Alignment- There is no true implicit bias to any alignment, and it runs the gambit from lawful good to chaotic neutral. However, evil examples are uncommon, although not unheard of. Age- This is based on your base race (ie- if you appear as an elf, it is an elf's lifespan. if you look like a dragonborn, you live for a dragonborn's lifespan.) Thieves can be reborn as any humanoid species, they are a Thief before anything else. (note- your base race only has a mechanical effect on your size. otherwise, it is mainly for aesthetics) Size- You are either Small or Medium, decided by your base race. Speed- Your base speed is 30 feet. Gift of Plague Eater- Same say they are chosen, some say they are cursed. But one thing stays true- a Thief suffers no disease. You are immune to disease. Spark of the Bone- They say that the Thieves can read the future in the bones of the damned. This is nothing but superstitious fear-mongering. However, they can certainly see the past. You can read the history of the unfortunate owner of any bones you touch. You can always tell if the subject is living or dead. At 3rd level, you are able to see memories that the subject held as important, such as pivotal events in their life, the birth or death of a loved one, or simply the joy of baking a new recipe. Additionally, you are able to read the surface emotions of a living target if you are reading their bone. Bone Magic- The Thieves are able to call on the souls leftover in the bones they read. You are able to use the power left over in the bones of others. Over a Long Rest, you can choose to attune to one Humanoid's bones. You can only be attuned to one at a time. This can be anything from a tooth to a femur. To qualify for this, it must have had an intelligence score of at least 6 in life, and be a Humanoid. The benefits change depending on the origin of the bone you wield. If a creature's bones qualifies for multiple, you can still only choose one. Additionally, you can use bones as you spellcasting focus (can be any kind of bone). You start out the game with a number of bones that is determined by your subrace, and can gain more by visiting shrines or collecting them yourself- ~Bones of a Magic User- If they belong to a class, you can choose a cantrip from their class, and use their spell casting ability. For example, if you wield the bones of a cleric, you choose one cantrip from the cleric spell list, and you use Wisdom. If you are wielding the bones of a creature that have innate spell casting, you can only use that cantrip (or choose from their available cantrips) and use their spell casting ability. ~Bones of a Craftsman- You gain one of the tool proficiencies the creature had in life, and you can double your proficiency bonus with that tool. For example, if you are using the bones of a wood smith, you gain a proficiency in Carpenter's tools. ~Bones of the Gifted- You can use the bones of a creature that have a special sense to gain it. For example, you can use the bones of a Drow to gain Superior Darkvision, or the bones of a Wood Elf to gain the benefits of their Keen Senses. (Ask your DM if something will apply if you are not sure. Additionally, this only works for a creature's base senses, and does not apply to class features, such as Sense Undead or Twilight Clerics 300 feet of Darkvision. However, if a creature has taken the Eldritch Initiate Feat and taken Devil's Sight, you will gain the benefits of that.) Sub-race (strictly speaking, their training/age in the tribe)--
Corpse Burners- You are the average member of the tribe, and the most hated. You take care of and cleanse all of the plague ridden bodies, and as such, have trained to be able to run, hide, and climb on a moment's notice to avoid trouble. You start with one Bone of the Gifted and one Bone of a Craftsman. Always Keep Your Boots On- Those that view the Bone Thieves as pests seek to destroy them all, damn the consequences of allowing plague to run free. However, the Thieves are well aware of this fact, and they use specialty tools to escape when necessary. You are proficient in Acrobatics, as well as an Exotic weapon, the Spiked Boots. Wearing these on your feet, you can make a kick attack and deal 1d4 piercing damage. While wearing these boots, you gain a climbing speed of 20 feet.
Shrine Keeper- You have become unfit to run and hide as you have, whether from old age, physical wounds, or even just mental tiredness, and chose to settle down and protect one of the secret, hidden shrines that Thieves can always find refuge at. You are the keeper of the ancestral tales of the Thieves, the legends of the dead gods. You start with two Bones of a Magic User and 1 Bone of the Gifted, with one of the Bones of a Magic User being tied to Minor Illusion, unable to be changed. Ancestral Stories-Whenever you make a History or Religion check related to the history and mythology of your people, you are considered proficient in that skill, and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus. Additionally, you are proficient in either History or Religion.
Chieftain- You are the leader of your people, the heart that pumps the life-blood of the tribe. You ask for your just payment, and call the Danse Macabre(name in progress) when you do not receive it. And you deal mercy where necessary, using the a chieftain's broken blade. You start with two bones of your choice, and one Bone of a Magic User that is tied to Thaumaturgy. Danse Macabre-You are proficient in Persuasion(or Intimidation or Performance, I am looking for suggestions), and whenever you perform with 3 or more others, you gain advantage on the Persuasion check.
Racial Feat- Bone Witch - Increase your Charisma, Wisdom, or Intelligence by 1 - When you use your Bone Magic Feature, you can add the following benefits - When using the Bones of a Magic User feature, you can choose a cantrip, 1st level spell, and 2nd level spell, and you can cast the leveled spells once per a long rest with no material components. - When using the Bones of a Craftsman feature, you can now choose a skill or a tool, and you double your proficiency bonus on checks with that skill. - When you use you Bones of the Gifted feature, you can now use senses from a class feature, such as Sense Undead or the Wild Magic Barbarian's Sense Magic feature (note- this may be too overpowed, so I might remove it.) - When you use your Spark of the Bone feature, you can cast Detect Thoughts on a living creature that you have the bone of, with a range of 1 mile, with only the bone as your only material component. You regain the ability to cast it on a short rest.
I can see that, but I was thinking that you can only ever be attuned to one bone at a time, and you can only change over a long rest, meaning that at max, according to detect balance, you have a score of 28, generously, if you took only the most powerful options of all of them. It will generally be a lot less, since you are over all getting disease immunity, a mainly RP feature, a prof, and a ribbon related to the prof, and the bone magic trait. However, if it was a subclass, do you have any suggestions for what class it should be for, or higher level features? Thanks for any feedback!
(edits- Spellcheck and added detect balance score)
Alignment- There is no true implicit bias to any alignment, and it runs the gambit from lawful good to chaotic neutral. However, evil examples are uncommon, although not unheard of.
Age- This is based on your base race (ie- if you appear as an elf, it is an elf's lifespan. if you look like a dragonborn, you live for a dragonborn's lifespan.) Thieves can be reborn as any humanoid species, they are a Thief before anything else. (note- your base race only has a mechanical effect on your size. otherwise, it is mainly for aesthetics)
Size- You are either Small or Medium, decided by your base race.
Speed- Your base speed is 30 feet.
Gift of Plague Eater- Same say they are chosen, some say they are cursed. But one thing stays true- a Thief suffers no disease. You are immune to disease.
Spark of the Bone- They say that the Thieves can read the future in the bones of the damned. This is nothing but superstitious fear-mongering. However, they can certainly see the past. You can read the history of the unfortunate owner of any bones you touch. You can always tell if the subject is living or dead. At 3rd level, you are able to see memories that the subject held as important, such as pivotal events in their life, the birth or death of a loved one, or simply the joy of baking a new recipe. Additionally, you are able to read the surface emotions of a living target if you are reading their bone.
Bone Magic- The Thieves are able to call on the souls leftover in the bones they read. You are able to use the power left over in the bones of others. Over a Long Rest, you can choose to attune to one Humanoid's bones. You can only be attuned to one at a time. This can be anything from a tooth to a femur. To qualify for this, it must have had an intelligence score of at least 6 in life, and be a Humanoid. The benefits change depending on the origin of the bone you wield. If a creature's bones qualifies for multiple, you can still only choose one. Additionally, you can use bones as you spellcasting focus (can be any kind of bone). You start out the game with a number of bones that is determined by your subrace, and can gain more by visiting shrines or collecting them yourself-
~Bones of a Magic User- If they belong to a class, you can choose a cantrip from their class, and use their spell casting ability. For example, if you wield the bones of a cleric, you choose one cantrip from the cleric spell list, and you use Wisdom. If you are wielding the bones of a creature that have innate spell casting, you can only use that cantrip (or choose from their available cantrips) and use their spell casting ability.
~Bones of a Craftsman- You gain one of the tool proficiencies the creature had in life, and you can double your proficiency bonus with that tool. For example, if you are using the bones of a wood smith, you gain a proficiency in Carpenter's tools.
~Bones of the Gifted- You can use the bones of a creature that have a special sense to gain it. For example, you can use the bones of a Drow to gain Superior Darkvision, or the bones of a Wood Elf to gain the benefits of their Keen Senses. (Ask your DM if something will apply if you are not sure. Additionally, this only works for a creature's base senses, and does not apply to class features, such as Sense Undead or Twilight Clerics 300 feet of Darkvision. However, if a creature has taken the Eldritch Initiate Feat and taken Devil's Sight, you will gain the benefits of that.)
Sub-race (strictly speaking, their training/age in the tribe)--
Corpse Burners- You are the average member of the tribe, and the most hated. You take care of and cleanse all of the plague ridden bodies, and as such, have trained to be able to run, hide, and climb on a moment's notice to avoid trouble. You start with one Bone of the Gifted and one Bone of a Craftsman.
Always Keep Your Boots On- Those that view the Bone Thieves as pests seek to destroy them all, damn the consequences of allowing plague to run free. However, the Thieves are well aware of this fact, and they use specialty tools to escape when necessary. You are proficient in Acrobatics, as well as an Exotic weapon, the Spiked Boots. Wearing these on your feet, you can make a kick attack and deal 1d4 piercing damage. While wearing these boots, you gain a climbing speed of 20 feet.
Shrine Keeper- You have become unfit to run and hide as you have, whether from old age, physical wounds, or even just mental tiredness, and chose to settle down and protect one of the secret, hidden shrines that Thieves can always find refuge at. You are the keeper of the ancestral tales of the Thieves, the legends of the dead gods. You start with two Bones of a Magic User and 1 Bone of the Gifted, with one of the Bones of a Magic User being tied to Minor Illusion, unable to be changed.
Ancestral Stories- Whenever you make a History or Religion check related to the history and mythology of your people, you are considered proficient in that skill, and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus. Additionally, you are proficient in either History or Religion.
Chieftain- You are the leader of your people, the heart that pumps the life-blood of the tribe. You ask for your just payment, and call the Danse Macabre(name in progress) when you do not receive it. And you deal mercy where necessary, using the a chieftain's broken blade. You start with two bones of your choice, and one Bone of a Magic User that is tied to Thaumaturgy.
Danse Macabre- You are proficient in Persuasion(or Intimidation or Performance, I am looking for suggestions), and whenever you perform with 3 or more others, you gain advantage on the Persuasion check.
Racial Feat- Bone Witch
- Increase your Charisma, Wisdom, or Intelligence by 1
- When you use your Bone Magic Feature, you can add the following benefits
- When using the Bones of a Magic User feature, you can choose a cantrip, 1st level spell, and 2nd level spell, and you can cast the leveled spells once per a long rest with no material components.
- When using the Bones of a Craftsman feature, you can now choose a skill or a tool, and you double your proficiency bonus on checks with that skill.
- When you use you Bones of the Gifted feature, you can now use senses from a class feature, such as Sense Undead or the Wild Magic Barbarian's Sense Magic feature (note- this may be too overpowed, so I might remove it.)
- When you use your Spark of the Bone feature, you can cast Detect Thoughts on a living creature that you have the bone of, with a range of 1 mile, with only the bone as your only material component. You regain the ability to cast it on a short rest.
This is pretty powerful, and seems better suited to be a subclass.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
I can see that, but I was thinking that you can only ever be attuned to one bone at a time, and you can only change over a long rest, meaning that at max, according to detect balance, you have a score of 28, generously, if you took only the most powerful options of all of them. It will generally be a lot less, since you are over all getting disease immunity, a mainly RP feature, a prof, and a ribbon related to the prof, and the bone magic trait. However, if it was a subclass, do you have any suggestions for what class it should be for, or higher level features? Thanks for any feedback!
(edits- Spellcheck and added detect balance score)