Marrow Knight (5e Class)
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A tall figure stands atop a crumbling ruin, encased in dull white armor which covers them from head to toe, concealing even their face. The armor seems to be sculpted around their from fitting them perfectly, and long bony spikes protrude from its back and helm. As the hoard of goblins charges up the hill towards them, their arm suddenly seems to extend, becoming and enormous plated whip, the same color as the armor. The whip lashes out at lightning speed, skewering three goblins at the same time. As more goblins flood towards the figure, the spikes on their armor elongate and strike out, punishing any goblins that draw too near. As goblins press in on the warrior from all sides, their whip retracts, then transforms into a massive sword, which the figure uses to cleave through the goblins with ease. At last, the final goblin falls. The warrior slowly wipes the blood from their armor, then turns and walks away, leaving a mountain of copses behind for the ravens that already gather overhead, circling and cawing eagerly.
A tiefling in pearly white armor faces down a hungry owlbear, which prowls slowly close and growls. In one hand, the tiefling holds a long elegant spear. In the palm of her other hand, runes appear suddenly as she mutters something under her breath. The owlbear roars and charges, and the tiefling's eyes flash as the runes in her palm summon a great bolt of lightning which strikes the owlbear straight in the chest. Rushing forwards as the beast howls in pain, she strikes it once, twice, three times with her spear. The owlbear lashes out in fury, but its claws rake harmlessly off her armor. With a yell, the tiefling places both hands on her spear, and it glows with burning energy as she plunges it through the owlbear's skull. As the monster crashes to the ground, the tiefling melds two of her fingers together, forming a knife, which she uses to cut into the owlbear's corpse. Using the bone knife, she excavates a large rib bone, and breaks it in two. Then, tipping her head back, she drinks the marrow which dribbles from the bone. Wiping her lips, the tiefling pulls her spear from the beast's head, and smiles as the runes on her hand begin to glow brightly again.
Marrow Knights use the enhanced abilities of their own skeletons to fight, protect themselves, and even control the magic that resides within their very bones.
Creating a Marrow Knight
Some unfortunate people on the material plane have been infected by a particular disease which causes the carrier's bones to grow and expand, often killing or horribly disfiguring people. However, some individuals who catch the disease are strong enough to resist and control its effects to an extent, and in doing so are granted special abilities. These abilities manifest in the form of a set of armor made of the person's own bone, which has grown around some or all of their body. However, the abilities granted by this marrow armor are not always the same, sometimes granting a person enhanced magic, heightened durability, or strange bone mutations of many different sorts. When making a Marrow Knight, ask yourself what was it about you that allowed you to survive and harness the powers of the disease that infects you, and what sort of changes has it wrought on you both physically and mentally. Oftentimes, carriers of this disease are looked upon with fear, pity, or revulsion. How has often being judged by sight alone effected you?
- Quick Build
You can make a Marrow Knight quickly by following these suggestions. First, either Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
As a Marrow Knight you gain the following class features.
- Hit Points
Armor: Bone armor
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Acrobatics, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any martial melee weapon
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 2d4x10 gold pieces in funds.
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Bone Armor, Bone Weapon||—||—||—||—||—||—|
|2nd||+2||Secondary Bone Weapon, Spellcasting||3||2||—||—||—||—|
|3rd||+2||Marrow Knight Evolution, Fortified Armor||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|7th||+3||Marrow Knight Evolution Feature||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||6||4||3||—||—||—|
|12th||+4||Ability Score Improvement||8||4||3||3||—||—|
|15th||+5||Marrow Knight Evolution Feature||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||10||4||3||3||2||—|
|18th||+6||Extra Attack (2)||11||4||3||3||3||1|
|19th||+6||Ability Score Improvement||11||4||3||3||3||2|
|20th||+6||Marrow Knight Evolution Feature||12||4||3||3||3||2|
The bones of your body have grown outwards, encasing you like an exoskeleton and protecting you from harm. You can choose how your armor looks, and whether or not it covers you entirely, or just mostly. You are incapable of taking this armor off, as it is part of your body, and cannot wear other armor. If you have a natural defense, you may use this score instead, however you still have the bone armour on you. You can choose one of the following options for your bone armor at the end of a long rest in a place such as a town or temple where you know you are safe:
- Heavy armor.
Your AC is 18. You have Disadvantage on Dexterity (Stealth) checks. In addition, damage you take from nonmagical weapon attacks is reduced by 1.
- Light armor.
Your AC equals 12 + your Dexterity modifier, and you gain a +1 bonus to Dexterity based ability checks and saving throws.
- Sharp armor.
Your armor is covered in long, razor sharp spines. Your AC equals 15 + your Dexterity modifier (2 max), and whenever a creature hits you with a melee weapon attack, it takes 1 piercing damage.
You can cause your bones to grow into the shape of a weapon of your choice. Choose one of the options below. Your bone weapon functions as the chosen weapon, but if it would normally have the two-handed, versatile, or thrown properties, it loses those properties, if the weapon would normally be heavy/two handed you may not benefit from dual weapon fighting unless your strength score exceeds 19 :
Battleaxe, Greataxe, Greatsword, Longsword, Maul, Rapier, Shortsword, Spear, Trident or any other non ranged melee weapon.
As a bonus action, you can choose for the chosen weapon to extend from one of your arms, temporarily replacing your hand. You can retract the weapon and cause it to meld back into your armor as a bonus action.
Secondary Bone Weapon
Beginning at 2nd level, you can grow another bone weapon from whatever arm your first bone weapon does not grow from. This weapon follows the same rules as your first bone weapon, at 3rd level you gain an additional +1 bonus to attack and damage rolls you make with it, and it counts as magical for the purpose of overcoming resistances and immunities. Choose a weapon from the same list as before. It can be different, or another of the same weapon.
At 2nd level, you can harness the magical abilities imbued in the marrow of your bones and cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.
- Spell Slots
The Marrow Knight table shows how many spell slots you have of 1st level or higher. To cast a spell, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots after you finish a long rest.
- Spells known of 1st level and higher
You know three spells form the marrow Knight spell list, which is detailed at the end of the class.
The Spells Known column of the Marrow Knight table shows when you learn more Marrow Knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, at 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class or take a long rest to adjust your bone armor, you can choose up to your wisdom mod (at least 1) of the Marrow Knight spells you know and replace it with another spell from the Marrow Knight spell list, which also must be of a level for which you have spell slots.
- Spell casting ability
Wisdom is your spellcasting ability for your Marrow Knight spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Marrow Knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Marrow Knight Evolution
At 3rd level, you chose what type of powers the disease that infects your bones has given you. Choose either Aberration, Dreadnought, or Rune-Skull as your Marrow Knight Evolution, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Starting at 3rd level, your bone armor grows tougher and more resistant. You are resistant to damage dealt to you by nonmagical ranged weapon attacks.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead on once, when you take the attack action on your turn. The number of attacks increases to three when you reach 18th level in this class.
At 6th level, your skeleton has adapted to the harsh environment of the battlefield. You gain the following benefits:
- You gain a +1 bonus to AC.
- You get an extra reaction in each round during combat. This reaction can be used only for making opportunity attacks.
- Once on each of you turns during combat, you can choose to deal an amount of extra damage equal to your proficiency bonus on an attack roll you make with one of your bone weapons.
At 7th level you gain the ability to preform a ritual to separate magical enchantments from weapons and imbue them into your bones you may only have one armor enchantment of this kind and 2 weapon enchantments. These enchantments can be as simple as a +1 or as extreme as adding fire, nacrotic, or force damage to an attack. Your dm may allow you to break down a sentient weapon if they want but if this is done it is possible said Personality may refuse to form when you call on it forcing you to draw another weapon. Breaking down/transfering legendary or artifacts enchantments will result in you taking 40d20 in magical force damage as your body is overloaded with magical energy, a dm my override this ruling if they wish to. If you wish to get rid of a enchantment inside you you must preform the ritual on a normal weapon or armour if the ritual is failed the enchantment is gone forever and you take 3d6 magical force damage for each level of rarity (3 common 6uncommon 9rare 12very rare) if you succeed then the weapon/armour is enchanted with the enchantment as if it were always there. The ritual take 8 hours to preform and leaves you with one level of exhaustion, you may speed the ritual up by willingly spilling your life essence this works by sacrificing 1 hit dice for each hour you want to erase from the rituals time.
Starting at 10th level, you can infect other creatures with a bit of your own disease by launching a small shard of infected bone from your armor at them. As an action, choose a creature you can see within 10 feet of you. That creature must make a Constitution saving throw, the DC for which is the same as your spell save DC. On a failed save, the target's bones start to grow and warp, penetrating the target's flesh. The target takes 5d10 piercing damage, and suffers a -2 penalty to all Strength and Dexterity based attack rolls, saving throws, and ability checks it makes. On a successful save, the target takes half as much damage, and doesn't suffer the -2 penalty. Constructs, as well as any creature that doesn't have bones, are immune to this feature. The effects of this feature can be cured by magic such as a lesser restoration spell. Once used, this feature can't be used again until you finish a short or long rest.
Beginning at 11th level, the disease which infects you infuses your marrow with magic, sustaining and preserving your body. You no longer require food. In addition, you age only one year for each 20 years you would normally age, and are immune to other diseases.
At 14th level, your bones regrow even after being severed from your body or destroyed. Any of your severed body members (fingers, legs, tails, etc) regrow after 1 hour. Additionally, as an action, you can regain a number of hit points equal to twice your Marrow Knight level. Once you do, you must finish a long rest before you can do so again.
Marrow Knight Evolutions
Aberrations are Marrow Knights whose skeletons have grown and evolved far beyond those of other Marrow Knights. Aberrations posses the ability to mold their bones into a far greater variety of forms, creating more effective tools and weapons.
- Specialized growth
At 3rd level, you gain one of the following features of your choice. If any of these options require the use of one or more of your arms, you cannot use that feature as long as your arms are already morphed into a bone weapon or another one of these features. You cannot choose the same option multiple times, even if you later get to choose again.
Claws. As a bonus action, you can cause, sharp, foot-long claws to extend from each of your hands. The claws have the finesse and light properties, have a reach of 5 feet, and deal 1d6 slashing damage on a hit. You can use a bonus action to retract the claws.
Shield. As a bonus action, you can morph one of your arms into a shield. While the shield is out, you gain a +2 bonus to AC. This bonus increases to +3 at 7th level. You can use a bonus action to morph the shield back into your arm.
Vicious Blade. As a bonus action, you can cause a three-foot long serrated blade to extend from your arm. The blade has a reach of 5 feet and deals 1d10 slashing damage, and deals one extra damage dice when you score a critical hit with it. You can use a bonus action to retract the blade.
- Specialized Growth 2
At 7th level, gain one of the following features of your choice. Alternatively, you can choose one of the options from your Specialized Growth feature that you have not already chosen. If any of these options require the use of one or more of your arms, you cannot use that feature as long as your arms are already morphed into a bone weapon or another one of these features. You cannot choose the same option multiple times, even if you later get to choose again.
Ballista. As and action, you can open up one of your arms and fire a massive bone projectile out of it. The projectile has a range of 150/600 feet, and deals 4d10 piercing damage. Because you are sacrificing part of your own body when firing the projectile, you can only use this feature a number of times equal to your Constitution modifier before you must finish a long rest, during which your body regrows, to regain your expended uses of it.
Colossus Hammer. As a bonus action, you can morph one of your arms into a massive bony sledge hammer. The hammer has the heavy property, has a reach to 10 feet, and deals 1d12 bludgeoning damage. The hammer deals double damage to objects and structures. You can use a bonus action to morph the hammer back into your arm.
Extra Limb. You grow and extra limb, which can be used to transform into your bone weapons and other features.
- Specialized Growth 3
At 15th level, gain one of the following features of your choice. Alternatively, you can choose one of the options from your Specialized Growth or Specialized Growth 2 feature that you have not already chosen. If any of these options require the use of one or more of your arms, you cannot use that feature as long as your arms are already morphed into a bone weapon or another one of these features. You cannot choose the same option multiple times, even if you later get to choose again.
Bony Tendrils. As a bonus action, you can cause flexible tendrils of bone to grow from any number of you limbs. Each limb can grow up to two tendrils. Each tendril has a reach of 15 feet, and deals 1d6 bludgeoning damage. In addition, when you hit a creature with a tendril, you can choose to grapple it (escape DC = 8 + your proficiency bonus + your Strength modifier). While grappling a creature with a tendril, you cannot make another attack with the same tendril. In addition when you take the Attack action on your turn, you can choose to make an attack with each tendril you have. You can use a bonus action to retract your tendrils.
Spiny Defense. Dozens of spikes grow from your armor. Whenever a creature hits you with a melee weapon attack, the spikes lash out at them, dealing 1d8 peircing damage. In addition, as an action, you can cause your spine to grow together into a huge spear which lashes out at a creature you can see within 30 feet of you. Make a melee weapon attack against that creature. On a hit, the spear deals 5d10 piercing damage. Once the spear has been used, you can't use it again until you finish a long rest.
Whip. As a bonus action, you can grow a 10 foot-long whip from your arm. You whip can extend when you attack with it, giving it a reach of 20 feet. The whip deals 2d8 slashing damage. In addition, when you hit a creature with the whip, you can pull the creature up to 15 feet towards you. You can use a bonus action to retract the whip.
- Specialized Growth 4
At 20th level, gain one of the following features of your choice. Alternatively, you can choose one of the options from your Specialized Growth, Specialized Growth 2, or Specialized Growth 3 feature that you have not already chosen. If any of these options require the use of one or more of your arms, you cannot use that feature as long as your arms are already morphed into a bone weapon or another one of these features. You cannot choose the same option multiple times, even if you later get to choose again.
Fragment Burst. As a action, you can fire a volley of razor sharp bone fragments in a 60 foot radius around you. Each creature in that radius that does not have total cover must make a Dexterity saving throw, the DC for which is equal to 8 + your proficiency bonus + your Strength modifier. A creature takes 14d8 piercing damage on a failed save, or half as much on a successful one. Once used, this feature can't be used again until you finish a long rest.
Lethal Scythe. As a bonus action, you can morph your arm into an over-sized scythe. The scythe has the heavy property, has a reach of 10 feet, and deals 2d10 slashing damage. You score a critical hit when you roll a 19 or 20 on an attack roll you make with the scythe, and it deals an extra dice of damage when you score a critical hit with it. The scythe counts as magical for the purpose of overcoming resistances and immunities. After using the scythe for more than 1 minute, you suffer 1 level of exhaustion, and you must finish a short of long rest before you can use it for another minute without suffering a level of exhaustion. You can use a bonus action to morph the scythe back into our arm.
Shard Wings. As a bonus action, you can grow a pair of bony wings from your back. The wings grant you a flying speed of 60 feet. In addition, you can attack with your wings. Your wing have the finesse property, a reach of 5 feet, and deal 1d10 slashing damage. The first wing attack you make each turn does an extra 1d10 damage if you've flown at least 30 feet in a straight line this turn. You can use a bonus action to meld your wings back into your armor.
Dreadnoughts are Marrow Knights who's armor has hardened and grown, making them far tougher than regular Marrow Knights. Their supreme defense, combined with some regenerative abilities, make them neigh unkillable.
At 3rd level, your hit point maximum increases by 6. In addition, whenever you gain a level in this class, your hit point maximum increases by an additional 1.
- Unfailing Strength
At 3rd level, you gain advantage on Strength saving throws you make against being knocked prone, and have advantage on Strength checks you make to escape grapples.
- Steadfast Guardian
At 7th level, you act as an unflinching wall, blocking your enemies and protecting your allies. As a reaction, when a creature you can see attacks a target other than you that is within 5 feet of you, you can impose disadvantage on the attack roll. Additionally, you can use an action to plant yourself firmly and prevent other creatures from escaping past you. Until the start of your next turn, you have advantage on opportunity attacks you make, and your opportunity attacks deal and 1d10 damage. Also, any enemy that tries to move out of your reach without teleporting must succeed on a Strength saving throw (the DC for which equals 8 + your proficiency bonus + your Strength modifier) or have its speed reduced to 0 until the start of its next turn.
- Endless Endurance
At 15th level, you are able to survive through massive amounts of damage and keep on fighting. At the start of each of your turns, as long as you have at least 1 hit point let, you regain a number of hit pints equal to 2 + your Constitution modifier.
- Impenetrable Armor
At 20th level, your armor becomes thick and sturdy, protecting you from harm. You gain resistance to bludgeoning, piercing, and slashing damage. Your toughened armor is heavy, and your speed is reduced by 10 feet.
Rune-skulls have heightened magical abilities, and can use their magic to aid both themselves and their allies in different ways. A Rune-skulls presence also warps magic in peculiar ways, sometimes changing its effects or even nullifying it completely.
You know all of the spells on the basic spell list and additional spells based on your subclass.
- Enhance Ability
At 3rd level, you can use your spell slots to empower the abilities of you and your allies. As a bonus action, you can expend a spell slot, then choose one of the following effects. The strength of the effect depends on the level of spell slot you expended.
Empower Ability You or a creature you can see within 30 feet of you adds an extra dice to an attack roll ability check, or saving throw you/they make within the next minute. The dice size depends on the level of the expended spell slot: d6 for 1st level, d8 for 2nd level, d10 for 3rd level, and d12 for a spell slot of 4th level or higher.
Empower Attack You or a creature you can see within 30 feet of you gains a bonus to all damage rolls you/they make with weapons until the end of your/their next turn. The bonus to their damage rolls depends on the level of the expended spell slot: +2 for 1st level, +3 for 2nd level, +4 for 3rd level, +5 for 4th level, and +6 for a spell slot of 5th level or higher.
Empower Defense You or a creature you can see within 30 feet of you gains a bonus to AC until the start of your/their next turn. The bonus to AC depends on the level of the expended spell slot: +2 for 1st level, +3 for 2nd level, +4 or 3rd level, +5 for 4th level, and +6 for a spell slot of 5th level or higher.
- Energy Transference
At 3rd level, you can regain some of your own magical energy by consuming that of fallen creatures. As an action, you can break open the bone of a diseased creature that has been dead for no longer than 1 day and drink its marrow. Doing so causes you to regain one 1st level spell slot. Do do so, the creature must actually have bones, and cannot be undead. You can use this feature a number of times equal to your Wisdom modifier before you must finish a long rest in order to regain your expended uses of it.
- Magic Warping
At 7th level, your presence twists the magic around you in strange and unpredictable ways. Whenever a creature within 30 feet of you other than you cast a spell of 2nd level or higher, roll a d12. What happens based off of your roll is determined below:
- 1-5. Nothing changes about the spell
- 6. If the spell has a targeted effect, it targets an additional randomly determined creature within the original spell's range. If it doesn't have a targeted effect, and effect has an area effect, that area's size is doubled. If it doesn't have a targeted effect or an area effect, roll once on the wild magic surge table. The effect rolled on the table effects the spell's caster.
- 7. If the spell has a targeted effect, it targets every possible target within its range. If it has an area effect, every creature in that area automatically fails the saving throw. If the spell has neither a targeted or area effect, nothing happens.
- 8. The spell fails and the spell slot is wasted.
- 9. If the spell has an area effect, every creature in that area automatically succeeds on the saving throw. If the spell does not have an area effect, the spell fails, and the spell slot is wasted.
- 10. Roll once on the wild magic surge table. The spell's caster is subjected to the effect rolled.
- 11. Roll once on the wild magic surge table. You are subjected to the effect rolled.
- 12. Roll once on the wild magic surge table. The spell's caster and each creature within 30 feet of them are subjected to the effect rolled.
- Magic Resistance
At 15th level, your constant exposure to magical energy has caused you to build up a tolerance to it. You have advantage on saving throws against spells and other magical effects.
- Arcane Eruption
At 20th level, as an action, you can expend a massive amount of your magic and cause bolts of energy to explode outwards from you and strike any number of creatures you can see within 60 feet of you. Choose and expend any number of spell slots of 3rd level or lower. Each creature that was struck by your magic must make a Dexterity saving throw. On a failed save, they take full damage, and they take half damage on a success. The amount of damage is determined both by the number of spell slots you expended, and by each slot's level. Each 1st level spell slot deals 1d6 damage, each 2nd level spell slot deals 2d6 damage, and each 3rd level spell slot deals 3d6 damage. You can choose the type of damage this feature deals from the following options: cold, fire, force, or lightning. Once used, this feature can't be used again until you finish a long rest.
- 1st Level
Absorb elements, armor of Agathys, burning hands, chromatic orb, color spray, compelled duel, detect magic, detect poison and disease, earth tremor, hellish rebuke, magic missile, purify food and drink, ray of sickness, thunderwave, thunderous smite.
- 2nd Level
Continual flame, dragon's breath, find steed, flame blade, flaming sphere, gust of wind, locate animals or plants, locate object, magic weapon, Melf's acid arrow, protection from poison, scorching ray, shatter, Snilloc's snowball swarm, web.
- 3rd Level
- 4th Level
- 5th Level
Because Marrow Knights have gained their abilities by being effected by and surviving a disease, they cannot be multiclassed into.