Warlock
Base Class: Warlock

While some necromancers focus on the reanimation of the living and the alteration of flesh, there are others that reach deeper, wielding the bones of the fallen to conjure ivory servants and tools to carry out their dark deeds. From riding warhorses of bone to conjuring the grasping hands of the dead, few can escape the reaching claws of the Marrow's chosen few.

Expanded Spell List

The Marrow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Marrow Expanded Spells

Bone Cantrips

At 1st level, you learn the Chill Touch and Guidance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Skeletal Servant

Also at 1st level, you can conjure and animate a servant of bone, a loyal minion to carry out your commands.

Over the course of a long rest, you can conjure a skeletal servant. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Skeletal Servant stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has a humanoid features or not; your choice has no effect on its game statistics.

In combat, the servant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the servant can take any action of its choice, not just Dodge.

Over the course of a long rest, you can create a new servant if you have an appropriate amount of bones with you. If you already have a servant from this feature, the first one immediately falls into a pile of inanimate bones. The servant also falls apart if you die.

SKELETAL SERVANT

Armor Class 15 (natural armor)

Hit Points 2 + your Charisma modifier + 4 times your warlock level (the servant has a number of Hit Dice [d8s] equal to your warlock level)

Speed 30 ft., climb 30 ft.

STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-3)
WIS
10 (+0)
CHA
6  (-2)

Saving Throws Dex +2 plus PB, Con +2 plus PB

Skills Acrobatics +2 plus PB, Intimidation -2 plus PB × 2

Damage Vulnerabilities bludgeoning

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Loyal to the Bone. The servant has advantage against effects that turn undead, and is immune to being Charmed and Frightened.

Actions

Bone Spear. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB necrotic damage.

Bone Spike. Ranged Weapon Attack: your spell attack modifier to hit, range 80/320 ft., one target. Hit: 1d8 + PB magical piercing damage.

Reaction

Vengeful. When the servant is damaged by a creature they can see, it can use its reaction to make a Bone Spear or Bone Spike attack against them.

Bone Grafts

At 6th level, you can graft the bones of the fallen onto your skeletal servant, changing their form and altering their offensive and defensive potential. At the end of each long rest, you can choose one of the following benefits for your servant, lasting until you change it at the end of another long rest:

Fallen Archer

The range of the servant's Bone Spike is increased to 160/640 ft, and a creature struck by the spike must make a Strength saving throw against your spell save DC or be pushed back 10 feet.

Fallen Cavalry

The servant's size increases to Large, and you can spend half of your movement to mount or dismount it. While mounted, you can move with your servant on your turn or its own, but not both, using its movement speed. While mounted, you do not have to spend your bonus action for your servant to take its action.

Fallen Knight

The servant gains a bone shield, granting it a +2 to its AC. While you are within 5 feet of it, it can use its reaction to increase your AC by +2 against an attack roll, potentially turning a hit into a miss.

Fallen Mage

The servant can use its action to cast one of your warlock cantrips, using your spell attack modifier to hit or spell save DC, if it has any. If you cast a cantrip on your turn in combat, the servant cannot cast the same cantrip on its next turn.

Fallen Warrior

The servant's Bone Spear damage die is increased to 1d12, and the damage type can be cold, necrotic, magical piercing or magical slashing.

Vengeful Dead

At 10th level, you can summon and manipulate the bones of the dead to hinder your foes. As a reaction to being damaged by a creature you can see that is touching the ground, you can target them with one of the following effects:

Gnashing Skulls. Piles of skulls burrow out of the ground and latch onto them, forcing the creature to make a Constitution saving throw or take 1d6 magical bludgeoning damage and have disadvantage on attack rolls. They can remake the saving throw at the end of each of their turns, ending the effect on a success. Each time they fail the saving throw, they take the same damage again.

Grasping Claws. Clawed hands burst from the ground and grab them, forcing the creature to make a Strength saving throw or become Grappled. To escape, they must spend their action on their turn to make an Acrobatics or Athletics check against your spell save DC.

Piercing Ribs. Pointed ribs burst pierce through the ground, forcing the creature to make a Dexterity saving throw or take 1d6 magical piercing damage and have their movement speed reduced by 10 feet for up to 1 minute. The effect ends early if they regain hit points, or if they or another creature spends their action to make a Medicine check against a DC of 10 + your Charisma modifier.

A creature can be under multiple different effects at the same time, and you can use this ability an amount of times equal to your proficiency bonus per long rest.

In addition, your bond with your skeletal servant has deepened. While you are within 1 mile of your servant, you can speak through it and command it telepathically.

Ossuary of Confinement

At 14th level, you can confine and trap your foes in a cage of bones, draining their power to resist your dark magic. As an action you can touch the ground with both hands, conjuring a skeletal cage within 30 feet of you. It has an area of 15-by-15 feet, and it rises up to 20 feet high. When you conjure the ossuary, any creature that is completely inside the area is trapped. Creatures only partially within the cage, or those too large to fit inside the cage, are pushed away from the center of the cage until they are completely outside it. Attack rolls from inside the cage targeting creatures outside have disadvantage, and creatures inside have disadvantage on saving throws against spells. If a creature inside uses a teleport spell or trait to escape, they take 4d8 + your Charisma modifier necrotic damage when they do so.

This ability requires concentration, and can last for up to 24 hours. Moving further than 100 feet from the cage will cause it to disappear. Once you use this ability, you cannot do so again until you complete a long rest.

In addition, your skeletal servant can have 2 different Bone Grafts at a time.

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