Osteomancy Alpha
Osteomancy Alpha
Osteomancy Alpha
Anatomical Expert
Also at 2nd level, your pursuit of osteomancy has
required many hours studying the anatomy of all
creatures. You gain proficiency in Wisdom (Medicine)
checks, and they are considered Intelligence (Medicine)
checks for you. In addition, when this check concerns a
creature that possesses a skeleton, you can add double
your proficiency bonus to the check, instead of your
normal proficiency bonus.
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Bone Puppetry Improved Bone puppetry
Beginning at 6th level, as an action, you focus your grim Finally, at 14th level, when you use your bone puppetry
magic towards a creature with bones within 60 feet of ability, you gain control of the creature for 1 minute
you. It must make a Strength saving throw against your instead of one round. The creature can’t resist your
spell save DC. On a failure, you take control of its command, it doesn’t suffer disadvantage on attacks
skeleton. You control what the creature does on its against its allies, nor do they have advantage on saves
next turn, at the end of which, it regains control over against effects caused by the creature. The creature can
its body. If you make it attack its allies, it has repeat the saving throw at the end of each of its turns,
disadvantage on attack rolls. In addition, its allies have ending the effect on a success.
advantage on saving throws from effects caused by a
creature under your control, as it resists your Once under your control, when the creature repeats
command. the saving throw against your Bone Puppetry, you can
choose to expend one additional use of the feature to
You can only have one such creature under your give the creature disadvantage on the save. You must
control at a time. You can use this feature a number of decide to do so before seeing the result of the roll.
times equal to your Intelligence modifier (a minimum
of once). You regain all expended uses when you finish
a long rest.
Skeletal Mastery
Starting at 10th level, you are a master of your own
body, you can reshape your bones, including those of
your face to appear as a completely different person.
You can cast the alter self spell at will without requiring
a spell slot. If you cast the spell using this ability you
can only use the change appearance or natural
weapons abilities of the spell.
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Druid Wickerbone Behemoth
Circle of Symbiosis Starting at 2nd level, you can unleash the vicious
natural powers held amidst your flesh. As an action, you
may expend a use of your Wild Shape to awaken
The Circle of Symbiosis allows druids devoted to
Nature’s wrath, turning into a behemoth, rather than
Nature to become one with it - in the most real sense
transforming into a beast form. A deer skull, wooden
of the word. These druids have mastered osteomancy
skin, goat hooves or other such natural gifts overtake
and use it to sever their own limbs and replace them
your body. While this feature is active, you gain the
with fragments of the natural world. To become
following benefits:
“awakened symbiotic entities” - something others
would decry as aberrations - they graft one or multiple
● Your size becomes Large
limbs to their body. Deer hind-legs replace their own,
tree branches take over their arms, while the most
● You are under the effect of the barkskin spell,
devoted and zealous of them replace their head with
although you do not need to concentrate on it. In
that of an animal.
addition, whenever a creature damages you with an
attack, all creatures you choose within 5 feet of you
By revelling in such powers, the Circle of Symbiosis
take 1d4 magical piercing damage, as your skin
seeks to make all living beings one with Nature, or else.
splinters.
No sacrifice is too great for the cause, as such even
children of the Circle are forced to undergo these often
● The stress of battle stimulates your organism to
deadly abscissions, developing their rampaging powers
fight and survive. Whenever you take damage in a
later on in life. As these druids age, they become
round, you regain half as many hit points (rounded
indistinguishable from their grafts, their humanity
down, minimum of 0), or a number equal to three
slowly waning to make way for something more
times your Wisdom modifier, whichever is lower, at the
implacable, more unyielding. Their practices have
start of your next turn. This regeneration doesn’t work
shunned them from most civilized locales, a
if you are unconscious at the start of your turn.
punishment that hasn’t stopped them from recruiting
- or abducting - more to join their cause.
These benefits last for 10 minutes, or until you use your
Wild Shape again. You cannot use this transformation if
you are wearing armor.
Spells
Your fusion with nature through osteomancy grants you
GM Note: Here’s an example of how the
access to certain spells. At 2nd level, you learn the
regeneration works: Since your turn ended you’ve
Shillelagh cantrip.
been damaged 3 times, you took 3, 3 and 5 points
of damage, for a total of 11 hit points. It is now the
At 3rd, 5th, 7th, and 9th level you gain access to the
start of your next turn, your healing factor kicks in,
spells listed for that level in the Circle of Symbiosis
and should restore 5 hit points. That number is
Spells table. Once you gain access to one of these spells,
lower than 3 times your WIS mod, of 3x4=12
you always have it prepared, and it doesn't count against
(assuming 18 WIS). So you do regain 5 hit points.
the number of spells you can prepare each day. If you
gain access to a spell that doesn't appear on the druid
spell list, the spell is nonetheless a druid spell for you.
Grafted Powers
Druid level Spells
The multiple aspects of nature that you forcefully
implanted within you manifest themselves in other
2 shillelagh aspects of your life. Also at 2nd level, You gain one of
the following benefits.
barkskin,
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skeletal tail* ● Bear Back. You count as one size larger when
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osseous cage*, determining your carrying capacity and the weight you
plant growth can push, drag, or lift as well as for grappling checks. In
commune with nature, addition, you can add your Wisdom modifier to any
7 Strength check that you make.
maiden of bones*
forest of dread*,
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tree stride
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● Deer Head. You have advantage on Wisdom
(Perception) checks that rely on sight or smell. In
addition you cannot be surprised.
Extra Attack
At 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Moreover, you can cast one of your cantrips in place of
one of those attacks.
Nature’s Wrath
Starting at 10th level, your natural grafts succumb to
your osteomantic powers and allow you to tap deeper
into Nature’s fury. You are permanently under the
effect of the barkskin spell.
Briarheart
At 14th level, your fusion is complete, and your heart is
absorbed, sacrificed, making way for a new heart, one
that can fully channel the rage of the natural world.
Your melee weapon attack deals bonus damage equal
to your Wisdom modifier on a hit.
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Spells Bone shield
1st level abjuration (druid, ranger, warlock, wizard)
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Fractured Shell 2nd Level Spells
1st level transmutation (warlock, wizard)
Bone Cocoon
Casting Time: 1 action 2nd-level abjuration (druid, sorcerer, warlock, wizard)
Range: 60 feet
Components: V, S, M (a porcupine's carapace) Casting Time: 1 reaction, which you take when you see
Duration: Concentration, up to 10 minute. a creature drop to 0 hit points
Range: 30 feet
You touch a creature, forcing spiked bone plates to grow Components: V, M (a shrunk rib cage, worth at least 50
from its body, piercing its skin. They take 1 point of gold)
piercing damage. For the duration of the spell, each Duration: Concentration up to 1 minute
time a creature damages the target with a melee attack,
the attacking creature takes 2d4 piercing damage. You conjure up a cocoon made of cartilage and bones,
which protects a creature of your choice. While in the
At Higher Levels. When you cast this spell using a spell cocoon, the creature can’t be damaged by attacks or
slot of 2nd level or higher, the damage dealt to effects originating from outside, has total cover, is
attacking creatures increases by 1d4 for each slot level considered restrained, and makes death saving throws
above 1st. When cast using a spell slot of 5th level or at advantage.
higher the spell no longer requires concentration.
The cocoon has 25 hit points, an AC of 11 + your
Phalangeal Shot Spellcasting modifier. It has resistance to cold, fire and
1st level evocation (sorcerer, warlock, wizard) necrotic damage, and immunity to poison and psychic
damage. If you lose concentration or the cocoon is
Casting Time: 1 action brought to 0 hit points, it is destroyed.
Range: 5 feet wide and 30 feet long line
Components: V, S Arm Cannon
Duration: Instantaneous 2nd level evocation (sorcerer, warlock, wizard)
You point your fingers forward, your phalangeal bones Casting Time: 1 action
are fired outwards, akin to the bullets of a gun. They Range: 30 feet
regrow immediately, leaving your hand unscathed. All Components: V, S
creature in 30 feet long and 1 foot wide line in front of Duration: 1 round
you must succeed a Dexterity saving throw or take 2d6
piercing damage. You fire out the bones of your forearm through your
hand, healing the wound instantly. Make a ranged spell
At Higher Levels. When you cast this spell using a attack. On a hit the target takes 4d8 piercing damage
spell slot of 2nd level or higher, the damage increases and must succeed on a Strength saving throw or be
by 1d6 for each slot level above 1st. pushed back 15 feet. If pushed into an obstacle, the
target is impaled on it, and is restrained by the bone
until the start of its next turn. Creatures that are Large
or larger have advantage on this saving throw.
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Calcified Memories Rolling Bones
2nd level divination (warlock, wizard) 2nd level divination (cleric, druid, warlock, wizard)
Rupturing Curse
2nd level evocation (warlock, wizard)
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Skeletal Tail Osseous cage
2nd level conjuration (druid, ranger) 3rd level conjuration (druid, warlock, wizard)
You grow a long, scorpion-like tail made of sharpened You cause a cage of cartilage and bones to erupt from
bones. Whenever a creature moves in in a 20-foot the ground that surrounds a 10-foot radius area
radius centered on you, you can use your reaction to try centered on you. The bones are thick and provide
and pierce them with the tail. The target must succeed three-quarters cover to creatures inside and outside.
on a Dexterity Saving throw, or take 2d4 piercing You, and any others you designate, can pass through
damage as the tail pierces them, and be pulled in an the cage at will. The osseous cage has AC 12, 100 hit
empty space adjacent to you as the tail retracts. points, and vulnerability to bludgeoning damage. If you
cast this spell again whilst already having a cage
At Higher Levels. When you cast this spell using a summoned, the previous cage turns to dust.
spell slot 3rd Level of or higher, the damage increases
by 2d4 for every slot level above 2nd. At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the cage’s hit point total
increases by 20 per spell slot level above 3rd.
3rd Level Spells
Osseous Impalement
Displacing Maw 3rd level conjuration (sorcerer, warlock, wizard)
3rd level conjuration (warlock, wizard)
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, S, M (a calcified bamboo stick)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous
Massive bone spikes sprout under up to 4 creatures on
Your rib cage opens up violently, trying to devour an the ground of your choice within range. They must
enemy in range. The creature must succeed a Strength succeed a Dexterity saving throw, or take 3d10 piercing
saving throw or be devoured by the maw formed by damage and be impaled by the spike, becoming
your rib bones, taking 4d8 piercing damage and be restrained and held aloft 5 feet in the air. A creature
transported through magic to a point of your choice on restrained in this way takes 1d10 piercing damage at
the ground within 60 feet of you, where the maw the start of each of their turn and can try to break the
reappears and regurgitates them. On a success they bone spike restraining them as an action by making an
take half as much damage and are not transported. Athletics check contested by your spell save DC,
breaking free on a success.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by At Higher Levels. When you cast this spell using a
1d8 and the teleportation range by 10ft for each slot spell slot of 4th level or higher, the both damage
level above 3rd. increase by 1d10 for each slot level above 3rd.
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Rubber bones
3rd level transmutation (sorcerer, warlock, wizard)
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Graveyard Shuffle
4th-level necromancy (cleric, druid)
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Ancestral Bond
5th level divination (Bard, Cleric, Druid, Sorcerer,
Warlock, Wizard)
Forest of Dread
5th level conjuration (sorcerer, warlock, wizard)
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6th level Spells 7th Level Spells
Wall of Bones Boneyard
6th level conjuration (sorcerer, warlock, wizard) 7th-level necromancy (cleric, sorcerer, warlock, wizard)
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Amputate Osteophagia
7th level evocation (druid, warlock, wizard) 9th level conjuration (warlock, wizard)
You coat your hand with vicious Osteomancy. Make a The most lethal osteomantic power. You can cause the
melee spell attack roll against a creature within range, skeleton of a target to liquefy in a matter of seconds,
on a hit you deal 10d8 slashing damage. In addition you causing the target to collapse in on itself. Choose a
rip off one of the creature's limbs (leg or arm or other creature within range, the target must succeed on a
similar appendage). Constitution saving throw or die.
A creature is immune to this effect if it is immune to A successful save prevents the death by skeletal
slashing damage, has legendary actions, or the GM collapse but still deals 10d6 necrotic damage. Creatures
decides that the creature is too big for its limbs to be without bones and creatures whose CR or character
cut off with this spell. Such a creature takes an level is equal or higher than the caster’s CR or
additional 5d8 slashing damage instead. character level are immune to this spell.
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