College of Sculpting (5e Subclass)
College of Sculpting
Most sculptors will create a work of art and stop there, but some know how imbue their creations with magic and bring them to life. They seek to shape the world around them into something new and beautiful.
Homunculus
By 3rd level, your sculpting has borne you a faithful companion: a homunculus. It is friendly to you and your companions, and it obeys only your commands. You determine the creature's appearance (whether it has two legs or four, et cetera); your choice has no effect on its game statistics.
In combat, the homunculus shares your initiative count, taking its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to Dash, Disengage, Help, Hide, or Search.
Healing spells and medicine do not work on the homunculus, only mending will regain hit points. You can use your potter's tools as an action to heal it, provided you spend a short rest working on it and are within 5 feet of it.
If your homunculus dies, you can create a new one.
Homunculus Stats
Tiny construct, neutral
Armor Class. 13 (natural armor)
Hit Points. 5 (2d4)
Speed. 20 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 9 (-1) | 10 (0) | 10 (0) | 12 (+1) |
Saving Throws. Dex +4, Con +1
Skills. Acrobatics +4, Perception +2, Stealth +4
Damage Immunities. poison
Condition Immunities. charmed, exhaustion, poisoned
Senses. darkvision 60 ft., passive Perception 10
Languages. understands the languages you speak but can't speak
Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, it can magically convey what it senses to its master, and they can communicate telepathically.
Bite. Melee Weapon attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Golem
At 6th level, your sculpting ability has upgraded to the point where you can create a small but strong clay golem. Same rules apply to this creation as the homunculus, with a different stat block. Golems are a large hunk of clay that serve as a protective shield standing between you and certain death. Creating a Golem requires taking the life of your homunculus. If you are unable to do this, you can simply create another homunculus.
Golem Stats
Large construct, neutral
Armor Class. 15 (natural armor)
Hit Points. 52 (7d8+21)
Speed. 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (0) | 17 (+3) | 7 (-2) | 8 (-2) | (-3) |
Saving Throws. Str +5, Con +6
Skills. Athletics +5, Perception +1, Intimidation +0
Damage Immunities. poison
Condition Immunities. charmed, exhaustion, poisoned
Senses. darkvision 60 ft., passive Perception
Languages. understands the languages you speak but can't speak
Telepathic Bond. While the Golem is on the same plane of existence as its master, it can magically convey what it senses to its master, it can magically convey what it senses to its master, and they can communicate telepathically.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit:16 (2d10+5) bludgeoning damage.
Gargoyle
At 14th level, you now have the ability to create a gargoyle. Not as strong as golems or as nimble as homunculi, but they are the most intelligent creature you can create. Given a task, a gargoyle can do nothing but try and achieve that task to the best of their abilities. Only you can remove their oath and end their mission. Creating a gargoyle requires taking the life of your previous creations. If you are unable to do this, you can simply create another homunculus.
Gargoyle Stats
Medium construct, neutral
Armor Class. 14 (natural armor)
Hit Points. 52 (7d8+21)
Speed. 30 ft., glide 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 11 (0) | 12 (+1) | 14 (+2) | 10 (0) |
Saving Throws. Wis +7, Con +5
Skills. Investigation +6, Perception +7, Survival +7
Damage Immunities. poison
Condition Immunities. charmed, exhaustion, poisoned
Senses. darkvision 60 ft., passive Perception
Languages. understands and speaks the languages you speak
Telepathic Bond. While the gargoyle is on the same plane of existence as its master, it can magically convey what it senses to its master, it can magically convey what it senses to its master, and they can communicate telepathically.
Claws.Melee Weapon Attack+4 to hit, reach 5 ft., one target.
Hit:5 (1d6+2) slashing damage.
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