Golem Pilot (5e Class)
Golem Pilot
The Golem Pilot is a mage or artificer who looked at a fighter or a barbarian and said to themselves "I can do better"
Who are the Golem Pilots
Many years ago a group of wizards, sorcerers, and artificers came together and created the Pilot academy. The Pilot academy was founded for the development of mental projection magic allowing magic users to place their consciousness into golems and keeping their bodies safe from harm. Current day golem pilots are accepted into the academy at a young age and train to become Pilots for many years before they become actual pilots. When a student is old enough they are granted a training golem and are now a first level golem pilot. The golem pilot will attend the academy for the next 4 levels until they graduate at level 5 and are granted a proper golem.
Creating a Golem Pilot
This is a very extreme class and was designed to be unbalanced. I made it for a campaign in which the whole party was supposed to be this class
- Quick Build
You can make a Golem Pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Wisdom or Dexterity. Second, choose some academic background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Golem Pilot you gain the following class features.
- Hit Points
Hit Dice: 1d4 per Golem Pilot level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Golem Pilot level after 1st
- Proficiencies
Armor: none
Weapons: simple
Tools: Blacksmith's tool
Saving Throws: Wisdom, Intelligence
Skills: Choose 3 from Perception, Arcana, History, Persuasion, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Academy mask
- Academy Cloak
- Pilot coffin
- If you are using starting wealth, you have 100 gold but debt of 100,000 gold to Pilot Academy in funds.
Level | Proficiency Bonus | Features | Active Range | Mana Capacity | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Conscious Projection, Golem Style | 60ft | 10 | — | — | — | — | — | — |
2nd | +2 | Conscious Movement, Spellcasting | 80ft | 10 | 2 | 2 | — | — | — | — |
3rd | +2 | Spell exchange | 100ft | 10 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 120ft | 10 | 3 | 3 | — | — | — | — |
5th | +3 | Full Mind Transfer, Golem style feature | 140ft | 20 | 4 | 4 | 2 | — | — | — |
6th | +3 | Magic Sense | 160ft | 20 | 4 | 4 | 2 | — | — | — |
7th | +3 | — | 180ft | 20 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 200ft | 20 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 220ft | 20 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Golem style feature | 240ft | 20 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Force of will | 260ft | 20 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 280ft | 20 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 300ft | 20 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Dual consciences | 320ft | 20 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Golem style feature | 340ft | 30 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 360ft | 30 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 380ft | 30 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Possession | 400ft | 30 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 420ft | 30 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Golem style feature | 440ft | 50 | 11 | 4 | 3 | 3 | 3 | 2 |
Conscious Projection
At 1st level the golem pilot can as a full round action project their consciousness into a golem allowing them to control the golem as if they were the golem. While their consciousness is in the golem their body can't move or act. The link between the pilot and the golem lasts as long as the golem stays in the pilots active range. This connection can be dismissed as a free action by the pilot.
Golem Style
At 1st level, you chose a golem style. Choose between Guardian, Rising Titan, or War Wolf. all detailed at the end of the class description. Your choice grants you features at 5th, 10th, 15th, 20th
Spellcasting
By the time you reach 2nd level, As a student of the pilot academy, you are now given your spellbook containing spells to help with your pilot tests
- Spell Slots
The Golem Pilot table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the Golem Pilot table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Golem Pilot spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Golem Pilot spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Conscious Movement
At 2nd level the golem pilot can while they are connected to their golem take a move action on their turn.
Spell Exchange
At 3rd level The Golem Pilot can burn a spell slot and restore mana to your golem equal to the spell slots level
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Full Mind Transfer
At 5th level the golem pilot can become paralyzed and fully transfer their consciousness into their golem allowing the connection to go beyond the pilot's active range.
Magic Sense
At the 6th level the golem pilot can sense if an object is enchanted or magical if they come into contact with it
Force of Will
At the 11th level the golem pilot gains resistance to being charmed or being frightened.
Dual consciences
At 14th level the golem pilot has grown used to splitting their consciences between themselves and their golem and are now able perfectly control both. This means that on a golem pilot’s turn both they and their golem can make a full round of actions.
Possession
At 18th level the golem pilot has become so experienced in exerting their will on their golem that they can now as an action attempt to charm other creatures. The creature must succeed on a wisdom save of(10 + proficiency + Wisdom modifier) or become charmed. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this type charming for the next 24 hours.
Golem Styles
Guardian
This Golem style was designed for high defense and protection
Guardian | Training | Graduate | Elite | Master |
---|---|---|---|---|
AC | 16+dex | 20+dex | 22+dex | 26 |
HP | 100 | 180 | 280 | 400 |
Speed | 30ft | 40ft | 40ft | 50ft |
Size | medium | large | large | Huge |
STR | 16 | 18 | 20 | 24 |
DEX | controller's dex max 14 | max 12 | max 12 | max 10 |
CON | 18 | 20 | 22 | 26 |
INT | controller's int | <— | <— | <— |
WIS | controller's wis | <— | <— | <— |
CHA | controller's cha | <— | <— | <— |
# of ATK | 1 | 1 | 2 | 2 |
Weapon | 1d8 Flail | 2d8 large Flail | 2d8 large Flail | 3d8 huge Flail |
Actions
- Barrier
As a bonus action the Guardian can spend mana and form a magic barrier with a 10 AC. The cost of the barrier is equal to 1 mana per 10 hitpoints and 1 mana per 5ft length.
- Gleaming Shield
As an action the guardian can spend 4 mana and cause their tower shield to flash with brilliant light in a 60ft cone effecting everyone in the cone that doesn't make a DC 15 Con save. On a failed save they become blinded this lasts for 1d4+1 rounds
- Spiked Armor
As a bonus action the guardian can spend 6 mana and cause magic spikes to form on their shield. for the next 1 minute anybody that makes a melee attack on the guardian takes 1d4 force damage
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- Training Golem
At 1st level if you choose the Guardian style you are given a Guardian style golem by the Pilot Academy. This golem's form is a medium sized wooden suit of full armor with a tower shield and a wooden sword 1d6.
- Graduate Golem
At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.
- Damage Immunities: poison;
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Damage Resistances: Fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Resistances: charmed, frightened
- Guardian's Dome
At 10th level as a reaction the Guardian can spend 10 mana and form a 40ft radius dome centered on itself that deflects all projectiles and spells directed at the dome or anything inside of the dome.
- Elite Golem
At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.
- Damage Immunities: poison Fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
- Master Golem
At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.
- Damage Immunities: poison Fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
Rising Titan
This style of golem is made to deal huge amounts of damage at the expense of bad mobility
Rising Titan | Training | Graduate | Elite | Master |
---|---|---|---|---|
AC | 13+dex | 15+dex | 16+dex | 20 |
HP | 75 | 125 | 175 | 300 |
Speed | 25ft | 30ft | 30ft | 40ft |
Size | medium | large | large | Huge |
STR | 20 | 24 | 26 | 30 |
DEX | controller's dex | max 14 | max 14 | max 12 |
CON | 16 | 18 | 20 | 22 |
INT | controller's int | <— | <— | <— |
WIS | controller's wis | <— | <— | <— |
CHA | controller's cha | <— | <— | <— |
# of ATK | 1 | 1 | 2 | 2 |
Weapon | 4d6 large great sword | 6d6 huge great sword | 6d6 huge great sword | 8d6 Gargantuan great sword |
Actions
- Blade Channel
Before making an attack the titan can expend mana to empower their blade. The cost is equal to 1 mana per extra 1d4 of damage
- Warp
As an action the titan can spend mana to teleport themselves a distance equal to 10ft per mana spent
- Frightening Stare
As a bonus action the titan can spend 1 mana to make a frightful stare against one target. That target must make a wisdom check equal to (8 + the titan's proficiency bonus + their intelligence modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
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- Training Golem
At 1st level if you choose the Rising Titan style you are given a Rising Titan style golem by the Pilot Academy. This golem's form is that of the top half of a large sized wooden suit of full armor that levitates above the ground with a large sized wooden great sword. It is treated as a medium creature
- Graduate Golem
At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.
- Damage Immunities: Poison;
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Damage Resistances: Fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Resistances: charmed, frightened
- Titan's Quake
At 10th level the Titan can spend 8 mana and forego their movement action to charge their great sword to then plunge the blade into the ground. This causes a huge quake that covers a 60ft radius circle. Every other creature on the ground in the affected area must make a constitution saving throw. A target takes 6d6 + weapon damage on a failed save, or half as much damage on a successful one.
- Elite Golem
At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
- Master Golem
At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
War Wolf
This style of golem is designed for higher mobility and range
War Wolf | Training | Graduate | Elite | Master |
---|---|---|---|---|
AC | 13+dex | 15+dex | 16+dex | 18+dex |
HP | 60 | 110 | 150 | 250 |
Speed | 40ft | 50ft | 55ft | 70ft |
Size | medium | large | large | Huge |
STR | 16 | 18 | 20 | 24 |
DEX | controller's dex +2 | max 16 | max 16 | max 14 |
CON | 14 | 16 | 18 | 20 |
INT | controller's int | <— | <— | <— |
WIS | controller's wis | <— | <— | <— |
CHA | controller's cha | <— | <— | <— |
# of ATK | 1 | 2 | 2 | 3 |
Weapon | 1d6 bolt caster | 2d6 bolt caster | 2d6 bolt caster | 3d6 bolt caster |
Actions
- Long Shot
As an attack action the war wolf may expend 4 mana to make an empowered shot from it's bolt caster this doubles their attack range and turns damage dice from d6s to d8s. If the war wolf can make multiple attacks each round the long shot adds all the dice for each attack that could be made. Example: If a fifth level graduate golem who can make two attacks on their turn each dealing 2d6 made a long shot they would deal 4d8s on hit. If they had the elemental shot modification they would deal 6d8s.
- Invisibility
As a bonus action the War Wolf may expend 3 mana and become invisible for 1 minute. This invisibility end if the Golem attacks
- Grasping Vines
As an action the war wolf may expend mana and summon vines to sprout from the ground. The mana cost is equal to 1 mana per 5ft square of area that the vines cover. Any creature inside the area of the vines must make a dexterity saving throw or become restrained by the vines.
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- Training Golem
At 1st level if you choose the War Wolf style you are given a War Wolf style golem by the Pilot Academy. This golem appears as a wooden wolf with a bolt caster attached to its back
- Graduate Golem
At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.
- Damage Immunities: Poison;
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Damage Resistances: Fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Resistances: charmed, frightened
- Wolf's Onslaught
At 10th level the war wolf can spend 8 mana and forego their movement action to charge their bolt caster and then release an onslaught of bolts. This allows the war wolf to double the number of attacks they could do in a turn and each attack does 2 extra points of force damage. This cannot be used in conjunction with the long shot ability.
- Elite Golem
At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
- Master Golem
At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
Iron Angel
This style of golem is designed to as a lightly armored fighter with the ability of flight
War Wolf | Training | Graduate | Elite | Master |
---|---|---|---|---|
AC | 13+dex | 15+dex | 16+dex | 18+dex |
HP | 60 | 110 | 150 | 250 |
Speed | 40ft | 50ft | 55ft | 70ft |
Size | medium | large | large | Huge |
STR | 16 | 18 | 20 | 24 |
DEX | controller's dex +2 | max 16 | max 16 | max 14 |
CON | 14 | 16 | 18 | 20 |
INT | controller's int | <— | <— | <— |
WIS | controller's wis | <— | <— | <— |
CHA | controller's cha | <— | <— | <— |
# of ATK | 1 | 2 | 2 | 3 |
Weapon | 1d6 bolt caster | 2d6 bolt caster | 2d6 bolt caster | 3d6 bolt caster |
Actions
- Take Off
- Invisibility
- Grasping Vines
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- Training Golem
At 1st level if you choose the Iron Angel style you are given an Iron Angel style golem by the Pilot Academy. This golem appears as a lightly armored humanoid with specialized back mountings that allow for the projection of magical wings.
- Graduate Golem
At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.
- Damage Immunities: Poison;
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Damage Resistances: Fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Resistances: charmed, frightened
- Angel's Aura
At 10th level the
- Elite Golem
At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
- Master Golem
At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
Weaver
This style of golem is designed for utility and trap setting
Weaver | Training | Graduate | Elite | Master |
---|---|---|---|---|
AC | 13+dex | 15+dex | 16+dex | 18+dex |
HP | 60 | 110 | 150 | 250 |
Speed | 40ft | 50ft | 55ft | 70ft |
Size | medium | large | large | Huge |
STR | 16 | 18 | 20 | 24 |
DEX | controller's dex +2 | max 16 | max 16 | max 14 |
CON | 14 | 16 | 18 | 20 |
INT | controller's int | <— | <— | <— |
WIS | controller's wis | <— | <— | <— |
CHA | controller's cha | <— | <— | <— |
# of ATK | 1 | 2 | 2 | 3 |
Weapon | 1d6 bite | 2d6 bite | 2d6 bite | 3d6 bite |
Actions
- Razor Wire
- Invisibility
- Grasping Vines
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- Training Golem
At 1st level if you choose the Weaver style you are given a Weaver style golem by the Pilot Academy. This golem appears as a human sized Spider golem.
- Graduate Golem
At 5th level After graduating your training golem is replaced with a Graduate Golem. The Graduate Golems have the following properties and can have one modification from the modifications table below.
- Damage Immunities: Poison;
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Damage Resistances: Fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Resistances: charmed, frightened
- Weaver's
At 10th level the
- Elite Golem
At 15th level the golem pilot can return to the Academy and get their Graduate Golem replaced with an Elite Golem. Elite Golems have the following properties and can have two modifications from the modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
- Master Golem
At 20th level the golem pilot can return to the Academy and get their Elite Golem replaced with a Master Golem. Master Golems have the following properties and can have three modifications from the Modifications table.
- Damage Immunities: Poison, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned
- Condition Resistances: charmed, frightened
Modifications
Modifications | General | Guardian | Rising Titan | War Wolf | Iron Angel | Weaver |
---|---|---|---|---|---|---|
5th level | Armor Plating | Bull Horns | Speed Glide | Thorns | — | — |
5th level | Lesser Mana | — | Throwing Axe | Grapple Launcher | — | — |
5th level | Dark Vision | — | — | — | — | — |
10th level | Medium Mana | Elemental Shield | Elemental Blade | Elemental Bolt | — | — |
10th level | True Sight | Magic Resistance | — | — | — | — |
15th level | Fire Absorption | Searing Light | Frightful Presence | Haste | — | — |
15th level | Lightning Absorption | — | — | — | — | — |
20th level | Into the machine | Reflective Aegis | Field Warp | Disintegration | — | — |
20th level | Grand Mana | — | — | — | — | — |
- Armor Plating
Taking this modification adds 50 to the golem's max hitpoints but drops it's dex by 2
- Lesser Mana
This modification adds 5 to the golems maximum mana
- Dark Vision
This Modification give the golem 30ft of dark vision
- Medium Mana
This modification adds 10 to the golems maximum mana
- True Sight
This modification allows the golem to spend 3 mana and have true sight for 1 minute
- Fire Absorption
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to half the fire damage dealt.
- Lightning Absorption
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt
- Into The Machine
A master golem taking this modification is large enough that a space inside the golem can be opened up and allow the pilot to get inside the golem and be protected from all outside affects.
- Grand Mana
This modification adds 20 to the golems maximum mana
- Bull Horns
This modification allows the Guardian to spend 1 mana to make a bull rush action dealing 3d6 to all creatures in the guardians path that don't make a reflex save.
- Speed Glide
This modification adds 5ft to the Titan's a movement speed
- Thorns
This modification allows the War wolf's grasping vines to deal 1d6 piercing damage to any creature caught in the vines
- Throwing Axe
This modification gives the Titan a large hand axe with the throwing enchantment
- Grapple Launcher
This modification adds a grapple launcher setting on the war wolf's boltcaster allowing them to fire a grappling hook up to 60ft away.
- Elemental Shield
Taking this modification allows a guardian to apply an element to the damage from their spiked shield actions chosen between either cold, fire, Lightning, or thunder. This also converts the damage from 1d4 to 1d6.
- Elemental blade
Taking this modification allows a rising titan to apply an element to their blade choose either cold, fire, Lightning, or thunder. This also changes The titan's blade channel damage dice from d4s to d6s.
- Elemental bolt
Taking this modification allows a War Wolf to apply an element to their bolt caster choose either cold, fire, Lightning, or thunder. This also adds an extra 1d6 to each bolt.
- Magic Resistance
The guardian has advantage on saving throws against spells and other magical effects.
- Searing Light
This modification causes the Guardian's blinding light action deal 3d6 fire or radiant damage
- Frightful Presence
This modification makes it so that when the titan makes it's frightening stare action it effects all enemy creatures in range
- Haste
This modification allows the War wolf to spend 4 mana to double it's speed, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws for 1 min
- Reflective Aegis
This modification makes it so that any time the Guardian is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, the Guardian is unaffected, and the effect is reflected back at the caster as though it originated from the Guardian, turning the caster into the target. On a 2 to 5, the Guardian is unaffected. On a 1 the Guardian is affected normally by the spell.
- Field Warp
This modification allows the Titan to spend an additional 10 mana to their warp action to bring everyone in a 40ft radius with them.
- Disintegration
This modification allows the War wolf to spend 8 mana to fire a 10-foot-wide, 120-foot-long line of destructive force. Each creature in the line must make a reflex saving throw. On a failed save, a creature takes 12d8 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated
Multiclassing
This class is not meant to be mulitclassed into
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