Base Class: Artificer
Bonesmiths are Artificers that use necromancy to empower their infusions. They specialize in using their artificer training combined with Necromancy to create a suit of Bone Armor that can be augmented with the remains of the dead. Generally they use the remains of the dead and their own life essence to fuel their magic but some powerful Bonesmiths are able to imprison the souls of the fallen to feed their creations.
Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Bonesmith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bonesmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
False Life, Cause Fear |
|
5th |
Blindness/Deafness, Ray of Enfeeblement |
|
9th |
Animate Dead, Vampiric Touch |
|
13th |
Blight, Shadow of Moil |
|
17th |
Contagion, Danse Macabre |
Bone Armor
The Bonesmith specializes in using their artificer training combined with Necromancy to create a suit of Bone Armor that can be augmented with the remains of the dead.
Your Bone Armor serves as a conduit for your magic. As an action, you can augment any armor with a corpse of medium size or larger or a pile of bones of equal size, turning it into Bone Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
- The Bone Armor takes on the properties of the armor you augmented.
- If the armor normally has a Strength requirement, the Bone Armor lacks this requirement for you.
- You can use the Bone Armor as a spell casting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action.
The armor continues to be Bone Armor until you don another suit of armor or you die.
Amalgamated Armor
You can customize your Bone Armor by adding more bones or fetishes to it. When you do so, choose two options from the Amalgamated Armor list. The options you choose gives you special benefits while you wear them on your armor.
You can change your options whenever you finish a short or long rest, provided you have smith’s tools in hand.
You can add one additional option of your choice at 9th level.
Here follows the options for customizing your Bone Armor:
Bone Claws
You fashion gauntlets from the bones and claws of the dead for each of your hands that counts as simple melee weapons. When you are not holding anything these gauntlets deals 1d6 slashing damage + necrotic damage equal to your Intelligence modifier. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
When you gain 5th level in this class you can attack twice with your Bone Claws, rather than once, whenever you take the Attack action on your turn.
Lethargic Fetish
Prerequisite: A suit of Bone Armor (requires attunement)
You attach a Lethargic Fetish anywhere to your Bone Armor. Awakening the Lethargic Fetish creates an aura that can impair enemies' movement.
The fetish has 2 charges. As a bonus action you can expend 1 charge to awaken this fetish for 1 minute. While this fetish is awake it's low moan creates a lethargic aura with a 15ft radius around the Bonesmith. Enemies entering the area of effect or starting their turn within 15ft of you that is not deafened make a Constitution saving throw. On a failed save, their movement is halved until the beginning of your next turn.
The fetish regains all charges daily at dawn.
Menacing Armor
You customize your armor to look even more menacing. You gain the Intimidation proficiency if you don't already have it and you can add your Intelligence modifier, instead of Charisma, to Intimidation rolls.
Putrid Fetish
Prerequisite: A suit of Bone Armor (requires attunement)
You attach a Putrid Fetish anywhere to your Bone Armor. Upon taking damage the Putrid Fetish can release a small cloud of poison to damage enemies in a 10ft radius around you.
The fetish has 2 charges. As a reaction immediately after being hit by an attack, you can expend 1 charge to have enemies within 10ft of you make a Constitution saving throw. On a failed save, they take 1d6 + Intelligence modifier of poison damage and half damage on a successful save.
The fetish regains all charges daily at dawn.
Screaming Skull
You attach a reasonably sized skull anywhere to your Bone Armor. The skull fire's a necrotic projectile resembling itself. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 necrotic damage on a hit. Once on each of your turns when you hit a creature with it, that creature must make a Constitution saving throw. On a failed save that creature takes an additional 1d6 necrotic damage and are Deafened until the end of it's next turn.
Stitchling Fetish
Prerequisite: A suit of Bone Armor (requires attunement)
You attach a Stitchling Fetish anywhere to your Bone Armor. Upon taking damage the Stitchling Fetish can release hundreds of tiny stitchlings to repair the damage done to the Bonesmith.
The fetish has 2 charges. As a reaction immediately after taking damage from an attack, you can expend 1 charge to heal 1d6 + Intelligence modifier. You can't gain more health than the amount of damage you took from the hit.
The fetish regains all charges daily at dawn.
Necrotic Sacrifice
When you reach 5th level in this class, you learn how to use your own life essence to fuel your magic using Sacrificial dice.
Sacrificial Dice. You have 4 sacrificial dice, which are d6's. A sacrificial die is expended when you use it. You regain all of your expended sacrificial dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 15th level.
Using a sacrificial die have following effects on your spells and Amalgamated Armor features:
Necrotic Spell. Whenever you cast a spell that does damage you can expend a sacrificial die to add necrotic damage equal to the sacrificial die. You take damage equal to half the sacrificial die rounded up.
Bone Claws. When you hit a creature with your Bone Claws you can expend one sacrificial die to add it as poison damage, and the target must make a Constitution saving throw. On a failed save, it is poisoned until the end of your next turn. You take damage equal to half the sacrificial die rounded up.
Menacing Armor. While wearing Menacing Armor, as a bonus action you can expend one sacrificial dice to have enemies that can see you and within 10ft of you make a Wisdom saving throw. On a failed save, they are frightened of you until the end of your next turn. Add the sacrificial die to the DC for this feature. You take damage equal to half the sacrificial die rounded up.
Screaming Skull. When you hit a creature with a Screaming Skull, you can expend one sacrificial die to have the target and each creature within 5 feet of it make a Dexterity saving throw. On a failed save they take 2d6 + your sacrificial dice necrotic damage. You take damage equal to half the sacrificial die rounded up.
Lethargic Fetish. When you awaken your Lethargic Fetish you can expend one sacrificial die to increase it's area of effect by 5ft for it's duration. Add the sacrificial die to the DC for this feature. You have disadvantage on Concentration and Wisdom saving throws while this features is active.
Stitchling Fetish. While you have a Stitchling Fetish Attached to your Bone Armor, as an action you can expend a sacrificial die to give it 1 charge. You take damage equal to half the sacrificial die rounded up.
Putrid Fetish. When you activate your putrid Fetish you can expend one sacrificial die to increase it's are of effect by 5ft. Add the sacrificial die to the DC and damage for this feature. You take damage equal to half the sacrificial die rounded up.
Saving Throws. Some of your Amalgamated Armor features require your target to make a saving throw to resist it's effects. The saving throw DC is equal to your Spellcasting DC.
Improved Bone Armor
When you reach 9th level in this class, you learn how to use your artificer infusions to specially modify your Bone Armor. Your Bone Armor now counts as separate items for the purposes of your Infuse Items and Amalgamated Armor features: armor (the chest piece), boots, helmet, and the armor’s weapons. Each of those items can bear one of your infusions. In addition, you can add another option from the Amalgamated Armor feature to your armor.
Soul Engine
When you reach 15th level in this class, you fashion and attach a Soul Engine anywhere to your Bone Armor, provided you have smith’s tools in hand. By imprisoning the souls of the fallen in the Soul Engine, you can fuel your Necrotic Sacrifice features without using your own life essence.
The Soul Engine has 4 charges. The Soul Engine has the following features.
- When you roll a sacrificial die you can expend 1 charge to ignore it's negative effects.
- When you roll a sacrificial die, once during your turn, you can expend 1 charge to add another 1d6 to that roll.
- As a reaction immediately after a creature dies within 30 feet of you, you can have that creature make a Wisdom saving throw against your spell DC. On a failed save you capture it's soul within the Soul Engine and it regains 1 charge. You can not capture more souls if the Soul Engine has it's maximum charges.
- The Soul Engine does not regain any charges at dawn.
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