Fighter
Base Class: Fighter

Folklore tells of a caste of downtrodden serfs, forbidden to carry weapons, gifted the power to wield their own skeletons as lethal instruments of battle by a sympathetic yokai. With carapaces of dense bone and vicious, osseous claws bursting from their flesh, the serfs overthrew their masters, winning freedom and a blood-soaked notoriety. Today, practitioners of this devastating technique are known as skeletal blades. Often finding work as mercenaries, bodyguards, and spies, they charge into battle clad in an ever-adapting armor of gleaming skeletal white

Malleable Physique

3rd-Level Skeletal Blade Feature

You have the power to manipulate your skeleton, shifting your proportions, height, and appearance. As an action, you can alter your form, becoming up to 1 foot taller or shorter and changing your facial features by altering the shape of your skull.

You must remain in a form that has the same basic arrangement of limbs, and you can’t change the colour of your eyes, hair, or skin. Otherwise, the extent of the transformation is up to you.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check (DC equals 8 + your Constitution modifier + your proficiency bonus).

This transformation persists until you use your action to end it or until you begin a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a short or long rest.

Skeletal Form

3rd-Level Skeletal Blade Feature

The control you wield over your own skeleton allows you to harness it as a weapon. As a bonus action, you can extrude your bones through your flesh to form armor, entering a Skeletal Form for 1 minute. You can end this form early as a bonus action, returning to normal. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.

     While in your Skeletal Form, you sprout a vicious, jagged weapon through your flesh; this weapon is considered a simple melee weapon with the Finesse property that deals 1d8 slashing or piercing damage on a hit (you choose when you make the attack). It is magical for the sake of overcoming resistance and immunities. You can’t be disarmed of this weapon, which has the Skewer superior strike option. You also gain one benefit of your choice from the list below:

  • Your reach increases by 5 feet
  • Your walking speed increases by 10 feet
  • You gain a climbing speed equal to your walking speed
  • You gain a +1 bonus to AC.
  • You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1).

     As a bonus action while in your Skeletal Form, you can change your skeleton again, exchanging your current benefit for a new one

     The damage of your bladed weapon increases when you reach certain levels in this class: to 1d10 at 10th level and to 1d12 at 15th level.

     Skewer. In a thrusting strike, you attempt to skewer an enemy with your weapon. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and is also grappled by you. This grapple ends early if you use the weapon to make another attack or you let go of the weapon. When the grapple ends, the creature takes piercing damage equalling a number of d8s equal to your proficiency bonus.

Choose Other Living Weapon Option 1

You chose to take an extra feature from Skeletal Knight instead

Choose Other Living Weapon Option 2

You chose to take an extra feature from Skeletal Knight instead

You gain a +1 bonus to AC.

You gain a +1 bonus to AC.

You gain a climbing speed equal to your walking speed.

You gain a climbing speed equal to your walking speed.

You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1).

You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1).

Your reach increases by 5 feet.

Your reach increases by 5 feet.

Your walking speed increases by 10 feet

Your walking speed increases by 10 feet

Osseous Prodigy

7th-Level Skeletal Blade Feature

You have learned to simultaneously maintain multiple boney extrusions. When you enter your Skeletal Form, you can choose one additional benefit, and you can choose one of the following weapon properties and superior strike combinations for your extruded weapon: Impact & Reeling Blow; Light & Hamstring; or Heavy & Shockwave.

Heavy & Shockwave

Your bones claws have Heavy & Shockwave

Shockwave. Shockwave. You slam your weapon into the ground at your feet with ruinous force, detonating a shockwave of energy. Each creature within 10 feet of you must succeed on a Strength saving throw or take bludgeoning damage equalling a number of d6s equal to your proficiency bonus and be pushed 10 feet directly away from you

Impact & Reeling Blow

Your bones claws have Impact & Reeling Blow. 

Reeling Blow. You unleash the full force of your strength and size in a weighty strike. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes additional damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature has disadvantage on all attack rolls, and on ability checks and saving throws that use Dexterity or Intelligence, and it can’t take reactions. In addition, if this attack causes a creature to make a Constitution saving throw to maintain its concentration, the creature has disadvantage on the saving throw.

Light & Hamstring

Your bones claws have Light & Hamstring.

Hamstring. Hamstring. In a vicious attack, you attempt to debilitate an enemy. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes additional damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature’s AC is reduced by a value equal to its Dexterity modifier (minimum 0) and its speed is reduced by a number of feet equal to 5 times your proficiency bonus. 

Skeletal Knight

Your mastery of your skeleton allows you to focus it into more powerful forms. When you enter your Skeletal Form, you can choose one of the following additional benefits:

  • You sprout skeletal wings and gain the ability to magically fly. You gain a flying speed equal to your walking speed, and you can hover.
  • You gain resistance to cold, lightning, necrotic, and poison damage.
  • When you hit with a melee attack, the attack deals an extra 1d8 necrotic damage
  • When a creature starts its turn grappled by you, it takes 2d12 piercing damage
Choose Other Living Weapon Option 1

You chose to take an extra feature from Skeletal Form instead

Choose Other Living Weapon Option 2

You chose to take an extra feature from Skeletal Form instead

Damage while Grappling

When a creature starts its turn grappled by you, it takes 2d12 piercing damage.

Extra Nectroic Damage

When you hit with a melee attack, the attack deals an extra 1d8 necrotic damage

Resistance to cold, lightning, necrotic, and poison damage.

You gain resistance to cold, lightning, necrotic, and poison damage.

Skeletal Knight

You sprout skeletal wings and gain the ability to magically fly. You gain a flying speed equal to your walking speed, and you can hover.

One with Nothing

Your skeleton is empowered with regenerative magic. If you are reduced to 0 hit points while in your Skeletal Form, your transformation ends, and you are reduced to 1 hit point instead.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Living Weapon

When you enter your Skeletal Form, you gain two additional benefits for the duration of your transformation, which can be chosen from either the Skeletal Form or Skeletal Knight features.

Skeletal Blade Image

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