Wizard
Base Class: Wizard

The abilities of an Osteomancer are unsettling, if not terrifying to most. Due to their focus on manipulating bones, a topic that is cloaked in mystery and taboo, regular folks regard them as cursed and malevolent beings. Those who see their magic at work have compared it to witnessing a puppet master - bending and twisting enemies to their whim. Many people fail to realize that an Osteomancer's favorite puppet is themselves, and that they will readily desecrate their own body in order to crush their opponent.

Brittle Bone Armor

Starting at 2nd level, you learn the basics of Osteomancy, using it for protection. Once per short rest, as a bonus action, if you're not wearing armor or wielding a shield, you can force a frame of bones out of your body to protect you. This grants you temporary hit points equal to twice your wizard level. This armor lasts for one minute or until the temporary hit points run out. While you have this armor, you have resistance to slashing and piercing damage, and your AC increases by a number equal to one-third of your wizard level (Rounded down, minimum of 1).

Anatomical Expert

Also at 2nd level, your pursuit of Osteomancy has required many hours studying the anatomy of all creatures. You gain proficiency in Wisdom (Medicine) checks, and when you make a Medicine check, you add a bonus equal to your intelligence modifier. In addition, when you make a medicine check on a creature with a skeleton, you gain advantage on the check

Anatomical Expert

Also at 2nd level, your pursuit of Osteomancy has required many hours studying the anatomy of all creatures. You gain proficiency in Wisdom (Medicine) checks, and when you make a Medicine check, you add a bonus equal to your intelligence modifier. In addition, when you make a medicine check on a creature with a skeleton, you gain advantage on the check

Bone Puppetry

Beginning at 6th level, as an action, you focus your grim magic towards a creature within 60 feet of you. It must make a Strength saving throw against your spell save DC. On a failure, you take total and precise control of it's skeleton. Until the end of your next turn, the creature can't take reactions and on the creature's turn, you may make it move up to it's movement speed, make an action, and make a bonus action. In the creature's efforts to resist your command, attack rolls it makes has disadvantage, and it's allies have advantage on saving throws from effects caused by the creature

You can only have one such creature under your control at a time. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest. This feature has no effect on a creature that does not have a skeleton.

Skeletal Mastery

Starting at 10th level, you are a master of your own body. You can reshape your bones, including those of your face, to appear as a completely different person. You can cast alter self at will, without expending a spell slot or needing to concentrate on the spell. When you cast this spell using this ability, you can only use the Change Appearance or Natural Weapons options. 

In addition, you also gain the ability to dissolve or restore your own skeleton as an action. While boneless, you can move yourself through sheer muscular and magical control. In this form, your speed becomes 10, and you can move through a space as narrow as 5 inches without squeezing. Further, you are considered prone, cannot use your hands, and you can't attack or cast spells. As a bonus action, you can regenerate the bones in your hands to exert finer control over them until the end of your next turn.

 

Improved Bone Puppetry

At 14th level, you've enhanced your mastery of skeletal manipulation. When a creature fails it's saving throw against your Bone Puppetry ability, your control of the creature lasts for 1 minute instead. The creature cant resist your command; it doesn't suffer disadvantage on attacks against it's allies, nor do they have advantage on saves against effects caused by the creature. The creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success. You must concentrate on this ability as you would concentrate on a spell. Moreover, damage cant break your concentration on this ability.

Once under your control, when the creature repeats the saving throw against your Bone Puppetry, you can choose to expend one additional use of the feature as a reaction to impose disadvantage on the save. You must decide to do so before seeing the roll.

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