As the spell takes hold, the skeleton disassembles, and the bones twist and bend, reshaping themselves around you in a protective exoskeleton. You gain 5 temporary hit points for the duration. Once the temporary hit points are used, the spell ends.
If a creature hits you with a melee attack while the spell is still in effect, you may use a reaction to inflict 1d4 piercing damage as bony spurs and spikes erupt from the armor.
While the spell is still in effect, you may use an action if you have a dead creature's bones within reach to replenish your temporary hp. The amount replenished depends on the size of the skeleton. A small creature restores 1d6 temporary hit points. Each category larger restores an additional 1d6. This cannot give you more temporary hit points than when the spell was first cast. Targeting a skeleton with this feature destroys it as it adds the bones to your armor.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by 5 for each slot, and the piercing damage increases by an extra d4.
* - (a complete skeleton of a humanoid of your size, which the spell destroys)
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