Stat Array Gougi Special
15/8/14/16/10/11
(Tasha's ASI swap +2 INT/ +1 CON
Race
Skeleton
Description: Once a living creature, during the grand necromancer’s reign a new form of more calm sentient life was formed, the skeleton. Skeletons come in all shapes and sizes usually based on the skeletal remains of the creature they originally were from. They are spooky, they’re bones. Prepare for the skeletons. Your eye sockets also emit a light in the center of a shape of your choice in a color of your choice (in e.x blue circle, red crosshair,yellow tear shapes kinda like a Zaku)
Some skeletons have memories of their fleshy life, while some don’t.
You are considered a living humanoid creature, with the undead subtype.
Ability Score Increase: Constitution +2 / Any stat +1
Age: Until the bones are gone (From any mature creature, upto an additional 200 years post skeleton)
Languages: You can read, write, and speak in Common, Rattles, and one extra language of your choice.
Rattles: A language known between skeletons, involving the various clacking of teeth
Alignment: Skeletons lean towards being a skeleton
Size: Skeletons are as tall as the size of the race they are the skeleton of.
Small race skeleton: Small
Medium race skeleton: Medium
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to being bones, you have superior vision in dark and dim conditions. 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
Bone heart: Your boney structure has given you some benefits.
Immune to disease and the poisoned condition.
You can freely detach your limbs
You can also replace lost limbs with other bones. This process takes 5 mins as you adjust to your new bones
You don't need to eat, drink, or breathe.
Skeletal inheritance: Choose one playable race, your size and appearance changes to match that as if you were their skeleton. In addition you can choose one racial feature from that race and gain it as if you still had it. (This does not include Variant Human’s Feat racial feature, or Picking skeleton)
Brittle build. Your bones make you easier to hold onto, and you don’t have a lot of weight to move around. You have disadvantage on checks to become grappled and checks to escape a grapple. You are also vulnerable to bludgeoning and radiant damage
Skeletal inheritance (Drahn)
Toughened Scales: When you aren't wearing armor, your AC is 11 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Origin
Bangor, Weapon Smith
+1 STR, Athletics, Smithing Tools, Sleight of Hand Prof
Start with one weapon of your choice. You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them.
Class
Spellcasting
As a Student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.
Cantrips
At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the Repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell 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
Ritual Casting
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Wizard Spells.
Learning Spells of 1st Level and Higher
Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).
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.
Arcane Tradition
When you reach 2nd Level, you choose an Arcane Tradition, shaping your practice of magic through one of eight schools, such as Evocation. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.
Bladesong
Bladesing
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Class/Racial Features & Traits