Bone Mage

by edthedragonbard

Search GM Binder Visit User Profile

bone mage

this is still a work in progress

In a universe of demons, in an era of insanity and ghosts
  • I have nothing to do with Wizard's of the Coast. I'm just a person with an overly enthusiastic love of D&D and homebrew.

bonemage

Bone Mages are good, there are some desperate souls that seek knowledge at the cost of everything else they have. But not just any knowledge, Dark Knowledge. The knowledge to become a Dark Necromancer. These secrets are usually protected by some of the more powerful Bone Knights and Evokers. The infamous power from the Dark Knowledge grants Dark Necromancers immense powers. It makes them live longer, gives them the power to reanimate Demons and Aberrations, gives them powers

Class Features

As a Bone Mage, you gain the following class features

Hit Points

Hit Dice: :: 1d8 per level Hit Points at 1st Level: :: 8 + your Constitution modifier Hit Points at Higher Levels: :: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

Armor: :: light armor and medium armor, sheilds Weapons: :: simple weapons Tools: :: one musical instrument, Artisan's tools

Saving Throws: :: Constitution, wisdom Skills: :: Choose two from History, Sleight of Hand, Persuasion, Aracana, Insight, and Perception.

Spellcasting Ability

{{text-align:center Spell save DC:: = 8 + your proficiency bonus + your wisdom modifier

Spell attack modifier:: = your proficiency bonus + your wisdom modifier }}

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • 10 lint fluffs

{{classTable,frame,decoration,wide

The Bone Mage

| Level | Proficiency | Features | Cantrips | Spells | --- Spell Slots Per Spell Level ---|||||||||

^ Bonus ^ ^ Known ^ Known ^ 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Keen Researcher 3 1 2
2nd +2 4 2 3
3rd +2 Tongue of the Dead, origin 4 2 4 1
4th +2 Bone Bond 5 2 4 3
5th +3 Light/Necrotic Resistance 6 3 4 3 2
6th +3 7 4 4 3 3
7th +3 8 4 4 3 3 1
8th +3 Not Dead Yet 9 5 4 3 3 3
9th +4 Bond Bond 2 9 6 4 3 3 3 2
10th +4 9 7 4 3 3 3 3
11th +4 10 8 4 3 3 3 3
12th +4 11 9 4 3 3 3 3
13th +5 12 9 4 3 3 3 3 1
14th +5 13 10 4 3 3 3 3 2
15th +5 13 10 4 3 3 3 3 2
16th +5 14 10 4 3 3 3 3 2 2
17th +6 14 11 4 3 3 3 3 2 2 1
18th +6 14 11 4 3 3 3 3 2 2 1 1
19th +6 14 12 4 3 3 3 3 2 2 1 1
20th +6 15 12 4 3 3 3 3 2 2 1 1

}}

features

keen researcher

You’re able to analyze things easier. Studying stuff takes half the time for you, and you may choose to get an additional +2 in Arcana or History.

q

q

tongue of the dead

you can cast speak with undead at will (Lasting 1-2 hours). This spell targets creatures thet have died, and those that have the Undead Creature tag.

Origins

There are 8 main Origins. The Origin of Trading, ( aka the SoulTrader). The Origin of Scientific Advancement,(aka the Artificial Soul). The Origin of Healing, the Surgeon. The Origin of Elements, ( aka Evoker). The Origin of Cooking, (aka the Cook), the Origin of Buffs. (aka The Bone Knight). The Origin of Speed (aka Scouts).

Bone Bond

Your connection with the powers of life and death strengthens. Choose LIFE or DEATH.

  • LIFE: You gain +1 Con, and all of your undead gain 2d6+3 additional hp and proficiency in Constitution saving throws.
  • DEATH: You gain +1 Wis or Cha, and whenever one of your undead’s kills someone, they regain an amount of hp equal to half of the damage done and you regain 1d4 hp.

Light/Necrotic Resistance

Whenever you take radiant or necrotic damage (your choice), you may make a DC 14 Con save to take 1d6+Con less damage. At the end of a Long Rest, you may change the chosen damage type. At Lv.8, decrease the damage taken by 1d8+Con, and at Lv.12 it’s 2d6+Con.

q

q

q

q

not dead yet

Once per long rest, when you fail a Death Saving throw, you may choose to immediately come back to half of your max hp and choose one of the following benefits. At Level 12, you may choose 2 benefits.

  • Haste: For 1 minute, increase your Movement by +10 ft (Scout’s ADHD replaces this)
  • Spell Recovery (Lv.5): You regain 2 Lv.1 or Lv.2 Spell Slots.

bone bond 2

Your connection with the powers of LIFE and DEATH gets even stronger. Choose LIFE or DEATH.

  • LIFE: You can’t become charmed, and you can choose to take one of your Racial Traits and give it to your undead. Also, +10 Movement to your undeads.
  • DEATH: You’re immune to being poisoned, all of your Undead have the Undead Fortitude Trait, which they get an additional +6 to that trait.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.