High level can summon Tyranasaurous Zombie
Speak with dead simultaneously cast speak with animals
"Calcified", beast gets resistance to non magical physical
Advantage on dating bodies
When you examine a pile of bones or corpse of a dead creature, you have advantage on ability checks to determine the cause and date of death.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Palaeontologist Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Palaeontologist Spells
Lorehunter Level.3rd | speak with animals, false life, find familiar (appears as undead)5th | animate dead9th | conjure animals (appear as undead rather than fey), speak with dead13th | danse macabre17th | raise deadStarting at 3rd level, you can use a bone from a long dead beast or a trowel as a spellcasting focus for your lorehunter spells. In addition, you can also use such items as simple melee weapons, such as using a large bone as a mace or a trowel as a dagger.
Finally, you have advantage on any ability checks you make to dig through structures made of stone or clay, and to carefully extract items from earth.
At 3rd level, you can use an action to summon the spirit of a long dead beast to an unoccupied space you can see within 30ft of you.
When you summon the beast, you choose its size and its stat block; Undead Bulker, Undead Prowler or Undead Soarer which uses your proficiency bonus (PB) in several places. You also determine the appearance of the beast, choosing a form appropriate for its stat block.
You can choose to summon an aquatic creature instead of one from the land. In which case, its walking speed becomes 5 feet and it gains a swim speed equal to its previous walking speed.
Alternatively, you can choose a beast with a CR of 1 or lower that has the dinosaur tag (your DM might allow other similar creatures). The creature appears as undead rather than beast, is immune to poison and necrotic damage and is also immune to the poisoned and charmed conditions. The creature shares your proficiency bonus and understands any languages you know but does not speak.
The maximum CR of the creature you summon increases by 1 when you reach 5th level (CR 2), 11th level (CR 3) and 17th level (CR 4) in this class.
The creature shares your initiative count in combat and will obey any verbal commands you give it (no action required by you). If you issue no commands on a turn it will defend itself and follow you but takes other actions. The creature remains for 1 hour after which it crumbles to dust, unless you expend another use of this feature, or a spell slot of 2nd-level or higher, to extend it by another hour. The creature crumbles early if it is reduced to 0 hit points, or if you use this feature again.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend a spell slot of 2nd-level or higher to use this feature again.
OR
As an action, you can expend a spell slot of 2nd-level or higher to regain an expended use of this feature.
Optional feature
At 3rd level, you can expend a use of your Ancient Bones feature to cast the find familiar spell, without material components. The familar appears as undead, and disappears when you finish a long rest.
At 3rd level, you learn the magic stone cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it.
When you cast the spell, you can target up to five tiny bones, teeth or fossils rather than pebbles. When an attack hits with one of these items, you can choose to have it deal necrotic, piercing or s;ashing damage (your choice), rather than bludgeoning. In addition, when an attack with it hits or misses, an item returns to your empty hand or lands at your feet before the spell ends on it.
Allow the creature that is summoned with ancient bones to launch/throw these (like manticore spike)?
Optional feature which replaces Fossilised Arcana
At 3rd level, you learn the mold earth cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it.
When you cast the spell, you can do one of the normal effects, or you can detect the presence of fossils or deceased animal matter, such as bones, teeth or shells, within a 10-foot cube of earth or stone (you must be able to see the entirety of at least one side of the cube). You know the location and approximate size of such items within the area, but do not learn the type or identity of the creature it originated from.
Starting at 7th level, a creature you summon with your Ancient Bones (or Ancient King) feature has resistance to bludgeoning, piercing and slashing damage as its bones become as hard as stone.
In addition, the creature's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 7th level, you can use an action to begin turning the flesh and bone of a creature you can see within 30 feet into stone. The creature must make a Constitution saving throw against your lorehunter spell save DC or become fossilised/dazed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, removing the effects on a success. A creature made of inorganic material such as stone, crystal, or metal has advantage on this saving throw.
A fossilised creature is slowed, it has a -2 penalty to its Armor Class and dexterity saving throws. On its turn, it can take one action or one bonus action, not both. The creature cannot take the Dash or Dodge action. A creature summoned by your Ancient Bones feature deals an additional 1d8 damage with attacks against the fossiled creature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Replace with something using note die?
Starting at 11th level, when you cast speak with dead on the corpse of a beast or monstrosity, you can verbally communicate with it, even if it does not know any languages.
Starting 11th level,
Starting at 15th level, you can expend two uses of your Ancient Bones feature to summon a tyrannosaurus rex, otherwise following the same rules and benefits of that feature. You cannot use spell slots to summon the tyrannosaurus rex or extend its duration.
The tyrannosaurus obeys your commands as long as you maintain concentration (as if concentrating on a spell). You can dismiss the tyrannosaurus at any point on your turn (no action required). If you lose concentration before dismissing it, you also lose control of the tyrannosaurus and can no longer command or dismiss it. Using your Ancient Bones feature again after you lose control does not dismiss the tyrannosaurus. It spends its remaining turns pursuing and attacking any nearby creatures.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Undead bulkers are ancient reanimated beasts. Compared to undead prowlers and soarers, bulkers excel in raw strength, resilience and momentum. They can handle, and deal, significant damage with ease.
Examples of beasts that may be reanimated as bulkers include; triceratops, mammoths.................
Trampling Charge. If the bulker moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the bulker can make one stomp attack against it as a bonus action.
Undead Fortitude. If damage reduces the bulker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soarer drops to 1 hit point instead.
Multiattack. The bulker makes a number of attacks equal to your half your PB (rounded up).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB bludgeoning or slashing damage (your choice).
Stomp. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one prone creature. Hit: 1d12 + PB bludgeoning damage.
Undead prowlers are ancient reanimated beasts. Compared to undead bulkers and soarers, prowlers excel in stealth, speed and tactics. Lurking in the shadows or surrounding enemies alongside allies.
Examples of beasts that might be reanimated as prowlers include; dire wolves, saber-toothed tigers, velociraptors....
Pounce. If the prowler moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Undead Fortitude. If damage reduces the prowler to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soarer drops to 1 hit point instead.
Cunning Combatant. The prowler can use a bonus action to take the Dodge, Disengage, Help or Hide action.
Multiattack. The prowler makes a number of attacks equal to your half your PB (rounded down).
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.
Undead soarers are ancient reanimated beasts. Compared to undead bulkers and prowlers, soarers excel at traversal and reconnaissance. Typically great flyers, they can quickly scour the land from above to spot both threats and prey.
Examples of beasts that might be reanimated as soarers include; ...., pteranodons and birds of prey.
Flyby. The soarer doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sight. The soarer has advantage on Wisdom (Perception) checks that rely on sight.
Sky Predator. Flying with a grappled tiny creature does not half the soarer's speed.
Undead Fortitude. If damage reduces the soarer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soarer drops to 1 hit point instead.
Multiattack. The soarer makes a number of attacks equal to your half your PB (rounded down).
Peck. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.
uncommon, requires attunement by a lorehunter with the Ancient Bones feature
This miniature saddle makes it easier to mount and ride your ressurected beasts. When you use your Ancient Bones feature whilst holding this item, the creature you summon is equipped with a saddle and saddlebags. This saddle allows the creature to carry twice as much weight and be mounted or dismounted by friendly creatures with only 5 feet of movement.
rare, requires attunement by a lorehunter with the Ancient Bones feature
This miniature saddle makes it easier to mount and ride your ressurected beasts. When you use your Ancient Bones feature whilst holding this item, the creature you summon is equipped with a saddle and saddlebags. This saddle allows the creature to carry twice as much weight and be mounted or dismounted with only 5 feet of movement.
Additionally, you can also choose to have the creature appear with barding, the appearance of which you decide. With barding the creature gains a +2 bonus to its armor class but has disadvantage on Dexterity (Stealth) checks.
At 3rd level, you learn additional ways to utilise your Lorehunter Notes.
Skillful Bones. When a creature you have summoned with your Ancient Bones or Ancient King feature makes an ability check, you can expend a Note Die, roll it, and add the result as a bonus to the ability check.
Savage Bones. When a creature you have summoned with your Ancient Bones or Ancient King feature hits a target with an attack, you can expend a Note Die, roll it, and add the result as a bonus to the damage of the attack.
They get a lot at 3rd level, I might just remove this (maybe making the statblocks a little better)
Starting at 7th level, you can use a bonus action to harden the bones of the creature you summon with your Ancient Bones feature. The creature gains resistance to bludgeoning, piercing and slashing damage for one minute. Once you use this feature, you cannot do so again until the next time you use your Ancient Bones feature.
This is a little underwhelming, maybe just make it a passive benefit?
Starting at 7th level, when you target a creature with a necromancy spell, you can use a bonus action to grant that creature resistance to bludgeoning, slashing and piercing damage until the end of your next turn.
Alternatively, you can use a bonus action to grant this benefit to a friendly undead creature you can see within 30 feet of you.
Maybe alter wording to only work when spell is successful, e.g. chill touch only grants the benefit on a hit.
Starting at 7th level, you can use a bonus action to harden the bones and skin of a willing creature you touch, turning it as hard as stone. The creature gain resistance to bludgeoning, slashing and piercing damage until the end of your next turn.
Alternatively, you can target a willing undead creature that you can see up to 30 feet away with this bonus action.
this would likely require limiting
Starting at 7th level, you can target dead beasts with the animate dead spell. The creature still uses the skeleton or zombie statblock but keeps the shape, size and speeds it had in life (or ones chosen by the DM if it had no statblock).
move this to 7th
When you learn the danse macabre spell at 17th level, you can use this feature with that spell as well.
A bit underwhelming as animate dead isn't very strong, and they're getting conjure animals anyway
Starting at 7th level, when you cast a necromancy spell, or deal necrotic damage with an attack or spell, you can use a bonus action to grant either yourself or the target of the attack or spell temporary hit points equal to 1d8 + your Intelligence modifier. The creature's bones and flesh become as hard as stone.
Necromancy only is fitting but there aren't many viable spells (maybe count dealing necrotic damage)
could make it stronger but limted
could move this lower level