Umbraskin Marrowweaver (5e Class)

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Umbraskin Marrowweaver[edit]

Umbraskin Marrowweaver's are a rare breed of individuals who have been bred to specifically bring out the true combined capabilities of two powerful nomadic tribes. The Marrowkin and Shadow Dwellers; Using there enhanced genetics, they trained in order to not only be proficient with their genetic traits, but with magic revolving around them. All Umbraskin Marrowweavers are paired with a companion at birth. This companion is another Umbraskin Marrowweaver who typically becomes either there spouse, best friend, or some other life long relation starting at a young age. Through intense observation by the clan however, One of the two Umbraskin Marrowweaver is chosen for a ritual. This is done once an intense emotional attachment is evident, and one of the two partners displays a higher strength than the other. Within this dark clan tradition/ritual, higher ups of the clan force one of the Umbraskin Marrowweaver partners to watch as the other is slowly tortured and eventually killed. All the while, whispering in your ear a way to south it. Through the process of being unable to accept this person's death and trauma bestowed onto you, you give into the clan higher ups and unconsciously curse your partner, causing them to become a vengeful spirit of great power. Once you've obtained this point in life, your adolescent days are considered over and you begin learning the true abilities of an Umbraskin Marrowweaver and their spirit as an awoken member of the clan. awoken members of the clan are given the title of Osseran, and are granted the realization that power comes at a cost and no longer harbor hatred towards their clan. In order to bring glory to your unknown clans lineages, you set out into the world seeking to master your power as an Umbraskin Marrowweaver Osseran.

"Osserans" is a portmanteau of "Osseous," meaning related to bones, and "Umbran," derived from "Umbraskin" or "Umbramancer," which is related to shadows. So, "Osserans" could be interpreted as something like "Shadowed Bones" or "Bony Shadows," reflecting the dual nature of your Umbraskin Marrowweaver class. It's a created term to encapsulate both the bone and shadow themes in a single, concise name.

Creating a Umbraskin Marrowweaver[edit]

F88c11d0-a3e7-4028-a23f-4c0e74887cb1.png
Osseran studying dark arts


Quick Build

You can make a Umbraskin Marrowweaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, and finally followed by Constitution. Second, choose the Shadow Manipulator background. Finally, choose either the Marrowkin or Shadow Dwellers Race.

Class Features

As a Umbraskin Marrowweaver - Osseran you gain the following class features.

Hit Points

Hit Dice: 1d10 per Umbraskin Marrowweaver - Osseran level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Umbraskin Marrowweaver - Osseran level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons, Martial Ranged Weapons, Simple Ranged Weapons, Finesse Weapons, anything made of bone
Tools: Choose one type of Artisan’s tools or one Musical Instrument
Saving Throws: Intelligence and Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Stealth, Arcana, Insight, or Persuasion.

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) 10 Darts or (b) Sling
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon or (c) 1 Backpack
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Umbraskin Marrowweaver - Osseran

Level Proficiency
Bonus
Features Ethereal Cartilage Martial Arts/Classic Unarmed Die Unarmored Movement Magic’s Structural Integrity
1st +2 Vengeful Osseran Spirit, Unarmored Defense, Ethereal Cartilage, Unarmored Movement 4 + Con - +10 +10 + Con
2nd +2 Catheral Augmentation, Martial Arts 8 + Con 1d4 +10 +15 + Con
3rd +2 Osseous Architect, Bone-Shrouder Maneuvers, Osseran Spirit Feature 12 + Con 1d4 +10 +20 + Con
4th +2 Ability Score Improvement, Shadow Possesion 16 + Con 1d6 +15 +25 + Con
5th +3 Extra Attack, One With Shadows, Catheral Augmentation 20 + Con 1d6 +15 +30 + Con
6th +3 Osseran Spirit Feature 24 + Con 1d6 +15 +35 + Con
7th +3 Shadow Chain, Evasion, Osseous Architect 28 + Con 1d6 +20 +40 + Con
8th +3 Ability Score Improvement, Possesive Calcification 32 + Con 1d6 +20 +45 + Con
9th +4 Osseum Oblivion, Ethereal Cartilage Recovery 36 + Con 1d8 +20 +50 + Con
10th +4 Osseran Spirit Feature , Osseran Enchants, Enhanced Shadow Sewing, Catheral Augmentation 40 + Con 1d8 +25 +55 + Con
11th +4 Extra Attack (2), Kage Cartilage 44 + Con 1d8 +25 +60 + Con
12th +4 Ability Score Improvement, Construct Brilliance, Genetics Embrace 48 + Con 1d8 +25 +65 + Con
13th +5 Camellia Combat 52 + Con 1d10 +30 +70 + Con
14th +5 Osseran Spirit Feature , Osseous Architect 56 + Con 1d10 +30 +75 + Con
15th +5 Mastered Hiden 60 + Con 1d10 +30 +80 + Con
16th +5 Ability Score Improvement, Graveyard Grasp 64 + Con 1d10 +35 +85 + Con
17th +6 Forceful Bone Annulment Escape Artist 68 + Con 1d12 +35 +90 + Con
18th +6 Ability Score Improvement, pincushion 72 + Con 1d12 +35 +95 + Con
19th +6 Ability Score Improvement, Bone Kage 76 + Con 1d12 +40 +100 + Con
20th +6 Osseran Spirit Feature , Osseran Enchants Improvement 80 + Con 1d12 +40 +105 + Con

Beyond 20th Level[edit]

The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.

Level Proficiency Bonus Features Ethereal Cartilage Martial Arts/Classic Unarmed Die Unarmed Movement Magic’s Structural Integrity
21 +7 True Evasion(2), Forceful Bone Annulment(2) Marrow Plunge 85 + Con 1d12 +40 115 + Con
22 +7 Ability Score Increase, Umbral Conduit, Resonance 90 + Con 1d12 +45 125 + Con
23 +7 Yomotsu Hirasaka, Elytra Of Osseroues 95 + Con 1d12 +45 135 + Con
24 +7 Ethereal Cartilage Recovery(2), Genetics Embrace(2) 100 + Con 2d8 +45 145 + Con
25 +8 Limitless Void, Marrow Dope 105 + Con 2d8 +50 155 + Con
26 +8 Ability Score Increase, Spectral Swarm 110 + Con 2d8 +50 165 + Con
27 +8 All-Killing Ash Bones 115 + Con 2d8 +50 175 + Con
28 +8 False Cleavers 120 + Con 2d8 +55 185 + Con
29 +9 Rejuvinating Shadows, Yin'd Arts 125 + Con 3d6 +55 195 + Con
30 +9 Ability Score Increase, Rotating Lotus 130 + Con 3d6 +55 205 + Con + Prof
31 +9 Ethereal Mastery 135 + Con 3d6 +60 215 + Con + Prof
32 +9 Genetics Embrace(3) 140 + Con 3d6 +60 225 + Con + Prof
33 +10 Lasting Form 145 + Con 2d10 +60 235 + Con + Prof
34 +10 Ability Score Increase, Osseran Cocoon 150 + Con 2d10 +65 245 + Con + Prof
35 +10 Hone no ana 155 + Con 2d10 +65 255 + Con + Prof
36 +10 Extra Attack (4) 160 + Con 2d10 +65 265 + Con + Prof
37 +11 Force of Will 165 + Con 2d12 +70 275 + Con + Prof
38 +11 Ability Score Increase, Maximum Uzumaki, Genetics Embrace(4) 170 + Con 2d12 +70 285 + Con + Prof
39 +11 Additional Chakra Nature 175 + Con 2d12 +70 295 + Con + Prof
40 +11 Ability Score Increase, Ninja Path* 180 + Con 2d12 +75 310 + Con + Prof

Vengeful Osseran Spirit[edit]

After completing the Umbraskin Marrowweaver ritual you achieve the rank Osseran, and your partners vengeful spirit remains are left for you to control. Starting at 1st level, you gain control over your Osseran Spirit. Osseran Spirits are congenitally engraved into the user's body, and share any and all abilities gained through this class. Osserans are granted an innate mastery and ability that manifests within their Vengeful Spirit, which continually carves its formula into the user over time. As you gain better control of your spirit, Your spirit gains features at 1st, and again at 3rd, 6th, 10th, 14th, 20th, 21st, 23rd, 26th, 30th, 34th, and 40th level.

Unarmored Defense[edit]

At 1st level, your finesse in dodging lets you last in fights without traditional armor. While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence bonus.

Unarmored Movement[edit]

At 1st level, while wearing no armor and not wielding a shield, your speed increases by 10 feet. This bonus increases when you reach certain levels, as shown in the leveling table.

Ethereal Cartilage[edit]

At 1st level, you begin on your journey of mastering the manipulatable energy inside you called Ethereal Cartilage (Catheral for short). Catheral is a form of dark energy created when physical and spiritual energy is combined within the body. This energy is often confused with ki and mana alike, but the three are very different in form and control, and cannot be used interchangeably. Imbued with the resilience of bones and the fluidity of shadows. This fusion not only enhances their physical prowess but also facilitates the manipulation and expulsion of the shadowy bone magic they command. The energy circulates throughout your body in a network woven into your bones and cells. Catheral can be expelled from the body, not unlike a capacitor, to effect the world around the user. Your access to this energy is represented by a number of Ethereal Cartilage. Your level determines the number of Catheral you have, as shown in the Ethereal Cartilage column of the leveling table, and you add your Constitution modifier to your Ethereal Cartilage maximum.

Spellcasting Ability

Intelligence is your spellcasting ability for your Osseran Abilities (detailed below), since you apply Ethereal Cartilage through careful intellectual control. You use your Intelligence whenever a technique or ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ability you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Martial Arts[edit]

At 2nd level, you have experience with styles of fighting that emphasize your speed and guile, and you have trained to use your body like a weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and any weapons that you are proficient with which don't have the heavy property.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain levels, as shown in the Martial Arts column of the Leveling table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.

Catheral Augmentation[edit]

At level 2, you begin to twist turn and augment the shadows around you, encasing existing weapons, body parts or structures you make contact with in a layer of bones and a shadow aura. Choose one of the following to unlock. You gain another one at level 5, and 10.

Purged Calcification - If you choose to imbue or encase a body part as a bonus action, your unarmed dice damage adds 1d8 per point spent to a maximum of your proficiency bonus when hitting with that limb. These effects can be done to yourself and others.

Osseran Armor - you may alternatively choose to use a bonus action and spend Catheral Points up to your Proficiency Bonus to encase yourself protectively in Osseran Armor. When doing so, you can surround yourself or others with Bones wrapped and held by surrounding shadows for one minute. You gain a number of temporary hit points equal to the amount of Catheral spent times 10 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0.

Wraith Woven Tools - You may also spend an action to imbue a weapon or object with your Osseran powers giving it a casing of bone and thick shadowy aura. This aura allows you to deal 1d4 necrotic damage for every 2 points spent on the ability. This damage is done if you barely miss a hit dice by 2 or less (not done otherwise/if you miss by more than 2/if you hit and doesnt do any other kind of damage or base dmg from the weapon). Otherwise, your weapons hit dice is given 3x the amount of points spent to imbue it, which is at max twice your proficiency bonus. The weapon additionally gains 1d8 necrotic damage per 2 points put into it. (For example if you hit and had spent 4 points on it, you would do +12 and +1d8 necrotic additionally to your damage die)

Osseous Architect[edit]

Starting at level 3, As an action, reaction, or bonus action you can manipulate the shadows and bones around you to create structures such as walls, ladders, shields, and more. The size and complexity of these structures depend on the number of Ethereal Cartilage points spent. The health of these structures is determined by the Magic’s Structural Integrity section shown in the leveling table. To create a structure, follow the following guide lines:

  • Your Bone Constructs with shadows used to woven them together and hold them tight have an AC of 15. The base HP would be a 18 or (4d8) + Magic’s Structural Integrity . (The AC In this case wouldn’t be the construct trying to block or dodge an attack, Instead AC is just how difficult it is to deal damage to it.)
  • You may control structures you create with your as if it were an extension of your body. While actively controlling constructs, others who wish to forcefully move them must make a strength roll against your spell casting ability.
  • Constructing something that can damage things when hit, ran into, or touched like spikes deal 1d10 + Con magical Slashing or Piercing damage and increases by 1d10 per creation level. (Simple 1d10, Moderate 2d10, Complex 3d10). To see if you hit them it depends on the situation. If they or the construct is going towards on another fast, they must take a dex save to avoid it not taking the damage. Consult DM about any special scenarios and how to rule it.
  • Bone Quality & Shadow Strength; The quality and magical power put into the conjured bones and shadows used to form the constructs. For each Ethereal Cartilage point spent, add 1d8 + Constitution.
  • As an action or Reaction You may alter a creation of yours by either exchanging height and width or editing it like a moderate structure (following moderate structure rulings. More than 3 edits can not be done to a structure or its structural integrity fails and it dissipates.
Simple Creation

Cost: 5+ Catheral, Action, Bonus Action, or Reaction

Requirements: Lvl 3

Basic structures or objects with straightforward designs. Examples: A plane wall, flooring, bridge, pillar, etc. Simple structures take a round to form and concentration during said round, but are instant at level 10 and dont need concentration Determination: If the creation involves minimal details, standard shapes, and has a singular function, it falls into the simple category. Basic shapes that are in the shape of a bone in your body is under this category, and any simple wall or single structure that has no detail (A wall with no spikes or windows is just plane vs a wall with a window, things like a house wouldn’t be allowed as that's multiple walls ceilings, etc.) The cost for creating something of this nature is based at 2, however if larger than 10ft wide and 10ft tall add a cost of 3 Catheral per 5 ft. Determine the thickness or density of the creation as well with a minimum of 1/2inch. Going over 2inch thickness costs 2 points per inch. (Example; A 45ft wide wall thats 15ft tall and 5 inches thick would cost 5(base)+21(width)+3(hight)+6(thickness)=a total of 35 Ethereal Cartilage points.)

Moderate Creation

Cost: 8+ Catheral, Action or Reaction

Requirements: Lvl 7

More intricate designs or added features beyond the basics. Moderate creations take a round to form with concentration, but are instant at level 15 not needing it. Examples: A detailed sculpture, a weapon with unique engravings, a magical trap. Determination: If the creation has additional details but is still simple it is classified as moderate. slightly edited designs or added features beyond the basics. Determination: If the creation has additional details, unique patterns, or multiple functions, it is classified as moderate. If the creation is relatively simple, and has no additional functions outside of what it would typically have. Examples of what could be make; A magical trap or structures with simple edits like windows, holes, spikes, etc. The cost for creating something of this nature is based at 8, however if larger than 10ft wide and 10ft tall add a cost of 3 Catheral per 5 ft. Determine the thickness or density of the creation as well with a minimum of 1/2inch. Going over 2inch thickness costs 2 points per inch. Any edits to a simple structure that makes it moderate (holes, spikes, doors, etc) cost 2 more Catheral Points (Example; A 45ft wide wall thats 15ft tall and 5 inches thick with 2 windows would cost 8(base)+21(width)+3(hight)+6(thickness)+4(edits)=a total of 42 Ethereal Cartilage points.)

Complex Creation

Cost: 8+ Catheral, Action

Requirements: Lvl 14

Highly detailed, architecturally complex, or magically enhanced structures. Complex structures take a round to form with concentration, but are instant at level 20 and no concentration Examples: Elaborate architectural structures, intricate magical constructs. Determination: If the creation involves intricate details, complex shapes, or advanced magical elements, additional details, unique patterns, or multiple functions it falls into the complex category. Structures like this one are made with Osseran Enchants. If the structure is made with more than 5inch thickness, or is greater than 100 ft in any direction, or has Osseran Enchants when made, or made with 20 points or more worth of hp, it falls under the Complex category.

Bone-Shrouder Maneuvers[edit]

At 3rd level, your training has made you learn advanced martial techniques. You can now do any of the following Shrouded Maneuvers:

Corrupt Blast of Blows

Immediately after taking the Attack action on your turn, you can spend 4 Ethereal Cartilage to perform two unarmed strikes as a bonus action.

Pampas knowledge

As part of an attack, you use your own knowledge of bone structure to strike at your target's weaknesses. The attack gains advantage to hit Using this rule costs 6 Ethereal Cartilage Points.

Shrouded Patient Defense

You can spend 4 Ethereal Cartilage to take the Dodge action as a bonus action on your turn.

Shadowed Wind Step

You can spend 4 Ethereal Cartilage to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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. You may also ignore this increase to instead gain a Cursed Feat.

Basic Shadow Imitation[edit]

At 3rd level, you learn the first of your Hiden techniques. You gain the following:

Shadow Possession[edit]

At 4th level and As an action for 4 Catheral Points, your shadow stretches out from your own as a straight line, binding to another creature's shadow. The target must attempt a Dexterity saving throw, If your targets closer than half the maximum distance, they have disadvantage. On a failure, it becomes restrained, and mimics your actions while restrained in this way. The target can attempt a Strength saving throw at the end of each of its turns, ending this effect early on a success. You don't need to expend Ki at the beginning of each of your turns to maintain this effect. If circumstances change so that the target is outside of your range, you must spend twice as much Ki, or the target has advantage on the saving throw. While the target is still within half the maximum normal distance, they have disadvantage on the escaping saving throw. If the target is beyond twice this Abilities's range, it ends immediately. Your range is 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness

Shadōbōn Strangle

As a bonus action while a creature is under the effects of Shadow Possession use 3 Catheral to use this technique. You form skeletal hands with shadows wrapping around them and it creeps up to the target’s neck, beginning to strangle it. The target must attempt a Dexterity saving throw. On a success, it must hold its breath. On a failure, it immediately begins suffocating. This Ability ends if Shadow Possession ends. The target may attempt a Strength saving throw at the end of each of its turns, taking 1d8 + your Intelligence modifier bludgeoning damage and piercing damage on a failure, or ending this effect early and taking half as much damage on a success.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases again by 1 at 11th, 25th, and 31st levels.

One With Shadows[edit]

At level 5, your attunement with shadows allows you to augment and attune your self to them.

Shadow Form.

As a bonus action and 6 Catheral Points, you can sink into a small shadow along with what you are wearing, whatever you are carrying granting you advantage on your Stealth checks. While a shadow you have resistance to bludgeoning, piercing, and slashing damage from nonmagical and magical attacks, and enemies have disadvantage on hitting you. Being in this form You can move through a space as narrow as 1 inch without having to squeeze. While a shadow you benefit from disengage, can no longer perform most actions however, for an additional 4 Catheral you may make a skeletal arm and hand to emerge as bonus action, and dissipate at will. This arm and hand functions as a normal one. While your skeletal arm and hand is out, you can no longer fit in 1inch spaces, or have advantage on stealth checks. Any damage dealt to you while the hands out is doubled as your risking the structural integrity of your self/shadow by having it out. (The skeletal arm and hand would follow the same HP and AC detailed in Osseous Architect

Shadowmeld Surge.

As a reaction, when you take damage, you can expend 2 Umbraskin Marrowweaver points to meld into nearby shadows, reducing the incoming damage by half. For the next turn, your movement speed is doubled, and you gain advantage on Dexterity saving throws. At the end of that turn you revert back to normal.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

True Evasion

When you reach your 21st level in this class, using the shadows and enhancement within your own bones, you have the power to not only nimbly dodge out of the way of certain area effects. But, you can now force your self to enter an ethereal bone like state ensuring your protection weather its by manipulating your bones to move out of the way fast enough or calling apon the shadows to protect you. This allows you to pass any Dexterity Saving Throw up to your Dex Mod (minimum of once) per long rest.

Shadow Chain[edit]

At 7th level, while Shadow Possession is active, you can cast it again from the space of any creature affected, using their space for the beginning of its range. Additionally, you may cast Shadow Possession as a reaction when you are targeted by an attack for 2 additional Ethereal Cartilage Points. You also gain the following Techniques:

Shadow Sewing

for 2 Ethereal Cartilage and a bonus action or reaction, one creature of your choice must attempt a Dexterity saving throw, If your targets closer than half the maximum distance, they have disadvantage. On a failure, they take 1d12 + your Intelligence modifier necrotic damage and have disadvantage on rolls as your shadow forms spikes from the ground. On a success, they take half as much damage. You can use Shadow Possession immediately after using this for an additional 4 Catheral, which includes the cost of the skill itself, without using any form of action. You may spend 2 ethereal cartilage per extra tendril you want to send out enacting another saving throw. Additionally, you may target multiple people at once with this ability so long as they are in range. This technique has a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness.

Shadōbōn Stitching

For 4 Ethereal Cartilage and an action or reaction, you target a creature within range with dark shadow tendrils with a bone core. On hit, the target will be pierced by your tendrils taking 3d12 piercing damage per tendril that hits. You may spend 2 ethereal cartilage per extra tendril you want to send out. Additionally, you may target multiple people at once with this ability so long as they are in range. You can use Shadow Possession immediately after using this for an additional 4 Catheral, which includes the cost of the skill itself, without using any form of action. This technique has a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness.

Possessive Calcification[edit]

As an action or reaction and at 8th level, while a creature is under the effects of Shadow Possession, they are slowly encased in a shell of bone followed by a vail of shadow. The target may attempt a last minute strength saving throw to escape shadow possession, ending this ability or become petrified. To escape being petrified, every turn the target can make a constitution saving throw. This can be done as a reaction to being attacked, if the targer/attacker fails the saving throw their attack misses. This ability costs 7 Ethereal Cartilage.

Osseum Oblivion[edit]

Once 9ths level you can channel the darkest aspects of Umbraskin Marrowweaving, you create a zone of bone-chilling shadows in a 20-foot radius for 4 Ethereal Cartilage Points as a reaction to someone nearing you or an action. Enemies within this zone must make a Wisdom saving throw or be afflicted by fear, becoming frightened. Additionally, they take 2d8 necrotic damage at the start of their turns. The creature will stay frightened and attempt to run away from you at the start of their turns re-attempting the wisdom saving throw after each one. Effects automatically end if they are damaged or 1/2 a minute (5 rounds) passes. You can increase the zone for 10ft for every 4 Catheral, and on a failed save they take half the damage at the start of their turns.

Ethereal Cartilage Recovery[edit]

At 9th level, due to extended periods of use, your Ethereal Cartilage is constantly recovering itself. You will gain Catheral points equal to 2x your Intelligence modifier (minimum 1) at the beggining of your turns, though it cannot exceed your maximum.

At 24th level, the amount your capable of regenerating is 5x your intelligence modifier, still not exceeding your maximum.

  • The instance of combat must be one where your life is at risk for this ability to work.

Osseran Enchants[edit]

Granted at level 10 you can now, By focusing on an object item or structure for 1 hour, you may apply an enchantment to it. These enchantments are a complex conglomeration of your vengeful dark energy warped by your bone manipulating prowess. This can also be done when creating a complex structure without an hour long ritual by escribing it with the enchantment glyphs on creation. Each Osseran enchantment costs 10 Catheral and can only be applied to a single thing at a time. If you reapply the enchantment to something else, the thing that had it previously no longer has it. You can also remove these enchantments as a bonus action or reaction from anything enchanted by you. Enchantments can be given special conditions to activate aswell, for example if a creature is near, or if a creature trys to run away ittle activate it etc. These must be specified on creation.

Tendril Augmentation If an enemy gets near the point applied, A Shadowy Tendril will emerge from below the enemy, surrounding the enemy and restraining it. This only works once per long rest.


Possessive Trap If an enemy gets near the point applied to (15ft) or you use an action, Shadow Possession Tendrils will fire out, and attempt to Shadow Possession it. This only works once per long rest.


Bone Casing Incase something or someone in a layer of bone wether its an object, sword, person, or building. This layer of bone adds temp hit points to it equal to 6d12 + Constitution making it harder to destroy (+2 AC). Once destroyed, the casing will only regenerate/form after 24 hours has passed. 


Tendril Volley When an enemy is near the point applied, (5ft) you may choose for this to activate and unleash a volley of small shadowy bone tendrils. Roll to hit, and deal 1d8 Necrotic and 1d8 Magical Slashing Damage. 


Bone Appendage Applying this allows you to sprout a shadowy bone arm and hand from the spot applied. This can be used in order to grapple, push, pull or unarm strike something within 5ft of it. Specify what it will do and when. Has 1 usage and then dissipates. After a long rest it will reform. (like prepping an action) (For Example; If used on a sword, specify that it will hit someone impaled by the blade. When you then go and successfully Impale them, the Appendage will emerge and attempt to deliver 1 unarmed strike on them.) (The skeletal arm and hand would follow the same HP and AC detailed in Osseous Architect


Osseran Enchant Improvement

At 20th level, you no longer need to spend an hour to enchant things with these abilities. It can be done as an action.

Enhanced Shadow Sewing[edit]

At 10th level, your mastery of Shadow Sewing increases, allowing for complex movements not otherwise possible through the ability. You gain the following:

Ossuran Gathering

For 5 Ethereal Cartilage Points you can, As a bonus action, you grasp one object within range with a bone hand wrapped in shadow. You may manipulate it as if you were standing in its space. You don't need to expend energy at the end of each of your turns to maintain this technique. If circumstances change so that the target is outside of your range, you must spend twice as many points. The range of this is 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness.

Shadow Possession Shuriken

For 2 Catheral you immediately before making an attack with a weapon, imbue it with your Shadow Imitation. On a hit, you forgo dealing damage to instead hit your target's shadow, allowing you to cast Shadow Possession immediately after, with the target automatically failing the Dexterity saving throw.

Kage Cartilage[edit]

Granted at your 11th level, You can choose a spot within 60ft of you to instantaneously explode with shadow tendril and spikes for 10 Catheral Points. The explosion is a sphere with a radius of 10ft dealing 3d12 magical piercing damage on hit, however all hostile creatures within 30 ft must make a dexterity saving throw or be grabbed by the shadowy tendrils. As this happens, the shadow spikes harden and transform into bone. Any creature who failed the dexterity saving throw is then forcefully grabbed and pushed into the spikes impaling them. Once impaled by the spikes you are Considered grappled, prone, and take 6d10 magical piercing damage. On successful saving throws they take 3d10 magical slashing damage as they are grazed by the spikes.

Construct Brilliance[edit]

Once level 12, Your creations made out of bone detailed in Osseous Architect are stronger than steel and heavily augmented by shadows causing their AC to become 21. Additionally, the cost of constructs is reduced by half

Genetics Embrace[edit]

Additionally at level 12, your Osseran lineage ands techniques has developed within you allowing you to enhance your bone structure passively giving you a plus 2 to your AC. This increases at level 24 to +3, and again to a +4 and +5 at levels 32 and 38. This also gives you proficiency at Constitution saving throws. At level 32, You gain Expertise in Constitution saving throws.

Camellia Combat[edit]

At 13th level for 8 Catheral Points, you learn to dance to the sound of your bones cracking and slicing mid combat. You strike nimbly multiple times at different angles, changing your melee attack to increase their unpredictability. When you make the Attack action, you make two additional unarmed attacks. At the start of your turn, you can expend all your movement to make them with advantage.

Master Hidan[edit]

At 15th level, you master the full depth of your clan's developed Hiden. You gain the following advancement in shadow manipulation and bone conjuring and your spell DC is increased by 3:

Shadow Imitation Field

As an action or reaction to someone approaching you, you spend 14 Catheral and your shadow stretches out into a massive radius. Every creature within range is targeted by Shadow Possession. You must spend 2 Ethereal Cartilage Points at the beginning of each of your turns to maintain this effect. If circumstances change so that the target is outside of your range, you must spend twice as much Ki, or they have advantage on the saving throw. your range is 10 ft. radius in bright light, 20 ft. radius in dim light, 40 ft. radius in darkness.

Larchy Reflex

As a reaction when you are targeted by a melee attack, or as a bonus action, you sprout sharp spikes shadowy bone spikes all around you. You gain a +2 bonus to your AC until 3 rounds pass. If an attack roll misses by 3 or less, they take 2d8 + your Intelligence modifier magical piercing damage. The attacker must also roll a grapple check or be grappled by your spikes, If grappled they become restrained until the end of their next turn.

Graveyard Grasp[edit]

(lvl 16) For 12 catheral, you can extend your influence over the remains of the deceased in a 90-foot beam/cylinder radius. As an action, you can animate skeletal hands to instantly emerge from the ground, causing enemies in the area to roll a Dexterity save or be restrained. Targets must succeed on a Strength saving throw at the start of their turn or continue to be restrained for 1 minute. This field lasts for 5 minutes and anyone who reenters the area must make a strength save at the start of all their turns or are restrained. You can use your action or reaction to crush the restrained targets, dealing 2d12 necrotic damage and 4d12 bludgeoning. Alternatively, anyone under the effects of the Graveyard Grasp ability may be thrown by the skeletal hands if they fail a strength check. Creatures with a 14 or lower auto fail if large size or smaller. This throws them 30ft high and 50ft in any direction taking the appropriate fall damage if coming into impact with stationary structures or the ground. This can be done as a bonus actions or reaction as well.

Escape Artist[edit]

A product of being in tuned with shadows is the slippery and conniving behavior typically following it. As an Osseran, you learn to utilize your abilities to not only be sneaky and powerful but deceptive and dodge. You gain the following abilities that may be used at level 17 as a reaction. They can be used on either your self or another so long as they are within 75ft.

Shadow Jaunt

Spending 14 Catheral Points, as a reaction you allow an ally to briefly step into the shadows and reappear at a location of their choice within 30 feet. This ability can be used as a reaction to help them avoid an attack, reposition, or escape from danger.

Decayed Substitute

When hit, as reaction you burst into a conglomeration of shadows and bone fragments. The attacker is blinded, and the damage taken by the attack is reduced by 3d10 you con modifier. The amount reduced can be increased by 1d10 for every 4 Catheral Spent.

Soul Tether

For 18 Catheral Points, you establish a mystical connection between yourself and an ally within 60 feet. Any damage dealt to the tethered ally has the option to be redirected to you instead. The transferred damage cannot be reduced or mitigated. Additionally you can choose to give the ally tethered 1d8 of your health for every 3 Catheral you spend as a reaction.

Forceful Bone Annulment[edit]

Once lvl 17, you can spend 16 Ethereal Cartilage Points, Imposing your sinister influence, you touch a foe (Make an unarmed strike against them), forcibly infusing one of their limbs and bones with your malevolent energy. As the dark power consumes their bones and limb from within, a gruesome consequence befalls them. The target rolls a con saving throw, Upon successfully damaging a target's limb with this ability, roll a d6 to determine the affected body part and apply the corresponding Broken Limb consequences. On a successful save, the target receives no consequences.

  • This ability improves at level 21 to apply Lost Limbs on a failed roll, and Still Nothing consequences On a successful save.

their limbs damaged, roll a d6 to see the removed limb:

Number Rolled Body Part Damage Required Broken Limb Consequences Lost Limb Consequences
1 Left leg The target's Constitution modifier times it's proficiency bonus. Your walking, climbing, and swimming speeds are halved, and you can not jump. You cannot use your left leg anymore. The target loses it's left leg.
2 Right leg The target's Constitution modifier times it's proficiency bonus. Your walking, climbing, and swimming speeds are halved, and you can not jump. You cannot use your right leg anymore. The target loses it's right leg.
3 Left arm The target's Constitution modifier times it's proficiency bonus. Any skill checks or attack rolls using this arm are rolled with disadvantage. The target loses it's left arm, making any ability checks or attack rolls with it impossible.
4 Right arm The target's Constitution modifier times it's proficiency bonus. Any skill checks or attack rolls using this arm are made with disadvantage. The target loses it's right arm, making any ability checks or attack rolls with it impossible.
5 Torso The target's Constitution modifier times it's proficiency bonus added twice. The target will have disadvantage on all Constitution saving throws, and it's hit point maximum are halved. The target will lose it's torso, which means instant death for most creatures.
6 Head The target's Constitution modifier times it's proficiency bonus added twice. The target becomes unconscious The target will lose it's head, which means instant death for most creatures.

Pincushion[edit]

At level 18, explode from your body as a bonus action or reaction with a bunch of shadow wrapped bone spikes. This gets you out out of any instance of restrained or incapacitations. Anyone within 5ft takes 3d12 piercing damage. This ability costs 7 Catheral.

Bone Kage[edit]

At 19th level, you develop the ultimate combination of your Hiden. You gain the following:

Black Spider Lily

As an action and 4 Catheral, your shadow stretches in many directions, ultimately resembling a black spider lily. For every Catheral Point spent above 4, one creature within range is targeted by Shadow Possession, or one object is targeted by Shadow Gathering. For each instance of the previous effects, you don't need to expend Catheral at the beginning of each of your turns to maintain this effect. If circumstances change so that the target is outside of your range, you must spend twice as much Catheral to a maximum of 20, or it has advantage on the saving throw. Your range for this is 20 ft. in bright light, 40 ft. in dim light, 80 ft. in darkness

Weapons affected by Shadow Gathering automatically benefit from Shadow Possession Shuriken. As an action, you can target every creature under the effects of this with Shadow Sewing or Shadōbōn Strangle without spending additional Points.

Seedling Fern

For 12 Ethereal Cartilage As an action, you rapidly create and grow shadows around you into tree-like pillars. Every creature in a 25-foot radius, 50 ft. tall cube area around you must succeed a Dexterity saving throw or take 10d8 + your Intelligence modifier magical piercing damage. This abilities area counts as difficult terrain for any creatures without this jutsu. You may move at 2x your movement speed inside this forest by melding into the bones and traversing them, and may move in any direction within it as if it were normal movement. You may increase this abilities radius by 10 ft. for every additional 6 catheral spent.

Marrow Plunge[edit]

At level 21, for an action, Your seemingly bathed in a wave/vail of shadows from above. As the shadows clear, traces of blood and bone flakes are visibly remained. This magical shower just boosted your bone marrow growth Jurassicly. This provides you with a temp hit points equal to 10x however many Umbraskin Marrowmancer points are used (max amount usable is equal to your proficientcy bonus). Additionally, any bleeding or poisons you had/any small wounds are now healed (only stopping the conditions of bleeding and poisoned). Your Blood cells are at a peek in a supply granting you additional strength as well (adv on strength saving throws). As you move, you leave behind a streak of shadows and bone flakes floating behind you. This trail will remain for 1 minute, and anyone who touches it must make an intelligence saving throw, on failure they will be placed under an illusion. While under this illusion they can no longer see/sense the real you, and instead see/sense a mirage of you that’s up to 60ft away. On success, nothing happens. You have this buff until your temporary hit points are equal to 0 or combat ends. This ability costs 16 Catheral, and additionally grants the user while its active 1 action, 1 bonus action and ,1 reaction,

Umbral Conduit[edit]

for 6+ Catheral When you reach your 22nd level you gain the ability to send out a small bone needle instantaneously wherever your looking (Takes an action). Your dark shadowy essence is imbued within this needle, choose how many Catheral points (minimum of 6+1) to imbue it with prior to shooting it, This number is the amount of rounds its form will last before dissipating. This needle will deal 1d4 piercing damage and 1d4 necrotic on hit, and will stay in your target. Using this needle as a conduit you have access to read a few details about the target hit with it, and can use it as a focal point for abilities and certain actions. The needle when in your opponent will respond to your magical commands. As an action choose something to do: (the needle stays inserted and usable until the enemy dies, or takes it out. Or, It runs out of Catheral Points) (If someone attempts to destroy the conduit, follow the same rules as detailed in Osseous Architect

  • You can detect the magical fluxuations of a creature attacking, and use this to syphon off that energy. As a bonus action, you can syphon off some of their magical energy and convert it into Catheral Points. Doing so costs 4 Catheral, and will regain 2x whatever number slot is stolen. (Roll a dice to determine which slot is stolen based off how many they have.)
  • Injection Trail, create a clear aurua like string from you to your conduit and Send necrotic damage violently into their system causing them to take 2d12 necrotic damage for 4 catheral healing you the damage they took.
  • Tracker, While the needle is implanted, you know where the target is at all times.

Resonance[edit]

Gained with your Umbral Conduit at level 22, Snap your fingers expelling 12 Catheral Points and causing your Bone Needle from Umbral Conduit to explode valiantly with the remaining amount of Catheral Points. The needle explodes causes shadow and bone fragments to rupture and fly in all directions from the remains, and makes the target who had the needle inside it take 8d12 Necrotic damage and 8d12 Force damage. This can be used as a reaction, bonus action, or action.

Yomotsu Hirasaka[edit]

At 23rd level, you begin to awaken the ancient truth of the Osseran Clan. You gain the following ability; As part of another action for 16 Catheral, you open a portal just large enough to fit your hands, feet, or head through. You may use said action from anywhere within a range of 30ft.

Elytra Of Osseroues[edit]

At level 23, As a bonus action and 12 Catheral you can sprout wings of bone from your back and gain 60ft of flight. Your body becomes seemingly made of just the skeleton and shadows wrapped around it with your demonic eyes beaming through. this form lasts for 5 minutes, and can be deactivated as a bonus action. This can be used on willing creatures as well for twice the cost, however they must make a Intelligence saving throw in order to comprehend how to utilize the wings properly. On success they can utilize the full capabilities of the flight, and no longer have to roll future usages of this. On a fail however, they must roll a 1d4 to see how many ft x10 of flight speed they can handle. (The skeletal wings if targeted would follow the same HP and AC detailed in Osseous Architect

All-Killing Black Bones[edit]

At 27th level, you combine the power of Shadows with Bones, resulting in one of the deadliest abilities to ever exist within your arsenal. You produce a spike of hardened bone that fires from your body with frightening speed (Instantly) trailed by a tether of shadows as a ranged spell attack. On a hit, creatures take 400 force damage. This cost is 40 Catheral, and it has a range of 200ft. Additional creatures can be targeted per 20 Catheral. If succesfully hit they are automatically under Shadow Possesion by the tendril that follows. If you miss by 4 or less, they take half damage and are not possesed due to the bone and shadows scraping by them and the surrounding areas force hitting them.

Vengeful Osseran Spirit[edit]

The Venegeful Osseran Spirit technique involves the use of immenses amounts of energy while being aided by the spirit of a loved one.

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A previous Osseran and their spirit [1]
Terrifying Energy

Due to your vast amounts of energy and the vengeful Osseran spirit inside of you, people are terrified whenever they feel your Ethereal Cartilaged Energy. When creatures try to track or feel your presence, or energy, or cast a spell that alters with your mind, they must make a Wisdom saving throw against your spell dc. On a failure, they are frightened of you for 1 minute. They can remake this saving throws at the beggining of their turns to end this effect early, on a success they become immune to this effect.


Vengeful Spirit

Starting at 1st level, at some point in your lineage and clan, someone you cared about has died. Unable to accept this person's death, and due to the clan heads whispers, you have unconsciously cursed them, and it became a vengeful spirit of great power. Once per turn you can call this spirit to your aid in combat by spending 2 Catheral, you can make an additional attack roll. This additional attack will deal additional 1d12 slashing damage.

In addition, you have learned that to better control your spirit you must focus it's immense energy into a object or weapon. You will gain the an extra 1d6 to that weapons hit die.

At 3rd level, the number of attacks increases to 2, to 3 At 6th level, and to 4 at 10th level.

Vengeful Spirit Manifestation

At 3rd level, your life is very stressful, being an Osseran is filled with danger and trouble. When these times of danger come, your Vengeful Spirit may manifest into the physical world. Whenever you take damage above your Umbraskin Marrowweaver level + your Constitution modifier, you must make a DC 20 Constitution saving throw. On a success, you can handle yourself in the fight and doesn't let your spirit get out. On a failure however, your Vengeful Spirit will manifest itself into the world with the primary function to protect you. It acts on the same turn as you do, it is charmed by you (can not be uncharmed by you) and cannot go more than 200ft away from you. However, It will not listen to your commands in this state and will attack every creature within a 60ft radius of you. As a free action, you may make a DC 20 Persuasion check against it, on a success it will stop attacking and go back to it's dormant state, on a failure it will keep attacking until there are no more creatures but you on sight.

At 6th level, the DC for the Persuasion check is reduced to 15, and your Vengeful Spirit will stay in the phisical world for a number of rounds equal to your Intelligence modifier, being under your control during it.

At 10th level, you have gained more control over your Osseran spirit and doesn't have to do the Wisdom saving throw anymore. You can now manifest your spirit as an action for 1 minute (changes to bonus action at lvl 15). it will now obey your orders. You may summon the spirit a number of times equal to your Intelligence modifier equal to your Intelligence modifier before needing to take a long rest. On a short rest you will regain one use of it.

Mimicry technique

At 6th level, you begin to learn about your innate technique. As a bonus action or reaction to seeing technique or spell, you can attempt to copy an opponent or magic item's spell or technique.

When you copy a technique, you must spend as much Catheral as the technique requires. You can cast spells, and you can use them without material components by spending X Catheral(With X being the spell level). For magic items, the ability copied's cost is 3x the level of the item. (uncommon is 1, so 3 cost, common is 2... and so on.) No matter which one you copy, you'll only receive the technique at it's base form. An example is that if you copy a 7th level fireball spell, you'll only gain the 3rd level fireball spell.

You can have a number of these techniques or spells stored equal to your proficiency bonus. You may also have a number of them to be temporally stored equal to Intelligence modifier(rounded down), staying with you for 24 hours. You may choose if you pick up temporary or permanent techniques or spells. No matter which type you choose, you can only use it while your vengeful spirit is out. Whenever you learn more than your limit, you must remove your oldest technique.

In addition, If you copy a new feature of the same technique, the new features of the technique all occupy the same technique slot the first technique does.

Expert Spirit Manipulator

At 10th level, you have been training with your spirit in order to manipulate it and its power better. As an action for 6 Catheral imbue your eyes with the spirits powers giving you the following visual prowess: you gain a +5 bonus to Perception checks and proficiency and your Passive Perception. As a bonus action, you can activate or deactivate the imbued eyes. While this state is active, you see passed invisible effects and magical invisible effects/abilities you can also see in 360 degree vision in a 15 foot radius, and you can not be surprised while conscious, Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. You may not use your spirit in any other way while it is imbued within your eyes.

When you take the search action while your state is active, you may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected magic source and what school of magic or nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.

At the end of each turn you have your Osseran Eyes active, you must spend 5 Catheral.

At 15th level, you have mastered using your spirit in this way. You no longer must spend Catheral to keep your eyes imbued. You also no longer need your spirit out to perform copied techniques.

  • Additionally while you have your vengeful spirit out, You gain additional reactions equal to half of your proficiency bonus(rounded down) that can only be used by the spirit. However, when your spirit is imbued into your eyes you may instead use these reactions.
Stronger Bond with Passionate Love

At 14th level, the bond between you and Vengeful Spirit has become stronger. Your Vengeful Spirit will gain the following benefits:

  • You gain a +5 bonus to initiative
  • You will gain +3 to your Intelligence score, including it's maximum.
  • Your spell DC increases by +3
  • You can now store a number of techniques up to your proficiency bonus + half of your Intelligence modifier permanently, and up to your Intelligence modifier temporarily.
  • Whenever it is summoned the Vengeful Spirit will gain temporary hit points equal to half your current hit points.
  • Passionate Love: Additionally Once per long rest, during a moment of intense connection and profound emotion, the bond between you and your Vengeful Osseran Spirit transcends its usual limitations. For half a minute, your spirit attains its utmost potential, healing and reaching the level 40/CR35 variant. During this time if you already have are level 40 and have this variant, Instead your spirit gains the following additional benefits; All of its attacks deal maximum damage, It gains advantage on all saving throws, Its movement speed is doubled, and it gains an additional action on each of its turns. Regardless, such an intense communion takes a toll on both you and your spirit. After the passionate connection fades and the deed is done, you gain 4 levels of exhaustion and it takes 1/4 of your max Catheral.
Domain Expansion: World of Ossereous

Finally at 20th level, through many battles and copies, you have finally learned how to expand your domain. Forming conjoining your pointer and middle finger and pointing them upwards while the rest of your fist is balled, with the nail facing away from you is the sign of power given to your domain and necessary to create this amplified plane. Once the conji is formed, Shadows converge with bone fragments wrapping a space of a 200ft sphere Inside this barrier, your allowed to use all of the cursed techniques and skills you have accumulated and you use the skills/technique of the opponents in the Domain for no Cursed Energy. You will also gain one additional action, 2 bonus actions and 2 reactions. Doing this costs 50 Catheral and an action or reaction. This lasts for 1 minute. While inside your domain radius, all of your techniques will be affected by a sure hit effect. No matter what your attack roll is it will be considered a hit. Creatures will automatically fail saving throws for your technique.

Spirit CR to Level Evolution[edit]

At level 3 (base level for summoning), Your spirit manifest's as a CR 4 and its stat block can be found here; ---

Once 10th level, the spirit improves to CR 12 Vengeful Osseran Spirit -1 (5e Creature)

This improvement continues evolving the Spirits CR at level 20 to CR 25 shown here; Vengeful Osseran Spirit (5e Creature)

Again, at level 30 to CR 30 -----

And one last time at level 40 to CR 35 shown here; -----

Multiclassing[edit]

Prerequisites. You may not multiclass into the Umbraskin Marrowweaver class, you must start as this class and multi class out.

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