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



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.

noob
2019-01-07, 01:58 PM
Thread after threads about making wizards have new kinds of familiars forgets that the find familiar spell makes the familiar unable to attack thus making the attack part of the familiar stat block pointless.

sleepyhead
2019-01-07, 02:31 PM
Thread after threads about making wizards have new kinds of familiars forgets that the find familiar spell makes the familiar unable to attack thus making the attack part of the familiar stat block pointless.


Yeah, that's why it says that they gain the ability to attack on their turn in the first paragraph. But thanks for bringing that up in case someone else also misses it.:smallsmile:

"Your familiar gains the ability to attack on their turn as well as adding a new hit dice every time you level up."

theVoidWatches
2019-01-07, 03:12 PM
I would suggest not folding golems into find familiar and instead having it as a separate class feature. That way you can still have a familiar, and there's not the oddity of augmenting your familiar with stronger legs or whatever, which makes less sense for a living creature. Plus, it will mean you're not gating a class feature behind money (10 gp per casting)

Also, for simplicity's sake, I would advise against being able to change the augmentations every day. Make it changeable every level instead.

Wildarm
2019-01-07, 03:48 PM
I feel like the augmentation progression is a little on the low side. I'd suggest having it follow the Sorcerer SP progression + INT mod. Consider what you can make at the end of Tier 1/2/3/4 to get an idea of the power level. Most of the basic augments I'd want on this thing cost much more than you get. This is an entire subclass feature. Similar to beastmaster Ranger, it better be very good to give up the lack of benefit to yourself.

Recommend giving the golem a bonus to attack, AC and saves equal to your proficiency bonus so long as you can see it.

How do you heal or get a new golem if the current one is damaged or dies? Simple as recasting find familiar?

Does the Ranged attack require a full action or just replaces a single attack? When do the uses recover? Per long rest?

Consider adding more skills similar to the 10th level Stealth proficiency. Athletics and Perception would be the main additions. Perhaps allow it to gain tool proficiencies?

At will Detect Magic, Darkvision, Blindsight would all be neat to see as a mod.

Elemental Smite seems a bit too strong. Spamming 15d6 damage @ 120ft for 5 rounds is a big DPS boost even at 16th level.

When you gain a 2nd golem, are you still limited to splitting your augments between the two?

Other thoughts:

How does this golem compare with a conjuration wizard in terms of power level? It would kinda suck to have spent your entire subclass getting great at making golems only for it to be obsoleted at Tier 2 or Tier 3 with a bit of gold? You can bind quite powerful creatures at Tier 2/3 with proper preparation.

The golems don't seem to have much going for them other than providing you with a sturdy means of flight or a big HP sink than can periodically spam out a minor AOE. Their fists just don't threaten anything even with max augments. Best build I could come up with is:

2x Grapple Golems:
4 Points: Large, 10' Reach +4 Str +2 Con
3 Points: Extra Attack x1

Two 200HP Golems with 10AC. 2 attacks at +3 doing 1d6+3 means pitiful damage output. The bots use both attacks to attempt to grapple opponents at reach and then knock them prone. Chances are they will tie up at least one opponent per round and will act as a huge HP sink(400HP). Expect them to get smashed up alot but they would be reasonably effective as body guards.