Base Class: Fighter
The Bone Knights are a secretive order with origins cloaked in mystery. Masters of an ancient and forbidden art, they delve into the enigmatic realm of bone manipulation, where they blur the boundaries between life and death. Armed with knowledge hidden from the common world, Bone Knights navigate a path that sets them apart as formidable champions, feared and misunderstood, challenging the very essence of the natural order.
Bone Shards
Bone Shards
At 3rd level, you have learned to manipulate and splinter the bones within your body as a means of self defense. When you take the attack action, you can expel bone shards from your wrists. These shards can be used as ranged or melee weapons, dealing 1d8 + your STR or DEX modifier piercing damage. They have the finesse property.
Additionally, when you land a critical hit with one of the bone shards, you can absorb the target’s life force into the marrow of your bone. You regain hit points (up to your max HP) equal to half the damage dealt by the critical hit.
Macabre Reanimation
At 7th level, you gain the ability to reanimate the skeletons of creatures you have defeated in combat, making it your undead thrall. When you land the killing blow on a creature, you can choose to reanimate its skeleton as a bonus action. Your skeleton thralls follow your commands and act on your turn in combat. You can reanimate a number of skeletons per day equal to your proficiency bonus. Your thralls remain until the next dawn or until they drop to 0 HP, at which point they crumble into dust.
Armor Class 13 + your PB
Hit Points 10 + (PB × 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Saving Throws CON (2 + your PB)
Damage Resistances poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t
speak
Undead Fortitude. If damage reduces the Thrall to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the Thrall drops to 1 hit point instead.
Actions
Bone Club. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 1)
Exoskeleton Armor
Exoskeleton Armor
At 10th level, you can manipulate your bones to form a protective exoskeleton as a reaction to incoming danger. When you are targeted by an attack, you can use your reaction to activate your Exoskeleton Armor. This chitinous armor provides you with temporary hit points equal to your fighter level and grants you a +2 bonus to your Armor Class (AC), possibly causing the triggering attack to miss. It lasts until the end of your next turn.
You can use this feature a number of times per day equal to your proficiency bonus. You regain expended uses of this feature after finishing a long rest.
Bone Marrow Blast
Bone Marrow Blast
At 15th level, you have mastered the manipulation of bone to a deadly degree. You can now combine the power of your Bone Shards and Armor in a devastating manner.
As a bonus action on your turn, while your
Exoskeleton Armor is active, you can choose to overload your exoskeleton, releasing a burst of bone fragments. All creatures within a 10 ft radius must make a Dexterity saving throw. On a failure, a creature takes 2d8 piercing and 1d6 necrotic damage.
After triggering this explosion, your Exoskeleton Armor dissipates, and you lose its temporary hit points and AC bonus.
At 18th level, the damage dealt by the burst increases to 3d8 piercing and 2d6 necrotic damage.
Skeletal Mastery
Skeletal Mastery
At 18th level, your mastery over bone manipulation
reaches its peak. You can now combine the essence of
three of your reanimated skeletons to create a
formidable Bone Golem.
As an action, you can choose to merge three of your
reanimated skeletons into a single Bone Golem under
your control.
Bone Golem
Huge undead, neutral
Armor Class 1 + your PB
Hit Points (Your fighter level × 4) + (PB × 2)
Speed 25 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
Damage Resistances poison
Condition Immunities exhaustion,
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Undead Fortitude. If damage reduces the Thrall to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Thrall drops to 1 hit point instead.
Death Burst. When the Bone Golem dies, it explodes in a burst of bone shards. Each creature within 5 ft. of it must make a DC 12 Dexterity saving throw, taking 13 (3d8) piercing damage on
a failed save, or half as much damage on a successful one. A
Multiattack. The Bone Golem makes two attacks.
Bone Fist. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.
Crippling Grasp. The Bone Golem’s fingers extend and wrap around a creature, squeezing in an attempt to mangle its body. If available, the Bone Golem can replace one of its attacks with Crippling Grasp. The golem makes a melee attack roll. On a hit, the target suffers 13 (2d8 + 4) bludgeoning damage and must succeed on a DC 12 Strength saving throw or be stunned until the end of its next turn.
Your Bone Golems remain animated until the next
dawn or until they are reduced to 0 hit points, at which
point they crumble into dust.
Additionally, the range of your Bone Shards increases
to 60 ft. and your attacks with them now score a critical
hit on a roll of 19 or 20.
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