Sorcerer
Base Class: Sorcerer

From the marrow that courses through your veins, you draw forth the raw material for your craft. With a mere thought and a focused will, your bones become your canvas, shifting and shaping under your command. Like an artisan of old, you sculpt weapons of bone, each one a testament to your mastery over this ancient and enigmatic magic.

With a flick of your wrist, you summon forth a blade, honed from the essence of your very being. Its edge gleams with a spectral light, a silent promise of the power it wields. Or perhaps you fashion a shield, sturdy and unyielding, forged from the density of your bones and imbued with an almost impermeable strength.

But Marrowmancy is not limited to weaponry alone. In your hands, bones become versatile tools, adaptable to any situation. Need a grappling hook to scale a treacherous cliff? A length of bone extends from your grasp, its barbed tip securing a hold with uncanny precision. Seeking to delve into the depths of forbidden knowledge? Your fingers morph into delicate picks, deftly unlocking the mysteries that lie hidden behind ancient tomes and sealed chambers.

Yet, with such power comes a weighty responsibility. To wield Marrowmancy is to walk a fine line between creation and destruction, for the very bones you manipulate are the foundation of your own body. Each incantation, each manipulation, carries with it a risk, a toll that must be paid in equal measure.

Necrotic Armory

You are capable of manifesting weapons created from your own bones, they increase in power as you hone your abilities, you can choose one item from the following at a time :

-Necrotic Spear: Damage 1d8(1H) 1d10(2H). +1 damage every 3 levels +1(3rd) +2(6th) +3(9th) +4(12th) +5(15th) +6(18th)

-Necrotic Daggers: Damage 1d6.  +1 damage every 3 levels. +1(3rd) +2(6th) +3(9th) +4(12th) +5(15th)

-Necrotic Greatsword: levels: every 5 levels adds a damage dice: 3d4(1st) 4d4(5th) 5d4(10th) 6d4(15th)

-Necrotic shield: grants +2 AC and can be used in tandem with necrotic daggers or spear(Removing the ability to use 2H or OH obviously.)

You are proficient with these weapons, and use Charisma as your ability score

However using these items comes at a cost. see Calcium Deficiency

Calcium Deficiency

Using one's bones as weapons obviously causes some drawbacks, anytime you were to use one you will take 1 piercing damage, and when using the shield you take an additional 2 damage if you are hit.

Solid Bones

at the sixth level you have spent many years honing your skeleton in combat, granting a resistance to bludgeoning damage, and 1d8 hitpoints

Osseokinesis

at sixth level you are capable of manipulating your Skeletal structure to make devastating attacks around you

 

Bone Spike - You are capable of firing off a spike made of bone at an enemy within 40 ft.

Skeletal Blast - Once per short rest you can create a 10ft radial blast around you using your entire skeletal structure as a catalyst dealing 2d6 piercing damage. All creatures within range must make a 12 DC Dex saving throw, on success they take half damage.

Bone Shroud

 at 14th level, as an action, you can summon a swirling shroud of ethereal bones that surrounds you in a 5-foot radius. This shroud grants the you and your allies within its radius resistance to necrotic damage and advantage on saving throws against spells and effects that cause fear.

Additionally, any enemy creature that starts its turn within the radius of the bone shroud must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature becomes frightened until the start of its next turn as it is gripped by the chilling aura of death emanating from the bone shroud.

Furthermore, once per short rest, the you can choose to unleash the power of the bone shroud in a devastating manner. As an action, you can cause the bone shroud to explode outward in a wave of necrotic energy. Each creature within a 30-foot radius must make a Constitution saving throw against your Spell Save DC, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any undead creature in the area of effect takes full damage instead of half, as the necrotic energy surges through their bones with destructive force.

Skeletal Mastery

At 18th level your connection to your own bones has reached its zenith, granting you unparalleled control over your skeletal structure. You gain advantage on saving throws against effects that would cause you to be charmed, frightened, or paralyzed. Additionally, you can spend hit dice to end one of the following conditions affecting you: charmed, frightened, or paralyzed. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after finishing a long rest.

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