I was walking around with my pals one day, and all of the sudden barbarians had swooped down upon us! My good friend Jasmine was killed before anyone had time to react. Then my pet iguana was swiftly stomped into oblivion. Greggory had immediately ran away, the poor warlock had used all his magic to convince the guards that I wasn't an evil undead. And then Greggory too befell the foul swooping of barbarians, and laid at my feet in two pieces. In a way, I suppose I led Greggory to his death... I did not have time to mourn them, and at the time I lacked any magical power to bring them back... So I did the only thing I could: I thanked them for their sacrifice, and pulled Jasmines bones from her body with my magic, and wrapped them around me for armor. Then—cunning as I am—ran away as they were too far from me to catch up. I eventually reached a ravine, and with a leap of faith I jumped, and ejected myself from Jasmines bones. I safely made it across to the other side, and had the pleasure of watching one of the foolish barbarians attempt to jump across as I had... He would be resting with Jasmine's bones at the bottom of that ravine now. Even now as I reminisce, I feel the vestiges of my humanity come back... Gods, I miss those two rascals. Especially Greggory, and his flamboyant gesticulations. Jasmine was hard to along with, but a steadfast ally... Well, I seem to have gotten off topic; oh well. I've provided an example of how to use part of the spell, the rest is up to you.
—Dr. Bones
As an Action, you target a pile of bones/flesh (could be a corpse) and gain the following benefits depending on what you choose (can only choose one per casting of the spell):
A pile of flesh grant:
—2D4+INT temporary hit points.
—Creatures within 5ft of you make a Constitution saving throw. (Creatures that don't have to breathe still make the save) [This does not effect you; you do not have to make this save.]
—As a Bonus Action: a putrid spray of necrotic energy and poison, dealing 2d8+(Temp. HP) Necrotic damage, and 1d12 Poison damage to all creatures within 5ft of you. (Or half as much damage on a successful save.)
—When Dr. Bones' Failsafe Armor is detonated in this way, creatures effected by this spray can't take reactions until the end of your turn, as you are completely obscured by a dark cloud. (Creatures with blindsight, and tremor sense can ignore this.) (This occurs even if they successfully make the Constitution Saving Throw)
A pile of bones grant:
—An AC of 11+your INT modifier
—Creatures within 5ft of you make a Dexterity saving throw.
—As a Bonus Action: a forceful explosion of necrotic energy and bones, dealing 2d8 Necrotic Damage, and 1d10 Bludgeoning damage to all creatures within 5ft of you. (Or half as much on a successful save)
—When Dr. Bones' Failsafe Armor is detonated in this way, you are launched 20ft in any direction of your choice away from the explosion (can finetune the distance so as to not take damage), you make a Dexterity saving through (DC=15) or are knocked prone when you land. (You can avoid falling prone through the aid of casting Featherfall, or another like ability) [This movement still triggers opportunity attacks]
At Higher Levels:
Pile of Flesh: For every spell slot of 2nd level or higher, you increase the Temporary HP gained by +2D4; you also increase the Spray damage by 1D8 Necrotic, and 1d12 Poison damage.
Pile of Bones: For every spell slot of 2nd level or higher, you increase the possible distance traveled by 10ft; you also increase the explosion damage by 1D8 Necrotic, and 1D10 Bludgeoning
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