| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +0 | Strength | |
| +1 | Dexterity | |
| -2 | Constitution | |
| +5 | Intelligence | |
| +0 | Wisdom | |
| -1 | Charisma |
| +1 | Acrobatics | DEX | |
| -2 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +0 | Athletics | STR | |
| -1 | Deception | CHA | |
| +5 | History | INT | |
| -2 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +0 | Medicine | WIS | |
| +3 | Nature | INT | |
| -2 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
Aasimar Features -
+2 and +1 to stats (+2 INT +1 DEX)
Aasimar mature at the same rate as humans, but they can live up to 160 years. (Medium size)
Dark Vision - Blessed with a radiant soul, your vision can easily cut through darkness. 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 color in darkness, only shades of gray.
Celestial Resistance - Resistance to both necrotic and radiant damage.
Healing Hands - Touch a creature as an action to restore hit points equal to your level usable once per long rest.
Celestial Revelation - When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Necrotic Shroud - Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Archaeologist Feature -
Historical Knowledge - When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Wizard Features -
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Sub-Class (Osteomancy) Features -
Brittle Bone Armor
Starting at 2nd level, you learn the basics of osteomancy, using it for protection. As a bonus action, if you're not wearing armor or wielding a shield, you can force a frame of bones out of your body to protect you. This grants you temporary hit points equal to 2 times your level in this class. This armor lasts for one minute, or until you lose the temporary hit points. While you have these temporary hit points, you gain resistance to slashing and piercing damage, and you gain a bonus to AC equal to one-third your level in this class (rounded down, minimum of 1). Once you've used this feature, you can't use it again until you finish a short or long rest.
Anatomical Expert
Also at 2nd level, your pursuit of osteomancy has required many hours studying the anatomy of a myriad of creatures. You gain proficiency in Medicine checks, and when you make a Medicine check, you gain a bonus to the check equal to your Intelligence modifier. In addition, when this check concerns a creature that possesses a skeleton, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
School supplies e.g. Pen, Paper etc.
Clothes you are wearing to school
Lucky Crowbar - Advantage on strength checks for 'leverage' e.g. opening doors
Speak, read, and write Common, Celestial and Infernal
Weapons - Daggers, Darts, Slings, Quarterstaff, Light Crossbow
Cartographer's tools (reading maps)
I love a good puzzle or mystery
I have no qualms about stealing from the dead
Greed - I won't risk my life for nothing. I expect some kind of payment.
Death Wish - Nothing is more exhilarating than a narrow escape from the jaws of death.
Danger - With every great discovery comes grave danger. The two walk hand in hand
When given the choice of going left or right, I always go right.
Elariel parents are archaeologists, specialising in forgotten civilisations and ancient burial practices. They've spent their lives travelling from excavation to excavation, opening tombs that had remained sealed for centuries and piecing together the stories of people whose names had long since vanished from history.
Elariel grew up among the dead. She learned to identify pottery fragments before she could properly write. She could distinguish ancient burial customs by the position of a skeleton and spent childhood afternoons drawing bones in the margins of her parents’ field notes. To her, skeletons were never frightening. They were evidence. Every bone belonged to someone. Her parents also taught her that archaeology was about preserving the past. What they were less fond of discussing was exactly how much of their work involved taking things that had been deliberately buried. They considered themselves scholars, not grave robbers, but Elariel gradually learned that the distinction was sometimes little more than a matter of vocabulary.
Then there was Elariel herself. She had never looked entirely mortal. Her skin carried a faint rainbow shimmer, her freckles were as dark as charcoal, and her eyes were unnaturally deep and luminous. Her parents initially believed these traits were simply the result of some unusual ancestry. Years later, they discovered otherwise. While excavating an ancient burial complex, they found references to a celestial guardian known as the Keeper Beneath the Stars. According to the inscription, this being watched over the dead and protected those whose stories had been forgotten. The inscription described a child who would one day inherit its blessing. A child who would be able to “command the bones, yet never forget the people within them.” The description matched Elariel. Her Aasimar heritage had awakened. But the discovery brought another revelation. She had always been able to sense something in bones. She could tell when a skeleton had been disturbed. She could recognise fractures and injuries almost instinctively. Sometimes, simply by touching a bone, she could understand something about the life of the person it once belonged to. Then, one day, the bones moved. At first it was only a finger. Then a hand. Then an entire skeleton slowly rearranged itself beneath her trembling fingers. Elariel had discovered Osteomancy. Elariel doesn't fear the dead, she finally understood what her parents’ work looked like from the other side.
Her Osteomancy became an extension of her archaeology. She could reconstruct shattered skeletons. Restore broken bones. Determine how someone had died. And, when necessary, make the bones of the dead move. Her celestial heritage gave her one command above all others: Do not let the forgotten remain forgotten. Elariel now walks between two worlds. To her parents, she is a promising young archaeologist. To scholars, she is an unnervingly gifted student of ancient remains. To the dead, she may be something altogether stranger. A pale figure with luminous eyes and a ghostly halo, standing among the ruins of forgotten civilisations with a skeleton moving obediently at her feet. She does not believe the dead belong to her. She believes she has a responsibility to remember them and use them to her will.
When you manifest your Brittle Bone Armor or cast osteomancy spells, the bone looks like polished, radiant ivory not decayed remains.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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