Bone Sorcerer Quirks |
|
d6 |
Quirks |
1 |
Though you might have head hair and facial hair, you have little body hair due to scarring. |
2 |
You barely bleed, even when badly injured. |
3 |
Small cuts and nicks you receive often go unnoticed by you. |
4 |
You are uncomfortable around those who use bones for magical purposes. |
5 |
You drink water and milk more often than most. |
6 |
The sound of your knuckles and joints cracking is more frightening than normal. |
Magic of the Marrow
Your affinity for the strength of bones gives you the option to
learn some additional spells that focus on bones. When your
Spellcasting feature lets you learn a sorcerer spell of 1st level
or higher, you gain an additional spell from the list below.
These spells do not count towards the total number of spells
you know, and the spells count as a sorcerer spells for you.
Sorcerer Level |
Spell |
1st |
bone strike * |
3rd |
skeletal pain * |
5th |
bone shield * |
7th |
bone sword dance * |
9th |
garden of bones * |
11th |
eyebite |
*Ask your DM for these spells
Iron Bones
Beginning at 1st level, the magic imbued in your bones has
provided your body with increased vitality. At 1st level, your
hit point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class.
Additionally, your body has grown accustomed to your
strengthened bones. When you aren't wearing armor, your
AC equals 13 + your Dexterity modifier.
Skeletal Spikes
At 1st level, you can use your bonus action to produce sharp,
spiked bones from out of your body. When you make a melee
weapon attack or a melee spell attack at a target within 5 feet
of you, you can use a bonus action to deal 1d4 piercing
damage. You use your Strength modifier for the attack and
damage rolls.
Piercing Bones
At 6th level, your body has become accustomed to pain and
the endurance of your bones. You have resistance to slashing
and piercing damage.
You have also learned to shoot sharp pieces of bones from
your body. As a bonus action, you can spend 3 sorcery points
to fire bone shards towards creatures of your choice equal to
your Charisma modifier that you can see within 30 feet of
you, dealing magical piercing damage equal to half your
sorcerer level + your Charisma modifier. Creatures hit by
these bone shards must make a Strength saving throw or be
knocked prone by the bones until the beginning of their next
turn.
Vital Strike
Starting at 14th level, when you are hit with a melee attack,
you can use your reaction to hit a vital spot on the attacker.
The attacker must make a Constitution saving throw against
your sorcerer spell save DC. On a failed save, at the start of
each of the attackers turns, the target loses hit points equal to
half your sorcerer level due to blood loss. You can only effect
one creature at a time, and this effect lasts a number of
rounds equal to half your Charisma modifier rounded down
or until the target hits 0 hit points.
Osseous Form
At 18th level, your body has fully adjusted to the use of your
bones. You have immunity to disease, and you are immune to
slashing and piercing damage.
In addition, you can push the limits of what your body can
accomplish. As a bonus action, you can spend 5 sorcery
points transform your body into an armored form encased in
bone armor. For 1 minute, you become incapacitated, or if you
dismiss this effect as a bonus action., you gain the following
benefits:
- Your AC increases by 4 when not wearing any armor.
- You have advantage against being pushed or knocked prone.
- When using your Skeletal Spikes feature, the reach of the spikes increases by 5 feet.
Once you use this feature, you can’t use it again until you
finish a long rest.
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