Bone Splinter

Ability Score Increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Size: You are Medium or Small. You choose the size when you select this race.

Speed: Your walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Spiny Exoskeleton: You have a strong exoskeleton encasing your body. When you are not wearing armour, your Armor Class equals 12 + your Dexterity modifier, a shield's benefits apply as normal while you use your natural armour.

Horrendous Being: If you eat part of the corpse of a Tiny or larger creature, you gain temporary hit points equal to your Constitution modifier. You are also immune to disease.

Languages: You can speak, read and write Common and Deep Speech.

Razorshell



Organic Sword: Your complete control of your skeletal structure always to fashions your bones into a primitive weapon. Your unarmed strikes can now deal 1d8 slashing damage.

Brutal Bones: When you are hit with a melee attack within 5ft of you, you can use your reaction to deal 1d6+your constitution modifier to the creature attacking you. You can do this a number of times equal to your proficiency modifier per short rest.

Scattershot



Decaying Splinters: You have an array of noxious needles along the back of your arms. You can use your Attack action to make a ranged weapon attack with these needles. The attack bonus is your proficiency bonus + your Dexterity modifier. On a hit, it deals 1d6 piercing damage. The range of this attack is 20/60.

Break away: You can shatter parts of your boney form in order to make a quick escape, as a reaction to being reduced to half your maximum hitpoints you may move up to your maximum movement speed without provoking opportunity. In addition any creature within 5ft of your orginal location must make a dexterity saving throw equal to 8 + your con mod +your prof bonus take 3d6 piercing damage. You may use this once per long rest.

Necrobone



Arcane Ossuary: You possess an innate connection to the necrotic energies that animate you. You can cast the Chill Touch cantrip at will, cause fear at 3rd level and once you reach 5th level you can use your bones to channel dark power, allowing you to cast Animate Dead without expending a spell slot once a long rest. When you use this ability, you can only animate one undead creature, and it remains under your control for 24 hours. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).   Skeletal Resilience: Your bones are exceptionally resilient. You have resistance to necrotic damage, and you have advantage on saving throws against being frightened or charmed.

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