D&D Golems

## Golems

Golems are not usually considered a race of their own, but there are a few moments in history when golems have established themselves as races. One of the most well-known of these is the Gnome-forged golems known as the Angagweg.

### Golem Names

Golems are generally named after whatever their purpose upon creation was, or a model number. For example, a gnomish golem might have been designed as a weapon, thus having the name "Makaz", which is gnomish for weapon. They then might also have a model number, such as "X-45" to denote when they were made.

### Race Name Traits

As an Angagweg, you gain the following traits:
***Ability Score Increase.*** Your Strength, Constitution, and Intelligence scores increase by 1.
***Age.*** Angagweg are constructs created by gnome technomancers. You are ageless and essentially immortal, though your body does feel wear and tear. An Angagweg could, essentially, die from this, but repairing the damage would revive the Angagweg.
***Alignment.*** The Angagweg were forged by the gnomes during the Gnome War. Most that have sentience are either X series, which are lawful, or C series which are chaotic. Angagweg forged after the Gnome War tend to be neutrally aligned.
***Size.*** Angagweg were forged as giants to the gnomes. You are usually 8 feet in height and weigh about 400 pounds. Your size is Medium
***Speed.*** Your base walking speed is 30 feet.
***Never Unarmed.*** You are never unarmed. You are proficient with your fists, which deal bludgeoning damage equal to 1d4 + your Strength modifier.
***Darkvision.*** The magic that crafted you allows you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Robotic Resilience.*** You were forged to have incredible resilience. As such, you gain the following benefits: You are immune to any spell or effect that would alter your form. You have advantage on saving throws against being poisoned and are resistant to poison damage. You are immune to disease. You do not need to eat, drink, or breathe. You do not need to sleep and do not suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
***Integrated Protection.*** You are made out of metal, and so do not benefit from wearing armor but if you are wielding a shield, you gain its bonus like normal. Instead, your armor class is determined by what your body is made of. If you are made of simple iron, your AC is 11 + your Dexterity modifier (you can also add your proficiency modifier if proficient with light armor). If you are made of mithral (you must be proficient with medium armor to be made of this), your AC is 13 + your Dexterity modifier (maximum of 2) + your proficiency modifier. If you are made of adamantine (you must be proficient with heavy armor to be made of this), your AC is 16 + your proficiency modifier, but you have disadvantage on Stealth checks.
***Integrated Tool.*** You were either crafted as a weapon or a tool for the gnomes. You can either transform your right arm into a shortsword, battleaxe, or spear made of energy, or into an Artisan Tool with which you have proficiency (you choose which when you make your character). At 5th Level, if you chose a weapon, that weapon is considered magical.
***Languages.*** You can read, write, and speak Common and one other language.

### Race Name Traits

As an Golem, you gain the following traits:
***Ability Score Increase.*** Your Strength and Constitution scores increase by 1.
***Age.*** Golems are constructs created by powerful wizards or technomancers. You are ageless and essentially immortal, though your body does feel wear and tear. A golem could, essentially, die from this, but repairing the damage would revive the golem.
***Alignment.*** Golems tend to share the alignment of the one that created them. A lawful wizard would therefore create a lawful golem, whereas a chaotic wizard would create a chaotic golem.
***Size.*** Golems tend to be larger than humans, but those who gain sentience tend to be no more then 8 foot tall. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Never Unarmed.*** You are never unarmed. You are proficient with your fists, which deal 1d4 bludgeoning damage.
***Living Construct.*** Even though you were constructed, you are a humanoid and thus can be effected by spells as any other humanoid. You are immune to disease and poison damage and cannot be poisoned. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a trance-like sleep state that only takes 4 hours to complete, but you cannot be awoken from. Because of this, you also have two creature types: humanoid and construct. You can be affected by a game effect if it works on either of your creature types.
***Darkvision.*** The magic that crafted you allows you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Immutable Form.*** You are immune to any spell or effect that would alter your form.
***Magic Resistance.*** Starting at 5th Level, you have advantage on saving throws against spells and other magical effects.
***Languages.*** You can read, write, and speak Common and one other language.
***Subrace.*** You can choose a subrace.

#### Clay

***Ability Score Increase.*** Your Strength score increases by 2.

***Acid Absorption***. You have resistance to acid damage. Starting at 5th Level, you gain immunity to acid damage. Starting at 10th Level, if you are subjected to acid damage, you now also regain a number of hit points equal to the acid damage dealt.

***Haste***. You can use your action to gain a +2 bonus to your AC, gain advantage on Dexterity saving throws, and can use an unarmed attack as a bonus action. You must complete a short rest to use this ability again.

***Made of Clay***. Your natural armor class is 12 + your Dexterity modifier.

#### Flesh

***Ability Score Increase.*** Your Strength and Constitution scores increase by 1.

***Lightning Absorption***. You have resistance to lightning damage. Starting at 5th Level, you gain immunity to lightning damage. Starting at 10th Level, if you are subjected to lightning damage, you now also regain a number of hit points equal to the lightning damage dealt.

***Aversion of Fire***. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

***Nonmagical Resistance***. Due to the methods that crafted you, you have resistance to nonmagical weapons that are not made of adamantine.

#### Iron

***Ability Score Increase.*** Your Constitution score increases by 2.

***Fire Absorption***. You have resistance to fire damage. Starting at 5th Level, you gain immunity to fire damage. Starting at 10th Level, if you are subjected to fire damage, you now also regain a number of hit points equal to the fire damage dealt.

***Superior Darkvision***. The creation of an iron golem requires powerful magic, which allows for the best magic can provide when it comes to vision. Your darkvision extends to 120 feet.

***Made of Iron***. Your body is made of iron. Your natural armor class is 20 and you cannot add your Dexterity modifier to your AC and a shield will offer no further protection. You are also built to look extremely intimidating, making it impossible to wear further armor on top of your body. A skilled wizard can spend 8 hours working on your body to transfer magical enchantments from armor and onto your body.

***Poison Breath***. Your body contains an inner chamber where gaseous waste is dumped. You can use an action to exhale this gaseous waste in a 15 foot cone. All creatures within the cone must make a Constitution saving throw, taking 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th Level, 4d6 at 11lth level, and 5d6 at 16th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you exhale this gaseous waste, you cannot do so until your body has built up enough waste to do so again, which it will do after a short or long rest.

#### Stone

***Ability Score Increase.*** Your Strength and Constitution score increase by 1.

***Superior Darkvision***. The creation of a stone golem requires powerful magic, which allows for the best magic can provide when it comes to vision. Your darkvision extends to 120 feet.

***Made of Stone***. Your body is made of stone. Your natural armor class is 14 + your Dexterity modifier.

***Slowing Gaze***. You can target one or more creatures within 10 feet of you that you can see. Each target must make a Wisdom saving throw against this magic. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, but not both. This effect lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this ability has been used, it cannot be used again until after a short or long rest.