks
Damage type
Ranged weapon
Acid
15 ft. cone or 30 ft. line (Dex. save)

Fire
15 ft. cone or 30 ft. line (Dex. save)

Cold
15 ft. cone or 30 ft. line (Con. save)

Lightning
15 ft. cone or 30 ft. line (Dex. save)

Poison
15 ft. cone or 30 ft. line (Con. save)

Points required
Augmentation
Description

1
Revolving rune
Can switch damage types and range types of ranged attack with a bonus action

1
Increased elements
Increase range of ranged attack by 5ft for every point invested

2
Ranged attack charge increase
Add an additional ranged attack for every 2 points invested

2
Size increase
For every 2 points invested boost size by one size category, increase strength by two and constitution by 1 up to large size.

2
Lighter Material
Use of lighter material allows for a more agile construct. For every 2 points invested increase dexterity by two, up to 8 points invested.

3
Extra attack
Gain an additional attack for every 3 points invested up to 2 extra attacks


10th
Gain the ability to change the golems damage type between bludgeoning, slashing(finesse), and piercing(finesse) as a bonus action.
The golems attack also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Furthermore and gain either another golem or yours gains 20 health. Your new golem can't have more than 5 points of augmentations at a time.


Points required
Augmentation
Description




14th
Gain two immunities from Fire, Acid, Cold, Lightning, Radiant, Necrotic, Force, or Thunder. You can change these immunities anytime while preparing spells.




Points required
Augmentation
Description

4
Flight
Your golem gains to the ability to ascend to the skies and gains 25ft of flying. For every 4 points invested gain 25ft. flying speed

2
Magical cloak
Your golem can turn invisible for 10 minutes. Gain an extra minute for every 3 points invested.



Planning to add more augmentations and would like ideas