Base Class: Wizard
Revered and feared for their ability to exist in the space between life and death, Bone Adept have a sacred and powerful connection to bones. This subclass must be played with a Cavalier Primary Fighter.
Bone Adept
Starting at level 2, you gain proficiency in History and Medicine. You also gain advantage on Nature or Investigation checks involving deceased or decaying organic matter. Also, when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Become A Lyctor
Starting at level 2, when your Cavalier Primary is unconscious, you can use your reaction to attempt to become a Lyctor. Roll a d100 against your combined character levels. If you roll under your combined levels, you successfully absorb their soul, killing them instantly. You gain all of their proficiencies, dexterity, and strength ability scores, and number of attacks per action. You also gain their hit point maximum and the benefits of a long rest. If you fail, they lose a death saving throw and you cannot attempt this again for 7 days.
Skeletal Infusion
Starting at 6th level, you learn to mold your own bones to suit your needs, sometimes pulling them through your own skin and reforming them. These last for one hour and can be used your number of wizard levels halved, per day.
Bone Shell
With a small bone fragment, you stretch it out and mold it into a dome with a ten foot radius. The dome has an AC of 15 and a number of hit points 6x your wizard level. The shell is translucent, allowing only faint light in. Peering outside of the shell, you can only make out the outline of large shapes.
Hardened Muscle
You push pieces of radius and ulna through your forearms to encase your wrists and elbows, harden your swings. When you make a melee weapon attack, add your Wizard level to the attack. When you roll damage, add your spell attack modifier.
Spinal Cage
The nodules of your vertebrae break through your back and expand, wrapping around your torso in a calcified breastplate. Your AC becomes 14 + Your Spellcasting Modifier.
Reform Skeletons
Beginning at 10th level, you gain control over the dead. As an action, as long as you have at least 5 humanoid bones, you can throw them out and reform one skeleton per character level. You can do this twice per dawn.
Summon Bone Beast
At 14th level, as an action, you can summon a bone beast. You can sacrifice your own vitality to create a Bone Beast. When you summon the Bone Beast, you can roll a number of d6s up to your character level. This is the number of hit points the bone beast gains that you lose. This vitality transfer can happen as a bonus action during the Necromancer's turn.
The Bone Beast does not understand any langues and can only understand instruction from its Necromancer. The Bone Beast can only attack creatures it's Necromancer can see. The Bone Beast takes it's initiative directly before or after the Necromancer that created it.
Comments