sleepyhead
2019-01-07, 01:33 PM
Pretty sure this is OP so I would like some suggestions how to balance and maybe some new things to add/change. I had some help making this with my GM but we haven't play tested it yet.
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 their 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 1d8 (or 6) + golems Constitution modifier
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 summoner 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 4
3 5
4 5
5 6
6 6
7 7
8 7
9 8
10 8
11 9
12 9
13 10
14 10
15 11
16 11
17 12
18 12
19 13
20 14
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 up to 6 points can be 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 melee attacks by 1 for every point invested up to 5 points invested, extra damage is only included on the first hit
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 (rounded down). 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
Increased elements
Increase range of ranged attack by 5ft for every point invested, up to 3 points
2
Revolving runes
Can switch damage types and range types of ranged attack with a bonus action
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. If large size reach increases by 5ft.
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 gain either another golem or your original gains 20 health. Your new golem cannot have more than 5 points of augmentations at a time.
Points required
Augmentation
Description
2
Waterproof materials
Your golem gains a swim speed of 25ft for every two points invested its swim speed is increased by 10ft, up to 6 points can be invested
2
Climbing gear
Your golem gains a climbing speed of 25ft, for every two points invested its climb speed is increased by 10ft, up to 6 points can be invested
3
Padded materials
Your golem gains proficiency in the stealth skill. It uses your proficiency bonus.
3
Artificial Disguise
Your golem gains the ability to cast Disguise Self (without material cost) on itself times equal to half of your Intelligence Modifier(minimum of once), as an action
4
Overdrive
Your golem gains the ability to cast Haste (without material cost) on itself times equal to half of your Intelligence Modifier(minimum of once), as an action
14th
Your golem gains two immunities from Fire, Acid, Cold, Lightning, Radiant, Necrotic, Force, or Thunder. If you have a second golem they gain one resistance from the same list. You can change these immunities anytime while preparing spells.
Points required
Augmentation
Description
3
Magical Cloak
Your golem can turn invisible as an action for up to 10 minutes without con.. Your cloak can be turned off as a action and any time leftover well be saved. Gain an extra 5 minutes for every 2 points invested. You regain this time after a long rest. The golems invisible ends if it attacks.
4
Flight
Your golem gains to the ability to ascend to the skies. It gains 25ft of flying. For every 4 points invested gain an additional 25ft. flying speed
4
Adaptable Immunities
Able to change one immunity with a short rest
4
Size increase
Increase size by one category raise strength by 2
4
Element smite
Choose one target within 120ft. They take damage equal to 3 times your ranged attack damage and consumes a use.
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 their 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 1d8 (or 6) + golems Constitution modifier
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 summoner 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 4
3 5
4 5
5 6
6 6
7 7
8 7
9 8
10 8
11 9
12 9
13 10
14 10
15 11
16 11
17 12
18 12
19 13
20 14
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 up to 6 points can be 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 melee attacks by 1 for every point invested up to 5 points invested, extra damage is only included on the first hit
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 (rounded down). 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
Increased elements
Increase range of ranged attack by 5ft for every point invested, up to 3 points
2
Revolving runes
Can switch damage types and range types of ranged attack with a bonus action
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. If large size reach increases by 5ft.
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 gain either another golem or your original gains 20 health. Your new golem cannot have more than 5 points of augmentations at a time.
Points required
Augmentation
Description
2
Waterproof materials
Your golem gains a swim speed of 25ft for every two points invested its swim speed is increased by 10ft, up to 6 points can be invested
2
Climbing gear
Your golem gains a climbing speed of 25ft, for every two points invested its climb speed is increased by 10ft, up to 6 points can be invested
3
Padded materials
Your golem gains proficiency in the stealth skill. It uses your proficiency bonus.
3
Artificial Disguise
Your golem gains the ability to cast Disguise Self (without material cost) on itself times equal to half of your Intelligence Modifier(minimum of once), as an action
4
Overdrive
Your golem gains the ability to cast Haste (without material cost) on itself times equal to half of your Intelligence Modifier(minimum of once), as an action
14th
Your golem gains two immunities from Fire, Acid, Cold, Lightning, Radiant, Necrotic, Force, or Thunder. If you have a second golem they gain one resistance from the same list. You can change these immunities anytime while preparing spells.
Points required
Augmentation
Description
3
Magical Cloak
Your golem can turn invisible as an action for up to 10 minutes without con.. Your cloak can be turned off as a action and any time leftover well be saved. Gain an extra 5 minutes for every 2 points invested. You regain this time after a long rest. The golems invisible ends if it attacks.
4
Flight
Your golem gains to the ability to ascend to the skies. It gains 25ft of flying. For every 4 points invested gain an additional 25ft. flying speed
4
Adaptable Immunities
Able to change one immunity with a short rest
4
Size increase
Increase size by one category raise strength by 2
4
Element smite
Choose one target within 120ft. They take damage equal to 3 times your ranged attack damage and consumes a use.