Bone Tamer (5e Class)

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Bone Tamer[edit]

A human dawning simple robes is seen resurrecting a dwarf, the dwarf's flesh melt and slip away till bone appears, the lifeless dwarf is now an undead servant to the human as the dwarf lifelessly arises from its mortal body and the human issuing a simple command "go". The dwarf with a simple nod, limbs forward to the raging battle ahead.

A drow in leather armor fierce combat against a group of druids, the druid leader starts to go in for a killing blow against the drow, in response, the drow stretches his hand towards the leader of the group and makes a command word, "dislocate" snapping the leader's leg, making her prone. The leader pushing through the pain goes to cast a spell verbally, the drow sees this and starts going for the kill, as he reverses the dislocation effects and stretches his hand once more saying "Break", breaking the leaders jaw, afterwards the drow conjures a boney Shortswords out of one of his summons and slices the leaders head off. The other druids in the group run off in fear as the drow starts to loot the bodies.

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a Bone Tamer quickly by following these suggestions. First, intelligence should be your highest ability score, followed by charisma. Second, choose the far traveler background. Third, choose any equipment below

Class Features

As a Bone Tamer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: simple, shortsword
Tools: None
Saving Throws: Intelligence and Charisma
Skills: Choose two from five: persuasion, perception, arcana, Investigation, insight

Equipment

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

Table: The Bone Tamer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 <!-Class Feature1-> 0 bone charges
2nd +2 <!-Class Feature2-> 3 bone charges
3rd +2 <!-Class Feature3-> 3 bone charges
4th +2 Ability Score Improvement 5 bone charges
5th +3 5 bone charges
6th +3 7 bone charges
7th +3 7 bone charges
8th +3 Ability Score Improvement 9 bone charges
9th +4 9 bone charges
10th +4 11 bone charges
11th +4 11 bone charges
12th +4 Ability Score Improvement 13 bone charges
13th +5 13 bone charges
14th +5 15 bone charges
15th +5 15 bone charges
16th +5 Ability Score Improvement 17 bone charges
17th +6 17 bone charges
18th +6 19 bone charges
19th +6 Ability Score Improvement 19 bone charges
20th +6 21 bone charges

Spellcasting[edit]

In your dark arts you have learned magic to of course fund your necromancy, at 1st level you can now cast spells (The available spells are detailed further down the page.)

Spellcasting Ability Spell save DC = 8 + proficiency bonus + intelligence modifier Spell attack modifier = proficiency bonus + intelligence modifier,

Bone Charges[edit]

At 2nd level you gain bone charges, bone charges are the pillar of a bone tamer as this is the way you resuscitate fallen creatures and use some of the necro-beastmaster features, these charges fully recharge themselves each long rest you take. A bone tamer has a number of charges available varying on your class level.

Rend Thy Flesh From Bone[edit]

At 2nd level you can resurrect any dead creature with a CR of 1/2, as an action you expend 1 charge to raise a creature that has died in a 15 ft range, the creature cannot have been dead for no longer than an hour, the resurrected creature must be a medium size or lower to be arisen and have an intelligent score of 8. When a resurrected creature arises they gain half their health back and cannot regain any hit points back what so ever. They too gain venerability to bludgeoning damage if they are not already but immunity to the poisoned condition and the poison damage type if they are not already. A risen creature can has the stat block of a Zombie. You can use your bonus action to grip the essence of the risen creature soul and store it inside your magic and you must take a bonus action to release one soul, you can store a number of creatures in your magic equal to your proficiency modifier but while casting damage spells that risen creature takes some of the damage, when rolling for damage you must take one hit dice and distribute that damage equally to all the risen creature inside your magic. The damage type is accosted with the spell's damage type. When storing risen creatures you can turn them into weapons and attack with those weapons. (more is detailed at the class level below.)

At higher class levels When reaching higher class levels your CR climbs with your class levels, the CR required to resurrecting a creature scale with that of a druids in 5.5 edition. At level 8 you can resurrect a creature with a size of large and at level 15 you can resurrect a creature with a size of huge. Along with this at level 9 you can resurrect a creature with an intelligence score of 6 or lower, at level 14 you can resurrect a creature with an intelligence score of 4 or lower, and at level 18 you can resurrect a creature with an intelligence score of 2 or lower.

Soul Transfiguration (Must Have a Risen Creature Inside Your Magic)[edit]

As an action you create a raised creature's soul into any weapon of your choice, when making this weapon you are considered proficient in the weapon while you hold it. The weapon is also bound to you unless it is removed from you willfully, you weapon deals base damage with an additional 1d6 necrotic damage, when throwing a "thrown" weapon type, that weapon is returned to your hand after use and if using ranged weapons you are given 20 arrows that are consumed after each hit or miss, if all arrows are used, they recharge the next hour, an alternative is that you must use physical arrows or degrade your weapon into a melee based weapon for the cool down.

At higher class levels At 4th, 8th, 12th, 16th, 20th level an additional one damage dice is dealt each level forward to the next, at levels 6th, 12th, and 18th level the weapon gains a +1 in attack and damage rolls and at 15th level the weapon bypasses resistance.

Necro-beast Subclass[edit]

At 3rd level, you chose a necro-beast subclass. Choose between Soul Keeper, Mob Bringer, Soul-Mober, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, 18th level.

All Seen Eye[edit]

At 4th level, as a bonus action you can expend one charge to make one of your eyes glow a luminous green, in a 40 ft range you can see in the eyes of all your summons for one minute, while you see inside the eyes of your summon you have advantage with perception checks and you can see anywhere your summons can see.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soul Dreaded Attacks[edit]

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Soul Keeper[edit]

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<!-Class Option 2->[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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