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## Manual of Golems Quite ironically, golems were first invented by the Dwarves: the only sentient race of humanoids unable to cast spells, literally cutoff from the weave itself. They relied on-- Other methods to create golems. The actual process with which the dwarves create their golems remains a secret. If the legends are to be believed, they say that the dwarves have special anvils, charged with the occult energy of the void. On these anvils their expert smiths produce golems made from stone, iron, steel, and even mithral. These golems come from sinister origins, however. They must be given life by transposing the soul of a living creature in it's inanimate form. The dwarves draw from their prisons, slums, and castless to create these golems, enforcing their ranks with living siege machines assembled for war. Since their inception, countless mages have attempted to unearth the finer details of the golem's creation. These attempts have been stifled by the dwarves' isolationism and fervent distrust of outsiders. One such wizard, however, the archmage Mordenkainen, was able to create a dull facsimile of the dwarven golems though his own arcane devices. He was able to create an artificial golem core, a magic item he used to channel his own magical energy into inanimate constructs. It was through this that he created his own golems, albeit much weaker than those made by the dwarves. He recorded his process in his work the *Manual of Golems.* Spellcasters who acquire this manual can use it to create a golem core and a golem's body. The process takes 10 days with 8 hours of uninterrupted work each day. The golem can be made of flesh and bone, wood, stone, iron, steel or any other similar material. For simplicity, they will all have the same statistics. The golem core and body cost a total of 1,000 gp to create. Alternatively, a wizard can choose to take the following alternate class feature at 2nd level. This feature replaces your *Arcane Recovery* class feature. ### Golem Smith You have acquired a *Manual of Golems* and studied it extensively. You have learned how to create a golem core and have spent countless hours preparing it's body to be imbued with magical energy. You learn the spell *create golem*, it is a wizard spell for you, you always have it prepared, and it doesn't count against the number of spells known. #### Create Golem *1st level conjuration* ___ - **Casting Time:** Ritual, 8 hours (no less than 2 hours each day), no action required to augment - **Range:** 30 ft. - **Components:** V, S, M (25gp worth of materials) - **Duration:** 24 hours or long rest ___ You spend an hour of concentration creating a golem core, a magical item that can fit in your hand. You conjure the body of a golem from an extradimensional space. You choose the material the golem is made out of: flesh and bone, wood, iron, stone, steel, crystal, or some other solid material of your choosing. The golem appears in an unoccupied space within 30 feet of you. You can imbue the golem core with your spell slots to augment the golem, making it more powerful. When you expend a spell slot in this way, it is gone until you finish another long rest, after which all of the augments you gave your golem are rescinded, and you can choose how to augment your golem again. For each spell slot level you expend, your golem gains either - 10 hitpoints - 1d6 bludgeoning damage to it's damage rolls - +1 AC You can expend a maximum number of spell slots equal to half your wizard level (rounded up). The golem adds your proficiency bonus to it's AC and its attack and damage rolls. The golem will follow your commands unerringly to the best of it's ability. Commanding the golem requires your action. If you don't command your golem, it takes the dodge action. You can only have one golem summoned at a time. A golem doesn't need to eat, drink, or sleep. Your golem moves on your initiative in combat, right after you take your turn. If the golem is reduced to 0 hit points, it makes death saving throws as though it were a player character. Your golem has the same number of hit dice that you do, and can expend them during a short rest to regain hit points. It regains all it's lost hit points when you finish a long rest. At 5th level, you can command your golem with a bonus action instead. This feature replaces your Arcane Recovery class feature.
*Credit: The Witcher 3* \pagebreakNum
*Credit: Wizards of the Coast* ___ > ## Golem >*Medium Construct, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 10 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| > ___ > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > ___ > > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Passive Perception 10 > - **Languages** Understands the languages of its creator but can't speak > - **Challenge** 1/2 > ___ > > ### Actions > ***Slam.*** *Melee weapon attack:* +3 to hit. One target. Hit: 1d6 bludgeoning damage.