Martial Archetype
Comments from the Finger: More reduxes! Even redux-er-y!
Bone Knight
A bone knight, or an osteoth, is a warrior that has undergone an agonizing transmutation ritual, granting them the ability to fully control their bones. Naturally, this power is hideous and disfiguring, but allows them to grow bone protrusions for weapons and armor, changing their skeleton’s size and shape at will. Mastering this ability is a feat of endurance and creativity, but results in a fighter whose most powerful weapon is not sheathed at their side, but sheathed within their flesh.
Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.
Many fighters believe the osteoth ritual is a mere myth, a flight of fancy traded around campfires, but the process is indeed real, preserved among moldering tomes and in the minds of deranged wizards. With some resourcefulness, the procedure can be replicated with the contents of any alchemist’s lab, with a generous fatality rate of nearly half.
Unarmored Defense
Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting when you choose this archetype at 3rd level, you can sprout plates of bone from your skin. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Skeletal Shift
At 3rd level, you have total control over your skeletal structure, granting you the following abilities:
Bone Blades. You can sprout blades of jagged bone from each of your wrists as a normal creature would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can retract these weapons as another creature would sheathe a weapon.
Bone Spurs. As a reaction when you take damage from a creature within 5 feet of you, you can expend a Hit Die to eject a hail of spiny bone protrusions in all directions. Each creature within 5 feet of you must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or take piercing damage equal to one roll of the Hit Die + your Constitution modifier, or half as much on a successful save.
Restructure. You can cast the spell alter self (to use only the Change Appearance option) without using a spell slot or spell components, and requiring no concentration.
At 3rd level, you have total control over your skeletal structure, granting you the following abilities:
Bone Blades. You can sprout blades of jagged bone from each of your wrists as a normal creature would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can retract these weapons as another creature would sheathe a weapon.
Bone Spurs. As a reaction when you take damage from a creature within 5 feet of you, you can expend a Hit Die to eject a hail of spiny bone protrusions in all directions. Each creature within 5 feet of you must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or take piercing damage equal to one roll of the Hit Die + your Constitution modifier, or half as much on a successful save.
Restructure. You can cast the spell alter self (to use only the Change Appearance option) without using a spell slot or spell components, and requiring no concentration.
Hardy Constitution
By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.
By 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain your total number of hit dice when you finish a long rest.
Adamant Ivory
By 10th level, your bones have become as hard and durable as metal. While you are not wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
By 10th level, your bones have become as hard and durable as metal. While you are not wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Spine Crush
Beginning at 15th level, you can deform the bones of others, in addition to your own. Once per turn, when you hit a creature with your bone blades, you can expend a Hit Die to deal additional necrotic damage equal to two rolls of the Hit Die, plus your Constitution modifier. You can’t use this ability on elementals, oozes, and other creatures which lack a skeletal structure.
Beginning at 15th level, you can deform the bones of others, in addition to your own. Once per turn, when you hit a creature with your bone blades, you can expend a Hit Die to deal additional necrotic damage equal to two rolls of the Hit Die, plus your Constitution modifier. You can’t use this ability on elementals, oozes, and other creatures which lack a skeletal structure.
Master Osteoth
Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 hit dice.
Additionally, you reduce bludgeoning, piercing, and slashing damage you take from nonmagical weapons by 5, instead of 3.
Starting at 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 hit dice.
Additionally, you reduce bludgeoning, piercing, and slashing damage you take from nonmagical weapons by 5, instead of 3.