Name | Bone Cage (HB) |
Level | 5 |
School | Necromancy |
Time | 1 action |
Range | Self (20-foot-radius sphere) |
Componenents | V, S, M (the bones of at least one non-animated corpse, which the spell consumes) |
Duration | 1 minute |
Classes | School: Biomancy, School: Necromancy, Cleric, Druid, Paladin, Warlock, Wizard, Tamer (Heliana) (Necromancer) |
Text | You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration:
Size | Temporary Hit Points Gained
Small | 1d6+1
Medium | 1d8+2
Large | 1d10+5
Huge | 1d12+12
Gargantuan | 1d20+25
As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw, taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can't be used in this way again.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.
Source: Heliana's Guide to Monster Hunting p. 499 (Homebrew) |