Wizard
Base Class: Wizard

Osteomancers are powerful wizards who understand the power that can be harvested from bones. Often said tobe cursed and talked about under cover of night, this sort of magic makes the uneducated shiver and the scholar morbidly curious. Those who have the cunning, bravery, or simply foolishness to pursue research in this field find themselves rewarded with afflicted knowledge. These accursed souls are known as Osteomancers.

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 they are considered Intelligence (Medicine) checks for you. In addition, when this check concerns a creature that possesses a skeleton, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Brittle Bone Armor

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 any 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 2 times your level in this class.

This armor lasts for one minute, or until you lose the temporary hit points. While you have these temporary hit points, you gain resistance to slashing and piercingdamage and your AC increases by a number equal to one-third of your level in this class (rounded down, minimum of 1).

Bone Puppetry

Beginning at 6th level, as an action, you focus your grim magic towards a creature with bones within 60 feet of you. It must make a Strength saving throw against your spell save DC. On a failure, you take control of its skeleton. You control what the creature does on its next turn, at the end of which, it regains control over its body. If you make it attack its allies, it has disadvantage on attack rolls. In addition, its allies have advantage on saving throws from effects caused by a creature under your control, as it resists your command. 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 Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. 

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 the alter self spell at will without requiring a spell slot. If you cast the spell using this ability you can only use the change appearance or natural weapons abilities of the spell. In addition you also gain the ability to dissolve or restore your own skeleton as an action. Your speed becomes 10 feet, moving through sheer muscular and magical control. While in that form you can fit in minute spaces and crawl under barriers, although you must take care to protect your organs, making sure they are not squashed or crushed. For simplicity's sake, assume you cannot travel through any space smaller than 5 inches in diameter. While in this form, you are considered prone, you cannot use your hands, you can't attack or cast spells, although you can temporarily regenerate the bones in your hands as an action to exert finer control over them.

Improved Bone puppetry

Finally, at 14th level, when you use your bone puppetry ability, you gain control of the creature for 1 minute instead of one round. The creature can’t resist yourcommand, it doesn’t suffer disadvantage on attacks against its 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 its turns, ending the effect on a success. 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 to give the creature disadvantage on the save. You must decide to do so before seeing the result of the roll.

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