Golem Crafting (5e Variant Rule)

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This page is of questionable balance. Reason: Does not tie in with the existing rules for magic items, golems (seems to confuse golems with animated objects), or downtime activies (it doesn't even say how long golem crafting takes). Wouldn't it be simpler just to make your statblock for the golem, work out what CR it is, then use the Manual of Golems ase a baseline for the cost and time?


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This page was marked as abandoned on 21:45, 18 September 2020 (MDT) because: Issues unaddressed for over a year. (discuss)

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Golem Crafting

Golem crafting is the creation of life through more acceptable means than undead. Golems are often animated objects such as daggers, armor, scrolls, statues, and buildings. Golems may be used as the object they were originally intended to. Golems with an Int score lower than 10 cannot think for themselves. Golems always follow the orders of their creator before anything else. They can accurately make out orders within 100 feet of them without any sort of magical assistance. Tinkering tools are used for all checks regarding the creation of golems.

The base DC to create or modify any golem begins at 5. Base cost is 250 GP. Additions change this DC and cost to create or modify.

The golems of different sizes gain different bonuses to HP and Slam attack damage die. Sizes cannot be modified after creation.

Table: Golem Sizes
SizeHP Bonus per HDSlam Attack DiceDC IncreaseCost Increase
Tiny01d4+Str00 gp
Small11d6+Str1100 gp
Medium21d8+Str2200 gp
Large41d10+Str3400 gp
Huge62d6+Str4800 gp
Gargantuan83d6+Str51,600 gp

All golems start with a +1 proficiency bonus. By increasing the DC by 1 and cost by 2 gold, you may increase the bonus by +1. The cost is squared each time this is done.

All attributes for a golem begins at 8. Increasing an attribute by 1 (maximum of 20) increases the DC by 1, and the cost by 2 copper, squared for each time that score has been increased. Example, to increase a score from 8 to 12 it would increase the DC by 4, and have a cost increase of 655 gold, 3 silver, and 6 copper. You may also decrease an attribute by 1 (Minimum of 1), doing so reduces the DC by 1, and cost by 2 copper squared for each point it is reduced below 8, to a maximum of 655 gold, 3 silver, and 6 copper per reduction on a particular attribute. If a attribute is reduced below 5, you may ignore the cost and DC reduction for each point to increase another score by 1.

The AC for a Golem begins at 10 + Dex mod. For 1,000 gold and a DC increase by 5, you may replace the Dex modifier with another attribute. You may increase the AC by 1 by increasing the DC by 2, and cost by 10 silver squared for each increase.

HP for a golem is 8 + Con Mod + Size Mod. For 100 gp this is increased by 5 + Con Mod + Size Mod. This may be done up to 10 times. Each time the cost is doubled from the last time. Each time the DC is increased by 1.

Base walking speed for a golem is 5 feet. By increasing the cost by 2 copper and DC by 1, you may increase this speed by 5 feet. Each time this is done, square the cost. Flight, Swim, and burrow speeds may be added with the above rules, but the cost is 2 gold base rather than 2 copper.

Weapon Proficiencies. If a golem was made out of a weapon, it is always considered proficient with itself. A golem can become proficient with 1 weapon for 100 gold and a DC increase of 1. Instead you may increase the cost to 1,000 gp and DC by 3 to become proficient with all simple weapons. The cost increase may be 2,000 gp instead and DC increased by 5 to become proficient with all martial weapons. The cost increase may be 5,000 gp instead and DC increase of 7 to become proficient with all weapons.

Slam attacks use Strength to hit and are always considered proficient with this. The slam attack damage dice is listed on the size table


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