Fighter
Base Class: Fighter

The grisly art of inscribing the bones of the dead, not with actual art. No that would be dull, the Trapper's of the Bone Collector clans are more inventive. They have mastered sigils and rituals to imbue bones with energy, to ensnare their enemy in a deadly trap of pain.

Bone Sigils

You learn to inscribe magic into the bones of the fallen. You learn the sigils below. When placing a sigil you make a stealth check to hide the sigil's glow. You can choose any number of creatures to be able to see this rune, otherwise, a creature needs to make an investigation check to see these runes. You may use these sigils up to a number of times equal to your proficiency bonus. You regain these uses after a short or long rest.

Sigil of Snaring

As an action, you inscribe a bone with the magic to snare your opponents. You create a 20ft by 20ft area of sharp bladed bones that tear at those who walk through it. moves into or within the area, it takes 2d4  piercing damage for every 5 feet it travels. This area lasts for one minute

Sigil of crushing maw

As an action, you inscribe a bone with a sigil of the maw.. You may choose a point on the ground within 60ft of you that you can see and place a 10ft radius rune. The first time a creature steps onto the rune

A large maw of bones clamps down upon the creature, causing 4d6 piercing damage and reducing the creature’s movement speed to 0 until the creature makes a DC 15 Athletics check to break free. After the sigil activates it disappears.

The Bones Speak

You gain access to more sigils for use with your bone sigils feature

Sigil of bone spike

As an action, you inscribe a bone with the sigil of the bone spike. The first time a creature steps onto the rune A giant bone spike rises up from a point of your choice within a 120ft that you can see. Dealing 4d6 piercing damage and 4d6 necrotic damage. After the sigil activates it disappears.

Sigil of Binding

As an action, you inscribe a bone with the sigil of Binding. The first time a creature steps onto the rune it must make a DC 15 Dexterity saving throw or be restrained for 1 minute. The creature may repeat the saving throw at the end of the creature’s turn. After the sigil activates it disappears.

Ritual of Empowerment

You no longer need to make stealth checks to hide your sigils. The investigation checks to find your sigils DC becomes 15.

When one of your sigils is triggered, magical energy released from the sigil empowers you, adding 2d6 force damage The next time you hit a creature with a weapon attack within the next minute. 

Master of the Warded Bone

Your sigils can now trigger twice before disappearing and when a sigil is activated, the creature who activated the sigil takes 2d6 necrotic damage.

Walk Among The Bones

Your initiation into the Bone Collectors has started you on the path, walking among bones. You gain proficiency in stealth checks when setting up your bone sigils and when watching your traps.

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