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Bone Magic

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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