Bone Witch

A Bone Witch is a practitioner of the old, hungry magic of mortality. Where other spellcasters draw power from books, gods, or bloodlines, the Bone Witch draws it from what remains when life departs: bone, tooth, and the echo of flesh. They are necromancers of a particular stripe—not mere raisers of rotting corpses, but artisans of the skeleton, who carve spells into femurs, listen to the whispers held in skulls, and wear the dead as both armor and counsel. A Bone Witch sees death not as an ending but as a currency, and bone as the ledger on which every life's debts are recorded. They are feared in polite company, welcomed in graveyards, and sought out by the desperate who need to speak with someone who will not lie about what comes after.

Class Features

Hit Die d8
Primary Ability Intelligence, Charisma
Saving Throws Constitution, Charisma
Archetype Spellcaster
Ability Categories spellcasting
Caster Progression Full

Proficiencies

Armor Light armor, Shields
Weapons Daggers, Quarterstaffs, Whips
Tools Alchemist's supplies, Bone carver's tools (artisan's tools)
Skills Choose two from Arcana, History, Insight, Intimidation, Medicine, Nature, Religion

Class Resources

Ossuary Dice

Max 5

d6s (d8s at level 20) representing lingering death-energy stored in your talismans. Pool size equals your class level.

Reset
Long Rest restores all spent dice; Bone Tithe and Rites of Rest provide in-day recovery capped at Proficiency Bonus dice per Long Rest.
Spending
Dice are spent by the features that name them: Bone Talisman Focus (1 die for +1d6 necrotic rider), Grave Whisper (1 die per use), Osseous Resilience (2 dice for a save reroll), Deathless Bargain (any number on a 0-HP trigger), Witchfire rider effects, and all subclass features with listed costs. A feature cannot spend more dice than remain in your pool.
Recovery
Regain all dice on a Long Rest. Bone Tithe (level 5): when a CR 1/2+ creature dies within 60 feet or you spend 10 minutes harvesting a corpse, regain 1 die, max Proficiency Bonus dice per Long Rest. Rites of Rest (level 7): performing last rites during a Short Rest regains 1 die beyond the Tithe cap. Hollow Court Debts (subclass) may bank up to Charisma-modifier dice that persist until spent.

Class Abilities

Spellcasting

Spellcasting Ability Intelligence or Charisma (chosen at level 1, fixed thereafter)
Cantrips Known 4
Bone Splinter
Cantrip transmutation
Casting Time: Action
Range: 60 feet
Target: One creature or object you can see in range
Components: S, M (bone talisman)
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack
Defense: None

A jagged talisman splinter streaks from your hand.

Rules Text:

You hurl a razor shard of hardened bone. On a hit, the target takes 1d8 Piercing damage. Cantrip Upgrade: 2d8 at level 5, 3d8 at level 11, 4d8 at level 17.

At Higher Levels:

Cantrip scaling per mechanics.

Rattle the Marrow
Cantrip necromancy
Casting Time: Action
Range: 30 feet
Target: One creature you can see in range
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: Wisdom saving throw vs your spell save DC
Defense: None

A dry rattle like dice in a cup of grave-dust.

Rules Text:

The target's bones vibrate with cold dread. On a failed save, the target cannot take Reactions and has Disadvantage on its next attack roll or ability check before the end of its next turn. Cantrip Upgrade: at level 11, a failed save also prevents the target from taking a Bonus Action on its next turn.

At Higher Levels:

Cantrip scaling per mechanics.

Ossuary Sight
Cantrip divination
Casting Time: Action
Range: Self (30-foot radius)
Target: Self
Components: S, M (a bone talisman)
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

The dead speak in fractures and calcified echoes.

Rules Text:

You read the residue left in bone. You learn how many creatures died violently within 30 feet in the past 24 hours, the rough cause of death of each (GM's discretion), and whether any undead or corpses are within range. You also gain Advantage on one Intelligence (Investigation) or Wisdom (Medicine) check made in the next hour concerning remains in this area.

At Higher Levels:

None.

Grasping Phalanx
Cantrip necromancy
Casting Time: Bonus Action
Range: Self (5-foot reach)
Target: Self
Components: S
Duration: 1 minute
Movement: None
Attack / Save: None
Defense: None

Twenty pale fingers knit themselves into a guarding hand.

Rules Text:

A spectral hand of fused fingerbones orbits you. It occupies your space, and once per turn when a creature within 5 feet of you is hit by a melee attack, you can use your Reaction to impose a -1d4 penalty on that attack roll, potentially causing a miss.

At Higher Levels:

None.

Bone Charm
Level 1 abjuration
Casting Time: Bonus Action
Range: Self
Target: Self
Components: S, M (a carved knucklebone)
Duration: 1 minute
Movement: None
Attack / Save: None
Defense: +2 bonus to Armor Class

A whirling charm-bracelet of bone shards.

Rules Text:

Interlocking talismans hover around you. You gain a +2 bonus to AC, and the first time each turn you are hit by a melee attack, the attacker takes 1d6 Necrotic damage. Casting with a 2nd-level or higher slot: the AC bonus lasts 10 minutes.

At Higher Levels:

Duration extension per mechanics.

Marrow Bolts
Level 1 evocation
Casting Time: Action
Range: 90 feet
Target: Up to three creatures you can see in range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None (automatic hit)
Defense: None

Splinters of marrow-cold bone strike unerringly.

Rules Text:

You fire three needle-shard bone darts at creatures you can see. Each dart deals 1d4+1 Necrotic damage to its target. You may direct all darts at one creature or divide them. Casting with a 2nd-level or higher slot: one additional dart per slot level above 1.

At Higher Levels:

+1 dart per slot level above 1st.

Whispering Skull
Level 1 divination
Casting Time: 1 minute (Ritual)
Range: Touch
Target: One skull or corpse you touch
Components: V, S, M (a skull)
Duration: 10 minutes
Movement: None
Attack / Save: None
Defense: None

The jaw creaks open; the dead remember their debts.

Rules Text:

As Speak with Dead, except the skull answers with the voice of whoever it belonged to, and if the skull belonged to a creature you killed, you may spend one Ossuary Die to force it to answer one question truthfully (as Zone of Truth applies to it).

At Higher Levels:

None.

Ribcage Bulwark
Level 2 necromancy
Casting Time: Bonus Action
Range: Self
Target: Self
Components: S, M (two rib talismans)
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

A latticework of ribs unfolds across your chest like armor.

Rules Text:

You gain Temporary Hit Points equal to 2d8 + your spellcasting ability modifier. When these Temporary Hit Points are first depleted, each creature within 5 feet of you takes 2d6 Necrotic damage. Casting with a 3rd-level or higher slot: +1d8 Temporary Hit Points per slot level above 2.

At Higher Levels:

+1d8 temp HP per slot level above 2nd.

Skeletal Grasp
Level 2 necromancy
Casting Time: Action
Range: 60 feet
Target: One creature you can see in range
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Strength saving throw vs your spell save DC
Defense: None

The hungry ground opens like a jaw.

Rules Text:

Bony hands erupt from the ground beneath the target. On a failed save, the target has the Restrained condition and takes 2d6 Necrotic damage at the start of each of its turns. A restrained creature can repeat the save at the end of each of its turns. Casting with a 3rd-level or higher slot: +1d6 damage per slot level above 2.

At Higher Levels:

+1d6 damage per slot level above 2nd.

Jaw of the Barrow
Level 3 necromancy
Casting Time: Action
Range: 30-foot Emanation
Target: Each creature you choose in the Emanation
Components: V, S, M (a jawbone)
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw vs your spell save DC
Defense: None

The barrow itself bites.

Rules Text:

A ridge of gnashing jawbones erupts from the earth. Each target takes 5d8 Piercing damage and is pushed 10 feet away from you on a failed save, or half damage and no push on a success. Casting with a 4th-level or higher slot: +1d8 damage per slot level above 3.

At Higher Levels:

+1d8 per slot level above 3rd.

Ossuary Choir
Level 3 enchantment
Casting Time: Action
Range: 30-foot-radius Sphere centered on self
Target: Each enemy in the Sphere
Components: V
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Wisdom saving throw vs your spell save DC
Defense: None

A hundred voices chanting the names of everyone you have buried.

Rules Text:

The names of the dead toll through the air. Each enemy that fails is Frightened of you for the duration and must take the Dash or Hide action on its turns unless it has nowhere to move. An enemy that saves is immune to this casting for 24 hours. Casting with a 4th-level or higher slot: the radius increases to 45 feet.

At Higher Levels:

Larger radius at higher slots.

Bone Gallows
Level 3 transmutation
Casting Time: Action
Range: 60 feet
Target: One Large or smaller creature you can see
Components: S, M (a carved vertebra)
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Dexterity saving throw vs your spell save DC
Defense: None

Ribs curve upward into a hanging cage of pale bone.

Rules Text:

On a failed save, the target is hoisted 10 feet into the air in a cage of weight-bearing bone, gaining the Restrained condition. A caged creature takes 2d6 Piercing damage at the start of each of its turns and can repeat the save at the end of each of its turns. Casting with a 4th-level or higher slot: you may target one additional creature per slot level above 3.

At Higher Levels:

One extra target per slot level above 3rd.

Marrow Rot
Level 4 necromancy
Casting Time: Action
Range: Touch
Target: One creature touched
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw vs your spell save DC
Defense: None

You tap the sternum once, and the skeleton remembers being old.

Rules Text:

The target's bones grow brittle and cold. It takes 8d6 Necrotic damage and has Vulnerability to Bludgeoning damage until the end of your next turn on a failed save; half damage and no Vulnerability on a success. Casting with a 5th-level or higher slot: +1d6 damage per slot level above 4.

At Higher Levels:

+1d6 per slot level above 4th.

Bone Bridge
Level 4 transmutation
Casting Time: Action
Range: 60 feet
Target: A line up to 100 feet long and 10 feet wide within range
Components: V, S
Duration: 10 minutes
Movement: None
Attack / Save: None
Defense: None

A spine unspools across the gap like a pale road.

Rules Text:

A fused bridge of interlocked bones and vertebrae rises, able to hold up to 2,000 pounds. It can span chasms, cross liquid (floating 5 feet above the surface), or ascend at up to 45 degrees. Any undead creature walking it moves at full Speed over any difficult terrain beneath. Casting with a 5th-level or higher slot: duration becomes 1 hour.

At Higher Levels:

Longer duration at higher slots.

Splinter Storm
Level 4 evocation
Casting Time: Action
Range: Self (30-foot-radius Sphere)
Target: Each creature you choose in the Sphere
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw vs your spell save DC
Defense: None

A thousand carved talismans detonate into shrapnel.

Rules Text:

A cyclone of bone shards explodes outward from you. Each target takes 6d8 Piercing damage and is Blinded until the end of its next turn on a failed save, or half damage and not Blinded on a success. You may spend one Ossuary Die when casting to exclude any number of creatures from the Blinded effect. Casting with a 5th-level or higher slot: +1d8 damage per slot level above 4.

At Higher Levels:

+1d8 per slot level above 4th.

Femur Legion
Level 5 necromancy
Casting Time: 1 minute
Range: 30 feet
Target: A pile of bones or corpse in range
Components: V, S, M (bones or a corpse)
Duration: Concentration, up to 1 hour
Movement: Summons have Speed 30 feet
Attack / Save: None
Defense: None

The bones march again, knitted by your sigils.

Rules Text:

You assemble a Medium skeletal warrior (use the Skeleton stat block, SRD) that obeys your verbal commands (no action required) and acts on your turn. It has additional Hit Points equal to 10 times your spell slot level above 5 (a 5th-level slot grants no bonus HP). Casting with a 6th-level or higher slot: you create one additional skeleton per slot level above 5. If you cast this spell using a spell slot of 7th level or higher, each skeleton's weapon attacks deal an extra 1d6 Necrotic damage.

At Higher Levels:

More and stronger skeletons at higher slots.

Wall of Bone
Level 5 necromancy
Casting Time: Action
Range: 120 feet
Target: An unoccupied surface you can see within range
Components: V, S
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: Wall segments have AC 15 and 50 Hit Points each

A palisade of femurs and rib plates erupts.

Rules Text:

You create a wall of fused bone up to 60 feet long, 15 feet high, and 1 foot thick, made of up to twelve 10-foot-by-10-foot panels. Each panel has AC 15, 50 Hit Points, and immunity to Poison and Psychic damage. Creatures in a panel's space are pushed to the nearest unoccupied space. Casting with a 6th-level or higher slot: +20 Hit Points per panel per slot level above 5.

At Higher Levels:

+20 HP per panel per slot level above 5th.

Rib Lattice Step
Level 6 conjuration
Casting Time: Bonus Action
Range: 90 feet
Target: Self and one willing creature you can see in range
Components: V
Duration: Instantaneous
Movement: You teleport up to 90 feet
Attack / Save: None
Defense: None

You step into a ribcage and out of another.

Rules Text:

A cage of spectral ribs swallows you and reforms elsewhere. You teleport to an unoccupied space you can see within 90 feet, and you may bring one willing creature within 5 feet of you along. Until the end of your turn, your movement does not provoke Opportunity Attacks. Casting with a 7th-level or higher slot: bring up to three willing creatures.

At Higher Levels:

More passengers at higher slots.

Rattling Host
Level 7 necromancy
Casting Time: Action
Range: Self (60-foot-radius Sphere)
Target: Each enemy in the Sphere
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Wisdom saving throw vs your spell save DC
Defense: None

An army of spectres rattles its bones in ragged ranks.

Rules Text:

The slain rise as a phantom regiment around you. Each enemy that fails takes 8d8 Necrotic damage and is Frightened until the spell ends; on a success, half damage and no Frightened. A Frightened creature must end its turn at least 30 feet away from you if able. Casting with an 8th-level or higher slot: damage increases by 2d8 per slot level above 7.

At Higher Levels:

+2d8 per slot level above 7th.

Marrow Puppet
Level 7 enchantment
Casting Time: Action
Range: 60 feet
Target: One creature you can see in range that has a skeleton
Components: V, S, M (a small bone puppet)
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Charisma saving throw vs your spell save DC
Defense: None

You jiggle the puppet-string; somewhere, a body obeys.

Rules Text:

On a failed save, the target has the Charmed condition for the duration and takes 4d8 Necrotic damage at the moment of casting. While Charmed, you command the target's skeleton: on its turn, it moves and takes one action of your choice (attacks use its own stats). It repeats the save at the end of each of its turns. Casting with an 8th-level or higher slot: duration becomes Concentration, up to 10 minutes.

At Higher Levels:

Longer duration at higher slots.

Bone Colossus
Level 8 necromancy
Casting Time: 1 minute
Range: 30 feet
Target: A pile of bones or corpses in range
Components: V, S, M (a mass of bones or several corpses)
Duration: Concentration, up to 1 hour
Movement: Summon has Speed 30 feet
Attack / Save: None
Defense: Summon uses the stats of a Bone Golem-like Huge skeletal construct: AC 16, 180 Hit Points, Slam +10 to hit, Reach 10 ft., 4d10+6 Bludgeoning

Dozens of skeletons fuse into a cathedral of bone.

Rules Text:

You assemble a Huge skeletal colossus that obeys your verbal commands (no action required) and acts on your turn. It has AC 16, 180 Hit Points, Speed 30 feet, and two Slam attacks per Multiattack (+10 to hit, reach 10 feet, 4d10+6 Bludgeoning each). Its attacks count as magical. Casting with a 9th-level slot: Hit Points increase to 240.

At Higher Levels:

More Hit Points at 9th level.

Ossuary Eclipse
Level 8 necromancy
Casting Time: Action
Range: Self (120-foot-radius Sphere)
Target: The entire Sphere
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

The sky becomes a skull's socket and blinks shut.

Rules Text:

The area fills with cold witchfire darkness, Heavily Obscured for enemies of your choice. Enemies in the area cannot regain Hit Points, and any enemy that ends its turn in the area takes 3d10 Necrotic damage. Undead creatures you control have Advantage on attack rolls in the area. Casting with a 9th-level slot: the necrotic damage increases to 4d10.

At Higher Levels:

Higher damage at 9th level.

Exhumation
Level 9 necromancy
Casting Time: 1 hour
Range: 300 feet
Target: One corpse or set of remains within range, and up to six other corpses within range
Components: V, S, M (a silver spade and a talisman worth 500 GP, consumed)
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

You call every debt the graveyard owes you, all at once.

Rules Text:

The earth opens and gives up its dead in a 60-foot-radius eruption of bone, grave-dust, and spirit-light. The primary corpse returns to life permanently, restored to full Hit Points as if by True Resurrection, and owes you one service: it must truthfully answer three questions or perform one task of up to one day's length (no suicidal or obviously fatal tasks) before its soul departs again to rest. Additionally, up to six other corpses in range rise as skeletons under your command (use the Skeleton stat block, SRD) for 24 hours, after which they collapse to dust. Casting this spell cannot be done again until you finish a Long Rest, regardless of slots available.

At Higher Levels:

None (9th-level capstone spell).

Cathedral of Ribs
Level 9 abjuration
Casting Time: Action
Range: Self (40-foot-radius Sphere)
Target: The entire Sphere, centered on you and moving with you
Components: V, S
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: Wisdom saving throw vs your spell save DC (for enemy entry)
Defense: Enemies that enter or start their turn inside take 3d8 Necrotic; you and allies gain +2 AC while inside

A moving chapel of the dead, arched like a whale's chest.

Rules Text:

A soaring reliquary of spectral ribs arches around you and moves with you. Allies in the area gain a +2 bonus to AC and have Advantage on saves against being Frightened. Each enemy that enters the area or starts its turn there must succeed on a Wisdom save or take 3d8 Necrotic damage and be unable to move closer to you that turn. Undead of CR 8 or lower cannot willingly enter the area.

At Higher Levels:

None (9th-level alternative).

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Full caster chassis (wizard slot progression), d8 Hit Die, bone-themed necromantic spell list of 24 selectable spells (4 cantrips + 20 leveled, two 9th-level capstone options), plus an Ossuary Die resource pool that fuels class and subclass riders comparable to Sorcery Points or Bardic Inspiration in economy. Strengths: necrotic damage, undead control, divination of the dead. Weaknesses: heavy vulnerability to Radiant damage dealers and turn-undead enemies, situational utility outside grave contexts, no heavy armor or weapon proficiencies.
Level Prof. Features Resources Spell Slots
1 +2 Bone-Bound Casting, Ossuary Dice, Bone Talisman Focus - -
2 +2 Grave Whisper - -
3 +2 Bone Witch Specialty - -
4 +2 Ability Score Improvement or feat - -
5 +3 Bone Tithe - -
6 +3 Subclass feature (level 6) - -
7 +3 Rites of Rest - -
8 +3 Ability Score Improvement or feat - -
9 +4 Osseous Resilience - -
10 +4 Subclass feature (level 10) - -
11 +4 - -
12 +4 Ability Score Improvement or feat - -
13 +5 Witchfire - -
14 +5 Subclass feature (level 14) - -
15 +5 - -
16 +5 Ability Score Improvement or feat - -
17 +6 Deathless Bargain - -
18 +6 Subclass feature (level 18) - -
19 +6 Ability Score Improvement or feat - -
20 +6 Ossuary Ascendant - -

Class Features

Bone-Bound Casting (Level 1)

You cast spells through carved bone talismans rather than a standard focus. Your spellcasting ability is Intelligence or Charisma (choose when you gain this feature; it is fixed thereafter). You learn spells from the Bone Witch spell list (the spell entries under abilities). Each time you finish a Long Rest, you may re-carve one prepared spell you know into a different Bone Witch spell of the same level, reflecting new sigils cut into a talisman. If you lose your talisman bag, you may carve a new one with Bone Carver's Tools during a Short Rest.

Ossuary Dice (Level 1)

You carry a pool of Ossuary Dice: d6s fueled by lingering death. Your Ossuary Dice pool has a number of dice equal to your class level, and you regain all spent Ossuary Dice on a Long Rest. See the resources entry for full spending and recovery rules, including Bone Tithe.

Bone Talisman Focus (Level 1)

You can use your bag of carved bone talismans (or any bone, tooth, or skull you hold) as a Spellcasting Focus. Additionally, when you cast a Bone Witch spell that deals damage, you may spend one Ossary Die to add necrotic damage equal to one roll of the die to one target of the spell.

Grave Whisper (Level 2)

As a Magic action, you can touch a corpse, skull, or set of bones and spend one Ossuary Die to question the remains for 1 minute. The remains answer as the Speak with Dead spell (using your spell save DC), except you need not share a language and bones that were never creatures hold faint echoes of the last hour they witnessed (images and sounds only, GM's discretion). Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Bone Witch Specialty (Level 3)

Choose a Bone Witch specialty: Carver of the Marrow Circle, Warden of the Ossuary Choir, or Bargainer of the Hollow Court. Each is detailed under subclasses and grants features at levels 3, 6, 10, 14, and 18.

Bone Tithe (Level 5)

When a creature of challenge rating 1/2 or higher dies within 60 feet of you, or you spend 10 minutes respectfully harvesting bones from any corpse, you regain one spent Ossuary Die. You can regain a maximum number of dice per Long Rest equal to your Proficiency Bonus. Undead you destroyed yourself count, but harvesting a corpse destroys it for Raise Dead purposes.

Rites of Rest (Level 7)

You can cast Gentle Repose, and Speak with Dead without expending a spell slot if cast as a Ritual, provided you use a bone talisman as the focus. Additionally, when you finish a Short Rest, you may perform last rites over one corpse or undead destroyed nearby; doing so lets you regain one Ossuary Die beyond your Bone Tithe limit.

Osseous Resilience (Level 9)

Your bones are tempered by witchcraft. You gain Resistance to Necrotic damage. When you fail a saving throw against being Frightened or Paralyzed, you can spend two Ossuary Dice to reroll it, using the new result.

Witchfire (Level 13)

Your talismans ignite with pale green witchfire. Once per turn when you deal damage with a Bone Witch spell, you can deal extra necrotic damage equal to your Proficiency Bonus. Undead creatures damaged this way have Disadvantage on their next attack roll before the end of their next turn.

Deathless Bargain (Level 17)

When you drop to 0 Hit Points but are not killed outright, you can spend any number of Ossuary Dice as a Reaction (no action required): you drop to a number of Hit Points equal to the total rolled, and until the end of your next turn attacks against you have Disadvantage. Once you use this feature, you cannot use it again until you finish a Long Rest.

Ossuary Ascendant (Level 20)

You become a living reliquary. Your Ossuary Dice become d8s. You no longer age, need only 4 hours of trancelike rest for a Long Rest, and when you spend Ossuary Dice to fuel a Bone Witch spell of 5th level or higher, the spell is treated as cast with a spell slot one level higher (maximum 9th).

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