Base Class: Blood Hunter
The order of osteomancy is that of an old and forgotten class of bloodhunters. Useing the bones of yourself and others; to create weaponry, mutations, and even expanding the way you can use your body.
Skeletal Shift
As a standard action, osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.
Bone Spurs
The 3rd-level osteomancer may, as a free action, cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The osteomancer is automatically proficient in the weapons forged directly from his own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the osteomancer's supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will. As supernatural weapons, the osteomancer's bone spurs cannot be sundered.
Chitinous Armor
The calcium metals in your body if yours to mold and shape around you when needed. (You can cast the shield spell twice per long rest.)
Enlarge/Reduce
Beginning at 7th level, once per day, the osteomancer may cast enlarge person or reduce person on himself as cast by a sorcerer of the osteomancer's class level. He gains one daily use of each spell.
Bone Claws
You gain the ability to grow claws to help you achieve a climbing speed of 30ft
Bone prison
You have enough understanding to now use osteokinesis on the bones on any foe and cast hold monster on any individual with bones.
Bone marrow transplant
Your mastery over your own bone marrow allows you to heal others by giving them a transplant using up your hit dice in exchange. You will roll the number of hit dice plus con but for each hit dice you roll; you yourself will take 1d6 necrotic damage.
Osteophage
You choose a opponent within 30ft and curse them. Their bones become brittle and cracked as they begin to eat themselves and decay. Your opponent movement if halved and they are vulnerable to all slashing, piercing, and bludgeoning damage until the beginning of your next turn.
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