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Arcanist

Mana Forger

Long ago twelve gods banded together in a loose alliance in order to create a force that could harness raw magic and provide champions who would blaze new trails in the understanding of magic. They created the twelve Bloodforges. Mythical artifacts that can absorb raw magic and turn it into mana, a substance that can create semblances of life. Each Bloodforge is unique and has a proto personality with limited capacity for telepathic speech with its wielder. Mana Forgers are chosen by the Bloodforge and become tacticians and scholars that can shape the course of the battlefield. They summon highly adaptive Basal Golems that can become nearly any form of soldier needed. (Discuss with your DM to choose the appropriate Bloodforge for you and how you found it and why it chose you.)

Bloodforge Table

Spellcasting: Spells cast by one working a Bloodforge are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a rocky hand like a Basal Golem flowing in the flames of your Bloodforge.

Bloodforge Name Maker Flame Color Personality
Alpha PrimeAzuth, God of WizardsVioletIntellectual, analytical, against violence
JusticebringerBahumat, God of Good DragonsPlatinumCompassionate, but unyielding against evil
Gilded WatcherGarl Glittergold, Gnome God of TrickeryGoldQuirky, somewhat unreliable, enjoys wit and humor
The Heart of TalosHephaestus, God of BlacksmithsCrimsonSomber, immensely creative, fascinated with creation
Ingeitum (Forgemaster)Moradin, Dwarf God of CreationAmberGruff, stern, looks only for results
Brokkr (He who binds fragments)Odin, God of WarRadiantTaciturn, somber, seeking only knowledge at any cost
Mr ForgeOghma, God of KnowledgeCeruleanA carefree lover of music and fine arts, always stays impartial
Sir/Lady ParadoxReoryx, God of CraftSlateSplit personality; a perfectionist (Male) and a gambler that bicker (Female)
Mistress LunaSelune, Goddess of the MoonIvoryA cycle that changes each day in order from: joyful, poetic, sad, to violent
Lord of Knowledge, Champion of Lore, Master of IntellectThoth, God of ScribesTurquoiseA hyperactive genius devoid of social skills who see themselves as a divine and exquisite being
MaimerVecna, God of Evil SecretsOnyxA twisted sociopath devoid of mercy who delights in the concept of blackmail
The Seed of PeaceZivilyn, God of WisdomEmeraldA peacemaker who opposes hatred and seeks to understanding

Subclass Features

Lv 3

Origin Spells

Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Level Prepared Spells
3Ceremony, Continual Flame, Create or Destroy Water, Flame Blade, Produce Flame,
5Create Food and Water, Fireball
7Fabricate, Fire Shield
9Animate Objects, Flame Strike

Blacksmith

You work with raw magic in the form of mana much like a blacksmith works with metal. You are proficient with Blacksmith’s Tools. You can use Blacksmith’s Tools as your Arcane Focus.

Bloodforge

You were chosen by one of the Bloodforges. You work with it to absorb raw magic over time and store it as mana to use. The Bloodforge is a 4 ft long by 3 ft wide by 2 ft tall rectangular block of gray stone that is hollow with a rectangular opening on one side and weighs 60 lbs. When in use the color of the flames indicates which god created it. You can use the Bloodforge in many ways with the most basic and essential creation being the Basal Golem. The Bloodforge also acts as a normal forge that does not require fuel or a source of ignition.

In order to use a Bloodforge it must be placed on ground that has been flattened and prepared. The Bloodforge must be in direct contact with the earth in order to function properly. You can spend one minute preparing a suitable location in flat terrain with soft soil, ten minutes in rocky and uneven terrain, or one hour in poor terrain. Once placed the Bloodforge fuses to the earth. Once properly placed it takes 10 minutes to heat up or cool down. It cannot be removed when heating up, hot, or cooling down.

The Bloodforge slowly absorbs raw magic at a rate of 1 Mana Unit every 24 hours. It can store Mana Units up to your Arcanist level. You can spend one hour with the Bloodforge in use and expend 3 Mana Units to create a Basal Golem. With your Bloodforge active you can spend 10 minutes changing any number of Basal Golems into their Metapod Form. After which they can exit the Form as another Form of your choice after 30 minutes.

You can command one Basal Golem at your current level. If you create more golems than you can command you must dismiss a golem of your choice or the new one crumbles to nothing. As you increase in power your Basal Golems will become more versatile.

Basal Golems

When created, the Basal Golem appears in an unoccupied space of your choice that you can see within 30 ft of you in its Metapod Form. It incubates for 30 minutes then emerges in either its Humanoid Form or its Obelisk Form (Your choice). In any form the golem is the color of the flames of your Bloodforge.

The golem is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Basal Golem stat block, which uses your Proficiency Bonus (PB) in several places. In combat, the golem shares your initiative count, but it takes its turn immediately after yours. 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 take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the golem can take any action of its choice, not just Dodge.

All Basal Golems crumble to nothing if the Bloodforge that created them is moved to a different plane of existence than the golems, the Bloodforge is destroyed, or the user dies.

Basal Golem (Metapod Form)

A Basal Golem’s Metapod Form appears as a rough oblong sphere that is 6 ft long and 3 ft in diameter and weighs 300 lbs. In its Metapod Form its AC is 20 and it has Resistance to all damage but it cannot take actions and its movement speed is reduced to 0 ft.

Basal Golem (Humanoid Form)

The Basal Golem in its Humanoid Form is a masculine humanoid that is bald with empty, deep set eye sockets, with rocky skin.

Medium Construct

Armor Class: 15 (Natural armor)

Hit Points: 5 + five times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 11

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Slam: Basal Golem slams its rocky body into a foe within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D8 + PB magical Bludgeoning damage.

STR DEX CON INT WIS CHA
15 (+2)14 (+2)14 (+2)10 (+0)12 (+1)11 (+0)

Basal Golem (Obelisk Form)

A Basal Golem’s Obelisk Form is a floating triangular prism that is 6 ft tall with a flat base that is an equilateral triangle with each side being 1.5 ft long with its top tapering to a point. It floats exactly 1 ft above the point where the soles of your feet are and 3 ft behind you or in the nearest unoccupied space and maintains an equidistance to all other Obelisks. In its Obelisk Form its AC is 18 and it has Resistance to all damage but it cannot take actions and its movement speed becomes a Hover speed equal to your movement speed. You can use a bonus action to command it to remain in place or move up to its movement speed. While in Obelisk Form your Bloodforge absorbs 1 additional Mana Unit every 24 hours.

Lv 5

Bloodforge Creations

You can modify your Basal Golems to suit more needs. You can create one additional Basal Golem. All Basal Golems gain the ability to take the following Forms:

Basal Golem (Turret Form)

A Basal Golem’s Turret Form looks identical to its Obelisk Form initially and acts the same way with identical statistics but it does not aid in the production of Mana Units. You can spend the specified amount of time to plant at least two Turrets into ground at a point you can see within range. The Turrets then link together and transform into a structure depending on the number of Turrets used. Planted Turrets remain regardless of their connection to their creator and Bloodforge. You can spend 1 hour dismissing any number of planted Turrets within 120 ft of you, as long as one linked Turret is in range you can dismiss the entire structure and if one Turret is dismissed the entire structure is dismissed.

Once placed a Turret cannot change back to a Basal Golem and becomes a magical structure and the golems used cease to count towards the number of golems you can have active. Once placed the structure has an AC of 18, Immunity to Poison and Psychic damage, and Resistance to all damage. It has a total number of hit points equal to 100 times the number of Turrets used + 50 with the entire structure being a single piece sharing a hit point pool. Any creatures in the way of Turrets linking must make a DC 16 DEX saving throw taking 2D6 Bludgeoning damage on a failed save or half as much on a successful one.

Structures

Rampart (2 Turrets): As an action, you can place one Turret up to 60 ft away from you and the other Turret up to 30 ft apart from the other. The Turrets link together forming a rampart that is 10 ft tall, 3 ft wide, and fills the distance between the two Turrets either in a straight line or a curve that can be a radius up to twice your Arcanist level. Upon its creation you can place any number of concave handholds leading to the top of the rampart.

Tower (3 Turrets): You can spend one minute preparing and at the end, you can place three Turrets up to 120 ft away from you in a diameter up to 5 times your Arcanist level. The Turrets link together forming a tower that is 30 ft tall with a door placed at a point of your choosing with a staircase spiraling to the top on the inside ending in a trap door leading to the roof. You can choose upon its creation if it has arrow slits and their distribution and presence of any crenelations at the top.

Bastion (4 Turrets): You can spend 10 minutes preparing and at the end, you can place one Turret up to 120 ft from you and the other Turrets up to 60 ft apart from each other. The Turrets link together forming four walls each 15 ft tall, 10 ft wide, and fills the distance between each Turret. Upon creation you can place up to four doors, up to one staircase or four ladders inset into the wall, and crenelations on the top of the wall.

Fort (5 Turrets): You can spend 30 minutes preparing and at the end, you can place one Turret up to 120 ft away from you and the other Turrets up to 90 ft apart from each other with the fifth Turret being placed as a point of your choice within the four points. The Turrets link together forming four walls each 25 ft tall, 10 ft wide, and fills the distance between each Turret. The fifth Turret becomes a Tower as described before. At 10 ft up there is an inner walkway that is 5 ft wide around the inner portion of the wall. Upon creation you can create a bridge from the inner walkway and connect it to a door you create in the tower. In addition, you can place up to four doors, up to two staircases or six ladders inset into the wall, and crenelations on the top of the wall.

Fortress (6 Turrets): You can spend 1 hour preparing and at the end, you can place one Turret up to 120 ft away from you and the other Turrets up to 120 ft apart from each other with the fifth and sixth Turrets being placed at any corner of your choice of the four points. The Turrets link together forming four walls each 45 ft tall, 10 ft wide, and fills the distance between each Turret. The fifth and sixth Turrets become Towers as described before (Except they can be up to 60 ft tall) and are part of the wall. The Fortress has two floors and a rooftop. Each floor can have any number of rooms as long as they are at least 10 ft by 10 ft and are connected by at least one staircase. In addition, you can place a door to each room, any number of windows and arrow slits as well as crenelations on the edge of the roof.

Castle (7 Turrets): You can spend 4 hours preparing and at the end, you can place one Turret up to 120 ft away from you and the other Turrets up to 180 ft apart from each other The Turrets link together forming four walls each 70 ft tall, 10 ft wide, and fills the distance between each Turret with a tower being placed on each corner (Except they can be 90 ft tall). The structure has 3 floors and a roof with each floor having a staircase that connects them. The fifth Turret becomes a working drawbridge that is magically operated and can be opened or shut by a set number of people chosen upon creation. The sixth Turret is consumed creating a moat that outlines the end of the walls and is 20 ft wide and 30 ft deep. The seventh Turret becomes a tower placed in the center and connects all floors (Except it can be up to twice its original diameter in size) and rises a further 30 ft above the rooftop. Each floor can have any number of rooms as long as they are at least 10 ft by 10 ft and are connected by at least one staircase. In addition, you can place a door to each room, any number of windows and arrow slits as well as crenelations on the edge of the roof.

Lv 7

Bloodforge Creations

You can create one additional Basal Golem.

Mana Orb

You can create a Mana Orb by spending 1 hour with the Bloodforge in use and expending 2 Mana Units. The Mana Orb is 3 in in diameter and weighs 1 lb and is a smooth sphere of the same color of the Bloodforge’s flame. The orb lasts for 10 days during which the Bloodforge generates 2 additional Mana Units every 24 hours. You can spend 1 minute incorporating a Mana Orb that is less than 24 hours old into a Basal Golem, consuming the Mana Orb and enhancing the Basal Golem. A golem enhanced this way deals an additional 1D8 damage on each hit. If a golem has both a Sacred Urn and Mana Orb and is destroyed, it returns the total amount of Mana of the golem and orb to the Bloodforge.

You can have only one Mana Orb at a time. If two or more Mana Orbs are active, after 24 hours the oldest ones shatter until only the newest one remains. The additional Mana Orbs do not contribute to Mana generation.

Sacred Urn

You can create a Sacred Urn by spending 1 hour with the Bloodforge in use and expending 1 Mana Unit. The Sacred Urn is a plain pot of the same color as the Bloodforge’s flame. You can spend 1 minute incorporating the urn into a Basal Golem. If a Basal Golem is destroyed and has a Sacred Urn incorporated, the Mana spent to create it returns to the Bloodforge.

Lv 9

Bloodforge Creations

You can create one additional Basal Golem.

Mystical Sites

Consistent use unlocks new features of the Bloodforge. The Bloodforge can gather the latent power of gods and create new forms. When you place the Bloodforge you can dedicate the area and make it a Mystical Site after praying for 1 hour and making an offering of 3 Mana Units to a god whose domain they have in their Divine Portfolio. The type of Mystical Site is determined by the domain of the god you choose to dedicate it to. Most gods are readily willing to allow Mystical Sites to be created on their behalf, though if your actions directly contradict the domain of the god you are trying to dedicate, it may fail. You can create one Mystical Site every 24 hours.

As you grow in power you will gain the ability to work with more and more domains of power. You can create the following Mystical Site:

Mystical Site- Barracks

Dedicating the site to the Domain of War creates an ephemeral barrack that extends 20 ft in every direction centered on the Bloodforge. The Mystical Site remains until the Bloodforge is removed from where it was placed. While the Barracks remain you can change Basal Golems into the following forms from their Metapods:

Basal Golem (Warrior Form)

The Basal Golem in Warrior Form is much more muscular and has a stony beard, horned helmet, is bare chested and wears minimum armor. It wields a mighty greataxe.

Medium Construct

Armor Class: 14 (Natural armor)

Hit Points: 5 + six times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 10

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Great Slash: Basal Golem swings its Greataxe at a foe within 5 ft of it with a bonus to hit equal to 4 + PB dealing 1D12 + PB magical Slashing damage.

Berserking: Basal Golem enters a wild state for 1 minute. During this time it has an additional +3 to hit and deals an additional 1D8 damage and it can only take the Greataxe action to hit the last creature that damaged it.

STR DEX CON INT WIS CHA
18 (+4)14 (+2)17 (+3)8 (-1)11 (+0)9 (+0)

Basal Golem (Ranger Form)

The Basal Golem in Ranger Form is more lithe and wiry. It wears a cowl and face covering, robes, and wields a longbow and has a quiver that generates magical arrows that only the Basal Golem can use.

Medium Construct

Armor Class: 12 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Freedom of Movement: Unaffected by Difficult Terrain

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Arrow: Basal Golem shoots a magic arrow with a range of 150/600 ft of it with a bonus to hit equal to 5 + PB dealing 1D8 + PB magical Piercing damage.

Mark (1/Long Rest): Basal Golem marks a target within 150 ft of it. When Basal Golem hits a Marked target it takes an additional 1D6 damage.

Track: Basal Golem makes a Survival check to track a creature with a +5 bonus to the check.

STR DEX CON INT WIS CHA
12 (+1)16 (+3)10 (+0)11 (+0)16 (+3)10 (+0)

Basal Golem (Goblin Form)

The Basal Golem in Goblin Form is much smaller and more agile than its other forms. It has the appearance of a squat yet powerful Goblin wearing a cowl, a long cloak, wielding two daggers.

Small Construct

Armor Class: 14 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 11

Stealthy: +6 bonus to Stealth checks

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes two Stab attacks.

Stab: Basal Golem makes a slash at foe with its dagger, with a reach 5 ft of it with a bonus to hit equal to 6 + PB dealing 2D4 + PB magical Slashing damage for the first attack and 2D4 magical Slashing damage on the second attack.

Cunning Action (2/Long Rest): Basal Golem takes the Dash, Disengage, or Dodge action as a bonus action.

Sneak Attack: If Basal Golem has advantage on an attack the attack deals an additional 2D6 damage on a hit. Basal Golem can make one Sneak Attack each turn, this damage does not stack with other instances of damage bonuses.

STR DEX CON INT WIS CHA
10 (+0)18 (+4)11 (+0)15 (+2)12 (+1)12 (+1)

Basal Golem (Paladin Form)

The Basal Golem in Paladin Form is a noble knight in heavy armor wielding a sword and shield. It wields limited powers to deal extra damage and heal its allies.

Medium Construct

Armor Class: 19 (Natural armor)

Hit Points: 5 + five times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 9

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Slash: Basal Golem slashes with its longsword into a foe within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D8 + PB magical Slashing damage.

Healing Touch (2/Long Rest): Basal Golem touches a target other than itself and the target regains 15 hit points as it infuses it with healing Mana.

Mana Smite (2/Long Rest): Basal Golem deals an additional 1D6 Radiant damage on a hit as it charges its attack with Mana. An Undead target takes an additional 1D6 damage.

STR DEX CON INT WIS CHA
16 (+3)11 (+0)13 (+1)10 (+0)8 (-1)16 (+3)
Lv 11

Bloodforge Creations

You can create one additional Basal Golem.

Mystical Site- Arbor Lodge

Dedicating the site to the Domain of Nature creates an ephemeral lodge that extends 20 ft in every direction centered on the Bloodforge. The Mystical Site remains until the Bloodforge is removed from where it was placed. While the Lodge remain you can change Basal Golems into the following forms from their Metapods:

Basal Golem (Ranger Form)

The Basal Golem in Ranger Form is more lithe and wiry. It wears a cowl and face covering, robes, and wields a longbow and has a quiver that generates magical arrows that only the Basal Golem can use.

Medium Construct

Armor Class: 12 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Freedom of Movement: Unaffected by Difficult Terrain

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Arrow: Basal Golem shoots a magic arrow with a range of 150/600 ft of it with a bonus to hit equal to 5 + PB dealing 1D8 + PB magical Piercing damage.

Mark (1/Long Rest): Basal Golem marks a target within 150 ft of it. When Basal Golem hits a Marked target it takes an additional 1D6 damage.

Track: Basal Golem makes a Survival check to track a creature with a +5 bonus to the check.

STR DEX CON INT WIS CHA
12 (+1)16 (+3)10 (+0)11 (+0)16 (+3)10 (+0)

Basal Golem (Druid Form)

The Basal Golem in Druid Form appears as a rugged man in animal skins with long unruly hair wielding a quarterstaff in the shape of an unworked branch. The golem can take the forms of a few set animals.

Medium Construct

Armor Class: 12 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Strike: Basal Golem hits a target with its staff within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D8 + PB magical Bludgeoning damage.

Lesser Wild Shape (3/Long Rest): Basal Golem takes on the shape and statistics of one of the following Beasts. The golem maintains its ability to speak as well as its INT, WIS, and CHA scores. Even in Beast shape the golem retains its coloring. The Basal Golem can take the following Beast Forms and can maintain them for 1 hour or they can revert back to their original form as an action. The golem’s hit points do not change between Lesser Wild Shape uses:

Baboon, Badger, Hawk, or Black Bear.

STR DEX CON INT WIS CHA
10 (+0)14 (+2)10 (+0)16 (+2)18 (+4)10 (+0)

Basal Golem (Griffon Form)

The Basal Golem in Griffon Form appears as a cross between a Griffon and a Gargoyle. It can serve as a mount and has aerial superiority.

Large Construct

Armor Class: 12 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft, 30 ft Fly

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Claw: Basal Golem slashes with its claws with a range of 5 ft with a bonus to hit equal to 4 + PB dealing 1D8 + PB magical Slashing damage.

Dive: If Basal Golem flew more than 10 ft before making a Claw attack the attack deals an additional 1D6 damage.

STR DEX CON INT WIS CHA
14 (+2)13(+1)14 (+2)12 (+1)12 (+1)8 (-1)

Basal Golem (Nymph Form)

The Basal Golem in Nymph Form takes on the shape of a beautiful woman in a revealing gown with a crown of flowers on their head. They are the only Basal Golem who can take human form and can form a personality with time.

Medium Construct

Armor Class: 12 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft, 30 ft Swimming

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Budding Personality: 2 days after creation the Basal Golem can act on its own to perform basic tasks. After 10 days after creation it can form opinions and make deductions. After 20 days from creation it has a full personality and is a unique being that can pass as a humanoid without suspicion.

Mental Link: The Basal Golem shares your skill, armor, weapon, and tool proficiencies.

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Basic Combat: Basal Golem can operate any weapon you are capable of using the weapon’s range with a bonus to hit equal to 3 + PB dealing the weapon’s damage + PB damage.

Charm (2/Long Rest): Basal Golem casts the spell Charm Person with a spell save DC of 4 + PB +8.

Shapechange: Basal Golem changes its skin and clothing colors to any you specify or reverts to its true appearance. The first time the golem uses this feature the appearance it takes on becomes its secondary appearance and it takes on that appearance when it uses this feature. The golem can be detected as a magical creation but the change is physical and nonmagical in nature and can be maintained indefinitely.

STR DEX CON INT WIS CHA
10 (+0)16 (+3)8 (-1)14 (+2)16 (+3)18 (+4)
Lv 13

Bloodforge Creations

You can create one additional Basal Golem.

Mystical Site- Crypt

Dedicating the site to the Domain of Death creates an ephemeral graveyard with a crypt in the center that extends 20 ft in every direction centered on the Bloodforge. The Mystical Site remains until the Bloodforge is removed from where it was placed. While the Crypt remain you can change Basal Golems into the following forms from their Metapods:

Basal Golem (Zombie Form)

The Basal Golem in Zombie Form appears as a stumbling Zombie with glowing eyes of a darker shade than its normal coloring wearing tattered clothes. This form is one of its most sturdy and resilient forms.

Medium Construct

Armor Class: 10 (Natural armor)

Hit Points: 5 + seven times your Arcanist level

Speed: 25 ft, 10 ft Swim

Damage Immunities: Poison, Psychic

Damage Resistances: Cold, Lightning

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Pseudo Undead Fortitude: The first time Basal Golem would be reduced to 0 hit points it remains at 1 hit point.

Pseudo Undead Nature: Basal Golem cannot regain hit points by any means other than periods of rest.

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes one slam and one bite attack.

Slam: Basal Golem slams its rocky body into a foe within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D10 + PB magical Bludgeoning damage.

Bite: Basal Golem bites a foe within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D6 + PB magical Piercing damage and must make a CON saving throw DC 17 and on a failed save becomes Poisoned for one minute, repeating the save at the end of each of its turns, ending it on a success.

STR DEX CON INT WIS CHA
15 (+2)-8 (-1)18 (+4)-6 (-3)9 (+0)-8 (-1)

Basal Golem (Gargoyle Form)

The Basal Golem in Gargoyle Form appears as a masterfully carved Gargoyle that flies about and slashing enemies from the sky. It can be used to gather information.

Medium Construct

Armor Class: 15 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft, 30 ft Fly

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

False Appearance: While Basal Golem is motionless, it is indistinguishable from a normal statue

Mental Link: As an action, you can link your mind with the Basal Golem and see what it sees and hear what it hears and relay simple commands such as wait, turn, and fly higher (Basal Golem is unable to maintain the strain of combat and a Mental Link and cannot attack while linked this way). During this time you are Paralyzed, Blinded, and Deafened. This feature ends if the Basal Golem is further than 1,000 ft away from you.

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes one attack with its Bite and one with its Claws.

Bite: Basal Golem bites a target within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D6 + PB magical Piercing damage.

Claw: Basal Golem claws a target within 5 ft of it with a bonus to hit equal to 2 + PB dealing 1D6 + PB magical Slashing damage.

STR DEX CON INT WIS CHA
15 (+2)11 (+0)16 (+3)6 (-2)11 (+0)7 (-1)

Basal Golem (Ghoul Form)

The Basal Golem in Ghoul Form appears as a withered corpse with a gapping maw. It can consume the corpses of the fallen and heal itself.

Medium Construct

Armor Class: 13 (Natural armor)

Hit Points: 5 + five times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Damage Resistances: Cold, Lightning

Damage Vulnerabilities: Radiant

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Pseudo Undead Fortitude: The first time Basal Golem would be reduced to 0 hit points it remains at 1 hit point.

Pseudo Undead Nature: Basal Golem cannot regain hit points by any means other than periods of rest or its Consume Corpse feature.

Proficiency Bonus: Equals your bonus

Actions

Bite: Basal Golem bites a target within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D10 + PB magical Piercing damage + 1D8 Necrotic damage.

Consume Corpse: Basal Golem spends one turn eating a corpse that has been dead for less than 24 hours and cannot move or take any other actions or reactions that turn. At the start of its next turn it regains 2D12 + 5 hit points.

STR DEX CON INT WIS CHA
17 (+3)8 (-1)18 (+4)-6 (-2)8 (-1)10 (+0)

Basal Golem (Wraith Form)

The Basal Golem in Wraith Form appears as an ephemeral being shrouded in darkness that exists partially on the Ethereal Plane. It wields a deadly scythe and can cause fear to those around it.

Medium Construct

Armor Class: 15 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 10 ft Hover

Damage Immunities: Poison, Psychic, Necrotic

Damage Resistances: Non magical Bludgeoning, Piercing, Slashing

Damage Vulnerabilities: Radiant

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Fear Aura: All creatures other than its creator must make a WIS saving throw DC 17 when they start their turn or enter the area within 10 ft of the Basal Golem and on failed save become Frightened until the end of their next turn. Once a creature succeeds the saving throw it is Immune to its effect for 24 hours.

Immutable: Basal Golem can no longer enter Metapod Form.

Proficiency Bonus: Equals your bonus

Actions

Scythe: Basal Golem hits a target with its scythe within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D10 + PB magical Slashing damage + 2D4 Necrotic damage. The target’s hit point maximum is reduced by the amount of Necrotic damage dealt. If a creature is killed by having its hit points maximum reduced to 0 by this feature it is reborn as a Shadow under the control of the Basal Golem. Shadows created by this feature cannot regain hit points by any means.

If the Basal Golem dies all Shadows it created are destroyed.

STR DEX CON INT WIS CHA
10 (+0)16 (+3)14 (+2)16 (+2)18 (+4)10 (+0)

Basal Golem (Harpy Form)

The Basal Golem in Harpy Form appears as a shriveled hag with avian legs and wings instead of arms. Unlike Harpies who have pleasant luring melodies, Basal Golems in Harpy Form unleash harsh cries.

Medium Construct

Armor Class: 11 (Natural armor)

Hit Points: 5 + three times your Arcanist level

Speed: 30 ft, 30 ft Fly

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes two Claw attacks.

Claw: Basal Golem claws at a target within 5 ft of it with a bonus to hit equal to 3 + PB dealing 2D4 + PB magical Slashing damage.

Hideous Cry (Recharge 6): Basal Golem unleashes a heinous cry, every creature within 300 ft of it that is not its creator must make a CON saving throw DC 15 dealing 3D6 Thunder damage to each creature on a failed save or half as much on a successful save. If a creature fails the saving throw by 5 or more it is Stunned until the end of its next turn.

STR DEX CON INT WIS CHA
12 (+1)11 (+0)10 (+0)11 (+0)12 (+1)12 (+1)
Lv 15

Bloodforge Creations

You can create one additional Basal Golem.

Mystical Site- Temple

Dedicating the site to the Domain of Life creates an ephemeral temple that extends 20 ft in every direction centered on the Bloodforge. The Mystical Site remains until the Bloodforge is removed from where it was placed. While the Temple remain you can change Basal Golems into the following forms from their Metapods:

Basal Golem (Cleric Form)

The Basal Golem in Cleric Form appears as a man wearing clergy robes and vestments wielding a staff. It has access to abilities that can heal as well as those that harm the Undead.

Medium Construct

Armor Class: 16 (Natural armor)

Hit Points: 5 + five times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Staff: Basal Golem bashes a target with its staff within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D10 + PB magical Bludgeoning damage + 2D4 Radiant damage.

Harm Undead: Basal Touches an Undead and forces it to make a DC 17 WIS saving throw and on a failed save takes 4D6 Radiant damage or half as much on a failed save or half as much on a successful one. Undead of CR 3 or lower automatically fail the save.

Spellcasting: Basal Golem can cast the following spells with a spell save DC of 17 and a spell to hit bonus of +7. Basal Golem cannot regain spell slots by any means.

At Will: Light, Sacred Flame

3/Long Rest: Bless, Cure Wounds, Shield of Faith

2/Long Rest: Aid, Lesser Restoration

1/ Long Rest: Daylight, Mass Healing Word

STR DEX CON INT WIS CHA
15 (+2)13 (+1)16 (+3)12 (+1)18 (+4)12 (+1)

Basal Golem (Fury Form)

The Basal Golem in Fury Form appears as a winged female angel wielding a flaming sword. Upon creation a name is engraved upon the nape of its neck. The purpose of a Fury is to kill the named target by any means. The moment it is created it begins to fade, either killing its target or running out of time.

(If the target is slain before it is given the command to pursue it, Basal Golem reverts to Humanoid Form. If the name is incorrect with the individual pictured in your mind, it will revert to Humanoid Form.)

Medium Construct

Armor Class: 16 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 30 ft, 30 ft Fly

Conditional Damage Immunities: All damage other than damage originating the target.

Conditional Spell Immunities: All spells of 6th level and below other than those originating from the target.

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Uncontrollable: The Basal Golem is in stasis until given the command to pursue the target. Once in pursuit, it ignores all commands and is Immune to mind altering effects. Basal Golem cannot enter Metapod Form once it is pursuing its target.

Fated End: After its first day of creation, after every midnight its hit point maximum reduced by 20 points. After midnight on the 5th day from its creation it vanishes. Once the target is killed, it vanishes. Its hit points cannot be restored by any means.

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes two Sword of Vengeance attacks.

Sword of Vengeance: Basal Golem slashes at the target within 5 ft of it with a bonus to hit equal to 4 + PB dealing 1D10 + PB magical Slashing damage + 2D6 Fire damage. Basal Golem will not attack any other target than the Target or one actively defending the target. If Basal Golem can avoid attacking any other target than the target, it does so.

Explode: When it nears death and the target within range Basal Golem explodes forcing each creature within 20 ft of it to make a DEX saving throw DC 17 dealing 3D6 Bludgeoning damage and 3D6 Fire damage or half as much on a successful save. The target has disadvantage on the saving throw.

STR DEX CON INT WIS CHA
18 (+4)13 (+1)14 (+2)14 (+2)14 (+2)12 (+1)

Basal Golem (Paladin Form)

The Basal Golem in Paladin Form is a noble knight in heavy armor wielding a sword and shield. It wields limited powers to deal extra damage and heal its allies.

Medium Construct

Armor Class: 19 (Natural armor)

Hit Points: 5 + five times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 9

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Slash: Basal Golem slashes with its longsword into a foe within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D8 + PB magical Slashing damage.

Healing Touch (2/Long Rest): Basal Golem touches a target other than itself and the target regains 15 hit points as it infuses it with healing Mana.

Mana Smite (2/Long Rest): Basal Golem deals an additional 1D6 Radiant damage on a hit as it charges its attack with Mana. An Undead target takes an additional 1D6 damage.

STR DEX CON INT WIS CHA
16 (+3)11 (+0)13 (+1)10 (+0)8 (-1)16 (+3)
Lv 17

Bloodforge Creations

You can create one additional Basal Golem.

Mystical Site- Runestone

Dedicating the site to the Domain of Knowledge creates an ephemeral stone that is roughly shaped and covered in runes that is 80 ft tall within 10 ft of the Bloodforge. The Mystical Site remains until the Bloodforge is removed from where it was placed. While the Runestone remains you can change Basal Golems into the following forms from their Metapods:

Basal Golem (Wizard Form)

The Basal Golem in Wizard Form appears as a thin, bearded man wearing flowing robes and a pointed hat wielding a staff and a book scrawled in seemingly indecipherable notes. It has access to many arcane abilities.

Medium Construct

Armor Class: 10 (Natural armor)

Hit Points: 5 + three times your Arcanist level

Speed: 30 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 13

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Staff: Basal Golem bashes a target with its staff within 5 ft of it with a bonus to hit equal to -3 + PB dealing 1D10 + PB magical Bludgeoning damage.

Spellcasting: Basal Golem can cast the following spells with a spell save DC of 17 and a spell to hit bonus of +7. Basal Golem cannot regain spell slots by any means.

At Will: Fire Bolt, Mage Hand, Prestidigitation

4/Long Rest: Burning Hands, Feather Fall, Mage Armor, Magic Missile

3/Long Rest: Arcane Lock, Hold Person, Mind Spike, Vortex Warp

1/ Long Rest: Fireball, Slow

1/Long Rest: Wall of Fire

STR DEX CON INT WIS CHA
6 (-3)10 (+1)10 (+1)19 (+4)14 (+2)12 (+1)

Basal Golem (Artificer Form)

The Basal Golem in Paladin Form is a squat gnome or goblin wearing goggles and overalls, carrying a toolbox of with many tools and supplies that only it is able to interact with. It can navigate structures, control Constructs, as well as heal Constructs.

Small Construct

Armor Class: 14 (Natural armor)

Hit Points: 5 + four times your Arcanist level

Speed: 25 ft

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 9

Languages: Understands the languages you speak

Navigator: Basal Golem cannot be lost and always knows the direction North.

Trap Master: Basal Golem has advantage on locating and disarming traps.

Proficiency Bonus: Equals your bonus

Actions

Bash: Basal Golem bashes a large wrench into a foe within 5 ft of it with a bonus to hit equal to 3 + PB dealing 1D6 + PB magical Bludgeoning damage.

Repair: Basal Golem repairs a structure, item, or Construct restoring 2D8 + 5 hit points. If the target is nonmagical it regains basic function.

Control Construct (1/Long Rest): Basal Golem attempts to control a Construct. It touches a Construct and forces it to make an INT saving throw DC 17 and on a failed save the Construct acts as if Charmed for 1 hour, repeating the saving throw at the end of each of its turns and whenever it takes damage. As long as Basal Golem is in contact with the Construct it has disadvantage on the saving throw. Constructs Immune or Resistant to the Charmed condition have advantage on the saving throw.

STR DEX CON INT WIS CHA
13 (+1)16 (+3)13 (+1)16 (+3)14 (+2)10 (+0)

Basal Golem (Stone Golem Form)

The Basal Golem in Stone Golem Form is a hulking behemoth in the shape of an ancient and weathered warrior in honorific armor with a regal face. It is highly resistant to damage and hits hard. They usually partner with an Artificer Form Basal Golem to fight.

Large Construct

Armor Class: 17 (Natural armor)

Hit Points: 5 + six times your Arcanist level

Speed: 30 ft

Damage Immunities: Cold, Lightning, Poison, Psychic

Damage Resistances: All non Acid, magical Bludgeoning, Force, Thunder

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 9

Languages: Understands the languages you speak

Immutable: Basal Golem cannot regain hit points other than from a Basal Golem in Artificer Form. Its form cannot change shapes or enter Metapod Form.

Magical Resistance: Basal Golem has Resistance to spell saving throws and damage from spells.

Siege Monster: Basal Golem deals twice as much damage to objects and structures.

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes two Heavy Slam attacks.

Heavy Slam: Basal Golem bludgeons a foe with its massive fists within 5 ft of it with a bonus to hit equal to 9 + PB dealing 2D10 + PB magical Bludgeoning damage.

STR DEX CON INT WIS CHA
22 (+6)11 (+0)13 (+1)10 (+0)8 (-1)16 (+3)

Basal Golem (Wyrm Form)

The Basal Golem in Wyrm Form is a limbless, serpentine dragon that has a great resemblance to Gold Dragons in many ways. It flies through the battlefield and rains fire on its foes.

Medium Construct

Armor Class: 17 (Natural armor)

Hit Points: 5 + six times your Arcanist level

Speed: 30 ft, 30 ft

Damage Immunities: Poison, Psychic, Fire

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60 ft, Passive Perception 9

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Multiattack: Basal Golem makes one Bite attack and one Fire Spit attack.

Slash: Basal Golem bites a foe within 5 ft of it with a bonus to hit equal to 4 + PB dealing 1D10 + PB magical Piercing damage + 1D6 Fire damage.

Fire Spit: Basal Golem spits fire at a target within 120 ft of it with bonus to hit equal to 4 + PB dealing 2D6 Fire damage.

Fire Breath (Recharge 6): Basal Golem unleashes a torrent of flames forcing each creature in a 15 ft cone to make a DC 17 DEX saving throw taking 4D10 Fire damage on a failed save or half as much on a successful one.

STR DEX CON INT WIS CHA
19 (+4)14 (+2)17 (+3)14 (+2)11 (+0)16 (+3)