Bone??? BONE?!?!?!?!?!?! Image

You have bones. Congratulations! 

Use them.

You are now so good at magically controlling your skeleton that you can do things with it that would make most people's skin crawl. 

Twice per short rest, you can do one of the following:

  • Bone Talons: The phalanges in your fingers or toes extend through the ends of the digits, stretching and sharpening into dangerous martial weapons. The talons last for 2 minutes and deal 1d6 plus your STR or DEX slashing damage.
  • Shin Splints: You can channel density into your legs, giving them extra support. For the next 2 minutes, you have +5 to athletics checks involving your legs, +3 damage to kicking attacks, and any fall damage is halved.
  • [You] Have Osteoporosis: (Only available to Bone Adept Wizard Subclass) You can also control other peoples bones. Select one enemy. They must make a CON saving throw (DC 13 + Plus your spellcasting modifier), Upon success, nothing happens and you do not lose a bone point. Upon a failure, they feel the calcium leech from their bones and are weakened. They become vulnerable to bludgeoning damage for 2 minutes, and have disadvantage on CON saving throws. 
  • Bonesaw What You Did There: Only works if you have taken bludgeoning damage. Your bones are broken. Use that to your advantage. You can isolate the fractured pieces and launch them at your enemy or enemies at high speeds. On hit, roll 1d4 piercing for every 2 points of bludgeoning damage received. Can be used as single target attack with a range of 30 ft, or an AoE as a 15 foot cone. When you take this action, you must make a CON saving throw, DC 13. Upon failure, take 1d6 piercing damage. On Success, only take 1 piercing damage. 
Bone??? BONE?!?!?!?!?!?! Image

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