Aspect Codex

Bonecraft

Bonecraft is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

BonecraftSpellcastingChargesMedicine

What This Aspect Does

Bonecraft defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Bone Needle

Shape a sliver of bone into a needle and launch it at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d6) piercing damage. If the target is missing hit points, the attack deals additional piercing damage equal to your proficiency bonus.

Tier 0ActionAt-Will

Bone Spur

Cause a small bone spur to jut from a surface, corpse, bone object, or skeletal material within range. The spur occupies a 5-ft. square until the start of your next turn. The area is difficult terrain, and the first creature that enters the space or starts its turn there takes piercing damage equal to your WIS modifier.

Tier 1Bonus ActionAt-Will

Bone Plating

Reinforce your body with thin plates of bone. For the duration, you gain temporary hit points equal to 1d8 + your WIS modifier. While these temporary hit points remain, you gain a +1 bonus to AC.

Tier 1ActionAt-Will

Set Bone

Touch one creature and knit fractured bone, torn cartilage, or structural injury. The target regains 7 (1d8 + your WIS modifier) hit points. If the target is prone, grappled, or restrained because of a physical injury or broken limb, that condition ends.

Tier 1ActionAt-Will

Bone Spear

Shape a spear of bone and hurl it at one creature within range. Make a ranged power attack. On a hit, the target takes 9 (2d8) piercing damage. If the target is missing hit points, the spear deals additional piercing damage equal to your WIS modifier.

Tier 1ActionAt-Will

Skeletal Hand

Animate a hand of bone in an unoccupied space within range. As a bonus action, you may move the hand up to 20 ft. and have it manipulate an object, open or close an unlocked container, retrieve a small item, or harry one creature within 5 ft. of it. The first attack roll made against a harried creature before the start of your next turn subtracts 1d4 from the roll.

Tier 2ReactionAt-Will

Osseous Guard

When you are hit by an attack, you may reinforce your body with bone. Reduce the damage by 1d10 + your WIS modifier. If this reduces the damage to 0, you gain temporary hit points equal to your proficiency bonus.

Tier 2ActionAt-Will

Marrow Mend

Touch one creature. It regains 13 (3d8 + your WIS modifier) hit points. If the target is suffering from a physical injury such as a broken limb or impaired movement, that injury is suppressed for 1 minute.

Tier 2ActionAt-Will

Bone Cage

Bone structures erupt around one creature you can see within range. The target must make a STR save or become restrained for the duration. It repeats the save at the end of each of its turns, ending the effect on a success. The cage has AC 15 and hit points equal to three times your level.

Tier 2ActionAt-Will

Shard Burst

Explode bone shards outward. Creatures of your choice within the emanation must make a DEX save, taking 9 (2d8) piercing damage on a failed save, or half as much on a success.

Tier 3Bonus ActionAt-Will

Ribcage Shield

You form a reinforced ribcage barrier. You gain +2 AC, and when a creature hits you with a melee attack, it takes piercing damage equal to your WIS modifier.

Tier 3ActionAt-Will

Bone Stitching

Touch one creature. It regains 18 (4d8 + your WIS modifier) hit points and ends the grappled, restrained, or prone condition if that condition was caused by physical force or bodily injury.

Tier 3ActionAt-Will

Spine Lash

Form a whip of bone and lash out. Make a melee power attack against one creature within range. On a hit, the target takes 11 (2d10) piercing damage and is pulled up to 10 ft. toward you.

Tier 3ActionAt-Will

Skeletal Barrier

Create a 10-ft.-long, 10-ft.-high wall of bone. The wall provides half cover and counts as difficult terrain. A creature that passes through the wall takes piercing damage equal to your WIS modifier. The wall has AC 15 and hit points equal to four times your level.

Tier 4Bonus ActionAt-Will

Bone Carapace

Gain resistance to piercing and slashing damage. While this power is active, attack rolls against you score a critical hit only on a natural 20.

Tier 4ActionAt-Will

Osteopathic Restoration

Touch one creature. It regains 27 (6d8) hit points and ends blinded, deafened, or stunned if the condition was caused by physical trauma, skeletal damage, pressure injury, or structural bodily harm.

Tier 4ActionAt-Will

Ossuary Lance

Launch a massive bone lance. Make a ranged power attack against one creature within range. On a hit, the target takes 28 (5d10) piercing damage and its speed is reduced by half until the end of its next turn.

Tier 4ActionAt-Will

Wall of Bone

Create a 30-ft.-long, 15-ft.-high wall of bone. The wall provides three-quarters cover and has AC 16 and hit points equal to five times your level. A creature forced through the wall takes 14 (3d8) piercing damage.

Tier 5ActionAt-Will

Ivory Bastion

Gain resistance to bludgeoning, piercing, and slashing damage and advantage on CON saving throws for the duration.

Tier 5ActionAt-Will

Rebuild Skeleton

Touch one creature. It regains 36 (8d8) hit points and any broken or destroyed skeletal structure is restored. Lost limbs may be reattached if present.

Tier 5ActionAt-Will

Marrowstorm

Create a storm of bone fragments. Creatures of your choice in the emanation must make a DEX save, taking 27 (6d8) piercing damage on a failed save, or half as much on a success. The area becomes difficult terrain until the end of your next turn.

Tier 5ActionAt-Will

Ossuary Prison

Bone structures partially encase one creature you can see within range. The target must make a STR save or become restrained for the duration. While restrained this way, it takes 9 (2d8) piercing damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the effect on a success.

Tier 6PassiveAt-Will

Marrow Reinforcement

Your bones become deeply reinforced. You gain advantage on CON saving throws and resistance to nonmagical bludgeoning damage. When you are critically hit, you may reduce the damage by your proficiency bonus.

Tier 6ActionAt-Will

Skeletal Reconstruction

Touch one creature. It regains 45 (10d8) hit points and ends paralyzed, restrained, or stunned if the condition was caused by physical trauma or structural damage.

Tier 6ActionAt-Will

Bonequake

Cause bone structures beneath or within creatures to rupture outward. Creatures of your choice in the emanation must make a STR save, taking 31 (7d8) piercing damage and falling prone on a failed save, or half as much damage and not falling prone on a success.

Tier 6ActionAt-Will

Ossuary Bulwark

Create a dense defensive structure of bone. Allies behind or within it gain three-quarters cover. The structure has AC 17 and hit points equal to six times your level.

Tier 7PassiveAt-Will

Adamant Skeleton

Your skeleton becomes extraordinarily resilient. You gain resistance to piercing and slashing damage, and advantage on saving throws against being knocked prone, grappled, or restrained.

Tier 7Bonus ActionAt-Will

Osteo Surge

You flood your body with regenerative bone energy. At the start of each of your turns, you gain temporary hit points equal to your WIS modifier. If you are below half your hit point maximum, double this amount.

Tier 7ActionAt-Will

Impaling Field

Bone spikes erupt across the ground. The area becomes difficult terrain for hostile creatures. A hostile creature that moves more than 5 ft. within the area on a turn takes 9 (2d8) piercing damage.

Tier 7ActionAt-Will

Skeletal Servitor

Animate a construct of bone from available material. The servitor acts on your initiative, obeys your commands, and persists for the duration. It uses a stat block appropriate to CR scaling set by the GM.

Tier 8Bonus ActionAt-Will

Ivory Colossus

Your body expands with reinforced bone mass. You gain resistance to all damage except force and psychic, your reach increases by 5 ft., and your melee attacks deal an additional 2d8 damage.

Tier 8ActionAt-Will

Marrow Cataclysm

Cause bone within the ground and corpses to erupt violently in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 45 (10d8) piercing damage on a failed save, or half as much on a success. The area becomes difficult terrain until the end of your next turn.

Tier 8ActionAt-Will

Ossuary Dominion

You gain control over bone structures in the emanation. As a bonus action each turn, you may move, reshape, or extend bone walls, cages, or spikes within range.

Tier 8ReactionAt-Will

Perfect Structure

When you would be reduced to 0 hit points, spend 1 charge to drop to 1 hit point instead and gain resistance to all damage until the end of your next turn.

Tier 9PassiveAt-Will

Living Ossuary

Your skeleton becomes a living engine of bonecraft. You gain resistance to all damage except force, and once per turn when you take damage, you may reduce that damage by your WIS modifier.

Tier 9ActionAt-Will

Reconstruct Body

Touch one creature. It regains 70 (12d10) hit points and all nonmagical physical injuries, deformities, and missing skeletal structures are restored.

Tier 9ActionAt-Will

Bone Apocalypse

A massive eruption of bone spikes explodes in a 50-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 66 (12d10) piercing damage on a failed save, or half as much on a success. Creatures that fail are also knocked prone.

Tier 9ActionAt-Will

Cathedral Seed

Plant a core of bone that rapidly grows into a large structure. Over the duration, it expands into walls, towers, bridges, cages, platforms, or fortifications under your control.

Tier 10ActionAt-Will

Thousand Splinters

Explode sharpened bone shards across a 60-ft. radius sphere centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 88 (16d10) piercing damage on a failed save, or half as much on a success. A creature that fails the save is also impaled by bone fragments; until the end of its next turn, its speed is halved and it cannot regain hit points.

Tier 10Bonus ActionAt-Will

Deathless Skeleton

Transform your skeleton into an indestructible internal bastion. For the duration, you gain resistance to bludgeoning, piercing, slashing, and necrotic damage, immunity to critical hits, and advantage on CON saving throws. If you would be reduced to 0 hit points, you may spend 1 charge to drop to 1 hit point instead.

Tier 10ActionAt-Will

Perfect Reconstruction

Touch one creature that died within the last minute or one living creature with catastrophic physical trauma. If the creature’s soul is willing and able to return, you rebuild its skeleton and restore it to life with 1 hit point. If the creature is alive, it regains 120 hit points and ends blinded, deafened, paralyzed, poisoned, stunned, and any nonmagical physical deformity or lost-limb injury that can be repaired by rebuilding bone and tissue structure.

Tier 10ActionAt-Will

Bone Cathedral

Raise a massive bone structure in a 120-ft. cube centered on a point within range. You may create walls, bridges, stairs, cages, pillars, cover, doors, spikes, and platforms of bone. Structures have AC 18 and hit points determined by the GM by size. Hostile creatures in spaces where structures appear must make a DEX save or be pushed to the nearest unoccupied space and take 33 (6d10) piercing damage. The cathedral counts as difficult terrain for hostile creatures, and you may reshape one 30-ft. section as a bonus action.

Characters With This Aspect