Base Class: Barbarian
Bone Meld
Starting when you choose this path at 3rd level, you can choose to transform one of your limbs when you rage. If you do so, you transform your arm or leg into a weapon, or harden it to raise your defense.
Attack Meld: One of your limbs becomes a piercing weapon (appearance is your choice), that deals 1d6 + your Strength modifier + your proficiency bonus piercing damage. Your meld attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When your rage ends, the bone meld disappears.
Defense Meld: Your limb becomes coated in a thick chitin. You gain +1 to your AC while raging.
Acidic Blood
Beginning at 6th level, your blood becomes acidic, toxic to any creature besides you. You gain resistance to acid damage. Whenever you take damage from a melee attack, you may choose to take an additional 1d4 damage, which can’t be reduced in anyway. When you do so, you deal 1d10 acid damage to the creature that hit you with a melee attack.
Permanent Meld
At 10th level, you gain mastery over your bone melding. You may summon one of your bone melds at will, which lasts until you choose to dismiss it or fall unconscious. You may activate a second meld as part of your rage. The damage of your attack meld increases to 2d6, and your defense meld gives you +1 to AC and advantage on Strength saving throws.
Lord of Bones
At 14th level, you gain the ability to incorporate other bones into your body. When you defeat a foe, you can choose to take its bones within 10 minutes of its death. Upon completion, you meld the bones of the creature into your form. You gain the following benefits while your enemies bones are incorporated in your form: you gain 10 temporary hit points, your bone meld attack deals 2d12 magical bludgeoning or piercing damage, and your defense meld gives you +2 AC and advantage on Strength saving throws. If you are reduced to 0 hit points you lose all bones currently incorporated into your form. You must defeat a new foe and take its bones to reinstate these effects. You may incorporate one set of bone this way at a time.
Bone Meld
Attack Meld: One of your limbs becomes a piercing weapon (appearance is your choice), that deals 1d6 + your Strength modifier + your proficiency bonus piercing damage. Your meld attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When your rage ends, the bone meld disappears.
Defense Meld: Your limb becomes coated in a thick chitin. You gain +1 to your AC while raging
Acidic Blood
You gain resistance to acid damage. Whenever you take damage from a melee attack, you may choose to take an additional 1d4 damage, which can’t be reduced in anyway. When you do so, you deal 1d10 acid damage to the creature that hit you with a melee attack.
Permanent Meld
You may summon one of your bone melds at will, which lasts until you choose to dismiss it or fall unconscious. You may activate a second meld as part of your rage. The damage of your attack meld increases to 2d6, and your defense meld gives you +1 to AC and advantage on Strength saving throws.
Lord of Bones
When you defeat a foe, you can choose to take its bones within 10 minutes of its death. Upon completion, you meld the bones of the creature into your form. You gain the following
benefits while your enemies bones are incorporated in your form: you gain 10 temporary hit points, your bone meld attack deals 2d12 magical bludgeoning or piercing damage, and your defense meld gives you +2 AC and advantage on Strength saving throws. If you are reduced to 0 hit points you lose all bones currently incorporated into your form. You must defeat a new foe and take its bones to reinstate these effects. You may incorporate one set of bone this way at a time.
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