School of Osteomancy
The pioneer of Osteomancy was an orc named Gunthil Rosenblot. He was a complex man, driven by passions no person truly understood. He was a curious scholar of necromancy and transmuatation who sought a merging of the two arts. His research led him to publish the first work on the subject and thus a hybrid magic school was created. He was released from duty when the council learned of his works that had been done in secret. Even though Osteomancy often unsettles the common folk. Rosenblot was given to acts of astonishing charity, often to people he met once and would never see again.
Osteomancers are no more inclined to good or evil than any other character, but their macabre accouterments and their tendency toward the bizarre tends to alienate the average person. There appears to be a resonance within the practice of Osteomancy that causes portions of Merovia’s worldview to be adopted by his fledgling students. There are many tales of mischievous Osteomancers who have put on impromptu shows to amuse local children by extending and retracting bone spurs at random. However, such displays often have social consequences, and wise Osteomancers – or ones who have grown tired of being chased out of cities at pitchfork-point – learn discretion. Those who are less wise do not live as long. Interestingly, this class does not attract those who specialize in necromancy; at its heart (or rather, marrow), Osteomancy is about transmutation. Druids tend to be polarized in their attitudes and are either appalled or enchanted. No other class has a prejudice one way or the other, although they – like anyone else – might be taken aback by an Osteomantic display. Osteomancers tend not to come from the longer-lived races. Dwarves, gnomes, and elves tend to be deeply suspicious of magic that warps their mortal frames. After all, they are possessions they intend to keep intact for centuries.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy or transmutation spell into your spellbook is halved.
Starting at 2nd level when you select this school, you can use your bonus action to cause portions of your skeleton to break your skin and protrude, causing you no damage or disability whatsoever.
The protruding bones act as Armor Spikes (like those of the Dwarven Battlerager, see the bottom of the page for stats).
You can also create simple or martial weapons excluding bows and crossbows. You are automatically proficient in the weapons forged directly from your own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, your supernatural skill causes these exposed bones to have the strength of steel. These weapons are considered part of your body and cannot be fully removed. If they are cleaved or forcefully removed from your body, they become dust and cannot be magically or otherwise repaired.
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
• The creature’s hit point maximum is increased by an
amount equal to your wizard level.
• The creature adds your proficiency bonus to its
weapon damage rolls.
Beginning at 10th level, your bones become as strong as adamantine.
You gain resistance to piercing and slashing damage. This also allows weapons made from the Bone Spurs ability to function as adamantine for the purposes of overcoming damage resistances.
Starting at 14th level, you can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Constitution saving throw (DC 8+ proficiency + Intelligence modifier); a successful save prevents skeletal collapse but still deals 12d10 points of force damage. This does not effect creatures that do not have a bone structure, ex: Gelatinous cubes, sharks, most golems, etc.
When you do so, you can’t do so again until you finish a short or long rest.
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covrered with spikes that are usually made of metal.
Cost: 75 gp
AC: 14 = Dexterity modifier (max 2)
Weight: 45 lb.