Command Undead (1/day). As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. An undead whose challenge rating is 2 or greater is immune to this ability.
Necrotic Strike (3/day). When you hit a creature with a melee weapon attack, you can use this ability to deal 2d8 necrotic damage to the target, in addition to the weapon’s damage. The damage increases by 1d8 if the target is a celestial.
Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.Hit: 8 (1d8+4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +2 to hit, range 150 ft./600 ft., one target. Hit: 4 (1d8) piercing damage.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Description
Each Bonewalker selects a dozen or more
youngs from the tribe to endure brutal trials. The
survivors of these trials are then tested for their affinity for necrotic energy—those that fail serve the tribe as animated skeletons, the very few that succeed become Boneguard.
A Boneguard exists to guard the Bonewalker who
elevated them. While utterly evil, Boneguards are loyal to their Bonewalker, even beyond death.
In battle, a Boneguard will stick close to their Bonewalker, ready to protect with their shield and strike down foes with their flail. Because of their infusion of necrotic energy, a Boneguard can channel this energy into their weapons and also attempt to command lesser undead
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