You choose a willing creature within range and you cause any bones on your persons to leap to that creature latching on to them and interlock into armor. As long as the armor remains on them, they gain temporary hp equal to (Spell casting mod + the level of the spell slot used) and 2 of the following additional feature of you choice depending on what bones you use. When the spell ends, all the bones fall off the creature.
Armored Ribcage. Several dozen ribs tightly hold to each other over the torso of the user, they gain a +2 to ac. (Temp Hp)
Skull. A large bestial skull attaches to the individual, either as a helmet or over some other part of their body, such as their hand. That creature can use their bonus action to grapple a creature with the skull, leaving their hand free. The escape DC is equal to your spell save DC.
Tail.
Spikes.
Club. 1-handed, can't be removed, 2d6 + Wis mod + level of spell
Horn. B.A. Horn attack, 1d4+Str, +2d8 if 20 ft of movement
Claw. Gains a climbing speed = to walking, and digging = to half
Teeth. Automatically Grapples within melee, DC = spell's
At Higher Levels. When you cast this spell with spell slot of 5th level or higher, you choose an additional effect for every level past 4.
* - (Any of the bones you use in the spell.)
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