Playtest Material

This class is currently being previewed for the Castaway's Guide to Yneslea.


An outcast subdivision of the Order of the Witch-Hunters, these votaries hold little fear, and even embrace the time old adage of “fight fire with fire”. While their tactics can be seen as distasteful, or even downright heretical, Bonerats find a pragmatic, and oftentimes utilitarian approach to necromancy and the forbidden magics.

Unlike other votaries, who are beholden to the Divine Mandate, Bonerats have special privileges that afford them the ability to use the dark arts, so long as this magic doesn’t corrupt their soul. While considered inherently dangerous, Bonerats often delight in venturing into the volatile unknown.

Often identifiable by their glass jars that house a translucent Daedric creature known as a rotwyrm, and their overt adornment with severed rat tails, Ratbones distinguish themselves from other votaries with their apparent fascination (or even love) for the morose and the creepier elements of the world.

Bonerat Features
Level Feature
3rd Dark Trinket, Ritualistic Pragmatism, Profession Spells
7th Macabre Maleficence
15th Magebane
20th Goetic Invocation

Dark Trinket

3rd-level Bonerat feature

You gain the use of a morose, and oftentimes rather disgusting magical trinket that you utilize in your practice of hunting down illegal mages and daemonic creatures.

You gain a special trinket, which you keep or wear on your person at all times when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Morose Trinkets table.

Morose Trinkets
d6 Trinket
1 A glass jar with a translucent wyrm in it
2 A bone necklace of made of rat tails
3 A container of petrified, shrunken head
4 A ‘lucky’ Broh-Kah finger bone
5 A tiny glass jar filled with the vaporous essence of a daemon
6 A relic of a dishonored ancestor

Ritualistic Pragmatism

3rd-level Bonerat feature

When you begin a short rest, you can spend up to half of the time fixated by your morose trinket, muttering to it, and regaining some measure of magic from it. You regain a number of magicka points equal to your proficiency bonus. Once you use this feature, you can’t do so again until you finish a long rest.

Profession Spells

3rd-level Bonerat feature

You learn an additional spell when you reach certain levels in this class, as shown in the Bonerat Spells table. Each spell counts as a votary spell for you, but it doesn't count against the number of votary spells you know.

Bonerat Spells
Level Spell
3rd false life
5th gentle repose
9th speak with dead
13th death ward
17th contagion

Macabre Maleficence

7th-level Bonerat feature

Those who commit vile deeds are subjected to your unique form of justice. Whenever a hostile creature fails its saving throw against one of your votary spells of 1st level or higher, you can inflict further harm to it with the following options below:

  • Blindness. The target is blinded until the start of your next turn.
  • Deafness. The target is deafened until the start of your next turn.
  • Fright. The target is frightened of you until the start of your next turn.
  • Harm. The target takes an extra number of d4’s of damage from the spell equal to your proficiency bonus. If the spell affects multiple targets, you can designate one creature to take this damage, or divide up the d4’s amongst those who fail their save from the spell.


15th-level Bonerat feature

You gain the inherent ability as to how to exploit the weaknesses of other spellcasters and harm them in a single act. When you cast either the counterspell or dispel magic spells, the originating caster of the spell takes either necrotic or force (your choice) damage equal to your votary level.

Goetic Invocation

20th-level Bonerat feature

You learn to call upon the aid of the dead in order to fuel yourself with supernatural abilities and might. In doing so, you must offer up a portion of your immortal soul in order to gain the assistance of an otherworldly spirit.