Base Class: Fighter
Bone Knight archetype from Morgrave Miscellany
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Bone Knight Spellcasting 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 fnish a long rest.
For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the necromancy and transmutation spells on the cleric spell list.
The Spells Known column of the Bone Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, and your power comes from devotion to your discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifer when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Bone Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Ivory Legionnaire
At 3rd level, you gain the aid of an undead warhorse skeleton to ride into battle. You also gain a skeleton protector that accompanies you on your conquest. It acts on your initiative and obeys your commands in battle.
Add your proficiency bonus to its attack rolls and damage rolls, as well as any saving throws it is proficient in, and it gains hit points equal to your fighter level.
If your mount or protector dies, you can spend 1 hour to reanimate each corpse, which you can do over the course of a short rest.
At 10th level, your skeleton protector becomes a dread warrior.
Bonecraft
Beginning at 7th level, your spiritual connection with the composition of the undead legion bestows your body with the gift to grow weapons and armor from within you to enhance your martial prowess on the battlefield.
The first time you create your armor or your weapon, you can expend a spell slot of 1st-level or higher to increase the effectiveness of either one of your armaments. When you do, until the end of your next long rest or until you die, the armor or weapons you create with this feature become magic items, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. The bonus the item gains is equal to the level of the spell slot you spent when you created it for the first time.
Bonecraft Armor. You can use your action to encase yourself in a suit of segmented, bonecraft armor. When you do, your Armor Class becomes 10 + your Constitution modifier + your Proficiency bonus. While your bonecraft armor envelops you, you can’t benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. You remain protected in this way until you absorb the armor (no action required), or you die.
Bonecraft Weapon. You can use your bonus action to graft a weapon of hardened bone from your body in your empty hand. You can choose the form the weapon takes each time you grow it. Your bonecraft weapon becomes brittle and breaks if it is more than 5 feet away from you for 1 minute or more. It also crumbles to dust if you use this feature again, if you absorb the weapon (no action required), or if you die.
Master of the Ivory Banner
Beginning at 10th level, when you use your Second Wind feature, you add your proficiency bonus to the hit points you regain, and your undead allies within 60 feet of you gain temporary hit points equal to the total number you regain.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Grim Conscription
At 18th level, you prowess on the battlefield is respected by legions of undead. As an action, you can assume command of a number of undead creatures from a willing summoner or you can force any undead you can see within 30 feet of you to make a Charisma saving throw against your spell save DC or fall under your command. If a creature succeeds on this saving throw, you can’t use this feature on it again. If it fails, it falls under your command and obeys your orders for the next 24 hours.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Your undead legion can’t have a cumulative challenge rating greater than your Fighter level.
Once you use this feature, you can’t do so again until you finish a short or long rest.
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