Race (Skeleton):
ASI
Ability Score Increase: Int +2 / Cha +1
Age
Age: Until the bones are gone(From any mature creature, upto an additional 200 years post skeleton)
Languages
Languages: You can read, write, and speak in Common, Necril, and one extra language of your choice.
Alignment
Alignment: Skeletons lean towards being a skeleton
Size
Size: Skeletons are as tall as the size of the race they are the skeleton of.
(In e.x if goblin skeleton you’d count as small, if human you’d count as medium)
Chosen: Medium
Speed
Speed: Your base walking speed is 30 feet.
Languages
Languages: Your can speak, read, and write in Common, Necril, and a extra language of your choice
Bone Heart
Bone heart: Your boney structure has given you some benefits.
Immune to disease.
You are bones.
You can also replace lost limbs with other bones.
You don't need to eat, drink, or breathe.
Darkvision
Darkvision: Accustomed to being bones, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
False Loot
False loot: Skeletons can use an action to become a lifeless pile of bones. While motionless, you are indistinguishable from a normal skeleton. In this state you are prone and your speed is set to 0. When you would be put to sleep by magic, instead of sleep this ability triggers as a free action.
Throw me a bone
Throw me a bone: As an action, you can burn a number of hit dice up to your proficiency bonus, to remove bones from you, and give an ally or yourself a weapon that does a number of damage equal to the hit dice you burn for 2d4 rounds.
Brittle Build
Brittle build. You count as one size smaller when determining your weight and the weight you can push, drag, or lift.
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Origin:
Filia
Filia
-Arcana proficiency
-Int +1
-Detect Magic at will
Ruin Dweller
Ruin Dweller
-Investigation proficiency
-+2 Saves vs Spells
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Wizard:
Spellcasting
Spellcasting
As a Student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the Repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a Spellcasting Focus for your Wizard Spells.
Learning Spells of 1st level and Higher
Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).
Arcane Recovery
Arcane Recovery
You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
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Chronurgy(Wizard Subclass)
Chronal Shift
Chronal Shift
At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended use when you finish a long rest.
Temporal Awareness
Temporal Awareness
Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.
Class/Racial Features & Traits