Homebrew Skeleton Species Details
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.
Skeleton Traits
Your mana muscles empower you enough to take on army's of other racesAbility Score increase
+2 to Constitution
+1 to Dexterity
Darkvision
You are able to see 60ft in dim light as if it were bright light, and you are able to see 30 ft in darkness as if it were dim light. You can not see colors, but rather it is simply black and white.
Dislocate
Take a piece of your body off, use it as a club for 1dd6+ pro + str, only able to use two at a time, can take off a finger and use as a lock pick
False Appearance
Allows the user to decay in a pile of bones, indistinguishable from a normal pile of bones
Hollow Swimmer
Walk underwater, no need to breathe, and traverses as if it were difficult terrain
Magic Born
If “dispel magic” is cast, con save against spell caster’s save DC, Fail = unconsciousness
Restore limbs
If a limb is lost/exploded/broken, can use a suitable replacement if found
Skeletal Nature
- Immune to poison/poison damage/Disease
- Become inanimate for 4 hours, completely aware of your surroundings
"Mindless"
Adv on being Frightened/Intimidated/Charmed
Innate spells
- Chill touch
- Mage hand
- Unseen Servant
- Animate Dead
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