Boons:
- Undead Specialist: You can raise skeletons with new purposes. Upon raising a skeleton by any means, you can give that skeleton a specialization that gives it a new feature. These specializations are as follows.
• Artillerist. This type of skeleton gains a longbow, if they did not already have one. In addition, they score a critical hit on a roll of 18 or above.
• Sapper. This type of skeleton gains an action that allows them to explode in a 15 ft radius. Any creature within the radius is forced to make a dexterity saving throw. On a failed save, they take 4d8 fire damage, or half as much on a success. The skeleton dies after this action.
• Warrior. This type of skeleton gains a greatsword, if they did not already have one. In addition, they gain an extra attack on their turn.
• Defender. This type of skeleton gains a shield. As a reaction upon an ally being targeted by an attack roll within 10 ft of it, this type of skeleton can use its shield to move next to the ally and give disadvantage on the attack roll.
• Assassin. This type of skeleton gains proficiency in stealth checks and can use the hide action as a bonus action. In addition, if this creature ever has advantage on an attack roll, or an ally is within 5 ft of a target of one, the attack deals an additional 2d6 damage.
Flaw:
- Existence of Death: Your body is a conduit for mass amounts of negative energies, which grants you increased power, but this does come with detriments. Upon taking damage from either a celestial creature, radiant damage, or a weapon that has been blessed, you take an additional 1d6 damage for each of your transformation levels.
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