Wizard
Base Class: Wizard

____A man walks alone down an abandoned road, covered in overgrown brush. Under his breath he sings a tune, ominous and faint in the cold wind. His cloak billows faintly as he strolls down the beaten path, shrouding his body in mystery. He looks up towards the dim moon hanging in the sky, swaying with the movement of the dark clouds. From beneath his cloak something moves, sharp and jagged. Slowly the bitter wind kicks up, lashing around the forgotten glade, carrying the predatory howls of wolves through the tall groves of trees. The man tenses before he reaches up and doffs his cloak. His arm swings openly now, revealing its contorted self. Blade-like bone protrusions extend from his forearm at odd angles, and his fingers are almost completely missing their flesh. He raises the hellish arm and braces himself for the oncoming attack.

____Inside a straw hut, a woman works. Her unnaturally long fingers trace arcane symbols in the air around a pale body, breathing but rapidly losing breath. She works quickly, focused and determined. Before she even finishes, she's already smiling, watching the lacerated skin and broken bones move into place seemingly on their own. Spurts of blood coalesce into threads that stitch the broken body back into it's proper place, all the while the body is thrashing in unimaginable pain. Slowly but surely, the body is healed of their mortal wound. It falls into a peaceful sleep as the woman looks up for the first time in hours, still smiling, but this time at the terrified family in the corner.


Created as a branch of Necromancy, the School of Blood and Bone, also known as Endomancy, is an art form that dedicates itself to the manipulation of humanoid bodies. Endomancy can contort one's flesh and bone to create dangerous weapons, it can cripple another permanently, and it can even stitch flesh and bone back together, sometimes in ways that shouldn't be possible. Its grotesque and horrifying powers scare the common people, and because of this, it is viewed as taboo and dangerous.

Most began studying Endomancy for a physical condition they were struggling with that they wished to fix, or to learn how to fix others. Some seek revenge upon their enemies, so they learned how to alter their shape to become a weapon. In any case, those who learn from The School of Blood and Bone are typically social outsiders, unaffected by the horrific aspects of manipulating blood and bone, and have devoted their bodies to their cause, causing some deformation in the process of learning. Some have much too long appendages, some have flesh missing from their bones, and some have bones splaying from their flesh like daggers.

d8 Quirk
         1  You have patches of skin missing all across your body, and bones extend at awkward angles from your elbows.
         2  You are completely missing the skin and muscle from one or both your hands, though they still somehow function.
        3-4  Bones extend from your shoulders and erratic angles.
        5-6  Your arms and fingers are unnaturally long for your height.
        7-8  Bone extends from your vertebrae, forming a crest of spines down your back.

Flesh Sculpting

2nd level School of Blood and Bone feature

Your talent with the blood, bones, and sinew of living beings allows you to alter the bodies of others, as well as your own. As a part of a short rest you can modify your body, or another conscious humanoid's or beast's body as long as that creature stays within 5 feet of you for the entirety of the short rest. This modification lasts until either you or that creature takes a long rest. A creature can only have one modification at a time. You choose the modification from the options listed below.

  • The creature's unarmed attacks deal an extra 1d4 piercing damage.
  • The creature gains Darkvision out to 30 feet. If they already have darkvision, their darkvision increases by 30 feet.
  • That creature's current hit points and hit point maximum increases by an amount equal to your wizard level.
  • The creature's walking speed increases by 5 feet.

Tools of the Trade

2nd level School of Blood and Bone feature

You are adept in the use of tools and implements that deal with the bodies of humanoids and beasts, allowing you to create protective shields of bone around fainted creatures. You gain proficiency in the Medicine skill. In addition, when you stabilize a humanoid or beast without the use of magic you can choose to give them temporary hit points equal to your wizard level. While they have these temporary hit points they cannot fail death saves and are resistant to bludgeoning, slashing, and piercing damage. They lose these temporary hit points if they receive healing of any kind.

Curse of Blood and Bone

6th level School of Blood and Bone feature

You have learned to weave transmutive magic into your necrotic spells, allowing you to modify a creature's body while you destroy it's life force. When you damage a creature with a leveled spell from the Necromancy school of magic, you can curse them with a Curse of Blood and Bone, warping their bodies into a malignant form. A creature is cursed for 1 minute, or until either you or that creature dies. You can only have one creature cursed at a time, and you can use this feature a number of times equal to your Intelligence Modifier, minimum of once, between Long Rests. You cannot curse an Aberration, Elemental, Undead, Ooze, Plant, or Construct.

When you curse a creature, you choose from one of the following effects:
    - That creature's speeds are reduced by 5 feet. This applies to all the speeds on their stat block.
    - That creature now has disadvantage on Perception checks. If the creature has Blindsight or Tremorsense, they are not affected by this curse.
    - That creature's unarmored AC, or natural armor AC, decreases by 1.

Sculptor of Sinew

10th level School of Blood and Bone feature

 You have started to lose yourself in your practices. You no longer see people as what they are, but rather as what they could be. When you use your Flesh Sculpting feature, you can instead spend an action to modify yours or another humanoid's or beast's body, instead of a short rest. You can use your Flesh Sculpting feature in this way once before needing to take a Long Rest. This increases to twice at 18th level.

In addition, while a creature is cursed with a Curse of Blood and Bone, you can use an action to cause that creature to make a Constitution Saving Throw against your spell save DC. On a failed save, they take necrotic damage equal to your Wizard level. You can use this action a number of times equal to your Intelligence modifier, with a minimum of once. You regain all uses upon the completion of a Long Rest.

Master of Blood, Breaker of Bones

14th level School of Blood and Bone feature

The bodies of others are your playthings, there to help you advance your craft and entertain your sick desires. Choose one of the following options.

Breaker of Bones

When you deal necrotic damage, you can choose to use a reaction to weaken that creature's muscular and skeletal structures. This entropy causes the creature to have disadvantage on Strength checks and Saving Throws. In addition, if they are hit with an attack that deals bludgeoning damage, they take an additional amount of bludgeoning damage equal to half your Wizard level, rounded down. This effect lasts until the beginning of your next turn.

Master of Blood

You have perfected the art of molding others into superior forms. When you use your Flesh Sculpting feature, you now choose from following options:

  • The creature's unarmed attacks deal an extra 1d6 piercing damage.
  • The creature gains Darkvision out to 60 feet. If they already have darkvision, their darkvision increases by 30 feet.
  • That creature's current hit points and hit point maximum increases by an amount equal to your wizard level.
  • The creature's walking speed increases by 10 feet.
  • That creature gains resistance to one damage type of your choosing, excepting bludgeoning, piercing, slashing, psychic, and force damage.
  • That creature's Strength or Dexterity score (you choose) increases by 2, to a maximum of 22. This effect ends after 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2023 3:44:15 AM
15
0
1
Coming Soon
11/3/2023 11:35:16 PM
21
0
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes