Wizard
Base Class: Wizard

Many see the school of Necromancy as one of the more taboo practices among wizards, but even those that have delved into such arcane ways dare not explore the vile nature of Endomancy. Deemed as "grotesque and twisted cruelty" by even the most ambitious of those few that are aware of its existence, it has become the first form of magic to be labeled as purely evil and outlawed rather than simply frowned upon. Bone Benders are those that embrace inhumanity and barbarism to venture into this forbidden arcane. Dedicating themselves to the manipulation of mortal bodies by sundering their own to shatter the laws of nature through a form of transference. Crippling themselves temporarily to utilize the tissue and skeletons or those either more physically capable, or simply those more advantageous or opportunistically stationed than themselves. 

While Liches require a vessel to house their souls, bone benders retain the majority of their being while severing only a portion of themselves to inhabit the vessel that is their victims. Commanding one piece of the hexed bodies while forgoing the usage of that same piece of themselves. It is this lack of commitment to full self destruction that tips the balance of this magic into even further cruelty than even lichdom can reach in the eyes of magical law.

Anatomical Knowledge

Descending down the path of the Bone Bender, one must acquire an unrivaled knowledge of the physical form. You gain proficiency in the Medicine skill. Additionally, you can always immediately tell if a creature of any type is alive or dead, and may add double your proficiency bonus to any checks made to inspect a body for either existing alterations, or signs of previous ones. This doubling can not be used on checks involving creatures without bones as determined by the GM

Skeletal Sculptor

Additionally at 2nd level, the callings of the potential of bone and marrow begin to whisper in your ear. Potentials that mere scholars and doctors would never dream of exploring, but you are not them. You don't see these limitations in your trained gaze. As a free action at the end of a short rest, or as an action on your turn, you may implement one alteration to either yourself or to another creature you can see within 20 feet of you. These effects last for a number of hours equal to your proficiency bonus, and you may have only one effect active at a time (increasing to 2 at 9th level). Select one alteration from the list below. The target of any option makes a constitution saving through equal to your spell save DC. Taking force damage equal to four times your proficiency bonus on a failure, or half as much on a success. This damage cannot be reduced in any way and cannot be healed by normal health potions or spells below level 2

  • Spine: Target he vertebrae in the backbone of one creature. Letting the bones minorly protrude from their skin in a slow and arduous manor and spread out into a shell of bone granting them a +1 to their Armor Class
  • Arm: Fingers, forearms, or shoulder, this alteration strengthens the density and elongates the bones within until the may be used as natural weapons. Claws, elbow spikes, bludgeoning knuckles, etc. Unarmed strikes made by the effected now deal 1d6 damage in either slashing, piercing, or bludgeoning based on the alteration, and as a bonus action, the effected may make an additional unarmed strike
  • Leg: Rather than increase density, size or strength, you cause intense vibrations to riddle the bones of the affected. Making it harder to keep still or stationary. The effected gains an additional 10 feet of movement speed 

Curse of Sinew

After testing what beneficial augmentations you can control, the whispers of potential grow louder. Testing on the willing was a success. Now it's time for the unwilling. For a number of times equal to your Constitution modifier, when you target a creature with a leveled spell that deals necrotic damage, you may bestow a Curse of Sinew on this creature as part of the same action. You can have a number of targets cursed equal to half your Constitution modifier rounded up, and the effects last for 1 minute. A creature subjected to this alteration gains one of the following effects, and can only be effected by one option at a time.

  • The creature's maximum speed is reduced by 10 feet
  • The creature's Armor Class is reduced by 2
  • The creature has disadvantage on all Constitution saving throws made to maintain concentration on a spell

Siphon Marrow

Bones are more than just structure. They house a life source of their own. A source you can manipulate and exploit just as easily. When a creature under the effect of either Skeletal Sculptor or Curse of Sinew takes damage, you may use your reaction to gain temporary hit points equal to 1d12 plus your Constitution modifier. Sapping their pain to fuel yourself further through transmutation. This creature can be yourself, but the temporary health gained is instead equal to your Wizard level. As long as you have these temporary hit points, you have resistance to both necrotic damage and force damage. Temporary hit points do not stack.

What's You is Mine

Potential is all you can see in the bodies around you, and nothing is more sacrilegious in your eyes than wasted potential. Sometimes, all a body needs is a little motivation. At the cost of your action and half of your maximum movement, you may choose to sunder your own body in select places. Breaking or dislocating your bones to take control of another body you can see within 30 feet with an effect determined by the area sacrificed. Choose from the list below

  • Arm: The target uses their reaction to take a full attack action on the nearest creature that you yourself view as an enemy. If the creature has multi-attack, they make all attacks they would normally. The damage modifier for each hit successfully landed can be either the normal modifier used, or your Constitution modifier. Whichever is higher.
  • Leg: The target uses their reaction to move in a direction of your choice. The distance they move can be equal to their maximum movement, or equal to yours. If this target is also under the effect of your Curse of Sinew, they are eligible to take opportunity attacks 
  • Skull: You may force the target to speak words of your choice. You have a word limit of 25 words, similar to the Message spell. Alternatively, you may have them cast any spell from your spell book requiring vocal components from their position. This method of casting still requires a spell slot be spent, but can navigate around being under such effects as being magically silenced or gagged
  • Torso: The next time the target would take damage, they are considered vulnerable to the damage type. If they were resistant to that damage, they lose resistance, and if they were immune, they are considered resistant

In making this sacrifice, you and the target each take force damage equal to twice your Wizard level. This damage is halved and the effect takes no hold if they succeed on a Constitution Saving Throw equal to your save DC, but you still take full, non-reducible damage. If the target is under the effect of your Curse of Sinew, they make this save at disadvantage

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