Golemancer
Requirements: Summoner 2
You can summon a large magical construct to aid you in combat.
Level 1. Whenever you cast the Familiar spell, you may instead summon a golem instead of an arcane sprite. Golems function differently from other familiars. You cannot teleport a golem with the Warp Bolt spell and you cannot teleport to it with the level 3 Summoner feature. If you have level 1 in this boon, your golem is 1x1 units in size and has 2 DR. You may only create a golem once before recharging this ability with a 5-hour rest.
Level 2. If you have level 2 in this boon, your golem is 2x2 units in size and has 5 DR. When you cast the Familiar spell to summon a golem, you may have the golem appear at any space within 10 units, and any creatures in the space the golem would appear must make a [Q] roll (your [I] or higher to succeed) or take 4d4 damage as the golem lands on top of them.
Level 3. If you have level 3 in this boon, your golem is 3x3 units in size and has 7 DR. You are now able to teleport to your golem with the level 3 Summoner feature. you gain the following spell:
Subsume: (MP cost 3, 3 TS) Your golem creates a space inside itself to store another creature. Choose a creature within 1 unit of the golem, that creature enters the golem and cannot be hit from the outside. You may choose to have that creature gain control of the golem or not. If a creature is unwilling, they must make a [U] roll (your [I] or higher to succeed) or be subsumed into the golem unwillingly. The creature cannot take actions or move while inside of the golem, but it can still see and hear the outside. If you enter your own golem, you control the golem as though it has every nonracial boon that you do, allowing you to cast spells. A golem cannot have its own familiars. If the golem dies with a creature inside, that creature may climb out of the golem for 2 TS.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.